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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.244 by root, Sun Nov 19 00:09:16 2006 UTC vs.
Revision 1.256 by root, Tue Mar 13 01:19:33 2007 UTC

1http://www.vionline.com/sound.html 1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html 2http://www.stonewashed.net/2.html
3 3
4macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
5
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 6http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 7
8- display opengl renderer for troubleshooting
9- automccompleter should vanish when its losing focus
10- allow inventory window to be stacked vertically, maybe?
11- ganondorf wants the complete to grow, never shrink
12- keypad-enter does not do the same as return in text entries
13
14- ice in /whalingoutpost/misc/castle1
15 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
6- PANGO: create upstream-patch for inclusion into pango 16- PANGO: create upstream-patch for inclusion into pango
7- SERVER: document ext/mapinfo and cfplus.ext 17- SERVER: document ext/mapinfo and cfplus.ext
8- SERVER: memleak like hell: probably event-related? (probably not real) 18- SERVER: memleak like hell: probably event-related? (probably not real)
9- LONG-TERM: party member health etc. status (needs player list, then trivial) 19- LONG-TERM: party member health etc. status (needs player list, then trivial)
10- LONG-TERM: map landmark labels 20- LONG-TERM: map landmark labels
11- LONG-TERM: player on map name 21- LONG-TERM: player on map name
12 22
13- using the f-keys to access the spellbook => no scrollbar, no initial size request => cramped together 23- player speed is only shown as current, not unencumbered max as in gcfclient
24- IMPORTANT: stats during item creation == crash? (reported by Grak)
14- IMPORTANT: server-protocol/upgrade etc. 25- IMPORTANT: server-protocol/upgrade etc.
15- IMPORTANT: good installation instructions/problem faq. 26- IMPORTANT: good installation instructions/problem faq.
16- IMPORTANT: database creation parameters borked - fix and find upgrad epath 27- IMPORTANT: database creation parameters borked - fix and find upgrad epath
17- FEATURE: beside the floorbox, have a recent inventory items box 28- FEATURE: beside the floorbox, have a recent inventory items box
18- embedded widgets not always shown at corretc position initially.
19- fix the pod referencing - L<glossary/space> does not get you anywhere. 29- fix the pod referencing - L<glossary/space> does not get you anywhere.
20 * possibly look into auto-marking (wiki-style) certain key sequences. 30 * possibly look into auto-marking (wiki-style) certain key sequences.
21 31
22should be solved/investigated before 1.0 release: 32should be solved/investigated before 1.0 release:
23- maybe embed buttons for stuff liek accept-invitation, bind spell etc. 33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
24- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *? 34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
25- when in history "mode", completer cannot access completions at all 35- when in history "mode", completer cannot access completions at all
26- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! 36- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
27- IMPORTANT: Can't locate object method "ask_for_bind_and_commit" via package "CFPlus::BindingEditor" at /localvol/root/src/CFPlus/blib/lib/CFPlus/MapWidget.pm line 219.
28 ^^^^ when pressing shift-insert
29- offer common options such as use_skill sense xxx etc. in inventory via menu? 37- offer common options such as use_skill sense xxx etc. in inventory via menu?
30- buttons should support hovering visually 38- buttons should support hovering visually
31- notebooks should provide visual feedback (support from button class?) 39- notebooks should provide visual feedback (support from button class?)
32- floorbox out-of-screen after resizing (schmorp) 40- floorbox out-of-screen after resizing (schmorp)
33- identify inventory hover slowness and fix it (schmorp) 41- identify inventory hover slowness and fix it (schmorp)
34- use more graphical frames/separators to make dialogs more eye-pleasing/clean
35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. 42- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
36- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
37- playerbook/skills should have sensible tooltips with skill descriptions 43- playerbook/skills should have sensible tooltips with skill descriptions
38- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) 44- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
39- NPC dialog box should have close button which finishes the dialog
40- mapmap (overview) - scroll visible area by clicking/dragging 45- mapmap (overview) - scroll visible area by clicking/dragging
41- binding window and editor layout broken for long recordings => use scroller 46- binding window and editor layout broken for long recordings => use scroller
42- maybe open the help viewer on the first start, or a simple dialog that 47- maybe open the help viewer on the first start, or a simple dialog that
43 initially lists keybidings for gcfclient converts. 48 initially lists keybidings for gcfclient converts.
44- maybe the top fancyframe border should be larger (for close button and title to be more visible?) 49- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
45- but fullscreen => minimize (alt-esc) => no way to go back [windows]
46- spell list => scroll down => "Pickup" => scrollbar not updated
47- what happened to the dialog being shown when modifiers are pressed, showing 50- what happened to the dialog being shown when modifiers are pressed, showing
48 keybindings for this modifier? 51 keybindings for this modifier?
49 52
50post-1.0: 53post-1.0:
51- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 54- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
62- sliders do not change size after reconfigure. 65- sliders do not change size after reconfigure.
63- enter runmode when cursor-key repeats (maybe not?) 66- enter runmode when cursor-key repeats (maybe not?)
64- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 67- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
65- performance: use texture collections for upstream server data instead if gobs 68- performance: use texture collections for upstream server data instead if gobs
66 of small textures. 69 of small textures.
70- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
67 71
68TEMPORARY SERVER TODO: 72TEMPORARY SERVER TODO:
69- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 73- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
70- palyer peaceful setting should be independen of game peaceful setting 74- palyer peaceful setting should be independen of game peaceful setting
71 (i.e. one should be able to become hostile against guards but still 75 (i.e. one should be able to become hostile against guards but still
72 be peaceful - the palyer peaceful would be toggled by priests and shown 76 be peaceful - the palyer peaceful would be toggled by priests and shown
73 in who, the game peaceful steting would be toggled by the peaceful command 77 in who, the game peaceful steting would be toggled by the peaceful command
74 but not otherwise shown). 78 but not otherwise shown).
75- pippij wants playerstealing to work between hostile players
76- attempt_jump tries to kick jumped-into monster,s but doesn't work 79- attempt_jump tries to kick jumped-into monster,s but doesn't work
77- 1) If you hide, and someone can see you trying to hide, you'll get a 80- 1) If you hide, and someone can see you trying to hide, you'll get a
78 message, even when you can't see that other person. 81 message, even when you can't see that other person.
79- 2) hiding exp is always 1, independant of how difficult it is to hide 82- 2) hiding exp is always 1, independant of how difficult it is to hide
80- 3) jumping into monsters does no damage, even though it's supposed to 83- 3) jumping into monsters does no damage, even though it's supposed to
100 glEnd; 103 glEnd;
101 glDisable GL_BLEND; 104 glDisable GL_BLEND;
102 glDisable GL_TEXTURE_2D; 105 glDisable GL_TEXTURE_2D;
103 } 106 }
104 107
105set_face 4783 => 70
106libpng warning: Ignoring gAMA chunk with gamma=0
107allocating id 71
108OK
109set_face 4782 => 71
110libpng warning: Ignoring gAMA chunk with gamma=0
111allocating id 72
112OK
113set_face 4781 => 72
114libpng warning: Ignoring gAMA chunk with gamma=0
115allocating id 73
116OK
117set_face 4784 => 73
118libpng warning: Ignoring gAMA chunk with gamma=0
119
120 To achieve a more complete blending, you can have your drawing engine rasterize each transparent object more than once, altering in each pass the blending mode, object alpha channel, and buffer write masks. The first pass should perform RGB blending. Accordingly, you should disable writing any alpha channel or z buffer data during this pass. 108 To achieve a more complete blending, you can have your drawing engine rasterize each transparent object more than once, altering in each pass the blending mode, object alpha channel, and buffer write masks. The first pass should perform RGB blending. Accordingly, you should disable writing any alpha channel or z buffer data during this pass.
121 /*first pass*/ 109 /*first pass*/
122 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 110 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
123 glDepthMask(FALSE); /*disable Z buffer*/ 111 glDepthMask(FALSE); /*disable Z buffer*/
124 if (premultpliedTransparency) 112 if (premultpliedTransparency)

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