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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.196 by root, Wed Jul 5 02:16:49 2006 UTC vs.
Revision 1.257 by root, Tue Apr 10 10:13:10 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
612:17 <@schmorp> i do list all libs manually for pclient 8- improve smoothing implementation to be cleaner and more efficient.
712:17 <@schmorp> will have to do that for gce too 9- make smoothing a separate setting, or depend on fast&ugly.
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) 11- automccompleter should vanish when its losing focus
12 => either using bg attribute, or something else. neither way is currently implementable, imho 12- allow inventory window to be stacked vertically, maybe?
13 => or maybe using an extra icon for curses/magic items?) 13- ganondorf wants the complete to grow, never shrink
14 maybe drag&drop, otherwise two containers side-by-side makes little sense. 14- keypad-enter does not do the same as return in text entries
15 show player weight/max weight in inventory 15
16 offer common options such as use_skill sense xxx etc. in inventory via menu? 16- ice in /whalingoutpost/misc/castle1
17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not 17 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes 18- PANGO: create upstream-patch for inclusion into pango
19- the inventory needs separate scrollbars. unfortunately, that means 19- SERVER: document ext/mapinfo and cfplus.ext
20 addign a manual scrollbar to the other panes (skills and spells :() 20- SERVER: memleak like hell: probably event-related? (probably not real)
21- notebook should provide a visual feedback (support form button class?) 21- LONG-TERM: party member health etc. status (needs player list, then trivial)
22- buttons should support hovering visually 22- LONG-TERM: map landmark labels
23- experience change messages should include skill experience 23- LONG-TERM: player on map name
24- skill page in playerbook 24
25- help window close button 25- player speed is only shown as current, not unencumbered max as in gcfclient
26- floorbox should show currently open container 26- IMPORTANT: stats during item creation == crash? (reported by Grak)
27- make simple inventory filters: most recently added/changed, normal, only unlocked 27- IMPORTANT: server-protocol/upgrade etc.
28- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! 28- IMPORTANT: good installation instructions/problem faq.
29- minor: skill list which shows XP and lets u bind stuff 29- IMPORTANT: database creation parameters borked - fix and find upgrad epath
30- experience 30- FEATURE: beside the floorbox, have a recent inventory items box
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 31- fix the pod referencing - L<glossary/space> does not get you anywhere.
32 (after starting, press quit) 32 * possibly look into auto-marking (wiki-style) certain key sequences.
33- client sometimes crashes on Mapmenu=>Toggle autopickup
34- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
35 33
36should be solved/investigated before 1.0 release: 34should be solved/investigated before 1.0 release:
37- NPC dialog box should have close button which finishes the dialog 35- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
36- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
37- when in history "mode", completer cannot access completions at all
38- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
39- offer common options such as use_skill sense xxx etc. in inventory via menu?
40- buttons should support hovering visually
41- notebooks should provide visual feedback (support from button class?)
42- floorbox out-of-screen after resizing (schmorp)
43- identify inventory hover slowness and fix it (schmorp)
44- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
45- playerbook/skills should have sensible tooltips with skill descriptions
46- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
38- mapmap (overview) - scroll visible area by clicking/dragging 47- mapmap (overview) - scroll visible area by clicking/dragging
39- binding window and editor layout broken for long recordings => use scroller 48- binding window and editor layout broken for long recordings => use scroller
40- maybe open the help viewer on the first start, or a simple dialog that 49- maybe open the help viewer on the first start, or a simple dialog that
41 initially lists keybidings for gcfclient converts. 50 initially lists keybidings for gcfclient converts.
42- maybe support mb4/mb5 on selected widgets to facilitate scrolling
43 (inventory, spell list, messge log...) => marc
44- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 51- 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 52- what happened to the dialog being shown when modifiers are pressed, showing
48 keybindings for this modifier? 53 keybindings for this modifier?
49- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
50 54
51post-1.0: 55post-1.0:
52- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use) 56- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
53 (maybe sth. else causes the slowness, such as database?) 57 (after starting, press quit)
54- currently the font texture cache lacks "memory" (see texcache.c:tc_put) 58- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
56 affect neighbouring visible pixels (border bleeding). 60 affect neighbouring visible pixels (border bleeding).
57- examine etc., should use extendeddrawinfo or sth. similar 61- examine etc., should use extendeddrawinfo or sth. similar
58- player list from server for tell etc. commands 62- player list from server for tell etc. commands
59- save only dirty cached maps, and save dirty maps != current map 63- save only dirty cached maps, and save dirty maps != current map
60- look into extendedmapinfo 64- look into extendedmapinfo
61- completer should know more about arguments, e.g. cast summon pet monster, 65- completer should know more about arguments, e.g. cast summon pet monster,
62 or that some commands do not take arguments ("drop all"). 66 or that some commands do not take arguments ("drop all").
63- sliders do not change size after reconfigure. 67- sliders do not change size after reconfigure.
64- enter runmode when cursor-key repeats (maybe not?) 68- enter runmode when cursor-key repeats (maybe not?)
65- cairo/win32 looks like shit (premultiplied alpha bug?)
66 (despite horrendous efforts, this is likely not fixable except by building a custom
67 libcairo for win32).
68 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
69- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 69- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
70- performance: use texture collections for upstream server data instead if gobs 70- performance: use texture collections for upstream server data instead if gobs
71 of small textures. 71 of small textures.
72- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
72 73
73TEMPORARY SERVER TODO: 74TEMPORARY SERVER TODO:
74- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 75- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
75- palyer peaceful setting should be independen of game peaceful setting 76- palyer peaceful setting should be independen of game peaceful setting
76 (i.e. one should be able to become hostile against guards but still 77 (i.e. one should be able to become hostile against guards but still
77 be peaceful - the palyer peaceful would be toggled by priests and shown 78 be peaceful - the palyer peaceful would be toggled by priests and shown
78 in who, the game peaceful steting would be toggled by the peaceful command 79 in who, the game peaceful steting would be toggled by the peaceful command
79 but not otherwise shown). 80 but not otherwise shown).
80- pippij wants playerstealing to work between hostile players
81- attempt_jump tries to kick jumped-into monster,s but doesn't work 81- attempt_jump tries to kick jumped-into monster,s but doesn't work
82- 1) If you hide, and someone can see you trying to hide, you'll get a 82- 1) If you hide, and someone can see you trying to hide, you'll get a
83 message, even when you can't see that other person. 83 message, even when you can't see that other person.
84- 2) hiding exp is always 1, independant of how difficult it is to hide 84- 2) hiding exp is always 1, independant of how difficult it is to hide
85- 3) jumping into monsters does no damage, even though it's supposed to 85- 3) jumping into monsters does no damage, even though it's supposed to
105 glEnd; 105 glEnd;
106 glDisable GL_BLEND; 106 glDisable GL_BLEND;
107 glDisable GL_TEXTURE_2D; 107 glDisable GL_TEXTURE_2D;
108 } 108 }
109 109
110set_face 4783 => 70
111libpng warning: Ignoring gAMA chunk with gamma=0
112allocating id 71
113OK
114set_face 4782 => 71
115libpng warning: Ignoring gAMA chunk with gamma=0
116allocating id 72
117OK
118set_face 4781 => 72
119libpng warning: Ignoring gAMA chunk with gamma=0
120allocating id 73
121OK
122set_face 4784 => 73
123libpng warning: Ignoring gAMA chunk with gamma=0
124
125 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. 110 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.
126 /*first pass*/ 111 /*first pass*/
127 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 112 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
128 glDepthMask(FALSE); /*disable Z buffer*/ 113 glDepthMask(FALSE); /*disable Z buffer*/
129 if (premultpliedTransparency) 114 if (premultpliedTransparency)

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