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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.176 by elmex, Wed Jun 28 09:42:39 2006 UTC vs.
Revision 1.258 by root, Fri Apr 27 00:59:14 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
4[2007-04-27 00:03] [#schmorp] Scara> hab daf�r grad nen fatal gehabt
5[2007-04-27 00:02] [#schmorp] Scara> eval {...} called at script/cfplus line 0
6[2007-04-27 00:02] [#schmorp] Scara> __par_pl::BEGIN() called at script/cfplus line 0
7[2007-04-27 00:02] [#schmorp] Scara> eval {...} called at -e line 171
8[2007-04-27 00:02] [#schmorp] Scara> PAR::import('PAR') called at -e line 885
9[2007-04-27 00:02] [#schmorp] Scara> C:/Perl/site/lib/PAR.pm line 404
10[2007-04-27 00:02] [#schmorp] Scara> PAR::_run_member('Archive::Zip::ZipFileMember=HASH(0xf515d8)') called at
11[2007-04-27 00:02] [#schmorp] Scara> require main called at C:/Perl/site/lib/PAR.pm line 554
12[2007-04-27 00:02] [#schmorp] Scara> at script/main.pl line 4
13[2007-04-27 00:02] [#schmorp] Scara> PAR::_run_member('Archive::Zip::ZipFileMember=HASH(0xf51488)', 1) called
14[2007-04-27 00:02] [#schmorp] Scara> require main called at C:/Perl/site/lib/PAR.pm line 554
15[2007-04-27 00:02] [#schmorp] Scara> Event::loop() called at script/cfplus line 2256
16[2007-04-27 00:02] [#schmorp] Scara> eval {...} called at Event.pm line 164
17[2007-04-27 00:02] [#schmorp] Scara> at Event.pm line 164
18[2007-04-27 00:02] [#schmorp] Scara> FATAL: substr outside of string at CFPlus/UI.pm line 2003.
19^^^^ beim edieren von bindings
20
21macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
22
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 23http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5 24
612:17 <@schmorp> i do list all libs manually for pclient 25- improve smoothing implementation to be cleaner and more efficient.
712:17 <@schmorp> will have to do that for gce too 26- 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 27
11- IPORTANT³: server crashes 28- automccompleter should vanish when its losing focus
12>In the ruins of Narcopin lies the tomb of Aljwaf. 29- allow inventory window to be stacked vertically, maybe?
13... 30- ganondorf wants the complete to grow, never shrink
14.. 31- keypad-enter does not do the same as return in text entries
15many dangers, great rew<
16- IMPORTANT²: if the metaserver dialog is open while save confgi was used, the client
17 crashe son every startup.
18- IMPORTANT: running over or pickung up large stacks is etxremely slow.
19- IMPORTANT: bind to key should always be verbose (DONE)
20 (elmex: what is meant by 'verbose' ?)
21 (^ whats being bound to a key, see other, similar, menu entries?)
22- IMPORTANT: please look over the whole keybinding thing, there are myriads of little bugs (elmex: which bugs for example?)
23 (documenting as found: the binding window is behind other windows, since it forcefully grabs focus,
24 - it should always be topmost (z => 1000 or so)
25- IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour?
26 (or maybe even better: not have an Arm value anymore if its not used in the protocol?)
27- IMPORTANT: texture reload not working on scaras machine (maybe now)
28- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
29- IMPORTANT: discuss topmost menu, minor issues
30 32
33- ice in /whalingoutpost/misc/castle1
34 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
35- PANGO: create upstream-patch for inclusion into pango
36- SERVER: document ext/mapinfo and cfplus.ext
37- SERVER: memleak like hell: probably event-related? (probably not real)
38- LONG-TERM: party member health etc. status (needs player list, then trivial)
39- LONG-TERM: map landmark labels
40- LONG-TERM: player on map name
41
42- player speed is only shown as current, not unencumbered max as in gcfclient
43- IMPORTANT: stats during item creation == crash? (reported by Grak)
44- IMPORTANT: server-protocol/upgrade etc.
45- IMPORTANT: good installation instructions/problem faq.
46- IMPORTANT: database creation parameters borked - fix and find upgrad epath
47- FEATURE: beside the floorbox, have a recent inventory items box
48- fix the pod referencing - L<glossary/space> does not get you anywhere.
49 * possibly look into auto-marking (wiki-style) certain key sequences.
50
31should be solved/investitaged before BETA release: 51should be solved/investigated before 1.0 release:
52- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
53- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
54- when in history "mode", completer cannot access completions at all
32- binding keys is too complicated in the general case => disucss 55- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
33- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 56- offer common options such as use_skill sense xxx etc. in inventory via menu?
34- the binding dialog is sometimes behind all windows 57- buttons should support hovering visually
35- maybe support mb4/mb5 on selected widgets to facilitate scrolling 58- notebooks should provide visual feedback (support from button class?)
36 (inventory, spell list, messge log...) => marc 59- floorbox out-of-screen after resizing (schmorp)
37- add lmb mouse = cast, mmb2 = invoke or so to spell list. 60- identify inventory hover slowness and fix it (schmorp)
61- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
62- playerbook/skills should have sensible tooltips with skill descriptions
63- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
64- mapmap (overview) - scroll visible area by clicking/dragging
65- binding window and editor layout broken for long recordings => use scroller
38- maybe open the help viewer on the first start, or a simple dialog that 66- maybe open the help viewer on the first start, or a simple dialog that
39 initially lists keybidings for gcfclient converts. 67 initially lists keybidings for gcfclient converts.
40- binding window and editor layout broken for long recordings 68- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
41- minor: skill list which shows XP and lets u bind stuff 69- what happened to the dialog being shown when modifiers are pressed, showing
70 keybindings for this modifier?
71
72post-1.0:
42- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 73- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
43 (after starting, press quit) 74 (after starting, press quit)
44- mapmap (overview) - scroll visible area by clicking/dragging 75- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
45- maybe move window managing functionality into toplevel: better window management (graphical feedback) 76- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
46- the player weight somehow updates strangely when dropping/picking up 77 affect neighbouring visible pixels (border bleeding).
47 (update: is this still the case?) 78- examine etc., should use extendeddrawinfo or sth. similar
48 79- player list from server for tell etc. commands
49should be solved/investigated before 1.0 release: 80- save only dirty cached maps, and save dirty maps != current map
50- spell list => scroll down => "Pickup" => scrollbar not updated 81- look into extendedmapinfo
51- what happened to the dialog being shown when modifiera are pressed, showing
52 keybindings for this modifier?
53- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
54- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
55- enter runmode when cursor-key repeats (maybe not?)
56- better focus management: put focus onto active windows, remove it again later
57 (mainly to speed up gui interaction when map isn't important).
58- cairo/win32 looks like shit (premultiplied alpha bug?)
59 (despite horrendous efforts, this is likely not fixable except by building a custom
60 libcairo for win32).
61 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
62- the binding editor should have a append-record mode or something like that
63- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
64 and add column titles (also for other tables like inventory and bindings)
65- sliders do not change size after reconfigure.
66- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
67- investigate fill widget option.
68- win32, fow_tetxure sometimes nukes other textures
69 (mostly fixed, but still there: displays list and texture uploads do not go well together)
70- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
71- completer should know more about arguments, e.g. cast summon pet monster, 82- completer should know more about arguments, e.g. cast summon pet monster,
72 or that some commands do not take arguments ("drop all"). 83 or that some commands do not take arguments ("drop all").
73- textview should not snap to bottom on resize. 84- sliders do not change size after reconfigure.
74- alt+cursor == diagonal 85- enter runmode when cursor-key repeats (maybe not?)
75- look into extendedmapinfo
76- save only dirty cached maps, and save dirty maps != current map
77- try to synchronize local animation speed with server updates to save on screen refreshes.
78- player list from server for tell etc. commands
79- examine etc., should use extendeddrawinfo or sth. similar
80- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 86- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
81- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
82- performance: use texture collections for upstream server data instead if gobs 87- performance: use texture collections for upstream server data instead if gobs
83 of small textures. 88 of small textures.
84- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 89- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
85 affect neighbouring visible pixels (border bleeding).
86- pango fontsize measure and decrease to achieve real pixel height
87 90
88TEMPORARY SERVER TODO: 91TEMPORARY SERVER TODO:
92- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
89- palyer peaceful setting should be independen of game peaceful setting 93- palyer peaceful setting should be independen of game peaceful setting
90 (i.e. one should be able to become hostile against guards but still 94 (i.e. one should be able to become hostile against guards but still
91 be peaceful - the palyer peaceful would be toggled by priests and shown 95 be peaceful - the palyer peaceful would be toggled by priests and shown
92 in who, the game peaceful steting would be toggled by the peaceful command 96 in who, the game peaceful steting would be toggled by the peaceful command
93 but not otherwise shown). 97 but not otherwise shown).
94- pippij wants playerstealing to work between hostile players
95- attempt_jump tries to kick jumped-into monster,s but doesn't work 98- attempt_jump tries to kick jumped-into monster,s but doesn't work
96- 1) If you hide, and someone can see you trying to hide, you'll get a 99- 1) If you hide, and someone can see you trying to hide, you'll get a
97 message, even when you can't see that other person. 100 message, even when you can't see that other person.
98- 2) hiding exp is always 1, independant of how difficult it is to hide 101- 2) hiding exp is always 1, independant of how difficult it is to hide
99- 3) jumping into monsters does no damage, even though it's supposed to 102- 3) jumping into monsters does no damage, even though it's supposed to
100 be an attack (mentioned before). You also get no exp for this 103 be an attack (mentioned before). You also get no exp for this
101- 10) (feature request): bug/typo/idea commands to automatically log 104- 10) (feature request): bug/typo/idea commands to automatically log
102 your comments, with the mentioning of the current map (and perhaps an 105 your comments, with the mentioning of the current map (and perhaps an
103 item, if you do 'bug <item>'). 106 item, if you do 'bug <item>').
104 107
105set_face 4783 => 70 108
106libpng warning: Ignoring gAMA chunk with gamma=0 109 #TODO#d# display texture cache
107allocating id 71 110 {
108OK 111 glEnable GL_TEXTURE_2D;
109set_face 4782 => 71 112 glBindTexture GL_TEXTURE_2D, 41;
110libpng warning: Ignoring gAMA chunk with gamma=0 113 glColor 1, 1, 1, 1;
111allocating id 72 114 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
112OK 115 glEnable GL_BLEND;
113set_face 4781 => 72 116 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
114libpng warning: Ignoring gAMA chunk with gamma=0 117 glBegin GL_QUADS;
115allocating id 73 118 glTexCoord 0,1; glVertex 0,0;
116OK 119 glTexCoord 1,1; glVertex 255,0;
117set_face 4784 => 73 120 glTexCoord 1,0; glVertex 255,255;
118libpng warning: Ignoring gAMA chunk with gamma=0 121 glTexCoord 0,0; glVertex 0,255;
122 glEnd;
123 glDisable GL_BLEND;
124 glDisable GL_TEXTURE_2D;
125 }
119 126
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. 127 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*/ 128 /*first pass*/
122 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 129 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
123 glDepthMask(FALSE); /*disable Z buffer*/ 130 glDepthMask(FALSE); /*disable Z buffer*/

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