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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.153 by elmex, Thu Jun 8 19:43:26 2006 UTC vs.
Revision 1.259 by root, Fri Apr 27 00:59:32 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: recording multiple macros results in only one macro recorded 11- automccompleter should vanish when its losing focus
12- IMPORTANT: texture reload not working on scaras machine 12- allow inventory window to be stacked vertically, maybe?
13- IMPORTANT: history for completer (cursor-up) 13- ganondorf wants the complete to grow, never shrink
14- IMPORTANT: bind keys using the completer 14- keypad-enter does not do the same as return in text entries
15- IMPORTANT: map-clicking is still off-by-one randomly
16- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
17- IMPORTANT: gauge size adjustment wreaks havoc
18 15
16- ice in /whalingoutpost/misc/castle1
17 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
18- PANGO: create upstream-patch for inclusion into pango
19- SERVER: document ext/mapinfo and cfplus.ext
20- SERVER: memleak like hell: probably event-related? (probably not real)
21- LONG-TERM: party member health etc. status (needs player list, then trivial)
22- LONG-TERM: map landmark labels
23- LONG-TERM: player on map name
24
25- player speed is only shown as current, not unencumbered max as in gcfclient
26- IMPORTANT: stats during item creation == crash? (reported by Grak)
27- IMPORTANT: server-protocol/upgrade etc.
28- IMPORTANT: good installation instructions/problem faq.
29- IMPORTANT: database creation parameters borked - fix and find upgrad epath
30- FEATURE: beside the floorbox, have a recent inventory items box
31- fix the pod referencing - L<glossary/space> does not get you anywhere.
32 * possibly look into auto-marking (wiki-style) certain key sequences.
33
19should be solved/investitaged before BETA release: 34should be solved/investigated before 1.0 release:
20- maybe support mb4/mb5 on selected widgets to facilitate scrolling 35- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
21 (inventory, spell list, messge log...) => marc 36- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
22- add lmb mouse = cast, mmb2 = invoke or so to spell list. 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)
47- mapmap (overview) - scroll visible area by clicking/dragging
48- binding window and editor layout broken for long recordings => use scroller
23- 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
24 initially lists keybidings for gcfclient converts. 50 initially lists keybidings for gcfclient converts.
25- add a "serve rinfo" setup page that tells you what the server supports 51- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
26 and more importantly what it does not support. 52- what happened to the dialog being shown when modifiers are pressed, showing
27- binding window and editor layout broken for long recordings 53 keybindings for this modifier?
28- minor: skill list which shows XP and lets u bind stuff 54
29- adding another notebook page "Debug" that sets debnugging flags might or 55post-1.0:
30 might not help tracking down bugs in the field?
31- log messages received and commands sent to ~/.crossfire/log.$ip
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 56- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, press quit) 57 (after starting, press quit)
34- mapmap (overview) - scroll visible area by clicking/dragging 58- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
35- maybe move window managing functionality into toplevel: better window management (graphical feedback) 59- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
36- the player weight somehow updates strangely when dropping/picking up 60 affect neighbouring visible pixels (border bleeding).
37 (update: is this still the case?) 61- examine etc., should use extendeddrawinfo or sth. similar
38 62- player list from server for tell etc. commands
39should be solved/investigated before 1.0 release: 63- save only dirty cached maps, and save dirty maps != current map
40- what happened to the dialog being shown when modifiera are pressed, showing 64- look into extendedmapinfo
41 keybindings for this modifier?
42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
43- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
44- enter runmode when cursor-key repeats (maybe not?)
45- better focus management: put focus onto active windows, remove it again later
46 (mainly to speed up gui interaction when map isn't important).
47- cairo/win32 looks like shit (premultiplied alpha bug?)
48 (despite horrendous efforts, this is likely not fixable except by building a custom
49 libcairo for win32).
50 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
51- the binding editor should have a append-record mode or something like that
52- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
53 and add column titles (also for other tables like inventory and bindings)
54- sliders do not change size after reconfigure.
55- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
56- investigate fill widget option.
57- win32, fow_tetxure sometimes nukes other textures
58 (mostly fixed, but still there: displays list and texture uploads do not go well together)
59- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
60- 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,
61 or that some commands do not take arguments ("drop all"). 66 or that some commands do not take arguments ("drop all").
62- textview should not snap to bottom on resize. 67- sliders do not change size after reconfigure.
63- alt+cursor == diagonal 68- enter runmode when cursor-key repeats (maybe not?)
64- look into extendedmapinfo
65- save only dirty cached maps, and save dirty maps != current map
66- try to synchronize local animation speed with server updates to save on screen refreshes.
67- player list from server for tell etc. commands
68- examine etc., should use extendeddrawinfo or sth. similar
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- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
71- performance: use texture collections for upstream server data instead if gobs 70- performance: use texture collections for upstream server data instead if gobs
72 of small textures. 71 of small textures.
73- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 72- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
74 affect neighbouring visible pixels (border bleeding).
75- pango fontsize measure and decrease to achieve real pixel height
76 73
77TEMPORARY SERVER TODO: 74TEMPORARY SERVER TODO:
75- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
78- palyer peaceful setting should be independen of game peaceful setting 76- palyer peaceful setting should be independen of game peaceful setting
79 (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
80 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
81 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
82 but not otherwise shown). 80 but not otherwise shown).
83- pippij wants playerstealing to work between hostile players
84- 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
85- 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
86 message, even when you can't see that other person. 83 message, even when you can't see that other person.
87- 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
88- 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
89 be an attack (mentioned before). You also get no exp for this 86 be an attack (mentioned before). You also get no exp for this
90- 10) (feature request): bug/typo/idea commands to automatically log 87- 10) (feature request): bug/typo/idea commands to automatically log
91 your comments, with the mentioning of the current map (and perhaps an 88 your comments, with the mentioning of the current map (and perhaps an
92 item, if you do 'bug <item>'). 89 item, if you do 'bug <item>').
93 90
94set_face 4783 => 70 91
95libpng warning: Ignoring gAMA chunk with gamma=0 92 #TODO#d# display texture cache
96allocating id 71 93 {
97OK 94 glEnable GL_TEXTURE_2D;
98set_face 4782 => 71 95 glBindTexture GL_TEXTURE_2D, 41;
99libpng warning: Ignoring gAMA chunk with gamma=0 96 glColor 1, 1, 1, 1;
100allocating id 72 97 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
101OK 98 glEnable GL_BLEND;
102set_face 4781 => 72 99 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
103libpng warning: Ignoring gAMA chunk with gamma=0 100 glBegin GL_QUADS;
104allocating id 73 101 glTexCoord 0,1; glVertex 0,0;
105OK 102 glTexCoord 1,1; glVertex 255,0;
106set_face 4784 => 73 103 glTexCoord 1,0; glVertex 255,255;
107libpng warning: Ignoring gAMA chunk with gamma=0 104 glTexCoord 0,0; glVertex 0,255;
105 glEnd;
106 glDisable GL_BLEND;
107 glDisable GL_TEXTURE_2D;
108 }
108 109
109 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.
110 /*first pass*/ 111 /*first pass*/
111 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 112 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
112 glDepthMask(FALSE); /*disable Z buffer*/ 113 glDepthMask(FALSE); /*disable Z buffer*/

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