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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.167 by root, Sat Jun 17 15:07:52 2006 UTC vs.
Revision 1.260 by root, Sun Jul 15 21:02:20 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: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour? 11- automccompleter should vanish when its losing focus
12 (or maybe even better: not have an Arm value anymore if its not used in the protocol?) 12- allow inventory window to be stacked vertically, maybe?
13- IMPORTANT: new key bindings not shown, pleae look over the whole keybinding thing, there are myriads of little bugs (elmex) 13- ganondorf wants the complete to grow, never shrink
14- IMPORTANT: recording multiple macros results in only one macro recorded 14- keypad-enter does not do the same as return in text entries
15- IMPORTANT: texture reload not working on scaras machine (maybe now)
16- IMPORTANT: make close button optional to the very few windows that support it
17- IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls
18- IMPORTANT: put keybindings and loginname and related info into $CFG->{profile}{default} so
19 we can add profiles *later*.
20 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
21should be solved/investitaged before BETA release: 34should be solved/investigated before 1.0 release:
22- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 35- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
23- the binding dialog is sometimes behind all windows 36- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
24- maybe support mb4/mb5 on selected widgets to facilitate scrolling 37- when in history "mode", completer cannot access completions at all
25 (inventory, spell list, messge log...) => marc 38- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
26- add lmb mouse = cast, mmb2 = invoke or so to spell list. 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- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
44- playerbook/skills should have sensible tooltips with skill descriptions
45- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
46- mapmap (overview) - scroll visible area by clicking/dragging
47- binding window and editor layout broken for long recordings => use scroller
27- maybe open the help viewer on the first start, or a simple dialog that 48- maybe open the help viewer on the first start, or a simple dialog that
28 initially lists keybidings for gcfclient converts. 49 initially lists keybidings for gcfclient converts.
29- binding window and editor layout broken for long recordings 50- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
30- minor: skill list which shows XP and lets u bind stuff 51- what happened to the dialog being shown when modifiers are pressed, showing
52 keybindings for this modifier?
53
54post-1.0:
31- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 55- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
32 (after starting, press quit) 56 (after starting, press quit)
33- mapmap (overview) - scroll visible area by clicking/dragging 57- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
34- maybe move window managing functionality into toplevel: better window management (graphical feedback) 58- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
35- the player weight somehow updates strangely when dropping/picking up 59 affect neighbouring visible pixels (border bleeding).
36 (update: is this still the case?) 60- examine etc., should use extendeddrawinfo or sth. similar
37 61- player list from server for tell etc. commands
38should be solved/investigated before 1.0 release: 62- save only dirty cached maps, and save dirty maps != current map
39- what happened to the dialog being shown when modifiera are pressed, showing 63- look into extendedmapinfo
40 keybindings for this modifier?
41- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
42- split up gauges into: head, body and foot, so that contents begin in the interior of gauges
43- enter runmode when cursor-key repeats (maybe not?)
44- better focus management: put focus onto active windows, remove it again later
45 (mainly to speed up gui interaction when map isn't important).
46- cairo/win32 looks like shit (premultiplied alpha bug?)
47 (despite horrendous efforts, this is likely not fixable except by building a custom
48 libcairo for win32).
49 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
50- the binding editor should have a append-record mode or something like that
51- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
52 and add column titles (also for other tables like inventory and bindings)
53- sliders do not change size after reconfigure.
54- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
55- investigate fill widget option.
56- win32, fow_tetxure sometimes nukes other textures
57 (mostly fixed, but still there: displays list and texture uploads do not go well together)
58- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
59- completer should know more about arguments, e.g. cast summon pet monster, 64- completer should know more about arguments, e.g. cast summon pet monster,
60 or that some commands do not take arguments ("drop all"). 65 or that some commands do not take arguments ("drop all").
61- textview should not snap to bottom on resize. 66- sliders do not change size after reconfigure.
62- alt+cursor == diagonal 67- enter runmode when cursor-key repeats (maybe not?)
63- look into extendedmapinfo
64- save only dirty cached maps, and save dirty maps != current map
65- try to synchronize local animation speed with server updates to save on screen refreshes.
66- player list from server for tell etc. commands
67- examine etc., should use extendeddrawinfo or sth. similar
68- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 68- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
69- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
70- performance: use texture collections for upstream server data instead if gobs 69- performance: use texture collections for upstream server data instead if gobs
71 of small textures. 70 of small textures.
72- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 71- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
73 affect neighbouring visible pixels (border bleeding).
74- pango fontsize measure and decrease to achieve real pixel height
75 72
76TEMPORARY SERVER TODO: 73TEMPORARY SERVER TODO:
74- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
77- palyer peaceful setting should be independen of game peaceful setting 75- palyer peaceful setting should be independen of game peaceful setting
78 (i.e. one should be able to become hostile against guards but still 76 (i.e. one should be able to become hostile against guards but still
79 be peaceful - the palyer peaceful would be toggled by priests and shown 77 be peaceful - the palyer peaceful would be toggled by priests and shown
80 in who, the game peaceful steting would be toggled by the peaceful command 78 in who, the game peaceful steting would be toggled by the peaceful command
81 but not otherwise shown). 79 but not otherwise shown).
82- pippij wants playerstealing to work between hostile players
83- attempt_jump tries to kick jumped-into monster,s but doesn't work 80- attempt_jump tries to kick jumped-into monster,s but doesn't work
84- 1) If you hide, and someone can see you trying to hide, you'll get a 81- 1) If you hide, and someone can see you trying to hide, you'll get a
85 message, even when you can't see that other person. 82 message, even when you can't see that other person.
86- 2) hiding exp is always 1, independant of how difficult it is to hide 83- 2) hiding exp is always 1, independant of how difficult it is to hide
87- 3) jumping into monsters does no damage, even though it's supposed to 84- 3) jumping into monsters does no damage, even though it's supposed to
88 be an attack (mentioned before). You also get no exp for this 85 be an attack (mentioned before). You also get no exp for this
89- 10) (feature request): bug/typo/idea commands to automatically log 86- 10) (feature request): bug/typo/idea commands to automatically log
90 your comments, with the mentioning of the current map (and perhaps an 87 your comments, with the mentioning of the current map (and perhaps an
91 item, if you do 'bug <item>'). 88 item, if you do 'bug <item>').
92 89
93set_face 4783 => 70 90
94libpng warning: Ignoring gAMA chunk with gamma=0 91 #TODO#d# display texture cache
95allocating id 71 92 {
96OK 93 glEnable GL_TEXTURE_2D;
97set_face 4782 => 71 94 glBindTexture GL_TEXTURE_2D, 41;
98libpng warning: Ignoring gAMA chunk with gamma=0 95 glColor 1, 1, 1, 1;
99allocating id 72 96 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
100OK 97 glEnable GL_BLEND;
101set_face 4781 => 72 98 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
102libpng warning: Ignoring gAMA chunk with gamma=0 99 glBegin GL_QUADS;
103allocating id 73 100 glTexCoord 0,1; glVertex 0,0;
104OK 101 glTexCoord 1,1; glVertex 255,0;
105set_face 4784 => 73 102 glTexCoord 1,0; glVertex 255,255;
106libpng warning: Ignoring gAMA chunk with gamma=0 103 glTexCoord 0,0; glVertex 0,255;
104 glEnd;
105 glDisable GL_BLEND;
106 glDisable GL_TEXTURE_2D;
107 }
107 108
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. 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.
109 /*first pass*/ 110 /*first pass*/
110 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 111 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
111 glDepthMask(FALSE); /*disable Z buffer*/ 112 glDepthMask(FALSE); /*disable Z buffer*/

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