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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.157 by elmex, Tue Jun 13 11:01:04 2006 UTC vs.
Revision 1.262 by root, Tue Aug 21 11:39:16 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- tooltips for experience widgets
712:17 <@schmorp> will have to do that for gce too 9- show currently selected stat exp too (server support required)
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- improve smoothing implementation to be cleaner and more efficient.
12- IMPORTANT: texture reload not working on scaras machine
13- IMPORTANT: binding keys should be interruptible, e.g. by closing the dialog
14- IMPORTANT: gauge size adjustment wreaks havoc
15 12
13- automccompleter should vanish when its losing focus
14- allow inventory window to be stacked vertically, maybe?
15- ganondorf wants the completer to grow, never shrink
16- keypad-enter does not do the same as return in text entries
17
18- ice in /whalingoutpost/misc/castle1
19 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
20- PANGO: create upstream-patch for inclusion into pango
21- SERVER: document ext/mapinfo and cfplus.ext
22- SERVER: memleak like hell: probably event-related? (probably not real)
23- LONG-TERM: party member health etc. status (needs player list, then trivial)
24- LONG-TERM: map landmark labels
25- LONG-TERM: player on map name
26
27- player speed is only shown as current, not unencumbered max as in gcfclient
28- IMPORTANT: stats during item creation == crash? (reported by Grak)
29- FEATURE: beside the floorbox, have a recent inventory items box
30- fix the pod referencing - L<glossary/space> does not get you anywhere.
31 * possibly look into auto-marking (wiki-style) certain key sequences.
32
16should be solved/investitaged before BETA release: 33should be solved/investigated before 1.0 release:
17- maybe support mb4/mb5 on selected widgets to facilitate scrolling 34- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
18 (inventory, spell list, messge log...) => marc 35- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
19- add lmb mouse = cast, mmb2 = invoke or so to spell list. 36- offer common options such as use_skill sense xxx etc. in inventory via menu?
37- buttons should support hovering visually
38- notebooks should provide visual feedback (support from button class?)
39- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
40- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
41- mapmap (overview) - scroll visible area by clicking/dragging
20- maybe open the help viewer on the first start, or a simple dialog that 42- maybe open the help viewer on the first start, or a simple dialog that
21 initially lists keybidings for gcfclient converts. 43 initially lists keybidings for gcfclient converts.
22- binding window and editor layout broken for long recordings 44- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
23- minor: skill list which shows XP and lets u bind stuff
24- log messages received and commands sent to ~/.crossfire/log.$ip
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, press quit)
27- mapmap (overview) - scroll visible area by clicking/dragging
28- maybe move window managing functionality into toplevel: better window management (graphical feedback)
29- the player weight somehow updates strangely when dropping/picking up
30 (update: is this still the case?)
31 45
32should be solved/investigated before 1.0 release: 46post-1.0:
33- what happened to the dialog being shown when modifiera are pressed, showing 47- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
34 keybindings for this modifier? 48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
35- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 49 affect neighbouring visible pixels (border bleeding).
36- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 50- player list from server for tell etc. commands
37- enter runmode when cursor-key repeats (maybe not?)
38- better focus management: put focus onto active windows, remove it again later
39 (mainly to speed up gui interaction when map isn't important).
40- cairo/win32 looks like shit (premultiplied alpha bug?)
41 (despite horrendous efforts, this is likely not fixable except by building a custom
42 libcairo for win32).
43 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
44- the binding editor should have a append-record mode or something like that
45- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
46 and add column titles (also for other tables like inventory and bindings)
47- sliders do not change size after reconfigure.
48- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
49- investigate fill widget option.
50- win32, fow_tetxure sometimes nukes other textures
51 (mostly fixed, but still there: displays list and texture uploads do not go well together)
52- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
53- completer should know more about arguments, e.g. cast summon pet monster, 51- completer should know more about arguments, e.g. cast summon pet monster,
54 or that some commands do not take arguments ("drop all"). 52 or that some commands do not take arguments ("drop all").
55- textview should not snap to bottom on resize. 53- enter runmode when cursor-key repeats (maybe not?)
56- alt+cursor == diagonal
57- look into extendedmapinfo
58- save only dirty cached maps, and save dirty maps != current map
59- try to synchronize local animation speed with server updates to save on screen refreshes.
60- player list from server for tell etc. commands
61- examine etc., should use extendeddrawinfo or sth. similar
62- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 54- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
63- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
64- performance: use texture collections for upstream server data instead if gobs 55- performance: use texture collections for upstream server data instead if gobs
65 of small textures. 56 of small textures.
66- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 57- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
67 affect neighbouring visible pixels (border bleeding).
68- pango fontsize measure and decrease to achieve real pixel height
69 58
70TEMPORARY SERVER TODO: 59TEMPORARY SERVER TODO:
60- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
71- palyer peaceful setting should be independen of game peaceful setting 61- palyer peaceful setting should be independen of game peaceful setting
72 (i.e. one should be able to become hostile against guards but still 62 (i.e. one should be able to become hostile against guards but still
73 be peaceful - the palyer peaceful would be toggled by priests and shown 63 be peaceful - the palyer peaceful would be toggled by priests and shown
74 in who, the game peaceful steting would be toggled by the peaceful command 64 in who, the game peaceful steting would be toggled by the peaceful command
75 but not otherwise shown). 65 but not otherwise shown).
76- pippij wants playerstealing to work between hostile players
77- attempt_jump tries to kick jumped-into monster,s but doesn't work 66- attempt_jump tries to kick jumped-into monster,s but doesn't work
78- 1) If you hide, and someone can see you trying to hide, you'll get a 67- 1) If you hide, and someone can see you trying to hide, you'll get a
79 message, even when you can't see that other person. 68 message, even when you can't see that other person.
80- 2) hiding exp is always 1, independant of how difficult it is to hide 69- 2) hiding exp is always 1, independant of how difficult it is to hide
81- 3) jumping into monsters does no damage, even though it's supposed to 70- 3) jumping into monsters does no damage, even though it's supposed to
82 be an attack (mentioned before). You also get no exp for this 71 be an attack (mentioned before). You also get no exp for this
83- 10) (feature request): bug/typo/idea commands to automatically log
84 your comments, with the mentioning of the current map (and perhaps an
85 item, if you do 'bug <item>').
86 72
87set_face 4783 => 70 73
88libpng warning: Ignoring gAMA chunk with gamma=0 74 #TODO#d# display texture cache
89allocating id 71 75 {
90OK 76 glEnable GL_TEXTURE_2D;
91set_face 4782 => 71 77 glBindTexture GL_TEXTURE_2D, 41;
92libpng warning: Ignoring gAMA chunk with gamma=0 78 glColor 1, 1, 1, 1;
93allocating id 72 79 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
94OK 80 glEnable GL_BLEND;
95set_face 4781 => 72 81 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
96libpng warning: Ignoring gAMA chunk with gamma=0 82 glBegin GL_QUADS;
97allocating id 73 83 glTexCoord 0,1; glVertex 0,0;
98OK 84 glTexCoord 1,1; glVertex 255,0;
99set_face 4784 => 73 85 glTexCoord 1,0; glVertex 255,255;
100libpng warning: Ignoring gAMA chunk with gamma=0 86 glTexCoord 0,0; glVertex 0,255;
87 glEnd;
88 glDisable GL_BLEND;
89 glDisable GL_TEXTURE_2D;
90 }
101 91
102 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. 92 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.
103 /*first pass*/ 93 /*first pass*/
104 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 94 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
105 glDepthMask(FALSE); /*disable Z buffer*/ 95 glDepthMask(FALSE); /*disable Z buffer*/

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