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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.217 by root, Sun Jul 23 08:58:43 2006 UTC vs.
Revision 1.263 by root, Wed Aug 22 21:27:13 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
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 9
10- improve smoothing implementation to be cleaner and more efficient.
11
12- automccompleter should vanish when its losing focus
13- allow inventory window to be stacked vertically, maybe?
14- ganondorf wants the completer to grow, never shrink
15- keypad-enter does not do the same as return in text entries
16
17- ice in /whalingoutpost/misc/castle1
18 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
11- PANGO: create upstream-patch for inclusion into pango 19- PANGO: create upstream-patch for inclusion into pango
12- SERVER: on shtudown: wanted to save map with player => map not being saved? 20- SERVER: document ext/mapinfo and cfplus.ext
13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works. 21- SERVER: memleak like hell: probably event-related? (probably not real)
22- LONG-TERM: party member health etc. status (needs player list, then trivial)
23- LONG-TERM: map landmark labels
24- LONG-TERM: player on map name
14 25
15- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played) 26- player speed is only shown as current, not unencumbered max as in gcfclient
16- spells ordering completely different for different users (maybe stored in hash?) 27- IMPORTANT: stats during item creation == crash? (reported by Grak)
17- speed up Table::find_widget etc. with interval => values type data structure. 28- FEATURE: beside the floorbox, have a recent inventory items box
18- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) 29- fix the pod referencing - L<glossary/space> does not get you anywhere.
19 => either using bg attribute, or something else. neither way is currently implementable, imho 30 * possibly look into auto-marking (wiki-style) certain key sequences.
20 => or maybe using an extra icon for curses/magic items?)
21 maybe drag&drop, otherwise two containers side-by-side makes little sense.
22 show player weight/max weight in inventory
23 offer common options such as use_skill sense xxx etc. in inventory via menu?
24 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
25 make simple inventory filters: most recently added/changed, normal, only unlocked
26- IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked)
27- floorbox out-of-screen after resizing (schmorp)
28- inventoy window (and probably others) too large after resizing (schmorp)
29- skill book - tooltips with description and bind-to-key (schmorp)
30- all dialogs should be closable with "Esc"
31- maybe Quit menu point into map menu (with dialog when logge din, as usual?)
32- notebook should provide a visual feedback (support from button class?)
33- buttons should support hovering visually
34- minor: skill list which lets u bind stuff
35- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
36- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
37 (after starting, press quit)
38- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
39 31
40should be solved/investigated before 1.0 release: 32should be solved/investigated before 1.0 release:
41- playerbook/skills should have sensible tooltips with skill descriptions 33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
35- offer common options such as use_skill sense xxx etc. in inventory via menu?
36- buttons should support hovering visually
37- notebooks should provide visual feedback (support from button class?)
38- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
42- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) 39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
43- NPC dialog box should have close button which finishes the dialog
44- mapmap (overview) - scroll visible area by clicking/dragging 40- mapmap (overview) - scroll visible area by clicking/dragging
45- binding window and editor layout broken for long recordings => use scroller
46- maybe open the help viewer on the first start, or a simple dialog that 41- maybe open the help viewer on the first start, or a simple dialog that
47 initially lists keybidings for gcfclient converts. 42 initially lists keybidings for gcfclient converts.
48- maybe support mb4/mb5 on selected widgets to facilitate scrolling
49 (inventory, spell list, messge log...) => marc
50- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 43- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
51- but fullscreen => minimize (alt-esc) => no way to go back [windows]
52- spell list => scroll down => "Pickup" => scrollbar not updated
53- what happened to the dialog being shown when modifiers are pressed, showing
54 keybindings for this modifier?
55- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
56 44
57post-1.0: 45post-1.0:
58- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
59 (maybe sth. else causes the slowness, such as database?)
60- currently the font texture cache lacks "memory" (see texcache.c:tc_put) 46- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
61- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 47- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
62 affect neighbouring visible pixels (border bleeding). 48 affect neighbouring visible pixels (border bleeding).
63- examine etc., should use extendeddrawinfo or sth. similar
64- player list from server for tell etc. commands 49- player list from server for tell etc. commands
65- save only dirty cached maps, and save dirty maps != current map
66- look into extendedmapinfo
67- completer should know more about arguments, e.g. cast summon pet monster, 50- completer should know more about arguments, e.g. cast summon pet monster,
68 or that some commands do not take arguments ("drop all"). 51 or that some commands do not take arguments ("drop all").
69- sliders do not change size after reconfigure.
70- enter runmode when cursor-key repeats (maybe not?) 52- enter runmode when cursor-key repeats (maybe not?)
71- cairo/win32 looks like shit (premultiplied alpha bug?)
72 (despite horrendous efforts, this is likely not fixable except by building a custom
73 libcairo for win32).
74 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
75- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
76- performance: use texture collections for upstream server data instead if gobs 54- performance: use texture collections for upstream server data instead if gobs
77 of small textures. 55 of small textures.
56- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
78 57
79TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
80- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 59- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
81- palyer peaceful setting should be independen of game peaceful setting 60- palyer peaceful setting should be independen of game peaceful setting
82 (i.e. one should be able to become hostile against guards but still 61 (i.e. one should be able to become hostile against guards but still
83 be peaceful - the palyer peaceful would be toggled by priests and shown 62 be peaceful - the palyer peaceful would be toggled by priests and shown
84 in who, the game peaceful steting would be toggled by the peaceful command 63 in who, the game peaceful steting would be toggled by the peaceful command
85 but not otherwise shown). 64 but not otherwise shown).
86- pippij wants playerstealing to work between hostile players
87- attempt_jump tries to kick jumped-into monster,s but doesn't work 65- attempt_jump tries to kick jumped-into monster,s but doesn't work
88- 1) If you hide, and someone can see you trying to hide, you'll get a 66- 1) If you hide, and someone can see you trying to hide, you'll get a
89 message, even when you can't see that other person. 67 message, even when you can't see that other person.
90- 2) hiding exp is always 1, independant of how difficult it is to hide 68- 2) hiding exp is always 1, independant of how difficult it is to hide
91- 3) jumping into monsters does no damage, even though it's supposed to 69- 3) jumping into monsters does no damage, even though it's supposed to
92 be an attack (mentioned before). You also get no exp for this 70 be an attack (mentioned before). You also get no exp for this
93- 10) (feature request): bug/typo/idea commands to automatically log
94 your comments, with the mentioning of the current map (and perhaps an
95 item, if you do 'bug <item>').
96 71
97 72
98 #TODO#d# display texture cache 73 #TODO#d# display texture cache
99 { 74 {
100 glEnable GL_TEXTURE_2D; 75 glEnable GL_TEXTURE_2D;
110 glTexCoord 0,0; glVertex 0,255; 85 glTexCoord 0,0; glVertex 0,255;
111 glEnd; 86 glEnd;
112 glDisable GL_BLEND; 87 glDisable GL_BLEND;
113 glDisable GL_TEXTURE_2D; 88 glDisable GL_TEXTURE_2D;
114 } 89 }
115
116set_face 4783 => 70
117libpng warning: Ignoring gAMA chunk with gamma=0
118allocating id 71
119OK
120set_face 4782 => 71
121libpng warning: Ignoring gAMA chunk with gamma=0
122allocating id 72
123OK
124set_face 4781 => 72
125libpng warning: Ignoring gAMA chunk with gamma=0
126allocating id 73
127OK
128set_face 4784 => 73
129libpng warning: Ignoring gAMA chunk with gamma=0
130 90
131 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. 91 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.
132 /*first pass*/ 92 /*first pass*/
133 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 93 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
134 glDepthMask(FALSE); /*disable Z buffer*/ 94 glDepthMask(FALSE); /*disable Z buffer*/

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