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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.125 by root, Mon Jun 5 01:22:07 2006 UTC vs.
Revision 1.264 by root, Wed Aug 22 21:40:43 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
812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it
10 9
11- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed 10- automccompleter should vanish when its losing focus
12 together with removing query dialog altogether. 11- allow inventory window to be stacked vertically, maybe?
13- IMPORTANT: statusbox tooltip must not go away on updates 12- ganondorf wants the completer to grow, never shrink
14- IMPORTANT: history for completer (cursor-up) 13- keypad-enter does not do the same as return in text entries
15- IMPORTANT: toggle stats/messgae log window to visible while character creation is active.
16- IMPORTANT: stats window looks like shit initially (widget allocation?)
17 14
18- binding window and editor layout broken for long recordings 15- ice in /whalingoutpost/misc/castle1
19- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 16 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
20- minor: skill list which shows XP and lets u bind stuff 17- PANGO: create upstream-patch for inclusion into pango
18- SERVER: document ext/mapinfo and cfplus.ext
19- SERVER: memleak like hell: probably event-related? (probably not real)
20- LONG-TERM: party member health etc. status (needs player list, then trivial)
21- LONG-TERM: map landmark labels
22- LONG-TERM: player on map name
21 23
24- player speed is only shown as current, not unencumbered max as in gcfclient
25- IMPORTANT: stats during item creation == crash? (reported by Grak)
26- FEATURE: beside the floorbox, have a recent inventory items box
27- fix the pod referencing - L<glossary/space> does not get you anywhere.
28 * possibly look into auto-marking (wiki-style) certain key sequences.
29
22should be solved/investitaged before release: 30should be solved/investigated before 1.0 release:
23- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) 31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
24 and add column titles (also for other tables like inventory and bindings) 32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
25- log messages received and commands sent to ~/.crossfire/log.$ip 33- offer common options such as use_skill sense xxx etc. in inventory via menu?
26- the binding editor should have a append-record mode or something like that 34- buttons should support hovering visually
27- rethink message display in lower left corner 35- notebooks should provide visual feedback (support from button class?)
28- cairo/win32 looks like shit (premultiplied alpha bug?) 36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
29- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
30 (after starting, press quit)
31- better focus management: put focus onto active windows, remove it again later
32- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
33- enter runmode when cursor-key repeats (maybe not?)
34- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
35- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 39- maybe open the help viewer on the first start, or a simple dialog that
36- maybe move window managing functionality into toplevel 40 initially lists keybidings for gcfclient converts.
37- better window management (graphical feedback) 41- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
38- the player weight somehow updates strangely when dropping/picking up
39 42
40low priority: 43post-1.0:
41- win32, fow_tetxure sometimes nukes other textures 44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
42 (mostly fixed, but still there: displays list and texture uploads do not go well together) 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
43- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. 46 affect neighbouring visible pixels (border bleeding).
47- player list from server for tell etc. commands
44- completer should know more about arguments, e.g. cast summon pet monster, 48- completer should know more about arguments, e.g. cast summon pet monster,
45 or that some commands do not take arguments ("drop all"). 49 or that some commands do not take arguments ("drop all").
46- textview should not snap to bottom on resize. 50- enter runmode when cursor-key repeats (maybe not?)
47- alt+cursor == diagonal
48- look into extendedmapinfo
49- save only dirty cached maps, and save dirty maps != current map
50- try to synchronize local animation speed with server updates to save on screen refreshes.
51- player list from server for tell etc. commands
52- examine etc., should use extendeddrawinfo or sth. similar
53- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 51- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
54- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
55- performance: use texture collections for upstream server data instead if gobs 52- performance: use texture collections for upstream server data instead if gobs
56 of small textures. 53 of small textures.
57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 54- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
58 affect neighbouring visible pixels (border bleeding).
59- pango fontsize measure and decrease to achieve real pixel height
60 55
61TEMPORARY SERVER TODO: 56TEMPORARY SERVER TODO:
57- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
62- palyer peaceful setting should be independen of game peaceful setting 58- palyer peaceful setting should be independen of game peaceful setting
63 (i.e. one should be able to become hostile against guards but still 59 (i.e. one should be able to become hostile against guards but still
64 be peaceful - the palyer peaceful would be toggled by priests and shown 60 be peaceful - the palyer peaceful would be toggled by priests and shown
65 in who, the game peaceful steting would be toggled by the peaceful command 61 in who, the game peaceful steting would be toggled by the peaceful command
66 but not otherwise shown). 62 but not otherwise shown).
67- pippij wants playerstealing to work between hostile players
68- attempt_jump tries to kick jumped-into monster,s but doesn't work 63- attempt_jump tries to kick jumped-into monster,s but doesn't work
69- 1) If you hide, and someone can see you trying to hide, you'll get a 64- 1) If you hide, and someone can see you trying to hide, you'll get a
70 message, even when you can't see that other person. 65 message, even when you can't see that other person.
71- 2) hiding exp is always 1, independant of how difficult it is to hide 66- 2) hiding exp is always 1, independant of how difficult it is to hide
72- 3) jumping into monsters does no damage, even though it's supposed to 67- 3) jumping into monsters does no damage, even though it's supposed to
73 be an attack (mentioned before). You also get no exp for this 68 be an attack (mentioned before). You also get no exp for this
74- 10) (feature request): bug/typo/idea commands to automatically log
75 your comments, with the mentioning of the current map (and perhaps an
76 item, if you do 'bug <item>').
77 69
78set_face 4783 => 70 70
79libpng warning: Ignoring gAMA chunk with gamma=0 71 #TODO#d# display texture cache
80allocating id 71 72 {
81OK 73 glEnable GL_TEXTURE_2D;
82set_face 4782 => 71 74 glBindTexture GL_TEXTURE_2D, 41;
83libpng warning: Ignoring gAMA chunk with gamma=0 75 glColor 1, 1, 1, 1;
84allocating id 72 76 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
85OK 77 glEnable GL_BLEND;
86set_face 4781 => 72 78 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
87libpng warning: Ignoring gAMA chunk with gamma=0 79 glBegin GL_QUADS;
88allocating id 73 80 glTexCoord 0,1; glVertex 0,0;
89OK 81 glTexCoord 1,1; glVertex 255,0;
90set_face 4784 => 73 82 glTexCoord 1,0; glVertex 255,255;
91libpng warning: Ignoring gAMA chunk with gamma=0 83 glTexCoord 0,0; glVertex 0,255;
84 glEnd;
85 glDisable GL_BLEND;
86 glDisable GL_TEXTURE_2D;
87 }
92 88
93 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. 89 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.
94 /*first pass*/ 90 /*first pass*/
95 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 91 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
96 glDepthMask(FALSE); /*disable Z buffer*/ 92 glDepthMask(FALSE); /*disable Z buffer*/

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