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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.132 by root, Mon Jun 5 21:10:03 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; persistent podache 10- automccompleter should vanish when its losing focus
12- IMPORTANT: vidmode change considered harmful 11- allow inventory window to be stacked vertically, maybe?
13- IMPORTANT: password-entry dialog (query!) not hidden, should be fixed 12- ganondorf wants the completer to grow, never shrink
14 together with removing query dialog altogether. 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: history for completer (cursor-up)
17- IMPORTANT: bind keys using the completer
18 14
19- message log/textview flickers on update. 15- ice in /whalingoutpost/misc/castle1
20- binding window and editor layout broken for long recordings 16 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
21- sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction 17- PANGO: create upstream-patch for inclusion into pango
22 (use popups, not buttons) 18- SERVER: document ext/mapinfo and cfplus.ext
23- minor: skill list which shows XP and lets u bind stuff 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
24 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
25should be solved/investitaged before release: 30should be solved/investigated before 1.0 release:
26- 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.
27 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 *?
28- 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?
29- the binding editor should have a append-record mode or something like that 34- buttons should support hovering visually
30- cairo/win32 looks like shit (premultiplied alpha bug?) 35- notebooks should provide visual feedback (support from button class?)
31 (despite horrendous efforts, this is likely not fixable except by building a custom 36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
32 libcairo for win32). 37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
33- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
34 (after starting, press quit)
35- better focus management: put focus onto active windows, remove it again later
36 (mainly to speed up gui interaction when map isn't important).
37- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
38- enter runmode when cursor-key repeats (maybe not?)
39- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
40- 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
41- maybe move window managing functionality into toplevel 40 initially lists keybidings for gcfclient converts.
42- better window management (graphical feedback) 41- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
43- the player weight somehow updates strangely when dropping/picking up
44 42
45low priority: 43post-1.0:
46- use more graphical frames/separators to make dialogs more eye-pleasing/clean. 44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
47- investigate fill widget option. 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
48- win32, fow_tetxure sometimes nukes other textures 46 affect neighbouring visible pixels (border bleeding).
49 (mostly fixed, but still there: displays list and texture uploads do not go well together) 47- player list from server for tell etc. commands
50- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
51- 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,
52 or that some commands do not take arguments ("drop all"). 49 or that some commands do not take arguments ("drop all").
53- textview should not snap to bottom on resize. 50- enter runmode when cursor-key repeats (maybe not?)
54- alt+cursor == diagonal
55- look into extendedmapinfo
56- save only dirty cached maps, and save dirty maps != current map
57- try to synchronize local animation speed with server updates to save on screen refreshes.
58- player list from server for tell etc. commands
59- examine etc., should use extendeddrawinfo or sth. similar
60- 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.).
61- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
62- performance: use texture collections for upstream server data instead if gobs 52- performance: use texture collections for upstream server data instead if gobs
63 of small textures. 53 of small textures.
64- 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
65 affect neighbouring visible pixels (border bleeding).
66- pango fontsize measure and decrease to achieve real pixel height
67 55
68TEMPORARY SERVER TODO: 56TEMPORARY SERVER TODO:
57- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
69- palyer peaceful setting should be independen of game peaceful setting 58- palyer peaceful setting should be independen of game peaceful setting
70 (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
71 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
72 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
73 but not otherwise shown). 62 but not otherwise shown).
74- pippij wants playerstealing to work between hostile players
75- 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
76- 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
77 message, even when you can't see that other person. 65 message, even when you can't see that other person.
78- 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
79- 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
80 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
81- 10) (feature request): bug/typo/idea commands to automatically log
82 your comments, with the mentioning of the current map (and perhaps an
83 item, if you do 'bug <item>').
84 69
85set_face 4783 => 70 70
86libpng warning: Ignoring gAMA chunk with gamma=0 71 #TODO#d# display texture cache
87allocating id 71 72 {
88OK 73 glEnable GL_TEXTURE_2D;
89set_face 4782 => 71 74 glBindTexture GL_TEXTURE_2D, 41;
90libpng warning: Ignoring gAMA chunk with gamma=0 75 glColor 1, 1, 1, 1;
91allocating id 72 76 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
92OK 77 glEnable GL_BLEND;
93set_face 4781 => 72 78 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
94libpng warning: Ignoring gAMA chunk with gamma=0 79 glBegin GL_QUADS;
95allocating id 73 80 glTexCoord 0,1; glVertex 0,0;
96OK 81 glTexCoord 1,1; glVertex 255,0;
97set_face 4784 => 73 82 glTexCoord 1,0; glVertex 255,255;
98libpng 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 }
99 88
100 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.
101 /*first pass*/ 90 /*first pass*/
102 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 91 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
103 glDepthMask(FALSE); /*disable Z buffer*/ 92 glDepthMask(FALSE); /*disable Z buffer*/

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