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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.222 by elmex, Fri Jul 28 09:27:33 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
10- automccompleter should vanish when its losing focus
11- allow inventory window to be stacked vertically, maybe?
12- ganondorf wants the completer to grow, never shrink
13- keypad-enter does not do the same as return in text entries
14
15- ice in /whalingoutpost/misc/castle1
16 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 17- PANGO: create upstream-patch for inclusion into pango
12- SERVER: on shtudown: wanted to save map with player => map not being saved? 18- SERVER: document ext/mapinfo and cfplus.ext
13- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works. 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
14 23
15- REPRODUCTION: mousebutton-down on a corner of the inventory => press tab to hide the window => mousebutton-up => press tab to get the inv. window again => there it is 24- player speed is only shown as current, not unencumbered max as in gcfclient
16 25- IMPORTANT: stats during item creation == crash? (reported by Grak)
17- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played) 26- FEATURE: beside the floorbox, have a recent inventory items box
18- spells ordering completely different for different users (maybe stored in hash?) 27- fix the pod referencing - L<glossary/space> does not get you anywhere.
19- identify inventory hover slowness and fix it (schmorp) 28 * possibly look into auto-marking (wiki-style) certain key sequences.
20- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!)
21 => either using bg attribute, or something else. neither way is currently implementable, imho
22 => or maybe using an extra icon for curses/magic items?)
23 offer common options such as use_skill sense xxx etc. in inventory via menu?
24 make simple inventory filters: most recently added/changed, normal, only unlocked
25- floorbox out-of-screen after resizing (schmorp)
26- skill book - tooltips with description and bind-to-key (schmorp)
27- all dialogs should be closable with "Esc"
28- notebooks should provide visual feedback (support from button class?)
29- buttons should support hovering visually
30- minor: skill list which lets u bind stuff
31- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
32 29
33should be solved/investigated before 1.0 release: 30should be solved/investigated before 1.0 release:
34- use more graphical frames/separators to make dialogs more eye-pleasing/clean 31- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
32- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
33- offer common options such as use_skill sense xxx etc. in inventory via menu?
34- buttons should support hovering visually
35- notebooks should provide visual feedback (support from button class?)
35- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. 36- inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense.
36- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
37- playerbook/skills should have sensible tooltips with skill descriptions
38- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) 37- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
39- NPC dialog box should have close button which finishes the dialog
40- mapmap (overview) - scroll visible area by clicking/dragging 38- mapmap (overview) - scroll visible area by clicking/dragging
41- binding window and editor layout broken for long recordings => use scroller
42- maybe open the help viewer on the first start, or a simple dialog that 39- maybe open the help viewer on the first start, or a simple dialog that
43 initially lists keybidings for gcfclient converts. 40 initially lists keybidings for gcfclient converts.
44- maybe support mb4/mb5 on selected widgets to facilitate scrolling
45 (inventory, spell list, messge log...) => marc
46- maybe the top fancyframe border should be larger (for close button and title to be more visible?) 41- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
47- but fullscreen => minimize (alt-esc) => no way to go back [windows]
48- spell list => scroll down => "Pickup" => scrollbar not updated
49- what happened to the dialog being shown when modifiers are pressed, showing
50 keybindings for this modifier?
51- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
52 42
53post-1.0: 43post-1.0:
54- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
55 (after starting, press quit)
56- currently the font texture cache leaks "memory" (see texcache.c:tc_put) 44- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
57- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
58 affect neighbouring visible pixels (border bleeding). 46 affect neighbouring visible pixels (border bleeding).
59- examine etc., should use extendeddrawinfo or sth. similar
60- player list from server for tell etc. commands 47- player list from server for tell etc. commands
61- save only dirty cached maps, and save dirty maps != current map
62- look into extendedmapinfo
63- 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,
64 or that some commands do not take arguments ("drop all"). 49 or that some commands do not take arguments ("drop all").
65- sliders do not change size after reconfigure.
66- enter runmode when cursor-key repeats (maybe not?) 50- enter runmode when cursor-key repeats (maybe not?)
67- 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.).
68- performance: use texture collections for upstream server data instead if gobs 52- performance: use texture collections for upstream server data instead if gobs
69 of small textures. 53 of small textures.
54- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
70 55
71TEMPORARY SERVER TODO: 56TEMPORARY SERVER TODO:
72- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 57- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
73- palyer peaceful setting should be independen of game peaceful setting 58- palyer peaceful setting should be independen of game peaceful setting
74 (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
75 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
76 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
77 but not otherwise shown). 62 but not otherwise shown).
78- pippij wants playerstealing to work between hostile players
79- 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
80- 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
81 message, even when you can't see that other person. 65 message, even when you can't see that other person.
82- 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
83- 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
84 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
85- 10) (feature request): bug/typo/idea commands to automatically log
86 your comments, with the mentioning of the current map (and perhaps an
87 item, if you do 'bug <item>').
88 69
89 70
90 #TODO#d# display texture cache 71 #TODO#d# display texture cache
91 { 72 {
92 glEnable GL_TEXTURE_2D; 73 glEnable GL_TEXTURE_2D;
102 glTexCoord 0,0; glVertex 0,255; 83 glTexCoord 0,0; glVertex 0,255;
103 glEnd; 84 glEnd;
104 glDisable GL_BLEND; 85 glDisable GL_BLEND;
105 glDisable GL_TEXTURE_2D; 86 glDisable GL_TEXTURE_2D;
106 } 87 }
107
108set_face 4783 => 70
109libpng warning: Ignoring gAMA chunk with gamma=0
110allocating id 71
111OK
112set_face 4782 => 71
113libpng warning: Ignoring gAMA chunk with gamma=0
114allocating id 72
115OK
116set_face 4781 => 72
117libpng warning: Ignoring gAMA chunk with gamma=0
118allocating id 73
119OK
120set_face 4784 => 73
121libpng warning: Ignoring gAMA chunk with gamma=0
122 88
123 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.
124 /*first pass*/ 90 /*first pass*/
125 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 91 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
126 glDepthMask(FALSE); /*disable Z buffer*/ 92 glDepthMask(FALSE); /*disable Z buffer*/

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