--- deliantra/Deliantra-Client/TODO 2006/07/28 09:27:33 1.222 +++ deliantra/Deliantra-Client/TODO 2007/08/22 21:40:43 1.264 @@ -1,72 +1,57 @@ http://www.vionline.com/sound.html http://www.stonewashed.net/2.html - -http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html -12:17 <@schmorp> i do list all libs manually for pclient -12:17 <@schmorp> will have to do that for gce too -12:17 <@schmorp> remind me of it -12:17 <@schmorp> qwhen i next bundle it +macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); + +http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html -- PANGO: create upstream-patch for inclusion into pango -- SERVER: on shtudown: wanted to save map with player => map not being saved? -- EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works. +- improve smoothing implementation to be cleaner and more efficient. -- 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 +- automccompleter should vanish when its losing focus +- allow inventory window to be stacked vertically, maybe? +- ganondorf wants the completer to grow, never shrink +- keypad-enter does not do the same as return in text entries -- check whether fog-of-war is off by one, (elmex; i've seen this the last time i played) -- spells ordering completely different for different users (maybe stored in hash?) -- identify inventory hover slowness and fix it (schmorp) -- IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!) - => either using bg attribute, or something else. neither way is currently implementable, imho - => or maybe using an extra icon for curses/magic items?) - offer common options such as use_skill sense xxx etc. in inventory via menu? - make simple inventory filters: most recently added/changed, normal, only unlocked -- floorbox out-of-screen after resizing (schmorp) -- skill book - tooltips with description and bind-to-key (schmorp) -- all dialogs should be closable with "Esc" -- notebooks should provide visual feedback (support from button class?) -- buttons should support hovering visually -- minor: skill list which lets u bind stuff -- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! +- ice in /whalingoutpost/misc/castle1 + name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply() +- PANGO: create upstream-patch for inclusion into pango +- SERVER: document ext/mapinfo and cfplus.ext +- SERVER: memleak like hell: probably event-related? (probably not real) +- LONG-TERM: party member health etc. status (needs player list, then trivial) +- LONG-TERM: map landmark labels +- LONG-TERM: player on map name + +- player speed is only shown as current, not unencumbered max as in gcfclient +- IMPORTANT: stats during item creation == crash? (reported by Grak) +- FEATURE: beside the floorbox, have a recent inventory items box +- fix the pod referencing - L does not get you anywhere. + * possibly look into auto-marking (wiki-style) certain key sequences. should be solved/investigated before 1.0 release: -- use more graphical frames/separators to make dialogs more eye-pleasing/clean +- maybe embed buttons for stuff liek accept-invitation, bind spell etc. +- (schmorp) L not working. L should look like bbb. Maybe support // and *? +- offer common options such as use_skill sense xxx etc. in inventory via menu? +- buttons should support hovering visually +- notebooks should provide visual feedback (support from button class?) - inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. -- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not -- playerbook/skills should have sensible tooltips with skill descriptions - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) -- NPC dialog box should have close button which finishes the dialog - mapmap (overview) - scroll visible area by clicking/dragging -- binding window and editor layout broken for long recordings => use scroller - maybe open the help viewer on the first start, or a simple dialog that initially lists keybidings for gcfclient converts. -- maybe support mb4/mb5 on selected widgets to facilitate scrolling - (inventory, spell list, messge log...) => marc - maybe the top fancyframe border should be larger (for close button and title to be more visible?) -- but fullscreen => minimize (alt-esc) => no way to go back [windows] -- spell list => scroll down => "Pickup" => scrollbar not updated -- what happened to the dialog being shown when modifiers are pressed, showing - keybindings for this modifier? -- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. post-1.0: -- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. - (after starting, press quit) - currently the font texture cache leaks "memory" (see texcache.c:tc_put) - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively affect neighbouring visible pixels (border bleeding). -- examine etc., should use extendeddrawinfo or sth. similar - player list from server for tell etc. commands -- save only dirty cached maps, and save dirty maps != current map -- look into extendedmapinfo - completer should know more about arguments, e.g. cast summon pet monster, or that some commands do not take arguments ("drop all"). -- sliders do not change size after reconfigure. - enter runmode when cursor-key repeats (maybe not?) - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). - performance: use texture collections for upstream server data instead if gobs of small textures. +- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not TEMPORARY SERVER TODO: - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) @@ -75,16 +60,12 @@ be peaceful - the palyer peaceful would be toggled by priests and shown in who, the game peaceful steting would be toggled by the peaceful command but not otherwise shown). -- pippij wants playerstealing to work between hostile players - attempt_jump tries to kick jumped-into monster,s but doesn't work - 1) If you hide, and someone can see you trying to hide, you'll get a message, even when you can't see that other person. - 2) hiding exp is always 1, independant of how difficult it is to hide - 3) jumping into monsters does no damage, even though it's supposed to be an attack (mentioned before). You also get no exp for this -- 10) (feature request): bug/typo/idea commands to automatically log - your comments, with the mentioning of the current map (and perhaps an - item, if you do 'bug '). #TODO#d# display texture cache @@ -105,21 +86,6 @@ glDisable GL_TEXTURE_2D; } -set_face 4783 => 70 -libpng warning: Ignoring gAMA chunk with gamma=0 -allocating id 71 -OK -set_face 4782 => 71 -libpng warning: Ignoring gAMA chunk with gamma=0 -allocating id 72 -OK -set_face 4781 => 72 -libpng warning: Ignoring gAMA chunk with gamma=0 -allocating id 73 -OK -set_face 4784 => 73 -libpng warning: Ignoring gAMA chunk with gamma=0 - 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. /*first pass*/ glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/