ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra-Client/TODO
(Generate patch)

Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.161 by elmex, Tue Jun 13 18:14:02 2006 UTC vs.
Revision 1.265 by root, Sat Oct 20 05:35:28 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* have ctrl=run, shift=fire indicatords somewhere, so people can find out about this feature
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: recording multiple macros results in only one macro recorded 10- improve smoothing implementation to be cleaner and more efficient.
12- IMPORTANT: texture reload not working on scaras machine
13- IMPORTANT: gauge size adjustment wreaks havoc
14 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()
19- PANGO: create upstream-patch for inclusion into pango
20- SERVER: document ext/mapinfo and cfplus.ext
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
25
26- player speed is only shown as current, not unencumbered max as in gcfclient
27- IMPORTANT: stats during item creation == crash? (reported by Grak)
28- FEATURE: beside the floorbox, have a recent inventory items box
29- fix the pod referencing - L<glossary/space> does not get you anywhere.
30 * possibly look into auto-marking (wiki-style) certain key sequences.
31
15should be solved/investitaged before BETA release: 32should be solved/investigated before 1.0 release:
16- the binding dialog is sometimes behind all windows 33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
17- maybe support mb4/mb5 on selected widgets to facilitate scrolling 34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
18 (inventory, spell list, messge log...) => marc 35- offer common options such as use_skill sense xxx etc. in inventory via menu?
19- add lmb mouse = cast, mmb2 = invoke or so to spell list. 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.
39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
40- mapmap (overview) - scroll visible area by clicking/dragging
20- 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
21 initially lists keybidings for gcfclient converts. 42 initially lists keybidings for gcfclient converts.
22- binding window and editor layout broken for long recordings 43- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
23- minor: skill list which shows XP and lets u bind stuff
24- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
25 (after starting, press quit)
26- mapmap (overview) - scroll visible area by clicking/dragging
27- maybe move window managing functionality into toplevel: better window management (graphical feedback)
28- the player weight somehow updates strangely when dropping/picking up
29 (update: is this still the case?)
30 44
31should be solved/investigated before 1.0 release: 45post-1.0:
32- what happened to the dialog being shown when modifiera are pressed, showing 46- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
33 keybindings for this modifier? 47- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
34- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. 48 affect neighbouring visible pixels (border bleeding).
35- split up gauges into: head, body and foot, so that contents begin in the interior of gauges 49- player list from server for tell etc. commands
36- enter runmode when cursor-key repeats (maybe not?)
37- better focus management: put focus onto active windows, remove it again later
38 (mainly to speed up gui interaction when map isn't important).
39- cairo/win32 looks like shit (premultiplied alpha bug?)
40 (despite horrendous efforts, this is likely not fixable except by building a custom
41 libcairo for win32).
42 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
43- the binding editor should have a append-record mode or something like that
44- make a real "table" for the spell list (not long strings like lvl: xxx sp: xx)
45 and add column titles (also for other tables like inventory and bindings)
46- sliders do not change size after reconfigure.
47- use more graphical frames/separators to make dialogs more eye-pleasing/clean.
48- investigate fill widget option.
49- win32, fow_tetxure sometimes nukes other textures
50 (mostly fixed, but still there: displays list and texture uploads do not go well together)
51- get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation.
52- 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,
53 or that some commands do not take arguments ("drop all"). 51 or that some commands do not take arguments ("drop all").
54- textview should not snap to bottom on resize. 52- enter runmode when cursor-key repeats (maybe not?)
55- alt+cursor == diagonal
56- look into extendedmapinfo
57- save only dirty cached maps, and save dirty maps != current map
58- try to synchronize local animation speed with server updates to save on screen refreshes.
59- player list from server for tell etc. commands
60- examine etc., should use extendeddrawinfo or sth. similar
61- 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.).
62- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
63- performance: use texture collections for upstream server data instead if gobs 54- performance: use texture collections for upstream server data instead if gobs
64 of small textures. 55 of small textures.
65- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 56- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
66 affect neighbouring visible pixels (border bleeding).
67- pango fontsize measure and decrease to achieve real pixel height
68 57
69TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
59- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
70- palyer peaceful setting should be independen of game peaceful setting 60- palyer peaceful setting should be independen of game peaceful setting
71 (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
72 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
73 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
74 but not otherwise shown). 64 but not otherwise shown).
75- pippij wants playerstealing to work between hostile players
76- 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
77- 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
78 message, even when you can't see that other person. 67 message, even when you can't see that other person.
79- 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
80- 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
81 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
82- 10) (feature request): bug/typo/idea commands to automatically log
83 your comments, with the mentioning of the current map (and perhaps an
84 item, if you do 'bug <item>').
85 71
86set_face 4783 => 70 72
87libpng warning: Ignoring gAMA chunk with gamma=0 73 #TODO#d# display texture cache
88allocating id 71 74 {
89OK 75 glEnable GL_TEXTURE_2D;
90set_face 4782 => 71 76 glBindTexture GL_TEXTURE_2D, 41;
91libpng warning: Ignoring gAMA chunk with gamma=0 77 glColor 1, 1, 1, 1;
92allocating id 72 78 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
93OK 79 glEnable GL_BLEND;
94set_face 4781 => 72 80 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
95libpng warning: Ignoring gAMA chunk with gamma=0 81 glBegin GL_QUADS;
96allocating id 73 82 glTexCoord 0,1; glVertex 0,0;
97OK 83 glTexCoord 1,1; glVertex 255,0;
98set_face 4784 => 73 84 glTexCoord 1,0; glVertex 255,255;
99libpng warning: Ignoring gAMA chunk with gamma=0 85 glTexCoord 0,0; glVertex 0,255;
86 glEnd;
87 glDisable GL_BLEND;
88 glDisable GL_TEXTURE_2D;
89 }
100 90
101 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.
102 /*first pass*/ 92 /*first pass*/
103 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 93 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
104 glDepthMask(FALSE); /*disable Z buffer*/ 94 glDepthMask(FALSE); /*disable Z buffer*/

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines