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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.191 by root, Mon Jul 3 23:03:42 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: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579. 10- improve smoothing implementation to be cleaner and more efficient.
12- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) 11
13 maybe drag&drop, otherwise two containers side-by-side makes little sense. 12- automccompleter should vanish when its losing focus
14 show player weight/max weight in inventory 13- allow inventory window to be stacked vertically, maybe?
15 offer common options such as use_skill sense xxx etc. in inventory via menu? 14- ganondorf wants the completer to grow, never shrink
16 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not 15- keypad-enter does not do the same as return in text entries
17- notebook should provide a visual feedback (support form button class?) 16
18- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use) 17- ice in /whalingoutpost/misc/castle1
19- skill page in playerbook 18 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
20- enable autopickup/disable in right-click menĂ¼ for map 19- PANGO: create upstream-patch for inclusion into pango
21- help window close button 20- SERVER: document ext/mapinfo and cfplus.ext
22- floorbox should show currently open container 21- SERVER: memleak like hell: probably event-related? (probably not real)
23- make simple inventory filters: most recently added/changed, normal, only unlocked 22- LONG-TERM: party member health etc. status (needs player list, then trivial)
24- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! 23- LONG-TERM: map landmark labels
25- minor: skill list which shows XP and lets u bind stuff 24- LONG-TERM: player on map name
26- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 25
27 (after starting, press quit) 26- player speed is only shown as current, not unencumbered max as in gcfclient
28- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory 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.
29 31
30should be solved/investigated before 1.0 release: 32should be solved/investigated before 1.0 release:
33- maybe embed buttons for stuff liek accept-invitation, bind spell etc.
34- (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *?
35- offer common options such as use_skill sense xxx etc. in inventory via menu?
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)
31- mapmap (overview) - scroll visible area by clicking/dragging 40- mapmap (overview) - scroll visible area by clicking/dragging
32- binding window and editor layout broken for long recordings
33- 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
34 initially lists keybidings for gcfclient converts. 42 initially lists keybidings for gcfclient converts.
35- maybe support mb4/mb5 on selected widgets to facilitate scrolling
36 (inventory, spell list, messge log...) => marc
37- maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) 43- maybe the top fancyframe border should be larger (for close button and title to be more visible?)
38- but fullscreen => minimize (alt-esc) => no way to go back [windows]
39- spell list => scroll down => "Pickup" => scrollbar not updated
40- what happened to the dialog being shown when modifiera are pressed, showing
41 keybindings for this modifier?
42- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
43 44
44post-1.0: 45post-1.0:
46- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
45- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 47- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
46 affect neighbouring visible pixels (border bleeding). 48 affect neighbouring visible pixels (border bleeding).
47- examine etc., should use extendeddrawinfo or sth. similar
48- player list from server for tell etc. commands 49- player list from server for tell etc. commands
49- save only dirty cached maps, and save dirty maps != current map
50- look into extendedmapinfo
51- 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,
52 or that some commands do not take arguments ("drop all"). 51 or that some commands do not take arguments ("drop all").
53- sliders do not change size after reconfigure.
54- enter runmode when cursor-key repeats (maybe not?) 52- enter runmode when cursor-key repeats (maybe not?)
55- cairo/win32 looks like shit (premultiplied alpha bug?)
56 (despite horrendous efforts, this is likely not fixable except by building a custom
57 libcairo for win32).
58 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
59- 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.).
60- performance: use texture collections for upstream server data instead if gobs 54- performance: use texture collections for upstream server data instead if gobs
61 of small textures. 55 of small textures.
56- inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not
62 57
63TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
59- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
64- palyer peaceful setting should be independen of game peaceful setting 60- palyer peaceful setting should be independen of game peaceful setting
65 (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
66 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
67 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
68 but not otherwise shown). 64 but not otherwise shown).
69- pippij wants playerstealing to work between hostile players
70- 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
71- 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
72 message, even when you can't see that other person. 67 message, even when you can't see that other person.
73- 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
74- 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
75 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
76- 10) (feature request): bug/typo/idea commands to automatically log
77 your comments, with the mentioning of the current map (and perhaps an
78 item, if you do 'bug <item>').
79 71
80set_face 4783 => 70 72
81libpng warning: Ignoring gAMA chunk with gamma=0 73 #TODO#d# display texture cache
82allocating id 71 74 {
83OK 75 glEnable GL_TEXTURE_2D;
84set_face 4782 => 71 76 glBindTexture GL_TEXTURE_2D, 41;
85libpng warning: Ignoring gAMA chunk with gamma=0 77 glColor 1, 1, 1, 1;
86allocating id 72 78 glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE;
87OK 79 glEnable GL_BLEND;
88set_face 4781 => 72 80 glBlendFunc GL_SRC_ALPHA, GL_ZERO;
89libpng warning: Ignoring gAMA chunk with gamma=0 81 glBegin GL_QUADS;
90allocating id 73 82 glTexCoord 0,1; glVertex 0,0;
91OK 83 glTexCoord 1,1; glVertex 255,0;
92set_face 4784 => 73 84 glTexCoord 1,0; glVertex 255,255;
93libpng 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 }
94 90
95 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.
96 /*first pass*/ 92 /*first pass*/
97 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 93 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
98 glDepthMask(FALSE); /*disable Z buffer*/ 94 glDepthMask(FALSE); /*disable Z buffer*/

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