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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.203 by root, Tue Jul 11 11:06:20 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: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) 10- improve smoothing implementation to be cleaner and more efficient.
12 => either using bg attribute, or something else. neither way is currently implementable, imho 11
13 => or maybe using an extra icon for curses/magic items?) 12- automccompleter should vanish when its losing focus
14 maybe drag&drop, otherwise two containers side-by-side makes little sense. 13- allow inventory window to be stacked vertically, maybe?
15 show player weight/max weight in inventory 14- ganondorf wants the completer to grow, never shrink
16 offer common options such as use_skill sense xxx etc. in inventory via menu? 15- keypad-enter does not do the same as return in text entries
17 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not 16
18- IMPORTANT: min_w/h MUST be respected at leats on interactive resizes 17- ice in /whalingoutpost/misc/castle1
19- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies) 18 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
20- IMPORTANT: Event: '?? cfplus:1857' died and then $Event::DIED died with: Can't call method "coord2global" on an undefined value at /root/src/CFClient/blib/lib/CFClient/UI.pm line 419. 19- PANGO: create upstream-patch for inclusion into pango
21- IMPORTANT: -Turning (<= full message, no attuned etc. prefix) 20- SERVER: document ext/mapinfo and cfplus.ext
22- IMPORTANT: character creation dialogs broken (stats window etc.): fix 21- SERVER: memleak like hell: probably event-related? (probably not real)
23- maybe Quit menu point into map menu (with dialog when logge din, as usual?) 22- LONG-TERM: party member health etc. status (needs player list, then trivial)
24- the inventory needs separate scrollbars. unfortunately, that means 23- LONG-TERM: map landmark labels
25 addign a manual scrollbar to the other panes (skills and spells :() 24- LONG-TERM: player on map name
26- notebook should provide a visual feedback (support form button class?) 25
27- buttons should support hovering visually 26- player speed is only shown as current, not unencumbered max as in gcfclient
28- experience change messages should include skill experience 27- IMPORTANT: stats during item creation == crash? (reported by Grak)
29- skill page in playerbook (minor: skill list which shows XP and lets u bind stuff) 28- FEATURE: beside the floorbox, have a recent inventory items box
30- floorbox should show currently open container 29- fix the pod referencing - L<glossary/space> does not get you anywhere.
31- make simple inventory filters: most recently added/changed, normal, only unlocked 30 * possibly look into auto-marking (wiki-style) certain key sequences.
32- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
33- experience
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit)
36- client sometimes crashes on Mapmenu=>Toggle autopickup
37- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
38 31
39should be solved/investigated before 1.0 release: 32should be solved/investigated before 1.0 release:
40- NPC dialog box should have close button which finishes the dialog 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)
41- mapmap (overview) - scroll visible area by clicking/dragging 40- mapmap (overview) - scroll visible area by clicking/dragging
42- binding window and editor layout broken for long recordings => use scroller
43- 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
44 initially lists keybidings for gcfclient converts. 42 initially lists keybidings for gcfclient converts.
45- maybe support mb4/mb5 on selected widgets to facilitate scrolling
46 (inventory, spell list, messge log...) => marc
47- 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?)
48- but fullscreen => minimize (alt-esc) => no way to go back [windows]
49- spell list => scroll down => "Pickup" => scrollbar not updated
50- what happened to the dialog being shown when modifiers are pressed, showing
51 keybindings for this modifier?
52- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
53 44
54post-1.0: 45post-1.0:
55- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
56 (maybe sth. else causes the slowness, such as database?)
57- currently the font texture cache lacks "memory" (see texcache.c:tc_put) 46- currently the font texture cache leaks "memory" (see texcache.c:tc_put)
58- 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
59 affect neighbouring visible pixels (border bleeding). 48 affect neighbouring visible pixels (border bleeding).
60- examine etc., should use extendeddrawinfo or sth. similar
61- player list from server for tell etc. commands 49- player list from server for tell etc. commands
62- save only dirty cached maps, and save dirty maps != current map
63- look into extendedmapinfo
64- 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,
65 or that some commands do not take arguments ("drop all"). 51 or that some commands do not take arguments ("drop all").
66- sliders do not change size after reconfigure.
67- enter runmode when cursor-key repeats (maybe not?) 52- enter runmode when cursor-key repeats (maybe not?)
68- cairo/win32 looks like shit (premultiplied alpha bug?)
69 (despite horrendous efforts, this is likely not fixable except by building a custom
70 libcairo for win32).
71 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
72- 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.).
73- performance: use texture collections for upstream server data instead if gobs 54- performance: use texture collections for upstream server data instead if gobs
74 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
75 57
76TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
77- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) 59- implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :)
78- palyer peaceful setting should be independen of game peaceful setting 60- palyer peaceful setting should be independen of game peaceful setting
79 (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
80 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
81 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
82 but not otherwise shown). 64 but not otherwise shown).
83- pippij wants playerstealing to work between hostile players
84- 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
85- 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
86 message, even when you can't see that other person. 67 message, even when you can't see that other person.
87- 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
88- 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
89 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
90- 10) (feature request): bug/typo/idea commands to automatically log
91 your comments, with the mentioning of the current map (and perhaps an
92 item, if you do 'bug <item>').
93 71
94 72
95 #TODO#d# display texture cache 73 #TODO#d# display texture cache
96 { 74 {
97 glEnable GL_TEXTURE_2D; 75 glEnable GL_TEXTURE_2D;
107 glTexCoord 0,0; glVertex 0,255; 85 glTexCoord 0,0; glVertex 0,255;
108 glEnd; 86 glEnd;
109 glDisable GL_BLEND; 87 glDisable GL_BLEND;
110 glDisable GL_TEXTURE_2D; 88 glDisable GL_TEXTURE_2D;
111 } 89 }
112
113set_face 4783 => 70
114libpng warning: Ignoring gAMA chunk with gamma=0
115allocating id 71
116OK
117set_face 4782 => 71
118libpng warning: Ignoring gAMA chunk with gamma=0
119allocating id 72
120OK
121set_face 4781 => 72
122libpng warning: Ignoring gAMA chunk with gamma=0
123allocating id 73
124OK
125set_face 4784 => 73
126libpng warning: Ignoring gAMA chunk with gamma=0
127 90
128 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.
129 /*first pass*/ 92 /*first pass*/
130 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 93 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
131 glDepthMask(FALSE); /*disable Z buffer*/ 94 glDepthMask(FALSE); /*disable Z buffer*/

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