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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.210 by root, Tue Jul 18 06:56:35 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- the inventory needs separate scrollbars. unfortunately, that means 10- improve smoothing implementation to be cleaner and more efficient.
12 addign a manual scrollbar to the other panes (skills and spells :() 11
13- spells ordering for complete different for different users (maybe stored in hash?) 12- automccompleter should vanish when its losing focus
14- IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) 13- allow inventory window to be stacked vertically, maybe?
15 => either using bg attribute, or something else. neither way is currently implementable, imho 14- ganondorf wants the completer to grow, never shrink
16 => or maybe using an extra icon for curses/magic items?) 15- keypad-enter does not do the same as return in text entries
17 maybe drag&drop, otherwise two containers side-by-side makes little sense. 16
18 show player weight/max weight in inventory 17- ice in /whalingoutpost/misc/castle1
19 offer common options such as use_skill sense xxx etc. in inventory via menu? 18 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply()
20 maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not 19- PANGO: create upstream-patch for inclusion into pango
21 make simple inventory filters: most recently added/changed, normal, only unlocked 20- SERVER: document ext/mapinfo and cfplus.ext
22- IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies) 21- SERVER: memleak like hell: probably event-related? (probably not real)
23- 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. 22- LONG-TERM: party member health etc. status (needs player list, then trivial)
24- IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked) 23- LONG-TERM: map landmark labels
25- all dialogs should be closable with "Esc" 24- LONG-TERM: player on map name
26- close completer when connection dies 25
27- maybe Quit menu point into map menu (with dialog when logge din, as usual?) 26- player speed is only shown as current, not unencumbered max as in gcfclient
28- notebook should provide a visual feedback (support from button class?) 27- IMPORTANT: stats during item creation == crash? (reported by Grak)
29- buttons should support hovering visually 28- FEATURE: beside the floorbox, have a recent inventory items box
30- experience change messages should include skill experience 29- fix the pod referencing - L<glossary/space> does not get you anywhere.
31- minor: skill list which lets u bind stuff 30 * possibly look into auto-marking (wiki-style) certain key sequences.
32- floorbox should show currently open container
33- binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!!
34- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
35 (after starting, press quit)
36- use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory
37 31
38should be solved/investigated before 1.0 release: 32should be solved/investigated before 1.0 release:
39- playerbook/skills should have sensible tooltips with skill descriptions 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.
40- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) 39- error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message)
41- NPC dialog box should have close button which finishes the dialog
42- mapmap (overview) - scroll visible area by clicking/dragging 40- mapmap (overview) - scroll visible area by clicking/dragging
43- binding window and editor layout broken for long recordings => use scroller
44- 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
45 initially lists keybidings for gcfclient converts. 42 initially lists keybidings for gcfclient converts.
46- maybe support mb4/mb5 on selected widgets to facilitate scrolling
47 (inventory, spell list, messge log...) => marc
48- 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?)
49- but fullscreen => minimize (alt-esc) => no way to go back [windows]
50- spell list => scroll down => "Pickup" => scrollbar not updated
51- what happened to the dialog being shown when modifiers are pressed, showing
52 keybindings for this modifier?
53- add menu itemds for inventory items for UNcommon actions: mark/inscribe etc.
54 44
55post-1.0: 45post-1.0:
56- store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use)
57 (maybe sth. else causes the slowness, such as database?)
58- 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)
59- 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
60 affect neighbouring visible pixels (border bleeding). 48 affect neighbouring visible pixels (border bleeding).
61- examine etc., should use extendeddrawinfo or sth. similar
62- player list from server for tell etc. commands 49- player list from server for tell etc. commands
63- save only dirty cached maps, and save dirty maps != current map
64- look into extendedmapinfo
65- 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,
66 or that some commands do not take arguments ("drop all"). 51 or that some commands do not take arguments ("drop all").
67- sliders do not change size after reconfigure.
68- enter runmode when cursor-key repeats (maybe not?) 52- enter runmode when cursor-key repeats (maybe not?)
69- cairo/win32 looks like shit (premultiplied alpha bug?)
70 (despite horrendous efforts, this is likely not fixable except by building a custom
71 libcairo for win32).
72 (update: disabled antialiasing, this looks bad, but much better than antialiasing)
73- 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.).
74- performance: use texture collections for upstream server data instead if gobs 54- performance: use texture collections for upstream server data instead if gobs
75 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
76 57
77TEMPORARY SERVER TODO: 58TEMPORARY SERVER TODO:
78- 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 :)
79- palyer peaceful setting should be independen of game peaceful setting 60- palyer peaceful setting should be independen of game peaceful setting
80 (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
81 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
82 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
83 but not otherwise shown). 64 but not otherwise shown).
84- pippij wants playerstealing to work between hostile players
85- 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
86- 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
87 message, even when you can't see that other person. 67 message, even when you can't see that other person.
88- 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
89- 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
90 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
91- 10) (feature request): bug/typo/idea commands to automatically log
92 your comments, with the mentioning of the current map (and perhaps an
93 item, if you do 'bug <item>').
94 71
95 72
96 #TODO#d# display texture cache 73 #TODO#d# display texture cache
97 { 74 {
98 glEnable GL_TEXTURE_2D; 75 glEnable GL_TEXTURE_2D;
108 glTexCoord 0,0; glVertex 0,255; 85 glTexCoord 0,0; glVertex 0,255;
109 glEnd; 86 glEnd;
110 glDisable GL_BLEND; 87 glDisable GL_BLEND;
111 glDisable GL_TEXTURE_2D; 88 glDisable GL_TEXTURE_2D;
112 } 89 }
113
114set_face 4783 => 70
115libpng warning: Ignoring gAMA chunk with gamma=0
116allocating id 71
117OK
118set_face 4782 => 71
119libpng warning: Ignoring gAMA chunk with gamma=0
120allocating id 72
121OK
122set_face 4781 => 72
123libpng warning: Ignoring gAMA chunk with gamma=0
124allocating id 73
125OK
126set_face 4784 => 73
127libpng warning: Ignoring gAMA chunk with gamma=0
128 90
129 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.
130 /*first pass*/ 92 /*first pass*/
131 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ 93 glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/
132 glDepthMask(FALSE); /*disable Z buffer*/ 94 glDepthMask(FALSE); /*disable Z buffer*/

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