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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.49 by root, Fri May 12 15:45:41 2006 UTC vs.
Revision 1.57 by root, Wed May 17 20:52:12 2006 UTC

612:17 <@schmorp> i do list all libs manually for pclient 612:17 <@schmorp> i do list all libs manually for pclient
712:17 <@schmorp> will have to do that for gce too 712:17 <@schmorp> will have to do that for gce too
812:17 <@schmorp> remind me of it 812:17 <@schmorp> remind me of it
912:17 <@schmorp> qwhen i next bundle it 912:17 <@schmorp> qwhen i next bundle it
10 10
11- IMPORTANT: kick elmex for not documenting the bugs here so other people 11- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
12 cannot work on them. 12- IMPORTANT: '.' in map should repeat last command
13- IMPORTANT: reconfigure does not reach unlinked widgets => global widget list? 13- important: center and improve dialogs (create cFClient::UI::Dialog)
14- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so
14- IMPORTANT: inventory update must be incremental (too slow) 15- IMPORTANT: inventory update must be incremental (too slow) (really? check)
15- IMPORTANT: slider should clip to valid range properly
16- IMPORTANT: user interface (window positions etc.) should be saved, but 16- IMPORTANT: user interface (window positions etc.) should be saved, but
17 b) widget layout is nontrivial as to not obscure map 17 b) widget layout is nontrivial as to not obscure map
18 c) need better way to center map then middle-button, maybe map overview 18 c) need better way to center map then middle-button, maybe map overview
19 (but updates will be slow UPDATE updates are not at all slow). 19 (but updates will be slow UPDATE updates are not at all slow).
20- IMPORTANT: animate faces in inventory etc. 20- IMPORTANT: animate faces in inventory etc.
22- IMPORTANT: verify and correct connection-dependent texture management 22- IMPORTANT: verify and correct connection-dependent texture management
23 23
24should be solved/investitaged before release: 24should be solved/investitaged before release:
25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. 25- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
26 (after starting, pressing login with connection refused, then close window) 26 (after starting, pressing login with connection refused, then close window)
27- flopper/menu imrpovement:
28 * things that are menus should act more like menus
29 * inmventory etc. should fade-in automatically when used
30- add menu itemds for inventory items: mark/inscribe etc.
27- remove wrap_mode hack from texture and make it a per-texture operation 31- remove wrap_mode hack from texture and make it a per-texture operation
28- enter runmode when cursor-key repeats 32- enter runmode when cursor-key repeats
29- mapmap (overview) - scroll visible area by clicking/dragging 33- mapmap (overview) - scroll visible area by clicking/dragging
30- save only dirty cached maps, and save dirty maps != current map 34- save only dirty cached maps, and save dirty maps != current map
31- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges 35- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
32- mesa-rendering of textview shows only garbage and/or another texture
33- maybe move window managing functionality into toplevel 36- maybe move window managing functionality into toplevel
34- look into extendeddrawinfo and extendedmapinfo 37- better window management (feedback)
35- update/check_size should be done at most once/frame/widget. 38- look into extendedmapinfo
39- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
36 40
37low priority: 41low priority:
42- player list from server for tell etc. commands
43- examine etc., should use extendeddrawinfo or sth. similar
38- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). 44- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
39- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too 45- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
40- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
41- performance: use texture collections for upstream server data instead if gobs 46- performance: use texture collections for upstream server data instead if gobs
42 of small textures. 47 of small textures.
43- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively 48- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
44 affect neighbouring visible pixels (border bleeding). 49 affect neighbouring visible pixels (border bleeding).
45- pango fontsize measure and decrease to achieve real pixel height 50- pango fontsize measure and decrease to achieve real pixel height
49 (i.e. one should be able to become hostile against guards but still 54 (i.e. one should be able to become hostile against guards but still
50 be peaceful - the palyer peaceful would be toggled by priests and shown 55 be peaceful - the palyer peaceful would be toggled by priests and shown
51 in who, the game peaceful steting would be toggled by the peaceful command 56 in who, the game peaceful steting would be toggled by the peaceful command
52 but not otherwise shown). 57 but not otherwise shown).
53- pippij wants playerstealing to work between hostile players 58- pippij wants playerstealing to work between hostile players
54- schmorp wants to rework the who output format
55- attempt_jump tries to kick jumped-into monster,s but doesn't work 59- attempt_jump tries to kick jumped-into monster,s but doesn't work
56- 1) If you hide, and someone can see you trying to hide, you'll get a 60- 1) If you hide, and someone can see you trying to hide, you'll get a
57 message, even when you can't see that other person. 61 message, even when you can't see that other person.
58- 2) hiding exp is always 1, independant of how difficult it is to hide 62- 2) hiding exp is always 1, independant of how difficult it is to hide
59- 3) jumping into monsters does no damage, even though it's supposed to 63- 3) jumping into monsters does no damage, even though it's supposed to

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