--- deliantra/Deliantra-Client/TODO 2006/05/17 10:00:19 1.51 +++ deliantra/Deliantra-Client/TODO 2006/05/22 01:28:06 1.68 @@ -8,33 +8,55 @@ 12:17 <@schmorp> remind me of it 12:17 <@schmorp> qwhen i next bundle it -- IMPORTANT: inventory update must be incremental (too slow) (really? check) +- IMPORTANT: skill-pod benutzen! +- IMPORTANT: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop + (maybe also for floorbox) +- IMPORTANT: quit-button, somewhere! + * dialog, der warnt ein savebed aufzusuchen. +- IMPORTANT: win32, fow_tetxure sometimes nukes other textures +- IMPORTANT: lose/regain mapping might clear messgae log + (maybe this happens when its being updated when the window isn't mapped => no + window context?) +- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. +- IMPORTANT:_ map feedback... e.g. when clicking on it +- IMPORTANT: online documentation for the client (rig up a podviewer with textview) +- IMPORTANT: '.' in map should repeat last command +- important: center and improve dialogs (create cFClient::UI::Dialog) - IMPORTANT: user interface (window positions etc.) should be saved, but b) widget layout is nontrivial as to not obscure map c) need better way to center map then middle-button, maybe map overview (but updates will be slow UPDATE updates are not at all slow). -- IMPORTANT: animate faces in inventory etc. -- IMPORTANT: dialog, der warnt ein savebed aufzusuchen. - IMPORTANT: verify and correct connection-dependent texture management +- IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise +- IMPORTANT: message log slider goes too far down. +- IMPORTANT: focus mapwidget on login +- IMPORTANT: font reconfigure works very badly. should be solved/investitaged before release: +- cairo/win32 looks like shit (premultiplied alpha bug?) - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. (after starting, pressing login with connection refused, then close window) +- flopper/menu imrpovement: + * things that are menus should act more like menus + * inmventory etc. should fade-in automatically when used +- add menu itemds for inventory items: mark/inscribe etc. - remove wrap_mode hack from texture and make it a per-texture operation - enter runmode when cursor-key repeats - mapmap (overview) - scroll visible area by clicking/dragging - save only dirty cached maps, and save dirty maps != current map - elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges -- mesa-rendering of textview shows only garbage and/or another texture - maybe move window managing functionality into toplevel -- look into extendeddrawinfo and extendedmapinfo -- update/check_size should be done at most once/frame/widget. +- better window management (feedback) +- look into extendedmapinfo +- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) low priority: -- player list form server for tell etc. commands +- inventory update must be incremental (too slow) (really? check) +- try to synchronize local animation speed with server updates to save on screen refreshes. +- player list from server for tell etc. commands +- examine etc., should use extendeddrawinfo or sth. similar - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too -- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) - performance: use texture collections for upstream server data instead if gobs of small textures. - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively @@ -48,7 +70,6 @@ in who, the game peaceful steting would be toggled by the peaceful command but not otherwise shown). - pippij wants playerstealing to work between hostile players -- schmorp wants to rework the who output format - attempt_jump tries to kick jumped-into monster,s but doesn't work - 1) If you hide, and someone can see you trying to hide, you'll get a message, even when you can't see that other person.