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Comparing deliantra/Deliantra-Client/TODO (file contents):
Revision 1.5 by root, Wed Apr 12 02:05:45 2006 UTC vs.
Revision 1.62 by root, Thu May 18 01:36:42 2006 UTC

1http://www.vionline.com/sound.html
2http://www.stonewashed.net/2.html
3
4http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html
5
612:17 <@schmorp> i do list all libs manually for pclient
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
11- IMPORTANT: logical ops are extremely slow on e.g. TNT2, do use a different effect, pls.
12- IMPORTANT: the completer has problems with pango-markup not getting escaped.
13- IMPORTANT: lose/regain mapping might clear messgae log
14 (maybe this happens when its being updated when the window isn't mapped => no
15 window context?)
16- IMPORTANT: ogg-vorbis not available - crash at startup, handle this better.
17- IMPORTANT:_ map feedback... e.g. when clicking on it
18- IMPORTANT: online documentation for the client (rig up a podviewer with textview)
19- IMPORTANT: '.' in map should repeat last command
20- important: center and improve dialogs (create cFClient::UI::Dialog)
21- IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so
22- IMPORTANT: inventory update must be incremental (too slow) (really? check)
23- IMPORTANT: user interface (window positions etc.) should be saved, but
24 b) widget layout is nontrivial as to not obscure map
25 c) need better way to center map then middle-button, maybe map overview
26 (but updates will be slow UPDATE updates are not at all slow).
27- IMPORTANT: animate faces in inventory etc.
28- IMPORTANT: dialog, der warnt ein savebed aufzusuchen.
29- IMPORTANT: verify and correct connection-dependent texture management
30
31should be solved/investitaged before release:
32- Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction.
33 (after starting, pressing login with connection refused, then close window)
34- flopper/menu imrpovement:
35 * things that are menus should act more like menus
36 * inmventory etc. should fade-in automatically when used
37- add menu itemds for inventory items: mark/inscribe etc.
38- remove wrap_mode hack from texture and make it a per-texture operation
39- enter runmode when cursor-key repeats
40- mapmap (overview) - scroll visible area by clicking/dragging
41- save only dirty cached maps, and save dirty maps != current map
42- elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges
43- maybe move window managing functionality into toplevel
44- better window management (feedback)
45- look into extendedmapinfo
46- add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing)
47
48low priority:
49- player list from server for tell etc. commands
50- examine etc., should use extendeddrawinfo or sth. similar
51- maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.).
52- fow intensity => fow color (greyscale, just rename), add fow darkness slider, too
53- performance: use texture collections for upstream server data instead if gobs
54 of small textures.
55- when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively
56 affect neighbouring visible pixels (border bleeding).
1- pango fontsize measure and decrease to achieve real pixel height 57- pango fontsize measure and decrease to achieve real pixel height
2- label needs "expected char size" 58
3- make font description copy: font size changes hurt A LOT 59TEMPORARY SERVER TODO:
60- palyer peaceful setting should be independen of game peaceful setting
61 (i.e. one should be able to become hostile against guards but still
62 be peaceful - the palyer peaceful would be toggled by priests and shown
63 in who, the game peaceful steting would be toggled by the peaceful command
64 but not otherwise shown).
65- pippij wants playerstealing to work between hostile players
66- attempt_jump tries to kick jumped-into monster,s but doesn't work
67- 1) If you hide, and someone can see you trying to hide, you'll get a
68 message, even when you can't see that other person.
69- 2) hiding exp is always 1, independant of how difficult it is to hide
70- 3) jumping into monsters does no damage, even though it's supposed to
71 be an attack (mentioned before). You also get no exp for this
72- 10) (feature request): bug/typo/idea commands to automatically log
73 your comments, with the mentioning of the current map (and perhaps an
74 item, if you do 'bug <item>').
75
76set_face 4783 => 70
77libpng warning: Ignoring gAMA chunk with gamma=0
78allocating id 71
79OK
80set_face 4782 => 71
81libpng warning: Ignoring gAMA chunk with gamma=0
82allocating id 72
83OK
84set_face 4781 => 72
85libpng warning: Ignoring gAMA chunk with gamma=0
86allocating id 73
87OK
88set_face 4784 => 73
89libpng warning: Ignoring gAMA chunk with gamma=0
90

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