http://www.vionline.com/sound.html http://www.stonewashed.net/2.html macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html * have ctrl=run, shift=fire indicatords somewhere, so people can find out about this feature - improve smoothing implementation to be cleaner and more efficient. - automccompleter should vanish when its losing focus - allow inventory window to be stacked vertically, maybe? - ganondorf wants the completer to grow, never shrink - keypad-enter does not do the same as return in text entries - ice in /whalingoutpost/misc/castle1 name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply() - PANGO: create upstream-patch for inclusion into pango - SERVER: document ext/mapinfo and cfplus.ext - SERVER: memleak like hell: probably event-related? (probably not real) - LONG-TERM: party member health etc. status (needs player list, then trivial) - LONG-TERM: map landmark labels - LONG-TERM: player on map name - player speed is only shown as current, not unencumbered max as in gcfclient - IMPORTANT: stats during item creation == crash? (reported by Grak) - FEATURE: beside the floorbox, have a recent inventory items box - fix the pod referencing - L does not get you anywhere. * possibly look into auto-marking (wiki-style) certain key sequences. should be solved/investigated before 1.0 release: - maybe embed buttons for stuff liek accept-invitation, bind spell etc. - (schmorp) L not working. L should look like bbb. Maybe support // and *? - offer common options such as use_skill sense xxx etc. in inventory via menu? - buttons should support hovering visually - notebooks should provide visual feedback (support from button class?) - inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) - mapmap (overview) - scroll visible area by clicking/dragging - maybe open the help viewer on the first start, or a simple dialog that initially lists keybidings for gcfclient converts. - maybe the top fancyframe border should be larger (for close button and title to be more visible?) post-1.0: - currently the font texture cache leaks "memory" (see texcache.c:tc_put) - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively affect neighbouring visible pixels (border bleeding). - player list from server for tell etc. commands - completer should know more about arguments, e.g. cast summon pet monster, or that some commands do not take arguments ("drop all"). - enter runmode when cursor-key repeats (maybe not?) - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). - performance: use texture collections for upstream server data instead if gobs of small textures. - inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not TEMPORARY SERVER TODO: - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) - palyer peaceful setting should be independen of game peaceful setting (i.e. one should be able to become hostile against guards but still be peaceful - the palyer peaceful would be toggled by priests and shown in who, the game peaceful steting would be toggled by the peaceful command but not otherwise shown). - 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. - 2) hiding exp is always 1, independant of how difficult it is to hide - 3) jumping into monsters does no damage, even though it's supposed to be an attack (mentioned before). You also get no exp for this #TODO#d# display texture cache { glEnable GL_TEXTURE_2D; glBindTexture GL_TEXTURE_2D, 41; glColor 1, 1, 1, 1; glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE; glEnable GL_BLEND; glBlendFunc GL_SRC_ALPHA, GL_ZERO; glBegin GL_QUADS; glTexCoord 0,1; glVertex 0,0; glTexCoord 1,1; glVertex 255,0; glTexCoord 1,0; glVertex 255,255; glTexCoord 0,0; glVertex 0,255; glEnd; glDisable GL_BLEND; glDisable GL_TEXTURE_2D; } 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. /*first pass*/ glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ glDepthMask(FALSE); /*disable Z buffer*/ if (premultpliedTransparency) glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); else glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /*render the object here*/ On the second pass, you should set the frame buffer alpha channel value to (1- a s )(1- a d ). To do this, you need to render the object again, with a different alpha value, as follows: /*second pass*/ glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ glDepthMask(FALSE); /*disable Z buffer*/ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); /*render the object with alpha replaced with 1-a*/ Finally, the third pass should replace the value in the alpha channel with the final value 1-((1- a s )(1- a d )). To do this, you need to render the object again, with its alpha value set to 1, as follows: /*third pass*/ glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ glDepthMask(TRUE); /*enable Z buffer*/ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); /*render the object with alpha replaced with 1*/