1 | http://www.vionline.com/sound.html |
1 | http://www.vionline.com/sound.html |
2 | http://www.stonewashed.net/2.html |
2 | http://www.stonewashed.net/2.html |
3 | |
3 | |
4 | http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html |
4 | http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html |
5 | |
5 | |
6 | 12:17 <@schmorp> i do list all libs manually for pclient |
6 | 12:17 <@schmorp> i do list all libs manually for pclient |
7 | 12:17 <@schmorp> will have to do that for gce too |
7 | 12:17 <@schmorp> will have to do that for gce too |
8 | 12:17 <@schmorp> remind me of it |
8 | 12:17 <@schmorp> remind me of it |
9 | 12:17 <@schmorp> qwhen i next bundle it |
9 | 12:17 <@schmorp> qwhen i next bundle it |
10 | |
10 | |
11 | - IMPORTANT: online documentation for the client (rig up a podviewer with textview) |
11 | - PANGO: create upstream-patch for inclusion into pango |
12 | - important: center and improve dialogs (create cFClient::UI::Dialog) |
12 | - SERVER: on shtudown: wanted to save map with player => map not being saved? |
13 | - IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so |
13 | - EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works. |
14 | - IMPORTANT: inventory update must be incremental (too slow) (really? check) |
|
|
15 | - IMPORTANT: user interface (window positions etc.) should be saved, but |
|
|
16 | b) widget layout is nontrivial as to not obscure map |
|
|
17 | c) need better way to center map then middle-button, maybe map overview |
|
|
18 | (but updates will be slow UPDATE updates are not at all slow). |
|
|
19 | - IMPORTANT: animate faces in inventory etc. |
|
|
20 | - IMPORTANT: dialog, der warnt ein savebed aufzusuchen. |
|
|
21 | - IMPORTANT: verify and correct connection-dependent texture management |
|
|
22 | |
14 | |
23 | should be solved/investitaged before release: |
15 | - check whether fog-of-war is off by one, (elmex; i've seen this the last time i played) |
|
|
16 | - spells ordering completely different for different users (maybe stored in hash?) |
|
|
17 | - IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) |
|
|
18 | => either using bg attribute, or something else. neither way is currently implementable, imho |
|
|
19 | => or maybe using an extra icon for curses/magic items?) |
|
|
20 | maybe drag&drop, otherwise two containers side-by-side makes little sense. |
|
|
21 | show player weight/max weight in inventory |
|
|
22 | offer common options such as use_skill sense xxx etc. in inventory via menu? |
|
|
23 | maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not |
|
|
24 | make simple inventory filters: most recently added/changed, normal, only unlocked |
|
|
25 | - IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked) |
|
|
26 | - floorbox out-of-screen after resizing (schmorp) |
|
|
27 | - inventoy window (and probably others) too large after resizing (schmorp) |
|
|
28 | - skill book - tooltips with description and bind-to-key (schmorp) |
|
|
29 | - all dialogs should be closable with "Esc" |
|
|
30 | - maybe Quit menu point into map menu (with dialog when logge din, as usual?) |
|
|
31 | - notebook should provide a visual feedback (support from button class?) |
|
|
32 | - buttons should support hovering visually |
|
|
33 | - minor: skill list which lets u bind stuff |
|
|
34 | - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! |
24 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
35 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
25 | (after starting, pressing login with connection refused, then close window) |
36 | (after starting, press quit) |
26 | - flopper/menu imrpovement: |
37 | - use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory |
27 | * things that are menus should act more like menus |
38 | |
28 | * inmventory etc. should fade-in automatically when used |
39 | should be solved/investigated before 1.0 release: |
29 | - add menu itemds for inventory items: mark/inscribe etc. |
40 | - playerbook/skills should have sensible tooltips with skill descriptions |
30 | - remove wrap_mode hack from texture and make it a per-texture operation |
41 | - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) |
31 | - enter runmode when cursor-key repeats |
42 | - NPC dialog box should have close button which finishes the dialog |
32 | - mapmap (overview) - scroll visible area by clicking/dragging |
43 | - mapmap (overview) - scroll visible area by clicking/dragging |
|
|
44 | - binding window and editor layout broken for long recordings => use scroller |
|
|
45 | - maybe open the help viewer on the first start, or a simple dialog that |
|
|
46 | initially lists keybidings for gcfclient converts. |
|
|
47 | - maybe support mb4/mb5 on selected widgets to facilitate scrolling |
|
|
48 | (inventory, spell list, messge log...) => marc |
|
|
49 | - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) |
|
|
50 | - but fullscreen => minimize (alt-esc) => no way to go back [windows] |
|
|
51 | - spell list => scroll down => "Pickup" => scrollbar not updated |
|
|
52 | - what happened to the dialog being shown when modifiers are pressed, showing |
|
|
53 | keybindings for this modifier? |
|
|
54 | - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. |
|
|
55 | |
|
|
56 | post-1.0: |
|
|
57 | - store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use) |
|
|
58 | (maybe sth. else causes the slowness, such as database?) |
|
|
59 | - currently the font texture cache lacks "memory" (see texcache.c:tc_put) |
|
|
60 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
|
|
61 | affect neighbouring visible pixels (border bleeding). |
|
|
62 | - examine etc., should use extendeddrawinfo or sth. similar |
|
|
63 | - player list from server for tell etc. commands |
33 | - save only dirty cached maps, and save dirty maps != current map |
64 | - save only dirty cached maps, and save dirty maps != current map |
34 | - elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges |
|
|
35 | - maybe move window managing functionality into toplevel |
|
|
36 | - better window management (feedback) |
|
|
37 | - look into extendedmapinfo |
65 | - look into extendedmapinfo |
38 | - add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) |
66 | - completer should know more about arguments, e.g. cast summon pet monster, |
39 | |
67 | or that some commands do not take arguments ("drop all"). |
40 | low priority: |
68 | - sliders do not change size after reconfigure. |
41 | - player list from server for tell etc. commands |
69 | - enter runmode when cursor-key repeats (maybe not?) |
42 | - examine etc., should use extendeddrawinfo or sth. similar |
70 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
|
|
71 | (despite horrendous efforts, this is likely not fixable except by building a custom |
|
|
72 | libcairo for win32). |
|
|
73 | (update: disabled antialiasing, this looks bad, but much better than antialiasing) |
43 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
74 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
44 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
|
|
45 | - performance: use texture collections for upstream server data instead if gobs |
75 | - performance: use texture collections for upstream server data instead if gobs |
46 | of small textures. |
76 | of small textures. |
47 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
|
|
48 | affect neighbouring visible pixels (border bleeding). |
|
|
49 | - pango fontsize measure and decrease to achieve real pixel height |
|
|
50 | |
77 | |
51 | TEMPORARY SERVER TODO: |
78 | TEMPORARY SERVER TODO: |
|
|
79 | - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) |
52 | - palyer peaceful setting should be independen of game peaceful setting |
80 | - palyer peaceful setting should be independen of game peaceful setting |
53 | (i.e. one should be able to become hostile against guards but still |
81 | (i.e. one should be able to become hostile against guards but still |
54 | be peaceful - the palyer peaceful would be toggled by priests and shown |
82 | be peaceful - the palyer peaceful would be toggled by priests and shown |
55 | in who, the game peaceful steting would be toggled by the peaceful command |
83 | in who, the game peaceful steting would be toggled by the peaceful command |
56 | but not otherwise shown). |
84 | but not otherwise shown). |
… | |
… | |
63 | be an attack (mentioned before). You also get no exp for this |
91 | be an attack (mentioned before). You also get no exp for this |
64 | - 10) (feature request): bug/typo/idea commands to automatically log |
92 | - 10) (feature request): bug/typo/idea commands to automatically log |
65 | your comments, with the mentioning of the current map (and perhaps an |
93 | your comments, with the mentioning of the current map (and perhaps an |
66 | item, if you do 'bug <item>'). |
94 | item, if you do 'bug <item>'). |
67 | |
95 | |
|
|
96 | |
|
|
97 | #TODO#d# display texture cache |
|
|
98 | { |
|
|
99 | glEnable GL_TEXTURE_2D; |
|
|
100 | glBindTexture GL_TEXTURE_2D, 41; |
|
|
101 | glColor 1, 1, 1, 1; |
|
|
102 | glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE; |
|
|
103 | glEnable GL_BLEND; |
|
|
104 | glBlendFunc GL_SRC_ALPHA, GL_ZERO; |
|
|
105 | glBegin GL_QUADS; |
|
|
106 | glTexCoord 0,1; glVertex 0,0; |
|
|
107 | glTexCoord 1,1; glVertex 255,0; |
|
|
108 | glTexCoord 1,0; glVertex 255,255; |
|
|
109 | glTexCoord 0,0; glVertex 0,255; |
|
|
110 | glEnd; |
|
|
111 | glDisable GL_BLEND; |
|
|
112 | glDisable GL_TEXTURE_2D; |
|
|
113 | } |
|
|
114 | |
68 | set_face 4783 => 70 |
115 | set_face 4783 => 70 |
69 | libpng warning: Ignoring gAMA chunk with gamma=0 |
116 | libpng warning: Ignoring gAMA chunk with gamma=0 |
70 | allocating id 71 |
117 | allocating id 71 |
71 | OK |
118 | OK |
72 | set_face 4782 => 71 |
119 | set_face 4782 => 71 |
… | |
… | |
78 | allocating id 73 |
125 | allocating id 73 |
79 | OK |
126 | OK |
80 | set_face 4784 => 73 |
127 | set_face 4784 => 73 |
81 | libpng warning: Ignoring gAMA chunk with gamma=0 |
128 | libpng warning: Ignoring gAMA chunk with gamma=0 |
82 | |
129 | |
|
|
130 | 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. |
|
|
131 | /*first pass*/ |
|
|
132 | glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ |
|
|
133 | glDepthMask(FALSE); /*disable Z buffer*/ |
|
|
134 | if (premultpliedTransparency) |
|
|
135 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
|
|
136 | else |
|
|
137 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
|
|
138 | /*render the object here*/ |
|
|
139 | |
|
|
140 | 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: |
|
|
141 | /*second pass*/ |
|
|
142 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
|
|
143 | glDepthMask(FALSE); /*disable Z buffer*/ |
|
|
144 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
|
|
145 | /*render the object with alpha replaced with 1-a*/ |
|
|
146 | |
|
|
147 | 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: |
|
|
148 | /*third pass*/ |
|
|
149 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
|
|
150 | glDepthMask(TRUE); /*enable Z buffer*/ |
|
|
151 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
|
|
152 | /*render the object with alpha replaced with 1*/ |
|
|
153 | |
|
|
154 | |