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: win32, fow_tetxure sometimes nukes other textures |
11 | - PANGO: create upstream-patch for inclusion into pango |
12 | (mostly fixed, but still there: displays list and texture uploads do not go well together) |
12 | - SERVER: on shtudown: wanted to save map with player => map not being saved? |
13 | - IMPORTANT: lose/regain mapping might clear messgae log |
13 | - EDITOR: utf-8 encoded names get garbled when loading maps. editing/saving works. |
14 | (maybe this happens when its being updated when the window isn't mapped => no |
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15 | window context?) |
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16 | (this might be fixed now, watch out for it) |
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17 | - IMPORTANT: logging in with an invalid (already existing and used) character creates an endless loop. |
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18 | - IMPORTANT:_ map feedback... e.g. when clicking on it |
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19 | - IMPORTANT: user interface (window positions etc.) should be saved, but |
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20 | b) widget layout is nontrivial as to not obscure map |
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21 | c) need better way to center map then middle-button, maybe map overview |
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22 | (but updates will be slow UPDATE updates are not at all slow). |
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23 | |
14 | |
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15 | - REPRODUCTION: mousebutton-down on a corner of the inventory => press tab to hide the window => mousebutton-up => press tab to get the inv. window again => there it is |
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16 | |
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17 | - check whether fog-of-war is off by one, (elmex; i've seen this the last time i played) |
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18 | - spells ordering completely different for different users (maybe stored in hash?) |
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19 | - identify inventory hover slowness and fix it (schmorp) |
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20 | - IMPORTANT: re-design inventory (_sense magic_ and _cursed_ should be shown visually!) |
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21 | => either using bg attribute, or something else. neither way is currently implementable, imho |
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22 | => or maybe using an extra icon for curses/magic items?) |
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23 | offer common options such as use_skill sense xxx etc. in inventory via menu? |
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24 | make simple inventory filters: most recently added/changed, normal, only unlocked |
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25 | - floorbox out-of-screen after resizing (schmorp) |
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26 | - skill book - tooltips with description and bind-to-key (schmorp) |
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27 | - all dialogs should be closable with "Esc" |
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28 | - notebooks should provide visual feedback (support from button class?) |
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29 | - buttons should support hovering visually |
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30 | - minor: skill list which lets u bind stuff |
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31 | - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! |
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32 | |
24 | should be solved/investitaged before release: |
33 | should be solved/investigated before 1.0 release: |
25 | - rethink message display in lower left corner |
34 | - use more graphical frames/separators to make dialogs more eye-pleasing/clean |
26 | - auto-download of all faces from the server in the bg. |
35 | - inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. |
27 | - many sliders should have labels attached. |
36 | - inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not |
28 | - widgets need to know about their visibility. the inventory |
37 | - playerbook/skills should have sensible tooltips with skill descriptions |
29 | completely redraws itself on every animation change, even when its not visible. |
38 | - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) |
30 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
39 | - NPC dialog box should have close button which finishes the dialog |
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40 | - mapmap (overview) - scroll visible area by clicking/dragging |
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41 | - binding window and editor layout broken for long recordings => use scroller |
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42 | - maybe open the help viewer on the first start, or a simple dialog that |
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43 | initially lists keybidings for gcfclient converts. |
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44 | - maybe support mb4/mb5 on selected widgets to facilitate scrolling |
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45 | (inventory, spell list, messge log...) => marc |
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46 | - maybe the top fancyframe border should be larger (for close button and title to be more visible?) |
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47 | - but fullscreen => minimize (alt-esc) => no way to go back [windows] |
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48 | - spell list => scroll down => "Pickup" => scrollbar not updated |
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49 | - what happened to the dialog being shown when modifiers are pressed, showing |
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50 | keybindings for this modifier? |
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51 | - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. |
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52 | |
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53 | post-1.0: |
31 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
54 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
32 | (after starting, press quit) |
55 | (after starting, press quit) |
33 | - flopper/menu imrpovement: |
56 | - currently the font texture cache leaks "memory" (see texcache.c:tc_put) |
34 | * things that are menus should act more like menus |
57 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
35 | * inmventory etc. should fade-in automatically when used |
58 | affect neighbouring visible pixels (border bleeding). |
36 | - add menu itemds for inventory items: mark/inscribe etc. |
59 | - examine etc., should use extendeddrawinfo or sth. similar |
37 | - remove wrap_mode hack from texture and make it a per-texture operation |
60 | - player list from server for tell etc. commands |
38 | - enter runmode when cursor-key repeats |
61 | - save only dirty cached maps, and save dirty maps != current map |
39 | - mapmap (overview) - scroll visible area by clicking/dragging |
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40 | - elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges |
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41 | - maybe move window managing functionality into toplevel |
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42 | - better window management (graphical feedback) |
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43 | |
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44 | low priority: |
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45 | - textview should not snap to bottom on resize. |
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46 | - alt+2cursor == diagonal |
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47 | - look into extendedmapinfo |
62 | - look into extendedmapinfo |
48 | - save only dirty cached maps, and save dirty maps != current map |
63 | - completer should know more about arguments, e.g. cast summon pet monster, |
49 | - inventory update must be incremental (too slow) (really? check) |
64 | or that some commands do not take arguments ("drop all"). |
50 | - try to synchronize local animation speed with server updates to save on screen refreshes. |
65 | - sliders do not change size after reconfigure. |
51 | - player list from server for tell etc. commands |
66 | - enter runmode when cursor-key repeats (maybe not?) |
52 | - examine etc., should use extendeddrawinfo or sth. similar |
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53 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
67 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
54 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
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55 | - performance: use texture collections for upstream server data instead if gobs |
68 | - performance: use texture collections for upstream server data instead if gobs |
56 | of small textures. |
69 | of small textures. |
57 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
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58 | affect neighbouring visible pixels (border bleeding). |
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59 | - pango fontsize measure and decrease to achieve real pixel height |
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60 | |
70 | |
61 | TEMPORARY SERVER TODO: |
71 | TEMPORARY SERVER TODO: |
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72 | - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) |
62 | - palyer peaceful setting should be independen of game peaceful setting |
73 | - palyer peaceful setting should be independen of game peaceful setting |
63 | (i.e. one should be able to become hostile against guards but still |
74 | (i.e. one should be able to become hostile against guards but still |
64 | be peaceful - the palyer peaceful would be toggled by priests and shown |
75 | be peaceful - the palyer peaceful would be toggled by priests and shown |
65 | in who, the game peaceful steting would be toggled by the peaceful command |
76 | in who, the game peaceful steting would be toggled by the peaceful command |
66 | but not otherwise shown). |
77 | but not otherwise shown). |
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73 | be an attack (mentioned before). You also get no exp for this |
84 | be an attack (mentioned before). You also get no exp for this |
74 | - 10) (feature request): bug/typo/idea commands to automatically log |
85 | - 10) (feature request): bug/typo/idea commands to automatically log |
75 | your comments, with the mentioning of the current map (and perhaps an |
86 | your comments, with the mentioning of the current map (and perhaps an |
76 | item, if you do 'bug <item>'). |
87 | item, if you do 'bug <item>'). |
77 | |
88 | |
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89 | |
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90 | #TODO#d# display texture cache |
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91 | { |
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92 | glEnable GL_TEXTURE_2D; |
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93 | glBindTexture GL_TEXTURE_2D, 41; |
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94 | glColor 1, 1, 1, 1; |
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95 | glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE; |
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96 | glEnable GL_BLEND; |
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97 | glBlendFunc GL_SRC_ALPHA, GL_ZERO; |
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98 | glBegin GL_QUADS; |
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99 | glTexCoord 0,1; glVertex 0,0; |
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100 | glTexCoord 1,1; glVertex 255,0; |
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101 | glTexCoord 1,0; glVertex 255,255; |
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102 | glTexCoord 0,0; glVertex 0,255; |
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103 | glEnd; |
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104 | glDisable GL_BLEND; |
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105 | glDisable GL_TEXTURE_2D; |
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106 | } |
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107 | |
78 | set_face 4783 => 70 |
108 | set_face 4783 => 70 |
79 | libpng warning: Ignoring gAMA chunk with gamma=0 |
109 | libpng warning: Ignoring gAMA chunk with gamma=0 |
80 | allocating id 71 |
110 | allocating id 71 |
81 | OK |
111 | OK |
82 | set_face 4782 => 71 |
112 | set_face 4782 => 71 |
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88 | allocating id 73 |
118 | allocating id 73 |
89 | OK |
119 | OK |
90 | set_face 4784 => 73 |
120 | set_face 4784 => 73 |
91 | libpng warning: Ignoring gAMA chunk with gamma=0 |
121 | libpng warning: Ignoring gAMA chunk with gamma=0 |
92 | |
122 | |
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123 | 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. |
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124 | /*first pass*/ |
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125 | glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ |
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126 | glDepthMask(FALSE); /*disable Z buffer*/ |
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127 | if (premultpliedTransparency) |
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128 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
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129 | else |
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130 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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131 | /*render the object here*/ |
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132 | |
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133 | 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: |
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134 | /*second pass*/ |
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135 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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136 | glDepthMask(FALSE); /*disable Z buffer*/ |
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137 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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138 | /*render the object with alpha replaced with 1-a*/ |
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139 | |
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140 | 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: |
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141 | /*third pass*/ |
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142 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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143 | glDepthMask(TRUE); /*enable Z buffer*/ |
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144 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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145 | /*render the object with alpha replaced with 1*/ |
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146 | |
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147 | |