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1 | http://www.vionline.com/sound.html |
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2 | http://www.stonewashed.net/2.html |
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3 | |
1 | http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html |
4 | http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html |
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5 | |
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6 | 12:17 <@schmorp> i do list all libs manually for pclient |
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7 | 12:17 <@schmorp> will have to do that for gce too |
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8 | 12:17 <@schmorp> remind me of it |
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9 | 12:17 <@schmorp> qwhen i next bundle it |
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10 | |
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11 | - IMPORTANT: password-entry dialog (query!) not hidden, should be fixed |
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12 | together with removing query dialog altogether. |
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13 | - IMPORTANT: statusbox tooltip must not go away on updates |
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14 | - IMPORTANT: history for completer (cursor-up) |
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15 | - IMPORTANT: toggle stats/messgae log window to visible while character creation is active. |
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16 | - IMPORTANT: stats window looks like shit initially (widget allocation?) |
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17 | |
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18 | - binding window and editor layout broken for long recordings |
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19 | - sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction |
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20 | - minor: skill list which shows XP and lets u bind stuff |
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21 | |
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22 | should be solved/investitaged before release: |
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23 | - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) |
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24 | and add column titles (also for other tables like inventory and bindings) |
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25 | - log messages received and commands sent to ~/.crossfire/log.$ip |
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26 | - the binding editor should have a append-record mode or something like that |
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27 | - rethink message display in lower left corner |
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28 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
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29 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
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30 | (after starting, press quit) |
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31 | - better focus management: put focus onto active windows, remove it again later |
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32 | - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. |
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33 | - enter runmode when cursor-key repeats (maybe not?) |
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34 | - mapmap (overview) - scroll visible area by clicking/dragging |
3 | - elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges |
35 | - split up gauges into: head, body and foot, so that contents begin in the interior of gauges |
4 | - the stats for the gauges which get into the stats_update function are somehow weird |
36 | - maybe move window managing functionality into toplevel |
5 | - IMPORTANT: map scroll darken code does not work |
37 | - better window management (graphical feedback) |
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38 | - the player weight somehow updates strangely when dropping/picking up |
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39 | |
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40 | low priority: |
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41 | - win32, fow_tetxure sometimes nukes other textures |
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42 | (mostly fixed, but still there: displays list and texture uploads do not go well together) |
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43 | - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. |
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44 | - completer should know more about arguments, e.g. cast summon pet monster, |
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45 | or that some commands do not take arguments ("drop all"). |
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46 | - textview should not snap to bottom on resize. |
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47 | - alt+cursor == diagonal |
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48 | - look into extendedmapinfo |
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49 | - save only dirty cached maps, and save dirty maps != current map |
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50 | - try to synchronize local animation speed with server updates to save on screen refreshes. |
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51 | - player list from server for tell etc. commands |
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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.). |
6 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
54 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
7 | - message window layout broken (entry too small). |
55 | - performance: use texture collections for upstream server data instead if gobs |
8 | - mesa-rendering of textview shows only garbage and/or another texture |
56 | of small textures. |
9 | - IMPORTANT: user interface (window positions etc.) should be saved, but |
57 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
10 | a) switching modes clears/recreates all widgets (has to, as parameters |
58 | affect neighbouring visible pixels (border bleeding). |
11 | are not resolution-independent) |
59 | - pango fontsize measure and decrease to achieve real pixel height |
12 | b) widget layout is nontrivial as to not obscure map |
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13 | c) need better way to center map then middle-button, maybe map overview |
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14 | (but updates will be slow UPDATE updates are not at all slow). |
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15 | - labels are generally shown too small |
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16 | - labels have an extra " " at the end that affects size calculations(?) |
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17 | - label needs "expected char width" |
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18 | - make font description copy: font size changes hurt A LOT (really?) |
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19 | - toplevel should enforce that windows always be partially visible |
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20 | - maybe move window managing functionality into toplevel |
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21 | |
60 | |
22 | - cavehippo wants hashstring to be changed to hash name |
61 | TEMPORARY SERVER TODO: |
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62 | - palyer peaceful setting should be independen of game peaceful setting |
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63 | (i.e. one should be able to become hostile against guards but still |
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64 | be peaceful - the palyer peaceful would be toggled by priests and shown |
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65 | in who, the game peaceful steting would be toggled by the peaceful command |
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66 | but not otherwise shown). |
23 | - pippij wants playerstealing to work between hostile players |
67 | - pippij wants playerstealing to work between hostile players |
24 | - schmorp wants to rework the who output format |
68 | - attempt_jump tries to kick jumped-into monster,s but doesn't work |
25 | |
69 | - 1) If you hide, and someone can see you trying to hide, you'll get a |
26 | "workarounded" but not solved: |
70 | message, even when you can't see that other person. |
27 | (- IMPORTANT: move widgets to integer coordinates - fix containers!) |
71 | - 2) hiding exp is always 1, independant of how difficult it is to hide |
28 | (- pango fontsize measure and decrease to achieve real pixel height) |
72 | - 3) jumping into monsters does no damage, even though it's supposed to |
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73 | be an attack (mentioned before). You also get no exp for this |
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74 | - 10) (feature request): bug/typo/idea commands to automatically log |
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75 | your comments, with the mentioning of the current map (and perhaps an |
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76 | item, if you do 'bug <item>'). |
29 | |
77 | |
30 | set_face 4783 => 70 |
78 | set_face 4783 => 70 |
31 | libpng warning: Ignoring gAMA chunk with gamma=0 |
79 | libpng warning: Ignoring gAMA chunk with gamma=0 |
32 | allocating id 71 |
80 | allocating id 71 |
33 | OK |
81 | OK |
… | |
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40 | allocating id 73 |
88 | allocating id 73 |
41 | OK |
89 | OK |
42 | set_face 4784 => 73 |
90 | set_face 4784 => 73 |
43 | libpng warning: Ignoring gAMA chunk with gamma=0 |
91 | libpng warning: Ignoring gAMA chunk with gamma=0 |
44 | |
92 | |
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93 | 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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94 | /*first pass*/ |
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95 | glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ |
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96 | glDepthMask(FALSE); /*disable Z buffer*/ |
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97 | if (premultpliedTransparency) |
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98 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
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99 | else |
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100 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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101 | /*render the object here*/ |
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102 | |
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103 | 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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104 | /*second pass*/ |
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105 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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106 | glDepthMask(FALSE); /*disable Z buffer*/ |
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107 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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108 | /*render the object with alpha replaced with 1-a*/ |
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109 | |
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110 | 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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111 | /*third pass*/ |
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112 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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113 | glDepthMask(TRUE); /*enable Z buffer*/ |
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114 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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115 | /*render the object with alpha replaced with 1*/ |
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116 | |
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117 | |