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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 | |
3 | 12:17 <@schmorp> i do list all libs manually for pclient |
6 | 12:17 <@schmorp> i do list all libs manually for pclient |
4 | 12:17 <@schmorp> will have to do that for gce too |
7 | 12:17 <@schmorp> will have to do that for gce too |
5 | 12:17 <@schmorp> remind me of it |
8 | 12:17 <@schmorp> remind me of it |
6 | 12:17 <@schmorp> qwhen i next bundle it |
9 | 12:17 <@schmorp> qwhen i next bundle it |
7 | |
10 | |
8 | - IMPORTANT: kick elmex for not documenting the bugs here so other people |
11 | - IMPORTANT: Event: '?? cfplus:1856' died and then $Event::DIED died with: Can't use an undefined value as a HASH reference at /localvol/root/src/CFClient/blib/lib/CFClient/Protocol.pm line 579. |
9 | cannot work on them. |
12 | - IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) |
10 | - IMPORTANT: inventory update must be incremental (too slow) |
13 | maybe drag&drop, otherwise two containers side-by-side makes little sense. |
11 | - IMPORTANT: slider should clip to valid range properly |
14 | show player weight/max weight in inventory |
12 | - IMPORTANT: user interface (window positions etc.) should be saved, but |
15 | offer common options such as use_skill sense xxx etc. in inventory via menu? |
13 | b) widget layout is nontrivial as to not obscure map |
16 | maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not |
14 | c) need better way to center map then middle-button, maybe map overview |
17 | - notebook should provide a visual feedback (support form button class?) |
15 | (but updates will be slow UPDATE updates are not at all slow). |
18 | - store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use) |
16 | - IMPORTANT: animate faces in inventory etc. |
19 | - skill page in playerbook |
17 | - IMPORTANT: dialog, der warnt ein savebed aufzusuchen. |
20 | - enable autopickup/disable in right-click menĂ¼ for map |
18 | - IMPORTANT: verify and correct connection-dependent texture management |
21 | - help window close button |
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22 | - floorbox should show currently open container |
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23 | - make simple inventory filters: most recently added/changed, normal, only unlocked |
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24 | - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! |
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25 | - minor: skill list which shows XP and lets u bind stuff |
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26 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
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27 | (after starting, press quit) |
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28 | - use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory |
19 | |
29 | |
20 | should be solved/investitaged before release: |
30 | should be solved/investigated before 1.0 release: |
21 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
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22 | (after starting, pressing login with connection refused, then close window) |
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23 | - remove wrap_mode hack from texture and make it a per-texture operation |
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24 | - enter runmode when cursor-key repeats |
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25 | - mapmap (overview) - scroll visible area by clicking/dragging |
31 | - mapmap (overview) - scroll visible area by clicking/dragging |
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32 | - binding window and editor layout broken for long recordings |
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33 | - maybe open the help viewer on the first start, or a simple dialog that |
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34 | initially lists keybidings for gcfclient converts. |
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35 | - maybe support mb4/mb5 on selected widgets to facilitate scrolling |
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36 | (inventory, spell list, messge log...) => marc |
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37 | - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) |
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38 | - but fullscreen => minimize (alt-esc) => no way to go back [windows] |
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39 | - spell list => scroll down => "Pickup" => scrollbar not updated |
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40 | - what happened to the dialog being shown when modifiera are pressed, showing |
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41 | keybindings for this modifier? |
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42 | - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. |
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43 | |
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44 | post-1.0: |
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45 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
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46 | affect neighbouring visible pixels (border bleeding). |
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47 | - examine etc., should use extendeddrawinfo or sth. similar |
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48 | - player list from server for tell etc. commands |
26 | - save only dirty cached maps, and save dirty maps != current map |
49 | - save only dirty cached maps, and save dirty maps != current map |
27 | - elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges |
50 | - look into extendedmapinfo |
28 | - mesa-rendering of textview shows only garbage and/or another texture |
51 | - completer should know more about arguments, e.g. cast summon pet monster, |
29 | - maybe move window managing functionality into toplevel |
52 | or that some commands do not take arguments ("drop all"). |
30 | - look into extendeddrawinfo and extendedmapinfo |
53 | - sliders do not change size after reconfigure. |
31 | - update/check_size should be done at most once/frame/widget. |
54 | - enter runmode when cursor-key repeats (maybe not?) |
32 | |
55 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
33 | low priority: |
56 | (despite horrendous efforts, this is likely not fixable except by building a custom |
34 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
57 | libcairo for win32). |
35 | - add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) |
58 | (update: disabled antialiasing, this looks bad, but much better than antialiasing) |
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59 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
36 | - performance: use texture collections for upstream server data instead if gobs |
60 | - performance: use texture collections for upstream server data instead if gobs |
37 | of small textures. |
61 | of small textures. |
38 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
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39 | affect neighbouring visible pixels (border bleeding). |
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40 | - pango fontsize measure and decrease to achieve real pixel height |
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41 | |
62 | |
42 | TEMPORARY SERVER TODO: |
63 | TEMPORARY SERVER TODO: |
43 | - palyer peaceful setting should be independen of game peaceful setting |
64 | - palyer peaceful setting should be independen of game peaceful setting |
44 | (i.e. one should be able to become hostile against guards but still |
65 | (i.e. one should be able to become hostile against guards but still |
45 | be peaceful - the palyer peaceful would be toggled by priests and shown |
66 | be peaceful - the palyer peaceful would be toggled by priests and shown |
46 | in who, the game peaceful steting would be toggled by the peaceful command |
67 | in who, the game peaceful steting would be toggled by the peaceful command |
47 | but not otherwise shown). |
68 | but not otherwise shown). |
48 | - run flawfinder on cf |
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49 | - disable old socket mode in server |
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50 | - implement suicide command for server |
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51 | - cavehippo wants hashstring to be changed to hash name |
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52 | - pippij wants playerstealing to work between hostile players |
69 | - pippij wants playerstealing to work between hostile players |
53 | - schmorp wants to rework the who output format |
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54 | - attempt_jump tries to kick jumped-into monster,s but doesn't work |
70 | - attempt_jump tries to kick jumped-into monster,s but doesn't work |
55 | - 1) If you hide, and someone can see you trying to hide, you'll get a |
71 | - 1) If you hide, and someone can see you trying to hide, you'll get a |
56 | message, even when you can't see that other person. |
72 | message, even when you can't see that other person. |
57 | - 2) hiding exp is always 1, independant of how difficult it is to hide |
73 | - 2) hiding exp is always 1, independant of how difficult it is to hide |
58 | - 3) jumping into monsters does no damage, even though it's supposed to |
74 | - 3) jumping into monsters does no damage, even though it's supposed to |
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74 | allocating id 73 |
90 | allocating id 73 |
75 | OK |
91 | OK |
76 | set_face 4784 => 73 |
92 | set_face 4784 => 73 |
77 | libpng warning: Ignoring gAMA chunk with gamma=0 |
93 | libpng warning: Ignoring gAMA chunk with gamma=0 |
78 | |
94 | |
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95 | 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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96 | /*first pass*/ |
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97 | glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ |
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98 | glDepthMask(FALSE); /*disable Z buffer*/ |
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99 | if (premultpliedTransparency) |
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100 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
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101 | else |
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102 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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103 | /*render the object here*/ |
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104 | |
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105 | 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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106 | /*second pass*/ |
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107 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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108 | glDepthMask(FALSE); /*disable Z buffer*/ |
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109 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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110 | /*render the object with alpha replaced with 1-a*/ |
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111 | |
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112 | 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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113 | /*third pass*/ |
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114 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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115 | glDepthMask(TRUE); /*enable Z buffer*/ |
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116 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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117 | /*render the object with alpha replaced with 1*/ |
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118 | |
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119 | |