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 | - ganondorf wants the complete to grow, never shrink |
7 | 12:17 <@schmorp> will have to do that for gce too |
|
|
8 | 12:17 <@schmorp> remind me of it |
|
|
9 | 12:17 <@schmorp> qwhen i next bundle it |
|
|
10 | |
7 | |
11 | - IMPORTANT: password-entry dialog (query!) not hidden, should be fixed |
8 | - ice in /whalingoutpost/misc/castle1 |
12 | together with removing query dialog altogether. |
9 | name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply() |
13 | - IMPORTANT: message log window often loses contents after refreshes/res switches |
10 | - PANGO: create upstream-patch for inclusion into pango |
14 | (m,aybe not, maybe after loging out and in again?) |
11 | - SERVER: document ext/mapinfo and cfplus.ext |
15 | also: message log window now visibly flickers, must be soem horrid bug |
12 | - SERVER: memleak like hell: probably event-related? (probably not real) |
16 | - IMPORTANT: statusbox update timer |
13 | - LONG-TERM: party member health etc. status (needs player list, then trivial) |
17 | - IMPORTANT: statusbox tooltip must not go away on updates |
14 | - LONG-TERM: map landmark labels |
18 | - IMPORTANT: history for completer (cursor-up) |
15 | - LONG-TERM: player on map name |
19 | - IMPORTANT: toggle stats/messgae log window to visible while character creation is active. |
|
|
20 | - IMPORTANT: stats window looks like shit initially (widget allocation?) |
|
|
21 | |
16 | |
22 | - binding window and editor layout broken for long recordings |
17 | - player speed is only shown as current, not unencumbered max as in gcfclient |
23 | - sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction |
18 | - IMPORTANT: stats during item creation == crash? (reported by Grak) |
24 | - minor: skill list which shows XP and lets u bind stuff |
19 | - IMPORTANT: server-protocol/upgrade etc. |
|
|
20 | - IMPORTANT: good installation instructions/problem faq. |
|
|
21 | - IMPORTANT: database creation parameters borked - fix and find upgrad epath |
|
|
22 | - FEATURE: beside the floorbox, have a recent inventory items box |
|
|
23 | - fix the pod referencing - L<glossary/space> does not get you anywhere. |
|
|
24 | * possibly look into auto-marking (wiki-style) certain key sequences. |
25 | |
25 | |
26 | should be solved/investitaged before release: |
26 | should be solved/investigated before 1.0 release: |
27 | - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) |
27 | - maybe embed buttons for stuff liek accept-invitation, bind spell etc. |
28 | and add column titles (also for other tables like inventory and bindings) |
28 | - (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *? |
29 | - log messages received and commands sent to ~/.crossfire/log.$ip |
29 | - when in history "mode", completer cannot access completions at all |
30 | - the binding editor should have a append-record mode or something like that |
30 | - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! |
31 | - rethink message display in lower left corner |
31 | - offer common options such as use_skill sense xxx etc. in inventory via menu? |
32 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
32 | - buttons should support hovering visually |
|
|
33 | - notebooks should provide visual feedback (support from button class?) |
|
|
34 | - floorbox out-of-screen after resizing (schmorp) |
|
|
35 | - identify inventory hover slowness and fix it (schmorp) |
|
|
36 | - inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. |
|
|
37 | - playerbook/skills should have sensible tooltips with skill descriptions |
|
|
38 | - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) |
|
|
39 | - mapmap (overview) - scroll visible area by clicking/dragging |
|
|
40 | - binding window and editor layout broken for long recordings => use scroller |
|
|
41 | - maybe open the help viewer on the first start, or a simple dialog that |
|
|
42 | initially lists keybidings for gcfclient converts. |
|
|
43 | - maybe the top fancyframe border should be larger (for close button and title to be more visible?) |
|
|
44 | - what happened to the dialog being shown when modifiers are pressed, showing |
|
|
45 | keybindings for this modifier? |
|
|
46 | |
|
|
47 | post-1.0: |
33 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
48 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
34 | (after starting, press quit) |
49 | (after starting, press quit) |
35 | - better focus management: put focus onto active windows, remove it again later |
50 | - currently the font texture cache leaks "memory" (see texcache.c:tc_put) |
36 | - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. |
51 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
37 | - enter runmode when cursor-key repeats (maybe not?) |
52 | affect neighbouring visible pixels (border bleeding). |
38 | - mapmap (overview) - scroll visible area by clicking/dragging |
53 | - examine etc., should use extendeddrawinfo or sth. similar |
39 | - split up gauges into: head, body and foot, so that contents begin in the interior of gauges |
54 | - player list from server for tell etc. commands |
40 | - maybe move window managing functionality into toplevel |
55 | - save only dirty cached maps, and save dirty maps != current map |
41 | - better window management (graphical feedback) |
56 | - look into extendedmapinfo |
42 | - the player weight somehow updates strangely when dropping/picking up |
|
|
43 | |
|
|
44 | low priority: |
|
|
45 | - win32, fow_tetxure sometimes nukes other textures |
|
|
46 | (mostly fixed, but still there: displays list and texture uploads do not go well together) |
|
|
47 | - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. |
|
|
48 | - completer should know more about arguments, e.g. cast summon pet monster, |
57 | - completer should know more about arguments, e.g. cast summon pet monster, |
49 | or that some commands do not take arguments ("drop all"). |
58 | or that some commands do not take arguments ("drop all"). |
50 | - textview should not snap to bottom on resize. |
59 | - sliders do not change size after reconfigure. |
51 | - alt+cursor == diagonal |
60 | - enter runmode when cursor-key repeats (maybe not?) |
52 | - look into extendedmapinfo |
|
|
53 | - save only dirty cached maps, and save dirty maps != current map |
|
|
54 | - try to synchronize local animation speed with server updates to save on screen refreshes. |
|
|
55 | - player list from server for tell etc. commands |
|
|
56 | - examine etc., should use extendeddrawinfo or sth. similar |
|
|
57 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
61 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
58 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
|
|
59 | - performance: use texture collections for upstream server data instead if gobs |
62 | - performance: use texture collections for upstream server data instead if gobs |
60 | of small textures. |
63 | of small textures. |
61 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
64 | - inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not |
62 | affect neighbouring visible pixels (border bleeding). |
|
|
63 | - pango fontsize measure and decrease to achieve real pixel height |
|
|
64 | |
65 | |
65 | TEMPORARY SERVER TODO: |
66 | TEMPORARY SERVER TODO: |
|
|
67 | - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) |
66 | - palyer peaceful setting should be independen of game peaceful setting |
68 | - palyer peaceful setting should be independen of game peaceful setting |
67 | (i.e. one should be able to become hostile against guards but still |
69 | (i.e. one should be able to become hostile against guards but still |
68 | be peaceful - the palyer peaceful would be toggled by priests and shown |
70 | be peaceful - the palyer peaceful would be toggled by priests and shown |
69 | in who, the game peaceful steting would be toggled by the peaceful command |
71 | in who, the game peaceful steting would be toggled by the peaceful command |
70 | but not otherwise shown). |
72 | but not otherwise shown). |
71 | - pippij wants playerstealing to work between hostile players |
|
|
72 | - attempt_jump tries to kick jumped-into monster,s but doesn't work |
73 | - attempt_jump tries to kick jumped-into monster,s but doesn't work |
73 | - 1) If you hide, and someone can see you trying to hide, you'll get a |
74 | - 1) If you hide, and someone can see you trying to hide, you'll get a |
74 | message, even when you can't see that other person. |
75 | message, even when you can't see that other person. |
75 | - 2) hiding exp is always 1, independant of how difficult it is to hide |
76 | - 2) hiding exp is always 1, independant of how difficult it is to hide |
76 | - 3) jumping into monsters does no damage, even though it's supposed to |
77 | - 3) jumping into monsters does no damage, even though it's supposed to |
77 | be an attack (mentioned before). You also get no exp for this |
78 | be an attack (mentioned before). You also get no exp for this |
78 | - 10) (feature request): bug/typo/idea commands to automatically log |
79 | - 10) (feature request): bug/typo/idea commands to automatically log |
79 | your comments, with the mentioning of the current map (and perhaps an |
80 | your comments, with the mentioning of the current map (and perhaps an |
80 | item, if you do 'bug <item>'). |
81 | item, if you do 'bug <item>'). |
81 | |
82 | |
82 | set_face 4783 => 70 |
83 | |
83 | libpng warning: Ignoring gAMA chunk with gamma=0 |
84 | #TODO#d# display texture cache |
84 | allocating id 71 |
85 | { |
85 | OK |
86 | glEnable GL_TEXTURE_2D; |
86 | set_face 4782 => 71 |
87 | glBindTexture GL_TEXTURE_2D, 41; |
87 | libpng warning: Ignoring gAMA chunk with gamma=0 |
88 | glColor 1, 1, 1, 1; |
88 | allocating id 72 |
89 | glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE; |
89 | OK |
90 | glEnable GL_BLEND; |
90 | set_face 4781 => 72 |
91 | glBlendFunc GL_SRC_ALPHA, GL_ZERO; |
91 | libpng warning: Ignoring gAMA chunk with gamma=0 |
92 | glBegin GL_QUADS; |
92 | allocating id 73 |
93 | glTexCoord 0,1; glVertex 0,0; |
93 | OK |
94 | glTexCoord 1,1; glVertex 255,0; |
94 | set_face 4784 => 73 |
95 | glTexCoord 1,0; glVertex 255,255; |
95 | libpng warning: Ignoring gAMA chunk with gamma=0 |
96 | glTexCoord 0,0; glVertex 0,255; |
|
|
97 | glEnd; |
|
|
98 | glDisable GL_BLEND; |
|
|
99 | glDisable GL_TEXTURE_2D; |
|
|
100 | } |
96 | |
101 | |
97 | 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. |
102 | 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. |
98 | /*first pass*/ |
103 | /*first pass*/ |
99 | glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ |
104 | glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ |
100 | glDepthMask(FALSE); /*disable Z buffer*/ |
105 | glDepthMask(FALSE); /*disable Z buffer*/ |