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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 | |
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4 | macosx: typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); |
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5 | |
1 | http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html |
6 | http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html |
2 | |
7 | |
3 | 12:17 <@schmorp> i do list all libs manually for pclient |
8 | - tooltips for experience widgets |
4 | 12:17 <@schmorp> will have to do that for gce too |
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5 | 12:17 <@schmorp> remind me of it |
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6 | 12:17 <@schmorp> qwhen i next bundle it |
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7 | |
9 | |
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10 | - improve smoothing implementation to be cleaner and more efficient. |
8 | |
11 | |
9 | - IMPORTANT: slider should clip to valid range properly |
12 | - automccompleter should vanish when its losing focus |
10 | - IMPORTANT: user interface (window positions etc.) should be saved, but |
13 | - allow inventory window to be stacked vertically, maybe? |
11 | a) switching modes clears/recreates all widgets (has to, as parameters |
14 | - ganondorf wants the completer to grow, never shrink |
12 | are not resolution-independent) |
15 | - keypad-enter does not do the same as return in text entries |
13 | b) widget layout is nontrivial as to not obscure map |
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14 | c) need better way to center map then middle-button, maybe map overview |
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15 | (but updates will be slow UPDATE updates are not at all slow). |
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16 | |
16 | |
17 | - remove wrap_mode hack from texture and make it a per-texture operation |
17 | - ice in /whalingoutpost/misc/castle1 |
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18 | name ice, arch ice, type 0 with fly/walk on/off not handled in move_apply() |
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19 | - PANGO: create upstream-patch for inclusion into pango |
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20 | - SERVER: document ext/mapinfo and cfplus.ext |
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21 | - SERVER: memleak like hell: probably event-related? (probably not real) |
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22 | - LONG-TERM: party member health etc. status (needs player list, then trivial) |
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23 | - LONG-TERM: map landmark labels |
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24 | - LONG-TERM: player on map name |
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25 | |
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26 | - player speed is only shown as current, not unencumbered max as in gcfclient |
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27 | - IMPORTANT: stats during item creation == crash? (reported by Grak) |
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28 | - FEATURE: beside the floorbox, have a recent inventory items box |
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29 | - fix the pod referencing - L<glossary/space> does not get you anywhere. |
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30 | * possibly look into auto-marking (wiki-style) certain key sequences. |
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31 | |
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32 | should be solved/investigated before 1.0 release: |
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33 | - maybe embed buttons for stuff liek accept-invitation, bind spell etc. |
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34 | - (schmorp) L<glossary/range slot> not working. L<xx/bbb> should look like bbb. Maybe support // and *? |
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35 | - offer common options such as use_skill sense xxx etc. in inventory via menu? |
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36 | - buttons should support hovering visually |
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37 | - notebooks should provide visual feedback (support from button class?) |
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38 | - inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. |
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39 | - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) |
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40 | - mapmap (overview) - scroll visible area by clicking/dragging |
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41 | - maybe open the help viewer on the first start, or a simple dialog that |
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42 | initially lists keybidings for gcfclient converts. |
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43 | - maybe the top fancyframe border should be larger (for close button and title to be more visible?) |
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44 | |
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45 | post-1.0: |
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46 | - currently the font texture cache leaks "memory" (see texcache.c:tc_put) |
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47 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
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48 | affect neighbouring visible pixels (border bleeding). |
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49 | - player list from server for tell etc. commands |
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50 | - completer should know more about arguments, e.g. cast summon pet monster, |
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51 | or that some commands do not take arguments ("drop all"). |
18 | - enter runmode when cursor-key repeats |
52 | - enter runmode when cursor-key repeats (maybe not?) |
19 | - mapmap (overview) |
53 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
20 | - convetr to real window |
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21 | - draw rectangle around visible area |
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22 | - scroll visible area |
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23 | - make size configurable/reesizable |
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24 | - use real mapmap size in map caching, not hardcoded 250 size |
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25 | - save only dirty cached maps, and save dirty maps != current map |
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26 | - elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges |
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27 | - the stats for the gauges which get into the stats_update function are somehow weird |
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28 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
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29 | - message window layout broken (entry too small). |
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30 | - mesa-rendering of textview shows only garbage and/or another texture |
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31 | - label needs "expected char width" |
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32 | - toplevel should enforce that windows always be partially visible |
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33 | - maybe move window managing functionality into toplevel |
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34 | - look into extendeddrawinfo and extendedmapinfo |
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35 | - add extenstive tooltips to stats window, basically like a manual :) (resistances missing?) |
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36 | - performance: use texture collections for upstream server data instead if gobs |
54 | - performance: use texture collections for upstream server data instead if gobs |
37 | of small textures. |
55 | of small textures. |
38 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
56 | - inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not |
39 | affect neighbouring visible pixels (border bleeding). |
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40 | |
57 | |
41 | TEMPORARY SERVER TODO: |
58 | TEMPORARY SERVER TODO: |
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59 | - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) |
42 | - palyer peaceful setting should be independen of game peaceful setting |
60 | - palyer peaceful setting should be independen of game peaceful setting |
43 | (i.e. one should be able to become hostile against guards but still |
61 | (i.e. one should be able to become hostile against guards but still |
44 | be peaceful - the palyer peaceful would be toggled by priests and shown |
62 | be peaceful - the palyer peaceful would be toggled by priests and shown |
45 | in who, the game peaceful steting would be toggled by the peaceful command |
63 | in who, the game peaceful steting would be toggled by the peaceful command |
46 | but not otherwise shown). |
64 | but not otherwise shown). |
47 | - run flawfinder on cf |
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48 | - disable old socket mode in server |
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49 | - implement suicide command for server |
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50 | - cavehippo wants hashstring to be changed to hash name |
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51 | - pippij wants playerstealing to work between hostile players |
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52 | - schmorp wants to rework the who output format |
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53 | - attempt_jump tries to kick jumped-into monster,s but doesn't work |
65 | - attempt_jump tries to kick jumped-into monster,s but doesn't work |
54 | - 1) If you hide, and someone can see you trying to hide, you'll get a |
66 | - 1) If you hide, and someone can see you trying to hide, you'll get a |
55 | message, even when you can't see that other person. |
67 | message, even when you can't see that other person. |
56 | - 2) hiding exp is always 1, independant of how difficult it is to hide |
68 | - 2) hiding exp is always 1, independant of how difficult it is to hide |
57 | - 3) jumping into monsters does no damage, even though it's supposed to |
69 | - 3) jumping into monsters does no damage, even though it's supposed to |
58 | be an attack (mentioned before). You also get no exp for this |
70 | be an attack (mentioned before). You also get no exp for this |
59 | - 10) (feature request): bug/typo/idea commands to automatically log |
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60 | your comments, with the mentioning of the current map (and perhaps an |
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61 | item, if you do 'bug <item>'). |
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62 | |
71 | |
63 | "workarounded" but not solved: |
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64 | (- IMPORTANT: move widgets to integer coordinates - fix containers!) |
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65 | (- pango fontsize measure and decrease to achieve real pixel height) |
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66 | |
72 | |
67 | set_face 4783 => 70 |
73 | #TODO#d# display texture cache |
68 | libpng warning: Ignoring gAMA chunk with gamma=0 |
74 | { |
69 | allocating id 71 |
75 | glEnable GL_TEXTURE_2D; |
70 | OK |
76 | glBindTexture GL_TEXTURE_2D, 41; |
71 | set_face 4782 => 71 |
77 | glColor 1, 1, 1, 1; |
72 | libpng warning: Ignoring gAMA chunk with gamma=0 |
78 | glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE; |
73 | allocating id 72 |
79 | glEnable GL_BLEND; |
74 | OK |
80 | glBlendFunc GL_SRC_ALPHA, GL_ZERO; |
75 | set_face 4781 => 72 |
81 | glBegin GL_QUADS; |
76 | libpng warning: Ignoring gAMA chunk with gamma=0 |
82 | glTexCoord 0,1; glVertex 0,0; |
77 | allocating id 73 |
83 | glTexCoord 1,1; glVertex 255,0; |
78 | OK |
84 | glTexCoord 1,0; glVertex 255,255; |
79 | set_face 4784 => 73 |
85 | glTexCoord 0,0; glVertex 0,255; |
80 | libpng warning: Ignoring gAMA chunk with gamma=0 |
86 | glEnd; |
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87 | glDisable GL_BLEND; |
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88 | glDisable GL_TEXTURE_2D; |
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89 | } |
81 | |
90 | |
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91 | 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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92 | /*first pass*/ |
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93 | glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ |
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94 | glDepthMask(FALSE); /*disable Z buffer*/ |
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95 | if (premultpliedTransparency) |
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96 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
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97 | else |
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98 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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99 | /*render the object here*/ |
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100 | |
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101 | 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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102 | /*second pass*/ |
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103 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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104 | glDepthMask(FALSE); /*disable Z buffer*/ |
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105 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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106 | /*render the object with alpha replaced with 1-a*/ |
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107 | |
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108 | 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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109 | /*third pass*/ |
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110 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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111 | glDepthMask(TRUE); /*enable Z buffer*/ |
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112 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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113 | /*render the object with alpha replaced with 1*/ |
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114 | |
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115 | |