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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 |
2 | |
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: containers must be arrays, not hashes, for floor ordering |
11 | - IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) |
9 | - IMPORTANT: slider should clip to valid range properly |
12 | => either using bg attribute, or something else. neither way is currently implementable, imho |
10 | - IMPORTANT: user interface (window positions etc.) should be saved, but |
13 | => or maybe using an extra icon for curses/magic items?) |
11 | a) switching modes clears/recreates all widgets (has to, as parameters |
14 | maybe drag&drop, otherwise two containers side-by-side makes little sense. |
12 | are not resolution-independent) |
15 | show player weight/max weight in inventory |
13 | b) widget layout is nontrivial as to not obscure map |
16 | offer common options such as use_skill sense xxx etc. in inventory via menu? |
14 | c) need better way to center map then middle-button, maybe map overview |
17 | maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not |
15 | (but updates will be slow UPDATE updates are not at all slow). |
18 | - IMPORTANT: min_w/h MUST be respected at leats on interactive resizes |
16 | - IMPORTANT: animate faces in inventory etc. |
19 | - IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies) |
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20 | - IMPORTANT: Event: '?? cfplus:1857' died and then $Event::DIED died with: Can't call method "coord2global" on an undefined value at /root/src/CFClient/blib/lib/CFClient/UI.pm line 419. |
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21 | - IMPORTANT: -Turning (<= full message, no attuned etc. prefix) |
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22 | - IMPORTANT: character creation dialogs broken (stats window etc.): fix |
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23 | - close completer when connection dies |
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24 | - maybe Quit menu point into map menu (with dialog when logge din, as usual?) |
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25 | - the inventory needs separate scrollbars. unfortunately, that means |
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26 | addign a manual scrollbar to the other panes (skills and spells :() |
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27 | - notebook should provide a visual feedback (support form button class?) |
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28 | - buttons should support hovering visually |
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29 | - experience change messages should include skill experience |
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30 | - skill page in playerbook (minor: skill list which shows XP and lets u bind stuff) |
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31 | - floorbox should show currently open container |
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32 | - make simple inventory filters: most recently added/changed, normal, only unlocked |
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33 | - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! |
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34 | - experience |
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35 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
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36 | (after starting, press quit) |
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37 | - client sometimes crashes on Mapmenu=>Toggle autopickup |
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38 | - use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory |
17 | |
39 | |
18 | should be solved/investitaged before release: |
40 | should be solved/investigated before 1.0 release: |
19 | - remove wrap_mode hack from texture and make it a per-texture operation |
41 | - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) |
20 | - enter runmode when cursor-key repeats |
42 | - NPC dialog box should have close button which finishes the dialog |
21 | - mapmap (overview) |
43 | - mapmap (overview) - scroll visible area by clicking/dragging |
22 | - scroll visible area |
44 | - binding window and editor layout broken for long recordings => use scroller |
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45 | - maybe open the help viewer on the first start, or a simple dialog that |
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46 | initially lists keybidings for gcfclient converts. |
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47 | - maybe support mb4/mb5 on selected widgets to facilitate scrolling |
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48 | (inventory, spell list, messge log...) => marc |
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49 | - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) |
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50 | - but fullscreen => minimize (alt-esc) => no way to go back [windows] |
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51 | - spell list => scroll down => "Pickup" => scrollbar not updated |
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52 | - what happened to the dialog being shown when modifiers are pressed, showing |
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53 | keybindings for this modifier? |
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54 | - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. |
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55 | |
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56 | post-1.0: |
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57 | - store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use) |
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58 | (maybe sth. else causes the slowness, such as database?) |
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59 | - currently the font texture cache lacks "memory" (see texcache.c:tc_put) |
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60 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
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61 | affect neighbouring visible pixels (border bleeding). |
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62 | - examine etc., should use extendeddrawinfo or sth. similar |
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63 | - player list from server for tell etc. commands |
23 | - save only dirty cached maps, and save dirty maps != current map |
64 | - save only dirty cached maps, and save dirty maps != current map |
24 | - elmex: split up gauges into: head, body and foot, so that fillings begin in the interior of gauges |
65 | - look into extendedmapinfo |
25 | - mesa-rendering of textview shows only garbage and/or another texture |
66 | - completer should know more about arguments, e.g. cast summon pet monster, |
26 | - maybe move window managing functionality into toplevel |
67 | or that some commands do not take arguments ("drop all"). |
27 | - look into extendeddrawinfo and extendedmapinfo |
68 | - sliders do not change size after reconfigure. |
28 | |
69 | - enter runmode when cursor-key repeats (maybe not?) |
29 | low priority: |
70 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
30 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
71 | (despite horrendous efforts, this is likely not fixable except by building a custom |
31 | - add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) |
72 | libcairo for win32). |
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73 | (update: disabled antialiasing, this looks bad, but much better than antialiasing) |
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74 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
32 | - performance: use texture collections for upstream server data instead if gobs |
75 | - performance: use texture collections for upstream server data instead if gobs |
33 | of small textures. |
76 | of small textures. |
34 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
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35 | affect neighbouring visible pixels (border bleeding). |
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36 | - pango fontsize measure and decrease to achieve real pixel height |
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37 | |
77 | |
38 | TEMPORARY SERVER TODO: |
78 | TEMPORARY SERVER TODO: |
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79 | - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) |
39 | - palyer peaceful setting should be independen of game peaceful setting |
80 | - palyer peaceful setting should be independen of game peaceful setting |
40 | (i.e. one should be able to become hostile against guards but still |
81 | (i.e. one should be able to become hostile against guards but still |
41 | be peaceful - the palyer peaceful would be toggled by priests and shown |
82 | be peaceful - the palyer peaceful would be toggled by priests and shown |
42 | in who, the game peaceful steting would be toggled by the peaceful command |
83 | in who, the game peaceful steting would be toggled by the peaceful command |
43 | but not otherwise shown). |
84 | but not otherwise shown). |
44 | - run flawfinder on cf |
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45 | - disable old socket mode in server |
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46 | - implement suicide command for server |
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47 | - cavehippo wants hashstring to be changed to hash name |
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48 | - pippij wants playerstealing to work between hostile players |
85 | - pippij wants playerstealing to work between hostile players |
49 | - schmorp wants to rework the who output format |
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50 | - attempt_jump tries to kick jumped-into monster,s but doesn't work |
86 | - attempt_jump tries to kick jumped-into monster,s but doesn't work |
51 | - 1) If you hide, and someone can see you trying to hide, you'll get a |
87 | - 1) If you hide, and someone can see you trying to hide, you'll get a |
52 | message, even when you can't see that other person. |
88 | message, even when you can't see that other person. |
53 | - 2) hiding exp is always 1, independant of how difficult it is to hide |
89 | - 2) hiding exp is always 1, independant of how difficult it is to hide |
54 | - 3) jumping into monsters does no damage, even though it's supposed to |
90 | - 3) jumping into monsters does no damage, even though it's supposed to |
55 | be an attack (mentioned before). You also get no exp for this |
91 | be an attack (mentioned before). You also get no exp for this |
56 | - 10) (feature request): bug/typo/idea commands to automatically log |
92 | - 10) (feature request): bug/typo/idea commands to automatically log |
57 | your comments, with the mentioning of the current map (and perhaps an |
93 | your comments, with the mentioning of the current map (and perhaps an |
58 | item, if you do 'bug <item>'). |
94 | item, if you do 'bug <item>'). |
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95 | |
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96 | |
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97 | #TODO#d# display texture cache |
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98 | { |
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99 | glEnable GL_TEXTURE_2D; |
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100 | glBindTexture GL_TEXTURE_2D, 41; |
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101 | glColor 1, 1, 1, 1; |
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102 | glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE; |
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103 | glEnable GL_BLEND; |
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104 | glBlendFunc GL_SRC_ALPHA, GL_ZERO; |
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105 | glBegin GL_QUADS; |
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106 | glTexCoord 0,1; glVertex 0,0; |
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107 | glTexCoord 1,1; glVertex 255,0; |
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108 | glTexCoord 1,0; glVertex 255,255; |
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109 | glTexCoord 0,0; glVertex 0,255; |
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110 | glEnd; |
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111 | glDisable GL_BLEND; |
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112 | glDisable GL_TEXTURE_2D; |
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113 | } |
59 | |
114 | |
60 | set_face 4783 => 70 |
115 | set_face 4783 => 70 |
61 | libpng warning: Ignoring gAMA chunk with gamma=0 |
116 | libpng warning: Ignoring gAMA chunk with gamma=0 |
62 | allocating id 71 |
117 | allocating id 71 |
63 | OK |
118 | OK |
… | |
… | |
70 | allocating id 73 |
125 | allocating id 73 |
71 | OK |
126 | OK |
72 | set_face 4784 => 73 |
127 | set_face 4784 => 73 |
73 | libpng warning: Ignoring gAMA chunk with gamma=0 |
128 | libpng warning: Ignoring gAMA chunk with gamma=0 |
74 | |
129 | |
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130 | 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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131 | /*first pass*/ |
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132 | glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ |
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133 | glDepthMask(FALSE); /*disable Z buffer*/ |
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134 | if (premultpliedTransparency) |
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135 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
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136 | else |
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137 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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138 | /*render the object here*/ |
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139 | |
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140 | 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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141 | /*second pass*/ |
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142 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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143 | glDepthMask(FALSE); /*disable 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-a*/ |
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146 | |
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147 | 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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148 | /*third pass*/ |
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149 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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150 | glDepthMask(TRUE); /*enable Z buffer*/ |
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151 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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152 | /*render the object with alpha replaced with 1*/ |
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153 | |
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154 | |