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6 | 12:17 <@schmorp> i do list all libs manually for pclient |
6 | 12:17 <@schmorp> i do list all libs manually for pclient |
7 | 12:17 <@schmorp> will have to do that for gce too |
7 | 12:17 <@schmorp> will have to do that for gce too |
8 | 12:17 <@schmorp> remind me of it |
8 | 12:17 <@schmorp> remind me of it |
9 | 12:17 <@schmorp> qwhen i next bundle it |
9 | 12:17 <@schmorp> qwhen i next bundle it |
10 | |
10 | |
11 | - IMPORTANT: lose/regain mapping might clear messgae log |
11 | - IMPORTANT: pickup ratio not settable? |
12 | (maybe this happens when its being updated when the window isn't mapped => no |
12 | - IMPORTANT: password-entry dialog (query!) not hidden, should be fixed |
13 | window context?) |
13 | together with removing query dialog altogether. |
14 | - IMPORTANT:_ map feedback... e.g. when clicking on it |
14 | - IMPORTANT: toggle stats/messgae log window to visible while character creation is active. |
15 | - IMPORTANT: online documentation for the client (rig up a podviewer with textview) |
15 | - IMPORTANT: history for completer (cursor-up) |
16 | - IMPORTANT: '.' in map should repeat last command |
16 | - IMPORTANT: bind keys using the completer |
17 | - important: center and improve dialogs (create cFClient::UI::Dialog) |
17 | - IMPORTANT: map-clicking is still off-by-one randomly |
18 | - IMPORT: output-lines/sync in server setup DEFAULT to 1/1 or so |
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19 | - IMPORTANT: inventory update must be incremental (too slow) (really? check) |
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20 | - IMPORTANT: user interface (window positions etc.) should be saved, but |
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21 | b) widget layout is nontrivial as to not obscure map |
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22 | c) need better way to center map then middle-button, maybe map overview |
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23 | (but updates will be slow UPDATE updates are not at all slow). |
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24 | - IMPORTANT: animate faces in inventory etc. |
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25 | - IMPORTANT: dialog, der warnt ein savebed aufzusuchen. |
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26 | - IMPORTANT: verify and correct connection-dependent texture management |
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27 | |
18 | |
28 | should be solved/investitaged before release: |
19 | should be solved/investitaged before BETA release: |
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20 | - maybe open the help viewer on the first start, or a simple dialog that |
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21 | initially lists keybidings for gcfclient converts. |
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22 | - add a "serve rinfo" setup page that tells you what the server supports |
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23 | and more importantly what it does not support. |
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24 | - put metaserver list into scrolled viewport, move Use button to back, |
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25 | add tooltips, close together with setup dialog or even notebook page |
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26 | becoming invisible. |
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27 | - message log/textview flickers on update. |
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28 | - binding window and editor layout broken for long recordings |
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29 | - sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction |
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30 | (use popups, not buttons) |
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31 | - minor: skill list which shows XP and lets u bind stuff |
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32 | - adding another notebook page "Debug" that sets debnugging flags might or |
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33 | might not help tracking down bugs in the field? |
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34 | - log messages received and commands sent to ~/.crossfire/log.$ip |
29 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
35 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
30 | (after starting, pressing login with connection refused, then close window) |
36 | (after starting, press quit) |
31 | - flopper/menu imrpovement: |
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32 | * things that are menus should act more like menus |
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33 | * inmventory etc. should fade-in automatically when used |
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34 | - add menu itemds for inventory items: mark/inscribe etc. |
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35 | - remove wrap_mode hack from texture and make it a per-texture operation |
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36 | - enter runmode when cursor-key repeats |
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37 | - mapmap (overview) - scroll visible area by clicking/dragging |
37 | - mapmap (overview) - scroll visible area by clicking/dragging |
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38 | - maybe move window managing functionality into toplevel: better window management (graphical feedback) |
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39 | - the player weight somehow updates strangely when dropping/picking up |
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40 | (update: is this still the case?) |
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41 | |
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42 | should be solved/investigated before 1.0 release: |
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43 | - slider e.g. in setup/Spells is not updated when becoming visible |
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44 | - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. |
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45 | - split up gauges into: head, body and foot, so that contents begin in the interior of gauges |
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46 | - enter runmode when cursor-key repeats (maybe not?) |
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47 | - better focus management: put focus onto active windows, remove it again later |
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48 | (mainly to speed up gui interaction when map isn't important). |
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49 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
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50 | (despite horrendous efforts, this is likely not fixable except by building a custom |
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51 | libcairo for win32). |
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52 | (update: disabled antialiasing, this looks bad, but much better than antialiasing) |
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53 | - the binding editor should have a append-record mode or something like that |
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54 | - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) |
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55 | and add column titles (also for other tables like inventory and bindings) |
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56 | - sliders do not change size after reconfigure. |
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57 | - use more graphical frames/separators to make dialogs more eye-pleasing/clean. |
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58 | - investigate fill widget option. |
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59 | - win32, fow_tetxure sometimes nukes other textures |
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60 | (mostly fixed, but still there: displays list and texture uploads do not go well together) |
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61 | - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. |
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62 | - completer should know more about arguments, e.g. cast summon pet monster, |
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63 | or that some commands do not take arguments ("drop all"). |
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64 | - textview should not snap to bottom on resize. |
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65 | - alt+cursor == diagonal |
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66 | - look into extendedmapinfo |
38 | - save only dirty cached maps, and save dirty maps != current map |
67 | - save only dirty cached maps, and save dirty maps != current map |
39 | - elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges |
68 | - try to synchronize local animation speed with server updates to save on screen refreshes. |
40 | - maybe move window managing functionality into toplevel |
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41 | - better window management (feedback) |
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42 | - look into extendedmapinfo |
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43 | - add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) |
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44 | |
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45 | low priority: |
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46 | - player list from server for tell etc. commands |
69 | - player list from server for tell etc. commands |
47 | - examine etc., should use extendeddrawinfo or sth. similar |
70 | - examine etc., should use extendeddrawinfo or sth. similar |
48 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
71 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
49 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
72 | - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too |
50 | - performance: use texture collections for upstream server data instead if gobs |
73 | - performance: use texture collections for upstream server data instead if gobs |
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83 | allocating id 73 |
106 | allocating id 73 |
84 | OK |
107 | OK |
85 | set_face 4784 => 73 |
108 | set_face 4784 => 73 |
86 | libpng warning: Ignoring gAMA chunk with gamma=0 |
109 | libpng warning: Ignoring gAMA chunk with gamma=0 |
87 | |
110 | |
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111 | 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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112 | /*first pass*/ |
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113 | glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ |
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114 | glDepthMask(FALSE); /*disable Z buffer*/ |
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115 | if (premultpliedTransparency) |
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116 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
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117 | else |
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118 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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119 | /*render the object here*/ |
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120 | |
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121 | 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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122 | /*second pass*/ |
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123 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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124 | glDepthMask(FALSE); /*disable Z buffer*/ |
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125 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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126 | /*render the object with alpha replaced with 1-a*/ |
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127 | |
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128 | 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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129 | /*third pass*/ |
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130 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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131 | glDepthMask(TRUE); /*enable Z buffer*/ |
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132 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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133 | /*render the object with alpha replaced with 1*/ |
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134 | |
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135 | |