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 | 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: inventory: drop should be shift-click, or aply should be shift click, normal click should no drop |
11 | - IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) |
12 | (maybe also for floorbox) |
12 | => either using bg attribute, or something else. neither way is currently implementable, imho |
13 | - IMPORTANT: quit-button, somewhere! |
13 | => or maybe using an extra icon for curses/magic items?) |
14 | * dialog, der warnt ein savebed aufzusuchen. |
14 | maybe drag&drop, otherwise two containers side-by-side makes little sense. |
15 | - IMPORTANT: win32, fow_tetxure sometimes nukes other textures |
15 | show player weight/max weight in inventory |
16 | - IMPORTANT: lose/regain mapping might clear messgae log |
16 | offer common options such as use_skill sense xxx etc. in inventory via menu? |
17 | (maybe this happens when its being updated when the window isn't mapped => no |
17 | maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not |
18 | window context?) |
18 | - IMPORTANT: min_w/h MUST be respected at leats on interactive resizes |
19 | - IMPORTANT: ogg-vorbis not available - crash at startup, handle this better. |
19 | - IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies) |
20 | - IMPORTANT:_ map feedback... e.g. when clicking on it |
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. |
21 | - IMPORTANT: online documentation for the client (rig up a podviewer with textview) |
21 | - IMPORTANT: -Turning (<= full message, no attuned etc. prefix) |
22 | - IMPORTANT: '.' in map should repeat last command |
22 | - maybe Quit menu point into map menu (with dialog when logge din, as usual?) |
23 | - important: center and improve dialogs (create cFClient::UI::Dialog) |
23 | - the inventory needs separate scrollbars. unfortunately, that means |
24 | - IMPORTANT: user interface (window positions etc.) should be saved, but |
24 | addign a manual scrollbar to the other panes (skills and spells :() |
25 | b) widget layout is nontrivial as to not obscure map |
25 | - notebook should provide a visual feedback (support form button class?) |
26 | c) need better way to center map then middle-button, maybe map overview |
26 | - buttons should support hovering visually |
27 | (but updates will be slow UPDATE updates are not at all slow). |
27 | - experience change messages should include skill experience |
28 | - IMPORTANT: verify and correct connection-dependent texture management |
28 | - skill page in playerbook (minor: skill list which shows XP and lets u bind stuff) |
29 | - IMPORTANT: force mapscaling to 2**n values, can give nasty borders otherwise |
29 | - floorbox should show currently open container |
30 | - IMPORTANT: message log slider goes too far down. |
30 | - make simple inventory filters: most recently added/changed, normal, only unlocked |
31 | - IMPORTANT: focus mapwidget on login |
31 | - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! |
32 | - IMPORTANT: font reconfigure works very badly. |
32 | - experience |
|
|
33 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
|
|
34 | (after starting, press quit) |
|
|
35 | - client sometimes crashes on Mapmenu=>Toggle autopickup |
|
|
36 | - use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory |
33 | |
37 | |
34 | should be solved/investitaged before release: |
38 | should be solved/investigated before 1.0 release: |
|
|
39 | - NPC dialog box should have close button which finishes the dialog |
|
|
40 | - mapmap (overview) - scroll visible area by clicking/dragging |
|
|
41 | - binding window and editor layout broken for long recordings => use scroller |
|
|
42 | - maybe open the help viewer on the first start, or a simple dialog that |
|
|
43 | initially lists keybidings for gcfclient converts. |
|
|
44 | - maybe support mb4/mb5 on selected widgets to facilitate scrolling |
|
|
45 | (inventory, spell list, messge log...) => marc |
|
|
46 | - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) |
|
|
47 | - but fullscreen => minimize (alt-esc) => no way to go back [windows] |
|
|
48 | - spell list => scroll down => "Pickup" => scrollbar not updated |
|
|
49 | - what happened to the dialog being shown when modifiers are pressed, showing |
|
|
50 | keybindings for this modifier? |
|
|
51 | - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. |
|
|
52 | |
|
|
53 | post-1.0: |
|
|
54 | - store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use) |
|
|
55 | (maybe sth. else causes the slowness, such as database?) |
|
|
56 | - currently the font texture cache lacks "memory" (see texcache.c:tc_put) |
|
|
57 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
|
|
58 | affect neighbouring visible pixels (border bleeding). |
|
|
59 | - examine etc., should use extendeddrawinfo or sth. similar |
|
|
60 | - player list from server for tell etc. commands |
|
|
61 | - save only dirty cached maps, and save dirty maps != current map |
|
|
62 | - look into extendedmapinfo |
|
|
63 | - completer should know more about arguments, e.g. cast summon pet monster, |
|
|
64 | or that some commands do not take arguments ("drop all"). |
|
|
65 | - sliders do not change size after reconfigure. |
|
|
66 | - enter runmode when cursor-key repeats (maybe not?) |
35 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
67 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
36 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
68 | (despite horrendous efforts, this is likely not fixable except by building a custom |
37 | (after starting, pressing login with connection refused, then close window) |
69 | libcairo for win32). |
38 | - flopper/menu imrpovement: |
70 | (update: disabled antialiasing, this looks bad, but much better than antialiasing) |
39 | * things that are menus should act more like menus |
|
|
40 | * inmventory etc. should fade-in automatically when used |
|
|
41 | - add menu itemds for inventory items: mark/inscribe etc. |
|
|
42 | - remove wrap_mode hack from texture and make it a per-texture operation |
|
|
43 | - enter runmode when cursor-key repeats |
|
|
44 | - mapmap (overview) - scroll visible area by clicking/dragging |
|
|
45 | - save only dirty cached maps, and save dirty maps != current map |
|
|
46 | - elmex: split up gauges into: head, body and foot, so that contents begin in the interior of gauges |
|
|
47 | - maybe move window managing functionality into toplevel |
|
|
48 | - better window management (feedback) |
|
|
49 | - look into extendedmapinfo |
|
|
50 | - add extenstive tooltips to stats window, basically like a manual :) (turn undead resistance missing) |
|
|
51 | |
|
|
52 | low priority: |
|
|
53 | - inventory update must be incremental (too slow) (really? check) |
|
|
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.). |
71 | - 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 |
72 | - performance: use texture collections for upstream server data instead if gobs |
60 | of small textures. |
73 | of small textures. |
61 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
|
|
62 | affect neighbouring visible pixels (border bleeding). |
|
|
63 | - pango fontsize measure and decrease to achieve real pixel height |
|
|
64 | |
74 | |
65 | TEMPORARY SERVER TODO: |
75 | TEMPORARY SERVER TODO: |
|
|
76 | - 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 |
77 | - palyer peaceful setting should be independen of game peaceful setting |
67 | (i.e. one should be able to become hostile against guards but still |
78 | (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 |
79 | 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 |
80 | in who, the game peaceful steting would be toggled by the peaceful command |
70 | but not otherwise shown). |
81 | but not otherwise shown). |
… | |
… | |
77 | be an attack (mentioned before). You also get no exp for this |
88 | be an attack (mentioned before). You also get no exp for this |
78 | - 10) (feature request): bug/typo/idea commands to automatically log |
89 | - 10) (feature request): bug/typo/idea commands to automatically log |
79 | your comments, with the mentioning of the current map (and perhaps an |
90 | your comments, with the mentioning of the current map (and perhaps an |
80 | item, if you do 'bug <item>'). |
91 | item, if you do 'bug <item>'). |
81 | |
92 | |
|
|
93 | |
|
|
94 | #TODO#d# display texture cache |
|
|
95 | { |
|
|
96 | glEnable GL_TEXTURE_2D; |
|
|
97 | glBindTexture GL_TEXTURE_2D, 41; |
|
|
98 | glColor 1, 1, 1, 1; |
|
|
99 | glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE; |
|
|
100 | glEnable GL_BLEND; |
|
|
101 | glBlendFunc GL_SRC_ALPHA, GL_ZERO; |
|
|
102 | glBegin GL_QUADS; |
|
|
103 | glTexCoord 0,1; glVertex 0,0; |
|
|
104 | glTexCoord 1,1; glVertex 255,0; |
|
|
105 | glTexCoord 1,0; glVertex 255,255; |
|
|
106 | glTexCoord 0,0; glVertex 0,255; |
|
|
107 | glEnd; |
|
|
108 | glDisable GL_BLEND; |
|
|
109 | glDisable GL_TEXTURE_2D; |
|
|
110 | } |
|
|
111 | |
82 | set_face 4783 => 70 |
112 | set_face 4783 => 70 |
83 | libpng warning: Ignoring gAMA chunk with gamma=0 |
113 | libpng warning: Ignoring gAMA chunk with gamma=0 |
84 | allocating id 71 |
114 | allocating id 71 |
85 | OK |
115 | OK |
86 | set_face 4782 => 71 |
116 | set_face 4782 => 71 |
… | |
… | |
92 | allocating id 73 |
122 | allocating id 73 |
93 | OK |
123 | OK |
94 | set_face 4784 => 73 |
124 | set_face 4784 => 73 |
95 | libpng warning: Ignoring gAMA chunk with gamma=0 |
125 | libpng warning: Ignoring gAMA chunk with gamma=0 |
96 | |
126 | |
|
|
127 | 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. |
|
|
128 | /*first pass*/ |
|
|
129 | glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ |
|
|
130 | glDepthMask(FALSE); /*disable Z buffer*/ |
|
|
131 | if (premultpliedTransparency) |
|
|
132 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
|
|
133 | else |
|
|
134 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
|
|
135 | /*render the object here*/ |
|
|
136 | |
|
|
137 | 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: |
|
|
138 | /*second pass*/ |
|
|
139 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
|
|
140 | glDepthMask(FALSE); /*disable Z buffer*/ |
|
|
141 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
|
|
142 | /*render the object with alpha replaced with 1-a*/ |
|
|
143 | |
|
|
144 | 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: |
|
|
145 | /*third pass*/ |
|
|
146 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
|
|
147 | glDepthMask(TRUE); /*enable Z buffer*/ |
|
|
148 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
|
|
149 | /*render the object with alpha replaced with 1*/ |
|
|
150 | |
|
|
151 | |