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: login host widget not updated correctly. |
11 | - PANGO: create upstream-patch for inclusion into pango |
12 | - IMPORTANT: invite (and maybe others) _need_ to be documented |
12 | - SERVER: document ext/mapinfo and cfplus.ext |
13 | - IMPORTANT: message log window often loses contents after refreshes/res switches |
13 | - SERVER: memleak like hell: probably event-related? |
14 | (m,aybe not, maybe after loging out and in again?) |
14 | - LONG-TERM: party member health etc. status |
15 | - IMPORTANT: toplevel geometry is not respected on moves. |
15 | - LONG-TERM: map landmark labels |
16 | - IMPORTANT: statusbox update timer |
16 | - LONG-TERM: player on map name |
17 | - IMPORTANT: statusbox tooltip must not go away on updates |
17 | - LONG-TERM: monster health-bars on map |
18 | - IMPORTANT: history for completer (cursor-up) |
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19 | - IMPORTANT: toggle stats/messgae log window to visible while character creation is active. |
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20 | - IMPORTANT: stats window looks like shit initially (widget allocation?) |
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21 | |
18 | |
22 | - binding window and editor layout broken for long recordings |
19 | - check whether fog-of-war is off by one, (elmex; i've seen this the last time i played) |
23 | - sorted spell dialog + second spell bind dialog with checkboxes: invoke and cast distinction |
20 | - skill book - tooltips with description (schmorp) |
24 | - minor: skill list which shows XP and lets u bind stuff |
21 | - IMPORTANT: server-protocol/upgrade etc. |
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22 | - IMPORTANT: good installation instructions/problem faq. |
25 | |
23 | |
26 | should be solved/investitaged before release: |
24 | 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) |
25 | - when in history "mode", completer cannot access completions at all |
28 | and add column titles (also for other tables like inventory and bindings) |
26 | - <tt> not working on windows ?! |
29 | - log messages received and commands sent to ~/.crossfire/log.$ip |
27 | - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! |
30 | - the binding editor should have a append-record mode or something like that |
28 | - IMPORTANT: Can't locate object method "ask_for_bind_and_commit" via package "CFPlus::BindingEditor" at /localvol/root/src/CFPlus/blib/lib/CFPlus/MapWidget.pm line 219. |
31 | - rethink message display in lower left corner |
29 | ^^^^ when pressing shift-insert |
32 | - cairo/win32 looks like shit (premultiplied alpha bug?) |
30 | - offer common options such as use_skill sense xxx etc. in inventory via menu? |
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31 | - buttons should support hovering visually |
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32 | - notebooks should provide visual feedback (support from button class?) |
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33 | - floorbox out-of-screen after resizing (schmorp) |
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34 | - identify inventory hover slowness and fix it (schmorp) |
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35 | - use more graphical frames/separators to make dialogs more eye-pleasing/clean |
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36 | - inventory: maybe drag&drop, otherwise two containers side-by-side makes little sense. |
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37 | - inventory: maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not |
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38 | - playerbook/skills should have sensible tooltips with skill descriptions |
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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 | - NPC dialog box should have close button which finishes the dialog |
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41 | - mapmap (overview) - scroll visible area by clicking/dragging |
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42 | - binding window and editor layout broken for long recordings => use scroller |
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43 | - maybe open the help viewer on the first start, or a simple dialog that |
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44 | initially lists keybidings for gcfclient converts. |
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45 | - maybe support mb4/mb5 on selected widgets to facilitate scrolling |
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46 | (inventory, spell list, messge log...) => marc |
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47 | - maybe the top fancyframe border should be larger (for close button and title to be more visible?) |
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48 | - but fullscreen => minimize (alt-esc) => no way to go back [windows] |
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49 | - spell list => scroll down => "Pickup" => scrollbar not updated |
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50 | - what happened to the dialog being shown when modifiers are pressed, showing |
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51 | keybindings for this modifier? |
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52 | - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. |
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53 | |
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54 | post-1.0: |
33 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
55 | - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. |
34 | (after starting, press quit) |
56 | (after starting, press quit) |
35 | - better focus management: put focus onto active windows, remove it again later |
57 | - 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. |
58 | - 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?) |
59 | affect neighbouring visible pixels (border bleeding). |
38 | - mapmap (overview) - scroll visible area by clicking/dragging |
60 | - 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 |
61 | - player list from server for tell etc. commands |
40 | - maybe move window managing functionality into toplevel |
62 | - save only dirty cached maps, and save dirty maps != current map |
41 | - better window management (graphical feedback) |
63 | - look into extendedmapinfo |
42 | - the player weight somehow updates strangely when dropping/picking up |
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43 | |
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44 | low priority: |
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45 | - win32, fow_tetxure sometimes nukes other textures |
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46 | (mostly fixed, but still there: displays list and texture uploads do not go well together) |
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47 | - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. |
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48 | - completer should know more about arguments, e.g. cast summon pet monster, |
64 | - completer should know more about arguments, e.g. cast summon pet monster, |
49 | or that some commands do not take arguments ("drop all"). |
65 | or that some commands do not take arguments ("drop all"). |
50 | - textview should not snap to bottom on resize. |
66 | - sliders do not change size after reconfigure. |
51 | - alt+cursor == diagonal |
67 | - enter runmode when cursor-key repeats (maybe not?) |
52 | - look into extendedmapinfo |
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53 | - save only dirty cached maps, and save dirty maps != current map |
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54 | - try to synchronize local animation speed with server updates to save on screen refreshes. |
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55 | - player list from server for tell etc. commands |
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56 | - examine etc., should use extendeddrawinfo or sth. similar |
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57 | - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). |
68 | - 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 |
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59 | - performance: use texture collections for upstream server data instead if gobs |
69 | - performance: use texture collections for upstream server data instead if gobs |
60 | of small textures. |
70 | of small textures. |
61 | - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively |
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62 | affect neighbouring visible pixels (border bleeding). |
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63 | - pango fontsize measure and decrease to achieve real pixel height |
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64 | |
71 | |
65 | TEMPORARY SERVER TODO: |
72 | TEMPORARY SERVER TODO: |
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73 | - 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 |
74 | - palyer peaceful setting should be independen of game peaceful setting |
67 | (i.e. one should be able to become hostile against guards but still |
75 | (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 |
76 | 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 |
77 | in who, the game peaceful steting would be toggled by the peaceful command |
70 | but not otherwise shown). |
78 | but not otherwise shown). |
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77 | be an attack (mentioned before). You also get no exp for this |
85 | be an attack (mentioned before). You also get no exp for this |
78 | - 10) (feature request): bug/typo/idea commands to automatically log |
86 | - 10) (feature request): bug/typo/idea commands to automatically log |
79 | your comments, with the mentioning of the current map (and perhaps an |
87 | your comments, with the mentioning of the current map (and perhaps an |
80 | item, if you do 'bug <item>'). |
88 | item, if you do 'bug <item>'). |
81 | |
89 | |
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90 | |
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91 | #TODO#d# display texture cache |
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92 | { |
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93 | glEnable GL_TEXTURE_2D; |
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94 | glBindTexture GL_TEXTURE_2D, 41; |
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95 | glColor 1, 1, 1, 1; |
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96 | glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE; |
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97 | glEnable GL_BLEND; |
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98 | glBlendFunc GL_SRC_ALPHA, GL_ZERO; |
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99 | glBegin GL_QUADS; |
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100 | glTexCoord 0,1; glVertex 0,0; |
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101 | glTexCoord 1,1; glVertex 255,0; |
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102 | glTexCoord 1,0; glVertex 255,255; |
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103 | glTexCoord 0,0; glVertex 0,255; |
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104 | glEnd; |
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105 | glDisable GL_BLEND; |
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106 | glDisable GL_TEXTURE_2D; |
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107 | } |
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108 | |
82 | set_face 4783 => 70 |
109 | set_face 4783 => 70 |
83 | libpng warning: Ignoring gAMA chunk with gamma=0 |
110 | libpng warning: Ignoring gAMA chunk with gamma=0 |
84 | allocating id 71 |
111 | allocating id 71 |
85 | OK |
112 | OK |
86 | set_face 4782 => 71 |
113 | set_face 4782 => 71 |
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92 | allocating id 73 |
119 | allocating id 73 |
93 | OK |
120 | OK |
94 | set_face 4784 => 73 |
121 | set_face 4784 => 73 |
95 | libpng warning: Ignoring gAMA chunk with gamma=0 |
122 | libpng warning: Ignoring gAMA chunk with gamma=0 |
96 | |
123 | |
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124 | 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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125 | /*first pass*/ |
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126 | glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ |
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127 | glDepthMask(FALSE); /*disable Z buffer*/ |
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128 | if (premultpliedTransparency) |
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129 | glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
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130 | else |
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131 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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132 | /*render the object here*/ |
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133 | |
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134 | 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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135 | /*second pass*/ |
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136 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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137 | glDepthMask(FALSE); /*disable Z buffer*/ |
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138 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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139 | /*render the object with alpha replaced with 1-a*/ |
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140 | |
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141 | 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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142 | /*third pass*/ |
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143 | glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ |
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144 | glDepthMask(TRUE); /*enable Z buffer*/ |
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145 | glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); |
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146 | /*render the object with alpha replaced with 1*/ |
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147 | |
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148 | |