http://www.vionline.com/sound.html http://www.stonewashed.net/2.html http://pyopengl.sourceforge.net/documentation/manual/glutEnterGameMode.3GLUT.html 12:17 <@schmorp> i do list all libs manually for pclient 12:17 <@schmorp> will have to do that for gce too 12:17 <@schmorp> remind me of it 12:17 <@schmorp> qwhen i next bundle it - IMPORTANT: armour might not be used in the protocol anymore, maybe resist_physical should be used as armour? (or maybe even better: not have an Arm value anymore if its not used in the protocol?) - IMPORTANT: new key bindings not shown, pleae look over the whole keybinding thing, there are myriads of little bugs (elmex) - IMPORTANT: recording multiple macros results in only one macro recorded - IMPORTANT: texture reload not working on scaras machine (maybe now) - IMPORTANT: make close button optional to the very few windows that support it - IMPORTANT: gauge size adjustment wreaks havoc, probably needs reconfigure calls - IMPORTANT: magic mapping, anybody? - IMPORTANT: put keybindings and loginname and related info into $CFG->{profile}{default} so we can add profiles *later*. should be solved/investitaged before BETA release: - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) - the binding dialog is sometimes behind all windows - maybe support mb4/mb5 on selected widgets to facilitate scrolling (inventory, spell list, messge log...) => marc - add lmb mouse = cast, mmb2 = invoke or so to spell list. - maybe open the help viewer on the first start, or a simple dialog that initially lists keybidings for gcfclient converts. - binding window and editor layout broken for long recordings - minor: skill list which shows XP and lets u bind stuff - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. (after starting, press quit) - mapmap (overview) - scroll visible area by clicking/dragging - maybe move window managing functionality into toplevel: better window management (graphical feedback) - the player weight somehow updates strangely when dropping/picking up (update: is this still the case?) should be solved/investigated before 1.0 release: - what happened to the dialog being shown when modifiera are pressed, showing keybindings for this modifier? - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. - split up gauges into: head, body and foot, so that contents begin in the interior of gauges - enter runmode when cursor-key repeats (maybe not?) - better focus management: put focus onto active windows, remove it again later (mainly to speed up gui interaction when map isn't important). - cairo/win32 looks like shit (premultiplied alpha bug?) (despite horrendous efforts, this is likely not fixable except by building a custom libcairo for win32). (update: disabled antialiasing, this looks bad, but much better than antialiasing) - the binding editor should have a append-record mode or something like that - make a real "table" for the spell list (not long strings like lvl: xxx sp: xx) and add column titles (also for other tables like inventory and bindings) - sliders do not change size after reconfigure. - use more graphical frames/separators to make dialogs more eye-pleasing/clean. - investigate fill widget option. - win32, fow_tetxure sometimes nukes other textures (mostly fixed, but still there: displays list and texture uploads do not go well together) - get rid of ScrolledWindow special case and use draw_xywh rectangle inside TextView for optimisation. - completer should know more about arguments, e.g. cast summon pet monster, or that some commands do not take arguments ("drop all"). - textview should not snap to bottom on resize. - alt+cursor == diagonal - look into extendedmapinfo - save only dirty cached maps, and save dirty maps != current map - try to synchronize local animation speed with server updates to save on screen refreshes. - player list from server for tell etc. commands - examine etc., should use extendeddrawinfo or sth. similar - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). - fow intensity => fow color (greyscale, just rename), add fow darkness slider, too - performance: use texture collections for upstream server data instead if gobs of small textures. - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively affect neighbouring visible pixels (border bleeding). - pango fontsize measure and decrease to achieve real pixel height TEMPORARY SERVER TODO: - palyer peaceful setting should be independen of game peaceful setting (i.e. one should be able to become hostile against guards but still be peaceful - the palyer peaceful would be toggled by priests and shown in who, the game peaceful steting would be toggled by the peaceful command but not otherwise shown). - pippij wants playerstealing to work between hostile players - attempt_jump tries to kick jumped-into monster,s but doesn't work - 1) If you hide, and someone can see you trying to hide, you'll get a message, even when you can't see that other person. - 2) hiding exp is always 1, independant of how difficult it is to hide - 3) jumping into monsters does no damage, even though it's supposed to be an attack (mentioned before). You also get no exp for this - 10) (feature request): bug/typo/idea commands to automatically log your comments, with the mentioning of the current map (and perhaps an item, if you do 'bug '). set_face 4783 => 70 libpng warning: Ignoring gAMA chunk with gamma=0 allocating id 71 OK set_face 4782 => 71 libpng warning: Ignoring gAMA chunk with gamma=0 allocating id 72 OK set_face 4781 => 72 libpng warning: Ignoring gAMA chunk with gamma=0 allocating id 73 OK set_face 4784 => 73 libpng warning: Ignoring gAMA chunk with gamma=0 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. /*first pass*/ glColorMask(TRUE, TRUE, TRUE, FALSE); /*disable alpha channel*/ glDepthMask(FALSE); /*disable Z buffer*/ if (premultpliedTransparency) glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); else glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); /*render the object here*/ 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: /*second pass*/ glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ glDepthMask(FALSE); /*disable Z buffer*/ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); /*render the object with alpha replaced with 1-a*/ 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: /*third pass*/ glColorMask(FALSE, FALSE, FALSE, TRUE); /*enable alpha channel*/ glDepthMask(TRUE); /*enable Z buffer*/ glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ZERO); /*render the object with alpha replaced with 1*/