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 - PANGO: create upstream-patch for inclusion into pango - SERVER: on shtudown: wanted to save map with player => map not being saved? - the inventory needs separate scrollbars. unfortunately, that means addign a manual scrollbar to the other panes (skills and spells :() - check whether fog-of-war is off by one, (elmex; i've seen this the last time i played) - spells ordering for complete different for different users (maybe stored in hash?) - IMPORTANT: re-design inventory (sort order, _sense magic_ and _cursed_ should be shown visually!) => either using bg attribute, or something else. neither way is currently implementable, imho => or maybe using an extra icon for curses/magic items?) maybe drag&drop, otherwise two containers side-by-side makes little sense. show player weight/max weight in inventory offer common options such as use_skill sense xxx etc. in inventory via menu? maybe always use categories (locked etc.) and let drag&drop decide wether an item is locked or not make simple inventory filters: most recently added/changed, normal, only unlocked - IMPORTANT: character creation no longer automatically opens stat window, (also, texst no longer applies) - 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. - IMPORTANT: stats change message "-Turning" (<= full message, no attuned etc. prefix, which looks completely borked) - all dialogs should be closable with "Esc" - close completer when connection dies - maybe Quit menu point into map menu (with dialog when logge din, as usual?) - notebook should provide a visual feedback (support from button class?) - buttons should support hovering visually - experience change messages should include skill experience - minor: skill list which lets u bind stuff - floorbox should show currently open container - binding keys is too complicated in the general case => disucss!!!!!!!!!!!!!!!!!! - Attempt to free unreferenced scalar: SV 0x11f5d98 during global destruction. (after starting, press quit) - use more graphical frames/separators to make dialogs more eye-pleasing/clean, esp. the sorted inventory should be solved/investigated before 1.0 release: - playerbook/skills should have sensible tooltips with skill descriptions - error dialog boxes for important errors (try login to 1.2.3.4 and search for the connection timeout message) - NPC dialog box should have close button which finishes the dialog - mapmap (overview) - scroll visible area by clicking/dragging - binding window and editor layout broken for long recordings => use scroller - maybe open the help viewer on the first start, or a simple dialog that initially lists keybidings for gcfclient converts. - maybe support mb4/mb5 on selected widgets to facilitate scrolling (inventory, spell list, messge log...) => marc - maybe the topmost fancyframe border should be larger (for close button and title to be more visible?) - but fullscreen => minimize (alt-esc) => no way to go back [windows] - spell list => scroll down => "Pickup" => scrollbar not updated - what happened to the dialog being shown when modifiers are pressed, showing keybindings for this modifier? - add menu itemds for inventory items for UNcommon actions: mark/inscribe etc. post-1.0: - store decoded graphics in database, not the png (also: do not store them in memory, re-fetch them on use) (maybe sth. else causes the slowness, such as database?) - currently the font texture cache lacks "memory" (see texcache.c:tc_put) - when mipmapping upstream data files, run a fatten pass so pixels with alpha=0 don't negatively affect neighbouring visible pixels (border bleeding). - examine etc., should use extendeddrawinfo or sth. similar - player list from server for tell etc. commands - save only dirty cached maps, and save dirty maps != current map - look into extendedmapinfo - completer should know more about arguments, e.g. cast summon pet monster, or that some commands do not take arguments ("drop all"). - sliders do not change size after reconfigure. - enter runmode when cursor-key repeats (maybe not?) - 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) - maybe use outline fonts/effect for statusbox and floorbox (and health gauge stats etc.). - performance: use texture collections for upstream server data instead if gobs of small textures. TEMPORARY SERVER TODO: - implement skill_running, level 10 gives you ~speed+1, 100 ~speed+3 or so :) - 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 '). #TODO#d# display texture cache { glEnable GL_TEXTURE_2D; glBindTexture GL_TEXTURE_2D, 41; glColor 1, 1, 1, 1; glTexEnv GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE; glEnable GL_BLEND; glBlendFunc GL_SRC_ALPHA, GL_ZERO; glBegin GL_QUADS; glTexCoord 0,1; glVertex 0,0; glTexCoord 1,1; glVertex 255,0; glTexCoord 1,0; glVertex 255,255; glTexCoord 0,0; glVertex 0,255; glEnd; glDisable GL_BLEND; glDisable GL_TEXTURE_2D; } 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*/