The rendering problems are caused by trigtab.h assuming 32-bit
longs. It's a fixed-point trigonometry table which encodes negative
numbers as 0xff.. values.
I bodged it with s/0xf/0xf/g , which made the game
playable.
However it appears to be a very basic death-match first-person
sho
wall_pcoll is the wall collision code. The player's x and y coordinates
are stored in an int - the netmaze code assumes an int is 4 bytes. On
64 bit architectures, when a player hits a wall, everything blows up.
It might be possible to change some int types for int32_t types, but
given the render
Package: netmaze
Version: 0.81+jpg0.82-12
Severity: grave
Justification: renders package unusable
Netmaze displays welcome screen normally, then I press 1 and I see [1].
If I press arrow keys randomly, after a while I get a segfault somewhere
in wall_pcoll():
Program received signal SIGSEGV, Segm
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