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Re: Are cylindrical worlds not fully supported?


>It no longer crashes there.  The upgrade to SDL v1.2.2 seems to
>have fixed that.  I also don't need to use -g to specify the
>standard game.  It is sufficient to specify at least one game
>option.  (I use -v, since that's the most useful.)  That brings
>up the game, and all is mostly well (there are some minor display
>problems) until I try to explore the cylindrical world in a
>cylindrical way -- i.e. by trying to scroll around the world
>continuously.  This fails in that the scrolling ceases when I
>reach either the western or eastern "end of the world."  (Note:
>I modified the standard game to make the world's circumference
>60 (that is, equal to the world's width), in order to achieve a
>cylindrical world by default.)
>
>Also, there seems to be a problem with the western end and the
>manner in which the pointer is redrawn -- sometimes the (black)
>mask is left on the screen.  That is, the underlying world hex
>is not redrawn, leaving patches of black as one pulls the pointer
>away from the western end.
>
>Note that both of these problems also exist with the tcl/tk
>version.  Perhaps there is a more fundamental problem with the
>code, at least in the X/Unix version, that is independent of
>the drawing interface?

Actually, Stan ported a lot of the tcltk code to the SDL interface, so any
problems that exist in tcltk are likely to appear in sdlconq as well. So I
guess we will have to deal with these mapping problems eventually. Should
be a lot easier to fix them now, though, when the code is more transparent.

Hans

Hans Ronne

hronne@pp.sbbs.se



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