Is anyone going to package version 1.51? 6 years later, it seems 1.50 is
still the version of this package in Sid. This bug with springs being at
the top of the level is really annoying and kind of ruins the game.
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On 09/14/2014 07:18 AM, Markus Koschany wrote:
> You could try to package version 1.51 yourself based on the current
> packaging. Actually the package needs a complete update to newer
> packaging helpers like dh-sequencer. Several bugs could be addressed in
> this process. You are more than welcome
the hope that it's still an
email address in use by them.
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The guy who runs that site indeed still has that email address; he
responded pointing me to a Git repo:
git://git.icculus.org/crow/jumpnbump.git
So I now have the version 1.51 source code. Now I have to find out why
SDL_mixer isn't being included pro
Good news and bad news:
The good news: I found out why I wasn't able to compile version 1.51.
The order of $(SDL_TARGET) and $(LIBS) in the makefile was switched, and
that's what caused the problem; $(SDL_TARGET) needs to come first.
The bad news: version 1.51 doesn't actually solve this particul
Oh, by the way, I kind of mentioned this before, but I want to say it
explicitly: this bug report's name is misleading. The bug isn't the
rabbit "disappearing". The actual problem is that there is a series of
springs added just above the room on the left side. Specifically, these
springs appear in
all* levels (I have about 250 levels from a few
sources, and I've tested dozens of them). The springs in the top-left
seem to be something added by the Jump'n'Bump engine, not a part of any
actual level data.
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On 09/16/2014 10:27 AM, Fabian Greffrath wrote:
> I think I found the culprit: If the bunny jumps out of the screen, its
> y-coordinate becomes negative. Thus, the array that is checked for the
> position of the objects on the map overflows and returns some bogus,
> e.g. that there are springs wher
On 09/16/2014 11:04 AM, Fabian Greffrath wrote:
> The question is, *who* is upstream?!
I suppose that would be this:
https://www.icculus.org/jumpnbump/
Git repo: git://git.icculus.org/crow/jumpnbump.git
Email: florian.proff.schu...@gmx.net
Hasn't been updated in 10 years, but I exchanged a few e
Package: jumpnbump
Version: 1.51+dfsg1-1
When a Jump'n'Bump client attempts to connect to a Jump'n'Bump server,
the server refuses the connection on the basis of a bogus invalid player
number. I'll let the example speak for itself. Here is the output from
the server:
$ jumpnbump -server 1 -player
Ah, right, I almost forgot one detail: I'm using the AMD64 build. I
haven't tested any others.
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