Squawk Crystal Space Application

WHAT IT'S ABOUT:

I'm making a multiplayer action role-playing game.
Currently this application just tests a few ideas:
 - multiple views for split-screen play
 - sky box environment map
 - animated 3d sprite character

KNOWN BUGS:

Mapping 24 bit color images to 8 bit palettes is VERY
slow in Crystal Space and TXTMODE=24bit doesn't work
for non-lightmapped polygons.  The Squawk sky box uses
24 bit JPEG images again so it takes an extremely long
time to star tin 16 or 8 bit color.

Textures are not projected properly when the views are
unlinked.  The renderer is ignorant of the cameras'
shift_x and shift_y members.

The feild-of-view should change when the views are un-
linked, but this caused a floating point exception.

The sprite is not centered correctly.  This looks
like it's a bug in the convertor I used.

"attack" action causes a Floating Point Exception
_DrawPolygonFX__20csGraphics3DSoftwareR14G3DPolygonDPFX+1860, line 2130 of soft_g3d.cc
_Draw__8csSectorR12csRenderView+4186, line 553 of sector.cc
_Draw__7csWorldP11IGraphics3DP8csCameraP9csClipper+407, line 493 of world.cc7
_NextFrame__9SqkSystemll+413, line 382 of squawk.cc
_Loop__15SysSystemDriver+103, line 99 of djgpp.cc
_main+256, line 404 of squawk.cc
___crt1_startup+138

CONTROLS:

general:

Esc       exit program
Spacebar  link/unlink views

actions:

1  show run action
2  show stand action
3  show pain action
4  show death action
5  show attack action
6  show jump action

upper left view:

up arrow     tilt camera up
down arrow   tilt camera down
left arrow   turn camera left
right arrow  turn camera right

upper right view:

w  tilt camera up
s  tilt camera down
a  turn camera left
d  turn camera right

lower left view:

p  tilt camera up
;  tilt camera down
l  turn camera left
'  turn camera right

lower right view:

y  tilt camera up
h  tilt camera down
g  turn camera left
j  turn camera right

