rafal1137
rafal1137
@hellreturn The only thing that was changed with voting was this one. https://github.com/etlegacy/etlegacy/commit/0162ce044637c5ea0dccc76b6c874445b7219303
PS: Also this one might be an insterest for you https://github.com/etlegacy/etlegacy/issues/1424
Well its not about `sv_pure` being 0. It is just about having referenced files from server so only those are loaded/used when you are playing on particular server. The MAX_GAMESTATE_CHARS...
> About those screenshots with scrabled text in the Issue.. Didnt vid_restart fix that in past? As workaround try `vid_restart` to clean the mess with those characters
Instead of creating same issue will post it here. ```bash Run actions/download-artifact@v3 Starting download for All-mods Directory structure has been setup for the artifact Total number of files that will...
@ryzyk-krzysiek Possible fix ? hmm This issue is very specific to Android/rendererGLES/PL Langage With ported changes from ioq3 
The more I digged into SDL. Its gets clearly there is something wrong with using `SDL_LoadBMP` and those too ``` SDL_RWops *rw = SDL_RWFromConstMem(src_sdl_splash_bmp, sizeof(src_sdl_splash_bmp)); SDL_Surface* surface = SDL_LoadBMP_RW(rw, 1);...
I will post dissembled part of the famous `glTexImage2D` function ``` #8 0xe2c03b06 in Upload32 (data=0xffffc30c, width=8, height=8, mipmap=qfalse, picmip=qfalse, lightMap=qfalse, format=0x5937c898, pUploadWidth=0x5937c888, pUploadHeight=0x5937c88c, noCompress=qtrue) at /home/rafal/Pobrane/etlegacy/src/renderer/tr_image.c:771 771 glTexImage2D(GL_TEXTURE_2D, 0,...
Solved by Jacker closing.
As stated in this comment https://github.com/actions/runner-images/issues/5631#issuecomment-1218092275 But still cross-compiling is still way faster than using qemu based docker images