sorry, ignore that, its massively overkill, thought you were using DP thus potentially okay with using csqc.
/me actually goes to read the thread...
64bit targets have certain issues with the progs VM, particuarly strings. If you get crashes while running a server but not when running as a client, that'll be why. Its potentially possible to mitigate issues by moving all potentially accessed strings on to the hunk, including all static strings defined inside the C code.
You can always add -m32 to the gcc commandline to force it to build a 32bit version, but you may need to install more libs, and non-x86/amd64 versions of gcc may complain about not knowing what -m32 means.
@r00k and/or bluntz
The png crash is due to a type mismatch.
png_uint_32 is NOT guarenteed to be 32bit! Any pointers to png_uint_32 variables need to exactly match. The explicit casts in the call to png_get_IHDR in Image_LoadPNG are the cause of your png crashes (just change the types of those locals to the correct type instead).
texture size is traditionally capped by gl_max_size, which is set to match what the gl driver reports.
Qrack doesn't seem to have any other texture size limits for 24/32bit textures.
Skyrooms for transparent clouds really only works if you have q3 shader support.
It should not be too tricky to draw clouds infront of a skybox (without q3 shaders), basically draw both skybox and normal sky, just with the normal sky transparent/blended. I just hope you never get to the sky itself and can never see the clouds beneath you...
/me actually goes to read the thread...
64bit targets have certain issues with the progs VM, particuarly strings. If you get crashes while running a server but not when running as a client, that'll be why. Its potentially possible to mitigate issues by moving all potentially accessed strings on to the hunk, including all static strings defined inside the C code.
You can always add -m32 to the gcc commandline to force it to build a 32bit version, but you may need to install more libs, and non-x86/amd64 versions of gcc may complain about not knowing what -m32 means.
@r00k and/or bluntz
The png crash is due to a type mismatch.
png_uint_32 is NOT guarenteed to be 32bit! Any pointers to png_uint_32 variables need to exactly match. The explicit casts in the call to png_get_IHDR in Image_LoadPNG are the cause of your png crashes (just change the types of those locals to the correct type instead).
texture size is traditionally capped by gl_max_size, which is set to match what the gl driver reports.
Qrack doesn't seem to have any other texture size limits for 24/32bit textures.
Skyrooms for transparent clouds really only works if you have q3 shader support.
It should not be too tricky to draw clouds infront of a skybox (without q3 shaders), basically draw both skybox and normal sky, just with the normal sky transparent/blended. I just hope you never get to the sky itself and can never see the clouds beneath you...
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