Nothing else from 1.3-2.1 (yet).
Maybe the devs got a better answer, since I just don't see the cause of the issue you are having, especially if the 2.0.x ones work ok.


Apparently DevUrandom came up with a fix for this problem for 2.0.8, but unfortunately any versions between 2.0.8 and 2.0.10 completely crash for me, so I cannot test them out. The 2.1 betas do not crash, so I assume whatever crash has been fixed, but the GL_CLAMP_TO_EDGE software fallback fix hasn't been included. I looked through the patches on gna.org, and haven't found any reference to the fix, only the change from GL_CLAMP to GL_CLAMP_TO_EDGE.r2896 changed texture-clamping from GL_CLAMP to GL_CLAMP_TO_EDGE, which apparently triggers a software fallback on ATI cards.

Olrox wrote:I think V22 Osprey died a long time ago...
xD

Please file a bug report. Give as much information as you can about your system and drivers.cliff wrote:Problem still occurs with RC1.
hahahahaha xDlav_coyote25 wrote:
you are so wrong wrong wrong.xD
http://www.spacewar.com/reports/CV_22s_ ... t_999.html

Here's the link to the bug report, I tried to include as much information and background as I could.Please file a bug report. Give as much information as you can about your system and drivers.


What a load of rubbish. Try adding up the amount of memory required by all of the textures which we load (text also counts as it ends up as a texture).Dred Dante wrote:The requirement is minimum 2MB SVGA card for basic game. So the newest version, with all fireworks, cant require even more than 16 MB of memory of gfx. 32 MB gfx Card is more than good for this game.

What a load of rubbish. Try adding up the amount of memory required by all of the textures which we load (text also counts as it ends up as a texture).
Regards, Freddie.
EvilGuru wrote: What a load of rubbish. Try adding up the amount of memory required by all of the textures which we load (text also counts as it ends up as a texture).
Regards, Freddie.

It would need to work it out. It is not constant. If you graphics card supports texture compression then it will be reduced somewhat. Furthermore, all text rendered onto the screen is done so via a texture. You can add a counter which is incremented whenever a texture is loaded.lav_coyote25 wrote: just off hand freddie - how much would that be - just so we are all on the same math page.