Made another update (now at revision 399)
- made some minor mods to the way that SDL initializes. may get some more detailed debug info if there is a problem
- made more mods to the way that textures are handled so that NOW, if a you have the SDL_IMAGE flag set to "FALSE" then invalid textures will display as white. I actually checked that this is running on my machine, so any problems on another machine are probably due to the graphics settings and NOT the loading or displaying of the textures
- fixed an error in the script handling, where a "break" command was missing odd of one of the cases
- moved the IDSZ definitions to egobootypedef.h
- fixed a long-standing problem where we had defined IDSZNONE and IDSZ_NONE with 2 different values, and so they were confused. This caused some problems with the module unlock system
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@Clonkinator,
What Zefz actually did to get your previous version running (if it ever did) was to take all of the graphics settings down to the absolute worst when SDL_IMAGE was set to FALSE. He did not actually disable the loading of that module or the use of it to load up textures.
From the example screenshot that you posted, it seems like your card is not supporting alpha blitting properly ( which is why you are getting white around the font ). This did not happen on my machine when I tested turned off SDL_IMAGE.
To duplicate Zefz patch from before, you need to set you texture filtering to NONE.
You will still not have the bitmap for the health bars, since that is a png-based image.
Try updating to the current svn version. There is a slight chance that I accidentally committed up a version that had a bug with the mesh display.