Valve may release 64 bit binaries and server and client code to go  
along with that eventually, but it raises a lot of problems with mod  
compatibility. If you make a 32bit mod at least everyone can use it.

Skidz (Ryan)

On 1-Jun-09, at 7:00, KLIMaka <beast...@yandex.ru> wrote:

> Already happened )) Look into SteamApps directory, and you can find  
> "source engine 64-bit.gcf". However, I do not know how to make it  
> work ))
>
>> You cant change an executable's architecture by using a startup  
>> argument. It
>> would need to be recompiled.
>> I've never tried to have a 64-bit dynamicly linked dll (client/ 
>> server.dll)
>> linked with a 32bit exe, so I don't know if it would even work (I  
>> assume it
>> wouldnt as dlls share memory space with the exe, and as 64bit uses  
>> longer
>> pointers it might conflict).
>> I don't think valve ever released 64bit client binaries, I think  
>> when there
>> was some talk about valve doing 64bit it was just for srcds only.
>>
>> Olly
>>
>> 2009/6/1 Aj Collins <gamerzwo...@gmail.com>
>>
>>> You could also try putting "-64bit" in the launch options.
>>>
>>> On Mon, Jun 1, 2009 at 8:45 AM, Aj Collins <gamerzwo...@gmail.com>  
>>> wrote:
>>>> I haven't seen anything for doing 64bit so I'm not quite sure.  
>>>> I'd try
>>>> making app ID 201 the app ID in the info.txt file. I don't  
>>>> believe the
>>> 64bit
>>>> version of Source ever got updated outside of a couple of small  
>>>> patches.
>>>>
>>>>
>>>> On Mon, Jun 1, 2009 at 8:33 AM, Alexander Hirsch <1ze...@googlemail.com
>>>> wrote:
>>>>> You might need a 64-bit hl2.exe for that. "might" because I  
>>>>> don't know
>>>>> that
>>>>> much about the different platforms.Try it out if you want them? :)
>>>>>
>>>>> On Mon, Jun 1, 2009 at 8:10 AM, Yaakov Smith <m4ngr...@gmail.com>
>>> wrote:
>>>>>> If I wanted to create 64-bit binaries for a mod, is there  
>>>>>> anything
>>>>> special
>>>>> I
>>>>>> would need to do?
>>>>>>
>>>>>> (Just curious here.)
>>>>>>
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>>
>> -- 
>> Sent from Olly's SEGA Game Gear
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>>
>
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