Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread Tobias Kammersgaard
I don't think Valve ever supported 64-bit for anything but the vanilla
Half-Life 2. If you've got a 64-bit CPU, and OS Steam will automatically
detect this, download the appropriate binaries, and launch them. It'll
display a label as shown in the image below.
http://scart.slkandy.com/images/64-bit%20hl2.jpg

/ScarT


2009/6/1 KLIMaka 

> 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 
> >
> > > You could also try putting "-64bit" in the launch options.
> > >
> > > On Mon, Jun 1, 2009 at 8:45 AM, Aj Collins 
> 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 
> > > wrote:
> > > > > > If I wanted to create 64-bit binaries for a mod, is there
> anything
> > > > > special
> > > > > I
> > > > > > would need to do?
> > > > > >
> > > > > > (Just curious here.)
> > > > > >
> > > > > > ___
> > > > > > To unsubscribe, edit your list preferences, or view the list
> archives,
> > > > > please visit:
> > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
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> archives,
> > > > > please visit:
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> > > please visit:
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> >
> > --
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> please visit:
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> >
> >
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Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread Ryan Sheffer
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  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 
>>
>>> You could also try putting "-64bit" in the launch options.
>>>
>>> On Mon, Jun 1, 2009 at 8:45 AM, Aj Collins   
>>> 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 
>>> wrote:
>> If I wanted to create 64-bit binaries for a mod, is there  
>> anything
> special
> I
>> would need to do?
>>
>> (Just curious here.)
>>
>> ___
>> To unsubscribe, edit your list preferences, or view the list  
>> archives,
> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> ___
> To unsubscribe, edit your list preferences, or view the list  
> archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>> ___
>>> To unsubscribe, edit your list preferences, or view the list  
>>> archives,
>>> please visit:
>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>> -- 
>> Sent from Olly's SEGA Game Gear
>> ___
>> To unsubscribe, edit your list preferences, or view the list  
>> archives, please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
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Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread KLIMaka
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 
> 
> > You could also try putting "-64bit" in the launch options.
> > 
> > On Mon, Jun 1, 2009 at 8:45 AM, Aj Collins  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 
> > wrote:
> > > > > If I wanted to create 64-bit binaries for a mod, is there anything
> > > > special
> > > > I
> > > > > would need to do?
> > > > > 
> > > > > (Just curious here.)
> > > > > 
> > > > > ___
> > > > > To unsubscribe, edit your list preferences, or view the list archives,
> > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > ___
> > > > To unsubscribe, edit your list preferences, or view the list archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> 
> -- 
> Sent from Olly's SEGA Game Gear
> ___
> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> 
>  

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Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread Olly
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 

> You could also try putting "-64bit" in the launch options.
>
> On Mon, Jun 1, 2009 at 8:45 AM, Aj Collins  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 
> wrote:
> >> > If I wanted to create 64-bit binaries for a mod, is there anything
> >> special
> >> I
> >> > would need to do?
> >> >
> >> > (Just curious here.)
> >> >
> >> > ___
> >> > To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >> >
> >> >
> >> ___
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >
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> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


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Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread Aj Collins
You could also try putting "-64bit" in the launch options.

On Mon, Jun 1, 2009 at 8:45 AM, Aj Collins  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  wrote:
>> > If I wanted to create 64-bit binaries for a mod, is there anything
>> special
>> I
>> > would need to do?
>> >
>> > (Just curious here.)
>> >
>> > ___
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>> >
>> >
>> ___
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>
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Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread Aj Collins
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  wrote:
> > If I wanted to create 64-bit binaries for a mod, is there anything
> special
> I
> > would need to do?
> >
> > (Just curious here.)
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
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> please visit:
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Re: [hlcoders] 64-bit binaries?

2009-06-01 Thread Alexander Hirsch
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  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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please visit:
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[hlcoders] 64-bit binaries?

2009-05-31 Thread Yaakov Smith
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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