Re: [hlcoders] 64-bit binaries?
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 > > > > > ___ > > > > > 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 > > > > > > ___ > 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
Re: [hlcoders] 64-bit binaries?
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 >> >> > > ___ > 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
Re: [hlcoders] 64-bit binaries?
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 > > ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] 64-bit binaries?
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
Re: [hlcoders] 64-bit binaries?
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
Re: [hlcoders] 64-bit binaries?
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
Re: [hlcoders] 64-bit binaries?
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
[hlcoders] 64-bit binaries?
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