Adam Kadmon 35 Report post Posted December 14, 2016 https://dev.arma3.com/post/oprep-64-bit-executables What's going to happen to Exile under that aspect? 1 Share this post Link to post Share on other sites
Adam Kadmon 35 Report post Posted December 14, 2016 Quote For modders, too, there are some things to keep in mind. If your scenario or mod uses a call extension, the extension has be to provided both in 32-bit and 64-bit versions now. Otherwise, your game will most likely not work as expected. Unfortunately, there is no flexible way for us to work this around for you behind the scenes. 64-bit processes can only load 64-bit shared libraries (*.dll on Windows, *.so on Linux) and therefore it is expected that content creators provide them. This process should be rather straightforward, though, and we do not expect any major complication on our talented community's side. To make the transition as transparent for you as possible, we at least made it so that no changes to scripts will be required. All you need to do is build a 64-bit version of your extension and name it <yourExtension>_x64.dll on Windows (or <yourExtension>_x64.so on Linux). In other words, you add the "_x64" suffix to the name. Similarly, mod creators relying on hacking repurposing DirectX libraries will have to dust off their skills once again and perform their magic on 64-bit version of these libraries in similar a fashion as they did on their 32-bit counterparts back in the day. Of course, it is also worth mentioning that you should not forget to whitelist your new libraries with BattlEye! This is what I am referring to specifically Share this post Link to post Share on other sites
ka0s 457 Report post Posted December 14, 2016 I think it was @Grim that said to contact him once it happens so he can update the extensions 1 Share this post Link to post Share on other sites
Vishpala 516 Report post Posted December 14, 2016 We are aware. 9 Share this post Link to post Share on other sites
papahyooie 144 Report post Posted December 14, 2016 And aaaaaaall those people called me an idiot for saying you didn't need 32 gigabytes of ram to run an arma server.... They told me I was crazy to say that Arma couldn't address more than 2 gigabytes. There it is: straight from bohemia's mouth. Share this post Link to post Share on other sites
BlackheartsGaming 57 Report post Posted December 14, 2016 Don't forget about the most important extension in Exile. extdb2. Without that nothing can be saved/read to the database from the server. Hopefully someone can compile that one in 64 bit and make it work. I think the original author isn't supporting it anymore? Devs? Share this post Link to post Share on other sites
BlackheartsGaming 57 Report post Posted December 14, 2016 Oh and @infiSTAR's dll's to save to log files and the database too. Share this post Link to post Share on other sites
Razor77 222 Report post Posted December 15, 2016 (edited) I admit I dont understand what changing to 64 bit really involves but how will this effect all the mods we use like A3XAI, DMS, EXAd etc and the rest? It does say its on the dev branch already, anybody tested things yet? Edited December 15, 2016 by Razor77 Share this post Link to post Share on other sites
Guest Report post Posted December 15, 2016 6 hours ago, Razor77 said: I admit I dont understand what changing to 64 bit really involves but how will this effect all the mods we use like A3XAI, DMS, EXAd etc and the rest? It does say its on the dev branch already, anybody tested things yet? A3XAI, DMS, Exad etc aren't mods that require dll's. This will effect Infistar, Exile, Extdb2/3, Epoch, etc Share this post Link to post Share on other sites
Razor77 222 Report post Posted December 15, 2016 13 minutes ago, Flosstradamus said: A3XAI, DMS, Exad etc aren't mods that require dll's. This will effect Infistar, Exile, Extdb2/3, Epoch, etc Thanks for clearing that up hope exile gets through this change over ok. Share this post Link to post Share on other sites