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The Windows 64-bit executable

#1
Greetings, I am new to these forums. I wasn't sure whether to put this here or in "Off Topic", but, I have a question regarding... well, what the title says. How did you guys manage to create a 64-bit executable for Windows? I'm creating a game of my own, and, according to the UDK forums, the UDK can not build 64-bit games. Since this game seems to be build with the Unreal engine, I was wondering what I need to do to make a 64-bit executable for my game, once I reach that point in development? If this isn't the right place to put this, then please move it to the appropriate section of the forums. Like I said, I'm new here, and I don't mean to do anything wrong.
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#2
(09-17-2013, 03:50 PM)austen1000 Wrote: Since this game seems to be build with the Unreal engine
Where were you told that? Huh

Xonotic does not use the Unreal engine. It uses the Darkplaces engine which is a highly evolved GPL version of the Quake engine. So to have a 64-bit executable just needed Darkplaces to be 64-bit ready, something done over 5 years ago. Of course Darkplaces is GPL so anyone wanting to port it to anything they want is more than welcome to which encourages this sort of thing.

Sorry if you need help with the Unreal engine but hope you find an answer somewhere to it.
I'm at least a reasonably tolerable person to be around - Narcopic
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#3
(09-17-2013, 03:55 PM)edh Wrote:
(09-17-2013, 03:50 PM)austen1000 Wrote: Since this game seems to be build with the Unreal engine
Where were you told that? Huh

Xonotic does not use the Unreal engine. It uses the Darkplaces engine which is a highly evolved GPL version of the Quake engine. So to have a 64-bit executable just needed Darkplaces to be 64-bit ready, something done over 5 years ago. Of course Darkplaces is GPL so anyone wanting to port it to anything they want is more than welcome to which encourages this sort of thing.

Sorry if you need help with the Unreal engine but hope you find an answer somewhere to it.

I'm sorry, my memory isn't serving me well. I could of sworn I read "Unreal Engine Mod" on the description of the game, where it was describing the games origins as a mod, on Mod/IndieDB. I guess looking back, it said "Quake Engine Mod". Again, sorry for the mistake. Where do I find this engine, though, if the whole 64-bit thing with Unreal doesn't go well?
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#4
You can get the latest development source of Darkplaces here:

http://icculus.org/twilight/darkplaces/download.html

However, you'll need to know how to handle SVN.
[Image: 561.png]
"One should strive to achieve; not sit in bitter regret."
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#5
(09-17-2013, 04:20 PM)C.Brutail Wrote: You can get the latest development source of Darkplaces here:

http://icculus.org/twilight/darkplaces/download.html

However, you'll need to know how to handle SVN.

Usually, I am good at learning new things when I put myself to it. Learned alot about the Halo Editing Kit (the modding tools for Halo Custom Edition) within a matter of days. But, thank you for the link. It should be useful for my purposes if I need to resort to it. If only the download would work at the moment.
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#6
I suggest you to either use one of the stable releases, or if you want the bleeding edge, go for the subversion repository. I don't know if you're familiar with it - if not, I'd suggest you TortoiseSVN, it was a user friendly subversion client last time I checked.

In case you're interested in Xonotic too, you can find all information on our repositories here:

http://dev.xonotic.org/projects/xonotic/...ory_Access
http://dev.xonotic.org/projects/xonotic/wiki/Git

As you can see, we use git instead of subversion.
[Image: 561.png]
"One should strive to achieve; not sit in bitter regret."
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#7
(09-17-2013, 04:49 PM)C.Brutail Wrote: I suggest you to either use one of the stable releases, or if you want the bleeding edge, go for the subversion repository. I don't know if you're familiar with it - if not, I'd suggest you TortoiseSVN, it was a user friendly subversion client last time I checked.

In case you're interested in Xonotic too, you can find all information on our repositories here:

http://dev.xonotic.org/projects/xonotic/...ory_Access
http://dev.xonotic.org/projects/xonotic/wiki/Git

As you can see, we use git instead of subversion.

Alright, I may look at those later. Like I said, it is only for if 64-bit UDK doesn't go well (though it looks something with that is going to work out). In terms of Xonotic itself, I play it every now and then (through the 64-bit executable, of course) if I want some old-school arena battles.
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