Author Topic: 64bit tremulous server  (Read 3052 times)

hosler

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64bit tremulous server
« on: November 12, 2008, 01:21:06 am »
How well does tremulous work under a 64bit linux machine? A 64bit tremulous build, of course.
« Last Edit: November 12, 2008, 02:09:48 am by hosler »

Syntac

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Re: 64bit tremulous server
« Reply #1 on: November 12, 2008, 01:53:48 am »
64-bit works as well as anything else.

hosler

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Re: 64bit tremulous server
« Reply #2 on: November 12, 2008, 02:12:45 am »
Can I get a second opinion from some other people? I like to be sure on things before I decide to them :)
« Last Edit: November 12, 2008, 02:14:29 am by hosler »

SlackerLinux

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Re: 64bit tremulous server
« Reply #3 on: November 12, 2008, 02:49:13 am »
i have been running tremulous on a pure64 machine for ages it works great you'll have no issues
Slackware64 13.1
SlackersQVM/

googles

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Re: 64bit tremulous server
« Reply #4 on: November 12, 2008, 03:53:35 am »
In all honesty, it will run a bit slower than it's 32-bit counterparts. Like any other *small* program in a 64-bit environment. This of course has no affect on it's stability...I run a 64 bit server and it takes me an extra second to load <.<

Einstein

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Re: 64bit tremulous server
« Reply #5 on: November 12, 2008, 08:06:31 am »
64-bit FSM-Trem FTW! (with a few modifications of my own, of course, heheh)
^ shameless plug in favor of Google's and Slacker's work... :D

Amanieu

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Re: 64bit tremulous server
« Reply #6 on: November 12, 2008, 08:42:06 am »
The qvm compiler is really slow on x86_64, and it can take a few seconds to compile the game.qvm to run it. This is noticable for clients connected to the server, during a map change. An easy way to eliminate that lag is to use a .so instead of a .qvm, so it doesn't have to be recompiled all the time.
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< kevlarman> this can't be a good sign :P