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Posted

I have been using Mangos for quite some time now.

I wondered if it was possible to compile Mangos x64 and have it work just as good as the 32bit.

I realize there is some conversion to the new int and possibility of losing data because of truncation.

But I am not a programmer, just an avid fan of Mangos emulation.

I'm able to compile x64 Mangos though I've had some warnings of data loss.

Which makes sense because I didn't convert the c++ code but was hoping Visual Studio would.

Scriptdev2 appears to compile with no errors.

If there is anyone out there with knowledge on this subject I would greatly appreciate it.

Posted

I switched from x32 to x64 about 3 months ago. The difference is amazing. I used to crash out with 30 players online running 3.0.3 with x32. Upgrading my system to 64bit has increase performace ALOT. Now I'm running 150 players all day no problems.

The loss of data errors you'r referring to are bogus messages. The 'warnings' are really just that, warnings. The conversion from FLOAT to INT is only the loss of the decimal places and has no real effect on the game. To compile x64 you don't need any conversion. Just compile it in x64 mode and it works. =)

Posted

I have a question ...

I compile core in my computer 32 bits for upload in the server and this server is an 64 bits ...

All works but, compiling in 32 bits for use in the server 64 bits can make problems or not ?

Sorry for my english but i am french

:cool:

Posted
I have a question ...

I compile core in my computer 32 bits for upload in the server and this server is an 64 bits ...

All works but, compiling in 32 bits for use in the server 64 bits can make problems or not ?

Sorry for my english but i am french

:cool:

No, it shouldn't.

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