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Re: Oolite Windows x64 - call for testers

Posted: Sat Aug 29, 2015 1:52 pm
by Cody
another_commander wrote:
This is not because of bitness...
Curious thing about bitness in ED - the Mac port is 64-bit, the XBone port is 64-bit, but the Windows build is 32-bit.

Re: Oolite Windows x64 - call for testers

Posted: Sat Aug 29, 2015 2:03 pm
by Layne
Cody wrote:
another_commander wrote:
This is not because of bitness...
Curious thing about bitness in ED - the Mac port is 64-bit, the XBone port is 64-bit, but the Windows build is 32-bit.
I mis-read this at first as 'bitterness' in ED. Not that there isn't likely to be some of that!

Re: Oolite Windows x64 - call for testers

Posted: Sat Aug 29, 2015 2:10 pm
by Cody
Oh yes, plenty of that!

Re: Oolite Windows x64 - call for testers

Posted: Sat Aug 29, 2015 9:48 pm
by Norby
another_commander wrote:
very difficult to reach such heavy memory requirements, unless you decide to load every existing OXP under the sun (btw, this has been tried by someone in the past)
I done this a few years ago when about 500 OXPs existed. I remember clearly due to this was the reason why I decided to upgrade my machine from 4GB to 8GB - with 4GB the game crashed before the spinning Cobra.

Moreover 3GB can be filled easily with some ship OXPs, my good-looking selection do it with 32 packages.