Forged Alliance Forever Forged Alliance Forever Forums 2012-02-22T23:26:07+02:00 /feed.php?f=3&t=625 2012-02-22T23:26:07+02:00 2012-02-22T23:26:07+02:00 /viewtopic.php?t=625&p=7011#p7011 <![CDATA[Re: FAF and 64 bit machines]]> Statistics: Posted by Ze_PilOt — 22 Feb 2012, 23:26


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2012-02-22T23:06:42+02:00 2012-02-22T23:06:42+02:00 /viewtopic.php?t=625&p=7007#p7007 <![CDATA[Re: FAF and 64 bit machines]]>
Tenshi07 wrote:
We don't have a method of remedying that problem in the engine, do we?


I heard time travel can solve a lot of problems. Just go back and tell Jon Mavor about the bug before he could write it. :lol:

Statistics: Posted by thygrrr — 22 Feb 2012, 23:06


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2012-02-22T14:34:33+02:00 2012-02-22T14:34:33+02:00 /viewtopic.php?t=625&p=6971#p6971 <![CDATA[Re: FAF and 64 bit machines]]> Statistics: Posted by Tenshi07 — 22 Feb 2012, 14:34


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2012-02-14T10:01:50+02:00 2012-02-14T10:01:50+02:00 /viewtopic.php?t=625&p=6326#p6326 <![CDATA[Re: FAF and 64 bit machines]]>
Tenshi07 wrote:
Can it be done? Make the game support 64 bit machines. By exploiting the capabilities that are provided by having a 64 bit machine, it is very much possible that the slow-down in simulation speeds as the game progresses, will be improved. Would probably require the source of the game to compile for 64 bit.


Sorry, 64 bits wont make the slowdowns magically go away even if we had the source and all the licenses to build it. It's a simple, mundane bug in the engine.

But here is a sure fire solution to fix it: Play versus people, not against AIs.

Statistics: Posted by thygrrr — 14 Feb 2012, 10:01


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2012-02-14T09:41:07+02:00 2012-02-14T09:41:07+02:00 /viewtopic.php?t=625&p=6324#p6324 <![CDATA[Re: FAF and 64 bit machines]]> Statistics: Posted by Ze_PilOt — 14 Feb 2012, 09:41


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2012-02-14T07:19:37+02:00 2012-02-14T07:19:37+02:00 /viewtopic.php?t=625&p=6321#p6321 <![CDATA[FAF and 64 bit machines]]> Statistics: Posted by Tenshi07 — 14 Feb 2012, 07:19


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