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A Win64 build is on Steam!


Sandworm

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Squad has made no statements about the appearance of win64 builds.

Well Maxmaps did make reference to the 64-bit thread at the end of the last squadcast. He said something to the effect of 'yeah we're aware you guys are experimenting with it' in a tone that somewhat implied that we should possibly expect something. But that's just my optimistic take on the situation.

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As nice as it is, i still find annoying how Squad only runs to work in features after a user/mods does it.

You are forgetting the three major points to that,

1) No Squad = No KSP = No mods at all

2) No Squad opening molding and access and help = Less good quality mods over all.

3) Many mods build on what Squad has already done, and that there are a lot of background things that mods effect that can break how those mods interact of even the game, Squad *has* to provide support for what it breaks and as such needs to at times not implement something thats 99.5% there due to a bug, a Modder will be able to just point a finger at Squad, Unity or other mods and say they are the issue or that their is no fix, so stop worrying or stop using the mod.

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Maybe that's why the next version is taking more time than expected. Maybe the next version will include x64 support.

0.24 was delayed due to needing added gameplay elements of spending cash, budgets ect.. over all as a build it was ready and in testing to be deployed but at the end of the day the differences seen by the user base (as opposed to in the code) were not at a point that warranted general release.

Please see this update by Harvester.

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In programmation, I think Staging Areas is when you pack/built containers of all datas used by your program, in a form that make troubleshooting easy as possible.

In fact, the way Unity works, My guess is all assets files must be rebuilded.

They contains everything important for the game to launch, and they must be builded with correct references to their dependencies.

So my guess is the 750MB File deposit is a "clean" 64-bits build, without the "GameData" folder.

That's a good thing to know for modders: if you just want to test some parts in particular, just leave the ones you absolutely need. The game will still load (very fast) without parts, or flag, or anything, just by using the data contained in those assets files.

That 64bits build may not be stable, but it's actually the best Unity can provide for now. Using a correct build, and not just a generic player, some minors problems might even disappear (decouplers bug? Particles Emmitters bug?), making things a lot easier for troubleshooting.

I don't mind considering the 32-bits version as the only officialy supported one, but if Squad is running QA with Unity, I don't see any cons leaving a 64-bits build for players to test. The game is still in development, after all.

And, I saw in the Unity 4.5.1 folder a x64 player for MacOS. Don't know how stable this is, but this is encouraging for Mac users.

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