@Tupolov issue with Vanilla A3 - tell BIS :)
@Tupolov issue with Vanilla A3 - tell BIS :)
@Shizzak all module UI is broken in Arma 3 Dev, its not ALiVE. Go tell BIS :)
Our 64bit client is in development, but you only need if
a. You are doing map indexing
b. You are testing Arma 3 Dev Dedicated Server and ALiVE Data
yeah i realized that yesterday, i downgraded back to normal arma 3 from dev and the UI functioned. Whe will have to just wait for 64 bit .dll files to be released
Shizzak it may not hurt to open a ticket on Bohemia's feedback tracker! They seem to be paying very close attention to 64-bit compatibility reports right now.
i feel like its an alive dev issue than a BI issue
The issue can occur with vanilla modules without alive loaded..
I am also not able to get a mission to load that uses alive on x64 dev. hangs on load. Tested without any other mods, did not work. tested other mods without alive, worked. tested alive and other mods, did not work.
Please forget I ever posted that. Got it working. And it is glorious
Nice. Out of interest, are you noticing any significant differences?
I have noticed double the unicorns as a standard 32 bit alive mission^^
Damn. Only double the unicorns? Arma 4 needs to happen like yesterday. :(
Yes major differences. I made a mission on tanoa with blacklist markers over the airfields for blufor. The rest was fair game to both sides. I think each OpCom had 259 objectives or thereabouts, and despite setting each at a platoon size for the start, each opcom seemed to have around 30 groups, starting. I did not add civilians yet in the images below, but I did later in the evening and still had zero issues. Eventually, the game crashed but it was an A3 error, not a memory issue. Something with dev branch. I saved the pics, see below.
Anyway, I ran this on my PC in single player mode (eden), GTX 1070, i7 6700, 16gb ram... at a view distance of around 5,000 with ultra settings, and kept a consistent rate of around 56 frames. In single player test mode! For comparison... after init the game was eating about 3500mb in mem usage.. that's 500 over the current x32 limit. In other words it would have crashed me with a memory allocation error just trying to load this up. A few hours later it was at 5700. Still smooth as silk.
People don't seem to realize it, but x64 is going to change everything, especially for people who make, and use, "heavy" mods like ALiVE.
By the way, I did all this with ACE, TFAR, RHS, and a few other mods running on top of alive. All the good, widely accepted mods are releasing _x64.dll's in anticipation.
That is a shit ton of objectives to hold up like that in SP. Very nice. Thanks for sharing. :)
Nice to see ALiVE is scalable! ;)
Simply awesome. I'm really looking forward to fully populate Takistan that way.
that's awesome, but how did you get ACE to work in 64bit. when its 32 bit only?
Does anyone have a download link or know where to find 64 bit Alive? Been looking everywhere to no avail
Github. An official release will likely come when BIS releases to stable.
64 bit ALiVEClient.DLL should be in the release.
64bil ALiVEPLugIn.DLL is available from War Room when you setup your server.