Do you anticipate that the ET:QW client will ship at the same time as the Windows retail?
Hopefully. We’re going to have a pretty extensive beta-testing period, so I hope that will be enough time for me to put together the full Linux client. I mean, in previous games when it turned out we couldn’t release the full versions right on time, it was because we were still working on our other game clients. Since it’s not my project directly, it’s Splash Damage’s game, I should be able to maintain the Linux version. I think the Enemy Territory client was right on time with the Windows version; I’m not sure. I think it did - the only one that was delayed was DOOM 3, by two months.
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That sort of public documentation and developer feedback for public code and tools is rare in the industry; does id plan on continuing to maintain it for Quake Wars and future projects?
Yeah, I would think so. Quake Wars is really Splash Damage’s project and since they used to be a mod team they’re really into making most of their stuff available to the public to modify and tweak the game. We also know that Quake Wars is really the type of game where you want to get as much as possible in the hands of the community, because they’re the ones really making the game alive and pushing it to new things.
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Any comments on the state of 64-bit architecture support in Linux? Will ET:QW ship with 32-bit and 64-bit binaries?
I don’t know yet. My main problem with 64-bit binary is that it’s one extra compile to do every time you want to release binaries, so you have to maintain one build system for your 64-bit binary and then every time you have to make a build you have to make sure you get both the 32-bit and 64. Really honestly, there’s not any kind of significant performance increase. If you have good compatibility you’re able to run 32-bit binaries on a 64-bit machine, that’s the performance you get. If you run a 64-bit binary, it’s not going to make much difference. The technology is cool, but there’s really not that much point for doing it. We do use 64-bit internally, we do use some 64-bit binaries on Windows for the extra memory, because we are hitting the limits where we need to address more than two gigabytes of memory at the same time for a single process. That’s really one of the main advantages, but I don’t expect any of our games anytime soon to require a machine that has more than 4GB of RAM, that would be stretching it.
http://www.linuxgames.com/?dataloc=articles/ttimo2006/
source: http://www.planetquake4.net