* Fixed am46213: New-style menus that had numbered blanks would cause Core to guess the item numbers wrong.
* Fixed am46266: Team name detection did not work for TFC.
* Fixed a bug where get_func_id() would crash on an invalid plugin.
* Added an optional timeout parameter to SQL_MkDbTuple().
* Added a "queuetime" parameter to threaded query handlers, to get the amount of time passed.
* Extended CreateMultiForward() with CreateMultiForwardEx() for filtering old/new plugins from forwards.
* Fixed am45337: SQLX_GetQueryString() did not work with threaded queries.
* Fixed am46350: geoip.inc having faulty a double-inclusion barrier.
* Fixed am46378: unregister_forward() attempted to remove from the wrong hook table.
* Fixed am46336: Vexd_Utilities.inc did not include VexdUM for AMX Mod Compat compiling.
* Fixed am46630: rename_file() could not use relative paths.
* Fixed am45990: amxmod_compat.amxx could conflict and crash hand-ported AMX Mod plugins.
* Fixed am46340: miscstats.amxx could throw an RTE finding the enemy team.
* Fixed am46335: adminchat.amxx color 'tsay' messages were not space aligned. Additionally, the leading space can now be omitted.
* Fixed am46699: stats.amxx for DoD did not display working multi-lingual menus.
* Fixed am46559: miscstats.amxx could throw an RTE if a player got more than 6 kills in a row.
* Fixed am45492: DoDX would overwrite the stats database on load.
* Fixed am46112: WinCSX.exe would not load properly on some versions of Windows.
* Fixed am45362: AMXX Studio did not indent correctly.
It brings us sadness to say this, since AMD64 was one of our first big accomplishments with the AMX Mod X project. However, we have decided to to stop providing AMD64 builds. The source code base will continue to be AMD64 compatible in the event that Valve reverses their AMD64 support, so you will be free to compile your own 64bit builds.
However, we will not support the 64bit branch anymore. The reasons for this are many, but here are a few of the major ones:
* Valve has been continually uncommitted to their AMD64 port. This is a huge disappointment, since they originally promised full compliance, and this caused many providers to buy 64bit equipment.
* Valve has told users to stop using the 64bit binaries, as they have "no 64bit support," and clients "should use the 32bit binaries" (hlds_linux mailing list, Alfred Reynolds).
* Valve has not updated AMD64 to the latest engine interface or VAC2. This leads to support problems for the AMX Mod X team when our own features cannot work.
* There is no JIT available for AMD64 -- thus, there is a huge performance loss in choosing AMX Mod X 64bit over 32bit. Likely, the gain from using 64bit HLDS is lost when using non-JIT AMX Mod X.
* AMD64 is currently estimated to be only 6% of the userbase.
* Since Valve never released a real AMD64 compatible SDK, the only 64bit mod is Counter-Strike/Condition-Zero.
* The method we chose to port to AMD64 was, in retrospect, flawed on a few different metrics. If we were to go back and do it again, the outcome would be very different (for example, there would be no dual compiler). The port exposes many design deficiencies in AMX Mod X.
And so, regretfully, our AMD64 port dies with the 1.76 branch. Moment of silence?
In the rare event that you have a specific codebase or system tied to AMD64, you can contact me ( firstname.lastname@example.org
) for a possible solution or migration. For general migration questions, feel free to PM me or post in this news thread.
If your server provider forces AMD64 usage, you should contact them and explain why they should revert or give an option. If that's not viable, you can always use older versions of AMX Mod X.