I don't know the technical side of what's planned for Rebellion. I know there won't be a 64-bit executable, though I don't know why really or what the hurdles are.
What will be the memory limit? SOASE only uses 2gb of memory, right? After it reaches the 2GB limit, POOF; SOASE dumps. Will Rebellion have a mem crash limit of 3gb, 3.5, 4, 50? Where will Rebellion hit the wall and explode into flames?
What are projected sound, mesh, etc... hardcode limits or will it be the memory limit that controls all things? In particular, I'm asking as a modder of 7 Deadly Sins. We currently have 11 playable races + NPC Pirates, 2,199 entities in GameInfo, 452 mesh files in mesh, 689 in particle, 1,377 in Sound, 1,393 in textures. We have set a good number of things as 'load on demand'. A 4 player game on medium to large map with planets medium, ships all medium, structures all on medium easily reaches 1.7 GB of memory. More detail and that 2Gb limit hits fast; more players -same issue. So, just given the file quantities above, 4 player settings on a medium/large map, and assuming we easily get 7DS into Rebellion (easier than reaching Beta in Entrenchment), will we still have the dreaded 2GB memory limit issue? Will we finally get to have 8 or 10 races playing your huge, random, multi-star map with all settings on medium?
Gotta know what Rebellion holds for us as well as other mods that plan 6+ races with their own meshes, sounds, textures, etc... The LARGE mods. We are considering what it'll take to go fully modular, where we can stack in exactly which races the player wants to play so they can only load in the specific races' meshes, sounds, textures (or more, we have more planned), but that means figuring out how to deal with GalaxyScenarioDef, sounddata, and a variety of other files as well as entity.manifest.
So StarClad, what've we got to look forward to in Rebellion so we can start figuring out options now?