Conquest is a real-time, multi-player space warfare game that was originally written in RATFOR for the VAX/VMS platform by Jef Poskanzer and Craig Leres in 1982. It was the early predecessor to Netrek.

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0 comments by numbersix on Jul 15th, 2013

We are all programmers and creators.  Even if you never touch a computer (quite a feat in much of todays world!)


fig 1 - inspired to develop a new weapon

The basis of this article is a piece of advice I posted to another moddb member a couple years back.  I recently read it and decided to spread this message - to encourage more members to expand their skills!  This does not apply to one specific game or task, but to all.

The moddb community exists for many reasons, but I feel one event of the past in particular is responsible (more so than others) for its genesis.

Some developers working at a (now) well known company released a (now) very popular game 20 years back.  And it was an awesome game.  So awesome many were not satisfied - they had to have more.
These enterprising individuals, this fledgling fan base - they started hacking, creating tools, adding art, making levels, and whole new game worlds.

The developers had a decision to make - squash the nascent hacker community...or give it the official stamp of approval.  Fortunate for us - the devs were all hackers and gamers themselves.  They gave approval and released an official dev kit.  Likewise for evey game they have ever released since.

For this one attitude - "the games we create, you can modify..." - we should always be thankful. (More so even than for the games themselves.)

fig 2 - examining bounding boxes in darkplaces

Any game that is worth releasing - is worth modding.  And thus we are.

This piece is specific to Quake (one) and Quake-c programming.  However, it could just as easily be applied to any code or development task.  Modeling is my personal nemesis.


You should definitely keep at it with quake-c. It is an easy language to get into - with a bit of research you can do an easy mod in an afternoon. Just starting out, it is probably best to try and keep things simple.

This "ease of entry" is also one of the drawbacks - quake-c is just as complex (if not more so having the engine back end running it) as other high level languages and debugging any code can be a very complex and time consuming task. Stay on the positive and keep going - difficult challenge will be the case with any complex programming or technology.  When you have surmounted the challenges you will be smarter and stronger!

To learn the code you have to work with it, and learn its operation and logic. Many of the early mods duplicated parts of the existing code and did something new with it.

>fear ... programming being that I suck at mental arithmetic

Nothing to fear...programming is always in the details. Many times you have to look at the logic of a piece of code step by step to make sure it is doing the right thing. Maybe work out the math on paper, or in a spread sheet.  The best programming tool is always your mind.

When I'm developing I use a lot of bprint() calls to show me what the code is doing by showing function entry/exit, logic decisions and critical variables.  And I try not to throw developer code in willy-nilly.  I like to wrap it in control variables to turn it on and off, preferably from the console.

For me, one of the best ways to succeed with a programming task is to have a clear goal. Know exactly what you want the code to do and figure out how to do that.  Moving targets are also a good project fault to avoid.  Finish the goals of the task at hand before modding your own work, adding new features or changing game engines.  Moving target is my biggest weakness in coding.

>age of ...

Wow. I've been programming for longer than that. Like Yoda said, age doenst matter - keep your mind sharp, exercise it. I dont ever use a calculator for basic math. I have some other advice but it takes on a more personal narrative - I have never used recreational drugs (ever!) and I dont consume alcohol.  Take care of the body, take care of the mind... Programming wise, my mind feels as quick as ever.  Learn how to solve problems - *any* problem.  Stay frosty.

The best general advice I probably have though is to make it fun. Modding for me is at least as much fun as playing the games.  And take the occasional coding break to actually play games.

fig 3 - editing a complex map in GTK Radiant

And never, ever give up...dreams come true!


fig 4 - a rare sight - a Quake (one!!) mod in the top 10!

Downloads RSS Feed Latest Downloads
Music Pack option

Music Pack option

Dec 21, 2012 Music 0 comments

Optional music pack. Unpack this tarball in your ~/.conquest/ directory and you will have some great Star Trek music to go along with the effects. This...

Conquest Source Code

Conquest Source Code

Dec 21, 2012 Full Version 0 comments

Full source Archive 8.5 (stable) - intended primarily for Linux. See INSTALL for details. You need this to run your own servers. This will compile a GL...

Conquest GL client - windows

Conquest GL client - windows

Dec 21, 2012 Full Version 0 comments

GL client 8.5.1 (Stable - Apr 22, 2010) for windows platform. This is a client only - you must connect to a server to play. See readme.txt and install.txt...

Post comment Comments
newts
newts Jan 14 2013, 6:50pm says:

Hi, will you be releasing a downloadable mac version?

+1 vote     reply to comment
numbersix
numbersix Jan 23 2013, 12:55am replied:

I looked at the install instructions:

# Under MAC OSX (Darwin)

Building under MAC OSX is similiar to the standard unix method
described above, however, you will likely need to get (or build)
SDL, SDL_mixer with OGG Vorbis support. GLUT seems to be included
by default.

In addition, after checking out the source code repo, or unpacking
the src tarball, you will most likely need to run:

$ autoreconf -fvi

before attempting a ./configure and a make. There is some issue
with the autoconf macros supplied with Conquest that are not
compatible with the MAC OS X installation. As I do not have such a
system, I cannot explore the issue in detail.

But, the 'autoreconf' command above does seem to resolve it, and
afterward, the method of compiling is the same as a standard unix
build.

Someone with a mac will have to build and test this.
Once I have a known working build, I can upload it.

+1 vote     reply to comment
numbersix
numbersix Jan 15 2013, 11:32am replied:

I'll look into this for you. I know a mac version can be made. I'll see what we need to make a release. Estimated time: 1 week.

+1 vote     reply to comment
numbersix
numbersix Dec 21 2012, 1:50am says:

Welcome to the Conquest game page.
More content will be posted in the coming weeks.

+2 votes     reply to comment
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Conquest (RTS)
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Windows, Mac, Linux
Developed By
numbersix
Engine
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Official Page
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Release Date
Released Dec 20, 2012
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Real Time Shooter
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Multiplayer
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