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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Conquest 8.5 (stable) is now available | Locked | |
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Apr 5 2013 Anchor | ||
Source tarball: Windows XP/Windows 7 conquestgl precompiled binary zip file: Optional musicpak (unpack in ~/.conquest/): Mercurial (hg) branch for this release: conquest-8.5 Mercurial (hg) current (possibly unstable) development: Conquest 8.5 (stable) is now available for your conquering pleasure. This version has a few minor fixes from the last devel release It has quite a few major changes from the last stable (8.4.1) release Without further ado, here is the HISTORY spewage for this release: 8.5 (stable) 04/20/2010 - A new stable release, at long last. - Major highlights of this release, compared to the last stable - General: - MAC OSX (Darwin) support. Full sound and hardware accelerated - Native Windows XP/Windows 7 support for the OpenGL client - a re-work of packet handling. The original goal was to - rework of texture and color representation internally. - remove telnet (-t) support from the clients. Nobody runs - switched to Mercurial (hg) for source code control. I will 'hg tag' each devel release. For stable releases (like Current development will always happen at the tip, in the Bug fixes and enhancements made to 8.5 will occur in the A command like (all on one line): hg clone -u conquest-8.5 \ can be used to check out the stable branch for version 8.5. - Server fixes: - fix server bug that would cause vacant ships, when destroyed, - correct a server problem with UDP keepalive packets. During - Client fixes (primarily the OpenGL client, conquestgl): - New Orion ship textures (thanks to blender and the fine - some changes to work better with wide-screen display formats - new ship shield textures, both for the icon-ship display and - in conquestgl, torps are no longer colored according to their - rework of the icon-ship display: - now use a luminance variant of the main ship texture as the - implement 'lamps' rather than the text (cloaking, repair, - make the ico-ship drawing area square to avoid stretching - use ship's torp texture for the torp-pips - use ship's phaser texture for the phaser recharge indicator - fix bug that could cause the use of undefined mouse macros to - changes from the last devel (8.4.1i) release: - Fix up some documentation for Windows systems. Conquestgl has - fix up stupidness in handling cInfo.remotehost data (caused - Do not declare a crypt prototype on DARWIN systems - Move 'q' from beginning of line in conquest.man, lintian error - Remove global.c, instantiate global.h and conf.h within all of - Add some icon pngs and a .ico for windows ## The following are the devel release notes for more detail. Use 8.4.1i (devel) 03/27/2010 - unless there is a big problem, a 'stable' official release will be - Switch to using Mercurial (hg) for source code control. I totally - MAC OS X (Darwin) support. Note this support is still a little - Windows (XP) native support via MinGW cross-compiler toolchain I will build a binary .zip package for Windows XP systems and make I do not have access to Windows 7, so I have no idea if it would The zip file will contain an INSTALL.TXT file for instructions on - Allow various GL functions to be able to detect when geometry is - Fix problem where using undefined mouse macros could inadvertantly - Fix problem wereby the doomsday AP beam was being drawn with - add missing contrib/ dir to src dist. - remove 'telnet' support. None of these servers have been in - change Conquest licensing from Artistic v1 to Artistic v2. Based Really - if any dist has issues with Conquest's license, I can't - correct a server problem with UDP keepalive packets. UDP During certain operations (like beaming, bombing, self destruct, Now, the lower level packet handling routines filter out these - since nWelcome can be called multiple times, init the state in the - add server name and version to (O)ptions display. - add 'op;tion noyywrap' to the yacc parser. Do not need it, and this - Remove Unixware specific privilege support. In the old days, when I was running Conquest on i386/i486 hardware These days, the hardware is so fast, and memory so expansive, it - Remove terminfo src files (ti/*) from the source distribution. While these files will still be available in the source code repo, - get rid of portable snprintf implementation - used as a fallback - Get rid of localhost data and checks. Totally uneccessary. Buh - Fix a memory leak when dealing with cInfo.remotehost - Under windows, default to -m if no server (-s) explicitly - Fix up the 'CLIENTID' (client type) stuff. Differentiate between - Add check for gzipped .cqr files and no LIBZ support. Emit a more - Add sdl.m4 and libtool.m4 autoconf files in m4/, in case the - Update several of the autoconf scripts (ltmain.sh, yylwrap, etc) - Use CONQUEST_NAME for the Window title (GL client) - On Windows(MINGW), use $APPDATA/Conquest to store per-user - Provide a mechanism when running under windows to locate the Under Windows, CONQETC/CONQSHARE don't really mean much. So, we First, if there is an env variable CONQUEST_ROOT set to some path, If this env var is not present, then the 'standard' Windows Otherwise we will default to /Conquest. For example, if you download a conquestgl .zip file, and unpack it - Add a makewinzippkg script for building the windows binary zip - a variety of other misc stuff. See 'hg log' (if you have the hg 8.4.1d (devel) 10/01/2009 - a devel release, some highlights: - fix server bug that would cause vacant ships, when destroyed, to - Visible changes: - some changes to work better with wide-screen display formats - new orion ship textures (yay!) - rework (centering, shrinking, etc) all of the ship textures, and - new ship shield textures (both for the icon-ship display and the - in conquestgl, torps are no longer colored according to their - rework of the icon-ship display: - now use a luminance variant of the main ship texture as the - implement 'lamps' rather than the text (cloaking, repair, - make the ico-ship drawing area square to avoid stretching - use actual ship's torp texture for the torp-pips - use ship's phaser texture for the phaser recharge indicator - non-visible changes - rework of texture and color representation in conquestgl - rework of the packet handling functions. 8.4.1a-c (devel) unreleased versions prior to 8.4.1d - prevent cores if NULL passed to ibufPut() - allow conquest to build if GL/glut is not available. Of course, - cleanup packet handling API in packet.[hc]: - get rid of the need to specify the socket fd(s) to the pkt*() - get rid of the 'direction' (TOSERVER/FROMSERVER/etc) arguments - rework the packet handling to use the new ringbuffers in - New textures for Orion Scouts, Destroyers, and Cruisers. The .blend files used to create these textures are in the src repo The new textures were created by using freely available meshes I'd love to do this for all of the ships in Conquest, as it looks - While adding the new ship textures, decided to redo texture - Always force the TGA origin to be in the Lower left. - 0 degrees is 'east' in conquest, so now it is this way in the - Enemy ship box now draws the alert box at the ship's depth plane to - CQI Textures can now be loaded as a luminance texture by luminance "yes" in the texture definition. This allows a grey scale (luminance) image to be created based on - drawLineBox now supports a Z component. - drawTexQuad now can properly support both perspective and - fix up the icon-ship area so that the icon ship is always drawn within - do not color torps according to their 'danger' level (green, - in line with above, add some 'purple-ness' to the orion torps - make GLColor_t a union, containing both the individual color - make getLocalhost() more informative during failures. - switch to using a new GLTexture_t definition in as many places as This simplifies a variety of things, in addition to being more - remove as many hardcoded glColor*() calls by always using the - to avoid potential NULL pointer dereferences, create a 'default' - use the new GLTEX_ID and GLTEX_COLOR helpers whereever possible. - GLShips, GLPlanets, and Doomsday now use GLTexture pointers rather - color specifications added to all texture definitions in - add new 'lamp' textures (for the ico-ship area) and relevant code. Lamps are displayed for hull, shields, engine temp, weapon temp, - clean up the CRIT defines and use them rather than hardcoding the - remove cqsEffectPlayTracked() and move it's functionality into - modify drawTexQuad so that textures can be mapped rotated 90 - clean up the classd (mars), uranus, and luna textures (shrink if - rewrite drawTexBoxCentered to use drawTexQuad - re-order drawTexQuad to use x, y, and z as the first 3 args. Use - fix up some utLog error messages that could core if ever called - add a seperate blinkerQue for blinker animdefs and set them up in - get rid of TEX_HUD_ITORPIN, not used anywhere. |
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