From cyberbillp at yahoo.com Mon Apr 5 09:59:48 2010 From: cyberbillp at yahoo.com (Bill Patterson) Date: Mon, 5 Apr 2010 08:59:48 -0700 (PDT) Subject: [conquest] meeting In-Reply-To: Message-ID: <337769.90659.qm@web63306.mail.re1.yahoo.com> An Android Client would get a slew of players online 24/7. --- On Fri, 3/26/10, Jon Trulson wrote: > From: Jon Trulson > Subject: Re: [conquest] meeting > To: "Ingo Pussar" > Cc: conquest at radscan.com > Date: Friday, March 26, 2010, 1:32 AM > On Thu, 25 Mar 2010, Ingo Pussar > wrote: > > > Hi people, > > I like this game very much, but it's also a little bit > boring, since > > there's nothing happening on the servers. There are > some players, but > > ? Yeah, bombing by yourself gets a little old. > > ? Now ship to ship combat... :) > > > they always play alone in an empty universe. So let's > just set a time, > > for example Saturday 12:00 UTC, for playing this game > together! > > ? 12 UTC would be 6am my time :(? There is a > player, yrch (in Germany > ? I believe) who has a script that probes the meta > server and sends > ? him an email when someone is on one of the > servers... > > > If that time would also be posted on http://radscan.com/conquest.html, > > everyone not reading this mailing list could come > too. > > Just a little suggestion... > > > > ? I would have no problem putting some kind of > scheduled game time up > ? there... Would just have to find a good time, > possibly 2 times - one > ? for each side of the planet :) > > > > -- Jon Trulson? ? ? ? ? ? > ? ? ? ? ? | A828 C19D A087 F20B > DFED > mailto:jon at radscan.com? > ? ? ? ???| 67C9 6F32 31AB E647 > B345 > > "... It is in his walk, the carriage of his neck, the flex > of his > waist and knees ? dress does not hide him; ... " > ? ? ???-- "I Sing the Body > Electric", Walt Whitman (1819?1892) > From jon at radscan.com Tue Apr 6 20:47:15 2010 From: jon at radscan.com (Jon Trulson) Date: Tue, 6 Apr 2010 20:47:15 -0600 (MDT) Subject: [conquest] meeting In-Reply-To: <337769.90659.qm@web63306.mail.re1.yahoo.com> References: <337769.90659.qm@web63306.mail.re1.yahoo.com> Message-ID: On Mon, 5 Apr 2010, Bill Patterson wrote: > An Android Client would get a slew of players online 24/7. > Hmm. An android based phone, data plan, and an SDK of some sort would get me to try... :) [...] -- Jon Trulson | A828 C19D A087 F20B DFED mailto:jon at radscan.com | 67C9 6F32 31AB E647 B345 "... It is in his walk, the carriage of his neck, the flex of his waist and knees ? dress does not hide him; ... " -- "I Sing the Body Electric", Walt Whitman (1819?1892) From jon at radscan.com Thu Apr 15 02:30:10 2010 From: jon at radscan.com (Jon Trulson) Date: Thu, 15 Apr 2010 02:30:10 -0600 (MDT) Subject: [conquest] radscan.com will be offline for a few days... Message-ID: FYI - I am switching ISP's on Friday (Apr 16) and will be offline for at least a day when the switchover occurs. This means the servers at conquest.radscan.com, as well as the meta-server and mailing list will not be available. I hope to be back up by the end of the weekend with a new static IP, but we'll see :) Good luck, and may the schwartz be with you. -- Jon Trulson | A828 C19D A087 F20B DFED mailto:jon at radscan.com | 67C9 6F32 31AB E647 B345 "The only constant is change." - Strawberry Girl "Moonbeams - emit 2000" From jon at radscan.com Tue Apr 20 22:55:28 2010 From: jon at radscan.com (Jon Trulson) Date: Tue, 20 Apr 2010 22:55:28 -0600 (MDT) Subject: [conquest] Conquest 8.5 (stable) is now available Message-ID: Source tarball: http://downloads.sourceforge.net/conq/conquest-8.5.src.tar.gz Windows XP/Windows 7 conquestgl precompiled binary zip file: http://downloads.sourceforge.net/conq/conquest-8_5.zip Optional musicpak (unpack in ~/.conquest/): http://downloads.sourceforge.net/conq/conquest-musicpak-8.3.tar.gz Mercurial (hg) branch for this release: conquest-8.5 Mercurial (hg) current (possibly unstable) development: http://conq.hg.sourceforge.net/hgroot/conq/conq Conquest 8.5 (stable) is now available for your conquering pleasure. This version has a few minor fixes from the last devel release (8.4.1i), mainly documentation related, and a stupid malloc/free bug). It has quite a few major changes from the last stable (8.4.1) release however :) 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 release (8.4.1 09/13/2008): - General: - MAC OSX (Darwin) support. Full sound and hardware accelerated OpenGL is supported. Note, you will probably need to get SDL and SDL_mixer, as well as libogg and lib vorbis in order to build. - Native Windows XP/Windows 7 support for the OpenGL client (conquestgl) using the MinGW cross-compiler enviroment. Full sound and hardware accelerated OpenGL is supported. A zip file will be available on sourceforge containing a pre-compiled conquestgl binary, and support files. See README.Windows (or Conquest\INSTALL.TXT in the ZIP file) for more information on installtion and use. - a re-work of packet handling. The original goal was to eventually support non-blocking socket IO, however some significant (and incompatible) protocol changes will be required to do this properly. Next major release will tackle this. - rework of texture and color representation internally. - remove telnet (-t) support from the clients. Nobody runs telnet conquest games anymore. - switched to Mercurial (hg) for source code control. I will 'hg tag' each devel release. For stable releases (like this one), a branch name will be created instead of a tag. Current development will always happen at the tip, in the 'default' branch, and may therefore be unstable. Bug fixes and enhancements made to 8.5 will occur in the conquest-8.5 branch. A command like (all on one line): hg clone -u conquest-8.5 \ http://conq.hg.sourceforge.net/hgroot/conq/conq conquest can be used to check out the stable branch for version 8.5. Omit the '-u conquest-8.5' if you want the current state of development. - Server fixes: - fix server bug that would cause vacant ships, when destroyed, to fail to explode properly, leaving some stationary torps behind. - correct a server problem with UDP keepalive packets. During certain operations (like beaming, bombing, self destruct, etc) these packets could improperly terminate these activities on the server, leaving the client to believe these activities were still in progress, causing great angst in the land. - Client fixes (primarily the OpenGL client, conquestgl): - New Orion ship textures (thanks to blender and the fine contributors at ShareGC.com). See the CREDITS file. - some changes to work better with wide-screen display formats - new ship shield textures, both for the icon-ship display and the main viewer. - in conquestgl, torps are no longer colored according to their 'danger' level. It's up to you, as the ship's Captain, to know when a torp may kill you. When in doubt, raise shields and run like the coward you are. :) - rework of the icon-ship display: - now use a luminance variant of the main ship texture as the ico-ship rather than a seperate texture. - implement 'lamps' rather than the text (cloaking, repair, shields, etc) - make the ico-ship drawing area square to avoid stretching issues - 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 improperly terminate certain operations (beaming, bombing, etc). - changes from the last devel (8.4.1i) release: - Fix up some documentation for Windows systems. Conquestgl has been tested on Windows 7, seems to work great. - fix up stupidness in handling cInfo.remotehost data (caused invalid free()'s, depending on options specified). - Do not declare a crypt prototype on DARWIN systems - Move 'q' from beginning of line in conquest.man, lintian error reported by Jonathon (new debian maintainer) - Remove global.c, instantiate global.h and conf.h within all of the
.c files. Needed by Darwin systems to avoid linker errors when building conqstrat and conqinit executables. - Add some icon pngs and a .ico for windows ## The following are the devel release notes for more detail. Use 'hg log -v' on the repository for even more detail if you care. 8.4.1i (devel) 03/27/2010 - unless there is a big problem, a 'stable' official release will be up next. - Switch to using Mercurial (hg) for source code control. I totally love it compared to svn. - MAC OS X (Darwin) support. Note this support is still a little fuzzy, in regards to counquest group creation, etc. I do not have direct access to a Darwin system, so this port was accomplished by back-and-forth with a friend who does. Once you can get it built, OpenGL and sound is fully functional. - Windows (XP) native support via MinGW cross-compiler toolchain :) See README.Windows for installation instructions (or INSTALL.TXT if you download the .zip package). Full HW acceleration and sound. Oh yes. I will build a binary .zip package for Windows XP systems and make it available on sourceforge. Only the conquestgl executable and required config/data files will be provided. I do not have access to Windows 7, so I have no idea if it would work on those systems. The zip file will contain an INSTALL.TXT file for instructions on installation. - Allow various GL functions to be able to detect when geometry is changed so they can compensate. - Fix problem where using undefined mouse macros could inadvertantly cancel beaming or bombing. - Fix problem wereby the doomsday AP beam was being drawn with length PHASER_DIST rather than DOOMSDAY_DIST. - add missing contrib/ dir to src dist. - remove 'telnet' support. None of these servers have been in operation for years, so there's no need for 'telnet' server hacks. Remove conquestsh, and conquestsh.man. Update SERVER.TXT and conquest.man - change Conquest licensing from Artistic v1 to Artistic v2. Based on stumbling across: http://www.linux-archive.org/fedora-games/140611-good-candidate-packaging-conquest.html Really - if any dist has issues with Conquest's license, I can't do squat about it if I don't know about it. - correct a server problem with UDP keepalive packets. UDP keepalive packets are sent to the server by the client on a periodic basis to convince some firewalls that the UDP link is still active. During certain operations (like beaming, bombing, self destruct, etc) these packets could improperly terminate these activities on the server, leaving the client to believe these activities were still in progress. Now, the lower level packet handling routines filter out these packets, preventing them from accidentally affecting the game's state. - since nWelcome can be called multiple times, init the state in the Init routine. - add server name and version to (O)ptions display. - add '%option noyywrap' to the yacc parser. Do not need it, and this is required for macosx, apparently. - Remove Unixware specific privilege support. In the old days, when I was running Conquest on i386/i486 hardware under Unixware, being able to escalate the drivers process priority and lock the commonblock into memory was a good win for performance. These days, the hardware is so fast, and memory so expansive, it makes no sense to do this anymore :) Also, I haven't run unixware in over 10 years, so.... - Remove terminfo src files (ti/*) from the source distribution. While these files will still be available in the source code repo, they will no longer be supplied in the src distribution tarballs. - get rid of portable snprintf implementation - used as a fallback if the target OS does not support it. All target OS's do support it, and the fallback implementation could not handle floats without crapping on itself anyway. - Get rid of localhost data and checks. Totally uneccessary. Buh bye. - Fix a memory leak when dealing with cInfo.remotehost - Under windows, default to -m if no server (-s) explicitly specified. - Fix up the 'CLIENTID' (client type) stuff. Differentiate between 'Unix' and 'Windows' systems. - Add check for gzipped .cqr files and no LIBZ support. Emit a more useful error if you attempt to replay a compressed game recording (.cqr) but your client was not built with libz support. - Add sdl.m4 and libtool.m4 autoconf files in m4/, in case the target build system does not have it - Update several of the autoconf scripts (ltmain.sh, yylwrap, etc) to more current versions. - Use CONQUEST_NAME for the Window title (GL client) - On Windows(MINGW), use $APPDATA/Conquest to store per-user settings and config. - Provide a mechanism when running under windows to locate the various files conquesgl needs to run (etc/, img/, sound/) Under Windows, CONQETC/CONQSHARE don't really mean much. So, we add a new funtion, utGetPATH() that will attempt to locate the various directories conquestgl needs at runtime. These are: etc/ (for global configuration), img/ (for textures) and sound/ (for the sound files). First, if there is an env variable CONQUEST_ROOT set to some path, this will be used to find the other directories. If this env var is not present, then the 'standard' Windows %COMMONPROGRAMFILES%/Conquest/ will be used to locate these directories. Otherwise we will default to /Conquest. For example, if you download a conquestgl .zip file, and unpack it under C:\ , you will want to set CONQUEST_ROOT equal to "C:\Conquest", and add "C:\Conquest\bin" to your Path, and all will be well. - Add a makewinzippkg script for building the windows binary zip package, add the DLL's neccessary for packaging under windows (windlls/). - a variety of other misc stuff. See 'hg log' (if you have the hg repo cloned) for any missing details. 8.4.1d (devel) 10/01/2009 - a devel release, some highlights: - fix server bug that would cause vacant ships, when destroyed, to fail to explode properly, leaving some stationary torps behind. - 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 fixing a couple of issues with some of the planet textures. - new ship shield textures (both for the icon-ship display and the main viewer). - in conquestgl, torps are no longer colored according to their 'danger' level. - rework of the icon-ship display: - now use a luminance variant of the main ship texture as the ico-ship rather than a seperate texture. - implement 'lamps' rather than the text (cloaking, repair, shields, etc) - make the ico-ship drawing area square to avoid stretching issues - 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, you only get the currses client... - cleanup packet handling API in packet.[hc]: - get rid of the need to specify the socket fd(s) to the pkt*() routines. - get rid of the 'direction' (TOSERVER/FROMSERVER/etc) arguments to the pkt*() functions - not needed anymore. - rework the packet handling to use the new ringbuffers in preparation for non-blocking socket io. - New textures for Orion Scouts, Destroyers, and Cruisers. The .blend files used to create these textures are in the src repo in img/src/blender/ . See the README for more details. These files will not be made a part of a Conquest src release since they are large, and it's unlikely a 'regular' user would want to mess with them. They are available in the src tree via svn though. The new textures were created by using freely available meshes from ShareCG.com, and importing them (as best I could) into blender, painting/texturing/lighting them, then rendering the 'scene' to create a texture for Conquest. I'd love to do this for all of the ships in Conquest, as it looks really nice. Maybe someday if Conquest ever goes 3D then these models would be used as the ships themselves :) - While adding the new ship textures, decided to redo texture mapping so that it is consistant within Conquest without various hacks. As a result, all textures have been modified: - Always force the TGA origin to be in the Lower left. Previously it was the upper right. In gimp, if saving a texture, just make sure you specify 'Origin in lower left' when saving. Texture mapping code in Conquest will always assume this from now on. - 0 degrees is 'east' in conquest, so now it is this way in the textures too. All textures rotated 90 deg so that the 'front' of an object always points east, rather than north like it used to. - Enemy ship box now draws the alert box at the ship's depth plane to avoid perspective issues. - CQI Textures can now be loaded as a luminance texture by specifying luminance "yes" in the texture definition. This allows a grey scale (luminance) image to be created based on an RGB[A] texture. These greyscale images are now used to generate textures for all of the ico-ship displays in the hud. Therefore, the seperate ico-ship textures (12) have been removed. This looks alot nicer as well as not requiring the creation of extra textures when adding a new ship texture :) - drawLineBox now supports a Z component. - drawTexQuad now can properly support both perspective and orthographic projections with regard to proper texture coordinate mapping. - fix up the icon-ship area so that the icon ship is always drawn within a square to prevent 'stretching' issues. - do not color torps according to their 'danger' level (green, yellow, red) anymore, instead just use whatever the torp texure provides. It's up to you, as the ships captain, to know whether an approaching torp is dangerous or not. When in doubt, raise shields. :) - in line with above, add some 'purple-ness' to the orion torps (instead of pure white). The Orions really dig purple. - make GLColor_t a union, containing both the individual color components and a vector pointing toward them, suitable for use with glColor*v() calls. - make getLocalhost() more informative during failures. - switch to using a new GLTexture_t definition in as many places as possible, rather than keeping copies of colors, texture id's, etc in various structs (GLShips, GLPlanets, etc). This simplifies a variety of things, in addition to being more readable and wasting less memory. - remove as many hardcoded glColor*() calls by always using the texture's color specification. CQI will now warn when a texture is defined that is missing a color specification. Since it will be black and transparent, it might be somewhat hard to see :) - to avoid potential NULL pointer dereferences, create a 'default' checkerboard texture to use in certain cases where a texture *must* be present, like ships. - use the new GLTEX_ID and GLTEX_COLOR helpers whereever possible. - GLShips, GLPlanets, and Doomsday now use GLTexture pointers rather than copies of texid's and colors. - color specifications added to all texture definitions in texturesrc that were missing them. - add new 'lamp' textures (for the ico-ship area) and relevant code. Think of the lamps as a 'check engine' light on your car :) Lamps are displayed for hull, shields, engine temp, weapon temp, and fuel - should they experience a condition you should know about (critical/failure). - clean up the CRIT defines and use them rather than hardcoding the relevant thresholds in the code. - remove cqsEffectPlayTracked() and move it's functionality into cqsEffectPlay - there's no point in having two play functions that are virtually identical. - modify drawTexQuad so that textures can be mapped rotated 90 degrees from their normal mapping. - clean up the classd (mars), uranus, and luna textures (shrink if neccessary so as not to affect texture border, remove 'slutty' pixels :) - rewrite drawTexBoxCentered to use drawTexQuad - re-order drawTexQuad to use x, y, and z as the first 3 args. Use GL_QUADS rather than GL_POLYGON - fix up some utLog error messages that could core if ever called :( - add a seperate blinkerQue for blinker animdefs and set them up in blinker.[hc]. Blinkers can be used in a variety of places in conquestgl, so no need to confine them to the CP and PlayB nodes via GL.c. They are initted as part of graphicsInit(), after CQI has loaded all of the textures and animdefs, so they can now be used in any node without 'headaches' or special code - just include blinker.h and have fun. - get rid of TEX_HUD_ITORPIN, not used anywhere. -- Jon Trulson | A828 C19D A087 F20B DFED mailto:jon at radscan.com | 67C9 6F32 31AB E647 B345 "The only constant is change." - Strawberry Girl "Moonbeams - emit 2000" From jony123 at jonys.info Thu Apr 22 01:51:27 2010 From: jony123 at jonys.info (Jonathon) Date: Thu, 22 Apr 2010 19:51:27 +1200 Subject: [conquest] [Fwd: Subject: RFS: conquest] Message-ID: <4BCFFFFF.4080003@jonys.info> -------- Original Message -------- Subject: Subject: RFS: conquest Resent-Date: Thu, 22 Apr 2010 07:49:54 +0000 (UTC) Resent-From: debian-mentors at lists.debian.org Date: Thu, 22 Apr 2010 19:40:38 +1200 From: Jonathon To: debian-mentors at lists.debian.org Dear mentors, I am looking for a sponsor for my package "conquest". * Package name : conquest Version : 8.5-1 Upstream Author : Jon Trulson * URL : http://www.radscan.com/conquest.html * License : Artistic License 2.0 Section : games It builds these binary packages: conquest - Predecessor of netrek. Named conquest. (ncurses client and s= erver conquest-data - Predecessor of netrek. Named conquest . (data) conquest-gl - Predecessor of netrek. Named conquest. (opengl client) conquest-lib - Predecessor of netrek. Named conquest . (libs) The package appears to be lintian clean. My motivation for maintaining this package is: Wanting to help the debian= project=20 as a whole. Also now from playing the game and talking to the developer = I think=20 that not having an updated version of conquest in the debian repository i= s a loss for the debian project. The package can be found on mentors.debian.net: - URL: http://mentors.debian.net/debian/pool/main/c/conquest - Source repository: deb-src http://mentors.debian.net/debian unstable ma= in contrib non-free - dget http://mentors.debian.net/debian/pool/main/c/conquest/conquest_8.5= -1.dsc I would be glad if someone uploaded this package for me. Note I have already published a RFS before but i repost it because it is = a new upstream release. Kind regards Jonathon Hill --------------060801070609060503030406 Content-Type: application/pgp-signature; name="signature.asc" Content-Transfer-Encoding: base64 Content-Disposition: inline; filename="signature.asc" LS0tLS1CRUdJTiBQR1AgU0lHTkFUVVJFLS0tLS0KVmVyc2lvbjogR251UEcgdjEuNC4xMCAo R05VL0xpbnV4KQpDb21tZW50OiBVc2luZyBHbnVQRyB3aXRoIE1vemlsbGEgLSBodHRwOi8v ZW5pZ21haWwubW96ZGV2Lm9yZwoKaUVZRUFSRUNBQVlGQWt2UC9Yc0FDZ2tRVU1wNXZXSUhK K3I0ZHdDZmJ0VXVyc1NmOEpRMHlmbjd4K1o0Sk4xagpqb2tBbXdWcjdQY1JhZE82aWpNNzlt NmxwNjdyaUJZVgo9MG1QQgotLS0tLUVORCBQR1AgU0lHTkFUVVJFLS0tLS0KCg== --------------060801070609060503030406-- -------------- next part -------------- A non-text attachment was scrubbed... Name: signature.asc Type: application/pgp-signature Size: 261 bytes Desc: OpenPGP digital signature URL: From ipussar at googlemail.com Thu Apr 22 10:59:16 2010 From: ipussar at googlemail.com (Ingo Pussar) Date: Thu, 22 Apr 2010 18:59:16 +0200 Subject: [conquest] Can't start windows client! Message-ID: <4BD08064.9080100@googlemail.com> Hi there, I have trouble using the precompiled binary on a Windows XP machine, but starting it using wine does work wonderful. I did setup both variables according to INSTALL.TXT. Starting the game results in opening a window to which nothing is drawn. Debug output says "conquest.radscan.com: no such host". This is odd, because the computer is perfectly connected to the network and "ping conquest.radscan.com" also works. I thought this could be a problem with the windows or router firewall blocking UDP, but adding -u option doesn't help. I attached the debug output. Thank you for any help, Ingo -------------- next part -------------- An embedded and charset-unspecified text was scrubbed... Name: stderr.txt URL: From jon at radscan.com Thu Apr 22 11:07:30 2010 From: jon at radscan.com (Jon Trulson) Date: Thu, 22 Apr 2010 11:07:30 -0600 (MDT) Subject: [conquest] Can't start windows client! In-Reply-To: <4BD08064.9080100@googlemail.com> References: <4BD08064.9080100@googlemail.com> Message-ID: On Thu, 22 Apr 2010, Ingo Pussar wrote: > Hi there, > I have trouble using the precompiled binary on a Windows XP machine, but > starting it using wine does work wonderful. > I did setup both variables according to INSTALL.TXT. > Starting the game results in opening a window to which nothing is drawn. > Debug output says "conquest.radscan.com: no such host". This is odd, > because the computer is perfectly connected to the network and "ping > conquest.radscan.com" also works. > How... odd. > I thought this could be a problem with the windows or router firewall > blocking UDP, but adding -u option doesn't help. > Yeah, that would not make a diff - I wonder if there is something subtly different in host lookups... At least on my VBox VM's, I have not seen this problem. What if you specify the metaserver IP directly on the cmd line, like: conquestgl -M 216.160.163.4 Does it work? Can you login to one of the servers? > I attached the debug output. > Thanks - that's *always* useful :) -- Jon Trulson | A828 C19D A087 F20B DFED mailto:jon at radscan.com | 67C9 6F32 31AB E647 B345 "You can safely assume that you`ve created God in your own image when it turns out that God hates all the same people you do." - Ann Lamott From jon at radscan.com Thu Apr 22 12:16:06 2010 From: jon at radscan.com (Jon Trulson) Date: Thu, 22 Apr 2010 12:16:06 -0600 (MDT) Subject: [conquest] Can't start windows client! In-Reply-To: References: <4BD08064.9080100@googlemail.com> Message-ID: On Thu, 22 Apr 2010, Jon Trulson wrote: > On Thu, 22 Apr 2010, Ingo Pussar wrote: > >> Hi there, >> I have trouble using the precompiled binary on a Windows XP machine, but [...] > > How... odd. > >> I thought this could be a problem with the windows or router firewall >> blocking UDP, but adding -u option doesn't help. >> > > Yeah, that would not make a diff - I wonder if there is something > subtly different in host lookups... At least on my VBox VM's, I have > not seen this problem. > > What if you specify the metaserver IP directly on the cmd line, > like: > > conquestgl -M 216.160.163.4 > > Does it work? Can you login to one of the servers? > Ok, some investigation turns up this little windows socket function, WSAStartup() that needs to be called prior to doing any socket i/o. I do not see this issue on any of my VBoxen (Win XP and 7), but it may be required. Don't know. I've added this call and placed a test conquestgl.exe binary on my website: http://radscan.com/~jon/files/conquestgl.exe $ md5sum conquestgl.exe 1d856afe7f8e3dfdbc8ca4b9d381cb5f conquestgl.exe The version is 8.5.1 (4/22/2010) so you can make sure it's the right one when you run it. Copy it into your Conquest\bin\ dir and let me know if anything changes... I tested it here, but see no difference (don't have this problem). Maybe you will have good luck. If it works, let me know and I'll create a new zip package release on sourceforge (windows only). -- Jon Trulson | A828 C19D A087 F20B DFED mailto:jon at radscan.com | 67C9 6F32 31AB E647 B345 "You can safely assume that you`ve created God in your own image when it turns out that God hates all the same people you do." - Ann Lamott From ipussar at googlemail.com Thu Apr 22 13:05:27 2010 From: ipussar at googlemail.com (Ingo Pussar) Date: Thu, 22 Apr 2010 21:05:27 +0200 Subject: [conquest] Can't start windows client! In-Reply-To: References: <4BD08064.9080100@googlemail.com> Message-ID: <4BD09DF7.3010306@googlemail.com> Hello again. > The version is 8.5.1 (4/22/2010) so you can make sure it's the right > one when you run it. Copy it into your Conquest\bin\ dir and let me > know if anything changes... > > I tested it here, but see no difference (don't have this problem). > Maybe you will have good luck. If it works, let me know and I'll > create a new zip package release on sourceforge (windows only). Whatever you changed, that did it, everything seem to work fine now! Thanks, Ingo From jon at radscan.com Thu Apr 22 13:09:52 2010 From: jon at radscan.com (Jon Trulson) Date: Thu, 22 Apr 2010 13:09:52 -0600 (MDT) Subject: [conquest] Can't start windows client! In-Reply-To: <4BD09DF7.3010306@googlemail.com> References: <4BD08064.9080100@googlemail.com> <4BD09DF7.3010306@googlemail.com> Message-ID: On Thu, 22 Apr 2010, Ingo Pussar wrote: > Hello again. > >> The version is 8.5.1 (4/22/2010) so you can make sure it's the right >> one when you run it. Copy it into your Conquest\bin\ dir and let me >> know if anything changes... >> >> I tested it here, but see no difference (don't have this problem). >> Maybe you will have good luck. If it works, let me know and I'll >> create a new zip package release on sourceforge (windows only). > > Whatever you changed, that did it, everything seem to work fine now! > :-/ Thanks for the confirmation. It would be nice that if a call is required to use sockets on windows, that it would *always* be required :) But hey, it's windows. I'll make a new 8.5.1 windows package (only) and put it on sourceforge. > Thanks, > Ingo > Thank *you* for testing and reporting the problem! -- Jon Trulson | A828 C19D A087 F20B DFED mailto:jon at radscan.com | 67C9 6F32 31AB E647 B345 "You can safely assume that you`ve created God in your own image when it turns out that God hates all the same people you do." - Ann Lamott From jon at radscan.com Thu Apr 22 13:35:58 2010 From: jon at radscan.com (Jon Trulson) Date: Thu, 22 Apr 2010 13:35:58 -0600 (MDT) Subject: [conquest] New Windows package on sourceforge Message-ID: http://downloads.sourceforge.net/conq/conquest-8_5_1.zip Fix bug reported by Ingo Pussar. -- Jon Trulson | A828 C19D A087 F20B DFED mailto:jon at radscan.com | 67C9 6F32 31AB E647 B345 "You can safely assume that you`ve created God in your own image when it turns out that God hates all the same people you do." - Ann Lamott From jony123 at jonys.info Sun Apr 25 18:40:17 2010 From: jony123 at jonys.info (jony123 at jonys.info) Date: Mon, 26 Apr 2010 12:40:17 +1200 Subject: [conquest] [Fwd: Re: Subject: RFS: conquest] Message-ID: Thought I might send this up. Hopefully soon 8.5 will be in debian sid and then soon testing. ---------------------------- Original Message ---------------------------- Subject: Re: Subject: RFS: conquest From: "Asheesh Laroia" Date: Mon, April 26, 2010 8:54 am To: "Jonathon" -------------------------------------------------------------------------- On Thu, 22 Apr 2010, Jonathon wrote: > Dear mentors, > > I am looking for a sponsor for my package "conquest". This is cool. If you don't get a sponsor by 10 days from now, ping me. -- Asheesh. -- You have literary talent that you should take pains to develop.