There are currently two binary releases for Voxel Quest, I will add more over time (and try to fix issues with some of the releases). All source code is also available.
Binaries: Source:
All of this code is being released under the zlib license (alternate licenses available on request). Any third party code or libraries used fall under their respective licenses, although from what I recall every third party resource also falls under a liberal license. The one exception is the bitmap resources used (sprites, icons, etc). These free for your personal use but you must buy the corresponding files from 7soul (AKA Henrique Lazarini) if you plan to publish anything (the RPG sprite and monster packs).
Some of the bigger snapshots contain all files (usually weighing in at around 70 mb or so), and the smaller ones (around 15-20mb) are just code and other resources. You can copy over resources from the nearest version and it will usually work, or just work with archives that contain all files. Note that you cannot use the same resource files between all versions, necessarily - sometimes the layout or structure of this data would change over time. If you really want to get it up and running fast, you can check out the binary or release folder in a big snapshot, which usually will contain an exe. Not all snapshots are stable. To find a stable snapshot for a particular date, I recommend looking at the videos and picking the date nearest to that of the Youtube publish date on the video. To find controls, which also change over time, you will have to look at the source (most of the time, controls can be found within the singleton file).
If you are opening up one of the newest versions (which use "real" voxels and are computed on the CPU, as seen in recent @voxelquest screenshots), you will have to press "t" to toggle the new render mode. Otherwise, you will be running the old render mode, while at the same time computing voxel chunks on the CPU and it will run slow as hell! To use the ray traced version, I personally recommend the release on or around early August 2015.
You can probably find some helpful notes in the isometric repository - not all will apply, but much of the information there is still relevant to other versions. If you have any missing dll's, its not really "best practice" but you can probably snag them from the iso release on itch.io. (Dump them in the binary folder)
Some older versions are designed to be build on Mac, I think around early 2013 and prior. The rest are designed to be built on Windows, but all versions are portable with a tiny bit of work.
Some of the source code was quite messy (backed up in zip archives, etc). I had the option of releasing it "as is" or potentially never releasing it, so I chose the former. Any questions, checking the Discord server might be the best place. I will try to improve what I can in the future, until then, good luck!
Binaries: Source:
- VQ Tech 1 (Isometric)
- DropBox link to all other versions
- A conversion of the previous files into a github repository (thanks to simcop2387)
All of this code is being released under the zlib license (alternate licenses available on request). Any third party code or libraries used fall under their respective licenses, although from what I recall every third party resource also falls under a liberal license. The one exception is the bitmap resources used (sprites, icons, etc). These free for your personal use but you must buy the corresponding files from 7soul (AKA Henrique Lazarini) if you plan to publish anything (the RPG sprite and monster packs).
Some of the bigger snapshots contain all files (usually weighing in at around 70 mb or so), and the smaller ones (around 15-20mb) are just code and other resources. You can copy over resources from the nearest version and it will usually work, or just work with archives that contain all files. Note that you cannot use the same resource files between all versions, necessarily - sometimes the layout or structure of this data would change over time. If you really want to get it up and running fast, you can check out the binary or release folder in a big snapshot, which usually will contain an exe. Not all snapshots are stable. To find a stable snapshot for a particular date, I recommend looking at the videos and picking the date nearest to that of the Youtube publish date on the video. To find controls, which also change over time, you will have to look at the source (most of the time, controls can be found within the singleton file).
If you are opening up one of the newest versions (which use "real" voxels and are computed on the CPU, as seen in recent @voxelquest screenshots), you will have to press "t" to toggle the new render mode. Otherwise, you will be running the old render mode, while at the same time computing voxel chunks on the CPU and it will run slow as hell! To use the ray traced version, I personally recommend the release on or around early August 2015.
You can probably find some helpful notes in the isometric repository - not all will apply, but much of the information there is still relevant to other versions. If you have any missing dll's, its not really "best practice" but you can probably snag them from the iso release on itch.io. (Dump them in the binary folder)
Some older versions are designed to be build on Mac, I think around early 2013 and prior. The rest are designed to be built on Windows, but all versions are portable with a tiny bit of work.
Some of the source code was quite messy (backed up in zip archives, etc). I had the option of releasing it "as is" or potentially never releasing it, so I chose the former. Any questions, checking the Discord server might be the best place. I will try to improve what I can in the future, until then, good luck!