I released the first version of VQ a while ago, but have not since done much with the other versions. I had been debating what to do about the current situation of the VQ source. As I have probably said a million times at this point, my spare time is borderline non-existent these days between family and work obligations. There are three things I could do:
- Continue to sit on it and keep it private (bad)
- Release it all in its current state (not great, but better than nothing)
- Polish up a few select releases, make them git-friendly, etc. (best)
Edit 2: simcop2387 has kindly put it all in a repository here and bsagdiyev made this bittorrent magnet:?xt=urn:btih:e52b16bdf2eda8b678d5104517dba6ba05fb6089&dn=vqfiles
Edit: use this Dropbox link instead of the one below to get all files. (As of this edit at 11/5/2016 7:50 PST files are still uploading, so give it some time)
Every single snapshot of Voxel Quest (Google Drive link, limited to versions under 20 mb)
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).
I have also included some very old versions of the source, dating back to stuff seen on gavanw.com, long before VQ even had a name.
Notes:
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.
Other notes: people keep telling me they don't want their money back, which is fine - I'm not going to force you to take it back. But I am still honoring my promise to return money to anyone who wishes (and the few who have requested have been paid back so far). Do not feel bad about asking for money back, I am more than happy to return it! You can reach me via Kickstarter, Twitter, or the contact form on this site if you would like a refund of any money that you put into VQ (through KS or otherwise).
One last note: I do not get notifications for the comments on this website, but I do try to read all comments from time to time. I will more likely respond to comments on other channels like Twitter or Youtube as those are easier to manage in a timely manner.
I may have left something out, please let me know if I am forgetting anything!
I've been told I'm good at hiding bodies... pic.twitter.com/ZZBHOvzOKt
— Gavan Woolery (@gavanw) May 5, 2016
Simple object test - most stuff translates over from the old method with just a few minor code tweaks. pic.twitter.com/4ltJp1vZoS
— Gavan Woolery (@gavanw) April 27, 2016
I like caves pic.twitter.com/DGG6SCu4um
— Gavan Woolery (@gavanw) April 15, 2016
LOD is fixed at 1/4 here. Even though only 1km view range, the scale is much more apparent now #screenshotsaturday pic.twitter.com/29etQfKYYM
— Gavan Woolery (@gavanw) April 10, 2016
Awkward stick-poking simulator 2015 pic.twitter.com/gX0ZzBKEb0
— Gavan Woolery (@gavanw) December 18, 2015
Turned on 1 pixel outlines and more orthographic projection, and all the sudden it feels like Ultima 8 :) pic.twitter.com/5sQsEEVDsR
— Gavan Woolery (@gavanw) December 17, 2015
Now holds pose well + ground contact. Kinematic/dynamic hybrid allows responsiveness to user as well as to world. pic.twitter.com/wCUGYsf1Jq
— Gavan Woolery (@gavanw) November 25, 2015
Noticed I had messed up quite a few things with lighting and terrain generation. Fixed it to look less noisy/cleaner pic.twitter.com/wtJ3YS8KLx
— Gavan Woolery (@gavanw) November 21, 2015
Demoing muscle dynamics. Muscles attempt to maintain pose. Muscle strength is variable (0 == ragdoll) pic.twitter.com/xlkBj1nVpa
— Gavan Woolery (@gavanw) November 13, 2015
Not your mom's volumetric destruction algorithm #gamedev pic.twitter.com/nTksNanTfK
— Gavan Woolery (@gavanw) October 23, 2015
Interesting plaster-y look with textures turned off. #gamedev #voxelquest pic.twitter.com/wbKnZe8u5z
— Gavan Woolery (@gavanw) October 22, 2015
Some shots of the new view distance (16 kilometers or more if desired). #gamedev pic.twitter.com/MjSZyycMD0
— Gavan Woolery (@gavanw) October 11, 2015
Added a little voronoi magic to the clouds...much better! #gamedev pic.twitter.com/5kZNeaSaTH
— Gavan Woolery (@gavanw) September 25, 2015
¯\_(ツ)_/¯ #gamedev pic.twitter.com/tZjSk0OCPz
— Gavan Woolery (@gavanw) August 27, 2015
Making a simple structure... #gamedev pic.twitter.com/PZGAtf06Ez
— Gavan Woolery (@gavanw) August 26, 2015
Roof "texture" almost done #gamedev pic.twitter.com/yMtl832Gal
— Gavan Woolery (@gavanw) August 25, 2015
Boom Boom Boom, let me hear you say wayoh... #gamedev pic.twitter.com/DQYKwGaiLs
— Gavan Woolery (@gavanw) July 31, 2015
Wizard Pool Party!!! Part Deux. #gamedev pic.twitter.com/u11bpIZqmY
— Gavan Woolery (@gavanw) July 27, 2015
What happens when we apply the ripple effect to land instead of water? #gamedev pic.twitter.com/vTnkn0bFZc
— Gavan Woolery (@gavanw) July 20, 2015
First person camera with collision #gamedev pic.twitter.com/xMo6YD1teb
— Gavan Woolery (@gavanw) July 19, 2015
Hard to show the full magnitude, but its big, trust me :) pic.twitter.com/DaDpmipiWI
— Gavan Woolery (@gavanw) July 15, 2015
Maybe a bit better than the last #gamedev pic.twitter.com/ivHRD8boOl
— Gavan Woolery (@gavanw) July 15, 2015
Improved grass - softer points, no grass growing underground, more variation in size and pos, median filter #gamedev pic.twitter.com/pFfO0r2psY
— Gavan Woolery (@gavanw) July 10, 2015
Get out of my way, I'm a WIZARD!! #gamedev pic.twitter.com/LWPOgZsRDN
— Gavan Woolery (@gavanw) April 5, 2015
And one more, just because someone asked - is it height-mapped? Nope, eat your heart out, concave shapes! pic.twitter.com/ALTB2D3I23
— Gavan Woolery (@gavanw) January 8, 2015
Quick fix: reduce voronoi lookups from 27 to 8, ~3x speedup. + Now more rock variety #gamedev #screenshotsaturday pic.twitter.com/sI5pzKOqVc
— Gavan Woolery (@gavanw) March 21, 2015