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en:games:star_trek_-_voyager_elite_force:versions [2022-10-23-14-34] – [ioEF] 7saturnen:games:star_trek_-_voyager_elite_force:versions [2023-12-30-22-24] (current) – [Known Versions] 7saturn
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 |  1.1  |  23  |  -  | ''ST:V HM v1.10 win-x86 Nov 10 2000'' | Second version released by Raven, single player now also works under Win 10. | |  1.1  |  23  |  -  | ''ST:V HM v1.10 win-x86 Nov 10 2000'' | Second version released by Raven, single player now also works under Win 10. |
 |  1.2  |  24  |  -  | ''ST:V HM v1.20 win-x86 Apr 17 2001'' | Third and last official version. Comes in three variants: Only the standard game patched to version 1.2, as an expansion pack version and as the GOG version. But the version information is the same. | |  1.2  |  24  |  -  | ''ST:V HM v1.20 win-x86 Apr 17 2001'' | Third and last official version. Comes in three variants: Only the standard game patched to version 1.2, as an expansion pack version and as the GOG version. But the version information is the same. |
 +|  1.2  |  24  |  -  | ''ioST:V HM v1.20 compatible'' | An early cMod variation. |
 |  1.35  |  24  |  -  | ''ioST:V HM v1.35 win_msvc-x86 Jul 17 2006'' | Version by Thilo Schulz, based on ioQuake 3 | |  1.35  |  24  |  -  | ''ioST:V HM v1.35 win_msvc-x86 Jul 17 2006'' | Version by Thilo Schulz, based on ioQuake 3 |
 |  1.36  |  24  |  -  | ''ioST:V HM v1.36 win_msvc-x86 Aug 26 2006'' | Version by Thilo Schulz | |  1.36  |  24  |  -  | ''ioST:V HM v1.36 win_msvc-x86 Aug 26 2006'' | Version by Thilo Schulz |
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 All these binaries have the limitation, that they are based on code released under the general public license (GPL). As the game code used in the QVMs was never released under the GPL but still falls under the intellectual property rights of [[..:..:development studios:Raven Software]], the tripartite of server code, client code and game code misses the part of the game code (QVM) to be released entirely under the GPL. This also means, certain fixes, that were applied to the game code by Raven Software, cannot be simply integrated into the open source code of the various incarnations of free EF. All these binaries have the limitation, that they are based on code released under the general public license (GPL). As the game code used in the QVMs was never released under the GPL but still falls under the intellectual property rights of [[..:..:development studios:Raven Software]], the tripartite of server code, client code and game code misses the part of the game code (QVM) to be released entirely under the GPL. This also means, certain fixes, that were applied to the game code by Raven Software, cannot be simply integrated into the open source code of the various incarnations of free EF.
 ==== ioEF ==== ==== ioEF ====
-So to say the very first incarnation of ioQuake3 based EF versions. It already contained many improvements but is not maintained any more today. Today it's better to use [[#Lilium Voyager]] or [[#cMod]] right away, simply because that's where the work that Thilo has invested, is being continued so more recent problems are fixed as well. See also [[star_trek_-_voyager_elite_force#pak92.pk3]].+So to say the very first incarnation of ioQuake3 based EF versions. It already contained many improvements but is not maintained any more today. Today it's better to use [[#Lilium Voyager]] or [[#cMod]] right away, simply because that's where the work that Thilo has invested, is being continued so more recent problems are fixed as well. See also [[..:star_trek_-_voyager_elite_force#pak92.pk3]].
  
 [[http://beer-garden.n5net.com/2011/02/09/interview-thilo-schulz-ef-1-37-patch-author-ioq3-maintainer/|Here]] is also a short interview with Thilo. [[http://beer-garden.n5net.com/2011/02/09/interview-thilo-schulz-ef-1-37-patch-author-ioq3-maintainer/|Here]] is also a short interview with Thilo.
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 Since Thilo has stopped maintaining his EF patches at some point, there were no newer versions of him released, than the 1.38 RC 1. And even this one is no longer to be found on his former pages. His work is continued by Zack Middleton in the form of the project "Lilium Voyager". It simply continues the work of [[#ioEF]]. It has the advantage, that many security bugs are fixed (especially interesting, if you are running an internet server) and adds some new features, including accelerated map downloads and [[#IPv6]] connectivity. Earliest contributions of Zack to ioQuake3 are from 2010. Since Thilo has stopped maintaining his EF patches at some point, there were no newer versions of him released, than the 1.38 RC 1. And even this one is no longer to be found on his former pages. His work is continued by Zack Middleton in the form of the project "Lilium Voyager". It simply continues the work of [[#ioEF]]. It has the advantage, that many security bugs are fixed (especially interesting, if you are running an internet server) and adds some new features, including accelerated map downloads and [[#IPv6]] connectivity. Earliest contributions of Zack to ioQuake3 are from 2010.
 === Where to get compiled binaries === === Where to get compiled binaries ===
-The source files can be found [[https://github.com/zturtleman/lilium-voyager|here]]. You can also find them precompiled in the [[#Downloads]] above. Older versions are available [[https://www.mobile-infanterie.de/lilium-voyager/older_versions/|here]].+The source files can be found [[https://github.com/zturtleman/lilium-voyager|here]]. You can also find them pre-compiled [[https://www.mobile-infanterie.de/lilium-voyager/|here]]. Older versions are available [[https://www.mobile-infanterie.de/lilium-voyager/older_versions/|here]].
 === Building Lilium Voyager === === Building Lilium Voyager ===
-As written above, only the source files are published. You have to compile the executables ("binaries") yourself. How this works for Quake 3 and derived games (32 and 64 bit, different platforms) is described in article [[Building Lilium Voyager]].+As written above, only the source files are published. You have to compile the executables ("binaries") yourself. How this works for Quake 3 and derived games (32 and 64 bit, different platforms) is described in article [[..:Building Lilium Voyager]].
 ==== cMod ==== ==== cMod ====
 There is another variation of EF based on ioQuake3 source, the cMod. First checkins are from 2017. At this point, some more information should be added here. The original resources can be found [[https://stvef.org/cmod.php|here]]. According to the maintainer of the project, Noah "Chomenor" Metzger, the goal is not so much in a conservative direction as is with Lilium Voyager. So there are more experimental features included. There is another variation of EF based on ioQuake3 source, the cMod. First checkins are from 2017. At this point, some more information should be added here. The original resources can be found [[https://stvef.org/cmod.php|here]]. According to the maintainer of the project, Noah "Chomenor" Metzger, the goal is not so much in a conservative direction as is with Lilium Voyager. So there are more experimental features included.
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 There is a fork of [[#Lilium Voyager]] for the [[https://en.wikipedia.org/wiki/PlayStation_Vita|Playstation Vita]]. The project can be found here: [[https://github.com/Rinnegatamante/vitaVoyager]]. See also [[https://wololo.net/talk/viewtopic.php?t=49863#p424868|this thread on the matter]].  There is a fork of [[#Lilium Voyager]] for the [[https://en.wikipedia.org/wiki/PlayStation_Vita|Playstation Vita]]. The project can be found here: [[https://github.com/Rinnegatamante/vitaVoyager]]. See also [[https://wololo.net/talk/viewtopic.php?t=49863#p424868|this thread on the matter]]. 
 ==== rpgxEF ==== ==== rpgxEF ====
-There is even another variation based on [[#ioEF]], rpgxEF. As the name suggests, this version is intended for use with the [[#mods|RPGX mod]]. The project can be found here: [[https://github.com/solarisstar/rpgxEF/]].+There is even another variation based on [[#ioEF]], rpgxEF. As the name suggests, this version is intended for use with the [[..:star trek - voyager elite force#mods|RPGX mod]]. The project can be found here: [[https://github.com/solarisstar/rpgxEF/]].
 ==== Tulip Voyager ==== ==== Tulip Voyager ====
-This is a fork of [[#Lilium Voyager]] which can be considered somewhere between Lilium Voyager and cMod, feature-wise. It tries to add certain functionality without interfering with the standard functionalities, e. g. fixing the widescreen stretch via optional [[..:game_tech:cvar|cvars]]. The project can be found here: [[https://github.com/Daggolin/tulip-voyager]].+This is a fork of [[#Lilium Voyager]] which can be considered somewhere between Lilium Voyager and cMod, feature-wise. It tries to add certain functionality without interfering with the standard functionalities, e. g. fixing the widescreen stretch via optional [[..:..:game_tech:cvar|cvars]]. The project can be found here: [[https://github.com/Daggolin/tulip-voyager]].
 ==== VoyagerNX ==== ==== VoyagerNX ====
 This variation is based on [[#Tulip Voyager]] but intended for use with a Nintendo Switch. It's currently still under development. The project can be found here: [[https://github.com/faithvoid/VoyagerNX/]]. This variation is based on [[#Tulip Voyager]] but intended for use with a Nintendo Switch. It's currently still under development. The project can be found here: [[https://github.com/faithvoid/VoyagerNX/]].
  
 [[..:star trek - voyager elite force|Star Trek: Voyager Elite Force]] [[..:star trek - voyager elite force|Star Trek: Voyager Elite Force]]
en/games/star_trek_-_voyager_elite_force/versions.1666528471.txt.gz · Last modified: 2022-10-23-14-34 by 7saturn

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