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[RELEASE] Preservation CO CLIENT Source (5065)

Discussion on [RELEASE] Preservation CO CLIENT Source (5065) within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.

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[RELEASE] Preservation CO CLIENT Source (5065)




Preservation CO Client
PLEASE STAR THE PROJECT AND GIVE +THANKS

An open source Conquer Online skeleton client written in Rust.
Forks and contributions welcome.

| Windows x64 | Rust | wgpu | Apache 2.0

• • • •

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GAMEPLAY VIDEO


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WHAT'S HERE

This is a small part of my Preservation Conquer client, shared for people who want to learn or build their own.

It loads an empty Twin City locally as a Trojan.
  • Map and character rendering, equipment, shadows and nameplates
  • Walking, running, jumping and collision
  • Limited sound
  • Minimap with a player marker, zoom and expand controls
  • Readers for the original client files

Quote:
This is the skeleton, not the full client.

There is no server connection, combat, skill system, effects or game windows.
Game assets are not included.



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BUILD & RUN

Requirements
  • Conquer Online 5065 installation
  • Rust 1.95 or newer
  • Visual Studio C++ Build Tools with the Windows SDK
  • Windows x64



Extract them to:

Code:
C:\Conquer5065
The folder must directly contain:

Code:
ini
map
data.wdf
c3.wdf
Keep these game files separate from the source project.

Clone and run:

Code:
git clone https://github.com/deklol/Preservation-CO-Client.git
cd Preservation-CO-Client
cargo run --release --locked -- --assets "C:\Conquer5065"
If you extract the client somewhere else, replace C:\Conquer5065 with that folder's full path.


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CONTROLS

Code:
Left Click / Hold     Move
Ctrl + Click / Hold   Jump
/                     Toggle Run/Walk
Shift + Click         Turn
Space                 Stop after current step or jump
Escape                Exit
Minimap Buttons       Toggle crop/full-map view and expand/collapse
Edit character.ini and rebuild to change the local character.

Use --help for launch options.

Note: Layered PUX maps are not supported.


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CONTRIBUTE

This is an open source project for the Conquer community.

Fork it, experiment, fix bugs and send pull requests.

You do not need to join Discord to contribute.

Improvements are especially welcome for:
  • Rendering
  • Movement
  • Collision
  • File readers
  • Minimap
  • Tests
  • Documentation

Keep changes focused. For larger features, open an issue first so we can agree on what belongs in the skeleton.






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DEVELOPERS & PRESERVATIONISTS

Working on a Conquer client, researching the old game, reverse engineering its formats, or interested in helping preserve it?




I share more detailed explanations, source snippets and progress there.

You can also get involved in beta testing the full Preservation Conquer client.

Find me on Discord as _dek.


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LICENSE & CREDIT

By / _dek on Discord, for Preservation Conquer.

The source code is licensed under Apache 2.0.

You can use, modify and distribute it, including commercially.

When redistributing, include the license, retain applicable source attribution notices, mark changed files and reproduce the relevant credits from the NOTICE file, as required by the license.

Credit in your README or credits screen is appreciated, but Apache 2.0 also allows the NOTICE file or accompanying documentation.

Game assets and the project logo are not covered by this source code license.

Dependencies retain their own licenses.


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TESTS

Code:
cargo test --workspace --locked
cargo run --release --locked -- --assets "C:\Conquer5065" --check-assets
Run:

Code:
./tools/package-source.ps1
to create a source ZIP in the dist folder.

No game assets or build files are packaged.


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Preservation Conquer

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mind my nickname , i was a teenager at 2011


did any exist source reverse engineering co-binaries to get combat+skill calculations and ?

the main point all existing and past are emulating not even get near to real damage calculation and skill behavior (Except ConquerPS which later became Playconquer)
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Quote:
Originally Posted by [V.I.P]Coder[PM] View Post
mind my nickname , i was a teenager at 2011


did any exist source reverse engineering co-binaries to get combat+skill calculations and ?

the main point all existing and past are emulating not even get near to real damage calculation and skill behavior (Except ConquerPS which later became Playconquer)
Cops by CptSky spent significant time reversing calculations from TQ bins. You can also get a copy of the bins and ask your favourite AI to reverse all calculations inside for you.

It will do this, very fast.


@OP

Hell yeah open source! This is great work! Well done on such an amazing project! (Although a shame you totally gutted the project.. )
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Quote:
Originally Posted by _DreadNought_ View Post
Cops by CptSky spent significant time reversing calculations from TQ bins. You can also get a copy of the bins and ask your favourite AI to reverse all calculations inside for you.

It will do this, very fast.


@OP

Hell yeah open source! This is great work! Well done on such an amazing project! (Although a shame you totally gutted the project.. )
yes i needed the bins to do it , ai couldn't find any online evidence, thats why i asked this question in ai era. i sent CptSky couple of hours ago if he have them and could share.
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Quote:
Originally Posted by [V.I.P]Coder[PM] View Post
yes i needed the bins to do it , ai couldn't find any online evidence, thats why i asked this question in ai era. i sent CptSky couple of hours ago if he have them and could share.
Correct me if im wrong, but the public conquer archieve hosted by spirited with all the clients and stuff has the tq bins on?

no need to search
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I was shared documentation on this which would be impossible to share here, you would have to join and ask on our Discord.

Quote:
Originally Posted by _DreadNought_ View Post
Cops by CptSky spent significant time reversing calculations from TQ bins. You can also get a copy of the bins and ask your favourite AI to reverse all calculations inside for you.

It will do this, very fast.


@OP

Hell yeah open source! This is great work! Well done on such an amazing project! (Although a shame you totally gutted the project.. )
Thank you!

Everyone that contributed, and helped me in some way either that be documentation, code, old reverse engineering notes or just really testing the client got a private skeleton which is pretty much the full code.

Open sourced what I can to protect it from being instantly stolen, gutted and resold to someone who doesnt know its open sourced.

Also thanks on my post and stars on my repo go a long way in terms of showing appreciation so please hit those buttons if this helped you in anyway!
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Thanks! The base version was useful to help me jumpstart my own project I was working on for a web client.

Not sure that it's all that interesting but what I'd been working on was if modernizing the assets was something AI can handle yet or not. I was able to get a reusable skill created that handled source game models - concept art - model - texture - rigging and import. As a test I had it run through all the main character models and it did a pretty good job. Only did a single color/gender/size for now but it seemed to work.

Anyone else been experimenting with maintaining the same gameplay but giving CO a modern facelift?

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Quote:
Originally Posted by Schnoodle View Post
Thanks! The base version was useful to help me jumpstart my own project I was working on for a web client.

Not sure that it's all that interesting but what I'd been working on was if modernizing the assets was something AI can handle yet or not. I was able to get a reusable skill created that handled source game models - concept art - model - texture - rigging and import. As a test I had it run through all the main character models and it did a pretty good job. Only did a single color/gender/size for now but it seemed to work.

Anyone else been experimenting with maintaining the same gameplay but giving CO a modern facelift?

u gave them all 5heads
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Quote:
Originally Posted by Schnoodle View Post
Thanks! The base version was useful to help me jumpstart my own project I was working on for a web client.

Not sure that it's all that interesting but what I'd been working on was if modernizing the assets was something AI can handle yet or not. I was able to get a reusable skill created that handled source game models - concept art - model - texture - rigging and import. As a test I had it run through all the main character models and it did a pretty good job. Only did a single color/gender/size for now but it seemed to work.

Anyone else been experimenting with maintaining the same gameplay but giving CO a modern facelift?

Thats awesome, glad I can help!

I'm in the UK so I can't see IMGUR.

The client was developed with web in mind, and is entirely browser compatible. And if done right, you can get something like this:

Login: browsertest
Password: test123
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I feel like its important that this thread stays active so other developers can find it!
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bump
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This is awesome.

Thanks for preserving the legendary game
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last thing on my mind was to see conquer client rewrite in rust i even thought about the server
hope to see the legendary 5095 with the ninga and no adobe flash with windows and linux support one day
great start
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Quote:
Originally Posted by zoro7070 View Post
last thing on my mind was to see conquer client rewrite in rust i even thought about the server
hope to see the legendary 5095 with the ninga and no adobe flash with windows and linux support one day
great start
Haha, we'll see. I am sure I can do something
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Originally Posted by ner0_ View Post
Haha, we'll see. I am sure I can do something
do you accept vibe coded pull requests (reserve engineered from the original client)?
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