Cover artwork of Chaos Esque Anthology

// Archive entry № 0724

Chaos Esque Anthology

Chaos Esque Anthology is a first-person shooter forked from Xonotic, it includes new features such as extended number of weapons (including medieval weapons), new maps, vehicles, spellcasting, monsters, player characters, textures and game modes.

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About the game

Chaos Esque Anthology is a first-person shooter forked from Xonotic, it includes new features such as extended number of weapons (including medieval weapons), new maps, vehicles, spellcasting, monsters, player characters, textures and game modes.

Note: This project is open to adding any map format that can be programmed (without using additional external libaries) in C. It has already implemented Wolfenstine:EnemyTerritory map loading, as well as support for use of .obj files as maps themselves (extension: .obj_from_mc , added to maps directory) Note: .unr (unreal97) map format is desired, please see: https://sourceforge.net/p/chaosesqueanthology/tickets/2/ C++ code has been found that displays the .unr map format (linked above). This engine is in C. Please if you are reading this, consider assisting this project. The engine source code is here: https://sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/ci/master/tree/ The relevant files are: model_brush.c (.h) and model_shared.c (.h). A useful subroutine to look at is in model_brush.c : Mod_OBJ_Load on line 7562 , which loads triangle data and face data from the .obj format. The .unr format has all the triangle and face data baked into the format; no interpolation is needed (unlike .t3d). (The .unr C++ source code is here: https://sourceforge.net/p/chaosesqueanthology/tickets/2/attachment/UShock_source.tar.bz2 . It needs to be studied and translated to a C subroutine for this game's engine)

Note2: VBSP (halflife2) map loading is also desired: as a developer by the name of CloudWalk attempted it; but did not complete it. His code is included here: https://sourceforge.net/p/chaosesqueanthology/code-vbsp_attempt_engine/ci/master/tree/ in the file model_brush.c in the function Mod_VBSP_Load() (and similar functions). He attempted this code 4 years ago; and we have ported it over to this version of the engine now. The commit says it crashes: we believe it. He got up to the loadfaces stage of interpreting these files. If someone could complete the work... if someone could complete the work.... (zip of code: https://sourceforge.net/p/chaosesqueanthology/tickets/5/attachment/darkplaces_workingon_mar_02_2024_t3dfuncatendof__model_brush_c_vbspcarryoverattempt_SOURCEONLY.zip ) (ticket: https://sourceforge.net/p/chaosesqueanthology/tickets/5/ )

Technical notes

Imported from LibreGameWiki. Verify platform-specific requirements on the linked project/download page before installing.