Chaos Esque Anthology
| Chaos Esque Anthology | |
|---|---|
|
Chaos Esque Anthology | |
| Genre | 1st person shooter |
| Latest release | Rel_117zzzzzzzv_____7b___2b_c-_ (Announcement) |
| Release date | January 6th, 2026 |
| Platforms | Windows, GNU/Linux, macOS |
| Code license | GPL[1] |
| Media license | mixed: GPL, CC-BY |
| Homepage | https://sourceforge.net/projects/chaosesqueanthology/ |
| Contribute | |
| Chaos Esque Anthology is a free game. This means that the source code and media files are available to be studied, modified, and distributed. Most projects look for help with testing, documentation, graphics, etc., as well. | |
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.
Contributing[edit]
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 Wolfenstein: Enemy Territory 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)
Note 2: 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/)
History[edit]
Chaos Esque Anthology has been in continuous separate development from Xonotic since forking from it in 2012. An example of such development is to compare the amount of weapons from before the fork in 2012 to the current number in the Chaos Esque Anthology project. The pre-fork amount was approximately 18 weapons. The current number of weapons in Chaos Esque Anthology is over 200 weapons. Approximately a ten-fold increase. This gives a glimpse into the amount of work that has been invested into the game.
The spellcasting system has been expanded from non-existence to fifty (50) spells. Alongside medieval weapons and the quest-spawns option, this system allows a player or server admin to set up a game that is similar to rouge-like classics, in 3d, if he wishes. Other options include modern weapons and futuristic weapons.
The amount of vehicles in the game has been expanded from five to over thirty. Additionally there is a buildable building system and a city generation system. Monsters are also supported and can be placed by the map author or spawned into a map via mutator. Furnishings can be built via the buildable-building system and/or placed by the map author. City-generation buildings can also be placed by the map author in addition to via the city-generation mutator. More in-depth information as to how to use these systems is included in the game on the Info page.
The game now features a more-advanced damage calculation method for melee weapons; allowing for multiple regions of the target which modify the damage taken based on the type of weapon used.