ChaosEsque Anthology

ChaosEsque Anthology

ChaosEsque Anthology is crap. It is a standalone modification of Xonotic which includes extended weapons, maps, vehicles, buildable buildings, mounted weapons, spell casting, monsters, player characters, textures, and game modes. It would like to be a first person shooter, but since nobody is playing it, it is more of a minecraft thing.

It has over 100 shitty maps. Some pretend to be futuristic, some are ancient (really), and some are medieval (from a level design perspective). A few evoke platform games such as sonic, others follow a style more akin to diablo. Some are static maps, others are randomly connected.

There is something to fit your mood. There are mutators that can add mounted weapons in any map, buildings, monsters, foliage, hazards, and even balloons and bumpers. You can fight with futuristic weapons, medieval weapons, and /or hand to hand combat (over 70 weapons). There are also many vehicles (and a mutator to spawn them in maps that do not have them, as is tradition (as you can see)).

You can also set each team to start with different specific weapons if you want to test a theory that you could defeat a well equipped military force with your bolt action rifle or crossbow. Same with vehicles and mounted weapons spawning (you can set which spawn near which team in CTF etc). You can drink wine, potions, learn magic, read scrolls, so on and so forth.

The goal, and much of this has been reached, is to not limit the player.

Special thanks to NASA for images of Earth and Mars.

Minimum system requirements: 

3d Card

External links:
Developer: ChaosEsque Team


Not enough PONIES!

Needs more ponies.

Much more ponies. I loooove ponies.

Release 60

Version 60:
This version adds a good amount to the game, including a new armored truck
to move alongside your tanks, a missle attack raptor variant to destroy enemy
tanks, tankresists to make tanks more tank like, covered garage to protect your
tanks when in storage if you are building, and a small jail to build to perm
imprison players who try to destroy your city that you have built. The menus have
been updated to include the new options of spawning these new vehicles. The
misc-items mutator can spawn the new buildings if you wish your map to be populated
randomly by a city at start.

New Vehicles: LightAPC (Armored Personell Carrier) with 2 turrets, for transporting team mates.
M-Raptor: Missle Attack Raptor flying vehicle.

New Builables: Small Jail, APCPad, Covered Garage.
Various fixes and improvements (such as: imprisoned players, if respawning imprisoned
will not spawn with grenades, ammo, armor, etc. Only health, mana, etc. Spiderbot
now can reload rockets from your stores, etc).
Tank Resists: tanks no resist most small arms fire and incidental damage up to
90% above and beyond the normal vehicle resists and any specific resists.
Explosives and nukes do full damage. High caliber weapons also do high damage.
Low calibers do almost no damage to tanks, no do other damages such as energy, etc.

(The following only applies to developers and modders:)
Note: Build with GMQCC if you are compiling. (Only really use FTEQCC for the menu qc,
and to check code once in awhile). If you are using FTEQCC you'll need to increase
some of it's maxes (otherwise you'll get a "Too many types" error no,
since the code has out grown it: MAX_FUNCTIONS, maxtypeinfos
in fteqcc/qccmain.c . You can double them from 16384 to 32768 and the code will
compile fine.

Also read COMPILINGPITFALLS.TXT in zzzzzzzz99999bla.pk3/qcsrc/

Full Download:

If you are only upgrading from v59 you can place these 2 files in your
XonoticChaosEsqueAnthology/data/ directory instead:

Full Download:

Enjoy and give feedback!

Also some more builable furniture: Bookshelf, emptyshelf.

Release 59

They say "release early, release often"

Members of the team have been working on the build-able building system this past week, adding some more pieces you can use to build your castles, and another stand-alone building for the multi-tool where you can imprison other players in if you have the shackles weapon.

Release 59:
New buildables: Multitool: Gaol (similar to security building in function,
you can jail players in it if you have the shackles), Alcove, Alcove top, castle window, castle
arrow loop, castle arch, castle arch+bars, castle door two, castle door side.

MultiTool/UtiliTool Buildable Buildings System Info

MultiTool/UtiliTool Buildable Buildings System:

The multitool and utilitool are weapons you use to build buildings
in the game in a way similar to an RTS (Real Time Strategy) game.

You can set for them to be eqquiped at game start using the mutators
or startweapons menus under the multiplayer>create settings.

(If you want buildings to cost nothing to build and/or be built with one
or 2 swings of a hammer:
If you don't want to have to build a garrison, set freebuild to 1.
You can also mouse over the buttons for more info)

While holding the Multitool or Utilitool:
(You;ll see the number on the side, often you need converted + regular ammo)
Converting Ammo into Resources:

R+E (loads nails)
R+SHIFT (loads rockets)
R+F (loads cells)

Mouse2 = change building scaffold up
Mouse2+Shift = change building scaffold down
Mouse1 = build scaffold

Then either hit the scaffold with warhammer, kiduchi, or multitool/utilitool
set to no building scaffold

Usually you have to build a garrison/commandpost first, unless
you are near your flag/etc base.

There are extended commands in the console you can do when holding the tool
Press ~ to open the console. The command is multitool, you can change many settings.
The most important are blocktype. If you set this (toggle by: multitool blocktype)
you will beable to build buildings ontop of buildings. By default it is off.
"multitool lockz" and friends are the next important. This lockz (or unlocks)
to the last scaffold you built. You can also lockz to yourself where you
are standing, a floor you built, or a building you are standing on, using
different commands. This allows you to have greater control over your building,
say if you are buildign using vaults, interior doors, etc.

wallshift shifts the grid by 1/2 so you can make more interesting things
with vaults etc. wallsnap reduces the snap grid by 1/2

Usage:cmd multitool blocktype
Usage:cmd multitool placetype
Usage:cmd multitool buildingsnap
Usage:cmd multitool wallsnap
Usage:cmd multitool wallshift
Usage:cmd multitool vaultwings
Usage:cmd multitool lockz
Usage:cmd multitool lockz2me
Usage:cmd multitool lockz2building
Usage:cmd multitool lockzplus64 [optional multiplier]
Usage:cmd multitool lockzminus64 [optional multiplier]
Usage:cmd multitool setlockzmanually [number]
Usage:cmd multitool lockzprev
Usage:cmd multitool flipblock
Usage:cmd multitool select [block|wall|foundation|bridge|turret|building|floor|obstruction|none]
Usage:cmd multitool select block [filled|corrugated|shingles|curtain|castle|polish|hedge|graystone|sandstone|marble|wood1|wood2]
Usage:cmd multitool select wall [hedge|brick|palisade|roman|berm|curtain|castle|polish]
Usage:cmd multitool select floor [wood|tile|stone|granite|marble|romanmarble]
Usage:cmd multitool roofblockcolor [color or 0 to 17]
Usage:cmd multitool castleblockcolor [color or 0 to 7]
Usage:cmd multitool sandstoneblockcolor [color or 0 to 5]
Usage:cmd multitool marbleblockcolor [color or 0 to 22]
Usage:cmd multitool woodblockcolor [color or 0 to 17]
Usage:cmd multitool frlock
Usage:cmd multitool frlock2me
Usage:cmd multitool frlock2floor
Usage:cmd multitool doorcenter
Usage:cmd multitool furndrop

"multitool select" Is also important for moving around the things you can build list quickly
multitool select building
multitool select block door
multitool select block castle
multitool select none
multitool select floor marble
multitool select wall castle

Are all commonly in use.
The utilitool has it's own specific walls and blocks

If the spot you're trying to build on is too small, or you are trying to build ontop of a building without "multitool blocktype" set, you'll read an error at the top of your screen explaining this.

Release 58

Version 58:
New weapons: Mini-Uzi, Micro-Uzi
New buildable buildings:
Utilitool: HighTensionWireTower, Energy Bridge, Energy Bridge Control
Multitool: Curtain,Castle,Polish Stairs (like a tower to next level, so
you can more easily build multi story duengons/castles.
Curtian,Castle,Polish interior door wall.
Misc New: white and black pearls as a pickup.
New Reticle for Mac-10 (more like its real iron sights)
Ak's have been moved to button 6 for selection from button 3.

What you can do with the new stuff: build a futuristic base with an "energy"
drawbridge that can be toggled by pressing F in the center control area
of a control bridge section. Remeber to lock-down the area with garrisions
or control bases so the other team may not build their own control bridge
buildings. Also remember the multitool lockz commands to make building
easier. Build a hightensionwire tower for sniping or placing cannon on
(remeber to set multitool blocktype so you may build buildings upon buildings
if you wish to do this). Build a multistory castle of your own design with
vaults, stairs, interior walls and doors, and furnishings aswell. Build these
around your flag base to make capture very difficult.

Equip uzi to feel like the Arnold Schwarzenegger in the Terminator if you wish aswell.

Remeber, this game is fully free, opensource, etc. Code and media. Enjoy!

The utilitool and multitool are what you use to build. A hammer or kiduchi to construct from the scaffolds. Check out all the options in the input menu for commands to use.

OSX should work too. The binaries for OSX and win are never touched as none of the current team has machines to compile bins for that (and the actual game code is in QC which runs on a VM on the engine itself, so the engine binaries don't need to be recompiled). Linux 32 and 64 bins are updated when there is some fix or little feature added to the engine (almost never). We'd like to start hacking more on the engine and extending things (max entity, a bunch of other things, such as "god flare" for suns) someday but will need to learn the magic of making releases for OSX and win before then.

Thanks for making those.

Release 57

Release 57:
More buildable furniture.
More buildable doors.
Rotating doors nolonger gib by default at low dmg rates if stuck against an obstacle.
(dmg rates over 35 will still gib by default, this is all set in the
g_door_rotating... etc cvars, you can set_temp_for_type them in your mapinfo file
for your map ofcourse).

suggested_*level for oil, water, lava etc just like foliage (so you can set
defaults for your map)

You can now flood maps with chemical, and methane seas,
enegy hits above the chemical will cause an energy blast,
bullet shots, and hits, will have a chance of causing a small explosion above
the methane sea, explosions cause larger explosions in the methane vapour.

nobody on Tue, 04/28/2015
thank you for doing this.

The team welcomes outside help like this.

If anyone wants to make an 'official' chaosesque website with forum etc, feel free.
None in the team really wants to do the work for that (would rather code and work on game media).

Thankyou again for making the delta.

No problem, thanks for releasing the game.

I will post another delta next release.

Desired Features

At some point it would be desired to extend darkplaces entity support past 32k
Maybe copy/port fteqw's entity addressing scheme to darkplaces? (Which is an extention that can go to 4 million+)

Also a comment was made that it wouldn't be difficult to port another opensource engine's "god rays" from the sun over:

Little to no experiance compiling darkplaces on windows and mac for 32 and 64 bit however.

Note: ChaosEsque is loyal to Darkplaces and will not change engines
Any desired features will be ported over or added
Currently used DP source is a fork of it from 2013 (where there was a stable version that worked well on all platforms including intel gfx),
with some possible security updates etc from git repo hand patched in, and the ability to switch out textures without being in single player mode if a password is property set in a certain cvar.
You can find it on the ISO in
Only the Linux binaries are compiled from this. The Windows and Mac are still that version but without additions or patches, because all devs use linux, and none use mac or windows. (Anyone know how to build new versions for those platforms, is there a how to?)
They are compiled as xonotic release. (./all compile -r) Compiling as debug gives major slowdowns (as would be expected).
Any expansions/additions would be made to that version, and it is desired that new code be clean (be put in seperate file so can
be easily patched into newer DPs if DP wants the new additions).

Any version of DP can be used with the game so far however.

The idea would be to add a cvar "use extentions" or something like that, and only if the server admin set that would the higher-entity count protocal be used, thus backwards compatibility would be kept.

These are just ideas, none of the team has had much experience working in the engine code, we've only done small things.
If anyone does have experience poking around there, and wants to contribute, we're open to it.

Also the version of DP we use still works with MOD type sound formats, that was removed from DP.
We'll be keeping that aswell. (It was noted by LH that said code could do with a security audit)

Release 56

Release 56.
New Features:
Containers, commands: put, take (in addition to drop)
(you can put or take from a container or chained prisoner)
New command: search (you can search a container or a handcuffed or chained prisoner)
Buildable Furniture, Archive utilitool block (container).
Builabale Doors auto-center in halls and doorways.
So you can now take over a house and fortify it.
Bugfixes having to do with oil fires, tanks, etc.
Misc bugfixes.
Raptor rotors now have code for gibbing, as the helicopter rotors did for
a long time.
When throwing nades or mines, the other type will not be autoselected if you run
out (only nades with other types of nades, and mines with other types of mines)
Additional water for waterlevel mutator.
BASED option for water, oil, etc spawning (will base it to height/depth of map,
sliders as percentage, all the way to the right = all filled up).

ChaosEsque Anthology REL55

Release 55:
This update has been a polishing update, with a new feature aswell:
Oil ocean mutator: you can now set oil level, if near the vapour level of
the oil, enflamed things will spread fire on the oil. The rate is settable
by cvar, currently set to a global max of 10 spreads per second, a per-entity
think interval of 2 seconds, and a 30 percent chance of deciding to spread
per think interval (0.1, 2, 0.3);

Bugfixes for mines: A bug that has been in xonotic for along time (since
it had mines) has been defeated. The bug was that if a mine was following
(ie attached to a vehicle or mover etc) something and that something dissappeared
the mine would then unfollow it and just stay static. Now for map movers of
the map this might have been fine, their coords are global (IIRC, might be wrong).
For sticking to vehicles, trees, etc, this caused the mine to appear
at 0 0 0+ offset origin, which made life there troubling. When the minelayer
was added there weren't many (or any?) vehicles in xon, and no foliage system/mutator
so testing wasn't done for that. Now the mines (minelayer, landmine, atmine)
if they lose what they're following/attached to remove themselves in 0.1 time.

Bot ai code work: bots know how to throw grenades, drop mines, bury mines if
grenades and mines are enabled. This includes flashbangs and smoke grenades.

Some Gimp work, creating an oil texture and adding it to the caethaver2 tex pack.
,norm map for a wall used in sideloop map, etc.

Misc Updates (ex: to bury a mine press J (it must be on ground/snow/grass/dirt/etc).

For those wishing to update rather than download new ISO image:
For those updating from v54, these files will need to be replaced in your
XonoticChaosEsqueAnthology/data/ directory.

For those updating from v53, this additional file is needed:

Download Full game: