ChaosEsque-Anthology: Opensource/Free FPS standalone mod of Xonotic released.
http://sourceforge.net/projects/chaosesqueanthology/
I released a standalone mod of Xonotic.
It is fully free/opensource with all the code GPL, and all the media GPL or CC0 CCBY or CCBYSA (all free/open compatable). The source is included and the mediasource for the added content is included.
It's packaged as an .iso as .zip won't go over 2gb on 32bit systems. Also so you can burn to DVD.
I modeled, and added many weapons (including medeval weapons), added many vehicles, coded spellcasting, foliage for the maps, fun things like bumpers and baloons (which rocket you around if you have the mutator enabled). I made around 40something maps (all gpl) for the mod, in addition to the regular xonotic and nexuiz (gpl) maps included. There are also monsters added (thanks to mario, plus I extended that).
I also used some items from open game art.
OSARE: Skeleton and Minotaur.
OldBook (spell book)
Old Paper texture.
Some CCBYSA songs.
Mario added a spider and a ogre/barbarian monster using opengame art assets.
I'm very glad you're around.
You can also build buildings.
So basically you can do as you wish in this 3d world, and there are many mutators where you can customize your game.
There is even a colorwar option: If you die you join the team of the person that killed you (or if in non-teamgame you become their pants/shirt color).
It adds alot of things, and many more maps and other things I and others made (also more texture packs I made).
The weapons are also more "realistic" in damage and other ways (they kill you quick, guns jam, rockets fail, there is muzzle rise) but still have all the futuristic and medeval weapons.
There are also aeroplanes and such, and mounted weapons.
Be sure to read the movement commands:
Xonotic: Chaos-Esque Anthology
Keyboard Controls
Note: When creating or editing maps in NetRadiant for this game disable “Use alternative texture projection” in Preferences>Settings>Brush to keep full compatibility with the pre-fabricated map sections found in data/maps/sc_tiles.zip
To spawn vehicles, mounted guns, turrets, monsters, and hazards randomly in the map go to Multiplayer > Create > Mutators and enable their respective options.
To start a game go to Multiplayer > Create , select a match type, a map, and press “Start Multiplayer!” or “Play”
Vehicles & Mounted Guns
To enter a vehicle or a mounted gun hold F (The “use” key) or E while approaching the vehicle.
To exit a vehicle or a mounted gun press F (The “use” key)
To turn the engine on and take off when in an aeroplane press E + W
To load or reload a vehicle or mounted gun from its ammo reserves press R (The “reload” key)
To replenish the ammo reserves of a vehicle or mounted gun press E + R (The “reload” key)
(Note: fusion reactors will replenish the ammo reserves on a vehicle or mounted gun when in range)
To increase the gun elevation in a non-automated battle tank press Spacebar
To decrease the gun elevation in a non-automated battle tank press Shift
To increase the ROF of the rotary mounted guns press Spacebar
To decrease the ROF of the rotary mounted guns press Shift
In a vehicle, to increase the ROF of the rotary mounted guns press E + Spacebar
In a vehicle, to decrease the ROF of the rotary mounted guns press E + Shift
In a vehicle, to increase the speed of the engine press E + W (if the vehicle supports throttling)
In a vehicle, to decrease the speed of the engine press E + S (if the vehicle supports throttling)
Weapons
To pickup a weapon or item press F (The “use” key)
To reload a weapon press R (The “reload” key)
To attach a suppressor to the .45 Pistol, the Rifle, or the MachineGun (Mac-10)
press F (The “use” key) + R (The “reload” key)
To turn on the flashlight press R (The “reload” key)
To change the color of the the flashlight press F (The “use” key) + R (The “reload” key)
To change the focus of the the flashlight press F (The “use” key) + Shift + R (The “reload” key)
Movement Brawling
To move forward press W. To move backwards press S. Punch: W W Uppercut: Shift + W W
To strafe left press A. To strafe right press D. Kick: W W (While in air (Spacebar))
The default port for a server is 26000 (UDP)
http://sourceforge.net/projects/chaosesqueanthology/
More SShots:
Hmm, some of it seems to look nice, but I can't quite make out what this game is supposed to be. The screenshots look way too chaotic.
Got a video that shows some gameplay maybe?
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It's a first person shooter.
There was a video, the youtube account was suspended for terms of service violations.
It depicted one running around using various weapons on opponents.
There are other game modes aswell, you can play futbol, race, etc.
Or you can shoot, stab, so on and soforth.
You can do both at the same time in a tank.
Updated to release 2.
https//sourceforge.net/projects/chaosesqueanthology/
Bugfixes, and added soundtrack to many maps, so it's more fun (all opensource/free)
Would be great if you could make a short video of the gameplay and upload to to youtube. If I remember correctly that was quite easy to do with Xonotic.
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I don't have a youtube account anymore and now they want your phone number if you make one.
If you like xonotic but want more weapons and higher damage, you'll like this. If you don't like anything about xonotic you probably won't like this.
Ill see if it doesn't chop out when I just do cl_capturevideo 1. In the past (when running developer-compiled (option: ie no optims and lots of symbols kept)) it chopped out and I had to make a demo first, at some point I realized I should use optimized binaries... we'll see if it's easier to make a vid with that, brb.
Ok, tried to make a vid, but it was choppy. I didn't want to go make a demo first and then make the vid off that (the proper way, takes longer).
You got a good CPU in your computer? Maybe you can make a vid on the fly, Mine wasn't up to snuff (i3?)
My problem is that internet traffic is frigging expensive around here and I don't want to download some development version of a game I can't really make an opinion off at all right now.
I would also like to promote it via our blog (freegamer.blogspot.com) if it is any good, thus a nice video to embedd would be cool for that.
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@chaosesqueteam:
If you let me know which part of the mod are interesting I could try to record a few videos showing some features of the mod over at youtube.
BTW: I uploaded my Crossbow soundfiles for free here as well:
http://opengameart.org/content/crossbow-sounds
May be you should reconsider the unrealistic quiet crossbow :)
I see really some potential for this mod but unless there is more documentation and more media showing the features of the mod, it will share the same problem as Kleskik (my favourite Darkplaces mod): No one knows it :(
Updated.
2 more maps, Grenade fragmentation is over time now (12 frames rather than 1, should pound the engine and server less (and network), but they're still pretty heavy in default config. Same with other frag weapons. Added 2 more weaps (incl rapier sword). Made it so you can do per-team mounted guns and vehicles, you can enable shilelds (metal) for mounted guns too.
For videos, I guess just show some gameplay on some maps with good songs. Reslimed has a good song, Strenght looks cool and has a good song. Maybe fuse too.
Perhaps show off some vehicles and mounted guns in some maps, maybe desertcastles (fairly big and looks good with the WWI tank and planes)
To configure that stuff you can go to multiplayer>create> and there are buttons under the mutators button (MG, Team Weapons, Vehicles) where you can configure all that (if you have a team game selected it pops up a menu to configure per-team vehcs, etc, if regular game then regular popup). Slide the Shield slider to 1 if you want all the mounted guns to have bullet shields (really increases the longevity of your player :P)
Another thing added in this release is different sized bullet casings, so tanks expell large casings, 9mm gun small casing, other weapons in between.
Thanks for the sound :). You did dryfire too, nice.
I'll put these in in abit after editing. The sound will be somewhat soft, and be heard by the shooter (to keep stealth for attackers).
Also note, sometimes one needs to delete the prog and csprog files in ~/.xonotic/data/(data?) as they conflict with the newer code. Linux seems to have no problem detecting when it needs to update them, but windows, one needs to delete the cached code manually sometimes (SavedGames\Xonotic\blablabla)
Maybe also show off the "spawn misc items around" stuff (in mutators next to foliage), lots of bumpers, jumppads, spikes, spikechains and such for the sonic fans :P
@HolgiB: Looking forward to your videos! Btw, got a link to that Kleskik mod? Google doesn't even find it...
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@chaosesqueteam:
Thanks for the update ! I will grab the latest copy and try to record some demos the next few days which I will then record to video. Currently I do not have too much time, so please do not expect anything fancy (with titles and so on). A few hard cuts must do :)
I am curious how the crossbow will sound. For simulating the shooting sound of a bigger crossbow I had good results when slowing things down by 30% in Audacity.
@Julius:
Sorry...my bad...I misspelled the mod. It is called Kleshik and you can see a video plus all download links here at youtube:
http://www.youtube.com/watch?v=eDnhAgo3Y5E
You mean "a standalone game based on xonotic".
If that's what you call a modification of xonotic that stands on its own, needing no other code to run other than a compatable operating system (Linux Mac or Windows) (Or BSD if you compile the included source of the Darkplaces Engine).
One must acknowledge the base as xonotic however.
@vk: Does this comment add any value ?
What is the difference between a mod, standalone game, mutator pack and so on ?
For me it's a set of mutators and maps which uses Xonotic as base. The more interesting things are that no licenses where broken and (equally important) that it makes fun :)
@chaosesqueteam: Videos are work in progress...I recorded a few demos Yesterday. Say, is it possible that the vehicle mutator does not work in the latest version ? I tried Desert castle with the vehicle mutator on but nothing was spawned. Was another mutator supressing the spawning of vehicles ?
BTW: Some version number in the ISO and a change history included as textfile would help. If you download the ISO multiple times (like I did) it is hard to separate which iso is which version :)
Vehicles can take awhile to spawn, and 2 vehicles will spawn per person spawning up to the limit (so put in alot of bots to speed it up). You can do slowmo 20 to speed up time, then do slowmo 1 to bring it back (console ~).
Updated:
New "weapon": shackels (can take prisoners)
New maps for vehicle fights (expanse(1mile) and desertofice (8 miles))
Work on nuclear bomb, new buildable buildings, work on building placement mutator.
Bugfixes for vehicle aiming.
Other misc stuff.
Some videos:
http//www.moddb.com/games/chaosesqueanthology/videos
Updated to release 6.
Added goblin.
Worked on nuclear bomb code.
Various other improvments and fixes.
The game really lacks any pretty women and cute young girl characters/avatars. The original game designers weren't interested in such things. Can someone make some possibly (with 3 levels of detail), The skeleton and animations used in xon can be found here:http//chaosesqueanthology.git.sourceforge.net/git/gitweb.cgi?p=chaosesqueanthology/mediasource;a=tree;f=models/player;h=c84f9cef1951a08eb3392f67c72a0ff9fd12783d;hb=HEAD
Wikipetan could be good http//en.wikipedia.org/wiki/File:Wikipe-tan_full_length.svg
Makehuman (makehuman.org) can really help in starting to make the mesh, even exports with xonotic rig if you want.
Right now all the characters are men or women who are very bland and down to the buisness of killing. Or robots.
(more robot characters would be good too)
While I honestly still don't quite get what this "game" is supposed to be (even after watching the videos), there is this set of playermodels (male and female robot) I have created for Xonotic that are abount 90% done (random threads where I posted pictures of them):
http://forums.xonotic.org/showthread.php?tid=69&pid=59920#pid59920
http://forums.xonotic.org/showthread.php?tid=4045
http://forums.xonotic.org/showthread.php?tid=3065
I don't think they will ever go into main-line Xonotic given their current plans, so I guess an inclusion in your game would be the next best thing.
If you are interested I can make some small adjustments and then send you the (source) files so that you can put it in your game and if you want make adjustments to them (the texture is pretty bland).
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Nice robot, I'd like to include it. Can you make lod1 and lod2 models aswell? They are necessary for player models, otherwise performance goes to hell.
Also is the model gpl (or similar (cc-by etc) (mit, or some other OSS/FLOSS license)?
I'll include it if there are lod1 and lod2 models.
The point of the game is... well there is no point.
Development goes like this: I would like a ww1 biplane.
Answer to development request: Yes.
I would like mounted guns.
Answer to development request: Yes.
I would like sonic-esque bouncers and spikes and such.
Answer to development request: Yes.
I like playing planetside 2.
Answer to development request: Yes.
I feel there isn't a lightining gun, there should be.
Answer to development request: Yes.
Nuclear weapons are a reality in the present. They will be in the future.
Answer to development request: Yes.
World War I tank, I demand it.
Answer to development request: Yes.
More biplanes, and mechs too.
Answer to development request: Yes.
Big maps so we can vehicle fight, 8 miles in diameter
Answer to development request: Yes.
Abandoned buildings we can nuke.
Answer to development request: Yes.
Why can't I load my nuke onto my biplane bomber or raptor bomber and drop it while inflight?
Answer to development request: Yes.
Another WWI tank, the trapizoid one
Answer to development request: Yes.
Mounted guns should have shields sometimes.
Answer to development request: Yes.
I want to cut people with medeval weapons
Answer to development request: Yes.
So on and so forth.
Also the weapons do damage and kill you.
The only limit is to make everything fit on one DVD. Currently I make space by removing duplicate textures in alot of the map pk3s. If oneday I can't do that anymore I'll have to make the mediasource.zip a seperate download.
If you have created the lod models, post a .zip file of the models+textures and the .blend and tell what license it's all under, and I'll put it in. Lod models really are important. I make them for the vehicles and mountedguns and bumpers and balloons. They really really make a difference.
Sorry, but you will have to make the lods yourself if you want to use the model. The reason why it is at 90% finished for... well years now already... is that I really lack the time and motivation to finish that model.
It is relatively lightweight at around 3500 tris (if I remember correctly) though, so for normal gameplay lods arn't really needed.
It uses the standard Xonotic rig and animations, so it would be "GPLv2 or later" however the mesh etc. I would be willing to also license CC-by-SA if you want to use it with another rig.
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I don't know how to work with nor export xon player models. Could you reconsider? The decimate tool can work wonders (but doens't keep uvs)
Sorry but I will not make any lods and besides due to the way this mesh is build/shaped any serious lod would need to be basically a rebuild of the mesh.
But really, it should run reasonably well even without lods.
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Ok. Could you post the latest of the various files plus the blend. I'll put it in the game soon. Everything is GPL2 right, including the textures? How do you wish to be credited? As Julius or another name?
Later maybe someone here could help with lod1 and then eventually a lod2 perhaps. Maybe I'll even figure out how to do it. Thanks for making the model.
Know any modelers that can make pretty woman and cute girl models too? Xonotic hasnt included such things and I think that a few would be a nice addition too.
Ok, great. I will probably find time over the weekend to put some finishing touches to it.
For credits just link to my profile here on OGA and yes everything is GPLv2 and 100% done by me (well except the Xonotic rig of course).
I don't think you will have much luck just finding someone to make a good model for you. And IMHO your lack of focus and art-direction will not look particulary attractive to any serious contributor.
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One thing I liked about the original Unreal and UT is that they didn't keep to one style. They mixed ancient with futuristic with modern with medeval with egyptian etc. It kept things varied. When I see the same thing all the time my mind gets tired of it.
Life does not have an artstyle. Old castles sit near modern highrises. Jets share the sky with biplanes from WWI. Classic cars and modern cars coexist with horse drawn carriages.
Xonotic has both an artstyle and direction, but it doesn't seem to have had much of an effect at getting contributors from an outside perspective.
I learned how to make and import female characters with MH to some degree.
In the end, the direction is what I (or others) wish to add to the game. For me this is a direction that gets things done and creates what I wish to have in a game atleast.
As they say: if you want things done, do it yourself. People will often be happy to tell you how to get things done however, even if they don't want to do it themselves. They do help alot, I couldn't have done much of anything without people explaining and posting tutorials and all.
Often it is better to do as you wish than to rely on a hope.
This is a game, not a serious endeavor. Eventually I usually figure out how to do whatever it is.
If there is an artstyle I would say it's realistic rather than cartoony. And normal scale. If it could does or would exist in the real world it's good. I think this is the artstyle of unreal and UT (original) aswell, and I liked those games alot. I liked how you could add pretty much anything with all the mutators too. Basically UT inspired and a desire to add more medeval stuff, but also futuristic (like UT), a chain from the present decending into the depths of the past. Quake 1 was like this too.
The main thing, I think, when mixing things, is to have enough of each thing. Not just one. So for the WW1 vehicles, there are 6 vehicles of WW1 origin (2 tanks, 4 planes), for the medeval weapons there are a bunch etc).
UT2004 still had an artsytle, albeit an pretty mixed one I agree.
Anyways, really not my business commenting on that ;)
Sadly I didn't get around fixing it up this weekend, but I will do it eventually for sure. I will update you then.
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How are things going? It doesn't have to be perfect. You can post what you have and then it can be updated again later. I added the ubot recently, so now there are 2 full robots in the game (quark and ubot), looking forward to a third.
This has come to pass. 300MB freed on the DVD. extra Mediasource will be seperate now
I did some work on audio stuff, when an arrow hits there is now sound based on the material hit. That's in git, will be in next dvd release. (Also when you're fighting with melee weaps you can block now, and there are metal on metal sounds for that, also in git, will be on next dvd)... also put together and added another terrain map: organicoasis, 16 miles across. For those who like playing chess with tanks and buildable buildings. Some new binds (h to quaff a potion if you have any)
I'd like to wait for Julius' playermodel if possible to put out the new release.
Hmm, I probably will not be able to work on it the next 2 weeks unless I find the time tomorrow evening... no promises, but I hope I find the motivation then.
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How are things. I did some more edits here and there this week on the code.
Sorry, as I said, I can't work on it until mid of next week as I am not at my home PC for the time being.
If you want to release a new version, don't wait for my mesh.
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Release 7 has been uploaded.
New features include, but I assure you they are not limited to:
Weapon: Spear.
Melee weapons can now block other melee weapons, weapons that are of a heavier class can sometimes break through this blocking (you hear ting SMASH, rather than just ting). This happens when both you and opponent are attacking with melee weapons at around the same time and are within 30 degrees of facing eachother or so.
When a crossbow bolt hit it makes a noise depending on material.
New Monsters: Police, RoyalGuard, etc. These won't attack you if you are peaceful (press p to toggle) and thus have your weapon away and aren't allready their enemy.
New small arena map (HarenaBritannica).
New campaign: Who is the Greatest, where you fist fight your way to the top through 3 rings, then 3 medeval/ancient arenas, and end up in a heavenly area.
Bots will now physically attack you if they have no weapons using the brawling code (it is enabled by default)
You can now drink potions of vodka, merlot, ale and water, and get drunk based on your players Sex, Species, Weight, etc.
New Playermodels: UBot and Taoki's robot.
I'm looking forward to in the future adding more World War One as well as Futuristic and Medeval/Ancient Tanks/Siege equip, players, and monsters. And whatever else can be thought of.
Also note: This version/mod/etc of xonotic does not have a "centralized clientside blacklisting system". That code has been commented out/disabled. You get to see all the servers that people have put up without running it by the Xonotic admins first to see if it's ok. True freedom of speech, not freedom of speech... but... http//forums.xonotic.org/showthread.php?tid=4621 [quote]Though generally defending freedom of speech, I think it's unacceptable ...[/quote] "Freedom of speech" Some may see this as a feature, other as a detriment, no centralized client side filtering in this project. This is not BZFlag.
See we are not about that.
[code]
// gametype filtering
if(typestr != "")
sethostcachemaskstring(++m, SLIST_FIELD_QCSTATUS, strcat(typestr, ":"), SLIST_TEST_STARTSWITH);
// mod filtering
if(modstr != "")
{
if(substring(modstr, 0, 1) == "!")
sethostcachemaskstring(++m, SLIST_FIELD_MOD, resolvemod(substring(modstr, 1, strlen(modstr) - 1)), SLIST_TEST_NOTEQUAL);
else
sethostcachemaskstring(++m, SLIST_FIELD_MOD, resolvemod(modstr), SLIST_TEST_EQUAL);
}
//// server banning
//n = tokenizebyseparator(_Nex_ExtResponseSystem_BannedServers, " ");
//for(i = 0; i < n; ++i)
// if(argv(i) != "")
// sethostcachemaskstring(++m, SLIST_FIELD_CNAME, argv(i), SLIST_TEST_NOTSTARTSWITH);
m = SLIST_MASK_OR - 1;
if(s != "")
{
[/code]
That code is commented out (since about a year ago: got your back since 2012!).
You decide what servers you would like to play on, not some other people pushing out a client-side centralized ban filter.
That another chaos-esque difference (TM). It's all about variety, and everything. You, a bunch of stuff, not deleting features, here.
Another difference is that ice surfaces work, you can slip and side. A feature not seen in vanilla xon. Not only do you have free choice of server, but you are also not boxed in to one coefficient of friction for your surfaces.
Julius how is the model coming? is there a version ready for inclusion?
Could you post the model, ill put it in right away.
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