Main Features

Fully integrated per pixel lighting and shadowing technology (diffuse, normalmapping, specular lighting, with shadowmaps or shadow volumes supported), lightmapping and deluxemapping (directional shading for lightmaps, supporting full normalmap and specular features), and a variety of material effects fully integrated in one shader system that deals with all situations.
Variety of file formats supported (Quake1 and Quake3 file formats, skeletal models, various image formats, ogg vorbis support on all sound effects, and more).
Game logic scripting in QuakeC programming language.
Advanced networking designed to scale from dialup to broadband, with automatic distance-based prioritization for optimal close-range gameplay in a densely populated world.
Realistic global fog feature with height limit for seamless blending with sky.
ODE physics engine integration.
Per-polygon collision detection optimized for large static meshes, as well as Quake brush technology.
Background music support with sequential and random playlists and playlist switching (with resume), in ogg vorbis or wav format.
CD audio support.

Model formats

Quake MDL, Quake2 MD2, Quake3 MD3, DarkPlaces DPM (converters from SMD and MD5), DarkPlaces/Cube2 IQM (Blender exporter available, SMD converter available), UnrealEngine PSK, Wavefront OBJ, Quake1 BSP, Quake3 BSP.

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Blog RSS Feed Report abuse Latest News: ChaosEsque Anthology Release 18

About ChaosEsque:Anthology with 0 comments by ChaosEsqueTeam on Feb 13th, 2014

The ChaosEsque Team is happy to bring you the next version of the ChaosEsque Anthology.

There have been a number of improvements since the last version,which should assist you in creating the fighting environment you've always desired on the LCD or plasma screen (perhaps even a very large projector screen.)

We hope you enjoy these additions:

*Death by rotor: this release adds the ability to destroy one's opponents when using the helicopter vehicles by tilting forward the rotor blades and allowing one's enemies to make contact. This is done via 16 invisible trigger boxes for each helicopter arranged in a circular pattern. The origins of the hit-boxes pertain to the pitch of the vehicle thanks to being updated by their .think function.

Close to carnage.

You don't see me in-back of you, do you? This large.. plane,.. and these props...

*Death by inattentiveness: The aerocommander airplane can now coast before taking off, and there are prop damage boxes for each prop. You can feed opponents into said props (think Raiders of the Lost Ark). E+W to increase engine speed. E+S to decrease. The nieuport, sopwith, and fokker biplanes now have prop damage boxes; you can run opponents down with them. The helicopters now have damage boxes for the tail rotors. Spin the sparrow around to take out all nearby attackers.

He did not see.

I will take that as a no.

Burning Dead.

*Another player model is included. Set it in the misc user menu and apply to be able to select it

*Better musical composition support: The ability to choose the concert A pitch for the tuba, accordion, and other instruments+ was added to the menu (Baroque, Leipzig, Dresden 1815, classical, diapason normal, chorton, standard, etc.). Being turned to stone, jailed, etc. is now persistent across disconnect. A player cannot escape it by merely leaving. This applies to bots as well. There were bugfixes, and miscellaneous additions, and new binaries for Linux

Spinning

*This release also adds a deeper random dungeon with additional new areas in the random dungeon to explore, including a deep pit to fight around with columns for cover and various extra rooms and corridors to connect up the dungeon: a colonnade area, stairs, a transverse, and a sanctuary, more enemies in new areas.

There are also, ofcourse, miscellaneous bugfixes and improvements:
Bugfixes to mounted machine guns with bullet shields, menu enhancements to increase security awareness, new binaries for Linux (64bit and 32bit), better support for ChaoseEsque-specific entities in the map editor, netradiant, additional textures in the castlebunker pack, autotaunts, etc.

+Yes, in addition to weapons, there are also instrumnents, as is tradition.

Tiles

sc_tiles.zip in the data/maps directory includes many building tiles for you to use, you can quickly create your own map in a matter of a few minutes in the netradiant map editor. Import the tiles you want, keep texture lock on, move them into place, and compile.

The power

Enjoy the power!
Download Now

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Post comment Comments  (0 - 10 of 21)
DrWakey
DrWakey Dec 12 2013, 8:34am says:

Best IdTech based engine ever, imo :D

+2 votes     reply to comment
Zimica
Zimica May 9 2013, 11:36am says:

What does GPL mean ? I can use it but give it credit ? I don't understand

+3 votes     reply to comment
01100001q
01100001q Aug 19 2013, 7:58pm replied:

You can use it but if you distribute it, you must make it open source. It allows you to sell it commercially but open source and commercial products aren't really compatible.

+1 vote     reply to comment
st1x51
st1x51 May 19 2013, 3:25pm replied: +1 vote     reply to comment
XeonBoxStudios
XeonBoxStudios Mar 25 2012, 4:57pm says:

Where can I download this?

+2 votes     reply to comment
Noah.Klabo
Noah.Klabo Mar 4 2014, 12:58pm replied:

you have to swing by Lord Havocs site Icculus.org

+2 votes     reply to comment
SiPlus
SiPlus Nov 18 2011, 11:34am says:

Does it support fullbright textures?

+1 vote     reply to comment
Yawdee
Yawdee May 29 2013, 12:34am replied:

Well, GDL is the contraction of my city. Guadalajara :3

+1 vote     reply to comment
LizardGamer
LizardGamer Nov 11 2011, 6:57pm replied:

He talking about GDL not GPL.

+5 votes     reply to comment
Tech|Rogue
Tech|Rogue Nov 20 2011, 8:28am replied:

Oops, my bad. Sorry. D:

+5 votes     reply to comment
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Platforms
Windows, Mac, Linux, PS3, X360
Contact
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Official Page
Icculus.org
Licence
GPL
Release Date
Released Mar 30, 2000
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9.6

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Highest Rated (2 agree) 10/10

Engine of choice if you still dabble in quake one. What can it do? Ton of visual effects & rendering magic. It CAN load Quake 3 maps! Yes, quake 3. All shaders arent supported, but this is one heck of an achievement. Also loads half-life maps. Super customize quake-c code - create console vars on the fly, detect map information like texture names - there is a massive extension list in dpextensions.qc. Colored lighting for your maps. Dynamic lighting. This list goes on. Open source, so you could…

Aug 25 2011, 7:56pm by numbersix

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