<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recent posts to blog</title><link>https://sourceforge.net/p/chaosesqueanthology/blog/</link><description>Recent posts to blog</description><atom:link href="https://sourceforge.net/p/chaosesqueanthology/blog/feed.rss" rel="self"/><language>en</language><lastBuildDate>Fri, 25 Nov 2022 11:12:43 -0000</lastBuildDate><atom:link href="https://sourceforge.net/p/chaosesqueanthology/blog/feed.rss" rel="self" type="application/rss+xml"/><item><title>Back-releases </title><link>https://sourceforge.net/p/chaosesqueanthology/blog/2022/11/back-releases-/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Note: deleted back-releases today, XonoticChaosEsqueAnthologyREL117zzzzzzzv&lt;strong&gt;&lt;em&gt;_&lt;/em&gt;7b&lt;/strong&gt;&lt;em&gt;2b_c-&lt;/em&gt; is newest release.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ChaosEsqueTeam</dc:creator><pubDate>Fri, 25 Nov 2022 11:12:43 -0000</pubDate><guid>https://sourceforge.net6c6a3abf00589c6a2b2597387aea7dd7a91511c2</guid></item><item><title>Wishlist</title><link>https://sourceforge.net/p/chaosesqueanthology/blog/2022/08/wishlist/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Here's the ChaosEsque wishlist for the engine, with X next to finished works&lt;br/&gt;
[x]More entity support&lt;br/&gt;
[x]Wolfenstine:Enemy Territory map support&lt;br/&gt;
BZFlag map support (.bzw) (opensource project)&lt;br/&gt;
Design It 3D! map support&lt;br/&gt;
Unreal 97 map support (Quake Army Knife opensource has this code)&lt;br/&gt;
UnrealTournament 99 map support (ditto)&lt;br/&gt;
procedural terrain, including procedural LOD&lt;br/&gt;
volumetric "block" terrain, but higher quality like in 7 days to die&lt;br/&gt;
PlanetSide2 map support&lt;/p&gt;
&lt;p&gt;And for the Gamecode&lt;br/&gt;
&lt;span&gt;[/]&lt;/span&gt; procedural map generation (spawnarrays, spawnradials done)&lt;br/&gt;
parsing simcity 2k maps (opensource lua code exists for this) (could be done engine wise too, up against limit for globals in QC (everything is a global) 65k)&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;models_shared.c and models_shared.h are where the definitions/code for loading new models is. Mod_OBJ is a good starting point, then search for "obj" to find the magic-file-type-determinator code in there to point to the new function. (in the case of obj it just assumes it's an obj if the file ends with .obj)&lt;/p&gt;
&lt;/blockquote&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ChaosEsqueTeam</dc:creator><pubDate>Mon, 01 Aug 2022 05:46:41 -0000</pubDate><guid>https://sourceforge.net2d4f7551fe0995dfcf75b70ebf39ed6585173bf2</guid></item><item><title>The source is in the .iso discussion</title><link>https://sourceforge.net/p/chaosesqueanthology/blog/2013/08/the-source-is-in-the-iso/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;I think only zip has that limitation. Other compressed archives have much larger limitations. The real problem is that large archives are NO way to distribute a game. Use rsync, torrent protocol, or similar to synchronize the data with the repository. Otherwise, Connection problems and data limits are a problem, especially as this game expands.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">MajorLunaC</dc:creator><pubDate>Fri, 27 Mar 2015 01:40:56 -0000</pubDate><guid>https://sourceforge.net54e27abb4ac8e0172b61d48554120a933d1eaab5</guid></item><item><title>Release 29: 3 weapon sets. New weapon: Katana. Blood splatter on walls if bullet passed through. Drink from surroundings.</title><link>https://sourceforge.net/p/chaosesqueanthology/blog/2014/07/release-29-3-weapon-sets-new-weapon-katana-blood-splatter-on-walls-if-bullet-passed-through-drink-from-surroundings/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Divverent came through and taught me how to add new weaponsets. Now we are on our third weaponset and thusly can go up to 72 weapons before adding another weapon set.&lt;/p&gt;
&lt;p&gt;The 49th weapon has been added: katana. Thanks to Blender-Man (Krzysztof Zwolinski) for the cc-by model with textures.&lt;/p&gt;
&lt;p&gt;Code has been added so that if a bullet passes through and hits a wall within a certain distance from where it passed, a blood splatter will be on the wall (think original Unreal and surely tons of other games).&lt;/p&gt;
&lt;p&gt;The drink console command has been added to, if you just do the command with no arguments and are standing in water, slime, or lava, you will drink from your surroundings. It is not good if you drink slime or lava. It can be good if you drink water if your very thirsty.&lt;/p&gt;
&lt;p&gt;The Nuke effects have been improved, namely the nukeflash. It now uses ambient and r_fakelight to create the nukeflash effects (rather than just an overlay, there is a very slight yellow overlay too however).&lt;/p&gt;
&lt;p&gt;Thank you very very very much Divverent! We can now add more weapons! And then continually extend the weaponset macro code to keep adding weaponsets as needed.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ChaosEsqueTeam</dc:creator><pubDate>Thu, 10 Jul 2014 14:13:11 -0000</pubDate><guid>https://sourceforge.net57620ce50bbf9fb2761d3ba156a27c5d70b17099</guid></item><item><title>Beyond 48 weapons, help is needed. discussion</title><link>https://sourceforge.net/p/chaosesqueanthology/blog/2014/05/beyond-48-weapons-help-is-needed/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Divverent came through. We now have a third weaponset, and the knowlege to extend it when we need to.&lt;/p&gt;
&lt;p&gt;The third weaponset gives us a max weapons of 72.&lt;/p&gt;
&lt;p&gt;Just added a katana as the 49th weapon.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ChaosEsqueTeam</dc:creator><pubDate>Thu, 10 Jul 2014 14:05:35 -0000</pubDate><guid>https://sourceforge.net59f00999f81cb178e3a6bcb4812d6041aff6797c</guid></item><item><title>Release 28. Flashbangs and smoke grenades, building with blocks.</title><link>https://sourceforge.net/p/chaosesqueanthology/blog/2014/07/release-28-flashbangs-and-smoke-grenades-building-with-blocks/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Chaosesque Anthology release 28:&lt;br /&gt;
Flashbangs and Smoke grenades added.&lt;br /&gt;
(press g to throw, v to select which grenade type)&lt;/p&gt;
&lt;p&gt;Nuclear weapons now cause a nukeflash and temp blindness.&lt;/p&gt;
&lt;p&gt;You can build with blocks now (all the rage it seems), if you don’t like the regular buildings that you can build and feel a need to roll your own.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ChaosEsqueTeam</dc:creator><pubDate>Mon, 07 Jul 2014 06:22:29 -0000</pubDate><guid>https://sourceforge.net789129073ef0456e7da65dc8cefa063b0d00aa5e</guid></item><item><title>Beyond 48 weapons, help is needed. discussion</title><link>https://sourceforge.net/p/chaosesqueanthology/blog/2014/05/beyond-48-weapons-help-is-needed/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;I would like to add a katana, shriukens, and a desert eagle to the game, &lt;br /&gt;
however more weapons slots are needed. Last time I talked to the German main&lt;br /&gt;
developer of Nexuiz and Xonotic he said to extend the system, when needed&lt;br /&gt;
was not difficult.&lt;/p&gt;
&lt;p&gt;However it is beyond me because I am not terribly smart. I can work within&lt;br /&gt;
a system, but cannot surpass even the simplest of limits. That is in everything.&lt;/p&gt;
&lt;p&gt;The programmer that originated the bitshifting weapon code is Divverent of Nexuiz &lt;br /&gt;
and Xonotic. He is often busy with his job and family so it is difficult to&lt;br /&gt;
contact him (I've only been able to maybe once a year these days).&lt;/p&gt;
&lt;p&gt;(The bitshifting code is needed for compatability with fteqcc quake C compiler)&lt;/p&gt;
&lt;p&gt;Other people who might be able to figure it out and how to extend the code&lt;br /&gt;
reside on the anynet.org irc server in #qc and #darkplaces. And on the quakenet.org&lt;br /&gt;
irc server on various #xonotic channels (maybe #nexuiz too). Also any channel&lt;br /&gt;
associated with fte quake engine might also be useful.&lt;/p&gt;
&lt;p&gt;Could some of you, here, perhaps ask them. My scheduel is such that I and they are &lt;br /&gt;
rarely on at the same time so I can't communicate with them effectivly.&lt;/p&gt;
&lt;p&gt;I very much wish to add more weapons.&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ChaosEsqueTeam</dc:creator><pubDate>Tue, 17 Jun 2014 03:48:15 -0000</pubDate><guid>https://sourceforge.net48d334ca592556b19c5b721e1fc9a4b432d23ebf</guid></item><item><title>Beyond 48 weapons, help is needed. discussion</title><link>https://sourceforge.net/p/chaosesqueanthology/blog/2014/05/beyond-48-weapons-help-is-needed/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;At some point Xonotic added support for 72 weapons (though they use only about 15, so this is for mods).&lt;/p&gt;
&lt;p&gt;We need to look at their code and add what is needed to the code we are using.&lt;/p&gt;
&lt;p&gt;(ex: another addstat for a 3rd weaponset, probably changes to the statistics code too)&lt;/p&gt;
&lt;p&gt;&lt;a href="http://git.xonotic.org/?p=xonotic/xonotic-data.pk3dir.git;a=blob;f=qcsrc/common/items.qh;h=264c9ca73bd56070b6a41d69e0a359ea0f1503db;hb=HEAD;js=1" rel="nofollow"&gt;http://git.xonotic.org/?p=xonotic/xonotic-data.pk3dir.git;a=blob;f=qcsrc/common/items.qh;h=264c9ca73bd56070b6a41d69e0a359ea0f1503db;hb=HEAD;js=1&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://git.xonotic.org/?p=xonotic/xonotic-data.pk3dir.git;a=blob;f=qcsrc/common/items.qc;h=19173079fa0f1b1b198323c3d6a1b1f7c61e8b7f;hb=HEAD;js=1" rel="nofollow"&gt;http://git.xonotic.org/?p=xonotic/xonotic-data.pk3dir.git;a=blob;f=qcsrc/common/items.qc;h=19173079fa0f1b1b198323c3d6a1b1f7c61e8b7f;hb=HEAD;js=1&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;VS code we are using:&lt;/p&gt;
&lt;p&gt;&lt;a href="http://chaosesqueanthology.git.sourceforge.net/git/gitweb.cgi?p=chaosesqueanthology/xonotic-data.pk3dir;a=blob;f=qcsrc/common/items.qh;h=7108f50b51165c656aad9f1e9b7f1c0a6a1dc757;hb=HEADp=chaosesqueanthology/xonotic-data.pk3dir;a=blob;f=qcsrc/common/items.qh;h=7108f50b51165c656aad9f1e9b7f1c0a6a1dc757;hb=HEAD"&gt;http://chaosesqueanthology.git.sourceforge.net/git/gitweb.cgi?p=chaosesqueanthology/xonotic-data.pk3dir;a=blob;f=qcsrc/common/items.qh;h=7108f50b51165c656aad9f1e9b7f1c0a6a1dc757;hb=HEADp=chaosesqueanthology/xonotic-data.pk3dir;a=blob;f=qcsrc/common/items.qh;h=7108f50b51165c656aad9f1e9b7f1c0a6a1dc757;hb=HEAD&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;We can't just drop in replacement, as the code has diverged. We must study the two and apply what we learn.&lt;/p&gt;
&lt;p&gt;(The engine has diverged too, ex: more recent darkplaces engines do not support iqm as fully as older ones, complex iqm models exported by the official exporter show up invisible in modern darkplaces engine and water reflections don't seem to work right on bleeding edge DarkPlaces on intel gfx chips,so we stick with the slightly older branch of darkplaces and backport things for the source and linux compiles)&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ChaosEsqueTeam</dc:creator><pubDate>Thu, 22 May 2014 20:24:02 -0000</pubDate><guid>https://sourceforge.net9624e889866fd9f66a042f3279573138b793d25a</guid></item><item><title>Beyond 48 weapons, help is needed. discussion</title><link>https://sourceforge.net/p/chaosesqueanthology/blog/2014/05/beyond-48-weapons-help-is-needed/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Posted to tracker: &lt;a href="http://dev.xonotic.org/issues/1968" rel="nofollow"&gt;http://dev.xonotic.org/issues/1968&lt;/a&gt;&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ChaosEsqueTeam</dc:creator><pubDate>Sun, 18 May 2014 15:09:14 -0000</pubDate><guid>https://sourceforge.net417a567a756bdf6d0c8ec1d2b6a00c995ce10de2</guid></item><item><title>Beyond 48 weapons, help is needed. discussion</title><link>https://sourceforge.net/p/chaosesqueanthology/blog/2014/05/beyond-48-weapons-help-is-needed/</link><description>&lt;div class="markdown_content"&gt;&lt;p&gt;Another file that will need to be edited is the file with the weapon reload code it seems:&lt;br /&gt;
near the end of string W_ThrowNewWeapon( in&lt;br /&gt;
(line 278 on)&lt;br /&gt;
qcsrc/server/cl_weapons.qc&lt;br /&gt;
&lt;a class="alink" href="/p/chaosesqueanthology/code/_discuss/"&gt;[code]&lt;/a&gt;&lt;br /&gt;
else if(doreduce)&lt;br /&gt;
        {&lt;br /&gt;
            for(i = 0, j = 1; i &amp;lt; 24; ++i, j *= 2)&lt;br /&gt;
            {&lt;br /&gt;
                if(wa &amp;amp; j)&lt;br /&gt;
                {&lt;br /&gt;
                    ammofield = Item_CounterField(j);&lt;/p&gt;
&lt;div class="codehilite"&gt;&lt;pre&gt;                &lt;span class="c1"&gt;// if our weapon is loaded, give its load back to the player&lt;/span&gt;
                &lt;span class="k"&gt;if&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;self&lt;/span&gt;&lt;span class="p"&gt;.(&lt;/span&gt;&lt;span class="n"&gt;weapon_load&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;self&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="p"&gt;])&lt;/span&gt; &lt;span class="o"&gt;&amp;gt;&lt;/span&gt; &lt;span class="mi"&gt;0&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
                &lt;span class="p"&gt;{&lt;/span&gt;
                    &lt;span class="n"&gt;own&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ammofield&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="n"&gt;self&lt;/span&gt;&lt;span class="p"&gt;.(&lt;/span&gt;&lt;span class="n"&gt;weapon_load&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;self&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="p"&gt;]);&lt;/span&gt;
                    &lt;span class="n"&gt;self&lt;/span&gt;&lt;span class="p"&gt;.(&lt;/span&gt;&lt;span class="n"&gt;weapon_load&lt;/span&gt;&lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;self&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;weapon&lt;/span&gt;&lt;span class="p"&gt;])&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt; &lt;span class="c1"&gt;// schedule the weapon for reloading&lt;/span&gt;
                &lt;span class="p"&gt;}&lt;/span&gt;

                &lt;span class="n"&gt;thisammo&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;min&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;own&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ammofield&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;wep&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ammofield&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
                &lt;span class="n"&gt;wep&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ammofield&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;thisammo&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
                &lt;span class="n"&gt;own&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;ammofield&lt;/span&gt; &lt;span class="o"&gt;-=&lt;/span&gt; &lt;span class="n"&gt;thisammo&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
                &lt;span class="n"&gt;s&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;strcat&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;s&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="s"&gt;&amp;quot; and &amp;quot;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;ftos&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;thisammo&lt;/span&gt;&lt;span class="p"&gt;),&lt;/span&gt; &lt;span class="s"&gt;&amp;quot; &amp;quot;&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;Item_CounterFieldName&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;j&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
            &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="p"&gt;}&lt;/span&gt;
        &lt;span class="n"&gt;s&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;substring&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;s&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="mi"&gt;5&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="o"&gt;-&lt;/span&gt;&lt;span class="mi"&gt;1&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;/pre&gt;&lt;/div&gt;
&lt;p&gt;&lt;span&gt;[/code]&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;the i &amp;lt; 24 stuff, will probably need an aditionally i &amp;lt; 48 if that's possile in qc for loops&lt;/p&gt;&lt;/div&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ChaosEsqueTeam</dc:creator><pubDate>Sun, 18 May 2014 15:01:48 -0000</pubDate><guid>https://sourceforge.net00731e5f2e0b519c05a358519084cc022577f7ff</guid></item></channel></rss>