Angels95 is a multiplayer game world built on AngelTech — the engine that began life as the OmegaTech Engine. It is a persistent, server-authoritative realm where players explore partitioned worlds, collect power-ups, level up, and fight NPCs alongside other connected players.

Repository: github.com/TribeWarez/Angels-95

Built on raylib 5.5 with PS1-inspired retro aesthetics, a custom OZONE world format, a LightningScript entity-scripting language, a Win32-native level editor (AngelEd), and a dedicated standalone server (AngelServ) with no raylib dependency.

Features

  • Two outdoor campaign maps (b101) — Sektor_01_SilentPines (forested gorge: cliff-top arrival, stepped descent, river and bridge, waterfall, shrine ruins) and KryoArchipel_Severny / Dusk Falls (three dusk cascade terraces, ruined aqueduct, stepping stones), plus Aethelgard_Ruins promoted from the tech demo into a playable mission world.
  • Sky and water rendering (b101) — the sky samples its vertical gradient from world elevation instead of the quad texcoord, so the six skybox faces agree at every corner (corner steps fell from 33–40 colour levels to 1–5); deterministic generators produce the pool, waterfall-streak and foam textures, and every cascade gets an impact band, a faster churn wall and shore foam.
  • Dedicated server — UDP multiplayer, HTTP map API and /status, LAN discovery (UDP 27100) plus internet discovery via AngelMaster heartbeats; runs headless on Linux or Windows.
  • CSG worlds — OZONE primitive brush format (add/sub/intersect, box/cyl/sph/pyr/pln), per-brush texScale*/texOffset*/texPath and name= zone labels.
  • LightningScript entities — data-driven .ozls definitions for items, pickups, weapons, NPCs, and scripted sky/zone triggers (on_enter, on_tick, on_collect, …) with actions like heal, damage, msg, consume, playerstat, spawn_pickup, spawn_pawn.
  • Data-driven pawn system — NPC defs in GameData/Pawn/PawnDefs/*.cfg with an IDLE/PATROL/CHASE/RETURN/DEAD state machine.
  • Weapons & combat — ranged (projectiles, ammo/reload/magazine) and melee (reach, on_swing/on_hit) defined as .ozls entities.
  • AngelEd level editor — native Win32 panels + raylib viewport, CSG brush ops, OZONE export, Lit/Unlit/Wire view modes.
  • Packaged assets — OzPack.exe bundles models/scripts/textures/sounds/ worlds into .ozpak/.oztex/.ozsnd/.ozmux/.ozone packages in System/Data/.
  • GameUI object-bar HUD (b82) — SlotBar renders a data-driven atlas + slots with click-to-select; shared between the in-world hotbar and the inventory overlay.
  • AngelPlayer behaviours (b78–b80) — GameUi, InventoryBehaviour, WeaponBehaviour, PlayerController modules; sprint/crouch/stance replicated to the server.
  • Per-zone physics (b80) — gravity, jump, terminal, water_*, ladder_speed, fly_mult overrides via ZoneEnvOverrides.
  • Unified audio (b57/b82) — SoundManager facade for every sound/music call; DspReverb Schroeder reverb on the master mix.
  • Server worlds & saves (b59) — seeds NPCs/pickups from World.ozone; V2 world saves with 60s autosave; HTTP /map API; admin list/say/kick HTTP Bearer auth.
  • HTTPS master uplink (b59/b70) — WinHTTP/Schannel (Windows) + curl (POSIX), no vendored crypto; default master https://angels95.tribewarez.com/master; LAN + Internet browser.
  • Vertex-keyframe animation (b74) — .ozanim morph clips, in-editor animation tool, Convert to Animated, vertex deform + undo/redo.
  • Weapons & view-models (b54+) — six shipped weapons; FBX→GLB pipeline; per-weapon first-person view-model with Idle/Fire/Reload clips + procedural recoil.
  • Screenshot mode (b82) — --shot, --shot-delay, --shot-res, --shot-cam, --shot-hud headless captures.
  • Deep-link join (b60/b71) — angels95://join/<ip>:<port> OS protocol handler (HKCU / .desktop) with JoinUri validation.
  • Pack-on-import (b82) — editor imports pack straight into imported_models.ozpak / imported_textures.oztex (free-placement textures, not tileset).

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License

Apache License V2.0

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Additional Project Details

Operating Systems

Linux, Windows

Intended Audience

Developers, End Users/Desktop

User Interface

Win32 (MS Windows)

Programming Language

C++

Related Categories

C++ First Person Shooters, C++ Game Engines

Registered

14 hours ago