Activity for ChaosEsqueTeam

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on discussion General Discussion

    The gamecode is in data/zzzzz...pk3 The engine is in git-repos-both.zip. There is the stable version and the worked-on-version. You can use make if you want, but there is also and ./all script. Both archives have to be unzipped for anything to beable to compile them. (ie: the scripts and make don't look into archived files) For the engine there are lots of compiling cavets as different versions of GCC do things differently now, as do different compilers. There are various patches included in one...

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    The gamecode is in data/zzzzz...pk3 The engine is in git-repos-both.zip. There is the stable version and the worked-on-version. You can use make if you want, but there is also and ./all script. Both archives have to be unzipped for anything to beable to compile them.

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    Thanks for the info. Does the current 2024-05-01 release work well?

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on ticket #25733

    Why do you want this? Sourceforge is a good opensource host.

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on ticket #25722

    Do you want all of these "old" repos migrated, Yes, can the old way continue to work (maybe a symlink from the old that symlinks to the new place, so the new place can access, but the uploads to the old continue to work) chaosesqueanthology this one is the "top level" repo, contains helper scripts and organization d0_blind_id this has to do with cryptographic routines used for networking: this was implemented by divverent a decade ago or so, and allows secure sessions which are more difficult to...

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on ticket #25722

    Do you want all of these "old" repos migrated, Yes, can the old way continue to work (maybe a symlink from the old that symlinks to the new place, so the new place can access, but the uploads to the old continue to work) chaosesqueanthology this one is the "top level" repo, contains helper scripts and organization d0_blind_id this has to do with cryptographic routines used for networking: this was implemented by divverent a decade ago or so, and allows secure sessions which are more difficult to...

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on ticket #25722

    Do you want all of these "old" repos migrated, Yes, as long as the old way continues to work (maybe a symlink from the old that symlinks to the new place, so the new place can access, but the uploads to the old continue to work) chaosesqueanthology this one is the "top level" repo, contains helper scripts and organization d0_blind_id this has to do with cryptographic routines used for networking: this was implemented by divverent a decade ago or so, and allows secure sessions which are more difficult...

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on ticket #25722

    There are some important details we need to share with you. It broke because its on a very old repo hosting service. Ah, someone said they couldn't download the repos of the media and code etc, some years ago. But it continued to work for us to upload logged in: so we told them that they aught to log in and sftp the repo down etc, instead of doing it anon. We were just glad it continued to work for us. They will be happy they can browse all the git repos now. Somehow it must have been overlooked...

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on ticket #25722

    There are some important details we need to share with you. It broke because its on a very old repo hosting service. Ah, someone said they couldn't download the repos of the media etc, some years ago. But it continued to work for us to upload logged in: so we told them that they aught to log in and sftp the repo down etc, instead of doing it anon. We were just glad it continued to work for us. They will be happy they can browse all the git repos now. Somehow it must have been overlooked during migrations...

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on ticket #25722

    Do you want all of these "old" repos migrated, Yes chaosesqueanthology this one is the "top level" repo, contains helper scripts and organization d0_blind_id this has to do with cryptographic routines used for networking: this was implemented by divverent a decade ago or so, and allows secure sessions which are more difficult to man-in-the-middle. Also allows secure communications. AES-128 is the cypher usually used. Some people run their servers with this disabled, or client-configured, a few might...

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on ticket #25722

    (started happening yesterday)

  • ChaosEsqueTeam ChaosEsqueTeam created ticket #25722

    Can't upload to git repo anymore, ssh times out

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    Adds a bsp compiled light model to fix some texture issues, make it more 3d. does it via an ent file. .map to the newfile included. GPL (from author of blueamuse)

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    Can you help us code? VBSP (Source:BSP), Unreal, other formats?

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on ticket #5

    Another resource: https://github.com/fte-team/fteqw/tree/master/plugins/hl2 https://github.com/fte-team/fteqw/blob/master/plugins/hl2/mod_vbsp.c (pointed out by mastersrp )

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on ticket #5

    Another resource: https://github.com/fte-team/fteqw/tree/master/plugins/hl2 https://github.com/fte-team/fteqw/blob/master/plugins/hl2/mod_vbsp.c

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    Another resource: (C++) https://github.com/assimp/assimp/blob/master/code/AssetLib/Unreal/UnrealLoader.cpp (BSD license)

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on ticket #2

    Another resource: (C++) https://github.com/assimp/assimp/blob/master/code/AssetLib/Unreal/UnrealLoader.cpp (BSD license)

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    u

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on ticket #5

    if you're serious though, op, have a look through the pragma engine's source code... it may lead you in the right direction as it's compatible with source game assets and the like https://github.com/Silverlan/pragma

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    if you're serious though, op, have a look through the pragma engine's source code... it may lead you in the right direction as it's compatible with source game assets and the like https://github.com/Silverlan/pragma

  • ChaosEsqueTeam ChaosEsqueTeam committed [8a71da] on Code for vbsp_attempt_engine

    model_brush.c Mod_VBSP_Load please complete it someone please please PLEASE... also t3d would be nice too, and unreal 1 and ut map loading, and and and

  • ChaosEsqueTeam ChaosEsqueTeam created ticket #5

    Please help: VBSP loading (half life 2 bsp loading)

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    Small sourcecode update, brought over some code that was attempted for VBSP by cloudwalk some years ago, not that it will work, but figured to bring it over. New file is model_vbsp.h and some functions in model_brush.c . Cloudwalk gave up at the face loader. Comment says the code crashes. (brought over from latest darkplaces,) (this was an attempt at halflife2 bsp loading) (unfinished)

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    Small sourcecode update, brought over some code that was attempted for VBSP by cloudwalk some years ago, not that it will work, but figured to bring it over. New file is model_vbsp.h and some functions in model_brush.c . Cloudwalk gave up at the face loader. Comment says the code crashes.

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on ticket #2

    Another resource: https://bitbucket.org/Xaleros/libunr/src/master/ Libunr (gnu affero public license), attached.

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    https://hooksutplace.freeforums.net/thread/768/opensource-unreal-weapon-models-working

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on ticket #2

    Another resource: https://bitbucket.org/Xaleros/libunr/src/master/ Libunr (gnu affero public license), attached.

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    application that uses libunr.zip lucc: https://bitbucket.org/Xaleros/lucc/src/master/

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    https://hooksutplace.freeforums.net/thread/290/libunr-source-unreal-engine-library?page=1&scrollTo=4728 That's a very interesting thing. I used to make unreal and unreal tournament maps. I posted some of my old ones on my project: https://sourceforge.net/p/chaosesqueanthology/tickets/2/attachment/t3dexamplefilesmore.zip (has t3d and .unr versions of some of my old maps). One of them once got played on nali planet servers (autoplay arena) and got reviewed back then. Nowadays I hack on the quake1 engine...

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    Another resource: https://bitbucket.org/Xaleros/libunr/src/master/ Libunr (gnu affero public license), attached.

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on ticket #2

    Another resource: https://bitbucket.org/Xaleros/libunr/src/master/ Libunr (gnu affero public license), attached.

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    Could you help us add .unr map loading to the engine? Could you ask your fellow university students? We don't know anyone and no one will help us. :(

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    Try the linux binary in the GITREPOS folder. That's the newest compile for linux. ~/XonoticChaosEsqueAnthology/GITREPOS_XONOTIC-AESCRYPTO-LINUX-GLX.SH That actuates the binaries in: ~/XonoticChaosEsqueAnthology/GITREPO/ Which is the compiled version of what is in ~/Xono/git_repos_both.zip

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    m

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    more update

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    update to pkg

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    BSP 59 slight investigation.

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    The texture loading of the seeker tgas should be fixed in latest. Manually added them.

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on a wiki page

    player size configs, the thin one can make maps more spacious.

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on ticket #2

    Model_brush.c is the main file where new map and model formats are parsed: https://sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/ci/master/tree/model_brush.c An example one is void Mod_OBJ_Load on line 7562. Which loads the triangle data for an obj file (loads the vertex and then the face data). It would be nice to load the .unr map type too. These usually contain much less triangle data than any object file: but they are and were high quality maps and were fun. Then a line is added...

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion Programmers Wanted

    Model_brush.c is the main file where new map and model formats are parsed: https://sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/ci/master/tree/model_brush.c An example one is void Mod_OBJ_Load on line 7562. Which loads the triangle data for an obj file (loads the vertex and then the face data). It would be nice to load the .unr map type too. These usually contain much less triangle data than any object file: but they are and were high quality maps and were fun. Then a line is added...

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion Programmers Wanted

    Quake1 engine. Unreal maps. Please help. We already implemented other map formats (wolfenstine enemy territory). Opensource. C: https://sourceforge.net/p/chaosesqueanthology/tickets/2/ Here is the C++ for Unreal maps, but this is a C engine: https://sourceforge.net/p/chaosesqueanthology/tickets/2/attachment/UShock_source.tar.bz2 Here is Quake1 Engine code: https://sourceforge.net/p/chaosesqueanthology/code-t3d_attempt_engine/ci/master/tree/

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on discussion General Discussion

    Thanks. I hope there is enough content in this game so that it is interesting to you. Additionally, there are also map-making additions such as spawnarrays (and similar) that can be used to make one's own worlds somewhat quickly. Also more recently there are substitution directives one can use with those to sorta reg-ex model names in the citygen routines so if one has made one's own model sets those can easily be used or mixed-in with the current stuff. Though I haven't written documentation for...

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on discussion General Discussion

    Thanks. I hope there is enough content in this game so that it is interesting to you. Additionally, there are also map-making additions such as spawnarrays (and similar) that can be used to make one's own worlds somewhat quickly. Also more recently there are substitution directives one can use with those to sorta reg-ex model names in the citygen routines so if one has made one's own model sets those can easily be used or mixed-in with the current stuff. Though I haven't written documentation for...

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on discussion General Discussion

    Thanks. I hope there is enough content in this game so that it is interesting to you. Additionally, there are also map-making additions such as spawnarrays (and similar) that can be used to make one's own worlds somewhat quickly. Also more recently there are substitution directives one can use with those to sorta reg-ex model names in the citygen routines so if one has made one's own model sets those can easily be used or mixed-in with the current stuff. Though I haven't written documentation for...

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on discussion General Discussion

    Thanks. I hope there is enough content in this game so that it is interesting to you. Additionally, there are also map-making additions such as spawnarrays (and similar) that can be used to make one's own worlds somewhat quickly. Also more recently there are substitution directives one can use with those to sorta reg-ex model names in the citygen routines so if one has made one's own model sets those can easily be used or mixed-in with the current stuff. Though I haven't written documentation for...

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    Thanks. I hope there is enough content in this game so that it is interesting to you. Additionally, there are also map-making additions such as spawnarrays (and similar) that can be used to make one's own worlds somewhat quickly. Also more recently there are substitution directives one can use with those to sorta reg-ex model names in the citygen routines so if one has made one's own model sets those can easily be used or mixed-in with the current stuff. Though I haven't written documentation for...

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on discussion General Discussion

    This current machine I'm on is a Windows 10 LTSC with a Ryzen 5 3600, RX 6600, 32 GB of RAM. When I try the same map on my Windows XP machine with an Intel i5-2500K, GTX 950, and 4GB of RAM I don't even get to see the error names like in this screenshot but I instead get a generic "Malloc" error after the game crashes. I'll post a screenshot from the XP computer so you can see the exact error a bit later. I don't have the willpower to fix the engine regarding the malloc crashes. NOONE will help me...

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on discussion General Discussion

    That shader is in /data/zzzzzz....pk3/shaders/scripts.shader seeker_nocmpnoglw { dpreflectcube cubemaps/default/sky { map textures/seeker_nocmpnoglw.tga rgbgen lightingDiffuse } } And the files in there all system link to seeker.tga seeker.tga is in a seperate pk3 archive. (Xonotic...data...pk3) This works on linux. Guess it doesn't on windows. (never noticed it tho) Can't do anything about it. (windows symlink vs linux's understanding) Don't have the time to nitpick this stuff. See: the game is...

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on discussion General Discussion

    That shader is in /data/zzzzzz....pk3/shaders/scripts.shader seeker_nocmpnoglw { dpreflectcube cubemaps/default/sky { map textures/seeker_nocmpnoglw.tga rgbgen lightingDiffuse } } And the files in there all system link to seeker.tga seeker.tga is in a seperate pk3 archive. This works on linux. Guess it doesn't on windows. Can't do anything about it. (windows symlink vs linux's understanding) Don't have the time to nitpick this stuff. See: the game is developed not-in-archives. So on the dev computers...

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on discussion General Discussion

    This current machine I'm on is a Windows 10 LTSC with a Ryzen 5 3600, RX 6600, 32 GB of RAM. When I try the same map on my Windows XP machine with an Intel i5-2500K, GTX 950, and 4GB of RAM I don't even get to see the error names like in this screenshot but I instead get a generic "Malloc" error after the game crashes. I'll post a screenshot from the XP computer so you can see the exact error a bit later. I don't have the willpower to fix the engine regarding the malloc crashes. NOONE will help me...

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    This current machine I'm on is a Windows 10 LTSC with a Ryzen 5 3600, RX 6600, 32 GB of RAM. When I try the same map on my Windows XP machine with an Intel i5-2500K, GTX 950, and 4GB of RAM I don't even get to see the error names like in this screenshot but I instead get a generic "Malloc" error after the game crashes. I'll post a screenshot from the XP computer so you can see the exact error a bit later. I don't have the willpower to fix the engine regarding the malloc crashes. NOONE will help me...

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on discussion General Discussion

    That shader is in /data/zzzzzz....pk3/shaders/scripts.shader seeker_nocmpnoglw { dpreflectcube cubemaps/default/sky { map textures/seeker_nocmpnoglw.tga rgbgen lightingDiffuse } } And the files in there all system link to seeker.tga seeker.tga is in a seperate pk3 archive. This works on linux. Guess it doesn't on windows. Can't do anything about it. (windows symlink vs linux's understanding) Don't have the time to nitpick this stuff. See: the game is developed not-in-archives. So on the dev computers...

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    That shader is in /data/zzzzzz....pk3/shaders/scripts.shader seeker_nocmpnoglw { dpreflectcube cubemaps/default/sky { map textures/seeker_nocmpnoglw.tga rgbgen lightingDiffuse } } And the files in there all system link to seeker.tga seeker.tga is in a seperate pk3 archive. This works on linux. Guess it doesn't on windows. Can't do anything about it. (windows symlink vs linux's understanding) Don't have the time to nitpick this stuff. See: the game is developed not-in-archives. So on the dev computers...

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on discussion General Discussion

    Yes. In the menu: Multiplayer->Create->AdvancedSettings->ItemAutoPickup Or as a cvar: g_noautopickup 0 (you can set that in your config if you'd like it to be default) Note: There is another relevant setting you might want to know about, since the inventory has a max limit in chaos esque, the weapon substitution behavior: gnoautopickup is "1" ["1"] set 1 to require pressing the use key (F) to pick up items gnoautopickupweaponsubstitution is "0" ["0"] 0 must drop weapon first, set to 1 to substitute...

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on discussion General Discussion

    Yes. In the menu: Multiplayer->Create->AdvancedSettings->ItemAutoPickup Or as a cvar: g_noautopickup 0 (you can set that in your config if you'd like it to be default) Note: There is another relevant setting you might want to know about, since the inventory has a max limit in chaos esque, the weapon substitution behavior: gnoautopickup is "1" ["1"] set 1 to require pressing the use key (F) to pick up items gnoautopickupweaponsubstitution is "0" ["0"] 0 must drop weapon first, set to 1 to substitute...

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on discussion General Discussion

    Yes. In the menu: Multiplayer->Create->AdvancedSettings->ItemAutoPickup Or as a cvar: g_noautopickup 0 (you can set that in your config if you'd like it to be default) * Note: There is another relevant setting you might want to know about, since the inventory has a max limit in chaos esque, the weapon substitution behavior: gnoautopickup is "1" ["1"] set 1 to require pressing the use key (F) to pick up items gnoautopickupweaponsubstitution is "0" ["0"] 0 must drop weapon first, set to 1 to substitute...

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on discussion General Discussion

    Yes. In the menu: Multiplayer->Create->AdvancedSettings->ItemAutoPickup Or as a cvar: g_noautopickup 0 (you can set that in your config if you'd like it to be default) ---------------------------------- Note: There is another relevant setting you might want to know about, since the inventory has a max limit in chaos esque, the weapon substitution behavior: gnoautopickup is "1" ["1"] set 1 to require pressing the use key (F) to pick up items gnoautopickupweaponsubstitution is "0" ["0"] 0 must drop...

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on discussion General Discussion

    Yes. In the menu: Multiplayer->Create->AdvancedSettings->ItemAutoPickup Or as a cvar: g_noautopickup 0 (you can set that in your config if you'd like it to be default)

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    This default setting was created due to us noticing that we would simply listen for the sounds of item pickups to immediately locate players. They stood no chance what-so-ever. We thought "in real life, one can choose what one wishes to pick up, as long as one is not in a developed country (in which case you have to put into your body what the people ruling over you instruct you to). Since ChaosEsqueAnthology's setting is not exclusivly developed countries; we felt it strange that first-world-rules...

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    Yes. In the menu: Multiplayer->Create->AdvancedSettings->ItemAutoPickup Or as a cvar: g_noautopickup 1 (you can set that in your config if you'd like it to be default)

  • ChaosEsqueTeam ChaosEsqueTeam modified a comment on ticket #2

    Suggested by yrex . geocities.ws yrex mojunreal NuPlayer20210917.zip The interesting things (Level and Model) aren't included, so try looking for them in either UTPT's "Auto format" feature, or some of my_code (especially files UPLib\PackageClasses.vb, UPLib\Models.vb, UnExtract\Module1.vb).

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on ticket #2

    Suggested by yrex . geocities.ws yrex mojunreal NuPlayer20210917.zip The interesting things (Level and Model) aren't included, so try looking for them in either UTPT's "Auto format" feature, or some of my code (especially files UPLib\PackageClasses.vb, UPLib\Models.vb, UnExtract\Module1.vb).

  • ChaosEsqueTeam ChaosEsqueTeam committed [118877] on Code for t3d_attempt_engine

    x

  • ChaosEsqueTeam ChaosEsqueTeam committed [e2d472] on Code for t3d_attempt_engine

    x

  • ChaosEsqueTeam ChaosEsqueTeam committed [b3a9d4] on Code for t3d_attempt_engine

    Initial commit model_brush.c is the important file, last function, please help with t3d and unr formats

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on ticket #2

    Note: Above is posted our (GPL) engine's source code (C code) , and other opensource source code (C++ code) that are examples of .t3d and .unr map code. Here is posted a cumulative iso archive of various information and descriptions about .t3d and .unr that have been found and various other opensource projects aswell related.

  • ChaosEsqueTeam ChaosEsqueTeam modified ticket #2

    Please help with .t3d and .unr loading (3d world file types)

  • ChaosEsqueTeam ChaosEsqueTeam modified ticket #2

    Please help with .t3d and .unr loading (3d world file types)

  • ChaosEsqueTeam ChaosEsqueTeam created ticket #2

    Please help with .t3d and .unr loading (3d world file types)

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion Miscellaneous Help Wanted

    /

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion Miscellaneous Help Wanted

    .

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion Miscellaneous Help Wanted

    Dear Sourceforge; We need a "Mac guy". Our engine compiles and runs on (old) macs, but we cannot afford new macs. Currently our engine will run for abit and then hits into the newer security features. We can't keep up with the changes and need someone who will make the macros in common.c common.h To make things happy for Mac. Someone... who has a mac and knows the platform. It changes so fast for us. Currently there are macros to deal with linux vs bsd vs windows etc. Mac is "counted" as one of the...

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion Programmers Wanted

    Here are some .t3d example files, (note: our original works so we may release them)

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion Artists Wanted

    We took your advice and flagged some of the posts as spam. I'm sure there will be more.

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    Example files (t3d etc)

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion General Discussion

    .

  • ChaosEsqueTeam ChaosEsqueTeam posted a comment on discussion Programmers Wanted

    (2mb C)

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