Download

Download

Game Client & Development Tools

Please note that the game is currently in alpha preview.
You will likely come across all sorts of bugs and issues.

Requirements: Windows 8.1 and above.

Playing the Game

Extract the client zip into a directory of your choosing, and run Binaries/Client/InfantryClient.exe.

Log in with the same account you use for this site and select the zone you wish to play. You will automatically be assigned to the alias that you registered with.

Feel free to reach out to us in Discord to report crashes, bugs, requests.

Using the Development Tools

All the development tools used to build zones within War Angels are available to you.

Zone Registration

Prior to being listed in-game, your zone must be registered on the Zone Development page.
For local testing and development, use 127.0.0.1 as IP address, and a port of your choosing.

Once you have registered your zone, download the keyfile for your respective zone, and drop it into the Server folder. Next, run the server and you should see a printout indicating that it has successfully connected to Arbiter.

If you choose to host more than one zone you may wish to duplicate the Server directory, one for each zone you plan on hosting.

War Angels Studio

Maps are almost exclusively made inside of the War Angels Studio, where you can drag and drop objects onto the map, create teams, vehicles, items, and indicate spawn points and other areas of interest.

Mesh Editor

The Mesh Editor is used to load and assign physics and other properties to meshes (vehicles, floors, walls, props, and so on).

FbxConverter

Drag and drop an .FBX file onto the FbxConverter program icon. This will convert the file into an .io2mesh which is the Mesh file format that War Angels uses.

Content Locations

All assets for the game are stored in the Game/Content directory.
Within this directory, the lay out is as follows (alphabetically):

  • Backdrops: all backdrop images.
  • Balls: ball meshes used by zones like soccer, basketball, gravball, and so on.
  • Doodads: in-world geometry like walls, floors, and other props.
  • Flags: flag meshes used by zones like CTF, trench wars, and so on.
  • Item Meshes: in-world representation of items when they are dropped.
  • Maps: zones and their configurations.
  • Projectiles: sprite graphics used for projectiles.
  • Replays: locally recorded replays.
  • User Interface: user interface elements.
  • Vehicles: vehicles, mechs, soldiers, and other player-controllable objects.