As any project out there, OpenArena has a series of "do"s and "don't"s, things which fall inside of the project, and things which fall outside of it. This page lists the stuff that isn't allowed into OA. It's subjected to changes, but the list applies to every version of OA.
Stuff we possibly can not do, due to limitations of the engine Edit
- Adding per-pixel lighting.
- Translation support. cgame.qvm and ui.qvm can be translated, though they won't be so compatible with most pure servers that run on English, and vice versa.
- MP3 support. Patents are evil, and it's a lame format anyway. (NOT A PUN)
- Skeletal models. Sure the engine has support for it, but our Blender tools don't, and also vanilla q3 doesn't either.
- Ragdoll physics.
- Punkbuster support. It's propietary and closed source.
Stuff we won't include in the main package Edit
It should be noted that this stuff may be available in separated packages.
- Stuff which makes OA resemble Quake III Arena or any Quake game content-wise. Although there are some weapons, maps and models resembling those games' stuff, future versions of OA (such as 0.9.0/OA3) will get rid of these knockoffs, at least in the main package. Also, as part of this, we want to steer away from the Quake games' thematic as much as possible.
- Frontal nudity in the releases. There's some suggestive stuff in the characters up to 0.8.X, (and OA3 will have even less suggestivity, because models will be more clothed) but going completely porn-nude is a no-no.
Stuff we won't do and never will Edit
- Change the core gameplay of the original game. This includes the physics, weapons, and anything that's the default gameplay. That's stuff for a mod, not for the original gameplay. The only exception to this rule are the TA weapons and the Grapple, because they were already in the Q3/TA code.
- Related to the above, switch to any engine which isn't IdTech3. OpenArena was created in the IdTech3 for a reason. As an example, IdTech 4 is a completely different animal for a completely different game; it's not evolutionary, and it certainly has no real benefits. Also, one of the project's objective is to have low requirements, and moving to a "newer" engine will kill both this and the next point.
- Also, adding or changing stuff which will further break mod compatibility, as mod compatibility IS a main objective of OA. It's also related with switching to another engine.
- Adding content from commercial copyrighted games. It's copyright and EULA violation, which is followed by lawsuits and C&D letters. And you shouldn't do that as well. No matter the reason, don't insist.
- Adding tweaks for personal advantage, as in, no brightskins, no cg_enemymodels. Again, that's stuff for a mod, since vanilla Q3 didn't included that kind of stuff.
- Related to the above, designing/developing OA as an elite-only game where only seasoned players can enjoy the game. Even the original Quake III Arena was enjoyable without the need of knowing advanced techniques. And, in the long run, this will practically kill OA because of the high entry barrier. If anything, we want to cater to all audiences as we can inside of the limits of the project, not just the seasoned players.
- Adding political propaganda. This includes stealth "Take That!"s to real life people, in the form of characters or character quotes.
- GPLv2-clashing licensed files such as Creative Commons and GPLv3. Aside of the license compatibility reasons, there's the matter of maintenance. If we can't maintain a bad CC/GPLv3 asset because there's no source provided with it, then it's as good as being removed. There's also the requirement of having a text file per asset to describe the license in case there is a license mix. It would also lead to multiple PK3 files, separated by the licensed involved, which would complicate building and make maintenance messy.
- Sponsor/get sponsored.
- Set autodownload activated by default. It's a no-no for security (some custom PK3 have been known to use custom QVMs to exploit bugs or change stuff from the game itself), freedom (Such as allowing the users to decide if he/she wants to download extra stuff from OA servers) and GPL compliance (there are PK3 maps with content taken from other non-Free/copyrighted games) reasons.
- PNG format. Sure, it's "open" and "natively supported by operating systems", but compared to Targas compressed in a zip, it doesn't really bring in the size benefits; in fact, it would make things worse (libpng dependencies vary across distros, compatibilty clashes, and much longer loading times)