Roadmap

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This is the current, incomplete roadmap of OpenArena

Contents

finished

0.5 (released, done)

  • Get all engine binaries compiled with the latest ioq3 source (win32 ioq3 rev 833 is done, waiting for Mac OS X PPC/Intel and linux x86 and 64bit binaries)
  • Get oa_bubctf1 working with textures and compile
  • New machinegun texture

0.6 (done!)

  • (done) Complete the gargoyle mesh
  • (it's a skin instead; model out of plans) New machinegun model
  • (done) make sure every weapon gets a skin and a proper muzzleflash (Lightning gun, rocket launcher, gauntlet, railgun, bfg, plasma)
  • (done) every weapon and player model should have _1 and _2 LOD meshes (Blender 2.42a's merge collapse feature works great with edges and makes the process fun imo)
  • (done) Start two more characters on the PlayerMDL list
  • (done) Make new weapon sounds for Grenade Launcher, Plasma Gun, Lightning Gun, BFG, Railgun
  • (done) Gargoyle sounds
  • (done, cbctf1) New CTF map
  • (done) Fix the references to "Quake3" (i.e. baseq3 > baseoa, ioq3 > iooa, etc)

0.7 (Done!)

  • Tribute to Quake - convert, retexture and recompile all of Quake's GPL'd DM maps
  • DM1 : Done by dmn_clown
  • DM2 : Done by dmn_clown
  • DM3 : Done by dmn_clown
  • DM4 : Done by dmn_clown
  • DM5 : Done by dmn_clown
  • DM6 : Done by dmn_clown
  • DM7 : Done by sago
  • "Train" CTF level (couldn't make it in)
  • Tropical islands CTF level
  • All mapmodels finished (ok this was vague since there is no list. oops)
  • At least 10 new player character models since 0.6.0
  • New gibs of ambiguous body parts (without skin), and internal organs
  • Announcer retakes
  • DON'T FORGET TO PACK THE TARBALL PROPERLY THAT IT EXTRACTS IN ITS OWN SUBFOLDER INSTEAD OF ./ (i.e. openarena-0.7.0)


to do

0.8

August 2008 release, pressure deadline right on the beginning of the month.

  • Focus on "missionpack" project (i.e. put missionpack entities in existing CTF maps, make team symbols, UI etc)
  • "James" and "Janet" base models for missionpack project
  • "Sorceress" model for base
  • "Funk man" model for base
  • Major and Ayumi redone
  • New voices for Ayumi, Kyonshi, Angelyss, Arachna, Sorceress. (we'll need a real asian to do ayumi and kyonshi this time)
  • The following weapons will be remodeled (old models will still appear in the attic):
  • Gauntlet
  • Shotgun
  • Rocket Launcher
  • Plasma Gun
  • Chain Gun
  • color1 should change railgun wall mark, not color2
  • rail beam discs should return
  • remove vertex lighting
- it is old, and exists only for older cards such as Rendition and Riva128 and RagePro (which OA is defintiely NOT designed for asset-wise)
- it breaks shaders of many maps (like islandctf and other maps with terrain shaders), and removes many visual effects to cause the game to look ugly
- it removes shadows from maps, leading to 'professional gamers' using it to their advantage since having eyes and forced player models are not enough.
- Other recent Q3 engine games don't have it, so why should we? OA isn't released in 1999, you know.
  • cgame particle system for impacts like bullet sparks, instead of using a fillrate-expensive shader for faking the illusion
  • Gametypes:
- Catch the Chicken
- Kill the Rabbit (like Catch the Chicken, but more 'automated' and there is no chicken to catch so it is more fun with rails. It's tag game).

1.0

  • All missing map textures replaced
  • All q3 mapobjects skinned (but of course it'd just be .tga's only, no md3s/ases from q3 here)
  • Soundtrack matching q3a music filenames

2.0

  • Freetype
  • Translation packs (everything would use the TA ui)

3.0

  • Next-gen assets

dunno when

  • ARB reflective/refractive water shader support (this will bring in a big new audience, guaranteed)
  • Cross-platform ISO with binaries and (optional) installers for Windows, Linux and Mac OS X as well as self-booting with nvidia / fglrx support. (Probably be done around 0.9 and 1.0, but no promises)
  • Adjust hue and saturation of railgun beam (not brightness)
  • Surface materials affecting bullet impact sound, mark and effect (i.e. no metal dent hole marks on wood)
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