OpenArena
Line 49: Line 49:
 
* Focus on "missionpack" project (i.e. put missionpack entities in existing CTF maps, make team symbols, UI etc)
 
* 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
 
* "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):
 
* The following weapons will be remodeled (old models will still appear in the attic):
 
:* Gauntlet
 
:* Gauntlet
:* Machine Gun
 
 
:* Shotgun
 
:* Shotgun
 
:* Rocket Launcher
 
:* Rocket Launcher
Line 59: Line 62:
 
* color1 should change railgun wall mark, not color2
 
* color1 should change railgun wall mark, not color2
 
* rail beam discs should return
 
* 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 ==
 
== 1.0 ==

Revision as of 20:52, 30 April 2008

This is the current, incomplete roadmap of OpenArena

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

  • 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
  • Port Tremulous's particle system to cgame code for special effectsry that can be optional for client (So we can get rid of the fake fillrate eating sparks and other fake things)
  • 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)