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)
to do
0.7
- Tribute to Quake - convert, retexture and recompile all of Quake's GPL'd DM maps
- "Train" CTF level
- Tropical islands CTF level
- All mapmodels finished
- At least 10 new player character models since 0.6.0
- 1. Merman (completed, except for voice)
- 2. Psycod (getting animated by jove)
- 3. "Dmo" (getting animated by enki)
- 4. "Hunterish" (getting modeled by enki)
- 5. "Slashish" (currently in concept phase)
- 6.
- 7.
- 8.
- 9.
- 10.
- 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 ./
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
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)