![]() ![]() Google - if someone types openarena into google then the openarena homepage should be the first link there. while i think it's important that the new game should acknowledge it's ancestry i think using the same name might not be the best way of doing that. I'm not sure about the name openarena enhanced. ![]() an instagib deathmatch is still a deathmatch. instagib, for example can be added to any of the gamemodes and while it changes the gameplay the underlying rules are still the same. The distinction needs to be made between the underlying gamemode and "mutators" that alter the game play. ![]() there could also be a link to the content repository where they could browse for items for their map. there could also be a crouching model with a correspondingly shorter box. it could have a box around it to show how much space the model needs so that mappers could check that doors were big enough. blend or vrml file with a generic humanoid character to help give a sense of scale. Something that could help mappers would be to have every tutorial provide a download link for a very simple. so a developer could simply download it, tweak the mesh, skin it and resubmit it to the game. It would help modelers if there was a range of generic character models available for download that had all the body parts, rigging and animation in place. If blender needs extra content it would be good to have an addon package that provides everything needed for it too. it would be good to provide a package with an automated installer that does all the work or make a customize version. telling people to download gtkradient and then start putting extra bits in various folders is messy. On the subject of gtkradient, i'm under the impression that it needs extra stuff to do work on openarena. links to all the required software could also be provided on the download page. there could be a standard format for a tutorial page, to provide a uniform look. something that would be useful would be if every tutorial started with download links for all the software required for that tutorial. ideally they would be so clear and comprehensive that a complete beginner could simply take the tutorial and make a map or model with very little further help. I think having a lot of tutorials on a wiki would really help here. keep the Q3-gameplay (in some way) intact (= there should be a setting "vanilla quake" or something like this) there is no restriction in terms of settings (gothic, hightech, reallife - everything is accepted) all content and code has to be licenced under GPL! (maybe a gamemode for beginners with fixed settings and one for advanced players where settings can be adjusted in many ways) No new gamemode for just one changed setting. the number of gamemodes need to be kept small. OAe should be developerfriendly (maybe integrate GtKradiant?) and both enjoyable for new and advanced players. important advises (how to play a certain gamemode) should be readable ingame (even better: let someone talk to the user!) Keep the commandline away from the user if possible. Most of the settings should be adjustable in the new GUI. default settings must be easy to understand and creating a user- and developerfriendly game is also an important aspect of the project. although there is no special direction for the game itself the primary goal for the project is to integrate GPL-published stuff. a CS-like gamemode they are free to go this way. The gameplay has no special direction: If some people want to work on e.g. must be optional (=you should be able to turn them off). The graphics and game engine should be featurerich but new effects etc. The longterm goal is to get a big free content repository that can be used for much more projects later on. The more free high quality content (textures, sounds, maps, models etc.) the better. OAe will also welcome new (GPL'd) mods and tries to integrate them in the main game. This means some of the old Q3A mods will possibly not work (although we should try to avoid this). So what are the differences between OAe and OA ? Primarily OAe won't try to clone Q3A content. This is basically the same concept used in Debian. The black arrows are contributions with mostly non-free content/code.Īs you can see the idea of OAe is to catch as many new projects as possible and bring them under one hood. The blue arrows show where free content/code is used. "Internet Developer-Community" and "Internet Modder-Community" are just seperated to keep the chart easier to understand, but of course they aren't that different from eachother. This is the way I think OpenArena enhanced could fit in the environment of Q3A and OpenArena. Comments about the chart (see attachment) ![]()
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