OpenArena 0.8.5 Patch
Feb 23, 2010 Patch 7 commentsThis is the ZIP archive for the OpenArena 085 patch.
It's a game designed to be Free Software. It uses the id Tech 3 engine source code (which is released under the GNU General Public License v2), and fills in the blank with all new media to make a game.
OpenArena is licensed under the GNU GPL version 2 - data and engine. Anyone can contribute to it, if it complies with the GNU GPL.
WARNING: OpenArena contains Mature Content. I'm serious. If you don't like shooting the bloody guts and beating hearts out of voluptuous barely modest combatants then don't play it, or play without the mature pk3 file and use com_blood 0/cg_showGibs 0 (but be aware that pure servers may not agree with this).

Mild Language
Intense Fantasy Violence
Blood and Gore
Suggestive Themes
6 comments by leilei on Sep 12th, 2009
2009-09-12
For a while i've been playing with colors for the classic menu system to break the hardcoded tradition of red/orange graphics that has been for all versions. The background is animated and I have no new buttons yet. In the screenshot, there's also VoIP support picked up from ioq3 as well.
ArmageddonMan on the forums has been mapping for a bit and i've only just recently committed his map pack to the SVN. The map at the top is called Space Contact. Over below that is a joint production between Bozceq and ArmageddonMan for a map called Blitzkrieg 2.
Neko is no longer an Angelyss skin anymore. She is now getting her own player model, hopefully looking great once she gets her joints all figured out. The skin is incomplete to the point there's still no clothing so all I can show here is just a wire view. The double-skirt )one is asymmetrical, the other is just symmetrical, in UV mapping) allows many improvisations to the creative opportunities for skinning. Also (for you pervs) she has the biggest chest in the game which makes her the final new 'mature' model. SHE'S ALSO FROM JAPAN, SO KAWAII =<^_^>=
Coming Up Next Week: what the font!!?
This is the ZIP archive for the OpenArena 085 patch.
My mappack for OpenArena. ATM 11 maps, 6 CTF and 5 DM.
This is the Windows/Linux/Mac version of OpenArena 0.8.1 archived in the ZIP format.
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OA was originally built for the original source release and it still has assets that respect the original limits. We're still using TGA/JPG/PCX, WAV, and MD3. It doesn't require Ioq3, and it could just as easily ship with its own modified idTech 3 without a relation to ioq3.
You fail to reply to my comment again, is that "reply to comment" button so difficult to click? I guess this is due the "laggy SDL mouse input" as well? :P
The current and past OA builds do not work with id Tech 3. I've already told you that you've messed this up yourself by using the ioquake3 improved QVM format. The only way to get this working with "id Tech 3" would be applying the required ioquake3 code changes to the id code base, which apparently becomes related to ioquake3 by this.
Calling id tech 3 a continuation of id tech 2 is incorrect.
This is a content project
The content is made for id tech 3
The only thing relying on anything new ioq3 brought is the vorbis encoded music
The longer name of ioq3 strays too much on trademark violation to our liking especially since this game has the gameplay of the other
End of story
That's ********.
First; you've failed to actually reply to my comment. Second; OpenArena content does not work with id Quake 3 1.32c (aka _the id Tech 3 engine build). You propably never tried, but there's several things you've messed up. Q3 expects a proper productid.txt, which has been changed in OA so you get the "Invalid product identification" error. Even if you fix that by overriding OA's productid.txt with the Q3 one, loading the OA content still fails, since OA uses ioquake3's improved QVM format, thus "vm/ui.qvm has bad header" etc. This is documented in "Creating mods compatible with Q3 1.32b" in ioquake3/README.
Now go and tell me once more that OA is "id Tech 3" and not a custom "ioquake3".
Why's this listed under "id Tech 3" while it's actually using ioquake3?
And what do you think ioquake3 (ioq3) is? It's the id Tech 3 engine cleaned up, tweaked, and some welcome improvements made. In terms of changes to the lines of code, the overwhelming majority of id's code is still intact.
Oh wow Cpt.Obv. Just so you know, Desura/IndieDB/ModDB has separate entries for both engines. If you insist on being stubborn, why not list OpenArena as "id Tech 2" as it shares its codebase with #3? Or don't create an entry for OpenArena at all, since it's mostly id's code?..
ioq3 is a GPL version of the id Tech3 engine and no amount of tweaking will change that. Whether you say ioq3 or id Tech 3 the differentiation is so slight as to be irrelevant. It is what it is and none of the Devs or veterans of OA see an issue.
It bothers us more that casual visitors look at the Platform Field and come away with the incorrect assumption that OA only supports Windows and Linux, when in fact, it also supports Mac OS X and FreeBSD.
Well, there's your first difference, ioq3 supports more platforms than idq3. Iirc idq3 never natively supported *BSD, so that's another reason to list OA as ioq3. Besides ioq3 actually can be run on handhelds, smart phones or other mobile devices.
idq3 also has PunkBuster, which ioq3 obviously does not. ioq3 has off-site downloads via libcurl. It supports .png, .iqm and .ogg as well as .mp3, which idq3 does not. It has 3d rendering. It's IPv6 capable. The OA fork has added bloom and other forks include nice effects using FBO, which idq3 does not.
I could go on and list other slight differences, but it seems like you would deem them irrelevant anyways.