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DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/NOTTODO oops
-per pixel lighting (possible, but hard, no link to NOTTODO please)
Sort of done in that one ioUrt engine, but it only works with world rendering afaik. I'd only allow it if it were optional only.
-shadow mapping (would be a bit easier, or less buggy nexuiz-like stencil shadows (for better stencil shadows on stairs eg.)
Darkplaces just implemented this
-water reflection and refraction (a bit easy)
Easier said than done. You'd have to restructure the renderer quite a bit to get a surface to reflect off another with good sorting.
-water caustics (easy)
Tacking on special effects to existing maps is a risk of creative liberty for the mapper. I wouldn't want this.
-md5
MD5 has no normals, would look very ugly in the renderer
md2
MD2 is a crappy format not worth supporting. Going from MD3 to MD2 is more losses than gains, like the one big important one: VERTEX PRECISION
obj support
Not a game format. Obj is designed for rendering.
-easy gametype coding, like in warsow
LUA/Python scripting?
-Race mode integrated to OA (with support of nexuiz races if possible and CPM)
Could be done (!!) but then I would need to model a grappling hook.
-Clan Arena
ew
-A lot of variables to configure physics, game settings, etc (like customizing fall, drown damage, friction)
That cfg mod down there?
-better particle system
In the works. I know Harekiet has the Q3MME engine to bug for engine-side eyecandy stuff
-Translations (why not menus.cfg like in sauerbraten)
Strings are hardcoded, Missionpack has slight translation support, and we can't have proper translations without Utf-8 anyway
-Very hard to do, cube 2-like editor
Brushes say no.
-Realtime world lights and shadows
Redundant suggestion
-Bots with waypoints (AAS = Ambulances Are Small, so...)
Going from AAS to waypoints is also backwards like MD3 to MD2. AAS is pretty much the future. Even Valve has AAS in their overrated bot-based games.
-more maps
But remember, quantity != quality, and I don't like big file sizes.
-coop edit (like cube 2-like editor, or normal, very hard to do)
Maybe supporting ENT files?
-masks on models (specular, glow and envmap)
Meet .shader. .shader is your friend. Meet his buddies
alphaGen specular
rgbGen identity
blendFunc additive
tcGen environment
-warsow-like jump animations
I'm not making stiff animations.
-higher detailed models (delete limit of 1000 vertices, add one 0 = 10000 vertices)
That would lead to a high memory usage and long load times for everyone. Stupid idea, and i've tried that already. If anything i'd want to LOWER the amount of polys and surfaces player models use.
-optional dashes, walljumps, double jumps and wallrides.
and spray tagging and jpop music and wrong game
-Hard to do, ogz map support.
A zipped ogg file!?
-optional limited stamina mode
Stamina is annoying. See: Gore: Ultimate Soldier, FireArms for Half-Life
-Auto updating of game (hard to do)
That'll make those tinfoil hat wearers cry.
-3d explosions like in sauerbraten (sorry fromhell)
I'm actually TRYING to have 3d explosions in the form of particle effects exploding out. Also remember Q3 used to have 3D explosions in its VERY EARLY days.