If you just want to have Q3 with the
features and fixes introduced by ioquake3, you may try ioquake3 directly.
http://ioquake3.org (brief infos here: (
DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Q3A/ioquake3).
This would allow to use some features like stereoscopic view, per-user settings, OpenAL support.
Many extra features added by OpenArena, instead, would not be available.
You may want to try to play Q3 as a
mod in OpenArena. As mentioned in (
DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/ModCompat#Trivia, a quick test I did years ago proved that worked, although with some error notifications in console and few strange graphic effects. Anyway, I did not went further into that, due to the fact it may not be allowed by Q3 EULA (I'm not sure), and because
I didn't see a lot of scope in that, due to this:
Note: please keep in mind that game logic (gamecode) of mods may be based upon previous versions of OpenArena or from Quake 3 Arena, thus some settings that correctly work in baseoa may not work in the mod. Some variables may have not existed at all at the time of that mod creation (and thus, having no effect at all); other variables may now manage more values than before, resulting in they working as expected when using some values, and not working as expected when using other values (and those not managed values may be inherited from baseoa to the mod config!). New ioquake3/OpenArena features managed by the engine (contained in binary files such as openarena.exe), primarily some graphic options, are much more likely to work on mods than those managed by the game logic, even if they do not have their option shown in the menu, but few of them may not work anyway.
(from (
DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Manual/Using_Mods)
In other words, doing that you would use OpenArena engine, but Quake3 gamecode. No
DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Special_game_options]special game options introduced by OA, no additional
DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Gametypes]gametypes.
If you wanna use original Q3 maps in OA, but using OA gamecode (game logic), you should have pk3 files containing the maps only (.bsp, .aas, etc.), but without Q3 gamecode. I think there are (or
were) available for download somewhere across the internet, some packages containing original Q3 maps (I think someone already did the work of creating new pk3, extracting Q3 maps)... but I don't have links and I never tried them. You may try googling.
Even if I had them, I think I would have not posted such links in the wiki, because I suppose they are copyright infringments.Anyway, take in account that some of the additional game types would not work correctly anyway, because those maps would lack some gametype-specific items (e.g. Domination points for Domination gametype).
I don't see a real use for using Q3 weapon models instead of OA models. They look different, but work the same.
Further reading:
(
DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Quake_III_Arena
(
DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/ModCompat
(
DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/FAQ#How_can_I_use_maps.2C_models.2C_mods_made_for_Quake_3_Arena.3F
(
DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/FAQ#Maps_designed_for_Quake_3 (mentions links to download Q3A2OA texture compatibilty packs)
(
DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/FAQ#Mods_designed_for_Quake_3
(
DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/FAQ#Models_and_bots_designed_for_Quake_3
(
DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Manual/Voice_chat
PS: Anti-camp features in "baseoa"? Are you sure? Or was it a mod maybe?