Edit this to your liking.
Mission
GMAPN should be a viable alternative to KTX for QW online games. It should add more flexibility on the gamerules and support different mods. Even though competitive gameplay isn't out of focus, it is more important for GMAPN to do things differently than KTX, while keeping the features and modus-operandi that KTX got us used to.
Immediate Roadmap
- Menu: robousness and matureness of the menu
- 100% support for mods: Red Rover, FreezeTag, Domination, Duel Arena
- Find testers after all [Defects] are fixed and only a few minor bugs/issues remain
- Make sure FTESV has loc downloading support and chat bubbles
- See variables/commands lists, are they all there and do we need more?
- KTX players (duel/tdm) should NOT feel any difference gameplay-wise, if they do then fix it so they don't. Of course some differences are good, like the antilag code being good or even better than MVDSV+KTX.
- Option to remove menu for CLI (KTX) folks.
- Display information about the options at countdown, after first release we will work on displaying only the non-default options (see below)
- People have clans, clans have tags, tags are used as the teamname. Don't enforce red/blue or even think that people are gonna play TDM with red/blue in EQL
- Webpage before first release, not necessarily before RC.
- Include a copy of a robust and tested version of FTESV, as of now we are using r4997 + loc downloads and chat bubbles
- Include a copy of a snapshot release of FTEQCC in the source tarball
- Make it possible to turn off dprints, so we can fill the log up with some nice debug info for the future bugs.
- Windows server support?
Near future Roadmap
- 100% support for the most common mods: TDM, Coop, 2on2, Duel, CTF
- More original mods: Simon says, Quake done quick, Lucy
- Support the other mods in KTX? Clan arena, Race, Pro-X, etc...
- If easy to implement, an idea is to put transparent player models on spawn points.
- API for stats
- SQL support(?)
- Hardcode all the default values for all gamemodes/maps people play after the first release has configs that we can gather defaults from. Use these hardcoded settings to display whenever an option is NOT set to the default.
- Reload the map cache on map change so the admin can add maps easily.
- Map list at intermission, implement if possible.
- Make sure FTESV + GMAPN is 100% robust and doesn't crash or lock up.
- Optional test suite, if possible.
Future Roadmap
- Player Auth
- another thing i want to do is /spickup, query the server how good players are and mix teams accordingly. of course random, but i've seen so many prewars 4on4 that they complain about rpickup choosing bad teams. i would query a central DB, like qwstats.qw.nu
- CC-licensed sounds and models to include in the project (optional, eventually molgrum can find people for this) BY and BY-SA are compatible with GPL
- License to use for the mod? Are we done with id copyright and can decide this ourselves?
- Anti cheat stuff? Wallhack, aimbot, rjscript, etc...
- More documentation in the code, split large files into several files.
- General cleanup, make code and configs look nice and look at solving/removing any FIXME comments.
Some gametype ideas here: https://forums.unrealtournament.com/forumdisplay.php?49-UT-Gametypes