OA3 will still be in C and this won't change.
Also the code was always developed on another code service, previously it was on Google Code until that shut down, and there's been a github migration for the code part which had active development since 2014:
https://github.com/OpenArenaThe new OA3 code *is in there*, just the data's still being brewed and concocted offline until it's ready since I know open development on media gave me more regrets. I need a chance to set a solid, coherent fresh direction that's not dictated by whoever makes anything, and maybe that'll lead into consistent something after that (like Wesnoth etc).
more likely there'll be complaints about being an insult to linuxdom for using GL 1.1, seeing polygons, not using the latest 'modern' language, not following the last year's trendy subgenre, or something, so when I do have something to actually share next time, I am not going to think about this place. i've already been condemned to Hell by a born again neo-Nazi here from the last time I posted artwork. I very much don't like having to come back here to a place where i'm more damned than appreciated.by the way, there was exactly one 3d character artist who tried to contribute models for OA3 and it's just unanimated realistic russian soldiers. If this were any other open source project starving for art, i'm sure they'd easily be part of their cast (then put on the eternal looking-for-an-animator-to-go-through-hell-for-free backburner). But i'm a 3d technical artist, and I don't have to go down this path, and I have a vision. A vision that don't smell of shameless bootleg clone. I feel I have the skills necessary to accomplish this- it'll just take a long while, while juggling attention with emulation hobbies that's also important. Did I make myself clear?On the topic of abandoned games and judgment though, special mention has to go to World of Padman. Ente was....VERY creative in the early 2000s and most of the bulk in that game were produced in the early 2000s. It hasn't had much significant new art since. Similar idtech3 'free' games also had peaked in the 2000s with asset production, so they're probably just as stagnant (if not more). Maybe Urban Terror isn't since they thrived off mapping contests in the past and they probably still do them...but also realize there's been a very long tools issue that's plagued id tech3 and gatekeeping. When these
mods games were first produced, MD3s had to come from professionals that had access to 3D Studio MAX + Character Studio so they could use the Q3 BIP files Paul Steed (RIP) put out to animate characters with a sane level of quality. Mappers had to use Q3Radiant or GTKRadiant, there was no Trenchbroom and QuArK was laughably unusable. Coders needed MSVC6 or LCC, and today there's still the LCC legal issues with no other alternative compiler to produce crossplatform QVMs still... Also when there's good artists and mappers that suffer through that pipeline, they'll likely have this hobby passion drained and use this experience to get a job in the games industry. I know many who have, and were already industry veterans by the time those graduated into stand-alone games.