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| - For information about how to install and launch a mod, see Manual/Using Mods. You can also see the Troubleshooting page. This page illustrates some mods not designed for OpenArena, but for Quake 3 Arena (or for some other derivative games). Some of the features added by OpenArena probably will not be present, but the mods will be worthy anyway. Some mods could also be designed for ioquake3 or other idTech 3 forks. Check a mod's page for more specific informations (features, how to install, compatibility issues). For OpenArena-specific mods, please see the "Mods" page.
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| - For information about how to install and launch a mod, see Manual/Using Mods. You can also see the Troubleshooting page. This page illustrates some mods not designed for OpenArena, but for Quake 3 Arena (or for some other derivative games). Some of the features added by OpenArena probably will not be present, but the mods will be worthy anyway. Some mods could also be designed for ioquake3 or other idTech 3 forks. Check a mod's page for more specific informations (features, how to install, compatibility issues). For OpenArena-specific mods, please see the "Mods" page. You should always read "readme" files included with mods. It is also advisable to take a look the the "Troubleshooting" section below in this page and to similar sections in each mods page. Please notice that these mods may be released under different licenses than the GPLv2 license used by OpenArena, and that gamecode may have a different license than assets! If mods are based upon the Q3A SDK source (prior to the 2005 GPL release), they are not required to have their source code available under GPLv2... but in this case they should follow some other restrictions, such as "for use with the full commercial version of Quake III Arena only" (not becoming stand-alone games, for example): running such mods inside OA instead of Q3 is purely on the user's own risk. Note: some mods could have different versions, optimized for Quake 3 and for OpenArena.
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