Well the good thing about Warsow is that it will always remain 100% free. If that wasn't the case though, nothing is stopping you from playing the version being released tomorrow. Sure the content might not be free, but you're still fully capable of forking the engine.
Then they fuck us all over, and close the source, and go proprietary with the game media assets.
Then we cant fork it, because the media assets are proprietary.
The media assets needs to be free in case the developers fuck the community over, or if they cancel the project. Forking is essential to a healthy system where it can continue to grow and evolve. Else it is too vulnerable.
I understand your point, though it's been 7 years now, with 7 major releases. Nothing is stopping you from picking up one of those releases, and playing the game with a new client, or mod. The developers and founder are very adamant about the game remaining free. The topic has come up countless times to ask and put the game on steam for promotion, though as you may know steam only allows games that make money.
I used to play it, was pretty cool game.
however some maps were a bit hard as you needed to do some precise maneuvering, but at least it was cool to watch the pros at it.
Might try it again.
Just want to say that forking usually happens when the project has some serious issues. If the project is well managed and developed there is no need for a fork. See Xonotic and also Libreoffice and Xorg examples. If the project is not open source and can't be forked there is a big chance it will die.
I wanna clear one thing up: Warsow is the Qfusion and Qfusion is far from dead :) 1.0 engine changes are ernomous, making the engine pretty darn modern in many aspects: Hardware rendered skeletal animations, incredibly high map performance with VBO's, octagon hitboxes, nice e-sport features like r_drawflat etc. You can read more about our new engine stuff here.
Secondly we do have our reasons for keeping semi-closed* repository. The engine projects we have are always pretty gigantic, multi-month projects which need big commitment from the guys who do them. For example we're likely first, or at least one of the very first open source engine projects to bring modern-day engine stuff to the open source engines, like hardware rendered models (classic Quake 2/3 engine forks do this in the CPU, being very inefficient in model rendering).
When it comes to the media assets, it's true that they're not open source. To clarify that a bit - we're not an open source project, we're a free game project. There are pros and cons in both ways of development. With fully open projects it's usually easier to find contributors. On the other hand our media is very high quality and professional, which then again is due "closed" nature of the project. People who contribute for us are actual game developers, and usually want something to show in their portfolio and which doesn't get forked around different projects and modified to death by other people.
To put it short, we're just trying to make the best possible free and unique fps.
*) We're actually very open to contributors who actually commit on these projects. But on the other hand having open repository would somehow imply that we're interested in merging every random idea that anyone comes up with. This is not the case - we have our vision what the game should be, and people usually just get mad when we decline their code/features which does not fit in our vision of the game.
For players everything is and will always remain free however. So hopefully you enjoy our release :)