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Open re-implementation of Medal of Honor: Allied Assault

License: GNU General Public License v2.0

Makefile 0.12% C++ 25.71% C 72.45% Assembly 0.24% Shell 0.64% HTML 0.20% Yacc 0.01% CMake 0.22% GLSL 0.18% Roff 0.06% Objective-C 0.08% Perl 0.03% Dockerfile 0.01% PowerShell 0.01% M4 0.03% sed 0.01%

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openmohaa's Issues

(Basic training) The incorrect location of the truck in the garage

Hi

I notice that the truck in the garage is now visible, which is awesome!
However, the location of this truck is incorrect.
The hood of this truck shouldn't be turned toward the left side of the wall in the garage. I attached the screenshot from the Linux version of Mohaa from icculus.org.

Can you fix it?

(Basic training) the invisible truck in the garage

Hi

I noticed that the truck in the garage on the right side is not visible.
The game detects it because I can't move in this area where the truck should be located. In this case, the truck isn't correctly displayed.

(Basic training) All tents are invisible

Hi

I noticed that in the most recent version all tents are invisible. There are more similar issues on invisible objects in the basic training.

Do you want me to add a list of all of them here?

or

Do you want me to report one by one in the separated issues?

Screenshots?

I think people will be more interested in testing this neat re-implementation and maybe collaborate with some code if you show the current state of this port in the README. Even early screenshots are fine!

Door bug

When opening a door, it may get stuck opening 360 degrees, indefinitely

tiki_shared.h: boneType

field ‘boneType’ has incomplete type 'enum boneType_e enum boneType_e boneType'
tiki_shared.h:255:18 (enum boneType_e boneType) no defines, are specified. Please fix.

Demo writing: nullstate not properly initialized?

In CL_Record_f, when writing the baselines, they are delta'd against a nullstate which is initialized as

Com_Memset (&nullstate, 0, sizeof(nullstate));

But it should probably be

MSG_GetNullEntityState( &nullstate );

instead, same as in SV_SendClientGameState.

HOw i can compile under Slackware(64) 14.2?

HI there i try to compile, but don't work, i do the follow :

cd /tmp
git clone https://github.com/openmoh/openmohaa
cd openmohaa
make

Output :

make[1]: se entra en el directorio '/tmp/openmohaa'

Building openmohaa in build/release-linux-x86_64:
  PLATFORM: linux
  ARCH: x86_64
  COMPILE_PLATFORM: linux
  COMPILE_ARCH: x86_64
  CC: cc

  CFLAGS:
    -MMD
    -Wall
    -fno-strict-aliasing
    -Wimplicit
    -Wstrict-prototypes
    -pipe
    -DUSE_ICON
    -I/usr/include/SDL
    -D_GNU_SOURCE=1
    -D_REENTRANT
    -DUSE_OPENAL
    -DUSE_CURL
    -DUSE_CURL_DLOPEN
    -DUSE_LOCAL_HEADERS
    -DNDEBUG
    -O3
    -fomit-frame-pointer
    -ffast-math
    -funroll-loops
    -falign-loops=2
    -falign-jumps=2
    -falign-functions=2
    -fstrength-reduce

  LDFLAGS:
    -ldl
    -lm

  Output:
    build/release-linux-x86_64/omohaaded.x86_64
    build/release-linux-x86_64/openmohaa.x86_64
    build/release-linux-x86_64/main/cgamex86_64opm.so
    build/release-linux-x86_64/main/gamex86_64opm.so
    build/release-linux-x86_64/main/uix86_64opm.so

make[2]: se entra en el directorio '/tmp/openmohaa'
DED_CC code/server/sv_bot.c
In file included from code/server/server.h:27:0,
                 from code/server/sv_bot.c:24:
code/server/../qcommon/q_shared.h:177:0: aviso: se redefinió "PAD"
 #define PAD(base, alignment) (((base)+(alignment)-1) & ~((alignment)-1))
 ^
code/server/../qcommon/q_shared.h:169:0: nota: esta es la ubicación de la definición previa
 #define PAD(x,y) (((x)+(y)-1) & ~((y)-1))
 ^
In file included from code/server/../qcommon/tiki.h:29:0,
                 from code/server/../qcommon/qcommon.h:27,
                 from code/server/server.h:28,
                 from code/server/sv_bot.c:24:
code/server/../qcommon/../tiki/tiki_shared.h:255:18: error: el campo ‘boneType’ tiene tipo de dato incompleto
  enum boneType_e boneType;
                  ^
In file included from code/server/../qcommon/qcommon.h:27:0,
                 from code/server/server.h:28,
                 from code/server/sv_bot.c:24:
code/server/../qcommon/tiki.h:117:25: error fatal: tiki_script.h: No existe el fichero o el directorio
compilación terminada.
Makefile:1683: fallo en las instrucciones para el objetivo 'build/release-linux-x86_64/ded/sv_bot.o'
make[2]: *** [build/release-linux-x86_64/ded/sv_bot.o] Error 1
make[2]: se sale del directorio '/tmp/openmohaa'
Makefile:847: fallo en las instrucciones para el objetivo 'targets'
make[1]: *** [targets] Error 2
make[1]: se sale del directorio '/tmp/openmohaa'
Makefile:841: fallo en las instrucciones para el objetivo 'release'
make: *** [release] Error 2

idtech 3 game engine experts - suggestion

Hello Guys!
It is not issue, but a help. There is a good guys who develop OpenJA - the open source Jedi Academy. They have huge knowledge in developing idtech 3 engine. Ask them maybe on GitHub: ensiform, xycaleth, eezstreet, Razish

TODO: UI implementation

Finish UI implementation by implementing the actual functions body, whatever the method.

Path: /code/uilib

TODO: Finish fgame implementation

A lot of things were done for the game portion and not much is remaining:

  • Make Actor class working (credit to Ryback who did an huge part of it)
  • Finish Vehicle

Non-exhaustive list

Slight spelling mistake in death messages?

I noticed some slight differences to the base game in the death messages:

case MOD_GRENADE:
if (G_Random() >= 0.5f) {
s1 = "tripped on";
s2 = "'s' grenade";
} else {
s1 = "is picking";
s2 = "'s' shrapnel out of his teeth";
}

s2 = "'s' SMG";

e.g.
"'s' shrapnel out of his teeth"

instead of

"'s shrapnel out of his teeth"

(extra single quote)

Or is this something that later versions of the game/extensions changed?

Grenade sound

Grenade doesn't emit any sound when bouncing off the ground

The missing intro in Mohaa

Hi

I want to inform you that the intro is missing in Mohaa.

I'm happy that you are working on it because I still keep the old computer with Linux 2.4 to play Mohaa.

[GAMEX]Actor not working properly

So, after reversing 99% of actor funcs. Actor behavior is messed up.
How to test/replicate:
-Place actortest.pk3 from actortest.zip inside main folder.
-open up mohaa with original gamex86.dll
-type in console: "map actortest"
-player gets spawned behind actor.
-try to move, shoot, or make noise.
-actor will look at you and do proper animations [partially broken because no scripts are loaded]
-try same stuff with opm gamex86.dll
-actor looks at you but animations are broken (most noticeable is face animation)

What version of Medal of Honor: Allied Assault War Chest do you use?

Hi

I have a question for people that develop this project.

What version of Medal of Honor: Allied Assault War Chest do you use?

I have crashes during loading maps in the multiplayer mode with Breakthrough that I don't have with the base game and Spearhead. Maybe there are some differences in the GOG version.

Improvement idea: Interpolate fLeanAngle for demo playback

So, when playing back demos at fps that are higher than the sv_fps of the server it was recorded on (or with lower timescale), any leaning is kinda stuttery. It's not in normal gameplay (probably because of clientside prediction code that doesn't run for demo playback) but it is when playing back demos. I think this can be solved by interpolating fLeanAngle the same way that origin, viewangles and origin is interpolated for the playerstate, when playing back demos (or possibly if first person spectating but not sure).

Just a tiny possible improvement over the normal game which has the same "problem".

(Basic training) The tank isn't correctly displayed before and after the explosion

Hi

The tank isn't correctly displayed in the most recent version of Openmohaa,
The main gun and the turret aren't displayed. Additionally, the tank looks as if it was after the explosion.

Menu_001 2

I checked the version from August 19th, and it doesn't display the missing elements of the tank. However, it looks better before the explosion:

9b15b27

Menu_003

The missing elements of the tank are displayed after the explosion in the version from August 19th:

Menu_004

Can you fix it?

OpenMoHAA FOR ANDROID

Will this program be on android? will we be able to play this classic on a mobile phone?

Build Error: Hunk_Alloc

sv_bot.c: In function ‘BotImport_HunkAlloc’:
sv_bot.c:309:27: error: ‘h_high’ undeclared (first use in this function)
sv_bot.c:309:27: note: each undeclared identifier is reported only once for each function it appears in
sv_bot.c:309:9: error: too many arguments to function ‘Hunk_Alloc’

Please advise.

TODO: Implement client game module

Start by using cgame from fakk.

Then complete it by implementing features from mohaa, which means:

  • A few more FX-related features
  • CGame messages
  • Nature-related components
  • Scoreboard
  • Weapon command
  • Vehicle
  • View model
  • Volumetric smoke

(Spearhead) Game crashes after Jack Barnes dies.

Hi

I can load the first map of the single-player mode in Spearhead. The image in the game is blurry for a few seconds, and then I see some objects. In this moment, Jack Barnes dies after landing with the parachute, which doesn't happen in the original game.

https://gist.github.com/gbudny/6c8a79866dca71414c4301e962d78967

However, the most important issue is that the game crashes when he dies:

I uploaded the file core.dmp:

https://we.tl/t-OCESBixgdT

Can you fix it?

Credits don't work in Mohaa

Hi

I want to inform you that credits don't work in Mohaa.

I can click continue, and then I see it tries to load a game because I see some elements like a gun on the black background.

Clientside project for cmake?

I might just be too inexperienced, but when I generate the Visual Studio projects I seem to be missing anything client game related. For example the file cl_parse.cpp appears to be missing from the entire solution, I can't find stuff that should be in it when I do a global search. To give an example, svc_snapshot is referenced only twice in the solution, once in the enum and once the serverside writing. But nowhere do I see the parsing.

The release does include the client though, so I'm not sure what I'm doing wrong. It must be possible to compile it no?

TODO: Implement CMake support

The project currently uses Visual Studio solution files (Windows) and Eclipse project files (for Linux). Goal is to use CMake for the entire project instead, for easier contribution.

Must be able to target any platform on any architecture. C++17 standard at minimum should be used for convenience.

Possible binaries outputs:

  • Server binaries: omohdedArch and gameArch
  • Client binaries (of course the client can host a LAN game): openmohaa, cgameArch

Maybe an option to be able to compile statically, resulting in fgame/cgame combined into the output executable?

Update cryptographic hash primitives and libcurl library

Some security issues related to the use of md5 as a cryptographic hash function:

  • collisions (multiples pre-image giving the same hash value) exists
  • rainbow table attacks
  • not recomanded by standards bodies anymore
  • the new function should be implemented via an approved external open source provider

Libcurl library should be updated for improved security as well.

(Breakthrough) Video isn't properly displayed

Hi

I noticed that the first video can be played in the single-player mode, which is impressive. However, the one-fourth of the video is covered by a black rectangle when it is playing.

Can you fix it?

Demo support?

Hi,

I was wondering if you plan to support the demo, which could be useful for people to play some part of the game using this engine, without the need to buy the full game.

(Basic training) I can't move in any direction

Hi

I checked the new version of Openmohaa 0.57.0-alpha on Linux, and I noticed it still has this weird bug. I load the basic training, and frequently I can't walk in any direction. In this case, I have to quit the game and start it again.

Do you have the same issue?

Can you fix it?

That was impressive when I walked to the end of the map.

REAME Location of files in hidden folder .moh

Hi

What files should be added to the folders Main and OpenMoHAA in the hidden folder .moh?

I added cgamex86_64.so and gamex86_64.so to both folders to prevent the game from crashing when I try to load basic training or multiplayer. It doesn't help with the singleplayer campaign.

Do I need to add other files to the Main and OpenMoHAA folders?

Current state of affairs

Hi guys

What is the current state of affairs with openmohaa?

Has there been any progress on UI? What makes the current client unusable? (I was under the impression MP was fully playable?)

Compilation on VS2017+

Hi

I was wondering if anyone else had successfully compiled under Visual Studio 2017 or above?

I do not have older versions installed on my system so in an attempt to build it at 2017 level (v141) with C++ 14, I receive multiple errors in the CL_InitRef ref function with the assignment of callbacks like "ri.FS_Read = FS_Read;" due to size_t to int conversion issues. Macro redefinition errors and such.

If anyone has any forks adjusted to work with vs2017+ please let me know. I'd love to try help with the project but I am quite partial to the newer VS IDEs.

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