How exactly can this be used?

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How exactly can this be used?

Post by 211476 »

When it comes to these things I have no idea what they are for :shock: , though I am trying to learn some programming languages. How can you use this with the current MOHAA? Will you first compile it and add the PK3s? Will it be some sort of patch or addon? Or will it just be used to make your own game using the MOHAA idTech3 engine?
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Post by Rookie One.pl »

From the FAQ (please always read the stickies first):
Rookie One.pl wrote:Q: What is it?
A: OpenMoHAA is a project of creating a free (as in speech, not as in beer), open-source game engine capable of running Medal of Honor: Allied Assault content (in much the same way that OpenTTD runs Transport Tycoon Deluxe or Free in the Dark runs Alone in the Dark), technically superior to the original one by improving security, stability and adding features, like PK3 downloading and extended mod support (actually, rolling back to many of the features that were there in Quake III but didn't make it to MoHAA).
It should be noted OpenMoHAA is not a patch - it's a completely separate, stand-alone project, based upon ioquake3.

Q: Will it be compatible with the original game?
A: While it's not a priority, at least at the initial development stages, it definitely is something we will be striving for in the future. To put it simply, it probably will, at some point in time.

Q: Will OpenMoHAA contain new maps, skins, sounds etc.?
A: OpenMoHAA is not a mod. Therefore, the project is not intended to produce any media assets (i.e. maps, models, sounds, textures, etc.). The answer is simply - no.

Q: Does this mean I will be able to get MoHAA for free?
A: No. While the OpenMoHAA engine will be free and open-source, the original game assets are not, they're part of a commercial product, propertiary. This means that you will need a legal, legitimate copy of Medal of Honor: Allied Assault in order to use OpenMoHAA.

Q: Will it feature advanced graphics/audio effects or a physics engine?
A: We'll definitely try to improve the quality of audio and video rendering, as far as that's possible without additional media assets. So that's a yes. However, as for a physics simulation engine, there's no application for it (MoHAA prospers without one).
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Post by 211476 »

i've read the FAQ already but as I said I am not as Code Savvy as you. So anyway I'm guessing it is to make your own game.
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Post by m0d hippY »

It's not an addon or a mod.
This project is solely a recreation of the MOHAA engine in "our" eyes. The final project is going to be released open source for the community. This, like other open source games, will give more support for modders once it's released, but for now it's more or less just a clone of the game.

Once we get the game up and running as intended, the next objective would be to make it less glitchy and make it more stable, but for now our main focus is to reproduce it.
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Post by 211476 »

k thanx. Wait so can someone who compiles this make a patch to fix MOHAA for all the n00bs that don't kno computer programming?
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Post by Rookie One.pl »

Lol, dude, I'm afraid you still don't quite understand.

This is a project to rewrite the Quake 3 Arena game to make it look, feel and behave just like MoHAA. We aim the resulting binaries to be superior to MoHAA, bug-free and more stable. This is not a patch - it's a stand-alone game engine. You will be able to use it to play MoHAA just like with the original engine - only difference is that we'll try to make the experience better. :)
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Post by m0d hippY »

I think what he's asking is, once our open source project is completed and released to the public, could someone make a patch out of it and the answer is yes. Obviously anyone who would want to take on such a job would need c++ knowledge, but with the open source engine that we are working on, it would be alot easier for any modder to create such a mod or patch now that they have the source to look at. This isn't something that this team is planning on doing, but it CAN be done by someone else that wants to take on the task.
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Post by mffpetergriffin »

My vocabulary in this is very noobish. I don't even know what a game engine is and yes, I looked at the Wikipedia link. I really want to understand what this project is and I have read all these explanations. In the simplest of terms, is this basically taking Quake 3 and making it just like MOHAA, like a "MOHAA mod" for Quake 3? I know it's not a mod but I need to think of it like something I know, and I know what a mod is lol. I am very curious and it sounds like a very complicated and tedious project and I wish you guys the best doing it :)
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Post by m0d hippY »

A game consists of a bunch of different parts. You have the game data. In mohaa gamedata is stored in archives called pak files with the extension .pk3

It also consists of config file (.cfg) that store information about server\characters, but the MAIN thing that puts everything together is the gaming engine itself. In lamance terms thats all the dll files and the exe that you see. Without those files you have nothing.

A exe and a dll file is a compiled file. Quake3 is open source, but MOHAA isn't exactly like quake3, infact its different in many ways. We use the ioquake3 source code from the engine (what makes up the dlls that allow the serverside & clientside to work properly), and implementing this into our engine. MOHAA also uses a modified version of the FAKK2 source code, but were not using it directly in this.

Our project is basically to clone\copy\reinvent the game from scratch. MOHAA never released an official SDK (Software Development Kit - open source code for modders to use), so were trying to do that ourselves. Since we are rebuilding this from scratch using ioquake3 as the base of this project this is completely legal because ioquake3 is released under gpl, and as long as we don't sell or profit from this (which we don't plan on doing) we can release it to the public.

So what is this for?
Once this project is completed & released to the public, they can then use bits and pieces from our source code to make modifications for even more future support, mods, updates and other cool things. Notice how popular the cs games are. CS has also released its source code and that gave far better support for better AC's, and alot cooler mods. So the plan is for us to help the development of MOHAA & increase its stability of the game itself.

It isn't a quake3 mod that allows the client to play on quake3. It merely looks that way because we haven't added all ui & model information into the engine yet so it's still using alot of the quake 3 textures, however this will be a copy of MOHAA. No easier way of explaning it. In other words our goal is to make open mohaa & MOHAA 1.11 completely compatible with each other. You can run open mohaa like you would run normal mohaa and join any server as you currently do. The plan is to just copy it from top to bottom as far as gameplay is concerned.

You wont be able to tell a difference aside from less exploits\glitches. It WONT be integrated into quake3
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Post by mffpetergriffin »

Got it! Thanks, that was a great explanation. This sounds very cool.
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Post by 211476 »

Where can I find a list of the glitches that will be fixed?
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Post by m0d hippY »

There is no official list yet, this project is still far from being completed there is still alot of work to be done with this.

Before we can focus on any fixes we need to focus on actually getting everything working first and thats hard enough. Once we get everything working flawlessly then we will update the fixes. Certain things can't get completely fixed but I would imagine alot of terrain glitched will get fixed, the STWH will get fixed, hopefully alot of the server crashes will get fixed those are just a few I can think of, but the word isn't official yet, You just have to sit back and wait for this I'm afraid. It's a big project and so far the only individuals that have enough reverse engineering experience to get this far are wombat & inequation. They have gone a long way and I know inequation has come a long distance in getting the terrain rendering sorted. My guess is once that's complete we'll start to get models to work.
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Post by Rookie One.pl »

"Which glitches will be fixed" is the wrong question. "Which ones will be avoided" is the right one.

Most of MoHAA's bugs were introduced somewhere between the licensing of Quake III code to Ritual Entertainment for FAKK2 and the release of MoHAA. FYI, Quake III code base (and especially ioquake3) is rock-solid, it's one of the most reliable ones around and as such does not contain any known (?) critical bugs.

Therefore, as we're reproducing the process of turning Q3 into MoHAA, we'll be trying to prevent glitches from appearing, as opposed to fixing existing ones.
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Post by Santa's_Killa »

First, thanks for even considering something like this. Hopefully it will extend and enhance the life of MOHAA and bring more new players into the fold.

Secondly, I notice that whilst playing on many servers, I often hear that many people would prefer not to have snipers, rifles, Bazooka's, or grenades because although they are a part of the game, many newcomers (and regular players) are often scared, or pushed away, because some players are too good and those using Mg's or SMG's are often at a disavantage on some maps.

I know this might seem childish at first and that each weapon has it's advantages and disadvantages, but it could be an idea, for you folks to create options for server admins, to either allow, or disallow certain weapons ingame, rather than them having to use mods to achieve this, as this might also make the game more popular for nOObs in the beginning.

Feel free to tell me this is a crap idea, but I only say this because it's something I have heard thousands of time from both clan's and players.

I also have a question.

When you say that the game itself will enable users to download new user maps as is the norm in other games, will be the maps have to be stored on the clan server, or can they be stored and fetched from an external source? I would assume that external is the way many other games do this, because it might put a strain on the actual games server.

Again feel free to lambast me, but this is something I have been curious about since I read about OpenMOHAA, because I am thinking of hosting a server on one of my spare computers.
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Post by Rookie One.pl »

Lol, no bashing this time, mate. :P Both your questions get a "yes" as an answer. :)
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