github openmoh/openmohaa v0.82.0
v0.82.0-beta

latest releases: v0.82.1, dev, latest...
one month ago

What's changed

  • The navigation system has drastically improved for bots thanks to the Recast Navigation library. The mp-navigation pk3 file is no longer needed.
  • Docs have been reorganized and clarified. There is a new website for the documentation: https://docs.openmohaa.org/.
  • On Windows there is now a setup file (MSI) to install OpenMoHAA.
  • Multiplayer server list has evolved! More details in the Multiplayer section below 🔽.
  • Lot of fixes... Including some that address bugs present in the original game.

Some server operators have started testing OpenMoHAA with their mods, with promising results. We're more than happy to support the game's future. If you're interested in experimenting and helping, your feedback and bug reports are always welcome.

Audio

  • Updated OpenAL to version 1.24.3

    • The sound quality has improved a little bit, the new version of OpenAL uses another sound resampler by default.
  • Fixed enhanced audio spatialization being forcefully enabled when it shouldn't for audio devices detected as headphones that aren't headphones.

General

Breaking changes

The architecture suffix has been completely removed from executables. For multiple reasons:

  • Avoids conflicts with shipped third-party DLLs (like SDL, OpenAL) which have no suffix.
  • Easier to build an installer and document.
  • Makes launchers and automation scripts simpler (universal name for executable files).
  • The architecture is already indicated in the archive name, on startup and in the version variable.

Executables are now simply named openmohaa and omohaaded.

The new version is not compatible with previously saved games.

Other changes

  • [New] Commands add, subtract, scale, append and bitset. bitset, which comes from mohaab, is particulary useful to set flags for flag-based variables like dmflags.
  • [New] Logfile timestamping. It's enabled by default with the com_logfile_timestamps cvar. The current time is displayed at the beginning of each log entry.
  • [New] Setup files (.msi packages) are now distributed for Windows.
  • [New] Update check. The game will verify the latest version in the background (by querying the latest GitHub release of the repository) and print a message to the console when a new version is available. It will also show a dialog for clients (that are disconnected). The user must still manually apply the update. Update checker can be disabled by setting com_updateCheck to 0.
  • Fixed LOCALIZATION ERROR spam.
  • Fixed an infinite loop that would occur during name sanitization.
  • Fixed a crash that would occur when using special menus (like admin menus).
  • Fixed memory leaks after the process has been running for a long time.
  • Fixed player name being cutoff at the first negative character
  • Fixed player being able to shoot bullets from under the LOD terrain (also occurs on the original game)
  • Fixed the version string, ensuring most software such as HLSW and mods work as intended depending on the target game version.

Client

  • [New] A random number is now added for the default name, like UnnamedSoldier#1234, or *** Blank Name #1234 ***.
  • Fixed bullet impacts having multiple effects sometimes.
  • Fixed cinematic not stopping on map change.
  • Fixed delayed SFX (such as smoke sound) being played on unrelated entities
  • Fixed Illegible server message error when firing some type of bullets on Spearhead and Breakthrough.
  • Fixed lean angle slightly not matching the original game.
  • Fixed localization issues.
  • Fixed Waffen skins not being usable on servers
  • Player models (selected skins) will be reset to their default value in-game if it doesn't exist, and force models will not work if the model doesn't exist on the server.
  • Reallow client name to be changed by the server. Names are often changed by administrators to fix duplicate names.

Rendering / UI

  • [New] On windowed mode, the hardware cursor is now used to navigate in the UI. This quickly allow users to get out of the window when bringing the console or the main menu up, instead of doing ALT+TAB.
  • Fixed a crash that would occur when there are insufficient triangles for LOD terrain tessellation (also occurs in original game).
  • Fixed a possible crash when loading a map with lightmaps and then loading a map that has no lightmaps.
  • Fixed a rare crash that would occur when toggling the scoreboard (also occurs in original game, but was fixed in Breakthrough 2.30).
  • Fixed blurry text.
  • Fixed disconnected water lakes
  • Fixed console prompt being hidden when there are too many characters
  • Fixed line breaks occurring mid-word
  • Fixed long messages being cut off in the console
  • Fixed omaha beach shorelines being incorrectly rendered
  • Fixed the server list being requested twice on Allied Assault when browsing internet servers.

Server

  • Fixed CM_AdjustAreaPortalState error
  • Fixed clients rejected for too low/high ping not being able to reconnect again.
  • Fixed some programs (like gamedig) not being able to retrieve gamespy data from the server.
  • Fixed some programs not being able to retrieve the complete list of players
  • Fixed SV_FindIndex: overflow errors that would occur more often than the original game during long matches.
  • Fixed server crashing all clients under rare occasions.
  • The server is now showing the project version number in the server list.

Game Module

  • Bazooka was never showing as the preferred weapon in singleplayer.
  • Fixed AI not shooting when squadmates are next to eachother in Spearhead and Breakthrough (also occurs in original game).
  • Fixed AI not moving to specific location when ordered.
  • Fixed AI misbehaving when curious.
  • Fixed AI moving too fast on Allied Assault.
  • Fixed AI having a notepad.
  • Fixed ammo type not properly localized.
  • Fixed an infinite loop that would occur on some maps when a vehicle start driving to a path.
  • Fixed an issue where legs animations (like idle pistol stand) would not loop.
  • Fixed an undefined behavior issue in some mods that could lead to infinite loop, like, while (self.variable) (where self is NULL).
  • Fixed a crash (MAX_GAMESTATE_CHARS) and a memory leak in long matches after many models are loaded. This would occur mostly in ToW maps during long matches, or in maps spawning many Actor.
  • Fixed a crash related to VehicleTurretGun having no vehicle owner (also occurs in original mohaab).
  • Fixed a crash that would occur when a turret shoots projectiles.
  • Fixed a crash when a player quits the server while in a vehicle (also occurs in original game).
  • Fixed damage blend not working in Spearhead and Breakthrough.
  • Fixed leaning not making a difference when trying to use.
  • Fixed mods like Elgbot server-side not working properly.
  • Fixed inconsistent cross-blending of torso animations.
  • Fixed "silent walk", where rapidly switching weapons would prevent emitting footstep sounds (also occurs in original game).
  • Fixed weapon banning not working properly when banning rifles.

Multiplayer

Master server

333networks

[New] Since March, the master server has been updated for both OpenMoHAA and the original game. The server list is now powered by 333networks: a robust and reliable service managed by a team of passionate retrogamers who live and breathe classic gaming. This transition affects all versions of the game.

OpenMoHAA uplinks directly to 333networks servers. To check if your server is uplinking directly to 333networks, go to this page, select the correct game, find your server: the first icon on the right should be green with a right arrow ➡️.

Instructions for the original game can be found here. You have nothing to do for OpenMoHAA.

[New] OpenMoHAA also supports multiple masters! The server browser queries them all at once, and servers send updates to each. They are powered by the 333networks community, managed independently. Even if one master goes down, others are used, ensuring constant availability of multiplayer.

[Improvement] Iccups will occur less when fetching the server list if the network is really slow, or if the master server is unreachable.

Bots

[New] Recast Navigation is now used by default to generate the navigation for bots. It's all automatic and works out of the box for any level, there is no need for mp-navigation.pk3. It provides a better and more accurate ways for bots to navigate through the maps.

  • Bots can now take path that requires jumping, falling or climbing ladders.
  • Bots will now try to get around small obstacles in front of them.

Note: bigger obstacles are minimally supported, but may cause some issues in some area, like the West axis spawn in Omaha Beach.

It takes less than 2 seconds to generate the navigation mesh on large maps like Berlin and Druckkammern.

If you have issues, executing set g_navigation_legacy 1 command and then reloading the map will fallback to the basic pathnode-based navigation system.

Changes

  • [New] In Spearhead and Breakthrough, axis players can now select the kar98 sniper by choosing a german panzer skin (this was one of the feature of Daven's patch).
  • [New] The Instant Action feature from Breakthrough. This feature, although only usable through the Breakthrough UI, allows anyone to quickly find and join popular low-ping multiplayer servers.
  • [New] A message will be printed into console/log when a client changes their name.
  • [New] The client number and their IP address will be printed next to each action (text message, joined the game...)
  • Added (all) prefix in text message when a player is talking to all
  • All player models inside the models/player/ folder will be cached in multiplayer. This avoids short lags/hitches when a player spawns with an un-cached model.
  • Correctly print the text of instant messages in the console/logfile.
  • Fixed AllocEdict when some Breakthrough maps are started in multiplayer mode (for co-op).
  • Fixed a crash related to spawnpoints.
  • Fixed a crash that would occur when playing a sound with subtitle without player #0.
  • Fixed a crash that occured when a player reconnects to the same slot (after timing out) and then displays the scoreboard
  • Fixed an issue preventing spawning next to spawn points with an offset. This lead to frequent telefrags with lot of players.
  • Fixed a crash that would occur when the player sets a first-person model as a skin, causing an infinite state loop (also occurs in the original game).
  • Fixed clients joining during intermission and having a corrupt Time value in the scoreboard (also occurs in the original game).
  • Fixed fog sometimes not updating on maps such as Gewitter.
  • Fixed incorrect number of wins shown for allies and axis in the scoreboard.
  • Fixed spawnpoints metrics.
  • Fixed missing player starts on some maps.
  • Fixed players temporarily having the name of another player when rejoining after losing connection (also occurs in original game)
  • Fixed projectiles with no owner getting removed when a player joins a team (also occurs in Spearhead and Breakthrough)
  • Fixed score not being able to have negative values in the result returned by the status server command.
  • Fixed scores being incorrectly sorted in round-based matches (they must be sorted by total kills).
  • Fixed some issues with laser mods, like the Freeze-Tag mode where the laser would not trace from the player sight.
  • Fixed sv_precache being ignored.
  • Fixed the issue where the text message gets empty when exceeding character limit.
  • Fixed the round ending incorrectly in mods like beach soccer.
  • Fixed weapon being dropped sometimes when switching weapons too fast (also occurs in original game)
  • Increase text message character limit to 400 characters (taking the name of the player into account).

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