Medal of Honor: Allied Assault War Chest on Pyra/OpenPandora?


Just compiled this on the Pyra. But i don't have the game yet. So if you want to try i attach the compiled files in a zipped archive.
https://we.tl/t-bgisXMowoJ

Have compiled the Bison (3.5.1) (i first uninstalled the previous version) and compiled fine the new version and installed.
Next i downloaded the OpenMOHAA sources and i used ccmake to configure (i used only -DCMAKE_BUILD_TYPE=Debug as a quick try), and then
compilation gone fine untill the end.

So please test and report if is working.
Probably i can't do much as i don't have much free time...so feel free to package up this and made a new release on the repo if is working fine.
 
Just compiled this on the Pyra. But i don't have the game yet. So if you want to try i attach the compiled files in a zipped archive.
https://we.tl/t-bgisXMowoJ

Have compiled the Bison (3.5.1) (i first uninstalled the previous version) and compiled fine the new version and installed.
Next i downloaded the OpenMOHAA sources and i used ccmake to configure (i used only -DCMAKE_BUILD_TYPE=Debug as a quick try), and then
compilation gone fine untill the end.

So please test and report if is working.
Probably i can't do much as i don't have much free time...so feel free to package up this and made a new release on the repo if is working fine.

Hi Farox,

Thank you so much for building it.

There was a promotion on GOG, so I bought you this game as a gift.

You should receive the email from GOG with a key.
 
I've have had no time this weekend, but I would have done exactly what @Farox would have done. I still need to dig up my game discs...
 
Has anyone tried to run OpenMoHAA for Pyra build by Farox?
I give a try.

I first need to apologize with you...i already have the game bought some years ago...but i forgot ...sorry...so if anyone want to redeem the code for the game...feel free to write to me.

The game start but segfault (i think) when i try to start a new game...or whatever i try to do (it segfault even when exit..)
Attached are 2 shots one of the working menu (changing options do work fine) and the other one is the segfault when i click on quit button.
IMG_mohaa.jpg
IMG_mohaa_2.jpg



Also i attach the full log of the shell..

gl4es ./openmohaaarm-dbg
--- Common Initialization ---
OpenMoHAA 0.62.0-alpha+0.85c87695 linux-arm May 27 2024 UTC
----- FS_Startup -----
Current search path:
/home/farox/.openmohaa/main
/media/farox/pyra2/code/openmohaa/build/testgame/main
/media/farox/pyra2/code/openmohaa/build/testgame/main/pak7.pk3 (89 files)
/media/farox/pyra2/code/openmohaa/build/testgame/main/Pak6EnUk.pk3 (395 files)
/media/farox/pyra2/code/openmohaa/build/testgame/main/Pak5.pk3 (259 files)
/media/farox/pyra2/code/openmohaa/build/testgame/main/Pak4.pk3 (593 files)
/media/farox/pyra2/code/openmohaa/build/testgame/main/Pak3.pk3 (669 files)
/media/farox/pyra2/code/openmohaa/build/testgame/main/Pak2.pk3 (4722 files)
/media/farox/pyra2/code/openmohaa/build/testgame/main/Pak1.pk3 (396 files)
/media/farox/pyra2/code/openmohaa/build/testgame/main/Pak0.pk3 (11174 files)

----------------------
18297 files in pk3 files
tty]STUB: not implemented in /media/farox/pyra2/code/openmohaa/code/sys/new/sys_main_new.c line 63.
execing default.cfg
execing menu.cfg
execing newconfig.cfg
tty]STUB: not implemented in /media/farox/pyra2/code/openmohaa/code/sys/new/sys_main_new.c line 63.
STUB: not implemented in /media/farox/pyra2/code/openmohaa/code/sys/new/sys_main_new.c line 63.
Config: omconfig.cfg
tty]STUB: wtf in /media/farox/pyra2/code/openmohaa/code/sys/new/sys_main_new.c line 85.
STUB: wtf in /media/farox/pyra2/code/openmohaa/code/sys/new/sys_main_new.c line 96.
execing configs/omconfig.cfg
couldn't exec localized.cfg
couldn't exec autoexec.cfg
You are now setup for easy mode.
----- Client Initialization -----
------ Unloading ClientGame ------
----- Initializing Renderer ----
----- R_Init -----
WARNING: tess.xyz not 16 byte aligned
tty]LIBGL: Initialising gl4es
LIBGL: v1.1.5 built on Mar 16 2023 13:01:25
LIBGL: Using GLES 2.0 backend
LIBGL: loaded: libGLESv2.so
LIBGL: loaded: libEGL.so
LIBGL: Using GLES 2.0 backend
LIBGL: Hardware Full NPOT detected and used
LIBGL: Extension GL_EXT_blend_minmax detected and used
LIBGL: Extension GL_EXT_draw_buffers detected and used
LIBGL: FBO are in core, and so used
LIBGL: PointSprite are in core, and so used
LIBGL: CubeMap are in core, and so used
LIBGL: BlendColor is in core, and so used
LIBGL: Blend Subtract is in core, and so used
LIBGL: Blend Function and Equation Separation is in core, and so used
LIBGL: Texture Mirrored Repeat is in core, and so used
LIBGL: Extension GL_OES_mapbuffer detected
LIBGL: Extension GL_OES_element_index_uint detected and used
LIBGL: Extension GL_OES_packed_depth_stencil detected and used
LIBGL: Extension GL_OES_depth24 detected and used
LIBGL: Extension GL_OES_rgb8_rgba8 detected and used
LIBGL: Extension GL_EXT_multi_draw_arrays detected
LIBGL: Extension GL_EXT_texture_format_BGRA8888 detected and used
LIBGL: Extension GL_OES_depth_texture detected and used
LIBGL: Extension GL_EXT_texture_rg detected and used
LIBGL: Extension GL_OES_texture_float detected and used
LIBGL: Extension GL_OES_texture_half_float detected and used
LIBGL: Extension GL_OES_fragment_precision_high detected and used
LIBGL: Extension GL_EXT_shader_texture_lod detected and used
LIBGL: Max vertex attrib: 16
LIBGL: Extension GL_OES_standard_derivatives detected and used
LIBGL: Extension GL_OES_get_program_binary detected and used
LIBGL: Number of supported Program Binary Format: 1
LIBGL: Max texture size: 4096
LIBGL: Max Varying Vector: 8
LIBGL: Texture Units: 8/8 (hardware: 8), Max lights: 8, Max planes: 6
LIBGL: Max Color Attachments: 4 / Draw buffers: 4
LIBGL: Hardware vendor is Imagination Technologies
LIBGL: EGLImage to Texture2D supported
LIBGL: EGLImage to RenderBuffer supported
LIBGL: Targeting OpenGL 2.1
LIBGL: Not trying to batch small subsequent glDrawXXXX
LIBGL: try to use VBO
LIBGL: FBO workaround for using binded texture enabled
LIBGL: Force texture for Attachment color0 on FBO
LIBGL: Hack to trigger a SwapBuffers when a Full Framebuffer Blit on default FBO is done
LIBGL: glX Will try to recycle EGL Surface
LIBGL: Current folder is:/media/farox/pyra2/code/openmohaa/build/testgame
LIBGL: Loaded a PSA with 5 Precompiled Programs
DRI3 1.0
present 1.2
DRM FD 15
SDL using driver "x11"
Initializing OpenGL display
Display aspect: 1.778
...setting mode 4: 800 600
tty]/build/dri3wsegl-pyra-0.5/dri3_ws.c:843: WSEGL_SwapControlInterval: WSEGL_SwapControlInterval 1

/build/dri3wsegl-pyra-0.5/dri3_ws.c:843: WSEGL_SwapControlInterval: WSEGL_SwapControlInterval 1

Using 24 color bits, 24 depth, 8 stencil display.
Available modes: '1280x720'
GL_RENDERER: GL4ES wrapper
Initializing OpenGL extensions
...using GL_EXT_texture_compression_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...GL_EXT_texture_filter_anisotropic not found
...using GL_SGIS_texture_edge_clamp

GL_VENDOR: ptitSeb
GL_RENDERER: GL4ES wrapper
GL_VERSION: 2.1 gl4es wrapper 1.1.5
GL_EXTENSIONS: GL_EXT_abgr GL_EXT_packed_pixels GL_EXT_compiled_vertex_array GL_EXT_compiled_vertex_arrays GL_ARB_vertex_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer GL_EXT_vertex_array GL_EXT_secondary_color GL_ARB_multitexture GL_ARB_texture_border_clamp GL_ARB_texture_env_add GL_EXT_texture_env_add GL_ARB_texture_env_combine GL_EXT_texture_env_combine GL_ARB_texture_env_crossbar GL_EXT_texture_env_crossbar GL_ARB_texture_env_dot3 GL_EXT_texture_env_dot3 GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_EXT_bgra GL_ARB_texture_compression GL_EXT_texture_compression_s3tc GL_OES_texture_compression_S3TC GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_dxt3 GL_EXT_texture_compression_dxt5 GL_ARB_point_parameters GL_EXT_point_parameters GL_EXT_stencil_wrap GL_SGIS_texture_edge_clamp GL_EXT_texture_edge_clamp GL_EXT_direct_state_access GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_ARB_multisample GL_EXT_texture_object GL_EXT_polygon_offset GL_GL4ES_hint GL_ARB_draw_elements_base_vertex GL_EXT_draw_elements_base_vertex GL_ARB_map_buffer_range GL_NV_blend_square GL_ARB_texture_rectangle GL_APPLE_texture_2D_limited_npot GL_ARB_texture_non_power_of_two GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_subtract GL_ARB_texture_mirrored_repeat GL_ARB_framebuffer_object GL_EXT_framebuffer_object GL_EXT_packed_depth_stencil GL_EXT_framebuffer_blit GL_ARB_draw_buffers GL_EXT_draw_buffers2 GL_ARB_point_sprite GL_ARB_texture_cube_map GL_EXT_texture_cube_map GL_EXT_texture_rg GL_ARB_texture_rg GL_EXT_texture_float GL_ARB_texture_float GL_EXT_texture_half_float GL_EXT_depth_texture GL_ARB_depth_texture GL_EXT_fog_coord GL_EXT_separate_specular_color GL_EXT_rescale_normal GL_ARB_ES2_compatibility GL_ARB_fragment_shader GL_ARB_vertex_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ATI_texture_env_combine3 GL_ATIX_texture_env_route GL_NV_texture_env_combine4 GL_NV_fog_distance GL_ARB_draw_instanced GL_ARB_instanced_arrays GL_ARB_vertex_program GL_ARB_fragment_program GL_EXT_program_parameters GL_ARB_get_program_binary
GL_MAX_TEXTURE_SIZE: 4096

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 4, 800 x 600 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: gl_linear_mipmap_nearest
picmip: 2
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: enabled
Initializing Shaders
...loading 'scripts/gfx.shader'
...loading 'scripts/jeep.shader'
...loading 'scripts/ktigertank.shader'
...loading 'scripts/opel.shader'
...loading 'scripts/panzer_iv.shader'
...loading 'scripts/tigertank.shader'
...loading 'scripts/mohmenu.shader'
...loading 'scripts/15cannon.shader'
...loading 'scripts/20mmflak.shader'
...loading 'scripts/3dk.shader'
...loading 'scripts/algiers.shader'
...loading 'scripts/allied_insignia.shader'
...loading 'scripts/allied_pilot.shader'
...loading 'scripts/barracks.shader'
...loading 'scripts/barrel.shader'
...loading 'scripts/beams.shader'
...loading 'scripts/blasted.shader'
...loading 'scripts/bmwbike.shader'
...loading 'scripts/bottles.shader'
...loading 'scripts/brest.shader'
...loading 'scripts/bunker.shader'
...loading 'scripts/c47.shader'
...loading 'scripts/car.shader'
...loading 'scripts/central_europe.shader'
...loading 'scripts/central_europe_winter.shader'
...loading 'scripts/clock.shader'
...loading 'scripts/cockroach.shader'
...loading 'scripts/common.shader'
...loading 'scripts/crates.shader'
...loading 'scripts/das_boot.shader'
...loading 'scripts/ddaydark.shader'
...loading 'scripts/dday_shaders_v1.shader'
...loading 'scripts/decals.shader'
...loading 'scripts/dtruck.shader'
...loading 'scripts/effects.shader'
...loading 'scripts/environmentalfx.shader'
...loading 'scripts/faces.shader'
...loading 'scripts/flags.shader'
...loading 'scripts/flak88.shader'
...loading 'scripts/fockwulf.shader'
...loading 'scripts/french.shader'
...loading 'scripts/french_resistance.shader'
...loading 'scripts/frogman.shader'
...loading 'scripts/furniture.shader'
...loading 'scripts/general_industrial.shader'
...loading 'scripts/general_structure.shader'
...loading 'scripts/german.shader'
...loading 'scripts/german_dak.shader'
...loading 'scripts/german_gear.shader'
...loading 'scripts/german_kreigsmarine.shader'
...loading 'scripts/german_motorpool.shader'
...loading 'scripts/german_obershutze.shader'
...loading 'scripts/german_officer.shader'
...loading 'scripts/german_officer2.shader'
...loading 'scripts/german_scientist.shader'
...loading 'scripts/german_sentry.shader'
...loading 'scripts/german_shepherd.shader'
...loading 'scripts/german_ssnco.shader'
...loading 'scripts/german_ssshutze.shader'
...loading 'scripts/german_wehrmact.shader'
...loading 'scripts/german_winter.shader'
...loading 'scripts/german_worker.shader'
...loading 'scripts/gestapo.shader'
...loading 'scripts/gmctruck.shader'
...loading 'scripts/higgins.shader'
...loading 'scripts/howitzer.shader'
...loading 'scripts/hud.shader'
...loading 'scripts/hundpatrol.shader'
...loading 'scripts/indycrate.shader'
...loading 'scripts/interior.shader'
...loading 'scripts/interiorfx.shader'
...loading 'scripts/interior_northafrica.shader'
...loading 'scripts/items.shader'
...loading 'scripts/ktigertank_d.shader'
...loading 'scripts/light.shader'
...loading 'scripts/loadingscreens.shader'
...loading 'scripts/m1l1anate.shader'
...loading 'scripts/m3.shader'
...loading 'scripts/m5l2anate.shader'
...loading 'scripts/manon.shader'
...loading 'scripts/mercedes.shader'
...loading 'scripts/misc_outside.shader'
...loading 'scripts/mohcommon.shader'
...loading 'scripts/mohdetails.shader'
...loading 'scripts/mohtest.shader'
...loading 'scripts/nazi_crate.shader'
...loading 'scripts/nebelwerfer.shader'
...loading 'scripts/nebelwerfer_d.shader'
...loading 'scripts/normandy.shader'
...loading 'scripts/norway.shader'
...loading 'scripts/obstacles.shader'
...loading 'scripts/ocean.shader'
...loading 'scripts/p47.shader'
...loading 'scripts/panzershutze.shader'
...loading 'scripts/panzer_g.shader'
...loading 'scripts/panzer_grenadier.shader'
...loading 'scripts/paulscrate.shader'
...loading 'scripts/playerviewmodel.shader'
...loading 'scripts/protoamerican.shader'
...loading 'scripts/protogerman.shader'
...loading 'scripts/protosprites.shader'
...loading 'scripts/sandbags.shader'
...loading 'scripts/sdkfz.shader'
...loading 'scripts/sdkfz_desert_d.shader'
...loading 'scripts/shells.shader'
...loading 'scripts/shermantank.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/sky_old.shader'
...loading 'scripts/sprites.shader'
...loading 'scripts/static_basket.shader'
...loading 'scripts/static_items.shader'
...loading 'scripts/static_obstacles.shader'
...loading 'scripts/static_piperplane.shader'
...loading 'scripts/static_sandbags.shader'
...loading 'scripts/static_wirerailholder.shader'
...loading 'scripts/stuka.shader'
...loading 'scripts/submodels.shader'
...loading 'scripts/sunflare.shader'
...loading 'scripts/tank_commander.shader'
...loading 'scripts/targets.shader'
...loading 'scripts/tempfakk.shader'
...loading 'scripts/tempsign.shader'
...loading 'scripts/test.shader'
...loading 'scripts/tigertank_d.shader'
...loading 'scripts/train.shader'
...loading 'scripts/trees.shader'
...loading 'scripts/treeshadows.shader'
...loading 'scripts/us_gear.shader'
...loading 'scripts/us_soldier.shader'
...loading 'scripts/wake.shader'
...loading 'scripts/weapons_allied.shader'
...loading 'scripts/weapons_german.shader'
...loading 'scripts/wilderness.shader'
...loading 'scripts/windowdecals.shader'
...loading 'scripts/windowold.shader'
...loading 'scripts/windowtst.shader'
...loading 'scripts/wirecutters.shader'
Setting up Shaders
----- finished R_Init -----
-------------------------------
------ Initializing Sound ------
SDL_Init( SDL_INIT_AUDIO )... OK
SDL audio driver is "pulseaudio".
SDL_AudioSpec:
Format: AUDIO_S16LSB
Freq: 22050
Samples: 256
Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
2 channels
5120 samples
16 samplebits (int)
1 submission_chunk
22050 speed
0x2fee2a0 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
Setting up Shaders
Loading inventory...
----- Client Initialization Complete ----- -2028 ms
--- Common Initialization Complete --- 2317 ms
-- Localization: I see 1 localization files
--- Localization: reading file global/localization.txt
Loading Localization File global/localization.txt
Loaded 1242 localization entries
--- Localization: reading file global/localization.txt
Loading Localization File global/localization.txt
Loaded 2484 localization entries
IP: 127.0.0.1
IP: 192.168.1.41
IP6: ::1
IP6: fe80::14eb:8465:c3e9:287d%wlan0
Opening IP6 socket: [::]:12203
Opening IP socket: 0.0.0.0:12203
------ Server Initialization ------
Server: training
------ Unloading ClientGame ------
------ Unloading ClientGame ------
Setting up Shaders
UI_DrawConnect called
Trying to load "gamearm-dbg.so" from "."...
Sys_GetGameAPI(gamearm-dbg.so): succeeded ...
==== InitGame ====
gamename: OPENMOHAA
gamedate: May 27 2024
==== CleanupGame ====
^~^~^ Morph targets data is corrupted for 'models/human/heads/head1.skd'
0 teams with 0 entities
------ Server Initialization Complete ------ 50.38 seconds
------ Unloading ClientGame ------
------ Unloading ClientGame ------
Trying to load "cgamearm-dbg.so" from "."...
Sys_GetCGameAPI(cgamearm-dbg.so): succeeded ...


-----------PARSING UBERSOUND------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
Parse/Load time: 2.622000 seconds.
-------------UBERSOUND DONE---------------



-----------PARSING UBERDIALOG------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
Parse/Load time: 0.194000 seconds.
-------------UBERDIALOG DONE---------------

tty]----
Backtrace:
----
----- Client Shutdown (Received signal 11) -----
------ Unloading ClientGame ------
Closing SDL audio playback device...
SDL audio playback device closed.
SDL audio shut down.
RE_Shutdown( 1 )
-----------------------
----- Server Shutdown (Received signal 11) -----
==== ShutdownGame ====
------ Unloading Game ------
---------------------------
LIBGL: Shuting down

Don't know what to check...maybe it's a work for a serious porter...so if anyone want to fix and pubblish...feel free.
 
I give a try.

I first need to apologize with you...i already have the game bought some years ago...but i forgot ...sorry...so if anyone want to redeem the code for the game...feel free to write to me.

No worries.

Share a code with anyone who needs this game.

The game start but segfault (i think) when i try to start a new game...or whatever i try to do (it segfault even when exit..)
Attached are 2 shots one of the working menu (changing options do work fine) and the other one is the segfault when i click on quit button.
View attachment 39244View attachment 39245


Also i attach the full log of the shell..

gl4es ./openmohaaarm-dbg
--- Common Initialization ---
OpenMoHAA 0.62.0-alpha+0.85c87695 linux-arm May 27 2024 UTC
----- FS_Startup -----
Current search path:
/home/farox/.openmohaa/main
/media/farox/pyra2/code/openmohaa/build/testgame/main
/media/farox/pyra2/code/openmohaa/build/testgame/main/pak7.pk3 (89 files)
/media/farox/pyra2/code/openmohaa/build/testgame/main/Pak6EnUk.pk3 (395 files)
/media/farox/pyra2/code/openmohaa/build/testgame/main/Pak5.pk3 (259 files)
/media/farox/pyra2/code/openmohaa/build/testgame/main/Pak4.pk3 (593 files)
/media/farox/pyra2/code/openmohaa/build/testgame/main/Pak3.pk3 (669 files)
/media/farox/pyra2/code/openmohaa/build/testgame/main/Pak2.pk3 (4722 files)
/media/farox/pyra2/code/openmohaa/build/testgame/main/Pak1.pk3 (396 files)
/media/farox/pyra2/code/openmohaa/build/testgame/main/Pak0.pk3 (11174 files)

----------------------
18297 files in pk3 files
tty]STUB: not implemented in /media/farox/pyra2/code/openmohaa/code/sys/new/sys_main_new.c line 63.
execing default.cfg
execing menu.cfg
execing newconfig.cfg
tty]STUB: not implemented in /media/farox/pyra2/code/openmohaa/code/sys/new/sys_main_new.c line 63.
STUB: not implemented in /media/farox/pyra2/code/openmohaa/code/sys/new/sys_main_new.c line 63.
Config: omconfig.cfg
tty]STUB: wtf in /media/farox/pyra2/code/openmohaa/code/sys/new/sys_main_new.c line 85.
STUB: wtf in /media/farox/pyra2/code/openmohaa/code/sys/new/sys_main_new.c line 96.
execing configs/omconfig.cfg
couldn't exec localized.cfg
couldn't exec autoexec.cfg
You are now setup for easy mode.
----- Client Initialization -----
------ Unloading ClientGame ------
----- Initializing Renderer ----
----- R_Init -----
WARNING: tess.xyz not 16 byte aligned
tty]LIBGL: Initialising gl4es
LIBGL: v1.1.5 built on Mar 16 2023 13:01:25
LIBGL: Using GLES 2.0 backend
LIBGL: loaded: libGLESv2.so
LIBGL: loaded: libEGL.so
LIBGL: Using GLES 2.0 backend
LIBGL: Hardware Full NPOT detected and used
LIBGL: Extension GL_EXT_blend_minmax detected and used
LIBGL: Extension GL_EXT_draw_buffers detected and used
LIBGL: FBO are in core, and so used
LIBGL: PointSprite are in core, and so used
LIBGL: CubeMap are in core, and so used
LIBGL: BlendColor is in core, and so used
LIBGL: Blend Subtract is in core, and so used
LIBGL: Blend Function and Equation Separation is in core, and so used
LIBGL: Texture Mirrored Repeat is in core, and so used
LIBGL: Extension GL_OES_mapbuffer detected
LIBGL: Extension GL_OES_element_index_uint detected and used
LIBGL: Extension GL_OES_packed_depth_stencil detected and used
LIBGL: Extension GL_OES_depth24 detected and used
LIBGL: Extension GL_OES_rgb8_rgba8 detected and used
LIBGL: Extension GL_EXT_multi_draw_arrays detected
LIBGL: Extension GL_EXT_texture_format_BGRA8888 detected and used
LIBGL: Extension GL_OES_depth_texture detected and used
LIBGL: Extension GL_EXT_texture_rg detected and used
LIBGL: Extension GL_OES_texture_float detected and used
LIBGL: Extension GL_OES_texture_half_float detected and used
LIBGL: Extension GL_OES_fragment_precision_high detected and used
LIBGL: Extension GL_EXT_shader_texture_lod detected and used
LIBGL: Max vertex attrib: 16
LIBGL: Extension GL_OES_standard_derivatives detected and used
LIBGL: Extension GL_OES_get_program_binary detected and used
LIBGL: Number of supported Program Binary Format: 1
LIBGL: Max texture size: 4096
LIBGL: Max Varying Vector: 8
LIBGL: Texture Units: 8/8 (hardware: 8), Max lights: 8, Max planes: 6
LIBGL: Max Color Attachments: 4 / Draw buffers: 4
LIBGL: Hardware vendor is Imagination Technologies
LIBGL: EGLImage to Texture2D supported
LIBGL: EGLImage to RenderBuffer supported
LIBGL: Targeting OpenGL 2.1
LIBGL: Not trying to batch small subsequent glDrawXXXX
LIBGL: try to use VBO
LIBGL: FBO workaround for using binded texture enabled
LIBGL: Force texture for Attachment color0 on FBO
LIBGL: Hack to trigger a SwapBuffers when a Full Framebuffer Blit on default FBO is done
LIBGL: glX Will try to recycle EGL Surface
LIBGL: Current folder is:/media/farox/pyra2/code/openmohaa/build/testgame
LIBGL: Loaded a PSA with 5 Precompiled Programs
DRI3 1.0
present 1.2
DRM FD 15
SDL using driver "x11"
Initializing OpenGL display
Display aspect: 1.778
...setting mode 4: 800 600
tty]/build/dri3wsegl-pyra-0.5/dri3_ws.c:843: WSEGL_SwapControlInterval: WSEGL_SwapControlInterval 1

/build/dri3wsegl-pyra-0.5/dri3_ws.c:843: WSEGL_SwapControlInterval: WSEGL_SwapControlInterval 1

Using 24 color bits, 24 depth, 8 stencil display.
Available modes: '1280x720'
GL_RENDERER: GL4ES wrapper
Initializing OpenGL extensions
...using GL_EXT_texture_compression_s3tc
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...GL_EXT_texture_filter_anisotropic not found
...using GL_SGIS_texture_edge_clamp

GL_VENDOR: ptitSeb
GL_RENDERER: GL4ES wrapper
GL_VERSION: 2.1 gl4es wrapper 1.1.5
GL_EXTENSIONS: GL_EXT_abgr GL_EXT_packed_pixels GL_EXT_compiled_vertex_array GL_EXT_compiled_vertex_arrays GL_ARB_vertex_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer GL_EXT_vertex_array GL_EXT_secondary_color GL_ARB_multitexture GL_ARB_texture_border_clamp GL_ARB_texture_env_add GL_EXT_texture_env_add GL_ARB_texture_env_combine GL_EXT_texture_env_combine GL_ARB_texture_env_crossbar GL_EXT_texture_env_crossbar GL_ARB_texture_env_dot3 GL_EXT_texture_env_dot3 GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_EXT_bgra GL_ARB_texture_compression GL_EXT_texture_compression_s3tc GL_OES_texture_compression_S3TC GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_dxt3 GL_EXT_texture_compression_dxt5 GL_ARB_point_parameters GL_EXT_point_parameters GL_EXT_stencil_wrap GL_SGIS_texture_edge_clamp GL_EXT_texture_edge_clamp GL_EXT_direct_state_access GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_ARB_multisample GL_EXT_texture_object GL_EXT_polygon_offset GL_GL4ES_hint GL_ARB_draw_elements_base_vertex GL_EXT_draw_elements_base_vertex GL_ARB_map_buffer_range GL_NV_blend_square GL_ARB_texture_rectangle GL_APPLE_texture_2D_limited_npot GL_ARB_texture_non_power_of_two GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_subtract GL_ARB_texture_mirrored_repeat GL_ARB_framebuffer_object GL_EXT_framebuffer_object GL_EXT_packed_depth_stencil GL_EXT_framebuffer_blit GL_ARB_draw_buffers GL_EXT_draw_buffers2 GL_ARB_point_sprite GL_ARB_texture_cube_map GL_EXT_texture_cube_map GL_EXT_texture_rg GL_ARB_texture_rg GL_EXT_texture_float GL_ARB_texture_float GL_EXT_texture_half_float GL_EXT_depth_texture GL_ARB_depth_texture GL_EXT_fog_coord GL_EXT_separate_specular_color GL_EXT_rescale_normal GL_ARB_ES2_compatibility GL_ARB_fragment_shader GL_ARB_vertex_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ATI_texture_env_combine3 GL_ATIX_texture_env_route GL_NV_texture_env_combine4 GL_NV_fog_distance GL_ARB_draw_instanced GL_ARB_instanced_arrays GL_ARB_vertex_program GL_ARB_fragment_program GL_EXT_program_parameters GL_ARB_get_program_binary
GL_MAX_TEXTURE_SIZE: 4096

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 4, 800 x 600 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU:
rendering primitives: single glDrawElements
texturemode: gl_linear_mipmap_nearest
picmip: 2
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: disabled
compressed textures: enabled
Initializing Shaders
...loading 'scripts/gfx.shader'
...loading 'scripts/jeep.shader'
...loading 'scripts/ktigertank.shader'
...loading 'scripts/opel.shader'
...loading 'scripts/panzer_iv.shader'
...loading 'scripts/tigertank.shader'
...loading 'scripts/mohmenu.shader'
...loading 'scripts/15cannon.shader'
...loading 'scripts/20mmflak.shader'
...loading 'scripts/3dk.shader'
...loading 'scripts/algiers.shader'
...loading 'scripts/allied_insignia.shader'
...loading 'scripts/allied_pilot.shader'
...loading 'scripts/barracks.shader'
...loading 'scripts/barrel.shader'
...loading 'scripts/beams.shader'
...loading 'scripts/blasted.shader'
...loading 'scripts/bmwbike.shader'
...loading 'scripts/bottles.shader'
...loading 'scripts/brest.shader'
...loading 'scripts/bunker.shader'
...loading 'scripts/c47.shader'
...loading 'scripts/car.shader'
...loading 'scripts/central_europe.shader'
...loading 'scripts/central_europe_winter.shader'
...loading 'scripts/clock.shader'
...loading 'scripts/cockroach.shader'
...loading 'scripts/common.shader'
...loading 'scripts/crates.shader'
...loading 'scripts/das_boot.shader'
...loading 'scripts/ddaydark.shader'
...loading 'scripts/dday_shaders_v1.shader'
...loading 'scripts/decals.shader'
...loading 'scripts/dtruck.shader'
...loading 'scripts/effects.shader'
...loading 'scripts/environmentalfx.shader'
...loading 'scripts/faces.shader'
...loading 'scripts/flags.shader'
...loading 'scripts/flak88.shader'
...loading 'scripts/fockwulf.shader'
...loading 'scripts/french.shader'
...loading 'scripts/french_resistance.shader'
...loading 'scripts/frogman.shader'
...loading 'scripts/furniture.shader'
...loading 'scripts/general_industrial.shader'
...loading 'scripts/general_structure.shader'
...loading 'scripts/german.shader'
...loading 'scripts/german_dak.shader'
...loading 'scripts/german_gear.shader'
...loading 'scripts/german_kreigsmarine.shader'
...loading 'scripts/german_motorpool.shader'
...loading 'scripts/german_obershutze.shader'
...loading 'scripts/german_officer.shader'
...loading 'scripts/german_officer2.shader'
...loading 'scripts/german_scientist.shader'
...loading 'scripts/german_sentry.shader'
...loading 'scripts/german_shepherd.shader'
...loading 'scripts/german_ssnco.shader'
...loading 'scripts/german_ssshutze.shader'
...loading 'scripts/german_wehrmact.shader'
...loading 'scripts/german_winter.shader'
...loading 'scripts/german_worker.shader'
...loading 'scripts/gestapo.shader'
...loading 'scripts/gmctruck.shader'
...loading 'scripts/higgins.shader'
...loading 'scripts/howitzer.shader'
...loading 'scripts/hud.shader'
...loading 'scripts/hundpatrol.shader'
...loading 'scripts/indycrate.shader'
...loading 'scripts/interior.shader'
...loading 'scripts/interiorfx.shader'
...loading 'scripts/interior_northafrica.shader'
...loading 'scripts/items.shader'
...loading 'scripts/ktigertank_d.shader'
...loading 'scripts/light.shader'
...loading 'scripts/loadingscreens.shader'
...loading 'scripts/m1l1anate.shader'
...loading 'scripts/m3.shader'
...loading 'scripts/m5l2anate.shader'
...loading 'scripts/manon.shader'
...loading 'scripts/mercedes.shader'
...loading 'scripts/misc_outside.shader'
...loading 'scripts/mohcommon.shader'
...loading 'scripts/mohdetails.shader'
...loading 'scripts/mohtest.shader'
...loading 'scripts/nazi_crate.shader'
...loading 'scripts/nebelwerfer.shader'
...loading 'scripts/nebelwerfer_d.shader'
...loading 'scripts/normandy.shader'
...loading 'scripts/norway.shader'
...loading 'scripts/obstacles.shader'
...loading 'scripts/ocean.shader'
...loading 'scripts/p47.shader'
...loading 'scripts/panzershutze.shader'
...loading 'scripts/panzer_g.shader'
...loading 'scripts/panzer_grenadier.shader'
...loading 'scripts/paulscrate.shader'
...loading 'scripts/playerviewmodel.shader'
...loading 'scripts/protoamerican.shader'
...loading 'scripts/protogerman.shader'
...loading 'scripts/protosprites.shader'
...loading 'scripts/sandbags.shader'
...loading 'scripts/sdkfz.shader'
...loading 'scripts/sdkfz_desert_d.shader'
...loading 'scripts/shells.shader'
...loading 'scripts/shermantank.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/sky_old.shader'
...loading 'scripts/sprites.shader'
...loading 'scripts/static_basket.shader'
...loading 'scripts/static_items.shader'
...loading 'scripts/static_obstacles.shader'
...loading 'scripts/static_piperplane.shader'
...loading 'scripts/static_sandbags.shader'
...loading 'scripts/static_wirerailholder.shader'
...loading 'scripts/stuka.shader'
...loading 'scripts/submodels.shader'
...loading 'scripts/sunflare.shader'
...loading 'scripts/tank_commander.shader'
...loading 'scripts/targets.shader'
...loading 'scripts/tempfakk.shader'
...loading 'scripts/tempsign.shader'
...loading 'scripts/test.shader'
...loading 'scripts/tigertank_d.shader'
...loading 'scripts/train.shader'
...loading 'scripts/trees.shader'
...loading 'scripts/treeshadows.shader'
...loading 'scripts/us_gear.shader'
...loading 'scripts/us_soldier.shader'
...loading 'scripts/wake.shader'
...loading 'scripts/weapons_allied.shader'
...loading 'scripts/weapons_german.shader'
...loading 'scripts/wilderness.shader'
...loading 'scripts/windowdecals.shader'
...loading 'scripts/windowold.shader'
...loading 'scripts/windowtst.shader'
...loading 'scripts/wirecutters.shader'
Setting up Shaders
----- finished R_Init -----
-------------------------------
------ Initializing Sound ------
SDL_Init( SDL_INIT_AUDIO )... OK
SDL audio driver is "pulseaudio".
SDL_AudioSpec:
Format: AUDIO_S16LSB
Freq: 22050
Samples: 256
Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
2 channels
5120 samples
16 samplebits (int)
1 submission_chunk
22050 speed
0x2fee2a0 dma buffer
No background file.
----------------------
Sound initialization successful.
--------------------------------
Sound memory manager started
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
Setting up Shaders
Loading inventory...
----- Client Initialization Complete ----- -2028 ms
--- Common Initialization Complete --- 2317 ms
-- Localization: I see 1 localization files
--- Localization: reading file global/localization.txt
Loading Localization File global/localization.txt
Loaded 1242 localization entries
--- Localization: reading file global/localization.txt
Loading Localization File global/localization.txt
Loaded 2484 localization entries
IP: 127.0.0.1
IP: 192.168.1.41
IP6: ::1
IP6: fe80::14eb:8465:c3e9:287d%wlan0
Opening IP6 socket: [::]:12203
Opening IP socket: 0.0.0.0:12203
------ Server Initialization ------
Server: training
------ Unloading ClientGame ------
------ Unloading ClientGame ------
Setting up Shaders
UI_DrawConnect called
Trying to load "gamearm-dbg.so" from "."...
Sys_GetGameAPI(gamearm-dbg.so): succeeded ...
==== InitGame ====
gamename: OPENMOHAA
gamedate: May 27 2024
==== CleanupGame ====
^~^~^ Morph targets data is corrupted for 'models/human/heads/head1.skd'
0 teams with 0 entities
------ Server Initialization Complete ------ 50.38 seconds
------ Unloading ClientGame ------
------ Unloading ClientGame ------
Trying to load "cgamearm-dbg.so" from "."...
Sys_GetCGameAPI(cgamearm-dbg.so): succeeded ...


-----------PARSING UBERSOUND------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
WARNING: Failed to load sound sound/null.wav!
WARNING: could not find sound/null.wav - using default
Parse/Load time: 2.622000 seconds.
-------------UBERSOUND DONE---------------



-----------PARSING UBERDIALOG------------
Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level.
Parse/Load time: 0.194000 seconds.
-------------UBERDIALOG DONE---------------

tty]----
Backtrace:
----
----- Client Shutdown (Received signal 11) -----
------ Unloading ClientGame ------
Closing SDL audio playback device...
SDL audio playback device closed.
SDL audio shut down.
RE_Shutdown( 1 )
-----------------------
----- Server Shutdown (Received signal 11) -----
==== ShutdownGame ====
------ Unloading Game ------
---------------------------
LIBGL: Shuting down

Don't know what to check...maybe it's a work for a serious porter...so if anyone want to fix and pubblish...feel free.

Did you try to check different screen resolutions?

I see the issue with udev, which could require a more recent version, but I'm not sure about it.

I don't know what's wrong with libGL, but maybe @ptitSeb will find time to look at this issue.
 
Did you try to check different screen resolutions?

I see the issue with udev, which could require a more recent version, but I'm not sure about it.

I don't know what's wrong with libGL, but maybe @ptitSeb will find time to look at this issue.
Not checked with other resolution...this is easy to modify in the sources, but i don't think it's the cause of segfault.

Maybe it's a problem of low memory? On pyra we have at max 4GB (a little less..probably).

Also forgot to say that the test i done on previous message are using the recompiled exe with the 3 flags from your script ( -DCMAKE_BUILD_TYPE=Debug -DDEBUG_DROP_ASSERT=1 -DDEBUG_MEMORY=1) don't know if change something.
 
Not checked with other resolution...this is easy to modify in the sources, but i don't think it's the cause of segfault.

Please check the video options in the game to rule out this problem.

Maybe it's a problem of low memory? On pyra we have at max 4GB (a little less..probably).

The official hardware requirements for OpenMoHHA probably don't exist, but 4 GB is enough to play it.

Also forgot to say that the test i done on previous message are using the recompiled exe with the 3 flags from your script ( -DCMAKE_BUILD_TYPE=Debug -DDEBUG_DROP_ASSERT=1 -DDEBUG_MEMORY=1) don't know if change something.

You can try without them, but I don't think it's causing this issue.

Smallmodel showed me these parameters when I reported crashes in some levels.
 
Not checked with other resolution...this is easy to modify in the sources, but i don't think it's the cause of segfault.

Maybe it's a problem of low memory? On pyra we have at max 4GB (a little less..probably).

Also forgot to say that the test i done on previous message are using the recompiled exe with the 3 flags from your script ( -DCMAKE_BUILD_TYPE=Debug -DDEBUG_DROP_ASSERT=1 -DDEBUG_MEMORY=1) don't know if change something.
It's a Quake 3 engine game, the official launch requirements were 256MB and 512MB recommended for system ram.
 
It's a Quake 3 engine game, the official launch requirements were 256MB and 512MB recommended for system ram.

It's a tidbit about the original Medal of Honor Beta 3 for Linux ported by Icculus.

I remember playing Medal of Honor Beta 3 for Linux on a computer with the processor AMD Athlon XP 2000+, 256 MB of RAM, and GeForce 4 MX 440, and it was playable with low or medium settings.

Now, I have the more powerful computer in my apartment to play Medal of Honor Beta 3 for Linux, and I set all settings to High or Max.

Intel Pentium 4 Processor 2.80 GHz
GeForce 7600 GS 512MB
RAM: 2 GB

Looks great.
Unfortunately, there are some rare moments when a game starts lagging in more crowded areas for more than a few seconds. It was a beta version, so don't treat it too seriously. These max settings aren't recommended for it.

OpenMoHAA works on a computer with a 32-bit processor, but I have never tried it.

openmohaa-v0.61.0-linux-i686.zip


Pyra is probably more powerful than computers from that period.
 
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Lowering the resolution (640*480) the game start...but something is wrong, terrain is not visible and if i walk into this...i fall down a bit under the objects of the scene.
I try to change resolution but the game don't seems to see my changes...so i think to give up..
If @ptitSeb or someone else want to try...feel free to do it.

If someone want the game from GOG message me, i have the code that gbudny give to me still available.
 
Lowering the resolution (640*480) the game start...but something is wrong, terrain is not visible and if i walk into this...i fall down a bit under the objects of the scene.
I try to change resolution but the game don't seems to see my changes...so i think to give up..
If @ptitSeb or someone else want to try...feel free to do it.

Hi

Can you try to type maplist in the console of the game and check other levels?

Use Tab to open it - check the console in the options if it's not active.

Do you have the same issue in Spearhead and Breakthrough?

Please use this version of the game if you want to play it, which is a temporary solution:


We have to wait until Smallmodel will fix one bug in the most recent version. It's from the same day as the most recent version. In the last version, briefings started to work, but that broke something in the first level. It's a huge change, so it's not surprising.
 
Last edited:
Lowering the resolution (640*480) the game start...but something is wrong, terrain is not visible and if i walk into this...i fall down a bit under the objects of the scene.
I try to change resolution but the game don't seems to see my changes...so i think to give up..
If @ptitSeb or someone else want to try...feel free to do it.

If someone want the game from GOG message me, i have the code that gbudny give to me still available.

It might be some "hardcoded" x86 behaviour... That might be difficult to track down. I remember have similar problems on Serious Sam...
 
It might be some "hardcoded" x86 behaviour... That might be difficult to track down. I remember have similar problems on Serious Sam...

I know that Smallmodel built the major version 0.61.0 from January for Linux ARM, but it's the outdated version that is unplayable.

However, it could contain some specific changes in the code that may help you fix this bug in the last playable version of OpenMoHAA:


 
Last edited:
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