now , a bigger question needs to be answered :
Does that mean reborn can be for BT and SH ?
now , a bigger question needs to be answered :
Does that mean reborn can be for BT and SH ?
RyBack, I just want to explain something, because I'm not sure if you know this. I think it's been mentioned before, but I'll just clarify.
1. MOHAA is closed source
2. When Icculus worked with EA Games to port MOHAA to *nix, he was contracted by them and I think he is the only person that has/d their source code (and no he can't give it out)
3. Any way, when he was porting MOHAA, he released 3 BETA releases of the *nix binaries. However, he made 1 mistake because the first MOHAA BETA *nix binary had all the exports and functions listed. Which means, you could see and extract the different functions out of the binary.
Anyway, these functions AREN'T accessible in the exe, and they're also not accessible in the Spearhead or Breakthrough *nix or exe binaries.
Now even though we were able to get the exports and things like that, we still had to manually reverse engineer a lot of the code because we still didn't know every parameter that made up the structure. A lot of it was plug and play. We pulled from other SDK's such as Q3 and FAKK2 engine which are open source. However even this wasn't easy because MOHAA is a heavily modified engine, so like I said a lot of it was trial and error.
Since BT and SH has been a fairly large upgrade from AA, and they don't have the exports in there, it would be much tougher for us to port Reborn to SH or BT.
I think Ley0k or Razor can explain it a bit better than I, but that's the general concept of it.
Lets say you have a struct with 10 variables in there in the AA wrapper.
Now SH added 2 variables in there. If you don't update the struct to properly reflect those changes, then variables won't work properly and it'll probably crash your game.
I like the fact that when someone says the short answer , another always say the long one
also can't find that binary anywhere (beta1)
http://icculus.org/betas/mohaa/
EDIT:
Notice the size difference
mohaa-lnxclient-beta1.tar.bz2 2003-08-15 18:03 6.8M
mohaa-lnxclient-beta2.tar.bz2 2004-01-20 19:06 3.4M
mohaa-lnxclient-beta3.tar.bz2 2004-09-03 23:16 2.5M
They're almost half the size as the first BETA because the exports are all in there. Without those added, you can see a clear difference representation in size.
WITH SH, we weren't that fortunate
spearhead-lnxded-07292004.tar.bz2 2004-07-29 02:31 1.6M
spearhead-lnxded-08292004.tar.bz2 2004-08-29 23:56 1.6M
spearhead_lnxded_2.11-BETA1.tar.bz2 2003-01-03 12:50 1.6M
spearhead_lnxded_2.11-BETA2.tar.bz2 2003-02-01 01:09 1.6M
spearhead_lnxded_2.11-BETA3.tar.bz2 2003-03-03 14:26 1.6M
spearhead_lnxded_2.15-BETA4.tar.bz2 2003-03-16 12:54 1.9M
spearhead_lnxded_2.15-BETA5.tar.bz2 2003-03-18 10:29 1.6M
You can see it's even smaller than MOHAA Beta3
this has always made me chuckle:
Originally Posted by http://icculus.org/source
Ley0k <openmohaa> says "jokes on you"
____________________________________________
For real tho,
Three years later, I've managed to get along with c++, and I've recently learnt (and still learning) assembly.
With the help of openmohaa and the incredible and accumulated work by the devs here, I've managed to fix the SH/BT wrapper essential gameExport/Import structs, and some other ones.
That renders the wrapper usable and (hopefully) stable atm.
https://github.com/mohabhassan/dgamexwrapper
Discord: RyBack#4239
fb: https://www.facebook.com/mohabhassan312
Nice job RyBack, hope you don't mind I added it to this original post: https://www.x-null.net/forums/threads/1768-Download