I think they don't, except it is a static Model that is not synced over network.
At least this is how other id-tech3 games do it, I would be surprised if mohaa would be different especially while using Übertools.
I was under the impression, at least with the expansions, that the checksum will change if you modify the BSP, and thus the clients will indeed need the same files as the server. I don't know if Reborn implemented checksum functionality, which could also throw a spanner in the works for base game servers. It makes sense, as it will stop a lot of modification and/or recompiling to introduce client-side hacks or advantages.
sv_mapchecksum
Last edited by 1337Smithy; August 22nd, 2019 at 01:32 AM.
I found this out firsthand by trial and error a long time ago, but MOHAA doesn't check the maps at all. In fact you can do this yourself to test it out...
Take any map you want; rename it to a stock map like mohdm6.bsp, then join a stalingrad server and your custom map will load. Of course; visually, you'll see your map; but the walls and everything of stalingrad (on the server); will be the actual entities that will be registered on the client; if that makes sense. You can basically make any custom changes to a stock map and then load that custom version of that map replacing the original.
I believe in SH and BT they check the checksum though and this won't work.
How strange lol. I didn't think the base game used a checksum for maps, which I find strange considering you can check its checksum with sv_mapchecksum. Does Reborn fix this?
I can't remember if we implemented that yet. I think the "unreleased" version has it, but we haven't compiled it and thoroughly tested it out yet. Not sure if RR is ready to do that or if he had other plans for it.