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OpenMoHAA ..
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This documentation currently only lists new changes that were introduced in OpenMoHAA. For a list of known settings, see Server configuration.
If you want to use containers, see Creating a Docker image.
OpenMoHAA uses a dedicated home directory by default for user data and mods. This behavior can be customized:
Network settings can be adjusted to use either IPv4, IPv6, or both. By default, IPv6 is disabled on dedicated servers.
Flood protection is turned off by default in OpenMoHAA (sv_floodProtection 0).
Flood protection prevents spam but can sometimes interfere with rapid actions like reloading and checking scores within a short period of time. It can be disabled with set sv_floodProtection 0.
For more details on preventing message spamming, check out the Chat section below.
The game periodically checks for new versions in the GitHub project page in the background. Updates are not applied automatically, they must be downloaded and installed manually.
Update checking is enabled by default, but can be disabled with:
If disabled, remember to check the project page for new versions. Updates can improve security and provide important fixes against exploits.
A new variable, sv_netoptimize, enables a feature that optimizes network bandwidth by not sending players information about others they can't see. For each client, the server optimizes by only transmitting data about players within their view. Clients will not receive information about players they can't see. This feature also helps protect against cheaters:
This option exists since Medal of Honor: Allied Assault Breakthrough 2.30, however it was improved in OpenMoHAA: sounds like footsteps will be sent so players don't get confused.
Thanks to the ioquake3 project, IP bans are supported. Bans are saved in serverbans.dat by default, (modifiable with sv_banFile varaiable):
| Name | Parameters | Description |
|---|---|---|
| rehashbans | Loads saved bans from the banlist file | |
| listbans | Lists all banned IP addresses | |
| banaddr | ip[*/subnet*] | clientnum [subnet] [reason] | Bans an IP through its address or through a client number, a subnet can be specified to ban a network range |
| exceptaddr | ip[*/subnet*] | clientnum [subnet] | Adds an IP as an exception, for example IP ranges can be banned but one or more exceptions can be added |
| bandel | ip[*/subnet*] | num | Unbans an IP address or a subnet, the entry number can be specified as an alternative |
| exceptdel | ip[*/subnet*] | num | Removes a ban exception |
| flushbans | Removes all bans |
Examples:
To calculate IP subnets, search for IP subnet calculator on Internet.
OpenMoHAA can tune client frame pacing, loading UI refresh, post-load memory touching, renderer quality, and single-player population from one profile.
| Cvar | Values | Description |
|---|---|---|
| com_perfprofile | 0 off, 1 legacy, 2 balanced, 3 modern, 4 auto (default) | Chooses a preset. Auto picks from installed RAM and CPU features. |
| com_loadScreenMs | milliseconds, 0 = use profile default | Minimum interval between loading screen updates during map load. |
| com_touchMemory | -1 auto, 0 off, 1 on | Whether to walk allocated memory after registration to warm caches. Auto skips on low RAM. |
| com_perf_notify | 0 / 1 (default on) | Print resolved profile to the console when applied. |
| com_saveSliceMs | milliseconds (default 4) | Max time per frame for deferred save compression and disk write. |
| g_sp_population_scale | float (default 1, set by profile) | SP only: scales death-spawn chances on modern hardware. |
| g_sp_vision_scale | float (default 1, set by profile) | SP only: multiplies world AI vision distance separately from spawn scale. |
| g_sp_stealth_debug | 0 / 1 | SP only: log enemy confirm reasons (squad share, footsteps, direct confirm). |
| g_sp_rear_stealth_deg | degrees (default 100) | SP only: rear blind arc width for visual notice. |
Commands:
Hard-mode AI map tuning can be overridden without recompiling by placing sp_skill_presets.cfg in main/ (see misc/sp_skill_presets.cfg in the source tree for the format).
Chat messages are logged to console and in the logfile by default, without requiring to set the developer variable.
The in-game chat behavior can be adjusted:
Temporarily disabling text messages can be useful in situations where tensions arise in the chat. Otherwise, it's best to keep them enabled under normal circumstances.
This prevents players from joining teams with more players than others. Disabled by default.
It can be enabled with: set g_teambalance 1.
This feature is passive: it only checks the team sizes when someone tries to join, so it won't automatically balance teams during the game.
OpenMoHAA introduced multiplayer bots which can be used for entertainment or for testing purposes. They appear in the scoreboard with their ping set to bot.
Configure bots with the following variables:
For more settings, see this documentation.
Bots can be spawned with a name, by setting g_botx_name variables where x is the bot number:
Bots will keep their name between restarts and new maps.
Example with the requirement of 6 players:
Example with 4 bots playing: