Multiplayer is almost fully stable. Server admins can already try to use OpenMoHAA to host a mohaa server, and report any bug by creating an [issue](https://github.com/openmoh/openmohaa/issues) on the OpenMoHAA GitHub project.
All game modes including Tug-of-War from Medal of Honor: Spearhead, and Liberation from Medal of Honor: Breakthrough are implemented and are working as intended. Mods like Freeze-Tag are working as well.
### Single-player
The `training` map can be played from start to end. The single-player campaign is not fully functional, but at least AI can breathe, talk, run, and shoot.
The main goal of OpenMoHAA is to ensure the future and continuity of **Medal of Honor: Allied Assault**. It has always been a dream in the community to provide patches and security fixes for the game. Thanks to the ioquake3 project, F.A.K.K SDK and other quality tools, OpenMoHAA has already reached more than half of its goal: to create an open-source version of MoH:AA (based on version 2.40) that is fully compatible with the original game (in terms of protocol, assets, and scripts).
Ensure that you download the binaries compatible with your platform.
### Requirements
You may need to install Microsoft Visual C++ 2015/2017/2019/2022 Redistributable from https://learn.microsoft.com/en-US/cpp/windows/latest-supported-vc-redist?view=msvc-170
b) extract archive somewhere on your hard drive, create a shortcut to openmohaa (or omohaaded), and set the start directory to your MOHAA installation directory.
**Medal of Honor: Allied Assault Spearhead** and **Medal of Honor: Allied Assault Breakthrough** are supported in OpenMoHAA using the `com_target_game` variable. To play an expansion, append the following command-line arguments to the executable:
-`+set com_target_game 1` for Spearhead (mohaas/mohta)
-`+set com_target_game 2` for Breakthrough (mohaab/mohtt)
On Windows, you can create a shortcut to OpenMoHAA with these command-line arguments.
OpenMoHAA has a basic bot system that emulates real players. The maximum number of bots is defined by the `sv_maxbots` variable, and the number of initial bots is defined by the `sv_numbots` variable. Bots can also be added or removed using the `addbot` and `removebot` commands.
This feature is a great way to test the gameplay and mods.
The server version can be built successfully, but some features are not functional. For example, the Actor system is almost fully implemented, but it is not yet stable. This means that Actor may not work as expected and could cause crashes.
Overall, the server and the fgame components are almost fully implemented, but they may not be completely stable. There could be some minor bugs (and rare crashes), but the game should be playable.
The client version of OpenMoHAA has undergone partial implementation, with the cgame module being nearly completed. Credits to the SDK of **Heavy Metal: F.A.K.K. 2** both the cgame and fgame modules.
OpenMoHAA supports any architecture, thanks to the CMake build system and cross-platform code/libraries. While the most common little-Endian architectures (arm, aarch64, x86, x86_64) have been tested and confirmed to work, big-Endian architectures should be supported as well; however, they remain untested.
By default, the build will produce both the client and dedicated server versions. The client can be omitted from the build by appending `-DBUILD_NO_CLIENT=1` to the CMake command-line arguments. Using this parameter will result in only the server portion being built.
For each client, the server optimizes by only sending them information about other players that they can see. Clients won't see other players they can't see.