Comments (4)
I think it never will be released because of ingame rendering system (there is no d3dx routines available. At least for Linux). Use Wine or its analogue on MacOS to launch game on this OSs.
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It could happen someday, Cod4(X) "just" has to be ported to OpenGL. Now I really don't see this happening without the client going open-source, and by doing that get the interest of more developers.
With the client being open-sourced, we could promote Cod4X under a larger audience, I for one know that by posting it on Linux related subreddits such as /r/linux_gaming, a project like this could get a huge boost of interest, and even some developers. I've seen this happen with multiple other projects, one of which is OpenRW which recently got a boost.
The biggest argument @IceNinjaman and @D4edalus currently have against open-sourcing the client however is that they're worried about making cheating easier. I've talked with them a lot about this in the past and I still think releasing some kind of (optional) proprietary module to protect from such hacks would be the best, at least for in the beginning. Since other FOSS shooters like Xonotic seem to handle cheaters fine even though they have their source available, I do really not think it'll be much of a problem however.
If you hadn't yet noticed, yes I want an Linux version as well ;)
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Since by far not all parts of the client are even reversed, including parts of the rendering system, it is not possible to port the client to other systems without unreal effort.
If I'd have the full sourcecode I would happily write an Opengl rendering system for it. But under the current circumstances that won't happen.
The amount of gamers on Linux is a neglectable minorty of ~0.3% according to Steam. It is a pitty that we loose the MacOs playerbase altough it is also very small with ~3.5%. Talking about being interested and doing actual work are pretty far from each other.
Opensourcing of the client by us won't happen. Even releasing it with a closed anti-cheat module is far from realistic. You only have to think about how a hacker can compile his own client and just modify dvars. Furthermore a hacker wouldn't be needed to make sense of the assembly code to reverse and change parts of the client, he'd be just able to flip some bits in readable C code.
This goes as far as that a changed binary structure of the client would make it way harder to detect known hacks. I won't go into further detail as I don't wanna disclose our methods.
The only realistic scenario where I can see an open source client happening is if the respective IW engine version would be opensourced by ATVI.
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@D4edalus Thank you for getting back to my issue. I understand why its not on the OS's now. Thanks.
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Related Issues (20)
- Problems with downloads HOT 15
- problem starting bots with my mod HOT 19
- CL_CGameNeedsServerComand:a reliable command was cycled out HOT 4
- [BUG] AmbientPlay is crap since 20.X HOT 12
- problem with compiling cod4x server in linux debian. HOT 5
- [request] The need of stock asset registration skip HOT 2
- Demo Recording Filename HOT 6
- Torjan - Can't be false positive? HOT 2
- Impure client detected! Invalid .IWD files referenced! HOT 3
- Error HOT 1
- Implement NAT Hole punching HOT 7
- Find game files (main, zone) from current working directory rather than where the binary is HOT 1
- Multiple Steamid same playerid HOT 7
- Impure client detected HOT 4
- Compile errors HOT 2
- cannot execute: required file not found debug HOT 4
- kill then start server causes "Warning: NET_IP4Socket: bind: Address already in use" HOT 3
- blank
- [Website login Problem] No reset password email recieved HOT 1
- [BUG] Server not showing in LAN tab in client
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