Include the current addon, terrain integrations, tools, regression tests and recorded development evidence.
80 lines
8.8 KiB
Markdown
80 lines
8.8 KiB
Markdown
# Co10 Escape Reintroduced
|
|
|
|
Author: **Jakub Jim Žáček**.
|
|
|
|
An independently authored replacement for the abandoned Escapists base mission, targeting Everon and up to twelve players. This is a separate repository and **not a completed or release-ready replacement**. The base rewrite is the primary deliverable; companion migration supports it.
|
|
|
|
The current base supplies prison spawning, two independent scavenging/clue routes, finite medical and outpost stock, an optional ground vehicle, physical radio documents, named discovery markers, native objectives, a separate radio-defence service, capacity-checked helicopter extraction, identity-based partial results, early helicopter-loss defeat, saved mission time/speed, defeat/restart, identity-based lives and local spectator following. Authored site definitions and an injected vanilla faction/asset catalog own the initial physical population. Core provides administration and startup diagnostics; the AI, Intel, Chat and Map modules extend its interfaces inside one addon. HQ coordinates enemy responses through physical radios and available forces.
|
|
|
|
The current working tree passes **326 registered regression programs** after the [5 October validation repairs](docs/evidence/review-audit-2026-10-05/review.json). These offline checks do not establish native gameplay or multiplayer correctness.
|
|
|
|
The [4 October development playtest handoff](.build/playtest-2026-10-04-ui-bmp/README.md) includes the inventory callback and BMP ammunition-accounting corrections. Its 439 authored files match 378 PAK payloads and three runtime files. At that archived checkpoint, code/tests/tools bound to 309 passing regression programs; exact-source normal escape and ordinary packaged startup complete with retained engine errors. It remains an **unqualified development candidate**. Existing missions and prior packages are preserved. See [current status](docs/current-status.md) for exact scope and limits.
|
|
|
|
The [AI migration checkpoint](docs/ai-migration-progress.md) adds delivered-report memory, bounded trajectory prediction, physical infantry pursuit, status checks, body observations and finite equipment. Native memory and actual-sighting response fixtures pass their assertions, with four retained upstream localization errors. See [current development status](docs/current-status.md) for source-bound checkpoints. The earlier five-addon checkpoint shows the [real prisoner view and starting objective](docs/evidence/game-2026-09-19-125906-integrated-prison/ordinary-prison-view.png). Native tests cover scripted escape/restart, finite mortar support, physical radio delivery, shared-map ownership, and the reusable aircraft controller's vertical flight, airborne cancellation and an isolated 20 m fixed route. Archived five-addon packages pass ordinary Chat startup without loose successor source and compile/prepare the empty mission on an isolated Linux server. The latter retains four installed-asset errors reproduced by a vanilla control.
|
|
|
|
Native game-over now stops successor services and queued preparation before vanilla restart; unknown personal results use neutral wording. Two-round preparation/active-end regressions pass at their archived source checkpoint. Current Core/companion escape/restart and ordinary startup also pass after the guidance and route changes; the ordinary read-only sampler is separate from player-input acceptance.
|
|
|
|
Later ordinary input checks demonstrate walking, clean inventory interaction and selecting the original prison lock. Automated held-action testing and experimental AI aircraft work are paused in favor of concrete base gameplay bugs and a playable development build. The complete player-controlled escape, real multiplayer, operational HQ aircraft routes and measured FPS improvement remain unfinished. Native packaging still produces [UI shutdown errors also reproduced by an empty-addon control](docs/native-packaging-control.md); successful packed startup does not qualify that build process. All seventeen first-release acceptance cases remain pending. The [original responsibility inventory](docs/original-feature-coverage.md) tracks the unfinished scope.
|
|
|
|
## Workbench project and scenario
|
|
|
|
Open **`addons/core/addon.gproj`**, titled **Co10 Escape Reintroduced**. This is the
|
|
single project to develop, package and eventually publish as one Workshop mod.
|
|
Select **Co10 Escape Reintroduced — Automatic terrain**,
|
|
**`Missions/ERR_Everon.conf`** (`{C1E20667DCE324ED}`), as the universal starting
|
|
scenario. It opens Escape on Everon by default; a saved choice in the admin
|
|
**Terrains** menu loads another installed terrain after restart. The existing
|
|
resource ID is unchanged. The public browser may keep the generic Automatic
|
|
terrain title after switching maps; it no longer labels this entry as Everon.
|
|
The Core directory and addon GUID `2528466DE220D91C` are retained for continuity.
|
|
|
|
Scripts are organized under `addons/core/Scripts/Game/ERR/`:
|
|
|
|
- `00_Core`: mission, players, settings and administration
|
|
- `10_AI`: HQ, patrols, logistics and support
|
|
- `20_Intel`: enemy documents and discovery feedback
|
|
- `30_Map`: shared field map
|
|
- `40_Chat`: command integration and full-scenario test fixtures
|
|
|
|
The prefixes preserve Enforce script extension order. All modules load together.
|
|
Resources retain their existing paths and GUIDs within the combined project.
|
|
|
|
Register only this project and its external dependencies in Workbench. Remove stale
|
|
AI/Intel/Map/Chat project entries if you previously added them. RHS: Status Quo,
|
|
WCS Armaments and WCS BMP-1 (including their dependencies) remain separate,
|
|
author-supplied mods; see [external dependencies](docs/external-addons.md).
|
|
Their assets are referenced, never redistributed.
|
|
|
|
See the [single-mod migration and current commands](docs/single-mod.md).
|
|
Earlier five-addon build reports below are historical evidence, not validation of
|
|
the merged project. Nothing has been published to Workshop.
|
|
|
|
[Automatic terrain takeover](docs/terrain-takeover.md) starts Escape when an admin
|
|
loads Escape alongside a terrain and selects that terrain's existing scenario.
|
|
No connector, custom startup flag or airport coordinates are required. The map
|
|
must provide usable navigation and safe placement space. Published authenticated
|
|
multiplayer validation remains outstanding; see the linked test scope.
|
|
Terrain authors can optionally use the [shared connector prefab](docs/terrain-adapters.md)
|
|
for an authored Escape scenario; [Nogova setup](docs/nogova-publishing.md) describes
|
|
both routes.
|
|
|
|
See the [player route playtest guide](docs/player-route.md), [player lifecycle](docs/player-lifecycle.md), [manual gameplay gaps](docs/base-gameplay-gaps.md), [release qualification](docs/release-qualification.md), [performance comparison tooling](docs/performance-comparison.md), [configuration and commands](docs/configuration.md), [site authoring](docs/site-authoring.md), [architecture](docs/architecture.md) and [migration priorities](docs/base-replacement.md).
|
|
|
|
## Validation
|
|
|
|
Run source/resource isolation and production-policy regressions with Python 3 and a C++17 compiler:
|
|
|
|
```sh
|
|
python3 tools/check.py
|
|
```
|
|
|
|
For bounded hidden, muted local native tests, see [runtime testing](docs/runtime-testing.md). Recorded Workbench checkpoints include Core-only and companion-loaded escape/restart, finite stock and document-loss recovery, twelve physical prisoner/seat fixtures, real medical treatment, local result/objective widgets, patrol movement and HQ preemption/resumption. Clean environment/restart evidence exists after narrowing the vanilla vehicle catalogs; it does not qualify subsequent source changes.
|
|
|
|
These scripted local fixtures manipulate positions and selected native states. They do not establish manual escape/piloting, real remote reconnects, twelve connected players or improved FPS. Separate regular-game runs establish standalone startup/admission; an isolated native Linux run establishes empty-server preparation, with inherited resource errors reproduced by a vanilla control. [Current status](docs/current-status.md) separates those gaps from demonstrated development behavior. [Validation evidence](docs/validation.md) preserves exact source checkpoints and failed iterations; `docs/acceptance.json` keeps unverified release requirements pending.
|
|
|
|
The [development source bundle tool](docs/development-source-bundle.md) previews a deterministic handoff of the single editable project and writes only an explicitly requested new ZIP. It is **DEVELOPMENT SOURCE BUNDLE**, not a native `.pak` or qualified release; release-mode requests remain blocked by pending acceptance. No release package has been published.
|
|
|
|
Random field hospitals and camps, their permanent/mobile guard split, finite supplies and authoring options are documented in [Field sites](docs/field-sites.md).
|
|
|
|
Town population, configurable factory guards and safe tower/roof posts: [town and object garrisons](docs/town-garrisons.md).
|