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EscapistsReintroduced/README.md
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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. These offline checks do not establish native gameplay or multiplayer correctness.

The 4 October development playtest handoff 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 for exact scope and limits.

The AI migration checkpoint 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 for source-bound checkpoints. The earlier five-addon checkpoint shows the real prisoner view and starting objective. 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; successful packed startup does not qualify that build process. All seventeen first-release acceptance cases remain pending. The original responsibility inventory 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.

Menu appearance and navigation are maintained in ui/admin_menu: one theme, a navigation manifest, and separate page layouts. Run python3 tools/build_admin_menu.py after changing those sources; the generated native layouts remain in the addon for Workbench and publishing.

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. Their assets are referenced, never redistributed.

See the single-mod migration and current commands. Earlier five-addon build reports below are historical evidence, not validation of the merged project. Nothing has been published to Workshop.

Automatic terrain takeover 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 for an authored Escape scenario; Nogova setup describes both routes.

See the player route playtest guide, player lifecycle, manual gameplay gaps, release qualification, performance comparison tooling, configuration and commands, site authoring, architecture and migration priorities.

Validation

Run source/resource isolation and production-policy regressions with Python 3 and a C++17 compiler:

python3 tools/check.py

For bounded hidden, muted local native tests, see runtime testing. 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 separates those gaps from demonstrated development behavior. Validation evidence preserves exact source checkpoints and failed iterations; docs/acceptance.json keeps unverified release requirements pending.

The development source bundle tool 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.

Town population, configurable factory guards and safe tower/roof posts: town and object garrisons.