Show Escape mission text after terrain takeover; record Workshop 0.0.135
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@@ -177,7 +177,7 @@ mode are not qualified. Escape disables further saving when taking over; it does
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not delete existing saves. Existing authored Escape scenarios and editor worlds
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are left on their normal startup path.
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## Displayed mission name
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## Displayed mission name and text
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Automatic takeover reports **Co10 Escape Reintroduced - <terrain>** through the
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native server mission-name callback, for example **Co10 Escape Reintroduced -
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@@ -203,13 +203,15 @@ resolution runs only when the cached terrain input changes.
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The [native comparison](evidence/terrain-lookup-loop-2026-10-04/report.json)
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reproduced 80 repeated warnings over 20 seconds before this correction and zero
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afterward, with the same terrain title and scenario resource. The loading screen refreshes
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its existing title widget, so copying the header before the Escape bootstrap no
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longer leaves the original scenario name on screen. It accepts the current header
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its existing title and description widgets, so copying the header before the Escape bootstrap no
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longer leaves the original scenario name or instructions on screen. Confirmed takeover reads `m_sDescription` and `m_sDetails` from Escape’s authored `Missions/ERR_Everon.conf`, without copying its world or scenario identity. Details take precedence over the short description, matching native translation and the 1,000-character display limit. It accepts the current header
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or another copy of that same scenario; other incoming scenarios retain their own
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titles. Loading progress, descriptions, imagery and hints keep their native lifecycle.
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titles and descriptions. Loading progress, imagery and hints keep their native lifecycle. The authored Escape text is read once at takeover; resource-load failure leaves the source text intact.
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The original runtime name and game-mode label are restored on world cleanup, so
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restarting with takeover disabled cannot inherit the Escape label. Clients wait
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The [31 October native widget checks](evidence/terrain-mission-text-2026-10-31/native-checks.log) verified that an already-created loading screen changes from terrain details to the authored Escape text, then restores the original text. The isolated Workbench world has no mission header, so the fixture supplies one at the header-read boundary; the resource loader, presentation methods and actual loading layout/component run in the engine. This is not remote multiplayer or initial connection timing acceptance. All focused presentation/takeover/selection/loading regressions passed. The final native run completed with unchanged inputs and confirmed cleanup; the strict runner reports 13 existing world/localization errors plus two empty-image errors from the synthetic header, with no script errors. The text assertions passed; this fixture does not qualify loading imagery. Earlier fixture setup failures are recorded in the evidence directory.
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The original runtime name, game-mode label, description and details are restored on world cleanup, so
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restarting with takeover disabled cannot inherit Escape labels or instructions. Later text changes by another system are preserved. Clients wait
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for the actual Escape bootstrap instead of guessing from locally enabled mods.
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The public server-browser listing can retain the startup terrain after an in-process
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terrain redirect. A live RKS #2 check on 2026-10-04 confirmed Chernarus was loaded
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