Add independent extraction results and configurable mission clock

This commit is contained in:
2026-09-19 04:23:42 +02:00
parent 39f2e74527
commit e5857b6ddf
90 changed files with 9078 additions and 73 deletions
+2 -2
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@@ -8,14 +8,14 @@ The first release remains vanilla Everon, prison start and twelve players. Alter
| --- | --- | ---: | --- |
| Helicopter-crash and hideout starts | pending (later) | 4 | Author separate layouts and progression rules after the prison release. |
| Spectators and follow cameras | partial (first-release) | 10 | Verify remote streaming, target changes, death/reconnect and camera presentation on real clients. |
| Time, weather, lights and night options | pending (first-release) | 10 | Provide independent environment settings and test their effects; current world uses vanilla defaults. |
| Time, weather, lights and night options | partial (first-release) | 10 | Server-owned start clock and 1–24x progression are implemented. Local native clock checks pass; remote agreement, date/weather choices, lighting and long-running day/night transitions remain. |
| Voice, music, feedback and effects | pending (later) | 14 | Review which feedback is required for clear play; author replacements without importing original audio or UI assets. |
| Health, unconsciousness and casualty handling | partial (first-release) | 11 | Vanilla health/casualty systems are the basis. Verify unconsciousness, revival, transport, bleedout and their mission consequences. |
| Enemy coordination, support and threat assessment | partial (first-release) | 48 | HQ alone coordinates physical forces. Complete support scheduling, mortar firing, aircraft, transport/rearming and losses without spawning responses. |
| Ambient patrols, vehicles and civilians | pending (first-release) | 16 | Author bounded initial population and routes, integrate reports with HQ, and measure runtime cost; no alert-driven population duplication. |
| Faction, group and asset catalogs | partial (first-release) | 16 | Validate injected vanilla catalog and asset affiliation. Alternative faction packs remain later scope. |
| Prison layout, locks and initial equipment | partial (first-release) | 12 | Manual access, equipment for twelve players, layouts, threat balance and start placement need validation. |
| Extraction vehicle and round results | partial (first-release) | 5 | Validate manual piloting, seating for twelve, partial escape, unconscious occupants, losses and results on remote clients. |
| Extraction vehicle and round results | partial (first-release) | 5 | Physical twelve-seat occupancy and isolated identity/partial-result cases are implemented. Local native result-widget checks pass; manual piloting/boarding, real remote reconnect and empty-server flight, casualty loading and network loss/restart acceptance remain. |
| Radio objectives, tasks and discovery | partial (first-release) | 21 | Validate visible task/map presentation, simultaneous actions, discovery replication and complete manual objective route. |
| Physical equipment, storage and scavenging | partial (first-release) | 23 | Two independent clue caches and optional medical/outpost stock are authored. Manual access, route balance, medical treatment, destruction and network ownership remain unverified; finite stock replaces refill systems. |
| Usable vehicles, locks, alarms and navigation | pending (first-release) | 17 | Author finite vehicles and usable routes; integrate vanilla entry/storage/repair with independent access and alarm behavior where required. |