Loaded = converts and spawns on a dedicated server without an error; this does not check rendering. Client check = started and looked at in the game. Playthrough = played from the start to the level exit or mission end without a blocker. The six client checks are the entries recorded in the playthrough tracker; other focused feature tests are listed separately.
More progress, by the numbers
Map support and model conversion are further along than mission playability. These numbers describe coverage—not whether every feature is finished.
A game handler means the engine or game library recognises that entity class; it doesn't guarantee the entity behaves correctly or that a mission can be completed. The evidence count uses the strongest tag on each tracked topic—not finished features or the percentage of the game that works. It can include partial tests and rejected experiments. Three topics have offline evidence only; one is still an assumption.
What's running so far?
Tested examples and their limits, rather than a percentage of each system being finished.
Maps, lighting and effects
Textured geometry, model lighting, fog, smoke and water have focused in-game checks. Rain is implemented and built, but its appearance and behaviour are not yet verified. Most maps still need a visual walkthrough.
Weapons, gadgets and enemies
Several guns, grenades, the laser watch, grapple and PDA have been tested, as have guard patrols, combat and alarms. Weapons, NPCs, bosses and mission interactions are still missing. Ragdolls are deferred; normal death animations remain active.
HUD, menu and movies
Health, ammunition, objectives, menu navigation and movies run in focused tests. Weapon-selection rings, scope overlays and some menu details remain open. Movie sound still needs a listening check.
Mission logic and saves
Objectives, mission results, selected triggers and specific save/load cases have been tested. This does not prove every mission sequence or save is correct. Full campaign playthroughs remain the main goal.
Examples from in-game tests
These are focused checks of individual systems—not full playthroughs of these missions.
See what has been tested
- Power Station — Upper Levels: visual walkthrough; weapons, HUD, objectives, lighting and enemy combat checked.
- Phoenix Infiltration II: a guard spots Bond, reaches an alarm and triggers it.
- Phoenix Escape VII: smoke appears at the elevator wreck; an invisible collision wall was removed.
- Island II: water and underwater fog checked from above and below the surface.
- Space Station — Reentry: the end-of-game event runs and starts the final film.
- Main menu: start-up films, mission selection, difficulty options and the in-game menu.
The campaign, mission by mission
All 35 maps load in dedicated-server tests. The playthrough tracker records six client checks, shown below; none has a verified start-to-exit playthrough. Focused feature tests on other maps do not automatically count as a walkthrough.
client check recorded loads; no client check recorded
What's still missing?
Verify the latest additions
Check rain on the nine maps that use it, including appearance, save/load and map changes. The laser watch is now added when missing after each single-player spawn loadout; that new grant still needs a manual test.
Mission events
Implement missing mission objects such as the taser, cameras, searchlights, NPCs, vehicles and bosses. Then verify each map from its start to the exit, including objectives and save/load. A recognised object is not necessarily a working one.
A Windows installer has been tested locally, but there is no public playable release or release date. Campaign verification and distribution/licence checks remain open.
Follow the work
The engine, game library and menu changes are public on their
nightfire branches. The main project repository remains private; no date for
opening it has been announced. These are source links, not ready-to-play downloads.