PERFORMANCE
Frame rate lost with the whole site in view, at 60 m / 120 m (1080p). Measured against an empty field, which costs almost nothing: on a real map the share is smaller.
Light - compact, fine among other buildings
- Police station: 15 % / 8 %
- Embassy compound: 19 % / 11 %
Medium - large, or several buildings on one site
- Row houses: 25 % / 12 %
- Residence estate: 25 % / 18 %
- Town hall: 27 % / 12 %
- Prison: 28 % / 17 %
Heavy - a centrepiece, give it open ground
- Manor: 40 % / 23 % (about 500 pieces of furniture, 173 lamps)
How the mod keeps it light
- Simpler models with distance. Panes, furniture and decor are not drawn beyond 100 to 150 m, inner doors and lamp fittings beyond 50 m.
- Furniture costs nothing seen from outside; indoors each furnished room adds some cost.
- Indoor lamps start off, outdoor lamps burn only at night. Every lit room costs a little.
Tips
- Spread large sites out: one or two per area.
- Not tested on console.
BUILDINGS
Embassy compound
- Four floors, about 57 rooms: airlock, consular and secure zones, strongroom, cipher room, steel doors.
- Armoured glass stops small arms up to 14.5 mm and grenades; RPGs, charges, mines and mortars break it.
- 11 CCTV cameras. Gatehouse panel for gates and four rising bollards. Fence and gates can be breached.
Ambassador's residence
- Town house in a walled estate with guest house, gate lodge, shed and fountain. Gate opened from a panel.
Manor
- Louis XVI manor with Ionic order, grand dome and terrace court.
- About 500 pieces of furniture, curtains, rugs and paintings: salons, ballroom, gallery, library, dining room, bedrooms, wine cellar, swimming hall with sauna.
- 173 lamps. 10 outdoor CCTV cameras.
- Grand Gate (triumphal arch) and secondary gate, by hand or from a panel. Railing in 6, 3 and 1.5 m modules.
- Two ready estates: about 180 x 210 m and 130 x 140 m.
Town hall
- Council chamber with dais and council furniture, offices, archive. Clock tower shows the game's time.
Police station (gendarmerie, about 1900)
- Guard post, offices, armoury, four cells locked from a panel; a locked cell cannot be opened from either side. Yard gate opened from a panel.
Prison
- Walled 19th-century prison: 41 cells on galleries, dungeons, workshops, exercise yards, four guard towers with searchlights.
- Sally port with gates and boom barrier. Control room locks the cells row by row; all locked at the start.
- Alarm buttons switch a siren and emergency lamps. A tunnel and a culvert to crawl through.
Row houses
- Kit of five furnished town houses with shared party walls: build a row of any length. A row of five is included. Souterrain kitchen, three floors, mansard.
FUNCTIONS
Power and light
- Every building has a main switch: off = all its lamps, screens and alarms dark.
- A light switch beside every room's door. Indoor lamps are off at the start (Light is heavy).
- Outdoor lamps burn from dusk to dawn. Lamps can be shot out.
- Doors open into their own room, clear of the furniture.
CCTV
- A station shows every camera of its site within 150 m. Needs power. Cameras can be shot out.
- Keys: A / D camera, mouse look, wheel or W / S zoom, R reset, N night vision, Q quality, Esc close.
- Gamepad: shoulders camera, right stick look, left stick zoom, Y night vision, X quality, B close.
Multiplayer
- Power, switches, lamps, gates, locks and alarm are kept on the server; late joiners see the current state. Panels work their own site only.
Destruction
- Embassy, residence estate, police station and town hall collapse into ruins; manor, prison and row houses cannot be destroyed yet.
FOR MISSION MAKERS
- About 200 Game Master entries: buildings (furnished or not), estates, gates, walls, paving, CCTV, and about 100 pieces of furniture for your own buildings.
- Lower the terrain under the prison 4.2 m and under the row houses 1.6 m. Their Game Master names say so.
- Estates need flat ground.
- Showcase world MST_Showcase (scenario list): everything side by side.
ENGINE LIMITATIONS
- The engine draws 16 to 22 lamp shadows. Indoors the mod stays within that, so far rooms may stay dark; outdoors, with many rooms lit, light shines through walls.
- No bounced light at night: surfaces facing away from a lamp stay dark.
- Indoor daylight comes from the engine's light probes, not real bounced sunlight.
KNOWN POINTS
- AI inside is not tested; expect trouble in large interiors and on stairs.
- Fences and railings reach 0.8 m into the ground: fine on gentle slopes, gaps on steep ground.
- Town Hall's circular service stairs is too small
- Plant models are not good enough