PERFORMANCE
Frame rate lost with the whole site in view at 60 m / 120 m (1080p), against an empty field.
Light - compact, fine among other buildings
- Police station: 15 % / 8 %
- Embassy compound: 19 % / 11 %
Medium - large, or several buildings on one site
- Apartments: 22 % / 8 %
- Bank: 20 % / 21 %
- 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 %
How the mod keeps it light
- Simpler models with distance; panes, furniture and decor hidden beyond 100-150 m, inner doors and lamps beyond 50 m.
- Indoor lamps start off, outdoor lamps burn only at night.
Tips: spread large sites out. Not tested on console.
BUILDINGS
Embassy compound
- Four floors, 57 rooms: airlock, secure zones, strongroom, cipher room.
- Armoured glass stops small arms and grenades; RPGs, charges 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; ballroom, gallery, library, 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. Two ready estates.
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. 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.
- Alarm buttons switch a siren and emergency lamps. Crawl ducts, a tunnel and a culvert.
Row houses
- Kit of five furnished town houses with shared party walls: build a row of any length. A row of five is included.
Bank
- Beaux-Arts corner bank: banking hall under a dome, security counters, galleries, board room, offices.
- Strongroom: lettered combination wheels, bolts, a 3-ton door, day gate, safe deposit; cash lift. A staff keycard opens the staff doors.
Apartments
- Cafe, concierge's lodge, eight furnished flats, roof terraces. A working lift. In brick or in stucco.
FUNCTIONS
Power and light
- Every building has a main switch: off = all its lamps, screens, alarms and the lift dark.
- A light switch at 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.
Locks and keys
- Front doors and security points are locked; from inside they always open. A key box by the main entrance gives the building's master key; guard posts give a key ring for their site.
Breaching
- Shoot a lock out, or blow the door open with a charge at its handle. A charge on a panel blows that panel out, at the hinges it tears the leaf out. Wood splinters along its grain, steel tears, bars bend. Rounds and hands pass a blown hole.
CCTV
- A station shows every camera of its site within 150 m, on its monitor (right mouse: up close, Alt: look round) or full screen. Needs power. Cameras can be shot out.
- Keys: A / D camera, mouse look, wheel or W / S zoom, R reset, N night vision, O settings, Esc close.
Kits for your own builds
- Lift (Prefabs/MST/Lift): cars S, M, L; it finds its floors (2 to 10, any heights).
- Every door and window of the mod (Prefabs/MST/Shared/MST_Joinery_01, sizes in JOINERY.md); they open and break the same.
- Strongroom door, day gate and bank security screen.
Multiplayer
- Power, lamps, gates, locks, keys, door damage, lift and alarm are kept on the server; late joiners see the current state.
Destruction
- Every building collapses into a ruin.
FOR MISSION MAKERS
- About 200 Game Master entries: buildings (furnished or not), estates, gates, walls, CCTV, key boxes, about 100 pieces of furniture.
- Lower the terrain under the prison 4.2 m; cut terrain holes under the row houses' cellars. Estates need flat ground.
ENGINE LIMITATIONS
- The engine draws 16 to 22 lamp shadows: far rooms may stay dark; with many rooms lit, light shines through walls outdoors.
- No bounced light at night; indoor daylight comes from light probes.
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: gaps on steep ground.
- Plant models are not good enough yet.