github Drommedhar/mgs-reintegral v0.3.0
RE:INTEGRAL 0.3.0

3 hours ago

RE:INTEGRAL 0.3.0

Stable-channel release of the Godot presentation renderer and modding SDK.
Campaign-wide Godot appearance, playability and performance acceptance are
still in progress; the known limitations below remain applicable.

Downloads

  • Game: reintegral-0.3.0-windows-x86.zip. Includes the launcher,
    native gameplay host, Godot presentation project and preserved Legacy 0.2.
  • SDK: reintegral-sdk-0.3.0-windows-x86.zip. Includes everything
    needed to play plus the editor plugin, authoring examples and GDExtension sources.
  • Symbols: reintegral-0.3.0-symbols.zip, matching native debugging symbols.
    Not needed to play.
  • Checksums: reintegral-0.3.0-SHA256SUMS.txt. Both game and SDK also contain
    per-file inventories and the modified MPL-covered source/notices.

Both packages require 64-bit Windows despite the x86 gameplay host. Extract the
whole ZIP, run Prepare.cmd with your Integral campaign discs, then Play.cmd.
Use Editor.cmd in the SDK to create mods. See the player guide
and SDK quickstart.

Godot, PowerShell and Python are downloaded only when needed, verified against
pinned SHA-256 hashes and reused offline. They are not bundled in .tools.
No original game assets, prepared disc content, saves or user mods are distributed.
The docks remaster is a separate mod, not part of these downloads.

Included changes

  • Godot scene rendering and Legacy through Godot, with original gameplay,
    collision, animation, audio, saves and timing remaining native.
  • Preserved standalone Legacy 0.2, selectable through the same launcher.
  • Editable maps, materials, lights, supported actor anchors, UI and cinematic
    camera tracks; native test sessions and mod ZIP export/import.
  • Original-layout UI, Display settings, flat PC save/load lists and font options.
  • Water, frost, snow, native wet footprints and improved transparent-layer ordering.
  • GPU snow with weather collision, plus the optional exact CPU collision mode.
  • Background editor status checks and responsive ZIP export with progress and
    cancellation, including the fix for the empty native export window.
  • Reduced renderer scheduling waits and optional Triangle-held Codec fast advance.
  • Startup status beside the loading animation; scene loading animation and
    audio continuity during renderer waits, while respecting native stop commands.
  • Built-in Godot POM support. The experimental SPOM and generated relief mesh
    tools were removed after full-resolution performance regressions.

Limits and release checks

Ordered actor events, generalized lifecycle/reconnect recovery, campaign-wide
fidelity and broader controller/hardware acceptance remain unfinished. The
earlier native campaign playthrough does not establish Godot playability.

See third-party notices for all component scopes.

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