RE:INTEGRAL 0.3.1
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-0.3.1-windows-x86.zip. Includes the launcher,
native gameplay host, Godot presentation project and preserved Legacy 0.2. - SDK:
reintegral-sdk-0.3.1-windows-x86.zip. Includes everything
needed to play plus the editor plugin, authoring examples and GDExtension sources. - Symbols:
reintegral-0.3.1-symbols.zip, matching native debugging symbols.
Not needed to play. - Checksums:
reintegral-0.3.1-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.
Changes since 0.3.0
- Updated the pinned Godot editor/runtime from 4.8-dev7 to 4.8-beta2.
The engine remains a preview release; the package uses the existing stable channel. - Added Graphics → Native dithering (Godot) and a fractional pattern scale
from 0.25 to 4.0, addressing #2.
Defaults remain enabled at 1.0. Both Godot modes support the setting;
custom/PBR colors and standalone Legacy 0.2 are unchanged. - Native failure logs now include bounded renderer log output and the renderer's
exit status, making renderer disconnects easier to investigate. - Fresh full source builds prepare Godot and install preserved Legacy 0.2,
so both renderer choices are available after the documented build commands.
The opening crash reported in #4
is not confirmed fixed. Automated real-disc runs completed the opening on
dev7 and beta2; beta2 passed the first Codec call on a Radeon RX 9070 XT.
The reporter's RX 6700 XT renderer logs are still needed to identify the cause.
Local validation passed 8 relevant CTests, 48 Python tests, 11 headless Godot
checks and 5 GPU checks, plus extension and launcher settings checks. These
scoped checks do not establish campaign-wide playability or hardware coverage.
Included features
- 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
Locked 60 FPS is not yet achieved for every scene or mod. The latest capture-free
2560×1440 docks mod checks with GPU snow measured 55.81 and 54.34 FPS in the later
sampled windows. These are scenario-specific measurements, not a guarantee for
every GPU, map or mod. First import/loading delays, individual frame spikes and
ObjectDB shutdown warnings remain documented. GPU weather collision does not
preserve exact triangle collisions or flakes attached to moving surfaces; the
CPU mode retains those behaviors. Wet-footprint integration is tested; human
in-game appearance acceptance remains open.
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.
The loading animation credits Irbif. Its notice
records that public redistribution permission has not been verified. This remains
an open publication item; attribution alone does not resolve it.
See third-party notices for all component scopes.