-
Notifications
You must be signed in to change notification settings - Fork 0
Eden Everon And Taviana Map Content Reference
Source-verified 2026-06-21 against master 0139a346. Paths relative to the repo root (note each root: Tools/, Extension/, DiscordBot/, Modded_Missions/, or the Chernarus mission dir). Arma 2 OA 1.64.
Eden (Everon) and Taviana are the only two modded-terrain forks that carry a tracked mission.sqm (Modded-Maps-Status-And-Content.md:49; the other five modded folders have none). Each tracked mission.sqm hand-places a complete, terrain-specific content layer — a named-town roster, the totalTowns count, and the editor-placed LocationLogicStart/Camp/Depot/Airport/Owner* geometry — that diverges substantially from the Chernarus source mission they were forked from. This page catalogs that placement layer for both forks: the data that actually changes the playable map.
These are modded-mission artifacts, not runtime mission SQF. They are hand-edited copies of the Chernarus mission.sqm (a Real Virtuality mission editor file), excluded from the release archive (Tools/LoadoutManager/ZipManager.cs:10) and currently boot-incomplete (see Modded-Maps-Status-And-Content). The Init_Town.sqf / Init_TownMode.sqf / Init_Boundaries.sqf scripts these objects invoke are unchanged from Chernarus; only the placement data baked into the init= strings and object positions differs. That placement data is what this page documents.
Each fork's class Intel and addOns[] differ from Chernarus. Eden requires sap_everon; Taviana requires tavi; both add PRACS_Molatian_MiG21 (the OPFOR MiG-21 gated by IS_mod_map_dependent, see Modded-Maps-Status-And-Content).
| Field | Eden (Everon) | Taviana | Source |
|---|---|---|---|
briefingName |
[55] Warfare V48 Everon 1.01 |
[55] Warfare V48 Taviana 1.11 |
eden/mission.sqm:25 · tavi/mission.sqm:25 |
briefingDescription |
Map ported by Sgt.Ace . Scripting by Benny and Awesome&WASP + Miksuu |
Map by -Martin-. Scripting by Benny and Awesome&WASP + Miksuu |
eden/mission.sqm:26 · tavi/mission.sqm:26 |
Terrain addon (addOns[]) |
sap_everon |
tavi |
eden/mission.sqm:7 · tavi/mission.sqm:7 |
resistanceWest |
0 | 0 | eden/mission.sqm:27 · tavi/mission.sqm:27 |
year/month/day
|
2016 / 12 / 28 | 2016 / 12 / 28 | eden/mission.sqm:30–32 · tavi/mission.sqm:32–34 |
hour/minute
|
8 / 0 | 8 / 0 | eden/mission.sqm:33–34 · tavi/mission.sqm:35–36 |
startWeather/forecastWeather
|
0 / 0 (clear) | 0 / 0 (clear) | eden/mission.sqm:28–29 · tavi/mission.sqm:28,:30 |
randomSeed |
10034581 | (present) | eden/mission.sqm:22 |
class Groups items=
|
88 | 116 | eden/mission.sqm:38 · tavi/mission.sqm:38 |
Paths in this section and below are relative to Modded_Missions/; the eden file is Modded_Missions/[55-2hc]warfarev2_073v48co.eden/mission.sqm and the tavi file is Modded_Missions/[55-2hc]warfarev2_073v48co.tavi/mission.sqm (brackets literal).
The LocationLogic* object families are the editor-placed geometry that defines where the game can start a base, place a camp, drop a depot, register an airport, and seat each faction's territory anchor. Counts below are exact grep-verified vehicle="LocationLogic…" tallies in each mission.sqm.
| Logic family | Eden | Taviana | Chernarus (source) | What it controls |
|---|---|---|---|---|
LocationLogicStart |
9 | 11 | 19 | Candidate HQ/base start sites |
LocationLogicCamp |
31 | 71 | 81 | Camp (forward-base) anchor points |
LocationLogicDepot |
16 | 37 | 46 | Town/depot capture nodes |
LocationLogicAirport |
1 | 3 | 3 | Airfield logic objects |
LocationLogicOwnerWest |
1 | 1 | 1 | WEST territory anchor |
LocationLogicOwnerEast |
1 | 1 | 1 | EAST territory anchor |
LocationLogicOwnerResistance |
absent | absent | 1 | GUER/Resistance anchor |
totalTowns (TownMode logic) |
16 | 37 | 46 | Town counter / scaling |
Sources: Eden counts from [55-2hc]warfarev2_073v48co.eden/mission.sqm (OwnerWest id=106 :1772, OwnerEast id=107 :1791, Airport id=7 :193, totalTowns :1185); Taviana counts from [55-2hc]warfarev2_073v48co.tavi/mission.sqm (OwnerWest id=217, OwnerEast id=218, three airports id=7/8/9, totalTowns :2740); Chernarus baseline from Missions/[55-2hc]warfarev2_073v48co.chernarus/mission.sqm (totalTowns :3332, owner-Resistance logic present).
Two structural divergences stand out:
-
No Resistance owner anchor. Chernarus places a
LocationLogicOwnerResistancelogic; neither fork does. Both forks register only WEST and EAST territory anchors. -
totalTownsmatches the placedInit_Towncount exactly. Eden has 16Init_Town.sqfcalls andtotalTowns=16; Taviana has 37 andtotalTowns=37. The Chernarus source has 46 of each. Both forks zero out everyTowns_Removed*pool array ([]) on the TownMode logic, so no town-mode exclusion is configured — every placed town is always active (eden/mission.sqm:1185, tavi/mission.sqm:2740).
The TownMode logic also ExecVMs the unchanged Common\Init\Init_TownMode.sqf; only the inline setVariable payload (the totalTowns value and empty Towns_Removed* arrays) differs from Chernarus.
Init_Town call signature: [logic, townName, dubbingName, startSV, maxSV, townValue, townType] (see Chernarus-Map-Content-Reference for field semantics). All 16 Eden towns use dubbing name "+" (use town name directly). Every town name is Everon-specific (French place names), none shared with Chernarus.
| # | Town | Start SV | Max SV | Town value | Town type(s) | mission.sqm line |
|---|---|---|---|---|---|---|
| 1 | Tyrone | 10 | 50 | 150 | SmallTown1, MediumTown2 | :128 |
| 2 | Le Moule | 10 | 65 | 300 | MediumTown1, MediumTown2 | :254 |
| 3 | Chotain | 10 | 60 | 250 | SmallTown1, SmallTown2 | :324 |
| 4 | Saint Phillippe | 20 | 95 | 500 | LargeTown1, LargeTown2 | :392 |
| 5 | Provins | 10 | 60 | 200 | TinyTown1 | :474 |
| 6 | Entre Deux | 10 | 60 | 250 | SmallTown1, SmallTown2 | :545 |
| 7 | Durras | 10 | 60 | 250 | TinyTown1, SmallTown1, SmallTown2 | :615 |
| 8 | Levie | 10 | 50 | 100 | TinyTown1 | :685 |
| 9 | Montignac | 30 | 150 | 500 | HugeTown1, HugeTown2 | :756 |
| 10 | Morton | 20 | 100 | 200 | LargeTown1, LargeTown2 | :838 |
| 11 | Regina | 10 | 60 | 250 | SmallTown1, SmallTown2 | :920 |
| 12 | Lamentin | 20 | 100 | 250 | LargeTown1, LargeTown2 | :990 |
| 13 | Meaux | 10 | 70 | 300 | MediumTown1, MediumTown2 | :1071 |
| 14 | Gravette | 10 | 50 | 100 | SmallTown1 | :1141 |
| 15 | Saint Pierre | 20 | 80 | 300 | LargeTown1, LargeTown2 | :2563 |
| 16 | Figari | 10 | 50 | 200 | TinyTown1 | :2654 |
Only one Huge town (Montignac), and it carries town value 500 (not the Chernarus huge-town default of 1000). Eden is a deliberately smaller map than Chernarus: 16 towns vs 46.
| SQM id | Position (x, z) | mission.sqm line |
|---|---|---|
| 0 | 7254, 6826 | :42 (first Groups item) |
| 8 | 2852, 6434 | (start group) |
| 9 | 11108, 1681 | |
| 129 | 5127, 11743 | |
| 130 | 8872, 4423 | |
| 131 | 3499, 4464 | |
| 132 | 6517, 8650 | |
| 133 | 8199, 1980 | |
| 142 | 4260, 5851 |
Positions are [x, y, z] Arma world coordinates from each start logic's position[]; (x, z) is the ground-plane pair. The single Eden airport logic (id=7) sits at 4843, 11864 (eden/mission.sqm:193 region); the WEST owner anchor (id=106) at 10901, 8811; the EAST owner anchor (id=107) at 10844, 8491 (eden/mission.sqm:1772, :1791) — the two faction anchors are ~320 m apart in the map's east-central area.
All 37 Taviana towns use dubbing name "+". Names are Taviana-specific (Slavic/Russian place names), none shared with Chernarus or Eden. Taviana is the largest of the three by boundary (25600 m, Init_Boundaries.sqf:14) and second by town count.
| # | Town | Start SV | Max SV | Town value | Town type(s) | mission.sqm line |
|---|---|---|---|---|---|---|
| 1 | Kopech | 10 | 50 | 150 | SmallTown1, MediumTown2 | :130 |
| 2 | Komarovo | 10 | 55 | 300 | MediumTown1, MediumTown2 | :328 |
| 3 | Mitrovice | 30 | 150 | 1000 | HugeTown1, HugeTown2 | :398 |
| 4 | Sabina | 30 | 180 | 1000 | HugeTown1, HugeTown2 | :479 |
| 5 | Stari Sad | 10 | 50 | 250 | SmallTown1, SmallTown2 | :593 |
| 6 | Zhabinka | 10 | 30 | 100 | TinyTown1 | :663 |
| 7 | Bilgrad Na Moru | 30 | 150 | 1000 | HugeTown1, HugeTown2 | :709 |
| 8 | Marina | 10 | 40 | 200 | TinyTown1 | :803 |
| 9 | Vodice | 10 | 30 | 100 | SmallTown1 | :873 |
| 10 | Repkov | 10 | 30 | 100 | TinyTown1 | :919 |
| 11 | Topolka | 20 | 80 | 500 | LargeTown1, LargeTown2 | :977 |
| 12 | Martin | 20 | 80 | 500 | LargeTown1, LargeTown2 | :1059 |
| 13 | Polyanka | 10 | 30 | 100 | TinyTown1 | :1153 |
| 14 | Molotovsk | 20 | 100 | 500 | LargeTown1, LargeTown2 | :1224 |
| 15 | Novi Dvor | 10 | 50 | 250 | SmallTown1, SmallTown2 | :1318 |
| 16 | Vedich | 10 | 50 | 150 | TinyTown1, SmallTown1, SmallTown2 | :1388 |
| 17 | Duge Salo | 10 | 30 | 100 | TinyTown1 | :1458 |
| 18 | Byelov | 30 | 120 | 500 | HugeTown1, HugeTown2 | :1541 |
| 19 | Boye | 10 | 50 | 250 | SmallTown1, SmallTown2 | :1623 |
| 20 | Seven | 20 | 90 | 500 | LargeTown1, LargeTown2 | :1693 |
| 21 | Khotanovsk | 10 | 30 | 100 | TinyTown1 | :1774 |
| 22 | Branibor | 30 | 180 | 1000 | HugeTown1, HugeTown2 | :1844 |
| 23 | Novy Bor | 10 | 50 | 250 | SmallTown1, SmallTown2 | :1950 |
| 24 | Dalnogorsk | 10 | 50 | 250 | SmallTown1, SmallTown2 | :2032 |
| 25 | Etanovsk | 20 | 90 | 500 | LargeTown1, LargeTown2 | :2102 |
| 26 | Gorka | 10 | 55 | 200 | TinyTown1, SmallTown2 | :2183 |
| 27 | Solibor | 20 | 80 | 500 | LargeTown1, LargeTown2 | :2253 |
| 28 | Chernovar | 20 | 90 | 300 | LargeTown1, LargeTown2 | :2335 |
| 29 | Dubovo | 10 | 65 | 300 | MediumTown1, MediumTown2 | :2426 |
| 30 | Lyepestok | 30 | 180 | 1000 | HugeTown1, HugeTown2 | :2519 |
| 31 | Krasnoznamen'sk | 30 | 150 | 1000 | HugeTown1, HugeTown2 | :2614 |
| 32 | Kameni | 10 | 40 | 100 | SmallTown1 | :2696 |
| 33 | Vinograd | 10 | 50 | 300 | MediumTown1, MediumTown2 | :4118 |
| 34 | Ekaterinburg | 30 | 120 | 1000 | HugeTown1, HugeTown2 | :4187 |
| 35 | Lyobol' | 10 | 60 | 300 | SmallTown1, MediumTown1, MediumTown2 | :4269 |
| 36 | Chrveni Gradok | 20 | 90 | 300 | LargeTown1, LargeTown2 | :4339 |
| 37 | Sevastopol' | 20 | 100 | 500 | LargeTown1, LargeTown2 | :4453 |
Taviana carries 8 Huge towns (Mitrovice, Sabina, Bilgrad Na Moru, Byelov, Branibor, Lyepestok, Krasnoznamen'sk, Ekaterinburg) — several with maxSV=180, the highest max-supply value of any town on any of the three maps (Chernarus huge towns cap at 150). Three towns use apostrophe-bearing transliterated names (Krasnoznamen'sk, Lyobol', Sevastopol').
| Object | SQM id | Position (x, z) | mission.sqm |
|---|---|---|---|
| Airport 1 | 7 | 6877, 8537 | tavi airport group |
| Airport 2 | 8 | 10194, 18666 | tavi airport group |
| Airport 3 | 9 | 16699, 10172 | tavi airport group |
LocationLogicOwnerWest |
217 | 11967, 21183 | tavi owner group |
LocationLogicOwnerEast |
218 | 11926, 21039 | tavi owner group |
The two Taviana faction anchors sit only ~150 m apart in the map's far north (z ≈ 21000), a tighter pairing than Eden's. Taviana's three airports span the full map (z from 8500 to 18700), consistent with its 25600 m boundary.
The forks are older snapshots of the same Warfare mission, so most of the file is byte-identical to Chernarus and a wholesale file-diff is noise. The genuine, intentional divergences are confined to the mission.sqm placement layer documented above. Specifically out of scope here because they are documented elsewhere or are not terrain-intentional:
- mission.sqm presence, addons, briefing names, boundary radii, boot-blocker tiers, conflict-marker file lists — fully covered in Modded-Maps-Status-And-Content and Playable-Maps-Catalog.
-
Faction-family selection (FOREST → Chernarus USMC/RU/GUE via
IS_chernarus_map_dependent) — both forks areFOREST, so they inherit the Chernarus faction set; this is map-type-driven, not a per-fork edit. See Modded-Maps-Status-And-Content and Chernarus-Map-Content-Reference for the faction indices. -
Stale config-merge artifacts in modded
Common/Config/Core_Units/Core_Structuresfiles (e.g. unresolved conflict markers from an old branch) — these are merge debris, not deliberate terrain content, and are tracked as boot blockers, not divergences.
The new, otherwise-undocumented content is exactly the extracted town roster, totalTowns, and LocationLogicStart/Camp/Depot/Airport/Owner* geometry for the two forks that uniquely carry a tracked mission.sqm.
- Modded-Maps-Status-And-Content — terrain parameters, addons, mission.sqm status, and boot-blocker tiers for all seven modded forks
- Playable-Maps-Catalog — cross-map registry: mod status, slot count, boundary, faction family, completeness tier
- Chernarus-Map-Content-Reference — the authoritative source mission these forks were cloned from: 46-town roster, airports, faction indices, start vehicle pools
- Takistan-Map-Content-Reference — the vanilla generated DESERT reference and its map-specific content
- Content-Structure-And-Maps — folder layout, generated-mission tiers, and how modded forks derive from Chernarus
Home | Agent Guide | Current live state | Release 1.2.2 (B91) | Quickstart | Progress | Lifecycle wait-chain | Join/disconnect | Parameters/build | Assets/config | SQF atlas | PV index | Modules | Support/specials | Commander/HQ | Commander vote/reassign | Construction/CoIn | Construction cleanup | WDDM compositions | Factory/purchase | Upgrades/research | Towns/camps/capture | Victory/endgame | Markers/cleanup | Server runtime | AI runtime/HC | AI commander audit | HC delegation | Town AI safety | Commander reassignment | Resistance supply | Player UI workflow | UI atlas | Respawn/death | Gear template filter | Vehicle cargo loop | Service guards | UI IDD repair | UI design inspiration | WASP overlay | Feature status | Source propagation | release readiness | Tooling readiness | Integration trust | AntiStack DB | Owner decisions | Shelved registry | Abandoned feature revival | Hardening roadmap | PVF dispatch | Server authority | ICBM authority | Attack-wave authority | Telemetry families | AICOM V2 cutover | Consumer port map | Testing workflow | Server ops | Web tools | Ecosystem repos | Arma 2 OA refs | A2 traps | OA compatibility audit | Coverage ledger | Navigation inventory | Pruning ledger | Knowledge roadmap | Agent context | Collab protocol | Worklog | Audit archive 2026-07 | Briefing reference | Utes invasion concept
- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
- Agent worklog
- Agent worklog archive
- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
- Codebase coverage ledger
- Bottleneck removal queue
- Current source status
- Wiki mirror reconciliation
- Navigation inventory
- Registers
- Agent orchestration
- Architecture
- Architecture overview
- Mission entrypoints and lifecycle
- Lifecycle wait chain
- Player join/disconnect and AntiStack lifecycle
- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
- Content structure and maps
- Assets/config/localization/parameters
- Mission start parameters index
- Code and networking
- Gameplay systems
- Core systems index
- Gameplay systems atlas
- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER Commissar Panel
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index