Where it stands
Evil Engine finds SCP – Containment Breach on its own, reads its version from the game itself, and mounts the install as the game sees it: 2,206 loose files, looked up by path with case ignored, the way Windows does. Every room’s mesh reads to its end, and every texture and prop a room names is there.
Your copy is fingerprinted in pieces named after what a server would use: each of the 99 rooms on its own, then all the rooms, the items, the NPCs, the sounds and the game’s tables, plus the two custom maps that ship with the Map Creator. A server that places a single room only asks for that room. Every file matched Steam’s own checksums. Mods come from the game’s own settings: the ones you’ve turned on are laid over the game in its order, and their table files add to the game’s rather than replace them, unless the mod says otherwise, as the game does it.
Known issues
- Mods and custom maps follow what you’ve set in the game. They can’t be turned on or off from Evil Engine yet.
- When a mod swaps a file for one with a different extension, a
.wavwhere the game has an.ogg, it doesn’t replace the game’s file yet. The game’s own example mod does this, and it’s noted. - Language packs follow what the game’s files suggest, but none is on the checked copy to check.
Next up
- Playing past the launcher into a game and a save, to see everything the game writes and where.
- Checking a language pack, one of the older branches on Steam, and a Workshop mod.
- Converting its rooms, models, tables and custom maps.