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Experimental Multiplayer Script – Safety, Limitations & Player Notes
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	- This project introduces the first experimental multiplayer script for TombEngine.
	- It is primarily a technical proof of concept and should be approached as such.
	- This README is written for players and level editor fans to clearly explain what this build does, what it does not do, and how to use it safely.

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Join my server and play different levels together during weekend multiplayer raiding sessions!
https://discord.gg/5Se7SUhsbM
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PLEASE RUN THE GAME AS ADMINISTRATOR SO THAT NETWORK FUNCTIONS CAN WORK PROPERLY.


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ATTENTION: IF THE LEVEL FREEZES AND DOES NOT RESUME 
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	- If the level freezes and does not resume, it likely means that your system is not compatible with the current multiplayer implementation.
	- Important notes: When the level freezes, TombEngine is attempting to connect to the server at EACH FRAME without success.
	- This build was created and tested on Windows 11 (64-bit). Compatibility with other operating systems is not guaranteed.
	- A safer and more robust handling method for this issue is currently in development and will be patched soon.

If a freeze occurs:
	- Go to Engine -> Scripts -> Level
	- Rename CWB_Streets_OFFLINE.lua to CWB_Streets.lua
	- Launch the level again to play offline

If possible, please also:
	- Go to Engine -> Logs
	- Send the error log to me via Discord so I can further harden and improve the code: https://discord.gg/5Se7SUhsbM

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Security & Safety:
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From a player perspective, this multiplayer script:
	- Only exchanges numeric values already used internally by the engine
	- Does not download or upload files
	- Does not inject or execute remote code
	- Does not access your file system
	- Does not modify your TombEngine installation

ANTIVIRUS SOFTWARE MAY FLAG THIS SCRIPT AS A FALSE POSITIVE, 
AS IT CONNECTS TO THE INTERNET AND IS NOT DIGITALLY SIGNED OR COMMERCIALLY CERTIFIED.

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How the Multiplayer Script Works (simplified):
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	- The level script currently works exclusively with luasocket.
	- Communication is limited to internal indices and numeric values only.
		Example: ID1, xx, xx, xx
			These numbers represent animation IDs, position coordinates, rotations, states, and similar engine-level data.
	- No files, scripts, assets, text, or executable instructions are ever sent or received. 
		This means the script cannot read your files, cannot execute external code, and cannot modify your system.

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World Synchronization Status
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A more advanced world synchronization system is currently under development and has shown promising results!

However:
	- The current level was designed before multiplayer was planned
	- Because of this, the world synchronization system was not applied to this level framework

As a result:
	- Multiplayer behavior is currently intended for playing the level with a friend or encountering other raiders in the world
	- There is no chat or communication protocol implemented yet

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!!A fully cooperative level (100% co-op), built from the ground up with multiplayer in mind, will be released in the future.!!
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Visual Limitations – Hair Rendering
	- Remote players do NOT have hair rendering enabled in this build.
	- Hair was intentionally removed due to a rendering glitch caused by the current method used to clone Lara instances.
	- Hair simulation will be reimplemented in a future patch once a stable and visually correct solution is achieved.

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What This Build Is (and Is Not):
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This build is:
	- A technical experiment
	- A learning tool for multiplayer concepts in TombEngine
	- A foundation for future cooperative levels
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This build is NOT:
	- A finished multiplayer system
	- An official TombEngine feature
	- A replacement for single-player levels
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Feedback is welcome, but please keep in mind the experimental nature of this project. Happy raiding!
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