BeamNG.Earth
A 1:1 scale streamed Earth for BeamNG.drive: real elevation and satellite imagery, floating origin, LOD streaming from a companion server
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Reimplementation of the 1997 RTS 'Akte Europa' in Godot 4 / C#. Ships no original data — content is derived from your own CDs. By chr1zZo.
翻译准备中
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**The 1997 real-time strategy game Akte Europa, rebuilt in Godot 4 and C#.**
No original data is shipped — not one byte. The installer contains the
engine and nothing else. On first start it reads the two original CDs, which
you have to own, and derives everything on your own machine: maps, unit
sprites, fonts, tables, briefings, sound. The bundled .pck is about 500 KB.
→ Get the installer from the releases page
Run it, point it at your CDs on first start, and wait a few minutes while the
content is derived. The derived files go into your user profile; the program
directory stays untouched.查看完整 README ↗The 1997 real-time strategy game Akte Europa, rebuilt in Godot 4 and C#.
Deutsche Fassung · Changelog · Open questions
No original data is shipped — not one byte. The installer contains the engine and nothing else. On first start it reads the two original CDs, which you have to own, and derives everything on your own machine: maps, unit sprites, fonts, tables, briefings, sound. The bundled
.pckis about 500 KB.
→ Get the installer from the releases page
Run it, point it at your CDs on first start, and wait a few minutes while the content is derived. The derived files go into your user profile; the program directory stays untouched.
Mission briefings run on the original's own screen — the picture comes out of
BRIEFG.DAT, the text out of BRIEFG.TXT, and the typeface is the game's own.
The intro films play before it, decoded from the original's own video format.
Maps are baked at full size, up to 10160 × 5285 pixels. Here "The Dam" zoomed out, with rail lines, power poles and the dam itself:
A base with the side panel, the resource bar and the overview map:
The 33-mission campaign and skirmish games are playable. From the two discs, the first launch derives:
| Maps | 44, baked up to 10160 × 5285 pixels |
| Game states | 44 (units, buildings, objectives, deposits, rail lines …) |
| Unit pictures | 4307, composed out of ROBO.CWR |
| Tables | 12, from the map files and GAME.EXE |
| Films | 35, decoded from the original's own container |
| Interface | original typeface, side panel, effects, mission briefings |
The simulation runs on the original's own numbers: prices, hit points, attack and defence, range, reload time, speed, fuel and ammunition all come from the game's records rather than from guessed constants. Where something could not be recovered, the code says so — every assumption of our own is marked as such.
0.7.0 ships when every one of the 33 campaign missions has been played through individually and found clean. Not before.
The reason is a lesson this project paid dearly for: a single mission played attentively found more defects than a hundred automated harnesses combined. Mission 1 alone produced over twenty findings in one evening — from faction colours through missing debris and explosions to units sinking into the ground. A harness measures what you asked it to measure; a person at the screen also sees what nobody thought to ask about.
For each mission, in order:
GAME.EXE it came from — and wherever we had to decide something ourselves,
the code says so in as many words.Everything found and fixed goes into CHANGELOG.md; whatever stays open or needs input goes into OFFENE_FRAGEN.md (German) — including the cases where an earlier explanation of ours turned out to be wrong. Both are kept as we go, not written afterwards.
⭐ Where we stand (2026-10-23, release 0.6.11): all 33 missions have been played through — the whole campaign, up to the credits. Along the way mission 2 became completable for the first time, the power plants in mission 4 and the bunkers in mission 7 became destructible, and the enemy now plays with the original's own AI. 0.6.2 came out of SKIRMISH (the computer opponent no longer cheats at vision; easy, normal and hard finally differ); 0.6.3 came from the ENGINEER — landing ramps and bridges, without which missions 8 and 9 cannot be won; 0.6.4 covers missions 10 to 14 — the buildings' own windows, built ships and buildings that behave like the ones on the map, and allies that share their vision and play for themselves; 0.6.5 comes out of the AIR — the airfield with hand control, its own map screen, recycling and a patrol that actually scrambles, plus the anti-aircraft guns and a record field we had read wrong for a year, which made every aircraft in the game fly in the wrong direction; 0.6.6 covers missions 21 to 24 — the railway with its transport system and track repair, the terranium search, mission scripts that pay out sub-missions and wake eliminated opponents up again, and three rounds of reports from our beta tester KayelGee; 0.6.7 covers missions 25 to 27 — the Dicke Bertha and the battleship turret as in the original, fog on ice maps without shimmering, a mission 26 that finally ends, the shipyard with its own stock, captured airfields that come with their aircraft, and the fourth round of reports from KayelGee; 0.6.8 brings KayelGee's fifth round with saves that finally load properly again; 0.6.9 missions 28 to 33, the original's save window and the closing film after mission 33; 0.6.10 KayelGee's sixth round and LAN multiplayer in lockstep again; 0.6.11 KayelGee's seventh round, Reaper's first and a skirmish computer opponent that forms groups and marches. Each is a stop along this road, not its end. What changed, in plain words: CHANGELOG.md.
Contributions are explicitly welcome. If you play a mission and something feels different from the original, please say so on Discord — especially if it seems like a small thing. That is exactly what progress hangs on.
Come talk about it on Discord.
You need Godot 4.7 (Mono/.NET) and the .NET SDK.
dotnet build "Akte Europa Reborn.csproj"
godot --path . --headless --export-release "Windows Desktop"
Importing content without the interface:
godot --path . --headless -- --import-cd # discs in the drive
godot --path . --headless -- --import=<folder> # or from an installation
The readers for the original formats are not merely built — they are checked against the data they read:
godot --path . --headless -- --selftest-cwp=<toolsdir>
godot --path . --headless -- --selftest-designs
godot --path . --headless -- --selftest-briefings
Among the things verified: 13 sprite frames pixel-identical against a second implementation, 26 map files consumed with zero bytes left over, 4147 unit pictures identical, 601 design records reproduced exactly, 33 mission texts character for character.
Beyond the readers, the rules are checked in the running engine — the campaign against both original executables (33 missions, no difference), the tick rate, the economy, the rail network, transports, groups, saves. Every check prints numbers, and every one of them can go red.
Every mechanic is reconstructed from the original binary before it is implemented — even where inventing something would be quicker. A reading only counts once there is a number behind it: counted across every map, held against a second implementation, measured in the running engine. What comes from the data and what comes from us is kept apart and named in the code. Misreadings get withdrawn rather than overwritten.
The file formats were opened up one at a time along the way: CWP (tiles and
objects), CWM (maps with over 130 sections), CWR (unit sprites), CWD (fonts),
CWA (effects), RPL (films), the CD's InstallShield cabinet, and the tables
inside GAME.EXE.
Copyright © 2026 chr1zZo. The code is licensed under the GPL-3.0, see
LICENSE.
Akte Europa and all related content belong to their respective rights holders. This project is neither endorsed by nor affiliated with them, and distributes no original data. You need the original CDs to play.