Mission checkpoints
Neon includes three story resources built from the same public primitives available to other resources: Tagging Up Turf, Drive-Thru, and Nines and AK's.
They are useful for two reasons. Players can explore recognizable mission paths, and resource authors can inspect working combinations of native tasks, file cutscenes, cameras, mission audio and text, gang tags, route handoffs, actor policies, and cleanup.
These are regression checkpoints, not a finished campaign runtime. “Implemented” means the resource contains the path. “Exercised” means that exact path was observed in game. Static checks or successful builds alone are not presented as gameplay validation.
Current status
Section titled “Current status”| Resource | What is currently available | Strongest evidence | Still open |
|---|---|---|---|
tagging-up-turf | Native SWEET1A, the following world intro, gang-tag objectives, Ballas encounter, Grove Street finale, reward, and cleanup | A complete two-client success path covered synchronized cutscene start/skip, locomotion, spray FX, both Ballas tags, chat and melee presentation, return, finale, reward, cleanup, and CJ appearance restoration | Failure, abort, resource-stop restoration, native file-cutscene subtitles, and remaining adapted or uncertain SCM branches |
drive-thru | Native SWEET2A and SWEET2B, authoritative seating, Cluckin’ Bell gate, Ballas chase, vehicle-to-foot combat, return scenes, reward, and an off-stream failure simulation | Complete single-client route plus a two-client pursuit covering vehicle and on-foot weapon presentation, authoritative damage, both Ballas deaths, and stale-presentation cleanup | Low-health branches, every reminder variant, native subtitles, frozen-owner reassignment, the intermittent restaurant reconstruction timeout, and a complete two-client return path |
nines-and-aks | Both stock cutscenes, Emmet range, bottle rounds, Tampa objective, return drive, phone and Binco path, entry-exit transaction, pass/fail, and cleanup logic | Static/resource checks plus partial in-game progress through the Emmet range and automatic Binco transition | Fresh end-to-end bottle, Tampa, departure, Binco exit, alternate failure and cleanup matrix; complete multiplayer pass |
The resources use server-owned mission state and are structured for multiple participants. That architecture is not the same as a completed in-game multiplayer validation. Until the open barriers above are exercised together, the wiki describes multiplayer support as experimental.
Tagging Up Turf
Section titled “Tagging Up Turf”test-resources/tagging-up-turf is the broadest first example of the story runtime.
It combines:
- managed native file-cutscene loading and release;
- server readiness and cleanup barriers;
- synchronized mission text and audio;
- native camera shots and fades;
- actor movement, social and combat tasks;
- resource-owned gang-tag progress;
- story actor and vehicle policies;
- player appearance snapshot and restoration;
- reward presentation and deterministic teardown.
The complete two-client success run reached its reward with camera, audio, clothing, actor, vehicle, and gang-tag state restored. It covered native SWEET1A startup and synchronized skip, the world intro, matched walk/run intent, Sweet’s spray animation and FX, both Ballas tag objectives, remote paired-chat gestures, synchronized melee presentation, recording 207, the return drive, all seven finale lines, handshake, walk-away, reward, and CJ appearance restoration.
The non-syncer never receives Sweet’s authoritative spray task, tag progress, melee decisions, or damage authority; it reconstructs only the supported presentation. The resource is still not proof of full SCM parity. Campaign bookkeeping and save progress are outside the harness, native file-cutscene subtitles remain unresolved, and the failure, abort, resource-stop restoration, plus several adapted or uncertain branches still need separate runtime passes.
Drive-Thru
Section titled “Drive-Thru”test-resources/drive-thru exercises longer-lived actors and vehicles than the first checkpoint.
Its main path combines:
- two managed native file cutscenes;
- server-confirmed passenger seats;
- the exact native all-wheel arrival predicate;
- mission audio and dialogue barriers;
- native vehicle routes that remain meaningful beyond ordinary stream range;
- syncer-aware route reconstruction;
- native drive-bys with real damage in both directions;
- transition from vehicle combat to on-foot combat;
- return scenes, mission-passed presentation, and cleanup.
The main single-client route has completed from the opening through the reward. A two-client pursuit then checked Sweet, Ryder, and the Ballas passenger firing from vehicles, both surviving Ballas firing on foot, authoritative Voodoo damage, both Ballas deaths, and removal of stale presentation before return_grove_drive. The observer reproduced animation, muzzle flash, shells, light, audio, and spray FX without applying damage or creating projectiles. One fast-motion aim sample lagged the visible target by roughly 12 metres and one heading differed by about 37 degrees until the next update.
A separate distant simulation exercised off-stream entities, coordinate drive-by, immediate vehicle exit, smart flee, scripted failure, camera restoration, and cleanup.
This does not cover every branch. The four Greenwood low-health windows still need dedicated passes, and not every return-to-car reminder has been observed. The current native mission-event profile does not expose every original decision-maker behavior. A connected owner that freezes without disconnecting is not yet reassigned by heartbeat.
Nines and AK’s
Section titled “Nines and AK’s”test-resources/nines-and-aks maps the multiplayer-visible sweet2 graph through the Binco return.
The implemented graph includes:
SWEET3AandSWEET3Bmanaged file cutscenes;- the Glendale trip and all-wheel gates;
- Smoke and Emmet actor lifecycles;
- one-, three-, and five-bottle range rounds;
- timed cameras and native shooting tasks;
- the Tampa weakpoint and destruction gate;
- departure and return sequences;
- phone, Binco, entry-exit, pass/fail, and cleanup states.
The resource has been exercised through the Emmet range and later through automatic Binco entry. Those runs found cutscene-model, visibility, camera, and terminal-barrier problems that were corrected in code. Guards were also added for oversized volumetric shadows and invalid streamed IK bone chains, but the original crash timing was not reproduced afterward. A successful correction build does not replace the missing end-to-end run: the full bottle timing, Tampa, departure, automatic exit, alternate failures, cleanup, and multiplayer path remain only partially exercised.
Some differences from SCM are deliberate multiplayer adaptations. Client damage reports replace direct object-damage polling, and server state replaces local mission progression. Campaign respect, contacts, shop purchases, save statistics, and several unexposed native task graphs remain outside the resource.
Reusing the checkpoints
Section titled “Reusing the checkpoints”The mission resources are examples, not a required framework. A new resource can use the underlying APIs directly.
The reusable design is:
- keep mission state and participant authority on the server;
- assign each native ped or vehicle to its current simulator;
- acquire camera, cutscene, audio, text, streaming, and event-profile ownership explicitly;
- cross server barriers before synchronized presentation changes;
- treat local task completion and damage as reports to validate;
- release every token and restore every client-local policy on success, failure, timeout, player departure, and resource stop.
See Story runtime for the primitives and lifecycle rules. See Tooling and verification for the meaning of each evidence level and the focused resources behind these checkpoints.