Repo ↗ · Source README ↗ · Markdown & license bundle
Image reference (original game): Metal Gear Solid V: The Phantom Pain · original-game artwork, provided by IGDB. Image rights remain with their respective owners. This illustrates the referenced original game, not the actual visuals of this rewrite or mod.
Source maintainer: Ad3Digital · Revision: d47850e3ef01 · Catalogued: 2026-10-12
Source license: Documentation license not confirmed · Article: Independent introduction
This is an independently written project introduction, not a reproduction or translation of the README. Documentation permission is unconfirmed or limited in scope. Read the linked repository for the full instructions. Feature and progress claims come from the source documentation and have not been independently playtested here.
This project is a standalone offline lab written in Rust with Bevy 0.18.1, aimed at reproducing movement and CQC from Metal Gear Solid V: The Phantom Pain and MGO. It is not the complete game and does not include multiplayer; instead, users extract assets from their own installed copy and explore the action system locally. The public repository and Windows download contain only the Rust implementation, binary-format readers, host state and clip identifiers, and extraction tools. No game executable, decompiled C, original Lua, models, textures, animation payloads, research database, or extracted game packs are distributed.
Technically, the Windows build uses Setup-Assets.cmd to create a Python environment, install Pillow, and extract only the source members needed by the lab from the user-specified MGS_TPP folder. The extractor accepts only a pinned PC source revision and checks decoded packs, model, rig, motion archive, motion graph, and executable by hash, stopping on mismatch. It never launches the original executable or loads its code. Generated data stays in local-assets/, which is ignored by Git. The Windows port uses the Microsoft Visual C++ 2012 x64 runtime (msvcr110.dll) for original quaternion math; if missing, it must be installed separately.
The current build includes standing and crouched CQC dragging, posture changes, front combo, standing throws and wall attacks, ladder, hanging and corner turns, railing vaults, dive/roll/crawl, cover, and get-ups. Camera, scene obstacles, actor alignment, and collision are lab adapters; FOX physics, full shaders, AI, damage, and multiplayer are not implemented. Original clips are decoded locally, not recreated or downloaded. The README states the current build includes the 2026-10-08 climb-arrival movement fix, but Linux, macOS, and other game revisions are not validated.

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