diff --git a/docs/hd-backlog.md b/docs/hd-backlog.md index 88497461..0f470cf0 100644 --- a/docs/hd-backlog.md +++ b/docs/hd-backlog.md @@ -6,7 +6,7 @@ Artwork coverage is unchanged at **5,463 frames in 3,625 complete sequences**, i Focused production checks passed 113 Rust tests and 186 Python tests; 5 existing Rust tests were ignored. Full validation accepts all 5,463 frames with zero rejects, plus 45 mods with one override. Three 1920×1080 SDL controls completed successfully, and Root viewed all three full images. Their PNG, RGB and alpha results matched the SourceE H5463 controls across 6,220,800 pixels, with zero measured changes. These unchanged-art controls do not establish coverage or artwork approval for lists above 128 cells, every optional policy or all placements. The latest closed native Windows result is exact SourceE H5426 at 3f3107d6: 394 passed, 26 ignored and zero failed; no native Windows SourceF execution is claimed. -Original details remain Original rather than generated HD. The longer-list allowance does not repair geometry or material faults, reverse held artwork or establish every placement. Iron Coast's current 45-package resources and Mission 2 version 1.0.2 are unchanged. Exact production and historical authorities are in [runtime release evidence](hd-runtime-release.json). Validated package checkpoint; Git history records publication. +Original details remain Original rather than generated HD. The longer-list allowance does not repair geometry or material faults, reverse held artwork or establish every placement. At this runtime activation, Iron Coast's 45 packages included Mission 2 version 1.0.2. Subsequent campaign changes are tracked in [Iron Coast retune evidence](iron-coast-retune.md). Exact production and historical authorities are in [runtime release evidence](hd-runtime-release.json). Validated package checkpoint; Git history records publication. Preserved 17 October 2026 Source-update checkpoint at 5,384 (historical coverage): Current Source C+D runtime — 17 October 2026, published `a073f73f`: HD coverage remains **5,384 frames / 3,551 sequences**, with **369 originals remaining** (260 Terrain, 75 enemies/ground objects, 33 UI/other, one boss). Both executables are rebuilt; 90 Rust / 78 Python tests, HD validation and three exact 1080p regression controls pass. Five old Rust checks remain ignored. Source C+D native Windows CI is pending; the prior `58723547` result (361 passed / 26 ignored / zero failed) is a different epoch. Earlier material, context and QA records below remain historical; this source update adds no art approval. diff --git a/docs/hd-coordinator-checkpoint.md b/docs/hd-coordinator-checkpoint.md index 6a499185..d31df8a0 100644 --- a/docs/hd-coordinator-checkpoint.md +++ b/docs/hd-coordinator-checkpoint.md @@ -6,7 +6,7 @@ Artwork coverage is unchanged at **5,463 frames in 3,625 complete sequences**, i Focused production checks passed 113 Rust tests and 186 Python tests; 5 existing Rust tests were ignored. Full validation accepts all 5,463 frames with zero rejects, plus 45 mods with one override. Three 1920×1080 SDL controls completed successfully, and Root viewed all three full images. Their PNG, RGB and alpha results matched the SourceE H5463 controls across 6,220,800 pixels, with zero measured changes. These unchanged-art controls do not establish coverage or artwork approval for lists above 128 cells, every optional policy or all placements. The latest closed native Windows result is exact SourceE H5426 at 3f3107d6: 394 passed, 26 ignored and zero failed; no native Windows SourceF execution is claimed. -Original details remain Original rather than generated HD. The longer-list allowance does not repair geometry or material faults, reverse held artwork or establish every placement. Iron Coast's current 45-package resources and Mission 2 version 1.0.2 are unchanged. Exact production and historical authorities are in [runtime release evidence](hd-runtime-release.json). Validated package checkpoint; Git history records publication. +Original details remain Original rather than generated HD. The longer-list allowance does not repair geometry or material faults, reverse held artwork or establish every placement. At this runtime activation, Iron Coast's 45 packages included Mission 2 version 1.0.2. Subsequent campaign changes are tracked in [Iron Coast retune evidence](iron-coast-retune.md). Exact production and historical authorities are in [runtime release evidence](hd-runtime-release.json). Validated package checkpoint; Git history records publication. Preserved 17 October 2026 Source-update checkpoint at 5,384 (historical coverage): Current Source C+D checkpoint — 17 October 2026: remote-confirmed commit `a073f73f` installs the rational atlas sampler, protected terrain joins and bounded retained-Original policy. Coverage is unchanged at **5,384 frames / 3,551 sequences**, with **369 originals remaining** (260 Terrain, 75 enemies/ground objects, 33 UI/other, one boss); data remains **9,335 files / 8,179,315,857 bytes**. Both bundled executables were rebuilt. Validation passes 90 Rust and 78 Python tests (five pre-existing Rust checks ignored), all 5,384 HD frames with zero rejects, the 6,449-entry catalog and 45 mods/one override. Three fresh 1080p API-B/C+D controls match exactly across 6,220,800 pixels. Source C+D native Windows CI remains pending; `58723547` separately passed 361 tests, with 26 ignored and zero failed. No new artwork approval or full-HD completion follows. The following pre-C records retain their original epochs. diff --git a/docs/hd-full-review.md b/docs/hd-full-review.md index 5bda2b7b..ba700ba8 100644 --- a/docs/hd-full-review.md +++ b/docs/hd-full-review.md @@ -6,7 +6,7 @@ Artwork coverage is unchanged at **5,463 frames in 3,625 complete sequences**, i Focused production checks passed 113 Rust tests and 186 Python tests; 5 existing Rust tests were ignored. Full validation accepts all 5,463 frames with zero rejects, plus 45 mods with one override. Three 1920×1080 SDL controls completed successfully, and Root viewed all three full images. Their PNG, RGB and alpha results matched the SourceE H5463 controls across 6,220,800 pixels, with zero measured changes. These unchanged-art controls do not establish coverage or artwork approval for lists above 128 cells, every optional policy or all placements. The latest closed native Windows result is exact SourceE H5426 at 3f3107d6: 394 passed, 26 ignored and zero failed; no native Windows SourceF execution is claimed. -Original details remain Original rather than generated HD. The longer-list allowance does not repair geometry or material faults, reverse held artwork or establish every placement. Iron Coast's current 45-package resources and Mission 2 version 1.0.2 are unchanged. Exact production and historical authorities are in [runtime release evidence](hd-runtime-release.json). Validated package checkpoint; Git history records publication. +Original details remain Original rather than generated HD. The longer-list allowance does not repair geometry or material faults, reverse held artwork or establish every placement. At this runtime activation, Iron Coast's 45 packages included Mission 2 version 1.0.2. Subsequent campaign changes are tracked in [Iron Coast retune evidence](iron-coast-retune.md). Exact production and historical authorities are in [runtime release evidence](hd-runtime-release.json). Validated package checkpoint; Git history records publication. Preserved 17 October 2026 Source-update checkpoint at 5,384 (historical coverage): Current runtime checkpoint — 17 October 2026: Source C+D is remote-confirmed at `a073f73f`, with **5,384 HD frames / 3,551 sequences** and 369 originals still outstanding. Both executables are rebuilt; 90 Rust / 78 Python tests and three fresh 1080p controls pass, with zero pixel differences from API-B. Source C+D native Windows CI remains pending. Historical 8ada, 386e and API-B material/context/QA evidence below retains its recorded epoch; these bounded runtime checks add no artwork or hybrid approval. See [the coordinator checkpoint](hd-coordinator-checkpoint.md) for current validation and Windows attribution. diff --git a/docs/iron-coast-retune.md b/docs/iron-coast-retune.md index 579033b3..6e5b0fe1 100644 --- a/docs/iron-coast-retune.md +++ b/docs/iron-coast-retune.md @@ -4,6 +4,57 @@ The 14 Iron Coast missions now use difficulty-scaled attack groups, clearer weapon feedback and distinct enemy/boss patterns. Original campaigns and their content definitions are unchanged. +Mission II 2, Undertow Run, version 1.0.3 moves one existing armed classic +curved pass from tick 1,650 to 1,530. The unarmed aircraft stays at 1,650, and +all other spawns and their fields remain unchanged. This count-neutral timing +correction leaves objectives, enemy statistics, equipment, prices, rewards and +the boss warning/arrival unchanged. + +## Mission II 2: focused version 1.0.3 checks + +On 18 October 2026, the frozen SourceE library (`3b04e473`) ran the unchanged +recorded paid-route controller. Four authentic post-Mission-1 states fed paired +version 1.0.2 and 1.0.3 continuations through Missions 2–8 and the finale replay: +68 ordinary mission executions in total. All completed with full pilot, +script-state and RNG save/load roundtrips. The changed Mission 2 version/hash +was reported and accepted through normal save compatibility; inventory and +other gameplay state were not silently rewritten. + +Mission 2 completion times, shields and paid refill counts were unchanged at +all four difficulties. Ending shields were 79 / 52 / 44 / 12, preserving the +Elite route's narrow 12-shield margin. Veteran defeated one fewer optional +interceptor (two → one); Elite earned 100 more credits through the changed +encounter timing. Required skimmer and boss objectives were unchanged. These +are actual outcomes for the recorded controller and carried supplies, not a +guarantee for every loadout or play style. + +Separate shield-replenished observations recorded the earlier Training/Rookie +quiet interval at ticks 1,448–1,650: 8.70 seconds with no visible enemies or +hostile shots. The retimed armed pass split it into a longest piece of 3.73 +seconds and produced four observed hostile projectile births. The later quiet +intervals at 1,664–1,762 and 1,804–1,948 were unchanged, so the correction did +not merely move that lull later. Quiet time remains elsewhere, including the +deliberate boss recovery window. + +Veteran/Elite arsenal observations absorbed six more replenished-shield points +each; their ordinary paid routes kept the same shields and purchases. No-fire +observers already had surviving required targets and do not establish ordinary +survival. These focused SourceE results are separate from the earlier +full-cohort measurements and do not claim a new SourceF playthrough or renderer +check. + +The same seven maintained campaign, enemy and weapon suites were rerun against +the installed SourceF source epoch and version 1.0.3 definitions: **65 passed, +zero failed, four existing integration tests ignored**. The installed Linux +validator also accepts all 45 packages with one explicit override. + +A separate SourceF presentation check rendered the same paid Veteran mission +state at tick 1,540 in SD and HD4 at 1920×1080. The retimed classic aircraft was +alive and entering from above the screen; partial top clipping and HUD overlap +are part of that entry pose. Both views and the actual Mods diagnostics were +reviewed at full size, with version 1.0.3 visible. This verifies that scene, +not every encounter or a complete SourceF mission playthrough. + ## Wave schedules Enabled scheduled enemies, including required targets and bosses: @@ -25,6 +76,8 @@ Enabled scheduled enemies, including required targets and bosses: | II 7 — Siege of the Iron Fleet | 57 | 65 | 77 | 93 | | II 8 — Black Tide | 61 | 69 | 81 | 97 | +### Earlier version 1.0.2: a different middle window + Mission II 2 version 1.0.2 adds a small number of classic aircraft in its observed middle lull. Paired current-C paid continuations from authentic post-Mission-1 saves complete Missions 2–8 and the finale replay at all four difficulties, with unchanged ending shields, completion timings and refill counts. The added kills and pickups earn normal credits. In the separate shield-replenished arsenal fixture, the longest threat-free stretch within that middle window decreases from 8.91 to 5.87 seconds; the lull is shortened rather than eliminated. The full-cohort pressure tables below remain the recorded version 1.0.1 measurements. These focused checks were recorded on 17 October 2026 and are separate from the shield-replenished observations. Counts are not simultaneous enemies or difficulty quotas. The 27 original @@ -74,9 +127,10 @@ save-pin roundtrips at every difficulty. Gameplay measurements use the frozen runtime definitions/scripts; the final version-number, README and blank-line whitespace corrections do not change gameplay tokens. -Seven maintained campaign, enemy and weapon test suites pass against the same -runtime: 65 tests passed, none failed and four existing integration tests remain -ignored. Updated fixtures check the revised attack clocks, offscreen firing +Seven maintained campaign, enemy and weapon test suites passed against the +frozen final-B runtime on 17 October 2026: 65 tests passed, none failed and four +existing integration tests remained ignored. This is the recorded result, not +a new SourceF test run. Updated fixtures check the revised attack clocks, offscreen firing suppression, reward-free aircraft exits and short contact effects. Synthetic native-enemy placeholders in portable mission tests are explicitly labelled; the original-catalog playthrough checks above cover actual native enemies. diff --git a/docs/modding-api.md b/docs/modding-api.md index 1070ee23..82019c67 100644 --- a/docs/modding-api.md +++ b/docs/modding-api.md @@ -234,7 +234,7 @@ For Rust tooling, `Pilot::inspect_load` returns the unmodified pilot and a struc ## SD/HD artwork and local sound effects -An artwork definition may add `hd_png`, a separate package-relative PNG with the same logical canvas, frame count and aspect ratio as the SD `png` or original `asset`. HD inputs require at least twice the logical resolution. The Options HD toggle selects it; missing variants retain SD artwork. Detailed mod terrain is drawn on the higher-resolution canvas over the joined SD fallback. Authored mod art/audio is included in Git; original catalog references remain excluded. +An artwork definition may add `hd_png`, a separate package-relative PNG with the same logical canvas, frame count and aspect ratio as the SD `png` or original `asset`. HD inputs require at least twice the logical resolution. The Options HD toggle selects it; missing variants retain SD artwork. Detailed mod terrain is drawn on the higher-resolution canvas over the joined SD fallback. Authored mod art/audio, the bundled original game data and approved HD runtime artwork are included in Git. Working source references and review captures remain outside mod packages. `sounds` definitions have `id`, `name`, `file` (relative path) and optional `volume` (0–127, default127), `pan` (0–255, default127), `pitch` (0–255, default128) and `priority` (0–100000, default1). Lower numeric priority wins, matching the original DSP. Play one with `#{op:"play_sound",sound:"your_mod:shot"}`. WAV inputs must be uncompressed PCM8/16, mono/stereo, 8–48kHz, at most30seconds/8MiB. Stereo is mixed to mono and converted to the original unsigned8-bit digital format; channel/pan/pitch/volume use the original mixer. Original DMX patches are also accepted. Invalid/missing audio rejects activation. diff --git a/docs/resume-checkpoint.md b/docs/resume-checkpoint.md index 7d58a396..f3026675 100644 --- a/docs/resume-checkpoint.md +++ b/docs/resume-checkpoint.md @@ -4,9 +4,9 @@ The included SourceF runtime now supports up to **256 explicitly listed Original The pack still contains **5,463 reviewed HD pictures in 3,625 complete sequences**, including **4,338 Terrain pictures**. **290 originals remain**: 197 Terrain, 59 enemies and ground objects, 33 UI/other and one boss. All 9,399 data files / 8,355,478,070 bytes, the eight palette opt-ins and the existing SourceE artwork/material/context authorities remain unchanged. No larger-detail trial is admitted by this runtime activation. -Focused production checks passed 113 Rust tests and 186 Python tests; 5 existing Rust tests were ignored. Full validation accepts all 5,463 frames with zero rejects, plus 45 mods with one override. Three 1920×1080 SDL controls completed successfully, and Root viewed all three full images. Their PNG, RGB and alpha results matched the SourceE H5463 controls across 6,220,800 pixels, with zero measured changes. These unchanged-art controls do not establish coverage or artwork approval for lists above 128 cells, every optional policy or all placements. The latest closed native Windows result is exact SourceE H5426 at 3f3107d6: 394 passed, 26 ignored and zero failed; no native Windows SourceF execution is claimed. +Focused production checks passed 113 Rust tests and 186 Python tests; 5 existing Rust tests were ignored. Full validation accepts all 5,463 frames with zero rejects, plus 45 mods with one override. Three 1920×1080 SDL controls completed successfully, and Root viewed all three full images. Their PNG, RGB and alpha results matched the SourceE H5463 controls across 6,220,800 pixels, with zero measured changes. These unchanged-art controls do not establish coverage or artwork approval for lists above 128 cells, every optional policy or all placements. The preceding SourceE H5463 artwork package at `07d2955c` has also passed [native Windows validation](https://github.com/Quintine/RustRaptor/actions/runs/39038850978): 394 passed, 26 ignored and zero failed, including HD/mod validation, portable relocation and PCM sound-output checks. SourceF and this Mission 2 update have separate post-push Windows checks; their native execution is not inferred from that result. -Iron Coast retains its published 14-mission retune and 45 current packages, including **Mission 2 version 1.0.2**. No mission schedules, scripts, prices or gameplay changed here; private pacing 1.0.3 is not part of this package. Earlier paid-route results and failed policies keep their recorded limits. See [Iron Coast retune evidence](iron-coast-retune.md). The 307 native AGX cinematic/font records remain preserved separately. +Iron Coast includes its 14-mission retune and 45 packages, with **Stage II Mission 2 version 1.0.3**. One existing armed classic pass now arrives at tick 1,530 rather than 1,650. Separate replenished observers measured the early Training/Rookie lull falling from 8.70 to 3.73 seconds; ordinary paid continuations at all four difficulties still complete with unchanged shields and purchases. The seven campaign/enemy/weapon suites pass against SourceF: 65 passed, zero failed, four existing integration tests ignored. Earlier results retain their dated scope. See [Iron Coast retune evidence](iron-coast-retune.md). The 307 native AGX cinematic/font records remain preserved separately. Larger retained-detail lists still need independent whole-frame and genuine-context review, including coarse detail, palette cycling and neighboring join effects. Existing HOLDs and actual refusals remain in force. Current SourceF evidence and dated SourceE artwork records are separate in [runtime release evidence](hd-runtime-release.json). Validated package checkpoint; Git history records publication. diff --git a/mods/iron_coast_stage2_mission_2/README.md b/mods/iron_coast_stage2_mission_2/README.md index 96c9f563..eb3bc650 100644 --- a/mods/iron_coast_stage2_mission_2/README.md +++ b/mods/iron_coast_stage2_mission_2/README.md @@ -1,6 +1,6 @@ # Iron Coast II — Mission 2: Undertow Run -API 1 package, version 1.0.2. Enable it in Mods at the main menu and apply the selection. The normal dependency selection also enables `iron_coast_stage2_boss_2`, `iron_coast_stage2_music`, `iron_coast_stage2_interceptor`, `iron_coast_stage2_skimmer`. +API 1 package, version 1.0.3. Enable it in Mods at the main menu and apply the selection. The normal dependency selection also enables `iron_coast_stage2_boss_2`, `iron_coast_stage2_music`, `iron_coast_stage2_interceptor`, `iron_coast_stage2_skimmer`. Mission `iron_coast_stage2_mission_2:mission_02`: **Undertow Run**. Destroy four required skimmers and the boss. Required ground objectives remain reachable; escaping optional aircraft never counts as a kill. Elapsed time alone does not finish the mission. @@ -8,6 +8,8 @@ Scheduled spawn totals for Training / Rookie / Veteran / Elite are **32 / 46 / 6 The middle convoy interval now includes one light curved pass on Training, a mirrored second pass on Rookie and above, and one unarmed straight dash on Elite. These use unchanged classic aircraft definitions; their ordinary kill rewards still apply. The boss warning at tick 2,100 and boss arrival at 2,280 are unchanged. +The earlier armed curved pass now arrives at tick 1,530 instead of 1,650. The unarmed straight dash stays at 1,650; the Veteran/Elite entries at 1,580 and 1,590 and all later passes stay unchanged. This is a count-neutral timing change, with the same aircraft definitions, health, damage and rewards. + Align the forward guns with required targets while moving around incoming shots. If carried, select Field Repair or coolant with Cycle and use Special: they restore 25 or 30 energy respectively and consume a real item. Shop purchases and refills still cost credits. ## Validation and history @@ -17,3 +19,7 @@ See the [current Iron Coast retune results and limits](../../docs/iron-coast-ret The full-cohort retune measurements describe version 1.0.1. Focused version 1.0.2 checks on 17 October 2026 used authentic post-Mission-1 saves under current C, then paired baseline and revised paid continuations through Missions 2–8 and the finale replay at all four difficulties. All completed with exact save/load roundtrips. Mission 2 ended with the same 79 / 52 / 44 / 12 shield and the same paid refill counts in each pair. Normal kills and pickups yielded slightly more credits; no shield or equipment grants were added. In the separate shield-replenished arsenal fixture, the longest threat-free stretch inside the targeted middle window fell from 8.91 to 5.87 seconds. Some later aircraft can be shot down before becoming visible to that overpowered fixture, so the change shortens the lull without eliminating it. No-fire observers already had surviving required targets in that interval; those observations are not ordinary survival. The unchanged boss lead-in remains deliberate recovery space. These bounded results do not guarantee every loadout or movement strategy. + +Focused version 1.0.3 checks on 18 October 2026 used the frozen SourceE library and the same recorded legal controller. Four authentic post-Mission-1 saves fed paired version 1.0.2 and 1.0.3 paid continuations through Missions 2–8 and the finale replay. Every route completed with exact save/load, script-state and RNG roundtrips. Mission 2 again ended at 79 / 52 / 44 / 12 shield, with unchanged completion times and refill counts. Veteran defeated one fewer optional interceptor; Elite earned 100 more credits through the altered encounter. Required skimmer and boss objectives were unchanged. + +The separate shield-replenished arsenal observations recorded the earlier Training/Rookie quiet interval from ticks 1,448–1,650 (8.70 seconds). Moving the armed pass split it into a longest piece of 3.73 seconds and produced four observed hostile shots. The later quiet intervals at 1,664–1,762 and 1,804–1,948 were unchanged. Some quiet time remains elsewhere: this is a local pacing correction, not a claim of continuous combat. Veteran/Elite replenished-fixture shield loss rose by six points each, while their ordinary paid routes retained the same shields and purchases. Replenished observations do not establish survival for other controllers or loadouts. diff --git a/mods/iron_coast_stage2_mission_2/content.json b/mods/iron_coast_stage2_mission_2/content.json index 309945d8..564f87d1 100644 --- a/mods/iron_coast_stage2_mission_2/content.json +++ b/mods/iron_coast_stage2_mission_2/content.json @@ -418,6 +418,13 @@ "y": -32, "difficulty": 0 }, + { + "tick": 1530, + "enemy": "base:enemy_0_74", + "x": 80, + "y": -44, + "difficulty": 0 + }, { "tick": 1580, "enemy": "base:enemy_0_20", @@ -439,13 +446,6 @@ "y": -32, "difficulty": 0 }, - { - "tick": 1650, - "enemy": "base:enemy_0_74", - "x": 80, - "y": -44, - "difficulty": 0 - }, { "tick": 1696, "enemy": "base:enemy_0_73", diff --git a/mods/iron_coast_stage2_mission_2/mod.toml b/mods/iron_coast_stage2_mission_2/mod.toml index e1e58967..4cbaf4cc 100644 --- a/mods/iron_coast_stage2_mission_2/mod.toml +++ b/mods/iron_coast_stage2_mission_2/mod.toml @@ -1,6 +1,6 @@ id = "iron_coast_stage2_mission_2" name = "Iron Coast II — Mission 2: Undertow Run" -version = "1.0.2" +version = "1.0.3" api_version = 1 content = "content.json" scripts = ["scripts/mission.rhai"]