Record complete Black Tide Linux and Windows release validation

This commit is contained in:
raptorreplica committed 2026-10-11 21:05:50 +11:00
1 parent fa2291c3a0
commit 51ab388ea0
4 files changed
+86 -18

No files matched your search

+30 -7
View File
@@ -51,10 +51,33 @@ and 6,848 data files**. There are **45 bundled mod packages**, including the
All installed mods pass catalog validation; Stage 2 adds no overrides. The
one existing override belongs to the Stage 1 campaign progression package.
The earlier 800-frame/22-mod archives passed relocated-folder launch, 1080p
SDL rendering, music and isolated sound-effect captures. Their original-intro
capture confirms a 1440×1080 video area with black 240-pixel side borders.
Removing the copied catalog reports its own missing path rather than using a
development checkout. The final Stage 2 archive checks are recorded after
export so their evidence refers to the exact distributed bytes. Native
`unzip` preserves the executable permissions stored in the Linux archive.
The corrected Stage 2 Linux and Windows archives pass CRC, complete data and
mod hashes, and relocated launch from `/tmp` in folders containing spaces and
Unicode. Both launchers capture the first mission and finale at 1920×1080 in
HD, with separate three-second music-only and effects-only stereo recordings.
Every recording contains audio without clipping. The original intro occupies
1440×1080 with black 240-pixel side borders even when gameplay aspect correction
is disabled. The pictures have been visually inspected. These entry captures
complement the full simulation campaign/save checks; they do not claim a full
interactive playthrough. Native `unzip` preserves Linux executable permissions.
The full runtime proofs bind Linux ZIP SHA-256
`07c81928ccfdd25bf05316cce74e17d42a0c4f00dfa6e67da48b6e97192fe861`
and Windows ZIP SHA-256
`4c48ca7f6fd532db5247820182c1fb00fcf94def605f69b727f10ed3fcd3b008`.
Final exports refresh documentation and packaging metadata. A strict successor
check compares complete archive membership and payloads and requires identical
game executables, platform libraries, launchers, data, all mod packages and
content hashes. It separately identifies permitted documentation/manifest and
exporter-tool changes; the runtime proof is retained rather than relabeled as
a fresh SDL run on different ZIP bytes. Local receipts are stored under
`.reference/iron-coast-stage2/` and the Linux review directory in the parent
workspace.
Linux all-mod startup measured 7.3–13.5 seconds in the relocation checks.
Windows/Wine timings were measured under shared compilation load and are not
directly comparable. Automated captures use SDL dummy drivers and the software
renderer; physical display/audio/controller and hardware frame rates remain
manual checks. Removing the copied catalog reports its own missing path rather
than using a development checkout. Earlier 800-frame/22-mod receipts remain
historical and are not used to approve the corrected runtime.