84 lines
4.8 KiB
Markdown
84 lines
4.8 KiB
Markdown
# Standalone game packages
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`RustRaptor/` contains the Rust executable, its original data catalog, approved
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HD replacements, authored mods, SD/HD mod artwork, sound effects and music.
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Normal play needs no C++ engine, Cargo, Python or source checkout. Run
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`./run.sh` on Linux or `run.cmd` on Windows; installed pilots and configuration remain in the user's separate
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`RaptorReplica` profile directories.
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The executable finds its package from `bin/raptor-rust`, including when launched
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from another working directory. A missing packaged catalog reports an error
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instead of selecting another checkout's data. `--data` and `--mods` remain
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available for deliberate overrides.
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From this folder, run:
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```sh
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python3 tools/assemble_runtime.py --zip dist/RustRaptor-linux-x86_64.zip
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```
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The assembler builds the desktop release, copies all catalog-listed files and
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the exact currently approved HD manifest, provenance and referenced PNGs, installs the
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binary and SDL2 shared library if linked, and checks the packaged catalog.
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Desktop packaging uses its own `target/desktop-runtime` build directory so
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concurrent headless asset reviews cannot replace the packaged executable.
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`runtime-manifest.json` records file hashes, catalog/HD counts and platform
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dependencies. Unapproved HD drafts, reference screenshots and the Cargo build
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cache are excluded from the zip. The exported `RustRaptor` folder can be moved
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or unpacked anywhere, including paths containing spaces.
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Use `--source-data PATH` for an original catalog and `--hd-source PATH` for
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a separately frozen, reviewed HD pack containing `hd.json`. This keeps
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the packaged artwork stable while artists continue working on later batches.
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The Linux binary targets Linux x86_64 and uses the operating system's C runtime
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and desktop/audio drivers. The included Windows x86_64 executable and SDL2 DLL
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use the same data and mods. See [Windows packaging](windows-build.md)
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for its separate launcher, build tool, manifest, zip and validation.
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Source, Cargo.lock, code licenses and mod API documentation are included.
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The packaged executable, runtime libraries, original catalog and approved HD
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artwork are tracked in Git, along with the assembler and authored mod images
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and sounds. Build caches, working art drafts, review evidence and duplicate zip
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exports are excluded. See [repository layout](repository.md).
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Re-run the assembler after engine changes, new approved HD registrations or
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mod edits to refresh the package. The runtime snapshot contains approved art
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only; it does not claim the full original HD catalog is complete.
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The current runtime contains **6,449 catalog entries, 1,148 approved HD frames
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and 6,848 data files**. There are **45 bundled mod packages**, including the
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23 packages for [Iron Coast II: Black Tide](iron-coast-stage2-design.md).
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All installed mods pass catalog validation; Stage 2 adds no overrides. The
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one existing override belongs to the Stage 1 campaign progression package.
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The corrected Stage 2 Linux and Windows archives pass CRC, complete data and
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mod hashes, and relocated launch from `/tmp` in folders containing spaces and
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Unicode. Both launchers capture the first mission and finale at 1920×1080 in
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HD, with separate three-second music-only and effects-only stereo recordings.
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Every recording contains audio without clipping. The original intro occupies
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1440×1080 with black 240-pixel side borders even when gameplay aspect correction
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is disabled. The pictures have been visually inspected. These entry captures
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complement the full simulation campaign/save checks; they do not claim a full
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interactive playthrough. Native `unzip` preserves Linux executable permissions.
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The full runtime proofs bind Linux ZIP SHA-256
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`07c81928ccfdd25bf05316cce74e17d42a0c4f00dfa6e67da48b6e97192fe861`
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and Windows ZIP SHA-256
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`4c48ca7f6fd532db5247820182c1fb00fcf94def605f69b727f10ed3fcd3b008`.
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Final exports refresh documentation and packaging metadata. A strict successor
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check compares complete archive membership and payloads and requires identical
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game executables, platform libraries, launchers, data, all mod packages and
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content hashes. It separately identifies permitted documentation/manifest and
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exporter-tool changes; the runtime proof is retained rather than relabeled as
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a fresh SDL run on different ZIP bytes. Local receipts are stored under
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`.reference/iron-coast-stage2/` and the Linux review directory in the parent
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workspace.
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Linux all-mod startup measured 7.3–13.5 seconds in the relocation checks.
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Windows/Wine timings were measured under shared compilation load and are not
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directly comparable. Automated captures use SDL dummy drivers and the software
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renderer; physical display/audio/controller and hardware frame rates remain
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manual checks. Removing the copied catalog reports its own missing path rather
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than using a development checkout. Earlier 800-frame/22-mod receipts remain
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historical and are not used to approve the corrected runtime.
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