61 lines
3.4 KiB
Markdown
61 lines
3.4 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 earlier 800-frame/22-mod archives passed relocated-folder launch, 1080p
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SDL rendering, music and isolated sound-effect captures. Their original-intro
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capture confirms a 1440×1080 video area with black 240-pixel side borders.
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Removing the copied catalog reports its own missing path rather than using a
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development checkout. The final Stage 2 archive checks are recorded after
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export so their evidence refers to the exact distributed bytes. Native
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`unzip` preserves the executable permissions stored in the Linux archive.
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