https://gitlab.synchro.net/main/sbbs/-/commit/262904156d4160bafa1c3a07
Added Files:
xtrn/syncalert/README.md xtrn/syncdawn/README.md xtrn/syncduke/README.md
Log Message:
xtrn: give SyncDuke, SyncAlert and SyncDawn installed-door READMEs
These were the last of the newer doors with no sysop-facing documentation
in the directory a sysop actually installs; what existed lived under src/doors/, which a binary install does not have. Each README follows
the SyncDOOM and SyncArcade shape -- what it is, terminal support,
getting the binary, installing, game data, configuration, playing,
logging -- and leads with whatever that door makes a sysop decide first.
For SyncDuke that is the binary: it ships with neither Synchronet nor a download on *nix, and the installer aborts rather than register a door it cannot run. Its block-character tier is documented as a real fallback
rather than a placeholder, since it is why SyncDuke alone among these
carries no graphics-required gate, and the 2-player co-op section says
plainly that same-host play needs no [net] setup and that the game
protocol has no authentication.
For SyncAlert and SyncDawn it is the data: both ship none, and both
depend on a freeware download. Both note that network play is absent
from the menu by design -- the engine cannot discover peers from inside a
door -- so a sysop does not read its absence as a broken install.
SyncDawn's says outright that skirmish exists and is played against Red
Alert's base-building AI, which is not true of the 1995 original and is
easy to assume away; its [game] captions key is documented as the
accessibility control it is.
Neither claims campaign support. The engine carries the missions and
nothing gates them, but they are not on this door's tested path, so the
READMEs call them untried rather than either promising or denying them.
Co-Authored-By: Claude Opus 5 (1M context) <
noreply@anthropic.com>
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