https://gitlab.synchro.net/main/sbbs/-/commit/99bb9d1ac4d389a86afd67e0
Modified Files:
xtrn/syncalert/install-xtrn.ini xtrn/syncdawn/install-xtrn.ini xtrn/syncdoom/install-xtrn.ini xtrn/syncduke/install-xtrn.ini
Log Message:
xtrn: correct stale installer text in four game doors
SyncDawn's installer told sysops the opposite of what it now does. Its
Desc and its per-program note both sold it as the "single-player
(campaign)" launcher, and a comment stated outright that classic Tiberian
Dawn "is CAMPAIGN-ONLY for a solo caller -- it has no skirmish-vs-AI
mode". The commit that took Network off the multiplayer menu established otherwise and corrected the deferred-features note: the vendored engine
carries Skirmish for Tiberian Dawn as well, played against Red Alert's base-building AI, so a lone caller gets a full game exactly like
SyncAlert's. The installer was simply the copy nobody updated -- and it
is the copy a sysop reads while deciding whether to install. Say what is
true, and why the AI behaves as it does. A second comment there claimed
the door builds "once the vanilla/tiberiandawn/ engine is vendored"; it shipped, and both titles build by default.
All four doors also pointed at deploy.sh and deploy.bat for installing a freshly built binary. Neither has ever existed in either source tree --
both syncduke and syncconquer ship deploy.js, which is what COMPILING.md documents and what actually works on Windows as well as *nix. A sysop
following the comment lands on a missing file at exactly the point they
have a binary to install.
Co-Authored-By: Claude Opus 5 (1M context) <
noreply@anthropic.com>
--- SBBSecho 3.37-Linux
* Origin: Vertrauen - [vert/cvs/bbs].synchro.net (1:103/705)