Adversarially-verified audit (18 agents) against the task #46-#56 landings: MP/current-state understatements, superseded punch readings, retired env gates, dead paths, line-cite drift; env-gate hub table completed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2.7 KiB
id, title, status, source_sections, related_topics, key_terms
| id | title | status | source_sections | related_topics | key_terms | |||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| content-archives | Content Archives — where the game data lives + loadable maps | established | PROGRESS_LOG.md §4, §4a |
|
|
Content Archives
The deployed game data was never in source control — it lived on the pod machines, spread
across archives. The bt411 content/ dir is the assembled runtime tree. Full detail:
docs/PROGRESS_LOG.md §4, §4a.
The archives (historical provenance)
| Archive | What | Has |
|---|---|---|
410srczipped.zip |
Source code (36MB) | all .cpp/.hpp, geometry .bgf, materials .bmf, animations .ani (428). NO per-mech skins/skeletons. |
Tesla4NovellTechPC-*.zip |
pod technician/test PC (77MB) | btrel410.exe, Division VPX board diagnostics, shared generic textures, Novell DOS. |
Tesla4PodPCNovell-*.zip |
the pod GAME machine (92MB) | the full deployed tree — per-mech skeletons (AVA.SKL, 124), skins (AVATAR.BSL), 1143 models, 1624 material libs, textures. |
Elsewhen RP411 Source-*.zip ⭐ |
the WinTesla Windows port | the modernized engine (see wintesla-port). |
Content root for the port = the pod tree (skeletons/skins/geometry); animations come from
the source tree's CONTENT/BT/ANIMS/. All assembled into bt411 content/. [T2]
The runtime archive
content/BTL4.RES (3.23 MB; byte-identical to the pod-tree and decomp-extraction copies — provenance in docs/PROGRESS_LOG.md §4) contains the built
subset: models, materials, skeletons, animation clips, damage-zone/subsystem records, and 8
loadable maps. Resolved by name/ID via FindResourceDescription (a missing map name null-derefs
at MISSION.cpp:355). [T1]
Loadable maps (the 8 in the RES)
cavern (default night cave, enclosed), grass (grassland), rav (ravine), polar3/polar4
(snow), arena1/arena2, dbase (desert). Switch via a copied .EGG's map= field (+
time=day for outdoor). ⚠ Names carry the suffix (arena1/polar3/rav), NOT bare
arena/polar. des/burnt/frstrm are NOT in this RES (lab/other-build maps — .map source
exists in CONTENT/BT/MAPS/, would need compiling via the DOS btl4tool.exe). All 8 boot + render
- fight clean (map sweep complete). [T2]
The full content SOURCE tree
CONTENT/BT/ (in 410srczipped) is comprehensive: 17 .map, 636 MODELS/, 219 SOLIDS/, 331
ANIMS/, 1958 VIDEO/ textures, 207 AUDIO/, 404 GAUGE/. The assets to build ANY map exist; the
runtime RES is the already-built subset. [T1]
Key Relationships
- Formats: asset-formats, bgf-format.
- Loaded by: build-and-run (run cwd = content/), rendering.