# airlock_RP411 A community build of Red Planet 4.11, found on another site and kept here whole rather than cherry-picked, so the provenance of anything taken from it stays checkable. This is somebody else's working copy of the game: game data, the binaries it ran with, and the batch files that launched it. Nothing in this folder is read at build time or ships in a release. It is a reference, not a source. What the tree actually builds from is [assets/RP411/](../RP411/). ## What came out of it * **`RPL4.RES`** — promoted to `assets/RP411/RPL4.RES` in `f7c7000`, after checking it was a strict superset of what we had: mapping streams byte-identical, `vole` identical, boots against our assets, log identical to the baseline. It carries eleven vehicles and seven maps our file did not. * **`GAUGE/L4GAUGE.CFG`** — promoted alongside it. Adds `blktrnInit`, `neutInit` and eight `blkr*Init` blocks, and fixes `dragonInit` to include `twoBoosterInit`. * **`Console Configs/`** — copied to [tools/console-config/](../../tools/console-config/). The only place the vehicles, hull classes and tracks are named in words; both pages read it. ## What is still only here * **`AUDIO/*.wav`** — all 223 differ from ours. Whether they are better masters or just different renderings has not been established, so they have not been promoted. * `AUDIO/LiftCut01c.wav`, `AUDIO/ReleaseMine01a.wav` and two `temp` files have no counterpart in `assets/RP411/` at all. Everything else — 767 of the 998 files — is byte-identical to `assets/RP411/`, so git stores it once and tracking this folder costs far less than its 111 MB on disk suggests. ## The binaries `rpl4opt.exe`, `sleep.exe` and `libsndfile-1.dll` are the community build's own, not ours. `rpl4opt.exe` here is a 4.11 binary and is not what [BUILD.md](../../BUILD.md) produces. Do not ship or run it expecting our behaviour; it is kept so the archive stays intact.