Apply operator clarifications: BOOTP, attract mode, PQS scope
- BOOTP was never actually implemented anywhere despite header mentions: removed it as a design consideration (pod addressing is static config); left a one-line "never implemented, don't design against it" note so it doesn't creep back in. - No cockpit title has an attract mode - the games were never deployed as walk-up public arcade machines (Firestorm had unfinished plans for one). Corrected the TeslaRel410 deployment-goal wording. - PQS reclassified from core bay component to support tooling: it is the operator's own event traffic-flow tool, not standard bay infrastructure. Kept as the natural seed for future cross-site queue/roster coordination (brainstorm shared-services table + open question reworded accordingly). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -33,7 +33,7 @@ live in the docs below.
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| `RP411` | Classic Red Planet — Tesla 4.10 reconstruction as a native Win32 port (MUNGA engine + L4 platform layer, DX9). Console-controlled via Munga protocol, TCP 1501. |
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| `BT411` | Classic BattleTech — Tesla 4.10 reconstruction on the shared RP411/MUNGA Windows engine. Console streams the mission egg over TCP; pods mesh with each other. |
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| `TeslaRel410` | The original 1994–96 Tesla 4.10 source/content archive **plus a custom DOSBox-X emulator** (HLE of the Division VPX render board) to run the *original unmodified DOS games* on today's Windows pod hardware — cockpit RIO and plasma passed through on COM1/COM2, pod networking via emulated NE2000. |
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| (local `PQS/`) | Pod Queue System — PHP/MySQL front-of-house: registration, callsigns, queue, and the HTTP endpoints the game/console poll for the next mission + roster. |
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| (local `PQS/`) | Pod Queue System — operator-built PHP/MySQL event tooling (traffic flow when bringing pods to events): registration, callsigns, queue, and the HTTP endpoints the game/console poll for the next mission + roster. Support tooling in SiteLink scope; possible future coordination layer. |
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## Status
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