• xtrn/syncalert/install-xtrn.ini xtrn/syncdawn/install-xtrn.ini xtrn/sy

    From Rob Swindell (on Debian Linux)@VERT to Git commit to main/sbbs/master on Mon Jul 27 20:26:18 2026
    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>

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