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Complete successful real game-runtime map-load validation #145

Description

@dayflaree

Objective

Complete a future successful real game-runtime map-load validation row.

Background

Issue #132 recorded real Garry's Mod dedicated-server execution and a clear failure before successful map load. The project still lacks a successful runtime evidence row with a loaded map.

Required work

  • Choose a legally usable runtime/game environment.
  • Use a Source Weaver-generated or Source Weaver-compiled BSP that does not require proprietary asset redistribution.
  • Copy/install the BSP into the runtime maps directory.
  • Launch the real runtime or dedicated server with the map.
  • Capture logs proving successful map load.
  • If using a client runtime, capture player spawn, lighting/material visibility, collision, and trigger smoke evidence where possible.
  • Record exact runtime path/version, command, map path, BSP hash, logs, and limitations.
  • Update docs/runtime-map-load-validation.md with a successful row.

Acceptance criteria

  • A real game runtime successfully loads the map.
  • Evidence distinguishes client-rendered validation from dedicated-server validation.
  • Logs/screenshots/recordings are sanitized and do not expose private content.
  • No proprietary game content, runtime binaries, BSPs, private assets, or private paths are committed.

Non-goals

  • Do not treat compile success as runtime success.
  • Do not treat a failed runtime launch as a successful load.

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    area:runtimeGMod runtime and lifecycle testingarea:testingFixtures, real-map tests, E2E validationhelp wantedExtra attention is neededpriority:p1High priority after the MVP foundationqualificationEmpirical qualification and regression fixturesstatus:blockedBlocked by external environment, credential, legal-tool, or release dependency

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