Test Boundary Check
Lab 3 crosses quest, journal, localization, streaming, marker, trigger, and save systems. A screenshot of the final journal state cannot isolate those owners. This protocol binds the exact installed candidate, save history, visible transitions, and fresh logs across eight executions.
| Record | Value |
|---|---|
| Structural validation date | 2026-08-09 |
| Runtime test date | Not yet recorded |
Use the unmodified completed checkpoint for these tests. Record what you observe for every run; a successful ordinary walk does not establish reload, stream-return, reinstall, or clean-replay behavior.
Required environment
| Component | Exact version |
|---|---|
| Cyberpunk 2077 for Windows (GOG) | 2.31a |
| WolvenKit | 8.19.0 |
| ArchiveXL | 1.27.0 |
| RED4ext | 1.30.0 |
| redscript | 0.5.31 |
Record observed versions on every run. Values printed in the template are requirements, not proof of the machine that executed it.
Establish the site and ordinary control route
Do this before installing any Lab 3 candidate. The quest pin and GPS route are under test, so they cannot be the only way you know how to reach the site.
Observed in vanilla: a focused extract from
base\worlds\03_night_city\_compiled\default\exterior_-17_22_0_0.streamingsector
places a fast-travel terminal entity at
(-1064.30457, 1436.18298, 4.95000076). Node index 1766 uses record
FastTravelPoints.wat_kab_dataterm_12, entity template
base\gameplay\devices\fast_travel\data_term_1.ent, and this full NodeRef:
$/03_night_city/c_watson/kabuki/kabuki_data_terminals_prefabW7DFTCQ/#wat_kab_dataterm_12/{kab_data_term_}12_prefabBARKVWA
The installed TweakDB maps that record to LocKey#79217; English
base\localization\en-us\onscreens\onscreens.json maps key 79217 to
Allen Street. Its linked destination marker is node 5757 in
base\worlds\03_night_city\_compiled\default\always_loaded_1.streamingsector:
$/03_night_city/c_watson/kabuki/kabuki_data_terminals_prefabW7DFTCQ/#wat_kab_dataterm_12/#wat_kab_dataterm_12_tp
(-1065.76489, 1435.83472, 4.94000006)
Extract those resources from your own game if you need to reproduce the
lookup; do not redistribute them. The Lab 3 center is the outdoor
recycling-station cabinet row in Watson/Kabuki at
(-1000.02, 1497.2208, 8.3), about 90 m northeast of the linked marker. The
20-sided 110 m outline calculation leaves about 18.8 m of directional margin
at that marker; the terminal and marker Z values lie within the outline’s base
0.3 and height 16. The next cataloged terminal is about 131 m away and
outside the outline.
Those coordinates and calculations do not prove player access. Treat the following as Experimental until performed on the pinned game build:
- with no Lab 3 candidate installed, visit and unlock Allen Street;
- confirm the terminal opens normally and that at least one distant destination is already unlocked;
- from the terminal, walk roughly northeast for about 89 m to the outdoor recycling-station cabinet row;
- recognize the cabinet row independently of any quest marker and confirm an ordinary public approach, collision, and practical elevation;
- walk back to Allen Street and make the untouched outside save there.
If the terminal or cabinet route is inaccessible, record that result and do not silently replace the route with a console teleport. Choose an accessible test route before continuing.
Prepare test saves
Before installing any Lab 3 checkpoint:
- choose the Allen Street manual save made above, which has never loaded a
build registering
cqa003; - confirm the player is outside the 25-metre reach volume and can reach the cabinet row by the verified ordinary route;
- copy the entire save-slot directory into your test folder;
- record its label and slot-directory name;
- confirm that this save predates the first Lab 3 install;
- retain one unchanged active-before-reach derivation for both Run 2 and Run 4; restore byte-for-byte working copies from it rather than making a second pre-reach state;
- reserve separate derived copies for between-boundaries and completed reloads;
- reserve a separate between-boundaries derivation for fast travel.
A console reset of cqa003_completed does not create a clean save. Removing
the mod after a prior load does not remove serialized journal, graph, marker,
or world state.
Build and bind the canonical candidate
Use the unmodified completed checkpoint:
candidate id: canonical
project: CQA_Lab03_BoundaryCheck.cpmodproj
-
Close the game.
-
Build and install through WolvenKit.
-
Confirm only this candidate’s pair is installed:
archive\pc\mod\CQA_Lab03_BoundaryCheck.archive archive\pc\mod\CQA_Lab03_BoundaryCheck.archive.xl -
Confirm the archive contains all six depot resources, including the two sectors reached through the registered block.
-
Preserve the installed files until every run needing this candidate is complete.
Run 1: outside negative control and ordinary walk
Restore the untouched Allen Street save and record the execution as
clean-walk. Follow the independently learned route roughly 89 m northeast
from the terminal to the outdoor cabinet row. Do not count the quest GPS route
as proof that the ordinary route is usable.
Before entering
Observe and retain:
- Boundary Check, its phase, and the reach objective activate once;
- the checkpoint pin appears at the intended location;
- the minimap/world-map presentation and any GPS route are usable;
- waiting outside the reach boundary does not advance the objective;
- approaching at different elevations does not trip the volume unexpectedly.
Visible pin placement is evidence about presentation. It does not identify which sector loaded. Record displaced, inaccessible, missing, flickering, or route-less behavior exactly rather than smoothing it into a pass.
Cross the reach boundary
Walk into the inner volume. Confirm the pin retires, the reach objective succeeds once, and the leave objective activates once. Stay inside the outer volume long enough to show that leave does not complete merely because the new objective became active.
Cross the leave boundary on foot
Walk southwest along the learned route, pass the Allen Street terminal, and continue at least another 40 m in the same general direction. The structural calculation puts the linked marker about 18.8 m inside the outline along that ray, so the terminal itself is not the expected foot crossing. Record the crossing position/Z, confirm the leave objective, phase, and quest succeed once, and wait long enough to detect a delayed duplicate pin or journal notification.
This run supplies outside-negative-control-and-foot-route and
marker-and-navigation. The exact graph and resources map those visible
events to authored nodes; UI alone does not expose a trigger buffer or sector.
Run 2: reload before reach
Restore the original untouched save, activate the quest while remaining
outside the reach volume, and make a derived save. Hash it and execute
pre-reach-reload:
- reload without changing the installation;
- confirm the reach objective and pin return once;
- enter the reach volume;
- confirm one pin retirement and one reach success;
- finish on foot and retain the result.
Preserve this source slot unchanged. Run 4 must use a working copy of this same active-before-reach save.
The required result is coherent single progression. Do not infer how the engine rearmed the state predicate solely from the journal UI.
Run 3: reload between boundaries
Restore the clean source, reach the checkpoint, and save after the reach
objective succeeds while still inside the 110-metre leave volume. Hash that
save and execute between-boundaries-reload:
- reload in place;
- confirm leave stays active instead of completing on load;
- remain inside briefly as a negative control;
- follow the Allen Street route past the terminal and cross the outer boundary on foot;
- confirm single completion.
If the volume releases immediately, record the player’s exact position/Z, save state, and logs. Do not silently move the boundary or change predicate mid-candidate.
Run 4: stream away and return
Load a working copy of Run 2’s active-before-reach save for stream-away-return.
- remain outside the reach volume and go to the recognizable Allen Street terminal by ordinary movement; do not open or use it;
- follow connected public streets southwest from Allen Street by ordinary
walking or driving until the map shows at least 500 m of displacement from
the terminal, then continue another two blocks so the route is well beyond
the site-centered finite box
(-1300.02..-700.02, 1197.2208..1797.2208); - record the farthest map location or player position and whether the active objective and pin remain coherent;
- reverse the same street route, pass the Allen Street terminal again, then follow the learned roughly 89 m northeast route to the cabinet row;
- walk the reach and leave sequence and retain any streaming or NodeRef log lines.
Do not use fast travel in this run. If road geometry prevents the stated route, record the deviation and the farthest position rather than assuming the test box was left.
This case probes the finite Quest descriptor bounds and return path. It does not prove a precise unload moment unless independent instrumentation records one. Describe player-visible continuity and log results without inventing an invisible streaming event.
Run 5: characterize fast travel separately
Use the separately retained between-boundaries save for fast-travel-exit.
- after loading, confirm the leave objective is active at the cabinet row;
- walk the learned ordinary route southwest to the Allen Street terminal;
- before opening it, record the player position and Z and confirm the leave objective has not completed; the structural calculation predicts about 18.8 m of marker margin, but this observation is the runtime check;
- open Allen Street and choose any already-unlocked destination that you independently confirmed is outside the 110 m leave outline;
- after arrival, record whether
IsOutsidecompletes, remains waiting, or behaves another way, together with the arrival position/Z and logs.
If leave completes before the terminal opens, mark the required
fast-travel-characterization case failed and retain the position evidence;
do not continue that execution as though fast travel caused the exit.
This is a required characterization, not a predetermined claim that fast
travel must simulate Exited. Keep it separate from Run 1’s ordinary foot
crossing. Allen Street accessibility and the new 110 m behavior remain
Experimental until this run is retained.
Run 6: completed-save reload
From an ordinary clean-walk completion:
- preserve the completed save;
- reload it without changing installed files as
completed-reload; - confirm no quest/objective reactivation and no checkpoint pin;
- wait for delayed visible updates;
- retain fresh logs.
The completed guard’s bypass is node 10.False. Check that the completed
save does not reactivate the quest.
Run 7: identical reinstall
Close the game, remove the installed pair, and reinstall the preserved copies of those same files.
Load Run 6’s completed save as completed-reinstall. Confirm the quest stays
complete, the pin stays inactive, and no duplicate activation occurs.
Run 8: clean replay
Restore the original untouched save-slot directory and leave the same completed build installed.
Execute clean-replay, walking the ordinary route again. The same visible
activation, reach, leave, and completion sequence must occur once. Retain a
new log set rather than reusing Run 1’s files.
Retain four logs per execution
After each of the eight executions, close the game and retain fresh copies of:
red4ext\plugins\ArchiveXL\ArchiveXL.log
red4ext\logs\red4ext.log
red4ext\logs\game.log
r6\logs\redscript_rCURRENT.log
Hash every file under its run. Search for the registration filename, cqa003,
all registered depot paths, the streaming block and sectors, NodeRefs,
journal/localization lookups, and condition errors. Clean logs mean those
systems did not report an error; they do not replace in-game observations.
Common test failures
| Symptom | Check |
|---|---|
| Quest is already active on the first run | Replace the whole slot with one captured before any cqa003 install; fact resets do not clean journal/world state |
| Pin appears but route cannot reach it | Record the map/minimap/GPS result, site accessibility, marker Z, and exact game build; do not count visible pin alone as navigation success |
| Allen Street is locked or the cabinet row cannot be reached ordinarily | Stop before acceptance, retain the observed route/access result, and establish a separately reviewed route; do not substitute a diagnostic teleport |
| Trigger result is ambiguous | Record position, Z, ordinary movement versus fast travel, visible journal state, installed build, and logs; keep state and transition claims distinct |
| Leave completes while walking back to Allen Street | Retain the exact player position/Z and installed build as a failed geometry result; do not continue as though the terminal were inside the outline |
| Leave completes on reload | Verify the derived save is actually inside the outer volume and retain its position evidence; do not move geometry inside the canonical candidate |
| Stream-away result is inferred | Report only visible continuity and logs unless instrumentation independently establishes unload/reload |
| Reinstall is not identical | Compare both installed filenames; a new build is a new candidate even when source looks unchanged |
| One screenshot is used for every case | Retain separate run identity, saves, timestamps, observations, and four-log bundles |
| UI is treated as proof of sector ownership | Use exact structural evidence for ownership and runtime evidence only for what the player/logs expose |
Lab sequence: All labs · Previous: Author Boundary Check in WolvenKit · Next lab: Lab 4: Handoff Point.