Result
The viable Retail load path is the standard menu sequence: initialize the game to the main menu, then select Continue/Resume (the latest TRANSITION state) or Load Game, and subsequently choose slot SLOT2 with GAME-AUTOSAVE0. A new idLoadScreen::LaunchLoadScreen("game/wolf/c02/c02p0") and LoadMap(game/wolf/c02/c02p0) block must then appear in the log. For the DLC Canary, only 100000 versus 900000 within this block needs to be compared.
The exact savegame path is occupied by the existing file:
savegame.user/<SteamID>/SLOT2/GAME-AUTOSAVE0
re_probes/tnc_dlc_test/runtime_primary_c02/load_save.cfg and load_save.after.cfg contain exactly the engine syntax loadGame savegame.user/<SteamID>/SLOT2/GAME-AUTOSAVE0 (without the leading drive letter or base/ part). This syntax is thus occupied as a Console/Config command, but not as a pre-menu start option.
Runtime Evidence
- In
qconsole.after.log(among others from line 5618 onwards), following each fresh start without+map,+exec, or+loadGame:Initing Savegame List,Latest savegame found,Folder: TRANSITION,Map: game/wolf/c02/c02p0. - Immediately following this is
idLoadScreen::LaunchLoadScreen( "game/wolf/c02/c02p0" )followed by----------- LoadMap(game/wolf/c02/c02p0) ------------(lines 5700/5742 and repeatedly 6239/6281, 6745/6788, 7235/7278, 9053/9095). - In these start blocks,
------ Command Line ------displays only the base options (Log/Developer-Debug and optionally DLC search path); thus, the successful map switch occurs after Menu/Savegame interaction and not from a start+mapoption. - The static RTTI/Class Export confirms the intended menu path:
idMenuScreen_Shell_LoadGame,idMainMenu::idSWFScriptFunction_LoadGame, andidMainMenu::idSWFScriptFunction_loadGameFromCheckpointappear indocs/ghidra/klassen_tnc.csv(the TNC-Class CSV lines for Menu Screen and Script Functions serve as direct evidence).
Countercheck / False Hypothesis
The obvious hypothesis "+exec load_save.cfg loads the state directly at Retail start" is refuted. While qconsole.loadsave.log records the start line:
NewColossus_x64vk.exe +logFile 1 +logFilePersistent 1 +exec load_save.cfg
and the Config content is syntactically correct, the log section ends after initialization/Boot Video without an Latest savegame found, idLoadScreen::LaunchLoadScreen, or LoadMap(game/wolf/c02/c02p0) block. The same negative result applies to the previously tested direct +map, +exec, and +loadGame starts (also in RESULT.md: "not executed before the menu"). Therefore, these commands must be executed after Engine/Menu initialization via the Savegame UI or the running console.
Open Boundary
The existing logs do not record UI keypresses; they prove the Menu/Savegame result path, but not whether Continue or the Load Game list was clicked in a specific run. For a reproducible Canary run, the explicit UI selection Load Game -> SLOT2 -> GAME-AUTOSAVE0 is therefore preferred; it avoids any ambiguity regarding the latest TRANSITION state.