KB: archive-check verdict — no whirlwind/warp recovery asset in REL410
Searched the full pod install (nick-games/tesla4pod_extracted REL410/BT; BTL4.RES byte-identical to ours) and the whole nick-games archive: no whirl/warp/tunnel/vortex asset by filename or RES resource name, no such psfx in BTDPL.INI. The decomp drop path (DropZoneReply FUN_004bffd0) fires no effect — only Mech::Reset + the level-2 "translocated" cockpit alarm. BTPLAYER source is absent from all archives (binary-only). RP411 analog uses InitialStasisFlag (sim gate, no visual). Verdict: the pod build's respawn is mech-redrop + translocated alarm; the "blue whirlwind" is not a shipped REL410 asset. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Claude Opus 4.8
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@@ -199,10 +199,24 @@ transition, HUD all landed since P6): console egg → mesh → RunningMission on
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own resource-type table) — `*int.scp` are internal-AUDIO scripts, NOT per-mech intro scripts;
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and `adrop` (id 1994) is a **type-14 MakeMessageStream** = the map's four DropZone make
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records (0xE0 each: classID 3, origin, facing, name "two"/"three"/…), i.e. the respawn
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infrastructure, not a whirlwind. The whirlwind/recovery VISUAL remains unfound: no
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whirlwind/tornado/vortex-named asset in BTL4.RES (ModelList/VideoModel/GameModel/Animation
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sweeps) and no vortex-like .PFX; still open. Mech::Reset (@0049fb74) full subsystem-reset
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sweep is still a bring-up TODO.
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infrastructure, not a whirlwind. **Whirlwind/recovery VISUAL — CONCLUSIVELY NOT IN THE SHIPPED
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ASSETS (archive-checked 2026-07-09).** Searched the full pod install
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`nick-games/tesla4pod_extracted/.../REL410/BT` (its `BTL4.RES` is byte-identical to ours) +
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the whole nick-games archive: NO file or RES resource named whirl/warp/tunnel/vortex/swirl/
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cyclone/twist anywhere; the `BTDPL.INI` `[effects_to_load]` psfx list is only damage/boom/smoke/
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shockwave/flush (no whirlwind); the only "arrival"-ish assets are 8 Avatar-specific `avarr*`
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animations (type 16) — chassis-specific, not a universal respawn effect. Decisive: the DECOMP of
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the drop path fires NO effect — `DropZoneReply` (FUN_004bffd0) calls only `Mech::Reset`
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(@0049fb74, place at drop origin) + `Set_Alarm_Level(this+0x2c, 2)` = the **"translocated"
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cockpit alarm** (level 2, already wired in our DropZoneReplyMessageHandler); `CreatePlayerVehicle`
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just makes the mech. RP411's analog (`RPPlayer::CreatePlayerVehicle`) spawns with
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`VTV::InitialStasisFlag` (materialize-in-stasis, a sim-state gate — no visual). The BTPLAYER
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source is ABSENT from all three source archives (410src / elsewhen RP411 / game/original), so the
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respawn logic lives only in the binary — and the binary's drop path has no effect spawn. **Verdict:
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the REL410 pod build's respawn = mech re-dropped at the zone + translocated alarm; the "blue
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whirlwind" is not a shipped REL410 asset (likely a memory of the earlier DOS / Virtual World
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arcade BattleTech). No further hunt warranted unless a different asset pack surfaces.**
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Mech::Reset (@0049fb74) full subsystem-reset sweep is still a bring-up TODO.
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**Three respawn bugs found + fixed on the way (all [T2], 2-node force-damage verified):**
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(i) **death-latch un-latch** — `IsMechDestroyed` tested `graphicAlarm>=9` alone; a later leg hit
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on the wreck rewrites the alarm to 4/3, un-latching → the death transition RE-RAN (double kill,
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