KB: deeper whirlwind sweep — string table, class registry, effect/camera systems all negative
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
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@@ -216,6 +216,19 @@ transition, HUD all landed since P6): console egg → mesh → RunningMission on
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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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DEEPER SWEEP (2026-07-09, all negative): (a) `BTL4OPT.EXE` string table — no
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whirl/warp/tunnel/vortex/tornado/swirl/cyclone; the only "recovery" string is
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`ShortRecoveryTime` = a **Generator** (power subsystem) electrical attribute, unrelated to
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respawn. (b) Class registry `BTREG.CPP` (in the 410src archive) registers ONLY
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Mech/Projectile/Missile/BTPlayer/BTTeam/CameraDirector — no recovery/tornado/dropship class.
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(c) Effect system: `DPLIndependantEffect` numbers ≥1000 map to `psfx[n-1000]` (the 0–23
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damage/boom/smoke/shockwave PFX); <100 are the same PFX — none is a whirlwind. (d) Camera
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system (`CAMINST.CPP`) = static positioned cameras (tran/quat/yaw-pitch clamps), no death/
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recovery cam. (e) Build manifest `BTL4.BLD`/`.ORG`/`FILELIST` + mission ops `BTL4.OPS` —
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locations + dropzone lists only. Benign near-misses ruled out: `NoReturn` GameModel (id 330)
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decodes to `{500,500,0, 1,1,1,0}` = the 500×500 arena **out-of-bounds boundary**; `swiftwnd`
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= the Swiftwind scout **vehicle** (btravine map); `wndsfx01-03` = ambient **wind AUDIO**
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(type 3); `BLUEBEAM.BGF` = the **PPC weapon** beam geometry.
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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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