The missing half of Advanced Damage, found by call-scanning
Explosion::SplashDamage @0042fad0: TWO callers, not one -- Missile::Perform
(the known #62 path) and 0x4a0bda, the UN-EXPORTED tail of
Mech::TakeDamageMessageHandler itself. Raw disasm @0x4a07b8-0x4a0bda:
when the victim ENTERS dead(9)/eject(10) during the applications, the
binary sets the wreck burning (id 0x17, deferred -- handler not yet
reconstructed), spawns the death Explosion (model 0x31 -- our death-list
visuals stand in), and SPLASHES:
gates : owning player's advancedDamageOn (+0x264) AND NOT
suppressConsole (+0x258 -- eject sets it: PUNCH-OUTS NEVER
BLAST, the authentic anti-suicide-bomb rule)
damage: type 2 Explosive, amount = deathSplashDamage (mech+0x520),
bursts = round(0.001 * moverMass * 15.0) -- scales with tonnage
radius: deathSplashRadius (mech+0x524); per-victim falloff
bursts/dist^1.25 in the shared core
Draco's collision-divert suspicion is settled: the blast is TYPE 2, the
divert never touched it -- the tail was simply never reconstructed.
Port: deathSplashDamage/Radius PROMOTED from the Wword scratch bank to
named Mech members (the bank is one GLOBAL array -- authored per-chassis
values were clobbered to the last-loaded mech); BTSplashCore split out of
the #62 weapon splash and shared; BTApplyDeathSplash + the death-edge arm
in the handler tail; BTPlayerConsoleSuppressed bridge (friend).
Bench (2-node, B parked 8.9u from a self-destructing A): blast fired with
authored madcat data (radius=50, amount=5, mass=75000 -> 1125 base
bursts), B took 73 bursts (falloff exact: 1125/8.91^1.25), cross-pod
delivery + cylinder spray verified on B's own log ([dmghit] type=2
burst=73 across zones). ~365 damage at 9u -- Draco's 'double kills on
drops' economy restored.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Provocations run under the verified [skate] detector: sustained healthy
walking, 7x respawn-while-moving, gimp onset at speed, ~21s of sustained
GIMPED walking (aimed-leg self-damage: BT_SELF_DAMAGE_ZONE=dz_ldleg),
leg-destruction death (authentic: lvl 1.0 -> leg gone -> fall/death; the
mid-session "died of the gimp edge" reading was a capped-print artifact,
retracted), and respawn. ZERO skate anywhere. Peer gimp replication
VERIFIED live: observer reads gl=3 + sim=3 with the gimp bodyStates
cycling for the whole master limp window (#82 remains fixed). Conclusion:
the field skating does not reproduce at lab scale; the detector + SKATE
matchlog record ship with the next cut and the field names the failing
case. Bench scripts archived (skatebench3-7; 7 is the clean-room one --
the sed-derived chains dropped envs twice).
Also: BT_LAMP_LOG=1 joins the field bats (#135 -- lamp/annunciator edge
forensics; near-zero noise, answers leak-no-flash reports in one grep).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The night-12 field logs eliminated record starvation (zero [ghost] during
three observed skating windows), so the bug lives in gait APPLICATION on
peers. This adds the [skate] detector to the death-handler tick: a
replicant moving >0.08 u/frame for 90+ frames with BOTH animation
channels idle (legCycleSpeed + bodyCycleSpeed ~ 0) logs one line per
episode + a SKATE matchlog record carrying the discriminating inputs
(legCyc/bodyCyc/cmdSpd/destroyed/mode).
Honest history: the first build keyed on legCycleSpeed alone and
false-fired on every healthy movement phase -- the current peer
architecture poses joints from the BODY channel (s_peerLegCh=0,
AdvanceBodyAnimation mj=1), so legCycleSpeed==0 is NORMAL there. Caught
same-session by the [gimpfeed] silence (AdvanceLegAnimation never runs
on peers); corrected to channel-agnostic before anything shipped.
Bench (skatebench2.sh, 2-node, autodrive walker + kill every ~40s):
7 death/respawn cycles, ZERO skate hits either side -- no false fires,
and light local conditions do NOT reproduce the field skating. Next
provocations: leg-GIMPED walker (the #82 family transition) and 6-player
load; otherwise the detector rides the next cut and the field names the
failing case for us.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Night-12 field report (Ronin/Conn Man/Oracle, blackhawk-correlated): lock
ring lit with the reticle visibly off the mech + no-reg complaints. Root
cause: TWO port stand-ins answered where the 1995 card (which cast against
the DRAWN geometry) would miss -- the pick's any-object sphere fallback and
the caller's whole-mech AABB fallback. The regime that exposes them: a
LEVEL boresight over a SHORT mech -- the blackhawk's mesh tops out below
eye-ray height, so the ray clears every triangle but pierces the fat cull
spheres; the ring lights with the reticle above the mech's head (the
operator watched exactly this on the sweep bench). Careful aimed-down fire
rides triangles, which is why Oracle's per-panel audit passed on the same
build.
Fix: MechSegmentPick returns 1=drawn-geometry hit / 0=TRUE MISS / -1=no
render tree; the sphere may answer ONLY for a mesh the reader cannot parse
(pm==0 -- currently none exist: counters objs/invFail/noTri all clean);
the AABB survives ONLY as the pre-tree replicant grace. A readable mesh
the ray misses is a MISS -- no lock.
Verified (2-node vs bhk1 at 100u, all runs on force-relinked string-
verified exes after today's stale-link flake):
- LEVEL lock-sweep: 0 locks all run (pre-fix: lock band from 168 sphere
answers; picksrc tri=0 sphereFB=168).
- DOWN-PITCHED sweep: locks return 100%% tri-sourced (tri=158 sphereFB=0),
landing on real parts (rarm/ldleg/rdleg) with honest gaps.
- Full zone-walk matrix: tri=18874 sphereFB=0 box=0; victim took 156 hits
across 16 zones incl. both side torsos -- combat un-regressed.
New instruments (all env-gated): BT_LOCK_SWEEP=<axis> torso pan (the
operator-visible lock-envelope bench), [locksweep] transition log,
BT_LOCK_ENVELOPE synthetic unit-sweep probe, [picksrc]/[pickbox] source
telemetry with objs/invFail/noTri localization counters.
Bench: scratchpad/night12/zonewalk_bhk.sh.
NOTE for the field: locking is now strictly TIGHTER (ring = reticle truly
on the machine). If era testers feel the pods were more forgiving,
Draco's "slight lock linger" memory becomes a deliberate investigation
(sourced hysteresis), not an accidental sphere halo.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 08-03 zone rule (struck SEGMENT's SKL dzone, ALWAYS -> every aimed
torso hit = center torso) was wrong, and era players' pushback caught it.
Byte-level proof: MAD_TOR.BGF zone-tags the hull PER PANEL (dz_utorso x36,
dz_ltorso/rtorso x18, dz_dtorso x16, all four rear panels, searchlight);
the dpl hit result kept GEOGROUP granularity (dplHitGeoGroup, T0); and the
binary's segment->zone map @49db20 has NO runtime caller (raw call-scan:
sole caller = CreateStreamedDamageZone, load time) -- no segment-level
collapse mechanism exists. Oracle's night-10 'only LCT gets hits' audit
was the BUG's fingerprint, not the pod's design.
Fix: MechSegmentPick attributes the struck triangle to its draw op (index
range) and takes the op's .DZM-bound zone -- the #87 armour-darkening
bindings, the same authored patch->zone mapping that already paints the
panels -- with the segment dzone as the untagged fallback. ZoneAimPoint
now aims hull zones at their patch CENTROIDS (all hull zones previously
shared the chest cull-center), which also upgrades the zone walker.
Bench (2-node zone-walk vs spinning madcat, zonewalk_madcat.sh): every
hull panel resolves individually -- utorso 11/12 in-zone, no L/R
mirroring, all four rear panels register; misses are the panel facing the
shooter mid-spin (correct geometry, not misattribution). Victim applied
254 hits spread across every panel family. Was 102/102 hull aims ->
dtorso before the fix.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Operator reports audited vs the binary (full matrix in RESPAWN_REARM_PLAN
addendum):
- VALVES (real gap): Condenser reset @004ae534 was missing from the decomp
export -- raw disasm shows it chains HEATSINK (coolant refill runs; the
old body chained HeatableSubsystem per the stale TCP shard) then, respawn-
side, resets valveState to detent 1 and restores massScale from
refrigerationFactor. Mech::Reset now also runs the binary's tail call
(@0049f788 BTRecomputeCondenserValves) so flow fractions rebuild from the
reset detents. Bench: detent 5 -> death -> "[respawn] Condenser1 valve
detent 5 -> 1".
- #129 SMOKE (real gap, peers-only): the replicant un-wreck edge rebuilt
the model without the @004d0c14 per-entity effect cleanup, so the
observer's last 10s wreck-plume window rode the teleport onto the fresh
mech. BTStopEntityPfx now runs on the edge; bench shows no plume line
after any un-wreck until the next death.
- AUTHENTIC (no fix): weapon->generator taps persist (@004b0e6c only
resolves the link) and MFD display/control modes persist (mapper vtables
0050f45c/0051e440 slots 8-11 = plain root bodies, read from the exe).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The frame-adapter's inferred twist-sign flip (SelectSlice theta -= twist,
vs the binary's += pre-reflection) was the last unverified half of #124 --
every earlier probe ran at twist 0. Bench: stationary madcat target with
the torso PINNED at 0 / +140 / -140 deg, LRM salvos from a fixed shooter
(missiles = the authentic cylinder path; the binary DROPPED zone -1 beam
damage). Result: slice picks track the physically-facing flank in BOTH
directions (twist-left -> right-family zones for left-flank impacts,
twist-right -> left-family), deterministic, wrong-sign outcome (slice 7
vs observed slice 1) clearly excluded. No game-code change needed.
Instrumentation added (all env-gated):
- torso.cpp BT_FORCE_TWIST=<-1..1>: HOLD the sim's analogTwistAxis (the
input-level pin was dead -- live input rides the CONTROLS.MAP device
push, and Basic mode auto-centers; sim-level is plumbing-independent).
- dmgtable.cpp [slice] line: rot flag, live twist, thetaIn/thetaAdj,
chosen slice -- the weighted leaf roll made zone-only logs ambiguous.
- [dmgresolve] now names the zone (BTMechZoneSegAndName).
- mech4.cpp BT_FORCE_TWIST input pin + one-shot mode cycle (kept as doc
of the dead path), mechmppr [mppr] mode probe.
- scratchpad/night11/twistsign.sh: the 3-config bench.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The absolute-pointer scan missed the E8-relative call; the later byte-scan
found it (FUN_004a9b5c+0x10 -- the master performance evaluates eject
permission per frame in the shipped binary). Under deadline pressure the
disproven 'unfinished/dead code' claim leaked back into three comments and
the handoff; swept per the correction mandate.
Settled press model, now stated correctly everywhere: pilot eject = the
pilot KEYPAD bank while armed (+ the PANIC key reporting through that
matrix). The MFD soft keys NEVER pilot-eject in the binary -- every page
routes them to authored functions; the flashing engEject cell is the
INVITE LAMP. The port's page-gated eng-key eject is a MARKED CONVENIENCE
deviation (operator-requested), and the coolant hysteresis is a MARKED
smoothing deviation for a degenerate boundary oscillation -- not
completions of unfinished code.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Re-read the material damage watcher RAW (@004573e4 ctor / @00457784
change-push): 16 floats snapshotted, damaged = pristine x 0.1 (literal at
the MakeMechRenderables call site, watching zone+0x158), linear lerp, 13
floats written back, then FUN_0048d4d4 -- which is "flush_material": a dpl
command-stream marshal (opcode 100) to the i860 division card. The
material->ramp->texel response curve was CARD firmware and is not in
BTL4OPT.EXE; logged as an open question (ask: firmware/DIV docs/period
screenshots).
Field reconciliation, measured live: one 25-pt hit (ERLG class) snaps a
77-pt arm 0 -> 0.3247 in a frame -- "a single missile leaves visible
armor damage" holds under the linear curve for heavy hits; 2-pt ERS creep
(the leg-audit weapon) is the invisible case.
Bench additions: BT_WALK_ZONES=<name-list> walker filter (concentrated
per-region audits, scratchpad/night10/legwalk.sh) + BindArmourDamage
ORPHAN inventory under BT_ARMOR_LOG (proved every drawn op is
zone-claimed on the full tree).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The binary's effect watcher (FUN_0042aa2c) raises
ForceUpdate(DamageZoneUpdateModelFlag) when a zone's damageLevel CROSSES a
band-descriptor threshold (FUN_0042a5f4, master-gated on entity+0x28 & 0xc)
-- that send is how every other pod's replicant learns zone levels
mid-fight. The port's band hub kept only the graphic-state branch, so an
observer's copy sat at 0.0 until destruction: no enemy hull darkening, no
doll movement, ever (the night-10 "no armour discoloration" report).
Restored the level branch with the already-reconstructed DescriptorCrossed
(@0042a5f4) + the master gate on both branches (mesh swap still runs on
every instance). 2-node verified: A-side armour watcher pushed 114 level
changes; every replicant peak matched the master's finals to 4 decimals
(dtorso 0.9321 == 0.9321).
Render path cleared separately (gotcha #23 discharged): BT_ARMOR_FORCE 0/1
A/B captures prove the tint renders (hull -> charcoal at 1.0). Solo
perception is the authentic economy: 2-25 pt lasers vs 68-185 pt pools.
Bench: zonewalk.sh node A now carries BT_ARMOR_LOG + BT_SHOT_EVERY (the
standing zone-replication receipt) + digest_walk.py; armorpx.sh is the
force-pair pixel rig.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
struck drawn segment's dzone, ALWAYS -- the cylinder embellishment removed
The open question ('what zone did 1995 designate for hull hits') was
already answered in the KB's #73 dig [T0+T1]: no software pick writer
exists -- the pod's pick was a dpl scene intersection, struck triangle
-> DCS segment -> its SKL-authored dzone; the cylinder lottery was only
ever the UNAIMED path (missiles/splash/rams). The live segpick dump
completes it with the authored data: the madcat's pickable skeleton is
18 segments -- hip, shoulders, guns, thighs, knees, ankles+toes, and
ONE hull piece (jointshakey -> dtorso). No ltorso/rtorso/utorso/rear/
door/searchlight segments exist. Aimed fire at any torso panel
authentically designates CENTER TORSO; the side/rear/upper panels strip
via the unaimed path.
Changes:
* the shared-carrier -> cylinder override (yesterday's embellishment)
is REMOVED: triangle hit -> that segment's dzone, period;
* SegAimPoint: the walker's hull anchor moves from the joint ORIGIN
(crotch gap -- rays sailed between the legs to the terrain sentinel)
to the carrier segment's cull center (the chest);
* [picktri]/[pickwin] diagnostics grew tri/seg/zone fields -- three
consecutive 'mystery' regressions in this stretch were the STALE-EXE
trap (CWD-relative cmake --build from content/ resolved to a
nonexistent dir and the old binary kept running) -- the harness doc's
warning, hit again.
Final zone-walk matrix (spinning target, real MP, full cycles):
limbs 55/70 in-zone (legs/feet 6/6; arm strays = hull/occlusion);
hull-family aims -> dtorso 56/69; victim consumption matches. The
night-10 field table now reads as this model's fingerprint: 'only LCT
gets hits' from aimed energy IS the pod -- one hull piece, dtorso.
What was actually broken and is now fixed: the sphere mis-picks
(rgun-from-a-dtorso-aim class), the unaimed path's 180-degree frame,
and the vertical scatter.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
approximation retired; shared-hull hits route through the cylinder
The zone-walk matrix caught the pick red-handed: with the servo
verifiably holding the reticle on the dtorso segment, the per-segment
BOUNDING-SPHERE pick returned rgun/ruleg -- the gun pods and legs
thread the ray before the torso from most angles (its own comments
admitted a foot could be unhittable behind its own knee). The 1995
pick was a dpl scene intersection against the drawn geometry.
Restored that semantic:
* BTGetPickMesh caches each segment d3d_OBJECT's triangles CPU-side
once (its own BGF VB/IB, managed-pool locks); MechSegmentPick now
runs sphere PRE-FILTER -> Moller-Trumbore nearest-hit across the
threaded segments' posed meshes; the old smallest-sphere selection
survives only as the no-triangle fallback.
* Segments claimed as CARRIER by 2+ zones (the shared hull: madcat
seg 4 carries dtorso+ltorso+rtorso+utorso+rears) cannot resolve one
zone from geometry -- those hits return zone -1 WITH the accurate
triangle point, and the victim's bit-verified (frame-fixed) cylinder
assigns the panel by band/wedge. Unique carriers (legs, feet, arms,
gun pods) keep the direct zone.
* ZoneAimPoint: the walker aims at a zone's VISUAL center (largest
pick object's cull-center) instead of the segment origin -- joint
origins made feet/lower legs strike the part above.
* Walker upgrades from live operation: 3-column truth (aim/pick/land),
engage gate, damped servo with polarity watchdog, approach port.
Zone-walk verdict (full cycles, spinning target, real MP): limbs 5-6/6
direct in-zone; every hull panel routes CYL; the victim's landed zones
now include ltorso/rtorso/reardtorso/rearutorso/rearrtorso -- the
panels night-10 reported unhittable. Residuals tracked on #124:
rtorso/utorso aim-anchor placement, doors/searchlight small-zone
sample, twisted-torso twist-sign verify.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The precision rig the operator specified: two nodes, target visible,
every zone aimed at deliberately through the REAL reticle/pick path.
* BT_SPIN_SELF=<deg/s> (target node): rotates the node's own viewpoint
mech in place (the BT_SPAWN_AT write pattern per frame) so every
aspect passes the shooter's boresight; the operator watches this
node's paper doll take the hits.
* BT_ZONE_WALK=<secs/zone> (shooter node): walks the target's damage
zones in order, resolves each zone's carrier segment's live world
position (BTResolveSegmentWorld + the new BTMechZoneSegAndName
bridge), SERVOS the torso twist + aim elevation until the centered
reticle ray (BTGetAimRay) points at the segment, fires 3 laser
pulses, advances. [walk] ZONE/FIRE/HOLD on A pairs with [dmghit]
zone/level lines on B.
* scratchpad/night10/zonewalk.sh: launch both + relay, map sed'd to
grass/day, NO kill timer -- the session stays up for observation.
Hard-won servo constraints (documented in test-harness.md so they are
never relearned): the ENGAGE GATE (ray live + range<150 + bearing<1.1;
outside it RELAX the twist -- servoing at the twist limit while the
goto marches is a limit-clamp fight that visibly shakes the mech, and
a 0.55 gate deadlocks against the goto's ~0.55 resting bearing); YAW
POLARITY -1 (the twist cell's angular sense is opposite atan2(x,-z)
world yaw -- operator-observed live, the SECOND witness for the #124
SelectSlice twist-sign flip) with a divergence watchdog that
self-flips; damped correction (gain .40, cap .025/frame -- the aim ray
lags the twist write a frame); and a one-shot approach PORT to 100u
off the target instead of a cross-map march.
First live run: walker cycles zones, settles, fires; the target's
luleg climbed 0.458->0.523 under its own aimed pulses -- aimed shot,
correct panel, damage consumed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Audit of Cyd's hit-model artifact against THE BINARY (user mandate: not vs the
port). res29_scan.py parses the type-29 streams straight from BTL4.RES bytes:
18 streams / 8 distinct confirmed; the 7-wedge cells (BLH band 6, VUL band 4)
and the all-fixed BLH/OWN twist patterns are authored fact; every artifact
spot-check cell matched the raw bytes verbatim. Chassis->table resolved by
live-dump matching (MadCat and Avatar ride DIFFERENT same-zone-set tables).
Authored slice names fix the wedge orientation: FRONT = the +Z arc, W1|W2 seam
= dead ahead -- corrects the #92 comment's W6-frontal claim. Collision type-0
divert re-grounded at 0x4a0361/0x4a036d: rams never touch the cylinder.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
For verifying Cyd's hit-location artifact (the platform serves it to this
session as an unreadable public artifact, so the diff base is published here
instead). scratchpad/night9/hitmodel_groundtruth.txt: every chassis's 7
layers x per-layer slices with zone NAMES and percentages, from the live
BT_DMGTABLE_LOG dump joined against [zone-armor] names.
Structure fingerprints (rot = rotateWithTorso per layer 0..6):
ava/lok/mad/snd/thr/vul rot=0001111 (legs hull-fixed, torso bands twist)
bhk/own rot=0000000 (chicken-walkers: NOTHING twists)
slices: 8 everywhere EXCEPT bhk layer 6 = 7 and vul layer 4 = 7
Variants share tables: lok2==lok1, mad2==mad1 -- '8 distinct chassis' is exact.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
USER REPORT: "when you destroy a mech, it continues to smoke for a very long
time after the mech disappears... up to 30secs to a minute."
MEASURED (new [pfx] timed census with per-def particle attribution): the
death plume (psfx 1 DDTHSMK) was re-armed on a 10s cadence as a WORLD effect
(ownerTag=0) -- so neither the burial transition nor the respawn cleanup
(StopAllEntityEffects) could touch it. The last-armed window kept emitting
over the empty spot for up to 10s after the hulk vanished, plus 6+-2s authored
particle lives, and back-to-back windows stretched the visible tail to the
reported range. The re-arm itself is a marked PORT ADDITION [T3]; the binary
fired DDTHSMK once -- its 10s window + particle lives ended right around the
~17s hulk sink. The authored design: the smoke dies WITH the burial.
FIX: the plume is spawned ATTACHED (BTStartPfxAttached, tagged to the dying
entity -- it also rides the sinking hulk now), and the burial transition calls
BTStopEntityPfx alongside the respawn cleanup that already did. Verified over
a 175s run containing FOUR wreck events (the enemy kill + three player bay-
fire deaths): every plume's emission ends at its wreck's burial or respawn,
particles fade within ~8-11s, no orphan emitters remain.
THE COUPLING (user relay of Oracle: "prolonged smoke and explosion INCLUDING
SOUND... same lever?") -- CONFIRMED as a family: the binary's audio layer
times in FRAME COUNTS converted by the engine frame-rate global:
AudioTime::Seconds_To_Frames == fmul [0x52140c]=28.0; fadd 0.5; round
(@0x42c611, @0x42dd86 -- the 0x42xxxx cluster of the ~90 global consumers)
Our engine's DefaultRendererRate said 30: every audio duration, sequence
delay and compression window ran ~7% fast. Calibrated to 28 [T1]. NOT yet
explained by this: a truly SUSTAINED/looping explosion sound (7% is not
"prolonged") -- the effect stop-path trace stays open on #114/#51.
Tooling: BTPfxParticle carries defIndex; [pfx] census (BT_PFX_LOG, 2s) prints
emitters + particles PER EFFECT SLOT with a timestamp; wrecksmoke.sh.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Two two-node benches close the last stated gap ("no two-node run has watched a
peer's view of an arm death"), the second at the user's insistence on the REAL
field composition after the first used the self-damage scalpel:
1. mp_armchain.sh (scalpel): B self-destroys dz_rarm mid-fight. A's screen
receives the whole cascade -- [zone-repl] dz_rarm lvl 0->1 AND the cascaded
dz_rgun lvl 0->1 -- plus the respawn reset coming back clean (1->0). B's
post-cascade AFC pushes turned out to be the RESPAWN RE-ARM, correct
behavior, not a gate failure. (Also confirmed: the self-damage harness
dispatches a real Entity::TakeDamageMessage -- the identical path a peer's
round takes, so the scalpel and the field share every line from the handler
down.)
2. mp_armgrind.sh (the field composition): stand-off at 180, NO self-damage
anywhere, A grinding B with real cross-pod fire for six minutes. On B:
* 25 incremental arm-zone hits from A's weapons via the cylinder tables
(dz_rgun reached 1.0 from pure accumulation -- 15 cascades on rehits)
* dz_rarm finished by B's OWN AFC bay cooking off (AmmoBinAFC100 BAY FIRE
350, half into dz_rarm) -- itself lit by A's fire crits: peer-originated
end to end
* [cascade] zone 9 -> AFC100 + AmmoBinAFC100 + Condenser6 force-failed,
fire gate refusals logged
On A: [zone-repl] dz_rarm 0->1 and dz_rgun 0->1 -- the shooter SEES the arm
and pod die. B symmetrically received A's torso deaths.
Also: DamageZone::ReadUpdateRecord gets a change-only [zone-repl] diagnostic
(BT_MP_LOG) -- the probe that made the peer side measurable; mp_armgrind.sh
opens with the stale-node taskkill the other benches already had (a leftover
node from an aborted launch joined a later lobby as a third instance).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Answering "are you 100% positive this works for every weapon type" -- it was
not a yes when asked, and the gaps were closed with measurement rather than
assurance:
1. AUTHORED DATA, all eight chassis (zonesweep.sh; the [zone-armor] dump now
carries the zone NAME): every arm zone AND every missile-rack zone on every
chassis authors descend=1 (ava/bhk/lok/mad/own/snd/thr/vul); every gun/rack
zone lists 1-4 critical subsystems; doors are inert (0/0/0); bhk uniquely
adds destroySibs=1 on its arm chain. No chassis is missing the cascade
authoring.
2. WEAPON-CLASS GATES, end to end through a ZONE death (not direct weapon
destruction, which was #86's verification gap):
ballistic AFC100 (projweap gate1) -- dz_rarm, ava1 [prior commit]
energy PPC (emitter gate) -- dz_larm, ava1 [prior commit]
missile NRK5_2 (projweap gate1) -- dz_rmissle, own1 [this pass]
[cascade] zone 12 -> NRK5_2 + AmmoBinNRK5_2 force-failed
[ammo] NRK5_2 -> NoAmmo (gate1): destroyed=1
All three fire-gate code paths are now exercised by the cascade.
3. One anomaly chased to ground rather than waved off: the Owens rack cascade
also killed Avionics/HUD/Searchlight/ThermalSight -- zone 15 dz_searchlight,
an authored CHILD SEGMENT of the missile rack (the sensor mast sits on the
shoulder pod). Authored skeleton + authored descend flag, walked faithfully.
Remaining surface NOT bench-verified, stated plainly: cross-pod -- the cascade
is master-authoritative (crit plugs bind on masters only) and the resulting
alarm states ride the existing weapon update records, but no two-node run has
watched a peer's view of an arm death. The field re-test (Lynx/Conn Man's own
audit, in MP) covers exactly that.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Lynx: "You can destroy an upper arm, and the gun pod is intact and can still
fire." Conn Man's audit: three chassis, both arms, reproducible. And the user
is right that this family was claimed fixed before: #86 gated fire on the
WEAPON's own destruction and was verified by destroying the weapon directly
(BT_KILL_SUBSYS) -- the field scenario was the ARM ZONE dying with the weapon
subsystem healthy, which that bench never reproduced. Oracle's 693-night "I can
still fire destroyed energy weapons" was almost certainly this mechanism.
ROOT CAUSE -- a silent stub. Mech__DamageZone::RecurseSegmentTable @0049cad4
was transcribed faithfully... against three local shim types whose iterators
unconditionally return NULL:
struct SegmentIterator { DZRef *Next() { return 0; } };
struct SegTableX { SegmentRecord *operator[](int) { return 0; } };
The cascade fired on zone death (bench: 72 [cascade] lines), "descended", and
touched nothing. Every line read correct; none of it did anything.
THE REAL WALK (decomp re-read, FUN_0049cad4): iterate the mech's segment table
(mech+0x300, vtbl+0x34 GetNth) to this zone's segment, then
destroySiblingsOnDestruction (Wword 0x68): recurse every other zone on the
SAME segment (seg+0xD0), setting graphic state 2 (Gone)
descendOnDestruction (Wword 0x67): recurse every zone on every CHILD
segment (seg+0xE8 -> child+0xD0) -- the arm takes the gun
The engine ALREADY HAS both structures: EntitySegment::damageZoneTable @0xD0 /
childIndexTable @0xE8 (TableOf is 0x18 -- byte-identical to the decomp offsets),
populated at stream time by JMOVER.cpp:373 [T0]. The stub was never necessary.
Implemented with the engine iterators via two new read accessors on
EntitySegment (SEGMENT.h); the binary's asymmetry is reproduced as-is (the
sibling loop checks graphic state != 1, the child loop does not; re-hits on a
1.0 zone re-run the cascade -- idempotent in effect).
VERIFIED (ava1, self-damage to one zone, autofire everything):
dz_rarm -> [cascade] zone 9 -> zone 17; AFC100 + AmmoBinAFC100 + Condenser6
ForceCriticalFailure'd; "[ammo] AFC100 -> NoAmmo (gate1): destroyed=1";
torso LRM5/SRM2 keep firing (correct)
dz_larm -> [cascade] zone 2 -> zone 6; PPC + Condenser4 force-failed;
"[emitter] 'PPC' fire REFUSED (destroyed=1)" x4998 -- the emitter gate now
logs refusals BY NAME (the FIRED line never named its weapon, which is how
#86's verification gap survived)
regression smoke: frame time 7.13/7.20ms, 0 asserts, 0 cascades in ordinary
combat (they fire only on genuine zone deaths)
Authored data (now dumped under BT_DMG_LOG): descend=1 on exactly the four arm
zones (ava1: 2/6/9/17), destroySibs=0 everywhere -- so legs/torso behavior is
untouched by this change.
KB: combat-damage.md cascade section; reconstruction-gotchas #26 (the
silent-stub trap: a shim that returns EMPTY converts a reconstruction into
fiction that reads correct -- shims must Fail() loudly or log their emptiness).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Oracle (674): "missile appear to register hit explosions twice, once where
target was and again where the target is". Rajel (693): "once where the mech
was when I fired and on the expected impact".
MECHANISM, measured on two nodes (BT_PROJ_LOG "DET at" now logs EVERY contact
detonation, including damage-0 rounds, which were invisible before): the
replicant salvo mirror pushed rounds with NO entity handle at the FROZEN
fire-time aim point, and the pool's contact test is proximity to p.targetPos --
so mirror rounds "contacted" the empty air where the target USED to be and
detonated there, on every peer, every salvo (45 salvos -> 234 frozen-point
air bursts in a 200s bench). The true impact appears at the live position
(the shooter's own homing rounds on his node; the victim's damage reaction on
peers) -- two sites per salvo, exactly as reported.
THE BINARY'S MODEL (CLASSMAP, Missile flight-entity cluster): missiles are
ENTITIES with authoritative/GHOST Performance variants (Projectile
PTR_LAB_005129e8 / 005129f4) and their own WriteUpdateRecord (@4bef4c, slot 7)
-- peers ran ghost missiles updated from the wire and saw the TRUE trajectory.
One explosion, correct place, every node. The frozen-point mirror is the port
infidelity (the entity Missile itself stays blocked by the documented 2007
Entity-base mismatch; mislanch.cpp:301).
FIX: the MissileLauncher update record now carries the locked target's EntityID
(salvoTargetID; EntityID::Null = point fire). The mirror resolves it on the
receiving node via HostManager::GetEntityPointer (engine T0, an index-socket
Find -- NULL-safe on any ID), refuses non-mechs via BTIsRegisteredMech, and
pushes the mirror rounds WITH the handle -- they re-lead on the live local
replicant exactly as the master's own rounds do, and detonate at the true
position. Guards: record-length gate (a short record from an older build has
no ID field -- its tail would be garbage and must not resolve) + Null check +
registered-mech check.
VERIFIED (two nodes, 200s, missile autofire both ways):
* every record arrives len=52/52 with sane aims ([mlrec] diag)
* 22/46 salvos resolve (tgtID=3:22 -> the victim's local master) and their
mirror rounds home: the frozen-air DET population fell 234 -> 102, the
live-homing population rose to 155/207 per node
* the unresolved remainder is BENIGN and correct: EntityID::Null point fire
plus hostID=-1 LOCAL entities -- i.e. the victim's WRECK, which autofire
keeps shooting after the kill; a wreck does not move, so the frozen aim IS
its true position
Downstream expectations: Ronin's smoke-screen (#114) should drop by ~the mirror
half, and the audio census (#32) loses the duplicate Static3DPatchSource
explosion sounds on peers -- both to be read from the next field logs.
Also in this commit: [projectile] DET diagnostic (every contact detonation with
position/damage/handle/aim), [mlrec] record-arrival diagnostic (len/recID/
subsys/counter/aim, capped 200), scratchpad/night9/mp_double.sh.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The reopen said "the pool fills and never returns a source". The 30s census in
the SAME field logs disproves it: free returns to ~227-230 between bursts and
reuses climbs ~20/s all session. free=0 on the failure line is true by
DEFINITION at the instant of a failed acquire -- the third instance of the
counter-sampling trap (live=256-vs-6, then hsparm greps, now this), read off the
alarm line instead of the trend line.
WHAT THE LOGS ACTUALLY SHOW
* The pool cycles; release-on-stop exists and works (the engine steal loop).
* During firefights CONCURRENT demand exceeds 240 and the priority steal loop
services each new sound by killing an old one -- continuously through
combat (failures spread across every decile of every combat session).
* Idle standing demand is ~13 sources. My "each component holds its SourceSet
to entity teardown, ~20-25 per mech" narrative was wrong.
* The raw ACQUIRE FAILED line count (6.8k-19k per log) is NOISE: the steal
loop retries after every failed attempt, so lines accumulate per EVENT and
most events still play via a steal. True drops were never counted.
CHANGES
1. Census now carries steals= and drops= (drops = the steal loop ran dry and
the sound NEVER played) plus a per-class drop histogram
("[audio] dropped by class: {class 1005 x4v: N} ...") -- all ungated, so
the next field logs are decisive instead of suggestive.
2. The ACQUIRE FAILED print is rate-limited to 1/30s and now names the
requesting class + voice count. 19k-line log spam distorted this triage.
3. BT_AUDIO_SOURCES=<n> now raises the POOL cap too (it previously raised the
AL context budget while the pool stayed at 240, making the field
experiment impossible to run).
MEASURED (9 mechs, missile autofire, 150s)
* cap 240: peak 130 sources, 0 fails -- demand tracks SHOOTER count, not mech
count; one shooter cannot saturate. A 6-shooter lobby pins 240.
* cap 48 (BT_AUDIO_SOURCES=64): saturation reproduced -- census
steals=223 drops=455, histogram names the classes.
* Dominant field requester (requested=4) = class 1005 Static3DPatchSource:
world-placed effect sounds, i.e. EXPLOSIONS. 1001 DirectPatchSource x1v
dominates drops at low cap; 1002 Dynamic3DPatchSource x3v present.
CONSEQUENCE FOR THE FIX ORDER: #84's stale-aim double detonation duplicates
exactly the saturating class on observer nodes. Fix#84 FIRST, then re-read the
field census; only if it still saturates does the budget experiment
(BT_AUDIO_SOURCES with frame time measured) become the play.
KB: the wrong night-9 entry in open-questions.md replaced with the corrected
diagnosis; gotcha candidate noted -- an alarm-line counter is not a trend.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
CONFIRMED FIXED and closed: #95 (missile salvo damage), #97 (leak gauge 3 levels),
#98 (loop-6 lamp), #99 (leak alarm audible).
#95 deserves a note: a tester reported "LRMs still doing 3.3 damage", but that is
the PER-MISSILE figure. 382 impacts across three 693 logs show the cluster being
delivered correctly -- LRM20 3.25 x burst 5..20 (total up to 65), LRM15 3.33 x
3..15, LRM10 3.50 x 2..10 -- and those burst ranges match the binary's
Random(n)+n/4 roll exactly.
#32 REOPENED. The pooling change removed the alloc/free churn (the ~10% frame
time is real) but every 693 field log still shows
ACQUIRE FAILED (requested=4 live=240 pooled=240 free=0 ...)
19,182 fails (Sauron) / 15,333 (Rajel) / 6,818 (Ronin), high-water 225 of 240,
starting ~1% into every session. `free=0` is the diagnosis: sources are never
returned. This is precisely the risk flagged when the fix landed -- retention,
not pool size. Players called audio "fine" the same night; the log disagrees.
#84 still present, but the surviving explosion is a DIFFERENT mechanism from the
bundled one that was fixed: "where the mech was when I fired" is the stale
fire-time aim point already recorded as an open in rendering.md, i.e. an MP
visual, not the message-manager path. Needs a two-node bench logging the
OBSERVER -- the earlier two-node run verified damage delivery but never the visual.
New: #108 ghost mech (peer never sees the death; shots still register, so it is a
visual/replication desync, the inverse of #94), #109 panic/eject, #110 arm
parent/child linkage (gun pod survives its mount -- three chassis, both arms;
parentArtifactZone exists but only drives LOD), #111 death warp bubble shown to
peers, #112 AFC shotgun spread (may be authentic Ultra-AFC burst), #113 LRM burn
duration, #114 missile smoke as a smoke screen, #115 hot box, #116 Standard-vs-
Expert heat gating, #117 per-chassis cockpit bounce.
⚠ A MEMBER OF THE ORIGINAL TEAM IS NOW TESTING -- "Ronin" (log user torak). He
worked on the 1995 game and has played the pods recently. Treat his pod
comparisons as primary evidence above reconstruction inference. First two
contributions recorded in the KB: per-chassis cockpit bounce was deliberate, and
NARC likely shipped as data without an implementation.
⚠ Conn Man ran the OLD build (.674) for all seven of his sessions, so his reports
are not evidence about 693. His arm-linkage audit is still valuable -- nothing in
693 touched that path.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
RunSequence and AudioIdleWatcher::Execute run per sequence per frame, so the
BT_ATTRBIND_LOG probes added while chasing #99 were calling getenv ~2700x/sec on
a 15-sequence mech. Small, but this is the same path the source-pooling fix
(#32) just bought 10% of frame time in, and an unset diagnostic should cost
nothing. Cached in function-static flags.
Pre-ship smoke (combat, 2 kills, a respawn, clean teardown):
frame time 7.18 / 8.27 / 8.71 ms -- matches the post-pooling 7.79ms baseline
0 asserts, 0 access violations, 0 audio acquireFails
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Oracle, night 7: "Unable to damage the foot panels on Loki via direct fire from
front or side. Was able to damage on Thor."
FIRST, THE MECHANISM -- it is not what the issue assumed (missing collision
geometry). A direct-fire hit gets its zone one of two ways, decided at
Mech::TakeDamageMessageHandler by `invalidDamageZone`:
AIMED (invalidDamageZone=0): the zone rides in on the message from the
per-part aim pick, MechSegmentPick (#73, btl4vid.cpp).
UNAIMED (invalidDamageZone=1): DamageLookupTable::ResolveHit runs the authored
cylinder lottery -- impact HEIGHT picks a layer, ANGLE picks a pie
slice, and a weighted random roll picks the zone from that slice.
Measured live, both paths are in use: the Thor logged 16 unaimed hits
(invalidZone=1 zone=-1 -> ResolveHit) alongside aimed ones carrying real zones.
THE FINDING. MechSegmentPick is a BOUNDING-SPHERE test whose primary key is
SMALLEST RADIUS WINS -- a larger sphere can never beat a smaller one the ray also
grazes. The leg spheres, dumped in world space and IDENTICAL on both chassis:
knee centre y=1.868 r=1.505 spans y 0.364 .. 3.373
toe centre y=0.302 r=1.689 spans y -1.387 .. 1.991
The toe sphere is BIGGER than the knee's and they overlap heavily, so the toe can
only win where the ray misses the knee sphere outright -- i.e. below y=0.364.
Against a reference height of 11.16 that is a 0.36-unit window, **3.3% of the
mech's height**, and it sits right on the ground. Everywhere else a shot at the
foot is credited to the LEG. That is the reported symptom.
This is a PORT ARTIFACT, not authentic: btl4vid.cpp's own comment concedes the
sphere test approximates "the per-part semantic the 1995 mesh intersection
produced". Real mesh intersection has no such interference -- aiming at the foot
mesh hits the foot.
NOT EXPLAINED, and stated plainly: the per-CHASSIS asymmetry. Loki and Thor have
identical leg spheres, identical foot geometry (LOK_LFOT.BGF and THR_LFOT.BGF are
both 3082 bytes with the same token layout), and identical foot layers in their
damage tables (only the upper/cockpit layers differ). So nothing found here says
the Loki should behave differently from the Thor. The bench could not settle it
because BT_AIM moves the drawn RETICLE, not the pick ray -- there is currently no
harness to aim the pick at a chosen height. That harness is the next step.
Diagnostics added:
[pickgeom] one-shot dump of every pick sphere in WORLD space (zone, r, centre)
[pickcand] which spheres a ray actually threaded, their perpendicular d, and
which won -- the probe that makes "smallest wins" visible
[dmgtable] the whole authored DamageLookupTable: layers, slices, zone weights
[dmgresolve] per hit: localY, heightRef, layer, theta, resolved zone
[cylgate] invalidDamageZone / table pointer / incoming zone at the gate
(the last three under BT_DMGTABLE_LOG, the first two under BT_PICK_LOG)
plus scratchpad/night8/footpick.sh.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Oracle: "alarm is not sounding despite an active leak" ... "was sounding,
resolved a leak, but there was another".
RETRACTION FIRST. I previously told the user the coolant alarm was "genuinely
unbuilt -- there is no alarm implementation to starve". That was wrong, and it
was asserted without checking. The alarm is fully implemented and the entire
chain works. Traced live, in order:
Condenser6.ReportLeak (= HeatSink::coolantActive) changes 0 -> 1
-> [watchpoll] CHANGE on that exact address
-> [matchfire] val=1 -> ctl 1 (StartAudioControlID)
-> [seqstart] the alarm AudioControlSequence, events=25 looped=1
-> [seqsend] ctl 8/16 (select), 6/1 (volume), 1/0 (START), 2/0 (STOP), ...
a three-part looping alarm: two chirps then an 8s sustained tone.
The authored design, read from BTL4.RES: 19 subsystems per mech each bind TWO
AudioLogicalTriggers to their ReportLeak flag -- match 1 -> Start, match 0 ->
Stop -- and ALL of them drive ONE shared alarm sequence.
SO WHY WAS IT SILENT IN .674? Almost certainly the audio source pool, fixed
after that build in ad9dfad. Every player log from .674 is saturated with
ACQUIRE FAILED (3k-6.5k lines each, starting ~10% in and never recovering); an
alarm that cannot acquire an OpenAL source is silent. The bench here shows 0
acquire failures on the current build. ⚠ NOT PROVEN: this bench has no audio
device (pool census reads live=0 pooled=0), so the control chain is verified but
final playback is not. Field confirmation needed.
THE SECOND SYMPTOM IS A REAL, REPRODUCED DEFECT AND IT IS IN THE AUTHORED DATA.
All 19 subsystems -- Condenser1-6, GeneratorA-D, Myomers, PPC_1/2, ERMLaser_1-3,
SRM6_1/2, Avionics -- share the single alarm sequence, and EACH one's leak-clear
sends an UNCONDITIONAL Stop. So the moment any one of them stops leaking the
alarm goes silent, even while others are still leaking. That is exactly what was
reported. Since both the authoring and the MUNGA watcher code are authentic,
this is 1995 behaviour, and changing it is a deliberate divergence -- flagged for
a fidelity call rather than "fixed" unilaterally.
Diagnostics added (all under the existing BT_ATTRBIND_LOG gate):
[seqcfg] extended: the sequence's authored event list
[seqstart] extended: events / looped / tempo / divisionsPerBeat
[seqrun] RunSequence entry state (isRunning / iterator / current event)
[seqwait] an event exists but is not yet ready, with the time delta
[seqsend] the sequence actually emitting a control
[idlewatch] which components receive the idle tick that advances sequences
[hsparm] extended with &ReportLeak so audio bindings can be correlated
plus scratchpad/night8/leakaudio.sh.
NOTE ON THE PROBES, because it cost real time twice today: [seqrun] first used a
single shared static counter, which the busy sequences consumed so the alarm
sequence never printed -- reading as "RunSequence is never called". It is now
throttled PER SEQUENCE (runProbeCount). A capped diagnostic that is silent is
not evidence of absence; the same trap produced a false "seqsend x0" and a false
"the trigger never fires" earlier in this investigation.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Two player claims, both now answered from the decomp + measurement rather than
inference.
THE EQUATION (FUN_004b8d18, constants read from the image: _DAT_004b8ee4=0.5,
_DAT_004b8ee8=0.0 (the fabs), _DAT_004b8eec=1.0):
heat += ratio^2 * (1+damageLevel) *
[ (1-accEff)*|vy|*m*g*dt climb POWER
+ (1-velEff)*(0.5*m*|v|^2) kinetic ENERGY -- NO dt
+ (1-accEff)*|v|*|a|*m*dt ] accel POWER
Our implementation already reproduces this verbatim, dt-less term included.
CLAIM 1 -- "each mech has a unique heating profile". TRUE, and working, but NOT
by the mechanism the player described. Measured across thr1/own1/mad1/vul1:
* the myomer record is IDENTICAL on every chassis
(velEff 0.995, accEff 0.8, gears 3000/5000/7000/9999, rec 2,
degradeT 1000, failT 2000, thermalMass 250000)
* the heat-family COUNT is identical too -- 6 Condensers, 1 HeatSinkBank,
1 Reservoir, 4 Generators on all four
* every cooling parameter is byte-identical Thor vs Owens (condenser
conductance 315000 / mass 420000, bank 231000 / 1.39e6, reservoir
190000 / 3.42e6)
So there is NO authored per-chassis cooling variation. The profile emerges from
the equation instead: heat ~ m*v^2, and light mechs are faster. Measured at
seek 4, flat out:
thr1 mass 70000 |v| 11.34 kinetic/tick 49026
own1 mass 35000 |v| 17.22 kinetic/tick 57350
The Owens is HALF the mass and generates 17% MORE drive heat, because v^2 beats
m. That reproduces the player's OUTCOME (a Thor sustains seek 4, a light
chicken-walker cannot) via speed, not heatsink count.
CLAIM 2 -- "it runs too hot". The kinetic term carries NO dt: it adds an ENERGY
every TICK, so its contribution per SECOND scales with the tick rate. Measured
dt here is ~0.017 (~59Hz) and variable. The other two terms are power terms and
are rate-independent. On flat ground the climb term is additionally dead --
gravity reads 0 (the carried "environment gravity unwired" open), so hills do not
heat at all right now.
NOT yet established: the 1995 tick rate the dt-less term was calibrated against.
Until that is pinned the OVERHEAT FACTOR is unquantified -- flagged, not guessed.
Adds three diagnostics, all under BT_MYO_LOG:
[myoheat] now splits climb/kinetic/accel + dt + the kinetic share
[myoparm] one line per myomer: efficiencies, gears, thermal thresholds
[hsparm] one line per heat subsystem: conductance + thermal mass
and three benches (myoheat/myoparm/myocmp) that produced the tables above.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Follows the request to prove the whole fix rather than the one case I had.
1. TABLE, all indices: scratchpad/night8/lamptable_check.py asserts the
reconstructed arrays against BTL4OPT.EXE and exits nonzero on drift.
kBTCondenserLamp @0051d058 MATCH 07 2F 2E 2D 2B 2A 29
kBTPlacementLamp @0051d070 MATCH 29 1A 1B 1C 1D
kFixed (FUN_004cc148 switch) MATCH 2F 2E 2D 2C 2B 2A
This covers condensers 2/3/5 without hunting zones for them: there is no
per-index code path, only the array contents, and those are now pinned.
2. LOOKUP PATH, live: condensers 1, 4 and 6 resolve 0x2F, 0x2B and 0x29 --
exactly the table. Condenser 4 is the meaningful control: my reverted "fix"
would have given 0x2C. Myomers (eng-page path, 0x25/0x21) and SRM6_1 (quad
button, 0xd) still annunciate, so other subsystem classes are unregressed.
3. GUARD: condenserNumber is parsed from the name's trailing digit
(NameTrailingNumber, mirroring the binary's atoi), and every condenser in
BTL4.RES is Condenser1..Condenser6 -- no Condenser0, no bare name. So the
1..6 guard covers every shipped case and slot 0 (0x7) is unreachable. This
was the real risk in changing `n >= 0` to `n >= 1`; it is closed.
4. PIXELS: leaklamp_pixel.{sh,py} capture a leaking run and an undamaged control
run from the cockpit and difference their per-pixel temporal variance. The
leak is visibly real -- the COOLANT reservoir drains on screen (S 331->330
while the control sits at 329).
⚠ WHAT THE PIXELS DID NOT SETTLE, and it is not a testing gap. Lamp 0x29 is
ALSO kBTPlacementLamp[0]: DAT_0051d058[6] and DAT_0051d070[0] are the SAME int32
-- the two tables abut. So condenser 6's lamp may not be its own loop button at
all, and slot 6 may be an overrun in the BINARY too (its read is unchecked).
Reproducing it is the faithful choice either way, and we now do exactly what the
binary computes -- but whether a pilot sees loop 6's own button light is a
question only someone who played the original can answer. Asked on the issue.
CORRECTION: 0b98370 claimed @0051d058 "holds gauge-type name strings, so the
provenance is questionable". That was MY bug -- a PE section-header field-order
mistake (unpacking VirtualSize/VirtualAddress/SizeOfRawData/PointerToRawData
then destructuring in a different order). The original reconstruction's
provenance was accurate. The checker in (1) uses the corrected reader.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Field reports were all "intermittent": "the display buttons aren't always
flashing or lighting up on leaking components" (Oracle), "I'm getting leaks but
no indicators" (Lynx), "I am getting indicators sometimes" (Sauron). It is not
intermittent -- it is per-condenser, and three of the six were wrong.
condenserNumber is 1-BASED (verified live: 'Condenser6' reports 6), which the
lamp table's own comment stated. The guard was `n >= 0 && n < 6` -- a 0-based
bound -- and the table it indexed was missing 0x2C:
condenser 1..3 -> 0x2F 0x2E 0x2D correct
condenser 4 -> 0x2B WRONG (loop 5's button)
condenser 5 -> 0x2A WRONG (loop 6's button)
condenser 6 -> rejected NOTHING flashes
So a leak in loop 6 annunciated nowhere, loops 4-5 lit a neighbour's button, and
loops 1-3 were fine -- which from the cockpit reads exactly as "sometimes".
Condenser N drives cooling-loop N, whose six lamps are the same ones the
coolingLoop1..6 codes already resolve through, so the fix routes condensers
through that verified map (BTFixedLampOf(N-1)) and retires the duplicate,
partly-wrong table rather than patching it.
⚠ PROVENANCE: the retired table cited @0051d058 as byte-verified. That address
holds gauge-type NAME STRINGS, not lamp ids, and a byte search for the six loop
ids as consecutive int32 finds nothing -- so neither the old table nor the new
mapping is byte-verified. The correction rests on three checkable things: the
1-based numbering (live), the guard contradicting its own documented indexing,
and six condensers mapping onto the six cooling-loop lamps of the verified fixed
map. [T2 -- behaviour verified, not byte-grounded.]
Also adds the missing diagnostic on the silent path: an alarm item that matched
its condition but resolved no lamp now names the subsystem and why, instead of
returning quietly. That is what found this, and it immediately surfaced a
SECOND gap for someone to pick up: a destroyed HeatSink (condition 0) resolves
no lamp either, because it is neither Condenser nor Generator nor a
PoweredSubsystem with an aux screen.
Verified (scratchpad/night8/leaklamp.sh, BT_LAMP_LOG):
before [galarm] condition 2 ... sub 'Condenser6' -> NO LAMP RESOLVED
after [galarm] condition 2 ... -> lamp 0x2a FLASH
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Every 4.11.674 player log is saturated with acquisition failures -- 3031, 4657,
5245, 6275, 6571 across five machines. In Lynx's largest session the first
failure lands 9.3% in and they continue to 96.8%: once it starts it never
recovers for the rest of the match.
CAUSE: RequestAudioChannels called alGenSources() per sound event and
ReleaseSourceSet called alDeleteSources() on release -- create and destroy per
sound. OpenAL sources are a scarce driver resource (OpenAL Soft caps a context
at 256) and a combat burst churned straight through the ceiling.
The two counters looked contradictory and were the tell: ACQUIRE FAILED always
printed live=256 while the 30s census printed live=6. Same global, sampled at
different moments -- sources spike to the cap during a burst and drain back
between them. Churn, not a steady leak.
FIX: generate sources once, up to a cap, and recycle them through a free list.
Release scrubs and parks instead of deleting. Steady-state play performs no AL
allocation at all.
The scrub is load-bearing, not hygiene: a recycled source carries whatever the
previous owner set, and the engine sets AL_LOOPING per sound
(L4AUDLVL.cpp:327). Hand a looping source to a one-shot and it plays forever --
which is the "sound stuck looping" family (#51, #5). Every reusable property is
reset at the single point where a source changes owner.
VERIFIED (scratchpad/night8/audiopool.sh + the two-node mp_burst.sh):
solo, sustained fire : 0 failures, pooled 152, reuses 21998
two nodes, 4 min : 0 failures on both, pooled 148/149, reuses ~7000 each
⚠ HONEST LIMIT: the bench does NOT reproduce the field failure -- the PRE-fix
binary also scores 0 on it (peak 49 live), because solo/2-node combat is not
dense enough to reach 256. So this verifies the pool works and allocates
nothing in steady state; it does NOT by itself prove the field failures are
gone. The five field logs remain the "before".
Peak demand is set by how many audio COMPONENTS are alive (each reserves a
SourceSet of up to 25 voices and holds them), not by audible sounds: measured
high-water 138 solo, 149 two-node. That scales with player count, so the cap is
set near the driver ceiling (240) and the pool now logs its high-water mark once
per 25-source band -- so the next playtest sizes this from field data instead of
a guess. Growth also self-limits: if a driver offers fewer sources than the cap,
alGenSources simply fails, growth stops, and the pool recycles what it has.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Projectile damage now Dispatches directly at the victim instead of going through
the shooter's SubsystemMessageManager, so cross-pod delivery had to be proven on
real nodes rather than assumed.
RESULT: cross-pod delivery intact, and the cluster count survives the wire.
Node A fired 38 missile rounds with bursts {1:5,2:6,3:6,4:7,5:7,6:7}; node B
received exactly the matching zone applications {2:12,3:18,4:28,5:35,6:42} --
i.e. rounds x burst, per burst band, exact. 135 of B's 142 explosive
applications carried burst > 1 (the manager path used to drop it to 1).
Energy stayed at burst 1 on both nodes; no crash on either.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Supersedes the mislanch change in efc3e9f, which multiplied the lead round by
missileCount. That produced roughly the right average total but as ONE lump on
ONE zone, with no scatter and no variance -- not what the arcade does.
WHAT THE BINARY DOES (all byte-verified):
* MissileLauncher ctor @004bcff0: burstCount = missileCount;
damageAmount /= missileCount
* FireWeapon @004bcc60 spawns exactly ONE Missile -- no loop, missileCount is
never read there. The salvo IS one cluster round.
* Missile::Perform rolls how many of the cluster connect right before it
dispatches (part_013.c:10082): b = Random(n) + n/4, clamped to n
-- i.e. between a quarter of the salvo and all of it.
* It then dispatches DIRECTLY at the struck entity (FUN_004be078:
param_2->Dispatch(&msg)) -- NOT through the shooter's message manager.
* Mech::TakeDamageMessageHandler @0x4a0439-0x4a04d8 applies the hit
burstCount times, RE-ROLLING the struck zone per burst.
Our handler already implements that loop faithfully (mech.cpp, task #80) -- I
wrongly believed it was missing, because the KB asserts as [T1] that "burstCount
is cosmetic for zone damage". That is half right: DamageZone::TakeDamage really
does ignore burstCount (verified @0041e4e0), but the HANDLER honours it by
calling that function repeatedly. KB corrected separately.
The actual defect was that the projectile impact path hardcoded burstCount = 1,
and -- worse -- routed damage through the SubsystemMessageManager, whose
consolidation rebuilds the record from a stream carrying only {damageType,
damageAmount, subsystemID}. DamageInformation has no burstCount field, so the
cluster count was DROPPED in transit no matter what the round carried.
So: dispatch projectile damage directly, as the binary does, carrying the rolled
burst. This also retires the #84 double explosion architecturally -- the second
blast came from the manager's bundled explosion, and projectiles no longer go
through the manager at all. The MarkRoundDetonated suppression added in efc3e9f
is therefore dead and is removed.
ALL-WEAPON-CLASS AUDIT (scratchpad/night8/allweap.{sh,py}), one run, all classes
firing at once:
EXPLOSIVE (missile) 38 zone applications, bursts spread 1x2,2x6,3x9,4x4,5x5,
6x12 across ELEVEN zones -- the [n/4..n] roll plus the
per-burst zone re-roll, i.e. the cluster scattering
ENERGY (beam) 8 applications, burst 1 -- unchanged, no regression
type4 8 applications, burst 1 -- unchanged
COLLISION 0 applications reached armour -- divert intact
Explosions: 10 projectile impacts produce no bundled blast; direct-fire still
queues its own (11 made).
NOT yet verified: cross-pod delivery. Dispatch reroutes to a replicant on its
own (and the binary relies on exactly that), but the manager routing is gone, so
MP damage should get a two-node run before this ships.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
THE SALVO DAMAGE (#95). Players measured an LRM 15 landing "3ish points". The
logs agreed: [projectile] IMPACT damage=3.33333 (Oracle, LRM15) and 3.5 (Rajel,
LRM10). Those are right PER MISSILE -- 50/15 and 35/10 -- and the bench shows
why the salvo still under-delivers: each launcher pushes N rounds of which
exactly ONE carries damage.
Two individually-correct changes composed into an N-fold shortfall:
* The ctor does what the binary's MissileLauncher ctor does (@0x3ac/@0x3d4):
damageData.burstCount = missileCount;
damageData.damageAmount /= missileCount;
The record holds the PER-MISSILE amount plus the count; the arcade
reconstitutes amount x burstCount when it applies the hit.
* Task #62 then correctly stopped the port applying the hit once per visual
round (that was ~missileCount-x too lethal) by damaging only the lead round
-- but handed it the already-divided amount.
Our DamageZone::TakeDamage is `damageLevel += amount * scale` and drops
burstCount, so the salvo delivered amount/missileCount. Since the port collapses
the cluster to one damaging round, multiply the count back in there. Bench: an
SRM6 salvo now lands amt=35 (the authored total) taking a zone 0 -> 0.556, where
it previously landed 5.83.
THE DOUBLE EXPLOSION (#84). Oracle: "missile appear to register hit explosions
twice, once where target was and again where the target is." There are two
spawn sites: BTSpawnRoundDetonation at the round's own impact point, and the
message manager's bundled explosion at the CONSOLIDATED point a frame later.
The duplicate was known and thought harmless -- "among a rippled volley it is
invisible" -- which held only while a salvo landed N detonations. A projectile
now marks its weapon (MarkRoundDetonated) and the consolidation skips queueing a
second blast for it; direct-fire weapons never mark, so lasers/AC keep the
bundled explosion they rely on. Bench: 4 missile impacts -> 4 SKIPPED, while 11
direct-fire hits still queue normally.
SWEPT CONTACT (#84 tail). Contact was a 10-unit sphere sampled only at the END
of each step. With the authored thruster live (#84) field rounds arrive at
v=955 -- a ~16 unit step at 60fps, larger than the radius -- so samples can
straddle the target. (Pre-#84 rounds flew ~100-300 = a 1.7-5 unit step and could
never skip it: the velocity fix exposed this, it did not cause it.) Now tests
the whole segment travelled and bursts at the point of NEAREST APPROACH, which
also stops the detonation being flung past the target at speed.
RETRACTION: I posted tunnelling as the leading explanation for the lost salvo.
The bench disproves it -- zero fizzles, and the "missing" rounds are the dmg=0
visual rounds of the cluster, which never registered damage by design. The
sweep is kept as speed-independent robustness, not as the #95 fix.
Bench: scratchpad/night8/salvo.sh (BT_PROJ_LOG + BT_FIRE_LOG).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>