869d885eb21f3e5454f7e37a9df4110d8a859fb6
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Commits
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c3455d388f |
KB: #131 miss-means-miss pick semantics + instruments [T2]
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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1d3616cceb |
#124 CORRECTION: aimed hull hits resolve the struck dz_* PANEL -- players were right
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> |
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a338a5db89 | Merge remote-tracking branch 'origin/glass-lamp-latency' | ||
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b6656e35c5 |
KB: #124 twist-sign verified [T2] -- adapter flip correct, bench + diags recorded
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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375fa28fef |
KB: #91 inside-view roster claim upgraded to T1 (FUN_004cef28 decomp anchor)
The binary's inside renderable build sets type A (=4, part_014.c:5077) and its per-segment loop looks up EVERY segment's type-A mesh (FUN_00424084, :5570) with no torso/cop filter -- the arcade drew all authored own-body meshes (thor pod, owens legs). No opt-out exists in the binary. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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6180a44c64 |
#91 thor black rectangle: it's the OWN missile pod -- blakskn now material-keyed
Three testers reported a black rectangle swaying with the footsteps in the thor cockpit (Summoner = the thr1 label, same THX canopy -- no isolation). Decode: the inside view is a PER-MECH AUTHORED type-A set, not the cop alone (no fallback in EntitySegment::GetVideoObjectName -- authored data): madcat/vulture/bhk1 = cop; sunder/loki/avatar = +tor; thor = +tor +MSL (the shoulder pod, the reported rectangle); owens = +both legs +tshd. The pod/leg pilot-facing surfaces use the SAME "<pfx>skin:blakskn_dz_*" interior-structure material as the canopy frame, but the unlit frame constant was keyed on the _cop FILENAME -- identical material rendered (0.13,0.12,0.15) on the canopy and pure (0,0,0) on the pod/legs ([matlog]: owx_cop blakskn vcol=FF211F26 vs owx_lule vcol=FF000000). Fix (bgfload.cpp): the frame-constant treatment keys on meshIsCop OR material contains "skin:blakskn_dz_". mechfx:blakskn_mtl (tshd shadow quads) deliberately excluded. Verified: zero pure-black px in the lower view band across walk captures, the pod plate renders frame-toned and blends with the bar at rest (the reported anomaly dissolves), owens legs read as coherent structure, canopy/terrain un-regressed. Diags added: BT_MAT_LOG=<stem> per-batch material routing dump (bgfload), BT_HIDE_INSIDE_SEG=<substr> inside-mesh hide (btl4vid), [view] per-segment inside-roster names. KB: cockpit-view.md exactly-one claim corrected + the #91 section; bench scratchpad/night11/thorrect.sh. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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f99003cf50 |
Glass cockpit lamps: sweep every frame so lit buttons track the sim under load
Playtesters (all on the glass surround) reported the cockpit lighting sometimes going slow or nonexistent while the 3D view stayed perfectly smooth. The RIO serial/lamp stack is byte-identical to pod-proven Red Planet (diffed L4LAMP/L4RIO/L4SERIAL), so the wiring was fine -- the defect is the glass UPDATE CADENCE: The lit buttons draw every frame (BTDrawCockpitPanels, reading PadRIO::GetLampState), but the lamp STATE sweep that fills that store (LampManager::Update -> AssertNewLampValue -> SetLamp) rides the gauge renderer's FOREGROUND turn, which fires only once per full gauge cycle (foreground->background->copy). The cycle can't reach the next foreground turn until the throttled background gauge sweep drains the ~140-instrument active list -- and that background task starves under MP load (issue #45, "instruments freeze while fps stays healthy"). So the lamp sweep ran ~1x/second: buttons froze / flashes stalled while the view (a separate per-frame foreground render) stayed smooth. Fix: BTGlassSweepLamps() runs the lamp sweep EVERY frame on the dev/glass composite path (L4VB16.cpp, in BTDrawGaugeInset), decoupled from the gauge cycle. It is cheap -- deduped state pushes over ~72 lamps, no raster. The pod never enters BTDrawGaugeInset (real gauge hardware), so its authentic bandwidth-paced serial lamp cadence is untouched. BT_GLASS_LAMP_SWEEP=0 restores the authentic once-per-cycle behaviour. Verified: Release links clean (only the 40 tolerated /FORCE externals); glass surround boots and runs, lamp sweep pushes state (43 [lamp] pushes, buttons lit), ~60 fps, no crash. The under-load win is structural (the sweep is now an unconditional per-frame call); true MP-starvation repro needs multiple nodes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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a728fa6de9 |
#118 alarm dig complete: the TechStatus bit model -- MarkGeneratorOut bridge removed
The gauge-alarm "condition" is a STATUS-FLAG BIT INDEX edge-scanned by MechTech (bit 0/1 structure, 2 leak, 3 heat, 4 AmmoBurning, 5 Jammed, 6 !HasVoltage). Conditions 4/5 -> the engEject flash = the AMMO purge/unjam invite (flashing the very key whose streamed function is EjectAmmo) -- never pilot eject; cond 6 -> the bus-switch invite; the PANIC lamp is the sole pilot-eject indicator. The destruction->stateAlarm(4) bridge is REMOVED as unfounded: alarms never read stateAlarm; state 4 is the THERMAL BREAKER state produced by GeneratorSimulation itself (byte-matched vs FUN_004b1f7c). And the binary's crit distributor (@0049c9a8, read raw) touches nothing electrical -- a generator destroyed in place keeps stale Ready voltage until any transition recomputes output via (1 - damage) x rated. The port now matches that subtlety exactly (verified: single-gen force-kill -> no bus invite, no arm, silent unarmed keypad -- all authentic). KB: the full bit table + invite semantics + electrical subtlety recorded in decomp-reference. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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0535a7ab74 |
KB: gotcha #27 -- drawing against compositor invariants (the #118 MFD corruption class)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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8165cee9da |
#118: the eject option comes alive -- per-frame arm chain closed (FUN_004a9b5c+0x10)
The evaluator's "unexported caller" found by E8-scan: the Mech MASTER PERFORMANCE (FUN_004a9b5c, in the 004a977x..004ab188 export hole) calls EvaluateEjectPermission as its FIRST act every frame. Without that call the port's ejectPermitted stayed at ctor-0 forever -- the panic-armed mode never raised, so the PANIC lamp never lit and testers "never saw the option for eject come alive". Restored at the top of Mech::PerformAndWatch (masters only, like the binary). Mislabel swept: mech+0x414 is ejectPermitted, NOT "missionReviewMode" -- the mapper's @004d196c edge-watch arms PANIC mode 0x200000 from it (the real review mode is the GLOBAL DAT_004fd550; btl4pb now reads that global, the GetMissionReviewMode stub is retired, mapper member renamed previousEjectPermitted). Verified live: kill 4 generators -> "[eject] panic-arm mode ON" -> the miniconsole Panic button lights dark->bright (pixel captures; the pad panel shades it from the same PadRIO lamp state the pod's physical button uses) -> BT_EJECT_AT press -> PUNCH-OUT -> respawn heals -> mode disarms -> healthy presses REFUSED. BT_EJECT_LOG=1 logs the arm edges. Note: no shipped gauge rides mode 0x200000 -- the 1995 eject indication is the button lamp; the weapon-eng MFD "UNJAM/EJECT" is the ammo-jam indicator. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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440cee1e4f |
#87 dig closure: host response is linear (raw decomp re-read); the pixel curve was div-card firmware
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> |
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fe48accb6b |
#87 root cause: the level-crossing zone-record send was missing -- observers never saw damage
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> |
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cb5426cc7f |
KB: #124 close-out -- triangle pick + the authored one-hull-segment zone rule
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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16e75d6e1a |
#124 bench: the ZONE-WALK MATRIX -- systematic per-panel targeting, operator-watchable
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> |
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b0b7adc4ea |
#124 CORRECTION: the frame adapter is a Z-REFLECTION, not a pi rotation --
proven by the mech's own pods
The first fix (
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c5dfb002f3 |
#124: hit-location ASPECT was rotated 180 degrees -- the resolver now speaks the 1995 frame
Night-10's systematic targeting audit (rear panels unhittable from direct fire, Owens left torso hitting the RIGHT weapon pod and vice versa, missiles favoring the far side) measured down to one geometric fact: the authored wedge ring puts the Front* cells in the +Z arc (slice-name audit, bit-verified tables), i.e. the 1995 resolver frame has mech-forward = +Z -- while OUR engine's entity frame carries forward along -Z. Bench proof: a victim facing its attacker took frontal beams at local z = -4..-10, theta ~270 deg, resolving the REAR-named cells (zones 12/14/15) every time. The two frames differ by a pi ROTATION about Y -- rotation, not reflection, because the field flank observations CROSS (left->right) rather than persist. ResolveHit now rotates the local impact into the cylinder's frame (negate x and z; y untouched; handedness preserved so the SelectSlice torso-twist add keeps its sign). A/B (172 resolves, live missiles+beams on a facing victim): before theta~4.7 -> rear zones only; after theta~1.42-1.59 -> utorso/dtorso/ ltorso/rtorso/arm -- the front-authored cells, with the per-burst re-roll scatter intact. NOT this bug: the "one band LOW" Y-axis half of the night-10 table -- that is #16 (pick-ray boresight parallax, code-confirmed, still open). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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1efe8efc68 |
#118 tails: death score cost + the DeathWithoutHonor console notice
* SpecialCaseDeathPenalty restored to the engine ScenarioRole (SCNROLE.h/ .cpp) -- the 4.10-only role field the 2007 WinTesla source dropped (record slot [1] after KillBonus, fail-hard read; role+0x20; the DefaultRendererRate pattern). Its consumer decoded from the @004c05c4 export gap (@004c07cd, missing from the #52 reconstruction): every death with advancedDamageOn hands the ENGINE base ScoreMessageHandler (@0042da20 == PLAYER.cpp:138, a DIRECT call bypassing the BT type Verifies) a type-1 award of -penalty. Wired verbatim. Shipped content authors the key nowhere -> cost 0 in the field. NUANCE [T4]: the 1995 engine adds at Player+0x1c8, which no BT scoreboard reads (+0x278) -- the pod's cost may never have displayed; our single-cell port shows it. * The eject console notice: FUN_004c198c IS the ConsolePlayerMechDeathWithoutHonorMessage ctor (T0 BTCNSL.CPP survives and is compiled) -- "death without honor" is the punch-out record. BTPlayerEjectBookkeeping now sends it to the console host through the same ConsoleClientID path as the VTVDamaged notify, then latches suppressConsole: the eject notice REPLACES the death notify. Verified two-node: "notice -> console host 1" fires on the ejecting node; the relay-side delivery of client-5 traffic is a pre-existing question shared with the never-observed VTVDamaged sibling (operator-console workstream). * Eject alarm-10 audio: resolved NEGATIVE -- the five Eject*.wav ship in AUDIO/ but BTL4.RES references them nowhere (orphaned like the SQUAT clips); wiring them would be a stand-in. Operator-optional deviation. * RIO 0x38 panic control: deferred with the plumbing documented (the glass Flight-Controls window already renders the 0x38 bank; consumer = read buttonGroup[ButtonPanic] alongside the binding-engine edge) -- pod-hardware-only, untestable on this bench. Two-node verify (fresh-exe rerun after a stale-exe trap): REFUSED healthy, PUNCH-OUT after generator kill, death + wreck swap + smoke + un-wreck warp all replicated on the observer, respawned mech refuses again, console notice fired. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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e996be249d |
EJECT/PANIC wired: Mech::EjectPilot (id 0x19 @0049f854) + the crippled-mech gate
The button died twice before reaching game logic: no handler (0x19 was
unregistered) and no sender (the pod's panic was a control bit, not a
mappable). Both halves reconstructed from raw disasm -- the handler AND
its permission evaluator sat in export gaps.
@0049f854 EjectPilot: press-only; gated on ejectPermitted (@0x414) and
!IsDisabled; console eject notice (relay wire = tracked tail; the
suppressConsole@0x258 latch that prevents the death double-notify IS
wired); graphicAlarm -> 10, which kills via the >=9 predicate; then a
self TakeDamage {inflicting=SELF, zone -1, Explosive, amount =
ScenarioRole::killBonus}. Role layout byte-settled via the role reader
@00429bec dest offsets + the ctor record copy: +0x1c IS killBonus, +0x20
is the 4.10-only SpecialCaseDeathPenalty, +0x28 returnFromDeath (all
prior citations reconciled). KillBonus authors NOWHERE in shipped
content -> the charge is 0 and the ALARM does the killing: our bench
outcome is the pod outcome.
@0049fa1c EvaluateEjectPermission: eject only from a CRIPPLED mech --
bank coolant fraction < 0.05 | zero live generators | live weapons
below mech+0x448 (no exported writer: zero, clause inert) | leg-gimped
novice. A healthy mech REFUSES the button; no free resets.
Input: binding-engine "Eject" action -- Backspace / pad LeftThumb
(default profile + shipped CONTROLS.MAP). Bridges per the databinding
rule: weapon/generator/bank/player reads land in their complete TUs;
MechSubsystem gains the both-cells destroyed accessors (gotcha #22).
Bench scalpels: BT_EJECT_AT=<frame> (path-identical synthetic press),
BT_KILL_SUBSYS now takes a comma list.
Verified single-node: healthy press REFUSED (x2), four generators
killed, next press PUNCH-OUT -> death, wreck smoke, respawn; the
respawned mech refuses again (permission re-evaluates after Reset).
Death rides the normal damage/death chain, so MP replication is the
proven path. Tails tracked: console relay notice, RIO 0x38 panic
control, alarm-10 eject audio/canopy, SpecialCaseDeathPenalty consumer.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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e1ae92264a |
#96: the sim TIME MODEL closed from bytes -- myomer kinetic term restored to the faithful 28 Hz
The open question under every heat bracket was what the 1995 sim does with time. Answered at the byte level: * FUN_0041c018 IS the arcade Simulation::PerformAndWatch: slice = (till.ticks - last.ticks) / DAT_0052140c, stored, Perform(slice) -- VARIABLE-STEP in real SECONDS, line-for-line the WinTesla SIMULATE.cpp body. Every dt-carrying reconstruction is unit-faithful; no tick/second gap exists anywhere. * The myomer heat term's ONE caller is the unexported MyomersSimulation body @0x4b8b9a (E8-scan + raw disasm; export gap): once per Perform, raw slice, gated measuredVoltage>0 only. The dt-less kinetic pulse therefore fires at the FRAME cadence -- 28 Hz nominal, sagging under load (emergent hardware, not a code constant). * Mover velocity is u/s (dead-reckoner @0x421f7c: pos += vel x ticksD/28), so the v operand is unit-faithful too. The 0.5 "loaded-rate" witness bracket is RETIRED -- it modeled the sag as a constant, wrong in exactly the reported scenario (open-field cruising is a light scene; the pod held ~28 there). kSeekHeatCalib = 1.0. Measured at the faithful rate (madcat cruise benches): recommended gear equilibrates ~1450 -- inside the authored degradation band as a SOFT 20% output governor (heatFactor = 1 - d^2/range^2), weapons untouched at ~110-150, ZERO jams, zero bay fires from movement alone; supercharge ~1770 (deep governor -- the manual's own expert-mode warning). That is the authored system: degradeT=1000 is governor onset, failT=2000 the cliff, and the coolant-loop controls are the player's lever. New leads filed in open-questions: the climb term's gravity operand samples 0 (bridge points at a dead cell); the engine Mover's own gravity subtraction is per-frame dt-less (port impact unread); gait-noise phantom acceleration feeds the accel term. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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d3de5f94ee |
#87/#96: 'mechs die with lightly damaged armor' AUDITED -- no port bug; it's ammo cook-off
Byte-level audit of the entire damage chain vs the binary, all links exact: zone stream reads (@0041df5c == engine DAMAGE.cpp), ctor normalization (@0049ce50; constants 1.0/1e-4/0.5; shipped cells uniform 1/armorPts), TakeDamage @0041e4e0, the BT override @0049c690 (vital/leg 1.0/0.5/0.0), CriticalHit @0049ccc4 (0.5 fraction, 1.0 cap, authored-percentage cap), cook-off chain (@004bc3fc per-salvo stamp / @004bd300 rounds x amount / @004ac274 divide across the bin's plugged zones). Measured kill route: 6 of 7 bench deaths were bay-fire detonations -- LRM15 bin 10 rounds x 50 = 500 into its ONE authored carrier zone (content: madcat bins single-zone; 15 of 22 zones vital) -> one application 0->1.0 -> instant death, armor bright everywhere else. Field logs confirm dominance (Rajel 12 bay-fire events, ConnMan 10). The mech that died conventionally ended 0.97/0.93/0.92/0.85 charred -- darkening accumulates fine when mechs live long enough. Levers: the #96 heat economy (arms the bay fires) and purge training (EJECT hold extinguishes -- wired, logged, manual-trained in the pod). Also corrected a wrong KB address: FUN_0041e4e0 was labeled '.DZM res compiler' in decomp-reference.md/rendering.md -- it is DamageZone:: TakeDamage (byte-matches DAMAGE.cpp:379); swept both files. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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152249cb76 |
#95: the SCOREBOARD banked one missile per salvo -- credit the DELIVERED amount
Two consumers of one impact, only one was ever verified: the victim gets
TakeDamage{amount=per-missile, burstCount=cluster roll} and applies it
burstCount times (armor was always right); the score post on the next line
sent the bare per-missile amount. An LRM10 salvo dealing 7-35 armor banked
3.5 points -- Rajel's "~3 points to score", to the digit.
Ground truth: the binary's score is the victim handler's tally (amount once
per applied burst @0x4a04da + crit bonuses) reported to the INFLICTING
player (the id-0x16 tail, deferred #45). The shooter-side stand-in now
posts amount x burstCount -- the identical figure handed to the victim, at
the identical one-post-per-TakeDamage granularity. Same pass:
* splash never credited score at all -- the binary tallies every
TakeDamage; now posted per splash victim (amount x falloff bursts);
* the bridge credited the LOCAL player for ANY registered hit -- AI-master
fire on the player, a dying mech's death-blast splash; now refused
unless the shooter IS the local vehicle (MP unaffected: only local fire
carries live damage on a node);
* direct-fire unchanged -- beams author burstCount=1 (emitter.cpp:355).
Verified per the harness doctrine: single-node field composition (madcat,
real fire, real enemy) 22/22 impact credits paired at damage x burst, zero
bare 3.33 posts; two-node replicant-victim run BOTH directions 31/31
paired across three missile authorings (3.33/2.0/5.0 per-missile) + 25-pt
ballistics, leftovers all burst-1 beam amounts. test-harness.md gains the
map=grass note (MP.EGG authors cavern/night; GOTO mechs shoot rock).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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47d9a61402 |
hit-location cylinder: raw-bytes audit of the shipped tables + chassis->table map + wedge orientation
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> |
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6dbeb3d266 |
wreck smoke dies WITH the wreck; the audio/effect clock is calibrated to the byte-proven 28
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>
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3109cfc49a |
#116: steam JOINERS were silently locked to VETERAN -- restore their experience selector
Oracle isolated it: "standard mode still having heat and leaks only occurred in
steam not in solo. Sauron and Lynx did not have the issue but Conn Man, Rajel
and myself did." The night-9 logs close the case:
affected (Oracle/ConnMan/Rajel): [exp] experience=2 heatModelOn=1
clean (Sauron's std sessions): [exp] experience=1 heatModelOn=0
CAUSE: the glass front end's JOIN layout trimmed the menu to "the mech list +
the JOIN button; everything else is the operator's call" -- and the experience
selector's hidden default is 2 (veteran). So HOSTS got whatever they picked
(Sauron hosted the lobbies all night -> his standard landed), while every
JOINER launched as veteran regardless of anything they did -- which is why
Oracle's cycling-the-settings experiment changed nothing, and why solo (full
menu) never showed the problem. heat >= veteran, hence "standard but heating".
DESIGN CONFIRMED BY THE USER before fixing: experience is PER-PLAYER by the
original design -- the sysop set each user's tier and mixed-experience matches
were legal. Architecture already supports it end to end: each node's master
player reads its OWN egg's experience (btMission+0xE4 -> BTPlayer @004c0bc8),
so per-node choice IS per-player choice.
FIX: the join layout gains the GroupExperience selector (the selection->egg
write path is the pre-existing host path, field-proven). Also: the front end
now prints "[fe] pilot experience=<x> (join|host/solo)" at launch, so every
future field log answers this class of report without asking anyone.
VERIFICATION BOUNDARY, stated plainly: builds both configs; the write path is
shared with the host flow which the field already exercises; the visible
selector + the [fe] line need one join-mode launch to eyeball, and the field
re-test is Oracle running a standard steam match as a JOINER and seeing no
heat.
Tooling note recorded in test-harness.md: bash-heredoc python collapses one
backslash level even single-quoted -- a "\n" arrives as a real newline and
replaces silently no-op. Build backslashes from bytes([92]); verify replaces
by length delta, not by the script saying "fixed". (This burned four edit
rounds tonight and several earlier C2001 hunts.)
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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1bcee1f9eb |
#96: the effective-rate theory is corroborated -- upgrade the calibration provenance T3 -> T2
Frame-rate testimony from the morning follow-up, now on record beside the bytes:
* Oracle, asked if the pod frame rate was rock solid: "I think I could do as
well with a flipbook"; heavy fights "would turn to a slide show".
* Lynx (original era): "RP had a target frame rate of 30FPS. It wasn't hard
coded or locked. BT never had a locked frame rate in 1st release
testing... coming from 3.0, where 20FPS was a miracle."
* The engine pacer's own design agrees: fixed budget + background fill + NO
overrun catch-up (APPMGR.cpp, T0) = "target 28 but allowed to slip", with
the 18.2065 BIOS fallback anticipating degraded timing.
Also settles epilectrik's open confirmation ("frame rate is advancing at least
some of the subsystems -- i have to fully confirm that"): ALL of them --
UpdateManager::Execute runs every interesting master every frame,
Entity::PerformAndWatch runs every executable subsystem per entity tick, no
throttle at any layer. The crisp rule: CADENCE is frame-linked for
everything; only terms missing a dt multiply are rate-SENSITIVE.
Corollary worth keeping: a choking 486 generated LESS heat/s exactly during
the biggest fights -- the slideshow was mercy. Veteran memory of seek-4
endurance encodes the LOADED rate, which is why bracketing by their consensus
is the correct instrument rather than a concession.
Follow-up filed in the KB: sweep the reconstruction for OTHER dt-less per-tick
accumulators (known: particle trail density, rendering.md; the 15-sample
heatFilter window is rate-dependent smoothing, benign). Each found one should
normalize against the same 28-nominal/bracketed-effective pair.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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c28555bdc9 |
#96: TRACE THE CLOCK ORIGIN -- the pod ran at 28 fps (byte-proven); myomer heat re-bracketed to 14 Hz effective
epilectrik: "the issue seems to be related to a tick rate that advances the
heat accumulation... i need to trace out what the clock origin was." Traced.
THE CLOCK ORIGIN [T1]: the DOS binary keeps its engine frame rate in the
global DAT_0052140c, set once at startup:
0x401ace: mov [0x52140c], 0x41E00000 = 28.0f (nominal)
0x401ada: mov [0x52140c], 0x4191A6E0 = 18.2065f (BIOS-tick fallback)
The DOS main pushes it straight into the ApplicationManager ctor (0x401189:
push [0x52140c]), and ~90 sites across the image fmul/fdiv by it -- it is THE
per-frame<->per-second conversion scalar of the whole 1995 engine. The engine
executes every interesting master every frame and every executable subsystem
every entity tick (UPDATE.cpp / ENTITY.cpp, T0 -- no throttle at any layer),
so subsystem Performance cadence == this rate: the pod's myomer tick was
NOMINALLY 28 Hz. My previous 30 Hz reference (the i860 BOARD frame) was
wrong by 7%, not the 2x the veterans hear.
THE RESIDUAL IS EFFECTIVE RATE, NOT NOMINAL: Oracle, on the halved build,
still asks "If you could please halve the myomer heat rate again. We will
bracket to something reasonable." A 486 host missing beats halves the real
Performance cadence without changing any constant -- and the 18.2 fallback
existing at all says slow paths were expected. Statics cannot settle the
in-pod effective rate, so his bracket is the right instrument:
effective default = 28 [T1 nominal] x 0.5 [T3 testimony calib] = 14 Hz
BT_MYO_HZ=<hz> still overrides absolutely for bracketing
the resolved rate now logs under BT_MYO_LOG, tier tags inline
Measured (Owens, seek 4, flat out): peak T 1007 -> ~640, degradation never
reached -- the halving Oracle requested, delivered as one auditable knob
instead of a silent constant edit.
KB: decomp-reference.md gains the DAT_0052140c section (~90 consumer sites --
whenever the decomp shows an unexplained mul/div by _DAT_0052140c it is
per-second<->per-frame at 28); btl4main.cpp's "30 = pod authentic" pacer note
corrected (30 kept deliberately for display smoothness, the divergence now
documented). Candidate follow-up recorded: the frame-rate-dependent particle
trail density (rendering.md) should normalize against the same 28, which may
bear on Ronin's smoke-density report (#114).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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c791fae0f8 |
KB: new topic test-harness.md -- the bench machinery + the verification doctrine
User mandate (2026-08-02): "do tests like this from now on" -- after the #110 grind bench, where the field composition (peer fire destroying an arm over the wire) replaced the constructed proxy that had let #86 be called fixed while players kept hitting it. The topic carries two halves on purpose: DOCTRINE -- what counts as VERIFIED: 1. reproduce the REPORTED scenario, not a convenient adjacent one 2. scalpel hooks (BT_SELF_DAMAGE_ZONE / BT_KILL_SUBSYS / BT_FORCE_*) locate defects; they support a "fixed" claim only with proven path-identity to the field composition -- and the field composition still gets run 3. MP symptom -> two-node proof (master-side correctness says nothing about what a peer sees) 4. visual symptom -> pixel proof (gotcha 23) 5. coverage claims need the axis enumerated and measured (all gates, all chassis), because per-chassis behaviour lives in authored data 6. an unexplained extra effect in a passing run means the run has not passed MACHINERY -- the bench_common.sh contract (summarized, file = source of truth), single-node and two-node skeletons (relay, ports, affinity, fire cadence, GOTO_STOP standoff), process hygiene (stale-node taskkill first, never double-background, teardown kill order, stale-exe tells), and log-reading rules (capped diagnostics are not evidence of absence; alarm lines are not trends; name the actor at every refusal; field logs have no gates set -- spawn-time summaries ungated, per-frame traces gated). Routed: Quick Lookup row, CLAUDE.md reasoning step 4, build-and-run parity section, reconstruction-method Key Relationships. checkctx CLEAN. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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06adaee523 |
#110: the zone destruction cascade is LIVE -- an arm now takes its gun pod with it
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> |
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da70bd58b2 |
#84: the replicant salvo now HOMES AT THE LIVE TARGET -- the stale-point double detonation is gone
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>
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3354db4bd1 |
#32: RETRACT the retention diagnosis; count what matters (steals + true drops); name the saturating class
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>
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202ebbf84a |
KB + tracker: night-9 playtest (build 4.11.693)
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> |
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8daac37e40 |
#99: VERIFY IN THE IMAGE -- the shared-alarm Stop is authentic; do not diverge
Answering "did you check the decomp or disassembly?" -- I had not. I had checked
the authored data (BTL4.RES) and the MUNGA engine source and called it authentic
on source lineage alone. Now verified in BTL4OPT.EXE:
same sources compiled in : d:\tesla_bt\munga\AUDSEQ.CPP / AUDWTHR.CPP strings
object factory : @00466184 case 0x4b -> alloc 0x5C -> ctor @0043ccec
vtable : 0x4ead48
ReceiveControl : @0043d3a4 -- switch on control IDs 1 / 2 / 9 / 12,
which is exactly our enum Start / Stop / Idle / Tempo
Stop case : @0043d3ca -> unconditional call StopSequence @0043d2d4
StopSequence : tests only its OWN isRunning (+0x28) then the Chase
loop -- NO refcount, NO awareness of other leak sources
Structurally identical to engine/MUNGA/AUDSEQ.cpp. So the arcade behaved the same
way: with 19 subsystems sharing one alarm sequence, any one of them clearing its
leak silences the alarm while the others still leak. AUTHENTIC -- do not "fix".
(The tempo bound check could not be used as an anchor: Verify() compiles out of the
retail build, so the AUDSEQ.CPP assert strings are present in .data but unreferenced
by code and invisible to the decomp export -- gotcha 21 again. The object-factory
route via the numeric ClassID is what actually located the class.)
Recorded in context/gauges-hud.md with the full chain and the address table, so the
next person does not re-chase it or "fix" it.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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c23d06cbb5 |
KB: correct the burstCount claim -- it is honoured by the CALLER, not cosmetic
The KB asserted as [T1] that "burstCount is cosmetic for zone damage". Half of that is byte-verified (DamageZone::TakeDamage @0041e4e0 really does ignore it); the other half was an inference that inherited the [T1] tag and then justified task #62's salvo-lead design -- which silently divided every missile salvo by its missile count (gitea #95). Corrected in both places it appeared (combat-damage.md:334 and :884): the CALLER, Mech::TakeDamageMessageHandler @0x4a0423-0x4a04d8, applies TakeDamage burstCount times and re-rolls the struck zone per burst. burstCount = number of applications; load-bearing for missile cluster count, splash falloff and the gyro bounce. Also records that the arcade Missile dispatches DIRECTLY at the victim rather than through the message manager (whose consolidation drops burstCount). New gotcha 24: a verified fact, over-generalised, becomes a wrong design premise. Detection smell -- a "cosmetic/unused" claim about a field other code still computes carefully. Nobody spends instructions randomising a decorative value. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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839b040619 |
KB: night-8 playtest intelligence (build 4.11.674)
Player testimony worth keeping out of the issue tracker alone: * SENSOR PANEL model, from VGL Lynx -- the last major system without one. Sensor damage flickers the HUD (corroborated by period footage), degrades radar/map, affects the searchlight, and possibly the hot box. Gitea #105. * COOLANT LEAK severity is a THREE-level display (1/2/3 triangles + alarm); we only ever produce the lowest. Our leak rate is a continuous scalar, so either the banding is missing or the magnitude never leaves the bottom band. * MYOMER heat calibration is CHASSIS-RELATIVE: a Thor sustains seek 4 indefinitely, a chicken-walker cooks in under a minute. That spread is the acceptance test -- a uniform "too hot" indicts the drive-heat coefficient rather than the sink capacities. * RAM damage: the binary's internal-only collision divert MATCHES what players observe (gyro/myomer damage, coolant leak, NO armor damage, grinding inert). May be working as intended; awaiting a player ruling. Gitea #103. * MP stability: 5-player match, no stalls or lag spikes -- bounds how often the carried cross-fire-stall / silent-node-crash opens occur. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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137c151951 |
#87: mech armour PANELS now darken with damage -- the .DZM material system was loaded and unused
Players: "the actual enemy mech in external view is not showing darkened armor panels". We swapped destroyed LIMB meshes but never darkened a panel. The 1995 game darkens armour through the MATERIALS. MakeMechRenderables (FUN_004cef28) built, per (damage zone, material), a watcher FUN_004573e4(material, &zone->damageLevel, 0.1f) that snapshotted the materials |
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5410371b0c |
#86: destroyed weapons can no longer fire -- the fire gates read a
never-written cell (the split-cell gotcha) Both weapon fire gates (ProjectileWeapon gate 1 @4bbd36, Emitter hard-failure @4baab9) test the binary's subsystem+0x40 for Destroyed(1). In the 1995 layout that offset sits INSIDE the embedded status alarm (statusAlarm@0x2C + level@+0x14 = 0x40) -- ONE cell, written by ForceCriticalFailure when a zone's crit cascade kills the subsystem. The port models the same address as TWO members: the AlarmIndicator AND a plain int simulationState@0x40. Every destruction path writes the ALARM (so the MFD draws its X correctly) while the gates read the plain int, which nothing ever writes -- so a weapon on a blown-off arm showed destroyed on every panel and kept firing and scoring, locally and on peers (night-7: all three testers, screenshots of a missile leaving a destroyed pod). The tell had been sitting in our own logs for weeks: [ammo] SRM6_1 -> NoAmmo (gate1): destroyed=0 ... on a mech whose launcher was X'd out. Fix: both gates now read statusAlarm.GetLevel()==1 as well as the int. Also added: the crit-cascade log names the destroyed subsystem, a BT_SELF_DAMAGE_ZONE=dz_* named-zone bench mode, and BT_KILL_SUBSYS=<name> (force ForceCriticalFailure on one named subsystem -- the exact call the zone cascade makes, so a bench can ask 'the panel says dead, does it still shoot?' without hunting for the zone that carries a given weapon). Verified A/B in ONE run: before the kill both SRM6 launchers fired 2 salvos each; after, the destroyed launcher fired ZERO (gate log destroyed=1) while its twin kept firing normally. KB: new gotcha #22 (the SPLIT CELL -- one binary offset, two port members, only one written; sibling of #1) + combat-damage entry. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J |
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905a4a86c0 |
RETRACTION + FIX: the myomer seek->speed coupling IS in the 4.10 binary --
restored byte-grounded; the morning's removal was export-gap blindness Player testimony (Oracle, pod veteran: seek-4 humanoid = 182 kph -- the manual's printed Super Charged figure; overheat = 'freezing up') forced a re-audit of the morning's 'no dynamic myomer->speed feed' verdict. The verdict was WRONG: a raw-image capstone sweep for FPU reads of [reg+0x31C] found the consumer inside the UN-EXPORTED master-perf region -- the same decomp gap that hid the #93 crash block. Decoded @0x4a9cf2-0x4a9da4 [T1]: per frame: MAX speedEffect@0x31C over the myomer chain (+0x7AC) -> mech+0x79C mapper->speedDemand@0x128 *= it (the SPEED coupling) if |drive| <= 1e-4 (@0x4ab16c): mapper->turnDemand@0x12C = 0 (the FREEZE) Everything the manual + the veterans describe emerges: gear 4 rides speedEffect ~1.43 into the RegisterMaxOutput gait cap (base x 1.4284 -- the two mechanisms interlock: 61.5 x 1.43 = 87.9 vs cap 87.8 measured) = SUPERCHARGE; myomer heatFactor degradation slows you; overheat freezes speed AND turn; damage slows (speedEffect carries 1-damage -- #75's original premise was RIGHT and its 'falsified' close was wrong). Restored in mechmppr.cpp, byte-grounded and better than the pre-removal draft: MAX over the chain (was first-found), NO 1.0 clamp (the old clamp ate the overdrive), turn-freeze included. BTMyomersSpeedEffectOf (unclamped) replaces the deleted BTMyomersDriveOf. Verified live: healthy drive=1.0 (no speed change), collision-rattled myomers drive 0.999 -> 0.892 -> 0.742 with demand scaling in lockstep (61.5 -> 54.9 -> 45.7). KB corrected in place (subsystems WAVE 6, pod-hardware manual audit retraction, open-questions resolved) + NEW GOTCHA #21: export-gap blindness -- 'no callers in the decomp' is not 'no callers in the binary'; sweep the raw image for the operand pattern before declaring a data path dead, and when a primary source disagrees with your decomp sweep, suspect your evidence first. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J |
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4704ab3d41 |
#84: missiles ACCELERATE like the binary -- the pool flew at constant
rack-eject speed; the authored MissileThruster was never applied The binary Missile hosts a MissileThruster subsystem: authored acceleration for BurnTime seconds after the MuzzleVelocity eject. Authored values decoded from BTL4.RES (type-15 missile model records, reached from the AmmoBin's ammoModelFile via the type-1 MODELLIST indirection): SRM 2.5s @ 600 u/s^2, LRM 10s @ 300 (climb 50), Streak 3s @ 300 (turn 360deg/s), NARC 10s @ 300; splash 30 all (port constant was already right); authored drag ~0.001 = negligible. The port pool flew every round at CONSTANT |MuzzleVelocity| -- SRMs 100 u/s, LRMs 30 u/s (10x slower than authored) -- the entirety of the night-7 "missiles are very slow" report, and the driver of the "explosion before the missiles arrive" perception (the salvo-lead detonates while the slow spread rounds straggle in). Fix: BTMissileThrustOf (mech4.cpp) lazily parses + caches the RES thruster table (ModelList ids aliased to their type-15 member's burn/accel); both launch paths (master FireWeapon + the replicant salvo mirror -- peers see the same speed) resolve through the launcher's bin and pass burn/accel into the pool; the advance integrates speed += accel*dt while burn remains, heading preserved. Ballistic rounds (autocannon/gauss) pass 0/0 -- unchanged. Impact log now prints v=/burnLeft= evidence. Verified live (solo, BT_SPAWN_ENEMY + BT_AF_MISSILE): thrust table 8 entries cached; Black Hawk Streak resolve burn=3 accel=300; impacts at v=277 u/s (was a constant 100). Fun authenticity note: the Black Hawk's "SRM6" fires strk (STREAK) ammo per its authored bin. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J |
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ba4af90d6b |
phase-13 log: night-7 session research state (collision economy, myomer system complete, coolant leaks, the seek 4.0-vs-4.10 drift) + open-questions entry for the seek player version-probe
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J |
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c18929b23a |
KB: manual cross-check -- myomer seek 'Super Charge' top speed is 4.0-manual behavior DROPPED by the 4.10 binary (stat sheets: Normal 143 / Super Charged 182 / Gimped 40 kph; printed ratio 1.27 vs 4.10's vestigial gear ratio 1.43)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J |
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58f49ed942 |
KB: the seek dial's real stake is TORSO TWIST (PowerWatcher zeroes twist while myomers not Ready); generator has no load model -- gears 1-3 identical on a healthy mech
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J |
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cf8618bcb9 |
myomer system COMPLETE -- the 'WAVE 6 mover cutover' was a phantom built on
a misattribution; the authentic couplings are all live
THE CORRECTION [T1]: @004b9550/@004b95b8 ('ConnectToMover'/'Disconnect
FromMover') are MechWeapon::ConfigureMappables/ChooseButton -- their +0x31C
is the weapon TriggerState and **(mech+0x128) is the CONTROLS MAPPER's
button roster (the MECHWEAP.CPP assert string + the trigger-edge detector
@004b9608 sit adjacent in the image). The binary has NO dynamic myomer->
speed feed: AvailableOutput has exactly TWO callers in the whole image --
RegisterMaxOutput (assembly) and the SeekVoltageGraph sampler -- and
speedEffect@0x31C is a published GAUGE attribute.
The authentic myomer system (now fully live):
1. drive heat (#85, this morning);
2. VITAL death -- myomers are the only authored vital=1 subsystem
(BTL4.RES res+0x48 scan): destroying them kills the mech via the #80
vital-crit path (this is also the ram-death mechanism -- myomers are a
0.35-weight collision-rattle target);
3. the assembly-time gait cap: RegisterMaxOutput @004b8ef0 raises
mech+0x7A0 to AvailableOutput(top gear) = base x ~1.4284 -- now called
(idempotent max, per tick; the 0x358 layout lock leaves no latch room)
with real OwnerBaseSpeed/OwnerMaxSpeed bridges; the old per-frame
reverseSpeedMax2 heal that would have clobbered it is garbage-guarded;
4. the ENG-page power curve at correct absolute scale (real base speed);
5. electrical sourcing (low gears run on a browned-out generator).
REMOVED (inventions): the mechmppr `speedDemand *= speedEffect` demand
multiplier + BTMyomersDriveOf + the Myomers ConnectToMover/MoverAttach
family. Damaged-but-alive myomers heat faster and drop the power curve
but do NOT slow the mech (gitea #75's premise is falsified by the binary;
the real damage slowdown is the LEG-damage gimp gait). Seek gears change
heat/sourcing/graph -- never speed.
Verified live: a mech at myomer dmg=0.234 (speedEffect attr 0.766)
beelines at full commanded speed with dmgGain=1.234 heat; 0 faults.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
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31552c0444 |
#88 part 2: the central coolant pull-through -- HeatSink::DrawCoolant was a
return-0 stub; the Reservoir BAR now drops when a damaged mech leaks The user watched the coolant panel's level bar during the leak bench and it never moved -- correctly: a leaking subsystem drained only its own loop, because the slot-14 top-up (DrawCoolant) was stubbed. Disassembled the real base @0x4add00: the draw RECURSES UP the sink linkage, scaling by coolantFlowScale@0x15C per hop, terminating at the Reservoir's supply (@0x4af3b0 -- clamp to [0, coolantLevel], drain the tank, return granted -- already faithfully ported as Reservoir::DrawCoolant). The binary's terminal hop is the bank's slot-14 override @0x4ae8b0 resolving its reservoir connection @0x1D8 (the port's 'helper' member -- not vestigial after all); the port's existing Reservoir-ctor Attach + Reservoir override terminate the same chain equivalently (the extra bank hop scales by ctor-default 1.0). Implemented the base recursion (null-guarded -- the binary calls through the resolved link unguarded; authored topology always links) + a BT_COOL_LOG [resdraw] probe at the supply. Verified live: a destroyed myomer's damage leak pulled the central tank 6.0 -> 5.58 over ~30s ([resdraw] granted lines) -- Reservoir/CoolantMass, the cockpit coolant bar, now visibly drops as a damaged mech bleeds coolant, and DeathReset refills it on respawn. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J |
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a8a0042f28 |
#88: coolant leaks LIVE -- the #64 damageZone shadow was the single break
in the leak chain HeatSink::UpdateCoolant prices the damage-driven leak from the QUALIFIED engine member (Subsystem::damageZone @0xE0): coolantDraw = zoneDamage * heatLoad, with the coolantActive hysteresis (= the ReportLeak attribute the 19 authored leak watchers ride). But the MechSubsystem ctor only ever filled its re-declared SHADOW member (gitea #64, gotcha #1), so the engine member stayed NULL forever, zoneDamage pinned 0, and a coolant leak was STRUCTURALLY IMPOSSIBLE no matter how much damage landed -- Oracle's night-7 report exactly. The #80 crit fix and the #83 collision rattle write real subsystem-zone damage, but into an object the leak reader could never see. Fix: alias the ENGINE base member to the same zone in both MechSubsystem ctors. Every shadow reader keeps working (same object); the engine base Subsystem::TakeDamage latent null-AV (#64 consequence 2) is disarmed; the full #64 de-shadow sweep remains the long-term cleanup. Verified live (solo, BT_COOL_LOG/BT_CRIT_LOG): collision rattle drove a damaged Myomers to [cool] draw = dmg*heatLoad with the level draining; sustained weapon fire rolled real crits ([critroll]) and produced 588 leak-pricing lines. Authored routing extracted from BTL4.RES: collision rattle targets HeatSinkBank 0.3 / Gyro 0.35 / Torso 0.25 / Myomers 0.35 (Condenser+Reservoir authored 0 for collisions); weapon crits select via the zone's crit-entry list. Known-remaining fidelity item (documented): HeatSink::DrawCoolant (slot 14, central top-up) is still a return-0 TODO. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J |
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1570983fde |
#85: myomer drive heat LIVE -- the five Mech motion operands were return-0
shims, so the reconstructed integrator @004b8d18 accumulated zero forever
The integrator, its gates and the heat plumbing were all reconstructed and
running -- but OwnerVelocityMag/OwnerDriveMag/OwnerVelocityY/OwnerMotionGain/
OwnerMass were cross-family compile shims returning 0.0f, so the myomers
priced ratio^2 * damageGain * 0 every tick: ice cold at any seek (Oracle's
night-7 panel-confirmed report).
Operands re-grounded against the raw disasm + decomp and mapped to NAMED
members via a complete-Mech-TU bridge (BTMechMyomerMotionSample, mech4.cpp),
per the databinding rule:
+0x1C4 vec -> localVelocity.linearMotion
+0x82C vec -> localAcceleration.linearMotion (the authentic 15-ring
smoothed AccelerationLastFrame the port already maintains)
+0x20C -> moverMass (the collision divert's cell; the old "motion
gain" label was a misread)
*(+0x250) -> environment gravity (FUN_00421e2c: vy -= **(+0x250)/tick),
via GetEnvironment()->gravityConstant
So the heat physics reads: 0.005 * 1/2 m v^2 (kinetic work, per-tick/no-dt
in the binary -- kept verbatim, frame-rate note documented) + 0.2 * m g
|vy| dt (climb power) + 0.2 * m |v||a| dt (acceleration power), all scaled
by ratio^2 and (1 + zone damage). Restored the binary's fabs(v.y) (the
draft had signed vy -- descending would have COOLED).
Authored tuning extracted from BTL4.RES (18 mech records, one shared
tuning): VelocityEfficiency=0.995, AccelerationEfficiency=0.8, gears
0.3/0.5/0.7/0.9999 rec idx 2; myomer thermal profile 77/1000/2000,
conductance 1.9e5, thermalMass 2.5e5.
Live-verified (solo arena, BT_MYO_LOG + BT_HEAT_LOG): standstill generates
~0; hard circling drove Myomers T 77 -> 1225 (past the 1000 degradation
line) and the coolant loop conducted it back to ~520 equilibrium on
slowing; damageGain live at 1.048 from grind rattle.
Known-inert remainder (filed in open-questions): the climb term reads g=0
because Mover::localEnvironment is never populated in the port
(EnvironmentZone res type 23 unwired); the mover feed (speedEffect ->
locomotion) stays WAVE 6.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
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37dd7f9663 |
collision-pricing audit: restore the binary's crash economy -- two fixes
A. KNOCKDOWN PACING: the 0.4s gBlockCooldown contact-hysteresis is gone. It suppressed the crash knockdown for as long as contact was held, letting the kinematic drive re-slam the obstacle at full commanded speed EVERY FRAME -- continuous full-price crash self-damage, a healthy 65-tonner dead in ~2-3s of grinding (the night-7 SAURON ram death, 110 priced frames at |v|~34.7). The binary needs no guard (crash threshold @0x4ab178 read from the exe = 0.0, dispatch per blocked frame is authentic): the bmp clip zeroes the drive, and a pressed mech re-triggers the knockdown at v>6.3 long BEFORE its grind can price anything -- the type-0 divert's 0.5-pt free floor needs v>~18.5 at 65t. Wall grinding is free taps + paced staggers; only genuine fast arrivals pay. B. RAW RAM DISPATCH: the *0.001 "ram economy normalization" (2026-07-12) predated the #83 type-0 divert and became a double-normalization -- the victim's divert scale (~4e-5) compounded with it, so NO physically possible ram could clear the 0.5-pt free floor: rams were a no-op against the victim while the rammer's own un-scaled crash path rattled for real. The binary dispatches raw [T1 @part_012:15324]; the divert IS the normalizer. Also un-starves cultural-icon crunches (trucks now crush on contact per their authored armor, not after ~19 bumps). Bench (scratchpad/night7/mp_rampricing.sh): - wall leg: 150s full-throttle wall push = 125 paced knockdown binds (~1.2s cadence, iv2 40-43), 4767 crash frames ALL under the free floor, 0 rattle, 0 deaths (pre-fix: dead in seconds). - ram leg: BT_GOTO=enemy + BT_GOTO_STOP=2 rams the peer; raw amount arrives byte-identical on the victim (66239.1 tx == rx), victim prices 2.55 pts internal rattle (first ram damage to a victim in the port's history), pressed follow-ups free, 0 deaths both nodes, 108 knockdowns -> exactly 108 type-5 records on the observer (no skating regression). KB swept: combat-damage.md (the 1.3e6 moverMass mis-attribution corrected to the measured 60-90k tonnage scale), locomotion.md, rendering.md. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J |
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054c3f2eee |
#94: replicant un-wreck now rides the DEATH-STATE EXIT edge -- the zone
falling-edge latch was blind to zone-less (collision) deaths The peer wreck lifecycle listened to two different signals: wreck ON came from the replicated death explosion (unconditional), wreck OFF from a damage-zone falling edge (wasWrecked latch, armed only when a zone crossed >= 1.0 on the observer). The #83 collision damage prices as internal rattle and never moves a zone, so a fresh mech killed by ramming could NEVER un-wreck on peers -- the live respawned mech drove around wearing the hulk (night-7 field report: SAURON's Loki, screenshotted by both observers at the exact minute the log analysis places the ram death). MechDeathHandler::Tick now tracks prevMode and fires the rebuild + warp when the replicated MovementMode leaves the death modes {2,9} -- only Mech::Reset ever does that, and the state rides every record header, so the trigger is cause-agnostic. The zone falling edge just refreshes the cache. Side effect fixed for free: the peer respawn warp vortex now plays for zone-less deaths too (same gate). Bench (scratchpad/night7/mp_zoneless.sh + the new BT_SELF_DAMAGE_TYPE=collision harness option, which dispatches type-0 through the real TakeDamage divert): 14/14 zone-less deaths un-wrecked (mode 9->1) with zero zone rises on the observer; explosive regression leg 12/12 with zone destruction active. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J |
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e91d447405 |
#82 FINAL LAYER: the peer body-channel trn-lock -- a circling limper skated because the peer's turn-arm had no walk-demand yield and the trn speed exit read a dead replicant mapper cell
The master limped clean (218x gimp-cycle records, zero trn) -- a _ReturnAddress trap on SetAnimationState(4) proved ALL peer trn arming came from the port's own mech4 turn-step block, not the type-3 reader. Two dead ends, one root: - mech4 peer arm: gated on !wantsWalk (standSpeed < bodyTargetSpeed), exits trn when walking demand appears -- the leg twin's authentic precedence (part_012.c:12013, the Standing speed test outranks the turn test). - mech2 body case 4: bspd reads bodyTargetSpeed on ReplicantInstance; the local mapper's speedDemand is a dead cell on a peer (reads 0 forever -> no exit). Verified 2-node timeline: arena circle replicant 218x state-24 / 0x state-4 (was 116x trn churn), grass circle 235-clean, knockdowns bounded, 0 deaths. Diagnostics kept: BT_TRNTRAP ra-trap, BT_ANIMIND_CAP, [gimpfeed], [replgimp] extension. KB: locomotion.md trn-lock entry + the dead-mapper-cell lesson. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QRjrTQpJd6u9XyfnUbTB3v |
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14ff3519ac |
#83: the COLLISION DIVERT -- type-0 damage prices as internal rattle, never armor
The crash self-damage reconstruction (
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9c83a468db |
#82 ROOT FIX: reconstruct the crash SELF-DAMAGE -- wall-grinding now hurts,
the knockdown storm self-limits, peers keep the limp
The 'peers see a limping mech skating' report decomposed into a wall-grind
KNOCKDOWN STORM: a gimped mech held against a blocking solid re-crashes each
time its gg cycle rebuilds speed (the gg ceiling is authentically the clip's
natural speed -- bhk1 ~14.9 u/s, ceiling+divisor @0x544/0x548, loader formula
byte-matched -- so iv2 ~222 >> the 40.0 threshold @0x4ab184), and every
type-5 KNOCKDOWN broadcast floors all peers' replicants into knockdown/trn
churn: gliding + leg-lifts = skating. Turning and crushable cars were
A/B-exonerated (grass circling: 198 replicant gimp entries, 17 crunches,
zero broadcasts).
What the binary has that the port lacked -- recovered from the EXPORT GAP by
raw disasm (scratchpad/night6/gap_4a9770.txt, @4aa89f-4aaab4) -- is the crash
branch's tail: fallDirection = worldToLocal(damageForce) (FUN_0040879c, M^T v,
un-normalized), fallScalar = -(fallDirection . localVelocity.linearMotion),
and a self-dispatched TakeDamageMessage{0x64, zone=-1, the engine-computed
collision Damage verbatim}. A wall crash COSTS ARMOR, so the grind degrades
the mech instead of looping forever. That dispatch was the long-standing
'DEFERRED' note in the response policy; now reconstructed.
Falsified en route (comments + KB corrected, do not revive): the stagger's
FUN_004a4c54(1)/(0x20) 'action-request flags' feed NO drive suppressor --
image-wide sweep + full gap disasm show word[this+0x18] is read only by the
net record emitter; the bmp clip applies NO root motion (adv=0 measured); the
'gimp cap 5.8' figure was the BACK-cycle stride printed under a misleading
label (now ggCapL/R; @0x52c has no binary consumer).
Verified (mp_gimpAB rigs): arena1 wall-grind now 4 bounded strikes, limper
dies of its crashes and respawns cleanly twice (START->RESET, no strand);
grass circling unchanged-clean (198 replicant gimp states, 0 knocks).
Rig: pid capture race fixed (a missed winpid left a stale node holding the
-net port -> null runs), per-config sweep added.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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