bf87360c429f5fc00a659849624ddd88b1ece9db
10
Commits
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5236d4263a |
Wreck sink (quadratic burial) + ldbr debris field -- the 1996 script completed
Answers "does the wreck fade away?": YES, by sinking. FUN_00456410 (the 1996 sink renderable) computes offsetY = rate * t^2; the hulk's authored rate is -0.025 -> the ~7-unit hulk is fully underground ~17s after the kill. The script also pairs the standing hulk with the LDBR strewn-debris field (12x13u flat scatter), parented together and sinking together. Also verified from the mesh data: BLHDBR (1537 verts -- more than the intact torso) IS the authored Blackhawk wreck: the classic standing-leg-in-rubble sculpt. The "just a leg standing there" report is the authentic art. (THRDBR -- the mesh the 1996 script hardcoded -- parses to ZERO vertices; more evidence the hardcode was an unfinished dev shortcut.) Implementation: SwapToWreck adds the ldbr piece; TickWreck applies the quadratic sink per frame (driven from the dead mech's UpdateDeathState), hides both pieces at burial and reports it so the wreck-smoke re-arm stops with the wreck. DPLStaticChildRenderable::SetOffsetTranslation added (Execute re-reads OrientationMatrix per frame -- same in-place idiom as SetDrawObj). Lifecycle verified live: kill -> 'blhdbr.bgf' + ldbr debris -> smoke re-arm @10s -> wreck buried @~17s -> smoke stops. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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c0fa6bf21a |
Death = the burning WRECK-HULK swap (effect 104) -- the authentic chain, reconstructed
The user was right: a dead mech turns into a pile of wreckage. The authentic
1995 chain, recovered end-to-end:
kill -> the victim's per-mech DEATH ModelList ('blhdead'/'lokdead'/'owndead'/
'thrdead', .RES ids 22-25) -> its authored effects: 104 (the WRECK script) +
1007 (dnboom big explosion) + 1001 (ddthsmk rubble smoke plume) + a damage-
smoke burst (3/4/5/15).
Effect 104 = ExplosionScripts case 4 (part_008.c:2663, LIVE in the 1996 binary;
the "disabled" warning is case 6): loads the destroyed hulk + flamesml/flamebig
flame meshes with sweep flicker. Every mech ships its hulk (BLHDBR/MADDBR/
LOKDBR/... + GENDBR generic); the 1996 script hardcoded thrdbr.bgf (dev
shortcut) -- we use the victim's own.
Reconstructed as BTL4VideoRenderer::SwapToWreck: hide every segment mesh, hang
"<prefix>dbr.bgf" on the tree root (pending-swap if death precedes tree build);
routed from the engine's ExplosionClassID dispatch (effect 104 ->
BTSwapMechToWreck(explosion->GetEntityHit())). The kill now fires the
authentic 'blhdead' resource (manual 7+1 pfx calls removed -- the list carries
1007/1001 itself). Verified live:
[death] firing authentic death list 'blhdead' id=22
** effect_number = 104
[BTrender] wreck swap: victim -> 'blhdbr.bgf'
Follow-ups noted: mesh flames + hulk settle (cosmetic), DeathSplash.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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d9254736ab |
Death is a FREEZE, not a collapse -- fall-latch vestige proven; band-effect impact frames
Task #32 (death collapse animation) resolved by decomp evidence -- BT 4.11 has NO collapse animation; the movementMode 5-8 fall latch (clips 0x1c-0x1f) is an engine-lineage vestige: (1) the clip-table loader FUN_004a80d4 fills slots 0x00-0x1b + 0x20 (bmp knockdown) and returns -- slots 0x1c-0x1f are never written; (2) mech+0x63c..0x648 appear in NO exported function; (3) no fall clip exists in the shipped 27-clip set; (4) firing the latch would bind resource id 0 -- a StaticAudioStream -- as keyframes. Authentic death modes are the FREEZE modes (IsDestroyed == mode 2||9), so UpdateDeathState now settles straight to 9 (was a [T3] mode-5 guess that would trip the garbage latch in the binary). The death READ = freeze + dnboom + ddthsmk smoke plume + destroyed skins + shutdown; the wreck stands. Also: damage-band effects orient toward the ATTACKER (impact frame) via lastInflictingID -- which was declared but never written (recon gap); now maintained by Mech::TakeDamageMessageHandler, unblocking the DamageZone LOD same-attacker redirect too. KB corrected + proofs recorded (combat-damage "Death SEQUENCE", open-questions). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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a3d67cc639 |
Combat visible + killable: Wword root-cause fix, .PFX effect layer, RemakeEntity swap
The 'can't kill the enemy / no visible damage' cluster, root-caused and fixed faithfully: - STEP-6 unaimed path was INERT: the cylinder table was 'cached' at Wword(0x111) -- the recon ABSORBER bank (stores nothing, reads 0) -- so every unaimed hit silently no-op'd. Promoted to the named member Mech::damageLookupTable (binary this[0x111], was mislabeled ammoExpended). New gotcha class recorded (reconstruction-gotchas §2) + sweep; 2 dead multiplayer branches logged. - Fire path migrated off the stale vital-zone aim onto the completed STEP-6 unaimed dispatch (zone=-1 + beam entry point -> cylinder resolves the exterior zone). No more invisible 1-shot kills; death via the authentic cascade (~14 center-mass hits). Wreck stays TARGETED on kill (beams stop on it); scoring latches off. - SendSubsystemDamage AV fixed: unbound critical-subsystem plug guard (43 unbound plugs/mech logged as an open question -- the binding itself is a gap). - RemakeEntity (render damage swap): the 1996 render state machine's missing Remake state, reconstructed as an in-place SetDrawObj mesh swap keyed by each segment's damage-zone graphic state (tree dtor doesn't cascade -> never rebuild). Destroyed arms/guns visibly wreck (the only variants the RES registers). - BT .PFX particle layer (L4VIDEO.cpp): the 1995 explosion/damage effect layer, unported since 2007 (DPLIndependantEffect/ReadPSFX/ExplosionScripts all stubs). Parses the authentic VIDEO/*.PFX definitions via the [pfx_day] psfxN mapping; premultiplied blending renders BOTH families from the same data (additive-style fire + occluding smoke -- DDAM2 is 30% grey, DDTHSMK ramps negative: impossible additively); depth-sorted billboards with a radial-masked grit sprite; impact-frame orientation (.PFX offsets are authored mech-local, -Z = out of the struck armor toward the shooter) for weapon hits AND damage bands (via lastInflictingID, now maintained -- was declared but never written). Both effect-number encodings route (raw dpl <100 + WinTesla 1000+slot carried by the band resources). Death fires the authentic dnboom (7) + ddthsmk smoke plume (1). - Effects anchor at the impact point / damaged zone's segment, not the mech origin (no more fire at the feet). - Dev force-input gates BT_AUTOFIRE / BT_AUTODRIVE for headless fire-chain verification; BT_PFX_ADD=1 flips the particle blend for A/B. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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f914fc040a |
context-system: complete migration -> CLAUDE.md is now a 160-line router (zero context lost)
Full migration of the 2236-line monolithic CLAUDE.md into the progressive-context knowledge graph (per spark-lesson / expert-seed.md), so the deep RE knowledge loads on-demand instead of every session. ZERO CONTEXT LOST: - docs/PROGRESS_LOG.md = the complete old CLAUDE.md, VERBATIM (byte-identical) -- the lossless safety net + the "full detail" quick-lookup fallback. - 18 context/*.md topic files (1343 lines) digest every section (§1-3 -> project-overview, §4 -> content-archives, §5 -> asset-formats/bgf-format, §5a -> source-completeness, §5b/§8 -> wintesla-port, §7/§10 -> locomotion, §10a -> build-and-run, §10b -> reconstruction-method, §10c -> combat-damage + reconstruction-gotchas, §10d -> subsystems, render notes -> rendering, gauges -> gauges-hud, MP -> multiplayer, §9 -> open-questions). - reference/glossary.yaml (53 terms). decomp-reference.md = the offsets/ClassIDs/addresses hub. CLAUDE.md (160 lines) = router: identity, answer/reason protocols, quick-lookup table, evidence tiers (T0 engine-truth / T1 decompiled+verified / T2 reconstructed+runtime / T3 guarded / T4 hypothesis), conventions + DO-NOT (the systemic bug classes), structure. Retains the load-bearing work directives (build recipe pointer, "keep current" mandate). Knowledge graph validates CLEAN (scratchpad/checkctx.py -- all [[links]] + quick-lookup + docs refs resolve; [[name]] -> topic file or glossary term). docs/*.md ledgers stay as the detailed logs; context/*.md are the curated digests that route into them. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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7fc4acb89f |
gauge-complete P4g: MessageBoard reconstructed + registered -> LAST parse-skip cleared (0 unregistered gauges)
The "messageBoard" cockpit primitive (the secondary-MFD comm/status message ticker, L4GAUGE.CFG:4913) was PROSE-ONLY (no bodies/methodDescription) -> parse-skipped. This was the last unregistered gauge primitive. Reconstructed byte-verified (Make @4cb678, ctor @4cb704, dtor @4cb788, BecameActive @4cb7fc, Execute @4cb82c; vtable 0051bddc; sizeof 0xA4). THREE header mislabels fixed (decode + adversarial verify): int enabled -> Entity* trackedMech (a pointer deref'd at +0x190, set by SetSource not SetEnable); previousMessageId/previousNameId were SWAPPED (BecameActive writes 0x9c=-1/0xa0=-2; Execute compares messageId vs 0xa0, name vs 0x9c). Execute blits the strip cell (id -> (id&3)<<7,(id>>2)<<5) + sender name; methodDescription = 4 params (rate, mode, btsmsgs.pcx, color). Registered in BTL4MethodDescription[]. DEFERRED / EMPTY by design (authentic for bring-up): the source is never bound (SetSource has no recovered caller) AND the per-player status queue (StatusMessagePool, btstubs.cpp:62) is a NULL stub -> no status messages exist -> Execute early-returns on the NULL source (safe no-op == empty board). Data read via a BTResolveMessageBoard bridge in btplayer.cpp (a real /FORCE-safe stub returning False; the raw mech+0x190/+0x1dc reads stay in the complete-BTPlayer TU, dodging the databinding trap). The name-cell path is a marked structural simplification to restore when the feed lands. VERIFIED: the gauge parse-skip list is now EMPTY ([gskip]=0 -- every config gauge primitive registered + built); BTResolveMessageBoard resolves (no /FORCE __ImageBase AV); combat TARGET DESTROYED, no crash; gauge composite renders identically (300/77, clusters, radar un-regressed). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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c0d2eb0aae |
gauge-complete P4f: PrepEngrScreen reconstructed + registered -> 12 engineering-screen label overlays build
The "prepEngr" cockpit primitive (the per-engineering-screen static label overlay,
12 CFG calls at L4GAUGE.CFG:4595-4759) was a MISLABELED stub (base Gauge, an Execute
override, mech/screenNumber SWAPPED) with no methodDescription -> parse-SKIPPED, none built.
Reconstructed byte-verified (ctor @4c7bf0, BecameActive @4c7e48, Make @4c7b30; vtable
0051a06c). THREE corrections vs the stub (decode workflow + vtables.tsv proof):
(1) base = GraphicGaugeBackground, not Gauge -- vtable-identical shape to the engine's
BackgroundBitmap (only dtor + BecameActive overridden); (2) the overridden slot is
BecameActive (a paint-on-activation), NOT Execute -- GraphicGaugeBackground has no Execute
virtual, so the Gauge::Execute->Fail->abort hazard doesn't apply; (3) screenNumber@0x6C /
mech@0x70 were swapped. sizeof 0x90.
BecameActive walks the mech roster (databinding-safe GetSubsystemCount/GetSubsystem +
BTGetSubsystemAuxScreen bridge, like VehicleSubSystems::Make), finds the subsystem whose
auxScreenNumber == this screen (1..12), and paints the screen-number numeric + subsystem
label + type-specific label cells dispatched on GetClassID (Sensor/Myomers/Emitter/PPC/
Projectile/Missile/GaussRifle). methodDescription = 9 params (mode, screen, 7 .pcc names).
Registered in BTL4MethodDescription[]. Two raw subsystem reads (heat-sink #, +0x224 label)
are guarded fail-soft best-efforts (marked; the aux-screen bridge label64 substitutes).
VERIFIED: the skip list drops from {prepEngr x12, messageBoard} to just {messageBoard} --
all 12 prepEngr gauges build; no screen-range/crash; boot+sim+combat run; gauge composite
renders identically (COOLANT 300/77, clusters, radar all un-regressed). The prepEngr labels
paint on the Eng (ModeMFD*Eng*) screens, not the default composite view.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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4a4ec6855c |
gauge-complete P4e: SectorDisplay reconstructed + registered -> radar SECTOR X/Z read-out LIVE
The "sectorDisplay" cockpit primitive (Secondary overlay, the radar SECTOR X/Z coordinate read-out) was PROSE-ONLY in btl4gau3 (placeholder Make, no ctor/ methodDescription/registration) -> the config line was parse-SKIPPED and never built. Reconstructed byte-verified from the disassembly (ctor @4c9e10, Execute @4ca07c, methodDescription PE-parse): SectorDisplay : GraphicGauge, sizeof 0xC4. Its Execute reads the linked mech's world position and shows two 100-unit sector numerics: numericA = Round(-localOrigin.z * 0.01) + 500 numericB = Round( localOrigin.x * 0.01) + 500 (rounding = round-to-nearest == FUN_004dcd94, corrected from the reviewer's wrong "truncate" claim; 0.01 const PE-verified; -Z/+X axis + fchs confirmed from asm). Overridden slots: LinkToEntity(9) caches the subject, BecameActive(3, non-inactivating), Execute(16) -> satisfies the container-Execute rule. Layout overflow-locked (static_assert sizeof<=0xC4). Make/ctor/dtor mirror the registered PilotList sibling; the config image name is copied (nameCopy) since Execute reads it per-frame. Registered in BTL4MethodDescription[]. VERIFIED LIVE (BT_SECTOR_LOG): Make port=1 pos=(125,579) image=helv15.pcc gridCached=1; Execute -Z=960.4 X=361.6 -> sectorA=510 sectorB=504 (Round(9.6)+500=510, Round(3.6)+500=504 -- authentic 100-unit sectors from live mech position). Gauge composite renders full, no crash. The skip list is now exactly the two remaining widgets (prepEngr x12, messageBoard). Also: a permanent BT_GAUGE_SKIP_LOG diagnostic (GAUGREND.cpp, gated) that logs each unregistered gauge primitive the dev-parse skips -- the tool that pinned this down (earlier "not built" runs were killed before the lazy gauge-renderer init). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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b91057aadc |
gauge-complete P4c: Condenser dedup + RecomputeCondenserValves -> ValveSetting gauge reads authentic 1/N
Two coupled fixes so the condenser valve gauge (ValveSetting -> coolantFlowScale @0x15C) reads its authentic value instead of garbage/zero. STEP 7 (gating dedup): heat.cpp carried STUB Condenser ctor/dtor/TestClass/ TestInstance/CreateStreamedSubsystem that ODR-duplicated the REAL bodies in heatfamily_reslice.cpp and WON under /FORCE (heat.obj links first) -> the real ctor (which sets valveState=1) was shadowed, leaving valveState=0xCDCDCDCD. #if 0'd the heat.cpp stubs so the reslice ctor (@4ae568, byte-verified: valveState=1, coolantFlowScale=0, massScale=refrigerationFactor, condenserNumber from name) is the sole definition. DefaultData/GetClassDerivations/ResetToInitialState (not duplicated) stay in heat.cpp. STEP 9 (the real writer): FinishConstruction() at the Mech ctor tail was a no-op template stub in place of FUN_0049f788 = RecomputeCondenserValves -> coolantFlowScale was never written (stayed 0). Reconstructed it (byte-verified vs part_012.c:9264): distribute coolant flow across the mech's condensers, coolantFlowScale_i = valveState_i / sum(valveState), with the condenserAlarm@0x1DC change pulse (2-if-flow<=old-else-1, then 0). Walks the populated subsystem roster filtering Condensers via IsDerivedFrom (behaviorally identical to the binary's @mech+0x7cc condenser chain, GUID 0x50e4fc). Wired as BTRecomputeCondenserValves(this) at the Mech ctor post-init pass (binary @9457). _DAT_0049f850 fallback confirmed 0.0f (PE read). Verified: [valve] the Blackhawk's 6 condensers each read flow=0.166667 (=1/6, total=6) for both player + spawned enemy, no every-mech crash; combat TARGET DESTROYED, un-regressed. Diagnostic BT_VALVE_LOG added. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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16f5f545ce |
gauge-complete P4b: AggregateHeatSink 0xBBE -> HeatSink/AmbientTemperature bound (last config NULL cleared)
The 0xBBE heat-sink BANK was built as a plain HeatSink, so the numeric-R cockpit gauge binding HeatSink/AmbientTemperature (L4GAUGE.CFG:4552) had no publisher -> the LAST unresolved config attribute. Reconstruct AggregateHeatSink : HeatSink (ctor @4ae8d0, own GUID 0x50e590), byte-exact + static_assert-locked (heatSinkCount@0x1D0, ambientTemperature @0x1D4=300, helper@0x1D8 0xC link node, sizeof 0x1E4 == factory alloc @9993). Publish HeatSinkCount + AmbientTemperature via a dense-prefix attribute table chained to HeatSink::NextAttributeID (shared HeatSink table unchanged, so CoolantMass/CoolantCapacity keep resolving). Move CreateHeatSinkBankSubsystem into heatfamily_reslice.cpp (needs the class def) and build the real class at factory case 0xBBE; mech.cpp unchanged. DELIBERATE DEVIATION (documented in the class): keep the base HeatSinkSimulation the HeatSink ctor installs; do NOT reimplement the authentic Performance @4ae73c -- it derefs a raw self+0xE0 -> [+0x158] that does not map in our compiled layout (AV/NaN, and runs for EVERY mech), and ambientTemperature is a frozen constant so the gauge reads 300 either way. Authentic relaxation model deferred. Verified: [attr] HeatSink/AmbientTemperature OK; all 50 config attribute bindings resolve (0 NULL); no every-mech crash; combat TARGET DESTROYED, FIRED #41+, un-regressed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |