Answering 'how do the panels split RGB into 3 monitors' from primary sources
rather than inference:
- content/GAUGE/L4GAUGE.CFG (the authentic 1996 pod config) configures each
gauge port with a bit-plane mask AND A COLOUR CHANNEL: Comm=red,
Mfd2=green, Heat=blue on clut2 (the upper row); Mfd1=red, Mfd3=green on
clut1 (the lower row, blue spare); sec/radar = full rgb, rotation 270 (the
portrait CRT). Eng1/2/3 are the engineering-page twins on the same
monitors, swapped in/out via reconfigure() with 'blank'.
- L4GraphicsPort::BuildSecondaryColor (L4VB16.cpp) proves the mechanism at
T0: it walks the palette entries owned by the port's bit group and writes
exactly ONE component (RedChannel->Red, GreenChannel->Green,
BlueChannel->Blue, AllChannels->whole triplet); BlankColor blanks the
group. So one palettized framebuffer emits three independent pictures on
the R/G/B analog lines, and the splitter feeds each line to its own mono
monitor -- which is also what the '1280x480 horizontally spanned' MFD
surface actually is: two VGA outputs x three channels.
Port consequence recorded: the per-panel window path (BT_POD_SURFACES) is
right for per-panel outputs but WRONG for splitter-wired glass, which needs a
channel-composite mode (three planes -> one RGB image, pure primary tints).
ExpandPlaneToBGRA already does the per-plane half. Open: how Nick's cart is
actually wired. Also lands the pod bring-up scratch (ssh helper, layout cfg,
launcher, firestorm repo browser).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The WIP's 'pose does not hold' was a chain of bench-instrument errors, not a
code bug: every capture ran in COCKPIT view (the pilot cannot see their own
legs; the eye-height residual masked as reversion). Joint probes prove the
park holds indefinitely (knee 1.138, root -2.219 steady); the 2-node bench
shows the observer's replicant fully crouched and held (duckmpA_031 -- the
type-3 state record carries it with zero new replication code); the second
scripted press (new BT_BTNTEST2 env) verifies RISE -> standing zeros.
MP button delivery confirmed mode-mask-clean (the one miss was round-start
jitter). Diags added, all BT_DUCK_LOG-gated: SetLegAnimation re-arm tracer,
1 Hz joint probe, RIO press mode-mask, BT_TREE_LOG topology dump, and the
squat-park log. RESIDUAL filed: pilot's own cockpit eye does not ride the
root drop (DPLEyeRenderable chain composition; cosmetic).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The subsystem (sim/toggle/attribute/replication) was already complete; this
lands the missing VISUALS, decoded from MakeMechRenderables @004cef28 case
0xbd8 (raw pseudocode part_014):
- COCKPIT: the 1995 searchlight is a FOG SWAP -- the @00456778/@00456814
watcher switches DPLRenderer::SetFogStyle between the authored fog= (lit)
and nosearchlightfog= (dark) sets per map/time page in BTDPL.INI. The
engine kept the whole system under its real names; completed the stubbed
plane application (currentFogNear/Far) and transcribed the watcher (with
its inverted-cache seed) into TickSearchlight. CONSEQUENCE: night now
STARTS on the authentic dark set (near-plane 5u on arena pages) -- our
builds had rendered the searchlight-ON fog permanently.
- EXTERNAL: spot.bgf beam cone hung on the searchlight SITE joint, shown/
hidden from the replicated LightOn attribute (@0045612c watcher). Site
segments now build geometry-less DCS children (posed + parentable, as the
1995 graph did) -- previously they were skipped entirely.
- searchlight.hpp: commandedOn @0x1DC identified as mountSegment (resource
segmentIndex; the cone's mount joint).
Benches: searchfog.sh (solo cockpit: first-tick dark sync, F5/0x14 press ->
SetFogStyle(2), red-fog probe end-to-end), spotcone.sh (2-node: B's button ->
lightState replication -> A logs "[spot] cone SHOWN (seg 20)"). Cone look
(size/aim on the mount) pending an eyeball pass.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Reconstructs the dark-gap tail of Mech::TakeDamageMessageHandler
(@0x4a02f4-0x4a0890, raw disasm): the three id-0x16 score reports (kill to
the shooter's player / type-0 wire-fidelity / received to the victim's
player) and the BT 0x38-byte VehicleDeadMessage extension {killed-by player,
kill zone} dispatched from the death tail. Retires BTPostDamageScore /
BTPostKillScore and the per-hit inflicted credit (never existed in 1995:
@0x4c0200 is bound in no handler-table entry -- byte-scan receipt in
decomp-reference). Suicides now dispatch and the handler negates the award
(the #134 panic penalty). Collision divert falls through to the death tail
per @0x4a0375 (wall deaths respawn + blast; no score). ScoreMessage fields
renamed to decoded truth (vitalHit/zoneIndex/subsysID) + wire asserts;
console VTVDamaged points_transfered corrected (Round(award), not Now()).
Benches: scorekill.sh cross-node kill (kills=1 award=4.88, killedBy=2:1
zone=3, single death cycle), scoreself.sh suicide (type=2 award=-39.00
kills=0), deathblast2.sh re-verified (72 bursts at ~9u).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The missing half of Advanced Damage, found by call-scanning
Explosion::SplashDamage @0042fad0: TWO callers, not one -- Missile::Perform
(the known #62 path) and 0x4a0bda, the UN-EXPORTED tail of
Mech::TakeDamageMessageHandler itself. Raw disasm @0x4a07b8-0x4a0bda:
when the victim ENTERS dead(9)/eject(10) during the applications, the
binary sets the wreck burning (id 0x17, deferred -- handler not yet
reconstructed), spawns the death Explosion (model 0x31 -- our death-list
visuals stand in), and SPLASHES:
gates : owning player's advancedDamageOn (+0x264) AND NOT
suppressConsole (+0x258 -- eject sets it: PUNCH-OUTS NEVER
BLAST, the authentic anti-suicide-bomb rule)
damage: type 2 Explosive, amount = deathSplashDamage (mech+0x520),
bursts = round(0.001 * moverMass * 15.0) -- scales with tonnage
radius: deathSplashRadius (mech+0x524); per-victim falloff
bursts/dist^1.25 in the shared core
Draco's collision-divert suspicion is settled: the blast is TYPE 2, the
divert never touched it -- the tail was simply never reconstructed.
Port: deathSplashDamage/Radius PROMOTED from the Wword scratch bank to
named Mech members (the bank is one GLOBAL array -- authored per-chassis
values were clobbered to the last-loaded mech); BTSplashCore split out of
the #62 weapon splash and shared; BTApplyDeathSplash + the death-edge arm
in the handler tail; BTPlayerConsoleSuppressed bridge (friend).
Bench (2-node, B parked 8.9u from a self-destructing A): blast fired with
authored madcat data (radius=50, amount=5, mass=75000 -> 1125 base
bursts), B took 73 bursts (falloff exact: 1125/8.91^1.25), cross-pod
delivery + cylinder spray verified on B's own log ([dmghit] type=2
burst=73 across zones). ~365 damage at 9u -- Draco's 'double kills on
drops' economy restored.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Provocations run under the verified [skate] detector: sustained healthy
walking, 7x respawn-while-moving, gimp onset at speed, ~21s of sustained
GIMPED walking (aimed-leg self-damage: BT_SELF_DAMAGE_ZONE=dz_ldleg),
leg-destruction death (authentic: lvl 1.0 -> leg gone -> fall/death; the
mid-session "died of the gimp edge" reading was a capped-print artifact,
retracted), and respawn. ZERO skate anywhere. Peer gimp replication
VERIFIED live: observer reads gl=3 + sim=3 with the gimp bodyStates
cycling for the whole master limp window (#82 remains fixed). Conclusion:
the field skating does not reproduce at lab scale; the detector + SKATE
matchlog record ship with the next cut and the field names the failing
case. Bench scripts archived (skatebench3-7; 7 is the clean-room one --
the sed-derived chains dropped envs twice).
Also: BT_LAMP_LOG=1 joins the field bats (#135 -- lamp/annunciator edge
forensics; near-zero noise, answers leak-no-flash reports in one grep).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The night-12 field logs eliminated record starvation (zero [ghost] during
three observed skating windows), so the bug lives in gait APPLICATION on
peers. This adds the [skate] detector to the death-handler tick: a
replicant moving >0.08 u/frame for 90+ frames with BOTH animation
channels idle (legCycleSpeed + bodyCycleSpeed ~ 0) logs one line per
episode + a SKATE matchlog record carrying the discriminating inputs
(legCyc/bodyCyc/cmdSpd/destroyed/mode).
Honest history: the first build keyed on legCycleSpeed alone and
false-fired on every healthy movement phase -- the current peer
architecture poses joints from the BODY channel (s_peerLegCh=0,
AdvanceBodyAnimation mj=1), so legCycleSpeed==0 is NORMAL there. Caught
same-session by the [gimpfeed] silence (AdvanceLegAnimation never runs
on peers); corrected to channel-agnostic before anything shipped.
Bench (skatebench2.sh, 2-node, autodrive walker + kill every ~40s):
7 death/respawn cycles, ZERO skate hits either side -- no false fires,
and light local conditions do NOT reproduce the field skating. Next
provocations: leg-GIMPED walker (the #82 family transition) and 6-player
load; otherwise the detector rides the next cut and the field names the
failing case for us.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Night-12 field report (Ronin/Conn Man/Oracle, blackhawk-correlated): lock
ring lit with the reticle visibly off the mech + no-reg complaints. Root
cause: TWO port stand-ins answered where the 1995 card (which cast against
the DRAWN geometry) would miss -- the pick's any-object sphere fallback and
the caller's whole-mech AABB fallback. The regime that exposes them: a
LEVEL boresight over a SHORT mech -- the blackhawk's mesh tops out below
eye-ray height, so the ray clears every triangle but pierces the fat cull
spheres; the ring lights with the reticle above the mech's head (the
operator watched exactly this on the sweep bench). Careful aimed-down fire
rides triangles, which is why Oracle's per-panel audit passed on the same
build.
Fix: MechSegmentPick returns 1=drawn-geometry hit / 0=TRUE MISS / -1=no
render tree; the sphere may answer ONLY for a mesh the reader cannot parse
(pm==0 -- currently none exist: counters objs/invFail/noTri all clean);
the AABB survives ONLY as the pre-tree replicant grace. A readable mesh
the ray misses is a MISS -- no lock.
Verified (2-node vs bhk1 at 100u, all runs on force-relinked string-
verified exes after today's stale-link flake):
- LEVEL lock-sweep: 0 locks all run (pre-fix: lock band from 168 sphere
answers; picksrc tri=0 sphereFB=168).
- DOWN-PITCHED sweep: locks return 100%% tri-sourced (tri=158 sphereFB=0),
landing on real parts (rarm/ldleg/rdleg) with honest gaps.
- Full zone-walk matrix: tri=18874 sphereFB=0 box=0; victim took 156 hits
across 16 zones incl. both side torsos -- combat un-regressed.
New instruments (all env-gated): BT_LOCK_SWEEP=<axis> torso pan (the
operator-visible lock-envelope bench), [locksweep] transition log,
BT_LOCK_ENVELOPE synthetic unit-sweep probe, [picksrc]/[pickbox] source
telemetry with objs/invFail/noTri localization counters.
Bench: scratchpad/night12/zonewalk_bhk.sh.
NOTE for the field: locking is now strictly TIGHTER (ring = reticle truly
on the machine). If era testers feel the pods were more forgiving,
Draco's "slight lock linger" memory becomes a deliberate investigation
(sourced hysteresis), not an accidental sphere halo.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 08-03 zone rule (struck SEGMENT's SKL dzone, ALWAYS -> every aimed
torso hit = center torso) was wrong, and era players' pushback caught it.
Byte-level proof: MAD_TOR.BGF zone-tags the hull PER PANEL (dz_utorso x36,
dz_ltorso/rtorso x18, dz_dtorso x16, all four rear panels, searchlight);
the dpl hit result kept GEOGROUP granularity (dplHitGeoGroup, T0); and the
binary's segment->zone map @49db20 has NO runtime caller (raw call-scan:
sole caller = CreateStreamedDamageZone, load time) -- no segment-level
collapse mechanism exists. Oracle's night-10 'only LCT gets hits' audit
was the BUG's fingerprint, not the pod's design.
Fix: MechSegmentPick attributes the struck triangle to its draw op (index
range) and takes the op's .DZM-bound zone -- the #87 armour-darkening
bindings, the same authored patch->zone mapping that already paints the
panels -- with the segment dzone as the untagged fallback. ZoneAimPoint
now aims hull zones at their patch CENTROIDS (all hull zones previously
shared the chest cull-center), which also upgrades the zone walker.
Bench (2-node zone-walk vs spinning madcat, zonewalk_madcat.sh): every
hull panel resolves individually -- utorso 11/12 in-zone, no L/R
mirroring, all four rear panels register; misses are the panel facing the
shooter mid-spin (correct geometry, not misattribution). Victim applied
254 hits spread across every panel family. Was 102/102 hull aims ->
dtorso before the fix.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Operator reports audited vs the binary (full matrix in RESPAWN_REARM_PLAN
addendum):
- VALVES (real gap): Condenser reset @004ae534 was missing from the decomp
export -- raw disasm shows it chains HEATSINK (coolant refill runs; the
old body chained HeatableSubsystem per the stale TCP shard) then, respawn-
side, resets valveState to detent 1 and restores massScale from
refrigerationFactor. Mech::Reset now also runs the binary's tail call
(@0049f788 BTRecomputeCondenserValves) so flow fractions rebuild from the
reset detents. Bench: detent 5 -> death -> "[respawn] Condenser1 valve
detent 5 -> 1".
- #129 SMOKE (real gap, peers-only): the replicant un-wreck edge rebuilt
the model without the @004d0c14 per-entity effect cleanup, so the
observer's last 10s wreck-plume window rode the teleport onto the fresh
mech. BTStopEntityPfx now runs on the edge; bench shows no plume line
after any un-wreck until the next death.
- AUTHENTIC (no fix): weapon->generator taps persist (@004b0e6c only
resolves the link) and MFD display/control modes persist (mapper vtables
0050f45c/0051e440 slots 8-11 = plain root bodies, read from the exe).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The frame-adapter's inferred twist-sign flip (SelectSlice theta -= twist,
vs the binary's += pre-reflection) was the last unverified half of #124 --
every earlier probe ran at twist 0. Bench: stationary madcat target with
the torso PINNED at 0 / +140 / -140 deg, LRM salvos from a fixed shooter
(missiles = the authentic cylinder path; the binary DROPPED zone -1 beam
damage). Result: slice picks track the physically-facing flank in BOTH
directions (twist-left -> right-family zones for left-flank impacts,
twist-right -> left-family), deterministic, wrong-sign outcome (slice 7
vs observed slice 1) clearly excluded. No game-code change needed.
Instrumentation added (all env-gated):
- torso.cpp BT_FORCE_TWIST=<-1..1>: HOLD the sim's analogTwistAxis (the
input-level pin was dead -- live input rides the CONTROLS.MAP device
push, and Basic mode auto-centers; sim-level is plumbing-independent).
- dmgtable.cpp [slice] line: rot flag, live twist, thetaIn/thetaAdj,
chosen slice -- the weighted leaf roll made zone-only logs ambiguous.
- [dmgresolve] now names the zone (BTMechZoneSegAndName).
- mech4.cpp BT_FORCE_TWIST input pin + one-shot mode cycle (kept as doc
of the dead path), mechmppr [mppr] mode probe.
- scratchpad/night11/twistsign.sh: the 3-config bench.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The absolute-pointer scan missed the E8-relative call; the later byte-scan
found it (FUN_004a9b5c+0x10 -- the master performance evaluates eject
permission per frame in the shipped binary). Under deadline pressure the
disproven 'unfinished/dead code' claim leaked back into three comments and
the handoff; swept per the correction mandate.
Settled press model, now stated correctly everywhere: pilot eject = the
pilot KEYPAD bank while armed (+ the PANIC key reporting through that
matrix). The MFD soft keys NEVER pilot-eject in the binary -- every page
routes them to authored functions; the flashing engEject cell is the
INVITE LAMP. The port's page-gated eng-key eject is a MARKED CONVENIENCE
deviation (operator-requested), and the coolant hysteresis is a MARKED
smoothing deviation for a degenerate boundary oscillation -- not
completions of unfinished code.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Re-read the material damage watcher RAW (@004573e4 ctor / @00457784
change-push): 16 floats snapshotted, damaged = pristine x 0.1 (literal at
the MakeMechRenderables call site, watching zone+0x158), linear lerp, 13
floats written back, then FUN_0048d4d4 -- which is "flush_material": a dpl
command-stream marshal (opcode 100) to the i860 division card. The
material->ramp->texel response curve was CARD firmware and is not in
BTL4OPT.EXE; logged as an open question (ask: firmware/DIV docs/period
screenshots).
Field reconciliation, measured live: one 25-pt hit (ERLG class) snaps a
77-pt arm 0 -> 0.3247 in a frame -- "a single missile leaves visible
armor damage" holds under the linear curve for heavy hits; 2-pt ERS creep
(the leg-audit weapon) is the invisible case.
Bench additions: BT_WALK_ZONES=<name-list> walker filter (concentrated
per-region audits, scratchpad/night10/legwalk.sh) + BindArmourDamage
ORPHAN inventory under BT_ARMOR_LOG (proved every drawn op is
zone-claimed on the full tree).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The binary's effect watcher (FUN_0042aa2c) raises
ForceUpdate(DamageZoneUpdateModelFlag) when a zone's damageLevel CROSSES a
band-descriptor threshold (FUN_0042a5f4, master-gated on entity+0x28 & 0xc)
-- that send is how every other pod's replicant learns zone levels
mid-fight. The port's band hub kept only the graphic-state branch, so an
observer's copy sat at 0.0 until destruction: no enemy hull darkening, no
doll movement, ever (the night-10 "no armour discoloration" report).
Restored the level branch with the already-reconstructed DescriptorCrossed
(@0042a5f4) + the master gate on both branches (mesh swap still runs on
every instance). 2-node verified: A-side armour watcher pushed 114 level
changes; every replicant peak matched the master's finals to 4 decimals
(dtorso 0.9321 == 0.9321).
Render path cleared separately (gotcha #23 discharged): BT_ARMOR_FORCE 0/1
A/B captures prove the tint renders (hull -> charcoal at 1.0). Solo
perception is the authentic economy: 2-25 pt lasers vs 68-185 pt pools.
Bench: zonewalk.sh node A now carries BT_ARMOR_LOG + BT_SHOT_EVERY (the
standing zone-replication receipt) + digest_walk.py; armorpx.sh is the
force-pair pixel rig.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
struck drawn segment's dzone, ALWAYS -- the cylinder embellishment removed
The open question ('what zone did 1995 designate for hull hits') was
already answered in the KB's #73 dig [T0+T1]: no software pick writer
exists -- the pod's pick was a dpl scene intersection, struck triangle
-> DCS segment -> its SKL-authored dzone; the cylinder lottery was only
ever the UNAIMED path (missiles/splash/rams). The live segpick dump
completes it with the authored data: the madcat's pickable skeleton is
18 segments -- hip, shoulders, guns, thighs, knees, ankles+toes, and
ONE hull piece (jointshakey -> dtorso). No ltorso/rtorso/utorso/rear/
door/searchlight segments exist. Aimed fire at any torso panel
authentically designates CENTER TORSO; the side/rear/upper panels strip
via the unaimed path.
Changes:
* the shared-carrier -> cylinder override (yesterday's embellishment)
is REMOVED: triangle hit -> that segment's dzone, period;
* SegAimPoint: the walker's hull anchor moves from the joint ORIGIN
(crotch gap -- rays sailed between the legs to the terrain sentinel)
to the carrier segment's cull center (the chest);
* [picktri]/[pickwin] diagnostics grew tri/seg/zone fields -- three
consecutive 'mystery' regressions in this stretch were the STALE-EXE
trap (CWD-relative cmake --build from content/ resolved to a
nonexistent dir and the old binary kept running) -- the harness doc's
warning, hit again.
Final zone-walk matrix (spinning target, real MP, full cycles):
limbs 55/70 in-zone (legs/feet 6/6; arm strays = hull/occlusion);
hull-family aims -> dtorso 56/69; victim consumption matches. The
night-10 field table now reads as this model's fingerprint: 'only LCT
gets hits' from aimed energy IS the pod -- one hull piece, dtorso.
What was actually broken and is now fixed: the sphere mis-picks
(rgun-from-a-dtorso-aim class), the unaimed path's 180-degree frame,
and the vertical scatter.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
approximation retired; shared-hull hits route through the cylinder
The zone-walk matrix caught the pick red-handed: with the servo
verifiably holding the reticle on the dtorso segment, the per-segment
BOUNDING-SPHERE pick returned rgun/ruleg -- the gun pods and legs
thread the ray before the torso from most angles (its own comments
admitted a foot could be unhittable behind its own knee). The 1995
pick was a dpl scene intersection against the drawn geometry.
Restored that semantic:
* BTGetPickMesh caches each segment d3d_OBJECT's triangles CPU-side
once (its own BGF VB/IB, managed-pool locks); MechSegmentPick now
runs sphere PRE-FILTER -> Moller-Trumbore nearest-hit across the
threaded segments' posed meshes; the old smallest-sphere selection
survives only as the no-triangle fallback.
* Segments claimed as CARRIER by 2+ zones (the shared hull: madcat
seg 4 carries dtorso+ltorso+rtorso+utorso+rears) cannot resolve one
zone from geometry -- those hits return zone -1 WITH the accurate
triangle point, and the victim's bit-verified (frame-fixed) cylinder
assigns the panel by band/wedge. Unique carriers (legs, feet, arms,
gun pods) keep the direct zone.
* ZoneAimPoint: the walker aims at a zone's VISUAL center (largest
pick object's cull-center) instead of the segment origin -- joint
origins made feet/lower legs strike the part above.
* Walker upgrades from live operation: 3-column truth (aim/pick/land),
engage gate, damped servo with polarity watchdog, approach port.
Zone-walk verdict (full cycles, spinning target, real MP): limbs 5-6/6
direct in-zone; every hull panel routes CYL; the victim's landed zones
now include ltorso/rtorso/reardtorso/rearutorso/rearrtorso -- the
panels night-10 reported unhittable. Residuals tracked on #124:
rtorso/utorso aim-anchor placement, doors/searchlight small-zone
sample, twisted-torso twist-sign verify.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The precision rig the operator specified: two nodes, target visible,
every zone aimed at deliberately through the REAL reticle/pick path.
* BT_SPIN_SELF=<deg/s> (target node): rotates the node's own viewpoint
mech in place (the BT_SPAWN_AT write pattern per frame) so every
aspect passes the shooter's boresight; the operator watches this
node's paper doll take the hits.
* BT_ZONE_WALK=<secs/zone> (shooter node): walks the target's damage
zones in order, resolves each zone's carrier segment's live world
position (BTResolveSegmentWorld + the new BTMechZoneSegAndName
bridge), SERVOS the torso twist + aim elevation until the centered
reticle ray (BTGetAimRay) points at the segment, fires 3 laser
pulses, advances. [walk] ZONE/FIRE/HOLD on A pairs with [dmghit]
zone/level lines on B.
* scratchpad/night10/zonewalk.sh: launch both + relay, map sed'd to
grass/day, NO kill timer -- the session stays up for observation.
Hard-won servo constraints (documented in test-harness.md so they are
never relearned): the ENGAGE GATE (ray live + range<150 + bearing<1.1;
outside it RELAX the twist -- servoing at the twist limit while the
goto marches is a limit-clamp fight that visibly shakes the mech, and
a 0.55 gate deadlocks against the goto's ~0.55 resting bearing); YAW
POLARITY -1 (the twist cell's angular sense is opposite atan2(x,-z)
world yaw -- operator-observed live, the SECOND witness for the #124
SelectSlice twist-sign flip) with a divergence watchdog that
self-flips; damped correction (gain .40, cap .025/frame -- the aim ray
lags the twist write a frame); and a one-shot approach PORT to 100u
off the target instead of a cross-map march.
First live run: walker cycles zones, settles, fires; the target's
luleg climbed 0.458->0.523 under its own aimed pulses -- aimed shot,
correct panel, damage consumed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Audit of Cyd's hit-model artifact against THE BINARY (user mandate: not vs the
port). res29_scan.py parses the type-29 streams straight from BTL4.RES bytes:
18 streams / 8 distinct confirmed; the 7-wedge cells (BLH band 6, VUL band 4)
and the all-fixed BLH/OWN twist patterns are authored fact; every artifact
spot-check cell matched the raw bytes verbatim. Chassis->table resolved by
live-dump matching (MadCat and Avatar ride DIFFERENT same-zone-set tables).
Authored slice names fix the wedge orientation: FRONT = the +Z arc, W1|W2 seam
= dead ahead -- corrects the #92 comment's W6-frontal claim. Collision type-0
divert re-grounded at 0x4a0361/0x4a036d: rams never touch the cylinder.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
For verifying Cyd's hit-location artifact (the platform serves it to this
session as an unreadable public artifact, so the diff base is published here
instead). scratchpad/night9/hitmodel_groundtruth.txt: every chassis's 7
layers x per-layer slices with zone NAMES and percentages, from the live
BT_DMGTABLE_LOG dump joined against [zone-armor] names.
Structure fingerprints (rot = rotateWithTorso per layer 0..6):
ava/lok/mad/snd/thr/vul rot=0001111 (legs hull-fixed, torso bands twist)
bhk/own rot=0000000 (chicken-walkers: NOTHING twists)
slices: 8 everywhere EXCEPT bhk layer 6 = 7 and vul layer 4 = 7
Variants share tables: lok2==lok1, mad2==mad1 -- '8 distinct chassis' is exact.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
USER REPORT: "when you destroy a mech, it continues to smoke for a very long
time after the mech disappears... up to 30secs to a minute."
MEASURED (new [pfx] timed census with per-def particle attribution): the
death plume (psfx 1 DDTHSMK) was re-armed on a 10s cadence as a WORLD effect
(ownerTag=0) -- so neither the burial transition nor the respawn cleanup
(StopAllEntityEffects) could touch it. The last-armed window kept emitting
over the empty spot for up to 10s after the hulk vanished, plus 6+-2s authored
particle lives, and back-to-back windows stretched the visible tail to the
reported range. The re-arm itself is a marked PORT ADDITION [T3]; the binary
fired DDTHSMK once -- its 10s window + particle lives ended right around the
~17s hulk sink. The authored design: the smoke dies WITH the burial.
FIX: the plume is spawned ATTACHED (BTStartPfxAttached, tagged to the dying
entity -- it also rides the sinking hulk now), and the burial transition calls
BTStopEntityPfx alongside the respawn cleanup that already did. Verified over
a 175s run containing FOUR wreck events (the enemy kill + three player bay-
fire deaths): every plume's emission ends at its wreck's burial or respawn,
particles fade within ~8-11s, no orphan emitters remain.
THE COUPLING (user relay of Oracle: "prolonged smoke and explosion INCLUDING
SOUND... same lever?") -- CONFIRMED as a family: the binary's audio layer
times in FRAME COUNTS converted by the engine frame-rate global:
AudioTime::Seconds_To_Frames == fmul [0x52140c]=28.0; fadd 0.5; round
(@0x42c611, @0x42dd86 -- the 0x42xxxx cluster of the ~90 global consumers)
Our engine's DefaultRendererRate said 30: every audio duration, sequence
delay and compression window ran ~7% fast. Calibrated to 28 [T1]. NOT yet
explained by this: a truly SUSTAINED/looping explosion sound (7% is not
"prolonged") -- the effect stop-path trace stays open on #114/#51.
Tooling: BTPfxParticle carries defIndex; [pfx] census (BT_PFX_LOG, 2s) prints
emitters + particles PER EFFECT SLOT with a timestamp; wrecksmoke.sh.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Two two-node benches close the last stated gap ("no two-node run has watched a
peer's view of an arm death"), the second at the user's insistence on the REAL
field composition after the first used the self-damage scalpel:
1. mp_armchain.sh (scalpel): B self-destroys dz_rarm mid-fight. A's screen
receives the whole cascade -- [zone-repl] dz_rarm lvl 0->1 AND the cascaded
dz_rgun lvl 0->1 -- plus the respawn reset coming back clean (1->0). B's
post-cascade AFC pushes turned out to be the RESPAWN RE-ARM, correct
behavior, not a gate failure. (Also confirmed: the self-damage harness
dispatches a real Entity::TakeDamageMessage -- the identical path a peer's
round takes, so the scalpel and the field share every line from the handler
down.)
2. mp_armgrind.sh (the field composition): stand-off at 180, NO self-damage
anywhere, A grinding B with real cross-pod fire for six minutes. On B:
* 25 incremental arm-zone hits from A's weapons via the cylinder tables
(dz_rgun reached 1.0 from pure accumulation -- 15 cascades on rehits)
* dz_rarm finished by B's OWN AFC bay cooking off (AmmoBinAFC100 BAY FIRE
350, half into dz_rarm) -- itself lit by A's fire crits: peer-originated
end to end
* [cascade] zone 9 -> AFC100 + AmmoBinAFC100 + Condenser6 force-failed,
fire gate refusals logged
On A: [zone-repl] dz_rarm 0->1 and dz_rgun 0->1 -- the shooter SEES the arm
and pod die. B symmetrically received A's torso deaths.
Also: DamageZone::ReadUpdateRecord gets a change-only [zone-repl] diagnostic
(BT_MP_LOG) -- the probe that made the peer side measurable; mp_armgrind.sh
opens with the stale-node taskkill the other benches already had (a leftover
node from an aborted launch joined a later lobby as a third instance).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Answering "are you 100% positive this works for every weapon type" -- it was
not a yes when asked, and the gaps were closed with measurement rather than
assurance:
1. AUTHORED DATA, all eight chassis (zonesweep.sh; the [zone-armor] dump now
carries the zone NAME): every arm zone AND every missile-rack zone on every
chassis authors descend=1 (ava/bhk/lok/mad/own/snd/thr/vul); every gun/rack
zone lists 1-4 critical subsystems; doors are inert (0/0/0); bhk uniquely
adds destroySibs=1 on its arm chain. No chassis is missing the cascade
authoring.
2. WEAPON-CLASS GATES, end to end through a ZONE death (not direct weapon
destruction, which was #86's verification gap):
ballistic AFC100 (projweap gate1) -- dz_rarm, ava1 [prior commit]
energy PPC (emitter gate) -- dz_larm, ava1 [prior commit]
missile NRK5_2 (projweap gate1) -- dz_rmissle, own1 [this pass]
[cascade] zone 12 -> NRK5_2 + AmmoBinNRK5_2 force-failed
[ammo] NRK5_2 -> NoAmmo (gate1): destroyed=1
All three fire-gate code paths are now exercised by the cascade.
3. One anomaly chased to ground rather than waved off: the Owens rack cascade
also killed Avionics/HUD/Searchlight/ThermalSight -- zone 15 dz_searchlight,
an authored CHILD SEGMENT of the missile rack (the sensor mast sits on the
shoulder pod). Authored skeleton + authored descend flag, walked faithfully.
Remaining surface NOT bench-verified, stated plainly: cross-pod -- the cascade
is master-authoritative (crit plugs bind on masters only) and the resulting
alarm states ride the existing weapon update records, but no two-node run has
watched a peer's view of an arm death. The field re-test (Lynx/Conn Man's own
audit, in MP) covers exactly that.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Lynx: "You can destroy an upper arm, and the gun pod is intact and can still
fire." Conn Man's audit: three chassis, both arms, reproducible. And the user
is right that this family was claimed fixed before: #86 gated fire on the
WEAPON's own destruction and was verified by destroying the weapon directly
(BT_KILL_SUBSYS) -- the field scenario was the ARM ZONE dying with the weapon
subsystem healthy, which that bench never reproduced. Oracle's 693-night "I can
still fire destroyed energy weapons" was almost certainly this mechanism.
ROOT CAUSE -- a silent stub. Mech__DamageZone::RecurseSegmentTable @0049cad4
was transcribed faithfully... against three local shim types whose iterators
unconditionally return NULL:
struct SegmentIterator { DZRef *Next() { return 0; } };
struct SegTableX { SegmentRecord *operator[](int) { return 0; } };
The cascade fired on zone death (bench: 72 [cascade] lines), "descended", and
touched nothing. Every line read correct; none of it did anything.
THE REAL WALK (decomp re-read, FUN_0049cad4): iterate the mech's segment table
(mech+0x300, vtbl+0x34 GetNth) to this zone's segment, then
destroySiblingsOnDestruction (Wword 0x68): recurse every other zone on the
SAME segment (seg+0xD0), setting graphic state 2 (Gone)
descendOnDestruction (Wword 0x67): recurse every zone on every CHILD
segment (seg+0xE8 -> child+0xD0) -- the arm takes the gun
The engine ALREADY HAS both structures: EntitySegment::damageZoneTable @0xD0 /
childIndexTable @0xE8 (TableOf is 0x18 -- byte-identical to the decomp offsets),
populated at stream time by JMOVER.cpp:373 [T0]. The stub was never necessary.
Implemented with the engine iterators via two new read accessors on
EntitySegment (SEGMENT.h); the binary's asymmetry is reproduced as-is (the
sibling loop checks graphic state != 1, the child loop does not; re-hits on a
1.0 zone re-run the cascade -- idempotent in effect).
VERIFIED (ava1, self-damage to one zone, autofire everything):
dz_rarm -> [cascade] zone 9 -> zone 17; AFC100 + AmmoBinAFC100 + Condenser6
ForceCriticalFailure'd; "[ammo] AFC100 -> NoAmmo (gate1): destroyed=1";
torso LRM5/SRM2 keep firing (correct)
dz_larm -> [cascade] zone 2 -> zone 6; PPC + Condenser4 force-failed;
"[emitter] 'PPC' fire REFUSED (destroyed=1)" x4998 -- the emitter gate now
logs refusals BY NAME (the FIRED line never named its weapon, which is how
#86's verification gap survived)
regression smoke: frame time 7.13/7.20ms, 0 asserts, 0 cascades in ordinary
combat (they fire only on genuine zone deaths)
Authored data (now dumped under BT_DMG_LOG): descend=1 on exactly the four arm
zones (ava1: 2/6/9/17), destroySibs=0 everywhere -- so legs/torso behavior is
untouched by this change.
KB: combat-damage.md cascade section; reconstruction-gotchas #26 (the
silent-stub trap: a shim that returns EMPTY converts a reconstruction into
fiction that reads correct -- shims must Fail() loudly or log their emptiness).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Oracle (674): "missile appear to register hit explosions twice, once where
target was and again where the target is". Rajel (693): "once where the mech
was when I fired and on the expected impact".
MECHANISM, measured on two nodes (BT_PROJ_LOG "DET at" now logs EVERY contact
detonation, including damage-0 rounds, which were invisible before): the
replicant salvo mirror pushed rounds with NO entity handle at the FROZEN
fire-time aim point, and the pool's contact test is proximity to p.targetPos --
so mirror rounds "contacted" the empty air where the target USED to be and
detonated there, on every peer, every salvo (45 salvos -> 234 frozen-point
air bursts in a 200s bench). The true impact appears at the live position
(the shooter's own homing rounds on his node; the victim's damage reaction on
peers) -- two sites per salvo, exactly as reported.
THE BINARY'S MODEL (CLASSMAP, Missile flight-entity cluster): missiles are
ENTITIES with authoritative/GHOST Performance variants (Projectile
PTR_LAB_005129e8 / 005129f4) and their own WriteUpdateRecord (@4bef4c, slot 7)
-- peers ran ghost missiles updated from the wire and saw the TRUE trajectory.
One explosion, correct place, every node. The frozen-point mirror is the port
infidelity (the entity Missile itself stays blocked by the documented 2007
Entity-base mismatch; mislanch.cpp:301).
FIX: the MissileLauncher update record now carries the locked target's EntityID
(salvoTargetID; EntityID::Null = point fire). The mirror resolves it on the
receiving node via HostManager::GetEntityPointer (engine T0, an index-socket
Find -- NULL-safe on any ID), refuses non-mechs via BTIsRegisteredMech, and
pushes the mirror rounds WITH the handle -- they re-lead on the live local
replicant exactly as the master's own rounds do, and detonate at the true
position. Guards: record-length gate (a short record from an older build has
no ID field -- its tail would be garbage and must not resolve) + Null check +
registered-mech check.
VERIFIED (two nodes, 200s, missile autofire both ways):
* every record arrives len=52/52 with sane aims ([mlrec] diag)
* 22/46 salvos resolve (tgtID=3:22 -> the victim's local master) and their
mirror rounds home: the frozen-air DET population fell 234 -> 102, the
live-homing population rose to 155/207 per node
* the unresolved remainder is BENIGN and correct: EntityID::Null point fire
plus hostID=-1 LOCAL entities -- i.e. the victim's WRECK, which autofire
keeps shooting after the kill; a wreck does not move, so the frozen aim IS
its true position
Downstream expectations: Ronin's smoke-screen (#114) should drop by ~the mirror
half, and the audio census (#32) loses the duplicate Static3DPatchSource
explosion sounds on peers -- both to be read from the next field logs.
Also in this commit: [projectile] DET diagnostic (every contact detonation with
position/damage/handle/aim), [mlrec] record-arrival diagnostic (len/recID/
subsys/counter/aim, capped 200), scratchpad/night9/mp_double.sh.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>