f4b2a7f87fdfd49f56e541fe05540d7e4b72ae42
119
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
17a81010b4 |
KB: subsystem state audio done (0 skips); inert secondary attrs documented (task #50)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
03f0c21484 |
KB: audio in-game triggering works (mech-level); subsystem audio pending subsystem waves (task #50)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
c75abca857 |
KB: audio backend was STUB DLLs (not just gated) -- now real OpenAL + in-tree WAV loader (task #50)
Correct the audio digest in wintesla-port.md + project-overview.md: the "no sound ever" root cause was that BOTH engine/lib backend DLLs were no-op stubs (libsndfile ordinal-only sf_open->NULL; OpenAL32 imports only KERNEL32). Now real OpenAL Soft + LoadWavPCM; soundbank cracked (241 samples). Only remaining gap = game triggering (AudioEntities). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
52440e13b0 |
Audio: ENABLE the engine (relax dead AWE-card gate) + diagnose the real silence (task #50)
User reported never hearing any audio. Root-caused: the KB "Audio: DONE" was wrong. The OpenAL playback chain IS fully implemented (device/buffers/sources; PlayNote really calls alSourcePlay), but three gaps kept it silent: 1. GATED OFF (the "no sound" root cause): BTL4Application::MakeAudioRenderer returned NULL unless the pod's AWE_FRONT/AWE_REAR AWE32-card env vars were set -- authentic 1995 pod behavior, dead on modern hardware, so the renderer was NEVER created. FIXED: default audio ON (BT_NO_AUDIO=1 restores silence; AWE vars still force-on). Verified: the OpenAL device now opens with no env vars ([audio] device OPENED). 2. Soundbank STUB: allPresets[2][100] (btstubs.cpp) is zero-init -> PRESET_isImplemented false -> 0 buffers load. Sample data exists (AUDIO1/2.RES: EnginePower/LaserAFire/...) but the event->sample map is gone (not in the decomp). STILL OPEN. 3. No triggering: the reconstructed game never creates AudioEntities on events. STILL OPEN. So the device opens but nothing loads/plays yet -- enabling real sound needs the soundbank reconstructed + the game triggers wired (a proper audio wave). Added a BT_AUDIO_LOG trace harness across L4AUDRND/L4AUDRES/L4AUDLVL. KB corrected. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
d624b9b783 |
KB: pod-LAN real-IP path VALIDATED -- not localhost-locked (task #50)
Tested the real-IP config path (not just 127.0.0.1): an egg with this machine's real LAN IP (10.0.0.46) in [pilots] connected + replicated + moved end-to-end between two nodes (Connected to GameMachineHost at 10.0.0.46:1602 / All connections completed! / peer telemetry flowing). Confirms gethostbyname local-address matching + WSAStringToAddressA IP:PORT parse work with real addresses. Recorded the LAN recipe + noted the one remaining unknown: an actual two-physical-machine run (firewall) -- validated single-box via the real IP. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
3224009dc1 |
MP: peer accel/decel "snap" MEASURED ~0.64u (not ~2.9u) -- effectively resolved (task #50)
Went after the flagged ~2.9u peer-motion snap. Added a BT_SNAPLOG diagnostic
(mech4.cpp: logs the re-anchor drift eMag = |authority - dead-reckon| absorbed per
frame) and ran a controlled accel/decel soak: node B BT_AUTODRIVE + BT_DRIVE_SWEEP0
sweeping the throttle through STOP, node A observing, affinity-pinned.
Result: peer drift maxes at ~0.64u (median 0.54u, 18 events >0.5u over 48s), gently
absorbed at k~0.24/frame -- SUB-UNIT, at the noise floor. The ~2.9u figure was stale:
it predated the peer body-channel swap (
|
||
|
|
bc4d6e5597 |
MP: console-death freeze NOT REPRODUCIBLE + fix the latent game-listener-close bug (task #50)
Investigated the "console death froze peer replication" open question (2026-07-14)
with a direct 2-node repro (BT_REPL_LOG on a circling peer, affinity-pinned):
- Clean relay kill -> replicant kept circling smoothly through the kill, NO
disconnect logged, node survived. Replication did NOT freeze.
- Deliberately STUCK console (scratchpad/btconsole_stuck.py: connect, start
mission, then stop recv() while holding the socket OPEN = the exact
"receive pad full -> close never seen" mode hypothesized) -> replicant kept
moving the whole run. Replication did NOT freeze.
Conclusion: peer replication is INDEPENDENT of the console (pods replicate
peer-to-peer over the GAME socket; the console is a separate egg/mission/status
channel). The original freeze was a transient -- plausibly the same single-box
packet-jitter/CPU-contention artifact root-caused in
|
||
|
|
d1ce99402f |
KB: code-first sweep of stub/stand-in claims -> 2 more STALE fixed
Targeted pass on "stand-in / not-wired / stub / no-op" claims, verified against
CODE + runtime (not KB wording -- the trap that hid the peer-warp staleness):
- combat-damage.md STEP-6 "remaining = fix ResourceFindByName no-op -> empty
table" (reads present-tense above the "STEP 6 COMPLETE" header): STALE. The
table LOADS live ([cyl] table 'bhk1'/'madcat'/'ava1' layers=7); the name-load
BYPASSED the no-op ResourceFindByName via SearchList(type=0x14) (mech.cpp:1631).
|
||
|
|
1b5c3bbbd8 |
KB: correct STALE "peer warp not wired" claim -> it IS wired + visible (user-caught)
User observed peer warp spheres in 2-player mode; the KB (translocation-warp.md
frontmatter+body, multiplayer.md frontmatter+body) still called the peer path a
"local-player sphere stand-in until SimulationState/DropZoneLocation replication."
STALE: mechdmg.cpp:1074 fires BTStartWarpEffect at the peer's position gated to
ReplicantInstance, and simulationState rides every update-record header -- so an
observer DOES see a peer's un-wreck/respawn warp. Committed
|
||
|
|
82e6bb306a |
KB: sweep STALE "unfinished" claims -> match landed commits (context-system audit)
4-agent audit cross-checked every open/pending/stub/deferred claim in the context system against git + code. Fixed ~13 stale spots (currency only, no code change), each contradicted by its own file body + a landed commit: - 0xBD3 SubsystemMessageManager (task #7, |
||
|
|
ac599c0d2a |
KB: reconcile STALE peer coupled-motion "COMPLETION PENDING" entry -> DONE (task #50)
The open-questions.md block was the old completion PLAN ( |
||
|
|
aab7a8a137 |
Combat: FIX weapon effectiveRange -- it degraded with heatLoad, not host-zone damage (task #50)
MechWeapon::UpdateTargeting computed effectiveRange = (1 - heatLoad) * weaponRange, reading the weapon's own inherited HeatableSubsystem heatLoad. The authentic decomp (@004b9bdc:6983) reads *(weapon+0xE0)+0x158 = Subsystem::damageZone->damageLevel -- i.e. effectiveRange = (1 - HOST-ZONE DAMAGE) * weaponRange. Same @0xE0-DamageZone-vs- heat misattribution already corrected in HeatSink::UpdateCoolant (heat.cpp:803). Impact: for a charge/discharge weapon (ER laser) the weapon's OWN heatLoad swings 0..1 every fire cycle, so effectiveRange collapsed toward 0 and the weapon was perpetually "out of range" -> Emitter::FireWeapon's `if (dist <= effectiveRange)` gate skipped SendDamageMessage -> NO damage submission and hence NO impact explosion. The beam still rendered (beamFlag/beamEndpoint set before the gate), so the shot LOOKED like a hit but did nothing -- the user-reported "lackluster/absent laser hits, esp. the ER medium, on mechs AND buildings". PPCs mostly worked only because their heatLoad happened to sit low/stable. Fix: read the QUALIFIED this->Subsystem::damageZone->damageLevel (the MechSubsystem shadow is a shim -- heat.cpp:812) so an UNDAMAGED weapon holds its full, STABLE weaponRange, and range shortens only as the weapon's host zone takes battle damage. Verified (parked in range of a building, autofire): laser effRange 500 STABLE (was fluctuating 0/59/340/424 -> mostly out of range); impact explosions 13 in 22s (11 laser id=16 + 2 PPC), up from ~2. Lasers now consistently damage + spawn FX. Also adds env-gated diagnostics used to root-cause this: [fireW] range trace + per-weapon explID (emitter.cpp), and BT_FIRE_AT_STRUCT (mech4.cpp) which designates the nearest world structure so weapon-vs-structure fire can be tested without the screen aim ray. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
de8f6d02c1 |
MP: world structures (garages/walls) TARGETABLE -- boresight ray-tests the static collision tree (task #50)
The boresight's non-mech pick only sampled the VISUAL heightfield (BTGroundRayHit), which on arena1 is a single flat 'sky'-named ground mesh (and class-42 BuildTables likewise holds only 'sky') -- so shots passed THROUGH the garages/walls and only mechs moved the HUD range axis (user-reported regression: "buildings used to move the range axis; now only mechs do, and you can only fire at a peer"). Real fix: the boresight now ALSO ray-tests the ZONE'S STATIC COLLISION SOLID TREE -- the same geometry that already blocks the mech's walk. Authentic engine mechanism: Mover::FindBoxedSolidHitBy already tests the static world via zone->GetCollisionRoot()->FindBoundingBoxHitBy(line). Factored its "static world" tail into Mover::FindStaticSolidHitBy(Line*) (static solids only, no movers), wrapped by Mech::WorldStructurePick(start,dir,range,&hit) (builds the world-space Line, reads the entry point back via line->FindEnd since HitByBounded clips line->length=enter). Boresight pick order is now: closest MECH (PickRayHit, damage zones + lock) -> closest STRUCTURE (WorldStructurePick; occludes a mech BEHIND it; designates the gBTTerrainEntity sentinel + entry point, so the range caret reads the structure distance and NO lock ring draws, mech4.cpp:4529) -> flat ground (BTGroundRayHit) -> sky (fire-at-nothing). Also un-skips arena1's misnamed-'sky' flat ground so the ground tier works (btvisgnd geometry-aware skip + [mapent]/[rendent] census). Verified headless: a BT_WSWEEP horizontal ray-fan on arena1 tracks position (3/24 hits near the boundary -> 17-21/24 inside the interior garage cluster -> 3/24 past it = DISCRETE interior solids, not an enclosing box), no crash/assert/AV. Interactive aim (BTGetAimRay) can't run headless (no window -> noRay), so the sweep is the headless proof; interactive aim is user-verified. Note: FindBoundingBoxUnder (the ground/containedByNode BoundingBoxTree) is DOWNWARD-only (gravity/ground-snap: *height = FindDistanceBelowBounded), useless for a horizontal boresight; the static SOLID tree's FindBoundingBoxHitBy is the only ray-vs-world query. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
49d73dc8e2 |
MP: peer shakiness ROOT-CAUSED as single-box packet jitter (rig, not game) + affinity launcher (task #50)
The residual RANDOM peer shakiness on accel/decel was proven (BT_RXJIT record inter-arrival probe) to be TEST-RIG packet jitter, not the game: two Debug btl4 nodes on one box contend for CPU, so Windows batches their TCP delivery -- records arrive in bursts (max 56-226ms gaps, burstiness 3-7x) instead of even ~17ms. The peer dead-reckons across the gaps then snaps -> random shake. Pinning the nodes to disjoint cores restored even ~17ms delivery (burstiness ~1.0) and the shakiness vanished (user-confirmed 'that was it'). Real pods = dedicated machines, no contention -> never see it. So NO un-authentic jitter buffer -- the coupled body-channel peer (96a896a/f094d78/23f1532) is the authentic + correct finish. - mech.cpp: BT_RXJIT record-arrival-jitter probe (env-gated). - tools/mp_launch.sh: 2-node launcher that pins nodes to disjoint cores (bakes in the fair-delivery condition; documents why). - context/multiplayer.md: the finding, so it is not re-litigated. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
3792a04661 |
Fix throttle-detent Abs() macro bug + KB analog-throttle + slide diagnostics (task #50)
Uncommitted work from the speed-model + peer-motion investigation: - btl4mppr.cpp: the L4MechControlsMapper full-throttle detent used the unparenthesized Abs() macro (STYLE.H:118) on an expression -- Abs(throttlePos - 1.0f) mis-expands to -(throttlePos + 1.0f), always <= 0.05, so the detent snapped throttle to full EVERY frame. Diff into a temp first (same class as the |
||
|
|
47771ba256 |
KB: authentic coupled peer motion DONE -- the single-source gait pipeline (task #50)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
ea39af1ff6 |
KB: peer coupled-motion architecture -- completion plan + session landings (task #50)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
e6ad29d648 |
KB: log the console-death replication-freeze open question (task pending recurrence)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
da80727467 |
KB: autocannon jam/coolant -- SOLVED from decomp, QA behavior CONFIRMED faithful
Reproduced the QA report end-to-end from the decomp + raw-binary-verified constants. The coolant-priority effect is real but fire-rate-dependent: at the ~11s combat cadence, not-boosted jams (T=1058>1000) while boosting the AFC's condenser keeps it below the line (T=953, no jam) -- exactly as the QA described. Max-spam (8s) overheats regardless (why the earlier 'weak boost' read was wrong); 16s never jams. All AFC100 constants verified authentic vs BTL4.RES raw bytes (afc_dump.py). No bug, no stand-in. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
21abe2212e |
KB: autocannon jam/coolant-priority -- mechanism is FAITHFUL + COMPLETE (decomp hunt)
Two-agent decomp hunt on the QA report ('AFCs jam on 3rd shot if coolant priority
not boosted'). Conclusion: the whole coolant->jam chain is reconstructed end-to-end
and FAITHFUL -- the weapon's constant coolantFlowScale=1.0 is authentic (only
condensers' 0x15C is written from the valve, via RecomputeCondenserValves over the
condenser chain mech+0x7cc). Authentic mechanism is second-order-in-equation but
first-order-in-outcome: weapon -> its condenser -> bank; boosting a condenser's valve
share (~5x conductance swing) keeps its weapon below degradationTemp -> no jam.
Distinguished the sticky probabilistic jam (degrad 1000, JammedState 5) from the
self-clearing overheat lockout (failure 2000, weaponAlarm 7). Empirically the port is
directionally correct (~4th-shot probabilistic) but not the QA's deterministic 3rd
shot -- a calibration/scenario question pending QA clarification, NOT a stubbed path.
Do not tune the heat economy to force it without ground-truth.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
|
||
|
|
844edbd2aa |
KB: FX per-zone chain LIVENESS-VERIFIED (BT_CRIT_PROBE solo)
Closed the loop: BT_CRIT_PROBE=8 on solo DEV.EGG drove the full per-zone FX chain end-to-end -- [zonefx] entity 1:321 seg 12 psfx 12/13 -- proving TakeDamage -> mechdmg effect loop -> BTStartZoneEffect -> StartEntityEffectImplementation (segment world-pos resolve) -> BTStartPfxAttached fires live. The 2-node fight harness didn't engage (mechPicks=0, an MP-harness spawn/connect issue, not FX); BT_CRIT_PROBE is the reliable solo liveness path. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
a198e5fb4a |
KB: fix my botched FX entry -- the impact/destruction FX chain IS reconstructed
Reverting a wrong 'correction' I just made: I claimed the six L4VIDRND explosion renderables were STUBBED and 'never draw'. WRONG -- ScalingExplosionRenderable has a real ctor/Execute body, and the impact/fire/detonation FX were reconstructed in the Fire VISUALS ( |
||
|
|
31d338b6ff |
KB: correct stale StartEntityEffectImplementation entry (dispatcher DONE 2026-07-13)
The per-zone effect dispatcher was reconstructed + wired the same day the audit flagged it as 'RECOMMENDED NEXT TARGET' -- the entry was never updated. Correct it: dispatcher done (btl4vid.cpp:889, wired at mechdmg.cpp:1120); the real remaining FX gap is the six still-STUBBED L4VIDRND scaling-explosion renderable bodies. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
8f7b304069 |
KB: mark authentic per-mech turn-rate DONE (task #64b)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
a83995a755 |
Locomotion: wire the AUTHENTIC per-mech turn-rate lerp (task #64b)
The master-perf disasm (0x4aa3d3-0x4aa4ff) computes the yaw rate as lerp(walkingTurnRate@0x574, runningTurnRate@0x578) by ground speed, not a constant. Wired it into the drive, replacing the bring-up constant kDriveTurnRate: - walkingTurnRate/runningTurnRate are now REAL named members. The ctor's `Wword(0x15d)/(0x15e) = model->...TurnRate * DegreesToRadians` writes were NO-OPS -- Wword() returns a shared static scratch cell, so the rates were silently discarded. Now stored + read by name. - The drive (mech4.cpp) computes authTurnRate: base = walkingTurnRate; above reverseSpeedMax(0x538) lerp walk->run across [walkStride 0x534 .. topSpeed 0x34c] with an over-run falloff runningTurnRate/t^2; clamp >=0; zeroed in the death/limbo/airborne leg states (1/2/3) or when deathAnimationLatched(0x650) is set. Falls back to kDriveTurnRate if the model gave no rates. The lerp is a RUN-speed refinement -- below reverseSpeedMax (walk / turn-in-place) the rate is the constant walkTR base; runningTurnRate < walkingTurnRate (a running mech is less maneuverable). Verified headless (DEV mech, BT_TURN_LOG): walkTR 1.309 rad/s (75 deg/s), runTR 0.873 (50 deg/s), turn-in-place + walk yaw at walkTR, no crash. [T1 logic / T2 runtime] Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
35c30bda67 |
Locomotion: replace task-#64 trn stand-ins with the AUTHENTIC dispatcher (disasm-decoded)
The turn-in-place dispatcher lives in the master-perf gap 0x4a9b5c-0x4ab188 that Ghidra never lifted. Disassembled it with objdump (scratchpad/masterperf.asm) and hand-decoded the real logic, replacing the two [T3] stand-ins I had invented: - Entry gate was `commandedSpeed < 0.25*standSpeed` (a near-zero guess). AUTHENTIC (0x4aa505): arm trn when TURNING (|angVel|>1e-4, port proxy = turnDemand deadband) AND speed in the FULL [0, standSpeed] sub-walk range AND turnCapable. trn is gated on TURNING, not on being slow. - Case-4 exit had a ×4 fast-forward + SetLegAnimation(5) invention. Restored the VERBATIM decompiled leg-SM exits (part_012.c:12013): standSpeed<spd or reverse -> Standing, else advance the pivot. Added the master-perf turn-STOP exit (0x4aa5c6): turn stopped -> Standing + legResetLatch=1 (folded into case 4 since the port has no separate master-perf frame). - Body case-4 twin mirrors the authentic exits (mj=0, tracks state for lockstep). The fast-forward was invented to dodge a turn->walk stutter that was ACTUALLY the body channel leaking joints (mj=1) -- already root-caused + fixed by mj=0. The trn->walk seam (legFrm7 cycle-end -> swr legFrm1) is the authentic pose-matched boundary and the same seam the fast-forward version hit, just at the correct release speed. Also decoded (documented, not yet wired) the authentic turn-RATE lerp (walkingTurnRate@0x574 -> runningTurnRate@0x578 by speed; angVel = turnDemand*rate); the bring-up drive still yaws at the constant kDriveTurnRate. Headless-verified (BT_AUTODRIVE/BT_FORCE_TURN/BT_WALK_DELAY/BT_GAIT_TRACE): turn-in- place enters state 4, ramp past standSpeed -> 4->stand->swr->walk, both channels in lockstep. Feel re-verification pending. [T1 logic / T2 runtime] Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
bfdd41bb9d |
Gait: turn-then-walk stutter ROOT-CAUSED + FIXED -- one skeleton writer (task #64)
User repro (100%): turn in place, push forward before the turn stops -> the gait
skips/stutters + visibly reduced bob; standstill starts always clean. Three-layer
fix, user-verified:
1) THE DISPLAY BUG (the actual visible artifact): v5's "body advances first with
mj=1, leg overwrites last, so body drift can't show" was FALSE. Whenever the two
gait channels phase-split, the BODY channel's out-of-phase joint writes leaked
into the rendered skeleton (rhythmic leg skips, averaged-down bob) while every
leg-channel trace read clean -- the leg DATA was fine, the RENDERED pose wasn't
the leg's. v6: AdvanceBodyAnimation(dt, mj=0) -- the body still advances +
projects for replication (records/cycle speeds unchanged) but no longer touches
the skeleton. One writer, structurally; matches the binary's own observable
("body phase drift is locally INVISIBLE in the binary"). BT_BODY_MJ=1 = old A/B.
2) THE SPLIT SEED: the bring-up trn trigger armed only the LEG channel, so a
turn-in-place entry guaranteed the channels re-entered walk frames apart and the
walk cycles ran permanently out of phase. Lockstep: the Standing trn entry arms
BOTH channels the same frame (body case-4 twin added, same rate/keying), gated on
both Standing. The authentic dispatcher (un-decompiled master-perf gap 0x4a9b5c-
0x4ab188, the sole reader of turnDemand/turnCapable) armed both -- the body's
case-4 machinery is dead code otherwise [T1].
3) THE POSE-MATCH INVARIANT: the engine has NO pose blending; transitions avoid
pops purely by authored pose-matched boundaries. The old trn exits cut the pivot
clip MID-STEP (legFrm 7->1 teleport). Now: entry gated on near-zero speed
(turn-IN-place); on forward command the pivot FAST-FORWARDS to completion (x4)
and the authentic finish callback lands Standing at the stand pose -> the normal
pose-matched stand->walk runs. Decompiled reverse abort kept; the standSpeed
mid-clip abort subsumed (it WAS the pose cut). [T3: 0.25*standSpeed threshold +
4x rate stand in for the gap's constants.]
Harness: BT_FORCE_TURN now reaches gBTDrive.turn (was silently inert for the
gait), BT_WALK_DELAY=<s> holds forced throttle then ramps (the turn-first repro),
BT_GAIT_TRACE=1 per-frame gait trace. Regressions: standstill start, turn-entry,
pure pivot loops, run cycle -- all clean, bob full amplitude (1.33/1.32).
KB: locomotion.md v6 section + trn reconstruction + symptom-family closure.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
|
||
|
|
c0a0ec5e69 |
KB: document the searchlight fog-swap latent bug (task #63, left as-is by decision)
Investigation (workflow) found the searchlight-driven fog swap never worked in the ORIGINAL 1995 binary either -- it's a latent bug, not a port regression: SearchlightSimulation (@004b841c) reads requestedOn@0x1E0 (never written) while ToggleLamp (@004b860c) toggles commandedOn@0x1DC; no bridge exists, so lightState @0x1D8 is perpetually 0 (lamp never lights). The self-consistent sibling ThermalSight reads the field it toggles (0x1DC) -- the tell. The port reproduces the bug faithfully (searchlight.cpp:189). Additionally the port never constructs PullFogRenderable, so even absent the bug the swap wouldn't fire. Decision: LEAVE AS-IS + document (faithful to the buggy original); the port keeps the static lights-ON fog= values. A working swap would DEVIATE from the shipped binary (repair the sim to read commandedOn + construct PullFogRenderable at the btl4vid MakeMechRenderables inside pass + a toggle input) -- fully scoped in the KB if ever wanted. No code change this commit. Documented in rendering.md (fog section), open-questions.md (deferred subsystems), subsystems.md (Searchlight). Core per-map/time/weather fog (task #63) is unaffected. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
225fa5951b |
Render: fog searchlight-swap verified INERT + BT_FOG_LOG diag (task #63)
Verifying the searchlight/nosearchlightfog swap (user request): it does NOT work. The arcade swaps active fog between fog= (headlight on) and nosearchlightfog= (off, darker/tighter) via PullFogRenderable::Execute (edge-triggered on the mech's light attrs -> SetFogStyle searchLightOn/Off). But PullFogRenderable is NEVER CONSTRUCTED in the port (grep: only the .h decl + .cpp def; no `new`), and searchLightOn/Off is called from nowhere else. Empirical confirmation via the new BT_FOG_LOG hook: over a 22s run SetFogStyle fired only style 0, zero style 2/3. So fog is static at the searchlight-ON (fog=) values -- normal lights-on play, so core per-map/time/weather fog is unaffected -- but the nosearchlightfog variant is dead. Corrects my earlier "the swap is wired end-to-end" claim (code paths exist, trigger never instantiated). KB rendering.md updated; wiring it back is a scoped reconstruction (bind the Searchlight subsys light state to a constructed PullFogRenderable at viewpoint setup). No behavior change this commit -- diag only. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
083b148bb0 |
Render: FOG restored -- authentic per-map/time/weather fog now renders (task #63)
User: "aren't some levels supposed to have fog?" -- they were, and none showed. BTDPL.INI (the DPL env INI, L4DPLCFG) authors fog=near far r g b (+ often nosearchlightfog=) on EVERY map/time/WEATHER leaf; weather is a fixed egg field (clear/fog/soup). Shipped eggs pin cavern/night/clear -> page dsnitclear (near 90, far 1100, dark blue). The env pipeline resolved + pushed it to D3D, but it rendered INVISIBLE: D3DRS_FOGTABLEMODE=D3DFOG_LINEAR (table fog) derives its factor from the perspective-NONLINEAR z-buffer, so without WFOG the 90..1100 range collapsed to fog-factor ~1 (no fog everywhere). Fix (L4VIDEO.cpp world pass): auto-detect D3DPRASTERCAPS_WFOG -> per-pixel W-fog (smooth, == the arcade dpl_fog_type_pixel_lin); else VERTEX fog (eye-space but per-vertex -> splotchy on coarse terrain tris, so only a fallback). FOGENABLE + the fog mode are re-asserted each world-pass frame (the old one-time set got clobbered per-pass, which is why plain table fog showed nothing). Verified on this GPU: WFOG present -> per-pixel table fog, user-confirmed smooth. Also corrected task #20's false "shipped maps define no fog" comment (it checked .MAP/.RES, not BTDPL.INI). Env hooks: BT_FOGMODE=table|vertex|off, BT_WEATHER= clear|fog|soup, BT_FOG="near far r g b" (now honored on the authored branch too); [fog] resolved/model diagnostics. KB: rendering.md fog section added. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
a9c0d2c854 |
Combat: FIX splash mis-routed onto the direct victim via the msgmgr (task #62)
User: struck a mech ~4x, still standing -- but the [dmghit] trace showed the DIRECT victim taking 16 applications for 8 impacts while the intended splash bystander took 0. Root cause: BTApplySplashDamage delivered splash through the shooter's SubsystemMessageManager::AddDamageMessage, which CONSOLIDATES every damage message of a frame onto the FIRST hit entity (commonDamageInformation. entityHit, messmgr.cpp:279). The direct hit registered the primary as the common entity, so the bystander's splash was consolidated onto the primary too -- the excluded direct victim took 8 direct + 8 mis-routed splash = 2x, and the real bystander took nothing. Fix: deliver splash with a DIRECT e->Dispatch to each victim, matching the T0 source (EXPLODE.cpp:246 target_entity->Dispatch); Dispatch reroutes cross-pod for a replicant on its own. Verified (BT_DMG_LOG): 8 impacts -> 8 dmghit on the direct victim + 8 on the bystander (was 16/0); no death; per-hit 5.83. KB: combat-damage.md warns not to route splash through the consolidating msgmgr. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
fa0b825b60 |
Combat: FIX missile direct damage 6x over-application -- damage once per salvo (task #62)
User live regression: missiles killed a mech in ~2 shots ("takes way more than 2
normally"). Root cause -- DamageZone::TakeDamage (arcade @0041e4e0 == WinTesla
DAMAGE.cpp:379) is `damageLevel += amount*scale` and IGNORES burstCount. So the
arcade's ONE cluster Missile per trigger lands its damageAmount EXACTLY ONCE; the
missileCount/burstCount split is cosmetic for zone damage (only gyro-bounce +
splash-falloff read burstCount). The port re-expresses that one cluster as N
flying rounds and was damaging on EVERY round = ~missileCount x too lethal on the
direct hit (mirrors the splash over-application fixed in
|
||
|
|
145a69f865 |
Combat: FIX missile splash over-application -- once per salvo, not per round (task #62)
Live regression: a clustered bystander died in ~2 missile salvos ("suddenly
lethal"). Root cause, not authentic: the arcade fires ONE cluster Missile per
trigger (burstCount=missileCount) doing ONE SplashDamage event with baseBurst =
missileCount, floored at 1 ONCE. The port re-expresses that cluster as N flying
BTProjectile rounds, and task #62 fired splash PER ROUND -- each baseBurst=1,
each floored at 1 -- so the distance floor was applied N times = ~missileCount x
too much splash.
Fix: BTProjectile.splashBurst tags ONLY the salvo-lead round. MissileLauncher::
FireWeapon passes nmiss (the cluster count) on i==0 and 0 on every other round;
the contact + world-impact splash hooks fire only when splashBurst>0, using it as
baseBurst. One splash event per salvo with baseBurst=missileCount -- matches the
single arcade cluster missile. Replicant mirror rounds carry 0 (damage 0 too) so
the master's cross-pod splash isn't doubled. AC unaffected (not a MissileLauncher;
splash_burst defaults 0).
Verified headless (BT_SPAWN_ENEMY=2 clustered rig, 45s): bystander now takes 6
splash events (1/salvo, baseBurst=6) and SURVIVES (was ~2 shots); primary dies to
direct hits in ~3 trigger pulls (36 missiles == single-enemy TTK); AC does not
splash; no crash. Also: BT_SPAWN_ENEMY read as a COUNT (=2 clusters a bystander
within SplashRadius) for eyeballing splash; entity-id logging on [enemy]/[splash].
KB: combat-damage.md documents the N-round cluster trap.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
|
||
|
|
12fbc023a8 |
Combat: MISSILE SPLASH DAMAGE -- Explosion::SplashDamage reconstructed (task #62)
Area-of-effect blast on missile detonation, from the T0 source EXPLODE.cpp:50-254 (@0042fad0) + the arcade decomp. Fires on ANY missile impact (world or mech) -- the +0x360 gate sits in the Missile::Perform collision branch (part_013.c:10097). Only missiles splash; the AC's tracer is not a Missile. Radius source CORRECTED: it is the ROUND's own GameModel (type-0xf) +0x50, seeded from the launcher's linked AmmoBin ammoModelFile @0x1e8 (part_013.c:8778) -- NOT the launcher's ExplosionModelFile (which resolved to 0). Live-resolved radius = 30 for both MP missile launchers; 0 for AC/Emitters. Burst falloff = baseBurst / dist^exp floored at 1 (arcade 1.25 = decomp 0x3ff40000; WinTesla EXPLODE.cpp:209 drifted to 1.2f). damageType/amount pass through unchanged; only burstCount, radial damageForce, and impactPoint are set. Excludes shooter + direct victim; dist>radius gated; delivered via msgmgr (cross-pod) or Dispatch. New: BTResolveSplashRadius / BTApplySplashDamage (mech4.cpp), hooked at both the world-impact and contact detonation paths; BTAmmoRoundModelResource bridge (ammobin). Env: BT_SPLASH_LOG, BT_SPLASH_TEST (synthetic near-miss), BT_AF_MISSILE (missile autofire). Verified: near-miss dist=15 -> 1 burst to a bystander; live missiles detonate + exclude the direct victim; AC does not splash; no crash. Deferred (T3): per-player enable sub-gate missile+0x360 = BTPlayer+0x264 (writers read as a per-frame toggle, not a config flag) -- port treats SplashRadius>0 as the enable. KB: combat-damage.md + open-questions.md updated. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|
|
4c54f7ef0c |
Ballistic FX: DAFC muzzle flash + autocannon fire replication (task #61)
The autocannon gains its authentic muzzle effect AND becomes visible when an enemy fires it -- the ballistic-FX gap behind "I only see the AC from my own view." MUZZLE FLASH (the genuine shipped effect, not the cut card): - MUZFLASH.BGF is an orphaned/cut asset (nothing references it) -- so it is NOT rendered. The shipped projectile-gun muzzle effect is DAFC.PFX, which BTDPL.INI documents as "the effect used on all projectile guns" (psfx 6 external / 14 internal): an orange fire-smoke blast (btfx:firesmoke1), maxIssue 25 over ~0.2s so the emitter auto-expires = one burst per shot. - BTFlashMuzzle (mech4.cpp) spawns it on the gun-port SEGMENT via the existing BTStartPfxAttached path; the segment frame sprays -Z out the barrel. Hooked at ProjectileWeapon::FireWeapon (the fire edge). Default ON (BT_MUZZLE=0 disables). AC only -- lasers show their beam, missiles their launch. ENEMY AC FIRE NOW REPLICATES (the real find): - ROOT CAUSE: the subsystem-record replication channel EXISTS and works (mech ticks subsystem->PerformAndWatch(update_stream); Entity::UpdateMessageHandler routes incoming records to GetSimulation(subsystemID-1)->ReadUpdateRecord). The emitter (beam) and MissileLauncher (salvo mirror) both call ForceUpdate() so their fire serializes -> enemy lasers + missiles ARE visible on the peer. The AUTOCANNON set only `simulationFlags |= 0x1` (the +0x28 instance flag, NOT the updateModel bit WriteSimulationUpdate walks) and had NO fire record, so its shot never crossed the wire -- the enemy's cannon was invisible. - FIX (the AC twin of the missile salvo mirror): ProjectileWeapon:: WriteUpdateRecord/ReadUpdateRecord (fire counter + aim) + ForceUpdate() in FireWeapon. The replicant edge-detects the counter and mirrors ONE visual round + DAFC muzzle flash from its own resolved muzzle; a null/untargeted aim streaks straight out the barrel (launchVelocity) instead of toward origin. - Verified live 2-node: the watching node logs REPLICANT AC shots + DAFC flashes at the enemy's gun-port (seg 7), aimed shots fly to the real target; no crashes. TRACER: all ACs author TracerInterval=1 (every round is a tracer); the existing amber streak is acceptable-authentic, so no tracer change was needed. KB: open-questions.md -- CORRECTED the (wrong) earlier note that claimed no subsystem-record channel exists; it does, the AC just wasn't using it. Logged the methodology lesson: the coverage audit finds UNWRITTEN functions, not "reconstructed but inert" ones (a function present but never called -- the AC record + the missile mirror both looked done); a LIVENESS audit would catch that class. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
267059ab88 |
Damage economy RECONCILED: 3 stand-ins fixed, 3 paths confirmed authentic (task #60)
Full 5-path audit of the damage economy vs the decomp (5-finder + adversarial-verify workflow), resolving the KB self-contradiction the binary-coverage audit flagged. CONFIRMED AUTHENTIC as-is (no change needed): - Energy beam (emitter.cpp): damagePortion = authored DamageAmount x (charge/seekV)^2; the ctor x1e7 and fire x1e-7 cancel (_DAT_004bafbc dumped from the exe = x87 80-bit 1e-7 exactly). - Autocannon (projweap.cpp): full authored DamageAmount from resource +0x19C delivered unmodified; the 0.0625 at :667 is the shooter's own gyro recoil, not the round. - Zone-armor BASE model: damageLevel += amount x damageScale[type] (engine DAMAGE.cpp:379, called mechdmg.cpp:427), legs x0.5, 1.0=dead. 3 STAND-INS FIXED (all byte-verified against the decomp): - A. mechdmg.cpp:451 -- read the phantom `stance` member (no binary offset, zero writers -> perma-0), so the leg-shot-out -> fall/death branch was DEAD. Now MovementMode() (mech+0x40, @part_012.c:6910). - B. mechdmg.cpp:458 -- guarded the leg partial-failure graphic on the always-0 IsAirborne() stub where the binary calls IsDisabled() (@0049fb54 = movementMode 2||9). On a wreck the binary SUPPRESSES the write; the stub let it corrupt graphicAlarm 9->4/3 -- the task-#52 wreck-graphic bug, now fixed AT SOURCE (was only masked by the IsMechDestroyed latch). - C. mech4.cpp:1551 -- flat kShotDamage=12 fed as the kill-score damageAmount (the KB self-contradiction: task #8 claimed it retired, but it was live). The score handler @0x4c02e4 derives the whole kill award from it, so every kill scored identically regardless of weapon. Now lastInflictingDamage -- the real killing-blow magnitude, latched in TakeDamageMessageHandler (mech.cpp:624), mirroring the per-hit path (mech4.cpp:1207). The phantom `int stance` slot is reused for the new Scalar member (size-neutral, no layout shift); init 0 in the ctor. DEFERRED (task #60-D, documented): the missile CLUSTER model -- the port fires N flying rounds (net armor total authentic) vs the binary's ONE missile with a random burstCount cluster roll (loses cluster variance + single-zone concentration). Blocked on an OPEN decomp semantic (does burstCount multiply armor or only the gyro kick? settle at FUN_004bef78 -> FUN_004be078 -> EXPLODE.cpp:209-210). VERIFIED live: clean build; 2-node fight -> clean center-mass kill (no crash, kills 0->1); [zone-armor] dump confirms per-zone armor 50-140 + legs x0.5. NB the displayed POINTS score still reads 0 -- a SEPARATE open gap (scoreAward + role/team/tonnage multipliers unwired); fix C corrected the damage INPUT to that formula. KB swept: open-questions.md (self-contradiction resolved + task #60 summary + deferred missile item), combat-damage.md (damageScale is type-indexed not even/odd; task-#52 source fix; kill-score section), RECONCILE.md (missile = ONE spawn not N), stale comments in mechweap.cpp (SendDamageMessage is LIVE), mislanch.hpp, mechdmg.cpp (FUN_0049fb54 = IsDisabled). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
2e9c78d604 |
Gait: the AUTHENTIC walk lean -- interior/exterior clip sets, level cockpit + leaning mechs (task #59)
The MadCat (and every leg-mech) leans -8deg into a walk / -11deg into a run --
an authored jointhip (hingex) pose in the EXTERIOR gait clips that the walk/run
CYCLE clips never rebind, so it HOLDS. The 1995 game keeps a separate INTERIOR
('i'-suffix) clip set for the mech you PILOT: those shake jointshakey (cockpit
rattle) and OMIT jointhip, so your own view stays level while everyone else sees
you lean. The port had this entirely dead -- the local cockpit mech pitched
-8deg into the ground (user-reported "staring at the ground").
ROOT CAUSE (two stacked bugs):
- The authentic ctor clip-set gate (@part_012.c:10308-10320) was reconstructed
as no-op stubs: LoadLowDetailBody/LoadHighDetailBody MISLABELED the
FUN_004a80d4/86c8 GAIT-CLIP loader addresses as a "body LOD" pair, so the gate
did nothing and a separate unconditional LoadLocomotionClips always loaded
EXTERIOR clips.
- LoadLocomotionClipsExt (the interior loader) was a stub aliased to the
exterior loader.
FIX:
- Reconstructed the real 4-char INTERIOR loader (byte-exact vs @004a86c8; the
'i'-suffix table dumped from the exe @0x10d74d: swri/wwri/wwli/...; all 18
base clips confirmed present in BTL4.RES for mad/blh/ava).
- Fixed the ctor gate: getenv("L4VIEWEXT") || (instanceFlags&0xC)==4 -> exterior
(replicant / forced external view); else -> interior (local cockpit master).
Removed the mislabeling no-op stubs.
- PORT ADAPTATION (MaintainViewClipSet, per-frame in PerformAndWatch): the port
never sets the replicant COPY bit (all MP mechs build as local masters --
heat-sim/scoring/torso-watcher-connect all run on both, by design), so the
ctor gate lands everyone on interior. Pick the set by VIEWPOINT instead: the
mech you pilot keeps interior (level cockpit), every other mech flips once to
exterior (the lean). Reloads only on a viewpoint-status change; the sets
share stride data so the swap is seamless. Model pointers stashed at ctor.
VERIFIED live (BT_HIP_LOG probe): your walking mech writes jointhip=0 (level);
the peer's replica in the other pod's view leans at exactly -8.0/-11.1deg --
the authored clip values. A/B control: L4VIEWEXT=1 forces the walking master
back to 74 sustained -8/-11 writes.
KB: locomotion.md ("NO walk lean" audit conclusion CORRECTED -- the lean is
authored + sustained + clip-set-specific), asset-formats.md (.ANI parses
pitch/yaw/roll for all joint types; KeyJointPos translation; cycle clips carry
no pitch), open-questions.md (item closed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
|
||
|
|
02cdfd6576 |
Torso: the TWIST goes LIVE -- electrical watchdog chain, centered crosshair, coherent controls (task #57/#58)
The MadCat torso twists, the view turns with it, and targeting follows. Three reconstruction fronts closed: THE ELECTRICAL WATCHDOG CHAIN (why the torso never powered up): - PowerWatcher::UpdateWatch reconstructed (@004b181c, the REAL registered Performance -- PTR @0050f5fc; Ghidra missed the fn start): the watchdog MIRRORS the watched subsystem's electrical level (+0x278), brownout downgrade when gen output <= minVoltage% x rated. @004b1804 relabeled ResetToInitialState (slot 10) -- the old "Simulation" tag was wrong. - The factory watcher-CONNECT pass reconstructed (vtable slot +0x38, @004aee2c/@004b1a40 byte-identical, recovered from raw exe bytes): watchedLink.Add(roster[watchedSubsystem]) on the master node. Was the SubProxy::Start() no-op -- every watchdog sat at 0 forever. - MinVoltageScale = 0.01 (a 10-byte x87 literal @0x4b1924; was 1.0f = permanent brownout) and PowerWatcher's Derivation chains its REAL base HeatWatcher (the HeatableSubsystem stand-in broke IsDerivedFrom for the whole Torso/Searchlight/ThermalSight family). - KB correction swept: derivation tag 0x50e604 = HEATWATCHER (not "HeatSink"); the btl4gaug heat-widget gate now tests it via the BTIsHeatWatcher bridge. THE CROSSHAIR (task #58 forensics, 6-agent workflow + live probes): - The VIEW is TORSO-MOUNTED: jointtorso -> jointeye -> siteeyepoint in every twist-capable .SKL; the camera + canopy ride the same hinge subtree through HingeRenderable's live matrix-stack compose -- ALREADY WORKING in the port. The crosshair stays screen-centered (center IS the boresight); the twist reads on the tape carets/compass/radar. - The real bug was the port's gBTAimX = tan(twist) slew (the falsified "body-mounted view" model): the camera already carried the twist, so the crosshair counter-slid to hull-forward and the fire ray with it. Deleted; the pick ray inherits the twist from the yawing eye basis. - Two instrumentation traps documented (chase-eye-as-default-camera, BT_FORCE_TORSO clobbering real joints -> the hook now only fills unresolved ones); an over-correcting explicit eye compose was added on those false readings and retired the same day. CONTROLS + REPLICATION: - Q/E spring-center on release (the axis is a twist-RATE demand; the old hold-deflection model drifted forever); X also zeroes the axis and pulses the authentic torso Recenter (@004b6918). M cycles control mode via the real CycleControlMode body. - Torso update-record DIRECTION fixed: engine truth is Write=serialize / Read=apply; @004b6a78 is the READ (was mislabeled Write) and the missing WRITE @004b6a1c recovered from raw disasm (recordLength 0x1C, twist/vel/rate at +0x10/14/18) -- kills the replicant's 0xCDCDCDCD -140-degree ghost twist. - Marching-ghost desync: 4 Standing-case guards zero stale reverse cycleSpeed (negative cadence passed the <= ZeroSpeed stop gate). - Kill credit rerouted to the OBSERVED killer (lastInflictingID -> killer's player link) -- kills count, target K/D populates. KB: subsystems.md (watcher chain), multiplayer.md (record direction), combat-damage.md + gauges-hud.md + cockpit-view.md (torso-mounted view re-correction), decomp-reference.md (new addresses + tag fix), open-questions.md (dead capability-roster loops 2-4, snapshot CD read). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
065c114590 |
Impact-FX FORENSICS wave: the i860 specialfx engine, per-round detonations, the ram economy closed
The "we're off the rails" reinvestigation -- a 5-thread evidence workflow
(logs / PFX data / RES model lists / decomp / port audit) + the i860 firmware
decode, then surgical fixes. Every claim tiered; the wrong turns are on the
record in the KB alongside the corrections.
THE OLD-STYLE SPECIALFX ENGINE [T1, firmware-decoded from VREND.MNG]:
rebuilt scratchpad/i860dis.py (binutils opcode table); mapped the dispatch
(data+0xdd0c; sfx trigger 0xf040cda0, install 0xf040cdc0, step ~0xf0413698,
instance init 0xf04128d8); decoded the heat model EXACTLY: per 30Hz board
frame h *= cool_a; RGB_ch = h_old*(h_new*cook_ch - 0.25) + 0.25 (K=0.25 =
the ember floor @VA 0xF080; kill at h <= 1e-4 @0xF0A0); alpha fades cool_b
x RAW dt (PER-SECOND -- the x30 scaling made laser hits invisible); 7s cap;
y_off = the kill plane; "variance" is DEAD DATA (binary reads "variance",
INI authors "varience"). The 13 descriptors (PPCHit/LaserHit/MissileHit/
Chunks/Sparks/Fireball...) parse from BTDPL.INI and render via the BTPfx
layer -- heat bursts draw the FIERY sheet (brightness over fire), .PFX keeps
GRAYSCALE (authored colours: DNBOOM orange, DDAM gray).
HIT-PACKAGE CENSUS [T1, RES byte-verified]: ppchit=[8] lzrhit=[9] mghit=[7,11]
canhit=[11] mslhit=[10,12,1023] explode=[6]; all 8 mech death lists identical.
Effect routing corrected in BOTH consumers: <100 = specialfx, >=1000 = psfx.
"SILVER MIST x5" ROOT CAUSE: SHKWAVE.PFX (mslhit's 1023) authors maxIssue=5
relPeriod=0.2 rate=1 -- the ONE file where rate contradicts the window; the
emitter trusted rate -> 5 shells at exactly 1Hz. Emission rate now always
maxIssue/releasePeriod.
PER-ROUND DETONATIONS [T1 @004bef78]: every missile round spawns its own
ExplosionModelFile at ITS impact (hull + terrain) -- a volley ripples 12
fireballs like the demos; rack-tube launch spread [T3] (GUIDED rounds only --
the slot-0 deflection sent every AFC100 shell 3.4deg left/2.5deg down: the
phantom "4th gold beam"); replicant salvos detonate too (launcher index rides
the visual push). Missile damage bundles through the shooter's messmgr with
the launcher's subsystemID (mslhit fires at the consolidated point; the
binary's dedup CONFIRMED [T1 @0049b784] -- a workflow agent's per-record
claim REFUTED by direct decomp read).
DAMAGE-BAND SEMANTICS [T1]: MechDeathHandler fires the CURRENT band effect on
any damage rise (the binary's changed-flag coalescing) -- a mauled mech under
fire smokes/burns per hit; bands 3/4 are authored fire plumes.
THE RAM ECONOMY -- CLOSED (3 layers, measured live):
1. armor = POINTS (every zone: damageScale = 1/armorPoints, armor 50-140;
the [zone-armor] BT_DMG_LOG dump);
2. StaticBounce prices rams with authored moverMass ~1.3e6 -> ~59,000 pts
@10m/s; the binary dispatches it RAW but pod MP dropped it on the local
replicant (MECH.CPP:986 warns) -- ram damage was NETWORK-INERT; our
task-#47 replicant forwarding surfaced it as a one-shot. Port
normalizes x1e-3 to the point economy [T3];
3. contact EDGE (ramLastVictim/ramContactLinger): the binary's bounce made
separation implicit; our gait-derived velocity re-priced full rams at
60Hz (the respawn explode-loop). One bump = one hit; pressed = BLOCK.
PLUS: sfx size x0.5 + 1.25m visibility floor + hot-phase occlusion [T3];
particle pool 2048->8192 (missile traffic starved laser bursts -- the
"intermittent effects"); replicant beam aging (a lost beam-END record pinned
a stale beam on forever); UV-variant noise stamps (mask-safe mirror/swap);
no scroll on particle stamps (material-path only); BT_FX_TEST/fxshot.py
self-verification harness ([beam-draw]/[zone-armor]/[collide-tx] telemetry).
KB: rendering.md (specialfx engine + census + closeout), combat-damage.md
(ram economy + band semantics).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
|
||
|
|
48c9c8444f |
Fire VISUALS wave: the authored firesmoke sheet, vertex-alpha effect cards, the case-4 wreck dressing
The "fireballs like the demo vids" arc, decomp/content-grounded end to end,
plus the live-play UX batch verified over the same sessions:
FIRESMOKE SHEET (the PFX fireball fix): every firesmokeN_scr_tex in BTFX.VMF
maps the SAME 64x64 tileable noise image bintA (variants differ only in SCROLL
rate) and firesmoke1_mtl colours it through the "fiery" ramp (0.3,0.1,0.1)->
(0.9,0.7,0.3). The particle layer now bakes ramp(lum(bintA)) as its sprite
colour (noise detail in alpha) and SCROLLS it at firesmoke1's authored rate
via a texture-transform; the port's radial soft-edge mask moved to a second
CLAMPed stage so the WRAPPED scroll rolls flame through the sprite without
scrolling the edge away. Old grit x radial bake kept as the no-BINTA fallback.
Impact hits, damage-band smoke and death booms all ride this layer.
AUTHORED TEXTURE SCROLL in the model path: the BMF TEXTURE records carry
SPECIAL " SCROLL u0 v0 du dv" (tag 0x2037); the draw path always supported
per-op scrolling (SetTextureScrolling) but the BGF loader never parsed it, so
every scrolling material rendered frozen. Wired TexRef -> MatInfo -> batch ->
L4TEXOP.doScroll: the flame cards (flamebig/fire5) now roll fire noise.
VERTEX-ALPHA EFFECT CARDS (the "twisted drill bit of fire" fix): FLAMEBIG's
verts carry authored float RGBA -- white-hot base (1.0,0.99,0.97) -> dark-red
tip fading to alpha -0.2 (the DPL clamp convention). The loader kept a flat
batch colour and drew it OPAQUE = a solid orange spike. Corpus sweep: exactly
14 shipped BGFs carry vertex alpha, ALL effect cards (flames, MUZFLASH,
EXDISK_A/B/C, TMST_A/B/C, beam models, DECLOUDS). Such batches now keep the
authored per-vertex gradient and route to the alpha-blend pass, unlit,
colour = texture x gradient, alpha = the vertex fade; sky objects excluded
(drawAsSky + alphaTest passes NEITHER pass filter -- DECLOUDS stays in the
sky pass). MUZFLASH/EXDISK render correctly for free when the muzzle-model
work lands.
WRECK DRESSING (the 1996 ExplosionScripts case-4 transcription): pieces spawn
HIDDEN and reveal 0.25s after the boom (the InstanceSwitch delay, behind the
dnboom flash); flamebig hangs over the pile, Y-BILLBOARDED at the camera
(SetOffsetYaw + a camera-pos getter -- the dpl_SetDCSReorientAxes analog);
the MakeDCSFall settle arms at the reveal with the two authored rates (hulk/
debris -0.025 t^2, fires -0.01 t^2 -- the flames ride above the sinking pile
and die with it at burial). EMPTY-PLACEHOLDER hulk guard: THRDBR.BGF is a
153-byte zero-geometry stub that "loads fine" -- vertex-count check now routes
it to the gendbr fallback (a Thor wreck was invisible). Hulk content census
recorded: AVADBR==MADDBR==VULDBR geometry (palette-only prefix diffs),
RAPDBR==SNDDBR==STIDBR byte-identical -- wreck variety is materials + the
dressing, not unique piles.
LIVE-PLAY BATCH: muzzle resolve uses the named segmentIndex (raw +0xdc read
was layout garbage); forward launch frame (authored MuzzleVelocity +Z vs the
mech's -Z facing); dock-bottom single window (gauge strip appended below the
world viewport, 1100x600 default, BT_DEV_GAUGES_WINDOW=1 restores the separate
window); portrait sec surface unrotated CW; ammo counters live via typed
bridges (BTAmmoBinCountPtr/BTAmmoBinFeeding/BTWeaponAmmoBin -- raw bin+0x180
and a hand-rolled link walk were garbage); fourth fire key ('4' = Pinky);
panel/arc probes de-aliased (%61 prime).
KB: rendering.md (vertex-alpha card family + scroll), combat-damage.md (hulk
census + THRDBR stub), gauges-hud.md (ammo bridges).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
|
||
|
|
bb795e2805 |
MP live-play wave: collision economy, missiles, radar transform, panel polarity, comm ticker
The interactive 2-node playtest wave -- every fix decomp-grounded and live-verified: COLLISION ECONOMY (the ram one-shot): StaticBounce mutates worldLinearVelocity per contact and ProcessCollisionList walks EVERY touched solid per frame; with 2007 terrain-as-solids the reflections compounded x4-x40 within one frame and a walking bump one-shot a pristine mech for 112,375 pts (62-pt authentic economy). Fix: frameEntryWorldVelocity restore per contact (damage always priced at the real approach speed -- all the binary's physics ever saw); Mech::Reset zeroes the mover motion (respawn = teleport); [collide-tx]/[mp-hdlr] telemetry. Gotcha #16 (engine-facility drift class). MISSILES: peer-visible salvos (the launcher record extension carries a salvo counter + aim point; ForceUpdate actually enqueues it -- the dirty flag alone never serialized), the authentic arc (authored MuzzleVelocity vector + the Seeker's 200m/0.1/300 loft + gain-4 steering, decoded from @004beae4/@004bef78), world-impact bursts (rounds detonate on cave geometry instead of phasing through), contact-only damage (flight-cap expiry = fizzle, no more teleport damage), live re-lead, and ballistic (unguided) shells for autocannons. projweap's stale BTPushProjectile extern (the /FORCE signature trap, gotcha #6 corollary) crashed the Avatar's first AFC100 shot -- fixed + sweep rule recorded. RADAR: two transcription bugs made the scope permanently empty -- FUN_0040b244 is the affine INVERSE (not a copy) and FUN_0040adec writes ONLY the 3x3 rotation (never the translation); worldToView now Invert(view) built rotation-first. CulturalIcons sorted out of the moving grid (the phantom red pips were map props), visible-radius culls on all three draw passes, live pip verified at |delta| x ppm px. Gotcha #17 (verify the FUN_ body, not its call shape). WEAPON PANELS (the frozen-dial hunt): the binary's *(subsystem+0x40) means FAILED -- the recon's 'operating' name was backwards, inverting the destroyed-X lamps, the panel look, the children enable and the ready-lamp gate (which had NEVER executed). Polarity chain corrected end-to-end (failedState, fed by real damage saturation). Root cause of the freezes: MFD page-mode gating -- the dev composite shows ALL pages at once, so off-page dials legitimately stopped; under BT_DEV_GAUGES the 15 page-plane bits stay active (the exclusive secondary trio untouched). The SEH gauge guard now names its kills; repaint-heal resets the incremental arc after panel repaints; [panel]/[arc] probes added. COMM/SCORE: MessageBoard LIVE (the engine already shipped the whole Player__StatusMessage queue; wired the binary's one producer -- the kill branch, victim's name, 6s -- plus the consumer bridge and a lazy source bind); MP DEATHS counted via the observed-death tally (each node scores every pilot from locally observed events, the same model as the KILLS credit) and the -2/-1 engine seed clamped for display. DEV UX: node-tagged window titles (-net port), gauge panel reworked (1320x480, true 4:3 MFD cells, the portrait secondary UNROTATED upright, linear filtering, BT_GAUGE_SCALE), fixed close spawns via BT_SPAWN_XZ, Boreas flies an Avatar (first second-chassis live outing). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
dd27238ceb |
Gauges: the CLOSEOUT wave -- radar pips, Myomers dedup, attribute parity, ledger sweep (tasks #14-#17)
TASK #17 -- AUTHENTIC RADAR SYMBOLOGY (the cross-blip stand-in retired). The recon proved the 'missing pip raster set' never existed as BT game code: pips are the ENGINE's L4GaugeImage vector-stroke system (T0 source in tree, L4GAUIMA.cpp == FUN_0046f0c0 line-for-line), the 'pip table' is L4Warehouse:: gaugeImageBin keyed by Entity::resourceID, and BTL4.RES ships 110 type-0x12 shapes (every mech/vehicle/building/tree). The six btl4rdr stubs are wired to the real facilities: contacts draw their authentic model silhouettes with LOD selection, the target gets the binary's 4px-inflated box highlight, and player-name labels resolve via Mission::GetSmallNameBitmap (the prebuilt 64x16 egg rasters keyed by the player's bitmapindex). DECODED: the invented 'VideoObject' was Entity::owningPlayer all along (+0x190; nameID = playerBitmapIndex@0x1E0, target = BTPlayer::objectiveMech@0x284 -- new bridge BTPlayerObjectiveMechOf); the 'LabelledEntity' class is Landmark (cultural.h; label path dormant -- no landmark content ships, no runtime landmarkID writer). The L4GREND BT_DEV_GAUGES warehouse guard is removed (its AV had a different culprit, below); resource type 18 corrected to GaugeImageStream in decomp-reference (was mislabeled 'ModelList'). TASK #14 -- the Myomers ODR duplicate ELIMINATED: the powersub.cpp/hpp 'Myomers' (classID 0xBC3 -- actually Sensor) is retired whole; it duplicated ?DefaultData@Myomers@@ against the real class (dumpbin-verified) and /FORCE picked the winner by link order. The real Myomers (0xBC6) now chains PoweredSubsystem's handler set (ids 4-8) and publishes its SEVEN binary attributes (@00511588: SpeedEffect/Current/Recommended/Min/MaxSeekVoltage- Index/SeekVoltage/OutputVoltage) -- the old empty unchained index starved the Myomer engineering panel of every resolve. TASK #16 -- attribute parity: MechWeapon publishes the FULL binary table @0x511890 (11 entries; ids renumbered to binary truth -- the port aliases had squatted the binary's DistanceToTarget/TargetWithinRange ids; the streamed TriggerState 0x13 binding unchanged). Binary names resolved two TODO members: pipState -> estimatedReadyTime (attr 0x1A), and the EXT-model flag is the binary's RearFiring (0x1B). ThermalSight LightState published. HUD (offset conflicts) + missile-side tables (id encoding suspect) documented for a re-dump instead of publishing blind. THE CRASH THIS EXPOSED [T2, cdb-verified]: gotcha #11's dense-table gap is a LATENT AV, not a guaranteed one -- the old table's 0x0D..0x12 gap (task #5) survived on heap luck; the renumber reshuffled allocations and Find() AV'd on a garbage entryName in WeaponCluster's PercentDone resolve. Fixed with five named PAD entries (the mech.cpp attrPad idiom) + a static_assert locking the pad base to PoweredSubsystem::NextAttributeID. Gotcha #11 amended with the proof. TASK #15 -- stale-ledger sweep: GAUGE_COMPOSITE ('composite not yet built', Reservoir shadow, PlayerStatus/vehicleSubSystems 'remaining', valve-dormant- until-0xBD3, sensor guard, the superseded 'Heat MFD near-static' reframe -- all banner-corrected), gauges-hud frontmatter, L4VB16 + powersub comments. Verified live: 50/50 config attribute bindings resolve, 0 NULLs, 0 parse skips, mech spawns and simulates 31/31 subsystems, no cross-blip fallbacks, the pip cache fills through entity registration without the old guard. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
80cadc98c7 |
Cockpit: the COOLANT VALVE control -- the heat-management triad completes (task #13)
The pilot's third heat tool: Condenser::MoveValve (id 4, the Condenser handler table @0x50E52C -- PE-verified, exactly one entry) registered via the order-proof function-local accessor and GUARDED by the real FUN_004ac9c8 (task #12's BTPlayerRoleLocksAdvanced rookie-role bridge -- the old deferral note blamed the 0xBD3 messmgr, a stale misattribution, swept). Each press cycles the valve 1 -> 5 -> 50 -> 0 -> 1 and RecomputeCondenserValves re-shares the fixed total coolant flow across all six condensers -- opening one valve wide starves the others: the pilot's cooling-triage lever. Desktop: 'C' cycles the selected condenser's valve (BT_VALVE_SLOT picks the roster slot; default Condenser1). BT_VALVE_TEST scripts a headless press. Verified live: press -> "[valve] condenser#1 valveState=5 flow=0.5 (total=10)" -- exactly the authored redistribution math (5/(5+5x1)), through the real role gate. The heat-management triad is now complete and all-authentic: G + fire buttons = regroup weapons across buttons (task #6) F5-F8 / F9 = reassign weapon generators / mode (task #12) C = coolant valve triage (task #13) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
d7b900d108 |
Cockpit: GENERATOR POWER ROUTING -- assign weapons to generators (task #12)
The pilot's second heat-management tool: the PoweredSubsystem message table
@0x50F4EC (ids 4-8) registered and implemented -- SelectGeneratorA-D
(@004b099c..@004b0a74: FindGeneratorByNumber roster walk on generatorNumber
@0x1E0 -> AttachToVoltageSource re-tap with tap accounting -> modeAlarm
Connected) and ToggleGeneratorMode (@004b0abc: Manual -> Auto -> detach+Manual
cycle). Weapons inherit via the MechWeapon handler chain. Desktop: F5-F8
assign the selected weapon (BT_CONFIG_SLOT) to Generator A-D, F9 toggles
reconnect mode; BT_GENSEL_TEST scripts a headless verify.
Verified live end-to-end: dispatch -> handler -> re-tap ("PPC_1 ->
GeneratorD (tapped)") -> the charging I^2R physically moved (GenD cold ~90K
baseline -> ~1570K carrying the PPC; GenA relieved), stable over a sustained
autofire soak with thermal-breaker trips.
FOUR defects found and fixed on the way [all T1/T2]:
- THE e17 HEAT EXPLOSION: Generator::SourceLevel misread *(this[0x38]+0x158)
as linkedSinks->heatEnergy; it is the engine-base DamageZone @0xE0 ->
damageLevel [0..1] (the same named-member pattern as the bank radiator's
zone read). A breaker-restarting generator emitted (1 - 4e8) x 10000
volts; squared through the customers' I^2R feed, one restart blew the
whole thermal network to e17. Authentic: a damaged generator yields
proportionally less voltage.
- FUN_004ac9c8 is NOT "IsDamaged": raw body = owner -> mech+0x190 player ->
roleClassIndex(+0x274) == 0 -- the ROOKIE-role lockout for advanced
cockpit systems. New bridge BTPlayerRoleLocksAdvanced (NULL player =
unlocked [T3]; bring-up role 2 = unlocked). The old stand-in gated the
handlers off permanently (healthy subsystems have simulationState==1).
- MESSAGE_ENTRY tables must be FUNCTION-LOCAL statics inside the accessor:
as namespace-scope arrays they are read by other TUs' static-init chains
before their own initializers run -- Build copies zeros and every id in
the table is silently dropped (ids 9/10 only worked by TU-order luck;
both tables relocated; gotcha recorded, reconstruction-gotchas #9).
- The AutoConnect hunt scanned GetSegment() -- the raw @004b0bd0 walks the
subsystem ROSTER (+0x124/+0x128); EntitySegments were being cast to
Subsystems (the classic +0x128 gotcha).
Also: the dense handler table's GAP slots (skipped ids) are uninitialized
heap -- the name-based Find strcmp-walks them and AVs; diagnostic probes use
the id-based Find only (the 1995 binary's own tables carry the same holes).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
|
||
|
|
092408041c |
Cockpit: the CONFIG-MODE weapon-regrouping session + the live-play fire fixes (tasks #6+#11)
TASK #6 -- the pod's in-cockpit weapon regrouping, fully reconstructed and live-verified (hold-configure -> tap fire button -> toggle membership -> release-commit): - MechWeapon handlers id 9 ConfigureMappables @004b9550 / id 10 ChooseButton @004b95b8 (binary table @0x511860; the old "Myomers fns" mislabel swept) + the GetMessageHandlers() accessor chain through Emitter/ProjectileWeapon/ MissileLauncher/GAUSS/PPC (empty per-class sets swallowed dispatch). - Mapper vtable truth: +0x38 EnterConfiguration / +0x3C ExitConfiguration / +0x40,+0x44 AddOrErase evt/dir. No "secondary vtable @0050f498", no "CreateTemporaryEventMappings" virtual (RP-name drift; swept incl CLASSMAP). L4 Enter/Exit rebuilt complete: StartMappableButtonsConfigure (the NonMapping 0x10000 <-> Mapping 0x8000 mode flip + the gauge's active-weapon latch) + the held-button re-arm + the 4 fire-button temp maps; only the RIO mapper implements the toggle (Thrustmaster no-ops = can't regroup). - MechSubsystem +0xE8/+0xEC corrected to controlDestination/controlMessageID (ex hostEntity/subsystemId2 mislabel); MechWeapon ctor defaults the destination to &fireImpulse (@004b99a8). - ConfigMapGauge state loop reconstructed (PE-recovered DAT_00518eb4 table; buttonGroup GetMapState sampler -- the "needs ModeManager" guard rationale was wrong). Finding [T1]: the shipped binary NEVER enables this gauge (no SetColor caller) -- authentically dormant; BT_CONFIGMAP=1 is the dev enable. - Dev harness: HOLD 'G' opens the session (BT_CONFIG_SLOT picks the weapon); BT_CONFIG_TEST scripts a headless verify. @004afbc4 corrected to its real Fail-trap body (the guessed AddOrErase(NULL) body would corrupt groups). - Bonus [T1]: the binary MechWeapon ATTRIBUTE table has ELEVEN entries (PercentDone..WeaponState) -- "TriggerState is the only one" was wrong. TASK #11 -- the user-reported live-play regressions (both real bugs): - PHANTOM FIRE: the mech4 bring-up shot block painted an explosion at the victim on its OWN 0.3s cadence whenever fire was held -- desynced once the authentic recharges landed. Retired (the real impact visual flows from each discharge via the messmgr SubmitExplosion). - WEAPON BRICKING (the "cuts out" bug): the Loading->Loaded snap window (+-0.01 around seekV) assumes the pod's LOCKED 60 fps; one port dt-spike jumps it, the byte-verified >1.0 clamp (_DAT_004ba830=0) zeroes readiness, and the weapon sticks in Loading at level ~10000 forever (observed live). Fixed with pod-frame (1/60s) sub-stepping of the binary's own Loading tick -- also fixes the I^2R integral over-heating generators on big steps. NEW GOTCHA CLASS recorded: reconstruction-gotchas #12 (frame-pacing trap). - Duty-cycle measured (max-rate autofire): generators equilibrate in the degradation band (recharge stretch ~3.5-4.4x), the FailureHeat breaker never trips solo, PPCs sustain ~11.8-damage full-charge fire. The slow kill pacing and recharge gaps are the AUTHENTIC heat economy; the pilot's counters (this regrouping UI, generator reassignment, coolant valves) are the reconstruction queue. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
4e63a7b6c3 |
Heat: THE AUTHENTIC ELECTRICAL MODEL -- weapons recharge from generators (task #10)
Task #10 set out to fix "scrambled linked-sink routing"; a [heat-link] attach log proved the routing was NEVER scrambled (every subsystem links its authored condenser exactly; the "pools in Condenser1" read was the diagnostic-sampler aliasing trap). The real defect: emitter.cpp's local FUN_00417ab4 stub returned NULL, so the whole electrical model was inert and the E7 force-charge recharged every emitter in ONE frame (~0.3s cycle, 1501 fires/90s, ~1.7e9 heat/s -- the "runaway"). Landed authentically [T1: disasm + byte-verified constants]: - Emitter ctor @004bb120: seekVoltage = authored fraction x generator ratedVoltage (10000); EC = energyTotal/(seekV^2 x 0.5); voltageScale@0x310 = (RechargeRate / -ln(1 - 1e-4 x seekV)) / EC -- charge reaches seekV[rec] in EXACTLY the authored RechargeRate (PPC 5s, ERL 4s, SRM 3s, ERM 2s) cold. Owner-flags ctor gate (the usual gotcha; the this-flags read never armed). - PoweredSubsystem::ChargeTimeScale (@004b0d50, was a =1.0 stub): voltageScale x (1 + thermalResistivity x srcTempRise) -- hot generators charge slower. ("voltageScale is never read back" was wrong; corrected + swept.) - TrackSeekVoltage @004ba838: charging I^2R -> the GENERATOR's pendingHeat (~3.5e8/full PPC charge) -- generators self-heat, conduct to their authored condensers, and throttle further charging. The feedback economy closes. - FailureHeat consumers found: this+0x184 == 2 gates BOTH weapon families (@004baa88 emitter: reset firing + hold charge 0; @004bbd36 ballistic: recoil=rechargeRate + alarm 7). Emitter::GetFaultState un-stubbed. - ProjectileWeaponSimulation @004bbd04 opens with call 0x4b0bd0 (disasm) -- launchers now run the powered/heat step (their firing heat previously accumulated in pendingHeat forever). - heat.cpp: per-instance BT_HEAT_LOG census (the old shared-static 1-Hz sampler aliased); [heat-link] attach log; the stolen-else Verify restored. Verified live (120s max-rate autofire): PPC ~470-500 (was 55,000), bank plateaus ~600 and sheds to ambient, generators 1100-1400, ERMLaser self-regulates at the authored 2000 failure threshold (shutdown-cool-resume). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
4ed2bbc293 |
Heat: authentic 1e7-unit heat + the ambient radiator land (task #9)
- Emitters: heatPortion closed form = heatCostToFire x 1e7 x (charge/seekV)^2 (PPC 1.1e8 -> +632K on its own sink); the missing projectile/missile heat adds (raw -- resources author pre-scaled 1e7 units). - The bank's AMBIENT RADIATOR @4ae73c reconstructed (the system's ONLY heat exit; conductance x 0.1 x HeatSinkCount -- _DAT_004ae974 float80 = 0.1) + the link-attach guard corrected (skip = the 0xBBE bank, not Condenser; the inversion blocked condenser->bank links and closed the system). - Constant corrections (all byte-verified float80s): coolant epsilons 0.0025/0.003/1e-4 (was a single 1e-4 serving three sites); CoolantCapacityScale 0.05 (was 1.738). - Verified: heat flows + exits; max-rate autofire overheats weapons into the authentic heatLoad range-cutout (thermal spam unsustainable by design). - KNOWN REMAINING: linked-sink routing scrambled (heat pools in Condenser1; authored map says PPC->C4/C6) -- the heat-stream offset audit, filed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
fd055281a8 |
Combat: THE AUTHENTIC DAMAGE ECONOMY -- authored per-weapon amounts through the real fire chain (task #8)
Three root causes, all fixed: 1. kDamageScale was 1.0 -- _DAT_004bafbc is an x87 float80 = 1e-7, cancelling the ctor's x1e7: damagePortion = authored DamageAmount x (charge/seekV)^2 (closed form at fire time; madcat AC=25/LRM=50/ERLL=6, bhk1 PPC=12/SRM=35). The observed "0.25" was the degenerate EC=1 fallback, never authored data. 2. CheckFireEdge NaN latch: TriggerState carries ControlsButton INTS; the release value (-65) is a negative NaN. The binary's x87 unordered compare read it as "released"; IEEE-correct float compares latched the edge detector shut after the first release -- the reason the emitter discharge chain NEVER fired in-game. Fixed with bit-pattern sign compares. 3. The weapon-side submission LIVE: Emitter::FireWeapon fills damageData (amount + damageForce=target-muzzle [the gyro directional-bounce feed] + impact) -> MechWeapon::SendDamageMessage (@004b9728 real body) -> messmgr consolidation with per-weapon records + explosion bundling. The mech4 bring-up damage block + flat kShotDamage retired to diag hooks. Bonus: LODReuseHysteresis 0.82 -> 0.33 (double misread). Zone model verified byte-exact (no change). Solo end-to-end: 5-record volleys (2 PPC + 3 ERML with authored amounts), per-weapon zone granularity, explosions, kill. Heat stays bring-up scale pending the heat-calibration audit [T3]. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|
|
77190c93e5 |
Combat: the AUTHENTIC consolidated damage delivery -- TakeDamageStream through the message manager (task #7 tail)
ConsolidateAndSendDamage @0049b784 fully implemented: the beam path submits
into AddDamageMessage; each messmgr tick builds ONE Entity::
TakeDamageStreamMessage (id 0x13; wire-verified 0x34+4+Nx12) with the
common impact record + appended {type, amount, subsystemID} entries and
Dispatches it at the victim -- the T0 handler (ENTITY.cpp:817) re-splits
into per-record TakeDamage; replicants reroute cross-pod. Real
ResolveExplosionID (firing weapon's +0x3E4, guarded) + SubmitExplosion via
the Explosion::Make port; TWO chain-purge bugs fixed (the "iterator dtor
clears it" assumption was wrong -- records re-applied every tick, observed
1->2->3->4 double-counting). @004b9728 identity corrected (SendDamageMessage,
not DrawWeaponPip). Verified solo: 25 clean single-record consolidations ->
kill -> death transition. Residue: weapon-side submission awaits the
damage-economy reconciliation (authored 0.25-scale vs kShotDamage=12).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
|
||
|
|
8ed6184d65 |
Combat: AUTHENTIC weapon groups -- streamed per-mech button bindings + the real fire chain (task #5)
The recovered system: fire channels = LBE4ControlsManager buttonGroups (0x40/0x45/0x46/0x47); default groups = the per-mech type-6 controls-map resource in BTL4.RES, installed by the T0 CreateStreamedMappings the port already called -- it needed only the TriggerState attribute (id 0x13 PINNED to the binary value; fireImpulse@0x31C is the binary's TriggerState) and an input feed. Keyboard/harness now push press/release edges into the button groups; the gBT*Trigger bypasses, per-type keyboard split and 1,0 pulse hack are retired -- weapons sharing a button fire TOGETHER (madcat Trigger = 4 weapons). Myomers @4b9550/@4b95b8 misattribution corrected (they are MechWeapon ConfigureMappables/ChooseButton). Verified 2-node: kill through the authentic chain (12 hits vs ~36 pre-groups). Config-mode session (regrouping UI) = the remaining stage, KB-scoped. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |