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e2ab17665d0471b6d8dd2aa40a2a485ae7f3047d
BT411
/
game
T
History
Joe DiPrima
and
Claude Fable 5
e2ab17665d
#168
settled from the binary: projectiles are TIME-capped, never range-capped -- plain shell 5.0s (@4bddec), missile burnTime+10s + y<-1 kill-plane (@4bef78), WeaponRange is fire-control only (FireWeapon @4bcc60 has no range gate), so AFC50 hits at 2000+u are authentic. Two port defects killed: the invented len*1.3+60 flight cap (replaced by the authentic clocks) and the stale-point auto-hit (unguided contact tested the fire-time pick, so a locked AC could not miss a moving target -- the pool now tracks the live target). KB: decomp-reference gains the flight/expiry section, CLASSMAP's swapped authoritative/ghost Performance labels corrected (ReplicantInstance=4 [T0]), missile.cpp's misdecoded @4bf594 constant pool re-annotated, Missile proximity fuse 4.0u recorded. Bench: proj_ttl_bench.sh (probe fizzles 5.012/12.012 vs caps 5.0/12.0; 86 field launches, 0 early, 0 phantoms). Rides along: the
#163
BTSteamNet_ShutdownAll header decl that missed
d3f4b9a
.
...
Co-Authored-By: Claude Fable 5 <
noreply@anthropic.com
>
2026-08-11 04:39:37 -05:00
..
fwd
Initial commit: bt411 -- standalone Windows BattleTech (Tesla 4.10 port)
2026-07-05 21:03:40 -05:00
glass
#163
round-end freeze + hang-on-exit FIXED: bare ExitProcess ran DLL detach with live Steam threads (no SteamAPI_Shutdown existed anywhere) and intermittently deadlocked -- the dead process's fullscreen frame squatted on screen while its menu child hung in SteamAPI_Init against the wedged sibling (field-captured, ZEUS 22:12:38). Ordered exit everywhere: flush forensics, BTSteamNet_ShutdownAll BEFORE the child spawns, hide our windows, TerminateProcess (detach skipped, deadlock structurally unreachable). Audit ledger: docs/MISSION_END_AUDIT_20260811.md (also yields
#156
's fade root cause). Bench: relaunch_bench.sh -- old pids dead, menu children clean
2026-08-11 01:58:23 -05:00
original
SeekVoltageGraph: full reconstruction -- the eng-page POWER graph + top-box eraser (Gitea
#11
)
2026-07-19 20:27:39 -05:00
reconstructed
#168
settled from the binary: projectiles are TIME-capped, never range-capped -- plain shell 5.0s (@4bddec), missile burnTime+10s + y<-1 kill-plane (@4bef78), WeaponRange is fire-control only (FireWeapon @4bcc60 has no range gate), so AFC50 hits at 2000+u are authentic. Two port defects killed: the invented len*1.3+60 flight cap (replaced by the authentic clocks) and the stale-point auto-hit (unguided contact tested the fire-time pick, so a locked AC could not miss a moving target -- the pool now tracks the live target). KB: decomp-reference gains the flight/expiry section, CLASSMAP's swapped authoritative/ghost Performance labels corrected (ReplicantInstance=4 [T0]), missile.cpp's misdecoded @4bf594 constant pool re-annotated, Missile proximity fuse 4.0u recorded. Bench: proj_ttl_bench.sh (probe fizzles 5.012/12.012 vs caps 5.0/12.0; 86 field launches, 0 early, 0 phantoms). Rides along: the
#163
BTSteamNet_ShutdownAll header decl that missed
d3f4b9a
.
2026-08-11 04:39:37 -05:00
btl4main.cpp
#163
round-end freeze + hang-on-exit FIXED: bare ExitProcess ran DLL detach with live Steam threads (no SteamAPI_Shutdown existed anywhere) and intermittently deadlocked -- the dead process's fullscreen frame squatted on screen while its menu child hung in SteamAPI_Init against the wedged sibling (field-captured, ZEUS 22:12:38). Ordered exit everywhere: flush forensics, BTSteamNet_ShutdownAll BEFORE the child spawns, hide our windows, TerminateProcess (detach skipped, deadlock structurally unreachable). Audit ledger: docs/MISSION_END_AUDIT_20260811.md (also yields
#156
's fade root cause). Bench: relaunch_bench.sh -- old pids dead, menu children clean
2026-08-11 01:58:23 -05:00