Answers "it's still there but invisible": not normal -- the real game removes
the dead entity (death row). Full entity teardown needs the mech render tree
unhooked from the renderer first (the remaining P5 follow-through), so until
then the burial transition makes the wreck behaviorally gone:
- collisionVolumeCount = 0 (the collision gather skips volume-less movers;
MoveCollisionVolume early-outs) -> no phantom blocking
- the player's target lock drops -> beams stop converging on / hitting the
empty spot, no phantom impact smoke
Verified: zero [damage] hits after burial; INERT fires one-shot at
"wreck buried".
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
163 lines
14 KiB
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163 lines
14 KiB
Markdown
---
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id: open-questions
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title: "Open Questions — deferred systems, unknowns, get-from-Nick"
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status: living
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source_sections: "CLAUDE.md §9; docs/HARD_PROBLEMS.md; per-subsystem deferral notes"
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related_topics: [source-completeness, subsystems, multiplayer, combat-damage, locomotion]
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---
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# Open Questions
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Known unknowns + deliberately-deferred systems. For each: what's known, what's missing, what
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would resolve it, status. Deferred ≠ broken — most are marked-and-guarded stand-ins with the
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authentic path scoped.
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## From Nick (external — gating for some paths)
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- **[GATING] The BT game SOURCE CODE** — the missing implementation `.cpp` (mech, subsystems,
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mapper, HUD, app; see [[source-completeness]]). Without it, Route A (recompile original) is
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impossible; we reconstruct from the binary instead. Likely on a backup/dev drive. Status: OPEN.
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- Confirmation the PodPC image is the complete content master. (Low priority — the runtime
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`BTL4.RES` already has 8 maps + the full mech anim set.) Status: OPEN.
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- Pod specifics for Phase 8: the 7-monitor driver setup, the RIO cockpit I/O protocol, current
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Win10+wrapper pod config. Status: OPEN.
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## Deferred subsystems / feeds (authentic path scoped, marked in code)
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- **0xBD3 SubsystemMessageManager (WAVE 8)** — a per-mech **damage/explosion consolidation hub**
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(`ConsolidateAndSendDamage` Performance @0049b784, `weaponExplosions` queue, `CommonDamageInformation`;
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messmgr.hpp). ctor `FUN_0049bca4` (vtable 0x50b954, installs a Performance → ticks). The factory
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caches it to **`Mech[0x10d]` = byte 0x434**. What wiring it needs: an untangle — our reconstruction
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MISLABELED `Mech[0x10d]` as `controlsMapper` and `mech4`'s live drive reads it as the mapper, so the
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real messmgr can't land there until the drive is re-pointed to the true mapper (**roster slot 0**,
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installed by `SetMappingSubsystem`/`MakeViewpointEntity`; a `MechRIOMapper`). Payoff = authentic
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damage/explosion consolidation (a COMBAT-fidelity improvement) + fixing the mapper/messmgr conflation.
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⚠ **CORRECTION (verified 2026-07):** 0xBD3 does NOT gate the valve/Myomers/MessageBoard — those read a
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DIFFERENT object at **`mech+0x190`** (both `FUN_004ac9c8` the valve guard `→+0x274` and `FUN_004ad7d4`
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the Myomers gate `→+0x260` deref `owner+0x190`, which ≠ the 0x434 messmgr cache). The earlier
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"0xBD3 gates 4 things" note was wrong.
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- **✅ `mech+0x190` IDENTIFIED (2026-07): it is the owning `BTPlayer`** (`Mech::GetPlayerLink()`,
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`MECH_OWNING_PLAYER`; ENTITY.h:430). Set by `FUN_0049f624` (the mech↔player bind: `mech+0x190 = player`
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AND `player->playerVehicle(+0x1fc) = mech`), which resolves the player from the mission player registry
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(`app+0x2c+0x54`, `FUN_0041fd18`) by the pilot key. The valve/Myomers "gates" read the owning player's
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fields at `player+0x260` and `player+0x274` (the reconstruction maps this block as `showDamageReceived@0x25c
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/ showKills@0x260 / showDamageInflicted@0x264 / roleClassIndex@0x274` in btplayer.hpp — from the SCORING
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work, so the names may NOT match the gate semantics; the true meaning + the WRITER of `player+0x260/0x274`
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are not yet pinned — part_013.c:4553-4660 is the TorsoSimulation, a different object, not the setter). So
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there is NO new subsystem to build. **The wiring (small):** point `MechSubsystem::IsDamaged()` (`FUN_004ac9c8`, valve
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guard) at `GetPlayerLink()->`(0x274) and `Myomers::OwnerAdvancedDamage()` (`FUN_004ad7d4`) at
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`GetPlayerLink()->`(0x260) — via NAMED members (databinding trap: our BTPlayer layout ≠ binary; do NOT
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raw-read `player+0x260`). ⚠ Resolve first: (a) a naming conflict — `FUN_004ad7d4` is labeled BOTH
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`HeatModelActive` (heat.hpp) AND `OwnerAdvancedDamage` (myomers.cpp); re-verify which body is which; (b)
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the true semantic of `player+0x260/0x274` vs the scoring-derived `showKills`/`roleClassIndex` names. NOTE:
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these are MODE flags — in the basic test mission the inert Myomers / dormant valve is likely AUTHENTIC
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(advanced damage off); wiring makes them RESPOND when a mission enables the mode, not necessarily change
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the basic-mission behavior. The MessageBoard feed is separate (StatusMessagePool, below).
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- **StatusMessagePool (NULL stub, btstubs.cpp:62)** — the per-player status-message queue.
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BTPlayer+0x1dc is never populated → MessageBoard is empty (authentic for bring-up). What
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resolves it: wire the pool + decode `AddStatusMessage @0042e580` + the `Player__StatusMessage`
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record ({messageId@+0xc, nameEntity@+0x10}).
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- **Gyroscope (0xBC4)** — layout + joint-I/O reconstructed, but the ctor field-init + the two
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integrators (IntegrateEyeJoint @004b2ec0 / IntegrateBody @004b30ec) are incomplete → writes NaN
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to the root joint. Reverted to a stub. A full subsystem-sim reconstruction (bigger than Torso).
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- **MechControlsMapper look/eyepoint commit** — reconstructed but its offsets collide with declared
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members; arbitrate before enabling (no port consumer yet). The fire-trigger-through-mapper is
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still the `gBTWeaponTrigger` bring-up.
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- **Myomers authentic coupling** — the structural un-stub is INERT (mover feed + heat-gen no-op).
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Real coupling needs the advanced-damage gate (`OwnerAdvancedDamage`/`FUN_004ad7d4` → the owning
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**BTPlayer** `mech+0x190`+0x260, NOT 0xBD3 — see the mech+0x190 item above) + `MoverAttach` routing
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into the LIVE JointedMover (must be reconciled with the gait cutover first).
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- **SeekVoltageGraph** — 4 Seek* attrs unpublished (a cluster-child, not config-called; non-blocking).
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## Locomotion / combat polish (non-gating)
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- Authentic per-mech TURN-RATE constant (currently a bring-up constant rate).
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- Body-callback gimp handlers (states 16-19, targets 0x70b2/0x7161 undecoded → fall back to stand);
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airborne callbacks (`FUN_004a6344`/`FUN_004a7970`).
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- Wall-block-vs-climb tuning. **✅ Collision DAMAGE application — DONE 2026-07-08 [T2].** The two deferred
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dispatches in `Mech::ProcessCollision` (mech4.cpp: mech-vs-mech `:15324-15358` + icon-crunch `:15369-15401`)
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now fire: on a collision with another Mech or a CulturalIcon, an `Entity::TakeDamageMessage{zone==−1}` is
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dispatched to the victim (via `BTDispatchCollisionDamage`, the engine ctor — same as the weapon path), and
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STEP 6's cylinder table resolves the impact point → a zone on the receiver. Terrain (walls/hills) matches
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neither branch → blocks without damage (faithful). Reachability is guaranteed (`Mover::ProcessCollisionList`
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calls the **virtual** `ProcessCollision` → `Mech::ProcessCollision`); built + stable. The live dispatch
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wasn't captured headlessly (the solo auto-walker never rammed a tree/mech), but the path is proven reachable
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and composed of runtime-verified pieces. **Note:** validated STEP 6's height ref along the way —
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`collisionTemplate->maxY ≈ 7.1` (a real mech height), confirming `CylinderReferenceHeight` reads a height,
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not the heat value the `mech+0x2ec` dual-labeling (heat-gauge sink vs groundRef, mech4.cpp:2697) hinted at.
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- **✅ Cylinder hit-location (STEP 6) — DONE + LIVE 2026-07-08 [T2].** Built + runtime-verified: the `dmgtable.cpp`
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classes now have real storage + a working `ResolveHit→zone`, the mech ctor loads the type-0x1d table by the
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DamageZoneStream name (`[cyl] table 'bhk1' layers=7`), and `Mech::TakeDamageMessageHandler` resolves
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unaimed (zone==−1) hits before base-routing. ⚠ The FIRST "verified" claim was PARTIAL: the table was
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cached via `Wword(0x111)` (the ABSORBER — stores nothing) so every unaimed hit silently no-op'd; fixed
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2026-07-08 by promoting the cache to the named member `Mech::damageLookupTable`
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([[reconstruction-gotchas]] §2). Now verified end-to-end (19 zones resolving, `BT_AUTOFIRE` harness).
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Full change list in [[combat-damage]] "STEP 6 COMPLETE". Historical investigation notes retained
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below for provenance.
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**Re-investigated 2026-07 (see [[combat-damage]] for the full algorithm):** the table (height×angle
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grid, resource type 0x1d) IS built (recon `StandingAnimation` @Mech[0x111], but with an EMPTY name → 0 rows,
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because `ResourceFindByName` is a **no-op template stub**). **CORRECTION to the earlier note:** the LOOKUP is
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**exported** [T1] — `FUN_0049eb54` (table height→row) + `FUN_0049e678` (row angle→cell), NOT unexported.
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Only the thin `Mech::TakeDamageMessageHandler` glue (zone==-1 → call the lookup → `damageZones[zone]->TakeDamage`)
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is unexported, and it's fully implied by pieces already reconstructed → no disassembly needed. Remaining:
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6b real `FindByName` (name = the mech's type-0x14 DamageZoneStream name @ResourceDescription+0xc); 6c the 3
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container ctors + the lookup as a `BTCylinderResolveZone` bridge (ground the cell zone-dict stream format vs
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the real .RES bytes); 6d register the handler + verify. Feasible; the only open risk is the cell stream format.
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The earlier-cited `FUN_004a0230`/`FUN_0049ed0c` don't exist.
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- **Death sequence — CORE DONE 2026-07-08 [T2]; effects+anim deferred.** `Mech::UpdateDeathState()`
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(mech4.cpp) reconstructs the death STATE machine (collapse `movementMode` → RP `VTV::DeathShutdown`
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subsystem loop → settle to disabled/frozen; wreck stays, no crash) — runtime-verified (`BT_DEATH_LOG`).
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Full map + citations in [[combat-damage]] "Death SEQUENCE". ✅ (b) `MechDeathHandler` DONE (mechdmg.cpp) +
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✅ the render-side **RemakeEntity** destroyed-mesh swap DONE 2026-07-08 (btl4vid.cpp
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`RemakeEntityRenderables` + `BTRemakeMechModel` bridge; in-place `SetDrawObj` swap — the tree dtor does
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NOT cascade so never rebuild). ✅ (a) **RESOLVED — no collapse animation exists in BT 4.11** [T1]: the
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fall latch (modes 5-8 → table slots 0x1c-0x1f) is a vestige — no loader fills the slots, no fall clip
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ships, and firing it would bind resource 0 (an AUDIO stream) as keyframes. ✅ The authentic death
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VISUAL is the **WRECK-HULK SWAP** (death ModelList `blhdead` → effect 104 → the victim becomes its
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`<mech>dbr.bgf` burning hulk) — RECONSTRUCTED + verified (`SwapToWreck`, btl4vid.cpp; see
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[[combat-damage]] "Death SEQUENCE" for the full chain + proofs).
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✅ The wreck **sinks** (the 1996 quadratic burial, `offsetY = -0.025·t²`, gone ~17s) with the `ldbr`
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debris field; at burial it goes **INERT** (collisionVolumeCount=0 + target lock dropped — no phantom
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blocking/hits). **Remaining**: (c) the whole-mech **DeathSplash** radius damage; wreck mesh FLAMES
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(flamesml/flamebig + sweep flicker, 1996 script case 4); the **full entity teardown at burial**
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(the authentic death-row removal — needs the mech render tree unhooked from the renderer first;
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the inert wreck is the safe stand-in until then).
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Do NOT issue DestroyEntityMessage on death (before the render-tree teardown lands).
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- **Critical-subsystem plugs UNBOUND (43 skips/mech) [T3].** `MechCriticalSubsystem::subsystemPlug`
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never gets WIRED to its live subsystem (the ctor's Resolve() at mechdmg.cpp:276 only READS; the
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binding write is elsewhere/unreconstructed), so `SendSubsystemDamage` skips every entry via the
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unbound-plug guard (mechdmg.cpp, added 2026-07-08 after a live NULL-deref AV in
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`SendSubsystemDamage+0x93` — the 1995 binary derefs unchecked because there every plug is bound).
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Consequence: zone destruction does NOT yet propagate damage into carried subsystems (generator/
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gyro failures etc.). Also latent there: `SubProxy2` raw-offset reads (databinding trap) once s≠0.
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- **Two dead Wword comparison branches (multiplayer)**: `mech.cpp:1511` + `:1613` (replicant
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leg-state/stability sync in ReadUpdateRecord) — always-false BTVal comparisons ([[reconstruction-gotchas]] §2);
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needs slots 0xf/0x10 promoted to named members when P6 replication work resumes.
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## Multiplayer (Phase 7 / P6)
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- Cross-pod COMBAT (target a replicant + route damage to the owning master).
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- Replicant GAIT animation (replicants don't animate joints yet — derive from replicated velocity).
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- The pod-LAN config (real IPs, bare-IP pilot entries). The WinSock2 TCP stack (L4NET.CPP) is
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reconstructed + smoke-tested on one box (two instances share a world, movement replicates).
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## Rendering follow-ups (non-blocking)
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- **.PFX effect-layer polish (deferred 2026-07-08; the layer itself is LIVE + verified).** The
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reconstructed BT particle layer (L4VIDEO.cpp, see its banner) renders the authentic .PFX content
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(fire + smoke, premultiplied blend, impact-frame oriented — weapon hits AND damage bands via
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`lastInflictingID`, now written by `Mech::TakeDamageMessageHandler`). Remaining nuances, all
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cosmetic: (a) `atten/attenv` distance attenuation not honoured; (b) the per-file texture name
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(`btfx:firesmoke1_scr_tex`) — all effects share the radial-masked grit sheet; decoding FIRE.BSL
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would give the authored sheet; (c) beams draw before particles, so a beam through thick smoke
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reads too bright (pass-ordering); (d) `colorWarp/alphaWarp` applied as `t^(1/warp)` [T4 convention];
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(e) emission uses rate×releasePeriod batching [T4 convention vs the exact 1995 emitter].
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- Replacement-LOD selection for NON-additive multi-LOD models (needs the board's hot-spot/
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reference-point semantics; leads: `s_dplobject.lod_ranges[16]/lod_hot_spot`, 0x2047/0x2048).
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- Day/night MATERIAL path priority (BMF/IMG) — infrastructure done, gated `BT_MATPRI` (over-applies
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to shared terrain mats); needs the terrain-material model understood.
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- RGBA4444 alpha (TREE.BSL cutout) decoded but not alpha-tested outside punch batches; VTX/TGA paths.
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## Content build sub-project (low priority)
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- Lab/other-build maps (`des`/`burnt`/`frstrm`) are source-only (`.map` in CONTENT/BT/MAPS/); would
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need compiling into a RES via the DOS `btl4tool.exe`. The 8 RES maps cover testing.
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## Key Relationships
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- Feeds from: every subsystem/render topic (their deferral notes collect here).
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- Gating master: [[source-completeness]] (the missing BT source).
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