BT410 5.3.50: geometry loads -- the bring-up no-op was suppressing the base
DPLRenderer::LoadMissionImplementation (L4VIDEO.CPP:6007) is not empty: it
calls DPLReadEnvironment (which opens L4DPLCFG/btdpl.ini and sets the dPL
object/material/texmap paths from the objectpath= entries) and then
LoadNameBitmaps. The 'bring-up no-op' installed earlier therefore did not do
nothing -- it REPLACED that, so the loader never learned where the art lives
and every dpl_LoadObject returned NULL.
I justified that no-op by pointing at VideoRenderer's bare Tell and
GaugeRenderer's identical one; neither is our base. Check the ACTUAL base
before overriding in this engine and chain it unless there is a reason not
to. DPLReadEnvironment is private to DPLRenderer, so chaining is the only
way a game renderer can reach it at all.
before: 40x 'couldn't load object', 'NULL instance', run ends,
wire ~24 bytes/sec
after: 0 failures, run continues, wire ~12 KB/s (1.17MB climbing),
bridge live at 88fps
Proved it was ours and not the rig by running the SHIPPED exe under the same
conf: it loaded every object. That A/B is cheap and is the right first move
whenever the pod misbehaves.
Still black: the bridge camera sits at its default (0,10,0), so the wire
carries state and object loads rather than a populated scene. The mech and
arena entities still need MakeEntityRenderables bodies.
Rig improvements, both from the user: nosound is fine on the SLOW clock (it
is the FAST SOS clock that needs the AWE32), which saves ~4 min and ~300MB of
audio taps per run; and serial3=file + '> COM3' gives a live unbuffered log,
so a run that does NOT crash is finally readable.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -111,8 +111,27 @@ void
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}
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void
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BTL4VideoRenderer::LoadMissionImplementation(Mission *)
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BTL4VideoRenderer::LoadMissionImplementation(Mission *mission)
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{
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Check(this);
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Tell("BTL4VideoRenderer::LoadMissionImplementation -- empty scene (bring-up)\n");
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//
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// CHAIN THE BASE. DPLRenderer::LoadMissionImplementation
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// (L4VIDEO.CPP:6007) is NOT empty -- it reads the renderer environment
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// and loads the name bitmaps. DPLReadEnvironment opens the
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// notation file named by L4DPLCFG (SETENV.BAT defaults it to
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// btdpl.ini) and hands its "main" page to DPLReadINIPage, which walks
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// the compare/branch pages for this location/time and calls
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// dpl_SetObjectFilePath / material / texmap from the objectpath=
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// entries (L4VIDEO.CPP:1852). It is PRIVATE to DPLRenderer, so the
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// game renderer reaches it only by chaining -- which is the whole
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// point: an override here REPLACES the base, it does not extend it.
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//
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// WITHOUT IT every dpl_LoadObject returns NULL. The live pod run
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// failed all 40 arena objects (sky / aw01..aw04 / afloor / bcor1 /
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// bdet1 / bdet2 / bpip1) and ended in "NULL instance", while the
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// SHIPPED binary on the SAME rig loaded every one of them. The
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// models were never missing -- the loader simply had no paths, because
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// the bring-up no-op that used to live here SUPPRESSED the base.
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//
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DPLRenderer::LoadMissionImplementation(mission);
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}
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@@ -472,3 +472,62 @@ NEXT: the mech (MechClassID 3001) and the arena/terrain entities are what
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actually need renderables -- MakeEntityRenderables -> ReadSKLFile /
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RecurseSKLFile over the .SKL skeleton pages (VIDEO/*.SKL are in the mount),
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building a dpl_DCS hierarchy and loading the .BGF geometry per node.
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--------------------------------------------------------------------------------
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THE NO-OP WAS THE BUG: an override REPLACES the base, it does not extend it
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--------------------------------------------------------------------------------
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DPLRenderer::LoadMissionImplementation (L4VIDEO.CPP:6007) is NOT empty:
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DPLReadEnvironment(mission); // opens L4DPLCFG (btdpl.ini), walks the
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// compare/branch pages for this
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// location/time and calls
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// dpl_SetObjectFilePath / material /
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// texmap from the objectpath= entries
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LoadNameBitmaps();
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The "bring-up no-op" installed earlier therefore did not do nothing -- it
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SUPPRESSED the engine's own mission load, so the dPL library never learned
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where the art lives and every dpl_LoadObject returned NULL. That is the whole
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explanation for the 40 failed arena objects and the NULL instance.
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Justifying the no-op by pointing at VideoRenderer::LoadMissionImplementation
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(a bare Tell) and GaugeRenderer's (the same) was the error: neither is OUR
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base. Check the ACTUAL base before overriding anything in this engine, and
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chain it unless there is a reason not to. (DPLReadEnvironment is private to
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DPLRenderer, so chaining is the only way a game renderer can reach it -- more
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evidence the authentic btl4vid chained too.)
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BEFORE AFTER
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40x "couldn't load object" 0
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"NULL instance", run ends runs on
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wire ~24 bytes/sec (keep-alive) ~12 KB/s (1.17MB and climbing)
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bridge live at 88fps
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PROVED IT WAS OURS, NOT THE RIG: the SHIPPED binary was run under the same
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conf on the same rig and loaded every object (0 failures). That A/B is cheap
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now and is the right first move whenever the pod misbehaves.
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STILL BLACK. The bridge renders nothing yet and its camera sits at the
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default (0,10,0) rather than the mech's eyepoint, so what is going over the
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wire is state plus object loads, not a populated scene. The mech
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(MechClassID 3001) and the arena entities still need MakeEntityRenderables
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bodies -- ReadSKLFile / RecurseSKLFile over the .SKL pages into a dpl_DCS
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hierarchy -- and the view/eyepoint flush wants checking once something is
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actually in the zone.
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--------------------------------------------------------------------------------
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RIG: fast, observable pod runs (use this from now on)
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--------------------------------------------------------------------------------
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emulator/render-bridge/pod_render_rec.conf + `launch_pod.ps1 -NoSound`
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* NOSOUND IS FINE ON THE SLOW CLOCK. The old note "--no-sound FREEZES
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bt/rp" is half the story: it is the FAST SOS clock that needs the AWE32.
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setenv.bat args are `r s n p` (RIO, SLOW clock, NOSOUND, plasma+gauges).
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Saves the ~4 minute SoundFont upload AND the ~300MB of awe_*.wav taps
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each run.
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* LIVE UNBUFFERED LOG: serial3=file file:<path> plus `> COM3` instead of
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`> OUTREC.TXT`. DOS char devices are not buffered, so the log is
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readable WHILE the game runs. A plain file redirect stays 0 bytes until
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the process exits normally -- which is why every readable log before this
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came from a run that crashed.
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* pod_render_shp.conf is the same conf running the SHIPPED exe, for the A/B.
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