Files
TeslaRel410/emulator
CydandClaude Fable 5 060078e4ae 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>
2026-07-28 09:09:04 -05:00
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