The top open question from 5.3.128 is closed, and not in my favour. I reported that the mech demands 35.9 u/s while the gait delivers 7.0 and filed it as a possible gait defect. The run I took that from was pod_render_telem, which still had BT_SUPERSTOP_SOAK hauling the throttle to -0.5 every six seconds: the mech was never given time to reach speed, and every sample caught the first seconds of a climb about to be thrown into reverse. BT_GAIT_LOG -- new, state-change-triggered so a long run stays readable -- on a clean full-throttle run shows the ladder working exactly as designed: 0 -> 5.7 -> 17.0 (the walk-to-run step) -> 25.5 -> 35.7 -> 44.35 against a target of 44.837, with leg and body cycles converged and six clip transitions along the way. runSpeedMax reads 80.06, raised off its unsourced default by the myomers, which is the 5.3.129 landing doing its job. So the instability model pinning high during a climb was correct all along: a mech demanding far more speed than it has IS gunning the engine. Nothing to fix in the gait or the instability model. Method lesson recorded in the notes: I took a measurement from a rig whose harness was actively fighting the thing being measured, then wrote it into the notes, a commit message and memory as an open defect. Only the hedge kept it from becoming received wisdom. Check what else the conf is driving before recording a number as evidence. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Scene Restorations
Modern re-renderings of the Division dVS scenes recovered from the Glaze developer drive (see HISTORY.md) and this repo's CONTENT tree. The originals ran on Division Ltd.'s pixel-pipeline hardware in 1994–1997; these tools parse the original data files and re-render them in WebGL, in the browser.
Viewers (open in any browser, fully self-contained)
vwe-archive.html— the Scene Archive: 26 curated scenes across all projects — Star Trek (Enterprise-D, Klingon flyby), Hull Pressure (sea demos, fish schools, sunken temple), BattleTech (polar map with mech lineup, Ravine and desert maps, stadium), Red Planet (Blade arena, the Mars canal milestone demo), and the Canyon/Maya-temple Division demos. Fly camera: drag to look, WASD to fly, R resets.trek-scn.html— the original standalone Star Trek restoration (TREK.SCN and KLNGVID.SCN).
Toolkit
divformats.py— parsers for every Division format found on the drive: textVGF/VMF(DIV-VIZ2 geometry/materials, both the 1995VERSION 2:07and 199602:05dialects, with header SCALE support), binaryBGF/BMF(DIV-BIZ2) — the binary block-stream layout was recovered from Division's own reader source (DPL3/BIZREAD.C, 1994), including all 14 vertex layouts, pmesh/tristrip/polygon connectivity, LOD blocks (newer writers nest patches inside LODs; the largest LOD is taken), and embedded materials/textures/ramps — plusTGAand rawSVTtextures,SPLsplines, andSCNscene scripts.audit.py— scans every.SCNon the drive and reports what fraction of its geometry survives, and in which format.extract_all.py— extracts every scene with ≥60 % of its geometry recoverable (108 of 241 on the drive; the rest reference lost models) intoallscenes.json, resolving models/materials/textures across the drive and this repo's CONTENT dirs.gallery_build.py— curates scenes fromallscenes.jsoninto the self-containedvwe-archive.html(viagallery_template.html).convert.py/viewer_template.html— the original single-scene Star Trek pipeline.
Rebuild
python extract_all.py # requires the sda4/ drive dump beside this repo
python gallery_build.py
Fidelity notes
Faithful: vertices, triangles, material colors and shading ramps, textures,
fog and light parameters, spline motion, camera start positions. Approximated:
Division's rasterizer behavior, point sizes, timing (originals ran at 30 Hz).
Not simulated: event-driven SPECIALFX particles. A few dev scenes had camera
start positions inside geometry; those get overridden or auto-framed cameras
(see START_OVERRIDE in gallery_build.py). Scenes missing one or more
models from the drive say so in their header.