Files
TeslaRel410/restoration
CydandClaude Fable 5 453fa0ecee BT410 5.3.132: the watchers finally see something -- every watch link in the mech gets bound, and the gyro's complaint narrows to a brownout
The gap found in 5.3.131 is closed.  HeatWatcher has always streamed a
watchedSubsystem index and read it into a member; nothing ever turned it
into the link UpdateWatch resolves, so the entire watcher family --
PowerWatcher and the Gyroscope / Torso / HUD / AmmoBin leaves included --
resolved NULL and reported its target dead.

The Mech ctor now binds them in a post-walk pass, which is where it has
to be: a watcher may legally watch a subsystem with a higher roster id,
which does not exist yet while the segment walk is still building.
Out-of-range and self-referencing indices are skipped rather than
trusted.

THE BINDINGS PROVE THEMSELVES -- every index lands on a semantically
right target, which a wrong offset could not manage:

    Gyroscope      -> Avionics       Torso          -> Myomers
    HUD            -> Avionics       Searchlight    -> Avionics
    AmmoBinAFC100  -> AFC100         AmmoBinLRM15_1 -> LRM15_1
    AmmoBinLRM15_2 -> LRM15_2

The gyro and HUD watch the avionics bus, the torso watches the muscles
that move it, and every ammo bin watches its own gun.

With the link live the gyro's watchdog moved off the NULL fallback (0 ->
1) but has not reached Ready.  UpdateWatch can produce 1 two ways --
NoVoltage, or a brownout on a target that IS ready -- and since Avionics
is a Sensor reporting voltState 4, the brownout branch is the suspect.
Recorded as the next question with the experiment that separates the two
causes, rather than quieting an alarm by moving a threshold.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-10 08:22:43 -05:00
..

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 19941997; 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: text VGF/VMF (DIV-VIZ2 geometry/materials, both the 1995 VERSION 2:07 and 1996 02:05 dialects, with header SCALE support), binary BGF/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 — plus TGA and raw SVT textures, SPL splines, and SCN scene scripts.
  • audit.py — scans every .SCN on 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) into allscenes.json, resolving models/materials/textures across the drive and this repo's CONTENT dirs.
  • gallery_build.py — curates scenes from allscenes.json into the self-contained vwe-archive.html (via gallery_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.