The response half of the ground model (binary @4aa6cf-4aab0b), after the
5.3.98 snap:
WALLS BLOCK BY FULL FRAME REJECTION, never slide or climb: any blocking
contact restores the start-of-frame position and zeroes the velocity.
THE CRASH HURTS: the accumulated collision Damage is dispatched at our own
mech, zone -1 -- through the same cylinder lottery as enemy fire -- which
is what makes wall-grinding self-limiting in the original.
A HARD HIT STAGGERS: past the binary's |v|^2 > 40 threshold (@0x4ab184),
both gait channels bind the bump clip (slot 0x20, the reason the clip
array outgrows the name table) and recover to Standing at its end. Both
channels together, per the donor's foot-slip finding: staggering only the
leg channel desyncs the two cycles permanently.
LIVE, one arena run, no fault -- and the run turned into an unplanned
full-system exercise: 8 wall contacts (three at knockdown force, iv2
745-932; one low-speed bump correctly blocked without stagger), and the
self-damage cascaded through vital zones to MECH KILL, pilot notification,
respawn HEAL-and-place, four times over. The death and respawn machinery
all held.
OPEN, stated rather than tuned away: THE PRICE IS TOO HOT. Wall crashes
land 14k-24k damage points against a game where a PPC is ~12 and an upper
torso carries ~124 -- a hard crash one-shots vital zones through the
lottery. BT411's economy audit hit the identical symptom ("tapped a wall
and died instantly") and traced part of it to compounded StaticBounce
reflections across multi-solid frames. The fix lives in the
Mech::ProcessCollision override (with the crushable-icon sentinel and the
gyro crunch), which is the NEXT increment -- the pricing stays as the
engine computes it until that override is reconstructed from the binary,
because guessing a divisor would be tuning, not archaeology. The [crash]
log line prints amount + iv2 under BT_MECH_LOG as the audit trail.
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.