Files
TeslaRel410/restoration
CydandClaude Fable 5 4ace2571d9 BT410 5.3.99: walls are real -- frame rejection, crash self-damage, the knockdown stagger, and a pricing question left honestly open
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>
2026-08-03 13:55:47 -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.