The full circuit, workflow-researched (5 parallel dossiers over BT411 + the engine) and adversarially reviewed (3 lenses) before landing: Mech side: the once-per-death transition in Simulate (freeze, motion kill, DeathShutdown sweep, MASTER-only VehicleDead(-1) to the player link); Mech::Reset @0049fb74 (reposition + heal every hull zone + the roster DeathReset sweep + PreRun -- the reset-based respawn that REUSES the entity); dead-owner terms in both weapon hard gates (wrecks fall silent). Player side: the VehicleDead(-1) branch (deathPending dedup, deathCount bump+stamp, scenario-role life debit, +5s re-post -> the engine drop-zone hunt) and the DropZoneReply respawn branch (reset the dead mech at the replied drop zone; probes on a live mech are moot). Subsystem side: the engine base virtual DeathReset implemented across the family -- MechSubsystem (zone heal + DestroyedState clear), MechWeapon (full powered/thermal restore + fresh Loading cycle), AmmoBin (restock from the ctor-cached count), HeatSink/HeatWatcher/PowerWatcher/Generator/Sensor/ MissileLauncher. Review catches fixed before commit: AmmoBin restocked through the FREED padBuffer pointer (use-after-free -> initialAmmoCount; MechSubsystem:: resource is now documented as never-deref-post-ctor); died-hot weapons respawned at FailureHeat (now full thermal re-init); Generator tap counts desynced across reset (preserved); Sensor skipped the base heal; PowerWatcher inherited a statically-bound reset; cooling toggle + connect mode restored. Verified: kill -> wreck (0 shots while dead) -> +5s -> drop-zone hunt -> HEALED + placed at a real drop zone -> 134 shots after respawn incl. 12 SRM (restock proof); unowned enemy wreck settles silently; fight/smoke/novice regressions green, zero faults. 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.