The blocking identity is settled: DamageZoneClassID == 78 == 0x4e, computed from our own VDATA enum, so the binary's collector filter selects DAMAGE ZONES and the blast is shared across the mech's zones. Landed: AmmoBin::AmmoBinSimulation -- a Performance the class never had, installed under the same master+dynamic gate the binary's ctor uses -- and AmmoBin::CookOff. A bin whose fed weapon reaches heat failure latches a randomised fuse; when it burns down the bin is destroyed and its remaining rounds go off inside the mech, damage scaled by rounds remaining and SHARED across the zones, every victim announced. Correcting my own 5.3.136 write-up: heat clearing does NOT cancel the countdown. Both the arm gate and the cancel read the same cell -- the ammo alarm settled on spent -- so once armed, only spending or destroying the bin calls it off. Letting the gun cool does not save you. Live on the rig: three bins arm, the fuse spread sends them off on different frames rather than together, 20 rounds x 25 = 500 damage over 22 zones from one bin and 16 x 50 = 800 from another, feeding straight into the existing destruction cascade -- Searchlight and ThermalSight destroyed as a consequence. [T1] recorded: the per-round charge is a stand-in. The binary reads it from the bin's streamed explosion record, in the block our cookOffState reserves and nothing parses yet; we use the fed weapon's authored per-shot damage until that record is read. And a mistake worth keeping in the notes: the first attempt sourced the charge from heatPerRound, a heat figure of about 3e-9, so the detonation computed 4.8e-08 of damage and did precisely nothing -- a mechanic that fires, announces itself, and is silently inert. Only printing the arithmetic caught it. Log the numbers, not just the event. 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.