Completes the weapon-side half of the look commit: - MECHWEAP: real rearFiring/viewFireEnable members (binary @0x334/@0x3E0) + accessors. Ctor resolves REAR-FIRING authentically (@004b99a8 tail): the mount SEGMENT site name is tested for the 'b' (back) marker -- only the back gun ports (sitelbgunport/siterbgunport) carry it. Spawn = forward-armed. - MECH CommitLookState: re-arms every roster weapon per view (forward = non-rear, LOOK-BACK = rear-mounted, side/down = none) and flips the HUD reticle pip group with the authentic Reticle::Front/RearFiringWeaponsOn flags (BT411's raw "bits 1/2" resolved to their 1995 names). - MECHWEAP: defined MechWeapon::MessageHandlers (0-entry set inheriting the Subsystem chain) -- it was declared-but-undefined, and the surviving CODE PPC.CPP binds the inherited name into PPC::DefaultData; the zero-filled common block was a latent NULL deref (same trap as Emitter::AttributeIndex). Discovery: the TEST.EGG mech genuinely mounts TWO REAR LASERS (ERMLaser_2/3 on the b-ports). Verified on a full-clean baseline (engine 181 + bt 42, 0 fail): look-behind arms exactly the rear lasers, disarms the other five, pipMask=0xfffffffe; neutral run holds forward-armed; zero Fail. build410.sh HARDENED against the stale-obj layout-skew trap this wave exposed: cc() skipped recompiles on obj-vs-.cpp timestamps only, so the MECHWEAP.HPP member additions left emitter.obj on the OLD MechWeapon layout -- its chargeLevel=0.0f write landed exactly on the new rearFiring (a silent cross-TU struct skew, heisenbug-grade). cc() now honors header stamps: a source410 engine-header edit invalidates every bucket, a BT/BT_L4 header edit additionally invalidates the game buckets. CODE/ is immutable, no stamp needed. 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.