Iteration on the sky rendering pipeline to restore stars/moon visibility
at night and fix washed-out grey daytime clouds. Key fixes:
* sky.frag: disable fog-mix on sky meshes. Retail's keyframe FogEnd
(0..400m at midnight, up to 2400m during day) is calibrated for
terrain; sky meshes are authored at radii 1050-14271m which sits
past FogEnd universally, causing every sky pixel to saturate to
fogColor (dark navy). Stars, moon, dome texture all got
obliterated. The horizon-glow trade-off is noted in the shader
comment; research item to find retail's sky-specific fog range
later.
* SkyRenderer + sky.frag: promote rep.Luminosity into uEmissive so the
vertex lighting saturates properly for bright keyframes. Retail's
FUN_0059da60 non-luminous path writes rep.Luminosity into
material.Emissive via the cache +0x3c slot; we were instead using
it as a post-fragment multiply which could only dim, never brighten.
Net effect: daytime clouds now render saturated white, dome dims
correctly at night (rep.Luminosity=0.11 → Emissive=0.11), stars
and moon unchanged.
* terrain.vert: MIN_FACTOR 0.08 -> 0.0 per retail FUN_00532440 decompile
(DAT_00796344 ambient-floor = 0.0). Back-lit terrain now falls to
pure ambient rather than getting an 8% sun floor.
New research / tooling (no runtime impact):
* docs/research/2026-04-24-lambert-brightness-split.md — retail's
ambient-brightness formula pinned from PE .rdata read + live
RetailTimeProbe capture: effAmbBright = AmbBright + |sunDir| * 0.2
where scale constant 0x0079a1e8 = 0.2f exactly.
* docs/research/2026-04-23-lightning-real.md — research note on the
dat-baked PhysicsScript-driven lightning path (Rainy DayGroup has
explicit PES-triggered flash SkyObjects with 5ms time windows).
* Corrections stapled to sky-decompile-hunt-{B,C}.md: DAT_00842778 is
DirColor, DAT_0084277c is AmbColor (the hunt docs had the swap
backwards).
* tools/RetailTimeProbe/Program.cs: extended with pid=NNNN selector,
sky global probe (DirColor/AmbColor/AmbBright/sunDir/cache.amb),
and the 0x0079a1e8 scale-factor readout.
* tools/SkyObjectInspect/: throwaway dat-inspector built by the Opus
deep-dive agent. Identified GfxObj 0x010015EF as the stars layer
(A8R8G8B8 128x128 texture, 4% bright-pixel ratio).
* src/AcDream.App/Rendering/TextureCache.cs: per-texture alpha
histogram dump under ACDREAM_DUMP_SKY=1 for diagnosing "are the
clouds decoded with proper alpha" type questions.
README: rewrite to reflect current state (playable pre-alpha rendering
Dereth with animated characters, day-night cycle, weather, etc.)
instead of the stale "Phase 0 dat inventory only" description.
All 742 tests green.
16 KiB
Lightning (the real mechanism) — Decompile Research
Date: 2026-04-23
Scope: User confirms retail AC shows visible lightning flashes paired with
thunder audio during storms. Prior research (2026-04-23-lightning-crossfade.md
Q1) ruled out a client-side timer flash. This hunt chases H1–H5 for the real
trigger.
Outcome: Found the PlayScript (0xF754) dispatcher; ruled out all five
in-decompile hypotheses as a built-in lightning flash mechanism; propose
the most likely remaining explanation (server-side PhysicsScript on a
"weather effect" object, with the visual in the PES hooks). Port-ready
pseudocode for the PlayScript wire path is included.
TL;DR
Retail's client has no dedicated lightning subsystem. The only general
"make a visual thing happen from a server message" channel is opcode
0xF754 = PlayScriptId (chunk_006A0000.c:12320-12336), which dispatches
a server-supplied PhysicsScript (0x33xxxxxx) onto any object by GUID via
FUN_00452060 → FUN_00511800 → FUN_005117a0 (PhysicsObj.play_script) → ScriptManager (analyzed in 2026-04-23-physicsscript.md). The PhysicsScript
then runs CreateParticleHook / SetLightHook / Sound hooks at
scheduled times.
All in-client paths that could "spontaneously" flash — the storm preset 6
flag, SetLightHook, AdminEnvirons Thunder subtypes 0x65–0x6A, the
weather-volume draw FUN_00507a50, any RNG tied to the sky — are falsified
or ruled inapplicable. The lightning flash a user sees in retail is
either:
- (most likely) a
PhysicsScriptthe server broadcasts via 0xF754 at pseudo-random intervals during storm weather, attached to an off-screen "storm cloud" object or the player, with the visual implemented as aCreateParticleHookon a very bright short-lived emitter + aSoundHookfor the thunder, OR - (possible) a server-side system the decompile reveals no trace of in the client — e.g. ACE-style (but richer than current ACE) AdminEnvirons extensions, OR a modern-port addition layered on top of retail.
ACE's 2.x branch (the vendored reference) does not broadcast any
lightning-like PlayScript or periodic AdminEnvirons Thunder; its
EnvironChangeType enum only covers the same 7 fog presets + 6 thunder
sounds the client knows. So either retail's server had logic ACE never
ported, or the user is running a server-side mod/expansion that sends
lightning packets.
H1: Server-broadcast PlayScript (0xF754) — CONFIRMED channel, unknown content
The dispatcher
chunk_006A0000.c:12320-12336:
undefined4 FUN_006adba0(int param_1, int param_2)
{
int *piVar1;
undefined4 uVar2;
if ((param_2 != 0) && (param_1 != 0)) {
piVar1 = *(int **)(param_2 + 0x2c); // packet payload ptr
if (*piVar1 == 0xf754) { // opcode match
uVar2 = FUN_00452060(param_2, piVar1[1], piVar1[2]);
return uVar2;
}
}
return 3;
}
The bridge to PhysicsScript
chunk_00450000.c:1043-1057:
int FUN_00452060(undefined4 param_1, undefined4 param_2, undefined4 param_3)
{
int iVar1;
iVar1 = FUN_00508890(param_2); // find PhysicsObj by guid (hash lookup)
if (iVar1 == 0) {
FUN_00509da0(param_2, param_1); // queue for later (object not loaded yet)
return 4;
}
iVar1 = FUN_00511800(param_3); // play_script(scriptId) on it
return (-(uint)(iVar1 != 0) & 0xfffffffe) + 3;
}
PlayScript entry into the PhysicsScript runtime
chunk_00510000.c:1535-1547:
undefined4 __fastcall FUN_00511800(int param_1)
{
undefined4 uVar1;
if (*(int *)(param_1 + 0x90) == 0) {
return 1;
}
uVar1 = FUN_005117a0(); // = PhysicsObj.play_script_internal
return uVar1;
}
From here, FUN_005117a0 lazily instantiates a ScriptManager at PhysicsObj+0x30
and calls FUN_0051bed0(scriptID) — exactly the path documented in
2026-04-23-physicsscript.md. So the PlayScript opcode executes an
arbitrary PhysicsScript on any PhysicsObj the server addresses by GUID.
Wire format
[u32 opcode = 0xF754][u32 objectGuid][u32 scriptId]
Payload size: 12 bytes. No speed multiplier. (Contrast ACE's
GameMessageScript: guid + scriptId + speed(float) = 16 bytes. ACE's client
impl would need to add this; retail's client handles only the no-speed form
here — ACE may have a slightly different handler or the speed modifier lives
at piVar1[3] if the packet is larger.)
What this means for lightning
This IS the channel. If retail shows lightning, the most parsimonious
explanation is: the server (original Turbine server, not necessarily ACE
2.x) sends PlayScript(guid, scriptId=<flash_script_id>) at pseudo-random
intervals during storm weather. The script ID is a 0x33xxxxxx PhysicsScript
that contains, minimally:
- One or more
CreateParticleHookentries withEmitterInfoIdpointing to aParticleEmitterconfigured for a very bright, short-lived, camera-parented flash mesh (white billboard, additive blend, high luminosity, ~0.05–0.3s lifespan). - One or two
SoundHookentries withStartTimeoffset by 1–5 seconds (light-then-thunder) referencing Thunder1–6 sound IDs0x76..0x7B. - Optionally a second
CreateParticleHookfor lightning-bolt geometry, or aDiffuse/Luminoushook for a brief self-illumination of nearby objects.
The flash "renders" as a particle billboard through the normal
PhysicsScript → ParticleEmitter pipeline (documented in ACE's
ParticleEmitter.cs). No scene-wide ambient write, no D3DLIGHT modulation,
no framebuffer tint — just a bright additive sprite drawn by the existing
particle pipeline.
Thunder is same-script-different-hook: SoundHook entries in the same
PhysicsScript.ScriptData list, with StartTime offset to produce the
visible-then-audible delay. Alternatively, they could be separate
AdminEnvirons(0x65..0x6A) messages the server sends timed after the
PlayScript — but a single PhysicsScript with both CreateParticle and Sound
hooks is cheaper and more natural.
Gap: the actual scriptId(s) used
Neither the decompiled client code nor ACE 2.x nor the other references
contains a known "lightning flash" PhysicsScript ID. The id space is
0x33000000..0x3300FFFF; the PlayScript enum (client-friendly aliases)
uses IDs 0x00..0xAD but none are labeled Lightning/Flash/Strike/Storm-Flash.
The only weather-adjacent alias is PortalStorm = 0x73 (portal-restriction
effect), and BreatheLightning = 0x57 (a creature ability).
So: the script ID is either in the dat files (to be discovered by dumping
all 0x33xxxxxx PhysicsScripts and looking for ones whose hook pattern matches
"short bright flash + thunder sound"), or it's a DefaultPesObjectId on a
weather-related scene object the user's server spawns during storms.
Recommendation for acdream: if the visual confirmation says "yes, retail
flashes", run the existing ACDREAM_DUMP_MOTION=1 equivalent (we'd need a
new ACDREAM_DUMP_PLAYSCRIPT=1) to log every 0xF754 packet during a storm.
The script IDs will be in the dump.
H2: SetLightHook is NOT world-flash — RULED OUT
Schema (DatReaderWriter/.../SetLightHook.generated.cs:23-27):
public partial class SetLightHook : AnimationHook {
public override AnimationHookType HookType => AnimationHookType.SetLight;
public bool LightsOn;
...
}
Payload is a single bool. This toggles one lamp on one PhysicsObj's
part (used by tavern lanterns, torch creatures, skeletal-warrior eyes,
etc.). It is not a scene-wide brightness override, so even a timed
sequence of SetLightHook true → false → true can't produce a global flash.
Falsified.
H3: AdminEnvirons Thunder cases do NOT also flash — RULED OUT
chunk_00550000.c:11906-11994 dispatches subtypes 0x65..0x72 and 0x75..0x7B
to FUN_00551560(soundId, channelObj) — the play-sound-now call — with no
visual side effect:
case 0x65:
uVar1 = FUN_00564d50(); // get/alloc sound channel
FUN_00551560(0x76, uVar1); // play Thunder1Sound
return 0;
case 0x66:
uVar1 = FUN_00564d50();
FUN_00551560(0x77, uVar1); // play Thunder2Sound
return 0;
/* ... through 0x6A ... */
Each case returns 0 without touching the fog/ambient/weather globals, the
D3D state, or any particle system. Falsified.
H4: FUN_00507a50 weather-volume pass does NOT render a flash — RULED OUT
chunk_00500000.c:7250-7299. Only D3D state changes are:
FUN_005a3f90(DAT_008427a9 != '\0')— FOGENABLE ← weather flagFUN_005a3e20(8, 0)— ZFUNC=ALWAYS, ZWRITE=0FUN_0054bf30(...)— far-plane multiplier
Then it iterates weather volume objects and calls generic scene-graph
update+draw (FUN_00511720 + FUN_00511760). Any flash would have to come
from one of those volumes' own PhysicsScript — which brings us back to H1.
No standalone flash logic in this function.
Falsified as a new mechanism.
H5: ACE has no lightning — CONFIRMED, notable
references/ACE/Source/ACE.Entity/Enum/EnvironChangeType.cs
Only 7 fog variants + 6 thunder sounds + a couple miscellaneous sounds.
No "Lightning" / "Strike" / "Flash" member. ACE's LandblockManager and
Landblock.cs do call SendEnvironChange / SendEnvironSound for fog
and sound, but:
grep Thunder|Lightningacross ACE's Server/**.cs turned up only item names, spell IDs, character-title strings, and the 6 thunder sound enum values. Zero server code periodically broadcasts a thunder sound or a lightning PlayScript.- ACE has
GameMessageScript(opcode 0xF755PlayEffect) used for spell effects, level-ups, portals, creature deaths, etc. Also0xF754PlayScriptIdis declared but not used by any of the 48 call sites I found (which all go throughGameMessageScript+PlayEffect = 0xF755). - The
PlayScriptenum has no Lightning/StormFlash/Strike entries.
Implication: the server ACE vendors (2.x line) does not emit lightning. Therefore one of the following is true:
- The user's running server is an older/modded ACE or a different emulator that does send lightning packets.
- The retail production server had logic ACE never ported — specifically a per-landblock storm tick that sent 0xF754 PlayScript with a lightning PhysicsScript at randomized intervals.
- The user saw lightning in a different client/era (retail 2005-era vs 2017-era vs a private shard mod) that doesn't correspond to what ACE 2.x does today.
Either way: the retail CLIENT will respond to 0xF754 by running whatever
PhysicsScript the server names. So acdream's job is to port that pathway
and let the server drive it — same as with spell effects, death animations,
portal travel, etc.
Port-ready C# pseudocode
Wire the PlayScript opcode (0xF754)
// src/AcDream.Core/Events/GameEventDispatcher.cs
// Retail opcode 0xF754 = PlayScriptId.
// Wire: [u32 opcode][u32 targetObjectGuid][u32 scriptId]
// Routes into the PhysicsScript runtime documented in 2026-04-23-physicsscript.md.
public void OnPlayScriptId(BinaryReader r)
{
uint guid = r.ReadUInt32();
uint scriptId = r.ReadUInt32();
// Decompile FUN_00452060 (chunk_00450000.c:1043-1057):
var obj = _world.FindPhysicsObjectByGuid(guid);
if (obj == null)
{
_pendingPlayScripts.Enqueue((guid, scriptId)); // FUN_00509da0 queue
return;
}
obj.PlayScript(scriptId, modifier: 1f);
}
// Also handle 0xF755 PlayEffect (ACE's preferred opcode — adds speed multiplier)
// Wire: [u32 opcode][u32 guid][u32 scriptId][f32 speed]
public void OnPlayEffect(BinaryReader r)
{
uint guid = r.ReadUInt32();
uint scriptId = r.ReadUInt32();
float speed = r.ReadSingle();
var obj = _world.FindPhysicsObjectByGuid(guid);
if (obj == null) { _pendingPlayScripts.Enqueue((guid, scriptId)); return; }
obj.PlayScript(scriptId, modifier: speed);
}
Flush pending on object arrival (port of FUN_00509da0)
// When a new PhysicsObject arrives (CreateObject / streaming visibility):
private void OnPhysicsObjectCreated(PhysicsObject obj)
{
// drain pending queue for this GUID
var drained = new List<(uint g, uint s)>();
while (_pendingPlayScripts.TryDequeue(out var item))
{
if (item.g == obj.Guid) obj.PlayScript(item.s, 1f);
else drained.Add(item);
}
foreach (var d in drained) _pendingPlayScripts.Enqueue(d);
}
Rely on the existing PhysicsScriptRuntime port for rendering
Once 0xF754 wires, acdream's existing PhysicsScriptRuntime.cs (the port
sketched in 2026-04-23-physicsscript.md §5) handles everything else:
ScriptManager.Start(scriptId) → Tick(now) → ExecuteHook → ParticleSystem.SpawnEmitter.
The "lightning flash" visual is whatever the server-supplied
PhysicsScript's hooks say it is — no special-cased code needed.
Optional: runtime discovery
Add diagnostic env var ACDREAM_DUMP_PLAYSCRIPT=1 that logs every 0xF754 /
0xF755 packet with guid, scriptId, and timestamp. Then during a thunderstorm
the user can post-hoc filter the log for candidate "lightning" scriptIds,
dump their PhysicsScript hook tables via DatCollection, and confirm the flash
is a CreateParticleHook on a bright additive emitter.
Citations
docs/research/decompiled/chunk_006A0000.c:12320-12336—FUN_006adba0opcode 0xF754 dispatcherdocs/research/decompiled/chunk_00450000.c:1043-1057—FUN_00452060GUID-lookup + play_script bridgedocs/research/decompiled/chunk_00510000.c:1535-1547—FUN_00511800play_script-by-id wrapperdocs/research/decompiled/chunk_00510000.c:1504-1531—FUN_005117a0PhysicsObj.play_script (lazy ScriptManager)docs/research/decompiled/chunk_00510000.c:11119-11216— ScriptManager runtime (from prior research)docs/research/decompiled/chunk_00550000.c:11906-11994— AdminEnvirons Thunder subtypes (sound-only)docs/research/decompiled/chunk_00500000.c:7250-7299—FUN_00507a50weather-volume pass (no flash)docs/research/decompiled/chunk_004D0000.c:3888-3919— storm flag (+0x41) IS read, but only to suppress the overhead-name/radar label pass during storms (not a lightning hook)references/ACE/Source/ACE.Entity/Enum/EnvironChangeType.cs:1-48— no Lightning enum valuereferences/ACE/Source/ACE.Server/Network/GameMessages/GameMessageOpcode.cs:63-64—PlayScriptId = 0xF754,PlayEffect = 0xF755references/ACE/Source/ACE.Server/Network/GameMessages/Messages/GameMessageScript.cs:1-16— ACE's builder (uses 0xF755PlayEffect)references/ACE/Source/ACE.Entity/Enum/PlayScript.cs:1-180— full retail PlayScript alias table (no lightning member)references/DatReaderWriter/DatReaderWriter/Generated/Types/SetLightHook.generated.cs:22-44— SetLightHook =bool LightsOnonly
Gap / What to try next
- Capture a live 0xF754 trace during a storm. Add a diagnostic dump of inbound PlayScript packets to acdream's session layer. Run the client while the test server (ACE-based or user's modded shard) has lightning active. Filter for script IDs correlated with the visible flash.
- If no 0xF754 traffic arrives, the user's lightning is NOT
server-driven. Two remaining avenues:
- DefaultPesObjectId on an EnvCell / scene object. The sky research
hinted at
DefaultPesObjectId = 0x330007DBon DayGroup[0] SkyObject[6] — but that field isn't walked by retail's sky render loop (2026-04-23-physicsscript.md§4). Same might be true for landblock decorations: a scenery weenie with DefaultPesObjectId pointing to a flash script could be spawning a cloud that periodically flashes. Dump 0x33xxxxxx scripts whose name or embedded hook IDs contain "light"/"strike"/"flash". - Retail may have had lightning only in DirectX 8/9 builds not in the
decompile chunk we have. The current 688K-line decompile is from
acclient.exebuild ~2005-era; later retail patches could have added/removed weather features. Compare to a different build if one is available.
- DefaultPesObjectId on an EnvCell / scene object. The sky research
hinted at
- Compare the decompile chunk boundary
chunk_00500000..00580000— our research has mostly covered 00500000 (sky), 00510000 (physics), 00550000 (weather), 00560000 (weather mgr). There's still a lot of 00570000 and 00580000 unexamined. A focused search for "Lightning" constant strings, or for any function that writes to_DAT_008682bc/c0/c4(the scene ambient globals) on a short timer, might surface a dedicated mechanism.
Word count: ~2,050.