docs: M-87 playtest notes — D176/D173/D148 still current

D176: skybox still glitchy broadly (not just Surface); Cradle named as
still showing solid black where sky/backdrop should be. Confirms (a)
never landed a verified fix.
D173: Bond hover/float cutscene glitch still present.
D148/D160: new specific instance - Bond spins in circles in some
cutscenes (end-of-Cradle Trevelyan-falls cutscene named) - likely same
actor-position/anim-root cause as D173, manifesting as bad rotation.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
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James Dansereau committed 2026-09-10 22:07:11 -04:00
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@@ -14,7 +14,7 @@ once the game is playable start-to-finish without crashes.
| **D76** | 2D disclaimer screen only partially drawn. | §F D76. |
| **D77** | No audible music on PC. | Phase 3 (audio). §F D77. |
| ~~**D116 (HUD)**~~ | ~~proportional-font strings + ammo counter mirrored~~ | **CLOSED — NOT A BUG (M-33, §F D168).** Same capture-orientation artifact as D114. |
| **D148** | Level-end cinematics don't play. Dam: hitting the exit trigger should show Bond rappelling down the dam (the bungee jump); instead it cuts straight to the mission-complete report. **Broader (M-49 full playthrough): cutscenes are buggy in many places across the game**, not just the Dam ending — the user reports frequent cutscene glitches (skipped, wrong camera, misplaced/hovering actors, timing). Treat D148/D160 as the tracking entry for the whole cutscene-reliability problem, not just Dam. | Scripted cutscene / cinematic-camera + Bond rappel anim. Found M-27 during the first full Dam→Facility playthrough. Progression is unaffected — the report and next briefing load fine. The widespread nature (M-49) points at a systemic cause: the propDef/`sizepropdef` stride desync (D122/D132 family) that misreads `CutsceneRecord` lookups, and/or D75 anim-model + D173 actor-position bugs showing up wherever a cutscene puts a character on screen, and/or the D155/D156/D193 timing family driving cutscene camera/anim pacing. **M-31 (§F D160):** static-traced the Dam end ailists (`ai_24`→`ai_17`, `camera_switch`→`CutsceneRecord` type-46 lookup). Diagnostic `GE_D160=1` shipped (`c95713f5`) — user runs Dam to the exit with it set; the trace pins whether the cutscene AI runs, and whether the propDef-index walk (D122/D132 family) hands `camera_switch` a bogus cutscene record. Leading hypothesis: propDef `sizepropdef` stride desync (medium confidence), not D75 anim-model. |
| **D148** | Level-end cinematics don't play. Dam: hitting the exit trigger should show Bond rappelling down the dam (the bungee jump); instead it cuts straight to the mission-complete report. **Broader (M-49 full playthrough): cutscenes are buggy in many places across the game**, not just the Dam ending — the user reports frequent cutscene glitches (skipped, wrong camera, misplaced/hovering actors, timing). Treat D148/D160 as the tracking entry for the whole cutscene-reliability problem, not just Dam. | Scripted cutscene / cinematic-camera + Bond rappel anim. Found M-27 during the first full Dam→Facility playthrough. Progression is unaffected — the report and next briefing load fine. The widespread nature (M-49) points at a systemic cause: the propDef/`sizepropdef` stride desync (D122/D132 family) that misreads `CutsceneRecord` lookups, and/or D75 anim-model + D173 actor-position bugs showing up wherever a cutscene puts a character on screen, and/or the D155/D156/D193 timing family driving cutscene camera/anim pacing. **M-31 (§F D160):** static-traced the Dam end ailists (`ai_24`→`ai_17`, `camera_switch`→`CutsceneRecord` type-46 lookup). Diagnostic `GE_D160=1` shipped (`c95713f5`) — user runs Dam to the exit with it set; the trace pins whether the cutscene AI runs, and whether the propDef-index walk (D122/D132 family) hands `camera_switch` a bogus cutscene record. Leading hypothesis: propDef `sizepropdef` stride desync (medium confidence), not D75 anim-model. **M-87 user playtest:** Bond floating/hover cutscene glitch (D173) still present; new specific instance — **Bond spins in circles in some cutscenes**, named example the end-of-Cradle Trevelyan-falls cutscene. Likely the same actor-position/anim-root cause manifesting as bad rotation instead of bad height. |
| **D149** | Front-end MISSION COMPLETE / mode-select 3D models (dossier, wallets) render as garbled full-screen geometry or not at all — one of the compiled sub-DLs (seg5+0x9ee4) is malformed, D146 now skips it instead of aborting. | D75 family. §F D146. |
| **D170** | Named-NPC "flee" scripted behavior looks wrong on PC: on Silo, Ourumov breaks into a full run the instant he alerts ("Ourumov: Kill him!") rather than the N64 walk/retreat; developer reports Trevelyan behaves the same way on Cradle. **M-49 full playthrough: escalated — Cradle (`-level_51`) is "bugged out completely" from Trevelyan's behavior; the final level's scripted progression breaks. Now folded into / superseded by §F D193 (NPC AI locomotion too slow).** | **Observed, not investigated** (M-34, from a Silo playtest capture; user bug report — no fix wanted yet). Could be a genuine ailist / `chrTick` divergence, OR the D155/D156 wall-clock `deltaFrames` locomotion-anim speed-up (a catch-up spike playing the walk cycle at 2–3×). **Verify first:** capture the same beat against N64 reference footage before assuming it diverges — Ourumov may be scripted to flee. If it's real, suspect the frametiming clamp (§F D155/D156) or the Cradle-family AI path (§F D123). |
| **D171** | Silo missile-shaft: a large translucent grey triangle sweeps across the lower frame while panning down the shaft (~3 s of the capture). Looks like a stray poly / near-plane clip fan, same family as D106 (portal near-plane min>max). | **Observed, not investigated** (M-34, Silo capture). Cosmetic, intermittent, tied to camera angle in the open vertical shaft. |