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# Red Planet 4.12 — the Steamification
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# Red Planet 4.12 — the Steamification
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**Red Planet** is VWE's pod-racing game: eight-player VTV races on Mars,
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**Red Planet** is VWE's pod-racing game: eight-player VTV races on Mars,
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originally played from inside full-motion cockpit pods. This repo is the
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originally played from inside VWE Tesla cockpit pods. This repo is the
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third life of that code:
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third life of that code:
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| Generation | What it was |
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| Generation | What it was |
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|------------|-------------|
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|------------|-------------|
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| **Red Planet 4.10** | The original game, running on the **Tesla 1** pod platform (DOS-era MUNGA engine, serial RIO cockpit hardware, operator console, batch-file relaunch between missions) |
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| **Red Planet 4.10** | The original game, running on the **Tesla 1** pod platform (DOS-era MUNGA engine, serial RIO cockpit hardware, operator console, batch-file relaunch between missions) |
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| **Red Planet 4.11** | The **Win32 port** of 4.10 ([RP411](https://gitea.mysticmachines.com/VWE/RP411.git)) — DirectX 9, WinSock TCP, TeslaConsole/TeslaLauncher session control; still arcade pods, still a LAN |
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| **Red Planet 4.11** | The **Win32 port** of 4.10 ([RP411](https://gitea.mysticmachines.com/VWE/RP411.git)) — DirectX 9, WinSock TCP, TeslaConsole/TeslaLauncher session control; still runs in pods, still a LAN |
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| **Red Planet 4.12** | **This repo: the Steamification of 4.11** — the same engine, the same wire protocol, the same missions, made sellable on Steam and playable over the internet with no cockpit hardware |
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| **Red Planet 4.12** | **This repo: the Steamification of 4.11** — the same engine, the same wire protocol, the same missions, made distributable on Steam and playable over the internet with no cockpit hardware |
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The architecture is deliberately conservative: the arcade's design survives
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The architecture is deliberately conservative: the VWE's design survives
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intact, with each pod-era dependency replaced by a consumer equivalent
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intact, with each pod-era dependency replaced by a consumer equivalent
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behind the engine's existing seams.
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behind the engine's existing seams.
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@@ -19,13 +19,13 @@ behind the engine's existing seams.
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| RIO cockpit board (serial) | **PadRIO** — virtual RIO from XInput pad + keyboard, fully rebindable (`bindings.txt`, vRIO profile format) |
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| RIO cockpit board (serial) | **PadRIO** — virtual RIO from XInput pad + keyboard, fully rebindable (`bindings.txt`, vRIO profile format) |
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| Seven physical displays | **Single-window cockpit** — all displays composed on a locked 1920×1080 canvas around the viewscreen, with the real button banks lamp-lit and clickable |
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| Seven physical displays | **Single-window cockpit** — all displays composed on a locked 1920×1080 canvas around the viewscreen, with the real button banks lamp-lit and clickable |
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| Pod button lamps | On-screen lamps, plus an **RGB keyboard mirror** (Windows Dynamic Lighting) |
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| Pod button lamps | On-screen lamps, plus an **RGB keyboard mirror** (Windows Dynamic Lighting) |
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| TeslaConsole operator | **In-game front end** — race setup menu builds the mission egg locally; an in-process console marshals every race (missions still only end on a console stop, exactly as designed in 1995) |
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| TeslaConsole operator | **In-game front end** — race setup menu builds the mission egg locally; an in-process console marshals every race (missions still only end on a console stop, exactly as designed in 1994) |
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| TeslaLauncher relaunch-per-mission | **Single binary** — menu → race → results → menu in one process |
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| TeslaLauncher relaunch-per-mission | **Single binary** — menu → race → results → menu in one process |
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| WinSock TCP LAN mesh | **NetTransport seam** — the deterministic pod mesh unchanged, running over plain TCP (LAN/dev) or **Steam Networking Sockets** (FakeIP + Steam Datagram Relay) |
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| WinSock TCP LAN mesh | **NetTransport seam** — the deterministic pod mesh unchanged, running over plain TCP (LAN/dev) or **Steam Networking Sockets** (FakeIP + Steam Datagram Relay) |
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| Site network / fixed IPs | **Steam lobbies** — lobby owner is the console; members exchange FakeIPs and loadouts as lobby data |
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| Site network / fixed IPs | **Steam lobbies** — lobby owner is the console; members exchange FakeIPs and loadouts as lobby data |
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**Status: it works.** Release
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**Status: it works.** Release
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[v4.12.1](https://gitea.mysticmachines.com/VWE/RP412/releases/tag/v4.12.1)
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[v4.12.2](https://gitea.mysticmachines.com/VWE/RP412/releases/tag/v4.12.2)
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carries the first verified end-to-end internet build: three machines, three
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carries the first verified end-to-end internet build: three machines, three
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Steam accounts, lobby → mesh → marshaled five-minute race → deaths and
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Steam accounts, lobby → mesh → marshaled five-minute race → deaths and
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respawns → timed stop → results on every machine → rematch from the same
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respawns → timed stop → results on every machine → rematch from the same
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