The podium arrived as a hard cut: the race was still on screen one frame and the stand was there the next. The race has its own fade-to-black already, and it was being suppressed to keep the fade from blacking out the podium behind it - which threw away the transition along with the problem. Now the two are sequenced. StopMission lets the race fade out as it always did and posts the podium to itself for when that fade has landed on black; the handler stands the finishers up behind the black and ramps back in. The fade-in is the end-of-mission fade run backwards - the same multiply on the fog colour and both fog distances, from nothing up to what the Winners Circle asked for. Timings: 0.7s of fade-out and black, then a 0.45s fade in. Both come out of the 11 second hold, leaving about ten seconds of podium. RP412PODIUMFADEIN sets the ramp. Verified by measuring frame brightness across the transition. The race falls away and the screen reaches black, then the stand comes up - and with the ramp stretched to 3s to make it resolvable at a half-second sampling interval, it climbs 71.8, 77, 78.7, 79.7, 80.5 rather than stepping, so it is a real fade and not a cut arriving late. The camera also comes down and tilts up across the tiers, which is how a podium wants to be shot. It is a balance in both directions: drop it further or tilt harder and the sky takes the top half while the winner's spot slides off the bottom of the frame; tilt down instead and the shot turns into a floor plan. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Red Planet 4.12 — the Steamification
Red Planet is VWE's pod-racing game: eight-player VTV contests on Mars — Martian Death Race and Martian Football — originally played from inside VWE Tesla cockpit pods. This repo is the third life of that code:
| Generation | What it was |
|---|---|
| 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) |
| Red Planet 4.11 | The Win32 port of 4.10 (RP411) — DirectX 9, WinSock TCP, TeslaConsole/TeslaLauncher session control; still runs in pods, still a LAN |
| 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 |
The architecture is deliberately conservative: the VWE's design survives intact, with each pod-era dependency replaced by a consumer equivalent behind the engine's existing seams.
| Arcade (4.10/4.11) | 4.12 replacement |
|---|---|
| RIO cockpit board (serial) | PadRIO — virtual RIO from XInput pad + keyboard, fully rebindable (bindings.txt, vRIO profile format) |
| 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 |
| Pod button lamps | On-screen lamps, plus an RGB keyboard mirror (Windows Dynamic Lighting) |
| 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) |
| TeslaLauncher relaunch-per-mission | Single binary — menu → race → results → menu in one process |
| 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) |
| Site network / fixed IPs | Steam lobbies — lobby owner is the console; members exchange FakeIPs and loadouts as lobby data |
Status: it works. v4.12.2 carried the first verified end-to-end internet build: three machines, three Steam accounts, lobby → mesh → marshaled five-minute race → deaths and respawns → timed stop → results on every machine → rematch from the same lobby.
v4.12.3
is about the screen. The cockpit now scales up as well as down and re-fits
whenever the window changes, keeping 16:9 so a wide panel letterboxes
instead of stretching; -fit runs it borderless over the whole monitor and
picks the render size to land on the viewscreen 1:1. The displays are the
player's to arrange — each of the six can be scaled on its own and the
radar moved out of the middle of the road (environ.ini). Each display's
button bank now reaches under its glass, so the picture itself is the press
target rather than a sliver at the edge.
v4.12.4 is about the lobby. Both rooms now show the host's mission setup — the track, then time of day, weather and game length — since everyone flies the owner's picks and it was the one thing in the room nobody could see for themselves. The football team sheet names each player's VTV beside their team colours and position. And a lobby holds eight players rather than four, a full grid as the pod hall ran it, with the room sizing its roster to whatever space the window gives it.
Playing
Grab the release zip (or run pack-dist.ps1 on a build). Single player:
run start-windowed.bat — the game boots into the setup menu, where the
SCENARIO group picks Death Race or Football (Football swaps in the
team/position columns and its own track list). Steam multiplayer: see
docs/STEAM-3-MACHINE-TEST.md (until RP412
has its own AppID it runs under Spacewar, 480).
The two config files beside the exe are self-documenting: environ.ini (every engine option, commented) and bindings.txt (every key, pad button, and axis; written with the full default layout on first run). Default controls: numpad flies (8/2/4/6 stick, 7/9 pedals, 0 trigger), Shift/Ctrl throttle, Alt reverse, arrows look, Space fires, letter rows are the MFD button banks as printed on the panel. Alt+Q aborts a mission. Full map with pad and keyboard diagrams: docs/CONTROLS.md.
Building
VS 2022 (v143) + DirectX SDK June 2010 + the vendored Steamworks SDK
(extern/steamworks_sdk_164) — see BUILD.md. Solution
WinTesla.sln, configuration Release|Win32, output
Release\rpl4opt.exe.
Documentation
| Doc | Contents |
|---|---|
| docs/CONTROLS.md | Controls map — pad and keyboard diagrams, the panel button banks, rebinding |
| docs/RP412-ROADMAP.md | The original plan and workstreams |
| docs/RP412-FRONTEND-DESIGN.md | TeslaConsole analysis, the egg format, the console protocol, and the Steam mapping — with status notes as each layer landed |
| docs/STEAM-3-MACHINE-TEST.md | Multiplayer test procedure, Steam Input notes, the abort key |
| BUILD.md | Toolchain and build steps |
Dev tooling: tools/two-pod-test.ps1 races two pods on loopback,
marshaled by a console feeder speaking the arcade Munga protocol.
Related repositories
| Repo | Role |
|---|---|
| RP411 | Upstream: the Win32 arcade port this repo Steamifies (full history preserved; remote rp411 for cross-pulling fixes) |
| VRIO | Virtual RIO panel + vPLASMA — source of the bindings format, the cockpit layout, and the keyboard lamp mirror |
| TeslaSuite | TeslaConsole / Launcher / vPOD — the arcade session-control stack 4.12 absorbed (and the reference implementation of the Munga control protocol, TCP 1501) |