ff6ec8c56a9f212218b8ee7a2de75853cf90bf09
Steamworks SDK 1.64 vendored at extern/steamworks_sdk_164 (headers + win32 redistributables only; .gitignore trims the rest). Both projects build with RP412_STEAM; activation stays behind the RP412STEAM=1 environment switch, so plain desktop runs never touch Steam. L4STEAMTRANSPORT.cpp implements NetTransport on ISteamNetworkingSockets with FakeIP: SteamNetTransport_Install brings up SteamAPI, relay network access, and a two-port FakeIP identity (fake port 0 = console channel, 1 = game mesh), then swaps the process wire; any failure logs the reason and the game carries on over TCP. Addressing keeps the engine untouched: all pods share the -net port convention, eggs carry fakeip:engineport, and the transport alone translates engine ports to Steam fake ports via the lobby-fed peer table (RegisterPeer). Connect mirrors the TCP retry-while-refused loop; Receive normalizes message lanes back into the stream semantics CheckBuffers expects. Runtime verified on this box: RP412STEAM=1 under AppID 480 came up as 169.254.59.52 (fake ports 32256/32257); without Steam credentials it falls back to TCP cleanly; default boot logs no Steam lines at all. steam_api.dll ships in the dist. Next: the lobby layer (ISteamMatchmaking member data -> RegisterPeer + egg build + RPL4CONSOLE marshal), which needs a second account to test. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Red Planet 4.12
Red Planet is the VWE pod-racing game built on the in-house MUNGA engine
(Win32 / DirectX 9, MUNGA_L4 platform layer). The 4.12 line is the
consumer port: a version of Red Planet that can be sold on Steam and played
over internet multiplayer, without cockpit-pod hardware.
Forked from RP411 (the arcade/cockpit 4.11 line) with full history preserved.
Goals
- Steam distribution — Steamworks integration, SteamPipe builds, store-ready packaging.
- Internet multiplayer — take the engine's LAN-era WinSock networking online (NAT traversal, matchmaking, latency tolerance).
- No cockpit required — keyboard / mouse / gamepad input and on-screen replacements for the pod's RIO panel and plasma display, drawing on vRIO.
- Self-hosted sessions — in-game race setup/join replacing the operator-driven TeslaConsole flow.
See docs/RP412-ROADMAP.md for the plan and the Steam-multiplayer logistics.
Building
Unchanged from 4.11 for now — see BUILD.md
(VS 2005/2008 + DirectX SDK June 2010, Release|Win32, output Release\rpl4opt.exe).
Toolchain modernization is a roadmap item.
Related repositories
| Repo | Role |
|---|---|
| RP411 | Upstream arcade source (this repo's base) |
| VRIO | Virtual RIO panel + vPLASMA display — input bindings and display emulation to fold in |
| TeslaSuite | TeslaConsole / Launcher / vPOD — the arcade session-control stack 4.12 replaces (and a reference for the Munga control protocol, TCP 1501) |
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