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Working native port of Stunts with 8 multiplayer over Internet

Started by x29retaliator, August 29, 2026, 07:00:51 PM

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x29retaliator

Just some testing. In the attached picture we can see that 8 cars are present on the track in a live game.

It is quite painful to do this kind of testing, but it does work.

The car in the top-left drove down the road a bit, turned, and headed back towards the finish line going the wrong way. Just like the original game it then assumes you "finished" and gives you a huge penalty. So the blue car already finished.

Anyway, thought this screenshot might be a bit cool.

I didn't forget about the collision detection, I thought I'd explain how it works but uncovered some problems with it, so I'll deal with that first.

HerrNove

Quote from: x29retaliator on Yesterday at 06:26:34 PMIt is quite painful to do this kind of testing, but it does work.

Reminds me of a time where I had to start six instances of an unstable version of VMWare. It took some attempts before I managed to keep all the VMs alive for the few minutes I needed for my experiment.

Quote from: x29retaliator on Yesterday at 06:26:34 PMAnyway, thought this screenshot might be a bit cool.

It's very cool to me! Congratulations, I think for many veterans this is a dream coming true!

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(some minor glitches in the speedometer of Jaguar and Corvette: maybe a bug when processing the .PVS files? Sorry for raising an issue now, but I cannot keep myself :) )


Foxpup

Quote from: x29retaliator on Yesterday at 06:26:34 PMThe car in the top-left drove down the road a bit, turned, and headed back towards the finish line going the wrong way. Just like the original game it then assumes you "finished" and gives you a huge penalty.
It really shouldn't though, if all you did was drive the wrong way. I guess you changed the way the start/finish line functions in order to account for cars starting on the previous tile, because in the original game, the start/finish line must be approached from the correct direction to count as completing the race.

Also, it looks like you're unnecessarily truncating the cars' full names to 4 characters depsite cars already having a 4-character short name (the gsna resource in the car*.res file) for exactly this purpose. It is used in the original game to identify the opponent's car on the scoreboard, when a high score is recorded while racing against an AI opponent. (This short name is not to be confused with 4-character filename code used to identify cars, which is often the same but may be different. For example, the Porsche March Indy has a short name of "INDY" and a filename code of "PMIN".)

Quote from: HerrNove on Yesterday at 08:36:48 PM(some minor glitches in the speedometer of Jaguar and Corvette: maybe a bug when processing the .PVS files? Sorry for raising an issue now, but I cannot keep myself :) )
Yeah, I've seen that issue too when converting car files, though I never bothered to investigate the cause.