forreal its barely been a couple of weeks and doode wants updates like he is bank rolling the thing personally, chill my guy... go play the thousands of other online games from consoles and pc while you wait, cause these sort of things take months if not years to developncman071 wrote:i'm sure it will be updated when more progress happens...i dont know what it takes...but i do know it takes so much effort in reversing these games/servers and on top of that...these people have their own lives/jobs/families they deal with in real life
Daytona USA Progress
- killer-elite
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Re: Daytona USA Progress
- OlivusPrime
- MegaDeath
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Daytona USA
F355 Challenge
Outtrigger
Quake III Arena
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Worms World Party - Location: United Kingdom
Re: Daytona USA Progress
Please don't bump the thread asking for news. If there is news, it will be posted here. No need to hassle someone who's already going above and beyond trying to get this working again.Sennar83 wrote: Hi
News?
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- rebel
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Re: Daytona USA Progress
excuse me. I didn't want to hurt anyone's sensibilities. I just asked one question. You have to stay relaxed.
Bye bye
Bye bye
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- Anarki
- Posts: 90
Re: Daytona USA Progress
Yep, I have been busy with a move to the US for the past month or so; and even now have my development computer packed up. Won't have any updated until I am resettled and ready to code again.ncman071 wrote:i'm sure it will be updated when more progress happens...i dont know what it takes...but i do know it takes so much effort in reversing these games/servers and on top of that...these people have their own lives/jobs/families they deal with in real life
- rjbr
- dark night
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- Dreamcast Games you play Online: pso v2 e quake 3, 4x4 evo, ooga booga, monaco, tetris, maximum pool, pba, Daytona Usa
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Daytona USA
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Re: Daytona USA Progress
It'll be ready when it's ready. Or never. Whichever comes first.rjbr wrote:game daytona usa, will it be online this year or next year?
- rjbr
- dark night
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Re: Daytona USA Progress
Wow! This is amazing! Daytona is one of my favorite games of all time. Im from the UK so this would be AWESOME to play online with the USA version.
Keep up the good work.
Keep up the good work.
Dreamcast: Blue Swirl, 60hz, White LED, Removable battery holder, Internal SD card reader, BBA, DreamPi, RGB Scart
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- Anarki
- Posts: 90
Re: Daytona USA Progress
So tiny update. Finished my move and my pc is in working order. I was able to discover a minor thing: The last param in the player struct. I originally called it a player "key" as it is used in ordering the players position in the room menu. While monitoring Wireshark to figure out how the NetEngine stuff worked; I noticed the client was pinging 3.0.0.0; the random key I was setting to the player clients. So it's actually that player's IP.
Turns out the ping stuff is all handled automatically between clients using UDP in a P2P fashion. The clients just ping each other automatically it seems. Made me wonder if NetEngine is P2P but after getting a client to send msgs to another; nothing happened.
Back to analyzing the code. It could be I am just missing some config packet for the lobby.
Turns out the ping stuff is all handled automatically between clients using UDP in a P2P fashion. The clients just ping each other automatically it seems. Made me wonder if NetEngine is P2P but after getting a client to send msgs to another; nothing happened.
Back to analyzing the code. It could be I am just missing some config packet for the lobby.
- Sonic1994DC
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Re: Daytona USA Progress
Always happy to hear updates on this project. Hopefully you be able to get this game back online soonioncannon wrote:So tiny update. Finished my move and my pc is in working order. I was able to discover a minor thing: The last param in the player struct. I originally called it a player "key" as it is used in ordering the players position in the room menu. While monitoring Wireshark to figure out how the NetEngine stuff worked; I noticed the client was pinging 3.0.0.0; the random key I was setting to the player clients. So it's actually that player's IP.
Turns out the ping stuff is all handled automatically between clients using UDP in a P2P fashion. The clients just ping each other automatically it seems. Made me wonder if NetEngine is P2P but after getting a client to send msgs to another; nothing happened.
Back to analyzing the code. It could be I am just missing some config packet for the lobby.
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