Simulated netboard - future of linked play in Supermodel?

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Re: Simulated netboard - future of linked play in Supermodel

Postby rokfpoewrkcpoqwkcp » Sun Nov 14, 2021 4:35 pm

Edit: Ignore this post. User error.

rokfpoewrkcpoqwkcp wrote:Intriguing that the stages take turns to run smoothly.


Not as intriguing as I thought. It's just the car combination that makes a stage run smoothly or not.
Which ever stage the Corolla is paired with the Evo will run smooth. Loop 1 - stage 1 and so on. 3 loops total.

Edit: Ignore this post. User error.
Last edited by rokfpoewrkcpoqwkcp on Sun Nov 14, 2021 6:41 pm, edited 2 times in total.
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Re: Simulated netboard - future of linked play in Supermodel

Postby gm_matthew » Sun Nov 14, 2021 5:42 pm

I tried running Sega Rally 2 with three linked machines myself (master, slave and relay), and I personally had the relay running a tiny bit ahead of the others (just a few frames), and this gap remained constant regardless of the stage/car combination.

Are you sure the relay's PowerPC speed is set to the same as the others? Because I can't think of any other reason it would fall behind.
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Re: Simulated netboard - future of linked play in Supermodel

Postby rokfpoewrkcpoqwkcp » Sun Nov 14, 2021 6:35 pm

gm_matthew wrote:Are you sure the relay's PowerPC speed is set to the same as the others?


Thank you for saying this, it led me to finding the problem. It's all my fault. Apologies for the confusion.

Turns out, my network launcher GUI which is written in Autohotkey, is checking the wrong variable. (I'm an amateur :oops: )
This meant the ppc value being passed never went above 60.
ppc 100 does indeed fix the synch and flickering. (Which is the value my normal GUI successfully passes for srally2.)

I love how you guys can tell what's wrong without even seeing what we're doing. :D

Sorry again for the confusion.
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Re: Simulated netboard - future of linked play in Supermodel

Postby anchounio » Sat Nov 27, 2021 10:09 am

I'm trying to set up a LAN with 4 computers. How should I leave this parameters in each computer?


Network = 1
SimulateNet = 1
PortIn = 1970
PortOut = 1971
AddressOut = (I guess I should put the ip address of each pc here)
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Re: Simulated netboard - future of linked play in Supermodel

Postby gm_matthew » Sat Nov 27, 2021 11:02 am

anchounio wrote:I'm trying to set up a LAN with 4 computers. How should I leave this parameters in each computer?


Network = 1
SimulateNet = 1
PortIn = 1970
PortOut = 1971
AddressOut = (I guess I should put the ip address of each pc here)


For player 1 set AddressOut to the IP address of player 2, for player 2 set it to the IP address of player 3, and so on until for player 4 you set AddressOut to the IP address for player 1. Set both PortIn and PortOut on each computer to the same number. So for example:

Code: Select all
; Player 1 (IP address 192.168.0.101)
PortIn = 1970
PortOut = 1970
AddressOut = 192.168.0.102

Code: Select all
; Player 2 (IP address 192.168.0.102)
PortIn = 1970
PortOut = 1970
AddressOut = 192.168.0.103

Code: Select all
; Player 3 (IP address 192.168.0.103)
PortIn = 1970
PortOut = 1970
AddressOut = 192.168.0.104

Code: Select all
; Player 4 (IP address 192.168.0.104)
PortIn = 1970
PortOut = 1970
AddressOut = 192.168.0.101


Hoping you can get it working! 8-)
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Re: Simulated netboard - future of linked play in Supermodel

Postby anchounio » Sun Nov 28, 2021 1:54 am

It is exactly the same kind of configuration as in Model 2 Emulator.
Thank you very much :)
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Re: Simulated netboard - future of linked play in Supermodel

Postby scoodidabop » Sun Mar 06, 2022 10:47 am

This is so awesome, nice work!

I just tested Scud.zip and it works great. Initially attempted to run both copies of the exe using Supermodel ui 860 and I think there was some extra bits of code injected somewhere that was preventing the network success. Switched to command line launching and it's all good now.

I have two questions - first, if playing 2 player splitscreen on one PC can you maintain focus on both windows and allow keyboard input for both instances?

Also pertaining to 2 player splitscreen, has anyone set up a decent window positioning command to eliminate the need to drag the windows to a nice position with every launch? Hoping to automate the process as much as possible.

Thanks again!
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Re: Simulated netboard - future of linked play in Supermodel

Postby zuppa_di_pesce » Tue Mar 08, 2022 12:57 am

scoodidabop wrote:I have two questions - first, if playing 2 player splitscreen on one PC can you maintain focus on both windows and allow keyboard input for both instances?

https://nucleus-coop.github.io/
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Re: Simulated netboard - future of linked play in Supermodel

Postby scoodidabop » Fri Mar 11, 2022 7:30 am

zuppa_di_pesce wrote:
scoodidabop wrote:I have two questions - first, if playing 2 player splitscreen on one PC can you maintain focus on both windows and allow keyboard input for both instances?

https://nucleus-coop.github.io/


Hey man thanks for the recommend. I actually tried Nucleus and found it far to onerous to set up. Went back through the Supermodel docs and found the right command for xinput - that seems to do the trick when paired with the excellent Virtual Controller/360 Controller Emulator utility (https://sourceforge.net/projects/vjoy-controller/). The utility also allows for mouse mapping, so you can use a spinner for the steering wheels.

Made a bunch of batch files to set the ports, launch the controller utility, launch the emulators, and set each window to a nice position (via https://www.nirsoft.net/utils/nircmd.html).

Sidebar about "Virtual On"
When launching two emulators for head-to-head on one PC there's something fishy going on, I wonder if anyone else can share their experience. The two instances of the game connect to each other just fine and even join in the same game session - but there's always an issue of character selection not matching the in game character or both players being blue on their own screen. You'll be correctly placed into the same match, but you're both blue and P2 should be orange - does that make sense? Then the inputs are all screwy too - player 1 joy and player 2 joy only work for player 2 for example. Stuff like that. The input issue might be on me - I'll check it again. Is there any concern for P1 start button/P2 start button effecting the character instance?
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Re: Simulated netboard - future of linked play in Supermodel

Postby MrThunderwing » Sun Mar 20, 2022 6:50 am

scoodidabop wrote:
zuppa_di_pesce wrote:
scoodidabop wrote:Made a bunch of batch files to set the ports, launch the controller utility, launch the emulators, and set each window to a nice position (via https://www.nirsoft.net/utils/nircmd.html).


I normally use a single batch file to launch all the versions of the emulator, then right click down in the task bar to 'show windows side-by-side' to get them all to fit nicely on the screen. Does the software you're using here automatically move the windows to how you want?
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