Mail Archives: djgpp/1999/03/06/09:31:03
From: | ben AT hedgehog (Ben Crossman)
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Subject: | IPX game programming
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Newsgroups: | alt.msdos.programmer, comp.os.msdos.programmer, comp.os.msdos.djgpp
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X-Newsreader: | Tin 1.1 PL5
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NNTP-Posting-Host: | hedgehog.highway1.com.au
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Message-ID: | <36e1342d.0@news.highway1.com.au>
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Date: | 6 Mar 1999 21:57:01 -0800
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X-Trace: | 6 Mar 1999 21:57:01 -0800, hedgehog.highway1.com.au
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Lines: | 29
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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Reply-To: | djgpp AT delorie DOT com
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Hello fellow coders,
I have been trying for ages to get my IPX code for my game to work.
I've had the same problems on many different network types and
compilers and languages. The latest version uses DJGPP ( A Shareware C )
The main crunch in the game is that the way it works , every packet MUST
be recieved or the game will freeze and I appear to always loose a few packets
in every ten thousand. There are about 5000 packets a second being transmitted.
Not only are packets dropped but some are corrupted.
I know I've asked this question before and thanks for everyone who gave me
advice. I still have had no success. I've tried checksums, multiple copies of
every packet, and then a simple reliable layer.
I've heard that doom actually implemented a simple reliable layer on top of IPX.
I checked the doom code and can not find any such implementation. The only
special thing about its IPX packet recieving is that it sorts the packets by
time.
I can't find any implementation of SPX in C. I really need a reliable layer.
Help
Cheers
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Ben (ben AT highway1 DOT com DOT au)
http://users.highway1.com.au/~ben
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