Dagger

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About Dagger

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    LMP Developer

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  • Website URL https://github.com/gavazquez
  • Skype gabriel.spain

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  • Location Madrid, Spain

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  1. [1.3.1] Luna multiplayer (LMP) - Beta

    I implemented a new system that syncs them while you play so it should probably work better now Also this fix is in the nighties and it's not compatible with the standard released version
  2. [1.3.1] Luna multiplayer (LMP) - Beta

    That's because you need to leave the safety bubble. The vessels are drawn after you leave it.
  3. [1.3.1] Luna multiplayer (LMP) - Beta

    Sorry guys, I had to do a quick hotfix as dockings were failing and there was a null reference exception error Latest is 0.1.12 Fixed docking so a correct network message is sent Fixed NRE when removing vessel parts Now vessels received with NaN orbits are not rendered Fixed default positioning system in the settings Also, @The HellBox and @Toonu made a nice video:
  4. [1.3.1] Luna multiplayer (LMP) - Beta

    I just released a new version.... Includes several performance fixes and also better compatibility with linux. Besides this, now kerbals are synced inside a vessel so if a vessel is transfered from one part to another, the spectator sees those changes aswell. Latest version: Here
  5. Hola chicos yo he creado un mod para multijugador y hace pocos días lo hice público en el foro general, si me queréis ayudar a testearlo y tal aquí os paso el link del post en inglés:
  6. MultiPlayer!

    It just involves dropping a folder in the GameData directory, here you have a document that explains how to install LMP: https://github.com/gavazquez/LunaMultiPlayer/wiki/How-to-install-LMP
  7. Licence: MIT (you don't have to ask me for permission if you want to make a fork ) Description: Around March-2016 I started a fork of DMP to include UDP network messages but it finally evolved to a totally different program. Still, LMP would never exist without the work done by @godarklight as uses some of its concepts and some code snippets from his mod. If you want to support this project, consider donating trough paypal The mod still has some bugs so if you want to report a issue, please do so on github If you want to collaborate testing new versions or help us in development join us in the discord chat In order to implement interpolation we need some person with maths + orbits knowledge that could help us do it Main features: Clean and optimized code architecture, based on systems and windows which makes it easier to read and modify. Multi threaded (as much as Unity allows) Settings saved as XML. Time synced between clients and the server using the NTP protocol. UDP networking using the Lidgren library for reliable UDP message handling. Uses interpolation (still buggy) so the vessels shouldn't jump from one place to another. Nat-punchtrough feature so a server doesn't need to open ports on it's router. Servers are displayed within the mod. Better creation of network messages so they are easier to modify. Every network message is cached in order to reduce the garbage collector spikes Based on tasks instead of threads. QuickLZ for fast compression Caveats: Sometimes weird bugs appear Only sandbox mode has been tested No 100% mods support still Much testing is needed... Links: Oficial Github repo: https://github.com/LunaMultiplayer/LunaMultiplayer Official website: http://lunamultiplayer.com Download from: Website or GitHub Wiki (WIP): https://github.com/LunaMultiplayer/LunaMultiplayer/wiki Discord chat: https://discordapp.com/invite/S6bQR5q Collaborators: @Dagger (kidneykiller on reddit, gavazquez on Github) Developer @Lothsahn Developer @SupperRobin6394 Website development @godarklight Assesment & DMP code @Toonu Testing + Documentation @The HellBox - Testing + Documentation (linux) Video:
  8. DarkMultiPlayer 0.2.4.5 [KSP 1.3.1] [Alpha]

    If I manage to solve some few issues I hope to have a stable release for begginings of december... It all depends on the testing.
  9. DarkMultiPlayer 0.2.4.5 [KSP 1.3.1] [Alpha]

    Thanks a lot!! For the moment I'm testing LMP toguether with some collaborators, I still don't release LMP because I want it to be more stable but if I run into some issue definately I will contact you
  10. Perhaps you can have a look at this library: https://github.com/pardeike/Harmony it was created for rimworld in the beginning Changing the code that is already compiled is a hard task...
  11. DarkMultiPlayer 0.2.4.5 [KSP 1.3.1] [Alpha]

    It's not abandoned ;-) I'm still developing it, I had a pause in July of about 3 months but in september I took it again. In fact now the performance is much better as I recycle the network messages and implemented several multithreaded stuff, also vessels positions and docking now works fine Still there are several things to improve such as: 1- Screens are working with the old system of "OnGUI" that generate tons of garbage and must be moved to the new system 2- I'm still not happy with the network message recycling system that I implemented few days ago as there are some cases where it fails... (It's really a quite complex thing as messages are created in several threads at the same time) 3- Warp system is still not 100% done and I must go trough all the cases. 4- At the moment the vessels are transformed to protovessels in order to update their position in the server with a method called "BackupVessel". This method is bad in terms of performance and I'm finding other solutions for this... 5- Spectating other player vessels specially if they are in the ground generate issues 6- Lots of testing to be done For such reasons LMP is not public but if you have programming knowledge and want to help me just send me a PM
  12. Move unpacked vessels

    Hi @sarbian Another option that I saw is what principia uses. Would it be more compatible with other mods? 1- It runs a function in the TimingManager.obsenceearly and sets the vessel.precalc.enabled=false 2- In another function in TimingManager.Onprecalc it calls the vessel.SetPosition. Then it sets precalc.enabled=true and calls precalc.MainPhysics
  13. Move unpacked vessels

    I think I've found a solution... 1: Subscribe to onVesselPrecalcAssign 2: When it's triggered, assign your customVesselPrecalc (that inherits from VesselPrecalculate) class to the vessel that is being created 3: Assign that vessel to your customVesselPrecalc (supposedly this shoudn't be needed but otherwise precalc.vessel is null) 4: Do an override of MainPhysics and assign the received transform pos and rot before calling base.MainPhysics
  14. Hi. I'm trying to move NON packed vessels in a multiplayer mod that I'm making. The issue is that the vessel shakes horribly and I don't know what might be happening. I don't have a problem doing it with packed vessels but I think that the flight integrator is messing with me when the vessel is unpacked and I don't know what parts should I touch to do so. The full code: https://github.com/DaggerES/LunaMultiPlayer/blob/master/Client/Systems/VesselPositionAltSys/VesselPositionAltUpdate.cs#L153 Rotation = new Quaternion(rot[0], rot[1], rot[2], rot[3]); Position = Body.GetWorldSurfacePosition(lat, lon, alt); Vessel.checkSplashed(); Vessel.checkLanded(); Vessel.vesselTransform.rotation = Rotation; Vessel.vesselTransform.position = Position; Vessel.SetRotation(Rotation, true); Vessel.SetPosition(Position, false); Vessel.latitude = lat; Vessel.longitude = lon; Vessel.altitude = alt; foreach (var part in Vessel.parts) part.ResumeVelocity(); Hopefully someone can help me with this, I feel like I'm close to finish this multiplayer mod but the movement is very jerky and I don't know what parts should I look at.
  15. Hi sarbian, thanks a lot for your answer. I changed the code so all the other player controlled vessels are packed (by editing the vesselRanges) and it seems much better and smooth