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silvanus

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Posts posted by silvanus

  1. 2 minutes ago, pizzaoverhead said:

    I'm starting to find more time/motivation to work on this lately. Latest progress:

    • Working FPS-style controls in gravity and completely free look when in microgravity. There are still some issues with gravity. The values coming from KSP are occasionally tilted or sideways while sitting on the runway, so there's likely some aspect that I'm missing.
    • The basics for needing to remove a helmet to fit through smaller IVAs (Mk 1 aircraft parts mainly).
    • The beginnings of a basic IVA-pressurisation system. Currently just a part module that holds a pressure value with no effects, but the goal is to require having similar pressures between modules to open hatches, needing to depressurise to go on EVA, having negative effects on kerbals without helmets etc. I'll be making this as compatible as possible with failure mods so you can have leaks or accidental depressurisation.
    • A basic object holding/moving system. Click on a nearby object to grab it, then it becomes attached to you, allowing you to move around until you click again.

    YES!!! This brings tears of joy to my eyes! I am so much looking forward to trying this out when available. Your work is very much appreciated, bringing the game to a whole new level, thanks!

  2. 41 minutes ago, godarklight said:

    I knew the positioning system had problems, but now I know for sure how bad the problem is with numbers, and in which order to fix them!

    a) It seems like HackyInAtmoLoader is broken, it should be moving the vessel when it's physics are disabled

    b) Because HackyLoaded vessels are "landed" in the air, their unpack (physics enabled) distance is 200m.

    c) Angular velocity, I knew it was borked, I didn't realise it was this borked.

    d) Flappy wing syndrome. I suspect saving the part bending and re-applying it after the pos update will fix this.

    I dont recall it being this bad, but does this mean that an update is on its way? :-D

  3. On 24/8/2017 at 1:04 AM, Scout1218 said:

    Me and my friend want to set up a private server, and we don't want to use Hamachi. We probably can't do port forward, but is there any other way?

    edit: actually I'm wondering if hamachi is safe to use for this application.

    I have used both hamachi and tungle with great success - haven't seen any ransomware popups yet ;-)

  4. On 25/2/2017 at 11:40 AM, godarklight said:

    Hrmm, seeing as how I've got a bit of time off I'll look into why DMP refuses to run on windows 32 bit, I believe rockytv's playing around with the new graphical system backfired - there's something different between 32bit and 64bit KSP.

     

    @moritz31 DMP is built on linux with mono (edit, run with mono DMPServer.exe), it's just nice that it works on windows too. Another recommendation I have is running it inside of 'screen' (or tmux if you're one of those heathens) so you don't have to have a console constantly open.

     

    Odd's are I'll also do some yak shaving and fix a few other things around the place as well :P

    Looking forward tolearning about what "the few things" are. :-)

  5. On 13/2/2017 at 1:05 AM, Errol said:

    What ever happened the pseudo-implementation of this that squad was doing in stock? I remember seeing some images that look like cutaways of kerbals sitting in the command pods in a dev notes or something.....

    hype for the super secret big surprise oft mentioned in the dev notes is a full version of this mod in stock?

    HYPE HYPE HYPE

    Isn't it still available in game?

    im hoping for IVA movement to be the big secret project as well :-) !

  6. 4 hours ago, Rybikson said:

    How do u guys deal with the duplication problem? Im pssd off - i push disco, then reconnect and got a total mess, duplicated vessels on different stages of the original travel path, mixed crews, depleted TAC, some vessels on the launchpad...

    Local server, only player, win7x64, ksp1.22, latests dmp updates (both client and server), both run as admin.

    I think duplication can occur if you use reverting - maybe others can confirm this. Also if you are more than one player on the server, don't spectate the final connection during docking

  7. 19 hours ago, Lothsahn said:

    Silvanus:

     

    What Docking issue are you talking about?

    If you try docking while one vessel is being controlled by another player or if just spectate the docking, it will most likely result in a duplicate vessel that crashes into the original followed by explosions all over

  8. 2 hours ago, RockyTV said:

    Well, in the past 2 weeks I've:

    • Updated the disclaimer dialog style (it now fits KSP's)
      • Jkeg.png
    • Fixed a bug where players would be randomly disconnected when receiving a chat message
    • Changed the networking thread so it uses Unix time instead of Unity's realtimeSinceStartup

    There's a list of issues that need to be fixed/implemented in GitHub, check it out.

    Awesome!

    Have you made attempts to fix the docking issue recently or is the task daunting to such a degree that you are awaiting a holy light to shine upon an easy solution?

  9. On 9/12/2016 at 4:35 PM, RockyTV said:

    Just wanted to give an update to you guys.
    1.2.2 was released and yes, DMP does work with 1.2.2. I already updated the compatibility checker and the change is up; however, we're not tagging it yet (releasing a new version). I want to add as many fixes and features I can before tagging a new version, so, for now, use the dev build to play. There were no protocol changes so the dev build works with 0.2.4.0 (KSP 1.2.1) servers.

    Which features are currently being worked on?

    thanks for helping us all have fun!

  10. On 19. september 2016 at 3:24 PM, Dagger said:

    Hi Guys, I started to make a fork of DMP in April after asking godarklight for permission and right now I have something "workable".

    The new features are the following:

    A new network library based on UDP (it's called lidgren and it's used by many games). No more heartbeats, ping messages, split messages, disconnection messages and faster sync time and vessel possition updates as TCP is not a very game-friendly protocol (causes a lot of lag).

    New client settings system based on XML serialization (I still have to implement the same for the server settings)

    New compression algorithm (QuickLz)

    New message system based on fastmembers so the serialization is easier to implement and expand as they are just properties and you don't handle streams anymore

    Whole code-refactoring of the client and server. (Client side is based on systems and windows so UI layer is separated from BL layer)

    ---

    The problem with it is that I don't understand how the vessel system and atmoloader works, so maybe if someone can give me some tips on how should I spawn a vessel and how should I update the vessel possition hopefully I can finish it during this month and start testing it in public. Of course every developer is welcome to collaborate and fork it :)

    The url is:

    https://github.com/DaggerES/DarkMultiPlayer

    Note that it's only for 1.13 at the moment. The fork still doesn't have a name so suggestions are welcome

     

    Can't wait to tryout your work! :-P

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