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godarklight

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    DMP Dev
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    Australia

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  1. Hi, I didn't get the confirmation email for spacedock and the thread said i should contact you. my spacedock username is TRAPPIST_1E

  2. I believe that was a test blog post, for reference that change happened years ago, and the old domain was *** malicious site we no longer use ***, not spacedock.com
  3. DarkMultiPlayer v0.3.6.0 is now available for KSP 1.10. I've removed the shared science setting as it was very broken, for shared science I recommend people switch to LunaMultiPlayer (as they have *only* shared science). I've left it compatible with the 1.9 servers, there is new parts but I feel KSP is at a point where I can happily keep 1.8, 1.9 and 1.10 clients playing together.
  4. I've decided to switch to godarklight.privatedns.org and push a new version (v0.3.5.5) version for the fix to the in-game server list. Also, a new DMPUpdater is available (on d-mp.org) with the DNS change For existing public servers, the reporter settings will not automatically update, the correct set of 3 reporting endpoints is (change godarklight.info.tm -> godarklight.privatedns.org): <reporting>server.game.api.d-mp.org:9001</reporting> <reporting>godarklight.privatedns.org:9001</reporting> <reporting>ksp-dmp.sundevil.pl:12401</reporting>
  5. The free DNS provider I was using https://freedns.afraid.org/ seems to have lost control of their info.tm domain, so anything that relies on godarklight.info.tm is broken currently, this mainly affects DMPUpdater For those technically wondering what is wrong, these are the correct DNS results: info.tm name server ns1.afraid.org. info.tm name server ns4.afraid.org. info.tm name server ns2.afraid.org. info.tm name server ns3.afraid.org. godarklight.info.tm has address 167.179.168.209 godarklight.info.tm has IPv6 address 2403:5800:9100:5b00::1 These are the incorrect DNS results: info.tm name server ns1.parkingcrew.net. info.tm name server ns2.parkingcrew.net. godarklight.info.tm has address 185.53.178.10 I don't know what to do at the moment, I may just "sit and wait" on this for a week to see if they recover the domain, however if it is lost I will likely switch to no-ip, which I am not keen on as they are very "naggy".
  6. For clients I've pushed another release, this one is tiny, it only fixes some issues with the in-game server list - fallback was not working correctly and now it's fixed. I've also added a 3rd server to the reporting network if both the spacedock and my build servers reporting endpoints go down, giving even more reliability. For public servers There is also a new endpoint for reports that can be added to your ReportingSettings.xml file under the other two reporting lines: <reporting>ksp-dmp.sundevil.pl:12401</reporting> The reporting servers are all linked and it does not matter which one of them you connect to, all the data is shared between them, so adding this line isn't required. I've also updated the reporting plugin to add this new endpoint for those creating new public servers, but you do not need to update the plugin as the endpoints are only added when the reporting plugin first runs - It will not add the above line to existing servers.
  7. I'm going to be honest, I ignore github - the reset comes from reloading the active vessel to keep it "in sync", this happens with all vessels updated by other players. I haven't really touched DMP in a while but if it's possible to dig into whatever sets the camera rotations that might be helpful, as I already have to set the targets back: https://github.com/godarklight/DarkMultiPlayer/blob/c85540b02d4e8f037254ee9161edfa9b371646a1/Client/VesselWorker.cs#L1751-L1755 EDIT: The function you highlighted is just an "edge trigger" for if we are spectating or not, it disables the controls otherwise you'd be able to move the throttle but it won't have any effect and confuse people.
  8. I found the actual source of DMP freezes, players sending updates from the past combined with an extrapolator bug (stepping the difference 50 milliseconds at a time.... this approach is now removed) Profiling memory usage definitely improved overall performance, but now the actual DMP freezes are a thing of the past in v0.3.5.2
  9. DarkMultiPlayer v0.3.5.1 has been released for KSP 1.9 This time there is a heap of changes, I'm recycling objects so garbage collector freezing should mostly go away, I've fixed flying vessels so they load into DMP, there's also an in game server list now. I intend to play this version a bit, maybe I'll catch people on the public servers
  10. Updated to 1.8 I also had a whole heap of duplicate install problems come in on IRC/Discord, so I've addressed that as well. Not much to see here, but they updated unity to 2019.2
  11. DMP v0.3.3.0 is out, supporting 1.7.1. It includes the shared science stuff which will definitely still have kinks, but is there for people interested. Yell at @Wisperer and me in my discord
  12. I've noticed some problems with mod syncing, especially not warning correctly, so I've fixed that in v0.3.2.1
  13. I've updated to 1.7.0, I've also reworked the mod-control part list generator as it was missing ModuleManager parts, and made the client hash for modpackMode=GAMEDATA servers multithreaded (playing on a server with 11k files atm...)
  14. @Friznit I know LunaMultiPlayer takes that approach, I guess I'll have to have a look how they did things and actually play a shared science server to get a feel for how it should work. I'm currently enjoying my first run on a modded science server. Maybe it's easier to just update syncrio (or have a look how to pull it into DMP itself) @DrawsomePonies Revert support does mean DMP leaks every incoming position message, but I think there's more than that going on. That won't be fixed until I get around to profiling it, but that's kinda more boring stuff
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