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About godarklight

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    DMP Dev

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  1. 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
  2. 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
  3. I've noticed some problems with mod syncing, especially not warning correctly, so I've fixed that in v0.3.2.1
  4. 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...)
  5. @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
  6. DMP v0.3.1.0 has been released! Changes: - Modpack support - Automatically detect safety bubbles for planet pack mods. - Bugfix for a rare bug where settings fail to load, preventing the main menu window from loading. - Vessel permissions support. @babylon-7 I accidently derped that when I added in my new library, it looks like I've also fixed that when adding modpack support. In the future though if that happens (you are in whitelist mode), you can just add it to optional or required files in the mod-control.txt file. But now DMP should pick it up just fine in v0.3.1.0
  7. DMP v0.3.0.0 has been released! If I've made any mistakes it's not like there can't be a v0.3.0.1
  8. I've decided to actually come back to DarkMultiPlayer and I've been having a fair bit of fun after working on it for a few days, current differences: - Fix the rotation interpolator, this is by far the most obvious change, vessels should no longer "twitch". - Create and use a UDP meshing library - vessel updates from the same subspace are now sent over UDP directly to other clients. This completely removes the server latency out of the vessel update equation. - Fix vessels not showing up on the map correctly - Stop HackyInAtmoLoader from saving vessels that are supposed to be destroyed, this caused lots of duplicates for part updates. This is currently in the unstable branch, available though my build server or DMPUpdater-unstable (rename the normal DMPUpdater), but at this point I think I'm ready to release this, it is a MASSIVE improvement on current DMP I've been testing it with a few people in my Discord/IRC , currently, DMP looks like this with 400ms lag to both the server and other clients (first flight interpolated mode, smoother but shows vessels 1 second delayed, second flight extrapolated, real time guessing where they actually are which allows you to fly wingtip to wingtip):
  9. Sorry, I accidently broke d-mp.org's pages when I updated to 1.6.0 and forgot to fix the download page, thinking that everyone was using either spacedock or curseforge. I've fixed it now, and updated to 1.6.1 (just a compatibility bump, there are no new parts so it's compatible with DMP 1.6.0 servers too). Fixed the forum link too so it shows the last page.
  10. Updated to 1.6 as people were asking for it, I'd still highly recommend trying LMP at this point though, as I didn't do much apart from change the version number and add the new parts @Thertor mono DMPServer.exe @moguy Yes, just download/run it. You connect via IP addresses, so you can just type in a LAN one.
  11. can we ake our own servers or play on LAN

  12. I've updated for 1.5.1 - I didn't put a great deal of testing into things as per usual, but I did fix the bug between the root part and centre of mass on the surface, that was introduced when I did a bit of code cleanup last time. I've got a bit more time on my hands now, so I may be able to clean up DMP a bit more, but I'm not sure it's worth the effort when LMP exists :)
  13. @njbrown09 LunaMultiPlayer has essentially made my set up my dev environment so I can help dagger out, but I figured I may as well implement anything I learn back into DMP. It's also that I didn't want to leave DMP as broken as it was when it finally dies @Jollyfellow way ahead of you, DMP
  14. Released v0.2.5.3, I realised that orbital updates were getting delayed when they shouldn't have been - orbital updates are extrapolated anyway and have no reason to be held back. Also I had an attempt at the load/unload vessel flicker I saw recently.
  15. Or, I could do interpolation instead, which is now the default in v0.2.5.2: It *should* be this smooth so long as the combined player lag is under a second, in any case there's options, under options->advanced. Extrapolation with rotation: Steps the plane to the current time, rotating the acceleration through the stepping (Unsure if this is a good idea). Extrapolation without rotation: DMP's old predictor method, but fixed with stepping (and not broken math). Disabled: Puts the vessel where the update says it is, unless you have a very stable latency this is almost certainly going to cause position jitter. Interpolation, 1 second delay (the default): Allows 1 seconds worth of updates to build up, so DMP can smoothly place the craft between the two points. Interpolation, 3 seconds delay: As above, but 3 seconds. You may have to use this if you have Australian Internet (TM). I'm going to recommend Extrapolation (either mode) for LAN play, and Interpolation 1 second delay for internet play. This only affects surface updates (which are anything under 10km)