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godarklight

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Posts posted by godarklight

  1. @Toyotawolf: I messed up checking things over in the port - It comes from the custom difficulty setting being enabled - it was a protocol break but we didn't mark it as one and I missed it on the server.

    You'll either have to use the latest development version (which atm is literally just release plus that 1 fix for the settings bug), or turn off the custom settings :-/

  2. @Nicate: Valentina took a walk on the wild side :-/. In all seriousness though, that's the kerbal reassigner messing up.

    As far as parts go, I've got it sorted in dev and I should be able to tag it as a release today. I'll edit this post when it's up.

    @Spacy: Hopefully you read the line above the address/bind config. Leave it as 0.0.0.0 or ::, it means "listen on everything" - It's the clients you need to think about. Connect to localhost/127.0.0.1 on your computer, your friends will connect to your public ip address (a good test is www.canyouseeme.org)

    @Jansn: The stock parts are hard coded into DMP - It's been fixed in dev, I'll release it in a bit

    @Everyone, looks like the d-mp.org server list is having issues atm, my one is correct.

    DMP 0.2.2.1 is now available!

  3. I'd like to apoligise for attempting to derail the thread with the barn, I was only joking (although I did prefer the character of the barn to the drabness of T1 KSC). In either case I believe the models could have been better though :P

    In all seriousness, multiplayer can be an amazing thing. Building a space station together via player-player docking, taking a completely new player to your gilly base to muck around with rcs orbiters, landing on the moon together, and visiting the KSC2 in a convoy of planes are all absolutely magical experiences that are missing from the stock game.

    However, I support whatever direction squad wants to take. There's been far too much hatred in this community lately and I've never quite understood why. Let squad do what they want to do - the modders will pick up the slack if they think somethings missing.

    Well, at least the active modders :-/.

  4. Seeing as I have the time I'll reply properly today :P

    @CodatheSpaceFox: I've been meaning to add shared science for like half a year, but every time I try to work on groups I get side tracked with actual bugs that exist already :-/.

    I'm hoping squad releases a multiplayer feature too so they can do it better than I can - but we'll see. I'll definitely be playing official MP when it comes out - I'll also try to port the public server list infrastructure stuff to the official one.,

    @Talavar: I'm well aware of how glitchy DMP is, but it's pretty much a matter of trying it to see if it works. Although the docking code hasn't changed in a while - so it may or may not work.

    @zeropositivo: It definitely would be nice for MP to support, but that requires effort/motivation.

    @inigma, actually - you probably wouldn't use DMP as a base as the server does not store information/updates at all - it only relays them. However you'd probably need the VesselUpdate/VesselProtoUpdate parts, along with the main update loop for vessels

    @Toyotawolf: I've not heard of sandbox switching to career, but I've definitely heard of career mode loss :-/

    @Space Cowboy (in case you read it here, PM'ed as well)

    Yeah, the mods jumped too quickly on your thread :<

    DMP does support 1.0.x, but there's still plenty of bugs around - I've also marked it as inactive but I will support to new version

    DMP will also never be integrated into KSP as they have their own people working on it, but they haven't talked about it much :(

  5. I'd definitely prefer it not to be part of stock, for me is more about exploration and

    - hopefully together one day :D

    It does make a bit of sense for multiplayer though, I assume baha gets many requests about DMP support. Sorry baha :P

  6. I am a moron, i was using the server with mods and they wouldn't load for anyone else, and then i stumbled upon the faq here, i am stupid.

    Don't think that badly of yourself, It's actually quite reasonable to think that mods are loaded on the server as this is what minecraft does, but that's not the case with DMPServer - it's dumb as thumb tacks, it's basically a text file saver and relay.

    The only thing that slightly horrifies me is nearly 70 thousand people have watched me drag and drop a folder on linux as a tutorial for windows :)

  7. Basically, what dsonbill says. I haven't exactly been begging but I thought we'd at least have a competitor by now - but I'm a big believer in survival of the fittest, which is why I linked to that awful crayons post in my inactive reason spoiler and said I wouldn't get upset in the OP ;).

    I'm also completely open to adjusting PR's and merging them into DMP master or unstable, I did that yesterday. If I have a regular contributor I'll just give them access to my repo as well. I haven't left the community, I just haven't been playing* KSP/DMP that much lately. I have been helping other modders occasionally though, and will probably continue to do so - the last one was SilverFox adding support for ConfiguredContracts in their contract filter mod.

    *playing = debugging :P

  8. Hello everyone!

    I've recently started working again, and I've mostly lost interest in KSP/DMP for now - so I'm going to go ahead and mark this as inactive. I'll likely still keep porting to new versions of KSP when they come out, but I've been quite inactive for a while :-/

    I still do spent a lot of time in #DMP on esper if you need to get in contact, I'll also try to make more of an effort actually paying attention to this thread :P

    Reposted from OP:

    I've had a lot of fun over the last year, I've learned quite a lot (and how bad some of the early DMP code is that's still lingering around!), but I've mostly lost interest in KSP/DMP. I've also started working again so that's going to cut into my downtime too :P

    It's been a pleasure playing with everyone (when the krakens decided to stay away!), but It's really worth being honest about my actual activity on DMP hehe. I'm a little surprised that nobody has tried to overthrow DMP quite yet, I'm very pro-fork, and will totally not get into arguments about playing with my crayons.

    Have fun everyone, I'll definitely be back every update to port DMP until squad releases their multiplayer, but we'll see how it goes ;)

    Note to any mod developers: When you start modding the game, you stop playing it and start working on it in monodevelop. Be warned it's a little trip down insanity lane. They also say writing about a traumatic experience helps you recover.

    @CaptainKorhonen: Docking is a little strange, it works by killing one of the vessels and then updating the other with a combined ship. But KSP does not like it when the active ship goes boom, so what DMP does is first spawn a no-clipped copy, tries to switch, and then kills the old copy. The old copy should remove without exploding, but there's a few funky things that can happen.

    Also, if KSP gets into a NRE flood, docking will almost surely not work. Sometimes the vessel reloads don't work reliably. *shrugs*. KSP :P

    DMP also turns the explosions up to 11 when duplicates accidently spawn in. Krakens. Krakens everywhere *rocks back and forth*.

    @Toyotawolf: I've never actually really used mechjeb - but it shouldn't be fighting with DMP (unless you're a spectator). Also, auto-warp *may* act funny with DMP, I believe I handle warping via looking at the current rate - though so they shouldn't really clobber each other too much.

  9. I literally do this all the time while testing DMP :P

    It's fine, KSP doesn't care how many instances you actually run (I top out somewhere around 4 or 5), and DMP server needs very little resources to run if you go that approach.

    I'm unsure if the standalone map view mod was ever updated to 1.0 - It's kind of like a non-multiplayer version of multiplayer, it does some very similar things from memory.

    PS: 2 32-bit programs don't make a 64bit one. Remember 2*32bit == 33bit :D

  10. In general? I highly doubt that - although KSP is quite successful, it has more of niche player market.

    Afaik, multiplayer is confirmed (they announced it when I was still working on KMP - december not last year, but the year before that - and they've also mentioned it on twitter/the dev notes a few times, so it doesn't appear to be swept under the rug).

    I'd like to see multiplayer too - it feels like the only thing that's missing from KSP for me, and to say DMP is "buggy" is a bit of an understatement hehe.

  11. @Multiplay server admins: I've had a few reports that people can't change some of their server settings - Apparently this is fixed by recreating the server profile.

    There may be another way - if DMPServerSettings.txt is in the main server folder, delete it - DMP has exclusively used Config/Settings.txt since 2.1.0, and under normal circumstances that file is ported and moved to Config/Settings.txt in all versions after 2.1.0. If someone can confirm this I'll update the OP and let multiplay know, I'll remove the message when it's fixed :)

  12. Any ETA for when DMP will be available for 1.0? Can't wait to mine asteroids with my buddies! :D

    I've done the bare minimum needed to get it going for 1.0 (as in fixed the things squad moved), I've chucked the build up on my build page, with a direct link here.

    I'll comb over everything tomorrow and repost here, along with removing that branch and putting it in the unstable build. If it behaves for a few days I'll release :)

  13. @longbyte1: I'm going to stream when I notice KSP dropping today, although it may not work so well as I'm shaped and I'm attempting to use my phone internet.

    @Vexxus9999: Sorry for the late reply, do you mind uploading both KSP.log and the DMP server log somewhere? - I might be able to get more of a feel for what's going wrong.

    On multiplayer: They've kept saying it will be an update after 1.0 (although they didn't specify how many updates after), I don't think they've shoved it under a rug at all, so we'll see what it brings us. And keep in mind DMP is nowhere near release-quality multiplayer :P

    @Everyone, Feel free to drop into my IRC channel (there's a chat thing on both DMP.org and my build server in the sig) for the port today - I'll try and get a mumble call or G+ call going with everyone interested, but as I've said before I'm shaped so that plan might not work at all :P

  14. Hacking together a multiplayer system? That sounds like something a crazy person would do *eye twitch*.

    I think I was at this point at about 5-7 days:

    As for the long overdue feature, I've no idea. I remember building in the VAB/SPH being a bit odd when I first attempted to go to space, perhaps some type of helpful "you're doing it wrong" thing perhaps? That's likely not a good idea though as the fail cycle is really fun when you figure out building, and *everyone* comes to different answers which is why MP is so interesting :)

  15. @cbplayer2012: After I port to 1.0 I'll have a stab at the memory leak (revert support).

    @everyone:

    As I'm not part of the experimental group I can't prepare for 1.0, but generally it only takes an hour or two to go over everything and upload a new version. The last one was actually pretty easy, although I have missed things :-/.

    Also I've been pretty inactive DMP wise, to the point where I haven't touched it in about a month :-/

    I'm going to do my best to group up with players in this thread: http://forum.kerbalspaceprogram.com/threads/115980 :). If 1.0 isn't delayed I might even do a little streaming of the port, but I'll try to get a skype/mumble/G+ hangout going so I don't bore people to death for those that are interested in the progress.

  16. @CivilizKerbolz: There's a few things that could go wrong here - If there's a mod that causes and error in the GUI call, it can affect all other mods (unity is a bit weird like this...). I'd need KSP/KSP.log to say for sure what it is though.

    @Jansn: Thanks for helping silvanus

    @cbplayer2012: Not yet, although that sounds a bit strange... If you figure out the steps for crashing DMP definitely let me know :)

  17. I'll be there :D

    The last few ports have been fairly easy, I'd be able to get something running within an hour or two after the release of 1.0. I just have to be careful of any krakens that pop up (I still haven't addressed some of the 0.90 additions :()

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