Dagger

[1.3.1] Luna multiplayer (LMP) - Alpha

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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 paypal-donate-yellow.svg

The mod still has some bugs but I'm confident that it can be released as an alpha. Anyway, 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 NIST servers.
  • 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 as you don't need to take care of serialization.
  • Every network message is cached in order to reduce the garbage collector spikes
  • Based on tasks instead of threads.
  • QuickLZ for fast compression

Caveats:

  • Linux is still not 100% supported as we need some linux developer to help us :)
  • Sometimes weird bugs appear :)
  • Only sandbox mode has been tested
  • No mods support still (please test it using stock only)
  • Much testing is needed...

Links:

Collaborators:

 

Edited by Dagger

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Hey,

I'm the current developer and maintainer of the Luna MultiPlayer website.
Although it has not been too long, but I have had a unique experince working side by side with the amazing team behind Luna MultiPlayer.

If you find any bugs on the website or anything related to it, feel free to let us know!


Cheers,

Robin
lunamultiplayer.com developer

Edited by SupperRobin6394

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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

Edited by Dagger

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Update 0.0.8
Luna MultiPlayer 0.0.8 has been released!
Build version 0.0.8.281

Changelog
- Added a system to sync facilities state between clients (if a player destroy/upgrade/repair a building the other players will get that event aswell)
- Removed the vessel reload when spectating and vessel changes situation
- Removed TPL library for better linux support and changed by a custom TPL implementation
- Fixed rotation bug
- Fixed master server auto-updater
- Added webpage example to display servers with JS
- Added several interpolation fixes (still not 100% functional)
- Fixed dependencies
- Fixed debug release so it has the .pdb and .mdb files
- Fixed compatibility with linux

Full changelog is available at our website:
http://lunamultiplayer.com/changelog

Download
The latest version is available for download at our website
http://lunamultiplayer.com/download

 

Edited by SupperRobin6394

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Update 0.0.9
Luna MultiPlayer 0.0.9 has been released!
Build version 0.0.9.299

Changelog
- Made vessel proto messages unreliable and reliable
- Added interpolation for vessel states
- Fixed time sync
- Fixed display of windows
- Allow master servers to host standard servers
- Fixed phantom forces with grounded and packed vessels
- Made master server registration multi threaded
- Fixed nuke command to not remove controlled vessels
- Made kerbal system more stronger
- Fixed statistics

Full changelog is available at our website:
http://lunamultiplayer.com/changelog

Download
The latest version is available for download at our website
http://lunamultiplayer.com/download

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The most game-breaking bug in DMP for me was orbital velocity suddenly becoming zero. Is it fixed here?

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On 16-12-2017 at 1:34 PM, sashan said:

The most game-breaking bug in DMP for me was orbital velocity suddenly becoming zero. Is it fixed here?

I didn't encounter this one myself in neither LMP or DMP, but since LMP's sync system works differently I'm assuming this shouldn't happen.

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On 25-12-2017 at 6:41 AM, Kerbal pancake said:

very intriguing! perhaps me and some of my comrades will try it out

It's our mod, have fun playing in one of the open public servers, Comadre!

On 31-12-2017 at 10:10 PM, Greenfire32 said:

keeping my eyes on this one

:rolleyes::rolleyes::rolleyes: Cheers!


The Luna MultiPlayer website now has a video page along with a fresh new trailer made by @Toonu and The Hellbox (whom doesn't have a forum account I think?)

http://lunamultiplayer.com/videos

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Did you fix the random explosions that existed in DMP when 2 players were close to each other on the ground (like at KSC)?

I believe the problem was duplication of vessels, so they collided with their clone and blew each other up.

We came to the conclusion it only happened when 2 or more people were at the same location at the same time, it never happened if you were flying solo. So we made a rule that you couldn't be near another player or control the same vessels at the same time.

If this problem still persists I think vessels must be server authoritative so two clients don't spawn the same vessel twice.

Anyway will keep an eye on this, been wanting to play KSP MP for a long time.

Edited by Zyme

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On 16-1-2018 at 5:03 PM, Zyme said:

Did you fix the random explosions that existed in DMP when 2 players were close to each other on the ground (like at KSC)?

I believe the problem was duplication of vessels, so they collided with their clone and blew each other up.

We came to the conclusion it only happened when 2 or more people were at the same location at the same time, it never happened if you were flying solo. So we made a rule that you couldn't be near another player or control the same vessels at the same time.

If this problem still persists I think vessels must be server authoritative so two clients don't spawn the same vessel twice.

Anyway will keep an eye on this, been wanting to play KSP MP for a long time.

I didn't see the duplicate issue in LMP so far, not in a 'recent' alpha at least.

As for the random explosions, no clue.

 

I'm about to run a couple of tests, I'll edit my post if there's anything worth mentioning

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