godarklight

DarkMultiPlayer 0.3.4.0 [KSP 1.8]

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how does one make a server? i would like to make a server were i can have other players attempt to attack my modded Battleship, but i can't seem do do it right.....ik its at mod control, but every time i try to add mods in it, it does not want to run it....do i have to make files to read those modes, or if not, can any of u tell me how 2 do it?

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You do not add any mods into the serverfiles:

Load your ksp with mods and mdp installed then:

- Go into options in DMP Windows and click: generate whitelist dmp mod control.txt

 

Then copy from the ksp folder the DMPModControl.txt file into the dmp serverfolder,

 

Now start the server and everything should work fine.

 

Btw. every player who joins needs exactly the mods you have or you call for the kraken.

 

AND whenever you would like to change a mod you have to generate the whitelist new and restart the server with the generated whitelist.

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How heavyweight is running a DMP Server? Because if it requires a dedicated machine I'm unfourtunatley out of luck...since I'm looking for a small server with around 3-4 people with each one of us working on a project that we finally dock together and move to interplanetary orbits...if you get me. However, if it is lightweight then YIPPIE!

 

Edited by awfulcraftdesigns

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1 hour ago, awfulcraftdesigns said:

How heavyweight is running a DMP Server? Because if it requires a dedicated machine I'm unfourtunatley out of luck...since I'm looking for a small server with around 3-4 people with each one of us working on a project that we finally dock together and move to interplanetary orbits...if you get me. However, if it is lightweight then YIPPIE!

It's fairly lightweight.  At most, it's as heavy as an active game of KSP, minus any graphics load.

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I have an old Intel E2160 dual core with 4 gb ram running a ksp server and at best its taking 5% cpu load...

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1 hour ago, Greystripe3 said:

For a multiplayer session to work, do all of the people have to have EXACTLY the same mods?

Would be nice to have all of the mods the host have.... Otherwise the kraken will strike ; -)

However,  without all of the host's mods,  u may not able to see his craft,  or may even not join at all.... 

Edited by Komander Faul

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1 hour ago, Komander Faul said:

Would be nice to have all of the mods the host have.... Otherwise the kraken will strike ; -)

However,  without all of the host's mods,  u may not able to see his craft,  or may even not join at all.... 

Ah ok thanks!

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23 hours ago, Greystripe3 said:

For a multiplayer session to work, do all of the people have to have EXACTLY the same mods?

Utility mods are not a necessary but mods that add additional parts are 

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2 hours ago, silvanus said:

Utility mods are not a necessary but mods that add additional parts are 

What about NEAR/FAR?

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On 5/7/2014 at 8:17 AM, godarklight said:

 

Hidden Content

 

Download Links

Release & Development client and server from the build server.

Client and server from d-mp.org.

Client and Server download from SpaceDock

Client download from Curse (New releases make take a while to show up)

It's also available on the CKAN, which is an amazing community project mod manager. Go check it out :)

CurseForge does not allow me to host exe files, so DMPServer will NEVER be available on curse.

Remember to back up your GameData/DarkMultiplayer/Plugins/Data/[private|public]key.txt files if you move to a new install or you won't be able to use your old username.

Highly recommended updater (source code is below if you're interested):

http://godarklight.info.tm/dmp/downloads/dmpupdater/

Public Server List:

D-MP.org link

godarklight.info.tm link

Installation tutorial:

 

 

Licence: MIT.

0.2.3.1 Changelog:

RockyTV
- Allow server admins to disable reverting

Brad
- Fix a bug where vessels would not display in the map screen

0.2.3.0 Changelog:

godarklight:  

  * Port to KSP 1.1

Pre-emptively answered questions:

What is DarkMultiPlayer?

DarkMultiPlayer is a multiplayer mod for KSP. It supports subspace-style (and master controlled warp) warping & career mode, with an easy-to-edit server database.

Can you show me the code?

DarkMultiPlayer: https://github.com/godarklight/DarkMultiPlayer

MessageStream: https://github.com/godarklight/BinarySerialiser (Used for building the network messages)

DMPUpdater: https://github.com/godarklight/DMPUpdater

How do I install it?

Client: Simply extract the zip into GameData. Although I do highly recommend just chucking DMPUpdater in your KSP directory and running it, It will also install DMP.

Server: Extract the zip to a folder (not KSP or GameData). You can then put DMPUpdater next to it and it will happily update the server as well.

Mods?

Read DMPModControl.txt on the server, the file is heavily commented/documented. You can generate a DMPModControl specific for your gamedata setup by starting the DarkMultiPlayer client, hitting options, and then pressing "Generate DMPModControl.txt"

Why did you create this mod?

For one reason only, I want to play multiplayer too!.

What do I do if I find a bug?

* Report it on the github issue tracker

* Get it contact with me directly on IRC, Server: irc.esper.net, channel: #DMP. There's a web chat on my build server.

Are there any server lists?

Yes. http://d-mp.org/?p=slist.

How can I contact you?

Easiest way is IRC, I'm happy to answer any questions and talk about bugs/missing features/suggestions.

Server: irc.esper.net, Channel #DMP. If you don't have an IRC client, there's a web chat here: http://webchat.esper.net/.

Credits:

* TheGimp666 - If it wasn't for KMP, we'd most likely still have insta-locked threads for talking about multiplayer, Squad may-or-may-not be talking about it, and DMP definitely would not exist :).

* RockyTV / JoshBlake / dsonbill - Contributed rather large parts to DMP :)

* Dazoe - I borrowed his chat-doesn't-stage-or-control-the-vessel fix from KMP. It's a nice way of getting around a unity/KSP bug.

* Ryannathans/ChronicSilence - The mod system is implemented nearly the exact same way as KMP. It made sense to remain compatible with the file format.

* Hyperedit / persistent trails - I've referenced off these mods quite a bit during my KMP orbital branch, DMP uses that same orbital mode positioning.

* The #DMP channel for helping me find any bugs / test new features, especially MrFreake for running a career mode server on the other side of the planet to test networking (And it made me actually play career mode too!).

* Squad: For Kerbal Space Program, and their top-notch API documentation.

Please help me, people cannot connect to my DMP server. The problem is as such: When people try to connect to my modded DMP server with the right mods and no whitelist, they get this error:
"No connection could be made because the target machine actively refused it." Please help me. Ask for files if you need them.

If you would prefer to help me on the thread I posted with the issue shown here, use this link: http://forum.kerbalspaceprogram.com/index.php?/topic/145496-nobody-can-connect-to-my-dmp-server/

 

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11 minutes ago, InfiniteAtom said:

Please help me, people cannot connect to my DMP server. The problem is as such: When people try to connect to my modded DMP server with the right mods and no whitelist, they get this error:
"No connection could be made because the target machine actively refused it." Please help me. Ask for files if you need them.

If you would prefer to help me on the thread I posted with the issue shown here, use this link: http://forum.kerbalspaceprogram.com/index.php?/topic/145496-nobody-can-connect-to-my-dmp-server/

Most likely, you need to set up port forwarding on your router/gateway.

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1 minute ago, SilverlightPony said:

Most likely, you need to set up port forwarding on your router/gateway.

I already did port forwarding.

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39 minutes ago, InfiniteAtom said:

I already did port forwarding.

Assuming it's working correctly, next on the list is your comp's firewall.  Make sure the DMP server itself is allowed through.

The only other thing I can think of is to make sure the port people are trying to connect to is the one the server is actually using (if you changed it from DMP's default port, make sure your players didn't accidentally omit or mistype it).

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23 hours ago, Greystripe3 said:

What about NEAR/FAR?

I believe you can play without as physics are calculated locally, but it will probably lead to interesting things :-)

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14 hours ago, Eden said:

in a server u can control others craft by clicking the eva button

hahahaha that must be entertaining :P

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On 6.8.2016 at 4:12 PM, silvanus said:

Utility mods are not a necessary but mods that add additional parts are 

Don't you have to have these mods installed on the server too, doesn that work?
Flashbacks to early Minecraft days, when installing mods on a server was a true hell! :P

 

Edited by TheAngryLemming

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On a server you only need a whitelist for parts allowed or blacklist for parts forbidden. Mods are not installed on the Server!

And you need a white or blacklist otherwise server may not work properly or some other things might happen (ships dissapearing or not be saved)

If you do not stick to whitelist or blacklist it will geht complicated...

Edited by Nightmare

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Hello, I’m working on a mod for KSP/DMP and part of the requirements is a call from my mod (on the client side) to DMP (on the client side) to register my mod with DMP so my mod can receive “MOD_DATA” messages. Can you assist me? I don’t understand how the class “DMPModInterface” works.

 

Edit: Never mind I got it working.

 

Thank you,

Caylis1397.

Edited by Caylis1397

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