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Everything posted by dsonbill
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[IVA|DEV]ManyProps - Propifying Your IVA! (Super Alpha Homie)
dsonbill replied to dsonbill's topic in KSP1 Mod Development
We actually have *A LOT* of stuff planned for these babies... All I'm going to say at this point is that stock command pods are going to get a whole lot sexier -
Maxmaps Talking some MP
dsonbill replied to B787_300's topic in KSP1 Suggestions & Development Discussion
Subspaces are actually the same thing - it's just the epoch the current player is in. There's actually no difference in the "space" - eventually, you will pass through the "subspace" of a player in the future, because the only thing TO the subspace is the future! I hope that made a bit of sense As an aside, I actually agree with this... Especially for mutliplayer, it seems a little cheaty if we let people revert *too* far... EDIT: ACTUALLY, there is that mod that lets you do the test runs and removes reverting; this would be a pretty nice way to go for multiplayer. Especially considering how many people complained when reverting wasn't available on DMP (despite it's plethora of problems). -
Maxmaps Talking some MP
dsonbill replied to B787_300's topic in KSP1 Suggestions & Development Discussion
If you're not trolling, you've got some odd viewpoints, son. Either that or you aren't getting how this works - there's never a time when you won't see what should be. Also, following your logic, I suppose we should remove warping *entirely*, as it's "magic". Oh and while we're at it, can we get rid of reverting? It's totally unrealistic -
[1.2-1.7] Blender (2.83+) .mu import/export addon
dsonbill replied to taniwha's topic in KSP1 Tools and Applications
@taniwha, I've been playing with this for a little bit, and I can't for the life of me understand why the lights I'm attaching to an IVA are not exporting to the mu! The lights are children to the main object, so they should be exporting along with everything else. Am I forgetting to do something special for lights? -
[IVA|DEV]ManyProps - Propifying Your IVA! (Super Alpha Homie)
dsonbill replied to dsonbill's topic in KSP1 Mod Development
Awesome! Glad I could be of service; this whole thing actually started with me just wanting to replace the standard RPM screens with B9 -
[IVA|DEV]ManyProps - Propifying Your IVA! (Super Alpha Homie)
dsonbill replied to dsonbill's topic in KSP1 Mod Development
>.> Can you upload your output_log? I'm testing it again right now, but when I tested last night all the screens were working perfectly :/ EDIT: Indeed, it's working. Do you have the latest RPM installed (plus 0.90 patch) and B9? EDIT2: You said they were blank, so I assume you have the 0.90 RPM patch. Can you also upload a screenie of the problem with your output_log? -
[IVA|DEV]ManyProps - Propifying Your IVA! (Super Alpha Homie)
dsonbill replied to dsonbill's topic in KSP1 Mod Development
This actually changed to using the ALCOR screens (they match a bit better and are a bit less laggy), but because of that I actually already made a stand-alone patch: B9MFD-Patch This will alter all RPMBasicMFD's to B9RPMMFD, and it will change the ALCOR screens to B9RPMMFD in the ManyProps IVAs (will be ignored if you don't use the rest of the mod - it is totally standalone). -
[IVA|DEV]ManyProps - Propifying Your IVA! (Super Alpha Homie)
dsonbill replied to dsonbill's topic in KSP1 Mod Development
It will *possibly* have conflicts with other modified IVAs. This is only patching stock IVAs at the moment, so the INTERNAL for other IVAs are not touched (it actually replaced *all* RPMBasicMFDs until the most recent version, though). At the current time, only the Mk1 Cockpit and the Cupola have been touched, but the other stock pods will get some love soon enough -
[IVA|DEV]ManyProps - Propifying Your IVA! (Super Alpha Homie)
dsonbill replied to dsonbill's topic in KSP1 Mod Development
Thanks! I've gotten quite used to the way props work, but I've only been doing this for two days, so I would hardly call myself an expert - I just learn extremely fast. Thank you! If any one has any suggestions, I'd be glad to try and work them into the design. Just keep two things in mind - the parts should come from either stock or ASET Props Pack, and the number of props should be kept to an aesthetic minimum, to prevent excessive lag. -
ManyProps - V0.1.2 This mod is made with the most wonderful work that was done by Mihara and Alexustas. They have made it possible to have a truly functional IVA experience - I'm just plopping the pieces into place Presenting the thing all you IVAer's want - props! You will need the ALCOR ASET Props Pack for this to function properly! http://forum.kerbalspaceprogram.com/threads/54925-WIP-ALCOR-Advanced-Landing-Capsule-for-Orbital-Rendezvous-by-ASET-%28UPD-30-06-2014%29 This "mod" (dare I call it such?) adds some nice props to the stock IVA, by utilizing the ALCOR ASET Prop Pack (absolutely required). At the current moment, only the Mk1 Cockpit and Cupola have any work done. The MFDs will now also be changed to the ones from the ALCOR pod - if you want the B9 screens, please download the B9MFD patch from here: https://kerbalstuff.com/mod/500/ManyProps/download/B9MFD-Patch You will *need* to have the ALCOR ASET Prop Pack installed for this to work properly! You can find it here: http://forum.kerbalspaceprogram.com/threads/54925-WIP-ALCOR-Advanced-Landing-Capsule-for-Orbital-Rendezvous-by-ASET-%28UPD-30-06-2014%29 ALCOR .cfg files and assets are the works of Alexustas, and are released under CC BY-NC-SA 3.0. Made with Mihara's brilliant RasterPropMonitor and the most excellent ASET Props by Alexustas. LINK: https://kerbalstuff.com/mod/500/ManyProps SOURCE: They're just .cfg files, so the download IS the source LICENSE: CC0 (I claim nothing!) LICENSE FOR STUFF IN MFD FOLDER: http://creativecommons.org/licenses/by-nc-sa/3.0/
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Here's a config for Boxsat's module; just put it in a file called "RemoteTech_Boxsat_Probes.cfg" in "GameData/RemoteTech" // Support for boxsat probe cores // Original config by Cilph @PART[62cm_BoxSat_ProbeCore_Module]:FOR[RemoteTech] { %MODULE[ModuleSPU] { } %MODULE[ModuleRTAntennaPassive] { %TechRequired = unmannedTech %OmniRange = 3000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } } @PART[62cm_BoxSat_ProbeCore_Module2]:FOR[RemoteTech] { %MODULE[ModuleSPU] { } %MODULE[ModuleRTAntennaPassive] { %TechRequired = unmannedTech %OmniRange = 3000 %TRANSMITTER { %PacketInterval = 0.3 %PacketSize = 2 %PacketResourceCost = 15.0 } } }
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Thank you very much for the bug report! I left out a necessary set of quotes (Also fixed the embarrassing lack of using the lib file >.<) You can run the following command to update dmpcmd. In the future, I will make a command for the pbinstall script to update things. sudo sh -c 'curl http://pastebin.com/raw.php?i=ZTTUF4dH | tr -d "\r" > /usr/bin/dmpcmd' To use it with multi-part commands, just put quotes around the entry, i.e. 'sudo dmpcmd default "admin add username"' .
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Bleh, this thing is a little broken. It needs some serious work. It's also not really going to work for the new version, due to me hardcoding some stuff that shouldn't be hardcoded. I'm currently updating this to work with the new version of DMP, as well as to allow you to install multiple DMP servers. PLEASE do not attempt to use this at this time, as it's borked. If you installed it already, you can just dl DMPServer and stuff it in screen manually for now until I update it. It is being worked on RIGHT NOW!
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The server won't start up automatically. To start it, you must do 'dmpserver start' from the terminal. Although I'll only use my server with this system, it's not really ready for use by everyday people. If you would like to remove it, just delete the following folders: /usr/share/dmpserver /etc/dmpserver /srv/dmpserver There are a few more but they are inconsequential and will be deleted eventually by the OS.
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[DEV] DMPHive - A DarkMultiPlayer Hive System
dsonbill replied to dsonbill's topic in KSP1 Mod Development
Sorry, I was trying to describe the piece that I had started, which I'm not exactly sure how much will be used and where. The eventual outcome of this project is to have a synchronized database across multiple DMP servers (i.e. a shared universe). Because of the way DMP Server functions, I may have to hack into the thing in a separate branch, but I'd rather handle everything as a plugin as best as I can. If this turns out to not be the best way to keep everything synchronized, then I'll go for a separate DMPServer distribution. However, chances are I can just change DMPServer a bit if something can't easily be handled with a plugin. I'm sure darklight would appreciate that route too -
Current Task: A bit of an update: I've probably met that "failed miserably" criteria below if only because there's another mode of function I might change this into. It'll still be a hive, but things will probably work more like a portal system. I'm not sure how feasible the system I'm thinking about is, but there are a few ways to go about this. Additionally, I've just finished a program to extract DarkMultiPlayer-Common.dll and turn the good stuff into a python file called Common.py. Just place it next to the aforementioned dll and run it, and it will produce Common.py with the relevant information. It's probably better to wait for me to release a hive server INFO The eventual outcome of this project is to have a synchronized database across multiple DMP servers (i.e. a shared universe). Because of the way DMP Server functions, I may have to hack into the thing in a separate branch, but I'd rather handle everything as a plugin as best as I can. If this turns out to not be the best way to keep everything synchronized, then I'll go for a separate DMPServer distribution. However, chances are I can just change DMPServer a bit if something can't easily be handled with a plugin. I'm sure darklight would appreciate that route too FAQ Q: Will I want to run this particular piece of software sometime in the future? A: Yes! If I'm taking the above route, server owners will want to be running this themselves and/or centralized communities are a possibility. We'll see how it's going to function SOFTWARE DMPHive - DarkMultiPlayer Hive/Portal Server Github: https://www.github.com/dsonbill/DMPHive Commits: [URL="https://github.com/dsonbill/DMPHive/commit/deb78d4d5d784672a48adaa20a265056f5e4b59a"]deb78d4[/URL] - Started working on DMPHive. [URL="https://github.com/dsonbill/DMPHive/commit/5bfe167e2b88c9962b5199d9e2abbe4d5f768a34"]5bfe167[/URL] - Made HiveLog more intuitive; added error and debug functions. [URL="https://github.com/dsonbill/DMPHive/commit/071cbbc4fe8aecdd303413f327c3c4f39c776e29"]071cbbc[/URL] - Added configuration (DMPHive.cfg) and moved the main hive system files to HiveLib. [URL="https://github.com/dsonbill/DMPHive/commit/44981f667bf1a87121eed7d2e9f6349fdd9f2a65"]44981f6[/URL] - Added generic handle importer and cleaned up main. [URL="https://github.com/dsonbill/DMPHive/commit/181c06b223c50dcb4710319e58f332fb2f5eaf45"]181c06b[/URL] - Changed RPC Method To ZeroMQ. DMP Common Python - Program for converting DarkMultiPlayerCommon's various contents - place next to DarkMultiPlayer-Common.dll and run it to generate Common.py Github: https://github.com/dsonbill/DarkMultiPlayer/tree/hacky-craple License: CC0 1.0 Universal
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Is there any way you can post a video of this happening to YouTube? This really shouldn't be happening.
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The struggle. EDIT: Compiling takes like 2 seconds, though.
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EDIT: I've updated the logging, and therefore the picture. Tags are a bit cleaner, and no server logging goes through Console.WriteLine, but the console still reads for command-line input. Darklight might change this at some point. You can also toggle client debug messages by entering '/debug'. May I present to you, the chat command and server console window:
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@godark: I'm going to go ahead and close the PR, as I'm working on RegisterChatCommand() at the moment, and a separate console window. The window will be a bit of work for me to pull of, so feel free to go at it yourself if I end up too slow for you. EDIT: I've got it working beautifully now, just like CommandHandler; output is still in the current chat window, but what should the tag be for the system? Right now it looks like this: Here is the commit: https://github.com/dsonbill/DarkMultiPlayer/blob/a95df5160bad4d16adceb7962b9ffe7e1f9f904d/Client/ChatWorker.cs For normal people: allows plugin developers to add chat commands without hacking the client For some shenanigans: Ever tried to load in a few more asteroids? (3000) After restarting and lowering asteroid count to 100: http://i58.tinypic.com/34fi040.png Magic dupes! The moral of this story is, don't go over ~200 asteroids, and don't lower the amount once you've got the vessels synced. The view from the field: http://i59.tinypic.com/343j7k9.png Honestly, I would just leave it at 30. 100 Asteroids: http://i58.tinypic.com/zxqhlh.png
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@uncle natzer: Generally when hosting with a company, you need to have a dedicated server in order to afford the bandwidth and high message capacity of running a game server; most VPN packages have sanctions against game servers in the service contract, mainly because of the high amount of packet traffic you will create. Your standard dedi has around 31.7Mbit/s of bandwidth (at least mine does) and can easily handle a game server (see http://www.aqua-calc.com/rate/bandwidth-calculator for a proper calculator to see the conversion from Mbit/s). I use serverpronto: their dual core has 5TB (approx. 15.96Mbit/s), which is probably enough. I thought I had 5TB, but I guessed a little low. You can pack a lot more onto these servers though; DMPserver is not tasking on the hardware, and bandwidth is the main concern.
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I've finished writing the (very basic and hacky) admin command pipe. With the experimental version below, you can run commands from chat (as long as you are an administrator!). An example command to run the dekessler would be '/admcmd dekessler'. All attempts, successful and failure, will be logged to the server. Git Fork: https://github.com/dsonbill/DarkMultiPlayer/tree/master Binaries download: https://mega.co.nz/#!ypsUCDjb!O24FTA--dav9zIyD6ykC7LeIFqnXePipUAFZL2RLeKs This should be considered experimental atm (but what isn't? ).
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I've been looking for where to start on this one: Where is chat from the client handled server-side? It should be easy enough to implement if I can find the time. EDIT: Started reading the documentation like a good boy, lol; also scanned through ClientHandler again and found it right away. I'll work on it a bit later tonight. Here's a much better question: is there currently a way to authenticate admins? E2: Well I've found what I need after looking around. The code is written very well! This should be very, very easy.
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I really like the mod message system; string comparison and concatenation really is the simplest method there is afaik. I like how everything is clearly separated; It's certainly more straight-forward than some of the monstrosities I've created in the past. Also, I cannot thank you enough for the templates; I don't know that I ever would have gotten a ksp plugin working with my current level of knowledge with C#. I'm currently working on an intuitive way I can script portions of the plugins with ironpython (might be a viable choice for a few of the ideas I have; python is pretty straight-forward if beginners want to make small changes in functionality; and no re-compile). Also, I fixed the above example in case someone comes across it.
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@Godark I see. I've just recently installed Visual Studio again so I've been taking a look at the sauce. Personally, I'm too specialized in python to be of any help with this (my latest trend when it comes to servers is websockets, and my message system are almost always just concatenated strings + rex. nuff said.). Honestly, I've looked through too much code that I don't exactly understand the purpose or impact so it's unlikely I can help with the programming side of this beast. I do want to make some of my own commands and functionality. Any tips on getting an environment ready to compile a plugin dll? I can gather how to register the command from command handler, and that I have to extend from the plugin interface, but I'm not exactly sure how to do that... Might just look for some generic C# guides. EDIT: Nevermind, I feel like such a boss. The knowledge just came flooding back to me from my early days (...and I poked around a bit). Here's something actually worth looking at. Your first command: using DarkMultiPlayerServer; namespace PluginDLLName { public class ActualPluginNameOrWhatever : DMPPlugin { public ActualPluginNameOrWhatever() { DarkLog.Normal("Debug Playground has mother-blanking initialized."); CommandHandler.RegisterCommand("firebob", FireBobKerman, "Fires Bob Kerman."); } static int bobCount = 0; // Command method MUST take a string. private static void FireBobKerman(string fooBar) { bobCount++; DarkLog.Normal("Fired Bob Kerman"); ClientHandler.SendChatMessageToAll("WARNING: Bob Kerman has been fired."); ClientHandler.SendChatMessageToAll("Bob has been fired " + bobCount + " times."); } } } Now all I need is a way to send commands to MechJeb or something... I'm guessing this is beyond the boundaries of a plugin at this moment? *Cleaned up the language a bit for the forums... it was pretty expletive EDIT2: Holy $#!! IronPython Works with mono. I'm getting some ideas....