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Everything posted by godarklight
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DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Everyone: Sorry for the reporting plugin hickups - it should be fine now. d-mp.org is now listing around 45 servers . -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Grek: Those types of errors are usually caused by NullReferenceException errors - But I'd need the log in order to help you more. Perhaps try to catch me on IRC . @Dacan: *Facepalm* of course there'd be an option to change it @Burckha: So long as you're outside of the safety bubble, you're synced, you're out of the atmosphere (better HackyInAtmoLoading coming for DMP 0.2.0.0), and you don't have disallowed mod parts, everything should just work. @TJ888: I'd need to make DMP step back through the timeline - The ability to revert will be an opt-in memory leak (or maybe reverting 50mb of updates may be ok, I'll still make it optional). Reverting was causing more problems than it was worth and it needs a little out-of-the-box thinking to fix properly, But I'll nab it for DMP 0.2.0.0. @Everyone - Brace yourselves. Christmas is coming.... -
@jake9039: Hrmm... That's a little odd. I guess I could take a log file from KSP/KSP_Data/output_log.txt, but it should just work :-/ @Steambirds: Mach 15 is only 5km/s, which might be do-able in KSP, but not really at 9-10km. Also, that shouldn't surprise you too much. of someone "doing the math" on meat cupcakes.@cvod: Hrmmm.... That might be do-able.... @NathanKell: Nyancat code doesn't care about which body it is orbiting, I haven't tested it, but there is definitely a few bodies that have >500m/s orbital velocity at 9.5km.
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@jake9039: You have to fly level between NYAN THOUSAND METRES and 10km. And be moving faster than 500m/s
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DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
Wow, I need to stay on top of my forum thread @SheepDog2142 (Feature list): Basically the same thing I've been meaning to do for ages, Groups, permissions and shared science. However there's a few network breaks incoming as I fix DMPs on-the-wire format (big endian, strip uneeded 4 byte prefix, utf8 instead of utf16, little things that add up that don't really affect players). I've also got to fix DMP's pretty horrible user interface, and fix the surface positioning system. There's also some code refactoring, DMP gets messy in some areas. @mrmcp1/CmJnWd (Connection refused): I probably shouldn't let C# errors bubble up, but basically the machine you tried to connect you told you it's not running the server. It's either a port forward or firewall probem. @ChaosNicro/Nightmare: Kethane / karbonite should just work, but they'll likely have different maps unless you copy the scenario modules from the server into the initial folder. DMPServer doesn't really tick offline, it's just the way subspaces work: Universe time = subspace epoch + ((server clock - server clock epoch) * subspace speed) If you set keep ticking while offline to false, what it actually does is set the server clock epoch to the current time when the first player connects. Also, take note that kerbin days are 6 hours long, and mods that take universe time into account generally have troubles with DMP's sync, mods don't normally expect the time to jump around . Issue report was here: https://github.com/godarklight/DarkMultiPlayer/issues/259 @NoXPhasma: Not really - but I've got to check on something in the universe sync cache to make sure I'm not trying to save a file to disk before KSP draws a frame. @LABHOUSE: I can't remember which version I started doing this for, but DMP 0.1.6.x versions are all compatible with each other. You can (and should) use 0.1.6.2 to connect to any 0.1.6 series. @technicalfool/longbyte1: Thanks for answering questions -
Is there interest in a compatibility chart/matrix?
godarklight replied to linuxgurugamer's topic in KSP1 Mods Discussions
I should probably mention that CKAN should take care of this, their metadata format has a conflicts entry: https://github.com/KSP-CKAN/CKAN/blob/master/CKAN.schema#L103-L106 Of course that only works for mods that support CKAN -
@Space Scumbag: There is nothing serious about sonic booms, especially when they get combined with a rainbow.I guess we'll see what the future holds. @lordmuffin: Possibly, but not something I'd like to figure out... It would make nyanning a bit complicated. @sarbian: The best part about this mod is that it also supports nyanning on 32bit - Not just 64bit. Show 32bit KSP some love too @randomness5555: As there has been a pretty big knee jerk reaction to the barn in the upcoming KSP 0.90, has inspired me. I have to collaborate with BDA for DMP support though - I doubt they will add nukes @CaptainCreeper56: Thanks, but I'm not the first to jump on the whole meme thing. Ask sarbian. @Vaporo: Maybe you can do both. I believe uncontrollable laughter and death are listed in the disclaimer in the OP .
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I'm glad that at least some people are enjoying this mod, I made it in a few hours because I wanted to get a better handle on unity's API, and because this seemed like a fun thing to do I could easily take the rainbow trail from this and add it to sonic rainboom, but I never released it as most people's reaction to MLP related things is quite polar. I'm still surprised by the reaction to this - you've all made me smile
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Introducing NyanCat! Download link: http://godarklight.info.tm/nyan/NyanCat.zip Source code: https://github.com/godarklight/KSPNyanCat/ Licence: It's complicated. The code is public domain via the unlicence. The media file appears to be free for non commercial use, but without a specific licence specified. FAQ Q: How do I Nyan? A: You must be over 9000m, but under 10km with altitude, your must fly fairly level, and your speed must be over 500m/s. Q: WHY? JUST WHY? A: Because. Q: So when do we get a Sonic Rainboom mod to go with this? A: Just... no. No. Nooooooooo! Well, maybe. .Q: This mod is awful! A: That isn't a question. Testimonials "This mod is awesome. I always wanted to bleed from my ears!" --Technicalfool "If Pac-Man had affected us as kids, we'd all be running around in dark rooms, munching pills and listening to repetitive electronic music! Oh wait..." --Darklight "Its better than fighting in the war room" --DrStrangelove "Pure destructive fun!" --Kraken Disclaimer: Use of this mod may result in the following side effects: Uncontrollable laughter, dizziness, vomiting, spots, believing unreal things, a feeling that people are against you, blindness, deafness, cardiac arrest, death. For those questioning the grips on my reality, please click here
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DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Kebra: This is now on my TODO, but we'll wait until CKAN settles down a bit @NoXPhasma: It's not a normal exe, it's a mono / .NET assembly. It runs under mono. I also develop it exclusively under mono / linux. If you're running debian or ubuntu, the package is called 'mono-complete'. @ham236: Either one of you is in the future, or you're in the safety bubble. You need to play in the same time (by pressing sync in the player window) in order to interact with each other, other wise only the future player will see the past player. @Everyone: There's enough little things floating around that I'm going to go straight for DMP 0.2.0.0, which is a pretty major protocol break. Just warning everyone that development will soon be very incompatible with release. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Kebra: Now why didn't I think of that. This should be insanely easy to do via a DMPServer plugin + something on the other end. KSP can't be running though - as that locks the files on windows, so we'll need to do this externally. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
You mean like this? It's also mentioned in the OP EDIT: I just realised you were talking about integration rather than CKAN support itself. When CKAN settles down a bit I'll write something around CKAN that can install or remove mods, but CKAN needs a reverse file listing first (like apt-file) so we can pass DMPModControl.txt. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@SheepDog2142: I'd probably have to work with the custom tech tree mod - but DMP is pretty meta in this area, so it could possibly be a bug with the way techtree detects a first start. I'm thinking about going straight for DMP 0.2.0.0, I will do groups, shared science and vessel permissions, but I've been a little side tracked lately. I will get there Also be careful of the alliance and, " "@Gachl: DMPServer is pretty stable these days, although it is a bit hard on the bandwidth. DMPClient is kind of a tangled mess when it comes to vessels, there's a few things that need to be sorted out - the most core feature is surface positioning still doesn't take the different terrain spawning into account. Also if you're thinking about contributing, definitely visit us on IRC - You'll have a few head scratching moments and I might need to explain some areas @mojobojo: I know about this one, a docking / boarding forces control off the other player. I might change it so the original player keeps control, but applies the part update. https://github.com/godarklight/DarkMultiPlayer/issues/200. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
Sorry for the late replies everyone :-/ @kasperhangard (Shared science): Very slowly - I've been working quite a lot lately. Atm I've only stubbed out the group system, but that's been sitting there for ages :-/ @Darknote: Spectating should work, drop by in IRC if you're still having problems @Streetwind: It depends on the way mods do thing, but I highly suspect there will be issues if you go back in time. "KSP-playing friends are as of yet missing" - Such is life with KSP, you can definitely come visit in IRC though @CaptainBob81: You need to leave the safety bubble, and remember KSP kills things while flying - so you won't see each other until orbit or when you have landed. The safety bubble is only 100m big though @sparton646: Not until groups + shared science is done :-/ @namsek: Now I'm starting to suspect something. I hope everyone is using 0.1.6.2 with KSP 0.25 :-/ @Talavar: Syncing just means "Jump to the future players time". Updates from the past are applied, updates from the future are stored and will play out as your universe time goes past theirs. DMP only relays the lat/long/alt/surface velocity (surface mode), kepler orbital elements (orbital mode), rotation, angular velocity (which currently isn't applied correctly), and the action group controls (brakes gear lights rcs sas). @TheOfficialStorm: That lag spike comes from KSP, Loading in a vessel appears to be pretty expensive, and DMP kills and reloads the vessels to do part updates. I think I have a hunch to try with the positioning thing as well. @B15hop: DMP actually used to have a bug where it would delete everything, but that was ages ago. But either way DMP still needs vessel permissions, although that does depend on groups. When I have time to put into DMP I do want to finish off these last few things. @VITAS: It's nothing yet, but it should be part of DMPServer/DMPClient core -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@longbyte1: The right ones @toasted: I'm well aware of that, which is why it took such a long time to hunt down everything/one. I actually pushed for public domain, but didn't argue successfully. The full convo is here: https://github.com/godarklight/DarkMultiPlayer/issues/222 Copyleft licences are the worst :-/ Also I say that I think it will be fine because the line won't be the same - I need to take the universe transform into account, along with the fact that <15 lines is said to be OK (not a significant contribution). I will comment where it was figured out from though . -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@NoXPhasma: VITAS is correct, the server runs on mono. DMP is also developed and compiled under mono as well if that means anything @tetryds: Thankyou - That looks like it contains the solution to my problem. I *think* borrowing 2 lines should be ok with respect to the GPL. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@longbyte1: I know exactly what you're talking about, but slerping isn't the correct thing here. This bit is going to take a math-magician to figure out. Each vessel has an angular velocity: https://github.com/godarklight/DarkMultiPlayer/blob/master/Client/VesselWorker.cs#L1048-L1051, and that's what controls the spin of vessels. However, field is copied from the root parts angular velocity every fixed update step. DMP tries to set it https://github.com/godarklight/DarkMultiPlayer/blob/master/Client/VesselWorker.cs#L2219-L2231, but something isn't quite right, I suspect I need to somehow transform the angular velocity across all the parts - which I tried to do by applying the parts rotation to them. For single part vessels or vessel where the root part takes up most of the mass, this likely already works, but only by chance. Someone who fully understands unity's / KSP's rotation / world space needs to come in and clean up that little nugget. If anyone knows of a mod that resumes rotation after warp, then the problem is already solved and we need to find them. If not, I've been considering setting the velocity to zero like KMP did :-/ @Nightmare: When I actually finish DMP next version, it will have groups / permissions / shared scenario modules. I just need to find the time for it -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@PvP players - I had a quick chat to BahamutoD (BD Armory), at the moment they more interested in doing contracts, and I'm more interested in completing DMP (0.1.7). We'll get there one day though . @Nightmare - Take one of the players Universe/Scenarios/KethaneData.txt files and copy it to both Initial/ and all the other players . It will overwrite their current kethane map though... @SheepDog2142 - If it happens every 30 seconds, DMP kills and replaces vessels in order to update the parts. If the vessels are loaded, the .Unload / .Load is a bit expensive to do, which causes a slight stutter. It's the same reason why the game freezes when you go near a 500 part station in singleplayer, although DMP does this every 30 seconds. Also make sure you're using 0.1.6.2, I had a silly network bug that caused the game to lock up while sending messages @TNTkenner - Best multiplayer mod maybe . DMP still has its fair share of bugs... @Duke23 - I don't expect people to understand exceptions, but you have to interpret them very literally. "An established connection was aborted (disconnected) by the software (a firewall) in the host (your) machine". @JJspace23 - DMPServer runs on mono. You need the "MRE". -
KSP Co-op Multiplayer idea
godarklight replied to PatPL's topic in KSP1 Suggestions & Development Discussion
This isn't terribly far off what I had planned for DMP 0.1.7. After I code groups, certain SCENARIO module data blocks can then be chosen to be shared. You idea extends this by only allowing the leader to pick what has to be done, along with new contracts... This could likely be done with DMP as-is, as it now has a plugin system that you can also send data over. If I had more time I might even put effort into this myself -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@peachoftree: To be fair, I was serious about the first part, KSP is an awesome game . The second part has off-the-charts levels of sarcasm, although I am also guilty of this, DMP isn't really documented at all, nor have I contributed to the community docs. I will answer any questions about DMP's code though -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
DMP 0.1.6.2 is available, it fixes a bug in the network code that caused lockups while sending messages. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@DuoDex: You're almost certainly incorrect, anything from 1025-65565 should be fine, so long as it's not in use. 1-1024 need admin/root rights to use. Tetryds: I'd need to work with them to sort it out correctly - even though it's possible to send data over DMP now, I haven't written a public domain reflector, and I'll need to flesh it out a little more. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
Yesterday I lost power, followed by a loud "bang". About 12 hours ago we got power back, kind of: We've had a brownout the whole night (130v). When we get 240v back (and when I'm home from work) I'll be brave enough to plug in my server computer, and then I'll upload DMPServer to KerbalStuff. Thanks to inigma and vitas for mirroring DMP EDIT: And we're back! EDIT 2: d-mp.org download links added, and DMPServer is now available on KerbalStuff. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Dr. Death: I was referring to master controlled warp (MCW_VOTE), I haven't tried it for ages but it does away with the whole 'sync' thing: . It was the first warp mode I implemented, and I haven't touched it since. It's pre-v0.1.0.0, so it's been there forever in DMPServerSettings.txt (warpmode)."inside the physics loading range now everything might be handled server-side" - Totally not going to happen, DMPServer won't ever simulate physics - it's only a message relay . In a hypothetical multiplayer mod that did server side physics, I'd see no option but to keep a KSP game running as the server - Minecraft "Open to LAN" style. If you're not yet familiar with the warp system, you'll likely want to try DMP out - You'll understand pretty quickly why players can (and should) be allowed in different times. Updates from the past & present are applied, updates from the future are held until they are needed (this is also called a memory leak for everyone not in the latest subspace ). SUBSPACE causes some unsolveable paradoxes, but it's well worth it because players can warp at will.