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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
@Vladthemad: Flag syncing is in dev I need to document it - You need to copy a flag into KSP_Folder/GameData/DarkMultiPlayer/Flags/ -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Preliator: DMPServer only uses a tiny amount of CPU and RAM - but it does require a fair bit of bandwidth as it's a message relay. You can add your server to the public server list (down the bottom) if you want to make it a public server. If it's linux, just install your distros 'mono' package (mono-complete on debian), and run DMPServer.exe with it @Vladthemad: You only have to copy the kethane file to your initials folder after it is generated - The seed is put in that file the first time it saves, and that's all thats needed to keep the deposits in the same location. The scan data will be different though, I'll see if I can get shared scenario data for 0.1.5. @Alshain: I'll use the toolbar reflector thing so DMP doesn't have a hard dependancy on it, but will do . Also, I'll definitely make DMP remember the window positions, that's actually slightly annoying to me too @Spider0804: Could be one of 2 things. The first, if there's a space or enter in the address box, that would explain it. But there's something else rather serious that recently happened - Microsoft got control of no-ip's domains, buckled under the load and took 4 million of no-ip's domain names offline, including my one. They are back online now though. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@riles: When you hit options -> Generate DMPModControl.txt, you need to copy it from your client folder where KSP.exe is to the server folder. Paths are relative from GameData folder. Alternatively you could just completely turn off modcontrol in DMPServerSettings.txt, but only do that on a private server -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
2 words. Holy crap: https://www.noip.com/blog/2014/06/30/ips-formal-statement-microsoft-takedown/ Everyone - I'm going to switch over to my other domain now, godarklight.info.tm I'll update the links everywhere EDIT: Links updated - If you use DMPUpdater you will need to redownload it Build server Server list DMPUpdater EDIT 2: No-ip is getting control of their domains back, but I've already switched over and will be staying with godarklight.info.tm https://www.noip.com/blog/2014/07/01/ip-update-microsoft-takedown/ -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@liquidis54: Check DMPModControl.txt on the server, or you can get the client to build one specifically for your install in GameData by going to the client, options -> Generate DMPModControl.txt @Alshain: I run wireless too, and my internet connection is also wireless. After 10 seconds of no messages, DMP thinks it has dropped out. There's a heartbeat every 5 seconds to keep that from happening It's a tradeoff between "I've been playing for ages but I haven't sent anything to the server so it didn't get saved", or "I get disconnected too often". A 10 second timeout might just be a tiny bit aggressive :-/ -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@nikdog: To be honest it's not completely clear that it needs the HTTP port, people fill in things pretty quickly @Alshain: Definitely come visit on IRC some time - I'd like to solve these problems, some people get hit with it more than others. @tjm2000: That usually means it's not installed in the correct folder. 0.1.5 will warn you if it's not installed in the right place. I got you on IRC though - If you want to run DMPServer, you'll need to get mono-complete installed -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Alshain: Is it possible that this is caused by any firewall software? - I've left DMP connected for hours before, and there's also this bug report from someone that accidently left their computer logged in which suggests this isn't an issue for everyone, but it definitely affects some people and I'll need to figure out what is causing it first. If possible, can you come visit me on IRC (there's a chat thing on my build server download page)? @nikdog: You need to enter the HTTP port (default 8081), not the game port. The server list scrapes the json info -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@zergcheese: technicalfool is 100% right - You're using a release client to connect to a dev server @ScriptKitt3h: (Untested, but a pretty educated guess) The vessel positions are transferred by a reference body and the orbital parameters, for the other players the other planets will still be in the correct postition, but the orbits around the bodies should be drawn correctly around the body. The planet positions aren't transferred though. I believe planetfactory / RSS and other planetary mods should work fine too. And mod controls definitely can block hyperedit - Either add it to the blacklist or use whitelist without adding it -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@T1663R: I'm tempted to believe that's not DMP - Can you fly the exact same vessel in single player to confirm? The only thing I do is put the vessel on rails (basically disable physics) and jump the time if the game lags, but your clock was still green so that shouldn't have been it... I'm hoping that is simply funny vessel clipping combined with physwarp playing silly buggers :-/ @kofeyh: Good to hear, I could imagine bad things would happen if hundreds of people tried to join in on a server. The most I've had online at any one time was 12 and it seemed ok, but we weren't doing a great deal of interactive stuff. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Yalin Hawk: I've added a loading throttle to quickload which may help with that problem. I suspect that happened by holding F9. @kofeyh: Whitelisting is now in dev, which should be better than 0.1.4.2 atm. Twitch always brings out the best bugs, so I'll have to catch you on your stream one day -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Yalin Hawk: I'll play with quickloading today, It should be fairly simple (I just have to be careful when I kill the vessel) @kofeyh: Ello! I'll add whitelisting now - That's an easy one to implement -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@T1663R: If possible, can you record the problem and upload it to youtube? I've only just done some basic testing, but docking and undocking worked fine for me (spectator docking looks bugged). Also is this latest dev or latest release (0.1.4.2)? -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Treki26: Mono is the open-source implementation of the .NET framework, which is what KSP (which ships its own version) runs on. DMPServer requires mono to be installed though: http://www.mono-project.com/Mono:OSX#Installing_Mono_on_MacOS_X I'm unsure if you can just click on the exe on mac, but either way you can definitely open it with the terminal. Type 'mono DMPServer.exe' when your in the correct folder and it should look like this linux screenshot. @Trailers: This has happened before with avast, and it's been reported in the IRC. Unfortunately there's nothing I can do about the false positives - You can either download visual studio / monodevelop and compile it for yourself, or you'll have to wait until I push another build (The report was against current dev). Most AV programs make whitelisting annoying. @rdswo: Satellite internet might be a bit of a stretch, but definitely try it out. While I was working on KMP, every time I went over my internet quota (we have metering in Australia), I stop working on normal problems and start trying to make the network system more resistant to disconnections. As it stands, You need about 10-30kb/s traffic both ways per currently connected flying client, so you should be fine with 2 or 3 players. I had a 700ms ping to a server on the other side of the world and it worked quite well, but I can't speak for satellite connections. @ingima: Definitely, The only way to know for sure is to try it out . There's more servers in the server list (which will be replaced soon by DP110's prettier looking version). -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Treki26: You should be able to run it with mono, I've worked out the mac bugs with JohannesMP quite a long time ago . -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Alshain: /dekessler deletes debris wherever they are, /nukeksc deletes everything that's landed at the KSC. The automatic variants can be set in DMPServerSettings.txt -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@kidSwift: I haven't come across the undocking bug yet in DMP, but I do handle things in roughly the same way as KMP, so the bug could still be a possibility. I'll probably have to compare a singleplayer and DMP docking and check if there is anything missing or different. Also there's a bug with the asteroids, sometimes they spawn in anyway due to a time paradox, but I'll work out those kinks eventually . I look forward to seeing how KSPM (Squad's official multiplayer) does things. -
Multiplayer time warp theory
godarklight replied to YourEverydayWaffle's topic in KSP1 Suggestions & Development Discussion
Hello - I'm the developer of DarkMultiPlayer and was a dev on KerbalMultiPlayer! There's a few different ways of tackling the multiplayer problem, and I have 2 major ways that offer different playstyles of solving the problem. The first is probably the more intuitive but less useful master controlled warp, in which players can . I find this solution lacking unless you're on voice chat and are all trying to do the same thing.The way KMP solves the problem, and the way DMP prefers to solve the problem is by using something called subspaces, which is basically relative sync. Each player has a "timeline" (subspace) they are on, and they can warp/sync to the future players. DMP keeps hold of the future updates, but DMPServer only holds on to the latest updates, making the CPU and RAM requirements nearly nothing. , the spectator is actually watching events play out as their timeline crosses the future. This is probably similar to your suggestion -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@inigma: Already planned for 0.1.5 @SemperDarky: It should definitely work on mac - JohannesMP runs it fine. Make sure you copy the DarkMultiPlayer folder and not the DMPClient folder from the zip into GameData. If that's correct, then there might be some other strange bug - I'd need the player.log file (which will be at ~/Library/Logs/Unity/Player.log) -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Gristle: Under normal circumstances, you'd probably expect a second in the game to match a second of real time. This is complete lies with KSP, the planetarium clock ticks all over the place between realtime and (apparently) something slower than 0.3x for some people. It's not important that the games are running at the same speed, it's important that when you're in a subspace with someone, that your clocks are synchronized. DMP does this by skewing the unity clock (aka: physwarping). When I originally implemented this in KMP, the initial code was going to keep the game running at 1x speed as I thought it wasn't too much of an ask, but I was very wrong. Even for people with decent computers, people kept getting the 5 second time skip. The solution was to let the subspace run slower than real time so the lagging players didn't get time skipped constantly. All of the warp modes require the subspace system to keep everyone in sync, it works like this: * The client constantly knows the server system clock time by doing an NTP-style sync during the handshake. * The subspace is locked to the server system clock, the planetarium time, and the subspace speed as an epoch. * The client can then figure out exactly what time it should be compared to the subspace lock, and skew its clock accordingly. If the error gets larger than 5s, it "jumps" - which is where most people seem to be having troubles. * Every 30 seconds, your DMP client tells the server how fast it *thinks* it can run (which is subspace speed / current skew). The server then relocks the subspace to the speed requested by the slowest player. Before NTP-sync hit KMP, it used to constantly jump the player, and it used to kick players for running too slowly if they couldn't keep up. That's not something I want in DMP . -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@wased89: Manually setting the speed won't gain you all that much, DMP requests the speed it *thinks* it can run at, but the server now selects the slowest player in the subspace as the subspace speed. The 5 second jump was causing many problems for people, and this is the only way to avoid it :-/. It's basically automatic "cheat engine" (the time warp mod that DMP is most definitely incompatible with) so you don't lag. @blainer98: The instructions should come up saying what you need to do. If the server is whitelisted, you'll need to remove any mods from GameData that the server doesn't allow. You'll also need to download mods that the server requires. I intend to port KMPModClient into the actual DMPClient itself so it can sort out GameData for you. @Arrowstar: SUBSPACE_SIMPLE will work exactly like subspace, but instead of syncing in the player window, you use '>' to sync. MCW_LOWEST is bascially "You warp to the lowest common warp factor", which basically means you'd never be able to warp if even 1 person does not want to (I think it's a terrible idea, but I may still implement it) @inigma: Have fun with the mod @Joshwoo69: The server list is entirely user-generated, If a server admin adds a server to the list, and my computer can query the HTTP port, it shows up as online. @4j25: Problem? :-/ @Frijolez: This hits some players worse than others - Perhaps try to catch me on IRC, I'd like to get a rough idea about what is going on with the disconnects. I've managed to stay connected overnight before, but I have decent-ish internet. @viotech: Most likely there's a space or enter in the address box. You either need to type just the IP, or the domain name (for example, dmpservers.chickenkiller.com). -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Gristle: You made me double check my readme . https://github.com/godarklight/DarkMultiPlayer/blob/master/README.md#warpmode I should probably implement SUBSPACE_SIMPLE and MCW_LOWEST for the next release... EDIT: 0.1.4.2 is available on DMPUpdater and my build server. It should allow the subspaces to run slower, so you shouldn't have as many problems launching / docking. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Trailers/wased89: DMP subspaces require everyone to be in sync, but I've obviously underestimated how badly KSP lags on other computers (as I have a GTX760). After 0.1.4.1 came out, the first changes in dev were how the subspace rates were requested (DMP guesses a little better now), how slow a subspace can run (Down from 0.5x to 0.3x), and changing from the average rate to the slowest rate in the subspace. Basically, in the next verison, your game is going to have to be able to run at least 0.2x (0.3 subspace rate/1.5x warp) real speed, instead of 0.44x speed (0.66x due to a bug in request subspace speed / 1.5x warp). -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@wased89: Dev is still compatible with release, you can try using the dev version now (Nothing critical has gone in yet). -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@wased89: I've changed the way the subspace rate is chosen in dev, it should be much more uncommon in 0.1.5 EDIT: Apparently my internet goes down randomly in the night - As MrFreake's server seems to be very reliable, I may shift DMP's home to that instead. I'll give you guys updates if it goes ahead -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
Found the problem: [2.488009] DarkMultiPlayer: XML Exception: System.IO.IsolatedStorage.IsolatedStorageException: Could not find a part of the path "C:\Users\JMAN_2\Desktop\DMP\GameData\DMPClient\GameData\DarkMultiPlayer\Plugins\Data\servers.xml". I should bring up a message saying DMP has been installed in the incorrect place (It should be KSP_folder/GameData/DarkMultiPlayer, not KSP_folder/GameData/DMPClient/GameData/DarkMultiPlayer)