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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
@DLWhittet: "It's awesome enough to hold us over until official multi-player is released." - That's my plan too, The only reason why DMP exists is because I like playing multiplayer. When KSPM comes out, DMP will be hopefully completely obsolete. I wouldn't hold my breath though for KSPM . "reload settings and mod control file": Currently, not at the moment. I'll probably end up changing so it reads the mod file every time someone connects instead, but remember, if you change the mod file there's a good reason for a server restart (The parts should be required mods, etc). I initially wanted to be able to press on the server in the game and have it say "5/20 players online" type of thing, but that would be a seperate connection & message, which I'd have to handle pretty specially, so I decided against it. To spectate, just try to fly the same craft someone else is flying. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@DLWittet - DMPUpdater must run while KSP is closed, I'll catch that exception and print out an error message saying so. That only updates DMP though... I'll have to port over KMPModClient to DMP sooner or later - It's an automatic mod syncer that works out of a mod cache folder (which means there's no redistribution problems as you still have to download them yourself). @Everyone - DMP appears to be a little more popular than I thought it would have been. As plenty of other servers are available now, I'm taking down my 3 that were running on my home connection . If you want your career points transferred to another server - PM or catch me on IRC -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@ScriptKitt3h: Can you start KSP, and then upload your KSP_folder/KSP_Data/output_log.txt file to pastebin and link it here? After you have done that, It should be quite easy to figure out what the problem is . To fix it, you will likely have to delete DarkMultiPlayer/Plugins/Data/servers.xml and saves/DarkMultiPlayer/servers.xml (Although that's actually my settings file...) @InfiniteDice: I'd rather not break curses rules - If they don't want to host exe's that's fine with me, My build server instantly updates anyway @wased89: That's normally caused by trying to update DMP when KSP is running. @Spider0804: Permissions are coming for 0.1.5.0. Everything is coming in 0.1.5.0 (I want to kind of "finish" DMP) EDIT: DMPUpdater for the server messed up - It's fixed now -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@KvickFlygarn87: It does include asteroids. Somehow I managed to miss that one in my changelog. I should remove the version number from my sig - that would be one less thing to remember to update EDIT: DarkMultiPlayer 0.1.4.1 is now available on DMPUpdater and my build server. This contains the fixes for spectator / active vessel updates, and the kerbal position updates failing to send. I should learn not to make last minute changes -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
0.1.4.0 is available on my build server and DMPUpdater Curse will take a while to accept the mod There will be a 0.1.4.1 around sunday or monday, It appears my change to remove the "Loading..." screen (for active vessel updates / spectating) broke while vessels are in orbit. EDIT: Double whoops - Kerbal positions stopped syncing. Fixed in dev. Expect 0.1.4.1 tomorrow or the day after... Also, I imagine soccer might be a little better if it had a few different players: -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@DLWhittet: I haven't quite figured out why DMP is losing crafts yet... It's certainly an odd bug as it happens rarely but persistently. @Sneaky Bstard Sword: Definitely - Start the server and get everyone to connect to your internal network address (It's usually 192.168.0.something). Also the kerbal duplication is kind of caused by a paradox, When one player EVA's a kerbal, it doesn't instantly update (although it should...). If a spectator takes over before a full update is sent (or you leave flight), the kerbal will appear to be in the craft and outside at the same time. @SethexGS2: In 100% of cases so far, this is usually either caused by a firewall issue, or port forward issue. Start the server and visit http://www.canyouseeme.org/, type in port 6702. If it says success, other people will be able to connect. If it says failure, other people will *not* be able to connect, and you'll have to double check your firewall/port forwarding settings. There is one exception to this rule, and it's called Carrier-Grade (ISP Level) NAT. This generally won't be a problem unless you're on something like a mobile phone connection - And if you are, there is nothing you can do (There is no way to port forward in this situation). @FCISuperGuy: I exclusively test/develop DMP on the official Linux 64-bit version. As far as I'm aware, there's only this unofficial hack for windows. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Ghostexx7: Trivial = Easy to make. It could probably be made in under an hour or 2. But currently there is no way to convert a single player save into a DMP universe. @DLWhittet: Science is saved on the server, but it's per player still. @dimmy: Size of universe may help, but the number of vessels would also be an important statistic to have. Also the total number of registered players (players that have ever joined) may or may not be important too. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Ghostexx7: I DMP Universe creator would be *very* trivial to make, I'll add that to my issue tracker. @joshblake: It should be canon that kerbals reproduce by docking ships together. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
Update: DMPServer will never be hosted on curse. From the email I got: The status of the file DMPServer.zip (DarkMultiPlayer Server) has been changed to Rejected Jadedcat: Curse Forge does not allow .exe files to be hosted through the site. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@lemures: I assume you got me the other day on IRC - I didn't know that right clicking the title window makes them disappear. I'll have to figure out what unity is hiding from me and then I'll fix it . @Ghostexx7: Generally, start the server locally, log into your router and portforward, and then you should be able to tell others your public IP address. Unfortunately I can't make a port forwarding tutorial as my build server *is* my router, but I'll stick a "How to host a server" video in the OP if someone makes a clear tutorial including port forwarding . @Sizement: It will just work, but any part adding mods need to be added to the parts list and put in required. If you're using dev, it's much easier - You can either turn off mod control (turn it off is broken in 0.1.3.1), or get the DMP Client to look at your GameData folder and generate a mods file for you (Options -> Generate blacklist/whitelist DMPModControl.txt). @MattG: I think I got you the other day on IRC, but computers within your network would connect to your network address (the 192.168.0.x one), and clients outside your network would connect to your public IP (the one listed by www.canyouseeme.org, assuming it still says success ). @Sli: DMP's UI's are pretty ugly - I like dealing with backend code more "Having the menus appear over the parts menu when it opens means that if you click on the buttons in them you also incidently select parts behind." - I've definitely noticed this, I'll have to make them "non click-through-able" when I look at the UI stuff more "There is no "close" button on any of the dialogues" - Makes sense, I'll add them in. "The listing for players and what they are doing is quite hard to see with the overly light gray background." - It should be black, I fixed / commited it locally (I forgot to apply a texture), but never pushed because there was 10 people on the dev server at the time "Having to "select" a server first, then click connect above (without the server button showing any "toggled" state) is a bit confusing. Surely a connect button to the side of it would make more sense?" - This is one I disagree with. I admit the connection UI is an absolute mess (especially the Add/Edit Server thing), but a connect button doesn't belong next to the server. And the selected server definitely should be highlighted (Although it's only *just* highlighted)... One day I'll get round to implementing the rest of JohannesMP's knockup: http://i.imgur.com/yTtb6JT.png Also, in relation to using the KSP's GUI.skin - There's a windows bug that if you alt tab during the start of the game, the characters can get messed up. See this, this, this, this, this, this, and this. I just did what nearly every other mod seems to do - I'm using the default unity skin . @Everyone: Just incase my server flakes out, I've released 0.1.3.1 DMPClient and DMPServer (When it's approved) to curse. 0.1.4.0 is coming Real Soon -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@lancefoxcia: "hey any chance we could do a PVP with Darkmultiplayer?" - If I figure out in-atmo spawning without making the game lag, yes. Otherwise you'll have to do it on a body without atmosphere :-/. The orbital positioning error needs to be fixed too... @horndgmium: "I mean if I were to try to make a server for other people to play on while I wasn't online, would that work?": You'd need to be connected to the internet and port forwarded in order for others to connect to your server @Spider0804: That's another reason for me to get in-atmo spawning working - But remember KSP limitation of killing things when you get too far away. I'll get the 23km+ spawn working, but made the game lag hard core and I had to revert it @Voncot: In order to see each other fly in atmosphere, you must spawn on the runway together, leave the safety bubble (it's only 100m big), and take off together, and stay within 2.5km. The orbital stuff works as soon as your status no longer says "Flying on kerbin". @MattG: It means I should either stop serving XHTML as proper xml+html or look at my server list code . If you want to show up on the server list, you'll need to port forward the server status port (which is by default 8081) and obviously the game port (which is 6702). You'll only show up when my server can talk to yours. Can you PM me the exact steps you took to get that error to come up?. You can always host a server without actually adding it to the server list. When you start the server it runs in a stock config (all mods allowed, only stock parts allowed), you just have to double check your port forwarding with http://www.canyouseeme.org/ (port 6702). -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Hridaysabz: I do plan on implementing user/group based ownership for vessels - whether or not it makes it into 0.1.4 depends on if I can trick KSP into stop duplicating vessels -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@horndgmium: With computer networking, 127.0.0.1 always means the local computer - So you can just connect to that. @The Jedi Master: Yes you can interact with other ships - Although I've still got a few major issues to sort out (duplication causing explosions and the 40-100m orbital positioning error). "I installed exactly how it said, and it goes wonky, so I get rid of the DMP stuff, but THE THING IS NOW STUCK THERE." - I think you're going to need to be more clear than this. If you remove the DarkMultiPlayer folder from gamedata, it's gone and definitely *won't* be there. Do not copy the mod into another folder in GameData - KSP still loads them. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Hridaysabz: So long as canyouseeme.org says success for port 6702 (by default), they can just add your server's ip in the address box and connect to you. @Commander Jebidiah: I'll make a how-to video, but basically, The connection window is in the main menu - Press add server, type in the details (if you want to connect to a public server, this list guarantees they are online), and press "Add server" below where you entered them. I'll need to fix up that UI - it's both a little cluttered and ugly. @Spider0804 (parts): The current recommened way is to actually download KMP-development and run the '/modgen' or '/modgen whitelist' command as it makes the exact same file - But I'll implement a DMPModControl.txt generator soon enough @Spider0804 (modcontrol): Unfortunately modcontrol,0 is broken in release 0.1.3.1, but it definitely should work in dev. To use the development version, rename DMPUpdater to DMPUpdater-development, or download the dev package from my build server . @Everyone: I'm still going to release 0.1.4 on friday, the current code (dev) is pretty close to where I want it to be, but I really want a friday the 13th release as I missed april fools for the initial release EDIT: For everyone looking for an automatic way to generate DMPModControl.txt, this functionality is now in the development version of the DMP client. Go to options -> "Generate [blacklist|whitelist] DMPModControl.txt". You'll have to move it from your KSP folder into the server folder. That KMP part manager was eaten by the closure of spaceport, and it's an important feature to have. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
Leave them as default, unless you want to turn off the HTTP port by setting it to 0. The HTTP port is mainly for the server list to scrape information if you want to add your servers there. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Hridaysabz - That message is almost always caused by incorrectly configured firewall - But just to test your port forwarding, Make sure your private IP address is correct (you should be able to connect to 192.168.0.100), and after double checking the port forwarding settings in the router, check http://www.canyouseeme.org/ to make sure it's correct. Also DMP is TCP only, but there's no harm in forwarding both -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Strayed: As mentioned in the readme, "The DarkMultiPlayer server and client is cross platform, it runs under mono on linux and mac." DMPServer doesn't depend on the unity files either, so that's another common issue out of the way too. Also, Just for reference, KMPServer did run on mac with mono as well -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
0.1.4 is really starting to shape up EDIT: Awww, In a real multiplayer use case scenario, this makes the game lag very badly... Reverted in dev until we find another better way of doing this. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
I especially like the fact that he mentioned that it's not a hoax, and the first comment on spaceport was "Is this legit?". My original plan was to release DMP on April 1st - But I missed that date because mod control was just a tiny bit too important... -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@asbrand: As this is gimp's mod and not mine, I'll leave the uploading for gimp. The release and dev builds will live on my build server though . @KvickFlygarn87: I haven't been active at all with KMP since I started on DMP (kidSwift called it), so I'm not too sure myself. I've seen gimp answer questions in #KMP however, so he's not completely missing. It's still completely possible for the mods to borrow parts from each other, so KMP could be revived by anyone wishing to do so (GPL is forever). @Everyone: As per the forum's original post, KMP is no longer in active development. Head on over to DarkMultiPlayer. Without KMP, DarkMultiPlayer would not exist - Not only because of the subspace solution, but also because it provided a great reference, and because I was actually getting burned out with KSP myself until KMP was released. So long KMP, and thanks for all the fish! -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@TJPrime, The server download button is right under the client download button on my build server, which is the only place you can currently get DMP anyway DMPUpdater works in the server directory, but you do have to download the server first. You should just be able to run the server as is, it will create the universe directory and the settings / mod file on the first start. There's only one extra step if you are running linux (unsure about mac), You'll need to install mono. @Everyone: DMP has officially succeeded KMP. So long KMP, and thanks for all the fish . -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@ssl: I think I'm actually going to need co-op in the future, But if it makes it into 0.1.4, which it probably will, it will be a fairly simple system where you place a scenario node in the Scenarios/Shared/ folder and players will work out of the shared folder for that one scenario node. Currentlly vessels have to be spawned on the ground first for the full update to work, but after that the position updates work fine in the air. If one player is already flying but the other is on the ground, the flying player will see the ground player spawn in but the ground player will never see the flying player until they land. The 2.5km limit is imposed by KSP (Anything that's flying will be removed after this distance) - But I'd like to find out a way to bump that higher. Simply bumping the unpack/pack distances don't appear to be enough. I believe this only kicks in under 22km (for kerbin), but I'd like to use the same limit as KSP. Whether they are hard coded values or simply a certain pressure is yet to be determined In atmo-spawning is a seperate issue, but it would also be a very nice thing to have. I have gotten this working before, but I'm unsure how reliable the method was. I'll test it again soon -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@lancefoxcia: In atmo spawning doesn't work, and orbital positioning has about a 40-100m error currently. It should work on something like the surface of minmus/the mun though (you just have to be under 10km) @Uberlyuber: That wasn't DMP, you might want to double check your other mods . -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Uberlyuber: DMP definitely does *not* back up the save files. There definitely was a bug that could have overwritten a save file ('default' if you haven't actually gone into singleplayer first), but it would have required going into single player first, and then failing to connect to a server. I'd be checking some of the other mods right about now :-/. Apparently I can't read a calender properly. Release 0.1.4 will now unconditionally be happening on friday the 13th.