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KSP2 Release Notes
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
The server builds the vessel sync directly out of the vessels folder, so a server restart is not needed. But clients will need to resync in order to see things were deleted . saves/DarkMultiPlayer is just for the craft file saves and to keep KSP happy with a persistent.sfs file there. DMP doesn't load from the saves folder, so deleting it won't make a difference. It's also there to find out wether something is a stock or DMP bug. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@MK3424: You've probably noticed some similarities between that picture and DMP's status window I intend to implement JohannesMP's knockup as close as I can. I've still have it bookmarked, and that will be part of fleshing out the UI's (which is kind of what I'm doing - Craft library is in the dev version but needs to look a little better, Chat UI is my current target). EDIT: @Everyone: Found a bug in the connection window that can make DMP hang, But I need to get the chat UI done before I can release 0.1.1.0. I can't release it as 0.1.0.2 because the craft sharing library is already in dev. I'll try my best to release tomorrow... -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Designer225: DMP does not use a start.sfs like KMP. It starts by creating a game object internally. The persistent.sfs file is just to debug any issues locally, although It works for me :-/ -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@varsass: I'll need to implement autoDekessler - I'll add this in the next version. @SlimeCrusher: I haven't really played too much on my server, but I will after I get all the basics down. At the moment I'm working on making a craft sharing library (upload, download screenshots). Also, the chat is coming after this. I'm leaning towards something IRC style (Think EVE Online, Warframe, etc), where by default you join a global chat room, but you can also have group chats and PM chats. Most people from IRC seem to like it, but I guess that's a little biased. If people are in favor for a simple chat like KMP, then I'll do that instead. Also, Player-player docking isn't implemented, which would definitely cause duplicates -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
I replied in a PM - But I might also save the token file in saves/DarkMultiPlayer and ask to restore when it's missing so there's less of a chance of this happening in the future. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
By synced I mean the names are not randomly generated on each server connection. You can name the kerbals in the database (crew manifest should also work). You should be able to EVA in both KMP and DMP - Although some players (and me) are getting hit with the kerbal-on-a-cross bug. I'll look into this after I implement player-player docking, and a better chat UI. Flags are also something I neglected to test - I'll fix them shortly too. Expect 0.1.0.1 in 2-3 days EDIT: Scratch that. 0.1.0.1 is available right now * Fix a very simple bug that was preventing vessels from being recovered/terminated. * Add a server option to turn off modcontrol (mainly for private servers). -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@titanecd: I'll probably might need to write a slightly more clear readme for the mod control. --resource-blacklist mode (The default)-- Every mod is allowed Adding the parts to the partlist is enough for private servers - Just make sure you have the same part adding mods installed . For public servers, you would add any part adding mods into the required section (for example, mechjeb adds a part, so that's why it is mentioned). Optional section for blacklist mode is just about useless, unless you want to enforce a specific version of an optional mod. You can ban specific mods in resource-blacklist. --resource-whitelist mode-- Every dll is banned apart from those mentioned in the required, optional or resource-whitelist section (required / optional implies that it's allowed). You will add part adding mods to required (MJ/Kethane etc). You would add non-part adding mods to optional (for example, kerbal alarm clock). There's no wildcard matching though... -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
My server lives on a home connection in Australia - Glad to hear it attempted to work. As geographically closer servers come online things should run a little more smoothly . -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@SlimeCrusher: I either have problems with KillVessel or LoadVessel, the bread and butter of a multiplayer mod :-/ @BahamutoD: Try to fly another players active craft. Also, If you get disconnected, the timeout should happen within 5 seconds. @MoohDragon: It should, but I haven't had anyone test it on mac yet. It definitely works on linux (I'm a linux user), and everyone else from DMP who runs windows reports it works @The Destroyer: The general aim is to be simple, so hopefully those types of bugs don't crop up. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Streetwind, If they aren't in flight, it's about 20-100bytes per second per user. If they are in flight, it's around 100bytes * 5 updates per second * number of ships around, plus a full update (number of ships around * 30-200kb) per ship every 30 seconds. A ballpark figure is 10-30kb/s per active user, but if you are sitting in a debris field full of space stations it will be much worse. EDIT: The time constantly ticking forward is a result of how I've implemented subspaces and client clock-synchronization. DMP uses an NTP-style clock sync to the server, and the universe time is locked to a server clock time. In order to turn this off, I'll need to relock the subspace during the server start. -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
I'll jump on my server now - It's probably worth at least trying to play with others My server is only 25/5mbit though, on a home connection. So this will be interesting... EDIT: Scratch that - I need sleep -
DarkMultiPlayer 0.3.8.0 [KSP 1.12.0]
godarklight replied to godarklight's topic in KSP1 Mod Releases
@Nightmare: It still roughly works in the same way as KMP, but KMPServer currently has a few design problems that makes it quite laggy (In terms of CPU/disk usage). When I started DMP I decided to keep everything I could out of the server and keep everything in flat files so you can actually edit the server database. I'll still be contributing to KMP . -
Download Links Release & Development client, server, updater, modpackupdater 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): DMPUpdater download (build server) DMPModpackUpdater (for use with modded servers that have enabled modpack syncing) DMPModpackUpdater download (build server) Public Server List: D-MP.org link godarklight.info.tm link Installation tutorial: (There used to be a horrible video here, ignore it, either use CKAN, DMPUpdater, or extract DMPClient/GameData/DarkMultiPlayer to KSP_Folder/GameData/DarkMultiPlayer) Licence: MIT. v0.3.8.0 Changelog: godarklight: - Update to 1.12 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" Alternatively, switch Config/settings.txt to modpackMode=GAMEDATA, add yourself as an admin with /admin add playername, and type /upload when connected to the server. 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 discord Are there any server lists? Yes. https://d-mp.org/serverlist and the ugly backup list at http://godarklight.info.tm/dmp-serverlist/. How can I contact you? Easiest way is discord 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. * Wisper - For motivating me to get around to shared science * 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.
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KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Was going to mention something but I got Lancezh on IRC . If you're interested in playing without so many issues, Then use the last development version for 0.23, which you can get from KMPUpdater-old or here. It should be leaps and bounds better than 0.1.5.1... Afaik, dogfighting has never really worked in KMP because you can't spawn (or replace) a vessel in the air, so full updates will kill the craft. Holding the full updates while in flight does get it working, which is something I've done in both and .Getting the orbit branch ready is my highest priority for 0.1.6, it fixes a few positioning-related bugs and removes the need for docking positioning. I'm still concentrating on DMP though until the last few issues of 0.1.5.2 are fixed . Racing was also a little janky in previous versions because of a velocity bug, but that's something that was recently fixed. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
If you delete KMPModControl.txt or type /modgen it should make a new file with the 0.23.5 stock parts . If you're also running mods, chuck them in the Mods/ folder it makes (Not squad/nasa) - and it will also add the modded parts to the list to save you from doing it manually. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
If the server has the default config, it will allow you to use any non-part adding mod by default. Parts are whitelisted on the server in KMPModControl, and part adding mods should also go in the required section on public servers to avoid annoying people with vessel load errors every 45 seconds If you try to launch a ship with non-whitelisted parts it will warn you and prevent you from launching -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@KvickFlygarn87: I wouldn't really call KMP a proof of concept, I've had quite a lot of fun with it in 0.23 as the development version progressively got better, probably with the high point of where we were at right before 0.23.5 (KMPUpdater-old). DMP is not really aiming to be stable, just simple, but I think stability is starting to come with it . Also It does have a temporary chat window until I get sick of it and implement a better one. Even the status window has a bit to go yet (JohannesMP sent me this mockup which I intend to fully implement). @sanoj688: If you are using 0.23.5, then definitely use the dev version. If you're using KMP with a group of friends and just want to play without too many problems, try the dev version just before 0.23.5 came out (either use KMPUpdater-old, or replace both files on the server and KerbalMultiPlayer.dll on the client). If anyone is interested in testing DMP, I've added my build server page and the DMP IRC channel to my sig (I highly recommend jumping on the IRC channel so I can get a feel for when it's ready,get a few opinions on the direction of it, and discover any bugs or something that's not implemented that we need). However, the server listed there though is my home connection, which is currently shaped down to 30kb/s until tomorrow. EDIT: Missed DJKlitz's post because of moderation, welcome to the forums . Instructions are 100% correct - I double checked to make sure the README's were getting shipped, they are there, although I did put the client one in GameData/KMP/. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Basically - It's easier to add features / figure out KMP bugs in DMP because there is much less going on code wise. Whatever I learn in DMP applies to KMP as the clients work in a similar way (The server is completely different though). I added quickloading into DMP (SUBSPACE mode only) because it let me figure out the vessel loading bug (the same one in KMP where your screen turns red due to re-entry flames) a bit easier. Solar Trade Confederacy played yesterday - The rotation issue is probably the biggest thing for me atm, but I also have to think about docking and an orbital positioning bug (which I experienced in my orbit branch, so the fix should already be there). Science is easy too, I'll add that today as well (EDIT: Done) -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
How about flying 2 aircraft wingman style, accidently colliding mid-air (unfortunately one screen though - I can't update the parts while in atmosphere yet), watching it crash into the sea and having it spectate you back to landing? No sound on purpose this time (sorry), I didn't expect what I did to work, and I was listening to music at the time that I wasn't keen on putting in the video All of these things I've implemented can find their way back into KMP - But I seem to get things done much faster in DMP because of its simplicity (it's a complete rewrite, not a fork - With the design of having the server do as little as possible). -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@veniteo: Check my signature @Everyone: I'm focusing on DMP for now, It's showing more promise and less bugs than I initially thought it would, and it's nearly playable . Just need to make sure destruction events work, handle docking, handle science and I think it will be ready... -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Uberlyuber - Run the server in blacklist mode and don't specify and files to ban. Although I don't think the development version bans .mbm's -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Probably time for another "living dangerously" commit . With the extra bubbles it's a sane move - Without them when another player spawns inside of you, you generally either crash KSP or get sent to kraken universe (where everything is black). https://github.com/TehGimp/KerbalMultiPlayer/commit/43fcd6c10f4743b33d81981df1a1af85ef478856 Bad news, After a bit of streaming today (twitch always brings out the worst in KMP) there's some pretty serious vessel replacement and velocity issues, but those will be trivial to fix. I've dealt with velocity for orbital-parameters. The server was lagging around 5 seconds, but that's still playable. Unlike 0.1.5.1 which was in the minute or 3 range . I'm going to be streaming KMP on my twitch channel and most likely hot-fixing/working around simple issues as I come across them (hopefully we get another streamer so you don't have to see my tap on the keyboard - Unless you're into that thing). After 2 or 3 hours of that, I'm going to start streaming DarkMultiPlayer - I'm at a position where I'd like to do some testing in a real use case. The stream will start at 00:00UTC. There will be a public open mumble server with the voice hooked up to my stream. If everything goes fairly well, then we may release -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
That's something I took from my orbit branch - I wanted to make being inside the safety bubble obvious . You can also "/set safetyBubbleRadius 0" to remove the big bubble now, theres 2 extra little ones protecting the spawn points. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Everyone using 0.23.5: Use KMPUpdater-development or download the development build from my sig, The space center bug isn't 100% fixed, but it's much more rare. The current fix for the space center bug also makes the initial sync faster. The bug at the tracking station should be 100% fixed now if anyone was still having issues with it. EDIT: If anyone runs into anything major with the latest dev build, please post here or jump on IRC. As #764 is likely to be deferred for 0.1.6, gimp is looking to release tomorrow, so now would be a good time to mention anything -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
The current development build works in 0.23.5, but the space center bug is an awful bug. Also KMP hasn't really shed developers recently, And even though I've switched to working on DMP, I've still got things ready for KMP after gimp finds time for the space center bug. Anything good I can take from DMP that makes sense will find its way back into KMP . If you don't want to put up with the space center bug and don't mind 0.23, the development version right before the arm update was in very good state (as in leaps and bounds more playable than 0.1.5.1). To use the older version, download the 0.1.5.1 version and overwrite both files on the server, and the KerbalMultiPlayer.dll file on the client. What is the time-frame for the next release: The main blocker is the space center bug, and because I haven't had it in DMP, I've got something to test. If I'm right, The development version will be in a state ready to be released today. Most mods will just work (I know kethane/MJ definitely work, KAS probably works locally must other players may not see winches, No idea about interstellar but it's likely to work), but you will have to add the modded parts into KMPModControl.txt. If you decide to use 0.23.5, just type /modgen on the server after you have placed the mods (not squad or nasa) under Mods/ in the server directory. If not, you will need to use the KMPModControl builder that's in the original post of the thread. Client side mods don't do anything special, Editor extensions/kerbal alarm clock/texture packs/toolbar don't make any difference from a multiplayer point of view, I'd be surprised if they didn't work .