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KSP2 Release Notes
Everything posted by godarklight
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KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@lramos15: The database upgrades automatically, it should just work @KvickFlygarn87: I've actually given KMP a little break, so it's most likely up to gimp. Even if I don't keep going with DMP (Explained on reddit a little better), the time hasn't been for nothing - There's already parts that should integrate easily enough into KMP. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Vladthemad: It's a bug that appeared in the 0.23.5 update, So it's always been there as far as I know. I do not run steam or windows, and I still get the issue, so you can count both of those factors out @horndgmium: That's not how KMP works . Regardless of implementation, subspaces are nothing short of a genius idea. It allows different players to play in different times, and jump to the future when they are ready. The only other real alternative to subspaces is master controlled warp, where you elect a warp master and all the other players follow them into warp. This might be ok for smaller groups where you have voice chat or are specifically working on the same thing, but for me, subspaces are a much better solution. . DMP's default will still SUBSPACE though.Also - It's still not playable, it's only been a week . -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@lramos15: Incase you missed it, There's a link in my sig. I do recommend KMPUpdater-development.exe though (bottom of the build server page), makes things a tad easier to keep up to date (and it installs it for you). @Xenoamor: If anything is going to do integration, it's going to be KSP. Simply setting the angular velocity should be enough when I get to that point, I shouldn't really have to worry about velocity as it doesn't generally change without an engine, and as you saw, that's already transferred. The action group sync (landing gear/light/brakes) is something I already have ready for KMP 0.1.6, it was held because it would break the update message format and I was going to tack the conversion to using orbital parameters in that update. That space center bug though is the only reason why I'm rolling my own multiplayer. If I end up getting it into a playable state, I'll create a seperate thread - This one is for KMP. The DMP source is actually available on github, but mainly for a personal backup. DMP isn't worth it trying out just yet, I'll add it to my sig when it is (if I continue working on it, which is likely). -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Just a little update to what's been going on: I've stopped working on KMP for the moment as the space center bug has proven a little too tricky for me to work out, so that's a bug for gimp when he has the time . If you're using 0.23.5, definitely use the development version from my build server. The only major bug left that's holding release is the space center bug. This is a little too early to mention, but for the last 4 days I have actually been working on a new multiplayer mod. The player status and chat GUI's do not exist yet. I currently don't handle warping, but I'll probably provide master controlled warp (both under vote or lowest factor), a simplified version of KMP's subspaces, and no time warp as a server option. I currently don't handle docking. I currently don't handle science/scenario modules. I currently don't handle vessel removals. But, here's the good part - faster syncs, no tracking or space center bug, and . -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@KvickFlygarn87: It's just a number, the 0.1.5.1 -> 0.1.5.2 is huge, but gimp wanted to call it 0.1.5.2 @How2FoldSoup: I'm pretty sure there is a bug that prevents you from recovering other peoples public ships - I'll see if it was fixed in dev and edit this. To wipe the server, delete KMP_universe.db from the server. You can also delete ships using their ID's, but it's not easy to do if you have lots of ships to delete. @Warsoul/chaltak: They are pretty much the 0.1.5.2 blockers, I made some progress on it yesterday but it still happens . Blockers are listed here, if you are using 0.23.5, I'd recommend the development version which you can get from downloading it manually or using KMPUpdater. @DJKlitz: Dang :-/ -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Rob2222: I think you've found it I've made a custom build specifically to hunt down this issue quite a while ago. The problem I ran into was that everytime I wanted to tackle the bug, I couldn't recreate it... There's some type of random element to this, if we can reproduce it 100% it will get much easier to tackle correctly. This build dumps the vessels as they are transferred - You can connect to any dev server, and it's based on the latest, which is 7c77950. http://chrisand.no-ip.info:82/kmp/testing/vessel-dumping/ EDIT: Actual instructions: Replace KerbalMultiPlayer.dll on the client - You can connect to any dev server but I provided KMPServer.exe for some reason . There will be two folders in your KSP folder, "SendVessels" and "ReceiveVessels" which contain the VESSEL {} blocks. I think the next step is figuring out if they get sent broken, or if they load incorrectly on the receive side. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Sorry for the delay :-/ @burnoutforzai: In your KSP folder, the file we would need is under KSP_Data/output_log.txt (on windows). @Rob2222: KMP updates the database automatically - Even ancient databases from the first release in october, so it should be all good. Someone who is really good at reading the persistent.sfs file would probably need to explain what's going on to finally get that bug, but I haven't seen it for a while now :-/ @supermqrco: In theory a potato could run it, given the right amount of moisture . In all seriousness though, the release has a few strage database queries that can make it lag out for a bit, but the development version should be fine. When I was testing orbit (branch obselete, but it's close enough to current dev version minus the orbital positioning), We had 5 people playing and the server stayed snappy - no chat lag. Also, what KvickFlygarn87 said applies to a few areas of KMP (especially mods), Don't be afraid to experiment If you're already using 0.23.5, keep on the dev version. The space center bug is the last major issue left I think... -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Rob2222: Dang, I thought I got that one - The current fix is the same one from my older orbit branch and I didn't see the problem there (but I haven't docked a ton of things together either). I've been doing other things for the last few days, but the last important bug is the "Unable to select anything but the research facility" in the space center screen - Which happens occasionally but it's not completely clear what the cause is . -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Everyone: Asteroids are in dev - But we're still fighting a slight issue in the tracking station. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@KvickFlygarn87: Apparently 0.1.5.1 already works with the update (according to reddit), but I'm going to attempt to update the development version. As it won't be "official" (because it's not gimp's) I'll call it 0.1.5.99 EDIT: Scrap that ^. Got in touch with gimp, I'm basing off development and pulling some of the good bits from my orbital branch (Docking fix, Coloured orbits, killVessel working correctly aka: no duplicates, maybe instant light/brakes/gears) and changing the things I need to get it working. It shall be called 0.1.5.2, but it has *major* improvements over release. It is available on KMPUpdater-arm.exe and my build server, but it's not finished yet - I have an issue with trying to select things in the tracking station, and the issue carries over to the single player KMP save. If someone is good at understanding persistent.sfs and knows what's going on - you can help us out by jumping on IRC (Hit the build server link and use the IRC client thing there), but I'll continue on and figure it out sooner or later . EDIT 2: *shrugs*. Everything seems to work now, I'll put up an arm server but I'll take down the orbit one, I'm taking a different approach with that version now. EDIT 3: Pre-release linked on reddit EDIT 4: Prerelease revoked as it's all in dev. KMPUpdater-development.exe or my build server (link in sig) are your friends. Release should be incoming shortly. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Loex: If you try to fly the same vessel, you will go into spectate mode. So your friend can (for example) dock with you, you can take him to another planet, then you can both undock and do your thing The piloting player in warp won't send updates while actually in warp (aka, spectators won't follow into warp), but when the piloting player does come out of warp, the spectator will sync to their time. I *think* trying to board an active vessel will make the kerbal disappear, as the piloting player never sees the EVA kerbal actually broad the craft. Docking should work fine though (provided you don't get hit with the undocking bug). Don't be afraid to experiment in KSP/KMP - Rescue missions are good practice, My worst one was a landing on Moho without any means of return, I saved jeb in the end though -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@inigma: I'll probably keep my 4 servers on my machine (3 if orbit gets merged, 2 after 0.1.6) - They aren't all that popular The server list would be good to transfer though, I've changed the backend scraper to a C# program so it's more reliable and can handle many more servers (currently it's checking 24). Now that I'm unshaped, I can also play on public servers -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@ban: As long as you're not trying to run the minecraft server at the same time, then it should all work. I was going to suggest using canyouseeme.org, but KvickFlygarn87 beat me to the punch . To connect to the server running on your local computer, you will want to connect to localhost, 127.0.0.1, or your internal network ip (most likely 192.168.0.x). Just use localhost - it's all good. Your friends will have to connect to your external IP, which is another thing canyouseeme tells you. If you type in 25565 as the port to check, and it says successful, then your friends can connect. There's also public servers listed in my signature as a sanity check to make sure KMP works - Only online servers will be on the list. EDIT: My 4 servers are now back online - Internet quotas / shaping are a horrible thing and I had to take them down for the last week . -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@TJPrime: Because of certain bugs in 0.1.5.1, the server can lag (unrelated to network lag) within the 1-3 minute range which will definitely stop you from connecting (and playing really). Apart from trying to host your own server so you can play with friends, the only other thing you can really do is try to catch us on IRC so we can play on a development (or preferably my orbit branch) server so we can catch bugs, or wait for 0.1.6. Orbit is pretty much well ready, but gimp is most likely busy with real life work so it hasn't been merged EDIT: My server list is fixed for reals this time -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Clearing the universe is simple as deleting KMP_universe.db (or if you are using mysql, dropping and recreating the database). If it's just a debris problem though, make sure you have "/set autoDekessler true" - This deletes debris older than half an hour. Admin commands are generally typed on the server console window, however most of the server commands aren't generally useful for normal play -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Errr... All I can pretty much say is "wat?". If that's something that KMP is definitely causing (which it really shouldn't be as we don't place anything on the map screen or override any textures), then I'll probably get you to jump on IRC & upload the KSP_Data/output_log.txt file while running -kmpdebug. First step, make sure KMP is doing that - that's kinda freaky. EDIT: I've fixed the server list "add server" link. XHTML stabbed me in the back when I started serving it properly and I somehow missed that page. I've got to start using an IDE and not my favourite editor, vim. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@xxjetterxx: The problem with not being able to see others correctly in atmosphere fight isn't really a KMP limitation - It comes from planes getting "de-orbited" when they are both flying and put on rails (2.5km away) under some arbitrary limit (I think 22km). A very old version of KMP used to load atmospheric vessels only for KSP to kill them, and doing this at 30 times a second made the game pretty much lock up. That's why these days, KMP both refuses to load vessels when they are in atmosphere and flying where they would get instantly destroyed, and after you see a ship crashing, it will refuse to reload it for another 10 seconds to avoid lagging KSP as well. EDIT: A power outage has currently claimed the server list and the build server (which is KMPUpdater's backend). It'll be back soon. EDIT 2: It's up -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@ZooNamedGames: Importing a persistence.sfs file has been mentioned before but nobody has created one yet. If one does get created, I suggest that it creates a local KMP_universe.db file (or connects to a mysql server) to avoid server greifing. The client shouldn't tax your game that much, and #555 and #666 were server related speed issues. The development version (or my orbit branch) is worth checking out to see if things have improved, otherwise we need to look more closely at what's happening - IRC is a good way for us to figure things out @TimMartland: For the orbital stuff in the release/development version, the original post has a section that says "Why does it look like I'm stuck in an Alfred Hitchcock movie sometimes when I initially approach another player in orbit?". For EVA stuff, kerbals don't "walk", they just get their positions set (as the walking AI apparently leaves a bit to be desired). As KMP has a tick rate of 3 per second, and this isn't likely to change soon as it would need some things culled from the server, Things appear to jump around. My orbit branch uses motion prediction to kind of figure things out, but there's only so much you can do with a tick rate of 3 . Also, kerbals walking has been suggested as #334 -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@KvickFlygarn87: I'm mainly in bug-crushing mode, features this close to a release are generally a bad idea . For 0.1.7 I'm going to look at some type of permissions/groups system for vessels - It's got to be really simple, easy to use, and powerful enough to do what you want - So "war servers" would be better supported (although I'm much more into creatively working together). If it's of any relevance, During testing we built a mun station together, and we didn't hit the docking bug once. We did however have a shielded docking port that was closed while docked - which was interesting. @JohannesMP: Because my branch is not in master, many of the bugs that I have fixed are still marked as open (and will be until it's merged). From memory the hit list was 10-15 bugs. Also I should probably update that git-version file in my orbit branch, b6f... is the latest upstream/master, I've just didn't include the git-version.txt file in my builds :-/ I'm fairly sure I've fixed bug you see within the first few seconds... But only testing will tell -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
KMP: Now with 100% lights, landing gear, brakes, RCS and SAS control, And I even manage to land this time! The plane freezing is a side effect of vessels being on rails while they load, I hold the vessel updates while they are in atmo, so they apply straight away when they touch the ground. As always, this affects all vessels, not just the spectated vessel. EDIT: Non-spectate video. There's no sound because they are in space (And not related to my failures of recording in any way): -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@KvickFlygarn87: Spectate works by using the normal positioning method, but it blocks your inputs and allows the vessel updates from other clients. Aka: You should be able to fly wingman-style now, but you will need 2 players to stay within 2.5km or they will be destroyed (It's a KSP thing). There's still some weirdness, but in-atmo stuff should at least work -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@Electroflux: It sure does odd things, The development version has had a lot of work put into it, I've got this going in a custom branch until I feel like it's ready (Which I think it is, just need to test a few corner cases): @TheTBBD: The only time you should set ipBinding is when you want to restrict it to listen on one address. By default it listens on everything. I think we'll put a warning in when a user sets ipBinding explaining why not to set it The only really valid use case I can think for ipBinding is to have 2 servers on the same machine (that has 2 different IP's) both listening on the same port. @RedScourge: Fixed in the development version, 0.1.5.1 had a nasty SQL query. Also the development version also detects when it's lagging and skips processing unnecessary messages. EDIT: And yeah, And I've sped up the initial sync and massively reduced framerate lag (Turns out we don't need to load all those vessels on startup ) EDIT 2: More breakthroughs: -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
@RedScourge: The database backend recently got a rewrite (Well it was kind of given a backend) by nevercast in the development version. The server now also has a "lag detection" method that lets it catch up which will eliminate lag, but most commonly felt as chat lag. Nevercast is re-writing the network system, but I'm unsure if it's going to make 0.1.6 (I know I've been working on it and all, but you guys shouldn't be getting dropouts in the dev version). The positioning system is getting a rewrite by me (not in dev but close): When I figure out what is causing this ever-so-slight position shift it will be ready. I'm aiming for 100% accuracy here -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
As for the hard crashing, I'm not exactly sure what this happens. However the very last error message that threw, I can fix - and it should remove some of the GUI display flickering. (Hopefully they are related). -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
godarklight replied to TehGimp666's topic in KSP1 Mod Releases
Thought I might show some more of the development version: Once I get rid of those pesky duplicates I'm fairly confident that would have gone off without a hitch (apart from the velocity issue which I'm fairly confident I have a fix for). This is the type of accuracy going to be available in the next version: http://chrisand.no-ip.info:82/kmp/testing/use-orbital-parameters/ (I've improved a lot since the rover video, they shouldn't really flicker like that now). Also, docking mode is gone. Everything is correctly positioned with better accuracy than docking mode could ever have, which should allow for multi-player rendezvous.