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godarklight

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Everything posted by godarklight

  1. I'm well aware the last version come out over 2 months ago, and it would be nice to release soon. It will be worth waiting a little longer though. Remember how drag racing was a bit janky?. Not so much anymore, this is as fast as these rovers can go: I'll edit this post when I show off more of my branch.
  2. 0.1.6 is pretty bad(as)S, and the development version is getting into a pretty good shape Neither of those were clipped or cut, but as I've got a good handle on how KMP works I know how to avoid some of the problems. As it appears I have a poor taste in finding music I've left both of the video's mute, so you'll have to listen to your favourite song's while watching them. I'll also adjust the brightness (aka time warp) before trying to record again too. It's always night when I try to record I'm still working on the vessel issues, but it's starting to feel like I'm trying to trick KSP into doing what I want for me rather than progressively working through what's left. But we're getting there, KMP is getting lots of love .
  3. @xZise: Ah, That's probably what I needed to solve 652.
  4. @salty6924: I'm not exactly sure how easy this would be for reals, but it should be simple enough: Get the one of the clients to construct a science message (it send once every 30 seconds from memory) by using a science point editor (one probably exists), dump the bytes into a file and then get the server to insert that into kmpScenarios when a new client is added. The reason why I suggest doing this instead of simply editing the science node on the server, is because using the ConfigNode type in the server seems to crash it, which is why my KMPVesselDumper that someone was after was never finished, and why these lines exist for /dekessler. The upside is you can edit much more than points, you can get clients to start with a certain amount of the tree unlocked. As always, feel free to jump on IRC if you need more info
  5. @salty6924: Science is definitely stored on the server in the kmpScenarios table, the bad news is that it's a serialized ConfigNode type, which means you can't simply edit it on the server. This is kind of related to shared science thing but this is more simple, Shared science might be a target for 0.1.7.
  6. xZise: The good news is that "Error in handling scenario data" bug is fixed in the development version. I know it will time-sync to the latest player on connect, but the only other time KMP should time-sync is when you press the Sync button next to a player, or the one by itself which syncs to the latest player. If you are playing with friends, the current development version is in a pretty good state (EDIT: Err.. Forgot about duplicates), but it's lacking the optimize patch that I applied to my 3 servers (and makes KMP much more playable). I have a build of the optimize branch here, replace both files in the server, and KerbalMultiPlayer.dll on the client if you want to give it a try. The clients can alternatively download the development version from the build server, or rename KMPUpdater.exe (also available on the build server in my sig) to KMPUpdater-development.exe EDIT: If you're feeling less brave, this is the build I'm using for my release server. It's 0.1.5.1, but with optimize-queue backported to it.
  7. JohannesMP: My server's are for playing too I just had a rather successful experience (minus all the 0.1.5.1 bugs that have since been fixed) on my release server with that change backported. I took another player's lander to gilly who has never been there before . There was a bit of lag when the server backs up to disk, but I've got another change for that too which will fix all these lag issues. Player-to-player docking isn't likely yet without an alternate fix to bug 436.
  8. @xZise: I'll refer two the 'time-sync' and the 'vessel-sync' as different things for this The only time it should time-sync to another player is if you try spectating them (by attempting to fly the ship they are in). I'll have to double check whether it time-sync's on a vessel launch - but I'm fairly sure it doesn't. The game *does* time-sync to the latest player during the connect though. The vessel-sync that comes up after warp is just to make things that has happened in the future actually appear for the player in the past. That one only sends what it needs so it should be very quick. @Everyone: I've added a server side change that needs a little testing for 0.1.6, it's relatively simple but it mostly fixes the server lag problems (experienced as chat lag) that's currently present in 0.1.5.1 and the development version. The fix backports to 0.1.5.1 just fine. I've added it to my 3 servers: godarklight.kerbalcentral.com 2076 - Forced stock, release 0.1.5.1. godarklight.kerbalcentral.com 2077 - Forced stock, development version. godarklight.kerbalcentral.com 2078 - Same mods as Spazer's battle server, development version. It works by seeing if there is newer vessel updates and ignoring the older ones. If anyone finds anything strange with it, feel free to reply, PM, or jump on IRC If my server constantly has 8 players then I'll assume it worked, but feedback is always welcome
  9. LynxOfTheSky: Each player has their own science tree, and it's only saved while connected to the server.
  10. I've been keeping an eye on the thread just in case anything pops up, it's good to be able to compare to each other and try to build something great. Multiplayer is a big project, and I think it will take squad quite a while to solve all the multiplayer problems, docking with players can be fun . We've had over 700 issues on our KMP bug tracker, but we are getting through them. It's a little sad to see this go, but best of luck on your future projects.
  11. @Godlee/KvickFlygarn87: That was fixed in 0.1.5.1, but perhaps there is some case where it happens. The development version has a slight change to the problem as ntp-sync caused the "Invalid science something or rather - Please restart your client" bug to appear more often - I found that by sending science only on connect that this problem was avoided completely. It will have to be changed when someone decides to work on a co-op (shared science) mode however. @MK3424: A permissions system would be handy to have, Currently setting your ship to private is the only way to protect it. I think it's something that's worth looking at, I'll add it as a feature request as something to look at in the future. I feel like the development version is getting fairly close, the biggest issues (in my opinion only), are vessels duplicating (probably related to my vessel fixes related to Jo's rover videos), the server lagging (experienced as chat lag into the minute or 2 range), and docking mode glitching out causing really funky orbits.
  12. KvickFlygarn87's spot on with this one. The players token can be found in their "GameData/KMP/Plugins/PluginData/KerbalMultiPlayer/KMPPlayerToken.txt" file. Generally though, If the user doesn't have any private ships it's far easier to just delete it (which will cause them to re-register automatically the next time the connect), which would be: /unregister Derp
  13. KMPModClient has been updated to handle dark-feb-26. Because I'm no longer shaped, my 2 public servers (one is 0.1.5.1, the other is dark-feb-26) are back online and it's listed on the server list too (My server list only lists servers that are online). Gimp is back as well, I'll inform everyone when to switch back to the development version after the changes are merged, and then I'll delete the dark-feb branches from github, my build server and KMPUpdater's repository. EDIT: For everyone using KMPUpdater-dark.exe, time to rename it to KMPUpdater-development.exe
  14. You probably want to stay away from team viewer / any remote control stuff, it shouldn't be unnecessary. If you just want to test that KMP works, try jumping on a public server. Because I post here so often I figured it was helpful to add to my sig
  15. @ZooNamedGames/MSHalo3Rocks: Err... I'm starting to get concerned now. Which version are you guys using? If it's the 'dark' version, I'm going to have to look for any causes of regressions, if not, then I'd still like to understand the problem to prevent other people running into it. I usually hang out on IRC if you'd like to get in touch, and I'm usually free @KvickFlygarn87: Sorry, but that's not exactly helpful. Also, I did point out that the readme is getting unclear and incorrect as KMP progresses.
  16. @ZooNamedGames: All this time I was thinking KMP wasn't loading Missing folder 'Squad' most likely means KMPModControl.txt isn't set up correctly on the server, or there's a strange bug in KMP. On linux or mac it is case sensitive (I'm unsure about windows), "Squad" will not match "squad" in KMPModControl (I think). Delete Squad from the required section in KMPModControl.txt and everything should work - If you don't have the Squad folder KSP won't start anyway KMPModControl.txt is changing in 0.1.6, but it has a /modgen command which should make a good KMPModControl.txt file for you. @kaladek: Unfortunately not yet. It worked well in 0.1.4.2, but the radial component was throwing all the orbits off, we need to look for another solution to fix #436. EDIT: As a workaround, One person can stay at the tracking station for the docking, but that kinda loses the magic of player-to-player docking. After the ships are docked, try to fly it again, it will go into spectate mode.
  17. @ZooNamedGames: -kmpdebug just helps provide a little context when things don't work correctly inside of KMP. However, if it's failing to load completely, then kmpdebug probably won't make a difference for me, you can ignore that step . The main thing I'm looking for is to see when KMP loads and how far it gets before crashing. Generally pastebin is a good choice for uploading the log file. If you are on windows, this is the file I'm looking for: Your_KSP_Folder/KSP_Data/output_log.txt It lists how the mods load right up the top, and then a little further on will say if they failed. If you ever need to explain something with a picture, Imgur is a image uploading site you can use to host screenshots, most people use this one when adding bug reports. I've also used tinypic but I have no idea what it looks like without an ad blocker. About RTFM, It's a way of saying read the manual. The problem is the manual isn't exactly always clear, and it's kind of out of date...
  18. @Pockrtplanesairways: You install it the same way as you install it on windows and linux, copy the folders to the correct place, or just run KMPUpdater from the KSP directory. @ZooNamedGames: I think I'm going to need you to start KSP with -kmpdebug To do that, Right click on the KSP shortcut, I think the end of it will look like KSP.exe", change that to KSP.exe" -kmpdebug Start KSP, connect to a server (if KMP comes up), and then close KMP again. After that upload KSP_Data/output_log.txt to pastebin. It's probably better to jump on the IRC channel for this though, you might be hitting something odd and it's easier than trying to talk in the forum thread @kaladek: The only version that is called 0.1.6 is my dark version, so that kind of helps There's a bug with the way KMP currently handles docking mode, the idea was to resync the orbit around every 14 seconds (from memory), but that causes the other ship to jump every 14 seconds... It's related to bug 436. The bug been around for a while, but the fix isn't completely clear just yet. The problem is a radial component is getting added to the vessel when it really should not be, here's a video of the extreme case and then showing the orbit resync. I also didn't realise before, Welcome to the forums ZooNamedGames and kaladek @KvickFlygarn87: Teamviewer/join.me/vnc may be good for that thing, but I think it would be much better creating a tutorial so everyone can see
  19. @ZooNamedGames: Kvick might have confused you, he was just trying to say make sure you have KMP installed like this: 1) KSP/GameData/KMP (under this folder there will be plugins, flags, and KMPButton). 2) KSP/saves/KMP (under this folder there will be start.sfs and persistent.sfs) I have no idea what's going on with the squad folder, it should be where it always is (it should never be touched by mods): KSP/GameData/Squad (under this will be Flags, FX, Parts etc). It kind of sounds like you need to reinstall KSP, KerbalMultiPlayer has nothing to do with the squad folder :-/ KMPUpdater will also install KMP for you, just put it right next to KSP.exe. @Designer225: I've never heard of spectate mode failing, It kind of sounds like a player switched to your vessel, but I don't think it's possible for you to lose control to another player (unless you jump to the space center or another vessel). If this is the release version server lag could be playing a part too. If you know how to make it happen exactly, it's worth reporting on the bug tracker.
  20. @SgtElis: Wow... That post took a little bit of figuring out for me, but I didn't actually know those 3 files existed there. Use the ones from KSP_Data for the server, they contain the functions we use, unlike Launcher_Data. I think this has been popping up occasionally and you might have given me an explanation as to why it happens, thanks If you can't see each other - I'm hoping you are just in the safety bubble still. You can find out if you are in the bubble by typing !bubble. @ZooNamedGames: KMP has 2 folders to install, the first is "(Your_KSP_folder)/GameData/KMP/", and the other is "(Your_KSP_folder)/saves/KMP/". One way to verify for sure, is to use my KMPUpdater program. If you did it correctly it won't download anything. I know I've been suggesting the dark version for a while, but the current development version has just a few too many problems for my liking. When things are merged back the dark version will be deleted (because the changes will be merged back into dev) . KMPUpdater-dark.exe is going to be helpful for a little while still...
  21. @Lundmunchkins: If that didn't work, then I think all you can do is right click -> run as administrator. Also keep in mind to type /start unless you have /set autoHost true, that gets everyone the first time too
  22. @Tux-box1: No need to worry, I saw it as something we could improve. The dark version includes the case-insensitivity change . I also fixed the warp/lock issue that involved flags...
  23. @SgtElis: That's a very complicated bug, and that bug is going to be hard to track down (it's currently listed as won't fix on the bug tracker). KSP depends on an odd version of the .NET framework, most of the times it's fine, but sometimes people run into this bug. If we can work through it, it might be worth commenting on issue 626 @Lundmunchkins: For some not-completely-clear reason, KMPServer needs administrator privileges on windows. The HTTP class may be expecting to use port 80 before it uses 8081, but you might be able to work around the issue by turning the http status page off with "/set httpBroadcast false" before the "/start". @StelarCF: Generally most mods work, but you have to basically test them for yourselves. There's quite a few servers running with Mechjeb, remotetech, KAS, kethane, FAR etc... So if you're curious, give them a try @MissMolly: There's a server list in my sig, but to set up a server you generally do this: Download KMPServer from spaceport / the dev version from my build server (this has some problems), or my dark version while gimp is away - which is on the build server too. Copy Assembly-CSharp.dll, Assembly-CSharp-firstpass.dll, and UnityEngine.dll into the KMPServer folder /set autoDekessler true - This deletes debris older than 30 minutes, pretty much well needed on a KMP server. /set autoHost true - So you don't have to type /start when you start the server next time /set autoRestart true - When KMPServer crashes it will restart itself /set safetyBubbleRadius 1700 - The smallest recommended bubble size, it just protects the end of the runway. /start You don't need to change the ipBinding - the default is to listen on everything.
  24. @Tux-box1: Honestly the case sensitivity is slightly annoying because some settings are PascalCase, and some are camelCase, and there are some lowercase ones. @Roxette: I've taken the opposite approach, KMP may be built on Unity but Unity is built on C#. C# has a ToLowerInvariant function that I'm using for case insensitivity matching. @Jo: The original post and readme are quite a read and as much as it needs to be cleaned up, I've been focusing on the rest of the vessel bugs in your video. The next update to the dark branch will contain the case insensitive matching on the server keys (which is completed already), and the vessel flickering on load one (Which I have to figure out still). KMPModClient had a bug where it wouldn't copy folders across on blacklist servers (the default), There's an updated version available on my build server. I'll edit this post when I push the dark branch.
  25. Because updating KMP can be annoying when using the development versions, and not everyone wants to install cygwin to install rsync, I've created yet another KMP utility KMPUpdater - A command line program that efficiently updates (and can actually install) KerbalMultiPlayer for you. The program takes no options, you just put it right next to KSP.exe or KMPServer.exe and it will figure out wether it has to download the server files or the client files. It also supports multiple versions. Because command line options can be lame, and because I don't want to scatter config files all over the KSP directory, It looks at its own filename to figure out which version it should be downloading. KMPUpdater.exe - Defaults to the release version KMPUpdater-release.exe - Updates to gimp's last tagged release, the "release version". KMPUpdater-development.exe - Updates to gimp's master branch, the "development version". KMPUpdater-dark.exe - Updates to my version, which is "dark-feb-21". This version will be deleted when gimp gets back and everything is merged, but my program will warn when this happens. Internally it uses sha256sum indexing, so it only downloads the files it needs. The updater url is currently hard-coded at the moment, but for those interested you can see how it works quite quickly. I've also brang KMPChatClient back to life, so KMPChatClient, KMPModClient, and KMPUpdater are all available on my build server in my sig - Look at the second last blue box .
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