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godarklight

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Posts posted by godarklight

  1. @Mallett: Yeah, DMP has always been fairly buggy, but I know it has been getting worse with these last few versions :-/, I still haven't really been playing KSP so I've not worked on DMP pretty much since adding the 1.0.5 parts in dev (which I still haven't tagged with a release yet...), and I've still been working.

    I've been looking forward to stock multiplayer too for a while, so I can port over the server list stuff I have - programs that have been remarkably stable and that Just Work (TM). It would also be nice as stock multiplayer would probably actually work :D

    I've not really heard of any forks, I know lucksrun0ut on IRC was playing with a new multiplayer mod, but I think that was only a little personal challange, I don't know if they intend to release it. They use UDP, unlike DMP :P

    @stlfatboy: That bug has existed as long as career mode has, it's part of how DMP works unfortunately. Vessel updates (as in the parts) are done by killing the vessel and replacing it, DMP does remove the kerbal from the vessel before this happens but it seems this is still causing reputation loss... Unless it's a paradox thing that I haven't looked at :-/

     

    I haven't had a great deal of interest in KSP or DMP lately, but I'd happily point to a fork or another multiplayer mod if there was one out there. For now people are kinda stuck with DMP's development build.

  2. Yanke$: Err, you should only need the .NET 4 framework for the server, and nothing for the client (KSP has mono built in). I think .NET 4 pretty much comes pre installed these days, can't remember what version of windows ships it though.

    Also, it is *impossible* for the builds on d-mp.org and my build server to be different, as my build server notifies d-mp.org and d-mp.org downloads it directly *from me*.

    I did notice though that the latest dev build didn't get pulled by d-mp.org, I'll poke vitas (the website owner) about it :)
  3. @Lothsahn: DMP never works well :P

    I kid - I'll probably end up tagging it as is, 0.2.2.2 does appear to be compatible already, but 0.2.2.3 will add 1.0.5 parts into the mod control on the servers.

    @panzer1b: DMP tries *really hard* to keep things together, but this is a combination of a few things - KSP's clock is "free running", as in 1 second of game time does not equal one second of real time. DMP constantly compensates this by physwarping in the 0.3x to 1.5x range, along with slowing down what "1x" warp is when there are laggy players in your subspace. The next is that vessels are fast forwarded onto your timeline, so if you are slighly in the future (lets say 2 seconds), you will see where they will be in 2 seconds time - this is just your normal lag compensation, although you can get into situations where you will see what they would see before it has happened if you are significantly in the future. This is most obvious when another player does a burn, they will appear to spin around the planet backwards if they burn prograde. This is not a bug, it's a feature!

    (Protip: If you have voice, get someone to warp an hour in the future - have the player in the past do a slow burn, get the player in the future to say *STOP* when the vessels are at their closest, and then get the past player to press sync)

    DMP uses an NTP style sync right at the start of the connection process to get an accurate clock to lock subspaces / the current universe time to. If that flakes out (I can't really think of how except maybe changing the system time when KSP is running), that could cause extra jumpyness.

    EDIT: No! Warp rendezvous is a horrible idea!

  4. I've pushed a commit to master (so it's currently available from my build server as the "development" build) - however I'm not really able to do a great deal of testing on it. If people could give it a test and let me know if anything has gotten worse I can poke some issues :)

    The development build is essentially v0.2.2.2 with an attempt at angular velocity sync and a fix for unselectable vessels in the tracking station (I accidently wiped a commit it seems), along with the 1.0.5 parts.

    Feel free to drop by in #DMP - If everything is ok I'll tag it as "v0.2.2.3" :)

  5. tetryds lies if you're on linux, these are running off the same install:

    I wouldn't recommend installing linux for KSP as it hurts the framerate (although installing linux just to play around with it in general is fine - it personally annoys me less than windows does), but that is one way to solve the ram problem longbyte1 :P

  6. @NorDemoniac:

    DMPServer saves instantly, so generally you don't have to worry about shutting it down - If you send it a control+c (or terminate on linux) it will terminate safely but it's not a big deal. As for starting it on boot, I'm unsure - Any program that is used to run console programs in the background should work. I've always used linux though and it actually has the tools for this :P

    As for backups, copying Universe somewhere will work fine. DMPClient has been known to eat server universes in the past (it's a client bug somewhere), however I'm unsure if that bug still exists.

  7. Hello everyone, my multiplayer alarm was set off :D

    I was actually part of a virtual airline (kinda, FGVAO wasn't as interested in accounting like merlion people) back in my flightgear days, the biggest problem is getting an active group going, timezones can be fun too...

    DMP also has plenty of bugs which is a major problem, although permissions would be fairly simple to implement. I just never quite got around to it :-/

  8. @spacecactus: Jansn lies, Above the player window hit Craft, you can share crafts via that way but they have to actually be shared by that person before you can download them. They don't need to be online after they have shared though, that's what Universe/Crafts is for :)

    As for missing parts/resources, same thing as single player after you remove a mod, they disappear.

    DMP definitely hammers the framerate, mostly because the only way I know how to update parts on the vessels is to actually kill/reload the vessel (but that should mostly only affect people you are near). Also, it is very important that DMP's Debug -> Debug GameEvents is turned off, it causes KSP to log a LOT of information, and log writes save to disk straight away which will kill your FPS quite a lot. Some people accidently hit it (or other mods turn it on, it's a KSP thing) and it causes a massive dive.

    The other way you'll have FPS problems is via an "exception flood", alt+f12 show debug, errors cause a log write which cause the same problem as above, but also cause KSP to have kittens as Unity *very much incorrectly skips the rest of the monobehaviors for the rest of the frame* which is a horrible way of doing things. DMP takes care to catch its errors to avoid this, but other mods are not so lucky. Stock also doesn't do a great deal of error handling.

    Another particularly bad thing is that ConfigNode is a text/key-value format and it takes a bit to parse, so that might also come into play with frame rate issues.

    Profiling could help track down performance issues, but I'm near certain it's vessel replacements which is not something I can really do much about without more specialized syncing, which would break in numerous and hilarious ways. And besides, [inactive], and I'm not aware of any forks yet. Let's just hope squad can get around to multiplayer Soon :P

  9. Sorry about that everyone - I've been working quite a bit lately :P. I'm still very much inactive with working on DMP, although I'll come back to it for KSP 1.1. As always I hang out on #DMP and #kspmodders on IRC if you would like to contact me though, there's a link to the DMP channel in my forum signature - I only check the forums every few days :-/

    @DaniPaunov: "Disconnected from non-DMP server" means you tried to connect to something that wasn't a DMPServer. To show an example, try to connect to gooogle.com port 80 :P

    @Swervz, The server log is relatively useless these days, there's so little going on in DMPServer that it's *always* the clients fault. DMPClient tried to connect and then realised it shouldn't, this happened while the server was in the middle of reading the stream from you - which is completely fine. I'll need the client log (KSP_win/KSP.log)

  10. I've been using it for the last 8 years, although I do find it interesting people would switch to linux purely for KSP x64 (-force-opengl will save you ram on windows but it will hurt your framerate, you might want to do this instead if you have out of memory problems).

    Linux has different problems to windows, we lack viruses/adware and gain an awesome package manager but we basically lose our ability to play most games (wine really does not cut it).

    I'll definitely stay linux only as windows just simply annoys me, but if you're a gamer you really do need windows.

    Also keep in mind you need the windows CD to get rid of GRUB and restore the MBR otherwise your PC won't boot. Only after grub goes away you can delete the partitions ;)

  11. @million_lights: DMP doesn't yet handle tourists, another thing I'll have to get around to - I think it causes problems though because different people have different contracts.

    @everyone: I decided to beat angular velocity, it was surprisingly simple once I figured out what I did wrong from last time ;).

    It's currently in both dev and unstable which are compatible with release - it should Just Work if you decide to use them (because I was already sending what I needed, just never applied it - release does send angular data correctly). If it's relatively stable I'll push another release soon.

  12. pincushionman: I can see what you're saying, but programs don't care who connects to them - there's nothing stopping you from running a server locally only for your friends, many DMP players do this. The only difference between a public and a private server is where people list the connection details.

    LAN and internet support have different problems, but if you can handle internet support you can handle LAN, the only further step needed with lan support is you need to make some type of broadcast so other computers can find your game. Sending a UDP packet on 255.255.255.255 will do the trick. LAN only games just remove the ability to connect to specific addresses.

    boxman: Or you can teach your friends how to build competent rockets, something that you can do together in a co-op way :P

    lordferret: I'm unsure if they're going the KMP/DMP subspace style warp (it brings up paradoxes like driving through a player in the past but allows warp at will), or master controlled warp / lowest common denominator style (avoids all paradoxes but removes the flexibility of warping at will). I'm interested to see how they pull it off as well :). Seriously though, there are problems *far* harder than time warp - A fairly big issue that plauges DMP is the terrain, it's not the same across all clients which causes... issues.

  13. Ooh, I can't wait for multiplayer to be implemented and watch similar but more heated "discussions" ensue.

    I'll have to stock up on popcorn...

    Multiplayer? I think there's a mod for that somewhere.... :P

    Cheating won't be a problem in multiplayer - I suspect deorbits might be a problem on public servers, or "I stole your vessel" type situations... If only someone had coded groups :<

  14. @longbyte1: is just being silly, but I have indeed largely burnt out on DMP :-/

    @RAINCRAFTER: It works on mac, but only if you *REALLY* like trains.

    @Techiastronamo: I don't think I ever merged an option for changing the safety bubble... I guess it wouldn't hurt to add though.

    I've not really tested master enough, but if I can get a few people playing dev for a bit to give me a heads up on any bugs I'll be able to release - Just poke #DMP on esper, chat link is in my signature :)

  15. My multiplayer alarm was set off, although I'm suffering from this a bit too - I can say without a doubt that when you start modding a game you stop playing it and start debugging it.

    If squad pulls off a relatively bug free multiplayer I'll be all over it again, I'll probably port over the public server reporter network stuff too :) - I'm kind of at my limits with DMP and there's just things I'm unwilling to work around though...

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