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godarklight

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Everything posted by godarklight

  1. @Effect: Most of the forced closed connections are firewall problems. It always is... @uxuser: On the upside, this makes a good case for detecting : in a paste and splitting it off into the port box . UI userproofing is a good thing @Minorex: If you can set up port forwarding, you need to forward TCP port 6702. DMP doesn't touch UDP. If you do end up figuring it out (you'll have to connect to the clients UDP 6702 address), please let me know - to date nobody has told me if the bind address in the DMPServerSettings.txt file needs to be changed, although I seriously doubt that it does.
  2. @Awesome_Guy: "An established connection was aborted by the software in your host machine" is almost always caused by a firewall :-/ @(Someone/Everyone): Looks like there's some issues I have missed with the kerbal experience system that's causing DMP to refuse to join multiplayer servers, I'll attack that one tomorrow @Everyone, just so you know I haven't been completely slacking off, I've pretty much finished my (much needed) rework on the warp system. "Kicked for creating subspace" is gone, and MCW_LOWEST/SUBSPACE_SIMPLE have finally been implemented. Here's an overview of all the available warp modes: http://imgur.com/a/1hIco Currently it's in a custom branch while I poke this with a stick until it's mostly bug free, but it's mostly completed
  3. @nebfer/Awesome_Guy I'll likely need a log file, I think KSP_folder/KSP.log is fine to use these days. Upload it to a site like www.pastebin.com and paste the link in here (or PM it) The port goes in the seperate port box, just use the hostname/ip for the address box. @BenVilhaven: DMP protects player names with a private/public key pair. You need to copy GameData/DarkMultiPlayer/Plugins/Data/[private/public]key.txt to the other computers you wish to use the username from.
  4. If you guys have any questions, I will happily answer any questions about DMP
  5. Well, this is interesting @DMSP/jman508: DMPServer is pretty simple, download it, double click DMPServer and you have a stock server config. If you want to start it off with an existing save, open KSP, and in the DMP options menu there will be a "Generate universe" button. You can then move the Universe folder from KSP to DMPServer. If you're modded, you'll also want to generate a DMPModControl.txt and move that to the server too. @aratnamedsammy: DMP still has its fair share of krakens, but I haven't had the guts to call it even beta yet when there are so many problems that are far too easy to run into. For some it works well enough, for others, not so much. @Spekular: One day I really need to do an IP tutorial to explain how some of this stuff works, It's kind of simple once you know how it works, but there's enough things that are going on all at once that could become confusing.
  6. @silvanus: While I agree that docking is really important to a multiplayer mod (player-player docking has a certain magic to it ), it's not the highest priority issue. For example, this one is a pretty bad problem for DMP: http://imgur.com/kzQgabf @BenVilhaven: If it's on the server console, you need to prepend them with /. Admins mean they basically have console access to the server - this should almost always be only the server owner, you don't get any other special access. To spectate a player, just try to fly the ship they are in. I'll probably make a spectate button on the status UI one day, but it needs a bit of a rework. @DMSP: Hit add server in the main menu - if it didn't show up then the mod is likely not installed correctly, or you're trying to use DMP 0.2.0.x with an older version of KSP. @Wabbit: You kind of need to understand 2 things to explain time warp, the first is that updates from the past are applied, but updates from the future are held back. So you get this long timeline that plays out as your time passes the time the updates were sent. The next thing is that players can play in different times - KSP's universe time is locked to the server system clock via something I call a "subspace", it just marks the time to sync to. When you warp, you create a new subspace that other players can sync to, syncing just jumps your time to theirs . This also can cause paradoxes that are currently unsolved - for example, if a player in the future is sitting on the runway, but you're 5 minutes in the past, a time before the other player launched, they won't be there yet. However, on their screen the update has been applied - so they see you moving. You can literally drive through players that are in the future and cause them to explode.
  7. @BibbitZ/TheBerserkingOtaku: Welcome to the forums! The default subspace mode is likely the one you'll want to use, as it lets you warp whenever you like, players from the past can sync up when they are ready. KAS is just a normal docking, and docking is a little hit and miss at times, but I can't really say for sure - you'll have to test that one yourself (and cross your fingers ) DMPServer doesn't care what address you connect from, so yes it should run over hamachi. However, to this day nobody has gotten back to me exactly *how* to do this, I suspect connecting to the hamachi address from the other players side should be enough. I *doubt* you'll have to set the bind address in DMPServerSettings.txt, but that's always there if you need to.
  8. We seem to be getting a lot of questions about networking in general - I'll have to make a tutorial specific to setting up DMPServer and how port forwarding (and by extension TCP/IP and NAT) actually work... I guess it will be a fun little side project . Player-player docking hasn't changed in a while, but KSP looks like it has. I'll need to make dockings a little more deterministic so we don't go creating duplicates. Spectating a docking is also kraken bait I believe... @RockyTV: Dockings have kind of always been a little hit and miss.
  9. @AlonzoTG: It's probably best catching me on IRC, this is much more likely an issue with DMP than EL
  10. @Spekular: If the laptop is giving internet to the raspberry pi, then there's a good chance that the PI is in a completely seperate network, which may be why you can't connect to it. One day I'll do a video on how IP networking kinda works, but until then I guess I'll have to explain it. For a simple example, I'll write the address/netmask together. /24 is 255.255.255.0, which means it can contact things when the IP's first 3 numbers are the same. I *think* this is your problem: Client computer addresses are: 192.168.0.1/24 Laptop computer addresses are: 192.168.0.2/24 192.168.1.2/24 Pi's addresses are: 192.168.1.3/24 There is no way the Client and PI can talk to each other in that above setup, although the laptop knows how to talk to both of them. First make sure that they are in the same networks first. @MightyN0ob: Thanks, but this is likely a side effect due to how I try and spawn vessels in the atmosphere when they are close. KSP kills vessels that are flying more than 2.5km away, so what I do is I temporarily set them to "landed", and then hope KSP figures out that they actually should be flying - at which point they start working again. I've got an idea of how to "fix" this (keep them landed and move them every frame referencing the last DMP update), but I haven't coded that yet. It's called HackyInAtmoLoad for a reason hehe. As for mod control, I recommend leaving it to the default and just getting DMP to set one up from your gamedata directory - Just hit options -> generate blacklist DMPModControl.txt, and then move the file to the server folder. If you have complete control over the GameData directories though, then using modcontrol 0 is fine. @RonaldoFTW: Hey, us nerds make mods for fun, which results in players having fun, which is a positive feedback loop of fun-ness
  11. @Spekular: If you're running it from within your local network (which is the case here), you'll want to connect to the raspberry pi's network address, which is usually in the 192.168.0.x range (It could also be in the 10.x.x.x range). For players on the internet connecting to your server, you need to port forward (by default TCP 6702) to your raspberry pi. Connections from the internet will connect to your public IP address. The best way to get your public address and test port forwarding would be www.canyouseeme.org. Also... I didn't know I even *had* a github wiki, but yeah those instructions look correct. /sbin/ifconfig will tell you your network settings - the "inet addr:" is the address you connect to (although I assume you talk to this thing over SSH, so you probably already know that address )
  12. @Everyone, The time syncer in career mode was broken due to an old workaround we were using to detect when KSP was ready, DMP v0.2.0.2 fixes this issue @moriamo: Should be fixed now @LilDevil: DMP reassigns kerbals if they get used in more than one vessel and always tries to make them available, there's a bit of weirdness that needs to be sorted out here.. Kicked for creating subspace is an old lazyness issue for me, I have to give some love to the warping system as it hasn't really been touched since v0.1.0.0. The freezes are related to how DMP replaces the parts in a vessel. It kills it and replaces it, this seems to be the only reliable way of making sure the vessel is in its correct state. @wasmic: Assuming you're playing career mode, this should now be fixed. @Buggzy1011: On the server console, prefix the commands with / @RepairArtist: Hrmm, I'll have to look into this one. I thought kerbals were auto-saved... I'll have to put this on my ever-growing todo list hehe. @tetryds: Groups / private vessels / shared science is coming, I just keep getting caught up in other things. I'll also have to check on the asteroid thing, I suspect some revert paradox is coming into play here. As for the missions, I'm actually not sure how to go about this one - It's likely a stock KSP problem :-/. @Talavar: Good luck with the server, make sure you install the reporter plugin to appear on the d-mp.org server list too. @Parias: If I ever figure out a way to load ships without hanging the game, I'm so there. Unity isn't multi-core though, so the current Kill/Replace solution looks like it will have to stick around, although this shouldn't be any more expensive than coming into range of the ship in single player. If the load times are different, this suggests a DMP bug. * The game was pretty unstable - Likely the side effects of revert support (which I claimed was a memory leak). I suspect turning it off in options will likely stop the crashing - we'll need to throw out old updates, or apply some type of limit to them. @urlocalguru: At the moment it reads once upon connecting, and then saves every 30 seconds if they have changed, so shared science doesn't really work that way unless you're only playing 1 at a time, which kind of defeats the whole point * existing subspace - See above, this is my lazyness from pre-v0.1.0.0. The actual code that does this is here. It's caused by two players coming out of warp at the exact same time, both trying to create a new subspace with the same ID. In theory this should be locked up in the server and the warp system shouldn't be as peer-to-peer as it is. * docking - Could possibly be PartKiller (the duplicate debris deleter) messing up. Another thing to poke I guess :-/ @silvanus - I intend to do shared science for the next version. @Dynd - Custom flags work if you put them in the DarkMultiPlayer/Flags folder, although hardly anyone uses this feature as it's not well advertised. I also feel it's just a touch exploitable, but I'll leave it as is until it becomes a problem.
  13. @jpgo5000/nlight: I'd like to point out DMP has been hit with this before, It's a false positive. Most AV programs have an option to whitelist the program (they should anyway..), but trying a recent build could also work: https://github.com/KSP-CKAN/CKAN/releases or if you're feeling brave: https://github.com/KSP-CKAN/CKAN-nightly/releases
  14. Not sure if you're serious or not, but if you mean "Can I play on a public / internet server", the answer is yes after portforwarding, or checking out some of the public servers: http://d-mp.org/?s=DMP&p=serverlist
  15. @samcar304: There is always a log file. If it's a client side hangup, then I almost certainly have to pass DMP builds back and forth to work it out, which means you'll have to catch me on IRC. There's an embedded web chat in both the build server download page and the server list page (both linked in my sig), hopefully when you drop by I'll be online @StrahmDude: Khyperia (The hyperedit developer) let me know about this one - I'll have to sit down and work it out, at the moment I'm unsure if it's a DMP thing or a hyperedit thing. Also the server log is useless here, and the client log is almost certainly useless too, this feels like a DMP positioning problem. And just for future reference, pastebin / hastebin or [sPOILE=Something]hidden text @wasmic: I kind of recognize you from your sig, that was the most glorious of bugs. So long as you're not in the atmosphere (remember KSP kills unloaded atmo stuff unless you're landed or it's the active vessel), and you are in the same subspace, and you've moved away from the spawn point, things should pretty much well just work. If you don't mind, can you pastebin a KSP.log after a short little session where you both move forward on the runway a bit? I'd also suggest dropping by on IRC too, I might jump on a server with you just in case things get silly (with an R, unsure how to escape forum codes here)
  16. You asked this already, I gave you a slight answer but I haven't put effort into maintaining any type of feature list. Also, the only reason I answered this is because some of us modders have a bot that checks the forum for us - It's better to keep questions in the actual mod thread
  17. @samcar304: That's definitely not what DMP should be doing, and I wouldn't wait longer than 20 seconds if something didn't move. I might either need you to come visit on IRC, or at least send the KSP.log file to me so I can have a guess at what went wrong... And then fix it @Parias: Scenario module data has not changed for a while. I really do need to implement shared scenario data, but for the moment copying a player's KethaneData.txt file into the initial folder will give you all the same maps. The scans and deposits will be per-player though. I'm unsure how MKS and the like play with DMP, generally it's a matter of trying a mod, most work fine (or work fine but with a few hickups). Things that are time dependent like TAC-LS are generally much weirder. @Tavalar: I haven't touched docking in a while, so it likely does whatever it did before . 0.90 didn't change too much for us at all so it should be fine, the rare-ish server loop and crash from v0.1.6.2 has definitely been fixed but the client will mostly behave the same, and err, I don't think I actually keep a feature list around, I probably should make one...
  18. @TimmyChaw: Welcome to the forums! It's enough having the mods in your gamedata folder, but for parts you'll want to hit options -> generate DMPModControl.txt and move the generated file to the server. You can also completely disable mod control in DMPServerSettings, but this isn't recommended as it brings up annoying warnings if some players don't have the parts DMPServer/Plugins is for server side plugins only, and as far as I know there's only the server list reporter and rocky's IRC connector.
  19. It will likely work without doing anything special in the mod control, but if you want to you can force the players to have the planet installed by specifying the files in the required section
  20. Hello, my DMP alarm was set off So long as every player has the same planets installed (This can be enforced with DMPModControl.txt on the server), then it should Just Work , as DMP references planet by the actual name. I believe I've made DMP skip updates from missing planets, unsure what the full updates do though...
  21. Sorry for being a little quiet lately @bileniv: You can merge to universes together by literally merging the two universe folders together. There's a singleplayer to multiplayer save converter in the DMP options window @Max.10.07: My server list was old and decrepit, and it takes up far too much bandwidth than it should, so I've taken my old one down. VITAS's should be stable. I do have a backup of it, but I can't bring myself to bring it back online when we have something so much more pretty... @Vladthemad: Stock DMP? I think DMP is just a tad too buggy for that @Handsel: So it turns out I had a silly logic error when disabling client side compression. It's fixed in DMP v0.2.0.1 (Thanks RockyTV). @tygoo7/w0lfe/StrahmDude: It's either the safety bubble, you're in the past relative to them, or they are flying. KSP kills things that get out of 2.5km range, there's not a great deal I can do about it apart from pretend those vessels are still there (which I'll look at for the future) If it's not that, I'll likely need some KSP.log files :-/ Actually, there was a seperate bug (where compression was disabled) on the server that was fixed.. Try in DMP 0.2.0.1 @Vladthemad: You can try uploading KSP.log / output_log.txt, but the information is almost always garbage. If it's an out of ram thing, you might be getting hit with revert support - I have to find a way to safely remove parts of the revert timeline for the next version, at the moment revert support can be disabled to avoid that ram leak. @Everyone, DMP v0.2.0.1 has been released. It fixes a few silly bugs.
  22. @Claw: Thanks for giving it attention, when I reported the bug I thought only DMP could cause it as it used to require manual deletion or renaming of the persistent.sfs which is why I marked it very low, But seeing as this is completely save breaking and stock now... Thanks for helping everyone out - you're doing great things for KSP
  23. @Claw, I just ran into the missing kerbal bug again, I reported it months ago thinking it was a DMP-only bug, but I've now managed to completely reproduce it in stock. All you have to do is remove a killed kerbal from the astronaut complex after they have done something noteworthy for them to be reference by ProgressTracking. Issue report: http://bugs.kerbalspaceprogram.com/issues/3243 Video: (To save you 5 minutes, just take off, land, recover, takeoff, crash & kill the kerbal, remove from astronaut complex).DMP's workaround: https://github.com/godarklight/DarkMultiPlayer/blob/7b0ca8826f694185c4c90423e14056d58f69172c/Client/ScenarioWorker.cs#L237-L275 Feel free to turn that into a fixing mod if you like - That part is mine and you're free to use it under whatever licence you like, you don't need to bother about attribution or anything
  24. Seems to work on 0.90 I'll update the OP stating this too. Merry christmas all! @AbhChallenger: No no no, NYAN thousand
  25. @Everyone: Twas the night before christmas, when all through the forums Not a poster was stirring, it all seemed so boring; When all of a sudden, the cheer was so thick "DMP released!, you can play with you clique!" Merry christmas PS: I didn't have time for groups and permissions, and I forgot to update the readme header (I only read the small text), but those things will be fixed after christmas PPS: And I promise never to attempt to write poetry ever again
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