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The L.O.G. Multiplayer Project


MarkusA380

Do you like the idea of it?  

2 members have voted

  1. 1. Do you like the idea of it?



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I have made these showcases with NULLOBANDITO. He's a good friend of mine, that's why. :wink:

New features:

- ROTATION

- absolute position setting/shifting origin fix

- stable vessel spawning

Introducing the plans for the project:

Gameplay:

Everyone will be able to download a server software and create his own gameplay. Take the concept of Minecraft Multiplayer as example.

The timewarp problem:

- It will be a server-based multiplayer, because I am sure it will need good computing power to make it smooth.

But don't worry, there will be a testing server when the first stable release comes out!

- You will be able to timewarp like usual! You will start at a server time (Which counts in realtime, like the usual singleplayer KSP time does when timewarp isn't activated) launching your vessel,

when you timewarp you will go faster than the server time, when going back to the Space Center your time will be set to the server time again.

- Your timewarped flights are "recorded" on a log (The name of this project comes from this).

- The server now shows everyone your vessel doing everything like you did with timewarp, but without. For example, if you do a mission to Laythe, and it needs 30 mins. in realtime, but it takes 400 days in timewarped time, other players will see your ship cruise for 400 days in realtime!

- Of course, because noone wants to wait for 400 days, the server time will be updated to the highest vessel-time when noone is controlling a vessel. (That means when everyone is at the Space Center or just offline)

- When you timewarped and another player does something in realtime (or maybe in timewarp-time, too, but lower than yours) you will see his future position at your point of time updated for every burn he does. You will see a sign above his vessel when he does a burn so you know that the course he has got on your map will not stay the same.

shifting origin fix:

- By not only sending the players position, but sending the position of the body a player is orbiting, the other clients can find out the players position in the own coordinate system. This concept was proven in the 3rd L.O.G. Showcase.

If you don't understand something from above plaese write a PM to me so I can describe it to you more detailed! :wink:

If you think you have an idea to make the system better or you don't like something post it in the forums!

Hopefully I didn't forget anything!

The Team:

MarkusA380 (Plugin Development)

zer0t3ch (Plugin Development)

CARROTSAREAWESOME (Network Development)

WopsS (Network Development)

pizzaoverhead (Plugin Advisor)

Tataffe (Design)

BlueSubstance (Modelling)

We welcome everyone, who wants to help developing!

Please write a PM to me where you describe your skills as developer if you want to join!

I hope you like it!

Please do not post the "Multiplayer is boring and a death theme" - things, because we don't only discuss, we try to make it reality!

In this post you will see all news, so look here frequently!

P.S.: Sorry for grammatical mistakes, I am not native English. :)

Edited by MarkusA380
NEW SHOWCASE!
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What is the L.O.G. Multiplayer project?

I will try to make the video as soon as possible. Everything will be discribed there, but for now: It is a serverside warp-log multiplayer plugin. But we need some more developers to make it reality. :D

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Exciting! Could this be like HogDriver's ORDA mod? Nobody could implement docking properly until he did it. (Don't tell anyone I said this, but I think that really forced the devs into implementing docking in 0.18 ;) Hopefully the same thing might happen here...?)

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I don't think I'll be able to help much considering I have my own mods to work on and a computer to buy parts for and build, but if I get the ability to then I can provide Unity help (3 years worth) and some programming depending on what needs to be done. :)

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I don't think I'll be able to help much considering I have my own mods to work on and a computer to buy parts for and build, but if I get the ability to then I can provide Unity help (3 years worth) and some programming depending on what needs to be done. :)

That would be cool! :D

Should I write you into the team anyway?

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I should point out that "the first multiplayer project ever" is incorrect; others have started projects and even built sort-of-working prototypes. You might consider seeking those out and consulting the creators. (Khyperia worked on his Kestrel project, for example.) There's information out there about challenges and possible solutions, so assuming you're the first to try is a mistake; try to learn from those who came before.

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I should point out that "the first multiplayer project ever" is incorrect; others have started projects and even built sort-of-working prototypes. You might consider seeking those out and consulting the creators. (Khyperia worked on his Kestrel project, for example.) There's information out there about challenges and possible solutions, so assuming you're the first to try is a mistake; try to learn from those who came before.

Ok, thanks for the advise! ;)

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looking forward for co-op play to work together on orbit stations, explorations, more science.... i have quite of few list in mind what I would like to see in KSP Co-op.

Wanna join us?

Edited by MarkusA380
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