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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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Do you have the source code for the part that moves the craft? I don't see it in the dropbox.

I've been able to duplicate the current vessel using ProtoVessel, but it appears in the same location as the current vessel, causing lots of explosions. I also haven't been able to create anything other than the current vessel.

What kind of server software do you need? It's pretty easy to make something that listens for connections via UDP or TCP in C#. Unity has lots of networking code built-in too.

I already gave him a full code example, my master server. He didn't really bother to read it.

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@Frement:

Don't be rude. I just did not understand it, what does not mean I didnt try to do so. I even asked you on the IRC wheter you could give me the client code too (and, what would be perfect, additionally everything compiled, so I can understand it through testing), but you didn't answer. :/

@pizzaoverhead:

I now made a Vessel Launch-Plugin with some code of the Extraplanetary Launchpad Mod, which works good, but it is a bit buggy. I will send it with all the source included to you tomorrow, ok?

Edited by MarkusA380
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I now made a Vessel Launch-Plugin with some code of the Extraplanetary Launchpad Mod, which works good, but it is a bit buggy. I will send it with all the source included to you tomorrow, ok?

No need to send a whole plugin, it's just the position changing piece I was looking for. :)

Through my own experimentation, the main areas I see that need to be worked on to achieve multiplayer are these (with associated benefits at each stage):

  • Load a craft from a file created at runtime. (Automatic craft generation)
  • Load a craft in a specific location while another craft is active. (Part spawning, has many uses)
  • Change the velocity/location/orientation/settings of a physically active craft other than the current one. (Formation flying, guided missiles)
  • Save the current flight to a file. (Flight log, statistics)
  • Load the previous flight and have it fly in the background while on a different flight. (Replay flights)
  • Set up a network connection to transmit craft updates. (Multiplayer)

There are a lot of steps to achieve multiplayer, and many of them could be released as mods in their own right. Writing server software is pretty far down the list. Have you had success with any of the other relevant areas?

I've always thought it pretty funny that discussions of multiplayer always end up focusing entirely on time warp. That's possibly one of the easiest parts to deal with, and even if your multiplayer system didn't deal with it, it would still be 100% more multiplayer than we have now. :)

Edited by pizzaoverhead
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  • Load the previous flight and have it fly in the background while on a different flight. (Replay flights)

I spend some research on that for a competitor mod. There were a lot of drawbacks. For example, using SetPosition(...) to jump with the current vessel to a point 50m next to another vessel did alter the other vessels orbit. Also chances are good that the dll linked above (why does you also upload stock game dlls, btw? is that allowed in the first place?) has issues with speeds larger 750m/s, since thats where the game tries to fight the kraken...

Edited by Faark
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I spend some research on that for a competitor mod. There were a lot of drawbacks. For example, using SetPosition(...) to jump with the current vessel to a point 50m next to another vessel did alter the other vessels orbit. Also chances are good that the dll linked above (why does you also upload stock game dlls, btw? is that allowed in the first place?) has issues with speeds larger 750m/s, since thats where the game tries to fight the kraken...

I'm guessing you have to use Krakensbane to take jumps in reference frame into account.

I'm sure this has all been attempted many times before, but I've never seen any discussion of where the blocking problems for multiplayer are (possibly due to the aforementioned derailment of discussions due to timewarp). Has anyone made a list of technical hurdles they encountered?

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Not sure if there is a blocking problem that everyone got stuck before, but there are a bunch of issues when creating such a large mod. So beside the ton of work you have do get all the other stuff in place, you also have to find solutions for such situations. In a lot of cases you will be the first who is trying to solve them, so you cannot really ask for help but have to do that research for yourself. A good example is how to synchronize PartModules? Sure, you could simply re-spawn them at each update, but that would likely kill your performance and i guess it would behave crappy, anyway. Thats even more important when thinking about mods or what rules mods would have to follow to work with your MP, since we all know KSP without mods is just half the fun.

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Not sure if there is a blocking problem that everyone got stuck before, but there are a bunch of issues when creating such a large mod. So beside the ton of work you have do get all the other stuff in place, you also have to find solutions for such situations. In a lot of cases you will be the first who is trying to solve them, so you cannot really ask for help but have to do that research for yourself. A good example is how to synchronize PartModules? Sure, you could simply re-spawn them at each update, but that would likely kill your performance and i guess it would behave crappy, anyway.

I totally agree with you, Faark. I think a great problem is, that KSP MP is just such a HUGE death theme in the forums. It doesn't make it easier to start up such a project.

Thats even more important when thinking about mods or what rules mods would have to follow to work with your MP, since we all know KSP without mods is just half the fun.

Thats right, too. Even the fact that I dont like mods that much, some mods HAVE to work with L.O.G.. Thats because you just can't have fun with multiplayer if there is nothing like: -More Launchpads, -Money, -Kethane(?) and such...

Maybe the mods you need are just packed with the L.O.G. mod (Of course, I would need the allowance from the mod creators), but that would make things not that complicated.

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@pizzaoverhead:

So, please give me a list of what you want described or even sended from me, ok?

I will now make a large plugin for all what I achived so far, with a testing panel. If you want this, just ask! :wink:

Edited by MarkusA380
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Can i help with this plugin? Coud you post things that needs to be done? I have done some simple Unity3D networking and i pretty sure that i coud be helpful.

I am not sure about that...

What do you mean exactly with "simple Unity networking"?

Please describe your skills more!

And, as I wrote in the first post, write a PM to me if you want to join, don't spam the thread!

Edited by MarkusA380
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Have you figured out the shifting origin issue yet?

You are the guy who made a multiplayer test, right?

Well, I have a theory... look to the first post! :D

P.S.: Do you want to help us? That would be so great! Please! :)

Edited by MarkusA380
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I see now lots of people going after Multiplayer after it was proven to be possible.

People which are hopefully not as far as us, right?

Most of the times, those people post the same theory over and over, thats why Multiplayer became such a death theme...

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any updates?

Well... I have changed some things in the concept, but because I didn't take my laptop with me on vacation, I couldn't get any further at developing.

But, before I left, I fixed the problem that the craft brakes apart when spawned. But because I didn't have any time to take screenshots I didn't update the first post.

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