joker169 Posted September 6, 2014 Share Posted September 6, 2014 Nope. You don't even need the mods installed on the server.Maybe in the future we might be able to make server-side mods.. Thanks longbyte1, that will save me some space & headache for now Quote Link to comment Share on other sites More sharing options...
godarklight Posted September 7, 2014 Author Share Posted September 7, 2014 @joker169: DMPServer should run on any potato with a decent internet connection, bandwidth is nearly exponential as it's a message relay. Mods are controlled with DMPModControl.txt.z0n's server run on a raspberry pi too.@longbyte1: Which is exactly what the plugins folder is for, but I think the only plugin uses it is RockyTV's IRC connector In 0.1.6 plugins will have the ability to hook into DMP's network, which makes many more things possible. Quote Link to comment Share on other sites More sharing options...
Rabidsimon Posted September 7, 2014 Share Posted September 7, 2014 Please help! I was playing with you yesterday and told you that some gui were invisible. It keeps happening and there is no permanent fix, and reinstalling the mod and the entire game doesn't even work hope you will find a fix for this. Quote Link to comment Share on other sites More sharing options...
godarklight Posted September 7, 2014 Author Share Posted September 7, 2014 @Rabidsimon: The thing is I've never seen the bug, nor have I heard about it before yesterday - So I wouldn't know where to start fixing it. I'll need a few things to track this down, the most important thing is to upload the KSP_Folder/KSP_Data/output_log.txt file to a site like pastebin (or if it's too big, drop into the IRC channel and I'll give you ftp details). A few screenshots will also help, along with any reproduction steps - Try to be as specific as possible Quote Link to comment Share on other sites More sharing options...
Methlon Posted September 7, 2014 Share Posted September 7, 2014 (edited) Awesome. Got it working, and thanks.I do have one more question, then I should be able to stop pestering you lolIs there/will there be a feature in the future that allows password protected logins to prevent any yayhoo from taking over your stuff?Doesn't bother me any, but after doing a second player login just to test things out, I found I could pretty much do whatever with everything like it was mine.Anyways, thanks.Gonna keep'r runnin anyway. Also, not sure if it's just me, but it seems to have broken subassemblies. Crashes my game every time, when trying to save one (not really a problem with a simple file copy from the 'puter).I am running it from an Ubuntu server, though. Could just as easily be the mono runtime.Lovin' your work man. Edited September 8, 2014 by Methlon Quote Link to comment Share on other sites More sharing options...
Pacemaker00 Posted September 8, 2014 Share Posted September 8, 2014 Dark, just wanted to thank you again for helping me <3 Quote Link to comment Share on other sites More sharing options...
joker169 Posted September 8, 2014 Share Posted September 8, 2014 @joker169: DMPServer should run on any potato with a decent internet connection, bandwidth is nearly exponential as it's a message relay. Mods are controlled with DMPModControl.txt.Thanks godarklight, Just getting the hang of the DMP server mod. I had it in my head that it ran like a Dedicated server w/ all the files, folders and such ON the server itself. I appreciate the clarification. Quote Link to comment Share on other sites More sharing options...
godarklight Posted September 8, 2014 Author Share Posted September 8, 2014 (edited) @Methlon: User accounts themselves are protected by a player token, and whitelisting the server will only allow certain players to connect, but there isn't an option for server passwords yet.Pacemaker: All good, I'll have to visit the server sometime In 0.1.6 I'll add vessel permissions so you won't have to worry about greifing.I'll check on subassemblies, but DMP doesn't touch things in that area (outside of craft sharing) so it shouldn't be breaking things :-/@joker169: All good, I should write a more clear readme or quick start guide....@Everyone: When I get some time off work I'll start making more appearences on the public servers. I need to actually *play* DMP for once. Feel free to drop into the IRC channel too, it is for everyone, perhaps you can get me on a server EDIT: Possibly tomorrow!. If that's the case, I'll be streaming at 2200 UTC, People are also invited to join my mumble server so we (I?) don't bore any twitch viewers to death Edited September 8, 2014 by godarklight Quote Link to comment Share on other sites More sharing options...
no2ironman1100 Posted September 8, 2014 Share Posted September 8, 2014 Thank you for this mod, It is one of the best on ksp.... Now to bring more community to it, Because about 15 players online at best at one time, Isn't much. I hope it gets popular to the point of hundreds of people, To kick up the server making business. Quote Link to comment Share on other sites More sharing options...
StarDrive85 Posted September 8, 2014 Share Posted September 8, 2014 Hi. i am trying to make a modded server with the Voyager mod (from StarVision). but the modcontrol.txt file makes no sense!. plz how do i install mods on to the server? Quote Link to comment Share on other sites More sharing options...
tetryds Posted September 8, 2014 Share Posted September 8, 2014 Hi. i am trying to make a modded server with the Voyager mod (from StarVision). but the modcontrol.txt file makes no sense!. plz how do i install mods on to the server?Add the names of the parts to the parts list.There may be easier ways but you can put modded parts on a craft, launch it and add the names that will show on the screen to the list of parts allowed by the server. Quote Link to comment Share on other sites More sharing options...
StarDrive85 Posted September 8, 2014 Share Posted September 8, 2014 Add the names of the parts to the parts list.There may be easier ways but you can put modded parts on a craft, launch it and add the names that will show on the screen to the list of parts allowed by the server.I still don't understand could you not just make a update that makes it generate something like a gamedata folder? then i can just put the mods in to it. like i would on the client. Quote Link to comment Share on other sites More sharing options...
StarDrive85 Posted September 8, 2014 Share Posted September 8, 2014 do i just put the mod folders in to plugins?. i fail to see how just adding the names of the parts to the parts list will add those actual mod parts to the server. if they don't have any mod configs/models ETC Quote Link to comment Share on other sites More sharing options...
godarklight Posted September 8, 2014 Author Share Posted September 8, 2014 (edited) @no2ironman1100: It's probably had between 10,000-20,000 downloads (I'm unsure as I don't track build server downloads), but the bugs probably keep people away :-/@StarDrive85: DMPServer doesn't exactly know what KSP even is - It's mainly a message relay that you can sync a persistent.sfs (basically text files) file from. Mods aren't used on the server, they are simply controlled in DMPModControl.txt. There was a very good reason I took this approach from KMP In the client, Options -> Generate DMPModControl.txt will create a DMPModControl file that's setup for your client, just move it into the server folder.EDIT: 0.1.5.4 is available, if fixes 2 sync bugs and an undocking problem. Edited September 9, 2014 by godarklight Quote Link to comment Share on other sites More sharing options...
tetryds Posted September 8, 2014 Share Posted September 8, 2014 In the client, Options -> Generate DMPModControl.txt will create a DMPModControl file that's setup for your client, just move it into the server folder.So basically open game, go options, select to generate that file.Then open your game folder, copy the generated file, open the server folder and put such file in there (replacing if needed).Great, thanks for the advice I didn't know that before. Quote Link to comment Share on other sites More sharing options...
StarDrive85 Posted September 8, 2014 Share Posted September 8, 2014 @no2ironman1100: It's probably had between 10,000-20,000 downloads (I'm unsure as I don't track build server downloads), but the bugs probably keep people away :-/@StarDrive85: DMPServer doesn't exactly know what KSP even is - It's mainly a message relay that you can sync a persistent.sfs (basically text files) file from. Mods aren't used on the server, they are simply controlled in DMPModControl.txt. There was a very good reason I took this approach from KMP In the client, Options -> Generate DMPModControl.txt will create a DMPModControl file that's setup for your client, just move it into the server folder.so after doing that. i join the server and the mods should be on it? Quote Link to comment Share on other sites More sharing options...
godarklight Posted September 9, 2014 Author Share Posted September 9, 2014 @tetryds: I definitely need to write a quick start readme.@StarDrive85: Yeap, DMPServer doesn't load the mods, it only passes the things around that are in persistent.sfs Quote Link to comment Share on other sites More sharing options...
StarDrive85 Posted September 9, 2014 Share Posted September 9, 2014 @tetryds: I definitely need to write a quick start readme.@StarDrive85: Yeap, DMPServer doesn't load the mods, it only passes the things around that are in persistent.sfs awesome. just gotta sort out a phew issues and he server will be ready .quick question thou. do i need to port forward o.0 Quote Link to comment Share on other sites More sharing options...
godarklight Posted September 9, 2014 Author Share Posted September 9, 2014 @StarDrive85: If you want people outside of your network to join, then yes, you'll need to port forward TCP port 6702. Quote Link to comment Share on other sites More sharing options...
Treki26 Posted September 9, 2014 Share Posted September 9, 2014 Is there a mac comparable version of the server files? Quote Link to comment Share on other sites More sharing options...
godarklight Posted September 9, 2014 Author Share Posted September 9, 2014 @Treki26: The DMP server files are mono/.NET assemblies, which means they are cross platform (I develop DMP exclusively on linux).You'll need to install mono for mac, then you should be able to run DMPServer. And I definitely need to write a better readme Quote Link to comment Share on other sites More sharing options...
dsonbill Posted September 10, 2014 Share Posted September 10, 2014 @Godark, I've finished early releases of the bash updater, distro-agnostic daemon, and installer.Next step will be to get a working interface... is there any specific reason CommandHandler kills itself upon seeing a null input? I can't seem to attach a named pipe to stdin. Quote Link to comment Share on other sites More sharing options...
crunch Posted September 10, 2014 Share Posted September 10, 2014 that plans do you have for this mod Quote Link to comment Share on other sites More sharing options...
godarklight Posted September 10, 2014 Author Share Posted September 10, 2014 @dsonbill: There's certainly no *good* reason, so that's certainly a bug @crunch: I haven't decided whether to go for 0.1.5.5 to fix the surface position / rotation / angular velocity bug - along with any bugs that come up in HOCGaming/ChickenKeeper/EnterElysium DMP videos, or if I should go straight for 0.1.6 (which would mean a release could take a month), but if I do go for 0.1.6 now I can do groups (server backend mostly completed), vessel permissions (haven't started but should be relatively trivial), provide an interface for hooking into the DMP network (already done but I haven't decided if the current way is correct enough), and have some type of deterministic way of doing docking.I might do another youtube announcement video announcing DMP's plans - I believe the duping is mostly fixed since 0.1.5.3, it wasn't KillVessel's fault .I know I'm not all that great at youtube videos (That installation tutorial was supposed to help someone else do the video, but now it has 20k views). Youtube videos are fun to do though Quote Link to comment Share on other sites More sharing options...
tetryds Posted September 10, 2014 Share Posted September 10, 2014 @dsonbill: There's certainly no *good* reason, so that's certainly a bug @crunch: I haven't decided whether to go for 0.1.5.5 to fix the surface position / rotation / angular velocity bug - along with any bugs that come up in HOCGaming/ChickenKeeper/EnterElysium DMP videos, or if I should go straight for 0.1.6 (which would mean a release could take a month), but if I do go for 0.1.6 now I can do groups (server backend mostly completed), vessel permissions (haven't started but should be relatively trivial), provide an interface for hooking into the DMP network (already done but I haven't decided if the current way is correct enough), and have some type of deterministic way of doing docking.I might do another youtube announcement video announcing DMP's plans - I believe the duping is mostly fixed since 0.1.5.3, it wasn't KillVessel's fault .I know I'm not all that great at youtube videos (That installation tutorial was supposed to help someone else do the video, but now it has 20k views). Youtube videos are fun to do though How long would 1.5.5 take then?Btw, is there a way to set precision positioning always on? It's much needed for dogfighting.Always off could be a thing too, since when flying together if you go too close the vessel will change modes and disapear. Quote Link to comment Share on other sites More sharing options...
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