Ludeon Forums

Ludeon Forums

  • February 18, 2019, 05:09:15 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 8

Author Topic: [1.0] Zetrith's Multiplayer  (Read 112836 times)

Zetrith

  • Muffalo
  • *
  • Posts: 18
  • Refugee
    • View Profile
[1.0] Zetrith's Multiplayer
« on: December 16, 2018, 11:11:50 AM »

Multiplayer mod for RimWorld

The mod is still in testing phase so bugs might be present. Issues can be reported on Github or Discord.

Discord server: https://discord.gg/S4bxXpv
You can also find me on the RimWorld Discord.

Features
  • Cooperative multiplayer with (mostly) full vanilla gameplay support
  • Currently all players are playing the same game, in the same faction
  • Hot joining (no lobby)
  • Basic replay functionality
  • Hosting from an existing save
  • LAN games
  • Connecting to Steam friends
  • Automatic desync detection
  • Chat

Video showcasing some of the current functionality: https://www.youtube.com/watch?v=ZOaf524Z7P4

More info
The most up-to-date information on hosting and many other topics is available on the wiki:
https://github.com/Zetrith/Multiplayer/wiki

FAQ: https://github.com/Zetrith/Multiplayer/wiki/FAQ

Download
Currently only available on Github:
https://github.com/Zetrith/Multiplayer/releases

How to install
- Download Multiplayer.zip and unpack it into the Mods folder
- You need to order the mod right below Core (above any other mod).
Here's a guide if you are unfamiliar: https://ludeon.com/forums/index.php?topic=6223.0

This project is unrelated to RimTogether and RimAlong.
« Last Edit: January 20, 2019, 02:26:09 PM by Zetrith »
Logged

Gabler

  • Muffalo
  • *
  • Posts: 1
  • Refugee
    • View Profile
Re: [1.0] Multiplayer
« Reply #1 on: December 16, 2018, 11:45:44 AM »

I'll be looking closely at this mod, I hope it doesn't collapse.

Good luck!
Logged

notfood

  • Invited Modder
  • Colonist
  • **
  • Posts: 808
  • Refugee
    • View Profile
Re: [1.0] Multiplayer
« Reply #2 on: December 16, 2018, 02:35:11 PM »

Crashes under Linux/Mac with FunLockFile as soon as you land on single player, so I can't even make a new save file.
Code: [Select]
Receiving unhandled NULL exception
#0  0x007ffeca881480 in funlockfile
#1  0x007ffeca881b08 in (Unknown)
#2  0x007ffeca881b18 in (Unknown)
#3  0x007ffeca881b28 in (Unknown)
#4  0x007ffeca881b38 in (Unknown)
#5  0x007ffeca881b48 in (Unknown)
#6  0x007ffeca881b58 in (Unknown)
#7  0x007ffeca881b68 in (Unknown)
#8  0x007ffeca881b78 in (Unknown)
#9  0x007ffeca881b88 in (Unknown)
#10 0x007ffeca881b98 in (Unknown)
#11 0x007ffeca881ba8 in (Unknown)
#12 0x007ffeca881bb8 in (Unknown)
#13 0x007ffeca881bc8 in (Unknown)
#14 0x007ffeca881bd8 in mono_set_defaults
#15 0x007ffeca8827d0 in mono_runtime_invoke
#16 0x007ffeca882800 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#17 0x007ffeca882830 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#18 0x007ffeca882850 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#19 0x007ffeca8829d0 in operator new(unsigned long)
#20 0x007ffeca882a10 in std::vector<core::basic_string<char, core::StringStorageDefault<char> >, std::allocator<core::basic_string<char, core::StringStorageDefault<char> > > >::~vector()
#21 0x007ffeca882a30 in zcfree
#22 0x007ffeca883830 in __libc_start_main
#23 0x007ffeca8838f0 in zcfree

It means, you used Harmony into an empty virtual method (that's a nono). My guess, any of the spawn methods.
« Last Edit: December 16, 2018, 02:51:38 PM by notfood »
Logged

notfood

  • Invited Modder
  • Colonist
  • **
  • Posts: 808
  • Refugee
    • View Profile
Re: [1.0] Multiplayer
« Reply #3 on: December 16, 2018, 03:22:17 PM »

I did some further testing:

Code: [Select]
Linux/Mac compatibility report:
JobDriver_Wait.DecorateWaitToil: post: Multiplayer.Client.TradingWaitJobToil.Postfix

This is the offending Harmony patch.
Logged

Bluntflame

  • Drifter
  • **
  • Posts: 44
  • Refugee
    • View Profile
Re: [1.0] Multiplayer
« Reply #4 on: December 16, 2018, 04:55:20 PM »

RimWorld 1.0.2059 rev1005
Verse.Log:Message(String, Boolean)
RimWorld.VersionControl:LogVersionNumber()
Verse.Root:CheckGlobalInit()
Verse.Root:Start()
Verse.Root_Entry:Start()

Player's username: CODEX
Verse.Log:Message(String, Boolean)
Multiplayer.Client.Multiplayer:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Processor: Intel(R) Celeron(R) CPU N3450 @ 1.10GHz
Verse.Log:Message(String, Boolean)
Multiplayer.Client.Multiplayer:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:CallAll()
Verse.PlayDataLoader:<DoPlayLoad>m__2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Multiplayer session stopped.
Verse.Log:Message(String, Boolean)
Multiplayer.Client.MultiplayerSession:Stop()
Multiplayer.Client.OnMainThread:StopMultiplayer()
Multiplayer.Client.<>c:<TryConnect>b__0_1(NetPeer, DisconnectInfo)
LiteNetLib.EventBasedNetListener:LiteNetLib.INetEventListener.OnPeerDisconnected(NetPeer, DisconnectInfo)
LiteNetLib.NetManager:ProcessEvent(NetEvent)
LiteNetLib.NetManager:PollEvents()
Multiplayer.Client.OnMainThread:Update()

CODEX 0 Client disconnected
Verse.Log:Message(String, Boolean)
Multiplayer.Client.<>c:<.cctor>b__47_0(String)
Multiplayer.Common.MpLog:Log(String)
Multiplayer.Client.<>c:<TryConnect>b__0_1(NetPeer, DisconnectInfo)
LiteNetLib.EventBasedNetListener:LiteNetLib.INetEventListener.OnPeerDisconnected(NetPeer, DisconnectInfo)
LiteNetLib.NetManager:ProcessEvent(NetEvent)
LiteNetLib.NetManager:PollEvents()
Multiplayer.Client.OnMainThread:Update()

Multiplayer session stopped.
Verse.Log:Message(String, Boolean)
Multiplayer.Client.MultiplayerSession:Stop()
Multiplayer.Client.OnMainThread:StopMultiplayer()
Multiplayer.Client.<>c:<TryConnect>b__0_1(NetPeer, DisconnectInfo)
LiteNetLib.EventBasedNetListener:LiteNetLib.INetEventListener.OnPeerDisconnected(NetPeer, DisconnectInfo)
LiteNetLib.NetManager:ProcessEvent(NetEvent)
LiteNetLib.NetManager:PollEvents()
Multiplayer.Client.OnMainThread:Update()

CODEX 0 Client disconnected
Verse.Log:Message(String, Boolean)
Multiplayer.Client.<>c:<.cctor>b__47_0(String)
Multiplayer.Common.MpLog:Log(String)
Multiplayer.Client.<>c:<TryConnect>b__0_1(NetPeer, DisconnectInfo)
LiteNetLib.EventBasedNetListener:LiteNetLib.INetEventListener.OnPeerDisconnected(NetPeer, DisconnectInfo)
LiteNetLib.NetManager:ProcessEvent(NetEvent)
LiteNetLib.NetManager:PollEvents()
Multiplayer.Client.OnMainThread:Update()

Does not connect
Logged

Zetrith

  • Muffalo
  • *
  • Posts: 18
  • Refugee
    • View Profile
Re: [1.0] Multiplayer
« Reply #5 on: December 16, 2018, 05:47:13 PM »

I did some further testing:

Code: [Select]
Linux/Mac compatibility report:
JobDriver_Wait.DecorateWaitToil: post: Multiplayer.Client.TradingWaitJobToil.Postfix

This is the offending Harmony patch.
Thanks, fixed in the latest version.
Btw, starting the game with the 32bit executable seems to also fix the issue

...

Does not connect
Please be more specific. What's your OS and what server were you trying to connect to?
« Last Edit: December 16, 2018, 05:56:37 PM by Zetrith »
Logged

cbuie1

  • Muffalo
  • *
  • Posts: 2
  • Refugee
    • View Profile
Re: [1.0] Multiplayer
« Reply #6 on: December 16, 2018, 06:39:46 PM »

Maybe start a discord for those lonely people like me who don't have anyone in lan to play with?
Logged

Telefonmast

  • Colonist
  • ***
  • Posts: 181
  • Tiberium Enthusiast
    • View Profile
Re: [1.0] Multiplayer
« Reply #7 on: December 16, 2018, 06:49:06 PM »

This looks amazing so far, good job!

Can't wait to see this fully developed!
Logged
Telefonmast - Ready to give you good phone connection!
- My mod project

AlanerPolska

  • Muffalo
  • *
  • Posts: 10
  • Refugee
    • View Profile
Re: [1.0] Multiplayer
« Reply #8 on: December 17, 2018, 11:14:41 AM »

You got my attention. For now, how does it look? Two people(or more I guess?) playing on two separate maps, but what about interaction between them?
Logged

Zetrith

  • Muffalo
  • *
  • Posts: 18
  • Refugee
    • View Profile
Re: [1.0] Multiplayer
« Reply #9 on: December 17, 2018, 03:19:44 PM »

You got my attention. For now, how does it look? Two people(or more I guess?) playing on two separate maps, but what about interaction between them?
It's currently co-op only, so everybody plays the same game, same faction. Multiple maps are possible as all vanilla features are supported.

Maybe start a discord for those lonely people like me who don't have anyone in lan to play with?
Here you go: https://discord.gg/UMZzxEM
Logged

riverrin2002

  • Muffalo
  • *
  • Posts: 4
  • Refugee
    • View Profile
Re: [1.0] Multiplayer
« Reply #10 on: December 17, 2018, 03:27:04 PM »

Hey guys nice mod just to ask how do we change storage propreties ? because i want make a fridge Ty
Logged

Zetrith

  • Muffalo
  • *
  • Posts: 18
  • Refugee
    • View Profile
Re: [1.0] Multiplayer
« Reply #11 on: December 17, 2018, 04:21:49 PM »

Hey guys nice mod just to ask how do we change storage propreties ? because i want make a fridge Ty
Thank you! The zones are fixed in the latest version.
Logged

Arek_PL

  • Muffalo
  • *
  • Posts: 2
  • Refugee
    • View Profile
Re: [1.0] Multiplayer
« Reply #12 on: December 17, 2018, 05:20:57 PM »

whats the difference between that mod and WIP rimalong mod?
Logged

Zetrith

  • Muffalo
  • *
  • Posts: 18
  • Refugee
    • View Profile
Re: [1.0] Multiplayer
« Reply #13 on: December 17, 2018, 05:56:14 PM »

whats the difference between that mod and WIP rimalong mod?
This is a different project. I'm not too familiar with RimAlong, but it seems my approach is a bit different. This mod also supports more content and has Steam integration.
Logged

foodmaster

  • Muffalo
  • *
  • Posts: 1
  • Refugee
    • View Profile
Re: [1.0] Multiplayer
« Reply #14 on: December 17, 2018, 07:14:26 PM »

great work! playing some hours today. thanks for that nice present, have a nice christmas.
Logged
Pages: [1] 2 3 ... 8