#arma3_tools
1 messages · Page 44 of 1
you cannot replace low res mipmaps with high res ones
you can only remove lower ones
The game will go as low as it likes to. And the lowest is the.. lowest available one (Well technically there is the color attribute the engine could use as a 1x1 mipmap, I don't know if it does)
for mipmaps, yes
DSUtils tells me there is are no valid folders when I point it at my mod @ folder or at the addons folder in there.
does it contain valid pbos then? 🙂
is there a tool to verify if a p3d/wrp/sqm has set a DLC tag?
I am having an issue. Mod I am trying to put in pbo has .hpp and .sqf inside, and after the addon builder does its work, it auto deletes them. So I add those 2 to "copy and paste directly" in options. But than after it becomes a pbo, game doesnt recognise it "planestuff_config.pbo cant be found"
What
I'd recommend pboProject over addon builder. It would resolve such imports and bake them into the final config.bin
I had simular problems before, and pboProject would just give me a bunch of errors. However that time it was solved by me deleting stuff from prefix options, because I had nonsense written in there
if pboProject gives you errors then something is wrong
Well, that time I just cleared prefixes and the mod worked, and still works
addon builder has very little error checking and will let most game breaking issues build
arma-rs 1.6 is released
This update features support for some common Rust libraries to ease in development. Currently supported:
chrono - uuid - serde_json
Learn more at https://github.com/BrettMayson/arma-rs/#common-rust-libraries
lovely
Does anybody know what causes this when binarizing in addon builder? cfgConvert manages to binarize the file in question just fine
Process ended with non-zero code. Exit code: -1073741819
all required vcredists installed?
otherwise I would look at the binarize log for any troublesome p3ds etc
arma-rs 1.7.0 is released
Now featuring application errors via support for Result.
is there a way to update land class mapping stored in wrp?
https://github.com/Braini01/bis-file-formats but you need to implement write method for wrp
wasnt there some script / addon that helps with generating weapon inventory icons?
i can vaguely remember something like that.
The weapon itself or the attachment icons?
the weapon itself
where does A3 publisher store its logs?
C:\Users\XXX\AppData\Local\Arma 3 Publisher
doesnt seem to be it
..\Logs
i.e. C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Logs with default install
ty
I don't know if this is the right place to ask, but I'm attempting to print out a topographical military-style map of an ArmA terrain; Rosche, Germany in particular. Are there any tools that assist in exporting arma terrains into a physical topographical map?
if you want an exported emf/svg/png of Rosche topography feel free poke me
poked
what are the options/services to record unit movement (and actions?) for post game analysis these days? (AAR)
No, that does not have AAR functionality (yet)
https://github.com/gruppe-adler/replay.gruppe-adler.de
https://github.com/OCAP2/OCAP
https://github.com/TelluriumCrystal/ocap-revived
https://forums.bohemia.net/forums/topic/194164-ocap-op-capture-and-playback-aarreplay
https://github.com/10Dozen/tS_AARViewer
https://github.com/alexcroox/R3
https://forums.bohemia.net/forums/topic/157834-automated-after-action-report-generator/
Replay API of Gruppe Adler. It holds and therefore also serves all replay data (actual data where which unit was etc.). - GitHub - gruppe-adler/replay.gruppe-adler.de: Replay API of Gruppe Adler. I...
OCAP is an Arma 3 mission recording suite. It consists of a serverside addon and a packaged web server executable that allows for after-action review and better insight into what really happened. -...
OCAP is a tool for Arma 3 that facilitates recording and playback of operations on an interactive web-based map. - GitHub - TelluriumCrystal/ocap-revived: OCAP is a tool for Arma 3 that facilitates...
Operation Capture And Playback (BETA) What is it? OCAP lets you record and replay operations on an interactive (web-based) map. Reveal where the enemy were located. Discover how each group carried out their assaults. See who engaged who, when, and how. Use it simply for fun or as a training tool ...
these are the ones I found (+ an unrelease by ArmaFinland)
Im trying to update my BloodLust mod, but when I try to publish the update, it fails with the following:
anyone here aware of documentation describing, or themselves able to describe the config lookup rules? i.e. how class nesting and inheritance interact
edit: got my answer in #arma3_config
Hello!
Does anyone have experience with the program?
VBS2/3
those are made by separate company and are commercial combat training simulators, not games. They are not related to this discord
Yo bros anyone use filepatching when developing mods?
Yes, I believe quite many do
How bro
first make a pbo with ALL files that you want to file patch.
then add the same folder structure as your pbo prefix + pbo files in arma 3 folder, preferably using symlinks to your P: drive files
launch game with file patching turned on.
now you can hot reload files in arma 3 folder that also exist inside pbos
I use steamdepitdownloader to download latest Arma3 diag exe and just throw that into my normal installation and run it and mods I make with filepatching enabled
I'm lazy with symlink setup so I just copy the folder I want to filepatch into Arma3 folder. So p:\horgothings gets copied as Arma 3\horgothings and it the gets loaded on top of horgothings.Pbo
How u do the pbo prefix thing
do you hve to use diag exe to use file patching?
yes
you set it when you build the pbo
What should it be set as, is there a detailed explanation
pboprefix is not a mandatory thing
In what case do you want to use it
for multiple PBOs sharing the same root folder(s)
i.e. folders /a/1 and /a/2 would need to have /a/ as prefix for being split into two pbos
So in game you can refer to contents of both from /a ?
So you dont need to switch to dev branch to use diag exe right
these might help somewhat
https://ace3mod.com/wiki/development/setting-up-the-development-environment.html
https://forums.bohemia.net/forums/topic/209097-filepatching/
This page describes how you can setup your development environment for ACE3, allowing you to properly build ACE and utilize file patching.
Hello, I have times a question how does the filepatching. Zb I have on my p drive a map lie and I change what can I see in the game then? So in general how does it work.
basically you just need to symlink/junction your P drive workfolder to the game folder - makes things most simple
then you need to have the data you want to modify during runtime packed into a pbo first, so the game will look for the plain files in the game folder you are to modify/tweak while the game is running
Ok i will try
Can you use the launcher to launch the diag exe?
To enable the mods that i need to run
no
you only need diag.exe for diag_mergeConfig
filepatching is independent from diag.exe but some stuff is cached and you won't be able to hot reload it without it.
(configs)
yea i can see enable file patching option in a3 launcher
so in my modfolder do i put the editable folder and my mod pbo inside the addons folder?
my mod work folder > addons > editable mod folder + editable mod.pbo?
no
If you build with mikero tools you have it in P:\z\ace\addons\frag
to have filepatching working it has to be in:
...\Steam\steamapps\common\Arma 3\z\ace\addons\frag
what files has to be in there?
the files that are patched...
and where is the pbo
wherever
every pbo does
how to find out
most of the unpacking tools unpack with info about it.
What tools are you building with?
pbo manager when im developing
PBO Manager caused issues where my mod was working great in our small, private games but in a larger environment it just kicked everyone off the server. Solution: Pack with Addon Builder, found in the Arma 3 Tools!
Yes mate i even use mikeros for when the mod is ready to release
But for development i find pbo manager more convenient, can make pbo with right click
Well, it can be empty 
it can be omitted as well
yea i tried unpacking with mikero the pbo made with pbo manager, no pbo prefix
the one made from addon builder however has it
gonna try it in game now
please don't use pbo manager, you'll just give yourself problems
ye i just use it for quick tests\
does this file patching work with all files type?
im trying to replace a texture while the game is running
no data files have to be repacked. file patching only merges configs
same for functions
no only configs
but you can recompile functions anyways with allowFunctionsRecompile in the description.ext
no? you can filepatch textures, rvmats and even models IIRC.
okay I know nothing about modding vehicles etc, only scripts and UI stuff 😅 but how do you filePatch a texure?
It is possible to update rvmats and textures on-the-fly while using "local data" - unpacked data in the same structure as the game sees them. You simply need to adjust rvmats or textures and it should affect the game as soon as you task back into it. There may be some visual artifacts; it is always worth to give it one more go with packed data.
https://community.bistudio.com/wiki/Arma_3:_Diagnostics_Exe
Is this #tools material?
ah unpacked data, I always have it pbo'ed
mergeConfig doesnt need filePatching - completely unrelated
oh whoops thats what i meant
the same as a script?
Have the stuff under correct path and filepatching param enabled.
Ok so this means texture changes should happen instantly without mission restart required yes?
filePatching is for textures, rvmat (requires unbinned p3d), p3d (needs https://community.bistudio.com/wiki/diag_resetShapes and be unbinned), model.cfg (needs p3d unbinned), wrp (be unbinned - but not really useful)
rtm and sounds dont work as they are cached
for pretty much all of these you need to reload the asset or create a new entity [createVehicle / mission reload]
Ok thank you i will try to get it to work
ok i think i made it work but the textures change only when i restart the game?
do i need diag exe for ingame changing of textures
yes
ok i tried on diag exe. it works and changed the textures instantly without need to reload mission. However this only works for 2 times, after that it just stopped updating to new textures. Mission restart still doesnt change texture
I'm just gonna stick to the old method at this point
No
Yes. If none then it takes filename.
Ded might be a little late to the conversation but I'll still provide my mustard
engine yes, tools 
some tools might not behave correct when pbo prefix header is not set
Not sure if this is the appropriate channel, but I'm trying to binarizse an addon with mikero's pboProject but its spitting this error at me 21:58:27: Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
I reinstalled arma3 tools and seeing if the problem persists
can be ignored
If build dials you have some other error than this.
Can we get this pinned please? I have tested this and it still works (also for DayZ in case anyone wonders ...) Valid use case that should not get lost. Workshop items that grew and are not on some sort of "team" account need this if there are multiple contributors. Updates are transparent to spot via the history on the workshop page and revertible if something goes wrong.
Also @nimble current 10/10 for documenting this. This helps out a ton. Thank you!
you can run publisher via command line, i later figured out, that method is nice though as it allows you to publish mods without having arma 3 tools installed
& "D:\Steam\steamapps\common\Arma 3 Tools\Publisher\PublisherCmd.exe" update /id:<modid> /changenote:"I updated stuff :D" /path:"C:\Users\Hobnob\Projects\HobMod\@HobMod"
DayZ does not yet have the cmd version, so I had to resort to the original way through steamcmd. I have requested it to be added and will probably update the biki section for it once I know if and when it becomes available there.
ah
this is what i use for arma 3 right now
i have full CI / CD set up
any time i commit to my git repo it ends up on server without me having to do anything
best to move to the BIKI
and note that it doesnt work for initial uploads
and you cannot accept a workshop license agreement update - so an update with that pending will make the workshop item page unavailable
omit set the publishedfileid as 0
changes to workshop license must always be dealt with via the steam community website, regardless of steamcmd, publisher or other tool
one big difference between using steamcmd and publisher(cmd) is that the later will make the meta.cpp for you. without it steam query breaks
Does anyone know what the timestamp property inside the meta.cpp is supposed to be? I thought unix nanoseconds but if i convert my update today back it get something 10 years into the future.
That explains a lot. Thank you!
@scenic canopy see https://feedback.bistudio.com/T163574
I get the error "Configuration file was not found" when running the bulldozer. What is the reason of this?
fork with latest sqf commands by blackfisch
https://github.com/blackfisch/VSCode_SQF
https://marketplace.visualstudio.com/items?itemName=blackfisch.sqf-language
Visual Studio Code ~ SQF Language plugin. Contribute to blackfisch/VSCode_SQF development by creating an account on GitHub.
Extension for Visual Studio Code - Full SQF Language support for VS Code. Forked and updated from https://github.com/Armitxes/VSCode_SQF
Still feel kinda amused by attempts of making sqf debuggers outside of arma... While I created one already seeing no wide adoption besides dedmen and a few other people
No complaint here... Just read the notes again 😂
I use it for all my SQF dev nowadays. Its SO nice.
Every time I work on TacControl I set it up, and everytime it helps me quickly diagnose issues by just making a click to set a breakpoint.
But I guess majority of SQF devs are just not used to "real" programming and don't know the values of a debugger and thus aren't looking for one
Wait what? Developers dont know debuggers? 
Many people who script SQF, started programming with SQF and lots of these also didn't start learning/using anything else
Many don’t know what a profiler is either
What do you mean with setting a breakpoint? Using your debugger? Or?
yes
Tbh I would also argue that not many people know of these tools either. Maybe it's the lack of "marketing" (for the lack of a better word) or because they don't even expect something like that exists.
I think you'd get more people to use it if you'd raise awareness within SQF devs
(also: wow, they support Armed Assault 3, in the link above! 😮 )
With the amount of times I read "sqf-vm" on this discord over the years I feel like at least here its saturated in terms of awareness.
I more feel like it provides no value to the vast majority of scripters. People do not usually need to unit test abstract standalone code. What people need for testing is the full game. An automated runner for that would be much more useful.
The only aspect of it I would consider useful if I would use it, would be the parser. So I can use it for syntax highlighting, corrections and navigation.
For the record, I was talking about the debugger, which actually would benefit quite a lot of people IMO
There is also the ability to set breakpoints and debug
Or execute arbitrary code
Or to use it as library
i dont even know how to get started with the debugger... and im used to having sqf debugger outside arma 😄
Same, I see no use for it in my arma work.
can I:
- Just boot up arma now with some mod
- Hook up VSCode with attach
- Have it work
WITHOUT needing to redo all my macros, special project setup,e tc?
Yes, mostly
if so, it definitely is very useful, but quite frankly I've never even bothered to setup, and I feel like that's the marketting issue Stack is saying
Maybe people know something exists somewhere out there, but what the clear benefits is and jsut how well it works is a little bit unknown. Say all you want about "bad" youtube instructions, but a nice quick video of how to quickly set it up and how it looks in practice would be good
when i go to youtube and look for that I see dedmens arma.studio from 5 years ago.
The only annoying thing about debugger is, you need to specify the relation of
VS Code folder path, and ingame folder path.
For TacControl my launch.json is just
{
"version": "0.2.0",
"configurations": [
{
"name": "connect",
"type": "sqf",
"request": "launch",
"missionRoot": "${workspaceFolder}",
"scriptPrefix": "z\\TC"
}
]
}
workspaceFolder/addons/main/preInit.sqf
matches ingame path
z\TC\addons\main\preInit.sqf
You can do the same with like
workspaceFolder/preInit.sqf
->
myPboPrefix\preInit.sqf
Guess I need to make a tutorial video 🤔
You do need some pbo prefix (every pbo automatically has one, so thats pretty simple) and thats it.
so... what do i setup to even use this? Also does it do attach or launch only?
having a launch.json is expected
attach.
You load mod https://steamcommunity.com/sharedfiles/filedetails/?id=1585582292
You load VScode extension https://marketplace.visualstudio.com/items?itemName=billw2011.sqf-debugger
You set up launch.json like shown above.
You run Arma with mod, you press "launch" or "start debugging" in vscode, and set breakpoint and done
The VSCode marketplace page also has instructions
Has anyone made a faster ImageToPaa?
that can be used from command line
I've already got it using all cores but it ain't enough 😂
tried the other PAA tools on github?
I wasn't aware of any other tools
from top of my head; armake in C, gruppe adler's C++ lib, Brett's rust
I think the C# library only read PAA but not sure
I've seen Gruppe Addler's thing, but it is for web only when I need CLI
Armake's image2paa might be good, I'll see if its faster
adler's web tool is a wasm version of their c++ lib
I'm having an issue with armake's img2paa where it won't convert images where x != y
Obviously following rules where x, y are powers of 2^n
I get exit code 3221225477 which certainly is something
it's very old and not maintained, better to pick one of the other
https://youtu.be/Y70b3uQvRoQ
I made a quick guide for debugging SQF Scripts.
Arma Mods:
https://steamcommunity.com/sharedfiles/filedetails/?id=1585582292
https://steamcommunity.com/workshop/filedetails/?id=1645973522
https://steamcommunity.com/workshop/filedetails/?id=450814997
Visual Studio Code Extension:
https://marketplace.visualstudio.com/items?itemName=billw2011.sqf-debugger
00:00:00 Arma Mods
00:00:38 Visua...
@dusky dune
SWAT 4 mod folder, SWAT 4 CDLC confirmed!
Just wait until you realize that "SWAT" and "ARMA" have the same number of letters and each one is capitalized! 🙈
https://i.kym-cdn.com/entries/icons/facebook/000/022/524/tumblr_o16n2kBlpX1ta3qyvo1_1280.jpg
Will watch soon. Thanks dedmen
- Optiwand that door!
As an element; breach, bang and clear. Go when ready!
(sqf debugger) So I can use it for syntax highlighting, corrections and navigation.
every lintchecker ever made for sqf ultimately falls foul of never ending operand additions. You can't have a basic lintchecker that survive this because each added operand uses varying, and unknown to the lint checker, 'rules'. Unknown operand types, unknown operand quantity, and unknown operator order.
sure, there's definutions for all of them that can be used in game. but useless for an external program since it too would have to run the game to get at that iinfo.
at least with enforce script we're (mostly) back to predictable syntax. the sooner sqf dies, the better.
Sqf has perfectly predictable Syntax
Unless a command is added that is not of the default operator precedence... Which, generally speaking, is not happening
cough # cough
Tell me what this is
Blab Blob Blib
Is it
unary unary nular
nular binary nular
binary unary nular (error missing left arg)
nular nular nular (error)
unary unary unary (error missing right arg)
nular unary nular (error)
well, dumping the supportinfo every now and then sure can be annoying, but not a big deal. i'd say the main issue is the fact that you can't properly typecheck, the closest you can get is playing with the return value type(s) of each command
the current SQF linter (https://github.com/LordGolias/sqf) seems to be unable to handle define-stmts ( it does not fail though), where it fails is some ||stupid|| inline block comments (
if ((_destinationPos distance2D _posbase < distanceForAirAttack) /*&& (({_x == _markerX} count (killZones getVariable [_x,[]])) < 3)*/)
this seems to escape the closing )
don't know if opening an issue on the repo seems to be useful (not activity)
trying to write my own parser, in pyparsing but,.... yeah
As I said, usually new ops added are at 4
Use sqf-vm for parsing sqf
Preprocessor + parsing = sqf
There was, for a shot period of time, the idea to add those type Infos to sqf-vm
doesn't make a difference if you don't know what it is
You cannot know if something is nular/unary/binary if you don't know that it exists
you need to have the commandmap next to the parser otherwise it's not possible
yeah but even then it gets extremely limited, it can only work for a very specific code, like:
params [["_blah", 0, [0, ""]]; // can get typeinfo for _blah from params here.
_blah == 5
can be done, but on the other hand something like:
_this select 0 == 5
instantly requires you to know what the calling function passes, etc, in many cases it's not possible to know
Actually... The issue here is mostly of semantics (literally... Parser needs to explicitly check some commands right hand value and use that instead)
That's the same as every language...
How would you know int is a keyword in C++ if you didn't define it beforehand?
Or + is both a unary and binary operator?
The primary problem with linting sqf is dynamic typing. nular/unary/binary (and their precedence) is a non issue
aslong as you have a proper starting point, init script, event handler, etc, it's not that terrible and you can lint really well (because you can keep track of the types from start to finish, except for some global variables and stuff, it's hard to predict what value type it is at certain point in the code)
Well consider
Bla blub;
Due to how cpp works, it is clear that Bla must be a type. You don't have to know Bla beforehand in order to figure this out
https://prnt.sc/z3fvkN9vOc4O feels nice to be able to do this
but ofc need to go op by op as each has its own behavior
Nice job
yo
what tool is this? https://youtu.be/If3SrdXOkD8?t=90 where you can attach objects and disable physics
Achilles as the title says
sometimes its jus so obvious 😦
thnks so much tho
btw i found out how to attach flahs to vehicles
simple but cool
paste that in init field on ANY ehicle road preferebly
this forceFlagTexture "\A3\Data_F\Flags\flag_us_CO.paa";
In other languages these keywords don't change.
or you get maybe one or two new ones every couple years (and when they do, linters and tools usually need to be updated to accomodate)
Not a dozen every update
just stop adding commands then and there would be no issue 😄
I need moar commands 
Which is why an ingame linter might be a better solution 😛
Mine self updates 😋
It was a pain to write it in sqf tho 🤣
It's also slow. I might attempt to make a better one using intercept 
mine self updates
Until your collection of intercept plugins effectively makes the language completely dynamic in terms of keywordshaha
yo anybody knows how to add custom left arm patches into an arma 3 server. i tried the method online but it didnt work
that depends on the uniform used
hmm rlly? i thought in ace arsenal thrs a patches section
yea
i followed the steps online but got confused at the last few steps i think thts why it didnt work cs i did it wrongly. was hoping if somebody who knew had the time to help me for the last few steps
If you don't tell us what you do/how wrong it is, nobody can
So basically i did the file directory thing and i have the image converted to paa but in one of the tutorial vid dude talks abt pbo and thts whr i got confused am i supposed to upload the insignia pbo to the server?
I don't know which video you saw and how wrong it is still. But you can just add the insignia to a mission w/o making it into a dedicated Mod
alright thanks anyway
not sure this is the right channel, but how do you attach objects to vehicle turrets? trying to attach stuff to T-100 (thing)
#arma3_scripting would be the place.
yo bros when in object builder when i use the environment editor to change the time, the bulldozer preview starts flashing into an epilepsy-inducing strobe
is this a known bug? is there a fix?
You can run script in dozer. I think I posted about it not long ago
Lighting change is useful for better preview. Won't fix the env editor tho
cant you change time too with the lighting config change?
where
Might have been elsewhere. Don't remember and got to go
No
I'll post about it later

ok thanks a lot =)
how does one play/listen wss directly in windows again?
C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Audio>WSSDecoder.exe -play "P:\PATH\FILE.wss"
Bad WSS format.
The current version of the decoder is not able to decode stereo files. @ https://community.bistudio.com/wiki/WSSDecoder uhm?
on the other hand, i can't see any mentions of -play command line flag anywhere. And running justWSSDecoder.exe -play gives the same Bad WSS format.
i went with this: https://community.bistudio.com/wiki/Sound_Tools
but yeah -play seems to be only for WaveToWSS.exe
and the default behavior of WSSDecoder seems to be to just plop a .wav near the converted .wss. Some BAT magic may help with that, i think?
something like this for drag-n-drop files onto bat :: get the name of file drag-n-dropped onto the .bat set str=%~f1 :: replace last 3 characters of said name with "wav" set str=%str:~0,-3%wav :: run WSSDecoder on the initial file. Needs the full path to the .exe "D:\Steam\steamapps\common\Arma 3 Tools\Audio\WSSDecoder.exe" %~f1 :: open newly created .wav with default windows media player %str% :: only here for illustration purposes, may be deleted pause
dewss.exe will play any of the wss formats, stereo or otherwise
@knotty mist
Question for you all i keep getting an error everytime i try to publish on the workshop via arma 3 publisher
Steam Client failed to process the operation:
Steam error code: 2
Steam error message: Fail - Generic failure
Check this
will a .paa that isn't (necessarily) corrupt always end in 00 00 00 00 00 00? This seems to be the case
yes
its a 0 size mipmap
00 00 00 00 00 00
that's correct. it's the minimum size of the next mipmap. (In this case, none), any other values in there would cause the engine to (try and) read past the file's end.
@karmic niche
Well, there isn't anything broken with the launcher as is. But we would like to update to python 3 to make it easier to implement new features on our fork
It isn't a big priority, so don't worry too much
but I do hate kivy
with a passion
Same here, lol 😄
I hope you won't google my complaints in the kivy developers discussion group 🤪
We contemplated remaking it with electron
one of the reasons is that some people get scared when windows warns about the .exe not being signed
The biggest problem is that I'm basically not using it at all, because we don't have Frontline games anymore.
So it's the lack of personal interest on one side, but also the fact that I won't be able to test anything on real people 😦
understandable
And the move from Python 2 to Python 3 is not to be taken lightly, especially if you're dealing with file paths and lots of strings.
And dealing with exotic paths is the point of that launcher 
I'd love to port it, because it... it simply annoys me to have a project that's in Py2 🤦♂️
yeah, Like I said, don't worry about it... We are not getting any issues right now
One of the things I implemented on our fork is the ability to launch with CDLCs or compat addons. The launcher will look into the !workshop folder for the compat addon if the cdlc is not found
But I'm deep in 💩 now, while trying to add a reliable python installation on Linux, for Pythia
Heh, sound nice
You should submit a PR one day 😛
we've added some options/etc
@tight cypress PR pl0x 😛
It will. That's completely independent
Even signed executables may (or may not!) trigger AVs, sadly 😦
People should just stop using AVs
I was under the impression any PY gets AV to trigger more
signed electron exe with JS may not however
Tauri is the new hot desktop JS framework now
AFAIR Pyinstaller code is very minimal: Unpack exe to directory, run some [shady?] script with a python interpreter. Close.
That's what AVs see 🤦♂️
What i mean by that is that AVs that do not know how to look into pyinstaller installed python code see something that looks very much like a potential virus so they flag anything that looks like it
I always thought it will always flag it until you buy a code signing certificate thing.
I had a code signing certificate and some AVs were flagging it anyway (according to virustotal)
https://shop.certum.eu/open-source-code-signing.html (I think it was cheaper these 5 years ago 😛 )
Who can use Open Source Code Signing Certificate?programmers and software developers working under Open Source licenses.What is Open Source Code Signing Certificate?The certificate allows software developers working under the Open Developer license to digitally sign the original code, and recipients to verify the integrity of the data. Using the...
Yeah looked into it, but for a person only doing it as a hobby and with max user of about 50, the price is higher than the hassle of telling people to trust me(and the open source code-repo) and whitelist it. Sadly.
That's why I threw it away after two years of paying for it AFAIR
If one does not need a single file, one can bundle an interpreter alongside like Renpy does. This avoids the AV check because the Python interpreter itself is considered safe.
As for code signing that is to avoid stuff like SmartScreen. The only thing code signing has to do with malicious content is that the signing party is staking their reputation on it not being malware. But of course anyone can buy a code signing certificate and then distribute malware regardless. So of if AV has evaluated that a program might be dangerous, it is not gonna let slide because, from the perspective of the AV, the program is signed by some "rando".
Yeah, but the point was to actually have one file, in that case.
It was supposed to be the "it just works" kind of program.
Nowadays, I probably would have gone with PyOxidizer (because AFAIR it doesn't unpack stuff on the disk prior to running), but I'm guessing that its methods for loading dlls directly from memory (which is a huge hack, btw) are also frowned upon by AVs
When I launch the Publisher to update a mod of mine it's not there, it seems the last 12 mods I've uploaded to the Workshop aren't being shown in the left hand column. Any ideas folks?
Are there zero mods shown, or just the last 12 missing?
the last mod I uploaded on the 30thApril 2022 is there, the next one after that was uploaded 2nd October 2021, there are 10 mods inbetween those dates that aren't shown.
I'm validating both A3 and A3 Tools to see if that helps. 🤷♂️
Validating makes no difference and after a bit of arithmetic it seems 88 out of 113 uploaded mods are shown in the publisher, so there's a bunch unavailable to edit or update. 😕
I may be completely wrong here, but I seem to recall that trying to update a mod from the commandline, without agreeing to an updated steam... agreement or whatever that was, made that mod invisible.
But I may be misremembering
I updated the agreement on 1st March of this year.
That was my first thought, but even with it it should show in publisher
Clearly I'd rather update an existing mod than reupload, especially as it has over 4,000 subs.
Sorry no idea right now
You can use the PublisherCmd to upload, it can update mods which do not show in gui.
I'm unsure as to how to use PublisherCmd to update a mod, is there any tips on how to do it. Thank you.
"C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Tools\Publisher\PublisherCmd.exe" update /id:$id /path:$path and either /changeNote:$changeNotesText or /changeNoteFile:$changeNotesFilePath
does anyone know where i can get PBOmanager? the isnt there on software informer
For missions it remains an excellent tool of choice. For addons it is way past it's use by date. It won't help you as much as you think it will. it won't debinarise assets such as rvmats or configs, rendering them un-editable. And, conversely, it won't binarise those assets if you drop a text version back into it's window. you can't (easily) roll your own addon with a new prefix. you are better off with tools like extractpbo/makebo or their bis equivalents.
im just trying to make a faction mod with the ALiVE orbat creator
im following this tutorial
so what tool should i use to make the stuff into PBOs?
my tools or bis tools.. in my case you need pboProject and it will not accept you making this addon from the desktop. you, and 6,000 others using that video all have the same-name pbo, and the same-name prefix with very different content. The author of this video provides useful information on faction editing (and an easy to follow way of doing it) but he is almost totally wrong in his choice of folder-names for pbo construction. That video does not check for typos in your text files, nor does it allow them to be binarised.
i give up
don't. the video is a good one, you just need to learn about addon making.
(to be fair to the author, he's come up with a useful way to get you up and running, but, he would expect you to rapidly change the content and location of those files once you've tested in game)
think of it like this: this won't be the only addon you ever make, so it's worth learning how to.
Looking for a basic step by step for first time Arma Tools user
FGoing to re-edit a mission from tthe workship with permission!
for editing missions you basically don't need any of the "real" tools.
You need a tool to unpack a pbo, and thats it.
There is Arma 3 Tools bankrev, Mikeros ExtractPBO, PboManager and dozens others
same tool to repackit or?
you can repack inside Eden Editor
ingame
it has export to multiplayer option that exports as a pbo
Ok, now I know its recommended not to rum the arma tools from steam?
should I install it on the same drive as main arma install or does it not matter?
where tools is installed doesn't matter
you don't need to run them from steam, but you can
download from steam tho?
~~you can download workshop missions via https://steamworkshopdownloader.io/~~
whatisthis
Can someone pack a config and a couple of models/textures from the examples + obfuscate using mikero tools?
I want to test one theory about deobfuscation
No.
does pboProject issues go in here?
you can ask here, Mikero does read the channel occasionally.
Ive got a wierd issue with the tool spitting out an error, but when i open the logs i find nothing telling me theres an issue
It still packs and tells me when theres actually something wrong in the configs etc
Just annoying having to check every time to see if theres actually something wrong
do you have an example?
paste your dos screen here, and your PACKING.log please
preprocessing folder CAF2025\addons\xeen_factions_cdf(pbo)
<scanning files to pack>
.....................
</endscan>
MakePbo Version 2.04, Dll 7.46 "xeen_factions_cdf"
------args---------
-PsgFW
-X=thumbs.db,*.txt,*.h,*.dep,*.cpp,*.bak,*.png,*.log,*.pew, *.hpp,source,*.tga
CAF2025\addons\xeen_factions_cdf
P:\@Xeen_CAF2025\Addons
-------------------
makepbo failed with error code 20
preprocessing folder CAF2025\addons\xeen_gear_cdf(pbo)
<scanning files to pack>
...............................
</endscan>
creating a texheaders.bin
MakePbo Version 2.04, Dll 7.46 "xeen_gear_cdf"
------args---------
-PsgFW
-X=thumbs.db,*.txt,*.h,*.dep,*.cpp,*.bak,*.png,*.log,*.pew, *.hpp,source,*.tga
CAF2025\addons\xeen_gear_cdf
P:\@Xeen_CAF2025\Addons
-------------------
xeen_factions_cdf.pbo not produced due to error(s)
Job(s) completed in 1secs on Sat Jun 11 00:51:15 2022```
thats the DOS screen
idk where i find the PACKING.log tho
im doing retextures, it gives me an error, i open the output logs and i find nothing in the text telling me what the issue is, it just ends with`File written to p:@myMod\addons
MakePbo Version 2.04, Dll 7.46
you're using an ancient copy of makepbo. latest version of the free tools is 2.12, and the subscriber even higher
Is there an easy du to update or is it just to reinstall?
use the aio installer https://mikero.bytex.digital/Downloads
Hello , I am trying to pack a pbo using the pboProject , and I get this error :
P3D: bad header
mk48mod1.p3d P3D: bad header
.
</endscan>
preprocessing files produced an error
the p3d isn't one, or, it's been corrupted
This is a copied pbo that I took from NIArms All in One mod , I retextured it now I am trying to repack the pbo , didnt touch the p3d and when I run the original mod it works just fine
Well, once again, that's not how a simple Mod works
the p3d is faulty
Guess that's binarized already so?
pboProject allows that.
Processing \CAF2025\addons\xeen_factions_cdf...
<scanning files to pack>
.....................
</endscan>
<MakePbo...>
</MakePbo>
makepbo failed: missing file(s)
Processing \CAF2025\addons\xeen_gear_cdf...
<scanning files to pack>
...............................
</endscan>
<MakePbo...>
</MakePbo>
xeen_factions_cdf.pbo not produced due to error(s)
Job(s) completed in 1secs on Sat Jun 11 12:12:49 2022```
I ran the AIO installer and installed everything
something about MakePbo missing?
I can't do config that's why I am copying whole folders including the config files in them and I am just replacing the original .paa files with the ones I retextured , it worked just fine for me with mods that has less content in them and are less complicated , now I am trying to retexture some Niarms weapons , I tried doing what you told me to do but for some reason I can't debinazire the cfg file I'll show you the error I am getting while trying to use the CfgConverter in the Arma 3 Tools
line 0: '._raP': '☺' encountered instead of '='
Config : some input after EndOfFile.
Error reading config file 'C:\Users\omrib\Desktop\config.bin'
See the packing log. Either there are actual missing files or your packing exclusion filter is not setup correctly
That’s not the correct way to create a retexture mod. Don’t copy any files from the original mod, make a new config that inherits from the original mod and replaces the desired textures
I am getting while trying to use the CfgConverter in the Arma 3 Tools use derap from my toolset
altertantively drag n drop the file onto bin2cpp in the bis tools folder
i dont find any errors when looking through the packing log
what should i add to the exclusion filter?
ok i did some more testing, and when i pack all the pbos at once, nothing shows up in the log. but when i pack the pbos individually it shows some errors
something about the hpp files not finding the locations to some gui pictures
which is weird because i have that exact path in my workspace
maybe you do, but they sure as hell aren''t on the p: drive where they should be.
thats where i have the path tho
example?
\CAF2025\addons\xeen_factions_cdf\cfgHints2018.hpp circa Line 12: \a3\ui_f\data\gui\cfg\hints\rifle_ca.paa
\a3\ui_f\data\gui\cfg\hints\rifle_ca.paa this is in my a3 folder on my p drive
or wait let me check with the other guy im modding with
I still get the same error
When I try with your derap tool it says that the file isn't a rap file 😮
PROBLEM SOLVED THEN
What am I doing wrong? xD
name of file?
config.bin
hmmm, well it's possiblty textr. open it with notepad (eg)
It's still gibrish , needs to get debanrized...
I got it from the pbo folder that has the textures that I want to retexture ^^
what tool?
PboManager
I should be using your tools I guess xD
pboMangler is an excellent, intuitive, easy-to-use tool for missions
waste of time and space for addons
All I want to do is retexture and see how it'll look in-game (mostly likely will only view my work in the Virtual Arsenal)
well you're the thousandth person this month who's doing that. Nothing odd about that. it works it can be done.
Ye all the youtube videos are outdated , not even one of them was using your tools , I just extracted the file I wanted with your tools and it worked... 🙂
in general, any video is the worst way of learning how to. They ae ALL majorly or minorly wrong, But once let out the door, (unlike text readmes) they can't be updated.
Where should I learn this kind of stuff then? , https://community.bistudio.com/wiki/Arma_3:_Characters_And_Gear_Encoding_Guide this guide just touches the surface
i dunno. probably google is your friend here.
i don't agree with your comment btw, that article is well written.
Never said it was bad 😄 , it's more focused on Gear , irrelevant to me since I am retexturing weapons :))
In several places on Mikero's site it mentions that only the paid tools receive updates.
So is it the case that the free tools may be old and out of date?
They get updated from time to time.
Would say about twice a year.
The only time free tools get updated is when a showstopper happens. Something bis have done that breaks them. An example would be a new p3d format making the old way of reading them useless. This has averaged a change every 6 months or so. In the meantime subscribers receive a never ending series if 'improvements' that have averaged one/per week.
When an update to the free tools happen, they are a snapshot of the core tools used by subscribers. The core of the subscriber tools are also the free tools. (for about a week)
We don't punish people for using free tools. But, at the same time, we reward those who support us.
Thanks for the reply @dawn palm!
I'm getting to grips with the tools. I'm happy to pay for them if it works out that they are what I need to use.
Would you be able to tell me when the last snapshot of the tools was made? I installed them through the AIO installer last week.
Also is there support for people who buy a license? I've got a few things I'm stuck on with regards to outfit config files which I could use some pointers on
freebies and subscribers get the same support. This, to give the team a broad spectrum of problems with the tools, or bugz from bis.
If you're happy with what you already have in free tools, you have no reason to upscale. What you miss out on are EXTRA tools. Which ones? They are listed on the bytex website. Obfuscation would be front an center of what's extra. or, if you're a sound engineer, you will benefit greatly from dewss. There are about a dozen extra items and using only one of them still makes the package a bargain.
Must ask how can I get started with ArmA 3 modding? I currently have a mod idea but am unsure of how to begin? I'd really like to be able to use CBA_A3 as well.
Well, depends on what exactly is your current intention/goal
No, what's that? Quick Googling suggest me a KSP Mod 🙃
IVAS - Integrated Visual Augmentation System (IVAS) Headset
Use military version of the HoloLense 2
I'm building it in a modular fashion sort of how apps would work on it if it were real I have the core functionality working.
In your internal... mission or something?
https://cdn.discordapp.com/attachments/988688909879902228/988688998950125568/20211215145150_1.jpg
Well, seems... seems something
It's able to link with TFAR and access your current shortwave radio channel, long range, area reference, compass heading and elevation, as well as time.
So you want to port the functionality from your mission to a Mod?
Yes.
Which is basically done at this stage
And leverage all the goodness. That comes with CBA_A3
(I mean the function is)
So you should know how a config works through description.ext right?
Yeah I do, RscTitles is the root top level class and that uses cutRsc to create the resource. then functions definition is included in the description.ext?
Unfortunately I am going to have to rebuild the script, had a data loss event with an external hard drive.
So at least you know how things work, at least on mission. That's pretty nice to teach at this point
Another question is ArmaScriptCompiler.exe worth using?
If you write lots of scripts thst run in unscheduled and where performance is critical, yes.
It speeds up game start time and makes some scripts run faster.
If that's worth it for you, only you can know.
If you have a dozen scripts that run in scheduled, probably not worth it
Appreciate it thank you.
http://wiki.mikero.tools
a shiny new wiki website is available to everyone to get centralized information about my tools. It's quite obviously a work in progress, but, you are free to add documentation and examples of how to turn a texture from a blue one to a pink one, or a horse into a carrot. It becomes permanent. What you write won't disappear as you scroll up discord messages. Unlike video tutes, you personally, can also alter documentation that has mistakes in it or outdated. Everyone wins here.
You are also free to update descriptions of my tools, with better info/ examples on using the -options, or changing whatever is 'wrong' or obsolete. Again, Everyone wins here.
Documentation about the tool.exe will no longer be supplied in the install package. Naturally and of course, we reserve the right to remove offensive material. And offensive also means scribblings that are just stunningly wrong. (you'll have to work hard for that to happen)
'Everyone' currently means free or subscriber . We believe that any freebie using these tools and writing about them, soon won't be.😎 .
So, as stated, it's (a fairly good) w.i.p, You're free to add to it or just benefit from it.
Thank you @grand kelp
Enjoy
Documentation! Thank you!
For the users that have signalled issues downloading tools using AiO since the last Mikero Tools update hit;
The issue has been fixed, thanks for your patience and keep on modding! 😎
@dawn palm Any ideas on why a #include tag/project/model_cfg_macros.hpp line at the top of a model cfg is causing pboproject (3.34) to crash? No errors, it just simply closes after copying the cfg to temp. I can pack the folder that contains model_cfg_macros.hpp no problem, so I don't believe it is a problem within the file.
update to latest pboPro please
Ah. I see, I updated yesterday. So assumed I was on the latest.
should have been, but my fat fingerz got in the way
3.35 has it resolved. Thank you.
New tool update:
important fixes for mikero tools (credit intoka)
fixed makepbo to check for missing files (rvmat,proxies,paa)
fixed obfuscation to work with proxies and hidden textures
Direct link to our changelog:
#991135541603074098 message
release 8.75++
updates to most exes to:
- fix errors with spaced file argu ments
- improve the syntax descriptions
- reduce quantity of repeated error messages
Direct link to our discord:
https://discord.gg/KUE4h4RfCa
is there a way to determine if/what model is not optimized "properly" (besides checking sections/textures/correct RES LODs/run the o2script to verify the model) ?
more specifically we are seeing longer rendering frame (15-20 ms vs 10-15) in our terrain/mod vs other comparable mods
any suggestions how to narrow the source down or suggestions what approach to take in general?
ie something similar to https://forums.bohemia.net/forums/topic/211626-arma-script-profiler/ but for rendering
Doesn't diag_captureFrame output small amounts of data about rendering?
not really. It can tell you how long whole rendering took iirc.
you can measure fps for each model in say VR world to remove a lot of other parameters
we have a mission that creates an entity/model many times at different distances with respective camera movement
however there is the problem due to GPU "instancing" optimization you need to have a lot in the scene to get a relevant fps impact by just one model
just a reminder folks that Mikero's **DOS **tools also work on the Penguin and the Mac.
All tools have been updated recently to work inside pbos,. not just files on disc
how can i start arma 3 with BEservice, i tried adding the arg -beservice and starting the BEservice.exe or x64 version depending but it starts and instant close
running arma3battleye.exe solve it but it run arma 3 in x64 version there is a way to specific 32 bits version?
It's been a long time since I have tested this, but my launcher had been using this: https://github.com/overfl0/Bulletproof-Arma-Launcher/blob/next/src/third_party/arma.py#L206-L207
Meaning arma3battleye.exe 2 1 0 -exe arma_32_bit_exe...I guess
it keep running the 64 bits version, its possible that is taking the config from the armalauncher?
Even with the -exe flag? Are you sure you're pointing to the right 32bit executable (don't just copy-paste what I've typed above!)
i didnt copied the part of -exe arma_32_bit_exe ok mb, thats the arg for specific the executable version
has to be that
Also, you can always force 32bit executable in the launcher and then check the launcher logs for the command line used
Well... umm... guess why I put it there for you? 😅
also the args 2 1 0 are the version or something? i didnt found any info about this on google
I don't know, I just went with it since that's what the launcher was using. Maybe someone else knows
oh ok 😄
working perfect now, thanks, sorry for my brain lag 
there is a list somewhere what the numbers do but I can't find it 😦
Interested in finally finding out, if you find it eventually 😄
stupid search required presence of .exe at the end 😛
lol, Discord sees ".exe" and is trying to warn me about potentially dangerous downloads 😂
no one did a tool to decode https://community.bistudio.com/wiki/Arma_3:_ServerBrowserProtocol3 this isnt it ? 
What exactly are you trying to accomplish? (besides decoding the rules packet, obviously 😛 )
The Arma 3 game uses A2S_RULES entries to store additional data about the server, as described here: https://community.bistudio.com/wiki/Arma_3_ServerBrowserProtocol2 In short, because some arbitra...
I recognize some people commenting in that ticket 🙃
Some of these people should also update the discord channel name 😄
im trying to see what mods a server has
i just want a list of ids
an now im looking patterns on a gigant string of nonsense
A server, each of your 16 servers or every one of the 6000 Arma 3 servers currently online? 😄
just a small portion, 30 or so, mostly latam milsim units
you can find which mods are loaded by checking the .rpt on the server
Yeah, basically it's also the question of whether you own these servers or are you querying publicly available data for external servers, too
Because if it's the second one then, umm... I think there was a service by Bohemia which was up some time ago(?) that you may be able to query. Not sure if it's still functioning, though.
i can ask each... but why expending 5 minutes doing something that you can spend 3 days automatize
but no, i dont own this servers
Otherwise, you have to decode the A2S_RULES packet for "rules", join the "rules" into one binary packet according to the written part of the https://community.bistudio.com/wiki/Arma_3:_ServerBrowserProtocol3 page says, and then... parse that binary packet using your preferred parser, according to the graphical part of the wiki page
Fun fact: according to Valve's specification, the "rules" in the A2S_RULES are utf-8 encoded strings.
...but Bohemia doesn't care about such petty technical details and shoves binary data there 😂
yea, my biggest issue so far is i have this:
'\x03\x02\x01\x03\x1b\x0b\x01\x02���:�\x1a� �4�{U���!\'\r�c�?
and i guessing that � is something that shouldn't be there
binary data
😉
� is an utf character denoting "the character with the requested codepoint doesn't exist so I cannot print it here"
...aka binary data that someone tried to print
At least, if I remember this correctly
if you follow the payload on the biki you can strip away the byte parts of the payload and extract just the mod names
yea ill try with that
But you still will have to join the rules first or you may end up with mod names that are split between rules
trying to upload a mod via steamCMD and VDF - works fine in general, but with a new item it shows every few seconds
src\clientdll\userremotestorage.cpp (3780) : bRet```
it seems to still prepare/upload the data (`Uploading content...`), but "at the end" it fails with
`ERROR! Failed to update workshop item (Failure).`
google only returns a few hits with that error
That's steams errors, not ours
Interesting that it says it's downloading something when you tell it to upload
yeah wondering of Steam backend is having some issues, or something on my end
most hits on google with these are quite old and seem rather connected to linux (server)
hm seems some windows permission issues (at least those warnings)
bad path?
Isn't steamcmd trying to auto-update itself so it tries downloading things to a directory it doesn't have write rights to?
permission issue with steam direcotry?
had to launch the cmd with admin permissions for some reason
its located in C:\Program Files (x86)\SteamCMD
The reason is it's located in C:\Program Files (x86)\SteamCMD 😉
And your non-admin program shouldn't have write access to that directory
haha