#arma3_tools

1 messages Β· Page 1 of 1 (latest)

karmic niche
#

Do you have up to date statistics about the number of 32bit vs 64bit servers that you could share? (asking both for windows and linux)
Last time you've shown me, there was a surprising amount of 32bit linux servers running.
@glossy inlet
Too bad you can't obtain bitness of servers through Steam queries 😦

glossy inlet
#

nu

karmic niche
#

Eh... I'm tired of having to support both versions. Adds so much upkeeping work for me πŸ™„
(ye, I know, you said that you're not supporting 32bit in your mods anymore, but I'm still reluctant to go that way)

rough grove
quick portal
#

So I'm running into an issue while packaging my mods using HEMTT.
Whenever I'm packaging with sqfc files I get issues when trying to get onto the server.
It's saying that the pbo's are not signed by a key accepted by the server. (While they are).
If I leave the sqfc files out I can connect without issues.
I've just tried packaging (including sqfc files) with pboProject and that seems to work fine.
Is there some setting I have to enable for it to work with HEMTT properly?

It also happens when trying to package existing mods like lambs danger.

dawn palm
#

my best guess is that hemtt is packing in a non alphabetical sort order

#

extractpbo or elitness or moveobject would tell you soon enough

quick portal
#

Uhm... Ok, I just find it weird that they can pack it using HEMTT, just via an GitHub action though.

dawn palm
#

why wierd? play with toys, or play with tools

karmic niche
#

Does Arma expect some special order of files when using sqfc files?

dawn palm
#

for servers, critical. the contents of a pbo on the server has been reduced. it must match the aes key the client procuces in the order of files used to calculate it

karmic niche
#

Yes, but again: if we're not talking about obfuscated files or files with the same filename twice, why would it matter? πŸ€”

dawn palm
#

because the bis engine will always use the cpp inpreference to the bin

karmic niche
#

Oh, so you're just saying that the files simply differ?
But Jasper was talking about adding additional sqfc files (or omitting them) in the PBO

dawn palm
#

correction, it will use the first one it finds unbinarosed

#

if the new files disturb the sort order....

karmic niche
#

Wait, I don't remember it, but wasn't there a whiltelist of extensions that are used for calculating the PBO hash or something like that? Maybe .sqfc are (or are not) mistakenly on that list for HEMTT so the hash doesn't match? πŸ€”

dawn palm
#

in the bisign ? probably

karmic niche
#

Oh yeah, bisign it was

dawn palm
#

the aes of the pbo itself has the full monty of all files always

#

this is useless to a server using (what they call) version 3

#

sorry, let be correct that

#

it it is useless to the client, the aes of the server in the alttered pbo needs to be sent back by the client

#

urrrgh let me correct THAT!
the client's AES still needs to be correct, for the client

karmic niche
#

In other words, something's wrong πŸ˜„

dawn palm
#

jaaaaaaaaaaaaaaaaaa

#

my grammer does.

#

on any case, what a shitty shitty method. so many dangerous assumptions to blow bis out of the water

#

and for what? to reduce the size of the pbo, on a server!!!!! for christ sake

#

a far more intelligent approach would have been to simply not load up some/many files in memory.

karmic niche
dawn palm
#

oh well, it's called job securty when you constantly have to fix what you break.

karmic niche
#

On the other hand, the latest release on github is from... April 2020 πŸ€”
@quick portal which version of HEMTT are you using? (and from when)

#

(not that i can actually help much more with this 😬 )
But maybe try obtaining the latest HEMTT version that you can, and try again

dawn palm
#

Uhm... Ok, I just find it weird that they can pack it using HEMTT, just via an GitHub action though.

there's your answer

#

nice one @karmic niche

karmic niche
#

I'm just wondering which GitHub action Jasper is talking about πŸ€”

dawn palm
#

I block any attempt on my pc's to use *git*.anything so i don't know what an action is, but am guessing it uses it's own updated version of hemmt

quick portal
dawn palm
#

shiny new PboProject and shiny new dll should sort out some problems.

dense cove
#

Mmm the new PpoProject the sequel of PboProject... sounds familiar

dawn palm
#

😷

hasty trench
#

Hi, can somebody help me with the addon builder? I'm trying to pack an addon but it gives me "Bug failed. Result code=1 CfgConvert task failed.". I tried using Mikero tools but I don't understand how to use them and I can't find any guide online

dense cove
#

What contents you want to pack?

dawn palm
#

Mikero tools but I don't understand how to use them
ask your questions here then

#

pboProject is meant to be intuitive so i don't know what you find difficult.

#

@hasty trench

hasty trench
dawn palm
#

JUH?

hasty trench
#

@dawn palm I'm gonna send you what it says

dawn palm
#

k

hasty trench
#

@dawn palm Can i send you the photo in private?

dawn palm
#

sure

#

but, bear in mind others benefit when they see the problem

hasty trench
#

I can't send the photo here

#

Idk why

dense cove
#

Because you don't have the perm

hasty trench
#

Oh okay lol

sly skiff
#

You can link pictures here @hasty trench

hasty trench
dense cove
#

Use imgur or such

hasty trench
thick matrix
#

Does it fail if you use Addon Builder instead?

#

In my experienced if CfgConvert failed it has something to do with your config file, its either already a .bin file or isnt properly setup so it cant be converted to one

dawn palm
#

he moved my tools and bis tools off the c: drive and now has a mess on his hands. (plus he doesn't have a pDrive)

thick matrix
#

Ah, mb you're in dm's. Aight gl

dawn palm
#

if you don't have a pDirive dedicated to bis files only, & you're making a map, that's an open invitation for bis to scribble anywhere and everywhere on the drive you do use, before it crashes

#

it does this because it examiines every-other-folder in the desperate attempt to find a config.cpp with land classes

#

in pboPro i block binarise from looking anywhere i don't tell it too.

hasty trench
#

I tried with Mikero tools only for now

grand kelp
# hasty trench https://imgur.com/a/ZwU4B7d

Hey Vsauce, Stickie here.
You can use the AiO installer to ease up your installation process in the future, but what you probably want to do here is use steam to move your games/tools, then play them once so your registry keys are surely updated.
And as always, thanks for reading.

hasty trench
grand kelp
hasty trench
hot badger
#

Hello, a friend and I are having an issue binarizing p3dsand rvmats. When we try to binarize the p3ds it breaks the associated rvmats. We've tried the BI tools and unpaid mikeros tools with no luck. Looking for some help on how to fix this issue and how to use mikeros tools.

dawn palm
#

what does 'break' rvmats mean?

#

(and you are most welcome to keep usimg the free version. It's just as good as the paid in this respect.)

desert citrus
#

Fun little error here with pboproj 3.43.

binarise reports a crash status of 1
.It may or may not have completed correctly.

Two questions, firstly is there any way to find out what "Status 1" is? Secondly, should this type of error have stopped the packing? At the moment, it just starting trying to bin things again and just got stuck in a loop until I force closed the program.

dawn palm
#

the error code it'self is meaningless. binarise crashed, it could be any value. PLUS, binarise does not return error codes!!!!

#

like most things bis, they ignore errors

desert citrus
#

Run the standard binarize crash checklist then. πŸ‘

karmic niche
#

I'm planning to release version 1.0 if no majot bugs are found within a month, maybe even earlier.
If you want to help, get the release at https://github.com/overfl0/Pythia or join the discord, there

thick matrix
#

Im having an odd issue with the standard addon builder, its not packing my "sounds" folder when I binarize it...

thick matrix
#

Hey Mikero, im trying to use eliteness to "extract skeletons" to get the model.cfg parameters from a binarized model. Google suggests this is possible, but it isnt working for me... any ideas?

thick matrix
#

Hmm maybe it is actually working, will need to investigate further

torpid valve
dawn palm
#

the only p3d's that have skeletons (and hence a model.cfg) are those with animations. the great majority of them have no doors to open. hence, no skeleton

#

it's been so long since i had to, so i can't remember the reasons why: When I place a building that has windows, they are all shattered on play start.
can anyone help here?

#

and what happened to the arma3 model makers channel?

dawn palm
#

thanx (i had it hidden ☺️ )

dawn palm
#

FindYourAddonName.bata new tool which I think you'll wonder how you ever did without it!
this is not boasting and not an advertorial
the six thousand lines in most reports is stripped to what you need to see to fix YOUR errors
drag 'n drop a rpt file onto this bat, voila!
READ THE README before use!!!!
(not for the fainthearted as this bat requires editing before use)
Available by simply installing the updated version of dayz2p/arma3p
Only available to subscribers (for now) until the gremlins are removed, Feel free to edit and improve it for others.

kindred abyss
#

this man truly never stops wtf

opal mist
#

Wouldn't it be possible to crawl the SQF scripting commands from the BIKI automatically? And combine it with this implicit typing system (assuming the concept isn't flawed). #arma3_scripting message

sick verge
#

That's essentially what I did in my SQDev Eclipse plugin. Though once you have all commands and their return values, you don't even need naming conventions to figure out a variable's type. You only need to be able to see where it is assigned

#

Though it turned out that crawling the BIKI to extract all this information is quite a lot of work as the BIKI is formatted manually and thus does not adhere to strict formatting standards. Thus, your crawler has to deal with lots and lots of exceptions from the rules

opal mist
opal mist
#

Sounds like someone would need to create a tool for inserting data into BIKI

#

There was some brilliant quote by some legendary manager in the industry that stated something roughly like this: "If there are 10 people working on something, one of them should develop internal tools. If there are 100 people working on something, 30 of them should develop internal tools. If there are 1000 people working on something, 500 of them should develop internal tools"

sick verge
#

I think the BIKI syntax has been unified a lot in recent times though, so maybe it'll proof to be easier than back when I tried it

opal mist
elfin oxide
opal mist
dawn palm
#

I have very little interest in sqf/sqs. BUT, there is something available (from bis) that is released /updated each time they add a new operand (verb).

It describes in a form of 'standard syntax' all of the comes inners and goes outers f0r the new piece of nonsense, including precedence and order.

I think it might be an 'online* hack while you're creating missions. Worth your while asking in the coders channel.

opal mist
dawn palm
#

If I have my fact's right, you're supposed to cut 'n paste this stuff into your offline coder

opal mist
dawn palm
#

the thing that stops you and all others is your code breaks on the next great sqfsh*t verb. you have to be prepared to constantly, perpetually, revise it.

opal mist
#

That's why there should be standardized framework with an API... I think

dawn palm
#

Some years ago, i did indeed write c-style functions to wrap around 200 or so verbs. But moved on to more rewarding tasks. IF that is your intention eg:

string thingy_sqfunc(int, string, float, array[2]);

I might be able to help you

#

the above style can apply to any language worth bothering with. It can be perl for all that it matters

opal mist
# dawn palm Some years ago, i did indeed write c-style functions to wrap around 200 or so v...

I'm playing with the idea of trying to program a transpiler from supposed-to-be TypeSQF to SQF after doing the math that given the current state of Enfusion, we won't see playable Arma 4 for a while. But it's not the easiest or shortest task and I need the project to have synergies with other stuff (like creating a portfolio for to get employed) to make the temporal investment worth it. Getting paid for it isn't probably an option in this case (Bohemia) πŸ˜„

scenic canopy
opal mist
wanton fable
#

anyone here having issues with latest pbo tools? packing my files now gives me a crapton of errors related to macros. also i can't pack my terrain anymore without rapify crapping itself.

#

everything was working fine with the last version

scenic canopy
#

what's the date / version on the latest one?

wanton fable
#

3.44 - i have reverted to 3.31 for now

#

will find out tomorrow if this temporarily fixes my issues

cyan kettle
#

Does anyone know how to fix Steam Error 8 when using the publisher? I've looked and looked but I can't find anything to actually solve my problem

wanton fable
#

i am using addon builder to pack my file from p:\myMod\myFolder\ but addon builder removes \myMod\ from the path... does anyone know how i can prevent that?

glossy inlet
#

"remove" how? where?

#

it says it cannot find your input files?

wanton fable
#

when i boot up the game, it can't find the texture, because the \myMod\ path of the texture definition is gone

#

ex: myMod\myFolder\myTexture.paa can't be found, but myFolder\myTexture.paa is there

glossy inlet
#

so its missing from pbo prefix

#

pboPrefix is configured in addon builder, in the options

wanton fable
#

i've set it to MyMod but it doesn't seem to do anything

#

or do i have to write it in a different format?

glossy inlet
#

Open your pbo in notepad++, pboprefix is written right at the start of your pbo

#

if you have
p:/myMod/config.cpp
with prefix MyMod
then you'll have ingame \MyMod\config.cpp

wanton fable
#

yeah, i see the prefix entry now. let's test again ingame

#

now the subfolder is missing it's top folder. this is literally hell

#

is $PBOPREFIX$ still a thing?

glossy inlet
#

yes, but not for addon builder

#

in addon builder you set the pboprefix, in the options

#

but its the exact same thing

wanton fable
#

i see

#

so this is my folder path myMod\MyFolder\MySubFolder\myTexture.paa but now with myMod as addon prefix, ingame the texture will be at myMod\MySubFolder\myTexture.paa

#

i told addon builder to compile MyFolder

scenic canopy
#

if you are packing p:\myMod\myFolder\ I would assume your intended prefix should be myMod\myFolder

#

in particular if your config.cpp lives at p:\myMod\myFolder\config.cpp

#

unless your doing shenanigans like trying to pack a patch sub folder PBO or your P-drive not reflecting in game folder hierarchies

#

first would be sane, second is not

#

avoid the trailing slash in prefix, that caused issues with HEMTT build tool before

wanton fable
#

thanks, i'll check it out and see if i can get it to work

glossy inlet
#

If you need a different prefix, just use a different prefix blobdoggoshruggoogly

elfin silo
#

Hey, I'm going slightly mad trying to find out where the GUI version of extractPBO has gone. I believe there were changes recently to how the DOS/GUI versions launch but now I'm unable to launch the GUI version. Any ideas?

dawn palm
#

it's been removed due to bugz

karmic niche
#

Hey, I would like to confirm whether my understanding is correct that in case of a cheater who manages to bypass BattlEye, they are able to then execute arbitrary code with arbitrary arguments.
As a result, extensions should take into consideration that fact and must sanitize input by establishing a whitelist for example, so that a malicious player doesn't, for example, overwrite arma3server in case of an extension that could write to arbitrary files.
Is this correct?

vagrant moss
#

Yes, if that is a concern with your environment you should consider the security implications of unrestricted/unsanitized input

scenic canopy
karmic niche
#

Yeah, but my point wasn't to sandbox the extension but just to know if the danger actually exists

#

So thanks for the answer

#

Funnily enough, since everything that goes to and from an extension is a serialized string anyway, there's nothing that stops you from actually spawning a separate process to handle the requests passed in via a pipe, and then applying some apparmor rules to that process

#

But anyway, I just wanted to know whether I have add a warning to my extension's documentation for people making use of it or not, so that's moot anyway πŸ˜›

glossy inlet
#

If you use intercept though, you can get the calltrace of where the extension call came from and see on that if its legit or not πŸ˜‰
Except of course if they use remoteExec via your script api that has insufficient checks :harold:

#

KK recently added extensionContext, which atleast tells you the file from where the callExtension call was done, but that also won't help if they use your API ofc

karmic niche
#

tells you the file from where the callExtension call was done
I wonder if that still works with recursive call compile calls, since they just create code out of strings think_turtle

#

But I also realize that extensionContext wasn't meant to defend against a hostile attacker πŸ™‚

glossy inlet
whole flume
#

Is it possible to create your own custom data type in intercept? I want a json like data type, I already have my code written and tested I was just wondering if I could even return to the RV engine that type of data.

scenic canopy
#

if you want to use the data in other sqf code you will have to marshall your objects etc it into array/hashmap etc

whole flume
#

Welp

#

I probably to need to do that. I guess I can do some rewrites to return a hashmap

torpid valve
whole flume
#

Oof, now on a scale of 0 - 10 how hard would it be to implement hashmaps in intercept. If it's below 9 I might do it and make a pr.

karmic niche
#

Completion Status
As of now (4/06/17) Intercept is over 99% language feature complete.
Hmm... πŸ˜„

whole flume
#

Yeah the wiki doesn't help much either, but I'm happy someone made intercept.

torpid valve
whole flume
#

I can see the wrapper class stuff, do you have an example of native?

torpid valve
#

except for hashmaps it will be more complicated

#

also to make it natively you need to know how the game's hash function works I think thonk

#

which only Dedmen knows

whole flume
torpid valve
#

he knows things better than me

bronze olive
whole flume
#

Ah so each type has its own hashvalue?

bronze olive
whole flume
#

Well I could try to determine the hashvalue by using hashvalue.

#

On each type but that would be not fun

glossy inlet
# whole flume Oof, now on a scale of 0 - 10 how hard would it be to implement hashmaps in inte...

https://github.com/dedmen/Intercept_CBA/blob/master/src/SQFExtension/HashMap.cpp This hard
I made this 2 years before I joined BI and implemented the native hashmap

But this example is a new datatype (like you asked for), it is not THE hashmap from SQF, it is just A hashmap type. Its not compatible
Also it doesn't have savegame serialization, I don't know if I ever finished that in intercept, probably not

If you need more examples, intercept-database also has some

glossy inlet
#

Actually its the name of the string
So I think
"STRING" or "string" probably.

So FNV-1A of the script string "helloworld" would be same as hash of string "stringhelloworld"

glossy inlet
#

ok its a bit more annoying.
its Add(hash(typename))

So "STRING"
turns into 0xade68d91c6ea12d8
That is added to a new FNV-1A as bytes so 0xd8 0x12 0xea ...
you need to flip it because endianess.

So next you get e775c76996a73550
Onto that as a base, you add the string contents "test"
for that website I'll just put the text as hex 74 65 73 74
On https://hash.rfctools.com/fnv1a64-hash-generator/ that looks like so (screenshot)

Out you get a45ac409c7b19a14, or as base64 pFrECcexmhQ=... eh... and.. eh.. uhm... ingame in sqf.. we.. eh... Get "FJqxxwnEWqQ"
ehhhhh.....

#

Ah :harold: its inverted, ofc. Because we are passing a 64bit little endian number and converting that to base64
if you flip it to 14 9a b1 c7 09 c4 5a a4 , you get FJqxxwnEWqQ=

scenic canopy
#

You cannot just pass your json object to other generic sqf stuff like BIS_fnc_unitPlay or setUnitLoadout

glossy inlet
#

Well you could

#

You can make a hybrid type. Your type can be jsonType AND array at the same time

scenic canopy
#

That would work, but then you have adopted it to another format πŸ˜‰

glossy inlet
#

I think basegame doesn't have any like these, but the engine supports it and I've done it before somewhere

#

yeah here
https://github.com/intercept/intercept-database/blob/e9ffe6a6d3166f82bc24ebf06c61cf2be124a918/src/res.cpp#L359
dbNull is both dbNullType AND string at the same time

https://github.com/Sparker95/ARMA-ofstream/blob/8e92bb499cee13abcac6b88727b4b53bd630341e/intercept/src/host/extensions/export.cpp @cinder meteor y u copy intercept instead of using fork :sadkitty: My poor github search results

Hey whoever you are, https://github.com/Ilareguy/mafia-core/blob/ce1be6992fef9583eeaef05981b9f1dba439a0c8/src/sqf_functions.h#L399
Why do you copy paste intercept code, and then put your own header onto the file and say you created it and give no credits and violate the literally only requirement in the intercept license? like wtf...

Well here is what I was looking for, turns out the only people on github who use this feature is.. me πŸ˜„
https://github.com/dedmen/SQF-Assembly/blob/1ec528c66da442759d9b667f3caa57c2c35cfec1/src/BytecodeLoader.cpp#L395
I used this for my SQF bytecode testing.
This is a temporary datatype returned after preprocessFile that actually contains the bytecode, if you pass it to compile it turns into a byecode script function, but because some things may want to do text processing on preprocessed scripts, its also a string so that these things work without knowing that anything special ever happened

Now for json it would make sense to have the thing be json AND hashmap........ but.................. :harold:
For reasons which are mostly my lazyness and backward compat, hashmaps are not implemented the same as other types :harold: So some things need to be done special (you need to inherit from hashmap type, instead of just providing a conversion function like bool/string/scalar)
And also I would need to implement them in Intercept first which I have no time for :harold:

karmic niche
#

I'm curious about how much Intercept and InterceptAR differ, under the hood.
I realize that, in theory, the game engine is different but I wonder how much of the old Intercept has been reused in InterceptAR πŸ€”

#

Has this been a total rewrite from scratch?

#

Oh wait, InterceptAR is in C++20, so it probably has been rewritten from scratch (otherwise, there would not be any need for that C++20 mention at all), so I should rather ask: has a total rewrite been necessary to make it work with Reforger?

glossy inlet
#

But the architecture of how plugins are loaded is also completely different.
intercept plugins had a init method that was called after they were loaded (meaning static global classes cannot use intercept functionality, because by the time they initialize, the init function wasn't called yet)
interceptAR plugins have a seperate entry point, that finds the host and requests the init stuff from it before it runs static initializers. So by the point your global statics are initialized, everything is ready to be used.

whole flume
glossy inlet
#

You can't really write the native hashmap.
But you now have enough info for your json type.
If it has get/set and iterating through it, you can do the hashmap conversion in sqf for now if you need it

whole flume
#

So if is not possible now, what about the wrappers for invoker?

glossy inlet
#

what do you mean?

whole flume
glossy inlet
#

Yeah just passing generic values between them, would work you would be able to call get/set on it or createHashMapFromArray

bronze olive
whole flume
#

okay wish me luck. @bronze olive @glossy inlet @torpid valve @scenic canopy thank you all for your help. Please be well. And I shall now pay the dog tax for asking for help. https://imgur.com/a/zHJGNHO

whole flume
#

does intercept not have a channel in ace3? Or a discord server?

glossy inlet
#

No

#

There is only a handful of users and they are all here too πŸ˜„

whole flume
#

Well I guess that's okay 😭

karmic niche
#

Can't invite you to that elite group anymore, though, because I left it πŸ˜„

bronze olive
#

literally c/p from intercept

smoky halo
#

Are people interested in a script that automatically generates description.exts?

dawn palm
#

script?

dense cove
#

I actually don't think so. It is relatively easy and not complex to make

river goblet
#

In the vscode sqf plugin some engine commands are missing. Is there a more up to date version of it somewhere?

vagrant moss
river goblet
#

Thanks a lot !

void stump
#

Does anyone know how to package a mission file inside a mod?

I have built a set of modules for mission building and would like to include an example mission file demonstrating their usage. Is it possible to include mission files within addons?

glossy stratus
vague shard
#

class cfgMissions

#

look that up

void stump
#

Thank you for the responses!

Okay CfgMissions was the detail I was missing. However this includes the packed .pbo. Is there any way to include an unpacked mission that can still be opened in 3den to see how the mod is used? Or will I just have to pack the .pbo mission and let people un-pack it themselves if they want to edit it?

scenic canopy
#

Just include the mission folder with your mod, same as with ACRE2 etc

dawn palm
#

freebie tools update 8.90
a snapshot of the core subscriber tools is now supplied as a freebie too. This because makepbo/extractpbo developed a showstopper. This is only a snapshot. Subscribers can expect further improvements/fixes/updates in their set of tools which won't appear in the freebies (obfuscation and the dozen or so extra tools are never supplied as freebies)
enjoy

smoky halo
#

Hideyoshi#6981 mad?

#

@civic lion

#

hoes big mad

sly skiff
#

@smoky halo whats this about. We dont take kindly for this kind of behavior

smoky halo
#

look at yo dms

dawn palm
#

???

sly skiff
rain sinew
#

@dawn palm Question, one of our devs is getting Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake I know that there is a fix for it, but, I can’t recall how to do it

sly skiff
#

its of no concern

rain sinew
sly skiff
#

it does not as far as I know.

#

issue is something else

#

at least with pboProject

dawn palm
#

I think @glossy inlet fixed this issue in some yet-to-be-released copy of bis binarise. That happens to be irrelevant because pboPro blocks the actions binarise would do even if the registry now works.

#

that's good detective work on your part @rain sinew , but the fact that addon breaker also fails means you need to look elsewhere for the problem. Turn 'noisy' on in pboProject, crunch again, then 'view outputs' for real cause of the error.

#

ps: the cause of the above messages are because bis use the HKCU registry in arma3, not HKLM from arna2.. The left hand forgot to tell the right hand of these changes.

rain sinew
glossy inlet
#

that binarize exe should've been released quite a while ago notlikemeow

late owl
#

hi guys im the person with the issue

#

to give you some context i got a new pc and installed arma 3 and a3 tools via steam, then mikeros via AIO.

#

The problem is for some reason binarising p3ds always leads to a packing fail

#

on pbo project console:

#

<Bis Binarising...>
The process does not have access to the file because it is in use by another process.

binarise reports a crash status of 1
.It has not completed correctly.
The process does not have access to the file because it is in use by another process.

binarise reports a crash status of 1
.It has not completed correctly.
</Bis binarise>
OPTRE_MJOLNIR.pbo not produced due to error(s)
Job(s) completed in 591secs on Mon Sep 12 16:25:10 2022

#

if i use addon builder something similar happens

dawn palm
#

well it's entirely up to you to figure out what other program on the pc has locked the file. Could be explorer, could be onject editor, could be a reserved file of git

#

if i use addon builder something similar happens
not quite. I tell you what the problem is.

late owl
#

build failed. result code = -1073741819

#

so i know the issue is not within your tools mikero

#

since binarising also fails for addon builder

#

its a brand new pc it has nothing else other than discord, arma 3, arma tools, steam, nvidia drivers etc installed

dawn palm
#

view the binlog

karmic niche
dawn palm
#

^

#

a wild guess on my part is you did not 'play' steam tools once

karmic niche
#

Other than that: simply try rebooting your PC πŸ™‚

sly skiff
#

For example crashed/errored p3d export from blender locks the p3d until you close blender even if you export multiple successful p3ds aftwer the failed one.

late owl
#

couldnt resolve the issue

#

but we encountered this too

rain sinew
#

Me and Nighto are stumped as nothing pops up and he gets multiple error windows of every weapon in the pbo

vagrant moss
rain sinew
#

Thing is, this has never been an issue before

#

Until now

vagrant moss
#

Well its wrong in the context of how array parameter values are to be utilized in configs from my understanding. I'd imagine the tools used to wrap the array in quotes and essentially the issue was ignored but perhaps they've been updated to be more strict about an incorrect definition. (Assigning a parameter to an array param = {}; without the necessary param[] = {}; definition)

dawn palm
#

πŸ‘ πŸ‘

rain sinew
dawn palm
#

the multiple windows are nothing to do with me. that's bis binarise that hates some change you've made.

#

Commenting it out still gives the same error
self evidently a contradiction

rain sinew
#

Fixed it

#

It was me being big dumb

#

Sorry

dawn palm
#

@vagrant moss is the hero here.

vagrant moss
#

I was about to suggest you just delete the whole config except for CfgPatches and see if its still broken (to see if you were editing the right files) πŸ˜†

rain sinew
#

It was angry about 2 things not having [] on them

#

Now it's really angry about the FRC for some reason

dawn palm
#

what's an FRC?

rain sinew
#

Fuel Rod Cannon. It's angry about an #include in there

dawn palm
#

helps if you state the error msg

rain sinew
#

It wasnt having an #include in the cfgweapons entry. But, now, it's still giving binarise error pop ups

late owl
#

the odd thing is all this packed fine 4 months ago and no changes were made to the configs mmm

#

my guess is the older version of mikeros didnt detect the issue and now does and causes binarize to fail

dawn palm
#

>(the fix was) It wasn't having an #include in the cfgweapons entry.
this contradicts the comment that the very same code 'worked 4 months ago'. Error checking of arrays has always been present. So, it's also clear that offending line was added or altered

#

as for binarise. the cause of it''s error is some change to a p3d

#

you can find out the cause by viewing the bin log

#

(with some exceptions I don't let binarise even process a config.vpp)

rain sinew
#

I'm looking through the FRC and I see nothing that could cause it to error out

#

It hasnt been touched in months-year

dawn palm
#

It's angry about an #include in there

rain sinew
#

I fixed that

#

It still errors out

#

At binarise

dawn palm
#

It hasnt been touched in months-year

#

binarise is failing on a p3d.

rain sinew
#

It says it's the config.cpp

dawn palm
#

look in the bin log

late owl
#

As a side note, we are using the latest version of the tools since a couple days ago, before these issues we were using older builds

rain sinew
#

This is the bin log after it errors out

#

It skips the FRC

#

It shows up in the packing.log

#

@dawn palm I'm gonna scream

#

I found it

#

2 extra ;

#

Sorry to bother you

#

This was so fucking stupid to deal with

dawn palm
#

not happy that pboPro didn't detedt the problem with ;;

dawn palm
#

The subscriber website now contains a Software Developers Kit (SDK) supplied as an API (Application Programming Interface) for those of you who want to roll their own code for dealing with various bis engines but also rely on a well proven library that has maintained consistency for 22 years!

An 'examples rar' package is also supplied which illustrates how some exes could be less than 5 lines (defxy eg). This simpleness is not meant to be your final product, merely illustrative of how easy it is to access any part of a bis file structure.

Leave the nitty gritty nut's and bolts to the dll library and get on with the real work of creating a great application! While the api will almost certainly have additions made, it is a 20 year guarantee that the functions you use now, will still be supported.

The sdk is only available to subscribers, but, (with some exceptions) the tool you write is free from restrictions and is usable with the free dll too.

Enjoy

grand kelp
#

The latest Mikero Tools All-in-One Installer release is now live

Version:
Beta: 1.2.1.35

Download link:
Primary: https://mikero.bytex.digital/api/download?filename=Mikero_AiO_Installer_Beta_v1.2.1.35.exe
Secondary: https://dl.mikero.tools/mikero-aio-installer-v3

Changelog:

Improvements:
-------------
1. [#63] - Added multithreaded extraction.
2. [#64] - AiO only asks for administrator permissions when needed.
3. [#67] - Added notifications.
4. [#68] - Added `(de)select all` and `(un)lock all` buttons to custom install page.
5. [#69] - Headers on custom install page now remain visible when scrolling down.
6. [#71] - Added startup splash screen.
7. [#73] - Added local logs.

Bugfixes:
-------------
1. [#28] - Expired Mikero license shows two "OK" options.
2. [#60] - AiO bricked if a license expires.
3. [#65] - Fixed AiO crashing for new users that cherry-pick tool installs.

In case you experience any bugs or have any feedback, feel free to contact us @ https://discord.gg/KUE4h4RfCa.
Happy modding πŸ€–

whole flume
scenic canopy
whole flume
#

Those are CBA hashmaps

#

Still cool, would rather have native support for json in the engine rather than having to be a dependency on CBA

scenic canopy
#

the PR adds the engine hashmap in addition to the existing CBA hashmaps

#
_objectType - Selects the type used for deserializing objects (optional) <BOOLEAN or NUMBER>
               0, false: CBA namespace (default)
               1, true:  CBA hash
               2:        Native hash map
whole flume
#

Ah see. Still It would be nice to just have a single engine command instead.

dawn palm
#

...while most of us have learned to use a reliable, always maintained, CBA which is never left broken. Perhaps you should re-direct your request to them.

eager cloak
#

Does ArmaScriptCompiler include any optimizations to the compiled code that the game doesn't, or in other words, does precompiled code contain extra optimizations?

dawn palm
#

in the past, bis have been far too smart to make that mistake. Taking config.cpp as an example, the very same engine code that could binarise them, is used to do the same thing 'offline'. eg cfgConvertFileChange. There's no advantage in making them different and a great deal of tears and hair pulling when they aren't.

whole flume
dawn palm
#

oh,duh!! thought i was reading an enfusion channel. burp ☺️

royal kayak
#

I see no better place to ask this than here:
I for some reason cannot extract my own .pbo of a scenario I exported a while back. Would anyone perhaps be able to?

#

Missing prefix, cannot process.

#

I will see what I can find about it. Or else someone knows here?

#

Worked with command line, never mind. 😊

half river
#

anyone have trouble mounting the p: drive in windows 11?

sly skiff
#

How are you doing it?

cunning condor
#

Is anyone familiar with porting Arma 2 Mods/Content to Arma 3?
I'm looking into porting a specific Arma 2 Mod to Arma 3 as a mod for personal use.

cunning condor
sly skiff
cunning condor
sly skiff
#

no

#

youll have ton of errors you cant fix as you cant edit all the files

cunning condor
sly skiff
#

source is the files mods are made from

#

and well you are likely not going to get the source files for some old A2 mod from anywhere

cunning condor
sly skiff
#

no

#

this is not something you can do

#

and would not even be allowed to do

cunning condor
cunning condor
sly skiff
#

no

#

you can remake it from scratch though

cunning condor
sly skiff
#

no

half river
#

What's the recommended way to go for packing PBOs from a CLI these days?

scenic canopy
glossy inlet
dawn palm
#

As of version 8.95 please ping me if you are still experiencing issues with rvmats and proxies when obfuscated.

ashen flax
#

Are images converted using ImageToPaa compressed by default? Is the a CLI argument to configure this? I can't seem to find anything in the docs

dawn palm
#

paas are never compressed by me.

#

prior to the addition of texheaderss.bin they were

ashen flax
#

I'm talking about the Arma 3 tools thing

#

Unless that is yours

dawn palm
#

pal2pace creates mipmaps which uses lzo , pallette index, or lzss compression. img2paa is bi's new fancy name for same thing)

ashen flax
#

So img2paa does compress as much as possible then? Just wondering if I can tweak it. Or use pal2pace for more options

dawn palm
#

it normally only compresses the 1st 2 mipmaps. it's decided on the benefit of doing so. there's no option to change that mechanism.

ashen flax
#

Alright, thanks for the info.

glossy inlet
#

it also uses DXT encoding/compression depending on image type. see.. eh... texconvert.cfg or smth? there is some config type that decides which suffix gets what packing type

vague shard
#

is there still a tool around to extract a pbo without derapifying configs and rvmats?

glossy inlet
#

bankrev

scenic canopy
vague shard
#

Options (case insensitive)

-F=File(s) ToExtract[,...]
-L list contents only (do not extract)
-LB brief listing (dir style)
-N Noisy
-P Don't pause
-W warnings are errors

#

probably was removed or so

#

2.20
removed spurious options in syntax -J -S -D -Y, and -V and -R -T

floral copper
#

Hey I've been having the issue in my project that uses ACE3 dev environment for the last 6 months. I have been unable to fix it and it is hindering my project.
The problem is when I try to produce PBOs with make.py where one particular module called room_things keep failing to produce any files.
The packing.log file is completely blank. It doesn't even produce bin.log.
On the other hand, build.py has no problem with it and produces a working PBOs.

I tried updating Mikero's tool through AiO (At least I tried back then), re-extracting A3 folder, updating CBA folder, ensure any configs or macros are akin to other module, and eliminating any config error. But yet none of them yield any change to the issue.

I am not sure if this is a problem with Mikero's tool or ACE3 dev tools, so I'm posting this here.
I'm also having problem with Mikero's Tool AiO where AiO tries to update to 1.2.1.36 then fails, so I'm hitting them up on their Discord server.

#

In the worst case scenario I can ask my IT guy of my project to export a PBO for testing or publishing, but I'd love to get this done on my computer

#

I'm gonna re-re-extract the A3 folder now, but if this does not work I'm completely stuck

quick portal
#

@floral copper what does the log file say?

#

I'm blind its blank

floral copper
#

The packing.log file is blank

#

ye that

#

I'm trying the re-extraction thing now

quick portal
#

And packaging with Addon Builder works?

floral copper
#

haven't tried that yet

#

the offical Addon Builder right?

quick portal
#

Yea

quick portal
#

I've just build it on my machine fine btw. So repo/mod is fine.

dawn palm
#

well the difference appears to be a missing pbo file message from py which is strange considering want to make that pbo in the first place!

scenic canopy
dawn palm
#

tools update
version 9.00 pf the dll is now available along with a shiny new pboProject.

Large number of new sanity checks for rtms and model.cfgs. You might get astonished at the errors it finds

fair gale
#

I believe this is the right place to post for mod packing support, if not please show me the way!

My wrench-monkey is on holiday and I'm trying to re-pack an internal mod after a crucial bug-fix using Mikero Tools. I've not been successful so far and am wondering if anyone could assist. I've set up my P: drive and development environment such that my mod is being packed using the CBA structure here: P:\x\zsu\addons with all the components directly below this folder, which can be seen in the image below. (I've read up on packing with the CBA structure here: https://www.reddit.com/r/armadev/comments/hzcnb3/tutorial_creating_a_simple_mod_following_the_cba/ so I don't feel totally clueless. I've attached the .log I get after unsuccessfully crunching and have also attached my pboProject settings (which I think are the default (?)) Happy to provide any other info as required.

scenic canopy
fair gale
#

Like so?

scenic canopy
#

Yes

fair gale
#

Interestingly it fails at the same point, but when disabling the "Argument" error specifically it goes further

#

It does fail again further into the packing though ```// User Functions
#define CFGSETTINGS CFGSETTINGSS(PREFIX,COMPONENT)
#define PATHTO(var1) PATHTO_SYS(PREFIX,COMPONENT_F,var1)
#define PATHTOF(var1) PATHTOF_SYS(PREFIX,COMPONENT,var1)
#define PATHTOEF(var1,var2) PATHTOF_SYS(PREFIX,var1,var2)
#define QPATHTOF(var1) QUOTE(PATHTOF(var1))
#define QPATHTOEF(var1,var2) QUOTE(PATHTOEF(var1,var2))

#define COMPILE_FILE(var1) COMPILE_FILE_SYS(PREFIX,COMPONENT_F,var1)
#define COMPILE_FILE_CFG(var1) COMPILE_FILE_CFG_SYS(PREFIX,COMPONENT_F,var1)
#define COMPILE_FILE2(var1) COMPILE_FILE2_SYS('var1')
#define COMPILE_FILE2_CFG(var1) COMPILE_FILE2_CFG_SYS('var1')

#define VERSIONING_SYS(var1) class CfgSettings
{
class CBA
{
class Versioning
{
class var1
{
};
};
};
};

warning:In file '\x\zsu\addons\main\script_macros_common.hpp': macro 'VERSIONING_SYS': trailing ; should be in each caller. Never the macro body. ```

scenic canopy
#

You’ve set all warnings as errors by checking all the other boxes, that’s not default

#

Easiest is to just reset warnings to default settings

#

Or disable those errors that you’re getting

#

Your choice πŸ™‚

fair gale
#

I disabled a few more errors and got further aha, we'll see how I go disabling them all!

scenic canopy
#

Set them as warnings instead and have warnings are errors disabled

fair gale
#

ahh, yep, will do

#

Hmm, I get as far as I was getting previously, I was looking this error up in the discord


\x\zsu\addons\factions\config.cpp Rapify:rapWarning: **********missing file(s)***************```
#

All of the #include files in that config are where they should be, and I don't see any typos in the file pathing

#

It does successfully pack three components before this, and suspiciously this component was where the bug fix was made...

scenic canopy
#

Each folder needs a config.cpp if you try and build the parent folder

fair gale
#

this file definitely exist, pasting that path in my explorer opens it
P:\x\zsu\addons\factions\config.cpp

#

Do you mean to say that subfolders of \factions also need a config.cpp?

dawn palm
#

nope

#

pboproject NEVER lies about this. there is no config.cp in the factions folder. The screenshot you pasted does not show it's contents.

fair gale
#

I believe you, and I hope my sleep deprivation isn't betraying me here, but this is what I'm looking at

dawn palm
#

are you running pboProject AsAdmin ?

fair gale
#

I was not

dawn palm
#

@fair gale update your tools to the latest versions. The ones you are using are quite old

pure sand
#

Wrong ryann

dawn palm
#

thsnx

#

aaaaaaaaaag. he's using the free toools

fair gale
#

Will do

dawn palm
#

sorry @fair gale you're using the latest free tools. there are no updates

fair gale
#

All good!

dawn palm
#

I cannot explain why a config.cpp is even mentioned.

fair gale
#

Thanks for the assistance so far, I've just had a look at the log after work with a fresh set of eyes and it appears that the missing file warning extends above the config.cpp to the section of code that controls the re-texturing of our faction vehicles. The code references (but importantly, does not repack [to avoid license issues]) UK3CB and RHS vehicle textures and applies them to the vehicles a short sleep after they spawn in.

The first missing file error line starts just before this code begin, and just after a file was successfully #included.


rapWarning: **********missing file(s)***************
\x\zsu\addons\factions\i_mile\CfgVehiclesVehicles.hpp circa Line 501: if (local (_this select 0)) exitWith {_this spawn {sleep 0.3; _unit = _this select 0; _unit setObjectTextureGlobal [0,'\UK3CB_Factions\addons\UK3CB_Factions_Vehicles\air\UK3CB_Factions_Vehicles_C130J\data\aaf_g_c130j_body_co.paa'];}}

same shit for a while

\x\zsu\addons\factions\o_schwartz\CfgVehiclesVehicles.hpp circa Line 536: if (local (_this select 0)) exitWith {_this spawn {sleep 0.3; _unit = _this select 0;_unit setObjectTextureGlobal [0,'UK3CB_Factions\addons\UK3CB_Factions_Vehicles\air\UK3CB_Factions_Vehicles_Bell412\data\uh1n_black_main_co.paa'];}}
rapWarning: **********missing file(s)***************

\x\zsu\addons\factions\config.cpp Rapify:rapWarning: **********missing file(s)***************

In this context it seems as though it's looking to reference unpacked UK3CB Faction files ie \UK3CB_Factions\addons\UK3CB_Factions_Vehicles\air\UK3CB_Factions_Vehicles_C130J\data\aaf_g_c130j_body_co.paa and when it doesn't see them it throws the error. Does this sound about right? Would I need to unpack these mod files in the P drive to get past this error?

dawn palm
#

yes

fair gale
#

Right, so it does have to exist on the P drive, I'm essentially having to clone my codemonkey's P drive whilst he is away. Which tool would be the best bet for unpacking these mods into my P drive? DePBO?

dawn palm
#

extractbo nameofPbo p:\

fair gale
#

Thanks

scenic canopy
#

You can also just create dummy files if you don’t care about actual validation of correctness

fair gale
#

that makes sense

dawn palm
#

There's no guarantee with that method that the p3d (eg) is actually in the pbo. All you are doing is potentially creating something from an original typo. Ditto untested faulty external files that cause yours to crash and you, not them,, get the blame.

#

a user response to the latest pboproject

issues that were unnoticed for years and we did not know what was the issue
were finding it now```
tawny mountain
#

Hi, I am trying to use the Arma 3 Tools to compile a PBO file for the Wasteland mod to put on a private server, however once I compile it and move it into the mprmissions folder, it isn't showing up on TADST. Have I done something wrong?

#

Also I'm very new to this stuff so if you do want to help pls don't get too technical

scenic canopy
#

You can use export functionality in Eden editor to get mission pbo

#

But it should not affect the mission list in tadst

dawn palm
#

in this discord server there doesn't appear to be a mission makers OR an addon makers channel. why is that?

dawn palm
#

oh DUH!. guess who had the ''hide muted channels button' set.😜

tawny mountain
fair gale
# dawn palm extractbo nameofPbo p:\
extractpbo Version 2.33, Dll 8.90 "P:\UK3CB_Factions\addons"

Opening P:\UK3CB_Factions\addons\uk3cb_factions_aaf.pbo


P:\UK3CB_Factions\addons: DePbo:Pbo unknown header type

Press the ANY key```

Am I doing something wrong here? Or is this actually just an issue with the pbo configuration? same error when attempting to extract other UK3CB_Faction pbos
dawn palm
#

that's because they're all obfuscated. the folks who made them don't want you stealing from them.

smoky halo
#

Is an external program that performs updating of local modifications (lying on the host and on the client's PC) in automatic mode a violation of the user agreement?

dense cove
#

What does it mean? Especially automatic mode?

#

What's your intention/use case/planning to do?

smoky halo
#

On the one hand, this program facilitates the updating process and also prevents people who are not in the community, for example, from using/cutting content without the permission of the copyright holder.

smoky halo
smoky halo
dense cove
#

Hmm... So, the private server content, what does it have?

smoky halo
dense cove
#

Make them private itself is not a violation. If you paywall it, it is. If it does have someone else's content, without author's permission, it is

smoky halo
dense cove
#

Well, with using your word β€œin theory,” everything is possible. But I wouldn't recommend. Mainly because it is somewhat fishy

smoky halo
dense cove
#

Of course... keep it mind that this is THE official server/channel for Arma series

smoky halo
#

Or is there someone specific to whom i can write?

dense cove
#

Since I'm not understanding what you want to do 100%-ly, I can't say, also I ain't a Bohemian and am just a volunteered community member, my words aren't Bohemians'

dawn palm
#

it is difficult to understand what you want to do. IF all you want is refresh a server with the latest updates (if any) for any addon, all you need to do is compare it's date stamp from the website it originally came from. . even a bat file can achieve this. For pbos of your own it's a total non brainer. you simply upload it yourself. BUT, you're couching your language as if you want to modify the original, this is legal. what isn't, is naming it or pretending it's the same pbo.

It's pretty simple really. Ask a straight question, and you'll get a straight answer.

sly skiff
#

In case you don't want to publicly explain the full practical use case.

robust vessel
#

πŸ€·β€β™‚οΈ initial pitch sounded like a3sync/playwithsix/whatever to my ears, though πŸ€”

sly skiff
#

Private mods is usually used to describe content that is not quite within the content rules though.

#

Ways to hide things unfortunately often get used by people doing wrong things.

smoky halo
smoky halo
#

And injured soldiers models (200/300)

dawn palm
#

time waster

karmic niche
# smoky halo On the one hand, this program facilitates the updating process and also prevents...

If what you truly want to do is really just to prevent people that are not from your community from accessing the content (and not to hide illegal/copyrighted content), you can upload the mod to Workshop and change permissions to friends-only or something like that.
Then the account that uploaded the content (you can create a separate account just for that) needs to add everyone from your community as a friend.

#

Workshop EULA is still binding, though

#

@sly skiff however I'm not sure if I should be writing the above in the open as that could potentially be used for bad purposes. Feel free to delete the message if you think that way

sly skiff
#

As far as I know, workshop moderation can still see even private stuff so one can only hide stuff from public eye.

karmic niche
#

Private stuff means much smaller chance of a report to moderation, though 😬

sly skiff
#

Sure. But that's not really news.

#

And getting caught can mean no more workshop rights

opal mist
#

What database solutions for Arma 3 do people use nowadays? I have a condition though: the license should allow free distribution or at least usage on almost any Arma 3 server (including monetized ones). I'm not sure what's the status of extDB3, it seems unclear

karmic niche
#

I guess there is intercept-database as well

opal mist
#

Yeah, actually I just found it πŸ˜„

karmic niche
#

Otherwise, if I were to do it, I'd use Pythia coupled with either python's Django's ORM (you can use the ORM standalone) or SQLAlchemy, but that's because I hate using raw SQL and I'm willing to go to great lengths to omit that.
Disclaimer: I've never actually had the need to use it, but as i said, if I were to do it, that's what I'd use, personally [being the author of Pythia and having worked with Django professionally probably helps with my decision, though πŸ™„ ]

#

Using packages like Django or SQLAlchemy gives you free help in the form of thousands and thousands of articles and answers on Stackoverflow, btw

scenic canopy
#

use an ORM in C++, come on, it will be fun!

#

if you don't mind intercept then intercept-database is great since you get more control in sqf land

#

if you're building something from scratch you can easily make something in C# or Rust

karmic niche
#

use an ORM in C++, come on, it will be fun!
Shhh! I'm actually trying to give an useful answer here! πŸ˜›

I'd also add that while I don't know Rust, there's probably an ORM written in that language that you can use the @rough grove's extension

scenic canopy
#

depends on what level of integration you want on sqf side

#

would highly recommend Brett's extension wrapper πŸ‘

karmic niche
scenic canopy
#

it's either that or intercept for me. and intercept support for linux is a bit meh still

#

the only thing you need to worry about with Brett's wrapper is to compile x86 extension with x86 toolchain, cross compiling with x64 is no bueno

#

I hope I got that right, there's too much things to worry about with cross compilation for Rust

#

that's definitely one thing Golang did better

scenic canopy
#

thanks, it was toolchain πŸ˜„

#

using x86 target with x64 toolchain is no bueno

opal mist
#

My goals are as simple setup as possible and minimalistic database usage (complex queries would be avoided as much as possible and only really critical data in terms of gameplay would be saved). So ehm, I guess Pythia with Django would be a good choice then?

karmic niche
#

I'd say you should write code for whatever you want to access either in rust or in python (using either django or sqlalchemy) and then pick the respective extension, when you have it working, and start accessing that code from SQF

#

If you have people who have written something in Django, then use django as they shouldn't even "notice" they're writing something for Arma.
Otherwise, well... I only know Django, so I can't say if other options are better or not πŸ€·β€β™‚οΈ

opal mist
scenic canopy
#

The Rust extension lib has excellent serialization with sqf

karmic niche
#

So has Pythia πŸ˜›

scenic canopy
#

Depends on how complex structures you need to pass

#

Cause writing the sqf side could take more time

#

But now there are hashmaps as well so

opal mist
scenic canopy
karmic niche
#

Since I have never written a single line of code with SQLAlchemy, I can't answer that question objectively.
I mean, if I were to write something right now, I'd stick with what I know because I wouldn't want to waste/spend my time learning a different library when I could spend that same time drinking drinks on a beach after having finished my project, right? πŸ˜‰

scenic canopy
#

But that lowers the chance of giving up halfway through!

karmic niche
#

Yeah. I know that sounds strange, but not giving up is what I would aim for πŸ˜‰

#

Going against the flow! 😁

scenic canopy
#

Isn’t that what GitHub is for? A testiment of ones failed projects

karmic niche
#

That puts Github's Copilot as... ugh... I don't even want to say it out loud! πŸ’€

dawn palm
#

beetlejiuce beetlejuice beetl#)$)%*^^

opal mist
#

What tools are people here using to aid in developing more complex missions? I've spent the past years mostly in Arma 2 so I'm quite out of loop when it comes to the status quo of the Arma 3 modding scene

#

I've been reading the BIKI a lot recently, the development experience seems much less hostile in Arma 3 already with all kinds of stuff like VR and debug mode etc. etc. but it'd be interesting to know what mods and tools people are using since most BIKI and forum lists seem to be quite out of date

glossy inlet
#

My personal biggest tool is the script debugger. Being able to set a breakpoint in your script and seeing local variables (instead of spamming systemChat or diag_log's to try to find the cause) is a game changer. I use it everytime I work on some scripted thing.
That wasn't a thing in A2 and early A3

opal mist
glossy inlet
opal mist
#

Dang, it works! I'm stunned to be honest, a working debugger in Arma πŸ˜„

glossy inlet
#

https://forums.bohemia.net/forums/topic/169362-tools-development-branch-changelog/?do=findComment&comment=3469320

Tools dev branch update is out that now lets you update workshop items you are contributor on.
If you have items with contributors, you may want to reconsider if you're ok with them updating your item.
If you want to update an item you are contributor on, be careful, if the item hasn't been updated for a long time, it may force the owner to accept newest EULA/ToS thing and may hide the item :u

dawn palm
#

tools update 9.05
===free version update====
+dayz only: free version now accepts array[[]-= (the pro version has had this for some time)

version.9.06 subscriber
compatibility for new pboProject

pboProject free AND subscriber
more improvements to model.cfg checking

frozen meadow
#

hello, its posible to update a mod that im colaborator but not the uploader with publisher?

scenic canopy
# frozen meadow hello, its posible to update a mod that im colaborator but not the uploader with...
frozen meadow
scenic canopy
#

I imagine it will trickle down to stable eventually

#

you can use publishercmd.exe for now

frozen meadow
scenic canopy
#

"C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Tools\Publisher\PublisherCmd.exe" update /changeNote:"My Changelog Text" /id:WORKSHOPID /path:"C:\Path\To\@Mod"

eager cloak
#

How do I tell ArmaScriptCompiler where to look for includes? If I don't put the included files in the root of my P: drive it'll give me an error that the includes weren't found

glossy inlet
#

The sqfc.json config file, has a includePaths option

#

The example in the GitHub readme uses T:/

eager cloak
#

sqfc.json

"includePaths": [
    "P:/",
    "P:/Overthrow/include"
  ],

"P:/Overthrow/include":

overthrow_main/script_component.hpp

Error:

Failed to include '\overthrow_main\script_component.hpp'
glossy inlet
#

it could be broken πŸ˜„

#

The include resolution code is quite messy

dawn palm
#

i think json only applies to enfusion/reforger. so, the original question appears to be in the wrong channel.

glossy inlet
#

Wat

dawn palm
#

shows how much i know

scenic canopy
eager cloak
rough grove
#

Version 0.10 Alpha 7
Thanks for the feedback on Alpha 6, your feedback and more has been added into Alpha 7. Please test it with your projects and provide any feedback, bugs, feature requests, anything. Your input will have the most influence during this phase of development.
https://github.com/BrettMayson/HEMTT/releases/tag/v0.10.0-a7

In addition, The HEMTT Book has been started. I intended to add full usage guides for beginners in the future, but for right now it features details of the available commands and configuration options. Much like HEMTT itself, feedback & contributions are also welcome on the book.

https://brettmayson.github.io/HEMTT

quartz thorn
#

Full of tools?

inland flare
#

Perhaps ^^

orchid shadow
#

soon enough.

inland flare
#

I guess the repo lacks of a description

orchid shadow
#

Well, it has a button that says build : passing atleast.

#

It's just a pure C# lib for dealing with pbo's.

quartz thorn
#

it says build:failed, not passed :s

orchid shadow
#

Yeah, i didn't push the .snk.

#

So it failed on trying to build without the signing key.

sonic geode
#

Is it actively developed?

#

I might be interested in contributing

orchid shadow
#

I am using it for swifty in the near future.

#

Fixed the build.

viscid verge
#

any plans to update poseidon for sublime 3? Not that it would matter that much, just nosy.

frozen meadow
#

There is some discord bot that send you the documentation of a command?
I making one for fun, but will be a nice to have even in this discord

karmic niche
#

Yes, I made one and it's been working in the SQFVM Discord ever since.
https://github.com/SQFvm/bot-discord
Mostly: cogs/wiki.py, modules/mediawiki.py

nice to have even in this discord
TL;DR: Dedmen said (and I'm paraphrasing) that they won't be running other people's bots in this Discord and that he'd have to write it himself (at least that's how I remember it).

small vault
#

@orchid shadow does this tool unpacks (or ignoring) files/folders with invalid characters such as "*" or smthg?

orchid shadow
#

Why do you ask?

small vault
#

Just interesting. I noticed that there are some PBOs with such things in community.

#

BTW I wrote own pbo packer according to PBO algorithm with custom header and such fake files, also noticed that all known popular pbo managers cant unpack pbos with '' character

#

\

orchid shadow
#

There is no reason mine woulden't.

#

That i can think off anyway.

#

Maybe if you inject addtional entries into the file entrys you could manage that, not too sure you are allowed tho

small vault
#

BTW do you know where to find information on cpp rapify algorithm?

orchid shadow
#

Don't support it yet myself but i did find a article somewhere on the wiki regarding it

small vault
#

Ahh dammit. I was blind. Thank you. :)

dark shoal
#

Dunno if it's the right place here but short q: how could you obfuscate/binarize arma configs/header files? Is there any tool available to achieve this?

smoky halo
#

whatever you do to configs, the result can be read in the game

dark shoal
#

Yeah, course, it's just a protection against the common users taking/reading them (want to avoid that they could spoiler someone)

smoky halo
#

well then rapify them

dark shoal
#

thanks, that's th hint I searched for. Some guys around here already talked about a tool but they didn't knew the name ;)

small vault
#

@dark shoal If you know some C# even on beginners level - you can write your own obfuscator. The thing is to insert some files with invalid characters in its names names inside PBO such as \ or . so depbo's cant unpack them because your file system not allow you to use such characters in file names. But anyway, you can unpack just needed files for example with PBO Manager.

dark shoal
#

The problem is: I don't know C# or which chars have to be inserted

#

I could do it with python :D

small vault
#

Probably you can do this with python

#

C# was just for example

dark shoal
#

you just have to say which chars have to be inserted ^^

small vault
#

*.*

#

Any characters which can't be accepted by NTFS / FAT

nocturne basin
#

lets say it like so @small vault ... whoever wrote his tool so that such issues can occur should stop writing tools

dark shoal
#

which tool? rapify?

#

However, I don't really know how to find out which chars (or even the ascii codes) are not accepted by ntfs

small vault
#

@nocturne basin actually the first tool I saw which used this *obfuscate* method was mikero's tools. Funny thing but early mikero's depbo could easily unpack such files but later, when he added premium subscription to his tools, he updated "free" version of it and now they cant unpack *obfuscated* pbos xD

nocturne basin
#

well

#

i always hated being in need of writing my own tools

glad mesa
#

for the record, Mikero was not 'the first to do it'. and there was reasonable debate about these things.

nocturne basin
#

just because of such shit

dark shoal
#

However, which chars are not allowed? :D

small vault
dark shoal
#

already found this but it's not really helpful for me :D

#

Also this is for mac

#

and the article is about the file name restrictions and not the content

small vault
#

Yes, because we are talking about FS restrictions.

#

Content can be any. There is no limitations

dark shoal
#

E.g. the KOTH configs, they are obfuscated, I'm not able to view the content by just opening it with text editor xy

#

that's what I wanna do ^^

small vault
#

@dark shoal Not sure, but I think there are some extra entries in config header generated by binarizer.

#

Which can be read by arma engine and causes errors on debinarizers

orchid shadow
#

Obsfucating is for fucking tards

nocturne basin
#

pff

#

obfuscating is easy head

orchid shadow
#

;)

#

I forgot a few words

dark shoal
#

Obfuscating the right way is hard ;)

small vault
#

The only right "obfuscation" is to keep all your functions serverside

dark shoal
#

And the crash guarantee if you have about 100 funcs

orchid shadow
#

Please read my revised message ;)

small vault
#

@dark shoal wrong

orchid shadow
#

Just so we don't get any ideas.

dark shoal
#

At least won't help me, I can't move configs serverside :(

nocturne basin
#

im fine with that one @orchid shadow

#

^^

small vault
#

@dark shoal No you cant. But anyway you cant hide your config even in "obfuscated" view. Everyone can export/parse configs via ingame scriptiong commands or config browser.

dark shoal
#

If they are able to do such things then it's even worth. It's just a basic protection against idiots like "let's have a look how much money I get for item xy"

small vault
#

BTW I plan to release pbo unpacker and config debinarizer soon against such "obfuscate" tools. Arma code and configs should be open for everyone. Thats the main idea - everyone can learn from your code.

dark shoal
#

You are not able to make a deobfuscator for every obfuscating method out there

small vault
#

Already did it for PBO

#

The same I plan to do with configs.

#

But yes, you can make a macaroni-code in sqf, random variable names and smthg like that.

dark shoal
#

or code mover (marma)

small vault
#

yep, but at least you could read it

dark shoal
#

yeah, sure

smoky halo
#

we already have deRap by mikero

small vault
#

@smoky halo: Yep which cant deRap rapped configs with mikero rapper xD

orchid shadow
#

Sneaky git

smoky halo
#

it cannot?

orchid shadow
#

I think someone claimed it cant without the payed tools

smoky halo
#

I thought he introduced something like that for DePBO only

#

need to ask him

small vault
#

Noticed that there is an extra byte in "obfuscated" bin at the beginning.

smoky halo
#

arma wouldnt tolerate an extra byte at the beginning

#

or do you mean somewhere at the beginning?

small vault
#

@smoky halo: At the beginning of binarized config file

#

Due to rap structure - there should be only four bytes of rap signature, but in obfuscated configs there are five

smoky halo
#

\0raP?

small vault
#

lol no

#

5f 20 72 61 50

#

err

#

5f 00 72 61 50

#

should be 00 72 61 50

#

And I'm sure that this is not the only "trick"

smoky halo
#

hmm. I am pretty sure that arma is not able to read such a file

small vault
#

Why not?

smoky halo
#

because it checks the signature

small vault
#

For example we already knows that arma engine ignores many extra header entities in PBO

#

Signature??

smoky halo
#

PBO is a different matter

small vault
#

SHA signature is generated after content is written

#

And signature is not depends on file content.

#

also there is no any signature for binarized content

#

Only for pbo itself

smoky halo
#

what kind of signature are you talking about? I am talking about the 4 first bytes of rapified files

small vault
#

Sorry :)

smoky halo
#

which is \0raP or 00 72 61 50 as you stated for rapped files

#

if you change that, arma will error

small vault
#

Anyway I got this config.bin with 5 bytes from working obfuscated addon

smoky halo
#

mkay

final charm
#

Hi,

just found the "de_stringtabler" programm to work on Stringtables.
Works fine and is really useful except after I added a key (which works fine) I select a language for the key to be filled, write down the text and when I want to save or insert the next string the whole program crashes.
Is there a known fix for that or is the programm outdated?

glossy inlet
#

sorri, that tool never got the time it needed

#

I had lots of big ideas for de_stringtabler to make it better than all the other tools, but never finished it

final charm
#

That is so sad as it is perfect except that issue...
Thanks, I will give it a go.

#

Your program is so much better as it allows the organization into containers and packages...

glossy inlet
#

Yea.. If I had unlimited free time πŸ˜„

final charm
scenic canopy
#

where did you download the program from?

quick portal
#

I also tried it a week ago, got it straight form the GitHub (Mar 8, 2019), but whenever changing the text it crashes.
Tabler was a nice alternative, only was also missing the extra container and packages things.

scenic canopy
#

I would try with the latest (unreleased) version that has a couple of fixes since last release

willow condor
#

Hi, I am currently making software that allows encrypting data from a pbo, the problem is that reading the file is much too long because I am reading character by character, is there a solution to easily locate the data from a pbo (.obj / .cpp .sqf ...)?

sly skiff
#

@glossy inlet might you know if pbo encryption is something that BI allows?

glossy inlet
#

If you make it yourself, I don't see why not

#

I also have my own

sly skiff
#

All gud then! Thanks! blobcloseenjoy

glossy inlet
#

You cannot use BI's encryption, but I don't see any problem with a custom one indeed, good luck
I wouldn't want to help with it tho πŸ˜„ (Mine is better anyways :D)

willow condor
normal wigeon
#

I have a suggestion regarding modelling or binarization tool - it should check the LOD's of a .p3d and give a warnig ("possible bad performance" warning) when there is for example only one resolution LOD or one shadow LOD in the model. In order to raise awareness of modellers for the need to use standard optimizing methods (e.g. proper LOD setup)

smoky halo
#

binarize does some plausibilty checks like checking if lower LODs have less faces and points than previous ones. It doesn't warn about a single ResLOD though afaik

#

it highly unlikely that the community will or could build a binarize for p3ds.

#

so as you just said in skype this check would need to be done while packing

glad mesa
#

it would save us a lot of typing if it schooled them a bit further is the underlying motivation here. missing shadowLods, and there are actually a couple of classes that require X amount of LODs to function properly.

frozen meadow
#

its posible to desbinarize a .bin or binarized .sqm in linux?

dawn palm
#

of course

dawn palm
#

mikero tools update:
dll:
+p3d: removed duplicate lod check for ofp's odolv7
+derap: added 'not a rap file' error message (credit @frozen meadow )
+rap:
improved unbinarisable config detection (has includes)
added trailing comma in array[]= error msg (causes bis binarise to flood with gui error msg)
added bifsm for lint checks
+model.cfg/rtm: removed case sensitivity check for rtm (credit HG)
eliteness:
+prevented return from keyboard closing the app
+bifsm support
pboPro:
added success/fail at end of each log file (credit Kpro)

inland flare
#

@normal wigeon You can check it by using the script CheckAll from Object Builder

orchid shadow
#

New swifty backend im working on.

sonic geode
#

@orchid shadow link doesnt work for me for some reason

orchid shadow
#

Ah right.

zenith herald
#

Works for me, strange.

orchid shadow
#

its because you in that.. place

#

@sonic geode Should work now

#

It's not super intresting unless you know what swifty is and/or understand the implications of the log

sonic geode
#

I have SwiftPBO starred on github and at some point plan to check it out/contribute

orchid shadow
#

Feel free!, something i should go do is clean up the reading and writing part of it.

sonic geode
#

but perhaps I miss some bg info, whats Swifty? That is not SwiftPBO right?

orchid shadow
#

I wrote SwiftPbo for swifty.

#

Because i wanted tools that intergrated directly into C# without having to use third party applications and ugly hacks

small vault
#

What about alpha patching?

sonic geode
#

roger that, interesting framework, is Swifty also open source?

orchid shadow
#

No.

sonic geode
#

for RHS weare now thinking of improving our mod Updaters

#

which are right now just wget batch files

#

since RHS files are hosted on ftp

orchid shadow
#

Sadly i forsee it would cause countless community specfic updaters to emerge and would destory swifty as a platform.

small vault
#

@sonic geode, Not sure if its ok for you but we are using public cloud services for files storage while our Arma 3 Manager/launcher can transparently download this files.

orchid shadow
#

Perhaps i could deliver a specfic solution for RHS using swiftys backend.

#

No promises tho, but might be a vaild path to tread once i've completed this pbo delta patching

sonic geode
#

cool, would be interested. Let me know. Also let me know if you need private Git/Jenkins

dawn palm
#

moveobject/movefolder fixes (credit Flynn)

vital crest
#

Hi people!!! Please tell me!! size error crashes, where to look? map 20x20 km
DePbo:pbo exceeds 2gig
dll's pbo_Make failed with 'Error(s) detected'
</MakePbo>

sly skiff
#

most likely you have source files being packed in the same pbo and thus you exceed teh 2gb pbo size limit

#

clean your folders

vital crest
vital crest
#

@sly skiff Everything seems to be broken...
dll pbo_Make failed with "Errors found" error

#

I managed to make an ordinary island .... but with this map I broke my whole head ... the bulldozer is fine .. I made a height map and so on .. and no ... it does not want to work

#

YouTube instruction .. all one to one .... and no

sly skiff
#

go to #arma3_terrain and look at the pinned messages for proper tutorials and start from the beginning to set up your tools properly

vital crest
#

i saw these instructions... i followed these instructions, youtube instructions... The problem seems to be that i used Qgis to take heights and real terrain.... since there are no problems with the map from L3dt.... ......

sly skiff
vital crest
vital crest
#

Oh yeah!!! I was able to pack the map. Successfully, but the .wrp file is missing from my .pbo

sly skiff
vital crest
sly skiff
#

Honestly just start fresh with PMC tutorial and do it completely.

#

And I mean completely from tools and P drive setup at the beginninf

vital crest
#

did everything according to the instructions. map created with l3d works fine. The problem is only with the map through qgis.

tiny scroll
#

I think my DSutils is broken

#

If I try to create a new private key:
system.IO.DirectoryNotFoundException: Could not find a part of the path

#

If I try to use an existing private key:

#

8009000b: Key not valid for use in specified state.Failed to sign **addon name**

robust vessel
#

what are the full commands you use?

tiny scroll
#

If I use @dawn palm's PBO Project to create a new private key:
CPAcquireContext failedcreating ***keyname***

tiny scroll
#

I'm using the GUI

scenic canopy
#

are you using some weird character not allowed on windows fs? πŸ˜›

tiny scroll
#

Just spaces

#

It was working before I upgraded to W11

tiny scroll
#

fixed it. There Wiki has a thing saying what to do

#

For "Key not valid for use in specified state" errors removing the folder RSA from C:\Users<User>\AppData\Roaming\Microsoft\Crypto\RSA fixed the issue with DSUtils making working BISigns

rain sinew
#

@dawn palm Even on the most up to date premium version of PBOProject, I still can't pack my folder into a pbo. It wants weapon, then Weapon

dawn palm
#

Weapon is wrong

#

it must be 'weapon' for the sqf animations to work

dawn palm
#

??

rain sinew
#

Still getting

skeleton class 'OFP2_ManSkeleton' is missing rtm bone 'Weapon'
preprocessing files produced an error
failed``` @dawn palm On 3.60 premium
dawn palm
#

and, where is your ofp2_manSkeleon?

#

the correct one to use (for arma3) is supplied in deRtm.installer

#

if the rtm file itself looks for >>W<< eapon. it's wrong (but shouldn't matter)

#

the only way i can understand the above errror message is that neither a weapon or Weapon bone is listed at all in the man skeleton you are using. If that's not the case, be a bit more specific please.

rain sinew
sly skiff
#

You most likely have Weapon in rtm somewhere

dawn palm
#

@rain sinew , you have not answered my questions, so what help are you expecting?

dawn palm
#

latest version of depbo.installer is 9.16 btw

tough grove
#

yeah about that, where did it go? Can't find it in scripts.pbo anymore

dawn palm
dapper pivot
tough grove
frozen meadow
#

i think Art of war DLC, and CDLCs are missing

karmic niche
#

CDLCs are treated like regular mods, AFAIR (although I don't really remember and I can be wrong on this one), meaning they just have their respective "mod" IDs

frozen meadow
karmic niche
#

Yes

#

i mean, no πŸ˜„
It's not in hex πŸ˜„

#

The flag is 4096

frozen meadow
karmic niche
#
    class DlcFlags(Enum):
        kart = 1
        marksmen = 2
        heli = 4
        curator = 8
        expansion = 16
        jets = 32
        orange = 64
        argo = 128
        tacops = 256
        tanks = 512
        contact = 1024
        enoch = 2048
        aow = 4096
frozen meadow
#

wait you have a code to parse this? lol

#

im trying to use chatGPT to do it lol

karmic niche
#

I may or may not have 😏

#

I may have just made this up on the fly πŸ˜›

#

(or not)

frozen meadow
#

i just want the mods id in the server, and now im asking an IA what is 4096 in hex

karmic niche
scenic canopy
#

you can also google for 4096 in hex πŸ˜›

#

4096 = 0x1000

frozen meadow
#

nono i prefer to waste x10 more energy using open ai servers lol

scenic canopy
#

awesome _ converter

karmic niche
dawn palm
#

how does the above relate to the appid present in each dlc pbo? How would the vietnam dlc and the german one relate to this?

frozen meadow
#

yea... one thing leads to another lol

#

you need to know how many dlcs are active in the server

#

to know where is the position of the byte that tell you how many mods are active in the server, so you can access the data of each mod

karmic niche
karmic niche
frozen meadow
#

if i can make this, ill do it open source, no one deserve this suffering

karmic niche
#

May I suggest you to use Kaitai Struct? That's what i used but for <reasons> i can't release that data

#

Or maybe I could actually ask if that data could be released πŸ€”

#

I'm mentioning Kaitai Struct because it's independent of the language used and can be used to generate a parser for virtually any language

frozen meadow
dawn palm
#

i don't dispute the above, but it would astonish me if bis limited themselves to a max of 16 dlcs for arma3, including non bis ones

#

and ican't see how or what a bis dlc woul make it different to the others.

karmic niche
dawn palm
#

hmmm, does the above only apply to the workshop?

karmic niche
#

DLCs have specific flags, CDLCs have mod IDs

dawn palm
#

k

toxic relic
#

@inland flare - any news on that FBX issue?

glossy inlet
fiery hemlock
glossy inlet
#

I think that would be too hard to type in there for me. I need a big text field that just detects what i mean
I'd love to have a offline solution for that though

fiery hemlock
#

The programmer mode in Windows calculator is pretty handy. You can input binary, octal, decimal, hexadecimal, and it shows you all the conversions. It also has all the usual bitwise operations.

dawn palm
#

thanx @glossy inlet

inland flare
#

There's nothing truly new on this topic. All I can say is it's still in my basket ;)

frozen meadow
#

the only way to edit the REQUIRED ITEMS is in steam, there is no api or file attached to it right ?

karmic niche
#

If by required items you mean mods, then yes
Also: optional mods are any mods that match any signature in signatures

frozen meadow
#

yea, im using a mod as a "loader", and i wanted to automatize the process of the required items :

dawn palm
#

in your load mod, simply state an addon that's required from each other mod. eg

requiredAddons[]={addon1, addon2, addon3};

#

note carefully that these are individual addon pbos in other mods, NOT, the mod itself.

#

most well designed mods have a single addon that will call in all the others

frozen meadow
#

i guess i can use this:
copyToClipboard str ("true" configClasses (configFile >> "CfgPatches") apply {configName _x});
to get all pbos

frozen meadow
#

well, i required to learn javascript to do it... but i ended up doing an extension lol

quick portal
karmic niche
#

So what is it that it is doing, again? πŸ€”

frozen meadow
frozen meadow
# karmic niche So what is it that it is doing, again? πŸ€”

i wanted a easy way to load all the mods you want as dependency of one in steam ( using one mod as a modpack, and all mods are loaded with it in the launcher)

adding one at the time its painfull, so way spend 5 minutes doing it, when you can spend 3 days to automate it

quick portal
#

Does it also work for collections?

frozen meadow
#

no yet, but it can be done i gues

#

My knowledge of JavaScript has 4 days old, so… I’ll focus to make
Html -> dependencies
Work first

karmic niche
#

But you didn't have to implement Steam querying of servers to obtain the list of mods running on them πŸ˜„

#

You probably could have dumped that info from the launcher somehow. Not sure if you could, but you probably could

frozen meadow
quick portal
#

Cool, I'll have a look at it.

frozen meadow
proper tangle
#

hey if anyone has access to the Premium Mikero's Tools and wants to help out my Desert Island Reforged project plz send DM

ivory pelican
#

Not sure if this is the right channel, but has anyone have a success dealing with Steam Guard check for arma-actions / workshop-upload CI/CD pipeline?

#

It asks for Steam Guard code, but it seems that there is no way to input it

#
Steam Console Client (c) Valve Corporation - version 1675997306
-- type 'quit' to exit --
Loading Steam API...OK
Logging in user '***' to Steam Public...
Enter the current code from your Steam Guard Mobile Authenticator app
Two-factor code:FAILED (Account logon denied, need two-factor code)
/home/steam/Steam/logs/stderr.txt
CAppInfoCacheReadFromDiskThread took 0 milliseconds to initialize
neon flax
#

Not supported. You need to disable guard and better have long safe password.

vague shard
#

+set_steam_guard_code CODE

#

unless i misunderstood the context

proud heart
#

is there any documentation on PAA types? I mean the DXTs, AI etc, is there any difference between them other than ones are newer than others?

#

asking as I noticed that paa files from one mod are in dxt5 format (unit textures) but custom crosshair is in AI88

dawn palm
#

certainly check the biki

proud heart
#

didn't show up in google, should have tried searching in biki first lol, thx

dawn palm
#

it was written by myself and Tim Dittmar some years ago. It remains accurate

#

with dxt, all five flavors re identical except for the amount of tranparency available

proud heart
#

so is there any reason to make crosshair texture in greyscale other than saving some bytes?

dawn palm
#

well it won't be transparent but why use color when there's no point to it?

proud heart
#

right

dawn palm
#

the advantage of dxt is it's mipmaps ae passed immediately to direct X for processing. cutting lag etc etc

#

i don't know of anyone, in any game company using dxt2 or dxt4. they appear to be redundant

smoky halo
#

What are some great tools for singleplayer mission creators?

dawn palm
#

subscriber only
pboProject now has choice of English, FranΓ§ois or Deutsch for it's dialogs, tooltips, dos screen AND output log.
The dll messages remain in English only for this first pass attempt at making pboPro even more understandable to the user.
Please be kind to me for any mistakes made, the phrasing will not always be perfect. ALL feedback is welcome to improve this feature.
Enjoy

sly skiff
dense cove
#

I doubt such ones already subbed πŸ˜…

karmic niche
dawn palm
#

francis only speaks Engels

dawn palm
#

Is there a fast way to change it
setup's combo box

#

effect is immediate

trail fossil
#

Y'all have any ideas to make pboProject process faster?

dense cove
#
  1. Good CPU
  2. Good storage with faster write/read
  3. Maybe GPU as well
#

But TBH the question is vague enough to get no more answer

#

Maybe tell what process took long will lead more answer

trail fossil
#

I have that part covered aha, only uses 2% of cpu so I was hoping maybe someone had a trick or idea to make the compiling process faster

dense cove
#

Convert what to what?

trail fossil
#

Im using pboProject for terrain and it takes about 20 minutes to process a full map + objects, not to long but the binarising part takes the longest it seems

#

So, full map source to pbo

dawn palm
#

change bis binarise (for arma) to 64 bit.
pboPro is fully multi threaded it invokes multiple copies of bis binarise on a per object basis. in this case a wrp (object) is using 2% processing simply means a single thread binarise is looping over hundreds of rvmat layer files

#

you should never have a reason to reprocess those layers if you set your map architecture up correctly.

#

frankly, your expectations are unreasonable, and unrealistic. you are dealing here with gigabytes of data that needs processing. A good stitching program for satellite imagery will take well over 3 hours even on Athlon 7's using nitrogen cooling. Here, hundreds of png need conversion to paa and hundreds of rvmat need stitching together.

trail fossil
#

Fair enough aha, my question did some a tad unreasonable and unrealistic, was just wondering if that was a possibility. I greatly appreciate your response and the creation of your tools. Keep the great work up man, these tools help me out a whole lot!

dawn palm
#

just ensure you have a separate pbo, or series of pbos, for layers.

#

you suffer the pain, once. no matter how many subsequent additions of objects to the wrp

#

thank u for the kind comments.

trail fossil
#

What do you mean by a seperate/series of pbos for layers?

#

And of course man, the tools arnt an easy thing to make and you made them to help other developers so its just the right thing to say

dawn palm
#

your layers belong in a separate primary folder to the one that contains the wrp. A typical map contains

wrp.pbo
config.pbo
cutscene.pbo
multiple layer pbos. each smaller than 2 gig

#

(it is assumed here that object pbos are already separate)

#

with the above architecture, recrunching changes to config.pbo takes around 20 secs. wrp.pbo about 2 mins

#

you can use dewrp.exe to separate and/or split layer.pbos HG is the expert on using it, not me.

trail fossil
#

Hmmmmm interesting, would you or somebody you possibly know be willing to show/explain to me how to split my layers into a separate pbo from my wrp as you stated? I suppose I do not know how I would use dewrp to do that. Sorry if this sounds very beginner like

dawn palm
#

@sly skiff ^^

trail fossil
# dawn palm <@150949769953411072> ^^

Sweet man I really appreciate it, I’m heading to sleep but I’ll check this channel tomorrow. Goodnight take it easy and keep the good work up man

dawn palm
sly skiff
dawn palm
#

subscriber only
identical errors and warnings are now applied to all exes.
the pboProject setup panel achieves this miracle.
whatever you do / don't want to be warned about in any stand alone exe (such as dep3d eg) is controlled by pboProject's setup
similarly, rapify (eg) will react to the same warning flags wether invoked manually, by makepbo, by mod.cpp checking, rvmat comples, etc etc.

The one downdide is all your current settings in that panel have been reset to defaults.

enjoy

dawn palm
#

free and subscriber. mikerosToolbox now has Stickie''s extractpboGui

whole flume
#

Here is what it will look like

dawn palm
#

new obfuscation
with thanx to @Tree#5924 for testing, files that are accessed by sqf or script.c can now remain in the obfuscated pbo.

ANY file that cannot be obfuscated (texture or material eg) must be placed in a folder called 'noscramble'
only that file needs to be im there. a paa that the rvmat uses can remain scrambled

Credit someone (name forgotten) for coming up with this idea.

sick verge
fiery hemlock
#

What's the .c extension for? I've never seen that used in arma.

whole flume
#

somewhat a guide, more for internally documentation

wide cedar
#

someone wanna help? :P

idle mango
#

awesome idea!

wide cedar
#

You can already use it to decode PAAs on linux

#

using it on my server

#

as long as the PAAs are DXT encoded

#

but pretty much all of them are

idle mango
#

I'm not really familiar with this stuff, but paa is the texture format in arma right?

wide cedar
#

correct

idle mango
#

then this is cool, I already had struggle when I set up a squad.xml for my team, the program I had to use to convert to .paa was kinda weird

#

I think the pic had like a really red background and after conversion it was blue

#

so it probably fucked up the rgb or sth

wide cedar
#

the thing is that the default arma tools really only run on windows using steam

#

which makes using automatic build services like travis really hard

idle mango
#

I see

wide cedar
#

and no one wants to rent a windows server for stuff like nightly builds for ace

stoic juniper
#

I have the spare power on my box if its for minor nightly build testing...

orchid shadow
#

@wide cedar nice stuff.

twilit mulch
dawn palm
#

use extractpbo. problem solved.

twilit mulch
#

thanks i got it to work

dawn palm
#

Eliteness now has English, French and German Dialogs (subscriber only)

smoky halo
#

good luck creating a new binarize ^^

flint owl
#

Mikero, Where art thou?

wide cedar
#

good luck creating a new binarize ^^

I'm aware that this is kind of a pipe dream

#

no point in not trying though

dawn palm
#

New dll has bis added 'river' icon for maps (Credit HG)

opal mist
#

Is there a risk of getting global ban by Battleye if I forget to disable it and launch the game with the Arma Debug Engine and its dependencies loaded? (+ the SQF extension active). Asking because I'm not sure how careful I should be with it, I'm almost certain that I will forget Battleye on eventually meowsweats

glossy inlet
#

ArmaDebugEngine shouldn't be loadable with BE on. BE will block it

#

But they already accidentally whitelisted it in the past.. But I think it disables itself if it detects BE too

orchid shadow
#

Models?

#

or configs?

nocturne basin
#

and no one wants to rent a windows server for stuff like nightly builds for ace
whine @wide cedar

dull axle
#

and no one wants to rent a windows server for stuff like nightly builds

#

I had

#

:D

#

@wide cedar I started a similar project a while ago. And I already have pbo de/packing and WRP debinarisation.

#

But I want to point out, that debinning is somewhat controversial

opal mist
#

I see, thanks for the reply! Getting blocked is not an issue, I was just scared about the possibility of earning a ban badge on my account for creating missions in Arma 3 πŸ˜„

wide cedar
#

i don't really care for debining

#

for configs yeah, but for models i don't even think it's worth the effort

#

my main goal would just be being able to build mod projects on linux

#

also, are you still salty about ACE, @nocturne basin ?

orchid shadow
#

I also have a pbo builder, can we make a club

mild kestrel
#

debin models is useful for ports where source is not available or original author is long gone

wide cedar
#

oh i know there's legitimate reasons for it

#

i'm just saying it's not my main priority

mild kestrel
#

You're so me me me ;)

nocturne basin
#

@wide cedar .... the whine application

wide cedar
#

...

#

it's called wine.

nocturne basin
#

Meh ... wine*

#

Ye ... saw that a second ago : /

dawn palm
#

pboPro 3.71 obfuscation
this tool now accepts a nosramble folder OR
a noscramble.lst of files to exclude

plush copper
#

Hey anyone here made a arma 3 launcher?

glossy inlet
#

Yes....

plush copper
#

Would you be able to help me with my problem?

glossy inlet
#

maybe have to see ^^

plush copper
#

lol

ornate echo
#

I don't think he's here, but Head made a great Arma 2/3 Launcher called Arma 3 Launcher on armaholic. It works fine.

#

It's very lightweight and supports extra mod folders as well

plush copper
#

Yeah I've used several of them but I like being able to use my own software :D

ornate echo
#

Oh, I see what you mean now. You are looking for someone to help you with building your own launcher.

plush copper
#

Yeah mine works essentially the same as all the others but just in a different format and a modern UI

#

Yes my launcher is mostly complete...But when it launches the game the game does not appear. But the game is running in the task manager.

glossy inlet
#

what are you launching with? shellExecute?

plush copper
#

Correct

glossy inlet
#

nShowCmd parameter