#arma3_tools
1 messages Β· Page 1 of 1 (latest)
nu
Eh... I'm tired of having to support both versions. Adds so much upkeeping work for me π
(ye, I know, you said that you're not supporting 32bit in your mods anymore, but I'm still reluctant to go that way)
arma-rs 1.7.5 is released!
https://crates.io/crates/arma-rs
- Fix a bug with nested tuples and Vecs not always parsing correctly
- Add a module for helping with Arma's Unit Loadout Array
https://github.com/BrettMayson/arma-rs#unit-loadout-array
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.
my best guess is that hemtt is packing in a non alphabetical sort order
extractpbo or elitness or moveobject would tell you soon enough
Uhm... Ok, I just find it weird that they can pack it using HEMTT, just via an GitHub action though.
why wierd? play with toys, or play with tools
Why would that actually matter? I mean, in this context, where you just have additional files in the PBO (unless I misunderstood something)
Does Arma expect some special order of files when using sqfc files?
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
Yes, but again: if we're not talking about obfuscated files or files with the same filename twice, why would it matter? π€
because the bis engine will always use the cpp inpreference to the bin
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
correction, it will use the first one it finds unbinarosed
if the new files disturb the sort order....
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? π€
in the bisign ? probably
Oh yeah, bisign it was
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
In other words, something's wrong π
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.
I cannot into rust, but it seems like the latest HEMTT version indeed uses .sqfc files for signing π€
https://github.com/BrettMayson/HEMTT/blob/7d29abbe0f9f3672bec43d82aa49f3a9ef18df13/hemtt-sign/src/types/mod.rs#L124
oh well, it's called job securty when you constantly have to fix what you break.
On the other hand, the latest release on github is from... April 2020 π€
@quick portal which version of HEMTT are you using? (and from when)
(not that i can actually help much more with this π¬ )
But maybe try obtaining the latest HEMTT version that you can, and try again
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
I'm just wondering which GitHub action Jasper is talking about π€
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
I'm personally using the version straight from GitHub, so the one from 2020.
Lambs Danger uses that one as well though, just via a GitHub action and docker setup.
But looking at the integration of sqfc into HEMTT it seems it was done in 2021.
I'll have a look if I can build HEMTT myself then.
shiny new PboProject and shiny new dll should sort out some problems.
Mmm the new PpoProject the sequel of PboProject... sounds familiar
π·
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
What contents you want to pack?
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
Gear mod
JUH?
@dawn palm I'm gonna send you what it says
k
@dawn palm Can i send you the photo in private?
Because you don't have the perm
Oh okay lol
You can link pictures here @hasty trench
How?
Use imgur or such
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
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)
Ah, mb you're in dm's. Aight gl
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.
Yep
I can try this
I tried with Mikero tools only for now
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.
Hey, i uninstalled Arma Tools and installed them in C. Same problem. Thanks anyway for the message!
You also played them at least once?
Yes, I played Arma Tools once
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.
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.)
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.
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
Run the standard binarize crash checklist then. π
Anyone using Pythia and hosting their servers on Linux?
I need your help testing the 1.0 prerelease version from here, supporting Linux and featuring Python 3.10
Version to test: https://github.com/overfl0/Pythia/releases/download/interpreters/@Pythia_3.10.5_2.tbz
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
Im having an odd issue with the standard addon builder, its not packing my "sounds" folder when I binarize it...
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?
Hmm maybe it is actually working, will need to investigate further
you must add the file extensions
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?
thanx (i had it hidden βΊοΈ )
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.
this man truly never stops wtf
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
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
I thought of naming conventions mostly to make the code flow easier to follow to people that aren't using the same toolset
Yikes! π±
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"
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
I hope so. But I also do think that it should be fully unified format and/or have an API for extracting the info, since this way external developers could automate their tools' build process that would result in (assumably) huge benefits in the long run. Of course, this might be largely unnecessary given that Enfusion redeems its promises
There already is, Arma 3 for example comes with a BIS function to export cfg functions etc to the mediawiki format. And those can be mass imported. Has been done quite frequently over the years. the difference in formatting of examples etc is because people manually add more useful information after the fact
That's great! I wonder why it hasn't been applied to the actual commands though
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.
Ah, I see it now (after your edit). Though why not to cherry pick the relevant data only and leave the freely formatted comments out of the equation?
If I have my fact's right, you're supposed to cut 'n paste this stuff into your offline coder
Yes, and it's the manual work that bothers me. It's an excellent way to kill useful projects in the long run (looking at you, Armitxes' SQF plugin for VS Code) π
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.
That's why there should be standardized framework with an API... I think
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
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) π
you can find typed SQF (commands) here, https://github.com/SQFvm/runtime/tree/master/src/operators
Thanks! I'll try to wrap my head around the code π
And the source info its generated from here (without precedence)
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
what's the date / version on the latest one?
3.44 - i have reverted to 3.31 for now
will find out tomorrow if this temporarily fixes my issues
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
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?
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
so its missing from pbo prefix
pboPrefix is configured in addon builder, in the options
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?
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
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?
yes, but not for addon builder
in addon builder you set the pboprefix, in the options
but its the exact same thing
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
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
thanks, i'll check it out and see if i can get it to work
If you need a different prefix, just use a different prefix 
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?
it's been removed due to bugz
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?
Yes, if that is a concern with your environment you should consider the security implications of unrestricted/unsanitized input
yes, unless you can ensure a secure sandboxed environment never let an extension do arbitrary writes to your fs
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 π
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 π
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
tells you the file from where the callExtension call was done
I wonder if that still works with recursivecall compilecalls, since they just create code out of strings
But I also realize that extensionContext wasn't meant to defend against a hostile attacker π
Well it kinda was, thats what it was requested for
https://feedback.bistudio.com/T165723
For security purposes, the idea was flawed from the start
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.
if you want to use the data in other sqf code you will have to marshall your objects etc it into array/hashmap etc
Welp
I probably to need to do that. I guess I can do some rewrites to return a hashmap
Hashmap is currently not implemeted in intercept either
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.
Completion Status
As of now (4/06/17) Intercept is over 99% language feature complete.
Hmm... π
Yeah the wiki doesn't help much either, but I'm happy someone made intercept.
depends on your skills. to make it natively, very (9-10)
to make a lazy wrapper class, relatively easy (but I think not compatible on other threads? + slow-ish)
I can see the wrapper class stuff, do you have an example of native?
I mean sort of like the auto_array class
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 
which only Dedmen knows
well I'd say wait for Dedmen's response. I think there are some complications with implementing this
he knows things better than me
the hash function is basically #arma3_scripting message but each value has it's own unique initial hashvalue, in the code that specific one is for strings
Ah so each type has its own hashvalue?
#arma3_scripting message i'd assume so, yes
Well I could try to determine the hashvalue by using hashvalue.
On each type but that would be not fun
yes
No
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
The hashes are generally
Add(type)
Add(data)
The "initial" value, is the hash of the datatype
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"
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=
You cannot just pass your json object to other generic sqf stuff like BIS_fnc_unitPlay or setUnitLoadout
Well you could
You can make a hybrid type. Your type can be jsonType AND array at the same time
That would work, but then you have adopted it to another format π
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 π
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:
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 π€
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?
"how much of the old Intercept has been reused in InterceptAR"
https://github.com/intercept/interceptAR/blob/master/src/common/interceptTypes.hpp This file
has a total rewrite been necessary to make it work with Reforger?
yes. Some parts of the plugin loader could maybe be reused, like literally a dozen or so lines
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.
Thank you the information. I think I'll do documentation for intercept to understand the code base more before I attempt to write the hashmap.
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
So if is not possible now, what about the wrappers for invoker?
what do you mean?
Yeah just passing generic values between them, would work you would be able to call get/set on it or createHashMapFromArray
well yeah, i should've phrased it better
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
does intercept not have a channel in ace3? Or a discord server?
Well I guess that's okay π
this is the "official" channel:
https://discord.gg/wBjk69w8
Actually, you just reminded me that there IS an Intercept Discord that I happened to leave literally around 2 weeks ago, because the last message there was 2 years ago and it was me poking fun at the message from 4 years ago, just above it π
(and there were 4 people in it)
Can't invite you to that elite group anymore, though, because I left it π
that's actually so funny XD
literally c/p from intercept
Are people interested in a script that automatically generates description.exts?
script?
I actually don't think so. It is relatively easy and not complex to make
In the vscode sqf plugin some engine commands are missing. Is there a more up to date version of it somewhere?
Currently using this one: https://marketplace.visualstudio.com/items?itemName=Armitxes.sqf
This is the most up to date one https://marketplace.visualstudio.com/items?itemName=vlad333000.sqf
Extension for Visual Studio Code - SQF Language (ArmA game series scripting language) support for VS Code
Thanks a lot !
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?
sure you can just use pbo tool to pack it
class cfgMissions
look that up
alternative is to supply the path within the pbo and people to use https://community.bistudio.com/wiki/playMission
like kju said, CfgMissions, https://community.bistudio.com/wiki/CfgMissions
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?
Just include the mission folder with your mod, same as with ACRE2 etc
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 whats this about. We dont take kindly for this kind of behavior
look at yo dms
???
just spam
@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 canβt recall how to do it
its of no concern
It's causing both PBOProject and Addon Builder to not pack
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.
Thanks for the info. I'll pass it along. They've gone off to bed now
that binarize exe should've been released quite a while ago 
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
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.
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
view the binlog
it's entirely up to you to figure out what other program on the pc has locked the file
AFAIR you can use Process Explorer to see what program holds the handle for a given file: https://docs.microsoft.com/en-us/sysinternals/downloads/process-explorer
Other than that: simply try rebooting your PC π
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.
Me and Nighto are stumped as nothing pops up and he gets multiple error windows of every weapon in the pbo
I don't believe you can set explosionSoundEffect to an array of values, its expecting a string.
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)
π π
Commenting it out still gives the same error
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
@vagrant moss is the hero here.
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) π
It was angry about 2 things not having [] on them
Now it's really angry about the FRC for some reason
what's an FRC?
Fuel Rod Cannon. It's angry about an #include in there
helps if you state the error msg
It wasnt having an #include in the cfgweapons entry. But, now, it's still giving binarise error pop ups
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
>(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)
I'm looking through the FRC and I see nothing that could cause it to error out
It hasnt been touched in months-year
It's angry about an #include in there
It says it's the config.cpp
look in the bin log
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
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
not happy that pboPro didn't detedt the problem with ;;
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
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 π€
@glossy inlet sorry the ping. Any way that you can look at https://feedback.bistudio.com/T168271
I would love your opinion on it. Mainly to see if is doable.
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
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
Ah see. Still It would be nice to just have a single engine command instead.
...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.
Does ArmaScriptCompiler include any optimizations to the compiled code that the game doesn't, or in other words, does precompiled code contain extra optimizations?
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.
Yes it does, well it tries to fold your code https://en.m.wikipedia.org/wiki/Constant_folding
Constant folding and constant propagation are related compiler optimizations used by many modern compilers. An advanced form of constant propagation known as sparse conditional constant propagation can more accurately propagate constants and simultaneously remove dead code.
oh,duh!! thought i was reading an enfusion channel. burp βΊοΈ
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. π
anyone have trouble mounting the p: drive in windows 11?
How are you doing it?
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.
Thank you!
not possible without sources
What do you mean? I downloaded and have the .pbo and .bisign files of the mod. Is that enough?
What is a source? When you say that what do I need?
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
Does the complexity of what I'm trying to port matter at all? I'm just trying to port a single vehicle.
You're saying then there is no way to port it? Is there any way to get the files I need. The owner of the A2 mod hasn't been active on any platform I can find for years...
correct, there is no way
Is there anything I can do with the files I do have? Like just "fill in the gap"?
Can I use anything from what I do have access to?
no
What's the recommended way to go for packing PBOs from a CLI these days?
if you need unbinarized files such as mission, config, rvmat etc then go with mikero's extractpbo
https://github.com/dedmen/ArmaScriptCompiler/releases/tag/0.03 Arma Script Compiler updated with 2.10 commands thanks to sharplol on github (sorry dunno what your discord is)
As of version 8.95 please ping me if you are still experiencing issues with rvmats and proxies when obfuscated.
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
pal2pace creates mipmaps which uses lzo , pallette index, or lzss compression. img2paa is bi's new fancy name for same thing)
So img2paa does compress as much as possible then? Just wondering if I can tweak it. Or use pal2pace for more options
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.
Alright, thanks for the info.
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
is there still a tool around to extract a pbo without derapifying configs and rvmats?
bankrev
Also available as option for extractpbo, I believe itβs -R
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
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.
I have the latest state of my project on the GitHub branch here: https://github.com/Sanuki357/Regalis-s-SCP-CB-Assets-for-Arma-3/tree/v0.5_rooms-and-buttons
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
And packaging with Addon Builder works?
Yea
I've just build it on my machine fine btw. So repo/mod is fine.
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!
Build the addon with pboproject gui instead of via cli and make.py, that will show you more info
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
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.
Disable warnings are errors in setup dialog
Like so?
Yes
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. ```
Youβve set all warnings as errors by checking all the other boxes, thatβs not default
Easiest is to just reset warnings to default settings
Or disable those errors that youβre getting
Your choice π
I disabled a few more errors and got further aha, we'll see how I go disabling them all!
Set them as warnings instead and have warnings are errors disabled
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...
Each folder needs a config.cpp if you try and build the parent folder
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?
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.
I believe you, and I hope my sleep deprivation isn't betraying me here, but this is what I'm looking at
are you running pboProject AsAdmin ?
I was not
@fair gale update your tools to the latest versions. The ones you are using are quite old
Wrong ryann
Will do
sorry @fair gale you're using the latest free tools. there are no updates
All good!
I cannot explain why a config.cpp is even mentioned.
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?
yes
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?
extractbo nameofPbo p:\
Thanks
You can also just create dummy files if you donβt care about actual validation of correctness
that makes sense
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```
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
You can use export functionality in Eden editor to get mission pbo
But it should not affect the mission list in tadst
in this discord server there doesn't appear to be a mission makers OR an addon makers channel. why is that?
#arma3_scenario and all of the #arma3_model , #arma3_config etc
oh DUH!. guess who had the ''hide muted channels button' set.π
Does it work if I have downloaded files? I'm trying to setup a wasteland server.
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
that's because they're all obfuscated. the folks who made them don't want you stealing from them.
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?
What does it mean? Especially automatic mode?
What's your intention/use case/planning to do?
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.
Suppose there is a local mod. It has been updated, the player, instead of downloading the archive and manually updating it, runs only one exe and is automatically updated
Storing and downloading private server content
Hmm... So, the private server content, what does it have?
Scripts, models of buildings and weapons
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
That is, in theory, is it possible to make a similar program for your content without receiving punishments / blocks from BIS?
Well, with using your word βin theory,β everything is possible. But I wouldn't recommend. Mainly because it is somewhat fishy
Do BIS representatives visit this channel often?
Of course... keep it mind that this is THE official server/channel for Arma series
Or is there someone specific to whom i can write?
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'
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.
You can write email to BI legal department and explain in detail what and why you want to achieve.
In case you don't want to publicly explain the full practical use case.
π€·ββοΈ initial pitch sounded like a3sync/playwithsix/whatever to my ears, though π€
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.
The content there is very funny, a channel can be deleted in one operation posted on YouTube
I don't know what that means
War crimes and NSFW content
And injured soldiers models (200/300)
time waster
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
That should be fine it's pretty much normal common steam workshop info.
As far as I know, workshop moderation can still see even private stuff so one can only hide stuff from public eye.
Private stuff means much smaller chance of a report to moderation, though π¬
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
I guess there is intercept-database as well
Yeah, actually I just found it π
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 π ]
Using packages like Django or SQLAlchemy gives you free help in the form of thousands and thousands of articles and answers on Stackoverflow, btw
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
use an ORM in C++, come on, it will be fun!
Shhh! I'm actually trying to give an useful answer here! π
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
depends on what level of integration you want on sqf side
would highly recommend Brett's extension wrapper π
Y-you were supposed to say something else! π₯Ή
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
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?
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 π€·ββοΈ
Yeah, that's kind of what I did in Arma 2 recently but with an extension that I wrote myself. Learned a ton of things but I must admit that it was quite an endeavor...
The Rust extension lib has excellent serialization with sqf
So has Pythia π
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
I'm a solo dev in this god forbidden project (given that I'll actually continue developing it) since everyone else of the original team, being not so out of their minds, are doing something else nowadays π
Would you pick django orm over sqlalchemy?
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? π
But that lowers the chance of giving up halfway through!
Yeah. I know that sounds strange, but not giving up is what I would aim for π
Going against the flow! π
Isnβt that what GitHub is for? A testiment of ones failed projects
That puts Github's Copilot as... ugh... I don't even want to say it out loud! π
beetlejiuce beetlejuice beetl#)$)%*^^
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
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
I assume you're talking about this one? https://github.com/dedmen/ArmaDebugEngine (And thanks for the reply btw!)
yes that combined with the corresponding vscode plugin https://marketplace.visualstudio.com/items?itemName=billw2011.sqf-debugger
Dang, it works! I'm stunned to be honest, a working debugger in Arma π
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
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
hello, its posible to update a mod that im colaborator but not the uploader with publisher?
you can with new development branch version, https://forums.bohemia.net/forums/topic/169362-tools-development-branch-changelog/?do=findComment&comment=3469320
29-08-2017 Size: ~12.5 MB TOOLS BankRev Added: Ability to sort the columns on the main form Added: Shortcut Escape to close the detail dialog ImageToPAA Added: Ability to sort the columns on the main form Changed: The form showing the details has been reworked (layout, displayed information) Chan...
nice π it will be live, or always will be on dev branch ?
I imagine it will trickle down to stable eventually
you can use publishercmd.exe for now
ill try with that first
"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"
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
The sqfc.json config file, has a includePaths option
The example in the GitHub readme uses T:/
sqfc.json
"includePaths": [
"P:/",
"P:/Overthrow/include"
],
"P:/Overthrow/include":
overthrow_main/script_component.hpp
Error:
Failed to include '\overthrow_main\script_component.hpp'
i think json only applies to enfusion/reforger. so, the original question appears to be in the wrong channel.
Wat
shows how much i know
try placing overthrow_main directly in P:
That works but I would have much preferred if it worked through the include folder
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.
Full of tools?
Perhaps ^^
soon enough.
Here's something that be useful to someone, https://github.com/headswe/swiftpbo
I guess the repo lacks of a description
Well, it has a button that says build : passing atleast.
It's just a pure C# lib for dealing with pbo's.
I guess this is a tool too, https://getswifty.net/
it says build:failed, not passed :s
Yeah, i didn't push the .snk.
So it failed on trying to build without the signing key.
any plans to update poseidon for sublime 3? Not that it would matter that much, just nosy.
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
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).
Nice π
@orchid shadow does this tool unpacks (or ignoring) files/folders with invalid characters such as "*" or smthg?
Why do you ask?
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
\
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
BTW do you know where to find information on cpp rapify algorithm?
Don't support it yet myself but i did find a article somewhere on the wiki regarding it
Ahh dammit. I was blind. Thank you. :)
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?
whatever you do to configs, the result can be read in the game
Yeah, course, it's just a protection against the common users taking/reading them (want to avoid that they could spoiler someone)
well then rapify them
thanks, that's th hint I searched for. Some guys around here already talked about a tool but they didn't knew the name ;)
@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.
The problem is: I don't know C# or which chars have to be inserted
I could do it with python :D
you just have to say which chars have to be inserted ^^
lets say it like so @small vault ... whoever wrote his tool so that such issues can occur should stop writing tools
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
@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
for the record, Mikero was not 'the first to do it'. and there was reasonable debate about these things.
just because of such shit
However, which chars are not allowed? :D
@dark shoal https://kb.acronis.com/content/39790
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
Yes, because we are talking about FS restrictions.
Content can be any. There is no limitations
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 ^^
@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
Obsfucating is for fucking tards
Obfuscating the right way is hard ;)
The only right "obfuscation" is to keep all your functions serverside
And the crash guarantee if you have about 100 funcs
Please read my revised message ;)
@dark shoal wrong
Just so we don't get any ideas.
At least won't help me, I can't move configs serverside :(
@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.
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"
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.
You are not able to make a deobfuscator for every obfuscating method out there
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.
or code mover (marma)
yep, but at least you could read it
yeah, sure
we already have deRap by mikero
@smoky halo: Yep which cant deRap rapped configs with mikero rapper xD
Sneaky git
it cannot?
I think someone claimed it cant without the payed tools
Noticed that there is an extra byte in "obfuscated" bin at the beginning.
arma wouldnt tolerate an extra byte at the beginning
or do you mean somewhere at the beginning?
@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
\0raP?
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"
hmm. I am pretty sure that arma is not able to read such a file
Why not?
because it checks the signature
For example we already knows that arma engine ignores many extra header entities in PBO
Signature??
PBO is a different matter
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
what kind of signature are you talking about? I am talking about the 4 first bytes of rapified files
Sorry :)
which is \0raP or 00 72 61 50 as you stated for rapped files
if you change that, arma will error
Anyway I got this config.bin with 5 bytes from working obfuscated addon
mkay
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?

sorri, that tool never got the time it needed
https://github.com/bux/tabler this might be a alternative
I had lots of big ideas for de_stringtabler to make it better than all the other tools, but never finished it
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...
Yea.. If I had unlimited free time π
There also https://github.com/ajvorobiev/StringForge but there are no screenshots of it so... dunno
Maybe. I wrote "Test" to test it so character length shouldnΒ΄t be the problem.
where did you download the program from?
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.
I would try with the latest (unreleased) version that has a couple of fixes since last release
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 ...)?
I'm not sure if that is allowed.
@glossy inlet might you know if pbo encryption is something that BI allows?
All gud then! Thanks! 
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 π (Mine is better anyways :D)
You would have to compare them to be sure x)
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)
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
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.
its posible to desbinarize a .bin or binarized .sqm in linux?
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)
@normal wigeon You can check it by using the script CheckAll from Object Builder
https://cdn.discordapp.com/attachments/105792702829846528/106453461511467008/log.txt
RHS 0.3.8 -> 0.3.9.1
333.59900 mb patch needed
New swifty backend im working on.
@orchid shadow link doesnt work for me for some reason
Ah right.
Works for me, strange.
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
I have SwiftPBO starred on github and at some point plan to check it out/contribute
Feel free!, something i should go do is clean up the reading and writing part of it.
but perhaps I miss some bg info, whats Swifty? That is not SwiftPBO right?
I wrote SwiftPbo for swifty.
Because i wanted tools that intergrated directly into C# without having to use third party applications and ugly hacks
What about alpha patching?
roger that, interesting framework, is Swifty also open source?
No.
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
Sadly i forsee it would cause countless community specfic updaters to emerge and would destory swifty as a platform.
@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.
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
cool, would be interested. Let me know. Also let me know if you need private Git/Jenkins
moveobject/movefolder fixes (credit Flynn)
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>
you are packing everything in there it seems including your grandma
most likely you have source files being packed in the same pbo and thus you exceed teh 2gb pbo size limit
clean your folders
Thank you friend I will try. Iβll probably take my grandmother away ... I thought the card would be much more comfortable with her
@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
youtube instructions for terrain making are prettty much crap
go to #arma3_terrain and look at the pinned messages for proper tutorials and start from the beginning to set up your tools properly
β€οΈ
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.... ......
dont follow youtube instructions
I don't follow them...it's just that the problem is in my map....
Oh yeah!!! I was able to pack the map. Successfully, but the .wrp file is missing from my .pbo
This is not a successful packing of a map

I understand it. I meant that at least something has changed. Now the question is why, wrp does not want to climb. Maybe because of the height map?
Honestly just start fresh with PMC tutorial and do it completely.
And I mean completely from tools and P drive setup at the beginninf
did everything according to the instructions. map created with l3d works fine. The problem is only with the map through qgis.
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**
what are the full commands you use?
If I use @dawn palm's PBO Project to create a new private key:
CPAcquireContext failedcreating ***keyname***
Just "Override Signature List".
I'm using the GUI
are you using some weird character not allowed on windows fs? π
Not that I know lol
Just spaces
It was working before I upgraded to W11
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
@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
??
Still getting
skeleton class 'OFP2_ManSkeleton' is missing rtm bone 'Weapon'
preprocessing files produced an error
failed``` @dawn palm On 3.60 premium
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.
It wants weapon, which we have. It then wants Weapon. Itβs a never ending cycle
You most likely have Weapon in rtm somewhere
@rain sinew , you have not answered my questions, so what help are you expecting?
latest version of depbo.installer is 9.16 btw
yeah about that, where did it go? Can't find it in scripts.pbo anymore
@rain sinew
https://discord.gg/KUE4h4RfCa
It might've been made online only? I'd ask in the DayZ Discord.
online only guidelines, I reckon in 2017-2018 there was enfusionscript.chm file inside /docs/ in scripts.pbo with proper documentation for server API
is this wiki entry updated?
https://community.bistudio.com/wiki/Arma_3:_ServerBrowserProtocol3
i think Art of war DLC, and CDLCs are missing
aow = 4096
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
the flag is 0x4096 ?
0x1000 then lol
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
i just want the mods id in the server, and now im asking an IA what is 4096 in hex
Ugh... python3 -c 'print(hex(4096))'
nono i prefer to waste x10 more energy using open ai servers lol
awesome _ converter
Please use the OpenAI API for that. That way you waste not only your time, but also your money! ππ
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?
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
But yeah, someone should update that wiki entry
Not sure if I follow, but I'm pretty sure you can compute that without even knowing which DLC have which value by simply counting the number of bools=1
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 π€
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
im using python, probably someone already do it in the past
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.
They do. That's why I said that CDLCs are treated like regular mods. They simply have their own "mod IDs"
hmmm, does the above only apply to the workshop?
DLCs have specific flags, CDLCs have mod IDs
k
@inland flare - any news on that FBX issue?
Google returns same type as first value. So i usually do
0x0 + 1234
For hex and for the other way
0 + 0x1234
Not at all.
I guess i'm the weirdo using Windows calculator for all my hexadecimal needs. π
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
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.
thanx @glossy inlet
There's nothing truly new on this topic. All I can say is it's still in my basket ;)
the only way to edit the REQUIRED ITEMS is in steam, there is no api or file attached to it right ?
If by required items you mean mods, then yes
Also: optional mods are any mods that match any signature in signatures
yea, im using a mod as a "loader", and i wanted to automatize the process of the required items :
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
this is read by the launcher or the game?
i guess i can use this:
copyToClipboard str ("true" configClasses (configFile >> "CfgPatches") apply {configName _x});
to get all pbos
well, i required to learn javascript to do it... but i ended up doing an extension lol
Pls send me when you are done with it. I've been looking for a way to do that faster for ages.
So what is it that it is doing, again? π€
Pls donβt tell me some one did this before
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
Does it also work for collections?
no yet, but it can be done i gues
My knowledge of JavaScript has 4 days old, soβ¦ Iβll focus to make
Html -> dependencies
Work first
I never said that someone has written such a thing earlier. The "again" at the end of my sentence just meant "Tell me again, please" π
But you didn't have to implement Steam querying of servers to obtain the list of mods running on them π
You probably could have dumped that info from the launcher somehow. Not sure if you could, but you probably could
its far from perfect, but usable at least π
(Only with mod dependencies)
https://github.com/Flyingtarta/FTT-chrome-extension
Just put this on a folder, and load it from chrome as dev extension.
ill publish it, when figurate how lol
Cool, I'll have a look at it.
i miss understund lol.
You probably could have dumped that info from the launcher somehow. Not sure if you could, but you probably could
yea i leave that to a future me, i want this to use it in a discord bot, so the launcher isnt an option.
hey if anyone has access to the Premium Mikero's Tools and wants to help out my Desert Island Reforged project plz send DM
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
Not supported. You need to disable guard and better have long safe password.
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
nothing on AI88 in your link but found that it's greyscale in https://community.bistudio.com/wiki/texHeaders.bin_File_Format
didn't show up in google, should have tried searching in biki first lol, thx
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
so is there any reason to make crosshair texture in greyscale other than saving some bytes?
well it won't be transparent but why use color when there's no point to it?
right
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
What are some great tools for singleplayer mission creators?
3den Enhanced
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
Is there a fast way to change it for when one needs to get help and the people helping know only English? π
I doubt such ones already subbed π
And what language does FranΓ§ois speak? π
francis only speaks Engels
Y'all have any ideas to make pboProject process faster?
- Good CPU
- Good storage with faster write/read
- 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
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
Convert what to what?
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
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.
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!
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.
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
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.
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
@sly skiff ^^
Sweet man I really appreciate it, Iβm heading to sleep but Iβll check this channel tomorrow. Goodnight take it easy and keep the good work up man
well I mean I just followed the DeWrp instructions to do it π
I'll try to recollect what I set up at #arma3_terrain
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
free and subscriber. mikerosToolbox now has Stickie''s extractpboGui
In case that someone wants to use latex listing to display sqf code in a latex doc
Here is what it will look like
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.
Out of curiosity: What do you need SQF highlighting in LaTeX for? Are you writing some sort of scripting guide? π
What's the .c extension for? I've never seen that used in arma.
reforger
somewhat a guide, more for internally documentation
this is something i've been fiddling with: https://github.com/KoffeinFlummi/flummitools
someone wanna help? :P
awesome idea!
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
I'm not really familiar with this stuff, but paa is the texture format in arma right?
correct
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
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
I see
and no one wants to rent a windows server for stuff like nightly builds for ace
I have the spare power on my box if its for minor nightly build testing...
@wide cedar nice stuff.
Hi! It is a while back but i could see that you could solve your problem with Missing prefix, cannot process. I am having the same problem. How could you solve it in the end with the command line?
use extractpbo. problem solved.
thanks i got it to work
Eliteness now has English, French and German Dialogs (subscriber only)
good luck creating a new binarize ^^
Mikero, Where art thou?
good luck creating a new binarize ^^
I'm aware that this is kind of a pipe dream
no point in not trying though
New dll has bis added 'river' icon for maps (Credit HG)
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 
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
and no one wants to rent a windows server for stuff like nightly builds for ace
whine @wide cedar
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
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 π
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 ?
I also have a pbo builder, can we make a club
debin models is useful for ports where source is not available or original author is long gone
oh i know there's legitimate reasons for it
i'm just saying it's not my main priority
You're so me me me ;)
@wide cedar .... the whine application
pboPro 3.71 obfuscation
this tool now accepts a nosramble folder OR
a noscramble.lst of files to exclude
Hey anyone here made a arma 3 launcher?
Yes....
Would you be able to help me with my problem?
maybe have to see ^^
lol
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
Yeah I've used several of them but I like being able to use my own software :D
Oh, I see what you mean now. You are looking for someone to help you with building your own launcher.
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.
what are you launching with? shellExecute?
Correct
nShowCmd parameter

