#arma3_tools

1 messages · Page 5 of 1

hazy cedar
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mounting with the .bat file didn't help. also tried installing the tools on a different computer and had the same problem with the paths

sly skiff
#

right

#

now that I read that again

#

your paths are just plain wrong

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they are not complete

hazy cedar
sly skiff
#

👍 happy modding

orchid shadow
#

Swifty 2.1.0.5 with pbo patching has been released.

#

Come and break it ;)

#

Can be installed side by side, old client will start spitting messages in two weeks 😉

smoky halo
#

please let me know if it does not work for you :)

wooden sail
#

quick question, is there a way to just tell your pdrive to move to a different folder, Or do you just gotta demount and remount it with a new file path?

sly skiff
smoky halo
#

@inland flare

wooden sail
rough grove
dawn palm
#

mikero's dos tools
arma3p has been updated

#

@wooden sail if your P: drive is a subst drive eg actually part of another drives folder the answer is yes.
simply change the drive letter in the bat file you are using to load the drive when you start the pc from p: to whatever

fallow elbow
#

hey. so I'm tryna open my PBO Manager and always getting this - does anyone know how to fix?

elfin oxide
marsh viper
#

Exporting my vehicle from blender using the toolbox just fine. I pack the pbo and when in game, the vehicle is tinted darker. I open it in object builder and save, repack, it is fixed. Anyone know what might be causing this. Didn't need to do this extra step before.

sly skiff
#

so vertex normals dont export right

#

doing stuff in OB recalculates those

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there is a guide to install the toolbox in pins at #arma3_model

marsh viper
#

Yeah, seems when I moved my tools to my ssd I forgot to change the path. Thanks, Goat.

dire mural
#

Is it possible to load unpacked mods ( not packaged into .pbos )
I want to speed up my dev cycle and if I can skip doing a package that'd be nice.

glossy inlet
#

No.
But you can package it into PBO, load that, and then make it use the unpacked file instead.
See -filePatching

#

You'll just have to repackage PBO when you add new files.
Editing existing files you can then do on the unpacked data.

And for config.cpp changes you need to pack the pbo unbinarized and restart game. Unless diag binary mergeConfigFile

glossy inlet
#

👋
Working on a callExtension thing

we're adding remoteExec information and diag_stacktrace support to RVExtensionContext so that Extensions can know which script (with full callstack) a call came from, and also who sent it in case of remoteExec.

What other things would you maybe want in Context?

obsidian sluice
#

Nice! I just tried FuturaToP

#

and my PC just froze during it :D

sacred jacinth
#

how can i fix that bug in binarize

glossy inlet
#

Read its logfiles

karmic niche
#

I like how you let people fetch void** instead of strings!

#

A few more iterations and we'll get a CallExtension that gets a void** as well 🙃

glossy inlet
#

I wanted to add remoteExecutedOwner.
And though "Hey.. why am I wrapping this into a string, to then write string parsing code to get the number back out..."

for CallExtension it doesn't make much sense. We could separate string,bool,float and thats it.. Meh. I mean.. maybe, probably not.

For context that'll also allow us to push structs. For example for the stacktrace, I can just send an array.
Extension developers are probably versed enough in coding to handle that.
And if they're not, they just use the default and get everything wrapped in string still

glossy inlet
#

Actually turning this into a bigger extension overhaul..

Why is the outputSize int? Well, just in case we want to pass a buffer with negative size!
Why do we need RVExtensionRegisterCallback and other Register functions to give function pointers to the extension, when the extension can just grab them from the exports of the game instead
Why can you only choose between always getting context, or never. Even though you only need it for one specific API call. Why not be able to call a getter yourself just when you need it.

inland flare
#

Last I tried (after the last update), it worked fine. What were you doing?

nocturne basin
#

Direct sqf value return maybe?
Not in particular with the original value classes, but a simple immediate return of wrapping data structures or just immediate string to value conversion with the string remaining

glossy inlet
#

The new stackTrace context, combined with the new void** feature flag.
Can even get you extra data that would otherwise have been too expensive to pass around.

Like.. The whole content of each script file in the callstack.

And performance wise, sending this much more data, is still cheaper than sending less data but converted to a string.

glossy inlet
nocturne basin
#

Is it really a cpp interface? On mobile right now so checking it out properly is quite troublesome

glossy inlet
#

It's C still

#

But I won't provide C examples for the new stuff. Neither C#. Because time.

nocturne basin
#

As long as it ain't some cpp mangling required, all is fine

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Otherwise some pleb in the community might have trouble to use the new features

obsidian sluice
#

Browsing internet

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during that

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strange this is that when PC freezes, second monitor just shuts down (no input)

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and main freezes

glossy inlet
#

So

int(*callbackPtr)(char const *name, char const *function, char const *data) = nullptr;

void RVExtensionRegisterCallback(int(*callbackProc)(char const *name, char const *function, char const *data))
{
    std::cout << "RVExtensionRegisterCallback" << std::endl;
    callbackPtr = callbackProc;
}

void CALL_CONVENTION RVExtensionVersion(char *output, unsigned int outputSize)
{
    std::strncpy(output, "Test-Extension v1.0", outputSize - 1);
}

Can be replaced by

#include "RVExtensionUtil.hpp"
RVExtensionCallbackProc* callbackPtr;

void CALL_CONVENTION RVExtensionVersion(char *output, unsigned int outputSize)
{
    callbackPtr = reinterpret_cast<RVExtensionCallbackProc*>(FindRVFunction("RVExtensionCallback"));
    std::strncpy(output, "Test-Extension v1.0", outputSize - 1);
}

callbackPtr has the same value in the end. But the new method makes it possible to do that without defining a exported function just to get it

vague shard
#

whats most up-to-date VSC plugin for SQF? (regarding keywords and good enough macro support)
and any working plugin with static code analysis?

junior beacon
#

There the language server things from x39 which I use.

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And a syntax highlighter that is fairly up to date. It is a fork of the one from armitex or so.

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Sadly not at my pc right now so can't check.

nocturne basin
#

If I just would have the spare time to fix the config parsing DB lockup issue...

#

Annoys me everytime

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But just cannot spend the time to debug rn because of literally no time

vague shard
#

how do you determine what extension VV is?

#

seems a little broken too

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unfortunately sqlint seems too outdated, also some remarks are wrong

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SQMVM seems to have problems with includes, and macros :/

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uff

kindred abyss
#

yep, had to stop using it for the same reason

vague shard
#

the repo loaded into the workspace has a fair amount of code (couple MBs)
to require a few GBs seems too much tho or not?

junior beacon
#

Had the same issue with our workspace.

#

Smaller workspaces work fine. Although I don't mind the ram usage.

kindred abyss
#

ive only got 16gb so i cant do it with arma at the same time 🫠

scenic canopy
kindred abyss
#

#

what is swap

opal mist
nocturne basin
#

to be fair ... i yet have to be granted acces to one of those disclosed projects causing the ram hike
i only can speculate why it does the ram hike otherwise, which is quite complicated honestly

#

So if anyone is able to provide me access to a project with that RAM usage climbing to the moon, please do so
as i am literally clueless why it happens (all those nasty CDLC devs here, doing all those nasty SQF things, i know you are doing bad vodoo with ma lil girl SQF-VM tears )

junior beacon
#

😄

kindred abyss
#

my medical expansion ends up using ~600mb consistently but think thats somewhat normal

uneven trench
#

Hello! I'm getting this error when I use the Addon Builder

glossy inlet
#

check the log files for more details

#

probably something wrong with your config.cpp

severe lava
severe lava
#

Can you be a bit more specific tghan "doesn't work"?

rocky canyon
severe lava
rocky canyon
#

but iirc it was something with normals calc

severe lava
#

I'll have a look. There have been a couple of code-breaking changes in 4.11, sadly 😐

severe lava
#

I haven't found any issues; I'll need an error message. It works fine for me.

severe lava
#

That looks like an old version of the toolbox

sharp pecan
#

anyone got an old pbo project installer they could send my way?

scenic canopy
sly skiff
sharp pecan
sharp pecan
scenic canopy
#

I've heard of people trying it with gitlab 😛

#

anything that has support for github actions and has powershell should be able to use it

spice jungle
severe lava
#

That is because you have not created weights for a geometry lod.

spice jungle
severe lava
#

No worries... error messages in Blender are easily missed 😐

leaden elm
#

is there a template for building a mod using hemtt? the hemtt new command doesnt work or i don't know how to use it

junior beacon
#

If you still have issue I recommend joining ACE3 discord. It has got a hemtt channel

compact lake
#

is there a way to ignore ”rapwarning missing files” on pboproject?

making retextures for cdlc stuff, but as i cant extract its stuff to my p drive it complains about missing .p3d

dense cove
#

You can create empty dummy files

compact lake
#

huh, didnt know that could work, thanks!

sly skiff
#

if you inherit from original classes you dont have to declare the models again so your config has nothing to check

#

you only need to apply the changes you make

dense cove
#

Well that tho

rancid lake
#

I'm using Arma 3 Toolbox and i'm a little bit curious, i can see this plugin proposes aditional LODs that are not documented in the wiki. What are View Pilot Geometry an View Pilot Fire Geometry for ?

sly skiff
rancid lake
dense harbor
#

hello.
I want to make modpacks of various mods for Arma 3, I have noticed that sometimes I get Steam Error 8 and if it is published correctly when I want to publish any other update, even if it is a different pbo, it still gives an Error 8 and the mod on the website seems to be corrupted, and I have done several tests but I don't understand why this is happening? and I would appreciate help.

dense cove
#
  1. Don't do that, there is no point to do
    That's all
sly skiff
dense harbor
sly skiff
#

And well it often just breaks things. We don't really offer advice on that since typically it is completely unnecessary and just breaks the mods along with their licenses. Using mods from their original makers uploads is the right way to use them

dense harbor
#

Thanks, I like using the original version mods and I think I understand the error better, it's still interesting how works.

vague shard
#

is to possible to run binarize per cpu core parallel?

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if so, is there more potential problems than temp folder data conflicts?

glossy inlet
scenic canopy
#

HEMTT also runs binarize in parallel

vague shard
#

hm it should be almost the latest pboproject

#

anything needed as parameter for commandline?

scenic canopy
#

3.88 removed multi threading for binarise

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so you'll need a version from before that then

rough grove
#

HEMTT 1.12.0

https://github.com/BrettMayson/HEMTT/releases/tag/v1.12.0

Launch - Extending & Multiple Configs

  • Specify multiple configs to customize your launch hemtt launch default ace ws
  • Specify configs that extend others

P Drive - or Not!

  • Projects can specify that they require a P Drive
  • No P Drive? No problem! It will use your Arma 3 installation from Steam!

What's Changed

  • Binarize: link all addons when using --just
  • Binarize: p3d missing textures & materials
  • Launch: extend configs
  • SQF: smarter suggestions, also won't make suggestions unless they are proven safe
  • SQF: fixes missing {} and [] in some suggestions
  • SQF: suggestions preserver original string, "" vs ''
  • CI - Replace deprecated actions-rs and update actions

Reminder WinGet Updates usually take 1-2 US working days

clear matrix
#

Yo, I'm making a dll extension that uses CURL library to make an API request. My problem is that when my dll code doesn't consist any curl library functions. everything compiles and the game detects the dll and I'm able to callextension. When I just add for example curl_global_init(CURL_GLOBAL_FLAGS) to my dll code and compiles it, it compiles but I get in the rpt:

Call extension 'testing' could not be loaded: The specified module could not be found.
#

Oh btw when I declare a variable of curl type it still works. Im pretty confused about what the issue is

karmic niche
#

The best way to troubleshoot this kind of issues is to create a small tester exe that does LoadLibrary on your dll and does some fake rvextension calls.

Most probably, your curl version adds some dependencies in the form of DLLs that are missing.
Use https://github.com/lucasg/Dependencies to check if the extension is able to resolve all its dependencies. Alternatively, make sure you compile your curl/extension statically if you don't want to provide missing dependencies yourself.

GitHub

A rewrite of the old legacy software "depends.exe" in C# for Windows devs to troubleshoot dll load dependencies issues. - lucasg/Dependencies

#

when I declare a variable of curl type it still works
I don't remember how curl works, but it looks like you probably need to have sth like libcurl.dll in the same directory as your extension if you don't compile it in, statically

#

As that curl_global_init that you're referring to is not present inside your extension, but inside curl's dll (that you haven't compiled in, statically)

clear matrix
#

Ill check my cmake again to see how im linking with it

karmic niche
#

If you get that dependenciesGui.exe file that I've linked above and check the dll, you'll know for sure. It'll probably come in handy more than once, so I'd suggest getting it anyway 🙂

#

Btw i have added a special step in my CI to make sure my extensions don't have external dependencies that I don't want, in case something changes in libraries that I'm using

clear matrix
scenic canopy
clear matrix
#

yea its a dependency issue

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god i hate handling packages in windows lol

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im more of a linux dude

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oh lol it tries to link with libcurl-d which is the debug dll instead of the release one. my cmake is set to debug for some reason

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lol

karmic niche
clear matrix
#

yea i had problem with the dll resolve and i think I will ditch the curl and just use winhttp it will solve some headache

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linking the x64 and the x32 to curl could be a pain i think

clear matrix
#

btw anyone ever succeeded to debug the dll by attaching gdb to the server process?

scenic canopy
#

sure, that's doable

clear matrix
#

bruh i didnt manage to do that lol

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Ill try tomorrow

scenic canopy
#

aren't you using msvc on windows for your dll?

karmic niche
#

It should "just work".
You may even be able to start Arma as the executable in the debugger, without attaching (although I seem to recall I've had issues with that back in the day)

clear matrix
#

im currently debugging with a logger tho so I'm chillin for now

scenic canopy
#

Are you using the MSVC toolchain or something else?

clear matrix
#

yea I use msvc

scenic canopy
#

Cause that uses LLDB, not GDB

clear matrix
#

oh bruh

#

ok ill check it out

scenic canopy
glossy inlet
short hazel
#

Anyway to run publisherCMD with out steamclient? i am trying to make automated addon packing/signing/publishing inside docker container.
Container only has steamCMD, i tried to run it as well no luck


PS C:\Steam\steamapps\common\Arma 3 Tools\Publisher> .\PublisherCmd.exe update /id:3235471921 /path:"C:\Users\Administrator\Desktop\O_CORE" /changenote:test
==========================================
= Arma 3 Publisher
= (c) 2013-2022 BOHEMIA INTERACTIVE a.s.
= version: 1.0.0.0
==========================================

Parameters:
- Published File Id: 3235471921
- Path:              C:\Users\Administrator\Desktop\O_CORE
- Change note:       test

Initializing Steam...
Steam initialized. Result: SteamIsNotRunning

PS C:\Steam\steamapps\common\Arma 3 Tools\Publisher> 
karmic niche
vague shard
#

or use steamcmd with VDF files

#

you need to upload new mods via publisher first to set the A3 specific tags

short hazel
scenic canopy
#

Remember that files like meta.cpp is managed by publishercmd so you’ll have to create one and add publisherid yourself

junior beacon
#

Can anyone quickly tell me the log location for PublisherCmd.exe ?

vague shard
junior beacon
#

Only publisher logs there for me. Not the CMD version

frozen meadow
#

use steam publisher, my extension need that kvtag to see the real size of the mods notlikemeow

junior beacon
#

Too late.

frozen meadow
junior beacon
#

What's the kvTag anyway?

frozen meadow
#

when publisher upload the mod to the workshop, saves the real weight of the mod in one "kvtag"

#

i guess is some kind of tags for app use

junior beacon
#

And CMD publisher doesn't?

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It should be the same just without UI

frozen meadow
#

in that case probably yes, i saw a few mods that dont have that tags, and i guess is some kind of alternative uploader

#

but if publisher cmd is the same but with out the UI probably do the kvtag thing

junior beacon
#

Well. At least I think so.

frozen meadow
#

i dont understund why steam dont have it integrated to it , its just weight the file before upload it, its not that hard lol

knotty cedar
#

ive found a c-5 that someone started making on github and i think its mostly made but the github has been dead for 8 years is there a tool i can use to convert the files ive got into a working mod?

karmic niche
scenic canopy
nimble island
#

Hello, facing issues with the linker while trying to 'make' armake, I have downloaded the 0.6.3 pre-release which requires old libcrypto.so.1.1, anyone with an updated armake?

#

Or maybe easier, get a linux version of Mikero extractpbo

#

Not straight forward, looking for the error cause now:


fs_DriveType: bad url or drive spec
'./extractpbo'
nimble island
#

Well it complains, but does the job.

rough grove
#

HEMTT can extract PBOs if you're looking for that on Linux

haughty walrus
haughty walrus
junior beacon
#

And I thought I am the only one using powershell instead of python or so 😄

frozen meadow
#

*code in notepad, be a man *

haughty walrus
# junior beacon And I thought I am the only one using powershell instead of python or so 😄

powershell might have some funky behavior compared to other languages but at least it comes included with windows, it can be easily tested and debugged without compiling it first, and the documentation is very good. although python's documentation is good too. i just wanted to use a language that anyone with a windows machine can run. without needing to install some compiler first.

junior beacon
#

Yeah I agree. It's just a very rare sight.

haughty walrus
# junior beacon Yeah I agree. It's just a very rare sight.

i have no idea why though. i mean...... for basic scripts like that, what else would one use...... batch? possibly. but most other languages need a compiler to be installed. Unless one goes the route of including the Python compiler into an exe. but i avoid .exe wherever i can simply because it adds an extra hoop to check the source. sure, one can post the source on github and then check the hash of the exe after building it from source.

#

i just like the straight .ps1 approach where the source can be viewed with just two mouse clicks.

#

oh and then there is the problem that Python or batch were somehow incapable of calling FontToTGA.exe properly. so it kept failing. until i tried Powershell.

junior beacon
#

Perhaps because the Powershell syntax is special😄

haughty walrus
# junior beacon Perhaps because the Powershell syntax is special😄

one example: to return a full array, one needs to join it together into a string.............. $array -join ","
when i found that out it was like: WHAAAAT????
at first i tried: $array and got this back: 10........ and i was like: yeah..... that is the first element..... i want the whole damn thing!

#

although i do like that i can do $array[-1] to get the last element. instead of _array select ((count _array) + 1) in SQF.

#

or even a bit trickier: reverse the array and select the first one: (reverse _array) select 0

junior beacon
#

Cheers!

scenic canopy
torpid valve
# haughty walrus this might be of use to you.

This made me actually read the powershell documentation for the first time and I've only just realized that it's a .NET CLR language 🤯
It's definitely worth learning (although I hate its syntax so far meowsweats )

junior beacon
#

yeah, the syntax takes a while to get used to

nocturne basin
#

Iirc tho there is an actual way of writing c# in there

#

Just that that's kinda for adding custom operations

#

But yeah, powershell is in all actuality very nice

#

Just in case you want to join the dark side on Linux too

inland flare
#

@obsidian sluice If it happens again, might be good to have a look at the event viewer (On Windows, from the "computer management")

obsidian sluice
#

I tried it again after about 2 days and it worked without any problem

inland flare
#

perhaps a RW issue or something completly unreleated to FuturaToP itself

vague shard
#

is there a way to profile memory usage of A3 (RAM/VRAM) with a third party tool? (in a meaningful way)

glossy inlet
#

meaningful I don't think so

#

A third party tool can tell you that memory usage rises, but not for what

#

If you have a specific usecase though. I might be able to make you a build with memory profiling.
But I don't know if that works offline or if it needs to be connected to our dev stuff while recording

vague shard
#

@desert citrus ^

glossy inlet
#

its only ram though, not vram

vague shard
#

should be either something with a terrain or objects he wants to analyze

glossy inlet
#

We got new tool since about half a year.
I gotta test on monday probably, likely I can only let you use it with the internal binary

desert citrus
#

ram only is fine.

#

Looking at object memory use.

#

Also I have internal exe so that shouldn't be a problem.

obsidian sluice
#

¯_(ツ)_/¯

limpid sky
#

whats seems to be causing this problem in PBO project?

scenic canopy
#

Broken p3d, open and resave it with object builder

limpid sky
#

so i know these missing files are located in "Arma Material Relocation" in alwarrens toolbox

#

but i dont know how i can get rid of it, theyre also not connected to the model

#

how can i get rid of them?

#

because i dont see any options to delete nor can i right click

scenic canopy
#

They need to be provided in your ”p drive”

limpid sky
#

yes but i dont need them, what happened was I took one of the A2 sample models into the file, and now the these paths are stuck in the file and i dont know how to delete them

scenic canopy
#

They are needed by binarize

#

Either provide the files or remove the references from all lods

limpid sky
#

all references were removed from lods, they didnt have any materials set yet

#

but i ended up just copying the models to a new blender file which seems to got rid of these paths. so its fixed

nimble current
#

is there a commandline argument for pboproject to have it generate a private key?

#

or maybe another binary that can generate a private key for me

#

so i can set up "generate private key if it doesnt exist"

nimble current
#

i see tools like hemtt will generate new keys for you, the ace mod appears to re-generate its key every update.
does this mean server owners have to manually copy the key out each time theres an update? or does the arma server read the keys folder of loaded addons?

scenic canopy
#

arma does not read keys from mod folders, only from the main keys folder of the server. if a mod update uses a new key the server admin must add the new key and optionally remove the old if no longer desired to be allowed.

dawn palm
#

Mikero's tools release 9.49
dll: small improvements to some error messages

dewrp: far better header info displayed to match what map makers 'see' in their terrain builder dialogs. The names for many things in those dialogs are often wrong or contradictory from one dialog to another (read snake man's pmc tutorial) , so dewrp lists it's REAL name then the terrain builder names (plural) . You can now use derwrp to list all unique p3ds and land classes too.

pboProject: maps: fixed bug where land_xx classes were baked into the pbo's wrp config. This error ONLY happened with a single pbo for textures, layers, config, and wrp. (these are normally and should be, in separate pbos)

#

@nimble current pboProject's setup panel has a createKey button.

onyx helm
#

Is there any .sqm file parser in Rust that's available publicly and actually works?

karmic niche
onyx helm
#

Please let it work, I don't want to deal with parsers anymore... 😆

karmic niche
#

If that fails, there are also parsers in other languages available (JS, Python), but I doubt you'd be willing to use them since you especially asked for rust 🤷‍♂️

onyx helm
#

I could utilize Python's armaclass through PyO3, technically. I used it before, it works just fine, it's just that I'd like to keep everything mono-Rust as much as I can

#

Much appreciated o7

onyx helm
scenic canopy
#

as long as the mission file isn't binarized you can use any arma config parser

#

there are also tools to unbinarize config (mission) files

onyx helm
#

The main reason I specified Rust was because I have a Tauri + Yew app with a bunch of other stuff shoved in, but certainly

karmic niche
west cosmos
#

Hi! Basically i want to achive simple thing (i assume). I want to create a server-side mod which will at start of a mission print out Name of player and Slot in which he is in, and i want it to print it out in default Arma 3 Console.

sorry if it's a wrong channel but i want to avoid this beeing pushed on client-side and i guess it's not that hard to do it on server side?

glossy inlet
# west cosmos Hi! Basically i want to achive simple thing (i assume). I want to create a serve...

At start of mission == when player is spawned in?

in your mission, initServer.sqf

{
  private _data = [name _x, roleDescription _x]
  systemChat str _data;
  diag_log _data;
} forEach allPlayers;

// Handle JIP
addMissionEventHandler ["OnUserSelectedPlayer", {
  params ["_networkId", "_playerObject", "_attempts"];

  private _data = [name _playerObject, roleDescription _playerObject]
  systemChat str _data;
  diag_log _data;
}];

I don't know if that is all the info you need, but I hope that would atleast print part of the data into console at the right time

west cosmos
glossy inlet
#

I think @rough grove talked about wanting this, and @torpid valve is probably interested too.
Still some work to be done but there are no blockers for adding this to 2.18

#

It even works in thermal vision 😄

torpid valve
#

Like is it just finding the HWND and passing it to imgui init fnc or is there more work needed?

glossy inlet
#

ImGui needs the direct x device and context and hwnd
Now extension will be able to request the first two from game, and hwnd you can find yourself

#

You don't have control over the render target in the game. (Well you could create your own if you wanted to, but rendering it back into the game would be a bit offie I assume)
It will just render onto the currently active target.
Which during Draw3D will just be the main screen one.

For example calling it from a onDraw handler of a UIOnTexture...

torpid valve
#

Speaking of 3d stuff, maybe you should also give us that command for camera transform that I requested in #community_wiki before? To draw custom 3d stuff? 😅

glossy inlet
#

its on the list

#

🤣 This is fun.
If you want to interact with UIOnTexture you would need to convert the UI position from ingame position into pixels so you can translate the mouse positions and clicks. But I think scripting should already be able to do that?

#

This by extension (pun intended) also means you can now render everything from external into a texture.
Images from disk, twitch streams, whatever

kindred abyss
#

dedmen making another random platform update one of the biggest for stretching game capabilities lmao

glossy inlet
#

Its a bit annoying that it currently renders behind the game UI.
So Draw3D is called before UI render.
Will probably need to add another eventhandler that fires after the last game UI is drawn, so you can draw ontop

Might make it to profiling branch next week

rough grove
#

Nice! I did have that working, but having the game provide it will be much easier than what I was doing

#

The main use case I thought of for it though, I definitely don't have time to implement

#

Could be useful for some debugging during development, if there's still major development going on, would've been interesting to see used for acre, medical, etcm development tools

karmic niche
#

...or playing doom in Arma

#

This looks like something that I could use for installing python (pip) dependencies in-game 🤔

rough grove
frozen meadow
frozen meadow
sly skiff
#

Not a random ping channel thanks.

dusky timber
neon flax
#

we just need arma-rs support for this.

dusky timber
#

and a3go

#

Don't disregard me sadge

torpid valve
rough grove
glossy inlet
#

Also added Draw2D eventhandler which runs post-ui, so you can render some toppest-level overlays (and which also don't influence HDR/eye adjustment)
Performance of that isn't too nice, it needs to wrap up async rendering before it can let the extension render.
And async rendering is supposed to be able to run a good while longer in background

UIOnTexture does the same already though so not too bad.
I'd say consider not taking a GPU lock in a Draw2D unless you really need a top-top level UI.
I can't see a noticable impact just looking at fps numbers, but I guess someone could try running a YAAB with a ui overlay and see what happens

kindred abyss
#

and which also don't influence HDR/eye adjustment
as opposed to what? do draw3ds influence it?

torpid valve
glossy inlet
# glossy inlet

You also can see there how the background brightness changes when I change the colors

#

@smoky halo you just got a new competitor in the ebo encryption business :D

dawn palm
#

release 9.51: large number of small bug fixes and improvements to pboProject and the dll (mostly wrp)

dawn palm
#

AIO installer now has a convenience button to select 'mikero's toolbox' in preference to chasing down a tool by other means. Thank you @pseudo reef

sly skiff
#

@glossy inlet any chance there could be some startup command or something added with buldozer to set where it reads its config from? When using A3 exe as buldozer its a bit hit and miss again where it reads the config from. arma3\dta\bin.pbo or P:\bin\config.cpp

The latter P drive config would be the preferred choice as it can be injected with real lighting config to make buldozer use a maps real lighting setup and clutter. the first is good for previewing materials in Object Builder/Buldozer and latter helps visualize terrain live when being built in Terrain Builder/Buldozer and the lighting does make it look nicer too.

Right now again using 64bit exe as Object Builder buldozer starter seems to load P:\Bin\config.cpp but Terrain Builder Buldozer does not again. blobcatsweats. 32bit exe reads P:\bin\config if arma3\dta\bin.pbo is not present (deleted/renamed)

glossy inlet
#

ahhhhhh uh

#

I don't think it knows anything about what pbo to load from.

It first loads all PBO's in dta folder.
And then it loads bin/config.bin, which filePatching might redirect. And if config.bin isn't found it'll fall back to config.cpp, which again filePatching might redirect if it finds the unpacked file.

All it gets told is load "bin/config.bin", it doesn't get told to load it from pbo, or from disk

sly skiff
dawn palm
#

Well and truly snowed under at moment HG. will patch arna3p when time allows. (not withstanding @glossy inlet 's always excellent fixes.)

sly skiff
#

its alright, just came across this just now after refreshing P drive

glossy inlet
#

load "bin/config.bin"
Its either:

Search in loaded PBO's
  found:
    if filePatching is on, search also in working directory if there is a unpacked version
      unpacked found: load that
      else: load from pbo
  not found:
    search for config.cpp in pbo's instead
      found:
        if filePatching is on, search also in working directory if there is a unpacked version
          unpacked found: load that
          else: load from pbo
      not found: fail

or

Search in loaded PBO's
  found:
    if filePatching is on, search also in working directory if there is a unpacked version
      unpacked found: load that
      else: load from pbo
  not found:
    if filepatching is on, search also in working directory if there is a unpacked version
      unpacked found: load that
      else: search for config.cpp in pbo's instead
        found:
          if filePatching is on, search also in working directory if there is a unpacked version
            unpacked found: load that
            else: load from pbo
        not found:
          if filepatching is on, search also in working directory if there is a unpacked version
            unpacked found: load that
            else: fail.

I'm quite sure normal A3 client behavior is to only do filePatching disk search, if the file is also found inside a PBO.
It wouldn't attempt looking on disk at all, if the file isn't in pbo.

But you said it would also load it when the pbo doesn't exist, maybe thats special behavior in buldozer builds.

#

Actually don't know how "buldozer" exe's are built. We don't have a buldozer build configuration

dawn palm
#

i think it's literally just -buldozer on the cmdline.

sly skiff
#

I must consider P:\ as working directory then

sly skiff
dawn palm
#

the source code seems to always incorporate it.

sly skiff
#

and in the armaTools P drive setup I recall i just makes a copy of the normal exe

glossy inlet
#

yeah filePatching is always relative to working directory.
buldozer/arma client doesn't know about "P:"

dawn palm
#

the buldozer,exe should NOT be used. it rarely matches changes to the bin\config.bin and has a;ways been out of date. most especially if you using beta.

sly skiff
#

for sure

#

but just saying its "same exe"

glossy inlet
#

Ah I thought we had some special buldozer exe in A3Tools. Yeah we don't

dawn palm
#

it was originally supplied but arma3p always deleted it

sly skiff
#

Terrain Builder feeds this to it

glossy inlet
#

Data directory then probably just a weird name for working directory? hopefully?

sly skiff
#

yah looks like it

#

if altered, it breaks startup and throws all the missing cfgworlds etc errors

#

as no config is there

#

(also bin.pbo was renamed)

#

now I named bin.pbo back and changed the data directory path and it started up, but cant load the layer data etc on P:\

#

so yes that seems to confirm it

dawn palm
#

'buldozer' expects to find P:\bin\config.bin/cpp
when making a map, binarise also creates some config files in P:\temp

#

I always refer to 'buldozer' as meaning -buldozer as the buldozer exe is asking for heart aches. (which is not anyone's fault btw)

sly skiff
#

TB started with VR world as the map config 😄 seems to work. just got to figure out why my water config parts are not loading. Im pretty sure they have worked at some point too

#

so yes, 64bit exe buldozer in TB does read the p:\bin\config.cpp now with launch parameters -world=vr -worldcfg=vr -buldozer -filepatching -name=Buldozer -window -exThreads=0 -noAsserts -cfg=buldozer.cfg

#

and in seems to work same in object builder too

#

so main key seems to be to use 64bit exe

glossy inlet
#

I would say 32bit isn't supported anymore anyways
We don't test it, and I won't invest resources into it unless its majorly broken for players (not modders, not serverhosts)

sly skiff
#

makes sense

#

yeah seems like in the end it does work now again with the 64bit exe.

#

thanks for explaining how it reads the bin

slim merlin
#

I get an error like this when I run BULLDOZER

#

What is the reason for this nonsense?

dawn palm
#

?

slim merlin
#

"configuration file was not found"

dawn palm
#

steam verify your bis tools

slim merlin
#

ı tried

#

I deleted and reinstalled

dawn palm
#

my guess is it can't find arma3_x64.exe

#

eg the main game file

#

you might have moved the game folder to a different drive?

sly skiff
dawn palm
#

pretty simple question then. is that external viewer where it says it is?

dawn palm
#

in that case I agree something is nonsense

#

ah, hang on buldozer IS firing up , it can't find buldozer.cfg. Why? dunno

#

(welcome to hell)

slim merlin
sly skiff
#

is P drive set up with Arma3p?

slim merlin
#

yes sir

limpid sky
#

what seems to be the problem here?

#

there is a "Class Rotation" in models.cfg

sly skiff
#

you dont need it

#

just define the variables in the classes

dawn palm
#

as HG says. But fyi: the cause of the error is because the actual body of class Rotations is supposed to be in the parent model.cfg (if there is one).

sly skiff
#

its not really super useful class to be honest

dawn palm
#

'good' model.cfgs extend all the way back to the root of the P drive. An example would be you create an OfpManSkeleton (and a Rotations) in P:\model.cfg because it is constant for every project every p3d you ever make. Typing this crud once prevents future typos.

#

and thus, you then create a model.cfg containing all 800 wheels <grin> for every tracked tank. etc etc

#

the bis wiki contains the best description i've ever read (from bis) about model.cfg heirarchy. Don't leave home without it.

limpid sky
#

its strange because this only happens with my friend with his own pboproject (and im pretty sure we have the same settings)

#

same files too config, p3ds, and everything

#

and now he has this problem, while i dont

dawn palm
#

locate his/your tank_F
his has sth like

{
a,b
c << missing d
e,f
}

#

tank_F will be in a parent model.cfg NOT the project folder you/he are using

limpid sky
#
        skeletonInherit = "Tank";
        skeletonBones[] = {
            "zasleh","otocHlaven",
            "recoilHlaven",    "otocHlaven",
            "hatch_gunner","OtocVez",
            "hatch_commander","OtocVez",
            "commander_turret","OtocVez",
            "commander_gun","commander_turret",
            "otocHlaven"
        };
    };``` this is it i think
#

i swear im literally just giving him the model.cfg file and this error only pops up for him

dawn palm
#

should be
"otocHlaven", ""

#

every bone has a pair

#

in this case "otocHlaven" has no other attachment. eg ""

dawn palm
#

how about a thank you?

dawn palm
#

arma3p version 1.66 now fixes terrain builder AND object builder to use arma3_x64.exe permanently (if not done already). No other option arguments are affected. You are strongly advised to check out the bin\scripts folder for additional buldozer tools.

slim merlin
hybrid nest
#

EBOs
why dont normal modders have access to make them?
is it security concerns or something like that?

bc i never see EBOs get their models stolen and stuff and that would be nice for normal mods catCry2

dense cove
#

No you can't. Why would you want to anyways

#

EBO is only for BI

hybrid nest
#

bc i dont see EBOs get like torn apart and have stuff stolen from them

dense cove
#

Well security concern would be the best reason to say NO, I guess

hybrid nest
#

understandable bc im guessing if they gave out the tools to make EBOs someone could reverse it or somethin like that?

dawn palm
#

the use-by date for ebo encryption is around 2 weeks before it's cracked open and once one is cracked all other ebos are cracked. there's nothing to 'crack' with obfuscation. Each one is it's own nightmare for a thief. To the best of my knowledge no-one has ever successfuly retrieved an obfuscated p3d, open one? sure, used it? no. changed it? impossible.

soft cedar
#

when i open my Arma 3 tools

#

it shuts imideatly

#

can shpmeone help?

dawn palm
#

which tool? or you mean the basic dialog panel? I that, reinstall the tools or at least verify them.

dense cove
#

Are you sure what you're trying to launch is Arma 3 Tools

dawn palm
#

you 'did' what exactly?

#

and of course if you expect help then answer the question, WHAT tool???

soft cedar
dawn palm
#

ok

soft cedar
#

ignore my acustic friends

dense cove
#

What about launching trhough Explorer

dawn palm
#

yes! go to the arma tools folder in steam and click on Arma3tools.exe

soft cedar
dense cove
#

what what

soft cedar
#

i didnt understand

dense cove
#

Explorer = the folder explorer

soft cedar
#

ohh

dense cove
#

Windows thing

soft cedar
dense cove
#

Do you have OneDrive or something?

soft cedar
#

nah

#

mybe its my antivirus?

dense cove
#

Maybe

soft cedar
#

nah it isnt

#

bro i feel acustic

dense cove
#

Delete Arma3Tools.exe and verify and try again?

soft cedar
#

ill try

#

i delated one tho

#

still!

dense cove
#

Still what

soft cedar
#

it doesnt work

#

after i verifyed

dense cove
#

Restart Steam or Windows even

soft cedar
#

i did a few times

dense cove
#

Did what

soft cedar
#

can you .zip or something you folder and ill place it in mine?

dense cove
#

Zip what

dawn palm
#

if you STILL have "1 file failed to validate" there's your problem.

#

try and provide better information than the terse answers you;ve given us so far, We aren;t mind readers and we are NOT in front of your pc. for all we know your tryibg to use an external drive that's currently powered off.

soft cedar
#

im sorry i didnt understand...

dense cove
#
  1. Summary is not useful detail to solve anything
  2. Do not abbreviate ANY words even if you think that is obvious
  3. Answer every questions correctly if one asks multiple questions in one post
short hazel
#

i'm trying to check update for 28 mods via steamcmd, while its working fine its a bit slow. I tried to multithread it by starting each job in its own thread but steam is throwing a fit about Rate (Limit Exceeded) and eventually temp blocking ip. Any one know there thresholds ?

scenic canopy
#

parallel invocations with same data folder can also corrupt your ACF metadata files

glossy inlet
vague shard
smoky halo
#

@glossy inlet ?

glossy inlet
#

@smoky halo i got it working

smoky halo
#

cool. you have an example ebo?

pastel schooner
#

Issues with packing my pbo, hopefully this is the right place for this:

#

PBO project:

#

Addon builder:

scenic canopy
#

premature EOF usually means the file is corrupted, resave it with object builder

smoky halo
#

yup, seems to work

pastel schooner
#

Lol if mikero himself approved the comment its gotta work

dawn palm
#

tools update
pboProject: fixed saving of -B no binarise'
dll: fixed bad relative #includes in pbo
derap: removed altering enums to a value. (left as a "text" for the engine to decode instead)

sand hound
#

@severe lava is there a way with the armatoolbox to create export configs and add them to meshes with scripts?

sly skiff
#

export config?

severe lava
#

Tthe export configs themselves are stored in context.scene.armaExportConfigs.exportConfigs, you can add an item and set name and filename to the appropriate config name and file name for export.

In order to add the config to a mesh, you need to add it to the object's armaObjProps.exportConfigs, it's an array of items with name equals the name of the conifg it includes.

severe lava
# sly skiff export config?

Yeah, the toolbox supports gatering objects into a single export by means of export configs. It's a shortcut for editing and exporting multiple versions of a model from the same file. For example, if you have three different barrel length, you can make three export configs, all of them with a set of base meshes that are common to all of them, and adding the approriate config to the barrels to generate three different models.

#

I did that when I made the CUP Abrams, there was no way I would edit six or so separate models and keep all of them up-to-date... I'm lazy but I can code 😄

sly skiff
#

aa right that

severe lava
#

@sand hound ATBX_OT_add_obj_config in operators.py adds the config to the model, ATBX_OT_add_config in the same file creates a new one

sand hound
sly skiff
sand hound
#

don't think I can give the same name to 70 odd towns

sly skiff
#

towns? tanking

#

now I want to know more 😄

sand hound
#

you know those signs that marks the border of towns along roads
making those for mehland

#

70+ locations * 2 for start and end signs = carpal tunnel wrist be gone

sly skiff
#

aa

#

ok ok now Im tracking

sand hound
#

hey if I can get it to a decent level of automation I might hand it to terrain makers

sly skiff
#

👍

scenic canopy
#

you could also automate that by making one base p3d and swapping the sign texture with a batch script and mikero tools into multiple p3ds

sand hound
dawn palm
#

shiny new subscriber dll

*fixed bad relative #includes in pbo
*derap: replaced enums to a value from integer to unquoted string
this to allow the engine to 'see' it (similar to scope, private, and protectd
*rap: copes with multiple enums in a cpp file
'allows' enum to have a label
'forgives' trailing comma
enums can be negative.
uses ordinal values when no = assigned to any given name

this update will make it's way to the free version soon.

#

--- subscriber version of extractpbo updated
+added -R do not convert param files a (config.bin eg)
+ added # line
+ restored vbs lite

hybrid nest
dawn palm
#

yep, you'd be surprised with binarise when it produces a untranslatable 'error3' because of them. Fortunately my tools never let binarise 'see' a param file. (ps it's actually convertFileChng that the root cause)

orchid shadow
#

lame

lone wind
#

Hello guys, how to avoid this error? (PboProject)
Binarising...
binarise.exe took 0 seconds to complete
Checking for binarised rtm...skeleton failed</Bis binarise>

sour hedge
lone wind
#

yes that error go away, now i have this: (Bin.log)
22:08:17: Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation
22:08:17: Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle creation
22:08:17: Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down vehicle creation

lone wind
#

I reinstalled the p drive, this seems to have solved the problem

dawn palm
#

subscriber uodates to deWss, deWrp, and DePew
mostly to ensure backward compatiblity.

slow bridge
#

@pastel isle in here mate

pastel isle
#

Hey guys, having dramas with Mikeros PBOproject, getting an error "no configs or missions found in project folder(s)", have done a reinstall and all of the tools and my project drive

#

Any ideas? files look ok i believe

scenic canopy
#

is there a config.cpp or mission.sqm in the folder you're trying to build?

pastel isle
#

Yeah there was, it has been working fine for ages and it just stopped.

Ive managed to just reinstall it again and selected different locations and it worked yippe, love it

cedar swallow
#

Hi, i'm trying to open Object builder but it won't open, it appears in the windows task but the nothing appear (I opened it a lot of times in the past, it's the first time)

sly skiff
#

so you may need to use the task manager to maximize it so its drawn back into the view

dawn palm
#

Added Ukrainian to Elitness.exe and PboProject.
Додано українську мову в Elitness.exe та PboProject.exe
Enjoy

warm sundial
#

Are there any tools to track what is impacting performance in game

warm sundial
#

Awesome sauce thanks

glossy inlet
#

Profiling branch, diag_codePerformance command.
Though ArmaScriptProfiler has engine profiling, If combined with profiling binary

But I don't know if that still works, long time no test

west owl
#

Hello,

I am currently developing a launcher that updates the player's modpack and allows them to launch Arma with it. I am encountering a problem because I can launch Arma, but when I try to connect to my server, I get a BattlEye error. I have included the -beservice argument in my launch parameters, which I believe is supposed to activate BattlEye. Do you have any idea what the problem might be?

Additionally, when I look at my game logs, I can see the parameter -beservice being displayed.

Here is my code:

string appToRun = Path.Combine(directoryPathToFolder, "arma3_x64.exe");
string a3urlPath = Path.Combine(directoryPathToFolder, "@A3URL");

// Get the path of the user's "Documents" directory
string documentsPath = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments);

// Construct the full path to the arma3.cfg file
string arma3ConfigPath = Path.Combine(documentsPath, "Arma 3", "arma3.cfg");

// BattleEye path
string battleEyePath = Path.Combine(directoryPathToFolder, "BattlEye");

// Normalize paths
arma3ConfigPath = Path.GetFullPath(arma3ConfigPath);
battleEyePath = Path.GetFullPath(battleEyePath);

// Initialize launch arguments
string launchArguments = $"-mod=\"{a3urlPath}\" -beservice";

if (File.Exists(appToRun))
{
    try
    {
        ProcessStartInfo startInfo = new ProcessStartInfo
        {
            FileName = appToRun,
            Arguments = launchArguments
        };

        Process process = new Process
        {
            StartInfo = startInfo
        };

        process.Start();
    }
}

Thank you in advance for your help.

glossy inlet
#

You need to start the battleye exe if you want to start battleye

west owl
glossy inlet
#

Well that's not the battleye exe

#

So why are you trying that 😄

west owl
#

What do you mean ?

glossy inlet
west owl
#

The BEService.exe is not the BattlEye exe ?

glossy inlet
#

You just need to read what I told you?

west owl
#

Thanks for your help

hybrid nest
#

is there be a setting to willfully be ignorant of this

#

(mikeros pboproject)

scenic canopy
hybrid nest
#

bc it's really annoying 💀

dawn palm
#

not half as annoying as trying to differentiate between genuine #define names and bullshit

#

two minutes of your time correcting it 'properly' or 5 minutes stuffing about with the warnings panel

hybrid nest
#

shrug doesnt seem like no big deal
if it's a #define name then it has #define prior to it right? or does that change sometimes

dawn palm
#

how the hell can you 'detect' a define

model-This\thing
=This\Thing
or
this\THING is a dead giveaway

how about
class apples, Apples or APPLES

#

which one shouts at you that it is not what it seems??

#

if you've never spent half a day trying to find where the hell

class apPples: fRUitis, then it remains to bite you.

#

simple, straightforward, golden rule, FULL_UPPER_CASE is reserved for #defines. Not even Micro$oft break that rule.

#

bis aren't to blame here for their mixed case 'comondefs'.h' that file was created a few years before the above rule was adopted as sensible. Not sure, not certain, but with some exceptions, they too use full upper case.

hybrid nest
#

so just go back and replace all of those with upper case?

dawn palm
#

always

drowsy tapir
#

Hey, this seems like the most fitting place for this. I've been having an issue with the Arma Tools program where it'll crash immediately on startup. It'll flash a white window for a second as well as a symbol in the taskbar, afterwards it'll just close down without an error message and it won't create a log (unless it creates other logs in a different place that I don't know of, all I've found is what's in the txt in the attached image). For troubleshooting I've tried reinstalling and verifying both Arma 3 and Arma Tools but nothing's worked and I'm not sure what else to try. Anyone got any ideas?

sly skiff
#

all the tools run better when started from their own exes without the launcher inbetween

#

but if it does not start even once then that can be a problem

drowsy tapir
#

Alright gotcha. All I mainly need Arma tools for is mounting the P: drive, how would I do that without arma tools?

sly skiff
#

you can path it to where you have had your P drive mounted from previously

hybrid nest
sly skiff
#

causing issues with the tool programs seeing/accessing P drive properly

frozen meadow
#

hello, there is a way to get what mods one steam user is suscribed to via the API ?
i want to add this feature in a webapp, but i dont know if there is a way to do it even with SteamVerification

glossy inlet
#

Which API?
You mean the steam web API?
Or Steamworks SDK ?

#

Web api has the ability, but only for game publishers. Not for users to check their own
https://steamapi.xpaw.me/#ISteamRemoteStorage/EnumerateUserSubscribedFiles

https://steamcommunity.com/profiles/7656119949378XXXX/myworkshopfiles/?browsesort=mysubscriptions&browsefilter=mysubscriptions&p=1
https://steamcommunity.com/profiles/7656119949378XXXX/myworkshopfiles/?appid=107410&sort=score&browsefilter=mysubscriptions&view=imagewall
Replace the steamid there by the users own ID.
This gets you a website, listing the items. I assume you could just uglily parse this

&p=2 at end for second page, and so on.

scenic canopy
frozen meadow
frozen meadow
queen crystal
#

Hello tool makers

#

Wondering if anyone knows of any exposed functions that an extension could make use of to extract image data from in-game cameras or player perspectives?

#

To then, for example, display on a website

#

I've not had much luck in my research

#

My only workaround which isn't ideal is limiting the "head cams" to real players by running the screenshot command on an interval with the DLL mod uploading it to the backend

glossy inlet
#

Not a thing

#

With the latest DirectX access, you could capture a screenshot of the game

#

Its currently not possible, but it would be possible to expose access to the texture that the R2T textures are using, so you can dump the contents of it out.
But that requires the client you're grabbing it from, to actually be updating the texture. Which it only does if its visible on-screen

#

Make a feedback tracker ticket about it, and I'll take a look at it for 2.20

queen crystal
#

@glossy inlet Well that would be incredibly awesome. I'll do that now. In the meantime I'll see if there's some kind of workaround doing what you described by rendering R2T onscreen somewhere not annoying for the main host, unless 2.20 wouldn't be extremely far away?

glossy inlet
#

2.20 mooost likely will not be this year

queen crystal
#

🫡

#

Will attempt the workaround then

#

Thank you!

queen crystal
#

@glossy inlet T183724 - Let me know if you need further details. Thanks mate. Fingers crossed this happens in the near future!

nocturne basin
robust vessel
#

yaaay, stereo photos

hybrid nest
glossy inlet
#

I tried to get Nvidia Ansel going, which should be able to produce 360° screenshots.
But I couldn't figure out the correct camera adjustments

hybrid nest
#

anyone here tried DXVK with arma?
a lil unrelated to the current conversation but i just remembered it and im curious if there would be a performance improvement

nocturne basin
#

Finally playing arma as it was supposed to: puking when running for 5 minutes, full speed, 80kg straight

#

Full realism archived

karmic niche
#

Real force-feedback!

nocturne basin
#

Ain't having the money for that tho

#

But yeah, why not

hybrid nest
#

iirc DXVK relies on a cache so performance will be bad for the first bit then get much better

glossy inlet
#

As far as I remember it was just all around bad

hybrid nest
#

💀

#

welp

#

i just tried it out with optre with max settings on madrigal with 12000 view distance and it was running like a solid 50 with a LOT of ai placed down and fighting

#

i guess ill find out tonight

queen crystal
#

when making an extension that relies on lots of other libraries, will arma 3 handle it if I bundle them into a single dll?

#

Presently it seems to work if I dump the required dlls into the root arma 3 directory

#

Using c#

karmic niche
queen crystal
#

I'm probably just too tired and overthinking it, had made the assumption that for whatever reason it wouldn't load the bundled references into memory for access by the extension, for some reason

#

When compared to dumping in the root directory

karmic niche
#

And, for the record, if you want to store several DLLs somewhere else, you can SetDllDirectory/AddDllDirectory from your extension, before loading them. You may have to use a different stub extension to do that, if your extension required these dlls at load time

karmic niche
queen crystal
#

Will do, thanks mate, I appreciate the insight

#

Alrighty, bundling worked, not sure why I thought it wouldnt, haha

#

Need some sleep!

nocturne basin
#

So that he implements it on a weekend, off time 🤪rotatingparrot

glossy inlet
#

If someone sends me a index then I might 🤣

karmic niche
karmic niche
#

Let's goooooooo!

nocturne basin
#

💸 💸 💸
100/1079€ archived

hybrid nest
#

way cheaper and more features 💀

dense cove
#

I seriously think I would be freaking thankful to have A3 in VR without any interaction but just moving and flying around

nocturne basin
#

Tried getting there ... but my hook skills are very lackluster and i ended up not being able to get the second render pass going at all 😦

#

tho ... then again ... it ain't like i was able to try a lot

queen crystal
#

A3 VR would be amazing

#

A whole generation of hyper fit gamers playing A3 in VR with cardio fitness never seen before

glossy inlet
#

hyper fit?
Sitting in your chair and turning your head? .. wat

queen crystal
#

I was thinking of VR with a 5x5~ space for running around, extra fitness if you have a treadmill for running those endless kilometres lol

sand hound
#

Nah, they've a point
Arma vr would be the perfect platform to lose weight
With you emptying the contents of your stomach every time you got armad

nocturne basin
glossy inlet
#

If extensions could provide UI controls.

A:
UI config contains name of extension and uiClass
engine calls extension to get the ui implementation:
RVExtensionRequestUI(string uiClass, interfaceStructToFill*)
B:
Extension calls engine and "registers" their uiClass.
UI Config then only needs to contain that uiClass name.

A means the UI config needs to contain the name of the extension.
B means differently named extensions, could implement the same UI class, and it would be easier to move a UI from one extension to another. B would also need to handle duplicates some magic way..

B is quite a bit more work, and I think someone needing to move a existing UI from one extension to another is probably not a thing?

glossy inlet
kindred abyss
#

omg

junior beacon
#

I think I have a use case for that. Can't wait to give it a try.

glossy inlet
#

It'll also be on next prof branch, but not in changelog

kindred abyss
#

i have a use case its called not having to touch gui in rv4

glossy inlet
bright gull
#

(Except confirm / alert)

glossy inlet
#

confirm/alert is the way

bright gull
#

Hmmm 😕
So the only way to pass "complex" values or more than two events to SQF is to encode something into the message?

Extending this just a tiny bit would make it soooo powerful. I would imagine something along the lines of the following:

  1. Allow dispatching events to SQF: window.dispatchCustomArma3Event("event_type", [1, "two", true])
    This takes a Event type (string) and a payload. For the payload it would be enough o allow just basic primitive types (number, string, boolean) and maybe an array of these types.
  2. In SQF you have another control EventHandler JSCustomEvent with params ["_control", "_eventType", "_eventPayload"]
#

And the cherry on top would be to allow returning s primitive in the EH that then is the return value of the window.dispatchCustomArma3Event (or even better make it Promise)

#

Thats enough of me just dreaming 😂 Either way: Love the changes! Great work! 🥳

glossy inlet
bright gull
glossy inlet
#

It is CEF, but on steam's side, And they offer limited access through Steam API

bright gull
#

Oki

#

Thanks for the info!

scenic canopy
#

send entire mission as json via in game browser groda_party

hybrid nest
#

any clue on binarizing floating objects in p3ds

#

bc i want to binarize them 100% it's intentional

dawn palm
#

why on earth would you NOT want to binarize any p3d?

#

and better yet, how would you achieve that miracle?

#

your description of a 'floating object' probably means proxies. Which in themselves are p3d and which in themsevles are also binarised

#

hell, even the rvmats they use are auto binarised if they aren't already, because they are baked into the binarised p3d itself.

#

recomend you use Eliteness (it's free) to getter a better feel of what p3ds contain. It can inspect any p3d you ever come across from the very first 'demo' version of Flashpoint. xbox, vbs, bis, and the latest DayZ p3ds. Don't leave home without it if you're keen (as most are) in changing textures. And yes, it also decodes every type of paa while it's at it.

hybrid nest
#

i think i misworded that

#

i have a p3d im trying to bin

#

this was never in p3d, it's being sent to arma for first time

dawn palm
#

then use pboPro to find out what, if anything is errored

#

because sure as hell, Addon Builder can't help you. Not, won't. Can't.

#

it would also help to know what a 'floating' obect is, because from the perspective of binarize, all objects are equal.

hybrid nest
#

everyday i wake up and try to convince my friend to use pboproject

#

and she keeps using addon builder

#

@ripe marsh this person right here

ripe marsh
#

I will strangle you

dawn palm
#

no further comment then except to say, when she encounters issues it's not up to you to ask the questions! @ripe marsh you have your own reasons for sticking to bis tools, and it doesn't trouble me at all. But do the hard work yourself.

ripe marsh
#

for the record I use pbo project when bis tools don’t want to work- and I was importing a model for scout >:( big fat liar.

I get why I should use your version of the tools, I just don’t feel the need too for my simpler projects.

#

a3 tools is the IOS of the arma modding toolbox and im ok with that

hybrid nest
#

😔

#

gone forever to a3 tools /s

dawn palm
#

fyi: the complication here is they are the IOS tools for Bis devs internally. There are too many assumptions made for their usability outside the bis dev environmnent. A typical example among many, is the internal tooset bis use automatically binarise all p3ds before wrp processing eg occurs. Externally, tests need to be made to check this is true.

ripe marsh
#

milkym21Noted that’s actually an incredibly interesting piece of info

dawn palm
#

it's the best example i can find. another, eg, is it is impossible, using their toolset to binarise any rtm which uses a skeleton other than ofp2mansskeleton. Bis use an unpublisged tool to achieve tha.t

ripe marsh
#

whenever I delve into custom skeletons or terrains ill end up using your tools for sure, but if im just making an Aux mod for a unit and the most complicated part is the custom TFAR dialog, Addon builder does the job just fine

#

o7

dawn palm
#

no arugument there. the assumtion you make is that ALL your file\referen\ces are correct,

hybrid nest
#

(this more started from a silly joke when queen would have those horrible error codes with addon builder and I kept making a jest of it and saying use pbo project lmao)

dawn palm
#

<grin>

hybrid nest
#

but ye thanks for the info tbh I didn’t know a lot of that

dawn palm
#

a now well known bug in unbinarised p3ds is they can have a 'P:' drive embedded agains their textures with consuqent rpt logs becoming so noisy (the log) is ignored.

ripe marsh
#

PboProject when I don’t have a texture yet but im testing another part of the code

siren WITHOUT THIS FILE YOUR CODE WILL EXPLODE f_Siren

ripe marsh
dawn palm
#

it copies into the Odol

ripe marsh
#

not binarizing a P3D is a weird thing to do (unless im crazy and there are reasons)

#

it WHAT

#

LMAO

#

That’s hilarious

hybrid nest
#

arma 3 tool lore 😔 god help us all

dawn palm
#

pboproject (actually the dll) has 20 YEARS!!!! of arresting known bugz

hybrid nest
#

How old r u cryingsunglasses

#

Making pboProject before I was even born lmao

ripe marsh
#

child

hybrid nest
#

need I remind you of your age

#

old lady

ripe marsh
#

im not that old you cretin

#

anyway

#

thanks y’all

#

good talk

#

im going to sleep now

hybrid nest
#

gn

#

and I should too lmao

dawn palm
#

let's talk about her while she's gone 😎

hybrid nest
#

she’s stinky

#

and smells like stinky cheese

dawn palm
#

OH YUM camambert

main sonnet
#

Head you so negative over it

solid void
#

How opening the extension .vars?

glossy inlet
#

rename to .bin and use CfgConvert

sly skiff
#

I run depot downlodader to grab latest diag exe etc with this command:

depotdownloader.bat -app 107410 -depot 107411 -beta development -username %USERNAME% -password %PASSWORD% -remember-password -dir "%A3DIR%" -filelist "%FILELIST%" -validate

that I've grabbed from interwebs while back. today it said the app has no branch called development and didnt download anything.
Might anyone know if something has changed here?

scenic canopy
sly skiff
#

aa

#

😄 makes sense

#

fancy new integration with steam guard

quick turret
#

Hello all I've been getting a strange issue with AddonBuilder. When I pack and binarise a mod it finishes at about 200,000KB though the project should be closer to 600,000KB. For some reason it randomly stops quarter of the way through. Has anyone encountered this before or does anyone know of an alternative packer with a binarise function ? Cheers all

dense cove
#
  • Are you sure it lacks some files anyways?
  • Are you sure you meant 200,000 KB, not 2,000,000 KB (2 GB)?
quick turret
#
  • 100%. After unpacking it it lacks my model.cfg, all textures & RVmats. When loading up the game it acts like all those are missing. When packing with another program (which I can't binarise with) it all works fine. It's also making all files MUCH smaller than they should be, for example a backpack should be 9,671 KB but is coming out as 2,136 KB
  • Yeah, this particular mod is indeed coming out at 200,000 KB (220 MB) and not the needed 600,000 KB
#

I've not done anything different, it has just decided to stop working

#
  • After a quick look I've also discovered there are whole models just missing. There should be about 50 though when it finishes there are only 38
dense cove
#
  • Binarize does a binarize process aka compression. So file size will not be a concern. model.cfg is also included into these P3Ds so not a sign of concern too
  • Why you can be sure it has to be 600MB?
  • Do you mean 50 P3Ds should be there but only 38?
quick turret
#

Probably be easier to just show you. The first photo is before it goes into Addon Builder & the second photo is how it comes out. As you can see it's not actually adding some models, vest folder & my data folder (which houses my textures). I know it should be at least higher than 200MB but seeing as it's not transferring those files I can hazard a guess to why the PBO comes out light

#

(My naming conventions make sense to me and that's all that matters) Also a quick shoutout for model: BagBedCUM.p3d. A truly legendary name

dense cove
#

Please show Addon Builder settings and its Options

dawn palm
#

OR simply use pboProject , it will scan all model.cfgs for 'correctness'

quick turret
dense cove
#

What mikero said is seriously correct though

quick turret
#

I do have it, just don't know how to use it; is it a help tool or can it pack mods with binirisation ?

dense cove
#

It IS the tool to make a PBO

quick turret
#

Gottcha

dawn palm
#

that or hemmtt

dense cove
#

At least Addon Builder is easier to consider to categorize put it into garbage bin

dawn palm
#

hahaha

quick turret
#

I'm getting this with it, how could I be missing files ?

#

I have indeed

#

One of the first things I did when starting modding

#

Strange, I've never had to store my mod projects in the P drive in the past

dawn palm
#

you don't need to

#

you don't show which file(S) are missing

quick turret
#

Are the files above that line the ones missing ? I'd assumed it was the program loading up what to pack

dawn palm
#

why don't you paste the last few lines of the log?

quick turret
dawn palm
#

well, p:\webbing does not exist

quick turret
#

So then I assume this is the issue, do I have to output it to the P Drive or something then?

dawn palm
#

you're surely smart enough to realise that D:\webbing does not exist!

#

using == is foolish

#

might look good in your eyes, too many tools will get upset with it. pyton eg

quick turret
#

I have no clue where you're getting D:\webbing from? The path is defined as D:\ARMA STUFF\BlenderFiles\Assets== Infantry Divisions ==\Webbing? So then I need to remove the == Infantry Divisions ==\ or what? I do apologise that my lack of coding is frustrating but this shit isn't common sense to everyone

dawn palm
#

you chose to use D:\ as your source folder. D:\ automatically becomes the start of all files.

#

\webbing means D:\webbing

quick turret
#

Right I think I understand it's not searching for :
D:\ARMA STUFF\BlenderFiles\Assets== Infantry Divisions ==\Webbing
But it's searching for
D:\Webbing

dawn palm
#

which is wrong. everything starts at \ there is no relative addressing

quick turret
#

I have no idea what that means. Would moving the Webbing folder to the base of the D Drive resolve it?

dawn palm
#

certainly

#

but very very bad news to call something webbing.pbo

quick turret
#

Can you elaborate why?

vague shard
#

use virtual folders (symlinks/junctions) to avoid moving/duplication

dawn palm
#

how many others have called their pbo the same thing?

#

What happens for users who want to use yours? How will they know the differrence? History will tell you ALL 'webbing'.pbos get consigned to the trash can.

#

simply use a mytag_ just like bis do,

dawn palm
#

@quick turret if you still have trouble, contact me.

karmic niche
#

@stark cypress out of curiosity: did you ever get your extension whitelisted? I remember you complaining that it was taking a long time

#

Interesting. I had parts of my extensions whitelisted "against my will" (as in: I never asked) so I was wondering how long it took for you

stark cypress
#

Oh hey mikero himself joined the convo 👀

dawn palm
#

@stark cypressthe use by date for encryption is around two weeks before it's cracked. That's the comercial reality for bi's ebos. THe other thing worthy of note is once the key is found, it's found for ALL ebos.

you also misunderstand (as many ppl do) obfuscation remains intact EVEN when read by the engine. What you and other fail to appreciate is the files and their contents are a dog's breaksast. To date no-one in the past 5 years has succesfully ported a scrambled p3d to some\where\else.

#

To a lesser extent, but still a nightmare, config.cpp is not worth the effort.

#

vbs use that approach in ther 'ebos'

#

the great advantage of your java scrambler is each pbo it makes, is singular. there's nothing that can be used when hacking open the next jbo.

#

no

#

an pbo has no context to discover which server it's on. sqf maybe, but the code must remain unscrambled, unbinarised.

#

you open a can of worms relying on the server owner to get it right, AND get the AES encryption key.

karmic niche
#

At which point does the stealing part take place? Because if you're worried about someone dumping something when it has been loaded to game's memory already, then it doesn't matter how it looks on disk, since it's already been "decrypted"

karmic niche
#

I'm still trying to figure out what is your threat model

#

Who exactly is the one who would be stealing from you and at which point in time and having access to what at that point in time?

#

Define "stealing our mods", seriously

#

By what means?

#

Bypassing BE, running an SQF script dumping the scripts? Or something else?

#

Sure. I'm going to sleep so you have the whole night to do so 😉

stark cypress
#

Basically, we have our own assets and map, vehicles, etc. People just basically CTRL+C CTRL+V the .pbos with the assets and all that, and put them in their mods for them to make use of without permission of any kind

#

Thats my definition of stealing, somebody blatantly running our assets, vehicles, buildings, map on their servers without our permission, just yoink it and claim it is yours because you like it

#

Drop the name!!!

#

I am a Spaniard, no new york server at all. Most of the community is stuck at Jackson County / Lakeside and we gotta give them our own Lakeside lookalike 😂

#

Dude that server scares me

#

Owner definitely has a Malware embedded in the mods or smth

#

Talked to him and he doesnt really care about their content being stolen, smth must be going on

#

Oh I heard about the Germany map thing

#

They blatantly copied a german community's map

#

A Spaniard guy opened his server (he got the mission and all that) and he DMCA'd the whole mods from the workshop

#

The anzus owner

#

That server is not surprising in my opinion tbh

#

I dont think theres much love put into it

dawn palm
#

@karmic nichesince it's already been "decrypted"
for aes yes. Obfuscation is a different fish which remains scrambled. It all 'makes sense' to the engine but scrambling remains in effect causing little joy to the parasites. (nothing of course prevents putting THE Opbo in another server tho). But, trying to alter it in some manner produces hair loss.

#

not having a slap at you , Stack, am attempting to correct most people's misunderstanding that extracting an Opbo, or reading the config gains them anything useful.
Quick correction here, obfuscation does a poor job on sqf coz people should share the ideas in them. Sth that was inherent in all flashpoint realeases btw before monetising what they shouldn't.

2cents deposited.

glossy inlet
#

I have such a thing. Its been used by some CDLCs and terrain mods for their closed beta's.

  1. No
  2. Yes. An d you are going about this the wrong way.
glossy inlet
karmic niche
rough grove
karmic niche
rough grove
zinc lynx
#

😄

orchid shadow
#

EBO's yes.

#

Pointless, dangerous.

hybrid nest
#

is there a tool to automate upscaling of RTMs

sly skiff
#

no

#

at least dont think anyone made any public one ever

hybrid nest
#

chop chop some random college student arma 3 modder 😔 god bless them

clear urchin
#

Mainly pointless

#

Game loads and decrypts everything anyway

#

Models are binarized anyway

dawn palm
#

what does upscaling mean?

sly skiff
dawn palm
#

k

sly skiff
#

typically it involves retargeting the original animation onto a larger skeleton

dawn palm
#

that's the only way it could make sense to me. thank u.

sly skiff
#

since bone positions are just math it could be done programmatically im sure

dawn palm
#

rtm movements are in fixed increments, they work in relative position from an original position (unbinarised) or relative to their last position (binarised). Only difficulty with binarised is that addon builder has no ability to pass any skeleton to bis binarize. (ofp2manskeleton is default)
Scaled movements would be quite easy to implement with either of the rtm formats

stark cypress
#

Hello mikero

#

Guys, is there any extensive documentation on PBOs rather than what we alreary have?

dawn palm
#

the biki provides all the info you need. Am wondering what you think might be complicated.

hybrid nest
#

so would that mean it's that shrimple?

sly skiff
#

its made via retargeting as far as I know

hybrid nest
#

it's literally just upscaled lmao

sly skiff
#

:L

#

ok then

#

you seem to know all of it

#

👍

hybrid nest
#

im an optre dev cryingsunglasses

sly skiff
#

have fun

hybrid nest
#

im just curious if there's a tool that could automate it cuz iirc the hard part was going through 2k anims and upscaling them manually

#

not saying u dont know it im just saying what i remember

dawn palm
#

i've never had a request for deRtm.exe to do that.

sly skiff
#

its done externally blobdoggoshruggoogly

#

theres ways to automate it in blender for example

dawn palm
#

ok.

#

makes perfect sense to me that blender is the editing tool after all.

hybrid nest
#

the actual method for doing it was done like FOREVER ago

#

so at this point im just trying to figure this out lmao

dawn palm
#

bis wiki

queen turtle
#

Hey folks, i'm trying to pack and binarize a pbo with my custom truck from one of my mod's project folders as test for binarization, by using addon builder. Reason for using AB is tied to the usage of 2 cdlcs as core dependencies, especially regarding animation, sounds, and penetration mat, so i guess i would need to have the cdlcs folder structure in my pdrive in order to get pbo project to pack my stuff. This is why i decided to try AB instead. With this said, when i pack and binarize my truck pbo, all metal/armour plates penetration rvmats (vanilla ones assigned in these trucks) get lost, while it looks like the process of binarization retains the wood and tyres' rvmats. Also, the glass transparency looks not good, despite having moved alpha faces on top, but this might be related to the transparency values of my alpha channel of the _ca glass texture. It is two days i'm trying to understand what the hell is going on. I pack with AB from my P drive, i tested different "list of files to copy directly" into my AB options ( i currently use this list .pac;.paa;.sqf;.sqs;.bikb;.fsm;.wss;.ogg;.wav;.fxy;.csv;.html;.lip;.txt;.wrp;.bisurf;.xml;.hqf;.rtm;.rvmat;*.shp; )

#

As you can see, just dirt when hitting the metal. Wheels texture rvmats are missing on purpose atm (rvmats are dependent on another folder which wasn't loaded)

queen turtle
#

-Unbinarized pbo works as intended-

#

Binarization mess things up

vague shard
#

you can create dummy files for EBO references. i think only rmvat, and in some specific cases rtm and textures do matter for binarize. @sly skiff probably can confirm

#

rvmat + bisurf you probably also can extract via loadFile+copyToCB (sqf in console)

sly skiff
#

For sogpf we have already packaged bunch of our paa and rvmat on our drive modding support package. And more come in once I have moment to process next batch

queen turtle
glossy inlet
#

I use it for my groups Music. Music is not binarized and can easily be unpboed and put into another pack. And we already had one group steal our music so its a legit protection for us. We already had our own encryption but with ebo now we can give our music away and be sure that the real author will always be displayed for everyone who uses it and no one can just put their own name on it.

orchid shadow
#

lol.

queen turtle
full drift
#

not sure why you're so against it head

sly skiff
#

Oh actually for making properly working P3d may also require dummy file for things like transparency being written into the model through using _CA texture

full drift
#

its not effecting you in any way, shape or form is it?

#

unless ofc you're trying to rip off other peoples work

queen turtle
scenic kraken
#

yes you need any and all referenced materials and textures in your p drive

#

because the rvmat gets binarised into the model when its binarised

#

so if they don't exist arma just uses defaults

queen turtle
#

Alright, so if binarization doesn’t get them properly, then i guess it’s a path related issue

#

Might not be related to the paths assigned in the p3d, which works correctly when unbinarized. So it must be related to my p drive. This assumption might be correct in this case?

queen turtle
#

my path for textures in obj builder wasn't set up to the P Drive

nocturne basin
#

encrypted pbos are nonsense
it hurts those who would do no harm (eg. those who want to unpack for learning) and those, which shall be "locked out" know how to decrypt it anyway ...

#

so in fact: you just do harm

#

but that discussion was up in so many discord channels already

vague shard
#

path should always be relative - not absolute like p:\...

glossy inlet
#

For some types of data sure like scripts and stuff.. but not for our music or videos for example.. you dont have to learn how ogg files look like... And we dont want to lock out those hackers like me who can decrypt that themselves. We want to lock out those guys who just want to copy stuff and pretend they made it.

full drift
#

It's a simple method to ensure peoples work is not stolen by the basic of script kiddies and Life servers

nocturne basin
#

see
that is also some thing ...
in theory: you place yourself better then thousands of scripters out there just because your work might not much to learned from
practically you should be treated as everybody else

however ... i am aware of the fact that most content creators do WAY more then 99% of the scripters ... but thats more some "same treatment" thingy as encryption for non-script content looks like "scripters put as much work as we do into it"
((yes ... loost track of my typing twice))

queen turtle
glossy inlet
#

People that are intelligent enough to reverse engineer the encryption are probably intelligent enough to just script/make that stuff on their own

full drift
#

^ that

nocturne basin
#

@full drift ye ... you have no idea about script kidz ...
those script kidz get their scripts from people like me who dig through that stuff to annoy the admins with their gigantic security holes in their scripts which they pretend are non-exisitng

#

but that gets too much off-track now 😃

queen turtle
golden totem
#

@glossy inlet if you really have a criticall script you dont want clients to rip off just do
Server Side:
topSeeeeeeecret = compileFinal "hint 'its a secret'"; publicVariable "topSeeeeeeecret";

#

good vs 99% people

#

and for thoes 1% who can get it sill they can probably make it themselfs soooo

nimble island
#

Hi all,
Is there a register key to get the location of %userprofile%\Documents\Arma 3 (which is the default I guess)?

dawn palm
#

use regedit, search for bohemia (there are differences for each engine)

nimble island
#

I did, found a lot of things but this user profile arma3 folder.

#

I have read that it is hardcoded, and if you want to change it, you must go with symlink cause it has to be there. Is that true?

#

I cannot find "\Arma 3" inside value/data, which smells bad...

nimble island
#

I switched to linux, but will check what it does tomorrow, thank a lot bro 😉

karmic niche
#

Oh wait, you meant that you're dual booting? Nevermind 😅

nimble island
#

Yep. I am developing under linux, but will bring my ruby code under windows to complete the tool by creating the Inno Setup installer soon. ^^

karmic niche
#

Huh, it's been a while since I saw someone developing in ruby here 🤔

nimble island
#

Since one of the goals of the tool is generating custom compositions, I wonder what is the best way to get the \compositions folder...

karmic niche
#

As in: actually never

nimble island
#

Ahaha, just the best language ever.

karmic niche
#

I beg to differ 🙃

nimble island
#

No offense 😂

#

I already did a tool in ruby a few years ago, in my OMTK, a TvT mission toolkit, there is a small stand-alone to redefine the units loadouts into an SQM thanks to external YAML files. Doing v2 now.

nimble island
#

I am not sure about the channel where to ask for that... Any public repos containing OCAP maps tiles for lots of Maps (Icebreakr and others)?

vague shard
nimble island
#

Thank you!

limpid sky
#

how do i put my mods in diag.exe?

sly skiff
main sonnet
#

some custom pbo's I'm signing in DSSignFile are not being accepted by the server even though the key is there, I've tried to get others to create a key for them, sign them and try it and same thing, people will be kicked for having file not signed by server.

limpid sky
#

do you mind if you could be more specific on that?

#

i have this set up, but it seems to only run normal arma when i open the diag exe

#

im currently in stable

dense cove
#

arma3diag_x64 should be located in the same folder with arma3_x64.exe

limpid sky
#

now it says that

dense cove
#

Do you mean you relocated the diag_x64 and you got this

limpid sky
#

yes thats what i mean

dense cove
#

Actually

#

You can just install Dev-Branch of Arma 3 and call it a day

limpid sky
#

ive heard that you can make it stable?

#

by just copying the diag exe

dense cove
#

I seriously don't know how/why you got diag exe from somewhere

limpid sky
#

maybe i misunderstood the texts ive read

#

but my main point on why im doing this is because im not sure how to make my mods to work in diag exe

#

because it seems to only show vanilla assets

dense cove
sour hedge
glossy inlet
#

diag exe works exactly the same as normal exe, in relation to mods

#

the -mod parameter. There is no difference

limpid sky
#

do you mean this line in the parameters?

dense cove
#

You are seriously thinking it overcomplicatedly

dense cove
junior beacon
#

A really easy way to switch between diag and normal exe is to use hemtt. You can just have two launch settings and pass the arguments through.

limpid sky
#

i managed to get my mods working in diag.exe, but would like to try out the on the fly editing too

dense cove
#

merge file line
What is this

limpid sky
#

diag_mergeConfigFile

#

that one

dense cove
#

That means your config is broken

limpid sky
#

uh oh

#

perhaps its because i already have a full config,cpp in that path>

#

?

dense cove
#

I don't even know what you really mean

#

The error itself is very straightforward. The config is broken

limpid sky
#

how do i fix it? i dont have anything relating to cfgammo in my own configs

dense cove
#

We cannot fix anything you don't know. Why you're diag_mergeConfigFile a extremely long config

glossy inlet
limpid sky
#

ok maybe i should just delete that one, because last time i merged it was months ago and i probably may have accidentally edited some things without knowing

limpid sky
#

ok so, i created a new config.cpp file. However, nothing happens if I try to execute it. I tried to move this in other folders but nothing seems to happen as well

#

diag_mergeConfigFile ["P:\config.cpp"]

#

this is the line, and there is an empty config.cpp in the P dirve

#

puting it in some C folder also doesnt work

glossy inlet
#

What do you expect to happen when merging a empty config.cpp file?

#

Merging a empty file does, nothing. So if nothing happens, then that's correct

#

merge config file, merges a config file, into the game. Overwriting entries that were in that file.

limpid sky
#

im just following polox's tutorial on on the fly config editing and it says i need to prepare a config.cpp file... I figured that you just need to make an empty one?

dense cove
#

You probably don't know what mergeConfigFile does

limpid sky
#

i guess i dont meowfacepalm

#

i swear ive done it before a year ago, but i forgot how i did it correctly

sly skiff
limpid sky
#

Even more specific, I'm trying to fix my hitpoint values of my vehicle.

sly skiff
#

So do you merge your vehicles altered config?

limpid sky
#

No, I thought diag_mergeConfigFile would do that already?

sly skiff
dawn palm
#

crikey.

limpid sky
#

I completely misunderstood the point of what the command does meowfacepalm

#

i got it working now

sly skiff
#

👍

latent dagger
sly skiff
latent dagger
#

Likewise from what I've found from google-fu. Thanks

glossy inlet
#

From my github

latent dagger
sly skiff
glossy inlet
#

Maybe needs more advertising.
But I don't trust it on being crash free and fast enough. And as a explorer integration that's quite important.
Though it does seem to be fine currently

latent dagger
#

It is combining wonderfully with Voidtools Everything, reminds me of using Hammer's texture browser (in the best way possible)

glossy inlet
#

Huh, unexpected. Cool!

#

Now you just need dokanPbo to have a full virtual p-drive without having to unpack anything

dawn palm
#

From technical interest does doken 'simply' scan each bis pbo and record it's prefix so that any subsequent references it knows what to grab? does it handle user pbos too? if so, how? (or have you pre-wired the prefix list?

scenic canopy
dawn palm
#

so the table is built by scanning pbos then, before it's accessed by a user. There is only one prefix irrespective of the number of addons in that pbo.

glossy inlet
# dawn palm From technical interest does doken 'simply' scan each bis pbo and record it's p...

It builds a internal filesystem/directory.
Same as the Arma game itself does.

It builds the whole directory tree in one big array/hashmap.

When you start it, it finds all pbos (same as Arma does with -mod parameter)
Then for each pbo combines it's prefix with every filepath inside and puts it into big lookup table.

At the end there is no "prefix" at all, it's just one directory table

#

Arma uses (since I changed it) one big sorted array of all filepaths, and binary search on it.
I think Dokan is hashmap

scenic canopy
#

HashSet