#arma3_tools
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@dapper pivot skinning as in UV coordinates? yes
@smoky halo As in vertex weights for bones.
I've been meaning to pull them out so that I can animate goats with a nicely skinned rig, but hadn't gotten around to it yet (it isn't in the ODOL wiki page).
that should be part of the selections in the individual lods
the last array, verticesweights
is always empty ๐
except for special LODs
you probably are looking for the data in VertProperty VertProperties[nProperties]; of VertexTable
that's what it is called in the wiki
Say i wanted to make a tool that would take the ammunition types from all thee 5.56 rifles and make them work in othere 5.56 rifles so that you would have guys with m4s from RHS able to swap mags with guys using m4s from robert hammer, how would i go about doing it?
sounds more like a config job and not really sth you can achieve with a tool
so i would have to go through and eddit the configs on each of the weapons correct?
then either cross add the magazines into all the configs
or make a common shareable magazine
you can use += for array now to append items
(As long as the array was created in the class you are +=ing and not a base class)
error message example: http://puu.sh/oDTXX/558b86d589.png
do you plan different error levels? it seems quite verbose (which is helpful in general). i find the formatting a bit hard to read - single line and the 2nd msg first might work better (where/what - details)
the second line was introduced for warnings, since you don't get the stack for those; i think i'm gonna get rid of them for errors
does that error even make sense? avfter colorText[ I would expect a ] and not a =. Did you mix that up?
naw, there was a space between the brackets
ah k
i guess binarize supports that
Can someone please work on a nice GUI editor, one that isn't an incredible pain in the ass to use! xD E.G, I'm building a UI that I need to size based on the backgrounds size, I add a RscPicture, set it up with my image required, go to place a RscText ontop and I can't see the text, I've played with the layering etc and it makes no difference
Full dialog: http://puu.sh/oFmQq/300b2c2704.png
After deleting the background: http://puu.sh/oFmRw/1c1f37cf7a.png
@sullen badger that lil problem is actually an indexing problem
check F1 where you can change the z-index of the back
in regards of an UI editor ... its not as easy as you might think
would already have done that ... (as i hate that PITA of config work) ... but ... i yet have to find a solution i would enjoy in the UI design of the actual editor
Isn't that the layer order? Ctrl + L?
I'd love a nice photoshop style app to do this, would make life a lot easier
Z order changes with focus too.
(IIRC)
Best way to do it is to nick the UI-scaling macro's that BIS use and do your UI based on approximate row/column counts rather than pixels.
but anyway @sullen badger
your wish shall be my command
a tool shall be developed for this
armake - posted in ARMA 3 - COMMUNITY MADE UTILITIES: armake is an open-source, cross-platform C implementation of the Arma modding tools for packing and binarizing PBOs.
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It is developed completely from scratch, meaning that it does not require the official tools, Steam or any other software.
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At the moment, it is still work-in-progress. As Linux is the main development environment, most things dont work on Windows yet. The main focus at the moment is P3D conversion (MLOD -...
@nocturne basin I will have to send you many cookies if you do!
im quite serious about this @sullen badger https://imgur.com/WiLEICE
thought ... this is just the basic UI
quickly thrown together
sooner or later it would contain shit like (eg.) moving windows from left to right side
or completly detaching them from current window
however ... right now the task is: parse arma configs
in the most basic way
after that: parse whatever is in the config text
and display it
then text highlighting
after that drag&drop elements
etc. etc.
so ... quite a lot of shit still left to do
and im currently quite slow due to frking hot room and me being more outside due to that
@nocturne basin I cannot wait to see what the end result is like, I log for the day I don't need to fire up ArmA's GUI Editor to make something, I was also serious about the cookies, although it may not explicitly be cookies you receive.
Good luck X39! A GUI builder that takes a majority of the guess work out of creating GUIs is a godsend!
then better hope for a rainy weekend @red pollen :3
besides ... if somebody has a simple config parser for C# i would appreciate ...
need to read in a config and store the data to a dictionary?
nope
the idea is: directly modify the config and render the config then just
changes made in the "designer" would be directly reflected inside of the config
ah
and then just redrawn
however ... for that i would need a fully mature config parser ... (at least for the extend i want to have that lil shitty thing)
which is kinda hard to write due to the ammount of work you have to put into it
the alternative would be a tokenizer
got your project up in SVN?
I don't mind helping out a bit
feel free to do the config parser :)
there is quite a hell lot of work to be done inside of the UI ...
just gimme a sec
have to prepare a few things before the repo can go live
how do you want to work with the parser? like ---
parser.ReadConfig(configText);
then...
simple thing: it should take either a string or a stream
and provide me an object structure of the config
got it
there you go
but as said ... due to the good weather in last few days ... not much progress yet archived
well ... i am right now creating a few tasks ...
though ... the roadmap will have way more shit in the longterm (eg. dragable windows ... i want the end-UI-editor to be pretty damn close to what Visual Studio looks like)
You gonna use WPF?
already using
4.5.2
alright
just need to know so I don't use those fancy features
Are you opposed if I use the new features?
nope
alright
actually i dont care if you do or not
right now there is no coding guideline or whatever
its just "get shit done" mode
Great
in the end (alpha release), i will add license texts etc. to all code files (will be eg. the MIT license ... not sure which one was the one which allowed pretty much all as long as credits are given and no backfire is done)
so ... add your username already in some header comment :3
alright
cool ... so i now can focus on the framework thingy for the different controls
public ICollection<ConfigClass> ParseConfig(string configContent)
this will be an endpoint
config classes contain properties and classes
properties are essentially key value pairs
will work out any kinks that I stumble across with this design
well ... i already kill my head by thinking about how to implement the UI elements properly ....
What's your steam name?
/id/X39
but i am not rly active there currently
too many ppl want to talk with me ...
https://discord.gg/0arQM0FX6xt0iWm3 @red pollen
simple thing: it should take either a string or a stream
and provide me an object structure of the config
the API/SDK of depbo.dll provides that class structure * for_you(Unicode * FileName);
for ( RapClass * cls=rap->get_first(); cls;; cls=ls->Next() )
{
if ( cls->has_children()) do_whatever();
if you write the wrapper, i'll give you a free copy of the dll
besides, if anybody can create a better image ... i would appreciate
https://imgur.com/8ybZ2wz
its the splash screen
quick intel about some other stuff in regards of the tool:
tool will support (name might be changed in future) AddIns which provide additional content in package-like folders (see Base AddIn: https://github.com/X39/ArmA-UI-Editor/tree/master/ArmA UI Editor/ExeResources/AddIns/Base )
AddIns can be created by anybody and will be toggleable inside of the app itself (AddIns are loaded & processed during Startup when splash screen is displayed)
at least when everything is done ...
nah ... wrangling my head around the native C# stuff when its not needed (parsing configs is not rly that hard actually ... at least when using a tokenizer :3) is PITA
but thanks for the offer @dawn palm
C# and mondo/(dot)Net are 'better' languages than c/c++. But i have no use for them, hence i don't provide wrappers.
they are not better :)
they are just way WAY simpler if you want to create UIs
and as this application will create UIs for another application using a UI editor i have to implement with UI elements it is simpler to use C#
((somewhere in that sentence i got lost ... please return the thought i had home when you see him))
but will hop into bed now ...
I agree with the common sense stated above. I did say 'better'.
JustSpeedy - Yesterday at 9:38 PM
hey guys, ive made a online sqf tool. thought some of you guys here might like it ๐ http://sqf.io/
im working on adding an sqm to sqf converter too atm
eagledude4 - Yesterday at 9:58 PM
is the source for the iseco encrypt/decrypt available somewhere?
JustSpeedy - Yesterday at 10:02 PM
i can give you my javascript function if you want?
eagledude4 - Yesterday at 10:03 PM
was looking for something in SQF
to use in my mission/server
from #arma3_scripting
SQF Tools. The best Arma 3 SQF tools out there!
great. we're doing obfuscation now?
now? you are outdated @wide cedar
it also was one of the concerns i brought up a year ago
where you defended that crap (or somebody else ... could also be wrong blaming here)
yeah sure, just blame me
why would you even do that? the decryption method is right there...
as long as arma can read it, everyone else can
obfuscation is not about encrypting
encrypting stuff in arma makes even less sense
obfuscation at least prevents that ppl "steal" your code as they do not understand without deobfuscating
still was a fun time to just annoy the KingOfTheHills dev. just for obfuscating his code
analyzed it for quite some time
found a security issue
and published that lil thing directly
obfuscation is just as wrong as encryption
and in regards of blaming you ... i had many fights here so i sometimes loose track about who i fought with
"fought with" is that what you call it when you write forum posts full of nitpicky shit?
we start hitting the #offtopic_arma and/or #general_chat_arma stuff darling
in other news, armake can now derap configs
@wide cedar posted in because of the decryption/deobfuscation features it also offers and the formatting/code beautifying features (http://convert.sqf.io)
yeah, that's fair enough i guess
personally i just support every way that helps making modding easier/more approachable and less time consuming (within reasonable constraints)
as such also kudos on your derap configs progress ๐
whats your test case so far? BI A3 configs?
yes
@nocturne basin maybe make shit working before loading screen
maybe i need the UI to get shit done which is UI logic @orchid shadow
yeah like a loader ;)
correct
because without i would completly forget about progress reporting
and would have to implement it in the end then ...
@nocturne basin let me get this straight...you're making a tool for creating arma UIs in a less painful way?
100% correct
currently UI will look like this:
https://imgur.com/WiLEICE
latest itteration also has status bar already at bottom and top a menu so you can load/unload/save etc.
all not yet functional due to the early state of the tool
however, finished config parser yesterday
and already worked a little bit on the AddIn reader
currently the ETA is "when its done"
you can imagine there is a hell lot of shit to do ๐
but feel free to join my discord server
you will get way more updates there
nice, will bookmark that. looking forward to release, creating UIs in arma is so painful and it's holding me back from completing some missions
@dawn palm With Eliteness it's possible to examine a WRP and see a small graphical overview of the roads and clutter mask. Is there anything among your tools (or any others you know of) that could export these at high-resolution (at or approaching 1:1 with the sat layer). Have long toyed with the idea of automating whole satmap processing and these would make for useful masks.
eliteness already shows (a somewhat primitive) graphical display for ALL structures of the wrp. clutter mask, roads, sound environ, land classes, etc etc etc
by far and for certain, NeoArmaGeddon has a far far far superior product. MapBuilder i think it's called.
he previously used my sdk and now rolls his own. so the only drawback to that superb product is it is arma3 centric
Thanks, will check it out.
dePbo tools updated so that faulty chernarus+ maps from dayz can be used in arma2/3.
caveat emptor: the resulting fix makes them unusable in dayZ. keep separate copies.
next step in the UI editor archived:
i now can start rendering RscText onto screen (other elements will follow but are not rly mandatory for what i do right now and easy to implement ๐ )
pboProject (and frendz) updated for mission makers.
you can now choose to NOT binarise mission.sqm
the reason being the engine cannot read binarised missions (under some circumstances) in mission ADDONS. Mission PBOs are not affected. For some reason bis have been unable to fix this.
@nocturne basin Hurry up! I am pissed by the A3 UI-Editor ๐
progress is coming along quite good @wind elm
next step is to properly use the preview view
positioning etc.
i might even get some alpha version rdy till end of this month
You gonna gimme a call, when your going in Alpha?
ffs... 4x edit... -.- BrainfartFromHell
just join https://discord.gg/0arQM0FX6xt0iWm3 @wind elm or keep reading the #arma3_tools channel :)
links will be given when the release is ready
however, inside the discord i will push some lil status updates from time to time
rgr that
besides, if somebody is not yet busy and overloaded with a hell ammount of work, i would have something to do for him
as somebody has to finish all those ArmA controls and "port" them into XAML :3
@dawn palm how do you update your tools using the updator? do you need to register on the site first?
it's subscriber only and uses my own, not DH, server.
@nocturne basin nice.. haha
actually i am serious about that @orchid shadow
cur in-dev version could require some feedback from you guys too (currently only RscText added ... also not that perfectly yet ... but you already can play around with it :3)
looks decent. good start
did you look into modern IDEs or tools how they approach dialog creation these days (interface and interaction wise)?
nope
its all just XAML binding actually
(WPF application)
all content you can place is defined in so callen AddIns
which just have to be filled and then you can use them ๐
alright. i dont guess ppl found a radically different way to do it
malware alert
Kapersky reports that the mikeroUpdater version 1.12 has potential malware.
This appears to be a false positive, but don't take the risk.
update to version 1.13 asap, if not sooner.
same for Avira
good to know. thank u
i take any and all virus alerts seriously and always respond if pinged.
heh.
Armake can now generate BI key pairs from scratch: https://github.com/KoffeinFlummi/armake/commit/b64b992ee4ab6e186a7cb14c0baab2448413d26f
Thanks to 4d4a5852 for the inspiration
v nice implementation of keygen(). congrats
@wide cedar very nice to see that part covered now too!
at this point do you benefit from people testing your current version and what kind of feedback/in what form do you need?
@wide cedar i should be able to help out a bit when/if needed during the summers
@vague shard First step was to make it work for ACE3, however I am testing it on different projects of mine and a lot of the stuff has been solved by that, I believe flummi would be happy with any kind of testing and feedback/issue reporting
well i am running debian here, so could set it up and run it on the IFA3 sources
i only cannot judge the results. so only if the process create logs useful to you or crashes, it'd be useful i guess
first, don't use the ppa package as it's not latest, just grab the source and compile it with make (you also need libssl-dev since today)
add armake to your PATH then just make a Makefile for your project (ACE3 example: https://github.com/acemod/ACE3/blob/d599059716d8c6788435154aa95dec64b00f3904/Makefile) and run make in your project
it will either give errors during building the PBOs or something will look wrong in-game
and use valgrind for in-depth log of what goes wrong
@vague shard keep in mind that p3ds and rtms aren't done yet, but any bug reports for config rapification or macro resolution would help
@pearl beacon you mean valgrind ๐
also, thanks @dawn palm
@pearl beacon thanks for the instructions!
not using macros - i despise them ๐ @wide cedar
hacky config is also something from the past i suppose. IF had bad configs but cleaned up most already
also, any model errors that aren't related to animations, sections or materials should also be reported
lol, I'd ask why you despise macros but not sure if I want that discussion today ๐
can model problems and such get be detected aside from visual check of the result ingame?
(aside from game crashing or rpt spam from the engine itself i guess)
not really, no
hm i wonder what checks dep3d does @dawn palm
@wide cedar you are only doing MLOD->ODOL and not the other way round, right?
could use T_D's tool to compare the source MLOD but the double conversion is quite problematic, especially with the remaining issues in ODOL->MLOD and the data lost in MLOD binarization
i cant remember well but long time ago someone made a tool that analyzed a p3d and gave an overview of the key elements (somewhat similar to dep3d but more extensive/with different focus) - was it one of yours @smoky halo ?
well i had a tool named ODOLAnalyzer. But I think i just outputted number of faces and verts per lod
good point. eliteness does some more probably, yet it was a cmd line tool
What about: ODOLExplorer from Dschulle? ๐
hm could have been that one T_D; it was some more, like sections and other performance related data
yeah I probably outputted that as well
well did you consider a verification/test case tool yet @wide cedar? i would imagine it could save you and other testers quite some time in the long run (vs pure manual verification)
just read this. i actually built myself a similar tool
using jay's vehicle damage extension from ace
or are you past the basics anyway and its more about special cases and specifics of the format
very messy c++, but i could upload it somewhere once i'm home again
but yeah, the basics should work now (hopefully)
apart from the things i mentioned earlier
ok. what about verification/tests before you start the process? like do you accept any p3d and just try to process it, or do you assume the MLOD p3d is valid/pure?
i assume the mlod is at least following the format specification. i issue some warnings (like when using multiple uvsets, which isn't supported atm)
alright. is it A3 formats only?
well IF for example dates back to OFP data; some p3d are in a fairly bad state i guess, and some are pretty complex with proxies (at least to me) (for the damage system) - a few models crash binarize at times for example
mlod should be fairly version-agnostic
we just run it a few times and if you are lucky, binarize runs through..
it will be interesting to see what happens when you put that through armake
also, that's horrible lol
well i guess Shvetz and tierport being new to p3d (and BI tools) when porting the content A3 might not helped either ๐ that said to their credit given being new to it that did an impressive job imo
i didn't intend that as an insult, more as "you need a better tool"
๐
although those models might segfault armake right now, who knows
PBO signing should work now too
got some lil WebM of the ArmAUiEditor progress
https://zippy.gfycat.com/NeglectedAlertAzurevase.webm
currently just need to figure out how to make the sole elements more visible ...
cherrnarus+ from dayz now properly converted to arma2 binarised. Your mileage will vary in this with land (animated) buildings and roadnetworks because these are the two structures that are corrupted. The better alternative is to convert it back to unbinarised or pew, and re-crunch.
missing land classes are now better displayed for a more informative output.
silly bug introduced in 5.43 fixed (failed if no objects in the wrp)
#defines now fully tested for duplication that actually change the expression. be prepared for some schock and horror.
more sqX horror . improvements in detecting sqx statements that cannot be used in configcpp's.
<- my fault ๐
deP3d.exe now fixes erroneous P:\blah and \blah file references inside mlod or odol p3ds caused by object builder
@dawn palm ๐
@orchid shadow recommend to give some context to people not using swifty yet ๐
maybe because ppl did not heared about it yet ... at least i did not ... or i forgot about it ...
both possible (and most likely the latter)
ArmA UI Editor
Another little PreRelease (Head not yet is up to date with this code version as i still have to handle some other code passages):
http://x39.io/api.php?action=file&fileID=77 (setup.exe ... zip is here: http://x39.io/ArmAUiEditor_InDev.zip)
And ... i discovered that it currently has problems on C Drive program files ... :3
furthermore, latest versions can be downloaded from here by now:
http://x39.io/?page=projects&project=ArmA-UI-Editor
(tool also will inform you kindly if a new version is available)
also ... for some reason windows defender enjoys throwing out false positive messages for this ... im on it but actually i have no fucking clue how to fix that :(
(would appreciate any tipp on this topic any here could provide)
just take out your bitcoin miner
in other news, i finally fixed some tempfolder issues with armake so now you can run it in parallel properly: http://puu.sh/p3Ou6/fd16cbffb2.webm
wow seems pretty fast. did you speed test it vs BI tools yet?
Good one @wide cedar ... but i would wish it was so easy ...
last time I used BI tools they were a lot slower even visually, that was a long time ago though
do you think its feasible to give out meaningful errors when sth is amiss in the model?
I think flummi is planning for that, p3ds are not completely finished as of yet
As in checking the geometry of the model (e.g. finding non-convexities)?
well anything bad you can think of
i like mikeros approach a lot to be very strict and let the user know about all issues
I've messed around with editing the Check_All O2 script as I thought that could be useful, but I was told it is deprecated
Did you ever have a post detailing things about O2 scripting? I have a faint memory of seeing it at some point
T_D did sth i think
at least he was the one most into it
o2 had "command library" (aka docu) in a subfolder
wasnt in great state but better than nothing
mikero also used it to some degree i think
what do you want to do in O2Script?
Yeah I've seen some documentation for it. I was mainly curious if it would be useful as part of a tool to do the basic verification of geometries, shadow LODs, etc. The Check_All script had most of that functionality so I'm sure it could be adapted.
To my knowledge there aren't any tools for that kind of thing, but I'm not sure how it would fit into the workflow since I wouldn't plan on competing with Mikero and building the PBOs.
is Check_All script working?
Is it realistic and within the scope of O2 scripting to check for errors and return them for each p3d?
define return
I played around with it a month or two ago so I'll have to look at it again, but from what I remember I couldn't get the script to run within OB. However, I could pass the script and model as parameters to the O2Script.exe, or whatever it is called, and then I got an output with errors or warnings to either the the same console window or a new one
so it works
if you could breathe life back into 02script it would be a life saver for many. we just don't have that scriptin g ability in tb/ob
the way I understand it, 'scriptability' was disabled in TB (alias V4) as part of the licensing agreement to bis, and consequently the great unwashed (us)
and there's no competition with myself, i've never made a model in my life, and can only just barely open visitor3 and Oxygen.
the comref for script is in the o2script folder pf personal tools. it's reasonably comprehensive and very close to sqX. sbsMac made an excellent parser for it, and, standard sqX.
I'll take a look at that thanks. Here is an example output from pretty much the base Check_All output https://gyazo.com/fb03a11094235ec860d6a81686f707fb
I deleted a vertex in the geometry of the Test_House_01_F to see what it would have to say. The other warnings are easily fixable as well
And by easily fixable, I'm referring to the O2 script, since roadway textures don't need to follow the _co, _ca naming convention, and .tga file extensions aren't an issue
@limber garden nice one! can you pastebin the script please - interested how comprehensive the script is
so far we are using the diag.exe + test mission to createVehicle all assets briefly to get extended logging (rpt and debug.log)
depending on how limited or complicated o2 script is, the available script(s) might be at least a template @wide cedar could make use of in the future once his suite is ready for such
Oh, that isn't my work, that's the default Check_All script. It should be located in your Tools\ObjectBuilder\O2Scripts\Check_All.bio2s
I then have a .bat file with the following
"C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Tools\ObjectBuilder\O2Script.exe" "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Tools\ObjectBuilder\O2Scripts\Check_All.bio2s" %1
pause
I was just dragging the p3d onto the .bat for testing, but you just need to use 02Script.exe and give it the parameters of the script and the p3d you'd like to check
yup was aware its from BI - took a look at my other pc now. it seems quite comprehensive
did you run it towards all CUP content yet?
Not yet, I wanted to remove the incorrect warnings it was giving first
Once I wrap up a couple of time sensitive things I'll see if I can fix those warnings and have the results dumped into a file. I'm a little scared to see what it says about some of the A1 buildings though...
This also reminds me, remember the short discussion the other day about automating the config entries for editorPreviews? I ended up giving up on trying to use a regular expression in notepad++ to fill them out, and wrote something in C# to handle it. I can send you the program/code if you'd like once I clean it up (same goes for anyone else that wants it).
I had to tweak some settings to try and get my previews to match the appearance of the A3 ones. I had the best results with changing the time to 10 AM, following the wiki page for video settings, and then in "AA & PP" setting brightness to 80, contrast to 110, and saturation to 100.
The warnings that it gives that aren't actually issues with the model. From the screenshot I posted it says the textures with the file extension .tga are invalid because it expects a file to exist in .tga format with that texture, but they have already been converted to paa/pac. From what I've read you can point models to .tga textures and buldozer/binarize will take care of point them to a .paa extension, Mikero can probably confirm this. The warning in the roadway LOD stating that the texture doesn't have a _co and _ca suffix is invalid because roadway textures don't follow that naming convention since they don't have any visual element, and their purpose is just to point to the sound for that surface.
Maybe you could make regex work for it, but it would have taken me a lot more time. The exportPreview script only runs through objects with a scope of 2 that will be in the Eden editor, so I found it easier to run that script first. Then from the list of images it created my program looks for the corresponding config entry, and then adds the editorPreview entry to the last line of the class.
I think it would be hard to determine what classes would be getting editorPreviews with regular expressions since you'd have to determine the scope of that class, which could get messy with inheritance. Also with regex, I couldn't really find a way to get inside of CfgVehicles and then look at each class individually if that makes sense.
If you give me a list of what needs to be changed in Check_all script I probably could do it
@limber garden thanks for the details! will let you know it goes here
pay attention to Tim folks. he knows more about this than bis do.
came on this morning and discord says 50 new messages in this chanel, but i only see 26 ?
just start to notice how damn stupid the config parsing crap actually is ...
@smoky halo Thanks, I'll send it your way once I write up the general ideas and goals
this should fix the already mentioned mistakes already: http://pastebin.com/Xt1Nq6UL
Yes, this is very helpful. This allows no errors at all
@smoky halo Looks great.
If anyone has a moment, I'm looking for some general feedback and advice on my plan for utilizing O2Scripts https://docs.google.com/document/d/1-vH3JCLclEYvYWflAxVmDP3qcx0c5e1lnyNNVY-BoHI/edit?usp=sharing.
I think most of the common errors would be caught by the checks I have outlined for each LOD. Luckily, the Check_All script covers a lot of them already as well
looks pretty good. will forward to our modelers
it's a straight out superb initiative
please add to your list checking for P:\ anything which is caused by oversight in object builder (but not oxygen). you could, should you wish, autocorrect this with (the equivalent of) strcpy(ptr,ptr+3);
also \anything is illegal in all references except proxies. and is mandatory IN references to proxies
in mlod, .tga, .png, .paa and .pac are all mutually acceptable. the actual file itself can be any one of them.
@vague shard i think that the rtp from buldozer already lists these errors.
So no need to pack and check with diag.exe
could be. not a buldozer users, so cant tell if it has the same error level/checking
pretty sure it reports if lods are not convex that need to be convex or if there is strange geometry and other stuff
also model.cfg errors should be listed
it sure does. however stuff like physx i doubt it is able to, is it?
don't think so
@limber garden wow, nice list. the C# tool probably cannot be crossplatform because O2Script is not cross platform ^^
burp, mondo, bah
mondo?
do you mean mono?
of course a C# tool could be crossplatform, but it doesnt make sense if O2Script is windows only
I have to admit I have no idea why you would need o2script to run under linux.
well, sqX is a dog of a language, but it's the only game in town to gain access to p3d/wrp variables unless you use my api/sdk to do similar.
anyone know for sure where SQF came from? did BIS write it or license it? always been curious
@amber heart BIS developed it itself. The intention was to use it for cam scripting in OFP
@amber heart SQF came from hell
it was created by the devil to dominate all of us with its retarded stylish coding
what coding? and how is it stylish ๐
logic says if you adopted C config conventions, you'd follow thru with c functions() too.
...and it's not sqF btw, it's sqX there are at-least four different sqX parsers in the engine and bis binarise. each one of them follow different rules.
re: nearly-but-not-quite C, having to include "then" (and having no 'else if') catches me all the time still, esp if i've been doing JS or C recently
@wide cedar congratz on 0.3 release ๐
- Lots of fixes (duh)
- Armake can now generate keypairs and sign PBOs```
https://forums.bistudio.com/topic/190572-armake/#entry3031700
armake - posted in ARMA 3 - COMMUNITY MADE UTILITIES: armake is an open-source, cross-platform C implementation of the Arma modding tools for packing and binarizing PBOs.
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It is developed completely from scratch, meaning that it does not require the official tools, Steam or any other software.
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At the moment, it is still work-in-progress. As Linux is the main development environment, most things dont work on Windows yet. The main focus at the moment is P3D conversion (MLOD -...
@wide cedar do you prefer all suggestions, questions and issues to be handled via github tickets, or discussion also in here?
i would bet on github
me too ๐ however for some stuff live discussion is useful
all advertising is good advertising.
@vague shard usually github, but if it's a smaller issue that can be resolved directly chat is fine too
also, questions are probably better in chat
just checked the vest config sample - shouldn't the CAManBase be updated with all the new hitpointclasses (like HitNeck etc)? It only has the 4 old basic ones Head Leg Arm Body
class HitPoints {
class HitFace;
class HitNeck: HitFace{};
class HitHead: HitNeck{};
class HitPelvis;
class HitAbdomen: HitPelvis{};
class HitDiaphragm: HitAbdomen{};
class HitChest: HitDiaphragm{};
class HitBody: HitChest{};
class HitArms;
class HitHands: HitArms{};
class HitLegs;
};
should be correct i think
I assume Buldozer will render the same "light" rendering as in game now ?
http://x39.io/api.php?action=file&fileID=79 ArmA UI Editor ... latest in-dev
slowly moving closer to alpha
@wide cedar thanks will do both once the IFA3 release craze has slowed down a bit ๐
(did a test run already today)
@dawn palm Any update required of your tools for new 'update' ?
none yet. but (use of) arma3p update is almost always mandatory
me?
another WIP dialog creator - looks for feedback
https://forums.bistudio.com/topic/190427-arma-intellij-plugin-smart-editing-for-header-and-sqf-files/page-2#entry3032329
Page 2 of 2 - Arma Intellij Plugin - Smart Editing for Header and SQF Files - posted in ARMA 3 - COMMUNITY MADE UTILITIES:
Hello K-Town.
Glad to hear comment fix is on the way.
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However I am suprised with intentional way of handling of for.
Mainly because official manual specifically says how for should looks like:
https://community.bi...io.com/wiki/for
What youve said about some exclusions in checking of rules questioning point of usage error correction at all.
Of course I underst...
meh ... i hate competition
anyway ...
at least i can drop the project now if i want ๐
http://x39.io/api.php?action=file&fileID=80
just calling it now alpha ...
feature range is kind of the same like of the first version in regards of interactions ....
@nocturne basin what kinda of feedback are you looking for with that preview/alpha?
bugs, ui enhancements, new feature request
its a tool for creators ...
so i look pretty much for everything which does not feels flawless in its usage @vague shard
@nocturne basin
overall i think there are three 3 target groups (at least):
- total noobs wanting to make an UI
- ppl having done it already yet struggeling with it
- ppl with decent experience
i am personally in 3 - to me an import function would be most relevant, and give me the best idea how it works/feels and what i would like to see changed/done
in addition to the technical aspect is see also the design aspect - most UI creators are mainly build from the tech approach (by programmers for programmers)
however this is also another angle i think. designers think differently, are used to different workflows and ways to create
so that seems to be so to speak a fourth group to get input from
from my short test the basics seem there, yet i am missing sorta the complete set of course to play around and get a real idea
one aspect i would like to see is having both the dialog and the input dialog visible at the same time and not as tabs like currently
also to the preview represent the ingame w vs h ration would help a good deal to get an actual idea how stuff will look like
finally advanced feature is ofc to simulate different UI size support
@vague shard import is not needed
just load your config into the editor (paste currently as no load yet implemented ... save however is working ^^') and you can work with the editor
however .... the actual editor currently is not supporting all elements available in ArmA itself
the "both at the same time" is planned
but yet to be implemented due to the fact that a lot of new UI custom controls have to be written for that
and the logic has to be adjusted so that configs are automatically parsed etc.
some stuff requires the parser to be built without eg. tree building so just confirmation is possible
not sure btw. what you mean with the w vs h ratio ...
thanks
like to have in the dialog pane indicate the 4:3/12:10 etc area
you want to design and build your UI after all on the end result and no in an limitless, square or recentangle shaped area that doesnt relect the display area in the end
ahh
well ... also planned :)
currently everything is hard-code fixed to 1980x1080 px
will be editable too
however ... that is one of theese changes where i have to create the custom control
--> shit that consumes a hell ammount of work
thx to a ton of little buttons etc. which have to be implemented ...
want to have it quite simmilar to visual studio as said ( https://msdnshared.blob.core.windows.net/media/MSDNBlogsFS/prod.evol.blogs.msdn.com/CommunityServer.Blogs.Components.WeblogFiles/00/00/01/29/92/metablogapi/8867.01_BETA_thumb_3B7E17E0.png )
glad to hear ๐ and we surely want to keep you busy (after your exams) ๐
would not need the UI creator tool for that @vague shard :3
my current schedule is quite filled with tasks i never will be able to finish all together before end of lifespan
Hey guys, I have this in my binarize.rpt :
Type: Internal
Build: Development
Version: 1.59.135692
Yet my ArmA 3 Tools are up to date. Does anyone have the same issue ?
anyone know what this error is when using DSUtils (arma 3 signature creation tool): Error description: 8009000b
That's Windows error code: 0x8009000B - NTE_BAD_KEY_STATE - Key not valid for use in specified state. Are you sure that your key is not corrupted? I'd suggest to try in on another machine to rule an issue in crypho system in Windows.
(but that's just a wild quess)
hm. i mean that doesn't say much but i used that same key and the same tool just fine before. might have been the recent update. also created a new key with it, same problem.
any other ideas that don't involve another pc?
@tribal thunder let someone else sign it with a new key you trust
ye i'll have to do that as a last resort
the issue seems to be, it doesn't matter what private key he uses, or creates
signing blows up
aaaaaaaaaaaah
missing sha. how did you make the pbo ?
Has anyone seen/made a database or library of utility scripts? I'm mainly thinking it would be helpful with debugging or testing addon related stuff
I don't think it would be worth it as a standalone addon, it would probably be better just as a browse-able library for things that can be run from debug console
@limber garden can you make a few example of what you are thinking of?
Sure, here are a few that I've used today.
-
icons on all named selections from resolution LODs
https://gist.github.com/pennyworth12345/72995076fd107f2c82c3e6c57ee1ff70
https://gyazo.com/0b6eb547ca19f650d7dcf10ecc6369a4 -
icons on all building positions (used by AI and mission makers for loot)
https://gist.github.com/pennyworth12345/a309b73aec15fabb649bcdb49e3262f3
https://gyazo.com/d81807822ca439bbe1a37e5867f483a2
copy all loaded CfgPatches to clipboard in the format of ["A3Data","A3_3DEN_Language",....]
https://gist.github.com/pennyworth12345/078e5308ecf2d4506ec399f35f63fc2e
where would you use those classes in the last mentioned item?
If you were dumb like me and didn't have a CfgMods entry. So for doing editorPreviews you can specify what CfgPatches for the script to run through, but I didn't want to open every config to get them so I just dumped every CfgPatches and deleted all of them that contained A3_
Someone today in #arma3_config was asking how to get a list for them, but I'm not sure what for
I'm not saying any of these are brilliant, just small examples of the kind of stuff that I was talking about and people might find useful
nice one. was curious.
@limber garden I wrote something similar before for my testings. Need to check later, if i still have it somewhere -.-
(or if it was lost in the HDD crash...)
sorry bout this folks and the spam, i posted in the wrong channel
dll update
rapify: updated _EVAL sqx processing (credit bis tom)
eliteness: binarised p3d
much more informative display (credit tim dittmar)
better rvmat extraction.
pboProject:won't pack a wrp pbo if:
it references UNbinarised p3d's in the temp\folder (credit damian Berek)
it references stale binarised p3ds in the temp\folder (ie filedates less than their source)
(credit bushlurker vbs)
improved decoding of flashpoint files (essential of you're still porting)(edited)
eliteness/dll now 'understand' vbs formats for most files(edited)
@limber garden very nice initiative
would suggest a github project and invite the big mods to contribute (ACE, RHS, CUP, 2017, and so on)
Module: Visual House Positions for A3 - posted in ARMA 3 - ADDONS & MODS: COMPLETE: Hi everyone! As a mission maker I've always found Grizzle's Visual House Positions module extremely useful. Unfortunately, it doesn't quite work in A3. I spent some time fixing the module to be fully compatible & functional with A3 today and would like to share it with everyone. Hope you all find it as useful as I do! And remember to remove the module from your mission before saving it for...
the various loot debug tools could be useful tool, as well as named selection visualization of different sorts for the different content types
another useful one could be ground texture/type visualization (area and the relevant parameters)
BI's internal version has quite extensive visual debugging options - from the various (but few) screenshots they have released, one could also gather ideas
depbo.dll 5.48 released
p3ds
type71 now supported
type69 resupported
improved vbs support
linux version will be updated asap
nothing of any interest.
dep3d will degrade them quite easily to type 70's if, as expected like before, TB and binarise can't read them.
-buldozer can read them. buldozer.exe cannot. note the difference and say thank you to the goat you sacrificed.
@dawn palm : do you know why pbo project would add "xD" to the requiredAddons for when 'rebuild requiredAddons[]' is ticked in pbo project?
this is the entire original config (requiredAddons up the top) http://pastebin.com/XjEAU687 and output http://pastebin.com/iBjYrbHa
it works fine if i un-tick 'rebuild requiredAddons[]', so not really a problem, just feel like i'm being trolled ๐
thank you for that. i believe Q is correct. one of your config.cpp's in one of the addons you use for objects placed on the map has a cfgpatches class called xD
if i'm wrong you should be getting an error message when you start the game saying 'missing addon xD'
ok there's a first time for everything, will have to see how the hell i could have caused it.
np.. that's the complete config which just needs the map 'helvantis'. easily worked around, so don't stress.
quite funny indeed ๐
My lil child ArmA-UI-Editor got a new minor release:
http://x39.io/api.php?action=file&fileID=81
you also will be notified about that when you start the tool
main changes: new content
anyone with the means (hint hint) willing to looking how CfgEnvSounds are embedded?
like specifically its about:
volume = "(1-forest)*(1-houses)*(1-night)*(1-sea)";
the parameters seem to be derived from the terrain characteristics - see:
https://community.bistudio.com/wiki/Wrp_File_Format_-_OPRW2_%26_3#CellEnvSounds
however its not really clear how they are generated, computed and what parameters are available these days
current A3 CfgEngSounds: http://paste.ubuntu.com/17289242/
@nocturne basin
I'm assuming with the UI editor position values need to be wrapped with "?
Was baffled for ages
Also the download via your link triggered Avast as a threat
ยฏ_(ใ)_/ยฏ
ye ... it is an executable which is not officially signed
@vague shard why you need to know?
You deserve many gold stars for making something usable
in case you do not trust just gen it on your own ๐ its open-source anyway and all you would need would be visual studio 2015 community edition
@smoky halo megagoth and other sound designers like to tweak it (Tanoa seems to be very nicely configured in this regard)
not yet useful @fallen stone
currently more "preview" as most stuff is not even in yet
but you already can do the layout etc.
I would argue it still more practical than the ingame UI editor ๐
more fancy enhancements will follow
eg. zooming, background image, changeable snapping grid (right click the canvas ๐ enable SnapToGrid and be happy)
Sounds promising
Took me a little to figure out I needed to press enter after changing values in the properties box
will also be changed at some point ... currently the implementation for that is kinda dump ... but needs some other changes to work as i would like to have it
Will you add (or am I missing it), the option to add your own classes?
maybe ...
it actually is already possible
however ...
those classes need to be added as AddIn
i assume you mean your own base classes right?
Yeh, apologies
I clicked AddInBrowser, but it displays just Base, and nothing is clickable/usable in it
yup
the addin browser is not rly something useful currently ๐
just created a quick UI
and never continued there as more important stuff showed up
the AddIns are located in the AddIns folder where the executable is located at
And is the submenutest literally as it reads, just a dummy sub menu :P?
Ah yeh I see it
So I gather adding new base classes via that AddIns folder will not work?
it will work
but better head over to my discord to not spam this chat further ๐ https://discord.gg/0arQM0FX6xt0iWm3
@vague shard does Tanoa have a new OPRW version?
@smoky halo dunno. dont have it yet
anyone in here has Tanoa already and dewrp to verify the format version?
@vague shard I think I found the available params:
Rain
Night
Meadow
Trees
Hills
Houses
Windy
Forest
DeadBody
Sea
WaterDepth
CamDepth
Anomaly
Coast
they are called ambient life parameter
great ๐ much appreciated!
any idea how these are backed into the pew/wrp?
as far as remember one defines object classes in visitor (still same in TB?), yet i cant remember them being connected
it seems they are more based on generic terrain properties (elevation, below waterline, forest density, etc)
it seems they are calculated depending on camera Position
stuff like rain for example depends on weather
yeah i can find these also in Ambient_A3 definitions. maybe they share the same system
the new SoundTails system seems to use it as well (but has even more parameters)
i think meadow, trees, sea and houses is embedded into wrp
forest is also in wrp
or calculated from wrp
made an overview from config parameters
https://community.bistudio.com/wiki/Arma_3_Sound:_EnvironmentVariables
sea, meadow,beach.... are in the CellEnvSounds array in the wrp
you can see each type graphically with eliteness.
forest is in geography part of
well it would be good to know how they are computed based on terrain/pew data. like to have an idea how they evolve over the terrain and relate to each other
a terrain grid cell is marked as forest if there are more than minTreesInForestSquare objects that are of mapType Tree or SmallTree
minTreesInForestSquare is a config parameter
sea value seems to be set if there is any water
trees value depends on the number of objects and their propertyClass (the named property in GEO Lod). bushsoft doesnt add as much as class forest for example
same with the house value
class church adds more than the house class
meadow is everywhere else: float meadow = (1-sea)(1-trees)(1-houses);
awesome - much appreciated ๐
currently looking for a different kind of config parser as i need to change a hell lot of things in my ArmA-UI-Editor's config-->text stuff ...
any chance that your config parser is capable of detecting changes on single nodes and raising "events" then @dawn palm ?
would be more worth creating a CLI bridge then writing everything again on my own ...
Both text and binarised rap are the same meta data in the dll. There is no distinction between the two. I have functions that add, find, delete, rename, that meta data (such as class types or variable types) but there is no concept of 'text' or 'lines' in the dll so as some form of text editor, it's useless.
also not talking about that
just need to detect the small changes so i do not regenerate everything each time
eg. field X got changed
need to know that it changed so i can alter the view
and the config
but anyway ... think i have to do it myself then ... meh
JFYI: SQF Language for Visual Studio Code received an update. SQF Themes are also fully functional again: https://marketplace.visualstudio.com/items?itemName=Armitxes.sqf
@ornate wasp nice one ๐ do you have plans to further expand it or happy with the feature set?
the vs code extension is quite impressive
any chance to change the way the {} are placed?
ahh
found it
@vague shard Thanks, I'm planning to add more features, but writing a debugger isn't as easy as I thought ^^ wish I had more time ๐
while i also see the benefit of competition and variation, maybe for the debugger you may want to see if the other guy doing the intelij IDE plugin for arma is up for a cooperation
if i am not mistaken, he wanted to tackle that too
in regards of the debugger ... @woeful cliff has something to offer here inkl. some other fancy stuff
ArmA-UI-Editor has a new Update available:
http://x39.io/api.php?action=file&fileID=82
You also will get noted if you startup the older version
Changes:
- Fixed Color transfer (arma uses RGBA and not ARGB :facepalm:)
- Added AddInBrowser (might be useful to those who want to add missing classes etc. to the editor (if you do: send them to me please ... always could use some helping hand on this topic))
- Many minor UI changes
- Class Parser now acceppts lazy strings for fields
fieldFoo = 0.0022124 * safezoneY; - New icon
besides, if anybody is interested in just how it currently looks:
http://imgur.com/BfdoVFT
might be useful to those who want to add missing classes etc. to the editor (if you do: send them to me please ... always could use some helping hand on this topic)
if you want to see this happen, i'd recommend you to write a short guide on that
sadly that is easier said then done currently
only thing i could do would be to document stuff but questions arrising i cannot answer
also, that guide might quickly be outdated as features get added (which is why documentation in here still is lacking ... ^^')
but well ... got nothing better to do
so ... think it will be up in an hour on the github page of the project
nice work
but one gotta hate xml. so ugly
would be good to have a working example (ie your current label definition) for each without the xml tags
working example is always inside of the base addin @vague shard
though .. could have used my very own doc format ... but ppl would have more trouble using and understanding it most likely :)
not to mention that serializing that stuff would be harder then using XML
anyway
next patch will contain major changes to the current draw UI
zoom etc. will be enabled
proper background switch too
((some img. taken ingame so you get a feeling how given UI would feel ingame))
cheers
i will leave this here
https://imgur.com/nS0SycW
your app doesnt crash on config parsing errors?!? - not fit for arma modding ๐
giving the option to display usual arma interfaces/background can be useful indeed
i might add a "crash tool" button @vague shard ๐
thing is more: i implemented a zoom & grid change functionallity
just cannot release yet as for some reason it requires you to right click first before you can use the UI elements ... weird behaviour i never saw before
another day, another release (ArmA-UI-Editor)
http://x39.io/api.php?action=file&fileID=83
Changes:
- Added a way to adjust the gridsize
- Added "zoom" functionallity
- Added right-click-canvas background entry
- Added Settings viewer
- Added auto-report of crashes (can be disabled in settings)
- Added "Help" MenuItem at top menu (contains two browser links)
Important note: Still need ppl who would like to help me out with the AddIns (ArmA simply got way to many UI-Elements ... and i simply need some help to get them inside the addins)
so please head over to the wiki and tell me what you think about the "documentation" :3
https://github.com/X39/ArmA-UI-Editor/wiki/AddIn_Documentation
@nocturne basin looking and feeling nice, keep it up
That is the plan @grim hill :)
If you feel the need for something btw. then create a ticket ^^
if it could create a quick script for testing the UI with ctrlCreate, that'd be nice
that and more is already planned @grim hill
stuff like setting events of the different UI-Elements from within the editor
did i noticed that i sometimes tend to do daily releases?
ArmA-UI-Editor
http://x39.io/api.php?action=file&fileID=84
Changes:
- New Window Management System (makes multiple UIs being opened possible, still requires some adjustments ... :3 currently resizing eg. is not possible due to that .. but you can now hide unneeded windows (or close them))
- Delete option now available in right click menu of display editing window
@inland flare what to do here?
Missing registry entry HKEY_LOCAL_MACHINE/Software\BIStudio\TextureConvert.
Verify application is installed correctly .
did restart steam, update, launch A3 tools, texview via it, also on cmd line
Reinstalled the Tools @vague shard ?
was not so desperate yet. seems to have worked regardless
The last time, i had that prob, i simply restarted
lil hotfix for ArmA-UI-Editor
lazy me did not tested properly after moving the toolbox into a snap window (c&p error ... the pane i copied from had some bad event handler which caused crashes)
http://x39.io/api.php?action=file&fileID=85
Lets continue our fancy "tradition" with another release just a day after the last one :)
http://x39.io/api.ph...=file&fileID=86
Changes:
- Added ZIndex panel
- It is now possible to change the class name via property panel
- Snap is now enabled per default
- Updates now can be ignored (can be cleared from the settings ui)
- No more crash on crash log gathering (was most likely due to a permission error ... this should be fixed now as crash logs are saved on your desktop)
@nocturne basin Just in case there's anything useful for you: https://github.com/marceldev89/arma-ui-editor
it was fairly pre-pre-pre-pre-alpha-ish before I gave up ^^
why you gave up? ๐
just lost interest in arma somewhere around that time
and finished the UI work I was doing before that "thing" was useful
will check it out when i am back home
in case youre interested in helping: need hell lot of AddIn stuff still ^^'
ArmA has quite a lot of UI elements as you know ... :3
nah, too many other things I'm trying to do ๐ฉ
can you beat 3 main projects + 10 in back?
was not the goal
more some weird way of saying: i know that feeling
ah okay, was still in the mindset of #arma3_scripting.. lol
you should never be
most ppl might not believe it but i am actually a quite nice person
i just pretty much never ask/answer things polite
but thats too much of offtopic
new custom malloc: https://forums.bistudio.com/topic/191816-xtbbmalloc-a-custom-memory-allocator-for-a3/
xtbbmalloc - A custom memory allocator for A3 - posted in ARMA 3 - COMMUNITY MADE UTILITIES: Hey guys,
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I made a custom memory allocator for Arma3 and I want to share it with you. Originally I made this for testing purpose only but maybe it can improve performance in some cases.
ย
Features
Based on Intels tbbmalloc 4.4 Update 5 (https://www.threadin...ingblocks.org/)
Support for large pages
Includes some special tweaks which can improve performance in some cases (opt in)
Interfa...
^^ no good if you're a player though
Easy enough to get it whitelisted its only an email
Just doing living testing on a BE enabled server and getting each iteration whitelisted. That is a pain ๐
@nocturne basin how's the UI editor coming along? really intrested in that ๐
@split stratus check it out :)
it is already working quite well
RoadMap for release 7 is already settled too
https://github.com/X39/ArmA-UI-Editor/milestones/Alpha Release 7
but that one got quite big task in it
new dll (5.49)
new level of obfuscation to hurt the thieves
savage checking of binarised p3ds (more to come) Credit Tim Dittmar
this because bis binarise doesn't actually tell you it created a bad one
prepare for pain and horror folks when crunching.
๐ฉ
@dawn palm been thinking about subscribing to your tools, is there some page that explains the differences between the free and subscribed versions? ๐
besides the whole X is maintained, the other less so
savage checking
sounds great ๐
there have been over 500 updates to the dll and it's friends over a 10 year period. that means something new every week, if the free tools give you want you want. stick to them. People who subscribe aren't looking for 'better' tools or 'more tools. They simply expect that they will be permanently ahead of the game as bis keep moving goalposts.
I do, in fact, release a snapshot of free tools when it just becomes imossible for people to make their addons any more. But that's a painful way of saving $3/month.
Alright, thank you. I'm just trying to get back in to the Arma world after a long break but haven't ran into any issues with the free pbo tools. I guess I'll stick to that for now. Unless the subscribed deWrp can parse obfuscated terrains but I doubt it. ๐
no one can work inside encrypted ebo's, that code is crippled, and i am never likely to release it. subsriber or otherwise. Same for reverse engineering p3ds. it wont happen unless bis do sth really, really, dumb.
nah was thinking about the terrains obfuscated with pboProject
but that's a similar case I guess
i'd be surprosed if ppl do that. it hurts them more than the thief.
well, there's a few of them judging by the chatter about it on the alivemod forums.
ok. they have their reasons. what they are, i would not know, but similar to bis who learned not to keep pbo's encrypted forever, the same might probably happen to them. it is, their choice.
oh sure, I don't mind. It's their stuff. ๐
it's a good choice marcel for you to save your money until you find your feet.
Could you stop doing the obsufcation command
^
@hallow rapids what is needed for indexing?
BI has added a function to drop terrain height data and object data from within the game it seems
i guess that should allow you to rebuild the terrain as dummy to do the indexing
in regards to obsufcated pbos - i would assume it has done more harm than good, but i guess mikero has his reasons
after all thieves can make use of it as much and for most abusive behavior/intentions there are ways around it anyway
that deserves no reply at all. not even this one.
I am honestly interested about the reasons of implementing obsufcation (or however that's spelt)
same reasons bis wish to protect their IP by issuing items as ebo. whatever those reasons are, right or wrong, they are the reasons.
BIS is a company that makes possibly millions of dollars by protecting their code
^
milions of dollars xD
and your obsufcation as much as I've seen isn't exactly encryption ๐
your point beign what exactly? that the small guys have no rights and you are free to do whatever you want to them ?
@cold iris yes
no mikero
that's what licenses are for
my point being that it only makes it harder for other tool developers to work with such PBOs
Believe it or not, i happen to agree with you. What I also think and have said, is ppl obduscating addons will soon come to realise it hurts them too. The same cannot be said for missions.
ok for missions I can understand, though I still don't agree it should be done
but if you agree with me for addons, why implement it then?
neither do the thieves.
I can agree on mission too
that's what licenses are for
any "theif" will laugh at your encrpytion
thieves should be dealt with based on licenses
not that is a encryption or obsfucation
@pearl beacon addons and mission have the same structure, there is no extra implementation
right, I forget that
just exploting the fact that pbos standards are bleeh.
I don't think anyone can just go reverse engineer pbos like you or mikero head
It's nothing special
It is
no jonas, you are not correct about that. mission.pbo's have a different structure to addons
jonas? ๐
The early versions could be defeated with notepad
if it's nothing special Head, stop complaining about it.
Its annoying
PBO obfuscation is definetely going to stop "Joe from altis life" who downloaded PBO Manager from armaholic
I never PBO missions so I can't talk about that
I swear it's the atmosphere in this discord that makes people less civil
Yea..
@orchid shadow your tool can extract obfuscated pbos?
@smoky halo it can even delta-patch them ๐
I don't work with PBOs that closely, but what about #undef requirement that suddenly broke so many people's building ability (on paid version)?
I'd understand it as a warning, but suddenly incompatibility arose
simple enough for them to fix a glaring mistake.
I , do not. if you want 'warnings' ask bis to lift their game and provide them in addon breaker.
isnt pboproject that replaces every true to 1?
in most csaes head, yes.
no it does not work 'perfectly' please dont mislead peple with wrong assumptions on your part..
how doesn't it?
wahty you mean is, it didn't error before and bis tools don't detect it, so it can't possibly be an error.
what I mean is, enlighten me how it doesn't work perfectly
#defines are global. when you later what any #define is, how is subsequent code supposed to know it's working with the correct values?
they are global only where you include them
#undef requires that macro to be #defined
so you have know what it is anyways
preprocessor works linearly, what's defined last is what the macro holds
they are global in scope. #include has nothing to do with it.
(other than the fact that an include,might, wrongly alter one)
so you can use a macro that's not #defined in the current file? (either defined in another file and #included or directly in the file)
certianly. (if I understood you correctly)
once encountered, defines persist until they are #undeffed
so let's say I have a function with no #incldues and no #defines and inside I use a macro from some other file that is never included in that function
it will error afaik
how exactly can you 'use a macro' which is a fancy name for a #deifne, without defining it!
or including sth that does?
what?
in a function I use a macro that is #defined in some other file but never #included, is what I meant
impossible
yes, you can't use it
because that file will not be preprocessed with that macro
hence I don't understand how they are global
defines are global in scope and persistent they moment they are declared.
to say you don't include it, is well... good grief , what are you arguing about?
the define does not exist
it's not global, it's not anythign.
#defines are global. when you later what any #define is, how is subsequent code supposed to know it's working with the correct values?
no. not continuing this.
I honestly don't understand why code wouldn't know what the correct value is
@pearl beacon as far as i understand the problem is that some mods (hint hint) like to use extremely complex define, include and macro setups
yes
without that rigid checking, these people had issues
first time I hear of any issues like that
same here
or in other words mikero "has to" keep everyone happy
wait what
he adjusted to what people brought into the world
warnings dont exist in his suite
well that's a separate problem then ๐
its either green or red
yes and that breaks backwards compat then ๐
back on point
what issues did those people have?
"why does lintcheck fail for my super special case??? mikero FIX IT"
oh X39 this is just bullshit, please
oh look, a troll.
let us have a good conversation rather
mikero improved the parsing
what were the issues tho
repeat the above xxx times
Oh great.
let's not start the whole x39 macro war again, we all know how that ends
so at some point mikero said: "boys thats it. stop with your nonsense, stick to the rules or dont use it"
If there was one thing we needed it was x39
ok @vague shard I work on ACE3 and we have a very complex macro system and afaik we had no issues other than user errors
technically defines are not global. They only exist in the scope they are defined, which is a typical property of "local" things.
But what do I know. I'm not a programmer.
the issue you described is stupidity of people
it's not even complex, the macro system
this is A1-OA times. so up until ACE3
why add that check now then? ๐
i am not aware of anything added or changed
puts on Ballroom Blitz
but i was gone for 2 years
no commy2, defines are global, reaching outside the scope they are defined in.
i am not aware of anything added or changed
You cannot redefine macros anymore, which means you have to add include guards EVERYWHERE, otherwise bulding might fail
how do they reach outside the scope they are defined in? I don't get that
i am fairly certain undef was required before - dunno maybe some semantics changed, yet i am sure it was available in some form for years as BI likes to reuse defines without undef
since when are preprocessor commands global ?
you can redefine providing you use an #ifdef #undef pair. its a way of telling the compiler 'i know what i am doing'
which of course made a mess in their code
i am fairly certain undef was required before - dunno maybe some semantics changed, yet i am sure it was available in some form for years as BI likes to reuse defines without undef
nope
And you cannot use #undef either if the macro isn't defined yet
So instead of
#QUOTE blah
you write:
#ifdef QUOTE
#undef QUOTE
#endif
#define QUOTE blah
i am sure ive added undef to BI configs (and my own) to keep lintcheck happy like 3 years ago
which is verbose and unnecessary
isn't the issue the lintcheck then ?
also literally every other preprocessor can handle redefines
your opinion of unecessary is different to mine.
#define does undef and def again if you look at it that way, hence I don't see a reason you should do it explicitly
the reason why you must do it is because you want to change it from elephants to apple_pie
You example makes no sense
You broke BWC
Arma engine can handle redefines just fine
you wrote bad code.
ogh PLEASE don't ever quote bis as being 'correct' let alone 'ok'
It's just that your updated caused a lot of unneccary work
code wars i like that
https://gcc.gnu.org/onlinedocs/cpp/Undefining-and-Redefining-Macros.html
If a macro is redefined with a definition that is not effectively the same as the old one, the preprocessor issues a warning and changes the macro to use the new definition. If the new definition is effectively the same, the redefinition is silently ignored. This allows, for instance, two different headers to define a common macro. The preprocessor will only complain if the definitions do not match.
mikero just is more strict
in regards of "other compilers can do that"
and it prints warnings
Go away X39
doesn't just stop
Warning != no fail
mikero just is more strict
Warning is lies
it is not his fault if you write faulty code ๐
it isn't faulty
just my 2 cents here... replacing "true" with 1 is pretty annoying, just saying
^
other preprocessors handle it fine
so it's an issue with these tools
pretty simple
right click on X39 -> block
Easy to comprehend if you are not an asshole
you broke bwc
yep
then use addon builder if you're so unhappy
Using a different tool doesn't mean that you didn't break bwc
I realize it's your program, I am just voicing my opinions and I am sure all of us here are trying to do that only
Others use your tools and they open issues on our tracker and ask why it no longer works
shrug
I will not create a broken pbo, or even a suspect broken pbo. period.
there never was an issue with this and the PBOs are not broken
You just good an idea and had your way
and didn't care about what problems it causes for others
very inconsiderate
not gonna argue about this more - gotta go
so use someone else's ''more condsiderate' tools. and don't complain too much when they fail in game.
yours currently don't fail in game.
they will, and you should be thanking me for alerting the authors to a disaster waiting to happen.
thanks head. i needed that.
your code problems geez
its almost like artists arguing, isnt it ๐
yup - my code is better than yours , no your code breaks kittens
a "lot of work" - with regex use it should be a 5min job
my code ruthlessly breaks kittens.
more like "why did you break bwc" - "because of this issue, that actually isn't one"
its useful to be strict as others may become aware of an issue that way
that stance has served many very well using his suite
Or just do warnings
so why change?
Noone is trying to take a shit on your work mikero, its a great tool sutite etc, but its quite a pain this.
thats the goal i guess ๐
MY philosophy, if you like, is that I virtually garantee an author to look elsewhere if what ever it is he's doing, doesn't work in game.
It may sound trite, but most people get the warm fuzzues if thier pbo gets past me, and they have a comfort zone, that's difficult to achieve.
They tend to concentrate on the real issues than fussing or worrying about whehter there config is 'ok', or their p3d got made corectly. The p3d may be pink, in game, when they meant yellow, but they don't look for non existent faults.
btw the regex
(#define ([\w]+)\r\n.*)#define \2
to
\1#undef \2\r\n#endif\r\n#define \2
//. to match also newlines
//the word matching after the #define to be adjusted depending on the following stuff in the same line
I do have full understanding, and some symapthy with the #undef issue. The sad fact is, people WILL NOT FIX warnings. It's human nature to do the least work possible. And i can assure you in spades that the current configs, even the venerable ace configs, were disasters waiting to happen.
The sad fact is, people WILL NOT FIX warnings. It's human nature to do the least work possible.
That is true. I fully agree. I just don't see how this particular thing was an issue. Like at all.
And i can assure you in spades that the current configs, even the venerable ace configs, were disasters waiting to happen.
Please explain how.
And how is having to use:
#ifdef MACRO
#undef MACRO
#endif
#define MACRO ...
solving anything?
It's exactly the same thing, except verbose. Unless I'm missing something crucial here.
what happens is at some later stage someone writes some extra code (for whatever reason) and just happens to use the same label. it's often an experienceed coder who even takes the trouble to #include his extra offering. If that code is inserted before subsequent use of the same 'macro', all hell breaks loose.
there's various other scenarios, but that's it in a nutshell.
rather than arguing an experienced coder would have the brains, not to do that.....
So the ACE configs aren't "disasters waiting to happen" then?
Because we only include libraries that we write and support ourselves.
And the ifdef-undef-endif-define has exactly the same potential problem
Also configs are binarized, so macros are resolved anyway. Third party cannot redfine them
ummm not quite correct. some of your configs -cannot_ be binarised.
I'm not taking pot shots or denigrating the fine crew behind ace (or cba). This is a mistake easily made, and easily corrected. The #undef as noisy as it is, is only a work-around to not using the same label in the first place. It's authors choice which way to jump.
if people ignore warnings then that's their problem
a compiler-type tool should never exit prematurely if it is still able to figure out the final result
and you are quite correct too commy, that yes, by over-riding the error with undefs can result in the same mistake.
an easy solution to this debate would be different settings: strict-picky-moderate-tolerant etc.
i.e. warnings that can be disabled
people would google the error message they recieve
first solution would be: disable showing this error
people would do that instead of fixing their problem
Microsoft for example provides a lot of code ananlysis tools where you can choose the ruleset
but
but redefining macros is no problem at all
I've never heard anyone having problems with that
And I can't imagine it either
i'll bet three goats commy2 that you''re exagerating and can 'imagine'it very well indeed.
hell, i'll even throw in some chicken feet.
I don't see how. Someone using the same macro name twice by accident? Very unlikely
Someone including another library? They would just redefine an unknown and therefore unused macro
I'm waiting for the day BI recycles a macro name in two libraries
Then your tools would be unable to bin that
happens often enough. I would say i've averaged a 'why doesn't it work' for this very issue at least once/3 months
That's just as likely as ACE breaking
well, you're understanably centric about ACE. the folks there even if and when they spot this issue will quickly discover and fix it. I have to deal with a larger audience who's favorite past time is to copy and paste a macro they've found somwhere and re-use it in six different ways (I exaggerate a little)
we do fix issues as fast as possible
that's beside the point that there is no issue with those macros though ๐
suit yourself. it's always your decision.
i know nothing about scripts and I never will have.
scripts are preprocessed during game start and the games preprocessor handles macros just fine
it's not even scripts vs config
good on them
the game also handles unbinned configs now differently
I don;t see how , since it must be binarised right there and then in order to be merged with master_config.bin
if you mean it treats and accepts certain eval exec that can only be processed at game time. yes.
it also accepts macros
so what?
and doesn't complain about redefinitions
oh dear.
IDK, it's just that this is now different binned vs unbinned
Someone might encounter that as problem
here we go again, how wonderful bis are to cause you no problems.
well, they indeed don't in this case
nor most anything else. starting with addon breaker which doesn't know it's got an errror if it saw one, and binarise that produces no errors at all.
I'm talking about the game, not the shitty tool
bis binaruse uses the game to do it's thing.
notably maps.
altho not entirely relevant to this, there are at-least five very different rapifiers involved here. Spread between shitty tools, binarise itself, and at least two in the game engine. I have to account for differences between context-of-use (rvmats, bisurfs, fsm files, model.cfgs). Each one has progressively more restrictive 'code' it can accept. For configs, the #undefs come into play, for model.cfgs, 'true and false' are acceptable, for rvmats a limited subset of rap verbs is allowed, for fsm's, trailing commas on arrays are permitted. for configs a very restricted list of sqX statements are permissible. Do you want me to set all this to 'warnings only' ?
No, but I don't even know what half of these are.
you still try to argue guys?
like i ever would have cared about who asks me
Probably unlike any other tool set people are used to, my tools will do everything they possibly can to NOT produce a pbo. They are analytic in nature, and ruthless. They expect you to fix your mistakes. That's the opposite approach of doing everything a tool can to give you a result and expect you to fix problems in-game. The fact your code 'works' sorta kinda 'ok', the fact they 'work' in game, the fact that less aggresive tools accept them, makes no difference to this bottom line approach. It really is a case of accept it, or move on.
The fact your code 'works' sorta kinda 'ok',
but it doesn't work "sorta kinda ok", it works, it simply works ๐
and where else but in-game can they work?
your code is faulty. fix it or don't. it's your choice.
how is it faulty ๐
not even bothering to go there again.
fun times
thats what BI says too ๐
people make mistakes, very often in fact, so its good to help them not to do them
using code hacks also "works"
yeah, but now, when I make a really small sub config
e.g. something for 3den
And I want to disable some settings
and make a makro for that
I'd define #DISABLE blah
now I have to go out of my way to use a really specific name
just because another macro could interfere with that
it could be a macro from CBA
it's just an example, but that is what you have to keep in mind
it also means that adding any macro to a library in CBA could break any mod
just because we happen to add a macro with the same name
now there is
always has been
I disagree
fine so you disagree
because if a sub component uses a macro differently
i'd would use the definiton of the sub component
if you'd want to use the original macro
you knew you have to change the one specific to the sub component
now you know the reason why i quit the CBA team ๐ (after establishing it in the first place)
the macro crazyness was enforced by Sickboy
that has nothing to do with this
just because people were lazy to write code or to learn how to achieve writing less code by other means
prefixing macros is like prefixing local variables
they can only be used in files where they are defined or included, makes no sense to prefix them
at least back in the day CBA macros were also to be included in third party mods (at least could, and was done in ACE2 for example if i remember correctly)
also you can include stuff from mission to mod and vs versa too, if i am not mistaken
anyway a word of warning - mikero broke pbo generation with his latest dll update
the game itself can no longer read the obfuscated pbos (which also happens by default with the update for some reason)
nice irony, isnt it
no idea
reverted to the previous dll and works fine again
(i am on dev branch with diag.exe)
aaaaaaaaaaaaaaaaaarg!
dll fixed at 5.50
[1:57 PM] kju: @hallow rapids what is needed for indexing?
The ALiVE mod indexing gets all the objects and the locations for them using deWrp, other than that it does all it's work ingame.
it basically does the indexing / object categorization with this data from deWrp -> https://github.com/ALiVEOS/ALiVE.OS/blob/master/addons/fnc_strategic/indexes/objects.dakrong.sqf
[1:58 PM] kju: BI has added a function to drop terrain height data and object data from within the game it seems
If it's possible to get the same data in-game then ๐
@vague shard you got any info on those functions?
also.. Discord is kinda disappointing.. No proper search and no highlighted keywords.. ๐ฆ
Why do you need them though? You could easily get all of that information in game using nearestObjects with a large search radius
The only thing I see in those indexes on github are building positions and IDs
I'm sure they had their reasons to use deWrp instead of nearestObjects, @hidden garnet?
@limber garden also keep in mind that the indexing tools use the p3d paths to categorize objects
you could probably also get those in-game though
@vague shard same is for ACE3, we include the CBA macros file
https://community.bistudio.com/wiki/getModelInfo yep.. well then I'm not sure why either ^^
very minor heads up for model makers. my dll now has a maximum of 55 'bones' in the sections[]= of a model.cfg. this is to conform to bis default. If you strike trouble, and shout at me, i will correct it to suit your needs.
@dawn palm thanks for the quick fix!
why did you introduce a limit? we might be over that limit in IFA3.. checking
55 is the bis default. anything else must be specified. for cwr2/3 i set it slightly higher and for pboProject, ditto. it was probably unecessary to do so.
so no Q, it's not correct to say I set a limit.
anyone know of a tool that can preview binarized p3d files? I mean, the game can render them no problem.
@hallow rapids for what purpose do want to use it?
the reason asking is some other people have asked for such tool/functionality too
it would be neat to view models without loading up the game and possible taking (automated) screenshots for things like config browsers and the like. You can do that in-game with the new eden stuff but doing that externally is just neater.
even better if it could be done on a headless system, e.g. a linux vps ๐