#arma3_tools

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wide cedar
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not vim - 0/10

smoky halo
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@dapper pivot skinning as in UV coordinates? yes

dapper pivot
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@smoky halo As in vertex weights for bones.

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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).

wide cedar
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that should be part of the selections in the individual lods

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the last array, verticesweights

smoky halo
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is always empty ๐Ÿ˜‰

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except for special LODs

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you probably are looking for the data in VertProperty VertProperties[nProperties]; of VertexTable

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that's what it is called in the wiki

limber cypress
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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?

vague shard
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sounds more like a config job and not really sth you can achieve with a tool

limber cypress
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so i would have to go through and eddit the configs on each of the weapons correct?

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then either cross add the magazines into all the configs

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or make a common shareable magazine

vague shard
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you can use += for array now to append items

dapper pivot
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(As long as the array was created in the class you are +=ing and not a base class)

wide cedar
vague shard
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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)

wide cedar
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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

smoky halo
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does that error even make sense? avfter colorText[ I would expect a ] and not a =. Did you mix that up?

wide cedar
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naw, there was a space between the brackets

smoky halo
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ah k

wide cedar
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i guess binarize supports that

sullen badger
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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

nocturne basin
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@sullen badger that lil problem is actually an indexing problem
check F1 where you can change the z-index of the back

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in regards of an UI editor ... its not as easy as you might think

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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

sullen badger
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Isn't that the layer order? Ctrl + L?

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I'd love a nice photoshop style app to do this, would make life a lot easier

dapper pivot
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Z order changes with focus too.

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(IIRC)

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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.

nocturne basin
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but anyway @sullen badger
your wish shall be my command

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a tool shall be developed for this

vague shard
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Bohemia Interactive Forums

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 -...

sullen badger
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@nocturne basin I will have to send you many cookies if you do!

nocturne basin
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quickly thrown together

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sooner or later it would contain shit like (eg.) moving windows from left to right side

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or completly detaching them from current window

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however ... right now the task is: parse arma configs

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in the most basic way

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after that: parse whatever is in the config text

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and display it

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then text highlighting

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after that drag&drop elements

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etc. etc.

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so ... quite a lot of shit still left to do

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and im currently quite slow due to frking hot room and me being more outside due to that

sullen badger
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@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.

red pollen
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Good luck X39! A GUI builder that takes a majority of the guess work out of creating GUIs is a godsend!

nocturne basin
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then better hope for a rainy weekend @red pollen :3

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besides ... if somebody has a simple config parser for C# i would appreciate ...

red pollen
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need to read in a config and store the data to a dictionary?

nocturne basin
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nope

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the idea is: directly modify the config and render the config then just

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changes made in the "designer" would be directly reflected inside of the config

red pollen
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ah

nocturne basin
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and then just redrawn

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however ... for that i would need a fully mature config parser ... (at least for the extend i want to have that lil shitty thing)

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which is kinda hard to write due to the ammount of work you have to put into it

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the alternative would be a tokenizer

red pollen
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got your project up in SVN?

nocturne basin
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but im too lazy to do that right now

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nop

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will be on github soon

red pollen
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I don't mind helping out a bit

nocturne basin
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feel free to do the config parser :)
there is quite a hell lot of work to be done inside of the UI ...

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just gimme a sec

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have to prepare a few things before the repo can go live

red pollen
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how do you want to work with the parser? like ---

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parser.ReadConfig(configText);

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then...

nocturne basin
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simple thing: it should take either a string or a stream
and provide me an object structure of the config

red pollen
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got it

nocturne basin
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there you go

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but as said ... due to the good weather in last few days ... not much progress yet archived

red pollen
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will be working on it

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Always like to fire up Visual Studio and chomp out some code

nocturne basin
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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)

red pollen
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You gonna use WPF?

nocturne basin
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already using

red pollen
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using C# 6.0?

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which version of the .NET Framework are you building on?

nocturne basin
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4.5.2

red pollen
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alright

nocturne basin
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you can change to lower if you need

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dont rly care about the "new fancy features"

red pollen
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just need to know so I don't use those fancy features

nocturne basin
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got up to 4.6.1 installed

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so ... feel free to go higher ๐Ÿ˜ƒ

red pollen
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Are you opposed if I use the new features?

nocturne basin
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nope

red pollen
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alright

nocturne basin
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actually i dont care if you do or not

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right now there is no coding guideline or whatever

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its just "get shit done" mode

red pollen
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Great

nocturne basin
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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

red pollen
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alright

nocturne basin
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cool ... so i now can focus on the framework thingy for the different controls

red pollen
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public ICollection<ConfigClass> ParseConfig(string configContent)

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this will be an endpoint

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config classes contain properties and classes

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properties are essentially key value pairs

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will work out any kinks that I stumble across with this design

nocturne basin
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well ... i already kill my head by thinking about how to implement the UI elements properly ....

red pollen
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What's your steam name?

nocturne basin
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/id/X39

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but i am not rly active there currently

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too many ppl want to talk with me ...

dawn palm
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simple thing: it should take either a string or a stream
and provide me an object structure of the config

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the API/SDK of depbo.dll provides that class structure * for_you(Unicode * FileName);

nocturne basin
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but in C++

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or C

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would need to write a wrapper around it

dawn palm
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for ( RapClass * cls=rap->get_first(); cls;; cls=ls->Next() )

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{

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if ( cls->has_children()) do_whatever();

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if you write the wrapper, i'll give you a free copy of the dll

nocturne basin
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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 ...

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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

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but thanks for the offer @dawn palm

dawn palm
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C# and mondo/(dot)Net are 'better' languages than c/c++. But i have no use for them, hence i don't provide wrappers.

nocturne basin
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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#

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((somewhere in that sentence i got lost ... please return the thought i had home when you see him))

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but will hop into bed now ...

dawn palm
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I agree with the common sense stated above. I did say 'better'.

vague shard
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JustSpeedy - Yesterday at 9:38 PM
hey guys, ive made a online sqf tool. thought some of you guys here might like it ๐Ÿ˜ƒ 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

wide cedar
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great. we're doing obfuscation now?

nocturne basin
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now? you are outdated @wide cedar

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it also was one of the concerns i brought up a year ago

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where you defended that crap (or somebody else ... could also be wrong blaming here)

wide cedar
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yeah sure, just blame me

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why would you even do that? the decryption method is right there...

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as long as arma can read it, everyone else can

nocturne basin
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obfuscation is not about encrypting

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encrypting stuff in arma makes even less sense

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obfuscation at least prevents that ppl "steal" your code as they do not understand without deobfuscating

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still was a fun time to just annoy the KingOfTheHills dev. just for obfuscating his code

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analyzed it for quite some time

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found a security issue

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and published that lil thing directly

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obfuscation is just as wrong as encryption

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and in regards of blaming you ... i had many fights here so i sometimes loose track about who i fought with

wide cedar
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"fought with" is that what you call it when you write forum posts full of nitpicky shit?

nocturne basin
wide cedar
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in other news, armake can now derap configs

vague shard
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@wide cedar posted in because of the decryption/deobfuscation features it also offers and the formatting/code beautifying features (http://convert.sqf.io)

wide cedar
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yeah, that's fair enough i guess

vague shard
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personally i just support every way that helps making modding easier/more approachable and less time consuming (within reasonable constraints)

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as such also kudos on your derap configs progress ๐Ÿ‘Œ

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whats your test case so far? BI A3 configs?

wide cedar
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yes

orchid shadow
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@nocturne basin maybe make shit working before loading screen

nocturne basin
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maybe i need the UI to get shit done which is UI logic @orchid shadow

orchid shadow
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yeah like a loader ;)

nocturne basin
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correct
because without i would completly forget about progress reporting

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and would have to implement it in the end then ...

grim hill
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@nocturne basin let me get this straight...you're making a tool for creating arma UIs in a less painful way?

nocturne basin
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100% correct

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latest itteration also has status bar already at bottom and top a menu so you can load/unload/save etc.

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all not yet functional due to the early state of the tool

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however, finished config parser yesterday

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and already worked a little bit on the AddIn reader

grim hill
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jesus christ i need this in my life

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any ETA? if you need any testers give me a shout

nocturne basin
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currently the ETA is "when its done"

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you can imagine there is a hell lot of shit to do ๐Ÿ˜ƒ

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but feel free to join my discord server
you will get way more updates there

grim hill
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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

amber heart
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@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.

dawn palm
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eliteness already shows (a somewhat primitive) graphical display for ALL structures of the wrp. clutter mask, roads, sound environ, land classes, etc etc etc

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by far and for certain, NeoArmaGeddon has a far far far superior product. MapBuilder i think it's called.

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he previously used my sdk and now rolls his own. so the only drawback to that superb product is it is arma3 centric

amber heart
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Thanks, will check it out.

dawn palm
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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.

nocturne basin
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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 ๐Ÿ˜ƒ )

dawn palm
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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.

wind elm
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@nocturne basin Hurry up! I am pissed by the A3 UI-Editor ๐Ÿ˜„

nocturne basin
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progress is coming along quite good @wind elm
next step is to properly use the preview view

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positioning etc.

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i might even get some alpha version rdy till end of this month

wind elm
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You gonna gimme a call, when your going in Alpha?

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ffs... 4x edit... -.- BrainfartFromHell

nocturne basin
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however, inside the discord i will push some lil status updates from time to time

wind elm
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rgr that

nocturne basin
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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

trim cairn
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@dawn palm how do you update your tools using the updator? do you need to register on the site first?

dawn palm
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it's subscriber only and uses my own, not DH, server.

orchid shadow
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@nocturne basin nice.. haha

nocturne basin
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actually i am serious about that @orchid shadow

nocturne basin
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i might be able to release next week a little alpha of the UI Editor

nocturne basin
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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)

http://x39.io/ArmAUiEditor_InDev.zip

vague shard
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looks decent. good start

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did you look into modern IDEs or tools how they approach dialog creation these days (interface and interaction wise)?

nocturne basin
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nope

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its all just XAML binding actually

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(WPF application)

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all content you can place is defined in so callen AddIns

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which just have to be filled and then you can use them ๐Ÿ˜ƒ

vague shard
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alright. i dont guess ppl found a radically different way to do it

dawn palm
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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.

wind elm
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same for Avira

dawn palm
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good to know. thank u

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i take any and all virus alerts seriously and always respond if pinged.

orchid shadow
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heh.

orchid shadow
wide cedar
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Thanks to 4d4a5852 for the inspiration

dawn palm
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v nice implementation of keygen(). congrats

vague shard
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@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?

orchid shadow
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@wide cedar i should be able to help out a bit when/if needed during the summers

pearl beacon
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@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

vague shard
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well i am running debian here, so could set it up and run it on the IFA3 sources

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i only cannot judge the results. so only if the process create logs useful to you or crashes, it'd be useful i guess

pearl beacon
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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)

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it will either give errors during building the PBOs or something will look wrong in-game

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and use valgrind for in-depth log of what goes wrong

wide cedar
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@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

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@pearl beacon you mean valgrind ๐Ÿ˜‰

pearl beacon
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yes that nordic thing ๐Ÿ˜›

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vagrant is the dev environment thingy, right

wide cedar
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also, thanks @dawn palm

vague shard
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@pearl beacon thanks for the instructions!

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not using macros - i despise them ๐Ÿ˜‰ @wide cedar

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hacky config is also something from the past i suppose. IF had bad configs but cleaned up most already

wide cedar
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also, any model errors that aren't related to animations, sections or materials should also be reported

pearl beacon
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lol, I'd ask why you despise macros but not sure if I want that discussion today ๐Ÿ˜„

wide cedar
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and shadows

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you might summon certain creatures that usually live under bridges :p

vague shard
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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)

wide cedar
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not really, no

vague shard
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hm i wonder what checks dep3d does @dawn palm

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@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

wide cedar
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yes

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maybe i'll do odol->mlod eventually

vague shard
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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 ?

wind elm
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@vague shard You mean Eliteness (or how its called)

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(iirc, it did that)

smoky halo
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well i had a tool named ODOLAnalyzer. But I think i just outputted number of faces and verts per lod

vague shard
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good point. eliteness does some more probably, yet it was a cmd line tool

wind elm
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What about: ODOLExplorer from Dschulle? ๐Ÿ˜„

vague shard
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hm could have been that one T_D; it was some more, like sections and other performance related data

smoky halo
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yeah I probably outputted that as well

vague shard
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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)

wide cedar
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just read this. i actually built myself a similar tool

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using jay's vehicle damage extension from ace

vague shard
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or are you past the basics anyway and its more about special cases and specifics of the format

wide cedar
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very messy c++, but i could upload it somewhere once i'm home again

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but yeah, the basics should work now (hopefully)

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apart from the things i mentioned earlier

vague shard
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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?

wide cedar
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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)

vague shard
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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

wide cedar
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mlod should be fairly version-agnostic

vague shard
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we just run it a few times and if you are lucky, binarize runs through..

wide cedar
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it will be interesting to see what happens when you put that through armake

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also, that's horrible lol

vague shard
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well i guess Shvetz and tierport being new to p3d (and BI tools) when porting the content A3 might not helped either ๐Ÿ˜› that said to their credit given being new to it that did an impressive job imo

wide cedar
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i didn't intend that as an insult, more as "you need a better tool"

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๐Ÿ˜‰

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although those models might segfault armake right now, who knows

wide cedar
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PBO signing should work now too

nocturne basin
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currently just need to figure out how to make the sole elements more visible ...

dawn palm
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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.

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missing land classes are now better displayed for a more informative output.

dawn palm
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silly bug introduced in 5.43 fixed (failed if no objects in the wrp)

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#defines now fully tested for duplication that actually change the expression. be prepared for some schock and horror.

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more sqX horror . improvements in detecting sqx statements that cannot be used in configcpp's.

vague shard
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<- my fault ๐Ÿ˜„

dawn palm
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deP3d.exe now fixes erroneous P:\blah and \blah file references inside mlod or odol p3ds caused by object builder

orchid shadow
vague shard
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@dawn palm ๐Ÿ‘

vague shard
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@orchid shadow recommend to give some context to people not using swifty yet ๐Ÿ˜ƒ

orchid shadow
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My only context would be.

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Why are you not using it?

nocturne basin
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maybe because ppl did not heared about it yet ... at least i did not ... or i forgot about it ...

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both possible (and most likely the latter)

orchid shadow
nocturne basin
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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)

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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)

wide cedar
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just take out your bitcoin miner

vague shard
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wow seems pretty fast. did you speed test it vs BI tools yet?

nocturne basin
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Good one @wide cedar ... but i would wish it was so easy ...

pearl beacon
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last time I used BI tools they were a lot slower even visually, that was a long time ago though

vague shard
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do you think its feasible to give out meaningful errors when sth is amiss in the model?

pearl beacon
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I think flummi is planning for that, p3ds are not completely finished as of yet

limber garden
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As in checking the geometry of the model (e.g. finding non-convexities)?

vague shard
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well anything bad you can think of

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i like mikeros approach a lot to be very strict and let the user know about all issues

limber garden
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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

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Did you ever have a post detailing things about O2 scripting? I have a faint memory of seeing it at some point

vague shard
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T_D did sth i think

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at least he was the one most into it

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o2 had "command library" (aka docu) in a subfolder

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wasnt in great state but better than nothing

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mikero also used it to some degree i think

smoky halo
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what do you want to do in O2Script?

limber garden
#

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.

smoky halo
#

is Check_All script working?

limber garden
#

Is it realistic and within the scope of O2 scripting to check for errors and return them for each p3d?

smoky halo
#

define return

limber garden
#

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

smoky halo
#

so it works

dawn palm
#

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.

limber garden
#

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

vague shard
#

@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

limber garden
#

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

vague shard
#

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?

limber garden
#

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.

vague shard
#

what kinda of warnings?

#

can you give more details why regex wasnt suitable please

limber garden
#

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.

smoky halo
#

If you give me a list of what needs to be changed in Check_all script I probably could do it

vague shard
#

@limber garden thanks for the details! will let you know it goes here

dawn palm
#

pay attention to Tim folks. he knows more about this than bis do.

gritty bison
#

came on this morning and discord says 50 new messages in this chanel, but i only see 26 ?

nocturne basin
#

just start to notice how damn stupid the config parsing crap actually is ...

limber garden
#

@smoky halo Thanks, I'll send it your way once I write up the general ideas and goals

smoky halo
grave moss
#

Yes, this is very helpful. This allows no errors at all

limber garden
#

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

vague shard
#

looks pretty good. will forward to our modelers

dawn palm
#

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.

smoky halo
#

@vague shard i think that the rtp from buldozer already lists these errors.
So no need to pack and check with diag.exe

vague shard
#

could be. not a buldozer users, so cant tell if it has the same error level/checking

smoky halo
#

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

vague shard
#

it sure does. however stuff like physx i doubt it is able to, is it?

smoky halo
#

don't think so

smoky halo
#

@limber garden wow, nice list. the C# tool probably cannot be crossplatform because O2Script is not cross platform ^^

dawn palm
#

burp, mondo, bah

smoky halo
#

mondo?

#

do you mean mono?

#

of course a C# tool could be crossplatform, but it doesnt make sense if O2Script is windows only

dawn palm
#

I have to admit I have no idea why you would need o2script to run under linux.

wide cedar
#

I have to admit I have no idea why you would need o2script to run under linux

#

:p

dawn palm
#

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.

amber heart
#

anyone know for sure where SQF came from? did BIS write it or license it? always been curious

orchid shadow
#

I wish people would stop using your obsufcation switch

#

its just annoying

smoky halo
#

@amber heart BIS developed it itself. The intention was to use it for cam scripting in OFP

nocturne basin
#

@amber heart SQF came from hell
it was created by the devil to dominate all of us with its retarded stylish coding

dawn palm
#

what coding? and how is it stylish ๐Ÿ˜œ

#

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.

amber heart
#

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

vague shard
#

@wide cedar congratz on 0.3 release ๐Ÿ‘

- Lots of fixes (duh)
- Armake can now generate keypairs and sign PBOs```
https://forums.bistudio.com/topic/190572-armake/#entry3031700
Bohemia Interactive Forums

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.
ย 
It is developed completely from scratch, meaning that it does not require the official tools, Steam or any other software.
ย 
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?

mortal kernel
#

i would bet on github

vague shard
#

me too ๐Ÿ˜ƒ however for some stuff live discussion is useful

dawn palm
#

all advertising is good advertising.

wide cedar
#

@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

normal wigeon
#

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

grave moss
#

I assume Buldozer will render the same "light" rendering as in game now ?

nocturne basin
vague shard
#

@wide cedar thanks will do both once the IFA3 release craze has slowed down a bit ๐Ÿ˜ƒ

#

(did a test run already today)

quick depot
#

@dawn palm Any update required of your tools for new 'update' ?

dawn palm
#

none yet. but (use of) arma3p update is almost always mandatory

quick depot
#

Okay

#

New work drive configuration is a bit complicated

#

Tricky

dawn palm
#

me?

vague shard
#
Bohemia Interactive Forums

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.
ย 
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...

nocturne basin
#

meh ... i hate competition
anyway ...
at least i can drop the project now if i want ๐Ÿ˜ƒ

nocturne basin
vague shard
#

@nocturne basin what kinda of feedback are you looking for with that preview/alpha?

nocturne basin
#

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

vague shard
#

@nocturne basin
overall i think there are three 3 target groups (at least):

  1. total noobs wanting to make an UI
  2. ppl having done it already yet struggeling with it
  3. 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

nocturne basin
#

@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 ...

vague shard
#

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

nocturne basin
#

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 ...

vague shard
#

glad to hear ๐Ÿ˜ƒ and we surely want to keep you busy (after your exams) ๐Ÿ˜‰

nocturne basin
#

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

grave moss
#

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 ?

tribal thunder
#

anyone know what this error is when using DSUtils (arma 3 signature creation tool): Error description: 8009000b

smoky halo
#

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)

tribal thunder
#

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?

vague shard
#

@tribal thunder let someone else sign it with a new key you trust

tribal thunder
#

ye i'll have to do that as a last resort

dawn palm
#

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 ?

limber garden
#

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

vague shard
#

@limber garden can you make a few example of what you are thinking of?

limber garden
#

Sure, here are a few that I've used today.

copy all loaded CfgPatches to clipboard in the format of ["A3Data","A3_3DEN_Language",....]
https://gist.github.com/pennyworth12345/078e5308ecf2d4506ec399f35f63fc2e

dawn palm
#

where would you use those classes in the last mentioned item?

limber garden
#

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

dawn palm
#

nice one. was curious.

wind elm
#

@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...)

dawn palm
#

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)

vague shard
#

@limber garden very nice initiative
would suggest a github project and invite the big mods to contribute (ACE, RHS, CUP, 2017, and so on)

#
Bohemia Interactive Forums

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

dawn palm
#

depbo.dll 5.48 released
p3ds
type71 now supported
type69 resupported
improved vbs support

linux version will be updated asap

vague shard
#

๐Ÿ‘

#

@dawn palm anything new as far as you can tell in t71?

dawn palm
#

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.

fickle crane
#

@dawn palm : do you know why pbo project would add "xD" to the requiredAddons for when 'rebuild requiredAddons[]' is ticked in pbo project?

vague shard
#

probably fault config and that should tell you

#

or you found a bug

dawn palm
#

paste the built reqaddons line please

#

AND the original

fickle crane
#

it works fine if i un-tick 'rebuild requiredAddons[]', so not really a problem, just feel like i'm being trolled ๐Ÿ˜†

dawn palm
#

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'

fickle crane
#

i do get that error

#

(unless i don't rebuild requiredAddons

dawn palm
#

ok there's a first time for everything, will have to see how the hell i could have caused it.

fickle crane
#

np.. that's the complete config which just needs the map 'helvantis'. easily worked around, so don't stress.

vague shard
#

quite funny indeed ๐Ÿ˜ƒ

nocturne basin
fallen stone
#

'Thread has been detected'

#

Love it

vague shard
#

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/

fallen stone
#

@nocturne basin

I'm assuming with the UI editor position values need to be wrapped with "?

nocturne basin
#

yup

#

parsing is strict

#

might "fix" it some point ...

fallen stone
#

Was baffled for ages

#

Also the download via your link triggered Avast as a threat

#

ยฏ_(ใƒ„)_/ยฏ

nocturne basin
#

ye ... it is an executable which is not officially signed

smoky halo
#

@vague shard why you need to know?

fallen stone
#

You deserve many gold stars for making something usable

nocturne basin
#

in case you do not trust just gen it on your own ๐Ÿ˜ƒ its open-source anyway and all you would need would be visual studio 2015 community edition

vague shard
#

@smoky halo megagoth and other sound designers like to tweak it (Tanoa seems to be very nicely configured in this regard)

nocturne basin
#

not yet useful @fallen stone
currently more "preview" as most stuff is not even in yet

#

but you already can do the layout etc.

fallen stone
#

I would argue it still more practical than the ingame UI editor ๐Ÿ˜„

nocturne basin
#

more fancy enhancements will follow

#

eg. zooming, background image, changeable snapping grid (right click the canvas ๐Ÿ˜ƒ enable SnapToGrid and be happy)

fallen stone
#

Sounds promising

#

Took me a little to figure out I needed to press enter after changing values in the properties box

nocturne basin
#

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

fallen stone
#

Will you add (or am I missing it), the option to add your own classes?

nocturne basin
#

maybe ...

#

it actually is already possible

#

however ...

#

those classes need to be added as AddIn

#

i assume you mean your own base classes right?

fallen stone
#

Yeh, apologies

#

I clicked AddInBrowser, but it displays just Base, and nothing is clickable/usable in it

nocturne basin
#

yup

#

the addin browser is not rly something useful currently ๐Ÿ˜ƒ

#

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

fallen stone
#

And is the submenutest literally as it reads, just a dummy sub menu :P?

nocturne basin
#

yup

#

welcome to the alpha :3

fallen stone
#

Ah yeh I see it

nocturne basin
#

but saving is already working ^^'

#

CTRL+S

fallen stone
#

So I gather adding new base classes via that AddIns folder will not work?

nocturne basin
#

it will work

smoky halo
#

@vague shard does Tanoa have a new OPRW version?

vague shard
#

@smoky halo dunno. dont have it yet

#

anyone in here has Tanoa already and dewrp to verify the format version?

smoky halo
#

@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

vague shard
#

great ๐Ÿ˜ƒ 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)

smoky halo
#

it seems they are calculated depending on camera Position

#

stuff like rain for example depends on weather

vague shard
#

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)

smoky halo
#

i think meadow, trees, sea and houses is embedded into wrp

#

forest is also in wrp

#

or calculated from wrp

vague shard
dawn palm
#

sea, meadow,beach.... are in the CellEnvSounds array in the wrp

#

you can see each type graphically with eliteness.

smoky halo
#

forest is in geography part of

vague shard
#

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

smoky halo
#

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);

vague shard
#

awesome - much appreciated ๐Ÿ‘

nocturne basin
#

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 ...

dawn palm
#

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.

nocturne basin
#

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

ornate wasp
vague shard
#

@ornate wasp nice one ๐Ÿ˜ƒ do you have plans to further expand it or happy with the feature set?

nocturne basin
#

the vs code extension is quite impressive
any chance to change the way the {} are placed?

#

ahh
found it

ornate wasp
#

@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 ๐Ÿ˜‰

vague shard
#

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

nocturne basin
#

in regards of the debugger ... @woeful cliff has something to offer here inkl. some other fancy stuff

nocturne basin
#

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
vague shard
#

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

nocturne basin
#

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

vague shard
#

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

nocturne basin
#

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))

vague shard
#

cheers

nocturne basin
vague shard
#

your app doesnt crash on config parsing errors?!? - not fit for arma modding ๐Ÿ˜„

#

giving the option to display usual arma interfaces/background can be useful indeed

nocturne basin
#

i might add a "crash tool" button @vague shard ๐Ÿ˜›

#

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

nocturne basin
#

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

grim hill
#

@nocturne basin looking and feeling nice, keep it up

nocturne basin
#

That is the plan @grim hill :)
If you feel the need for something btw. then create a ticket ^^

grim hill
#

if it could create a quick script for testing the UI with ctrlCreate, that'd be nice

nocturne basin
#

that and more is already planned @grim hill
stuff like setting events of the different UI-Elements from within the editor

nocturne basin
#

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
vague shard
#

@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

wind elm
#

Reinstalled the Tools @vague shard ?

vague shard
#

was not so desperate yet. seems to have worked regardless

wind elm
#

The last time, i had that prob, i simply restarted

nocturne basin
#

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

nocturne basin
#

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)
hallow rapids
#

it was fairly pre-pre-pre-pre-alpha-ish before I gave up ^^

nocturne basin
#

why you gave up? ๐Ÿ˜ƒ

hallow rapids
#

just lost interest in arma somewhere around that time

#

and finished the UI work I was doing before that "thing" was useful

nocturne basin
#

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

hallow rapids
#

nah, too many other things I'm trying to do ๐Ÿ˜ฉ

nocturne basin
#

can you beat 3 main projects + 10 in back?

hallow rapids
#

not interested in the X > Y thing

#

sorry ๐Ÿ˜„

nocturne basin
#

was not the goal
more some weird way of saying: i know that feeling

hallow rapids
nocturne basin
#

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

vague shard
#
Bohemia Interactive Forums

xtbbmalloc - A custom memory allocator for A3 - posted in ARMA 3 - COMMUNITY MADE UTILITIES: Hey guys,
ย 
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...

calm crystal
#

^^ no good if you're a player though

smoky halo
#

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 ๐Ÿ˜›

split stratus
#

@nocturne basin how's the UI editor coming along? really intrested in that ๐Ÿ˜ƒ

nocturne basin
dawn palm
#

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.

buoyant compass
#

๐Ÿ˜ฉ

hallow rapids
#

@dawn palm been thinking about subscribing to your tools, is there some page that explains the differences between the free and subscribed versions? ๐Ÿ˜ƒ

#

besides the whole X is maintained, the other less so

vague shard
#

savage checking
sounds great ๐Ÿ˜„

dawn palm
#

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.

hallow rapids
#

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. ๐Ÿ˜›

dawn palm
#

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.

hallow rapids
#

nah was thinking about the terrains obfuscated with pboProject

#

but that's a similar case I guess

dawn palm
#

i'd be surprosed if ppl do that. it hurts them more than the thief.

hallow rapids
#

well, there's a few of them judging by the chatter about it on the alivemod forums.

dawn palm
#

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.

hallow rapids
#

oh sure, I don't mind. It's their stuff. ๐Ÿ˜ƒ

dawn palm
#

it's a good choice marcel for you to save your money until you find your feet.

hallow rapids
#

it's just slightly annoying for the terrain indexing for ALiVE ^^

#

๐Ÿ‘

orchid shadow
#

Could you stop doing the obsufcation command

pearl beacon
#

^

vague shard
#

@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

orchid shadow
#

his reasons

#

being money

dawn palm
#

that deserves no reply at all. not even this one.

pearl beacon
#

I am honestly interested about the reasons of implementing obsufcation (or however that's spelt)

dawn palm
#

same reasons bis wish to protect their IP by issuing items as ebo. whatever those reasons are, right or wrong, they are the reasons.

midnight finch
#

BIS is a company that makes possibly millions of dollars by protecting their code

pearl beacon
#

^

cold iris
#

milions of dollars xD

pearl beacon
#

and your obsufcation as much as I've seen isn't exactly encryption ๐Ÿ˜›

dawn palm
#

your point beign what exactly? that the small guys have no rights and you are free to do whatever you want to them ?

midnight finch
#

@cold iris yes

pearl beacon
#

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

dawn palm
#

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.

pearl beacon
#

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?

dawn palm
#

neither do the thieves.

midnight finch
#

I can agree on mission too

pearl beacon
#

that's what licenses are for

orchid shadow
#

any "theif" will laugh at your encrpytion

pearl beacon
#

thieves should be dealt with based on licenses

orchid shadow
#

not that is a encryption or obsfucation

midnight finch
#

@pearl beacon addons and mission have the same structure, there is no extra implementation

pearl beacon
#

right, I forget that

orchid shadow
#

just exploting the fact that pbos standards are bleeh.

midnight finch
#

I don't think anyone can just go reverse engineer pbos like you or mikero head

orchid shadow
#

It's nothing special

midnight finch
#

It is

dawn palm
#

no jonas, you are not correct about that. mission.pbo's have a different structure to addons

pearl beacon
#

jonas? ๐Ÿ˜„

orchid shadow
#

The early versions could be defeated with notepad

dawn palm
#

if it's nothing special Head, stop complaining about it.

orchid shadow
#

Its annoying

midnight finch
#

PBO obfuscation is definetely going to stop "Joe from altis life" who downloaded PBO Manager from armaholic

pearl beacon
#

I never PBO missions so I can't talk about that

orchid shadow
#

For my tool.

#

:)

midnight finch
#

I swear it's the atmosphere in this discord that makes people less civil

orchid shadow
#

Yea..

smoky halo
#

@orchid shadow your tool can extract obfuscated pbos?

midnight finch
#

@smoky halo it can even delta-patch them ๐Ÿ˜„

pearl beacon
#

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

dawn palm
#

simple enough for them to fix a glaring mistake.

pearl beacon
#

how is it a mistake?

#

GCC for example prints warnings

dawn palm
#

I , do not. if you want 'warnings' ask bis to lift their game and provide them in addon breaker.

pearl beacon
#

what

#

it's your tool ๐Ÿ˜›

orchid shadow
#

isnt pboproject that replaces every true to 1?

pearl beacon
#

on BI's side not requiring #undef's is normal

#

and works perfectly

dawn palm
#

in most csaes head, yes.

#

no it does not work 'perfectly' please dont mislead peple with wrong assumptions on your part..

pearl beacon
#

how doesn't it?

dawn palm
#

wahty you mean is, it didn't error before and bis tools don't detect it, so it can't possibly be an error.

pearl beacon
#

what I mean is, enlighten me how it doesn't work perfectly

dawn palm
#

#defines are global. when you later what any #define is, how is subsequent code supposed to know it's working with the correct values?

pearl beacon
#

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

dawn palm
#

they are global in scope. #include has nothing to do with it.

#

(other than the fact that an include,might, wrongly alter one)

pearl beacon
#

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)

dawn palm
#

certianly. (if I understood you correctly)

#

once encountered, defines persist until they are #undeffed

pearl beacon
#

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

dawn palm
#

how exactly can you 'use a macro' which is a fancy name for a #deifne, without defining it!

#

or including sth that does?

pearl beacon
#

exactly

#

so how exactly are they "global"?

dawn palm
#

what?

pearl beacon
#

in a function I use a macro that is #defined in some other file but never #included, is what I meant

dawn palm
#

impossible

pearl beacon
#

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

dawn palm
#

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.

pearl beacon
#

#defines are global. when you later what any #define is, how is subsequent code supposed to know it's working with the correct values?

dawn palm
#

no. not continuing this.

pearl beacon
#

I honestly don't understand why code wouldn't know what the correct value is

vague shard
#

@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

pearl beacon
#

yes

vague shard
#

without that rigid checking, these people had issues

pearl beacon
#

first time I hear of any issues like that

shrewd osprey
#

same here

vague shard
#

or in other words mikero "has to" keep everyone happy

shrewd osprey
#

wait what

vague shard
#

he adjusted to what people brought into the world

pearl beacon
#

that's why warnings exist

#

no I can't agree with that, sorry

vague shard
#

warnings dont exist in his suite

pearl beacon
#

well that's a separate problem then ๐Ÿ˜„

vague shard
#

its either green or red

pearl beacon
#

yes and that breaks backwards compat then ๐Ÿ˜›

#

back on point

#

what issues did those people have?

vague shard
#

"why does lintcheck fail for my super special case??? mikero FIX IT"

nocturne basin
#

they used macros

#

they should not

pearl beacon
#

oh X39 this is just bullshit, please

shrewd osprey
#

oh look, a troll.

pearl beacon
#

let us have a good conversation rather

vague shard
#

mikero improved the parsing

shrewd osprey
#

what were the issues tho

vague shard
#

repeat the above xxx times

orchid shadow
#

Oh great.

hidden grove
#

let's not start the whole x39 macro war again, we all know how that ends

vague shard
#

so at some point mikero said: "boys thats it. stop with your nonsense, stick to the rules or dont use it"

orchid shadow
#

If there was one thing we needed it was x39

pearl beacon
#

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

dim phoenix
#

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.

pearl beacon
#

the issue you described is stupidity of people

hidden grove
#

it's not even complex, the macro system

vague shard
#

this is A1-OA times. so up until ACE3

pearl beacon
#

why add that check now then? ๐Ÿ˜›

vague shard
#

i am not aware of anything added or changed

orchid shadow
#

puts on Ballroom Blitz

vague shard
#

but i was gone for 2 years

pearl beacon
#

uh, #undef is required now, that's the thing

#

in paid version at least

dawn palm
#

no commy2, defines are global, reaching outside the scope they are defined in.

dim phoenix
#

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

pearl beacon
#

how do they reach outside the scope they are defined in? I don't get that

vague shard
#

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

shrewd osprey
#

since when are preprocessor commands global ?

dawn palm
#

you can redefine providing you use an #ifdef #undef pair. its a way of telling the compiler 'i know what i am doing'

vague shard
#

which of course made a mess in their code

dim phoenix
#

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

dawn palm
#

#ifdef

#

#undef

#

(you are quite correct commy2)

dim phoenix
#

So instead of
#QUOTE blah

you write:

#ifdef QUOTE
#undef QUOTE
#endif
#define QUOTE blah
vague shard
#

i am sure ive added undef to BI configs (and my own) to keep lintcheck happy like 3 years ago

dim phoenix
#

which is verbose and unnecessary

shrewd osprey
#

isn't the issue the lintcheck then ?

dim phoenix
#

also literally every other preprocessor can handle redefines

dawn palm
#

your opinion of unecessary is different to mine.

pearl beacon
#

#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

dim phoenix
#

your opinion of unecessary is different to mine.
You broke BWC though

#

: )

dawn palm
#

the reason why you must do it is because you want to change it from elephants to apple_pie

dim phoenix
#

You example makes no sense

#

You broke BWC

#

Arma engine can handle redefines just fine

dawn palm
#

you wrote bad code.

dim phoenix
#

e.g. preprocessFIle for SQF

#

I didn't write any of this

dawn palm
#

ogh PLEASE don't ever quote bis as being 'correct' let alone 'ok'

orchid shadow
#

Uh.

#

But

dim phoenix
#

It's just that your updated caused a lot of unneccary work

cold iris
#

code wars i like that

nocturne basin
#

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"

orchid shadow
#

Thats GCC

#

Thats not arma.

pearl beacon
#

and it prints warnings

orchid shadow
#

Go away X39

pearl beacon
#

doesn't just stop

dim phoenix
#

Warning != no fail

nocturne basin
#

mikero just is more strict

dim phoenix
#

^ And this is very important here

#

Yeah, strict by breaking bwc

#

congratz

orchid shadow
#

Warning is lies

nocturne basin
#

it is not his fault if you write faulty code ๐Ÿ˜ƒ

dim phoenix
#

it isn't faulty

hidden grove
#

just my 2 cents here... replacing "true" with 1 is pretty annoying, just saying

orchid shadow
#

^

dim phoenix
#

other preprocessors handle it fine

#

so it's an issue with these tools

#

pretty simple

shrewd osprey
#

right click on X39 -> block

dim phoenix
#

Easy to comprehend if you are not an asshole

dawn palm
#

you broke bwc

dim phoenix
#

yep

dawn palm
#

then use addon builder if you're so unhappy

shrewd osprey
#

oh please no

#

armake

dim phoenix
#

Using a different tool doesn't mean that you didn't break bwc

pearl beacon
#

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

dim phoenix
#

Others use your tools and they open issues on our tracker and ask why it no longer works

#

shrug

dawn palm
#

I will not create a broken pbo, or even a suspect broken pbo. period.

dim phoenix
#

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

dawn palm
#

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.

dawn palm
#

thanks head. i needed that.

cold iris
#

your code problems geez

vague shard
#

its almost like artists arguing, isnt it ๐Ÿ˜›

cold iris
#

yup - my code is better than yours , no your code breaks kittens

vague shard
#

a "lot of work" - with regex use it should be a 5min job

dawn palm
#

my code ruthlessly breaks kittens.

shrewd osprey
#

more like "why did you break bwc" - "because of this issue, that actually isn't one"

vague shard
#

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

orchid shadow
#

Or just do warnings

vague shard
#

so why change?

orchid shadow
#

Noone is trying to take a shit on your work mikero, its a great tool sutite etc, but its quite a pain this.

vague shard
#

thats the goal i guess ๐Ÿ˜‰

dawn palm
#

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.

vague shard
#

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

dawn palm
#

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.

dim phoenix
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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.

dawn palm
#

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.....

dim phoenix
#

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

dawn palm
#

ummm not quite correct. some of your configs -cannot_ be binarised.

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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.

wide cedar
#

if people ignore warnings then that's their problem

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a compiler-type tool should never exit prematurely if it is still able to figure out the final result

dawn palm
#

and you are quite correct too commy, that yes, by over-riding the error with undefs can result in the same mistake.

smoky halo
#

an easy solution to this debate would be different settings: strict-picky-moderate-tolerant etc.

wide cedar
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i.e. warnings that can be disabled

dim phoenix
#

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

smoky halo
#

Microsoft for example provides a lot of code ananlysis tools where you can choose the ruleset

dim phoenix
#

but

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but redefining macros is no problem at all

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I've never heard anyone having problems with that

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And I can't imagine it either

dawn palm
#

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.

dim phoenix
#

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

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I'm waiting for the day BI recycles a macro name in two libraries

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Then your tools would be unable to bin that

dawn palm
#

happens often enough. I would say i've averaged a 'why doesn't it work' for this very issue at least once/3 months

dim phoenix
#

That's just as likely as ACE breaking

dawn palm
#

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)

pearl beacon
#

we do fix issues as fast as possible

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that's beside the point that there is no issue with those macros though ๐Ÿ˜›

dawn palm
#

suit yourself. it's always your decision.

dim phoenix
#

It just baffles me.

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Now you have different behaviour for configs vs scripts

dawn palm
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i know nothing about scripts and I never will have.

dim phoenix
#

scripts are preprocessed during game start and the games preprocessor handles macros just fine

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it's not even scripts vs config

dawn palm
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good on them

dim phoenix
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the game also handles unbinned configs now differently

dawn palm
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I don;t see how , since it must be binarised right there and then in order to be merged with master_config.bin

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if you mean it treats and accepts certain eval exec that can only be processed at game time. yes.

dim phoenix
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it also accepts macros

dawn palm
#

so what?

dim phoenix
#

and doesn't complain about redefinitions

dawn palm
#

oh dear.

dim phoenix
#

IDK, it's just that this is now different binned vs unbinned

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Someone might encounter that as problem

dawn palm
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here we go again, how wonderful bis are to cause you no problems.

dim phoenix
#

well, they indeed don't in this case

dawn palm
#

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.

dim phoenix
#

I'm talking about the game, not the shitty tool

dawn palm
#

bis binaruse uses the game to do it's thing.

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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' ?

dim phoenix
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No, but I don't even know what half of these are.

nocturne basin
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you still try to argue guys?

dim phoenix
#

shut up.

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no one asked you

nocturne basin
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like i ever would have cared about who asks me

dawn palm
#

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.

pearl beacon
#

The fact your code 'works' sorta kinda 'ok',
but it doesn't work "sorta kinda ok", it works, it simply works ๐Ÿ˜›

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and where else but in-game can they work?

dawn palm
#

your code is faulty. fix it or don't. it's your choice.

pearl beacon
#

how is it faulty ๐Ÿ˜„

dawn palm
#

not even bothering to go there again.

pearl beacon
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fun times

dim phoenix
#

it isn't faulty

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because it works

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it's bad style

vague shard
#

thats what BI says too ๐Ÿ˜„

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people make mistakes, very often in fact, so its good to help them not to do them

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using code hacks also "works"

dim phoenix
#

yeah, but now, when I make a really small sub config

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e.g. something for 3den

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And I want to disable some settings

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and make a makro for that

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I'd define #DISABLE blah

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now I have to go out of my way to use a really specific name

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just because another macro could interfere with that

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it could be a macro from CBA

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it's just an example, but that is what you have to keep in mind

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it also means that adding any macro to a library in CBA could break any mod

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just because we happen to add a macro with the same name

vague shard
#

so tag your macros

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like its standard for configs and scripts

dim phoenix
#

yeah. that is essentially what you have to do now

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tagging macros is standard?

vague shard
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yes there is a reason for it after all

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yes of course

dim phoenix
#

now there is

vague shard
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always has been

dim phoenix
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I disagree

vague shard
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fine so you disagree

dim phoenix
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because if a sub component uses a macro differently

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i'd would use the definiton of the sub component

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if you'd want to use the original macro

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you knew you have to change the one specific to the sub component

vague shard
#

now you know the reason why i quit the CBA team ๐Ÿ˜› (after establishing it in the first place)

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the macro crazyness was enforced by Sickboy

dim phoenix
#

that has nothing to do with this

vague shard
#

just because people were lazy to write code or to learn how to achieve writing less code by other means

pearl beacon
#

prefixing macros is like prefixing local variables

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they can only be used in files where they are defined or included, makes no sense to prefix them

vague shard
#

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)

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also you can include stuff from mission to mod and vs versa too, if i am not mistaken

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anyway a word of warning - mikero broke pbo generation with his latest dll update

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the game itself can no longer read the obfuscated pbos (which also happens by default with the update for some reason)

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nice irony, isnt it

smoky halo
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did BIS change the pbo format?

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or their reading of it?

vague shard
#

no idea

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reverted to the previous dll and works fine again

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(i am on dev branch with diag.exe)

dawn palm
#

aaaaaaaaaaaaaaaaaarg!

dawn palm
#

dll fixed at 5.50

hallow rapids
#

[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.

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[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 ๐Ÿ‘

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@vague shard you got any info on those functions?

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also.. Discord is kinda disappointing.. No proper search and no highlighted keywords.. ๐Ÿ˜ฆ

limber garden
#

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

hallow rapids
#

I'm sure they had their reasons to use deWrp instead of nearestObjects, @hidden garnet?

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@limber garden also keep in mind that the indexing tools use the p3d paths to categorize objects

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you could probably also get those in-game though

pearl beacon
#

@vague shard same is for ACE3, we include the CBA macros file

hallow rapids
dawn palm
#

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.

vague shard
#

@dawn palm thanks for the quick fix!
why did you introduce a limit? we might be over that limit in IFA3.. checking

dawn palm
#

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.

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so no Q, it's not correct to say I set a limit.

hallow rapids
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anyone know of a tool that can preview binarized p3d files? I mean, the game can render them no problem.

vague shard
#

@hallow rapids for what purpose do want to use it?
the reason asking is some other people have asked for such tool/functionality too

hallow rapids
#

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.

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even better if it could be done on a headless system, e.g. a linux vps ๐Ÿ˜ƒ