#arma3_tools
1 messages Β· Page 11 of 1
If you want screenshots that look like in-game then https://community.bistudio.com/wiki/screenshot and one of the render worlds (empty worlds with solid colour backgrounds) would be the way to go.
yeah, a downside of that is that it needs to be done in-game and thus requires a GPU which is fairly expensive.
automation wise
but I guess it's the only option ^^
Yeah, there's too many little rules and variations in the A3 shading pipeline to reproduce it accurately.
You could get something that was useful for other reasons, but not for taking game-accurate screenshots.
I don't really need them to be 1:1 to be honest. It basically just should be the model with the textures and what not as it would be in Object Builder or any other 3d software.
Things like glass wouldn't look right though. In any case that doesn't exist either.
awww you got my hopes up for a bit π
you could convert them to MLOD and use OB and its viewer
I guess that would involve ConvertP3d?
buldozer.exe will probably still require a GPU though
He means with the texture display option inside of OB.
I meant buldozer as viewer ^^
(Which is hard enough to get working on your own models half the time...)
Buldozer can't be fed an ODOL? π
ODOL => binarized, MLOD => unbinarized? I'm in no way familiar with the whole modeling thing..
I said he would need to convert the binarized model π
He wants to do something simple and yet you're trying to bait him into a life-time addiction of Arma tool making. π
well, such tools already exists. I have my very own for example
don't really care if it's simple or complex, just want it to work. ^^
preferably without a GPU
π
And under Linux?
even better ^^
but not really a requirement
I could just use the EC2 GPU instances from amazon with windows on them but they're fairly expensive compared to the non-gpu options
though, it probably only has to run a few hours per week.. Wouldn't cost that much.. I'll just go with the in-game screenshot route. π
thanks anyway π
By the way, there's command line options to jump straight into a mission (skipping the main menu or any requirement to click things) that you'll probably need, too.
Oh, and if you have the development copy of DirectX there's a "reference implementation" IIRC that can do software rendering (...slowly). Might be worth poking into that avenue (but it might be tricky getting A3 to use that driver unless you know how to do DLL trickery).
Hmm that software renderer (WARP) seems interesting, I'll have to try that π
Doesn't seem to work with A3 :/
13:23:30 DX11 - DXGI adapter 0 detected in config does not match current adapter with this ID.
13:23:30 DX11 - Detecting best GPU adapter.
13:23:30 DX11 - Failed to detect best GPU adapter.
13:23:30 DX11 - Unable to detect adapter - selecting default one.
13:23:30 DX11 - Using DXGI adapter 0.
13:23:30 - adapter description : Microsoft Basic Render Driver
13:23:30 - adapter vendor ID : 5140
13:23:30 - adapter device ID : 140
13:23:30 - adapter subsys ID : 0
13:23:30 - adapter revision : 0
13:23:30 - dedicated video memory : 0
13:23:30 - dedicated system memory : 0
13:23:30 - shared system memory : 4270786560
13:23:30 No monitor found!
13:23:30 DX11 error : Failed to initialize DXGI output. : E_FAIL```
pitty
Hook DXGI and lie to it. π
meh, it'll end up like planning to do X and ending up doing Y for Z time before doing X ^^
I'll just go with the easier and slightly more expensive route for now π
my dll now has a maximum of 55 'bones' in the sections[]= of a model.cfg. this is to conform to bis default.
224
works fine with Addon Builder
Am I missing something?
The limit we encountered was 256
i think mikero talks about targetBoneInterval which is defaulted to 55
it is no model limit though
Uh, what's with the limit in his dll then?
wait, I need to clarify. What limit are we talking about? numbers of bones per model or numbers of bones in sections[] list?
hmm
there definately is a hard limit at 256 as bones are indexed with byte values
I need to check something
@dawn palm did you misread the description of targetBonesInterval?
"how many bones are allowed in one section when binarizing p3d file"
what this value means is the following: if you have a model that consists of for example a single section. If this model (and thereby section) contains more than 55 bones the section is split so that it does not contain more than 55. the binarized model than has 2 or more sections instead of one
yes t_d I did. I must've taken the wrong colored pills this morning.
I dont get though why they need sections to split after a certain amount of bones
because basically you could set the bonesInterval to 256 so sections wont be split, hence according to common knowledge saving performance
but BIS probably had some thought to it
it's obviously a suck it and see value with no discernible logic to it other than a bit of alchemy to improve performance or reduce file content or make potatoes on mondays. Obviously worked best for them, obviously needed at the time, if not now too. And, i assume, we just live with it.
but, force setting the value to 255 is appealing π
there is also a phsyical limit to the number of bones you can have in the skeleton. Circa 130 in arma3, circa 96 in arma2.
two gin and tonics and a step and repeat pasting more bones until they never appeared in the baked in model.cfg
yes Q. good spot. and the answer is, it's not affected.
I think the actual value was 137 for arma3, but the olive at the bottom of the gin glass may have become involved.
well t_d it would only take you one or two crunches to verify my claims. they increased the limit in a3 due to the larger bone count in man_skeleton.
verify? I think I will bust them π
it would only take you one or two crunches to bust my claims.
@dapper pivot I'm able to run A3 at about 5 fps software rendered in virtualbox on my desktop, should be usable. I guess I could run a windows vm on my linux vps or something like that. ^^
- it makes A3 finally use the full 100% of all the cores.. win win /s
added some bones to the BIS character sample model
141 bones
all in resulting odol skeleton
is it busted already?
try harder
[11:46 AM] mikero: i'd be surprosed if ppl do that. it hurts them more than the thief.
[3:28 PM] mikero: 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.
@dawn palm would it be possible to add a tooltip or some extra text on the "obfuscate" tickbox to clarify that it's intended for missions? Haven't used pboProject for a few years so I'm not sure how things are, but you'll get the point I guess. π
and/or detect that it's not a mission and disable it π
to "educate" the people using it the "wrong" way..
removed the wiki page for P3D's
go to history they are still there @orchid shadow
@glossy inlet I know how a wiki works
The couple of people that could make EBO's; can you still make EBO's that 1.60 and 1.61/1.63 read successfully?
not tried
i guess not as they did something with ebos that defunct them.. maybe ask again after apex is out
How do you know they did something with them?
@dapper pivot are you sure there was a an ebo creator? i just heard that there was a tool/some people found a way to decrypt them.
i would assume its public+private key based encryption and verification, yet maybe ive wrong there. or the private key was part of the leak
anyhow for a very sophistitcated hacker there probably always ways to get the the data as the engine has to read it while playing anyway
it's just using a secret key that is embedded in the exe. At least that was the case for a certain version
Yeah, but you know the cipher it was using? It's no longer present in the .exe at all. π
the key is different from the one in the leaked source code
I had it working once, but got confused with dev and stable versions and couldnt really replicate it anymore
something has changed and I dont know if it was key or algo or both
Dedmen also had a working ebo creator
Yeah, I think the algorithm has changed.
probably it would be a wise move to change it before each DLC/expansion release. while BI is selling longer term compared to most, its still probably good enough to protect the paid content just for the first week(s). might be also part of the reason why they remove the ebo protection from the DLC after a while
they use a different encryption algo for header encrypted pbo for example
so they might have a little portfolio of encryption algos ^^
Yeah, I think the expansion will be non-ebo for quite a while.
ArmA-UI-Editor Release 7
http://x39.io/api.php?action=file&fileID=87
- Relative Resizing of multiple elements
- More code cleanup
- Added Events to AddIns
- Added EventSnap
- You now can add what has happened before a crash so that i can fix it more simple
- SelectionOverlay now scales with display canvas
- Altered AddIn structure
- SQF properties can now be added (for now, just finite, not infinite ones as i need to rethink the UI for such things)
- property Groups are now sorted by name
@vague shard yeah there was a creator.. i built it myself
@smoky halo the leaked source had the privkey? didnt know it even had the funcs for Crypto filestream.
i suppose Apex will still be ebo.. ill handle it as before and try to rebuild my unpacker/packer but keep it private. The only reason i needed it is to be able to easily get the inventory weapon pictures for my Loadout Editor ^^
@glossy inlet the leaked source contained a key but it was different from the one we both used for ebos
The functions that do the decryption appear to be very different now.
...and that's a pretty dedicated approach to loadout editing. π
i looked into it a bit.. but ill better not say anything more about it ^^ But it looks like a nice oppertunity to learn new stuff
Without saying anything specific does it look completely different to you too?
yeah sure
but maybe thats just a placeholder.. After they disabled marksman ebos they.. somehow borked the function.. i guess... any parameters i used didnt work. I think they just have a placeholder in there... why have the real function if they know they wont use it till next update
Yeah, I guess for one thing the people that keep asking to be able to make .ebo's to keep people out can be told that the old ones would break at the whim of BI.
be careful with that.. you may accidentally start a discussion about protecting/not-protecting pbos ^^
has anyone of these people who ask ever been able to make ebos? afaik only @smoky halo and me developed tools for that.. and we kept them mostly private
Heh, yeah, that's what I mean, every time the discussion comes some of the model makers bleet about needing .ebo's. The level of protection something has is usually more a factor of the value of what it is protecting though.
While .ebo is just protecting DLC no one really cares but if every man and his dog is pumping out .ebo's there'll be cracks floating around for every revision, and then BI doesn't get to sell as much.
well stealing dlcs is still harder than stealing single pbo missions ^^ And just cracking the dlc would be easier than to decrypt all ebos.. so i dont think it would be a big loss for BI .. but yeah.. getting ebos wildly used would degrade the security
Yeah, but think about what happens when all the Zombie mods start using .ebo's; the cheat makers would have to crack .ebo to make better cheats (that are tailored to the Zombie mod scripts) and they'd inevitably publish how.
XD
yeah... those pseudo cheat/hack makers ^^
the real hackers dont need any access to the pbos
Easier if you do though. π
no ^^ Battleye is so secure right now that you have to start at a high level to get anything.. and when you are at that high level.. you are not dealing with scripts anymore
but they probably would still release that stuff ^^
Yeah, I don't follow that any more, don't run any public servers now.
Doesn't anyone sell generic bypassers any more? What does Douggem do with all his time now? g
he doesnt have time he has to work ^^
there are some kinda bypassers available but never tried them... and BE will very likely fix them as they are public
The demand seems to have dropped off too.
the amount of people that know that encrypting pbos is possible is also quite low
all my hate
it's stupid, it's not even using a class from ace_goggles, all it does is uses the model path that points to ace_goggles components
and if ace_goggles which contain that model is never loaded then that path is never used...
so why does it add a dependency, program being smarter than the user, hah, never works well
if ace have hard-wired a file\reference in their code to a file in the ace_goggles pbo, then it becomes a required addon by virtue of the fact it's referenced, A user actually using it, isn't part of that. requiredaddons is not just about classes (it just seems that way)
perhaps the 'correct' way would have been for ace to have added the section referencing ace googles as an optional comonent in their mod. perhaps they have indeed done that.
just one of the technical reaons why the file must be there is the engine builds up a master texheaders.bin at game start. It can't know it's 'not used' and it can't be added later.
it's not a separate component because it's not actually required
the only time those entries are used is when ace_goggles are loaded
it doesn't matter if the config entry is used or not, it can still be build on game start, it simply isn't ever read and used after that
sounds like a bug or faulty design choice here
like scope parameter not respected/taken into account.
only if sth has scope=1/2, it is an active reference - without a scope ref, its an optional component and should not cause dependencies
there are a few exceptions like if you define a cfgVehicle class without a *local scope setting but with weapons[] referencing a 3rd part class - in this case the game must have the 3rd party class defined in all cases (though dummy class is fine)
didn't know that Q. nice info
jonpas you're not making too much sense here. if an ace pbo references a file, that file is being 'used'. the fact that a user doesn't use goggles doesn't change the fact that ace has to assume he will.
fixed the wording a bit to make it more clear. basically the story is you need to make at least BI build tools happy, which seems easy enough, and the engine parser/compiler when the game is started. finally also when classes are used, despite scope=1, by means of scripting or manual sqm modification
it's like saying because a player won't play on altis, you can remove all need for it.
looking at the config it seems to make a tweaking config definition basically, however if the source config doesnt exists, it just adds a dummy class with some config parameters, but overall the class is not usable - thus no dependency necessary/to be defined
nothingto do with classes kju. a file is being referenced.
(ot that's the way i understood it)
so a simple example would be:
{
class Plane;
class MyPlane: Plane
{
myTag_customParameter = "optionalStuff";
};
};```
\optional\stuff is NOT optional.
that's the difference.
it seems to me that ace have made googlers a mandtory requiremen to their mod, and if so, that can be a cause of complaint, but no point arguing 'it's not needed'
as far as i can tell its about this:
https://github.com/acemod/ACE3/blob/master/optionals/compat_rhs_usf3/CfgGlasses.hpp
ACE_DustPath = QPATHTOEF(goggles,textures\fx\dust%1.paa);
this is a external file ref, but as its a custom config parameter only to be used by scripts, it doesnt require a dependency
however from a tool standapoint thats hard to determine
would need a blacklist of config parameters set by BI
i think i agree with you, i'll have to check this too.
maybe the schema TAG_STRING = would work too; i think BI doesnt use ever underscores in config params
what i dont get yet though is why that texture is to be optional
QPATHTOE should just make the above a path ref i suppose
ummm..... 'scripts' isn't a good word to use here, it's a #define where the compiler must produce a result right there and then. IF that results produces a \file\reference, then, subsequently, the game engine has to assume that \file exists. it cannot know the user WONT use it. In order to ensure the file does indeed exist, you use requiredAddons= to ensure it's loaded. A nice way of preventing ctd btw.
to ensure goggles aren't required, it's the compiler that must know that, and produce a null result such as ""
I would expect the ace team have indeed got a #fdef to supply exactly that result if they intended this to be an optional extra.
a custom parameter is just text to the engine it ignores
only way to make use of custom parameters is via script
thus only on script use, the engine starts to care about it
yep agreed (only after you pointed it out to me). we have a nasty one here.
at least this "feature" can be turned off
@dawn palm > the fact that a user doesn't use goggles doesn't change the fact that ace has to assume he will.
no that is not what I meant, what i meant is when ace_goggles are not loaded that is not used
so nothing can even assume it will be used, because it won't
never mind, I see you already found out
FREE tools update.
A snapshot of the current, basic tools for subscribers have been released as free versions. More than enough for you to do the essential tasks of making, and extracting, pbos.
https://dev.withsix.com/projects/mikero-pbodll/files
compression and/or obfuscation has been disabled.
This is the basic tool set, a dozen or so others such as MoveFolder remain subscriber only.
A full list of tools is here:
https://community.bistudio.com/wiki/Mikero_Tools
Enjoy
Redmine
π
thanks @dawn palm
Anyone know a tool for sqm eden editor to sqf ?
what do you mean exactly?
BI has already a script for eden format back to sqm, and there should be tools for sqm to sqf
PboProject has been updated for map makers (subscribers only).
Before building THE map pbo, it will automatically rebuild other pbos containing assets your map uses IF those assets are stale or not present in the temp folder.
This is going to save you some heartache.
Credit: TheConan for suggesting it.
Secondly, pboProject will silently force a 'full build' when it detects any change in assets that would affect the wrp. Again, saving you pain and misery because you forgot to, or didn't realise you had to.
Enjoy
@smoky halo @limber garden did you make progress on your SAT/MASK rebuild tool by chance?
that guy could make good use of it too: https://forums.bistudio.com/topic/191394-map-import-from-visitor-3-to-terrain-builder-crash
Map Import from Visitor 3 to Terrain Builder Crash!!! - posted in ARMA 3 - BI TOOLS - TROUBLESHOOTING: Hello there
Β
I was working on something lately, just wanted to convert my old map from Arma2 visitor to Terrain Builder, and it crashes each time I do it.
Β
Heres a shot:
Regards
@hallow rapids i think @smoky halo tried it some years ago. otherwise contact the some of the IDE plugin devs
A guide to the grammar and syntax of ARMA 3 SQF.
fancy π
it is not by me btw
@dapper pivot nice site :)
this is also handy
http://foxhound.international/arma-3-sqf-cheat-sheet.html
A cheat sheet for ARMA 3 SQF language elements and commands.
@vague shard On stable branch i use xcam for mapping and export to sqf like this : _dat = ["Land_InfoStand_V2_F","[9460.28,3985.28,0.00143862]",283.516,-100,0,0,[]];_obj = call _cString;
But xCam dotn work with Apex so i need to use Eden.
so you want to export self placed objects from eden editor?
also weird that xCam doesnt work
should be fairly easy to write a script that grabs the data and exports to clipboard/file
even BI has added a function, yet it probably needs to be adjusted to work for self placed objects
hey @vague shard, do you still maintain the CMB repo? π
yes why?
class ACE_UI {
class ammoCount {
class conditions {
ADDON = "false";
};
};
};
isText (configFile >> "ACE_UI" >> "ammoCount" >> "conditions" >> "ace_reload")
false
well it has somewhat outlived its time
still hoping to automate the AIO process (and other stuf)
isNumber (configFile >> "ACE_UI" >> "ammoCount" >> "conditions" >> "ace_reload")
true
fuck PBO project
your choice of words gives you away
that aside the automated conversion of "true" and "false" is probably not such a good idea i would tend to agree
maybe you should just seek closer cooperation with mikero; back prior to A3 ACE and CBA was working very closely with mikero and in fact he adjusted and expanded to much of their needs
but i guess you have made your choice anyway. you should just stick to it and dont waste our time here
It's just incredibly annoying. You work on something for months and it works fine in every test. Then on release day - someone else did the build part - all your work is broken by this incredibly stupid feature. The most annoying part is that the error was made by the tools, because they tried to outsmart you.
A string is a string and not a fucking number.
The sad truth is that both bugs in components I maintain are so far due to the tools.
certainly not fun having deal with release issues - i know this all too well myself.
however ACE should have the infastructure to do quick hotfixes I hope
to me the lesson learnt is you should consider to improve your release pipeline - automated tests (ie verification via sqf) or at least doing a comparsion of config dumps
also not the best idea to always jump quickly to the latest tools or at least keep a repo with all tools versions, so that you can easily fall back to known working versions
totally unnecessary if the tools would do what you've told them
totally unnecessary bugs
"true" and "false" are NOT converted to 1 and 0. true and false and 'true' and 'false" are converted.
well they were in our case
solution is to write "(true)" and "(false)"
turned out as 0
your arrogance exceeds your abilities commy2. all that was needed here was to contact me instead of having a public tantrum that things dont work the way you think they should.
thanks
it is true that very early releaes of the free tools DID convert "true" and "false". long since corrected.
as Q has already noted, close co-operation between Nou, Vipermaul, Jason and myself made both ace and my tools better products. Just one example is concensus to convert true and false to zero and one. I dont see that happening with you who considers all others idiots when they dont fit your view of the world.
please stop
Best part of the Arma community is that it's a petri dish of personality disorders.
β
π
lol
@hallow rapids SQF is pretty close to Smalltalk, but there's enough of a difference that you wouldn't be able to nab grammars from it.
Reading how the Smalltalk grammar and VM's works is rewarding though.
One day languages will catch up to it. π
yeah was looking to generate a tags file for SQF using ctags but meh, the effort is more than the gain
^^
You should be able to parse SQF with the shunting yard algorithm and a fairly small hand written lexer if you ever want to give it a try. Shunting yard isn't very complex, it's basically what you'd do to implement a desk calculator.
yeah, maybe sometime. π
I'd rather use the boost::spirit stuff than handwriting everything ^^
you want an SQF parser?
sigh gimme few hours
((if i saw that correctly you want it in C/c++? ... will be done ASAP))
@dawn palm is there a command line argument to disable requiredAddons rebuild in pboProject?
don't think so, i'd have to check that.
Well I have a parser for SQF in Java...
...if there's no option, then it relies on whatever the setting currently is, in the gui.
is there anyway I can check if there is the option?
list possible arguments or whatever
prboProject -syntax
that made it crash π
meh ... fuck it ...
go write your c/cpp SQF parser yourself
not in the mood to dig through c files ...
with "unknown option: ' "
will fix that crash in the subscriber version
Update to Mikero's tools
Dewss
changing the sample rate now available as an -option on the command line (for batch processing)
pboProject:
no more crashes with bad cmdline syntax
now checks that binarise has, in fact, created a texheaders.bin
added -option to use/not use rebuildRequired addons.
Use sparingly. If the ability to disable this is abused and forums subsequently fill with 'why doesn't it work' (from lack of correct addons) I will remove this option.
@dawn palm possible that the DeWss update was missed?
no changes to its exe or txt, the dll txt update didnt mention it either and when running DeWssDos.exe it didnt list new options either as far as i can tell
please advise
question from a friend: Anybody know if there is a pbo extractor written in python?
@kindred star https://github.com/4d4a5852/a3lib.py
but it has some limitations, e.g. no support for mission PBOs or compressed PBOs and no derapify
your 'friend' presumably is trying to crack open obfusctated pbos or encrypted ebos. wish him well.
no my "friend" is trying to make a tool for mission managing for my community
no need to jump to conclusions
@dawn palm will using the command line option for rebuildRequired interfere when used with free version?
the option is not available on the free version, it was added after the release of a fresh batch of free tools and is unlikely to be updated again for several months.
Added: New startup parameter -BuldozerNoP to use the game as Buldozer program (needs to be combined with -installBuldozer)
Buldozer Configurator
Added: Ability to use the game as Buldozer installation (No dependency with the Project Space)```
what does this mean in practise? no more copying the arma3.exe and such?
you'd have to assume so, with the probable alteration to point to arma3.exe in the ini & registry
intresting would be, if this new bd mode would read all game configs
it would be a mistake if it does. I assume -buldozer prevents that.
on a standart pdrive env bd only reads the \bin config but there would be a lot uf use cases where bd mode could profit from the game configs
What is the command in mikero's tools that allows you to change the path of textures programmatically without having to go into each p3d?
Not a command but part of two separate tools called MoveObject and MoveFolder
ah, thanks Penny. Any gotchas with them?
I guess technically MoveObject is used for individual p3ds, while MoveFolder calls MoveObject repeatedly to move whole folders of p3ds
They use to be available with the free tools but I think they are subscriber only now
I am subscriber. π
Been out of the 3d modeling scene for a while and getting back into it.
moveFolder actually moves the files to a new container/location
this is bad in general, unless you want to make a self contained addon/pbo
bad because
- it destroyed the existing structure of files - hence making merging back data next to impossible (ref SMD or JBAD)
- neglects that often multiple files access one file/certain files have shared used by others (penetration files, specific rvmat, certain textures, etc)
moveObject is generally the way to go. it just updates the path to files
you can do it per file (prefix\path\file.ext), per path (prefix\path) or per namespace (prefix)
@limber garden your explaination is unfortunately quite off π
moveObject can be applied on any file with path refs (p3d, rvmat, wrp, pew) (only configs and scripts are not updated i think)
okay, great info. Thanks Kju. I coud have got myself in a world of hurt. I gather paths for proxies is no issue either with moveObject?
you can update them too yes
π
moveObject can also be used to just list path refs
moveObject -p x:\folder[\file.ext]
yeah, just reading the old (maybe old) docs on dev.withsix.com π
the latest doc is part of the tools itself
btw one can apply moveObject also on a p3d
lol, that was embassing, so it is. I remember when the tools first came out there was no info in the tool itself. π
well most basics can be found from running the cmd line (dos) versions without params too
the docu is for advanced usage and more context
E:\Programs\MikeroTools>MoveObject.exe -p
MoveObject x64UnicodeVersion 2.44, Dll 5.44 ""
=================
MoveObject [-options] NameOfFile[.ext] [from to]
MoveObject [-options] NameOfFolder [from to]
MoveObject NameOfFile[.ext] ReplacementList
MoveObject NameOfFolder ReplacementList
[.ext]=.p3d (default)
.rvmat
.wrp
.pew
'.pbo'
Options(case insensitive)
-L list only (default)
-F list to NameOfFile.lst
-R remove old p3d user flags
-X convert everything to lowercase
-V verify created file
-P do not pause
Examples
MoveObject MyGreatModel
Lists contents of MyGreatModel
MoveObject MyGreatModel this\folder that\folder
renames any folders found
MoveObject MyGreatWrp.wrp this\folder another\folder\filename
like this tells you already a lot
yeah, messing around with it now.
cleaning up my mods from my research effort and now getting them into git.
perhaps a correction to Q's description of movefolder. it does NOT move the assets required to create a whole new ballgame, it COPIES them. The existing structures and assets are NOT destroyed or altered in any way.
a little realised bonus of moveFOLDER is it is a great way of getting rid of no longer used rubbish paa rvmat and etc.
movefolder this some\where\else
delete this
movefolder some\where\else this // eg back again minus all the crud
the imo better way to remove unused data (aka rubbish):
run moveObject without params on used data (get list from configs or moveObject on wrp/pew)
on the resulting list, you run moveObject again on those data types that have file refs (mainly p3d and rvmat)
repeat until no more refs remain
merge all lists
now you have the list of used data, and diff it vs on all data (dir /B/S) to get the unused data
(sadly mikero didnt want to implement recursive refs listing - would make this a lot easier, but its simple enough when used to batch files or sth similar)
(ps: i stand corrected on copied vs moved; still leaves even more of a mess behind - as such imo only usable if you want to leave everything behind and dont care about backwards compatibility or any other mod)
this is nonsense. what other purpose would there be to move an object if it weren't to move an object!!!!!
why people need to do that isn't an issue of the tool itself or what it can do.
if you don't like it's power go back to hand editing each individual p3d with a hex editor.
ODOL web converter open for testing: http://odol-converter.azurewebsites.net/
this is a free azure site so dont expect high performance
have you got an access counter on that? be interesting to know how heavily it's used.
I'm just going to keep throwing the goat model at it as tribute
i need to get these application insights working then I can tell you nearly everything about the usage ^^
I am also curious how much the free azure instance is able to handle
OT, do you need to enter credit card details for the Azure free trial? (i guess you must)
what the hell is azure?
ms cloud
good god, the world never learns.
is it because of ms or because of cloud? ^^
there's only one reason why cloud servers exist, and it's not because you have blue eyes and a nice smile.
and the reason is?
i'm naturally inclined to distrust corporate efforts to move ppl into 'the cloud' because it's a way of locking them into ongoing rentals. but there are some things that just work better that way, right tool for the job
@dawn palm Azure is microsofts web platform
a bit like the amazon cloud and google cloud, normally you'd have to pay a subscription to access the vms and such but they do offer free sites. As for @smoky halo he's using Dreamspark which is a service ms give to students or if hes the person incharge of the schools ees agreement im sure he can give himself free accounts
and for what azure is its rather good and application insight is far better in my eyes then googles analytics
we used to run an arma server on azure.. worked quite well.. was a 16 core server with 100gb ram or something and we used 10 headless clients
wtf π
paid for it by the hour.. like $4
wouldve cost $3k a month if it was on all the time
just really sucked when we forgot to turn it off for a day or 2
@dawn palm So, I used moveobject did a great job, but it looks like I had an issue with one of the proxies in a p3d which it did not update. I am running the latest version too? wierd.
Did you use the move other proxies option?
ah, no?
Give that a shot, I think I had something similar and that fixed it
what is the option, I don't see it?
Oh nevermind sorry, you said MoveObject, not MoveFolder
yeah, what is weird is it picked up the other proxies, but not a specific one. Weird....
nvm, I worked it out. Space between the keyboard and the chair. Doh! π
more pain and suffering....
pboProject updated.
rebuild Reqaddons renamed rebuild cfgPatches to be less confusing.
rebuild cfgPatches is no longer persisent. it will set itself true on each startup.
This means if you insist on building dodgy pbo's, pboPro insists you Setup-> each time. (or just plain fix the issue)
When building multiple pbo's in one session pboProject no longers stops immediately on error. Instead, it processes ALL pbos to completion. Then issues a list on ones that did not succeed.
caveat. it will stop immediately if building a wrp pbo (it knows you'll try and ignore it)
Please don't ask for a similar list of errors per pbo (eg not halting till completion). That aint going to happen.
@grand dagger for proxies you need drop the extension; otherwise its not found
i guess its something that @dawn palm could support too? or is the issue that it could replace other stuff instead too (aka can you detect proxies 100% reliable or not)
support what?
you have a p3d with proxies; proxy path is a3\air\plane\proxy.p3d
atm you have to use as string for replacement a3\air\plane\proxy, as with p3d added, its not found
ahhhhhhhhhhh
(i guess due to the .001 etc stuff)
yes.that's right. it isnt' actually called a dotP3d (of course)
bit tricky for the poor user. might look into that.
if i am not mistaken, moveObject lists proxies just as proxy.p3d - this is what me got confused at times, so one has to be careful
yes. but it's a nice spot you made Q
if you can detect it, maybe add (proxy) or sth similar behind it in the output
or as separate section below the normal path could be another approach
ummmm... by definition, any reference to a p3d is a proxy when encountered in a p3d.
so if you mean moi, then i always 'detect' it
i see - well you see how noobs in p3d format miss that part π
including this noob.
it aint obvious. you caught me there π
it does get slightly worse since model=any\thing; would not be altered either.
i think i recommend in the readmes to never use extensions. i think i'll just leave it at that.
i dont get your point here. it doesnt touch configs or where else can you have model=any\thing; ?
as said without extension you can run into renaming another file type you dont desire
thus i always run first with ext and then without
btw i would argue makepbo -QG combo should also not stop on error (config errors excluded ofc)
-G Check extern references
-Q Lint only
ps: moveObject path - aka just listing path refs not stopping on error would neat too
I got caught with paths at the root that is all. Once I got my head around it, it was pretty straight forward.
arma-intellij-plugin - 1.0.4
https://forums.bistudio.com/topic/190427-arma-intellij-plugin-smart-editing-for-header-and-sqf-files/page-2#entry3060430
https://github.com/kayler-renslow/arma-intellij-plugin/releases
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.
Β
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...
where else can you have any\thing;
sound=some\sound;
anim=some\rtmfile;
texture=some\texture;
when moving or altering a config.cpp (or bin, or rvmat) thing.wss wont be discovered.
QG should not stop on error
so in a 300 page listing i should just say 'you have an error' at the end
we've been thru this before Q. the dll is highly anallytic, if 'A' is good and 'B' is bad, then 'C' is the cause of the error. what you persist in asking for is when a config cpp fails, I then go on and list 300 missing land classes in the wrp
moveObject doesnt work on configs?!?
so i fail to see how the argument is relevant for it
moveFOlder does, and the two of them together are glove in hand. moveObject does work on bisurf and rvmat
so in a 300 page listing
fair point. however most of the time, at least i hope, people log the return to file - in any case could still be an option rather than default
what should be an option?
-Gc continue on file ref not found to create a full list in one go rather to repeat 300 times
ah. yes. you do have a point there. I recognise that.
like makePbo works on a pbo, -G checking is complex = takes time as most pbos are large
so to fix all the faulty proxy paths yesterday took me quite a while as i had to rerun it after each fix
certainly there were more intelligent ways to do it - still these are even less accessible to the average modder
it's a fair need. I crippled it at the time as being to risky to the code in general. meaning some of the makepbo is over 10 years old and i barely recognise what it's doing. if it aint broke..... but yes, it will go on the todo list.
dll is highly anallytic, if 'A' is good and 'B' is bad, then 'C' is the cause of the error
this is true and i am very happy you have these standards.
that said for the case i am arguing i cant see that its true (in general) - if a file has a faulty file ref, it doesnt influence anything else (as long as you dont offer recursive checking - file refs to file refs to file refs ..) - the only valid case i can see is if the prefix/path is wrong altogether like path=XXX while in reality its YYY
we are on same page.
π
Quick update: do not use 1.0.4. It has a major bug which I didn't catch in testing. The bug will make Intellij basically unusable as it is very slow. For now, stick to 1.0.3. I will post an update when this issue has been resolved. Thanks.
ref: arma-intellij-plugin - 1.0.4
[BETA] ODOL Web Converter - Debinarize P3Ds for educational purposes - posted in ARMA 3 - COMMUNITY MADE UTILITIES: I want to present and test a little web service I made that allows you to convert binarized p3d files in ODOL format to editable p3ds in MLOD format.
Before anybody starts crying: This service is intended for educational purposes, so people can learn how stuff is done from examples. It specifically is not made to make stealing of content of others easy. Hence, the conversion...
The new version, 1.0.4_1 (not to be confused with 1.0.4), has been released.
https://forums.bistudio.com/topic/190427-arma-intellij-plugin-smart-editing-for-header-and-sqf-files/page-2#entry3061035
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.
Β
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...
description.fsm In File \missions_f_exp\campaign\description.fsm: Line 30 rap: missing inheritence class(es)
even Bohemia doesnt do stuff right π
did you ever look at RPT when running vanilla? π
never run vanilla :X
pboProject updated
persistency restored to cfgPatches
bugfix for cmdline where it would not return bad status
\o/
@dawn palm Intended, that rebuild cfgPatches enables itself each time you restart pboTools? π¦
mikero - letzten Montag um 05:12 Uhr
more pain and suffering....
pboProject updated.
rebuild Reqaddons renamed rebuild cfgPatches to be less confusing.
rebuild cfgPatches is no longer persisent. it will set itself true on each startup.
π very nice. cfgPatches option sounds functional.
thats crap
StaticWeapons_m.pbo not produced due to error(s)
Trucks_m.pbo not produced due to error(s)
WheeledAPC_m.pbo not produced due to error(s)
Job(s) completed in 762secs on Wed Jul 13 21:15:18 2016```
π
btw you guys are outdated
+restored persistency to rebuild cfgPatches```
Yeah, I requested that. We cannot use it in CUP Terrains due to its complex structure reserving the old namespace and it's kinda annoying and easily forgotten to disable it everytime......
BTW: Where do you get all those changelogs from? Are they published somewhere?
in the docs folder of mikero's tools
Ahhhhhhhhhhhhhh
it pays to rtfm sometimes π
@dawn palm Would it be possible to automatically open that after an update? Maybe on the first start of pboProject after an update or after closing the installer....
+1 i admit im lazy and rarely go look to check specifics. even though i would really like to know. would read it if thrown in front of face for sure.
it would be a nice touch to do that. have toyed with the idea.... unfortunately i've only found 25 hours in my day, so far.
you must have a lot more goats on hand.. im still trying to find the 24th hour.
Most installers have a toggleable option in the last screen, "Show changelog". Maybe just copy that practice?
it sure does, and it's also along the tried and trusted formula of "if it aint broke..."
there's a very unpleasant bug in the installer, which i wrongly blamed winamp for, and it turns out the it's windoze, not them. windoze will wipe out your path= settings if your string exceeds 1k chars. I'm scared sh*tless touching this stuff.
yeah, had that happen to me once
Anyway, I'm gonna go to bed now. Good night everyone
dream of goats.
Anyone know if there's an alternative to this around https://dev.withsix.com/projects/mikero-pbodll/wiki/PatchPbo in either a library or command line app? (or if it still works)
what would you guys see as useful capabilities to do meaningful performance (fps, network, scripts) logging and debugging?
what is available:
-
fps logging - https://community.bistudio.com/wiki/diag_fps
-
capture slow frame - https://community.bistudio.com/wiki/Performance_Profiling
-
log slow frames - https://community.bistudio.com/wiki/diag_logSlowFrame
-
#monitor to show server fps
-
network calls (although BI doesnt tell what each type is) - https://community.bistudio.com/wiki/mpStatistics.log
-
list network entities - https://community.bistudio.com/wiki/logEntities
-
list running scripts - https://community.bistudio.com/wiki/diag_activeSQFScripts
-
measure runtime of a piece of code - https://community.bistudio.com/wiki/diag_codePerformance
-
logging of scripts taking more than 3ms in debug.log (diag.exe only)
134.367: Script e:\kju\a3data\users\test\missions#testVehicles.VR\init.sqf took 57.4 ms (3.0 ms allowed)
134.367: (last instruction at e:\kju\a3data\users\test\missions\#testVehicles.VR\init.sqf:40)
did i forget anything? i have some ideas myself, yet would be good to get input from more experienced and intelligent people π
@vague shard can you provide me a full mpStatistics.log with all the Types since startup? Ill look into it and see if i can name some of them
what do you mean "since startup"? as far as i know BI is using normal names in the internal version (like pV, pVEH, setVar, unitInit, etc)
i mean that i can see what numbers come up on startup / playjoin so i can match them better
not sure if you can map them with the exe code. Dwarden said back in OA days the reason they dont release a mapping is that it changes when they add new network commands or change stuff (i dont really believe that - seems more they were afraid of abuse/cheating)
yeah.. that seems likely
one could find it by doing very dedicated testing, like execute one network cmd and next mission - however BI scripts itself may interfere already; may or may not be easy to filter those out
https://community.bistudio.com/wiki/diag_activeMissionFSMs might be useful as well
https://community.bistudio.com/wiki/allVariables perhaps, to identify vars that don't do what you want them to do or something π
well i didnt list FSMs as more or less only BI uses them, or they are/were used for hacks (or basic mission/whatever logic trees that normally have no performance relevance)
allVariables i dont see really as useful - i doubt they have any relevant impact on performance (unless you do something crazy)
far better to use static code analysis to sort that out
FPS, CPS, number of AI and number of objects on server and HCs would be interesting
@hardy pendant like Fred's extension? how does it help you for specific optimization?
Determining how much AI my server and my HCs can handle before performance goes down
yep fair point. this is already available though, correct? you just want it as native, simple solution?
@vague shard they added diag_ActiveScripts in dev-branch, not sure how it differs from diag activeSQFScripts though
returns => 10,0,0,3]
spawned SQFs, execVM SQFs, FSMs, SQSes
pretty sure the docu is wrong though - the last two are swapped
in other words 4th count is FSMs
except for execVM SQFs one could do that easily though already:
[count diag_activeSQFScripts, count diag_activeSQSScripts, count diag_activeMissionFSMs]
aka not really useful/doesnt really add anything
Visual Studio Code: SQF Language ~ new update released. Added commands of A3: v1.56, v1.58, v 1.60, v1.62 & current dev branch. https://marketplace.visualstudio.com/items?itemName=Armitxes.sqf <- let's see when we hit the 1k installs ^^ @hidden grove thanks for your contribution.
π
so no one has suggestions what logging or debugging tools should be added to help with performance optimzation?
this is what i can come up with:
- fps
- log low frame (single and last 16 frames) (to rpt) with thread context/details (the text version of the visual/dialog output, https://community.bistudio.com/wiki/Performance_Profiling, to be able to make graphs via excel etc or detailed analysis what component is responsible; in other words statistics are needed and not just looking at one slow frame)
- EH to low frame to be able to do additional logging via sqf (unit count, script count, other stats)
- more stats/details ("why" is GPU/CPU limited for the given scene - not the fine detail but on a general level like too many AI, complex AI computation, particles, too many draw objects, specific draw object the cause etc) (this is probably unrealistic)
- network
- real names in mpStatistics.log
- option to have specific scripts listed as well (like not just pV but in what script/context it was used)
- details on traffic caused per cmd and script (per call or in total)
- option to catch frequent use (per sec/minute - like in the rpt "XXX written 999 times in the last second)
- script
- log amount of execution per session and per time frame (per ms/sec/minute)
- log script duration (scheduled and un-)
- diag_slowSQF/FSM (similar to the frame system but just to rpt)
ability to do these also in MP (diagServer.exe and allow diag.exe on such servers)
except for execVM SQFs one could do that easily though already:
execVM'd scripts are shown in diag_activeSQFScripts too.
- When logging missing semicolons in mission description.ext files, log the name of the mission file aswell.
Yeah I probably meant that. Anything better than today's nondescript "missing ; in blah blah". Will check mail.
Huh...read mail. Neat bug. Would have been great to have exact, non-ambigous reproduction steps though.
story of my life. especially when the message starts.... whatever.exe 'crashed' when they don't mean that at all.
Uh huh π
Ok, I'll dig into it. I think I've seen his problem with one of the older builds a few months ago - one of them was just buggered.
educated guess is it's the 'Unicode' to utf8 conversion.
Ah yes, that could be it - I forgot to ask about his locale settings.
is that kju cooking some perf profiling tools? π
Well, at least it is kju asking for input on what kind of tools would be useful to us.
What is "AIO"?
AllInOne?
Ok. All-in-one what?
All BI tools for performance profiling under one roof thing kinda
anyway I wanted to ask has anyone managed to actually mod the home screen ( the new one 1.62 )
Not just change those three middle quick action menus but perhaps change background?
Is WT like moving BG possible?
I see just intro is possible
ok the scenes... I can work with that I guess
thinking out loud is useful sometimes... I need a notebook though π
It's just a config so you should be able to change pretty much everything
AFAIK the background is a mission file so should be easy to make your own
depbo.dll updated to collect and list ALL missing files at end of processing rather than stopping on first one found.
thank you for testing Q.
i admit - its all my fault you have new issues now in your mod π
also, the above dll contains important fixes for specific linux distros, notably ubuntu.
Killswitch: 4) When logging missing semicolons in mission description.ext files, log the name of the mission file aswell.
- All of this, any description.ext error/warning logs would be great to log with the mission filename.
@nocturne basin You did it! https://forums.bistudio.com/topic/191187-alpha-arma-ui-editor-the-future-of-ui-editing-in-arma/
uhm ... yes
currently no updates getting released due to reason in the end
((working on large backend update))
Lots of cookies for you!
not yet
It's not finished π
text size does not equals ingame text size eg.
But it's nice π
but it works for the basic layouting
eg.
also a lot of elements still lack as i do not find the time to add em
Its a good start, layout is the worst for me, the rest is easier, not to mention whatever I do RscText always shows behind everything
but well ... soonβ’ i will be done with it
I'll have to export the base elements from Arma to help you along π
Did take a look at adding them to my own install but was short on time to write out the other files other than .class
apperantly ... that is not enough π
each UI element also needs a XAML representation
to get displayed
however, thats all editible by the end user
as nothing is hardcoded in regards of the ui elements
Yep, I did notice that, time was a issue so put it on hold and just went in to ArmA xD I'll have to spend some time on it and get the rest added, if I can save you some time somehwere I'll do my best π
well ... next update will come soonβ’ and after that i will continue implementing more and more features to the ui editor
to make it more mature
and solid
((the solid thingy is actually why the large change in background is done currently))
Well I look forward to it π glad to see you decided to start working on it π
anyone know of any AAR tools that are public and/or in development?
similar-ish to https://5rifles.com/operations
@hallow rapids there's some projects linked within this thread: https://www.reddit.com/r/arma/comments/2z7umn/is_there_a_good_after_action_report_tool_for_arma/
several have been WIP but none finished AFAIK. best do a search in BIF
@hallow rapids see http://armaworld.de/index.php?thread/1501-coopetition-replay/&postID=10816&highlight=Replay#post10816 for the post about such a tool (in german) and http://replay.armaworld.de/ for the result
If you are interested in it you can contact @granite bane as he's the one that made this tool
ty π
@dawn palm Hey bud I found out the A3Addon builder breaks rtms so I was advised to switch to your tool set and im getting this error. https://gyazo.com/fcb9d1911f4e12109f6292725ca12ce4
I currently have MakePBO, pboProject, and Rapify. Am i missing something?
You will need some of the others as well, you might as well just grab every exe off the list other than MikeroUpdate
Hm alright
π
Definitely DePBO, and DeRap, which would probably also require DeOgg
and, when all else fails....
Feed the goat?
π‘
addon breaker cannot handle any rtm other than ofp2manskeleton because no-one told the author how binarise worked.
Alexander, you're mixing old, stale exes with the latest set on dev heaven
Should I just wipe and restart?
the makepbo you are using is stale OR, the dll you are using is stale
it aint rocket science you'll figure it out.
thanks to Penny, he nailed it first.
ArmA UI Editor Release 8 (0.4.6054.40162)
Download: http://x39.io/Files/ArmAUiEditor/AUE_0.4.6054.40162.exe
Changes:
- Rewrote ConfigParser --> better performance, allows for binding
- Properties now get applied on focus loss
- Various bug fixes
- ExportToPNG option on canvas right click
- Changed icon (again ... but think this time it was the last)
- Changed default color set
Anyone know what could cause this error apart from a missing inheritance class?
http://imgur.com/a/9E2DJ
@dawn palm
it's telling the truth. that classname does not exist. pboPro never lies about missing files or missing classnames. you can trust it with 100% confidence.
But... It's there
Normaly I do trust it 100% but the classname is quiet clearly defined right there
sth between line 62 and 272 is causing that base class not to be seen
Hmm, I figured as much but it's also something pboProject can't detect and something I can't spot either
well look, if you can't figure it out I'll re write it and see if it persists
pass the config to me
if it helps you at all, you use the halve an halve again rule, commenting out everything between the two classes and progressievely adding them back.
I think I got it, Looks like I had a stray }; that I obviously threw in without thinking
Testing now...
yep, that's a hell of a difficult thing to spot
Yep, that did it
i use visual c to check all indent bodies (collapse them) and i think notepad+ has a similar ability.
That's how I wormed it out as well, only occured to me there a minute ago
truth told. same here π
One other thing, whenever I pack another mod of mine there's a line (displayName = "Type 99 "Last Ditch" Rifle";) that pboProject flags as an error, it's not game breaking or anything, just a minor irritation as it packs anyway but I though I'd let you know
Specifically the fact it obviously picks up that last ditch isn't a string, even though RV understands that it still is
damn. it should not pack
Thankfully it does as there isn't actually an error
correct syntax is the following:
thing = one "two" three; // or
thing= "one ""two"" three";
Hmm, I'll remember for next time but I think I'll leave it for now 'cause if it ain't broke why fix it?
i'll be doing my best at next revision to not accept above syntax π
but your point is valid.
I'd make a message for it advising someone how to fix it as if I kept getting "Incorrect syntax line 26" without telling me specifically what was wrong I'd punch something
punch? nah. i'm used to rocks, bricks, and grenades coming my way.
π
π‘ mikero is annoyed he's let that errror slip thru π‘
Maybe make an exeption to displayName specifically (if possible) because in game it works perfectly fine
I know it would break most other things but displayName is fine
to save me checking myself, do the inner quotes show in game?
k thank u
No bother, I fucking adore PBOproject, so anything I can do to help
ArmA-Ui-Editor release ...
http://x39.io/Files/ArmAUiEditor/AUE_0.4.6055.9329.exe
forgot some file ... mehehhe
@nocturne basin can I open manually made configs with that program as well? Because just tried but it crashed.
what you mean by manually made configs?
but think i see your crash
problem 1: currently only controls without array is supported (controlsBackground is ignored)
problem 2: there seems to be a bug in there :3
@quick portal
the crash is fixed now
@nocturne basin With manually I meant writing mostly everything by hand.
Also is it possible to add my own dialogs to the toolbox?
yes, you can add your own controls to the toolbox
the wiki contains some sort of documentation of it
(AddIns)
well ... you can edit everything by hand if you like to
in the end it is still the config which gets read
current limitations however are as said: controlsBackground not working
only controls class supported
will change in the future
far future :3
for loading your xaml in current version, just paste it in
ohh and make sure that you do not use any defines in it (currently also not supported)
for the crash, i think i will create a silent release
@quick portal the bug you experienced should be fixed in the release you can get from here (latest):
http://x39.io/projects?project=ArmA-UI-Editor
also discovered that i had used for the version comparison minor twice instead of revision ... so ... no auto-update for that update :facepalm: lazy me ...
Thx will try it out.
pboproject / binarise crashed with error status 38484992. while processing (null). Any ideas what to check in the model?
probably a random number π
try dep3d to verify it
@limber garden also had some o2 scripts to verify models if i am not mistaken
thx, dep3d says no errors
bummer, must be something else, I replaced the tilly.p3d with a single box and it still crashes
weird, I named the folder ttt_tilly2 and now it doesn't crash
@dawn palm
thing= 'one "two" three';
i use this syntax as i think its nicer to read than
thing= "one ""two"" three";
be aware however that as nice as it does look one and three are subject to macro expansion wheras when surrounded by quotes, they are not molested.
depbo.dll updated to provide genuine dos wildcard expansion for all file filters rather than the primitive search on file.extensions. init*.sq eg, .rvmat eg, nameofModel.* eg. You can now be much more specific, or much more generic, which files to accept for compression, or which files to analyse using dep3d.exe and similar exes
serious upograde to dep3d.exe to list all named selections, all properties, all files, in each lod, with output intended to feed excel spreadsheets. various options apply to each type such as sorting, lowercasing, and not listing lods without the property wanted.
you can now rapidly check that lodnoshadow is in the lods you expect it to be (and not in any others)
like al my tools of course, dep3d treats binarised and unbinarised as being equivalent.
Hehe I see you've been talking to kju, and that saves me some work π
π thanks
yes. neglected ot mention. All honor and glory to Q.
i am innocent πΌ its all mikero's godly work π
...
Incase anyone missed it, str/format etc escaping quotations is sorted in the dev branch.
Is usefull for extensions to parse (str _array) correctly
i.e https://feedback.bistudio.com/T79720
(Closest section for callExtension)
so @smoky halo is finally happy? π how long did it take to get resolved?
@inland flare thanks to you and the team!
something I've started working on a few days ago:
Blender Addon for RTM import
source: https://github.com/4d4a5852/rtm_import
screenshots: https://imgur.com/a/yqAE3
- pretty much WIP
- not very useful at the moment because of the disabled IK (and other control bones) in Blender
ooh neat
@dawn palm just to let you know the win10 anniversary update kinda broke pboProject (free version) for some people. Getting this error when starting: https://gyazo.com/8c828ab6b2536bfc4c7eba51a962a96d
Reinstalling fixed it, though. (Just as a heads up)
-> #offtopic
@plush shard Very nice
@rotund rampart are you getting that error or are you just passing it along on behalf of someone else? It'd probably be worth it to clear out your current Mikero's tools and redownload the latest from devheaven
He already fixed it that way π
Oh face palm, I missed the part of his message under the gyazo link
Im actualy getting this error with Pro tools and reinstall doesnt work
https://i.gyazo.com/ba3163d2f908bb2afd5f12910a8a2115.png
only getting it when trying to run MoveFolder.exe do
Did you reinstall absolutely everything? And did you also get it after the recent Windows 10 update?
Got it just after the latest win 10 update. I reinstalled all mikero tools
I didn't have the problem
I ran ACE's build script perfectly fine, it uses whatever is needed for making full binarized PBOs
1607 or whatever it is
I am using Bash on Ubuntu on Windows
so I am definitely on the new one π
I am fairly sure bux is not running it in that case either π
I don't even have MoveFolder.exe
lol ok
$@__(%$(_@@@
I agree
fixed
obviously not when i let sth like that thru the door.
I will always blame windows first, me second and finally BI for not hiring you in the first place.
why should i work for a company that is desperately trying to crack open obfuscated pbos so that the purpose behind it is gone?
whai BI are trying to crack obfuscated pbo's?
wow why would they need to do that
because they are allowed to protect themselves from thieves with ebo, but we aren't supposed to. try similar.
as for why, you'd have to ask them.
ah ok i understand
so all the bs you hear from them about 'vigorously' defending ip rights, is just that.
interesting
I wonder why they havent stopped you distributing a tool that creates obfuscated pbo's
because they know how to break things, not make things.
@dawn palm reminder to let people know about your recent new tools magic πΌ
putting finishing touches on destroying bankrev.
π
obfuscatuion updated to cripple bankrev and damage the file system if used.
what do you mean with "damage the file system"?
because if it will actually do that, that's not helping anyone
@pearl beacon Well do not open the pbo then
who said I had any intention to
I hate obfuscation in the first place
but that doesn't mean I have any intention to open any PBOs without permissions
well "damage the file system" sounds a bit scary/drastic
did your computer explode?
Why complain to me? Bankrev is just another of the bis tools that will trash your pc. I told them about it, they did nothing about it. This is the result.
As for 'hating' obfuscation there's a large number of people who will be delighted to hear that.
obfuscatuion updated to cripple bankrev and damage the file system if used.
so it's not intentional? then why update obfuscation
to intentionally cripple the file system
just as bis intentioanaly altered bankrev to (try and) break obfuscation, I will keep retaliating.
as to why they'd take the side of the theives, you'd have to ask them.
because the next step is to blow open their ebos
you are such a idiot.
@icy urchin
This idiot is deciding whether to provide ebo protection for everyone or defeat it for everyone. WHat have you done Head for anyone but yourself?
@dawn palm Clarify for me. If I open a PBO encrypted by your tools using BankRev on my computer, it will damage my filesystem?
Because boy that's some next level thinking. Cripple the end user guy who's wondering "Oh, this mod is throwing an RPT error, let me look at its configs"
@dawn palm plenty ;)
don't use bankrev, or tell bix to fix it. i gave them an easy solution to their problem
there's nothing unusual about various bis tools corrupting pc's.
No, I'll just make it a point to check if a PBO is using your tool, find an alternate method to unpack it, check and clean configs, and move on with life.
The average user won't use BankRev imo.
They will use another pbo tool that is more user friendly,
hell i didn't know it existed until recently.
If BIS updated BankRev to specfically break his obfuscation methods.
That is alot more worrying imo.
i.e BIS is willing to start a pissing match with Mikero over obfuscated pbos.
Especially when the offical tools are subpar to Mikero Tools
(i.e Mikero Tools have config checking / error handling / logging + custom p3d checking saved me alot of hours)
Hopefully BIS and Mikero will have a chat and sort this out
Anyway will be interesting to see how this unfolds
that's what i mean, use an alternative method
Because assaulting the end user's computer is a 100% valid decision when providing tools to a community.
The best way would be to silently error it out without causing a major fuss to be honest. It's a lot nicer.
If possible. Don't know if it is.
bis binarise 'silenty' errors out.
... and it 'silenty, doesn't tell you the p3d it's made is corrupt.
wss2wav can damage an incoming ogg or wav file when converting (depends on background tasks)
wav2lip does not, necessarily, write the 'correct' file.
so im not really in the know with arma content creating
but from what i can gather
you're deliberately distributing malicious software
cool
yes. bis are deliberately distributing malicous software.
you can spin this however you want
but i dont think bis are the ones aiming to purposely corrupt a user's file system
but you do you i guess
anyone who has tried using their general series of establishing a p drive with their tools know that to their cost.
ignoring the entire issue itself, do you also think it's a good idea to discuss it on an official bohemia avenue of communication?
like damn dude
i have.
there is no other rational explanation why their tools will not work, why they crash and burn, why they will not fix the simplest of errors, other than they do not want you to succeed.
so your reaction
is to damage the machines of the end users
who are not affiliated with bohemia
you're a very bright young man
if you use their tools, you will damage your machine. unquestionably. time and time again.
ok whatever you say lmao
because countless people do not use Arma 3 Tools daily
myself included
glad to hear it,
i love your reasoning that this is somehow BI's fault. If you run "rm -rf /" it's the rm program that's doing the damage, but you knowingly called it...
At this point you're distributing malware, this is going too far
MikeroWare
Lets not forget that mikero tools have no warning only red or green
Just like his worldview
this channels tone is really one if not the worst of the arma discord .. and people complain about the average player..
Mikero is not malewaring anybody. He tried to speak to BI, but if they do not want to do something, it is not his fault.
why would they do something because he demands it in the first place
so it's "government didn't listen to me so i'll try terrorism" episode, i hope bi takes some action here cause this is just out of balance
this channels tone is really one if not the worst of the arma discord
IDK. That's the expected reaction if you intentionally "damage the file system" of other people, call a BI employee "This idiot", write: "I will keep retaliating" and: "the next step is to blow open their ebos"
I think the biggest issue here is if someone uses BankRev, no matter who, and they didn't see Mikero's announcement, nor knew the PBO was protected, it will be messy.
I'm half tempted to open up a VM and see what kind of a mess you'll make on its virtual disk.
The onus then falls on BI, who made BankRev.
In several places throughout the world, EULAs mean nothing and it could end with a lawsuit.
lets keep it civil in here or people might have to be removed / timed out
- do you guys what exactly BankRev does on latest pbos obfuscated by mikeros tools or you are just going by his language?
- you guys dont seem to be familiar with mikero special language
- you guys are not familiar with the history mikero and BI have
that said its of course unacceptable to damage an users computer or data in any way
also i dont think cracking open ebos for anyone would be an intelligent move (that said there are tools out there that do that already and there are other ways to get to data inside ebos)
(ps: some tool makers try to "protect" pbos since OFP by making them unreadable by BI tools and others - not that i think its the way to go, yet lets keep some perspective here)
do you guys what exactly BankRev does on latest pbos obfuscated by mikeros tools or you are just going by his language?
should we just try it?
if you feel so strongly about it, start a VM and give it a try sure
or you could ask mikero to clarify in normal words
to be honest he was pretty clear: "to intentionally cripple the file system" & "if you use their tools, you will damage your machine"
BI tools tend to damage files/the file system/ones machine at times due to bugs in their software - he seemed to refer to that (also) in following statements
well he's still deliberately causing that behaviour. there's also a difference between regular obfuscation (comparable to using a steel door to protect your shit) and this (planting a claymore mine in the bushes)
as long as its not clear what it does, its all based on assumptions and his words; as mentioned he uses this type of extreme language at times but its not meant in a literal sense
it still might be here; we/I dont know so far
i mean you have to also remain realistic - its pretty damn hard to make a malformed file header cause bankrev do serious stuff
Sweet jesus mikeros pbos wont make your pc bluescreen or explode. Just never touch a pbo with bankrev, or do not use crappy bankrev at all and you are fine
Also people talk here, that I do not belive, that they even have 1% knowledge on what we actually talked about before that flame war ...
Another channel that will go into the mute coner for 24H - Cu when flaming is done π
waiting for the day a rich kid breaks his fathers pc
Sweet jesus mikeros pbos wont make your pc bluescreen or explode. Just never touch a pbo with bankrev, or do not use crappy bankrev at all and you are fine
are you talking against yourself? "wont make your pc explode" - "just never touch and you are fine"
Damage filesystem? Exactly how, you will actually damage my drive tables if I try to open 'encrypted' pbo with tools other than yours?
Can someone clarify pls
@dawn palm Are i.e. that if someone does not have knowledge of that and used the "BankRev" you going to literally fuck the PC of him or her? Where is the logic in this?
I think you've done a good tools, but reach the ends is not anything good. And do that type of stuff it only that you going to bring is pain of head.
You have something more easy, if someone tries to open the encrypted file. Delete it, easy, simple and no annoying to anyone.
actually if BankRev posesses the ability - programmed or not - to damage a filesystem, BI need to fix thier tool.
dunno why mikero is catching heat for this, he's simply found and reported an(other) undocumented feature in BI's toolset.
the OS itself has the ability to destruct itself your point is?
going by that logic trojans are not malicious, its users fault activating them not the one that designed them
the point is there is an issue with bankrev, this has been raised with BI and nothing has been done about it.
your analogy to a trojan bears no meaning
what is the exact issue with bankrev? Link
if there is a vuln in bankrev, he will certainly not share it with the general public. please use some common sense..
dunno why mikero is catching heat for this, he's simply found and reported an(other) undocumented feature in BI's toolset.
Because he said he is specifically updating his obfuscation feature to abuse this bug?
How can you guys be so dense. That IS malware
Late to the party. So it means simply running bankrev on one of those new type .pbos will cause bankrev to malfunct and clean out the drive?
this is just speculation
it would be very stupid by mikero to do such thing. i mean really what are you guys thinking of him?
it seems to me there is a lot of dislike or even hate involved by some people due to some prior changes he did in makepbo and pboproject, and offers obfuscation (like others do too to different degree)
it would be very stupid by mikero to do such thing. i mean really what are you guys thinking of him?
It is what he said.
mikero
obfuscatuion updated to cripple bankrev and damage the file system if used.
I see. Thanks for the recap.
"clean out the drive" is not the same as "cripple bankrev and damage the file system"
to me its pointless anyway as long as mikero doesnt clarify or one of you guys tests it
so far its just bad mouthing based on his words (which are not good if taken in a literal sense and really true - just to be clear)
You can spin it however you want. If you write shit like that you get criticized. And thankfully so.
cripple bankrev - make it not read/extract the pbo
this is what you would expect from obfuscation
damage the file system - unclear what is means
Dude you are trolling at this point. "and damage the file system if used"- that is what some are complaining about
lol
cuckoo
I'm out. Pointless to discuss with trolls
and shills
so you believe he makes the HDD unreable, deletes random data, "wipes the drive"?
"damage the file system" could be interpreted many ways, but none good
which is what i said above
Why complain to me? Bankrev is just another of the bis tools that will trash your pc. I told them about it, they did nothing about it. This is the result.
I presumed you were asking for specifics, which we don't have
he's clearly talking about damage to the actual system
he could be lying but that would hardly be better
bankrev like other BI tools has bugs
i can't test it because i can't run a windows vm on my laptop
they have caused issues before
so what he says is true
you read from his words that he is abusing their bugs
if that is true, is yet to be seen
BI tools, like the engine surely have many vulns that can be abused very badly
that's not an excuse
do you really expect game companies to really care about that
it is not
you assume one thing based of his words, i assume something else
so its a guessing game as long as he clarifies or someone tests
I mean, you can only take him at his word
to be honest though i would feel uncomfortable running software that is written by someone who's talking about waging war against BI and using language like "i will keep retaliating", especially when closed source.
i take him based on his past work, behavior and merit
I mean, I think the obfuscation thing was silly, and that past work puts him on track for what he says in my opinion
(also making it opt-out....)
his source was open for like 10+ years
everyone is free to have an opinion about obfuscation; as i said in public before i also dont think its a good idea; especially for mods
to me thats a separate topic though
also its offered by other ppl and means too
as for BI protecting their work with EBO vs denying the community to do so, by other means, is double standards to some extent
i am not convinced that did it on purpose
yet they also didnt react to mikero reaching out to them
and just in case someone did miss that for the context to mikeros words: BI did wipe the p drive data due to a bug during earlier A3 times
and it took them some time to get this fixed
they protect the DLCs, and even then after a while all dlcs got converted to regular pbo
anyway the tool didn't write itself, its mikero abusing a bug in the tools
knowing a bug exists and exploiting it to cause issues to other people's PCs sound like two very different things and the later is probably a felony too
@dawn palm where did DeWrp go? It's no longer listed at https://dev.withsix.com/projects/mikero-pbodll/files.
@vague shard since you're pretty close to him, any ideas? ^^
the copy of DeWrp that I have doesn't work with the latest DePbo.dll / DeOgg.dll π¦
DeWrp subscribers only.. wut?!
Sad :/
The "advanced/specialized" tools are subscriber only
it wasn't 1 or 2 months ago though π¦
well send him a mail to ask if it was removed by mistake
It's awkwardly calm here now ... π
Someone asked Mikero for more details about what he said previously in regards to "damaging the file system", and he said "it creates a very large quantity of crap files in the extracted folder."
I did this by accident once with swiftpbo.
So can someone fill me in, i am a bit lost here. My HDD will be messed up if I keep using BI tools?
huh?
Just saw this all now
no
if someone obfuscates this pbo with the latest, paid only, version of mikeros tools, and you try to unpack it with bankrev (BI tool), it wont work and you will get spammed with files in the extracted folder (see what Pennyworth said)
ah gotcha, and BI is letting that happen? I hate the tool myself, but I feel like thats a little too far
there is nothing BI can really do except for not trying to extract obfuscated pbos again
except for not trying to extract obfuscated pbos again
I dont think you guys will get away with this that easily
What do you mean by that? BI tried to?
oh yes there is a lot BI can do, it's their tools, one would be fixing the exploits, but they have all right to go after mikero for abusing their tools as well
But surely that time would be better spent doing something else...
If it only creates a bunch of garbage files when extracting a pbo (who really cares)
Its not worth the developer time spent on fixing & testing imo
mikero is still exploiting a bug in BankRev with it, and that's a problem
In what way is he exploiting a bug? ... I still don't get it
the only way feasible is this:
his tool creates an unusual pbo/file header
bankrev reads the header and due to bugs or bad design does unexpected/non standard behavior
(it could be also sth else than the file header but thats very unlikely)
tool devs have always used those design limitations/weakness to "protect" pbos - the usage of such to do more than make it unreadable is just unusual and not acceptable to most people's standards
these issues are also probably one of the main reasons why BI is unwilling to open source their tools (next to some license and potential legal issues)
for advanced coders there is very likely tons of vulns in their game engine and their tools
the support for callExtension is yet another level in terms of risk though
I don't get the point of exploiting the bug tho.
it is not really a bug of BankRev. It extract files that are listed in the pbo header. you could say it is a malformed or spammed pbo. But basically it is correct behaviour of BankRev
it sort of reminds of zip bombs
yup. you are not supposed to create broken headers on purpose. that is not a bug of bankrev...
it is not broken. its a bad file format design I guess
They just need to enforce them in the game
and it will be fixed
A-Z chars only in paths etc
all good
this would still allow to fill the pbo with spam files
but the pbo wouldn't be loadable by the game I guess. So no would use it
of course it would still be loadable
a3 doesnt load stuff that is not referenced
so it does not care about spam entries in a pbo
I don't really care if you fill it with spam files.
But mikeros hilariously "obsfucation" relies on duplicating random files and giving them names with forbidden filename text eg '\t\t\t' alike
So what?
Neither is Mikero exploiting stuff, nor have you the right to judge him
Without him many many mods and projects would not exits today. He creates high qualtiy tools which in my eyes are better then any of bis offical ones
He tred to work with bi at this "problem" but they refuse
So please, get to an end of this discussion as 90% of you do not even know the backgrounds, or even used any of the tool ever
Arkensor what you have to keep in mind is this:
- some here are very much against obfuscation and condone mikero for providing that feature
- mikero has made a few debatable changes in his tools some are still very angry about
- at the same time they just come here to complain instead of making reasonable reports or requests in mikeros project space
- some seem to be in a very toxic environment and extend it to this channel
imo its a very poor show, but thats how it is
Agreed
(plus almost no one in here knows the "rich" history between mikero and BI, and the frequent poor behavior or decisions on the side of BI - not that this serves as an excuse, yet without knowing the conext, you cannot get to fair judgement or conclusions)
The sad thing is: Without the constant "stealing"/copying of content -> Obfuscation wouldn't be a topic. Or could anyone of you imagine having your files obfuscated in OFP/Arma/A2? With "Life" came alot of cancerous crap to A3... Those arrogant and disrespectful Persons are to blame.
obfuscation has been around since OFP. the main difference is probably that since DayZ you have a lot more abusive ppl and communities around
haven't heard anything or can't remember it (in that way, we have it now)
to me the sad thing is that the really bad design of the server browser and BI's unwillingness to improve it is one major reason for the stealing of missions
Yep
like its extremely hard to establish a popular game mode
hence ppl are protective and others try to steal to have an easy way
And mostly try to make a quick buck -.-
@elfin oxide i can judge him as much as i want.
When he does dubious things at every turn and then proceeded to bash whoever questions it.
This chat is a unbearable circlejerk.
Malicious exploits aren't exploits and anyone who demonstrates the bs has a hidden agenda. Yeah, right.
to be honest, causing a tool to spit out garbage files is a valid obfuscation method IMO. Stop overreacting and work on your mods. π
(I'd rather see the obfuscation stuff gone but that's not for any of us to decide.. ^^)
I mean, the word obfuscate does not mean "To create large amounts of garbage files"
'obfuscation' - nothing a hex editor cant fix
I dont see a reason for it at all, most people dont use it and those people actually create content in huge ammounts... going nutty with obfusctation is pop with latest infestation of (no)life like creatures in armaverse...
tbh I dislike the idea of advertising PRO tools in a community where NO COMMERCIAL use is a must, why is this allowed I have no idea
non commerical is not a must
in fact many people do payed work for BI, BISim or other companies, or as freelancer
so maybe time to revise your opinion or understanding, rather trying to force it on others
payed work for BI is different then content available for free under games license
the tools used to generate that content are in most ocassions not free but are not subdued to games licensing
Are tools in question based on existing tools and use its technology? Shouldnt they adhere to its NC license?
I am not forcing my opinion I am sharing it. Its up to you to agree or disagree, or even advocate against.
the game license does not matter; the tool license is what counts - if you dont use their tools, you dont break their license either
however BI in general not against commerical use - it only has to work under their conditions and them getting their share
what many people also misunderstood is the policy the BI forum moderator team (and people like foxhound) pushed - which is not the same as the one of BI itself
What policy did they push?
arma modding should remain strictly non commerical
these people are gone since BI decided to go for Steam and following their own goals strictly. even foxhound is no longer around basically
Their reasoning for this was clear?
"its for the good of the community and its been like this always" (NC only)
well to end my chatter on this matter
arma modding should remain strictly non commerical
I tend to agree and live to that, I have no interests beyond that
Appeal to "Open Sourcing" AddonBuilder - posted in ARMA 3 - BI TOOLS - GENERAL: Let me start by saying that I do understand that this is BIS' intellectual property and I only suggest this in order to try to help BIS maintain its toolset by engaging some of the community's helpful members.With all the recent troubles with AddonBuilder a lot of community projects have screeched to a halt. And it would have been ok if there was a quick fix but these problems have been persiste...
maybe we can give this another push
how would they "conflict each other in the inventory"
The items overlap?
So they share the same classnames? Or is it different class names which represent the same irl item
Oh, it's not items, but the actual inventory display
Which two mods do change the inventory display? I don't know any mod that attempts this
something that adds "TAKE ALL", "COMBINE MAGS" and "CLOSE" buttons π
Benargee - Today at 12:00 AM
Oh shit. EBO decryption https://www.youtube.com/watch?v=5juPZhpnR8E
more in #general_chat_arma
I love that he is struggeling with drag and dropping a file inside a folder due to the slow scroll bar.
Will MS ever fix that? How many windows will have to be released?
Β―_(γ)_/Β―
Likely is just that bis will update thier ebo stuff
Maybe they will also acually make pbo have a standard
that be great.
i doubt BI will do anything
APEX is said to be pbo in some weeks/few months anyway
only if it were relevant for DayZ SA, yet this has no modding so far anyway
=> encryption part
its debatable, BI can update headers or whatever and break the ebo's packed with his tools, but to me its double standard by BI. What is the point of locking anything if its binarized already? It will only make people wanting to crack it just to show that they can. Thats what hackers do. Mind you, the hacker being the positive term here not the evil one. Should we be able to protect our content? Do we want that/deserve that? I think we should at least have the option to do it, so if anyone wants he can do it.
Something to think about...
but the bottom line point is that this guy has no interest in modding or Arma, so he will not likely keep anything up to date
binarization is no protection but just optimization
as for "protect" content, this has been debated many times in the BI forum; in the end its openness and modding or neither of it
Well he if does release his tools
Or and if more people start using ebo
more tools to defeat ebo will show up
and said protection will be pointless.
indeed
I'd say the only reason there are more tools to decrypt ebo is due to the fact that bis always does it themself
If PBOs become all obfuscated/encrypted, where ever will most Life servers get their New Content???
how is that connected?
anyone can use obfuscated/encrypted PBOs, no need to steal content out of them like certain people do
well yeah, I thought that's the purpose of encryption π
but the thing is deafult mod license for Arma mods is that they can't do that anyways
yet they do :/
- I totaly ( i mean: 101%) understand obfuscation/decrypt ppl
they do, but that's the reason they are getting shut down
Yo
Anyone got any clue why when using Mikeros Arma3P
And point object builder to arma3 exe it fails to start bulldozer
Gives a steam error
ah figured it out π
arma.exe path with
-buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts
at the end fixes it
Visual Studio Code: SQF Language - Update released and we finally reached over 1k installations π. Fixed all reported/known bugs ( https://forums.bistudio.com/topic/182917-vs-code-sqf-visual-studio-code-sqf-language-release-arma-3-arma-2/?p=3083725 )
worth having a look into it. the intellij plugin just laggs the shit out on large files. Does VS code handle that better?
not really
large files are problematic for all those editors, VS Code, Atom...
those 2 for example are both based on Electron framework, they will never handle large files well
yet not for sublime or notepad++ π
Unless you have talking rpt, if you such big files that you lag then you should reevaluate how you store your code
AllinOne config dumps, thats the biggest issue opening in any text editor. Most of them crash but sublime and notepad++ / I use Atom for the config work but it cant open files bigger than few megs...
^
or when RPT gets bigger because you use file patching instead of restarting the game
talking rpt is another story on its own as you said
i open configs dumps with 50+mil lines with notepad++ no problems
oh okay you meant they open them well, my bad
n++/sublime/vim... etc will all open it fine
we were saying those new electron/intellij editors won't, such as Atom, VS Code...
da.
The ^ asshole message before was not targeted @orchid shadow but some spamming asshole (to avoid a misunderstanding).. ^^
[08:03:02] # Mikero: Free tools update:
latest snapshot of the subscriber's dll is now provided (with obfuscation disabled)
https://dev.withsix.com/projects/mikero-pbodll/files
enjoy```
@dawn palm any idea why pboproject doesn't pack custom files (eg. *.b64, *.aba) when there is an unbinarised model present in the same component? as soon as I remove that model it packs it fine
from what I see from the logs, those custom files are lost when pboproject is copying stuff to a temp location, to binarise the model I assume
for now I solved it by not binarising it, but that also means the model is not binarised
The guy who made an EBO decrypter a while back just released an EBO encrypter.
Source? I've only seen his lame YouTube vid.