#arma3_tools

1 messages ยท Page 14 of 1

pliant lynx
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alright now I start to understand, but like said I never even heard of mikero tools encryption before 5min ago ๐Ÿ˜‰

dawn palm
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it doesn't exist is why.

orchid shadow
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Eh, the protection is pretty pointless anyway.

pliant lynx
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ah beautiful, just when I though this conversation reached its end... mikero throws usual wrench into the picture HEHE ๐Ÿ˜„

dawn palm
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<grin>

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unfortunately snakeman, it's not really helping in the initial quetions about what bis has gone and broken now.

orchid shadow
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They should enforce standards for pbos too.

dawn palm
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Just to cut the noise levels down, i'll reiterate them here:

it appears that 3rd party ebos can no longer be signed correctly

much much much more significant, they've appear to a have broken 'no prefix' addons

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this has consequences for folks making small project pbos. ones not containing lots of folders. No prefix addons don't appear to be able to be signed at all. so it's all down to the genius who changed that particular code in dsSignfile (probably)

orchid shadow
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Missions have no prefix right.

elfin oxide
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missions do not need to get signed, we talk about addons here

orchid shadow
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The previous explanation seemed to imply something else.

native kiln
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What are you doing here @elfin oxide

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Get back to work

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pulls out whip

elfin oxide
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goes back to work crying

dawn palm
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thank you. he's a damn pest with his commonsense.

native kiln
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@dawn palm you and @elfin oxide fit together

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๐Ÿ

orchid shadow
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Considering you edited your response after i posted mine.

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It was not very clear that you were talking about signing the pbo, it sounded more like it was a issue loading them.

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Thus my query makes a lot more sense.

plush shard
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so is dsSignfile creating broken signatures for those files or no at all, or are they not accepted anymore by the game (even existing ones)?

dawn palm
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existing bisign files appear to be ok.

plush shard
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how was the signing of ebos even working - I always expected you had to use the signature of the corresponding pbo?

dawn palm
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you do indeed. you need the unique 20 byte sha as a minimum.

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it;s generating new sigs that seems to be the problem.

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correction: depending on the method of encryption a sha isn't required (vbs use non-sha encryption,) and i assume bis 'simply' encoded the entire pbo (past tense). they've moved goalposts, * I think*.

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I don't have an axe to grind here, i'm not interested in ebo. I just want it confirmed that these two items won't, now, produce usable bisigns and adjust my own tools accordingly.

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If my users can no longer produce no prefix addons , i need to do something about that.

glossy inlet
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They made some fix in the bisign algo thingy. Someone reported a bug and Dwarden said they'll roll that fix back. Could very well be that that bug was connected to pbos without prefix. They rolled it back in Game but not in the Tools.

dawn palm
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nice info. thanx dedmen

glossy inlet
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in #perf_prof_branch

Ryeng - 03/10/2017
Same over here. Data verfication failed. Both server and client running v20.
Dwarden - 03/10/2017
ok @ Valthos @ ElmoBlatch @ PabstMirror @ Ryeng ... narrowed this to 3D editor missions guess we need revert of the sig crash fix until figured out
vague shard
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@dawn palm no problems here and i am fairly certain we have some no prefix pbos

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i would ask for the contrary - where is a sample of a no prefix pbo making problems

dawn palm
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thanx kju

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i actually thought it was your ifa mod that was having problems.

vague shard
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thats news to me

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BI only broke something with -checkSignatures and bikeys not in A3\keys

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thats completely unrelated to prefix or none though

dawn palm
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unrelated or not, aren;t you having trouble with no prefix addons?

vague shard
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not that i am aware of

stoic lava
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Is this chat dedicated only to third party tools? where to ask questions about BIS Tools?

dawn palm
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it is called tool MAKERS

narrow bough
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BIS Tools you can use forums, there is whole section for them

stoic lava
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ok, @dawn palm since your tools page is offline, I have to stick with BIS Tools, and I have not found better place to ask

dawn palm
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Arma3P updated (again!) to account for potential incompatibility with Win10 (thank you kju)

also swallowed kju's advice and no longer extract 'useless' layer pbos ๐Ÿ˜Ž

narrow bough
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nice

stoic lava
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@dawn palm it leads me to dev-heaven page, which is offered for me for sale of $530

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finally it opened! thanks!

stoic lava
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arma3p required some fix as well to get working

dawn palm
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thank you for that feedback. the forum topic has been updated.

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more info please re arma3p

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(I reckon that simple bat file hates me)

dawn palm
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shiny new maverick updater for those of you subscribed to same. Thank you Optix

buoyant compass
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very shiny

narrow bough
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I still havent got my welcome/verification mail

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and its not in my spambox

dawn palm
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you'd have to ask optix/arkensor about that.i I don't think anyone does. There's a ticket area on the maverick website but buggered if i can find it.

elfin oxide
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I we do not send any confirmation mails etc atm. If you log in and see the download section and not the purchase button everything worked out for you. We will be sending such mails in the future though

scenic canopy
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@dawn palm would it be too much to ask for a silent parameter or so for arma3p that just runs and extracts to p:/some specified drive like the other tools? it's a bit tiresome to editing after every update for our headless servers ๐Ÿ˜ƒ

pearl beacon
woeful cliff
dawn palm
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my god, that would be annoying dahlgren. i'll either provide a cmd line /s or a silent=no at the top of the file, next release. i prefer the latter so that a noob can't avoid fixing his errors.

vague shard
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@MulleDK19#3770 very happy ๐ŸŒž

scenic canopy
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@dawn palm โค

versed kernel
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pboProjects -Islands command line parameter does not work?


unknown option: 'Islands=p:\ca,p:\test'
Command line parms are bad. See documenation for syntax
press the any key

(pboProject 1.94.6.4)

dawn palm
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looking....

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I'll correct the documentation later. island paths are no longer necessary and were dropped. pboPro determines the land classes itself.

versed kernel
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I needed to set that option (at least in the free tools) for my project to build successfully.

smoky halo
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if you find bugs pls let me know ๐Ÿ˜ƒ

dawn palm
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@versed kernel. the free tools will use whatever has been saved in the registry from the last gui session. eg, provide them via setup->

versed kernel
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I know, but I need to set it in batch mode

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(Jenkins). I know how to edit registry values from cli, but then I cant run multiple jobs at the same time

dawn palm
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I have no plans to update the free tools anytime soon.

versed kernel
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I just subscibed ๐Ÿ˜‰

dawn palm
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in which case, you won't need paths at all.

versed kernel
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still need it unfortunately

dawn palm
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they are only used for bis binarse to develop land classes. Now, I do it instead.

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The have no other purpose.

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I no longer 'permit' binarise to wander all over the Pdrive.

pliant lynx
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OfotViking: all the terrains I have binarized with pboproject, I have had no use for this "islands" setting, I dont even know what it does.

dawn palm
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your subsriber version 'does' what binarise tries todo, but frequently fails, and as frequently, crashes to desktop.

specifically, it forces binarise to bake land_NameOfp3d into the wrp..

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any p3d with geolod class=house must have a corresponding land class config to go with it.

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if allowed to, binarise serches all over the Pdrive in a desperate hunt for a config.cpp containing that class.

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It causes the most pernicous of all bis errors. it will crash to desktop if ANY config, any config at all any\where contains errors.

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And you have a snowball in hell's chance of discovering which one that might be.

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It can be a piece-of-shit config that you've tucked away in my\unused\folder to fix later.

binarise unerringly finds it.

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when you've torn your hair out, smashed three keyboards and drowned a mouse. you find the problem and carry on. Only to find out IN GAME that binarise could not FIND a land class so it ignored the problem.

Your doors wont open and windows can't without a land class baked into a wrp..

3 more keyboards and two mice later, you become a subscriber and the problems go away. forever.

wide cedar
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@dawn palm do you happen to know if binarise allows macros inside include paths?

dawn palm
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in the "filename.itself" I doubt it.

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no no it can't

wide cedar
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cool. then i can just resolve includes myself and then hand the result to cpp

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i'm not dealing with all that crap anymore

dawn palm
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i merge 'em all and don't actually store hpp/h in the pbo (unless told to)

wide cedar
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well i wrote my own preprocessor and it keeps fucking up in weird edge cases and the thing is a mess anyways

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so i'm throwing it all out and figuring out a way to use gcc's (even though i'm not sure how to yet)

dawn palm
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your code is quality stuff. i would not blame you.

wide cedar
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that way they handle the error reporting too, which is really good, especially since 6.x

dawn palm
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BUT if you're dealing with mission.sqm , you need a dozen goats.

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sorry, i meant desc.ext

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there are at least five different relative addresses that bis use for desc.ext includes.

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depends if it's a campaign, and depends what they break.

wide cedar
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i'll cross that bridge when i get to it, now i need to figure out how to properly include gcc's libcpp without breaking everything on windows

dawn palm
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lower case is the holy grail for me.

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I have had no problems with linux at all except case.

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correction. killswitch has had no problems <grin>

wide cedar
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most of the fixes i had to make to projects when testing building on linux were case changes

dawn palm
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yes indeed.

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and of/course/this/

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fortunately the vc compiler 'understands' above.

wide cedar
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it's especially maddening when there are two versions of the same folder (like UI and ui), which git seperates, but on windows no one notices because it just merges them

dawn palm
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ouch

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welcome to hell.

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I of course, refuse to let git occur anyhwere on my island. svn all the way.

wide cedar
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๐Ÿ˜ฌ

dawn palm
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all git traffic is blocked.

karmic niche
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Why use svn? Isn't CVS enough for your needs? ๐Ÿ˜‰

dawn palm
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haaaaaaaaaaaaaaaaaaaaaaaaaaaa

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@wide cedar the only thing linxu/versus windoze you must pay attention to, and especially with bis, is filenames. They must be utf16le for windoze, and they must be utf8 for the penguin. I have trap exceptions for all file calls that convert<>one way to the other.

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It's sounds logical but you'll rue the day you let fopen("fred",....); out the door. It will come back and bite you.

nocturne basin
pearl beacon
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christ, how can you live with SVN

woeful cliff
dawn palm
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git develepment was funded by micro$oft because they couldn't make money from svn. But if you believe in the tooth fairy, they did it because they like you. Like any crime, look for the motive. We now have githubs and cloud servers and all manner of marvellous money making ventures. They are actually useful. but the underlying protocol s worse than dogshit.

wind elm
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but it works

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=}

dawn palm
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yep

pearl beacon
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Microsoft funded git?

dawn palm
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in the meantime so does svn, and it's around 50% svn/git. that will change as git takes over.

pearl beacon
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Git already took over

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at least majorly in open-source, can't really say much about closed-source stuff if you don't know what is there

karmic niche
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git develepment was funded by micro$oft (...)
Errr... so what? Windows development was funded by micro$oft as well and I don't see you criticising 99% of Arma players for using that OS :).

Git works okay. It allows branching and merging much better than svn (at least used to) and that's why it's great to me.

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And the distributed nature of it, while it requires you to clone the entire repo in order to start working on it really does wonders if you don't want to connect to the remote server every time you want to perform an action that actually matters

glossy inlet
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Wasn't MS starting on doing some new Git stuff? searching for it

pearl beacon
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I am not sure where the information that MS funded git came from

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MS was not even touching Git since just a few years ago, were they?

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in terms of adding support and whatnot

vague shard
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@woeful cliff looking good. out of interest how do you make it run/check the same fps/cycle time/speed as it does in arma - or do you get events from Arma essentially?

woeful cliff
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uh, check the same cycle speed?

vague shard
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is this that reliable? nice

woeful cliff
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@vague shard I don't understand your question

vague shard
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if you have something checked per frame, you need to read out fps, dont you? and then sync exactly

woeful cliff
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@vague shard I don't. I hook into the game's script execution directly. The game doesn't continue execution until it gets a go from my debugger. The visualization is essentially an automatic stepping feature of my debugger

vague shard
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i see. thats cool ๐Ÿ˜ƒ

orchid shadow
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lol

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git funded by MS

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What dogshit right there

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I mean it was Linus Torvalds who wrote , same guy who wrote hte linux kernal...

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And if i remembered he wrote it becasue the tools they used were abandon or were made to cost money or something.

pliant lynx
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heh indeed.

scenic canopy
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they had to switch from BitKeeper since they revoked Linux free licenses after they reversed the protocol

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microsoft's product manager for TFS shifted focus to git after releasing TFS 2012, announcing that both TFS and VS would start supporting git features and contributing support for windows to core git libraries such as libgit2

orchid shadow
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So bottom line mikero little rant is hilariously wrong in so many ways.

scenic canopy
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well, they are funding a lot of git development so it's not wrong

orchid shadow
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Well what gigantic tech companies are not funding git related stuff?

scenic canopy
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well, facebook switched to mercurial

wind elm
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Hmm, its still not wrong, what Mikero wrote, tbh.

orchid shadow
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I'm still not sure that windows funding git is anyway some kind of conspiracy because windows couldn't make money from SVN

wind elm
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I would wonder if not.

orchid shadow
wind elm
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Because:
They can.

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I mean, why does Google has his Hands in Independent cars?

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Because they can.

orchid shadow
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From what i understand they helped write libgit for windows since they wanted to implment it into TFS.

wind elm
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Microsoft ยฏ_(ใƒ„)_/ยฏ

scenic canopy
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git existed for windows before microsoft started pouring resources into it

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it's just better integrated into visual studio now as a first class source repository like TFS

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they also offer hosted git through TFS

orchid shadow
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Sure it did.

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And once again we come back to the thing that mikero statement is pure bullshit.

wind elm
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Wich?

orchid shadow
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mikero: git develepment was funded by micro$oft because they couldn't make money from svn. But if you believe in the tooth fairy, they did it because they like you. Like any crime, look for the motive. We now have githubs and cloud servers and all manner of marvellous money making ventures. They are actually useful. but the underlying protocol s worse than dogshit.(รคndrad)
dawn palm
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He can make himself look silly without your help Dscha. Do what most do, and ignore him.

orchid shadow
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Right.

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Thats one way to go. :)

vague shard
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what was the tool again to catch arma rpt/log output? (some old windows 3rd party tool)

dawn palm
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why would you need one Q? if the rpt's being written anyway? or are you trying to get at the rpt, not the folder of rpts?

pearl beacon
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Thank you head for making clear I am not not completely wrong about git history :p

hallow rapids
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@vague shard baretails?

vague shard
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@dawn palm can be useful to have a window next to the arma one showing the incoming spam (that one i am searching for had some filters ofc too)

dawn palm
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ah a ha!

vague shard
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@hallow rapids BareTail looks at least similar. ty

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there are a couple of rpt viewers, but these are all file based instead of stderr or to whatever the game streams it to

dawn palm
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@vague shard. if you're thinking arma2, it only had to keep looking at THE rpt. now there's a different one, each game start. Am guessing what you want, isnt avail.

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no reason why not, it just has to monitor for create( any .rpt) and go from there.

orchid shadow
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@pearl beacon ๐Ÿ‘๐Ÿฟ

hallow rapids
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@vague shard try SnakeTail instead, it's able to monitor the folder for new files and automatically replaces the old with the new file

nocturne basin
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Not long @vague shard and that can be done within arma.studio

pearl beacon
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what editor are you using, there is a high chance there is already some plugin for it ๐Ÿ˜›

glossy inlet
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I'm using baretails If I need to watch RPT. But I very rarely need that :x The game doesn't stream much to stderr or stdout

pearl beacon
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I use my Sublime plugin ๐Ÿ˜›

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combined with AutoRefresh

sick verge
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@vague shard SQDev has a built in RPT-Viewer ๐Ÿ˜‰

vague shard
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thanks for the suggestions everyone. does any of these have regex based filtering?
(its not so much for myself, yet for our less technical team members)

sick verge
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You mean searching for a Regex?

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If so SQDev does support it ๐Ÿ˜ƒ

glossy inlet
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My Server Management tool has Regex based filtering ๐Ÿ˜„ But you can't view RPT with that

sick verge
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xD

thorn hawk
native kiln
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@thorn hawk Restart server over RCon?

thorn hawk
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Yeah, was the first attempt by my collegue helping out... As I want the RCon feature to be optional for people just using the schedule I already got a branch here that sends a graceful sigterm to arma

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The whole Go Conformity is also very bad yet, but I had too much to do getting the rcon connection working... Such documentation, such a good protocol ๐Ÿ˜›

smoky halo
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BE Rcon is not good protocol ;P

thorn hawk
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Couldn't agree more

smoky halo
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Doesn't respond to PING commands, doesn't complain when it receives packets outof order just silently ignores them.
Although you could keep sending the same packet number last i messed around with it, to avoid the outof order issue (just had the odd sideeffect)

It really should just be a TCP Protocol, not like there will be many rcon connections at once (i.e not much overhead).

thorn hawk
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Thats why we are trying to offer a nice and extensible REST API with one of the future versions...
The most 'fun' thing I had while building the rcon lib was when i wanted to build reconnects... If the Server is up to fast (meaning in the start up process) it responds to the udp socket with timeouts and not with connection refused messages... This means that the udp socket is thinking "Hey all is fine, it's UDP he just has nothing to talk" but in fact the connection is dead and when the server is fully up both ignore eachother....
The so called workaround is now to count keepalive packets and received ack packes (0 data) and when a certain mismatch is reached the udp does a reconnect... Took me way too long to find this...

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I could tell you a udp joke, but you might not get it...

smoky halo
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Looks nice, i would recommend an quick guide for users how to get it run windows + linux. Then throw up a forum post on arma forums

scenic berry
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thats a bad joke ๐Ÿ˜›

thorn hawk
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Yeah, but first I want to fix some last issues... Had one test session with a server yesterday and on windows it somehow messed up starting the mods (ignoring that my guess is their server was messed up) and I also still need some better approach for streaming the events and chats to the console...
But yes post and manual are wip... The Build Server is also building a debian package and pushing it to a repo so the setup on linux is no more than an apt install

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@scenic berry yeah, this whole thing made me google same more bad udp jokes ๐Ÿ˜› But sadly we needed a working rcon interface to proceede with our BanList Project :/

nocturne basin
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Ban list project?

thorn hawk
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One of the projects we are working on is a more sophisticated and state of the art platform for multi game ban and whitelist management. There is a german project which is implemented very bad and very disliked for its politics and so on but we aim for a better and more community driven solution

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Imagine it as a server management interface with the ability to share and import bans from others based on a nice query language

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The dream of a self regulating system where no single instance is deciding who is good or bad

scenic berry
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haha ๐Ÿ˜› dont trust arma ๐Ÿ˜„

thorn hawk
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Games in focus are minecraft, gmod, some wip games that are in discussions with the developers and of course arma/dayz

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I never did ๐Ÿ˜ just dreams and visions

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oh and #recruiting ๐Ÿ˜‰

karmic niche
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Will you have some kind of server reputation system so that a bad admin that is having a bad day and banning everyone on his server doesn't impact those players on all the other servers?

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Bad admin or a hijacked admin account

sick verge
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I think ppl should only get the "global ban status" when they are banned on two independent server...

karmic niche
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Easy. Just run 2 servers and ban everyone on both of your servers ๐Ÿ˜ƒ

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Independent? Okay, I can buy a cheap VM somewhere for 3eur/month just for the sake of "confirming" my bans

sick verge
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Maybe checking the steamID of the admin as well?

thorn hawk
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Nope, no global status... There are BanLists and you could import from them via a query language, we plan one global list where verified server can add but the system is you got your list and ban, if some other server makes his list public you can include it... Servers may also colaborate on lists but we don't want one central system deciding who is banned everywhere... We also got a "revision" system in our plan where players can 'fight' their bans and use the platform to discuss their bans etc... as is said, community driven

karmic niche
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But then, when you have 1000 of servers in your um... community (?), you can't whitelist or blacklist every admin manually. You need to have an autmatic reputation system

sick verge
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Seems legit ^^

scenic berry
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imo shared ban lists across communities dont work. Different communities have different rules and a ban on one doesnt mean ban on another. And then theres the "bad admin bans" and the management needed to lift these bans,

thorn hawk
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I just tried to describe the system in here, but it exceeded a reasonable message length...
But for the rules problem... This system is thought for hackers, script kiddies, cheating etc... and one dedicated section for stream snipers... but if a ban is about a certain rule break it should remain server internal (non published).
Of course there are always bad admin decissions etc... this is why there is a server/banlist verifiaction level... Servers need to ensure certain things before reaching certain levels and of course bans, servers and players can be rated by both others and an internal system doing risk analysis etc...
Meaning banlist imports usually only import bans based on a certain "quality rating" and if there is a server very badly rated with bans not true or not following the rules it might not be imported into other lists

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and as I said, a player is always able to fight his ban, discuss it with admins and also open a ticket through this process if no solution is found

vague shard
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who was using again Jenkins for arma projects - ACE, RHS(?) - anyone else?

pearl beacon
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ACRE

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ACE doesn't

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it'll all be a lot easier when armake is done...

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don't even need jenkins then, travis will be enough ๐Ÿ˜›

nocturne basin
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loads of tools
all together we can create great things

scenic canopy
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we're using Jenkins for SFP (Swedish Forces Pack); linting, packing and in game tests

pearl beacon
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That's mostly just config though, right?

scenic canopy
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configs, islands, lots and lots of models, a bunch of scripts

pearl beacon
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Yeah

scenic canopy
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armake has a lot of potential

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a decent PAA tool that works on non Windows platforms is really nice to have for starters

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or as a library for other tools

dawn palm
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+1

scenic canopy
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there are a lot of different tools today but not that many libraries to use

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so the fact that armake is open source is really nice

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and as it's written in C it should be quite easy to use as a library if you're creating a tool, regardless of what languages or frameworks being used

dawn palm
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for 8 years my dll and it's source code was freely available on dev-heaven. So there's no argument here.

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The manw contest changed all that, and a3lifers re-inforced it.

scenic canopy
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yeah, I still find references to it sometimes ๐Ÿ˜„

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would've been nice to have the derapify functionality for my virtual pbo fs, haven't tried to interface the dll files directly yet

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but the performance is not good enough yet for our build server usage anyway so I'm not puting that much effort into it

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but it's quite nice not having to unpack all arma 3 data every time arma 3 dev changes for local development ๐Ÿ˜„

dawn palm
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i can provide you the api to hook into the dll any time you want it. free/subscriber compatible.

scenic canopy
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I might take you up on that offer some day ๐Ÿ˜‰

glossy inlet
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I still have a copy of mikeros tools source from back then :3 That stuff get's rare with time

dawn palm
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fyi it's not strictly true to refer to paa, it's paX. paa, and pac are treated identically by texview (and binarise) _except pac indexes which can only occur in pac. They are seldom used but exist. Pedantic yes, but tga->paa isn't the end game.

scenic canopy
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yeah, lots of pac files when dealing with ofp

dawn palm
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it wouldn't matter muchly. but .pac is the defautl extension for textures.

smoky halo
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what is default in that context?

dawn palm
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thingy=\some\file;

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all files in configs eg have default extensions. wss for sound pac for textures p3d for models

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which is where you get interesting ingame errrors such as can't findi sound..wss.wss because the engine assumes you've left off the extension so adds it.

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ditto texture.paa.pac

#

the original and stil used file handler was a one stop shop, all file reqeusts went thru it, thus all files were compressible, all paramfile text was automatically binarised (if not binarised), all extensions had defaults applied to them. over time, the devs have short-circuited this mechanism, opening files directly. Thus you get mission.sqms that can't be binarised if in an addon, but work fine in mission pbo's because they still use the universal handler.

smoky halo
#

i c

#

I think pac and paa was there ofp mechanism for textures with and w/o alpha

#

I assume that a stands for alpha and c for color

#

nowadays we have _ca, _co and a lot more

wind elm
#

Yeah, as you mentioned it..

dawn palm
#

we agreed on tht when we both analyzed pax for 'can't remember name'. you wrote most of the biki. well the parts which were right, anyway.

smoky halo
#

in the source code a paa just sets IsAlpha property to true. otherwise there is no difference afaict

dawn palm
#

agreed. and the pac extension itself can contain the above content regardless.

#

eg simple rename, 'works' the same.

#

but _ca, co etc wouldn't be relevant to this. that's a function of the text table in tools\some\where (the thing that defines how to construct nohq eg)

smoky halo
#

true

wide cedar
#

i think a lot of that kind of baggage can be discarded

#

i haven't seen someone use a pac in a project ever

wind elm
#

We (AEF - 2004) used one .pac ๐Ÿ˜„

#

Rest was .paa

#

(Yeah, i just downloaded the old files, to check it)

smoky halo
#

yeah, BIS source code has a lot of old baggage to carry

dawn palm
#

for generating new paX yes, it could be ignored, but backward compatibility is important to me, and there's that odd quirk of default fle extension which doesn't matter muchly.

wide cedar
#

that's true, decoders should ideally support all possible format variations

dawn palm
#

we had zero choice in the matter when creating cwr1 & 2

wide cedar
#

i'll probably wait with implementing more image codecs in my paa decoder until someone complains :p

dawn palm
#

haaaaaaaaaaaaaaaaaaaaaaaa

smoky halo
#

complain

#

I want to have palette encoding ๐Ÿ˜„

dawn palm
#

i want to come and live on the same planet as you, with NO complaints starting with' why doesn't it work', followed by your tool is ratshit.

scenic canopy
#

๐Ÿ˜ƒ

wide cedar
#

that's where the beauty of open source comes in. just tell them to make a pull request ๐Ÿ˜‰

dawn palm
#

so they can fix it themselves....

scenic canopy
#

I guess that also depends if you want people to use your tool too ๐Ÿ˜„

dawn palm
#

I sure as hell wish some people didn't.

scenic canopy
#

well, that might get rid of naggers, that's true ๐Ÿ˜„

dawn palm
#

yeah, i've black listed tim dittmar, who shall remain nameless, but he finds ways round that.

#

the bugger keeps finding 'undocumented features'

#

and his sense of humor is awful. he keeps pasting me c# code, knowing full well, i can't read it.

wind elm
#

๐Ÿคฆ

dawn palm
#

I blame his mother.

smoky halo
#

๐Ÿ˜ถ

#

get glasses ๐Ÿ˜›

dawn palm
#

๐Ÿ˜Ž there!

smoky halo
#

๐Ÿ˜‚

#

mike, do you still offer model.cfg extraction?

#

from odol

dawn palm
#

yes. it's "there" in eliteness subscriber and free

smoky halo
#

k

dawn palm
#
  • dep3d -Es or -Em
smoky halo
#

want to check the quality ๐Ÿ˜ˆ

dawn palm
#

shit

smoky halo
#

you do not do CfgModels?

dawn palm
#

can't imagine why you think that i don't

smoky halo
#

or only if there are anims?

dawn palm
#

if there's no skeleton, there is no cfgModels

#

there are no bones to animate.

smoky halo
#

i looked at a model with bines but no anims. that's why I did not get CfgModels

#

but I still get CfgSkeletons if there is nothing so...inconsistent!

#

๐Ÿ˜›

dawn palm
#

not in the subscriber version. no skeleton = no cfgSkeleton

smoky halo
#

mkay

dawn palm
#

bridges eg, can have a skeleton, but typically no cfgModel class (Planck or Mondkalb's bridges eg) (lights)

smoky halo
#

how does it get baked in then? CfgModels contains the p3d name

#

I mean I know a way but do you? ^^

dawn palm
#

class NameOfModel
{
// nada
};

#

class cwr3_most_stred30
{
sectionsInherit="";
skeletonName = "cwr3_Noe_bridge_skeleton";
sections[] = {};
class Animations {};
};

#

.. and typically in a config.cpp
class Destruction
{
animations[]=
{
{THIS_PBO\rtms\most_pad_01.rtm,0.2,17},
{THIS_PBO\rtms\most_pad_02.rtm,0.2,17},
{THIS_PBO\rtms\most_pad_03.rtm,0.2,17},
{THIS_PBO\rtms\most_pad_04.rtm,0.2,17},
{THIS_PBO\rtms\most_pad_05.rtm,0.2,17}
};
};

scenic canopy
thorn hawk
#

Any one familiar with these little web injection fu***rs
Looks like we might need to build a solution against this before they get online...

smoky halo
#

That method of hack been online for abit already. If you look at thier twitter feed, it appears BE already been banning people using it

glossy inlet
#

I also got reports of people using that getting banned

elfin oxide
#

Be has been banning them, Bi knows about it since its frist day of launch. There is nothing to take care of on our side anyway. Networking is way out of our hands. Also posting a link to their website is a nice promotion for them. @thorn hawk >.>

#

But if someone has problems with them ,just get anything to detect vpns, there are apis for it and tools to block them off. That beats its user afaik

thorn hawk
#

I wouldn't say it is completely out of our hands, i could think of several aproaches to fight this... As you said detection mechanisms that are already out there and talked about in several scientific papers...
The thing I want to say, if we want to mess with these people we got to find good solutions that can be easily used and distributed to others...
A community solution, OpenSource and built in collaboration at best.

fallen stone
#

It seems the popular web injector at the moment is detected, and moving over to a private cheat

#

Two detections in two weeks. Didn't last long

nocturne basin
#

web injector?

#

ArmA + webinjector Oo

#

anything i missed?

thorn hawk
#

Yeah, I was surprised too but somebody just told me about that and I needed to ask if somebody is already on this... Couldn't think of BE Detection (sorry guys ๐Ÿ˜› )

native kiln
#

i hope bastian has a yearly subscription for dankhax

#

๐Ÿ˜„

rotund rampart
hallow rapids
#

nice ๐Ÿ˜ƒ

#

needs a screenshot though

rotund rampart
#

You're absolutely right

dawn palm
#

very nice initiative. sorely needed.

orchid shadow
#

@rotund rampart nice work

#

Reminds me that i need to do that update for swifty

rotund rampart
#

And there it is

ornate wasp
glossy inlet
#

That's what debuggers are for...

native kiln
#

What's that project you're working on?

smoky halo
#

Weird question, but has anyone made a program for making dialogs ?

wind elm
#

Editor -> Esc -> GUI Editor -> gl hf

#

Externals, no clue. @nocturne basin started doing one, but abandoned it.

nocturne basin
#

Not abandoned @wind elm
That is what arma.studio actually evolved from

#

Was supposed to get the new version

#

But cleaned up

smoky halo
#

@scenic canopy ohh this is spicy

wind elm
#
Is it possible to open Altis life Hpp in this tool?```
lulz
dawn palm
#

update to subscriber dll

nice little fix to variants of $pboPrefix$.txt You use this file to bake more properties into the pbo (and it's the only way you can make a genuine arma 3 pbo).

credit: vipermaul

woeful cliff
orchid shadow
#

Man you really need to stop teaasing thnis shit and release it ;D

wide cedar
#

does it have a vim mode? :p

vague shard
#

HTC Vive - ReVive - Robo Recall

#

from his YT

pearl beacon
#

pretty nice gameplay too ๐Ÿ˜›

vague shard
#

doesnt help with his productivity i guess

woeful cliff
#

@vague shard Actually, it does

#

@wide cedar Vim mode?

wide cedar
#

i was being facetious, but i was referring to something like evil mode in emacs or any of the various plugins for eclipse, that allow you to use vi(m) controls to edit text

sick verge
#

@woeful cliff Is this a different program than the "ArmA.studio" X39 is developing?

karmic niche
#

Yes

sick verge
#

Okay... I was a little confused because of the name xD

karmic niche
#

I realize you can't always merge two programs into one but it's still sad to see two people working on roughly the same thing... separately

sick verge
#

Yeah true that

#

Generally there are way too many seperate attempts to achieve this (me included)

#

Would be awesome if we all could work together on that

#

But the problem is that there is no universal way to specify the functionality so it will work in every environment (either as a plugin or Stand-alone) so as everyone prefers a different editor everyone has to code it himself...

glossy inlet
#

I also don't really like the decision to name our project almost the same as one already existing but not my decision. I'd also prefer there to be one universal tool.
And Arma Studio is aiming to be that tool. Either X39's or MulleDK19's. But I was waiting for over a year for ARMA STUDIO 2016 to get released and usable.
As I found out that I and X39 could build the same and make it open-source and available within a few weeks I didn't want to wait any longer.

Additonally when we started with ArmA.Studio MulleDK19 has been quiet for about a year and no trace that ARMA STUDIO 2016 was still in development.

hallow rapids
#

ahh that explains things.. was quite confused that there weren't any commits by MulleDK19 on X39's repo yet he was showing all kinds of stuff ๐Ÿ˜›

vague shard
#

from A3 tools settings.ini

; Use the diagnostic executable to install Buldozer? (development branch of the game only)
P_DriveDiagExe=0

did anyone check if using the diag.exe has any relevance for Buldozer?

smoky halo
#

didn't load for me sadly...

#

otherwise it could have some neat tools

woeful cliff
#

@orchid shadow It's not ready for the public just yet

orchid shadow
#

Teaseing

meager falcon
#

ohh my... why does callExtension stringify strings once more -.-'

smoky halo
#

?

native kiln
#

@meager falcon But it doesn't

smoky halo
#

I assume you mean str esacping quotations.

meager falcon
#

the args array of the new syntax gets aditional quotations if a string is in there

#

the quotation marks are escaped and added just like str(_string) does

dawn palm
#

i don't know much about sqf but it would make sense to me if

hello "there" widget

gets transformed to

"hello ""there"" widget"

or alternatively

"hello 'there' widget"

meager falcon
#

no its just "init" gets ""init""

#

and stuff like that

dawn palm
#

which (in my understanding) is fair enough. you are quoting quotes

meager falcon
#

and this makes no sense due to the args are listed in an array

dawn palm
#

ok. i follow that too.

meager falcon
#

I mean, if you get a quoted string this would be all fine (as you already said), but yeah.. this just adds "" around each string

dawn palm
#

the purpose of doing so is to prevent a "label" being misinterpreted by a #define, or alternatively as a command.

#

again, in my ignorance, i would say that "init" itself is wrong to start with.

meager falcon
#

just an example

#

dunno if you got that wrong, its:
_string = "1234";
callExt ["blah",[_string]] ;

cout << args[0] will return: "1234" instead of just 1234

#

and thats not because it suddenly gets a number

#

its the very same string, just always wrapped in extra ""

#

I would assume (since that the behavious of str) the args are just str(args) delete "[" and "]" then splitstring ","

#

well, I'll just go with the old syntax

dawn palm
#

i hope you meant args[1] ๐Ÿ˜Ž

smoky halo
#

callExt ["blah","1234",1234] ;
args[0] should be "blah"
args[1] should be "1234"
args[2] should be 1234

Aleast that how it should work ;P
But i have avoided it for now

dawn palm
#

they will indeed be as described above, it's a question here of how cout<< behaves. and it's behaving literallly.

#

there are only three types of var in the bis world, a numeric value, a string , or an array name

#

1234 gets parsed and stored as a numeric for subsequent processing. all others are text, and quotes ensure, text

#

#define blah 98765
callExt ["blah".... ensures that define is never 'seen'

glossy inlet
#

Problem is there would be no other way to distinguish between strings and numbers if you would remove the quotes. So the quotes are required. I see your problem. I would also prefer it without the quotes as in the end you don't want the quotes anyway. But BI has decided to implement such a "simple" system instead of passing a variable type and a generic pointer like

struct {
    enum {
        string, number,isThereEvenAnythingElse
    } type;
    union {
        const char* string;
        float number;
    } value;
}

Which I would have preferred but it's too late now.

woeful cliff
#

Added a simple obfuscation button. 'cause why not? lol

original:

_a = (1+2+3+4+5);
_b = (5+4+3+2+1);
_c = _a + _b;
_d = str _c;
hint _d;```

obfuscated:
```sqf
_ca1={3}else{4};
_ca2={5}else{"TROLLOLOLOLOLOLOLOL"};
_ca0={1}else{2};
_ = (call{call{call{call{(call (_ca0 select 0)) + (call (_ca0 select 1))} + (call (_ca1 select 0))} + (call (_ca1 select 1))} + (call (_ca2 select 0))});
__ = (call{call{call{call{(call (_ca2 select 0)) + (call (_ca1 select 1))} + (call (_ca1 select 0))} + (call (_ca0 select 1))} + (call (_ca0 select 0))});
___ = call{_ + __};
____ = call{ str ___};
call{ hint ____};```
glossy inlet
#

I prefer Mikeros PBO obfuscation.. It atleast doesn't kill performance

woeful cliff
#

Well, clearly, it's not meant for performance

native kiln
#

@woeful cliff Just say it increases performance by -20%

#

and everyone will think thats good

dawn palm
#

haaaaaaaaaaaaaaaaaaaaaaaaa

#

no other way to distinguish between strings and numbers

it gets far far better than that.

"text" defeats all subsequent processing (parsing). consequently

say player
and
say str(player)

are two different animals

i've discounted _variables and introduced str() to illustrate it's value

#

the reason why "hello ""this"" world" looks so strange to the eye, is the bis parser treats it as three separate chunks, (in this case, text)

"hello " // do not alter +
"this" // do not alter +
" world" // do not alter

note above, that the double rabbits ears ("") dissapear and make much more contextual sense.

meager falcon
#

@dawn palm nah thats not the right syntax

#

the new syntax would be:

string1 callExtension [string2,array]

where string2 is the function param
and array is really an array of anything which get converted to strings

#

string2 and array are then available in the extension by
const char *function, const char **args
which is why I referred to args[0]

dawn palm
#

ok.

meager falcon
#

so if array looks like this: ["1234"], in the extension you will get this [""1234""]

dawn palm
#

oh wow

#

ouch

meager falcon
#

or in general
so if array looks like this: [anything1,anything2,anything3], in the extension you will get this [str anything1, str anything2, str anything3] (in terms of sqf)

#

sorry for my kinda unclear explaination above

dawn palm
#

well it was me misinterpreting where you were at.

meager falcon
#

no problem

#

however, since this adds the need for checking each param for "" in the start/end, it kinda ruins the gains in the first place ^^

dawn palm
#

my opinion, for what it's worth is if the array element itself contains ""anything"" it's plain wrong.

meager falcon
#

well the conversion to strings would be easy enough, dunno why the made this autoconversion

#

they could have just stated array of strings

dawn palm
#

a passed value into a c call should be raw data. it's up to c, to handle it how it wants.

meager falcon
#

I assume everyone who works directly with extensions to be smart enough to get this

dawn palm
#

ahhh yes, ok.

#

the declaration is (char * , char *)

#

but really that seems dumb to be, it would make sense to be void* void*

meager falcon
#

second one is actually char ** ๐Ÿ˜›

dawn palm
#

yes.. sorry, thinking out loud

meager falcon
#

no problem

#

I mean this could even be checked on a script level, so I dont get the point of the autoconversion

#

or at least the string autoconversion

dawn palm
#

well char * is just a label, it isn't necessarily a string at at all, as evidenceed by the function name, so i don't see the point either.

#

it must be something to do with how they have to build the array before they pass it to you.

#

[mikero is way out of his depth]

meager falcon
#

^^

dawn palm
#

i dont even follow the logic of why "blah" has to be quoted.

and i would never be able to follow the logic if the following happened:

_string=hello;

and arg[0] was NOT "hello" as a result

meager falcon
#

well since _string=hello wouldnt work

#

hello would then be another variable

dawn palm
#

ok. then it doubly doesm't make sense to dblQuoute what can only be a string!

#

[mikero remembers why he won't go near this stuff]

meager falcon
#

Yep.. stuff like this really makes you happy

orchid shadow
#

The double quations is because they use str

#

str "ape" is ""ape""

#

Should properly have read the entire thing.

#

Since it was already brought up.

wind elm
#

๐Ÿ‘

orchid shadow
#

Clap yourself ๐Ÿ‘๐Ÿฟ

wind elm
#

๐ŸŒ ?

orchid shadow
#

โ˜• !

wind elm
#

๐ŸŽ โ“

#

(okay, enough spam)

orchid shadow
#

If only we could stop.

wind elm
#

๐Ÿ•ต

wise dawn
#

Does anyone know about the lastest version of arma 3 tool deleting the SVN feature in TB

#

Or is there a way to get the feature back or of any alternatives

elfin oxide
#

the SVN feature?

wise dawn
#

The ability to save a TB build onto a server in a diffrent directory. Excellent for github

#

Or multiple people working ojn one file

elfin oxide
#

a TB?

glossy inlet
#

Terrain builder

wise dawn
#

Yeah for Terrain Builder, Since the update this afternoon its stopped working and says its not there anymore.

woeful cliff
#

So... The game's preprocessor doesn't support nested directives. Well, that makes it a whole lot easier for me

#

Hmpf. It's even more half assed than I thought. If a definition is not defined in an #ifdef it removes what's inbetween, without adding line directives, so whatever is after will report incorrect line numbers on error

#

lawl, if you include a dummy file after the #endif, that inclusion will add a correct #line directive that'll allow you to see the correct line numbers

glossy inlet
#

If you have a #include after a multiline comment it will also forget that comment was there when doing the #line directives. Thats why a ton of CBA and ACE scripts report wrong line numbers for errors :/. That may be influenced by the content of the included file. I only checked with the CBA macro include

woeful cliff
#

@glossy inlet It sure could use an update

#

Original:

// Nested test.
#define ONE
#define TWO

#ifdef ONE
#ifndef TWO
hint "EXCLUDED";
#endif
#endif
hint "INCLUDED";```
#

Game's preprocessor

#line 1 "C:\Users\mulle\Documents\Arma 3\missions\ARMAStudioPreprocessing.Tanoa\NestedDirectives.sqf"







hint "INCLUDED";```
#

My preprocessor

#line 10 "C:\Users\mulle\Documents\Arma 3\missions\ARMAStudioPreprocessing.Tanoa\NestedDirectives.sqf"
hint "INCLUDED";```
#

The game's preprocessor puts the hint on line 8, while it is in fact on line 10

dawn palm
#

it gets a bit more perverse

#

#ifndef ONE
#ifdef TWO

works

#

as i recall.

woeful cliff
#

actually, it works with #ifdef #ifndef

#

the other way around, it outputs an empty string

dawn palm
#

yeah ok. some combinations do, some dont' and I long ago threw it out the window

#

even was naive enough to raise a ticket. when i was young and stupid

#

I wrongly assumed bis gave a sh*t

#

needless to say, my tools handle it correctly, but under some circumstances, that's not particlarly useful.

smoky halo
#

lol, preprocess code is partly in czech

#

small parts though

dawn palm
#

that's probably the part that works

glossy inlet
#

The preproc is back from OFP times so.. Yeah.. could use a rework

meager falcon
#

Dont fix whats not broken, especially not OFP stuff

glossy inlet
#

But.. It is broken

meager falcon
#

if it was just about that we would have AI actually driving on roads, going through doors instead of walls and so on

dawn palm
#

Dont fix whats not broken, especially not OFP stuff
fortunately, they don't understand that part of the code, so don't code near it.

meager falcon
#

thats exactly the reason why I said it ^^

rotund rampart
#

@dawn palm What does that mean?

no config found in pbo!!!```
glossy inlet
#

Does the Pbo you're packing have a config? :X

rotund rampart
#

of course

#

guess I found the error. I had a rapwarning in the log file. A typo in a path to a .paa file. After fixing the typo the build worked

#

that error isn't a very descriptive one

#

(to me at least)

wide cedar
#

Is there a way to get older versions of binarize.exe?

smoky halo
#

a specific or just an older one?

glossy inlet
#

I have a backup of 1.63.137490

dawn palm
#

@rotund rampart. the wording was changed in subscriber versions with more detail

rotund rampart
#

๐Ÿ‘

sinful crescent
vague shard
#

@sinful crescent is this true for any steam data? or what are the restrictions or limitations?

sinful crescent
#

@vague shard I've only used it for the arma 3 tools, arma 3 linux dedi binary and the arma 3 digital langs depots - but I guess it's enough when you own one of the packages the depot is included with and when you know the specific manifestid (and appid & depotid) - encrypted ids (e.g. for passworded branches) won't work - so probably dlc won't work neither

vague shard
#

@sinful crescent thanks! any idea how the PW protected legacy branches play into this - are they new ids or just older with pw applied or different altogether?

hallow rapids
#

@wide cedar it would be nice if sudo make install for armake would default to /usr/local/bin/ instead of /usr/bin/

#

not a big deal but you know, specs ๐Ÿ˜›

wide cedar
#

yeah, that's on my list

sinful crescent
#

@vague shard I have no idea

hallow rapids
#

like the unix-y commands though ๐Ÿ‘

#

e.g. armake unpack etc ๐Ÿ˜ƒ

woeful cliff
#

What constitutes a veteran?

glossy inlet
#

constelation of stars, my mood and good roll on dice "my" being Dwarden

woeful cliff
#

So basically.. it means absolutely nothing

nocturne basin
#

means you can get away with a little bit more fuckup and got access to other discord stuff like embedded links or voting

smoky halo
#

i can vote or create votes?

nocturne basin
#

the 3 lil dots to the right

#

"add reaction" or somethign like that

smoky halo
#

you call that voting?

nocturne basin
#

upvoting a post for example

#

you also can pick any other emojie you like

#

that is something non-vets are not able to do

#

per default, however, this is enabled on all discord servers (just like embedded links are)

fallen stone
#

Yep, Dwarden big fun sponge ๐Ÿ˜ 

woeful cliff
#

@nocturne basin That's one of the things I hate about this server. It takes away all the things that makes Discord better than IRC

wind elm
#

Yeah, what a shame

elfin oxide
#

A goup that makes your name blue? God dammit I can not live without it. Dwarden plz fix

onyx lion
#

anyone tried to analyze arma crash files (mdmp) with WinDBG or VisualStudio yet? is it pointless to try or some chance to get meaningful info from that?

dawn palm
#

you need the source code to do step and trace (and breakpoints)

elfin oxide
#

@onyx lion from what I know only BI employees with access to the overall RVEngine src can track down what happended there. But Dwarden seems to always be exited if you can give him crash dumps from one of his performace executables >.> ๐Ÿ˜„

wind elm
#

Already send, dang stuff

onyx lion
#

well BI is getting to much crashes with the 64 build, so they decided to deflect some on "its the mod" fault ๐Ÿ˜ƒ

wind elm
#

^^

pearl beacon
#

yes they are

rugged needle
orchid shadow
#

You hid the good stuff.

vague shard
#

@rugged needle mismatch of dll and exe version i think

wind elm
#

like the not legal version of Win7 notification ๐Ÿ˜„
"This copy of Windows is not genuine" tztztz

orchid shadow
#

Like all them "legal" games on the desktop

wind elm
#

hehe

orchid shadow
#

Also what @vague shard said

rugged needle
#

๐Ÿ˜› 95% of those apps are legit lol but ill admit yeah windows isnt so im guessing its thats the problem.... sigh time to actually buy windows haha

wind elm
#

Win7 Ulti - often 15-20โ‚ฌ

pearl beacon
#

be a student, get it for free ๐Ÿ˜›

rugged needle
#

i bloody wish i was a student the amount the amount of stuff they get for free, well serves me right for being a dirty pirate thanks anyway guys

pearl beacon
#

Either you are a student and get it for free, or have a job and you can buy it :p

rugged needle
#

im buying it now, im just lazy

pearl beacon
#

:p

dawn palm
#

ive reinstalled it + the vc redists multiple times but no avail

as others have noted, you have a mistmatch with a dll from god-knows-where, and the exe you were trying to use. again, from some other godfosaken hole in the ground.

vc redists are no longer necessary (but do no harm)

vague shard
#

anyone with insights or experience with rewriting git's commit history? more specifically i want to move the AIO and extracted A3 data to github, preserved its history but drop everything else from the repo

#

i guess a smarter approach is to get all revisions of the desired folder tree, check them out one by one and apply them to a new repo in an automated process

hallow rapids
#

I think you can delete all the unwanted files and wipe them from history

vague shard
hallow rapids
#

wouldn't mind the smaller size since it's 1.3gb at the moment ๐Ÿ˜›

#

unpacked that is

glossy inlet
#

I can analyze Arma crashdumps.. But it's tedious and takes a lot of time. I'm basically doing everything manually what the PDB and Debugger would resolve for me.
Basically.. It takes maybe 20 seconds for a BI dev. And an hour for me to get the same information

#

Unpacked A3 data on Github? I hope you only mean scripts and configs ๐Ÿ˜ฎ

hallow rapids
#

nah full engine source ๐Ÿ˜

#

but yes

glossy inlet
#

Cuz Textures and Models would be bad

hallow rapids
#

but that 1.3gb is for all BI games

#

the repo that kju maintains

woeful cliff
thorn hawk
fallen stone
#

You have alooooooot of commands to write snippets for ๐Ÿ˜„

woeful cliff
#

@fallen stone Are you talking to me?

fallen stone
#

Yeh ๐Ÿ˜› @woeful cliff

spice current
#

@dawn palm could you possibly add an error check for already binarized rvmats into pboproject? currently it just gets stuck on bis binarize without any logs or anything

dawn palm
#

ah yes, binarise isn't smart enough to detect the thing's already binarised. Worse, it's too damn stupid to know that i've already provided the output into p:\temp. Originally binarise checked datestamps and ignored the earliest, but bis managed to break it.

#

It will take some work to code in rvamt removals. eg like p3ds and rtms, i'll have to temporarily move them out of the way so that binarise can't see them..

#

My code already spends about 40% of it's crunching power checking on things binarise will screw up.

sick verge
#

I have updated my SQDev plugin to version 0.7.2 which further improves the live SQF-Syntax-Check

pliant lynx
smoky halo
#

Hey! Iยดve just continued working with blender. My problem is that the Export to .p3d with Mikeros Toolbox isnt working no more. I got the current Blender (Steam Version 2.78) installed, also reinstalled the current Toolbox again. Still not working with the following error :/ AttributeError: "NoneType" object has no attribute "armaMatProps" Aswell as the following ones. http://fs5.directupload.net/images/170410/ryskwmej.png Thanks for helping! (Also hoping i got the right channel) ๐Ÿ˜ƒ

#

Also, I think Ive had the same error before, simply cant remember how i solved this one. (I restarded my PC aswell as Steam and as Ive already mentioned reinstalled the Toolbox)

#

What I forgot to mention, the error only appears on one file, others are working just fine...

vague shard
#

contact Alwarren via DM or this forum thread

pearl beacon
#

it's Alwarren's toolbox, not mikero's ๐Ÿ˜›

dawn palm
#

hey! I never mind taking the credit for some-one else's hard work.

smoky halo
#

Oh man really? Iยดve actually just visited his page 5min before writing the post... Sorry @severe lava , hope you can still forgive and take a look on the problem ๐Ÿ˜ƒ You may had that one before... Thanks again! MfG. Benno

severe lava
#

@smoky halo This might happen if no material is assigned to the object, I think. I haven't got this version around anymore, there has been a metric shit ton of changes in the meantime. I'll try to get a new version of the Toolbox released in the course of the week, it still has some quirks but it should solve quite a number of problems people are having witht the old one.

smoky halo
#

You meant the Arma Toolbox Material Settings right? Poorly doesnt work, will probably have to stick to my other models. ๐Ÿ˜ƒ

dawn palm
#

heavily improved api interface for depbo64.dll
applied killswitch fixes for linux
fixed nasty ctd if using #include "somedrive:\some\where"when rapifying text

smoky halo
#

it's a first version so please report any errors

#

axis entries are left out for now, as this is sort of problematic

cold iris
#

๐Ÿ‘

smoky halo
#

I probably will also rework the mesh distortion

#

it distorts too much on small objects

dawn palm
#

i believe 'unhide=' should read 'unHideValue='

#

ditto 'hide' vs 'hideValue'

smoky halo
#

oh ok. will check that

smoky halo
#

ok. thx mike

dawn palm
#

Deploy_finX
selection="fire"; // ???????

smoky halo
#

?

dawn palm
#

class Deploy_fin3
{
type="rotation";
source="inittime";
selection="fire"

#

i would assume the bone (named selection) is fin1,2,3,4

smoky halo
#

ah ok. will check that

#

what model are you looking at?

dawn palm
#

oh god sorry, the nlaw_rocket.p3d

smoky halo
#

hmm, selection seems to be very bugged ^^

dawn palm
#

weapons_f \somewhere. i'll find the dam address. moment..

#

Q:\a3\weapons_f\Launchers\NLAW\

#

sorry t_d. should have said that.

smoky halo
#

dont worry. I appreciate your feedback

dawn palm
#

i appreciate quality tools from anyone. we can never have enough

smoky halo
#

should be fixed now

smoky halo
#

did they delete my forum thread?

elfin oxide
#

@smoky halo which one?

smoky halo
dawn palm
#

pretty ignorant if they a) did, b) don;t know your reputation and c) couldn't read what's in front of their face.

cold iris
#

yes it seems to be removed

#

like they didnt wanted to know about that converter

smoky halo
#

I did not even get a notice. That's what bugs me.

#

@prisma dragon do you know the reason?

dawn palm
#

if they did that to me, after putting in the serious hard work that you did, ....well, you already know what my response would be.

pearl beacon
#

๐Ÿคฆ๐Ÿป

smoky halo
pearl beacon
#

I just read that channel yeah

#

sounds weird

vague shard
#

very lame to delete the thread ๐Ÿ‘Ž

pliant lynx
#

T_D: can you summarize what was said as I dont even see you talk in that channel in few pages scrollback?

smoky halo
#

you mean about DLC Unblocker?

pliant lynx
#

oh you mean bis is ok with the armaholic link?

#

I wanted to know what happened to your odol converter topic.

smoky halo
#

it is gone. without a word

pliant lynx
#

roger. yeah the armaholic link doesnt interest me, I thought you meant answer for your topic being gone was said the other channel. heh.

smoky halo
#

yeah I was referring to the armaholic link

tropic condor
#

@dawn palm I would like to say thank you for all your hard work, people may reverse your work like nothing and be scummy, but I for one value your work as it helped me get afloat and take my baby steps in the Arma community

dawn palm
#

๐Ÿ˜

hallow rapids
#

@smoky halo 's thread is back ๐Ÿ˜ƒ

smoky halo
#

yay ๐Ÿ˜€

#

I wonder what happened

meager falcon
#

magic

orchid shadow
#

aye so scummy people are.

#

arr

#

What work of mikeros is being reversed?

native kiln
#

@orchid shadow What do you mean?

orchid shadow
#

eople may reverse your work like nothing and be scummy

elfin oxide
#

Well obfuscation obviously, thing else is there to reverse. Has happend, will always happen, no one should care really ...

#

Some will always try hard

orchid shadow
#

The obsfucation is pointless anyway.

#

Not to mention i think it goes against modding.

#

But i am from a time where modding was free but now its soopoused to make you money and shit

dawn palm
#

I happen to agree with you. Most people do. And, those who use obfuscation also agree with you. They are trying to prevent thieves making money off their hard work.

I<<< make money selling a quality tool set, of which, obfuscation would be around 0.01% of the code, and a subject i'm not particularly interested in.

#

If you want to be constructive for a change, direct your anger at thieves SELLING other peoples work (of which p3d's are far more valubale than missions), and suggest of ways to get rid of them.

hard locust
#

@dawn palm Ever since updating to DePbo.6.16.0.14, I get this error in pboproject makepbo: reqaddons. could not find a cfgpatches for (some) file refs. If I downgrade to v6.15, the terrain builds fine and works in A3 ๐Ÿ˜•

dawn palm
#

you can, if you prefer, disable rebuild in setup.

it's probably more efficient in 6.16 and finding a genuine missing cfgpatches for one or more p3d's

#

the pbo that was built in 6.15 works totally fine simply because the objects it needs are 'there' in other pbos. But you can't assume that will always be the case. (eg your user didn't install E76 roads pbo , i give that only as an eample)

dawn palm
#

dll 6.18 released to address several issues with makepbo, rapify, derapify, and notably rebuild required addons

#

new version of eliteness places p3d's map= and class= geo properities at the top of the tree for quicker referencing by map makers

hard locust
#

just updated, terrain is building fine on new version! thanks for fix

versed kernel
nocturne basin
vague shard
#

@versed kernel do you want extract the game data again and again on each (nightly) build?

#

also why use workdrive in the first place?

nocturne basin
glossy inlet
#

You don't really see all the backend changes on a screenshot ^^

versed kernel
#

@nocturne basin Thanks. not using powershell but can use that.
@vague shard Only after updates by checking the date in appmanifest_107410.acf. ArmA3p asked too many questions

vague shard
#

@versed kernel not easier to simplify arma3p?

versed kernel
#

Nope. More to maintain. Dont know if I can publish modified version of it

#

394 lines of code vs 1 line of code

dawn palm
#

ArmA3p asked too many questions

people have been modifying arma3p (and are free to do so) for headless servers.

394 lines of code vs 1 line of code

A magnificient feat to compare file dates via an acf file all in one line, AND extract it AND convert most binaries back to plain jane. Well done.

versed kernel
#

My scipt is currently 15 lines. was thinking of Arma3P.cmd vs "workdrive.exe /purgeGameData /extractGameData"

dawn palm
#

I welcome any and all tools that help people. And I welcome your efforts.

#

At worst, it will be a great learning curve for you, and at best, it will be a very useful tool for the end users.

native kiln
#

mikero has spoken \[T]/

smoky halo
#

does anyone know how to obfuscate a mission correctly? And is this even allowed? greetings

wide cedar
#

no obfuscation will stop someone from extracting it if they want to

#

as long as the game is still able to read it (which it has to be), everyone else is too

pearl beacon
#

๐Ÿ‘๐Ÿป

dawn palm
#

the same comments can be made for encryption.

wide cedar
#

depends. if by encryption you mean drm (program on user's machine has to be able to read it, but user shouldn't be), then yes. that's doomed to fail as well - albeit quite a bit harder.

dawn palm
#

the signiicant difference between the two is that encryption (as implemented), once cracked wiith a key , opens every ebo and puts everthing in plain view. With obfuscation, extracting mangled binary data and filenames that 'the engine can read' doesn't help a thief use that data in a pbo of his own. The intent is to frustate, mislead, and confuse, not stop, a parasite.

nocturne basin
#

At the same time this will annoy the shit out of those people who are interested in fixing shit one has fucked up and dropped support later down the line

dawn palm
#

agreed

smoky halo
#

๐Ÿ‘

dawn palm
#

...the same thing occurs when a p3d or seven can't be altered because the author ran away.

dawn palm
glad mesa
#

paid tools are better. just sayin. ๐Ÿ˜

elfin oxide
#

^ agreed

native kiln
#

@dawn palm ๐Ÿ‘Œ

robust bison
#

@dawn palm How can I use MakePBO on right click?

dawn palm
#

never seen it done. there's too many variables to consider

#

use pbo project instead

#

you can extractpbo on a rightclick, but not makepbo.

wind elm
#

There WAS a time, where you were able to do that

#

I used that to pack missions

#

iirc it was some of your tools @dawn palm

#

One day ~2-3 Years ago, you removed that option ๐Ÿ˜›

robust bison
#

If I use PBO Project, can I get that on right click? @dawn palm

dawn palm
#

you're looking for a tool where you don't have to do any work.

fallen stone
#

Can always fiddle with the context menu if you so wish

dawn palm
#

nothing stopping anyone applying an association reg key with all the parameters they usually use.

robust bison
#

Wasn't there an program which did exactly this with doing it on the right click menu? ๐Ÿ˜ƒ

elfin oxide
#

pbomanger

robust bison
#

I know that, but made a program which worked with setting mikeros tools on right click?

#

@elfin oxide

meager falcon
#

FYI, the args array of the new dll syntax gets overwritten with every function call -.-'
You need to copy the args if you want to use them "later"

Quick question, what would be the fastest way in C/C++ to deep copy a const char ** (array of char arrays)
currently using the std::vectorstd::string (args, args+size) constructor

elfin oxide
#

the args array of the new dll syntax gets overwritten with every function call

#

Sure they do, where would be a reason to not change it with every call? @meager falcon

meager falcon
#

For not fu**ing around with async dll calls

elfin oxide
#

No this is not how tings work ... you can not expect the input to stay the same if you async

#

That is pretty obvious

#

The extensions is 1 instance

meager falcon
#

every dll call uses the very same pointer (address), thats my only problem

elfin oxide
#

If you are having this kind of issues you asked the wrong questions in the past ... yes sure you need to make a copy of your input that instant when you get it intoside your __std_call

#

std::vector<std::string>seems fine to me

#

just loop over the arguements and save all of them as string, since they are strings anyway

#

And @meager falcon remember, that as long as you do not return a value the dll is the only thing active, so it can not be overwritten in the man time actually

meager falcon
#

yeah, just doing that surely is no problem, thing is, copying takes ages D:

elfin oxide
#

So just take your time and make a copy of it and then return any value so that arma can continue doing its work

dawn palm
#

there is no 'fastest' way with char** because each array is of indeterminate length and has to be strcpy'd separately. the above is the most 'efficient'

#

on the other hand

char *[fixed_lengths] is a very different story

elfin oxide
#

copying takes ages no idea what you are doing but i have a whole shit load of things my dlls do with the new interace, including parsing the input for types etc, and it takes a very very small fraction of a ms!

meager falcon
#

yes of only fractions of a ms but copying in my case takes the most time of the call (nearly 50% of the time used by the dll is just said thing)

dawn palm
#

it's because each instance of a string must be malloc'd eg strdup

meager falcon
#

exactly

elfin oxide
#

Well your cpu can't do magic it needs some time to perform such "simple" task which is actually very complex

meager falcon
#

i know, thats why i was complaining about the need of copying it ^^

elfin oxide
#

Sounds for me like, why do i even need to breathe ... its such a waste of time lol

#

why can't i store my air for ever

meager falcon
#

I know very good about what actually needed/happening when copying memory blocks

elfin oxide
#

Honestly as long as you are under 3ms you are fine anway

#

Arma has alot of tick rates in that 3ms area like max script running time etc

meager falcon
#

I know

elfin oxide
#

sooo everything below is "blazing" fast anyway

meager falcon
#

and I still am, yet the faster the better

#

so why shouldnt I ask about how to squeeze the last few ns out of my dll

elfin oxide
#

you can ask

#

but you also got your answer ๐Ÿ˜ƒ

meager falcon
#

I think, I will just go back to the old syntax, it surely is faster to only convert a single chararray to a std::string

elfin oxide
#

๐Ÿ˜ƒ

meager falcon
#

Its that voice inside my head that screams: "You need to go FASTER!!!!1!!"

fallen stone
#

A car is only as fast as the driver ๐Ÿ˜‰

elfin oxide
#

I may remind you we are inside the armaverse, my head only screams: Please dont break in the next arma update and run anything like stable

meager falcon
#

I should probably never drive a racecar then

elfin oxide
#

but yeah

fallen stone
#

Have you actually looked into the elapsed time? Nanoseconds?

meager falcon
#

yes, but not exactly on the time the copy takes

fallen stone
#

I'd imagine you're looking on that scale, which is negligible when you're calling it from the SQF side

wind elm
#
BoGuu - Today at 3:20 PM
A car is only as fast as the driver :wink:```
๐Ÿคฆ
meager falcon
#

the thing is, if you run the test 1000 cycles straight, you will endup with enormous times since the mem alloc stacks up

#

so to speak

fallen stone
#

Define enormous

#

It's also hugely dependent on the number of elements you're passing

meager falcon
#

if you run 10-100 cycles you are in the range of 10^-5 s, over 1k cycles takes you to 10^-4 or worse

fallen stone
#

So 1/10 ms?

#

Over 1k cycles

meager falcon
#

always the exact same args

fallen stone
#

Have you timed your SQF over 1k cycles?

#

๐Ÿ˜„

meager falcon
#

yes I did

elfin oxide
#

^

fallen stone
#

What stops you from caching them ext side?

meager falcon
#

its actually faster ^^

fallen stone
#

If you don't want to pass them again, don't

#

No way the SQF is faster than 100* ns

meager falcon
#

no, but faster than the actual dll call

fallen stone
#

Eh

elfin oxide
#

i do not thing so, but im not 100% sure either

meager falcon
#

you confused me right there

#

sorry

fallen stone
#

So your calls are taking 100 ns

#

And your SQF behind it is running faster? ๐Ÿ˜„

meager falcon
#

the SQF part to fetch all data takes roughly 0.00004s

fallen stone
#

So over 100 times slower

meager falcon
#

means 0.04 ms

fallen stone
#

Yeh and 40k ns

meager falcon
#

the dll cal takes (at worst) 0.92 ms

dawn palm
#

uSecs

fallen stone
#

0.92ms?

elfin oxide
#

1 dll call = 0.92ms then you are doing something wrong

fallen stone
#

And that's purely a call with an instant return?

#

That's massive

#

Arkensor and I ran extensive tests with the args syntax with huge input

#

And we never hit that, ever

elfin oxide
#

^

fallen stone
#

Maybe over 1000's of cycles

dawn palm
#

40k ns = 40 uSecs

meager falcon
#

thats one dll entry copy all args to an std::string vector attach it to some object and back

dawn palm
#

milli, micro, nano

fallen stone
#

sounds like something has borked

meager falcon
#

I will test it outside of arma, just to make sure

fallen stone
#

We were passing a large set of data, parsing it, and returning a large set in magnitudes less

glossy inlet
#

Copying stuff is kinda fast. Allocating is not. Preallocate your buffers to a size that probably fits your data in a seperate thread.

meager falcon
#

good idea

#

in theory

dawn palm
#

can't. each pointer, points to an indeterminate length string.

glossy inlet
#

TFAR can do mutex lock - copy to shared memory - mutex unlock - set off Event- in 0.007ms 7us so copying is really not much work

fallen stone
#

yeh kinda or not, not that slow ๐Ÿ˜„

glossy inlet
#

Well.. Just preallocate 8192 ^^ The string will sure fit

meager falcon
#

you can since you are using the old syntax getting only one string of a max size at a time

glossy inlet
#

If it doesn't you pay the reallocation. But better than nothing

#

Well max size for old RVExtension syntax is several MB... That's a bit much to prealloc

dawn palm
#

it doesn't help dedmen, because the pointer to each 8192 block must change from the original

meager falcon
#

just memcopy/strcopy then

dawn palm
#

you need to malloc to memppy

#

you need to malloc to strcpy

meager falcon
#

yes, but thats what the buffer is made for

dawn palm
#

you end up with the same issue, each * of ** must be a new address

glossy inlet
#
queue<std::vector<char>> buffers;
otherThread {
buffers.pushBack(std::vector<char>());
buffers.back().reserve(8192);
//Do for as many you need
}

RvExtension {
buf = buffers.pop();
buffers.resize(functionLength);
memcpy(buffers.data(),function,functionLength);
}


meager falcon
#

yes, but only if using the new syntax, otherwise its char *

dawn palm
#

and strcpy btw is generally deadly, since the code must spend extra time checking for no overlap

#

there is no overlap in this case, but the compiler can't asssume that

meager falcon
#

yeah, strncopy then

dawn palm
#

sampe issue

#

all strAnythings try and use inbuilt hardware

meager falcon
#

doesnt strncopy take a length param?

dawn palm
#

but for that to operate, there must be no overlap

meager falcon
#

then the compiler would know

glossy inlet
#

you can safely use memcpy if you know the length

#

or std::copy... Because you don't need to write C in C++

dawn palm
#

indeed, and that's exactly what a strcpy function does if it detects overlap

#

otherwise, it uses asm code

meager falcon
#

good to know, thanks :)

dawn palm
#

but the strXXXX function itself, cannot know in advance, that there is. is not, overlap

#

std::copy btw, ultimately devolves to strcpy

#

... because all compilers try and use the inbuilt hardware of the pc, specifically designed for this kind of transfer and operates in nanoseconds

#

...but, you can't get round the need to strdup each individual string of indeterminate length.

glossy inlet
#

But that's not that easy when doing Arma stuff... I enabled SSE2 in TFAR and within 2 weeks I got reports from some guys that had CPU's without SSE2 support

dawn palm
#

yep

#

in my code (the dll) i solved all issues <grin> by transparently converting every strcpy to a memcpy.

#

including of course std: blah

#

microsoft are actually quite good at detecting this stuff, but gcc is not so agile.

fallen stone
#

Off this subject. Complete noob with pboProject. Tried packing an addon earlier, the includes were visibly being processed (stdout), however, no merging was actually done. Include lines were left in the source file and the includes deleted (per the excludes). Am I being silly?

#

Win to add. Latest ver (off mav)

dawn palm
#

seriously doubt you were silly

fallen stone
#

I gave it a test run with a single file (with a single include) (and mission.sqm), same issue

dawn palm
#

description.ext or ?

fallen stone
#

Yeh, content: #include "test.hpp"

#

test.hpp contained a bare CfgFunctions

#

test.hpp was deleted, and the include left (although appeared to be processed in stdout), no errors

dawn palm
#

what you were seeing in the stdout of description.ext was LINT chekcing

#

desc.ext cannot be binarised

#

and ergo, the includes must remain at the end of the day

fallen stone
#

What stops the includes being merged (even w/o bin)?

dawn palm
#

consequently, the includes themselves have to be packed into the pbo

fallen stone
#

Np. Thought it was odd that it removed the include files themselves, rendering it useless

dawn palm
#

you have choices in setup

-Xclude from pbo, by default, will remove all (dot)h, and (dot)hpp

#

people explicitly choose to 'allow' *.h or *.hpp as part of their workflow

fallen stone
#

Will do. thanks. I'm assuming it'll still remove the non-desc.ext includes from the proj? After merge

#

regardless of the setting

dawn palm
#

only if you make those 'non-desc.ext' different extensions to one's used in desc.ext

fallen stone
#

Sure, makes sense, ta ๐Ÿ˜ƒ

dawn palm
#

it's twisted logic, but.....

glossy inlet
meager falcon
#

effort was worth it I think:
0.00000976s (0.00976ms) at 5 cycles
0.00014s (0.14ms) at 100 cycles
0.0004s (0.4ms) at 1000 cycles
0.00118s (1.18ms) at 10000 cycles

#

including the time of sqf

#

I can finally sleep well again

meager falcon
#

@glossy inlet hows the ingame syntax working?

glossy inlet
#

What you mean?

#

Just registering my own SQF functions. you can specify name argument types return type and description. And then the registered SQF function will call your C++ function

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registerSqfFunction("interceptEvent",GameType::Array,GameType::Array,GameType::String,"description",_interceptEvent);
funcName, leftArg, rightArg, Return, description, function

meager falcon
#

more like how is that "interceptEvent" defined ingame?

#

Macros? or how does it not throw errors of doom

elfin oxide
#

M8, they edit arma via the memory, nothing like sqf or marcos ...

meager falcon
#

ahh, yeah see, thats what I wanted to know

elfin oxide
#

Have a look at their git repos if you want to find our more i guess

meager falcon
#

will do

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looking good

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I guess battleye isnt amused about it tho?

elfin oxide
#

Battleye is not involved serverside anyway, and on the client it will preven the dlls from loading if the dev team does get it whitelisted

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But that is with every dll out there

meager falcon
#

yep

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ok, this is really worth a try

glossy inlet
#

Battleye shouldn't care. We are not editing any memory manually. And yeah no.. We don't edit Arma via memory ^^ Atleast not really

meager falcon
#

just one more question that I couldnt really find out in the wiki
If I set up intercept, does the normal ingame sqf still work? @glossy inlet

karmic niche
#

@meager falcon yes,of course

meager falcon
#

thanks, well I have mistaken that then

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great work btw

versed kernel
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PublisherCmd.exe :


- Started
- CopyingToTempDirectory
- CopyingFile (d:\jenkins\workspace\CUP_Terrains_pbo\Addons)
Errors occured while publishing: 
! Not enough space available on disk 'C:\'. Available space 7855923200 B, required space 13976295331 B```
Where do i set 'TempDirectory'? its not `Arma 3 Tools\Publisher\Publisher.exe.config` or in `%localappdata%/Bohemia_Interactive\Publisher.exe_Url_4ygeumi3ocjlhalgldtdqcxud30rm4ep\1.5.140.985\user.config`
dawn palm
#

I think only 7gig left of a (probably) terrabyte drive you've used up 99.3% of available space. You've got bigger issues that just wanting to publish something. Free some space up or choose a different drive.

versed kernel
#

its a VM. on precious ssd-raid space ๐Ÿ˜›

dawn palm
#

welll, it's basically a contradiction to use ssd for a crazy amount of data transfers, rather than what it's designed for: to speed up cpu and video processing. There's very little justification in holding addons on these devices, the game reads the damn things into ram anyway. And there's enormous justification building the pbo's on ssd.

karmic niche
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video processing - I never really understood why that was the case. Isn't video data read sequentially anyway, so the random access time advantage of SSDs wouldn't apply here?

dawn palm
#

that's a good point actually. a very good one.

karmic niche
#

But I've seen people on video forums swear that switching to SSDs made their video encode faster, so I'm... perplexed

pearl beacon
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in terms of Arma it only helps for map streaming

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afaik

dawn palm
#

it probably does, Stack, but it doesn't negate your comment.

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my point was, when you have limited amount of ssd available, you are forced to make choices. And archived material such as pbos are an excllent canditate for removal. Of course there will be a performance hit, but not quite as slow as starting again because you've run out of space.

#

๐Ÿ˜Ž

smoky halo
#

@versed kernel You can't change the temporary folder that at the moment I'm afraid, command-line Publisher always uses the user's temporary folder as specified by the system. You can hack it at that system level by changing it system wide; this is how Publisher locates the temp folder:

  1. The path specified by the TMP environment variable.
  2. The path specified by the TEMP environment variable.
  3. The path specified by the USERPROFILE environment variable.
  4. The Windows directory.
versed kernel
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All 4 of them? I tried to move TMP and TEMP, did not work

versed kernel
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Seems like Jenkins/Cygwin does not use the windows environment variables. Got it published in powershell. Thanks! ๐Ÿ˜ƒ

forest trellis
pliant lynx
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back in arma2 era I used Sqsmacs Squint, how does yours compare to it, I mean does with work the same way?

forest trellis
pliant lynx
#

looks pretty good, will have to try it out.

forest trellis
karmic niche
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OMG, someone else is using Python :O!
BSD license, cool! I don't see the need to use your library in my python code right now, but i'll keep an eye on it, for sure.

forest trellis
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๐Ÿ˜ƒ The python is the backend. The frontend is an Atom plugin

pearl beacon
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You should make a Sublime plugin (they use python) ;)

forest trellis
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@pearl beacon I can try. Essentially, we need to write an extension to SublimeLinter 3 for SQF

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from the backend side, the problem is solved. There is only missing the thin interface for sublime

pearl beacon
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Yep

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I meant to look at it but won't have time for at least 2-3 weeks

forest trellis
#

@pearl beacon is there already a code highligher for sublime?

pearl beacon
#

yep

forest trellis
#

good, so I can just focus on the linter.

nocturne basin
#

ArmA.Studio 0.2.6331.26237 got released
you will be prompted when you start ArmA.Studio if you are not up to date (unless you disabled Auto-Updating)
Open panels will appear empty due to internal changes, just reopen those
Changes:

- Rewrote whole lot of the backend
--> Solution now supports separate projects from different pathes
--> Fixed a whole lot minor and major issues
- Added German Localization
- Added Plugin System
- Added Workspace History (displays the last X workspace pathes and makes them selectible)
- Added simple image viewer (no PAA currently)
- Added properties page for Solution-Project
- Added Search (& Replace)
- Added Temporary documents (will be received by the debugger so that debugging unknown code is possible)
- Breakpoints now are in a separate file with separate extension
- Images wont upscale anymore```
Special Thanks goes out to @vabene1111#5492 and `trdwll` for this update
link: https://x39.io/projects?project=ArmA.Studio
forest trellis
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done

pearl beacon
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Wow nice, that was fast @forest trellis !

#

I will try it out this evening and we can look into submitting it to the Sublime package repo :)

forest trellis
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the README is rough though.

pearl beacon
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I can make some PRs later haha

vague shard
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@nocturne basin @forest trellis you guys are doing the Arma gods work ๐Ÿ™‡

half river
#

@nocturne basin did you ever release your GUI editor your showed a while back?

nocturne basin
#

@half river x39.io ArmA-UI-Editor
Will be available in arma.studio at some point

forest trellis
#

Hey, does anyone knows of a complete list of reserved keywords of SQF segmented in terms of constants (e.g. player), unaryOperators (e.g. position), and BinaryOperators (e.g. max)?

forest trellis
#

@smoky halo that is great. Thanks a lot!

smoky halo
#

you're welcome

smoky halo
#

Anyone know if RVVersion extension interface is going to be in 1.70 ?

elfin oxide
#

the hell is the RVVersion interface?

smoky halo
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Kinda obvious, version info returned to the engine.
Means linux servers rpt output will have extension version etc in the rpt output. Really should been done that way to begin with

elfin oxide
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ah ok, i though it would have anything more fancy that just outputting the version .. as for now i just followed the guideline for the version command, but a version interface would be nice indeed. Never heared of it somewere before. Where did you get the info that there should be a interface like it?

smoky halo
#

That guideline in biki is just stupid imo

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Dev Changelog, keep an eye on it

forest trellis
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Could someone run {diag_log _x} forEach supportInfo "" in the editor and paste the log on the internet (e.g. in https://pastebin.com/) ? I am coding the SQF analyser but have no access to my tower and really need that info for some cool stuff.

elfin oxide
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@smoky halo ah I see, i stoped reading it after nothing worth to mention was posted there for ages ... but yeah if they put it in now onto dev branch then it will be in 1.70 for sure

smoky halo
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Stuff that is added into dev can could miss the feature freeze for the next version, i.e it might end up in 1.72. Thats why i asked if anyone knew ๐Ÿ˜‰

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Or tested it

onyx lion
#

@forest trellis

forest trellis
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@onyx lion thanks a lot!

dawn palm
#

also, the above info does not tell you the functions that produce constants, which was the way I read your original message. items like pi, rad+100 sqrt 6 etc.
only constants can be used in exec/eval statements in configs, since the config itself is a constant. This info is available in the documentation for pboProject/MakePbo and the dll itself.

forest trellis
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thanks @dawn palm. So far all the variables (i.e. non-keywords) without _ are being treated as valid code without a type, thus so far that is not an issue. This is because most globals are not defined within a single piece of code, which is what so far the analyser checks. It would be possible to write an analyser to analyse whole directories, but that requires knowing how to analyse #include and #define, which so far is not implemented.

dawn palm
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you could do worse than look at sbsmac's "squint". it was the creme de la creme of analysers. I have not seen it's equal in arma3. Yours can end up better, but it's a great place to start, to 'see' how the statements were analysed and what he looked for.

#

some of us still use squint to analyse o2script, the sister language to sqs/sqf. Addon Breaker from bis is, or was, written in o2script

smoky halo
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you analyse o2script? ^^

dawn palm
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squint analyses o2script

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I asked mac to add the small differences to syntax, notably the @ operator, and he did.

vague shard
glossy inlet
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Some of them. the j* stuff is obviously the java scripting thingy.
d3d stuff is nothing interesting
debugCallExtension looks relativly new

nocturne basin
#

just found this lil beauty in my auto-reports:

<?xml version="1.0" encoding="utf-8"?>
<root>
  <version>0.2.6331.26237</version>
  <report><![CDATA[I tried saving a fucking file. fix your shit software]]></report>
  <stacktrace><![CDATA[...]]></stacktrace>
  <trace />
</root>```
remarkable beautiful
hallow rapids
#

lol ๐Ÿ˜

fresh jolt
#

๐Ÿ˜‚

glossy inlet
smoky halo
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is this like Fusion?

glossy inlet
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Fusion?

smoky halo
glossy inlet
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Somewhat. Not so well organized and Intercept only has the same functionality as scripts have. So.. Can only do stuff that a script could also do.
If script can't cuz of lacking command then Intercept also can't

smoky halo
#

k

forest trellis
#

@smoky halo tough me that the supportInfo function allows to get the signature of every default function of Arma. Does anyone knows how to get their return type?

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signature => argument types

#

e.g. str -> STRING

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|| -> BOOL

glossy inlet
#

@forest trellis

forest trellis
#

๐Ÿ˜ฎ What black magic is th..... burn the witch!!!!

#

@glossy inlet how can I get that for every function?

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๐Ÿ˜›

glossy inlet
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Wait for me to have time to create a full dump.. Which is maybe tomorrow. Or grab a dev build from my debugger and send a undocumented command over the named pipe

dawn palm
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i don't think he wan'ts that dedmen (nice code btw). he just wants the return value type of the function (if any), not the typeOf a variable.

glossy inlet
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Well. It includes the types of arguments and return values

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That data is directly from engine

dawn palm
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oh? let me look again.

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how would i use that to find out what 'select' or ' player' return ?

forest trellis
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""retT": [
"ANY"
]"

pearl beacon
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"retT" would have it

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but that gist is just for getVariable

dawn palm
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got it. thank you,

glossy inlet
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You can't find out what exactly a function returning ANY might return

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Because can't have the arguments and their types in a static file

dawn palm
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well the return of a select can be any, so i understant that bit.

forest trellis
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yes. That is fine. Arma is dynamically typed, so that makes sense

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but often functions have just one return type, and the engine may have that info.

dawn palm
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especially constants.

forest trellis
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(which is what @dawn palm was saying, that he can dump that)