#arma3_tools

1 messages ยท Page 16 of 1

dawn palm
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as in what is it, not what it isn't

smoky halo
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yeah let me check

dawn palm
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coz it sure as hell aint the icon sized bounding box.

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i think i call it cog_offset in eliteness. perhaps wrongly named, but time to put this bugbear permently to bed.

smoky halo
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there are BoundingCenter and GeometryCenter. afaik BoundingCenter is the autocenter offset

dawn palm
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which one is adjusted in oxygen to bury a skyscraper 50 meters into the ground as opterx does to get the viewdistance right.

smoky halo
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if you move the model in oxygen the BoundingCenter value changes of course

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also GeometryCenter which should be the value specifically for the GeometryLOD

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I assume that if autocenter flag is set, that the model center will be the boundingBoxCenter ingame, otherwise the OB Center ([0,0,0])

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dunno about TB

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so with that assumptions roads would not have the autocenter flag and a OB center at the lower left corner

dawn palm
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all li know is t/b visitor do not use the bounding box dimensions directly to establish point of ground contact in the terrain cell. that, is a common misunderstanding.

smoky halo
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point of ground detection is probably another beast then rotation center

dawn palm
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not in this case. it is the vector3 that the object a) 'sits' on and b) rotates

smoky halo
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because fences are placed different to houses and so on

dawn palm
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yes, but that is to do with placement=vertical or any other thing bis dream up in the next five minutes to tilt the object. the point of rotation/tilt is the same.

wind elm
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With all of the VectorCommands, it should be doable ยฏ_(ใƒ„)_/ยฏ

dawn palm
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In any case, it's not difficult to place an object in t/b that has an offset center and see the effect.

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once again, the bounding box does not come into it.

vague shard
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in case somone wants to connect of of these services to their discord server - this bridge simplifies is a good deal: https://skyhook.maxdb.net

  • AppVeyor
  • BitBucket
  • CircleCi
  • GitLab
  • Heroku
  • Jenkins-Ci
  • Travis
  • Unity Cloud
karmic niche
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And who is administering that skyhook? Because it seems to work fine, but I like to know what/whose software I'm using ๐Ÿ˜‰

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This also helps me deduce how probable it is that they will one day stop providing the service, without warning.

hallow rapids
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well, one of the admins is called "Fishy" ๐Ÿค”

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๐Ÿ˜

vague shard
fallen stone
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Turn back to the webhook release, Discord said one day โ„ข they would most likely open source their converters, to allow contributions

hard locust
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Seen people before get that error, but arma3p always fixed it :/

dawn palm
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it's a version never seen before. it's possible 1) a corrupted p3d, 2) genuinely new format recently introduced. i'd have to know the file-name to examine it.

hard locust
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he saying its all the arma 3 and cup stuff, I'm guessing he's messed up his P drive somehow

dawn palm
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i'd say so ice, most of them are standard ca\ p3ds

smoky halo
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or uses a very old version of pboPro

hard locust
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yeah could be that Lappihuan

upbeat thistle
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anybody has an idea why i cant purchase the mikeros tools ? get the error 500 :/

nocturne basin
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500 is server issue

wanton cloak
glossy inlet
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Debinarizing P3D's is forbidden afaik. @wanton cloak

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But as this is a A2 Model it might be included in the A2 samples. unbinarized and "free" to use

tiny path
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^^

glossy inlet
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And that RDS Mod is also distributing the unbinarized Models directly for anyone who wants to learn.

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Atleast they were 2 years ago. Link is down now. But you can probably still find them somewhere

wanton cloak
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I read somewhere that you can somehow upgrade Dep3d right ?

glossy inlet
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Are you even reading what I'm writing?

tiny path
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Ima hit you with a nah

wanton cloak
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@glossy inlet Yes, I read, therefore, asked to clarify, but as I googled, I never found DeP3D a newer version or a way to update to a later version.

glossy inlet
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Did you read the part about debinarizing Models being illegal/forbidden?

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Or the part about you don't have to debinarize because the Models are publically available in a unbinarized version?

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Apparently you overread 99% of what I wrote

wanton cloak
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Yes, I know it's not legal, but I'm not about that, I want to open it to see maybe something to inherit.

hard locust
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๐Ÿคฆ

wanton cloak
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๐Ÿ˜€

glossy inlet
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You could've just asked me where to get the unbinarized Model. And I would've told you. You instead choose to ignore me and go down a path that violates Arma's terms of service and that won't work.
I'm going to bed now. Good night Sir.

south canopy
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he also asked for updated dep3d, and afaik its not longer in the free tools, you must feed the goat ( sub for pro tools ) and thats not going to unbinarize the model completely - since its illegal - but it will make some of the lods structure and named properties, selections, etc, if you want to learn from examples @wanton cloak

devout girder
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there's a tool to unbin arma models and i heard it was legal but im not sure

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you can't use the unbinned model tho

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only see

thorn hawk
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hey there! Could anyone here share some sample output RCon is generating on events (RCon Messages when a Player joins/disconnects/gets kicket/banned and when player chat)?
Currently just got my Linux for coding and can't test it with my usual Test Docker Container for an ArmA Server

wanton cloak
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@Dedmen#0689 Thanks for the clarification, one more question, do not know where you can find an open model of VAZ 2103? Namely for ArmA 3

nocturne basin
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if one follows @thorn hawk's request, he could also edit/create a wiki page containing theese

thorn hawk
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@X39 yeah, intended to add all we discovered while working on the open source rcon tool to the wiki as the lack of information about this is huge and we would have saved a lot of time knowing things beforehand

thorn hawk
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just seams like noone got the information or motivation to share it ๐Ÿ˜•

fallen stone
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If you need any help with the RCon protocol, I can help ๐Ÿ˜ƒ @thorn hawk

thorn hawk
fallen stone
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I'll check it out shortly ๐Ÿ‘

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The one thing I would say though, is be careful of player names (especially when parsing with regex)

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As they can contain basically anything

thorn hawk
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i guess kicking anyone with : in the name would solve this problem ๐Ÿ˜›

nocturne basin
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escaping should be enough

vague shard
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is there a way to exclude p3d from being processed by binarize?

hardy leaf
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@vague shard maybe exclude from compress in pboproject?

smoky halo
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@vague shard why would you want that?

vague shard
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@smoky halo to have WIP p3d not get into RC or releases

smoky halo
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.filename hides the file from pboProject and won't pack it into the pbo

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not binarizing will just binarize the p3d on game startup which slows that down afaik

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but you would also need to take care of the config entries pointing to those hidden files

vague shard
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@smoky halo we have source models and binarized separated. if its not binarized, it wont end up in the pbo

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BI has some ignore lists for their tools in the past. just dont remember them myself (or if they still work in the first place). mikero only has the .X to ignore AFAIK

smoky halo
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not sure if i get what you mean, do you prebinarize before packing?

main stump
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is it down for me only?

karmic niche
main stump
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Nice one! @karmic niche ty!

hallow rapids
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@smoky halo ๐Ÿ˜

south canopy
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@vague shard $NOBIN$ where p3d is in separate folder along with $NOBIN$ "file" or in case of addon builder there is exclude.lst, but no idea how to exclude some of the p3d's and some not

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in fact binarize should exlcude any file on that list, but not sure if mikeros tools make binarize read that or not

vague shard
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@Jastreb#8971 cheers

vague shard
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anyone having written pbo tools already up for a small task/tool? ๐Ÿ˜ณ

we are looking for a way to clear out/remove some custom properties from the pbo file header
to ensure the pbo is/remains unchanged if nothing of the content has changed

this happens for example with the dll version mikero adds, or version tag and similar tags

wide cedar
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armake has this property, just unpack it and rebuild it (without binarising) with armake

smoky halo
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@vague shard are you guys exclusivly using SWS?

nocturne basin
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@vague shard why not chekcing for change date before repacking?
if any file in a PBO folder has changed, the PBO has to be repackaged

vague shard
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@nocturne basin i doubt this can be done easily or at all via bat.
a more advanced script language makes the setup more complex

nocturne basin
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a simple flag and deep check is enough

vague shard
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@smoky halo even workshop upload is very slow when just the header (and file tail) is changed; for A3Sync users is worst ofc

nocturne basin
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using dir with recursive listing

vague shard
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yes you need to do it on all files, remember the newest one and then compare vs the pbo date

nocturne basin
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echo to print out into a file

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reading the file is also simple

vague shard
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@wide cedar what about building directly with armake (instead of the extract and repack loop)?

nocturne basin
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using powershell (available on all windows servers and in every windows from >8) it is even more simple

wide cedar
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you can do that ofcourse, but i was assuming that you want a general solution that can handle every pbo

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since armake can't handle a lot of things yet

vague shard
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we have separate repos for sources and unpacked data - so it just needs to pack the data to pbo. armake should be capable of that from what i recall

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anyway will give it a go and let you know in case i run into issues

smoky halo
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i see, but does pboPro really change stuff in the pbo if it does not rebuild it?

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full build unchecked

vague shard
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we build the pbos with makepbo. yet both write the dll version into the file header as far as i know. which means if you update the dll, all your pbos are different

orchid shadow
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Heh, if you do that in swifty it only updates the header

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weeow

scenic canopy
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arma3sync will only redownload the changed chunks too, not the entire file

hardy leaf
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@scenic canopy since when does Arma3sync include delta patching

scenic canopy
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are you using http or ftp?

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cause it's only supported for http repositories

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it's been supported since version 1.2

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1.2.35 to be specific

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was released January 25, 2014

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it works just fine, our nightly builds mostly differ by a couple of megabytes or so for about 3,5GB of total data

hardy leaf
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oh shit

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going to do some changes then

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I was using FTP

orchid shadow
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@scenic canopy go home ;>

south canopy
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is there a way to make Workdrive start in silent mode? Curently every time I bootup PC I get a UAC dialogue when it starts

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posting here, cause no #arma3_tools channel or I cant find it :p

tiny path
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I looked into it awhile ago - I think if you run the batch file with /min or go into settings you can make it run minimized and there was some shell scripts that you could do to make it run completely silent.. I don't know those off the top of my head though

south canopy
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"D:\Program Files\SteamLib\steamapps\common\Arma 3 Tools\WorkDrive\WorkDrive.exe" -mount p /y

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now what command line switches I can use here, aside -mount p /y, can I use -silent or -skipUAC? Nothing on Biki

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this above is under
HKEY_CURRENT_USER\SOFTWARE\Microsoft\Windows\CurrentVersion\Run

tiny path
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Hmm, on workdrive preferences adv can you set a check box to run minimized? Then whenever its run it will not popup but just taskbar itself for a second or two @south canopy

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The actual program thats run, should have settings

south canopy
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oh Preferences > Always hide on startup?

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I thought thats for tools app, doh, let me see now if that worked

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nopes that switch does nothing still getting UAC prompt nothing is minimized

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maybe if I set it in compatibility mode to run as admin it wont ask questions anymore

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Preferences > Always hide on startup will run arma3 tools app minimized there is no option for workdrive that I can find

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bugger, if I set it to run as administrator it wont start at all

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0x30098001: Elevated process without parent.

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time to make a ticket on feedback with the request for the option to run silent

south canopy
meager falcon
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anyone ever had this error:
O:\Arma3CommunityTools\CfgConvertFileChng\CfgConvertFileChange.exe returned error 22: Invalid argument

vague shard
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can someone share a sample use of armake build when having absolute path includes in configs?

when i run it from p:, it makes armake crash - otherwise it can resolve the include

error: Failed to find \WW2\Core_c\WW2_Core_c\rcSwitch.inc.

south canopy
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well it might be a bug with armake, havent tried it just brainstorming here... P is not virtual drive, it just absolute path assigned to a drive letter - citting Tom here - so perhaps armake cant swallow that one, best to report to flummi @github project page

vague shard
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@meager falcon use rapify to get more meaningful output

meager falcon
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thx, will try that tomorrow :)

vague shard
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(rapify -L or eliteness can do lintcheck too i think)

smoky halo
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@dawn palm Hey, I'm trying to Crunch a map I made with pboProject 2.21 and it keeps throwing me back an error for my roadslib.cfg, but my friend is on pboProject 1.94 and it works just fine for him, is there any way I can downgrade to 1.94 from 2.21?

nocturne basin
vague shard
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@AustinARPL#2532 mikero is currently N/A. pastebin your roads.lib in #arma3_terrain

hard locust
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@AustinARPL#2532 It's because the new versions of pboproject checks for errors in roadslib now. So you have a error, try fixing it instead of downgrading to avoid it

spiral iron
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@dawn palm I am having problems with my Mikero Tools. When I try to obfuscate a mod folder it says it failed because it is missing the paa files in the folder. It says it is either rejected or missing. On other mods it does the same thing with other files too such as wav etc. The mods work fine if it not obfuscated but fails when I try to obfuscate it. How do I obfuscate it properly because Google is not helping.

vague shard
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see two messages above

spiral iron
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Ah crap. It is hard to find someone that can help me with this issue. ๐Ÿ˜ฆ

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But my problem is not terrain related sadly

dawn palm
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is there any way I can downgrade to 1.94 from 2.21
no, and instead of trying to avoid fixing your glaring errors, be very, very grateful that the new version discovered them.

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@spiral iron I think you fixed this problem yourself based on a ticket in Maverick

dim phoenix
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In File \z\ace\addons\common\define.hpp: Line 97 access= anything is bis-only to protect thier classes. Remove this line, it is no use to you, and deadly to the engine.
Who thought this was a good idea?

dawn palm
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use addon breaker if you think it's a bad idea.

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after several months of being implemented you are the first to think otherwise.

dim phoenix
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Don't name it "addon breaker" when your alternative tools are the ones that break addons again and again.

wind elm
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never broke anything for me ยฏ_(ใƒ„)_/ยฏ

dawn palm
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by all means then commy2 stop using my tools and use addon builder instead.

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you either don't understand what access is used for, or haven't thought it thru. But what your really objectting to is that you have some work to do fixing up themistakes you have made.

dim phoenix
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I understand what it does. Please stop thinking that you're smarter than anyone else.

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You're not.

dawn palm
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stop using my tools. problem solved.

dim phoenix
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Last word.

meager falcon
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what a pitty, this just started to be funny

dim phoenix
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This community is full of idiots.

meager falcon
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thanks

dim phoenix
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yw

hard locust
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Always makes me laugh when people prefer addon builder, because it doesnt give them errors lol

vague shard
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access should not be set. its basically broken anyway

dawn palm
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and because you're smarrter than me Q and an opinion I respected, that's the way it is.

dawn palm
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for those who are interested in the subject access= is a reserved keyword implemented by bis to protect bin\config.bin from alteration. it is very common to cut n paste eg rscXXX classes from this 'core config' and very common, as a resuil to have an access= in NON core configs. The result, at best, is no effect at all, and at worst, altering the core so that the game becomes unplayable from additional mistakes made in actually altering the other parms especially from other people. There simply isn't any time you need to alter it or implement it. you have no reason to 'protect' your classes and every reason to add subsequent addons that rely on being able to.

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The whole idea of foundation classes is that you inherit them., From there, you can do whatever the hell you want to without destroying other addons.

nocturne basin
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@hard locust commy2 is special in that regard as he feels special for his contributions
in reallity, he is an asshole not listening

pearl beacon
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warnings were invented for a reason

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every update from a tool requiring a change in some mod just becomes a hassle, especially things that "are like that because tool author decided that" instead of rather showing a warning or a way to disable specific errors

meager falcon
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"are like that because tool author decided that"
Well, this says the reason to: The tool author wants to
if one cant deal with that, dont use the tool
on the other hand side, I totally agree with the optinal warnings too

dawn palm
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which, where possible, i implement. should i have done so in this case? the honest answer is probably yes.

dim phoenix
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commy2 is special in that regard as he feels special for his contributions
Wow. Stop projecting.

thin rose
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๐Ÿ‘€

sullen badger
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๐Ÿ˜ถ

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TBH, Just as Dscha said, I've never had a broken addon produced by pboProject, I've used Mikero's tools for 2 years+ simply beacuse of the drama I was having with Addon Builder letting errors through

glossy inlet
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I don't use Mikeros tools for the error reporting. I have other tools that do that for me. I just use it because it's quick and easy and it "just works".
If it would all of the sudden fail packing my Addons because of an error that is no error or a warning about something that is intended to be like that. I would also be kinda pissed.
But I keep backups of older versions of Mikeros tools. So downgrading is no big deal for me

dawn palm
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pboProject update:
now has minimise button
roadslib 'warnings are errors' if map= is not a recognised type
walkback corrected to identify correct pbo to build when stale p3d's are used in a wrp

south canopy
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@dawn palm please can you by any chance add the checkbox back to pboProject, for checking external dependencies? I often run out of space on the drives, and cant afford having the whole arma3 unpacked just cause of few paa and rvmat files.

dawn palm
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what about the spelling mistakes you make in filenames because you're tired?
what about the wrong\paths\ because bis moved goalposts with a revised addon?
and far far far worse than that, what about all the people who will disable checking to AVOID fixing their errors and cause anyone using their addons to crash to desktop?

realistically you need around 15gig for arma addon development and 3 times that for maps.

Missing files are the 2nd most frequent error of all, only beaten by missing semicolons and braces in configs.

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and in both cases the cause of the error is almost always fat fingerz.. where you can stare at the code for 6 weeks and not notice it's wrong. We have all been there, dun that.

smoky halo
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isn't there a mode for arma3p to exclude terrain stuff and therefore makes the pdrive much smaller?

south canopy
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what about
put the checkmark there so I can optionally check if I missed anything sometimes, but not at all times, and forcefullly

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usually even if someone misses anyting someone else will spot it and it gets fixed along the way, but its really rare

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talking about the pro tools here, have it as you wish in the free version

south canopy
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and realistically I have 4 SVN mod repos two of them being gigantic and add arma3 plus test repos, plus stable builds and arma3 in raw, you see where Im getting?

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arma3p skips dubbing and missions, no option to skip worlds btw... extracting now and Ill tell you the size of my P drive when Im done

sullen badger
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I personally prefer having sanity/integrity/validity checks on all the time, that way I know full well I'm packing a good addon, the times I got lazy in the past and just used addon builder to just get the thing together to find I missed something that broke everything.

south canopy
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easy if you have the option to put checkmark in and leave it be in the setup if you wish, just saying that option should be there as it was

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there my P drive is 140 GB atm

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not counting arma3 game and stable mod builds

smoky halo
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how big is the a3 dir in your pdrive?

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never actually checked it

south canopy
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15,6 GB something

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it said something about removing OB Buldozer and pointing to arma3.exe, now I need to run Arma3 tools thing to setup Buldozer path to Arma3.exe?

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nope it wants me to run DevP says Buldozer not found

glossy inlet
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my P drive is a 200mb ramdisk :u

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๐Ÿ˜„

south canopy
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@smoky halo it mentioned you I think in the batch script, what did this thing done to the buldozer now, how do I make it work?

smoky halo
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it basically wants you to set up your OB to point at the arma3.exe

south canopy
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ah setup in OB I guess

vague shard
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@south canopy use pal2pace/ImageToPAA to mass resize all paa on p: to 4x4 size

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this should save you plenty of GB

south canopy
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P:\buldozer.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg change that to arma3.exe

smoky halo
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you shouldn't have any buldozer.exe in your pdrive

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yes exactly

south canopy
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thanks @vague shard

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and @smoky halo

vague shard
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(all except those you trying to pack to pbo ofc)

scenic canopy
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you can mount all arma 3 pbos in memory to your P: and have the required folders as virtual drives

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then it will consume no disk space but a bit of ram instead

glossy inlet
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Yeah that pbo filesystem thingy. That's indeed a very nice idea

sullen badger
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Mind = blown, how do you mount a PBO? o_O

smoky halo
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maybe a arma3p light mode would be good, that replaces all paas with a 4x4 paa for scripters/configgers and even modellers who rarely ever use a3 content but only referenc it sometime

sullen badger
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I've no interest in doing so as not to overly complicate everything but its a cool idea

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That's a great suggestion Lappi, @dawn palm great idea's going down here.

south canopy
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+1 what @smoky halo said, and and option to skip terrain extraction

smoky halo
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obviously it would require a 4x4px paa per ever texture type so binarisation would work correct depending on texture type

vague shard
sullen badger
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I need to pick up a SSD for dev work, can get a nice 250GB for ยฃ60 ๐Ÿ˜„

south canopy
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eh my Buldozer is stuck now in viewer search

smoky halo
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it does that sometimes for me

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usually it finds it after a few seconds

sullen badger
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Most of the time I forget to have Steam open ๐Ÿ˜›

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If I recall rightly there's a switch to diable the need for steam running isn't there?

south canopy
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is this kay or nay? Should I use 32bit exe?

D:\Program Files\SteamLib\steamapps\common\Arma 3\arma3_x64.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg

sullen badger
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I've had issues with 64 bit exe, I think Milkman has a solution to it though

smoky halo
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yea OB buldozer does not work with 64bit

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only for terrain builder

scenic canopy
sullen badger
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Thankyou, will have to have a nosey at that ๐Ÿ˜„

south canopy
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well derp 32bit one does the same, I should maybe ditch some parameters

sullen badger
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All those are needed

scenic canopy
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there's a fuse version as well

south canopy
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hm I think name= and -cfg is not required

sullen badger
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Although, you might need -cfg=P:\buldozer.cfg

scenic canopy
sullen badger
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I will get those downloaded and check em' out later, always handy to have tools lying around, never know when you'll need them or make use of them

south canopy
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ah the cfg path did it, thanks

sullen badger
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๐Ÿ‘๐Ÿป You're welcome ๐Ÿ˜ƒ

smoky halo
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@south canopy just make sure to extract a3 again after some major update, since the exe will automatically be the newes one but your data will be stuck on what you have in your pdrive

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so the first thing to do when buldozer stops working is, arma3p

south canopy
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roger that, but these few files I use dont change quite often ๐Ÿ˜ƒ

smoky halo
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yea but it can happen that they change shaders or config strucktures which prevents buldozer from launching

sullen badger
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^^^

smoky halo
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usually the only thing you will get is "shader missmatch"

south canopy
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IC, youre right thank you

smoky halo
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config errors can usually be clicked away

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molim ๐Ÿ˜„

south canopy
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slav detected ๐Ÿ˜ƒ

dawn palm
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arma3p ignores most, not all, but most, map layer pbos and will not extract them. Credit Kju

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bare in mind folks that bis binarise requires a mirror copy of the game engine's p3ds/rvmats and paas in the temp folder

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you could probably, dramatically., cut down binarise's pre-processing time by providing a symlink in p:\temp to p:\a3 (and save considerable disk space)

smoky halo
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would that symlink be something you could set up automatically if not exsists?

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sounds like a great idea

dawn palm
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it only just occurred to me!

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so someone else, could, at least test the idea.

smoky halo
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if i remember it when i get home tonight i will test it

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symlink P:\temp\a3 -> P:\a3 is that what you ment?

dawn palm
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mklink/j yes

sullen badger
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Giving it a test now

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It certainly seems to be building/packing alot faster

dawn palm
#

what was the cmd line you used pls

#

mklink/?

sullen badger
#

mklink /D /J H:\ArmA\ArmADrive\Fatality\temp\a3 H:\ArmA\ArmADrive\Fatality\a3

dawn palm
#

perfect for me. thanks

sullen badger
#

No problem! ๐Ÿ˜ƒ

karmic niche
#

I'm typing this from memory so this may not be perfectly accurate, but I seem to remember that doing mklink /D /J requires administrator privileges on Win7 whereas mklink /J does exactly the same but can be run by any user.

dawn palm
#

nice. thanx 4 heads up

glossy inlet
#

/D creates a Link for a Directory instead of a file. So that's probably required

sullen badger
#

I ran it from non-elevated, /d just specifies that its a directory not file

karmic niche
#

But /J is a junction for a directory

glossy inlet
#

Junctions don't need Admin rights. Symlinks do

#

so it's opposite of what you thought

#

Though I got my info from a random blog

karmic niche
#

I'm just saying that /D /J does the same as /J but /D /J fails if you're not an admin (from what I remember!)

#

Probably mklink does if /D then require admin and disregards that there is a /J afterwards

glossy inlet
#

https://technet.microsoft.com/en-us/library/2007.02.vistakernel.aspx#s3

A major difference in the way Windows resolves symbolic links and directory junctions is where the processing takes place. Windows processes symbolic links on the local system, even when they reference a location on a remote file server. Windows processes directory junctions that reference a remote file server on the server itself. Symbolic links on a server can therefore refer to locations that are only accessible from a client, like other client volumes, whereas directory junctions cannot.

However, because not all applications may handle symbolic links correctly, creating a symbolic link requires the new Create Symbolic Link privilege that only administrators have by default.

#

With /J you switch from symbolic Link to Junction.
And with /D you switch from file-link to directory-link

#

So if you omit /J you need Admin rights. According to that text

sullen badger
karmic niche
#

My experience with mklink says that /D is not needed to create a directory junction,

dawn palm
#

/d and /j work fine as mere mortal on my win7

wind elm
#

mklink /J "E:\Arma3\CA\structures" "P:\CA\structures"
Used on Win7, creating "Folder"

karmic niche
#

I'll check back when I'm home, but I highly suspect that you have UAC disabled @dawn palm

wind elm
#

Uh, UAC... erm... right. I disabled that

dawn palm
#

def not. but i still appreciate your heads up

sullen badger
#

I'm running W10 15063, I do run with UAC off

#

Well, not off but lowest level or warning

wind elm
#

Same

dawn palm
#

not same here because I am obliged to test my tools at highest mere mortal protection.

smoky halo
#

i remember having that admin issue with a symlink script i once made,
this is 100% prooved to work without admin:

TITLE toggle the CA symlink in the pdrive

if exist "P:\ca" (
    rmdir "P:\ca"
    echo removed ca dir
    cmd /k
) else (
    mklink /D /J "P:\ca" "E:\ArmA2Work\ca"
    echo added ca dir
    cmd /k
)```
#

/J did the trick there

karmic niche
#

Uh, everyone, I'm sorry, I just checked one of my commits that I made in relation to that problem and you were right
/D /J works fine.

dawn palm
#

i STILL appreciate this kind of feedback.

smoky halo
#

only /D wont work you need /J

karmic niche
#

Yup, exactly.

smoky halo
#

@dawn palm i guess it would make sense to do the same for all binarized content on the pdrive

#

lets say one has extracted cup to the pdrive, his whole ca namespace could be threaten the same way as a3 by symlinking it into P:\temp

#

same goes for every other mod extracted to the pdrive

#

this has potential of halfen the pdrive space unless you have huge projects with unbinarized source

dawn palm
#

no to above because there's no way for me to tell that p:\blah blah is extracted and not a user\project

smoky halo
#

but you can tell if it needs to be put in temp or not already

#

hence if X is already binarized in P:\xyz

dawn palm
#

p:\ca yes. obviously, but not E76\roads

smoky halo
#

yea but then you would detect that it isn't binarized in its "source" directory

dawn palm
#

users have mixtures of bin/unbin folders

smoky halo
#

which will make this not possible, agreed, but if a fully binned folder is detected, simply symling to temp

dawn palm
#

a movefolder eg of a ca\weapon

#

i can't detect such a thing in a bat file

smoky halo
#

hmm ok

dawn palm
#

nice idea. yes

#

but there's limits.

smoky halo
#

what detects if a folder needs to be built into temp?

dawn palm
#

datestamp

smoky halo
#

is that a binarize.exe functionallity?

#

hmm

#

can't you check if a p3d is binned with dep3d?

dawn palm
#

there's no 'error' code for such a thing.

#

it 'says' it's bin/unbin but both produce 'no error'

smoky halo
#

why should it produce errors?

dawn palm
#

i DO have such an beast for rap files

#

if errorlevel N then goto Binarised

smoky halo
#

i ment to use it as detection if the directory is binned already

#

stdOut wont help?

#

no idea about win or anything connected to it tbh ๐Ÿ˜›

dawn palm
#

only report mechansim is error codes 0.255

#

eg the exe returns status codes

#

(except our old friend bis binarise which always reports 'no error')

smoky halo
#

๐Ÿค” maybe T_D has something in his odol converter that helps you detect if a p3d is odol or mlod, and with that info lets you check if the directory is binned

#

not sure if it's worth the hassle tho

glossy inlet
#

if a p3d is odol or mlod is literally written right at the start of the file

#

You only need to read the first dozen bytes

dawn palm
#

yep. and a bat/cmd file alone can't do that.

#

@lappi in c parlance ALL exe's (including windows guis) are the following:

byte sts = Some.exe(1,2,3);

#

the most common code for windoze gui is 'error code' 4. the user pressed the ok button.

#

dos exe's historically return 0 for good and anything else whatever the author wants it to be.

#

in c parlance

if ( ! error) exit;

smoky halo
#

so there is no concept of stdError, stdOut and return_value? ๐Ÿ˜ฎ

dawn palm
#

stdout/err are TEXT ONLY displays

#

an exe can be seen as a function(). it returns a value when exiting.

smoky halo
#

hmm ok but that sounds pretty similar to linux then

dawn palm
#

very

#

dos = bash

#

bash != dos

smoky halo
#

dos < bash ๐Ÿ˜„

dawn palm
#

indeed

vague shard
#

i suggested also to symlink p:\XXX to p:\temp\XXX - however there may be some danger involved for simple users and people without backup of sorts
you may overwrite a source file (rvmat, rtm, p3d) with a binarized/rapified with such setup from what i understand

smoky halo
#

as long as only temp is a symlink you never overwrite something a user does/make

#

unless he works in temp which is wrong anyway

#
  • as long as it's checked the that the directory content is fully binarized
dawn palm
#

@vague shard. that is my worry

#

and.... binarise will crash and burn if it 'sees' unbinarised content in temp

#

ah no got that wrong

#

I think the real answer here is to add it as an option to extractpbo

smoky halo
#

so for this to work it would need a check for all arma files that can be binarized like p3d, rtm, cpp/hpp/h, rvmat, paa... and if this check returns 100% binarised content of a directory it could be symlinked

#

not that simple and also potential for damage...

dawn palm
#

not gonna bother. the definition is, extracted pbo is a candidate for temp\

#

extractpbo -J thingy p:\

voila

#

(will behave as expected, AND mirror to P:\temp)

#

arma3p will, additionally, have a junction for p:\a3

vague shard
#

yep that make sense

south canopy
#

delete all temp files from pboProject will delete the temp folder itself and thus remove the junction

dawn palm
#

no. 'clean temp' = only temp\projectfolder is affected.

hallow stream
#

@dawn palm is it not possible to lint only (-Q) on linux with makepbo?

#

doesn't packing validate even on linux?

surreal wolf
#

@hallow stream - the -Q option was removed from makepbo in v1.94 (windows and linux)

vague shard
#

@cuel#9704 you have to makepbo -B(...) x:\temp.pbo now

hallow stream
#

oh

surreal wolf
#

( -B is actually the default )

hallow stream
#

so what happened? lint was split into several options?

surreal wolf
#

1:Don't know. 2:Doesn't look like it.

vague shard
#

mikero didnt want to keep it as separate option sadly

#

so its -N = no check and -B = check by default

south canopy
#

he takes no prisoners haha

hallow stream
#

๐Ÿค”

#

iM only using the lint, its for uploading trough a discord bot to our server

#

cheers

dawn palm
#

oh well the idea of mklink the a3\ folder into temp has fallen in a heap. bis binarise requires the rvmats and bisurfs to be binarised, and p:\real\folder requires them to be plain jane text.

smoky halo
#

damn ๐Ÿ˜ฆ

dawn palm
#

yep real shame, binarise needs the binarised rvmats/bisurfs so that it can bake them into p3ds that use that rvmat

#

...and perversly, binarise cannot read binarised anything in source\folders

meager falcon
#

@dawn palm besides the obvious, what is the Encrypt option?

hard locust
#

mikero the changelog has the wrong version numbers for pboproject. You have 6.22, should be 2.22 you also have 6.21 under that ๐Ÿ˜›

dawn palm
#

๐Ÿ˜Š

karmic niche
#

Hey! I've got a small problem and I don't know which way to go to start fixing it.

I'm using Mikero's tools on AppVeyor for building a PBO as part of CI.
I've been using a script that downloads the latest files available at http://tom4897.info/app/tools/community/ + caching so that it those files are effectively downloaded only once.

I've created a new AppVeyor project yesterday (so the files were not in the cache and had to be downloaded and installed by the script) and noticed that something must have changed in AppVeyor's env because installing DePBO greeted me with a message that says that the %PATH% env variable is more than 1024 chars and that I have to add Mikero's tools to PATH manually.

Ok, I can do that. The problem is that the message shows a popup that has an OK button. Since it's all running on AppVeyor, there is no way for me to click that button :P.

Possible solutions:

  • Now, I could just download the exe + dlls manually and store them inside the cache but, honestly, I would prefer a "good" solution which would allow me to clean the cache to have the script reinstall the tools automatically upon next build.
  • I could also have a tool that automatically clicks the OK button and sets the path manually. I'd do that if I can't find any other solution.
  • The best one in my opinion would be to be able to silence that message box at the installation time

TL;DR:
I'm now running the Mikero's installers using <somefile.exe> /S. Is there a way to silence the extra installation messages that pop up while installing?

vague shard
#

bit confused here

#

vs the site from tom

#

for example
tom

pboProject.1.73.5.66.Installer.exe 2017-6-23-20-24 - SHA: 0fd69bf03ce23abf704ef57ac7495c75e2bb0cbb

#

new site

pboProject.1.73.5.66.Installer.exe 31.08.2016 186 KB .exe

#

version same but different date

#

plus the site from tom seems to contain also paid tools but in old version (which wont work with the latest dll)

karmic niche
#

I started using tom's site when Mikero wasn't using Maverick yet (I guess...) and I thought that "if it ain't broke, don't fix it".
Also, they state This depot is maintained by: Mikero, Tom_48_97 so thought it was okay and safe to use that page.
And they have an xml page that contains the links so parsing that page was quite easy

vague shard
#

yep that site from tom seems useful

karmic niche
#

I'm currently thinking about clearing the PATH variable to point to c:\, running the installers and then restoring the old PATH + then adding the custom path to makepbo

glossy inlet
dawn palm
#

the subscriber version of my tools:

  1. automatically fixes the 1024 char limitation to environ path
  2. has a 'headless' flag which prevents guui messages being shown

toms tools were produced at a time before i started charging. they will be dissapointingly stale. But like all things, ymmv

#

I'm currently thinking about clearing the PATH variable
you still have to be careful there. the windows SetX command is broken and self-destructs after 1023 chars

pastel aurora
#

@dawn palm You got anything that does the same thing as BI's ImageToPAA but actually works and doesnt crash?

dawn palm
#

no

#

untiil recently pal2pace remain unchanged from the time of flashpoint, it is only recently they've managed understand it enough, to break it.

hard locust
#

๐Ÿ˜„

dawn palm
#

actually, i was wrong about above, it was tgaviewer i was thinking of. An inportant tool that never made it into the original steam toolset but was added back later.

#

snameman pmc has a great deal of useful image utilities you mght try his website

south canopy
#

using binarise.exe to binarise p3ds

#

y binarise tho is that a joke? Binarize aswell as binarization not binarisation, that some weird french there

dawn palm
#

well if you're quoting pboProject there, I only allow bis binarise to binarise p3d and wrp, all other binarisation is done by me.

#

I don't let it get anywhere near configs rvmat bisurf, wss, etc

#

nor indeed tga or png files

south canopy
#

thats ok Im relating to actual prononciation or spelling, however its called, its not S it Z for binariZation

dawn palm
#

yep. I blame my mother.

south canopy
#

lol that ok, dont be sad

dawn palm
#

Americans have far more sensible phonetic spelling.

vague shard
#

@Rad#8433 check armake. it does have some image conversion functionality

south canopy
#

si tis cause its Paris not Pariz

dawn palm
#

if they could just get away from feet, inches and furlongs per fortnight. the world would be a safer place

#

actually the s and Z in paris don't matter coz it's silent, (if you're a frog)

south canopy
#

Je ne suis pas Parisien

dawn palm
#

merde, ill'y'a une Z dans ca

south canopy
#

๐Ÿ˜ƒ Merci

native kiln
#

The only thing I can say in French is

#

I am a window

nocturne basin
#

Thats english @native kiln

cold slate
#

@native kiln Woah, the people of france will now know. You are no longer a human being, but a window.

smoky halo
#

Closest channel i can really find for this
Anyone seen Arma Publisher meta.cpp
Have
publishedid = 0;

Instead of workshop id?

south canopy
#

@smoky halo I did, on a mod that is set to private

smoky halo
#

Happens when i publish a public mod.
Slightly annoying since it needs that id for the mod to be any use on public server

south canopy
#

that is indeed odd, got link to it?

#

the last bit in the link should be ID

smoky halo
#

The file is incomplete if i manually place the meta.cpp and try to upload with publisher
I end up with arma launcher complaining its corrupted etc
Think i just bug Wizard if he is about tomorrow

That or look at steam tool (pretty sure there is one) to manually upload the addon

#

The ID in the meta.cpp is used by the server. To tell the launcher(s) the steam id for the addons required etc
Anyway afk for abit

south canopy
#

well are you sure your mod is public? Have yo published mods previously with success to SW? Your accout might be limited, and that means, you cant publish any mods, but it should say that to you... I think

#

other than that you can inspect the Publishers logs and see if you can dig out anything, if that doesnt help pinch Wizz

smoky halo
#

Yeah i have published before afew mods to steam. Tried to upload it multiple times etc
I just bug Wizard tomorrow

south canopy
#

aye, could also be some temporary outage of the API or heavy loads, internet issues in general but if it persists, then its a bugger

dawn palm
cold slate
#

Damn it, dev heaven is going down?

pliant lynx
#

I recall reading something about not enough ads revenue or something, is that the reason? or am I confusing it to playwithsix (if they are not the same thing basically).

cold slate
#

I thought that was Armaholic....?

dawn palm
#

playwithsix == dev heaven

pliant lynx
#

well I definitely saw posts about playwithsix reducing download bandwidth for users who are not donating/subscribing whatever the method was. in fact, that was when I uninstalled it.

dawn palm
#

people know my tools as 'dev heaven' because that's how the originated with kju and sickboy. the site became pws, but pws is not how people associate my toolset. hence the original name.

#

i believe you too have a mirror snake, but buggered if i can ever navigate to it.

pliant lynx
vague shard
#

@pliant lynx that was armaholic

#

@dawn palm did Sickboy or sonsalt contact you?

pliant lynx
#

no, it was playwithsix.

tiny path
#

Wait so pws/dev-heaven is going down?

hallow rapids
#

I haven't seen anything mentioning anything about shutting down something

vague shard
#

mikero either has exclusive info or is "scaring everyone" for no reason ๐Ÿ˜›

south canopy
#

well says domain is for sale

#

so its gone

tiny path
#

that was quick

glossy inlet
dawn palm
#

free tools incidentally are due for a snapshot update from the subscriber version 'real soon now'

pliant lynx
#

oh so actually playwithsix goes down, I thought it was dev heaven earlier.

karmic niche
#

What is the status of http://tom4897.info/app/tools/community/ ?
Is it to be considered an official repo? The text there would suggest that but you've not mentioned it anywhere in your messages above (which would suggest it isn't actually) @dawn palm

dawn palm
#

I'd have to check with Julien but i don't think he supports it anymore...

pliant lynx
#

hmm arent those the old tools that are not available anymore?

dawn palm
#

it was part of his posedien toolset

pliant lynx
#

I notice stuff like DePew which is not available in free tools.

#

or is that simply some arma2 to arma3 move obsolete thingy?

dawn palm
#

I supplied Julien of what was then completely 'free' tools for his posedien toolset. The MANW contest changed everything after that.

karmic niche
#

There are tools with the 2017-6-23-20-24 date there so it doesn't look to be outdated, tbh

dawn palm
#

i'd have to check. the version numbers. I doubt 'tom' would do anything underhand.

dawn palm
#

Julien updated those tools to the latest free tools previously available on dev heaven.

the other tools such as depew, dep3d , dewss etc are legacies from the time before subcriber tools were thought of. they remain robust, but they won't be updated to the latest subscriber equivalents.

vague shard
#

@pliant lynx only dev.withsix.com (DH redmine instance) will go offline (backups from everything are made) (looking into ways atm to move specific projects to other redmine instances on request)

smoky halo
#

@south canopy I figured out the issue, you need to push an update to Steam after you first upload, to get the workshop id in the meta.cpp. It really should auto do that after the first upload, but it doesn't.

smoky halo
#

nice

smoky halo
#

cool! wanted to look at something yesterday evening and was sad to see it still offline.. good timing ๐Ÿ˜„

pastel isle
glossy inlet
#

uhm.. a executable is not a dll ๐Ÿ˜ฎ

#

probably wrong DePbo.dll version

pastel isle
#

ahh ty i reinstalled depbo and it works

vague shard
#

anyone motivated to decode the tv4p format (terrain builder project file)? ๐Ÿ˜˜

#

this would allow import of scale/yaw/pitch from X-Cam/MB/3rd party

#

and to randomize existing object sets

#

all the terrain makers would workship ya

glossy inlet
#

Send me example file pls

vague shard
#

@glossy inlet simple or complex project?

glossy inlet
#

simple

vague shard
#

k

pliant lynx
#

mikero have DePew tool, PEW which is visitor3 project file. that is excellent tool and I used it hundreds of times doing all kinds of terrains. similar tool for terrain builder project file would be awesome.

glossy inlet
#

After first look it looks very similear to other BI binarized files

smoky halo
#

is x4vp format equivalent?

buoyant compass
#

@dawn palm So I am using the lastest subscriber tools and when I attempt to pack my map that has multiple arma 2 objects placed on it, it instead tries to pack ca.pbo instead of the map. Can you explain what is happening because I am at a loss.

smoky halo
#

@dawn palm are there only paid version of moveobject tool?

dawn palm
#

yes armer

#

@buoyant compass. the tool has discovered an UNBINARISED p3d in ca\ and will consequently build the folder it is in, in order to provide bis binarise with the binary equivalent. This has to happen before the map can be made.

#

bottom line here of course is that ca\ should not have any unbinarised models to start with

buoyant compass
#

ok thanks, reason there is unbinarized models is because when packing the map it was throwing errors on a few objects. I guess I should just use dep3d +fx on those?

dawn palm
#

the unbinarised versions of the same models will have the same error.

#

and yes to +fx. it operates on binarised/unbinarised just the same.

#

BUT bare in mind that fixing the extracted p3d will only satisfy pboPro and it's friends. the fault remains in the bis pbo and that model will not work as intended.

#

(unlless of course, it's a cup model masquerading as an arma2 model, in which case cup would undoubtedly fix it if told about it)

vague shard
karmic niche
#

Arma Intellij Plugin - And I'm still waiting for a version that will support PyCharm besides Intellij... ๐Ÿ˜ฆ (since they are both editors developed by IDEA it should be straightforward)

smoky halo
#

hello everyone,

I'm currently working on a small project for persistent Zeus builds. However, my knowledge into SQF and SQL isn't quite as advanced. I have written some functions already in SQF and did the editing in sql_custom and the ini file of extDB3. My question is whether there are lads here that could spare the time to help me with a few steps in the process of saving/loading/deleting objects (construction, respawns, tasks and vehicles).

If possible I'd like to continue the assistance in PM to not overflow the text chats here.

(Deleted messages in other channels here)

scenic canopy
#

what parts are you interested in?

#

I can link you our old code to persist objects to disk

smoky halo
#

@scenic canopy I'm looking to store it in a MySQL Database, not to server profile or a file

#

currently figuring out how to effectively save, load, update and delete

#

You are prob over thinking things.
Work out how to get object data into an array & recreate it (that will be hard part).
Then you can look at saving info to the DB & creating your SQL Queries etc

#

For units i recommend you use getUnitLoadout/setUnitLoadout (supperior because allows to create weapons in backpacks with attachments on them etc). For vehicles/objects you will need to piece together alot of sqf functions todo a similiar job

scenic canopy
#

each object is stored as an array in plain text containing needed values

#

not sure if inidb supports it but we store a lot of arma data in postgres using jsonb fields

smoky halo
#

@smoky halo I've gotten as far as extracting (and restoring) the data from objects. May I send you a PM on follow-up questions?

The foremost issue was when to save an object to the database? Using an eventhandler that saves it when it gets placed by Zeus or with a script that collects all objects on the map at a certain point?

smoky halo
#

@smoky halo
That is up for you to decide, there really is no real wrong choice.
(But i never touched Zues etc)

I am fan of using eventhandlers, but some people will use sqf loop to save objects at every x period of time etc

Then you got stuff like Exile, that use eventhandlers to pushBackUnqiue to a global array for unit/object updates.
Where an sqf function checks every X amount of time to update to Database.
It a nice method because it prevent a player beening able to spam DB updates for a vehicle / object.


But this belongs in SQF chat

vague shard
#

https://medium.com/withsix/shutting-down-dev-heaven-f8d59cbe1b28?detail_id=130685

As announced on the Dev-Heaven news section, we are shutting down Dev-Heaven.
The Git repositories will remain accessible until 20.08.2017 and then we will also shut those down.
We can recommend you GitHub.com and GitLab.com as alternatives.

If you missed the opportunity to export some data, feel free to shoot us a message, we will try our best to assist.```
dawn palm
#

and snakeman's pmc site

south canopy
#

gut now someone update biki and relevant sources

dawn palm
#

already done. afaik. not all 'relevant sources' have been captured and probably never will be.

sour hedge
#

Where can I download documentation on what Mikero's pboProject "rebuild CfgPatches" does please?

hard locust
#

It comes with the download ๐Ÿ˜•

sour hedge
#

Thanks Ice - it must have gone missing at some point in the past - redownloaded / installed and now have a readme.

#

"The dll will rebuild required addons, based on foreign references it discovers in your configs. eg files, that are not within this pbo."

#

What does that actually do in terms of what I can see? It doesn't seem to alter the config.cpp requiredAddons[].

dawn palm
#

if that's the case, there are no additional addons to be inserted

#

in any case, it lists current, discovered, and changed in the subscriber version at least.

#

there are two separate features of required addons.

  1. The obvious. Configs you rely on for external classes MUST be loaded before your addon. If you don't do this, you fill the rpt log with spam, and inevitably break the game because you've altered the master\config.bin. You normally fix this yourself because you have no choice in the matter. If you do ignore it, you get screamed at by the engine AND other players.

  2. the non obvious. If you refer to a file that isn't in your pbo, the addon that contains it MUST be in the game, else you crash to desktop. All too often, the user of your addon has not put the other addons it needs in a mod folder. Ie those files simply don't exist in game.

this secondary check ensures that those other addons exist, and pboProject will automatically detect the cfgPatches class where they 'live'.

sour hedge
#

I have the free version (sorry!). When I make requiredAddons[] blank, it doesn't add anything.

#

So...in the free version, would you expect pboProject to add entries to requiredAddons[] if it was left blank?

dawn palm
#

i would, yes, otherwise it's an 'undocumented feature'

#

paste your config somewhere

sour hedge
#

pm'd, thanks

dawn palm
#

and there's nothing to apologise for. I don't punish people for not spending money. I'm pleased enough that they use my tools at all.

dawn palm
sly skiff
#

โค @dawn palm keep up the great work!

dawn palm
#

thank you.

sour hedge
#

Thank-you for the tools update, very kind. ๐Ÿ‘ @dawn palm

#

A question about CfgPatches requiredAddons again...
requiredAddons[] = {} ; now fails to build, as expected, which it didn't before.
But
requiredAddons[] = {"junk"}; builds ok, even though "junk" isn't a valid mod name
and I still don't see the Setup -F option doing anything?

dawn palm
#

the name of the addon isn't checked, you can put anything in there. The intent is merely to check that you did. An empty array is 100x more frequent as a mistake, than a typo, because the un-initiated merely copy pasta.

sour hedge
#

Ah ok understood.
I think in a previous chat that you said you expected the -F option to check for and add missing extern addons to the .cpp? Am I using it wrong or misunderstood?

dawn palm
#

the noisy option lists the original array, the discovered file\refrerence addons, and the merged array.

#

it does NOT alter the source code. that would be a ticket to hell.

#

if you want to see the changes: it's called extractpbo

sour hedge
#

Excellent, thanks.

coral ginkgo
#

well continuing the chat from another chanel i have installed and reinstalled pboproject few times and all the rest of the tools but no luck

#

seems reinstalling makepbo last solved issue

exotic ice
#

Better late than never: the jet sample Test_Plane_01 has been updated for Jets

vague shard
nocturne basin
glossy inlet
#

The wrong answer being labeled correct answer triggers me ๐Ÿ˜„

dim phoenix
#

default: light color X
hover: medium color X
locked: darkest color X
correct: green
wrong: red

glossy inlet
#

I guess that looks goodish

dim phoenix
#

I wouldn't use pure green etc. as color. Only greenish tint.

nocturne basin
glossy inlet
#

css* Kappa

dim phoenix
#

More importantly, who decides which one the correct answer is ๐Ÿ‘ฟ

hallow rapids
#

get Libreoffice and get the colorcodes for Green 1, Red 1 etc

#

they are a whole lot less whatever the word is ๐Ÿ˜›

#

intense I guess

glossy inlet
#

colorful?

#

๐Ÿ˜„

hallow rapids
#

^^

#

๐Ÿ˜ƒ

robust bison
#

Hey guys, I get this error with mikero tools pboProject. Can't seem to figure out what it is though. ```//#define COLOUR_HEADER

//was: {0.1, 0.1, 0.1, 0.9}

//now: {0.1, 0.1, 0.1, 0.95}

In File A3_GW.Malden\hpp\menu.hpp: Line 8 #define altered without a #undef

#

Any ideas?

smoky halo
#

Looks like its complaining COLOUR_HEADER is already defined somewhere else
If you want to change the value you need to #undef it first, that check is prob added to avoid user mistakes

robust bison
#

I do not see why that problem would fail my entire pbo making though

#

I've had the same complaint before

#

With being able to output a PBO

dawn palm
#

if you really really really really really really really want a constant to be two different things. torndeco has told you the only way you;'ll get round such a dumb thing to do.

#

#define APPLE apple

you don't suddenly change it to

#define APPLE spaghetti

because you think you're being klever

smoky halo
#

Good point was some old code snippet from a c++ book
Would be nice to drop the need for the malloc altogether & 32bit, but am still waiting on 64bit linux + it been stable

#

I change when i get a code sign cert. (Was gonna push out update wed, but cert outof date)

#

Hmm that is fucked ๐Ÿ˜‰ Kinda curious how that happened shrugs

glossy inlet
#

Intercept just added code-signing and certificate checking for Plugins. I wonder when Arma will finally add signing for Extensions. It literally took me 4 hours to implement on Intercept. And I had no prior knowledge on how to do signing

native kiln
#

How does it work

#

@glossy inlet

karmic niche
#

Maybe because they assumed that no one would actually bother getting a code signing certificate (I have one (Certum) and it was not that costly since they offer an Open Source Code Signing Certificate for very low prices)

glossy inlet
#

You don't need to get one for this

#

you can use self-signed cert

#

and it will also ignore any of the windows authorities. It will only check against the CA you provide in the pbo

native kiln
#

Are you using a library?

glossy inlet
#

I also really don't want to allow all the other CA's. Because what's the point in protecting your Plugin if anyone with a code-signing cert that is accepted by any official CA could just edit your Plugin anyway. It's meant to be like bisign.

#

Win API only

native kiln
#

Ah I just saw C# has a similiar implementation

#

Didn't know that, but it's great ๐Ÿ˜›

wide cedar
#

I did a thing

#

Might be helpful to some for automating MLOD editing steps

vague shard
#

pretty cool

#

@smoky halo @dawn palm

sly skiff
#

@dawn palm When pboProject Binarizes RTMs it says its using opf2_manskeleton to do them. Whatabout when I use completely custom skelton?

dawn palm
#

read the documentation

#

essentially, in the anims folder. just like a p3d, you need NameOfRtm.cfg

sly skiff
#

nameOfRtm.cfg? Or model.cfg? now im confused

#

I got 2000 rtms to binarize I mean

pliant lynx
#

model.cfg or just <filename>.cfg

sly skiff
#

๐Ÿ‘†

#

@dawn palm Also for my shame I could not spot where this info is in the documentation

#

oh x9 duh

#

there it is

dawn palm
#

haaaaaaaaaaaaaaaaaaaa

#

surprise!

sly skiff
#

but still I have never heard of this filename.cfg

#

ok so

dawn palm
#

it's one of the cleverest pieces of architecture bi introduced.

tiny path
#

Using clever to describe something bi did hmm

sly skiff
#

ok so if I have folder1\folder2\2000x .rtms

#

can I have single model.cfg in folder1\ for all of them?

dawn palm
#

yes is the short answer

sly skiff
#

phew

#

great

dawn palm
#

the long answer is NameOfRtm.cfg

#

just one, covers all

sly skiff
#

good

dawn palm
#

that too, is in the docs

sly skiff
#

yes just wanted to make sure I understood it right

#

its

#

odd to have documentation for Arma modding

#

its confusing xD

dawn palm
#

not with my tools it aint ๐Ÿ˜Ž

sly skiff
#

yeah I know

#

oh also something I could not find in the docs. DeRTM run from .bat file has the press any key to continue. How do I skip it without holding a key?

dawn palm
#

-P

sly skiff
#

xD

#

ok

#

so simple

#

thought it was for errors only

dawn palm
#

universal -option

sly skiff
#

live and learn

dawn palm
#

it was. you re correct

sly skiff
#

thanky you sir!

dawn palm
#

re skeletons and cfg files, there are umpty dozen different methods of applying a skeleton to a model, or an rtm. pboPro merely enforces one of those methods to keep it simple.

sly skiff
#

๐Ÿ‘

#

I think im back on the map again

#

ah the damn jets animations are ebod

#

got to comment those out from the config

#

@dawn palm got Bis binarise failed to binarise some or all rtm files. There was no skeleton that could be used. read documentation

#

now this comes after it at the beginning states its buidling the model.cfg

#

Sorry for being pain in the ass. Im just not quite understanding this

#

first it starts with using ofp2_manskeleton to binarise rtms

#

then it builds model.cfg

#

so does it or does it not use the skeleton I have defined in the model.cfg I got in the animations folders root

pliant lynx
#

try with noisy option, maybe you get more info?

sly skiff
#

noisy is on. gotta go over it again

dawn palm
#

the rtm cfg is NOT named model.cfg

sly skiff
#

ok so theres where I got confused again

#

ok so in the animation root folder there is trigger.rtm

#

if I have trigger.cfg there

#

should that be enough?

#

for the rest of them

dawn palm
#

yes

#

providing all rtms and all p3ds in that pbo use the same skeleton. binarise can only binarise one skeleton, not several.

sly skiff
#

yes they do use the same one

#

does not seem to work :/

dawn palm
#

which skeleton did pbo pro tell you it was using?

#

paste a screenie of the dos console

sly skiff
#

at the start it says using ofp2_manskeleton to binarise rtms

dawn palm
#

it's wrong

sly skiff
#

then after that comes building master.cfg

#

and it adds the trigger.cfg to that

dawn palm
#

paste your trigger.cfg

sly skiff
dawn palm
#

that's an ofp2 man skelteon

sly skiff
#

currently yes

dawn palm
#

well that's what pboPro has detected

sly skiff
#

but since its for my female characters I'll be adding new bones to that

dawn palm
#

can't help you. that's a tuff one

sly skiff
#

you got any idea where it detects it to be ofp2 man skeleton

dawn palm
#

if it looks smells and quacks like a human skel, that's what's used. because bis have 3 variants of the same thing

sly skiff
#

I see

dawn palm
#

it detects 'pelvis'

#

or spine

sly skiff
#

so if I add to this skeleton it would still use the default one?

#

That may cause problems

dawn palm
#

yes. I can probably adjust for this, but not right now.

#

bis in their infinite wisdom use the same skeleton name for three different skels, arma1,2 and 3. it's a tuff one to separate.

sly skiff
#

Well aint that fun

#

in the current form the skeleton could be binarised with the man skeleton Id suppose

#

the structure is still the same

dawn palm
#

you'd have to ask them what perverse bit of logic prevented them calling the arma3 skeleton ofp3_manskelon.. perhaps the logic was too tough for them to understand.

sly skiff
#

But what could cause it to not to be able to binarise them

dawn palm
#

but they did succeed as they usually do, in breaking every arma2 model as a result so that it could not be used in arma3

#

there is , in fact, no skeleton called ofp2_manskeleton in your cfg, i have to adjust for that in my code

sly skiff
#

yes there is only the HORGO_F_Skeleton in these

dawn palm
#

๐Ÿ˜ท

#

fixing....

sly skiff
#

๐Ÿ ๐Ÿ ๐Ÿ๐Ÿ‘ˆ
๐ŸŒ‹ ^^^^^^^^^

sour hedge
#

From mikero's proProject binlogs, how do you fix this sort of warning please?
shadow(0), Selection named_selection needs a section. The shadow volume may not work well.

#

The shadow LOD appears to work perfectly in game, but I like to beat mikero at this game of report error / fix error and get no warnings on build ๐Ÿ˜‰

pliant lynx
sour hedge
#

Ok, will cross post, thanks. I assumed it was specific to proProject.

dawn palm
#

nah, it just makes me look good when i show things bis produce but don't tell you about.

nocturne basin
#

anybody knows a good parser generator for plain C?

#

need to generate an AST tree

karmic niche
#

bison/flex?

#

I wouldn't call it "modern" but it works ๐Ÿ˜„

nocturne basin
#

does not needs to be modern and fancy

karmic niche
#

Then it's a time-proven parser generator.

smoky halo
#

Anyone know if possible to get the auto center off the binarized model.

dawn palm
#

dep3d -options

smoky halo
#

Don't need the geo property.
I was looking at way to figure out the auto center (offset) position.

Basically working on enterable version of a non-enterable version of a2 building.
But the PATH LOD has positions that are outside the original model and its screwed the auto center position.

Was hoping for a method to get the center position if its baked in the binarized p3d.
Otherwise i will prob just have to eye ball it

dawn palm
#

eliiteness shows what it calls centre of gravity and it's offset in the header section of a p3d. these might be the values you need.

smoky halo
#

I check later, but center of gravity is prob the geo mass center :(
Thanks anyways

#

Its only 5-6 models, worse case i just eyeball it

dawn palm
#

and best case, elite shows it

smoky halo
#

lol ๐Ÿ˜ƒ

smoky halo
#

Nice info with tool, but model info reporting autocenter=1, even though not set in the mlod . So i am guessing what i need is in engine somewhere
There are some geo offset values etc, but nowhere close to what i eyeballed.
Thanks anyways

nocturne basin
vague shard
#

no need to be shy about it

#
1:      help
2:
-------------------------------------
GLOBAL variables are treated as LOCAL too!
ERRORS will probably result in crash
NAME:TYPE:PRECEDENCE
SCALAR:t:0
BOOL:t:0
ARRAY:t:0
CODE:t:0
STRING:t:0
IF:t:0
+:b:8
-:b:8
*:b:9
/:b:9
>:b:7
<:b:7
>=:b:7
<=:b:7
==:b:7
||:b:5
&&:b:6
diag_log:u:0
private:u:0
if:u:5
then:b:5
else:b:6
true:n:10
false:n:10
help:n:10
str:u:0
select:b:10
-------------------------------------
Press any key```
#
1:      _i = 0;
2:      while {_i < 10} do {_i = _i + 1};
3:      hint str _i;
4:
-------------------------------------
ERROR: TYPE MISSMATCH```
nocturne basin
#

while, do and hint are all not yet inside @vague shard

#

currently trying to get the whole project as discord bot running ... so ...

vague shard
#

yup. btw "any key" seems not true - only enter worked

glossy inlet
#

You have to press the any key. Not just any any key

nocturne basin
#

"enter any char" would be teh 100% correct sentence
in the end there is just a simple getchar() making the lil tool wait

karmic niche
#

currently trying to get the whole project as discord bot running
I wonder if it would be possible to make it execute code out of the sandbox/VM and take over your Discord bot, in that case... ๐Ÿค” ๐Ÿ˜†

nocturne basin
#

Final goal would be to get it running on my raspberry pi
No real harm can be done there

#

But I currently doubt that will be an easy task

#

Hell the bot is harder than the actual vm ๐Ÿ™ˆ

native kiln
#

@glossy inlet Homer knows best

#

ESC, CTRL and pickup

nocturne basin
#

only on windows currently though ...

hallow rapids
#

why not just invite it here? ๐Ÿ˜„

nocturne basin
#

i cannot add it to here

#

or at least do not know how to do

hallow rapids
#

oh I guess with bots the <@&105623147411202048> needs to do it

prisma dragon
#

@nocturne basin what you trying to achieve ? SQF if true then {hint "SQF markdown is already there"};

nocturne basin
#

Actual sqf evaluation @prisma dragon

#

There is a link to the git repo and a download of some zip containing the current version of the vm in case you want to test (the discord bot still requires me running my PC and I just turned it off)

glossy inlet
#

I think the bot will probably be missused and end in a spamfest. Because people will be like "Oh cool. I wanna try" and suddenly 100 messages in #arma3_scripting and no one can see questions of anyone anymore

smoky halo
#

for that a sqf_vm channel could be created tho

orchid shadow
#

Make it work first

glossy inlet
#

^ +1. I wish I could give thumbsup emoticons

orchid shadow
#

I gave you one instead.

nocturne basin
#

progress report on the SQF-VM:

Please enter your SQF code.
To get the capabilities, use the `help` instruction.
To run the code, Press <ENTER> twice.
1:      for "_i" from 0 to 5 do
2:      {
3:          diag_log _i;
4:      };
5:      for "_i" from 5 to 0 step -1 do
6:      {
7:          diag_log _i;
8:      };
9:
-------------------------------------
0.000000
1.000000
2.000000
3.000000
4.000000
5.000000
4.000000
3.000000
2.000000
1.000000
-------------------------------------
Press <ENTER> to finish.```
#

we loop now

nocturne basin
#

anyone here able to help me out with a makefile?

#

need to get a shared lib out of that binary

scenic canopy
#

lib_1 tries to override the ARGS value and lib_2 echos the build script?

nocturne basin
#

@scenic canopy the echo was just introduced for testing ๐Ÿ™ˆ did not removed before copying

scenic canopy
#

so whats currently wrong?

nocturne basin
#
gcc -std=c99 -shared -o libsqfvm.so prog -lm -ldl
prog: In function `_fini':
:(.fini+0x0): multiple definition of `_fini'
/usr/lib/gcc/arm-linux-gnueabihf/6/../../../arm-linux-gnueabihf/crti.o:(.fini+0x0): first defined here
prog: In function `_init':
:(.init+0x0): multiple definition of `_init'
/usr/lib/gcc/arm-linux-gnueabihf/6/../../../arm-linux-gnueabihf/crti.o:(.init+0x0): first defined here
/usr/bin/ld: libsqfvm.so: version node not found for symbol stdin@@GLIBC_2.4
/usr/bin/ld: failed to set dynamic section sizes: Bad value
collect2: error: ld returned 1 exit status
makefile:27: recipe for target 'lib_2' failed
make: *** [lib_2] Error 1
scenic canopy
#

multiple main functions? extern declaration in any headers?

nocturne basin
#

there is the default main function in there @scenic canopy

#

same code for executable and library

#

adding #ifned nomain and passing that to the lib function throws errors now

#

though ... that is due to -Werror

#

mhh ... too many warnings that should not happen

#

like the std c99 is gone now ..

#

ohh wait

#

the _fini error still is there

scenic canopy
#

your main returns void

#

shouldn't be an issue but

karmic niche
#

That should not affect anything, especially not the compilation part

scenic canopy
#

except for the -Wall and -Werror ๐Ÿ˜‰

#

got it to compile on my mac now at least

#

just had to fix some malloc includes

karmic niche
#

Uhhhm... right ๐Ÿ˜„

nocturne basin
#

the binary itself is compilable without any prob

#

only when i try to get it as shared lib i run into trouble

scenic canopy
#

ld: can't link with a main executable file 'prog' for architecture x86_64

karmic niche
#

Maybe prog is already linked (?) and when you make lib it tries to link it again, and that's why you get _fini twice?

scenic canopy
#

oh

#

it has a main

#

of course you can't link it then

#

can't have a main function in a shared library

karmic niche
#

It's been a while since I created a .so so I don't remember the commands to create one, right now

nocturne basin
#

i never did

#

only ever created executables ...

#

but to get the SQF bot running i need it as shared lib

karmic niche
#

Well, my guess, by looking at your makefile is that when you're creating prog, it's built as a fully fledged executable

scenic canopy
#

yep

#

move the main function to a separate file

karmic niche
#

Then, you can't make an .so out of it.

scenic canopy
#

and don't include that with your lib file

#

and then link the lib file with your file containing the main function to get the binary

nocturne basin
#

-rwxr-xr-x 1 pi pi 69892 Aug 25 13:42 libsqfvm.so

#

might have worked

scenic canopy
#

๐Ÿ˜ƒ

#

do you want PR for macOS support?

karmic niche
#

Try to access it first, before declaring victory ๐Ÿ˜‰

nocturne basin
#

looks good

#

@scenic canopy would be kind if you would provide
i probably wont maintain it though ... got no macOS

#

but i wont break it either ๐Ÿ™ˆ

scenic canopy
#

๐Ÿ˜ƒ

#

could add a CI for mac build too

#

there are some other generic warnings too

nocturne basin
#

now for the python script
after that, the SQF bot is finally running permanent

#

y ... for some reason those do not show up when compiled to normal binary with gcc for me

scenic canopy
#

put up your makefile and I'll add some fixes ๐Ÿ˜ƒ

#

and a CI job for mac + linux

karmic niche
#

What is the goal of this project, actually?

scenic canopy
#

the errors don't show up because the -Wall is just in the lib_1 target, not the generic one

karmic niche
#

Besides "executing SQF code" ๐Ÿ˜›

nocturne basin
#

full SQF virtual machine

scenic canopy
#

I think I was discussing creating a SQF VM with @orchid shadow a couple of months ago

#

looking forward to more features ๐Ÿ˜ƒ

nocturne basin
#

no connection to that part

#

just started because i wanted to create a learning webpage

#

and thought "maybe i can port that C code to webbinary"

#

the version above already supports very basic SQF

#

parsing is mostly correct

#

no crashes unless the parser gets thrown off

#

etc. etc

#

recently introduced: namespaces

#

no actual use yet, but working on it

karmic niche
#

But what is the exact point of having an SQF VM? Unit testing or something else?

nocturne basin
#

who knows

#

everything is possible

#

my goal was as said: learning webpage

#

which requires a SQF VM

karmic niche
#

Webpages, Browsers, High Frequency Trading... ๐Ÿ˜‰

scenic canopy
#

unit testing ๐Ÿ˜›

karmic niche
#

EVERYTHING implemented in SQF! ๐Ÿ˜„

nocturne basin
#

unit testing would be possible too when that is fully working

#

hell ... everything ... SQF is then mobile bro ๐Ÿ˜„

karmic niche
#

Can YOUR phone execute SQF? ๐Ÿ˜‰

#

@nocturne basin Call me if you need some sample discord bots in Python

nocturne basin
#

got the discord.py ... not working with python usually

#

but mono disappointed me

#

and python is at least working

orchid shadow
#

meep moop

karmic niche
#

Okay, let me rephrase: call me if you need some sample discord bots using discord.py ๐Ÿ˜›

orchid shadow
#

I am just thinking of check syntax on Travis

nocturne basin
#

probably will come back to ya @karmic niche

scenic canopy
#

please push your Makefile and I'll send some stuff

#

@orchid shadow already done ๐Ÿ˜‰

orchid shadow
#

Hmm? with his VM?

scenic canopy
#

yep

#

just need the makefile

karmic niche
#

@nocturne basin Note: better use the rewrite branch already, if you can (discord.py).
The default branch has a tendency of disconnecting after a few days, and the rewrite branch has an automatic reconnection mechanism implemented.

scenic canopy
#

or I can add the pastebin one for now

nocturne basin
#

still need to log in on the pi @scenic canopy

#

i am not that fast ๐Ÿ™ˆ

scenic canopy
glossy inlet
#

You can run SQF outside of Arma. That's the main benefit I guess. Just message the SQF bot in here and it will evaluate your script and tell you about errors n stuff.
MulleDK19 already has made a fully functioning SQF VM + Discord Bot almost a year ago but never released it.

scenic canopy
#

I'll add a dummy Makefile for now then

nocturne basin
#

well ... got login problems via ssh ...

#

so ... ye

scenic canopy
#

maybe there is no need to test with both gcc and clang ๐Ÿ˜›

#

macOS is also marked as allowing failures until the code is fixed

nocturne basin
#

got it working

#

@scenic canopy the makefile is now on my repo

scenic canopy
#

great!

#

I'll rebase my stuff then

#

I'll need to active Travis CI for your repo too for it to run

#

build works on linux CI now ๐Ÿ˜ƒ

nocturne basin
#

๐Ÿ™ƒ

scenic canopy
#

PR is up

#

you'll need to go to https://travis-ci.org and enable it for your account + sqf-vm repo and then it will build all PRs

#

there you go @nocturne basin

#

still some code fixes and makefile changes to do ๐Ÿ˜„

nocturne basin
#

gonna merge after i got the python stuff running ๐Ÿ™ˆ

nocturne basin
#

bot is working again

scenic canopy
#

and macOS build works nicely ๐Ÿ˜ƒ

fallen stone
#

Can always use C# for the bot @nocturne basin ๐Ÿ˜‰

nocturne basin
#

Did not worked @fallen stone

fallen stone
#

How so?

nocturne basin
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Discord net did not wanted to run

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Anyway.. Bot is now using python

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Up and running in my server

fallen stone
#

Definitely should not be the case ๐Ÿ˜›

pearl beacon
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Python is way faster to work on this type of things anyways, and X39 hates Python, so it's a win-win in my eyes!

nocturne basin
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Was faster using. Net

pearl beacon
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that's because you use it all the time and you hate Python ๐Ÿ˜›

native kiln
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Why does he hate Python

light trellis
#

https://community.bistudio.com/wiki/callExtension Ist says: "Currently there is no limit how much data you can send to the extension."

But after some testing it seems not to be limited to the max string size of arma (~999999) instead the parameter gets cut down to 8191 chars. Am I doing something wrong with my extension or is the wiki wrong?

glossy inlet
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Oh you double posted... I'll delete my answer then.. I hate double posters. If you can't even wait half a minute for an answer then you don't deserve one.

smoky halo
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@leaden axle Nope, format command is limiting you to 8k

leaden axle
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@smoky halo ? what did I ask in here? xD

glossy inlet
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lul ๐Ÿ˜„

smoky halo
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Sorry wrong name ;P

light trellis
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^^

smoky halo
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@light trellis ๐Ÿ˜›

glossy inlet
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@smoky halo just type @ + Enter and you get the last one that wrote something

smoky halo
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thx for tip

glossy inlet
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Discord is somehow really useless when you try to mention a name

light trellis
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I read the answer @glossy inlet ๐Ÿ™„

smoky halo
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@light trellis str + str or use joinString

light trellis
#

Thanks a lot and sorry for doubleposting

nocturne basin
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@light trellis formattext has no limit

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Format gets truncated as you noticed

nocturne basin
#
  ^
[ERR][L1|C3] RUNTIME: EXPECTED RIGHT PARAM TO BE OF TYPE SCALAR```
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bot is now outputting kinda useful info about the errors

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((should be familiar to those working with SQF ๐Ÿ™ˆ ๐Ÿ˜„ ))

tiny path
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Err : Type Number, expected Number

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๐Ÿ˜›

nocturne basin
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Mhh? @Andrew#0693

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@tiny path

pearl beacon
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It's an error you should've seen at least once if you did SQF in your life

tiny path
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@nocturne basin what jonpas said ๐Ÿ˜›

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Arma being Arma - not from your tool though ๐Ÿ˜‰

nocturne basin
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Never have seen such an error

tiny path
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Thats a good thing

nocturne basin
karmic niche
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Implement a JIT backend for it (compile to asm on the fly), couple it with Intercept for calling all the Arma functions and then market it as "Execute the same SQF code as usual, but faster" ๐Ÿ˜‰

nocturne basin
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would require the commands to be altered into an actual lang

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currently, it kidna works like sqf

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no actual stack language besides simple instructions

#
#define INST_NOP ((DATA_TYPE)0)
#define INST_COMMAND ((DATA_TYPE)1)
#define INST_VALUE ((DATA_TYPE)2)
#define INST_LOAD_VAR ((DATA_TYPE)3)
#define INST_STORE_VAR ((DATA_TYPE)4)
#define INST_SCOPE ((DATA_TYPE)5)
#define INST_STORE_VAR_LOCAL ((DATA_TYPE)6)
#define INST_ARR_PUSH ((DATA_TYPE)7)
#define INST_CODE_LOAD ((DATA_TYPE)8)
#define INST_POP_EVAL ((DATA_TYPE)9)
#define INST_CLEAR_WORK ((DATA_TYPE)10)
#define INST_DEBUG_INFO ((DATA_TYPE)11)```
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the instruction set

karmic niche
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That would be a big undertaking anyway but you would then have to use something like LLVM to compile SQF and to create a JIT.
...but I guess this would look impressive when on a CV ๐Ÿ˜‰

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...especially on a CV sent to Prague ๐Ÿ˜„ (oh wait, they're using EnScript already, darn!)

nocturne basin
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CALL and FORMAT are now also added to the SQF-VM

orchid shadow
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@nocturne basin can you set it up just parse the code and "run" it for syntax errors

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so i can use it to validate SQF

nocturne basin
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I doubt that you will be able to use it for that already

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But such mode for eg unit testing can be introduced

orchid shadow
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I mean it would be hard anyway because dynamic variable and globals.

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To fully scan code anyway.

karmic niche
orchid shadow
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That it would be

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Does ACE use that?, i know they use something like that

karmic niche
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I'm not sure whether the library above returns the right exit code on error so that's possibly the only thing that would be needed to be changed (if at all) for using it with unit tests

nocturne basin
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VM is not supposed to lint
just to run :3

karmic niche
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I'm not sure what problems I had when trying to use that library with our code. I think that it didn't work well with macros, so we weren't able to validate our code for real, unfortunately

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Also, when running it, it spit a stacktrace twice on two files IIRC but i don't really remember what was the cause

scenic canopy
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@orchid shadow there are a couple of sqf linters available already

pearl beacon
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@orchid shadow yes we already check our code with that, but it's not in our CI yet as it is not completely finished, we expect to use it in the very near future though

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so far LordGolias' linter is by far the best, especially for CI

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yes, macros is something that needs further work, but it is very good already

spice current
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@dawn palm How to resolve this issue with the latest pboProject/makePbo?

There was no skeleton that could be used.
Read the documentation```
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I don't have any RTM files in the addon

nocturne basin
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just added math commands to the SQF-VM project

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latest standalone: -SNIP- (use the post below)

nocturne basin
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SQF-VM now can be used to unit test (auto-mode with proper return codes is available)

nocturne basin
elfin oxide
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๐Ÿ‘Œ

vague shard
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@glossy inlet how far did you get with the TB formats?

glossy inlet
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0% ๐Ÿ˜„

smoky halo
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@vague shard he seem to have fixed it and already pushed a update

vague shard
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yup seen it. still would be beneficial to avoid TB for other reasons

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like faster rvmat generation

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or more flexible mask generation (limit of colors per cell)

pliant lynx
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and terrain builder object import is slow beyond belief, it takes like an 45min+ to import few million objects. mikero fixed this back in arma2 visitor .PEW file days by making tool to handle the export/import.

glossy inlet
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tv4p looks like standart BIS binarization.
tv4l binarized
tv4s binarized
v4w a bunch of floats?
v4d complete gibberish. Probably compressed :/

Do you have any Idea which of these files is where placed objects are stored in?
the tv4p contains a list of models without duplicates. That probably assigns a number to each model

pliant lynx
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tv4l is object layer stuff.

glossy inlet
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What is a "layer" and can there be multiple ones?

pliant lynx
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directory structure is MyAddon\Source\TerrainBuilder\MyAddon.Layers\ where you have files like: NameOfLayer_001.tv4l multiple layers yes, I believe each layer is its own tv4l file.

glossy inlet
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What is a layer though?
I'm quite sure I can just debinarize these. But if there are multiple ones how to know which layer an object should be imported into

pliant lynx
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what is layer, umm same as photoshop or other editing program layers I guess? ๐Ÿ˜ƒ heh, layers manager you have object and shapes. shapes are shapefile layers and objects are object layers (tv4l).

glossy inlet
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So. If you import objects you would specify which layer to import them to?

pliant lynx
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honestly not sure, when I import objects terrain builder generates new layer for each import. not sure if I could choose layer somehow.

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(or maybe I import to "Default" layer and it wont accept this and creates new layer according to imported filename, dunno).

glossy inlet
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So after my first look it seems to be just a binarized config. And we already know how these work. If it is really just that then it will be easy to do stuff with it

pliant lynx
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if/when you get some code to test on, just call me up anytime and I'm happy to do it.

dull axle
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And I will make a MB export with objects -> MB -> Snake Mans/Dedmens tool -> TB ๐Ÿ˜„

plush shard
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@glossy inlet at which TB file format did you have a look?

glossy inlet
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The ones I wrote.

smoky halo
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iirc tv4p should have most of the project stuff in it

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at least this is the one you open your project in TB and save into

plush shard
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@glossy inlet completely missed that post by you - v4d has 100 bytes unknown header data and then a zlib compressed data block attached (the last 4 bytes of the file are the adler32 checksum)

glossy inlet
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๐Ÿ˜ฎ Then that mistery is solved I guess ๐Ÿ˜„

pliant lynx
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v4d files are raster layers (whatever that means) which are image data, satellite textures and masks, as well as heightmap data.

glossy inlet
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So stuff I don't care about ^^

hard locust
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Im guessing the tv4l uses the template libraries, if you delete them, it comes up with an error about not being able to find the object

pliant lynx
hard locust
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An the error Error: Project manager - Cannot find lib p:/rof/rof_test/source/terrainbuilder\TemplateLibs\adverts.tml! Error: Template library 'adverts' is missing. Some objects may not be loaded! [Layer: del] QuadTreeLeaf loading - unable to find template: [A_AdvertColumn] from library: [adverts]

hard locust
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I just moved an object from one template library to another, an TB found the objects already placed. No errors at all. I guess it dont care what library its in, as long as its in one

dull axle
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Afaik they are only referenced by name

hard locust
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If you have 2 objects the same in your templibs, TB tends to crash on save. Many words were said that day, trying to find what one ๐Ÿ˜„

dull axle
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Jup, because they are only referenced by name and not by path/folder/whatever

hard locust
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So if we changed the name but left filepath, would it screw up the .wrp etc. Because there is objects I would like in 2-3 categories

scenic canopy
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all names must the unique, lookup is across all template libraries

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when the WRP is exported it will contain the filepath from the template

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the name in the template have no meaning for the exported wrp

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p3d filename is tied to the config class as well

hard locust
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So I could change the name of the A2 stuff to english, as long as I leave the filepath etc alone