#arma3_tools

1 messages · Page 18 of 1

nocturne basin
#

now to find a way to get the length ...

dawn palm
#

oh well, you're a glutton for punishment.

nocturne basin
#

i love pain

#

tbh ... my fix is going to be a fixed length and if it is above then fuck it ..

dawn palm
#

umm why not just rewrite that dll code in sbchar and be done with it?

nocturne basin
#

mhh?

dawn palm
#

wchar_t* gen_wchar_string(const char input)
{
const size_t size = strlen(input) + 1;
wchar_t
output = malloc(sizeof(wchar_t) * size);
mbstowcs(output, input, size);

return output;

}

this is wrong for two reasons:

strlen returns the nBytes, not, the nChars
mbtocws assumes local codepage.
if there's an umlat in the text, it's good night and thank you for playing.

nocturne basin
#

is only used for console anyways
where it will be the local code pages

dawn palm
#

ok

#

but the converted char to be printed will be wrong to start with.

nocturne basin
#

after my first riddle is solved by blank hate

#if defined(__GNUC__)
    len = 2024;
    buff = alloca(sizeof(wchar_t) * (len + 1));
    vswprintf(buff, len + 1, format, args_bullshittery);
    buff[len] = 0;
    string_modify_append(vm->print_custom_data, buff);
#else
         ...
#endif```
i now have to find out why the method sometimes works perfectly fine and sometimes just copies one character -.-
#

probably because %s is not correct for wchar_t

dawn palm
#

this is the 'correct' version of above

static std::wstring bis_std_utf8_to_unicode(Utf8 *utf,unsigned from=CP_UTF8)
{
std::wstring unc;

int nChars=  MultiByteToWideChar(from, 0, utf, -1, NULL, 0) ;
if (nChars)
{
    unc.resize(nChars);
    MultiByteToWideChar(from,0,utf,-1,(wchar_t*)unc.c_str(),nChars);
}

return unc;

}

nocturne basin
#

such a great guessing game ...
yes ... never worked before with wchar_t for good

#

using only c @dawn palm
no c++

dawn palm
#

ok

#

the meat in the sandwich is MultiByteToWideChar

#

that's the only windows function that actually converts correctly.

#

oh shit duh!!!!!

nocturne basin
#

i know
need to use it more or less regulary when interacting with winapi

#

but that piece of code is rly just a copy paste as i am a lazy fuckass ... was first result on stack overflow .. and already wasted the whole day with converting everything to wchar_t

dawn palm
#

because of all those bloody 'orrible L"whatevers" i assumed a windoze compile.

nocturne basin
#

nope

#

would not even bother that much with wchar_t on only windows target

dawn palm
#

already wasted the whole day with converting everything to wchar_t

..... when shouldn't have bothered 😎

nocturne basin
#

aaaand

#

works

#

like a charm again

dawn palm
#

I actually can't follow why anyone would use wchar in linux

#

micro$soft did do a good job with the _T operator

dawn palm
#

my exes ARE wchar for windoze and char for linux

nocturne basin
#

indeed ... horrible on linux ..

dawn palm
#

arma3p updated:

updated lappihuan scripts for his buldozer patch (editor.sqs) to work on drives other than p:\

added small pbo that corrects BI's 'export to terrain builder' in the 3den editor. You can now happily rotate skew and scale your objects and import them to TB without fuss.

All honor and glory to @toxic orchid and @dapper pivot for this fix that bis were incapable of doing. All credit to them, i am merely packaging their code.

fot this fix to work in map Builder/x-cam or SP contact them. mine only corrects 3den.

sly skiff
#

👌 💪

toxic orchid
#

👍

hard locust
#

mikero: I asked before but don't know if you ever saw it. But could you change the wording at the end of arma3p? At the moment it says something like buldozer.exe has been removed, adjust Object Builder AND Terrain Builder [k]. There has been a few people on the forums and terrain makers, who think pressing K, auto updates it for you. Maybe change it to YOU need to manually adjust Object Builder AND Terrain Builder or something 😄 You could link to Snakemans wiki page on it https://pmc.editing.wiki/doku.php?id=arma3:tools:buldozer

midnight kernel
#

Yeah, that might help a lot. Thought that myself the first times too and wondered why nothing changed in TB. 🙄

dawn palm
#

@hard locust don't recall that conversation, but yes, I'll re-word it on next update. It's frustrating for me that I could do object builder automatically, but not Terrain builder becauise well because BIS!...............

#

.... but if someone clever here knows a fool proof way of editng the ini file for T/B i'll automate it. currently it's a wish and a prayer to discover where they put it. and, of course, it's a moving goalpost.

#

they've been unable to bugger up the windows registry or change the rules there, so object builder is 'easy' to automate. but t/b is a different story.

vague shard
#

@dawn palm whats the problem with the ini specifically?

hard locust
#

mikero: I tagged you in terrain makers once, so you most likely missed it. It's a very active channel sometimes lol. Thanks for changing it, hopefully it helps some new people out 👍

dawn palm
#

whats the problem with the ini specifically?
if you come up with a method of accurately locating it, and provide a regex to replace that part of the text that needs changing, i'll add it to arma3p

vague shard
#

echo installing eden editor export patch
xcopy /sy "%_MIKEDLL%\addons*" "%_ARMA3PATH%\addons"

#

@dawn palm putting third party pbo in A3\addons is a BIG NO NO
you should really install your pbo into a modfolder
(stops ppl from joining MP servers essentially, may get deleted by A3 updates, etc)

dawn palm
#

k

#

my excuse was tiredness

#

i think i'll just supply it as a pbo that people can put where they like, if they want to. there does not seem to be as much interest in this topic as i had assumed. (despite the wailing and moaning that t/b didn't place their objects correcftly)

vague shard
#

@dawn palm ty. terrain makers work in slower pace - you have to understand. otherwise they wouldnt survive arma modding ;)
i am sure many will make good use of it over time

smoky halo
#

@dawn palm - is there a way to disable external file checks in PboProject?

#

Its best off to just accept you need to setup a pdrive for arma modding

#

@smoky halo - I've it set up...

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So what file is it complaining about you don't have for your addon you are trying to pack?

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You should have those files in your pdrive. Just checked mine

#

Well I ran Arma3P from Mikero tools and it created an a3 folder inside P:, to which it started extracting game data.

#

I guess I missed a step during P: setup.

#

Meh, fuck this. I'm going back to Addon Builder, at least it works, and doesn't have me extract 170,000 files so I can build 50 lines of code...

dawn palm
#

most folks end up appreciating that it does go thru 170,000 files looking for common typos and errors that any author makes. The alternative is to keep starting arma3.exe 170,000 times to discover if you've fixed your errors. and extracting the full game data is not a big ask, it's do it once, it's done forever. Not just for a miserable '50 lines of code'

glossy inlet
#

But why forbid explicitly disabling that for these folks that don't need it?

dawn palm
#

because there's no such as thing as not needing it.,

#

under the covers the dll checks that the items are error free, whether they need to be binarised, if the properties in a p3d are 'correct' and so on.

wind elm
#
Neviothr - Today at 12:39 PM
Meh, fuck this. I'm going back to Addon Builder, at least it works, and doesn't have me extract 170,000 files so I can build 50 lines of code...```
🤦
#

And after that, you are wondering why AddonXYZ is not working...

glossy inlet
#

I have 3 sound files in my Mod. I know they are there because I had the file check enabled the first time I built it.
Now several months later I want to get back and change something in a script completly unrelated to these sound files. And to rebuild my thingy I now need to completly extract Arma although I know that the files are there and everything is correct.

dawn palm
#

and?

#

you arma3p. it's not a big deal.

glossy inlet
#

No and. That's it.

wind elm
#

@glossy inlet Remember when certain files were moved?

glossy inlet
#

Free disk space?

dawn palm
#

haaaaaaaaaaaaaaaa

#

if you lack disk space you're not in the game.

glossy inlet
#

okey

dawn palm
#

i do accept that there;s issues with ssd

glossy inlet
#

So just having one external reference to a file that I might not even need. Forbids me from making Mods because you want it to be like that?

dawn palm
#

use addon breaker.

glossy inlet
#

ok.

dawn palm
#

after all, it will work because your mod is error free. or so you think.

glossy inlet
#

I'm really happy that I keep backups of old versions of your tools.

dawn palm
#

me too. I must have proved helpful in the past

nocturne basin
#

Uhm... Why not add a command line switch to disable those checks?
Tbh I do understand to have a fire and forget mode without checks

glossy inlet
#

Yep. Your tools are a godsent compared to addon builder. But you keep making them so bad that they become unusable

#

There is an option. But newer tools versions ignore the option because people used it.

dawn palm
#

....anc then fillled forums with 'why doesn't it work'.

glossy inlet
#

Why do you punish the good people for the idiocy of the idiots?

#

@nocturne basin

This option is now permanently set due to some authors releasing pbo's that have not been file-checked and causing pain and suffering to the user. If you don't want the power behind a professional tool. Stop using it.
wind elm
#

More Idiots than "good" ppl

#

+I still not understand the prob here atm. Unpack A3, done. No further thing. The argument with "not enough space".. cmon... it's 2017... invalid af

glossy inlet
#

That would also make your tools completly useless for my CI. I won't upload a full Arma unpack to the CI provider (Appveyor) everytime I do a build.
For one I don't have the bandwidth. Second I am not allowed to just upload Arma files to the Internet afaik

smoky halo
#

a headlessversion of pboPro would make sense to have no filechecks for buildmachines etc.

#

for your local version, you should always have a unpacked A3 in your pdrive

glossy inlet
#

There is a headless version in the paid tools. Don't know if it ignores file check though

smoky halo
#

hence i say it would make sense if there would be the possibility to disable filechecks

#

pretty sure it also does not allow it atm

glossy inlet
#

I always do a build with filecheck when I change anything on what external files I depend on. But 99% of my mod is scripts. If I change 1 line in some script there is no reason to do a full file check

smoky halo
#

BI sometimes decides to remove p3ds or move them to some other locations

#

or textures or sound files

glossy inlet
#

What if I use a outdated p drive of some previous Arma version?

#

Why not just make something that looks inside Arma pbo's if the files are there?

#

Don't tell me Mikeros tools can't read pbo contents.

#

Would make everything easier. No one would have a reason anymore to disable file checks

#

Lower entry barrier for people that want to contribute to mods because they might not even need a pdrive

smoky halo
#

that would be neat, but afaik binarize needs those files in /temp anyway

#

don't remember all the necessarities tho

glossy inlet
#

Well. Mikero knows which files are needed. So extract them if needed

#

But I don't see why I need to extract everything although I only need one or two files that mikeros tools could grab themselves

smoky halo
#

apart from the above i use the pdrive to grep over things frequently

glossy inlet
#

You want a tool that can grep through all Arma PBOs?

#

Not hard. Just needs some time to make that

smoky halo
#

but yea i think mikero is definitly intrested in a light version of the P drive, he recently investigated some things like P:\a3 being a symlink to P:\temp\a3 but that turned out to not work

#

Problem is what happens when binarize update decides it wants access to more files.
Easier to just have a Pdrive, not to mention they are needed for object builder / terrain builder

If you just want to build pbo, use eliteness / makepbo etc

Also there are alternatives like armake / addon builder

#

no i need to grep over the contrent of those files

glossy inlet
#

I didn't say that you can't grep over the content

smoky halo
#

honestly i don't want no P drive, i want one

glossy inlet
#

the content is inside the PBO's so if you can grep through PBO's you can also grep through content

smoky halo
#

i use it all the time

#

as Torondesco says OB and TB use those files too

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same with binarize

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and me using them to look up things

glossy inlet
#

But not if you don't have models or terrains in your mod

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which I'd say most of the mods don't

smoky halo
#

i really don't get what you issue is :S

#

if a sqf or cpp references a file it should check if that file is avail

glossy inlet
#

Yep. But it doesn't need a Pdrive for that. And it doesn't need all the other thousands of files for that

smoky halo
#

if it could check it inside the pbos that would even be better as one could use a outdated pdrive

#

but i don't want to get rid of the pdrive

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and that would allow scripters to not need one if they don't want

#

Its prob not worth his time to maintain different methods of reading the files.
Pdrive works fine & works with arma tools

Plus its alot simiplier for users to look at extracted arma files versus referencing files that are in a pbo.

glossy inlet
#

I understand that terrain makers and modelers need a pdrive. But scripters don't

smoky halo
#

but what errors do you get as scripter?

glossy inlet
#

It's just a bummer.

#

missing ; in config 😄

smoky halo
#

you don't want lintchecks?

glossy inlet
#

Yeah I do.

smoky halo
#

so what errors do you get as scripter you would not want?

glossy inlet
#

I want all errors.

smoky halo
#

what are we talking about then? 😛

glossy inlet
#

Never said I don't want some error messages

pliant lynx
#

what addon are you making that is sqf only?

glossy inlet
#

It's a high entry barrier if people that want to contribute to a script mod need a comple pdrive just because that mods uses some soundfile in some UI config somewhere

#

Currently thinking about TFAR

smoky halo
#

hmm they can make dummyfiles

glossy inlet
#

we use 2 Arma sound files

smoky halo
#

no need for the whole pdrive

glossy inlet
#

exactly

smoky halo
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pboPro lets itself fool via dummy files

#

so just provide those files including its dirtree in your repo and advise them to move it to P:\

glossy inlet
#

But then.. What is the reason to disallow disabling file checks. And then telling everyone how to circumvent it while putting more work into it

smoky halo
#

you activly have to fool pboProject to get missing files

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the noob will always be forced to have a "working" addon built

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this is mikeros mentality we have to live with

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i guess one could move his stance with a good enougt reason

wind elm
#

the noob will always be forced to have a "working" addon built
Wich is way better than having 10000 Threads in the forums saying: "why dis no working!!111oneoenoen"

glossy inlet
#

You don't need to know about this stuff though if you are a scripter that want's to contribute to an open source project

smoky halo
#

Its just sqf addon, you could just easily use addon builder / armake to built it.

glossy inlet
#

I agree. That is all good stuff if you make the addon yourself.
But for contributors on OS projects that just change a script line. They don't include external files. There are not responsible if the mod they are contributing to might be broken

wind elm
#

I agree, Deco

smoky halo
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isn't it usual with OS projects that there are work env instructions or even scripts to set up the workenv?

glossy inlet
#

yep

smoky halo
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provide the info there

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or make a script that creates the dummy files

glossy inlet
#

"I want to change that line of script how can I test if it is working? "
"Unpack your complete Arma install to pdrive"
"Wtf? Forget it then. Just wanted to make a little change"

pearl beacon
#

☝🏻

glossy inlet
#

That is what is happening. And that is what I complain about.

wind elm
#
Torndeco - Today at 2:03 PM
Its just sqf addon, you could just easily use addon builder / armake to built it.``` ¯\_(ツ)_/¯
glossy inlet
#

OS projects can solve this by disabling external file checks. Like was done before. But not possible anymore apparently

smoky halo
#

whats wrong with this? @glossy inlet
or make a script that creates the dummy files

pearl beacon
#

yes @wind elm I use armake where I can, but does that mean we shouldn't want a better tool that we already use?

glossy inlet
#

keeping track of all files that might be needed

pearl beacon
#

it's unnecessary work

smoky halo
#

Personnally i take you are making it a bigger deal that is required.

There are other tools you could recommend to new users to build with.
And then give an advanced guide how to setup pboProject & pdrive

#

rename your A3 namespace and build with pboPro it will print you a list of missing files 😉 @glossy inlet

glossy inlet
#

Make a guy on a big OS project such as ACE do that after anyone does a PR

smoky halo
#

postcommit script that greps over code with \a3\ and generates the workenv script automatically

#

You are assuming everyone checks stuff before they commit will bite you.
You setup a vps with automated bot to build using pboProject or armake

pearl beacon
#

no one assumes that

#

the point is people don't want to commit/PR something they can't test

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and then don't want to work on it anymore, because of the unnecessary setup required

smoky halo
#

for those ppl point them to AB as Torondesco said above

#

once they are more familiar guide them to pboPro

pearl beacon
#

that's an even longer step when someone just wants to work on a project he wants to work on

smoky halo
#

Go try armake out its got some error checking in it. Dedmen has skills to add to it, if something is needed
Mikero Tools has a bat file to setup a pDrive aswell, really doesn't get to much easier

pearl beacon
#

the point is P drive is not necessary, fight it all you want

wind elm
#

🤦

smoky halo
#

And you arent required to use pboProject either. Noone is forcing that for a simple sqf addon
Anyway back to work

pearl beacon
#

no, you are correct, no one is, just pointing out it could be better

shrewd osprey
#

who is that dedmem you're mentioning ?

smoky halo
#

typo 😛, always get it wrong.

shrewd osprey
#

dedmen doesn't know C btw, his own saying

wide cedar
#

the P drive is an archaic concept and everyone responsible for it should be put against a wall and shot. no modern compiler asks you to put your header files for your includes in a specific drive. that's pants-on-head retarded.

#

modelers don't need it either. it's just a way of finding files, and there are better ways to do it

smoky halo
#

You would need tools to virtualize the filesystem, before you could do away with the pdrive.

wide cedar
#

literally going through every file on your drive until you find one that works would still be more efficient than the P drive

wind elm
#

Sure, but 99% of the beginner (incl. me) used it, cause it was "well documented"

smoky halo
#

That way arma tools would still work

wide cedar
#

@smoky halo armake doesn't need one. it doesn't handle terrains, but i'm sure you could work without it there too

smoky halo
#

no

#

terrains actually need those files

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I mean for people using TB & Oxygen Builder

wide cedar
#

oh, ok

smoky halo
#

same goes for modellers

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That way people can use whatever tools they like without a pDrive. Until someone does that, people will need pDrive for some reason

wide cedar
#

@smoky halo I have binarized models without a P drive, AMA

smoky halo
#

afaik binarisation checks the texture and assigns diffrent properties to those faces

wide cedar
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it's not even difficult

smoky halo
#

one example i know is alpha

wide cedar
#

that doesn't matter

#

you can still find the files without the p drive

smoky halo
#

sure inside the pbo

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but our binarize does not work like that

glossy inlet
#

binarize is using the arma engine in the backend. Theoretically it could just read from pbo

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That's BI's fault though

smoky halo
#

yea

#

not saying the whole tool work env could be miles better

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People will still want to browse / use there fav editor to read files from pbos

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but what we have right now and what pboPro requires makes sense for the current setup

glossy inlet
#

@smoky halo There is a PBO VFS that allows you to mount pbo files as a drive

smoky halo
#

Link?

glossy inlet
#

Ughh... Gimme a couple minutes

wide cedar
#

So even PBOProject could get by without one

#

it's annoying though

glossy inlet
#

Man whoever made that file system thingy needs to do something so it's higher ranked on google -.-

smoky halo
#

i think the work required is not justifiable by the gain

wide cedar
glossy inlet
#

YES

shrewd osprey
#

he need to do some SEO courses

wide cedar
#

i don't know what y'all are doing wrong

smoky halo
#

😄

glossy inlet
#

I was missing the word "fuse"

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Like... Mikero integrate that. Poof pdrive gone.

wind elm
#

Never heard of it before, tbh.

#

What does it exactly do?

smoky halo
#

Need tiny tweaks for multiple pbos. But you update that and solves pDrive and all the tools / guides still work

glossy inlet
#

There is also another file system that was somehow different. As easy to find as the other one tho

wide cedar
#

BI could relatively easily deprecate the P-drive. Just allow a command line parameter for binarize.exe to allow a list of folders to go through for includes, just like any other modern compiler. then add P: to that list internally and just try it, element for element, using the first one where you find something.

#

boom, done

smoky halo
#

Endusers still need to read the files at some point, or search inside pbos etc
VFS solves all that

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some ppl dont use P: as drive letter 😛 but yea

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iirc BI was talking about something like that in the A3 alpha/beta btw

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i guess it was dropped at some point

wide cedar
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could you imagine if you had to mount a filesystem to compile a C application?

#

you would be laughed out of the room

glossy inlet
#

I use P as my ramdisk.. Was really nice when I used workdrive the first time ofcause disabling my ramdisk meanwhile.. Everything fine.. Next reboot bluescreen. and reoccuring bluescreen only fixeable by booting to rescue and removing my ramdisk from registry.
Talked to the vendor of the ramdisk software. Turns out workdrive didn't unregister itself properly. Was a really productive day looking at endless bluescreens and trying to find a way to fix it

smoky halo
#

not sure how valid those statements are still

#

but tom says it is possible without pdrive

glossy inlet
#

Well. armake is packing without P drive.. so yes it is

wide cedar
#

There was a strong push for reintroducing the P: drive from community who was used to it

So once again, things were ruined by a community that just wants what it already has and the misguided pursuit of unnecessary backwards compatibility.

wind elm
#

"Was der Bauer net kennt, frisst er net"

hallow rapids
#

heh we have the same saying in the Netherlands

pearl beacon
#

my biggest wish for next Arma is done with all backwards compatibility, it's just problematic trying to keep it with those antique non-standard systems BI is using, and that has shown with A3 the most

smoky halo
#

yea i hope for something similar

#

cough enfusion cough

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but afaik its already known that all or most RV filetypes are still supported in enfusion

hallow rapids
#

what's the big deal with the P drive anyway? Just set it up and be done with it? 🤔

smoky halo
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its not very noob friendly

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i actually would prefer they drop all the compatibilities, but thats my opinion 😃

#

hate legacy code

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yea its probably one of the reasons RV is such a clusterfuck

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gimme full blender support and im fine

pearl beacon
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there is no need for any backwards compatibility either tbh

#

all p3ds can be exported into Blender already using Alwarren's Toolbox

wide cedar
#

@hallow rapids try setting up a P drive on linux or a CI system. I'll wait...

pearl beacon
#

and from there you can go anywhere

hallow rapids
#

people that don't understand how to set up the P drive shouldn't be doing whatever "requires" the P drive anyway

smoky halo
#

but thats aonly models for blender. blender can be usd for a lot more

pearl beacon
#

yes of course

hallow rapids
#

@wide cedar good thing the official tools don't support Linux 😛

smoky halo
pearl beacon
#

@hallow rapids that's stupid logic, you are literally asking someone to do something retarded

smoky halo
#

watch this video. im getting hyped watching this video 😄

wide cedar
#

@hallow rapids Maybe they would if they didn't use a P drive :p

hallow rapids
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lol

#

a P drive isn't retarded.. it's quite common in the (game) dev industry

smoky halo
#

miro is doing EVERYTHING in blender. so that looks promising

pearl beacon
#

exactly, I know of quite a few people that wanted to do something for Arma, and saw it requires P drive for one or the other reason, just dropped everything

#

what, how is it common in the industry?

hallow rapids
#

well it just is.. there's no "how"

pearl beacon
#

well, show me 😛

wide cedar
#

@hallow rapids I'm sure many game development companies have things like network drives for their assets or something, but there's a difference between using an extra drive for something and having to use it

hallow rapids
#

exactly that

pearl beacon
#

that yes

smoky halo
#

worked in print and carwraps. whole lot of network drives, but never saw any special drive to compile or anything like that

pearl beacon
#

yeah, nothing like Arma's required P-drive

#

it's for sharing, not wasting space, not requiring to build something 😄

hallow rapids
#

I'm searching for a talk where he detailed the entire infrastructure they used

#

that was fairly close to how BI uses the P drive

pearl beacon
#

BI might actually use it as a share I guess

wide cedar
#

If I remember correctly, compiling their leaked A3 code required an additional drive, so that might be where they keep their stuff

hallow rapids
#

that's the talk

wide cedar
#

IIRC LordHeart's PC blue screened when he tried to compile it

hallow rapids
#

dude works for Naughty Dog

smoky halo
#

don't know much about C++ or similar languages but isn't it usual to have build dependencies?

glossy inlet
#

yes

hallow rapids
#

from around 30 minutes he starts talking about mapped drives

smoky halo
#

@glossy inlet how handle C++ OS projects such build dependencies?

hallow rapids
#

it's quite common to take a snapshot (i.e. some release version) of a dependency and include it in your project

#

if source is available anyway meh doesn't matter

glossy inlet
#

Well.. Not good I'd say :D
There are projects that start package managers for C++. But they are not that far yet.
Microsoft has one.. forgot the name.
When C++ modules arrive that might get easier

wide cedar
#

On linux you basically have default folders the compilers search for includes, and the compiler can take other folders as arguments

smoky halo
#

so this seems to be a common OS problem

glossy inlet
#

Getting dependencies on linux is easy if the dependency is popular. You just say install that. And the package manager will install it into these default folders

smoky halo
#

yea but even then it's sometimes quite tideous to get all dependencies

#

had to deal with some python and perl cms on our servers recently, was a pain to get them to run with all the dependencies

glossy inlet
#

python is easy though. They have their own package system that is quite easy to use

smoky halo
#

i did it via apt iirc

glossy inlet
#

Yeah you won't get all pythong stuff in there.
Dunno what it's called.. I think "pypi"

smoky halo
#

could have been easier then i guess if i knew python more 😛

hallow rapids
#

pip

glossy inlet
#

YES! As you can see I also don't know python

hallow rapids
#

though .. pip is a client for pypi 😁

smoky halo
#

but so to say build dependencies can be compared to the pdrive in our current setup, so it is a overall OS problem to solve that

#

@glossy inlet wouldn't that be sufficent?
postcommit script that greps over code with \a3\ and generates the workenv script automatically

glossy inlet
#

Not really. You just have to tell the tools how to look for them. As in. They should look in Arma directory inside the PBO's

#

to your first message.
Second one... To have it still conform with the file check as in really check if the files are there and not create dummy files.
It could generate a script that only extracts the needed files from the pbos

smoky halo
#

or just create empty dummy files

#

afaik that is enough

#

aah well maybe not, don't remember

glossy inlet
#

It is.. But it would still be nice to have the file check. It won't be able to extract files from PBO's that are not there

smoky halo
#

and a postupdate hook that executes your envbuild script

glossy inlet
#

so you can keep the file check without having a overkill pdrive with 99% useless stuff

smoky halo
#

👍

dapper pivot
#

Enfusion even runs SQF.

#

There's an ExecuteSQF command in the Enfusion language.

#

As the name suggests it's pretty much everything from both engines.

smoky halo
#

Well at some points it was/is 2 different engines running as they slowly add stuff to the new engine.
executeSQF might be just stop gap measure (hopefully)

#

Will be interesting to see the modding tools when released how much you can do etc vs what is hardcoded

dapper pivot
#

The issue will be if they abandon things like the vehicle controllers being written entirely in the scripting language.

wind elm
#

Didn't they mention that everything related to SQF was dropped and all Script were rewritten in their new Language Enforce (or however it was called)

#

So i doubt, SQF will be a thing in Enfusion in the end

dapper pivot
#

Hasn't happened, and it doesn't use FBX either.

#

FBX was used by an import tool to convert to a custom binary format.

wind elm
#

What hasn't happend? The drop of SQF? Of course it did

glossy inlet
#

SQF with its rich API of commands built over years XD @dim phoenix

#

with its own IDE Does that mean we will get a scripting IDE?

#

They have a new animation system? Wasn't the new animation system one of the big things with Arma 3?

dapper pivot
#

Dscha: ExecuteSQF is still defined in the scripting language and the DayZ binary still has all the string literals that you'd expect to see from the SQF engine.

glossy inlet
#

so Enforce Script is the only scripting language which runs on our internal version

#

They say 0 SQF

dapper pivot
#

The internal version mustn't have made it even to experimental yet, then.

smoky halo
#

They prob just left it in the engine, havent ripped it out yet. Pretty sure was similiar story with java & arma3

wind elm
#

Is 0.63 already out? iirc they mentioned something there

#

(or however the Version was, where they introduce the new Anim System)

smoky halo
#

@glossy inlet afaik A3 has no new animationsystem over A2

#

the animaiton network is just more complex over the A2 one

#

@wind elm isn't beta the one that is free of sqf?

pliant lynx
dapper pivot
#

We're getting in early on DayZ^H^H^H^HArma 4 tool making.

wind elm
#

@smoky halo Yeah, i am pretty sure i heard something like that.
@pliant lynx 😛

smoky halo
#

maybe we need a enfusion speculation channel ^^

pearl beacon
#

@glossy inlet new animation system means proper blendspaces

#

there has been a video on it from DayZ

glossy inlet
nocturne basin
#

AD BLOCKER INTERFERENCE DETECTED

#

and another page gone forever

smoky halo
#

@glossy inlet thats just bad wording i think

#

0.63 can release this year but is very unlikely. they said something around 6 month for 0.63 once 62 released, but said also its just a estimate. so can happen in q2 2018

#

new animations is not new animation system

#

0.63 showcase and new animationsystem

#

still WIP tho

#

if the improvements are anything like the fps increase with 0.60 then they are on a good route to a awesome game

dapper pivot
#

Ooo, different bits of trees moving in different directions.

smoky halo
#

that was introduced with 0.62 i think

#

trees and gras going with the wind

#

and i see your sarcasm, but my question is why. dayz is a actual improvement now over arma 3 and not just a rehashed mod anymore

hard locust
#

The tree's moving look weird, they seem to act more like clutter when I last tried it

smoky halo
#

@wind elm - > +I still not understand the prob here atm. Unpack A3, done. No further thing. The argument with "not enough space".. cmon... it's 2017... invalid af
I've only a small 500 GB HDD, and cannot at the moment afford a new one. If you want to make my argument invalid go ahead and buy me a new one 😛

karmic niche
#

Ooo, different bits of trees moving in different directions.
Have game developers ever peeked outside, instead of sitting behind their computer their entire life?
Why do all trees, bushes and grass look like the wind force is a permanent 10 on Beaufort scale? 😦

smoky halo
#

Same goes for @dawn palm. Not enough disk space is a reason not to make mods? Fuck off.

dapper pivot
#

Wasn't sarcasm, MyWay.

smoky halo
#

thats their new tree wind shader

#

tho it is a bit meh

#

@dapper pivot afaik thats a vertex shader thing but they don't seem to account for wind speed nor direction sadly

smoky halo
#

its alpha, soon beta and there is a possibility they change it later on. i still think its a positive development, cause before hand people jsut camped somewhere and looked for a moving pixel. now that isnt really as possible anymore cause pretty much everything moves

#

@hardy leaf yes it is a shader to represent wind, but it does not consider the simulated wind we already have

#

its just full windforce from all directions at the same time

hardy leaf
#

oh ok

#

i wonder about the rivers they mentioned

#

such a shame that it's so hard for them to implement water above 0m..

smoky halo
#

dayz has ponds

hardy leaf
#

but they are broken in a3

dapper pivot
#

Apart from gusts can you normally tell where the wind is from anyhow, looking at a tree?

hardy leaf
#

when fog is present

smoky halo
dapper pivot
#

Because they use A2 fog and shader inputs that are no longer used in A3...

smoky halo
#

@dapper pivot yes

#

here watch this if u wanna know about rivers

hardy leaf
#

and ponds are here, but rivers :(

smoky halo
#

i know all about it myway, dug arround that subject for to long

#

rivers are coming. watch the video 😄

#

branches bend into direction X, leaves aswell

#

miro explains everything in blender

#
  • you can see the windwave going through the trees
dapper pivot
#

Fair 'nuff, trees here are so ugly you don't look at them.

hardy leaf
#

but thats bi simulation

#

?

smoky halo
#

😛

#

dude watch more then 10seconds after what i linked

#

miro is working for BI again

#

he shows a river in blender and then dayz

#

actually working on the enfusion terrain module

hardy leaf
#

sorry I'm in the bus :(

#

well thats great

smoky halo
#

that whole talk is about him and terrains

#

river are a feature of terrains 😉

#

but don't expect enfusion features in dayzs version of enfusion

hardy leaf
#

so where to expect them? :D

smoky halo
#

a4 ir some other title

#

nah

hardy leaf
#

Arma 4 huh

smoky halo
#

enfusion at this point is for dayz and thats it. its very likely that arma 4 gets enfusion but thats a long time until then

#

i leave take on mars and all that out on purpose

#

and rivers are a feature missing on chernarus+ and namals is beeing developed currently too as far as i know

#

semi official

#

namalsk should be pure community made (which happens to be a dev)

#

they used it to test modding tho

#

im not really versed with the topic, but last info for me was hes getting the new modtools for dayz and is already working on the map

#

no new modtools for dayz

#

pretty sure there gonna be

#

at least for terrains and objects for now

#

the video i posted shows a whole lot tools for blender

dapper pivot
#

Those are Miro's personal toys.

smoky halo
#

that is a personal project by Miro

#

don't interprete to much into this myway

#

all i see is no terrainbuilder and thats all i need

#

they use them internally for some generating processes, but they still use TB

#

why do the devs discuss modtools then even? they are saying we see modtools at one point. Why even say that when they are going to be the same as armas?

#

most likely packing tools

#

and some script debugger for enscript was mentioned

#

a binarizer supporting all the new features etc.

dapper pivot
#

They'll need some of the Enforce tools too, the assets are a mix of Enforce/RV.

smoky halo
#

dont wanna sound to naive, but i actually think we see some actual open source tools coming. maybe its just false hope

#

not saying enfusion will never have new tools, but for now it is TB and OB

#

at least terrain building in enfusion should be written inengine with enscript afaik, but again, not dayz

#

and for objects they should only support fbx by the binarizer and no additional tool would be needed

#

but objects are not really my knowledge

dapper pivot
#

@smoky halo btw, have you seen the windmask files?

smoky halo
#

ianbanks probably knows some more stuff there

dapper pivot
#

Objects are still .p3d mainly

smoky halo
#

i really need to dig a bit 😛 no not yet

dapper pivot
#

And a fairly old .p3d format too

smoky halo
#

a 2D fluidsolver would be neat for such wind wave effects in the tree shader 😮

#

well a tweaked fluidsolver to behave more like air but still same concept would apply

dapper pivot
#

(Naturally the first comment is someone telling Naughty Dog how to do things correctly.)

smoky halo
#

haha yeah i dont read comments on artist pages or anything like that cause they are filled with salt. i got a saltmine in my town...dont need no more

#

@dapper pivot i guess you refere to the vertex shader vs physics comment 😛

vague shard
#

for those ppl with diskspace limitations, use a3 server package as source for arma3p

hard locust
#

It doesnt take up that much space, isnt it like 22gb for just A3?

hardy leaf
#

no

#

the textures are blank

mild kestrel
#

@dawn palm old versions of depbo.dll would allow addons that didn't have a config.cpp in the root source folder. Is there a reason this was removed? Just interested if there's a technical issue with this or it's just best practice to have config in the root.

pliant lynx
#

cant speak for mikero but I understood that every addon needs cfgpatches to indentify it, but yeah I think "needs" is more like practice. dunno.

glossy inlet
#

True. Every PBO needs a cfgPatches.

#

But you can also have the config in any of the PBO's subfolders

#

as long as there is atleast one config in the PBO it's fine

mild kestrel
#

Makepbo with the 6.44 depbo fails if there is no config in the root source folder I.e. Myaddon/folder/config.cpp. 5.24 was fine if there was myaddon/folder/vehicles/config.cpp

dawn palm
#

the architecture of pboProject has always been that the first detection of any config.cpp marks that folder as a pbo boundary. subsequent configs in subfolders of that pbo mark them as addons within addons. it is reasonably well described in the documentation for pboPro

#

to build separate pbo in pboProject architecture you would have:

mytanks\t80\config,cpp
mytanks\T72\config.cpp
mytanks\Abrams\config.cpp

you would pount pboProject to mytanks, and it would automatically create 3 pbo's

#

IF you had a config.cpp in mytanks, it would build a single pbo

#

the above architecture was implemented by Bis during the early days of arma two to provide what they called 'hotpatching'. the 'theory' at the time was release one big 'mytanks' pbo and patch it with a revised T80 pbo if required

#

re makepbo @mild kestrel , as far as i could ever recall, it always needed either a config a mission.sqm or a desc.ext in the target folder (what you call root)

mild kestrel
#

Works fine with 5.24 but not with 6.44 just saying. Helping someone with their addon and they have a folder setup where config.cpp is in the "2nd" level set of folders. I.e p:\x\myfactionaddon\addons\vehicles\myvehicle\config.cpp

#

Sigh

dawn palm
#

in theory then, if they just pointed to vehicles (not myvehicles) then that would be the nameOf the pbo

#

to be honest here, i didn't know makepbo ever worked that way.

mild kestrel
#

Yeah just moving everything up

hard locust
#

Or just make a config in that folder with a cfg patches, no need to move anything then

mild kestrel
#

Rog

#

Honestly would be nice if movefolder to fix this 😃 he has hundreds of config.cpp files across subfolders

dawn palm
#

well, if I understood you correctly:

a\b\c\config.cpp

all he has to do is makebpo 'C', not, makepbo 'B'

the only change of any consequence is his pbo name becomes C.pbo , not B, pbo.

'hundreds of config.cpp files across subfolders'

again, if i have undertood you correctly, he only wants one pbo for all those 'subfolders' this is quite normal. And ALL he has to do is now provide a cfgPatches class in the root folder.

#

assuming makepbo at some earlier revision let this pbo get made without a cfgpatches class, that is a straight out error on the part of makepbo to to let it happen.

karmic niche
#

that is a straight out error on the part of makepbo to to let it happen
This reminds me of an XKCD comic that said: "Every change breaks someone's workflow"
https://xkcd.com/1172/

#

...but I guess that it's a regular everyday conversation for Mikero 😉

hard locust
#

Bet that comic sums up his life! 😂 I dread to think what the options menu would look like, in pboproject if everyone had their way lol

vague shard
#

@mild kestrel just make them a new config.cpp with one level higher up and just add a cfgPatches class. nothing more needed

smoky halo
#

@dawn palm Fixed: Crash when using binarized SQM files in CfgMissions i remember you ranting about this

vague shard
#

because of me 😉

glossy inlet
#

1.20. No activity on that issue report despite the fix.. I don't think they thought of your report while fixing that 😄

#

They were probably working on TacOps and someone noticed it is broken because he forgot to uncheck "binarize mission file" in eden

#

Oh.. Just read that on ACE Slack. Back to my rant about not being able to disable file checks.

Missing File Summary
CfgVehicles.hpp : a3\data_f_jets\logos\jets_logo_small_ca.paa

How will you fix that? Okey.. Dummyfile would be an answer I guess.
But even with perfectly correct P drive. This will error

smoky halo
#

yea

#

sneaky edit there

#

well is that file there?

glossy inlet
#

It is in that path inside the jets ebo

#

yes

#

The path is completly correct and works

smoky halo
#

yea dummyfile

#

same needs to be done for terrains with apex assets

#

they are still in ebo even tho everyone including non owners have those ebos to play on community made maps using apex assets :3

#

BI must have been drunk when they decided that

scenic canopy
#

performance isn't that great if you have a lot of references though

#

CI for arma isn't that difficult either

#

we just trigger a job on all our build slaves that runs arma3p and changes the extracted data whenever a new patch is released

#

and another that downloads CUP Terrain from Steam Workshop and extracts that as ca data for our islands

#

then just some custom Gradle DSL stuff that we use to glue together our extracted data, our source files from SVN, runs pboproject on the files defined in the DSL and then finally ships everything to our Arma3Sync repository + uploads to private Steam Workshop items

glossy inlet
#

That's easy if your build server can have Arma.
I'm running on Appveyor

scenic canopy
#

then we run daily jobs that triggers test missions for Arma and checks models, code, islands etc

#

yeah, I guess if you just need a few files you can just create mock copies

#

or download arma 3 server from steam and check against that

#

it's not that much to download

#

isn't arma 3 server even available for anonymous login?

glossy inlet
#

yes.. Think so.. Or maybe Non-anonymous account that doesn't have to own Arma

pearl beacon
#

you need an account, anonymous doesn't work

#

but don't have to own Arma

mild kestrel
#

Can movefolder rename textures if there's a clash while moving folder with models that have different textures but same names? Yeah I know 😃

smoky halo
#

there is something in the movefolder docs about this

#

i don't remember

vague shard
#

@mild kestrel otherwise use moveObject altogether, or for one of the duplicates and move that one file yourself

karmic niche
#

What is the path separator for directories inside PBOs? Is it /, \ or any/both of those?
What separator should i expect to be used by Mikero's tools or Armake when generated both from windows and linux?
I'm soon going to store python files inside PBOs (that I want to fetch from an extension, not from Arma's SQF itself) so I would like to know which separator i should use to address those files.
@dawn palm @wide cedar

#

I have an uneasy feeling that Arma's engine is treating file names as a stream of (utf8?) bytes without any hierarchy, based on what I remember from early obfuscation methods, by Mikero.
Would that mean that dir/file.py and dir\file.py will be completely different files, inside the game?

wide cedar
#

PBOs use \, so armake converts them on Linux. You can use "armake inspect PBO" to get a readable version of the PBO header.

karmic niche
#

I'm currently at work so I can't really check that right now. I was asking because I seem to remember having @dawn palm 's makepbo generate files with forward slashes on linux the last time I tried (around 2 weeks ago). Not sure if I remember correctly, though...

glossy inlet
#

You can just fetch them using loadFile can't you? And \ is used everywhere I can think off

karmic niche
#

Yes and no.

  1. That could be slow, if there is lots of modules, but it's not the real big problem.
  2. If the file directory/__init__.py exists (even if empty!), then that means that directory is a package and doing directory.submodule refers to directory/submodule.py. Otherwise, directory is a module itself and submodule is actually a function or a variable inside that module.
    And you can't check if a file exists inside a PBO, in SQF (not counting your Intercept function)
nocturne basin
#

why even bother with pbo for that stuff if you use a dll anyways?

karmic niche
#

Because the dll is a mod that has a python interpreter and no real code to execute

#

And it will fetch python code from other mods

#

So right now, what I have is that you do a -mod=@Pythia;@Frontline and you have a directory
@Frontline\pythia\somemodule
in your mod (+ a $PYTHIA$ file with the text:DynamicFrontline inside)

...and afterwards, you can do a ['pythia.DynamicFrontline.somemodule', [args...]] call py3_fnc_callExtension

#

That will load the python code and execute the right function, etc...
We've been using that python mod for at least half a year for our game mode implemented completely in python and it works fine.

Now, I wanted to polish Pythia, add some functionality that arma modders expect from mods (like non-hardcoded source directories, laying directly in Arma 3\ 😄 ) and release it to the public

nocturne basin
#

lemme repeat: why utilize pbos for that?

#

use zip files

#

fucking debian does not wants to install ...

#

on my vm

karmic niche
#

I don't need to use zip files, I could have them directly in the directory, unpacked (as it is right now in this WIP branch) but having them in PBOs would allow for making use of .bisign to sign them (if someone starts using it as a client-side mod one day) + they are locked by Arma so you can't write into them after the check is done (as I understand it)

#
  • aren't all Arma modders expecting EVERYTHING to be in PBOs? (serious question - I'm not an Arma modder; I wrote myself a Python extension so I can do modding in python; I don't even know SQF, I leave that part to others in my community :P)
nocturne basin
#

even then

#

base64 a zip

#

load it into memory

#

unzip there

#

or simmilar

karmic niche
#

True, but why not do it the elegant way since it's possible (yes, of course, that much more work, I know).

nocturne basin
#

because accessing the PBOs via a separate lib is not the elegant way

#

using intercept to access those would be though

karmic niche
#

cough ACE cough ACRE cough Intercept

#

They all access PBOs

#

Actually, maybe not intercept, but it uses the same routines as ACE and ACRE to list all loaded PBOs

nocturne basin
#

though ... would not be that hard to actually create a extremly basic file system in a python thingy

#

in the end just a single file and an extra op

karmic niche
#

Thank you (no, seriosuly, it's nice of you) but I don't need those links 😃

nocturne basin
#

no need for extra whatever

#

base64 the files and add a header

smoky halo
#

if he wants to design it that way and it is possible, why not

nocturne basin
#

file structure could look like this:

PATH\nBASE64FILEDATA\n...```
#

mapping the path then to a dict would allow for iterating through

#

and accessing via file name

#

problem solved without an extra lib needed

smoky halo
#

it would definitly make sense for clientside mods and verifySignature checks of the pbos

nocturne basin
#

another alternative is auto-generating a file containing all python file paths

#

thus you just need to read that file

#

in the end all comes down to: no need to add new dependencies
only required to do extra step in the build chain right before packing

karmic niche
#

That's not what i call elegant. @nocturne basin

What's elegant is:
$PYTHIA$ <- put your module name here
pythia/ <- put your python source here

End of story.

Bonus round:
Convert both of those files to one PBO and store it along with other addons of your mod. End of story.

nocturne basin
#

it is elegant ..
but it is your project
add as many dependencies as you want 🙈
just that what i proposed wont break that easy as reading PBOs

#

but that just brought up an idea for a new tool

#

kinda funny that all those things i create now actually get damn useful Oo

glossy inlet
#

reading PBO's also won't break

#

the format didn't change for over 10 years

dapper pivot
#

'cept for Mikero's .pbo's, they change pretty often.

#

😉

glossy inlet
#

Not really. They still use the same format

#

else Arma couldn't read them

karmic niche
#

It boils down to implementing it well once. Then the lib should work for years.
Actually, using mikero's obfuscated pbos would probably be a good testing harness for such a lib :D

glossy inlet
#

Mikeros obfuscated pbo's will break the filenames you are searching for. So probably not a concern

vague shard
glossy inlet
#

I just pop out the VS output window and move it to second screen.

vague shard
#

how good is the filtering options there?

glossy inlet
#

I don't think there are any 😄

hallow rapids
#

SnakeTail seems more appropriate in the case of Arma

#

or any tail like program really ^^

glossy inlet
#

For RPT I use bareTail.. It has highlighting. Don't know if it has filtering
Just checked. Quite sure it doesn't have filtering. Atleast I can't find it

hallow rapids
#

no clue about filtering in SnakeTail either

#

doesn't seem like it, just highlighting

#

can't check for real though

dawn palm
#

all file references in the bis universe are \, not /.
the one exception is the roads/lib/folder/specification/

my dll does not care which\way/they\are/specified, it converts them, appropriately, to the OS's native slash when and then.

#

and btw, @karmic niche , I think it was you who wanted #includes to be CasEInsEnsitve. This has now been implemented for linux.

karmic niche
#

Yes that was me, thank you :)

dawn palm
#

to be more specific about 'when and then', it means actual access to files and folders. For the pbo itself, the references are always written as \

dusky dune
#

n1

dawn palm
#

also, I may easily have my facts wrong here, but I was told that contrary to all expectation, BI's linux server will accept / or \, but the windoze version only accepts \.

dapper pivot
dapper pivot
#

Arma3.exe CreateWindowExW ( WS_EX_APPWINDOW, "Operation Flashpoint", "Operation Flashpoint", ...

#

Guess they've forgotten to update that for the last few updates...

dawn palm
#

yeah, they can uipdated to dragon rising.

vague shard
#

can someone do us a small favor please with the old leaked engine source - if the pattern from cfgSurfaces/files has a max length and if the path/folders are also case sensitive/lower case only, or just the texture name itself

glossy inlet
#

Every PBO access is case insensitive afaik.

#

The complete internal filesystem is. Might be that there is some special function that searches case-sensitively

#

Pattern behaves compares the characters but has special handling for ? and .
But * just makes it match. Even if you do na*me it will only check till na
and then quit.
If that doesn't match. and you have 6 or more ? at the end of pattern then it checks something again with 256 length limit

vague shard
#

thank you

hard locust
#

@dawn palm I had an extra "s" at the end of #include "commercial_shopss.hpp" and it made makepbo crash. Normally it just comes up can't find file in pboproject 🤔

dawn palm
#

yep. the crash was fixed in latest release of the dll

#

caused when i implemenented linux casEinSensITity

#

Every PBO access is case insensitive afaik.

that is almost universally correct (not just for pbo's but there contents too. 2 exceptions apply:

From the beginning of armatwo, bis has a history of needing lower\case\only file references for some highly specific needs. I think it used to be the now defunct island icon, it is now, currently the roadslib.cfg

 mainStrTex      = "cwr3\general\cwr3_roads\data\cwr2_a2_asf3_sandycobble_ca.paa";  // lowercase!

the other, is wherever bis use sqf to look inside config files, sometimes they remember to test with case insensitve functions and on wednesdays, they don't

#

oh yes, how could i forget

something_related_to_buldozer=

must/be/linux/slashes/and/have/trailing /

#

as a sidenote of interest for everyone, the engine only uses lower case internally. everything coming in is converterted tolower() before use.

smoky halo
#

i recall some casesensitivity with rtms

dawn palm
#

ah yes indeed. bis convert all bones to lower case in the p3d. when the skeleton is extracted back to a model.cfg, OR, an arma2 skeleton camera vs Camera is used. Oxygen/Object builder can't see it because of bad case.

#

It's generally accepted that if you always\use_lower\case\every_where, you're safe. But you just mentioned a problem where even that won't help.

dusky dune
#

CfgSurfaces file entry is also case sensitive

dapper pivot
#

Hey mikero, have you ever considered making arma3p fix the buldozer lighting? Pennyworth has a working example. It's easy enough to do (make DefaultWorld have some of the config subtrees that come with Altis, in particular LightingNew) but requires you to edit the p:\bin\config.cpp manually to slot things in everytime you do a new arma3p.

vague shard
#

@dawn palm

dawn palm
#

hmmmm

dawn palm
#

seems to me bis had no reason to break it in the first place. the cost was zero to retain the old classes.

dapper pivot
#

It's the same in VBS apparently. It's possible they don't want to make huge changes to DefaultWorld because they might affect other maps in unanticipated ways. However there's nothing stopping them from creating a BuldozerWorld and using that in Buldozer with corrected lighting.

dawn palm
#

well, if @limber garden contacts me with the details i'll see what i can do.

#

I alsready supply a patch for 3den_functions. so not a biggie. Altho at a certain point it becomes our engine not their engine.

dawn palm
#

3den functions patch is now supplied as an @mod.rar and has been removed from arma3p

dawn palm
#

arma3p updated

buldozer is now automatically replaced by arma3.exe in terrain builder and object builder without further fuss. You no longer have to do this step manually.

pliant lynx
#

nice, one newbie tripping obstacle removed.

hard locust
#

Nice one mikero 👍

dawn palm
#

@dapper pivot

have you ever considered making arma3p fix the buldozer lighting

it serves no purpose to 'fix' this in arma3p. because the result is only useful to that user. for people playing on his map, they require the same fix.

#

penny's is the right solution, to replace the other person's bin.pbo, but it's only good till bis add new shaders

#

the real answer is for me to provide a patch.exe that bis can't wriggle out of. this exe is applied to anyone using or needing to use, or playing on, those maps.

#

for that to happen, i'd need to know the exact classes and vars that need changing, rather than penny's broadside cut 'n paste of an ingame config.

#

and that's not going to happen until someone's prepared to do the hard work

glad mesa
#

ermmm... i might actually have those details laying around somewhere. i'll check this weekend.

dapper pivot
#

@dawn palm Pennyworth's changes take Buldozer from using lighting that no map ever uses and switches it to using the Altis/Stratis lighting that most maps adopt.

#

So typically the user doesn't need to do anything, the fix is just because BIS changed the Arma lighting without changing it in Buldozer.

#

When you are making objects (instead of terrain) it's important that the object looks good with Altis/Stratis lighting because there's a 99% chance the object will be used on those maps.

#

And even a third party map that uses different lighting won't use lighting that makes Altis/Stratis tested objects look bad. (Unless you're making every single object on your map from scratch)

dawn palm
#

aah, first mistake i made was assuming this is a map makers requirement.

#

so this is solely an oxygen requirement. the object being viewed will look 'ok' in both if adjusted using altis/stratis configs

#

(hope i got that bit right)

#

what i can do, is supply a patch.exe that applies lighting in exactly the same manner as the current penny pbo and to be used in the exact same circumstance. the difference between penny's already excellent fix, and a patch.exe is the patch.exe will remain current no mather how many new or altered shaders bis apply. or additions in their config. what i can't do is apply it as a universal patch to arma3p because arma3p must reflect the current engine for all users, not just model makers.

hope that makes sense.

#

if it does, then i'll rely on you/penny and hatchett to supply the details.

dusty imp
#

what do you think about optional clutter integration as well?

dawn palm
#

i dont understand the question win32.

dusty imp
#

it requires 3 lines of includes

#

getting written to specific classes in P drive's config.cpp

dawn palm
#

if you give an example , i'll understand the need better.

#

contact me private if that's easier for you.

dusty imp
dawn palm
#

and why would you want to add 'clutter' for every map, not just yours? the quick answer is yes, that can easily be applied to the bin\config.BIN

limber garden
#

I think there is some confusion here. The whole point of modifying the bin config or the bin PBO is to update the lighting just for Buldozer. It should change nothing in game unless you were for some reason using the modified bin PBO, but that's not what it was made for. It was only made into a PBO because I couldn't get Buldozer to read the bin config directly from my P drive.

What @dusty imp is also suggesting is modifying the bin config to allow clutter to appear in Buldozer, through the same method I mentioned at the end of this post https://forums.bistudio.com/forums/topic/202774-clutter-buldozer-and-you/
The benefit of having it as an include in the bin config is that it's also more noob friendly. You, or some else, can give people a modified bin config which has includes that they just need to plug their surfaces and clutter into, rather than having them manually scroll through the bin config itself to find the right areas. What he showed in that image is a great example of how it could be setup.

dawn palm
#

k

dusty imp
#

thanks @limber garden, great explanation

#

only thing is it is only possible if you have separate cfgclutter cfgsurfaces and cfgsurfacecharacters

dapper pivot
#

@limber garden My buldozer reads it from p:\bin\config.cpp for some reason.

#

And this is more for people making objects (O2->Buldozer); with maps you typically don't care what objects look like under lighting (since you can't change them as a map maker) and ground textures can't really be previewed in Buldozer (no working time of day controls, no clutter unless you mess around getting your specific clutter into the DefaultWorld)

dawn palm
#

same here

dapper pivot
#

It might be that buldozer doesn't read from it when the working directory isn't P:\ in the buildozer start arguments.

vague shard
#

@smoky halo with your findings/approach its possible to change daytime/weather settings in BD, no?

#

but it's only good till bis add new shaders
i would assume there is next to zero chance of this happening with A3 any more

pliant lynx
#

with Lappihuans buldozer tools you can reset the time, dunno what time it will set it but yeah its doable already.

hard locust
#

think it sets to midday and clears weather as well

dapper pivot
#

You can change time/weather, I do it from my Modo plugin.

sly skiff
#

@dawn palm If youre going to integrate the lightinh changes I would hope it could be done with includes/separate files so that it would be easy to switch the default lighting configs to custom ones. For people like me who run very custom lighting.

dusty imp
#

yeah, we'd love to see GUI, with fields "path to cfgclutter.h" "path to cfgsurfaces.h" "path to cluttergrid.h" and "browse" buttons

sly skiff
#

well thats a bit excessive

#

if the files are just in the same folder its easy to edit them to your liking

dusty imp
#

i have separate pbo for config, for example

dawn palm
#

eliteness update:
added 'warnings are errors' for lintchecking and makepbo
pboProject update;
made choosing notepad++ as text editor, simpler. (credit @smoky halo )
'better' wrp error messages
dll update:
p3d: added pixel and vertex shaders for 'watersimple' (credit @vague shard )
wrp:
fixed silly error not checking for inherited clutter DUH! (credit @dusty imp )
missing clutter,cfgSurfaces or cfgSurfaceChars is now a warning, not an error.
if present they are validated, if not present they are assumed to be in 'some other config' (subject of course to 'warnings are errors')

sly skiff
#

👌 👌

#

thank you @dawn palm

pliant lynx
#

what does made choosing notepad++ as text editor mean, how is pboproject using text editor?

dawn palm
#

via settings->

pliant lynx
#

settings? you mean setup?

hard locust
#

I think mine use to open in notepad++ anyway

dawn palm
#

that would surprise me, it was hardwired to notepad and remains the default because every1 has it.

#

yes, sorry snake, am tired.

pliant lynx
#

dude doesnt know how his software works heh, I like it, you're just like me 😄

dawn palm
#

goats are the answer.

#

works every 3rd time.

pliant lynx
#

all kidding aside, I still dont know how pboproject uses text editor, it never done it on my use. is it opening like some log files or? so if user uses it from cmd line, does it still open log files?

hard locust
#

You click open binlog etc

dawn palm
#

it opens the log files in an editor of choice. the default is notepad.

#

for wrps, there are TWO logs that are opened, the 2nd is a list of land_xx classses (if any)

pliant lynx
#

roger. this must not be in free tools then or doesnt work in cmd line version as I never seen such, few times I thought it would be cool if you could just click open "error" log, always have to go look for it in huge p:\temp\ dir.

dawn palm
#

how could it possibly work in cmdline!!!!

#

cmdline is batch, and the very last thing anyone would want is a screen full of text pages. that' they'd have to close

hard locust
#

There is a button to click open logs lol

dawn palm
#

view->output & view->binlog

pliant lynx
#

back when I used the GUI that opened windows explorer to p:\temp\

dawn palm
#

that's because, there was no file produced, OR, nore likely you were crunching multiple pbo's. in which case how could it open just one of them?

#

instead, it opens the temp folder for you to choose.

#

no -one would thank me for opening 13 logs for 13 pbo's and no-one would thank me for asusming the first pbo was what they wanted to look at

hard locust
#

Makes sense

#

always wondered why it did that lol

dawn palm
#

I have to say however, that with notepad++ that option is a possiblitly.

#

it supllies a very nice multiple document interface.

#

cmdline is a differnt animal where the user is in total control, it's just as easy if not easier for him to say:

pboProject -options some_folder
if not errolevel 1 then { start notepad p:\temp\some_folder.log }

vague shard
glossy inlet
#

You can use what the diag exe on dev-branch provides to you

#

the diags that are not available to you are also not included in the binary at all. You basically need to compile your own binary to enable them which is sooo not practical/possible.

vague shard
#

yes i am aware of it

glossy inlet
vague shard
#

my point is could the source be used create a lib to add it back it or similar means

#

yes i know. i had access to the internal exe in a2 days

#

there is many very useful tools among them

glossy inlet
#

All of that diagnose stuff that isn't available to you is #ifdef'ed out of the binary.
You can theoretically hack the engine and inject that stuff back into it.
With weeks of work and it most likely breaking after a couple of new dev-branch releases

#

Everything is possible. In general.

vague shard
#

back then BI didnt like to make them available for fear of abuse

#

but now with separate non MP exe, i dont really see the problem

glossy inlet
#

Yeah. Same here. I don't see how that would be abused.

#

Maybe just bug Dwarden about it ^^.
Do you know if they are maybe already available in diag build? Just not listed on wiki?

vague shard
#

last time i scanned the exe no additional/unknown were in there

#

imo the only chance is to get some pressure on BI to make them available via the premium DLC schema

#

after all they already mentioned some tools, help, docu whatever - imo just shouldnt be restricted to these partners, but made available to the general public

glossy inlet
#

Yeah.. If you ask them to open it up because you are working on a DLC...

#

It's not really any hard work to enable them. Basically just setting one or two #define's in one file. You just have to get someone to do it

vague shard
#

who can be bribed 😉

dapper pivot
#

About the only thing I've ever found from .exe string snooping is a few undocumented animation controllers. I don't recall ever finding extra undocumented diag_ commands.

glossy inlet
#

I see you found some undocumented ones 😄 @vague shard I didn't look yet

vague shard
#

Mondkalb - Today at 11:39 AM

then use dbgView to track the output.
It should work still in A3.
Possibly also "LogAnimQueue"```
#

(didnt find the latter - the former exists)

glossy inlet
#

Haven't tried any of them

vague shard
#

@Dedmen#0689 much appreciated 🙇 will verify with diag.exe if some remained

glossy inlet
#

@glossy inlet* 😄

vague shard
#

@glossy inlet did verify it:

  1. non of the drawmodes work :(
    "!shadowPossible","!rainOccluder","Buoyancy","drwFlrs","Paths","prpFlrs","Roadway","ShadowBuffer","ShadowVolume","ViewGeometry","Wire"

  2. only the diag_list "toggle" work
    ["Force","Animation","CursorTargetObject","Mines","HitPoints","AnimSrcUnit","AnimSrcTarget","Suspension","EPEForce","EPEVehicle","ParticleNames","Particles","SurfaceUnder","AISkill","AIDriving","AIAiming","AIBrain","AIDynamicError","AISuppression","DynSimGrid","DynSimEntities","DynSimGroups"]

the other options are in the exe, but trying to use them diag_toggle returns:

Diag mode "XXX" not valid!
😡

glossy inlet
#

Did you try the weather stuff? temperature/rain and such? I guess that's one of the not valid ones

vague shard
#

yeah did try all to see if diag_list "toggle" might be incomplete

#

maybe the functionality is actually still there but there is this whitelist..

glossy inlet
#

could be that they are diag_enable commands?

vague shard
#

from what i remember enble is just on switch, vs toggle is on and off - will double check though

glossy inlet
#

They are all in the same place. Being passed to the same function.
Seems weird that not all of them work...
Could be that that's just the enumToString function though.

vague shard
#

well somewhere a whitelist or blacklist has to be

rancid relic
#

Functionality is contained in ifdefs so it's most likely not present

#

Same with ie additional scripting commands

vague shard
#

😭

glossy inlet
#

#Intercept to the rescue 😄
I could probably do soo much stuff if I had endless free time and energy and wouldn't need sleep.

vague shard
#

if only BI were to..

#

drawModes would be quite useful though @glossy inlet 😉

glossy inlet
#

But also the hardest I guess

#

There is a special Debug UI kinda like the debug console that has buttons for all that stuff :o
That would be neat too..
diag_drawmode doesn't accept any of these? It throws errors when you try to?
It would actually be kinda easy to just circumvent the Diag mode "XXX" not valid! and just enable it.. Not sure if that would actually do anything. And not sure if it's worth the effort

#

"Normal","Roadway","Geometry","ViewGeometry","FireGeometry","Paths","ShadowVolume","ShadowBuffer","Buoyancy","Wire",
Those are the view modes. Dunno where you got drwFlrs or prpFlrs or rainOccluder from

#

Those are actually quite easy to enable if game doesn't want you to.

vague shard
#

same context in the exe

glossy inlet
#

They are not in same context for me 😄

#

Context as in "the strings are close together"?

vague shard
#

yep. its generally works out that way

#

ofc could be not the case, but its worth a try and the names fit too

glossy inlet
#

True.. If all strings are only used once in the same place.

vague shard
#

its not valid too when you try any and the list returns empty array

glossy inlet
#

I can enable any besides Geometry

vague shard
#

as reyhard says the diag.exe probably has the engine code removed though

glossy inlet
#

It has

#

but very easy to inject back

vague shard
#

probably most havent changed since though

#

the UI is to easily toggle them

#

otherwise its annoying to use with all the different strings and you can make the interface too cluttered too - thus there is a "disable all" (or was back then)

glossy inlet
#

I can enable all draw modes besides on 2 types.
And I don't think UI objects (3D models in UI thingymabob) would be needed.

#

But the draw modes don't sound that useful to me

vague shard
#

you can debug AI and model issues for example

#

performance also to some extent i think

glossy inlet
#

I don't know how likely that is to break with updates of the binary. I don't think that area changes much..
If you keep that idea in my head for long enough I might do it some day
I have some time on.. Eh.. Tuesday or Thursday? in 2 days.

vague shard
#

i can be dedicated if you want 😉

glossy inlet
#

Remind me Donnerstag nachmittag around 1400 for best chance to catch me while I have some free time

vague shard
#

is there any research and development done to generate wrp and layers from a TB project (with armake for example or otherwise)?
(to avoid the horrid TB interface, slow speed and limitations)

glossy inlet
#

There was a bit of research into TB project file format. But AFAIK no.

vague shard
#

"you guys" are so cruel to let the poor terrain designers remain in their eternal suffering 👹

glossy inlet
#

I'm sadly a scripter and not a terrain maker ._.

vague shard
#

that is the problem - no programer is sane enough to get into terrain making

#

or you end up making X-Cam, MapBuilder or other tools to avoid BI tools as much as possible

#

mikero had very good support with Visitor 3 (pew) but gave up on TB ..

smoky halo
#

Pretty sure you mean insane

scenic canopy
#

Generating WRP without launching TB would be very nice

glossy inlet
#

is WRP format documented?

smoky halo
#

only what people reverse engineered and afew different formats

glossy inlet
#

like pbo format is documented from Mikero on biki.
That's what I mean. If the reverse engineered information is available without being the guy that reversed it

smoky halo
#

not sure if any looked at TB project files etc i.e so you can export a wrp from it

#

nice bit of work for limited use, prob be less than 10 people that might use it

glossy inlet
#

I did and someone else did too.
I'm quite sure we have enough info to read TB projects.
I don't know if there is already some code with that or if it's just knowledge inside some brains

vague shard
#

wrp is pretty well researched and documented as far as i can tell

#

also not sure how you think only few ppl would use that

#

basically anyone would use anything half decent over TB

glossy inlet
#

Looks like version stops on Arma 2

vague shard
#

no change since

smoky halo
#

You need to read project files aswell, if you want standalone tool to export wrp
Otherwise you need to make a tool to edit the wrp

glossy inlet
#

Well.. There are only a few terrain makers. Compared to the rest of Arma users.
So saying only a few people will use it is kinda true

vague shard
#

yes of course. this is what i said torndeco, did i not?

smoky halo
#

documentation is only for wrp. tb project files as far i know aren't documented at all = will require some work

vague shard
#

given the insanity of the effort there is actually loads of terrain designers

#

Dedmen, 4d4a5852 and a few others have looked into the TB file formats already

glossy inlet
#

We already have some non-public research of tb files as I said.
Will still require a little more work to get finalized.
Looking at the wrp format I'm already failing on the peakPositions because I didn't study in university and don't know about that stuff 😄

vague shard
#

the only relevant for this is the project file anyway

#

i am sure @dawn palm is happy to assist with wrp format 😉

glossy inlet
#

But.. If I think about it we don't need to care about wrp format. If it really didn't change

smoky halo
#

If you are talking about replacing TB altogether
You still need away to edit hightmaps etc, which will require abit of work etc

If its just a tool so you can export wrp & layers on your GSP box. I think thats limited number of users that will use that

vague shard
#

as said no change at all in wrp format

#

still the same as in A2 and as documented

#

6 colors only affects rvmat (slightly) - nothing special

#

road shp is also just a config reference and nothing to the wrp itself

smoky halo
#

So basically you want a tool to generate layers from an already exported wrp?

glossy inlet
#

People also wanted other stuff. like mass placing objects.. That would also need completly reversing tb format.
And if we reverse it already.. Why not do that other kinda simple thing too ^^

vague shard
#

one can do a lot already on wrp and pew with mikeros tools

#

if you have from tv4p to wrp (and back), i doubt there is much to be made for tv4p itself

smoky halo
#

I think your all insane ;P
Arma3 is reaching end of life, why spend time reversing engineering TB File formats for limited use etc

glossy inlet
#

¯_(ツ)_/¯

vague shard
#

people will want to port their stuff to Enfusion

#

terrains are generic to be easily able to do that

glossy inlet
#

Automatic port to new format if there is one.
And if there won't be a new terrain format.. Then there is still use for that stuff

vague shard
#

i doubt ppl will stop now and wait 3-4 years

smoky halo
#

Don't need to reverse engineer TB file formats for that

#

Just need wrp formats which is basically done

vague shard
#

TB = cancer

#

avoiding export from TB = big win already

smoky halo
#

Anyway like i said your insane. Would be interesting project back 3-4 years ago

hard locust
#

@vague shard Why don't you like TB?

vague shard
#

as said, do you see sane people doing modding or tools with Arma? why would anyone waste so much time on it 😉

glossy inlet
#

Are you saying I'm insane? :u

vague shard
#

DRY - a normal programer cant just accept a process like TB has

#

its natural to get away from that and do it better/properly

smoky halo
#

Cant reinvent every wheel out there, will never get any work done 😃

pearl beacon
#

for fun kju

smoky halo
#

i am playing with the idea to release most of my BIS file format code to Open Source. Would there be any interest by guys like you in working and contributing with that? Code is in C#, mostly using .net Standard 2.0 which makes it sorta platform independend

#

and each file format lib could be provided as Nuget Package to be easy to use in Visual Studio projects

#

What file formats you talking about?

#

RTM, RTMB, Configs, PBO, OPRW, PAA and so on

#

maybe MLOD

#

but probably not ODOL

glossy inlet
#

Yeah.. Don't ODOL...
But the others.. I guess that's useful

#

I atleast don't see how that could hurt

#

armake already has PAA MLOD and I think Config too.

#

so they are already kinda open source. Just not as nice to use like a C# package

smoky halo
#

Could see afew people interested in that for automated builds etc, no harm releasing it etc
Shame its c# been messing around with armake

glossy inlet
#

IMO C# is probably easier to read than C. Right? (totally not a C# fan btw)

smoky halo
#

depends who you ask. You get a yes from me ^^^

#

it's just that my code is a little incomplete at a lot of places

#

and not consistent coding style as this is work from a lot of years

#

but it basically contains all the info on the format of the files

#

well, I will see what i can do

glossy inlet
#

If Visual Studio would support inline ASM in x64 I would do more x64 stuff... Having to specially enable masm and move to a seperate file is just a chore :/

glossy inlet
#

Streaming Arma dev now.. Should that go into #videos_arma ? I'm devving tools so that is kinda #arma3_tools isn't it?
@vague shard 's diag binary draw modes first. Some ACE Intercept stuff later.. Boring stuff.. Probably mostly scribbling some assembly.. But maybe someone likes the music

scenic canopy
#

@smoky halo I’d be interested in contributing to C# code base at least

smoky halo
#

😃

native kiln
#

C# ❤

smoky halo
#

hmm...what license to use...

cold slate
#

@glossy inlet are you going to be a daily streamer now?

glossy inlet
#

no

cold slate
#

Heh

nocturne basin
#

one easily can make armake do the whole stuff in c# btw.
c is fairly easy to get into .net 😄

#

c++ however is ... more complicated

glossy inlet
vague shard
#

looks fine yep

#

for coloring BI had some more solid greyish tone, but whatever 😄

glossy inlet
#

Want me to test some specific draw mode?

vague shard
#

pathway please

glossy inlet
#

I need a building for that right?

hard locust
#

Those trees would fit perfect on a life map, with there bright green grass lol

tiny path
#

LOL

vague shard
#

no pathway should be also all surfaces and any objects

glossy inlet
#

Roads?

vague shard
#

its not (just) about building path

glossy inlet
#

I looked at a Soldier model and it seemed to not have a path lod

vague shard
#

its should be a grid view of colors

#

like the eval of movement for AI

#

you need an AI soldier/vehicle and having it move

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not 100% if thats your _path mode

#

VR world may or may not work with it

glossy inlet
#

Looks like building paths so far

#

I cannot see others..

smoky halo
#

Pathway lod really ? can look at that in object builder.
But if you are going to add pathway you need to really see the roadway lod aswell at same time etc to catch any errors

glossy inlet
#

Ah no I see others

vague shard
#

let me see if i can find the screenshot again

glossy inlet
#

I can't draw 2 LOD's at the same time though.. I could just flip every frame and use persistence of vision... Kinda

smoky halo
#

but yeah that looks like a pathyway for a building thats hidden

glossy inlet
#

The building is just not visible because I'm overwriting the LOD that's drawn

smoky halo
#

Yep i just copy/paste in object builder to find pathing issues.

glossy inlet
vague shard
#

gj 😃

glossy inlet
#

do you want script commands with string like it works now or with numbers? A number for each mode

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That's what path should look like?

#

That also has Wireframe

vague shard
#

i guess strings are a bit more convenient

#

not sure what BI calls it, and this is a mix yes

#

however this is path eval for AI

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to classify what is good path choice

glossy inlet
#

That might be a different mode.. Than the plain draw modes

vague shard
#

the actual one is even more complex

glossy inlet
#

That is not the draw mode.. Do you know the diag_toggle string for that? Or which one that might be

#

I can try if that's easilly possible

vague shard
#

this is probably (pure) wire

glossy inlet
#

Looks like combo between normal and wire

#

Where do you get the screenshots from?

nocturne basin
#

the skybox is an actual sphere in arma?

#

or is that inside a building?

#

because that looks a hell lot like an actual sphere

glossy inlet
#

Oh gosh 😄

smoky halo
#

nah to hard to see the pathlod is above the roadway

glossy inlet
#

If you give me the name of the diag_toggle that might be doing that I can try. But the drawmodes themselves obviously don't

vague shard
#

is the AI debug dialog still in a3?

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in a2 there were leftovers at least i think

#

let me check

glossy inlet
#

diag_toggle "path" then. kk I'll look into it

vague shard
#

a3 paste has no interesting parts though

glossy inlet
vague shard
#

so shorter dump

`action = """all"" diag_enable true";
action = """all"" diag_enable false";
action = "diag_toggle ""combat""";
action = "diag_toggle ""costmap""";
action = "diag_toggle ""transparent""";
action = "diag_toggle ""collision""";
action = "diag_toggle ""path""";
action = "diag_toggle ""force""";
action = "diag_toggle ""animation""";

action = "diag_drawmode ""Normal""";
action = "diag_drawmode ""FireGeometry""";
action = "diag_drawmode ""ViewGeometry""";
action = "diag_drawmode ""Geometry""";`

glossy inlet
#

I have all draw modes. And even more than normal diag has available
Looking into path now

vague shard
#

well these were just the shortcuts

#

A3 seems to have a dynamic list or sth

glossy inlet
#

What happens when you try to diag_toggle "path" ? Error?`

vague shard
#

the not available hint

glossy inlet
#

Checks for if "path" is enabled are in the binary

#

and the code writing the diag texts for path is also there

#

so I guess just the diag_toggle function forbidding you to set the flag is the problem

vague shard
#

possible

#

TKOH had these more in the debug UI

action = "diag_toggle 'model';";
action = "diag_toggle 'animation';";
action = "diag_toggle 'UIControls';";
action = "diag_captureFrame 30";

#

UIControls is quite useful from what i recall

#

you can see the class of the highlighted UI element

glossy inlet
#

Looks good. I think they are in

vague shard
#

😮

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dont tell BI 😉

glossy inlet
#

Why can't they just default enable Zeus in Eden preview -.-

#

How can I get into zeus in Eden preview? setting module with me as owner doesn't work ...

vague shard
#

https://www.youtube.com/watch?v=yu00twuFOdg

glossy inlet
#

UIControls is not useful at all...

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It just prints a message about where some control is on screen

vague shard
#

screenshot?

glossy inlet
#

OH... Looks like with that you can move UI controls using numpad keys

vague shard
#

yup. can be convenient to check 3rd party stuff

glossy inlet
#

That's it.

#

Randomly poking at things is probably not the best method to do this.. 😄

cold slate
#

heh the landing to your dedmen.de is fantastic.

glossy inlet
#

Okey "PathFind" is also one of the disabled ones. That's probably the one you wanted

sour hedge
#

scene complexity, wow. Why aren't these things documented for us, would be so useful.

glossy inlet
glossy inlet
#

Okey.. Done.. I checked all diag modes now.. Nothing really useful.. Dynamic simulation stuff maybe. That's one of the things that work

smoky halo
#

I started it

#

only contains BIS.Core for now that contains some basic math types and the reading stream I always use for BIS files and code to read binarized configs

#

I will have to check how I do nuget package out of it. Would be a piece of cake to integrate the lib then into a project

dawn palm
#

you need a write side as well. easy for you to create, not so easy for others 1st understanding your code, then doing same.

#

but, but but, an excellent release for those knowing c# vs c++. everyone benefits

smoky halo
#

write side?

dawn palm
#

based on comments above i assume it's (mostly) decode not encode? changing string names eg.

smoky halo
#

most of my code is basically reading, yes

dawn palm
#

doesn't (really) mattter, many people will benefit from this. congrats

glossy inlet
mild kestrel
#

Is there a tool that can create string tables by scanning configs for specified attributes / values?

dawn palm
#

wingrep is your friend tupolov

glossy inlet
#

Yep. Tripple checked now. AI pathing diag is missing huge parts in the binary. Can't just reenable that..
Pushed a list of all diag bits to my repo. I commented the ones I found working.
Tell me if you need anything of that @vague shard
As most things you wanted aren't possible it's probably all not that useful

smoky halo
#

also added BIS.PAA

vague shard
#

@smoky halo @Dedmen#0689 very much appreciated 🌟

#

@Dedmen#0689 did you test all ~160 diag toggle modes?

glossy inlet
#

yes

#

well no.. I skipped some that seemed uninteresting

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but I checked most

vague shard
#

hm weird

#

there should be several more useful ones

#

did you try ProfileScripts for example?

#

or all the various xxMap

#

or these
SoundControllers
SoundEnv
SoundMap

#

particles, phsyx or AI modes?

glossy inlet
#

I skipped all the AI ones

vague shard
#

you lost all hope in AI? 😄

glossy inlet
#

Didn't wanna test them 😄 because then I'd have to do stuff with ai

vague shard
#

like one at least is useful to find areas badly usable for AI (movement) or if they get stuck

#

whats the basic process?
run intercept and some exe/memory patcher?

glossy inlet
#

I only run Intercept. and my test plugin
For testing I set the bytes in reclass because I was too lazy to write a C++ thingy to set them

#

I'll add a sqf func for that quick

vague shard
#

ty

glossy inlet
#

Added.
You will probably have a lot of fun trying to compile that 😄 It's a mess
You also need Intercept develop branch

vague shard
#

copy

scenic canopy
#

@glossy inlet anyway to trigger ”cheats” such as exportnogrid from sqf or intercept?

glossy inlet
#

no. Not by default

scenic canopy
#

My only solution so far is an extension that fakes keyboard input

glossy inlet
#

Can just call the function from extension if you know where it is

smoky halo
#

I have added BIS.ALB lib. ALB is the file format used for tv4p, tv4s,tv4l

wraith valve
#

I'm trying to get ExtractPbo to behave after a Windows reinstall. I can drag and drop-extract a file with the GUI, but can't seem to add it back into the PBO. I don't receive any error messages and the mouse cursor changes when I drag the file back over the window. Not sure what I'm doing wrong here.

#

(If I'm in the wrong channel please point me in the right direction)

dawn palm
#

you might not be doing anything wrong. I haven't looked or tested that code for over 2 years and it might be incompatible with latest dll. that should not be the case but it does happen. Will test it here. What file.typ specifically are you extracting/putting back.

wraith valve
#

I did have the Fall Creators Update installed prior to the format and it was working then, so that's kind of weird. Right now I'm just trying to pull out a config.sqf file from an Arma 3 PBO to my desktop, make a few changes in Notepad, then stick it back in.

dawn palm
#

with an extension of sqf, right?

#

if so, it should be a non-issue

wraith valve
#

Yes, the full file is kp_liberation_config.sqf and is associated with regular Windows Notepad. I'm a simple man and perform simple tasks. 😛