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Posted (edited)
Thats interesting, I have never known that there would be instances where application needed to be sequential? I could only imagine that being the case if there was an instance where 2 or more mods had a file that was the same, in which case you would only want one of them, so why would it be in another MOD? Of course, Im no pro at this, so maybe there is a valid reason I am unaware of?
Well for example I intend to apply Barthek's textures over Starway's, to have the enhanced towns, buildings, and airfields by the former but the terrain by the latter. Another instance would be a mod that modifies only the A-10C's CMSC over one that modifies TAD, IFFCC, CMSC, and MFCDs.

 

JSGME took care of that with .mep files, that listed the mods in the exact order that they were to be activated. As far as I can see, OvGME always applies mods alphabetically.

 

Also, two quick bugs:

- The "Make Mod-Archive" option crashes OvGME if no Config exists.

- When creating an archive, the success message has two ".zip"s appended to the filename.

Edited by Gliptal
Posted

I never knew about .mep files when I used JSGME. I just labelled my mod folders with letter prefixes (C for cockpit mod, T for terrain, etc.) and used numbers (so T1, T2) where mods needed to be activated in a specific order. I haven't checked this works with GME yet though

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Posted (edited)

Another set of bugs:

- Using the up and down arrow keys to go through mods does not update the "Mod description" window.

- Mod versions with two digits per point overflow the label.

Edited by Gliptal
Posted (edited)

Also, the whole repository framework is a bit buggy, I can't for the life of me get it to work reliably.

 

EDIT: After spending a couple of days messing around, I've come to the conclusion that there's a size issue somewhere in the .xml download chain. Repoes too large just throw an error, whereas if you split them in multiple files everything works fine.

Edited by Gliptal
Posted

Small question guys ...

 

I've switched from JSMGE to this and I gotta say I love it.

Only problem I ran into that one of my mods can't be enabled after being disabled for the enabled then disabled for the first time.

 

Rest of them work fine.

 

Could someone tell me where Can i find Logs?

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Posted

Only problem I ran into that one of my mods can't be enabled after being disabled for the enabled then disabled for the first time.

 

could you clarify the phrase a bit?

 

If all fails try to:

 

 

-make sure the said mod is not activated manually or by JSMGE

-create a new profile for DCS using only that mod in the mods folder so you can be sure there are no conflicts etc.

 

check also the backups folder for clue of the mod being somehow still activated or something else (residues etc)

 

Was the mod big in size?

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  • 2 weeks later...
Posted
Exactly those two. Sometimes that error would appear when building .xml repo files, and sometimes the description would be jumbled. I resorted to splitting the repos in smaller .xml which seems to make it better.

 

 

Can you please detail step by step what to do to reproduce each bug ?

Posted (edited)
Can you please detail step by step what to do to reproduce each bug ?
That's the problem. I can't seem to find a consistent set of steps to reproduce. What I can do, is provide you with a couple of examples. If I had to guess, looking at the code and the error, there's a problem with the encoding of charachters somewhere, that breaks the parsing.

 

The .xml in description.rar yields this:

 

04bsu1E.png?1

 

The error.xml in repo.rar yields this:

 

4WBH7g8.png?1

 

Whereas the fine.xml works.

description.rar

repo.rar

Edited by Gliptal
Posted
I still need details... Do you edit the generated XML file ? If yes, at what moment, after what action, in what software, etc...
I did edit the generated file, with Sublime Text 3, right after creating it, on Windows.
Posted (edited)

I need to chime in here as well.

 

Using 1.6.6.

Made a few Mod-Archives from a JSGME-type folder structure with the built in tool. I enter a version number, 1.0.0 if the author has none set or the real version number if there is one, and a brief multi-line description. Creating the Mod-Archive goes without a hitch and it's showing fine in the mod list.

 

When I then try to create the xml, also using the built-in tool, I get no errors. I save the xml as is, no input or editing what so ever (except pasing my base url) and upload it to my server.

When querying the repo I get the same error as reported above on some of the mods' descriptions and on some not and I see no to my eyes apparent error in the xml. If I edit the xml and remove all description lines except the first on the two descriptions causing the error, the error disappears. No matter what the lines after the first one contains an error is produced when querying the repo.

In my case, it's the description from the mods "ENV Highways Villages Mod" and "ENV Starways Black Sea map 2.5" that makes OvGME unhappy. Check the differences on the two xml's below.

 

http://repo.jtf16.org/DCS_Bamse/repo.xml

http://repo.jtf16.org/DCS_Bamse/repo_with_error.xml

The repo is on a server atm running Win2012R2 with HFS2.3i, but tested with IIS 8 and on a separate webserver running ubuntu/apache 2.2. Error still shows.

Please note that this is a test/wip-repo and is not meant for public use in any form.

 

My workaround is to keep the descriptions for these two mods as a one-liner for now.

 

All editing is done from within OvGME, no external tools except FileZilla Client for uploading stuff to my web server.

 

Part 2.

Second error is probably is unrelated, but when downloading from the working repo above, the download for the ~2.5GB big texture pack made by Starways (ENV Starways Black Sea map 2.5.zip), the download never completes no matter how many times I try to re-download with OvGME. Downloading the file with IE, Chrome or FF using the same exact url from inside the xml works fine first try.

 

Part 3.

OvGME rocks. I'm very new in the DCS world but I'm a regular Arma3 player where centralized repos for private servers is a very common occurrence to make sure everyone is running the same content at a certain given point in time. I've been missing this for DCS and totally missed this thread until a few days ago. You, sir, have my axe, sword and whatever else might be necessary. Good job!

Edited by TheBamse
Posted

Feature question, is there anyway to have OvGME automatically query the configured repos for updates at startup and maybe notify the user that there are new files available?

 

If not, is it ok to make a feature request? :)

Actually downloading new content should be a manual procedure tho and one would still have to go the normal way of going to query repo and download it from there.

Posted

New version available (see first page for download links) with XML parsing fix + new feature to test XML file parsing offline.

 

OvGME 1.6.7, 2017-18-01

 

- Fix XML repository parsing error.

- Add XML parsing test feature.

Posted (edited)

Part 2.

Second error is probably is unrelated, but when downloading from the working repo above, the download for the ~2.5GB big texture pack made by Starways (ENV Starways Black Sea map 2.5.zip), the download never completes no matter how many times I try to re-download with OvGME. Downloading the file with IE, Chrome or FF using the same exact url from inside the xml works fine first try.

 

How it never end ? still at 99% forever ? finish with an error ?

 

Feature question, is there anyway to have OvGME automatically query the configured repos for updates at startup and maybe notify the user that there are new files available?

 

If not, is it ok to make a feature request? :)

 

Possible, but need lot of work from current stage... and i am lazy right now :)

Edited by sedenion
Posted

Thanks, I'll test it right away! May I ask what the problem was?

 

How it never end ? still at 99% forever ? finish with an error ?
To me, the download finishes but the resulting file is corrupted.
Posted
May I ask what the problem was?

 

I was drunk when i coded the feature the first time... or something like that :) More seriously, there were a problem in the XML parsing process. Should now work, but this now required to have an XML node named "<mod_list>" with "<mod>" inside. If you follow the name rule, this would be fine.

 

To me, the download finishes but the resulting file is corrupted.

 

Ok... this will be very easy to debug a download on a 2.5Go file... :/

Posted

The XML-stuff is working 10/10 for me, thank you so much for fixing that.

 

Affirm on the auto-query :)

 

For me the file downloads and the percentage is counting up, it gets to 100% and just stops. No errors, no messages ... it just dies and you're back to like if you never pressed the download button in the first place.

Is there anything I/we can do to help, like download a debug-version or something with extended logging and try the download a couple of times or similar?

Posted
For me the file downloads and the percentage is counting up, it gets to 100% and just stops. No errors, no messages ... it just dies and you're back to like if you never pressed the download button in the first place.

Is there anything I/we can do to help, like download a debug-version or something with extended logging and try the download a couple of times or similar?

 

no, i should set up a local http server to make tests, best and quickest way.

  • Like 1
Posted (edited)

Fixed the download bug on big files... New release exe and installer available for download (still the same version 1.6.7, but the bug is now fixed)

 

For the curious guys, the problem was the following:

The download size (http content_length) was limited to 2147483647 bytes, because of string conversion using a function that convert to a 32bits signed integer value, wich is limited to 2147483647 as positive value... So i changed to use a convertion to 32bits unsigned integer, which is limited to 4294967295. This mean, the maximum download size is now ~4.2Go ... (If one day, someone make a mod bigger than 4.2Go, i will search how to convert a string to an 64 bits integer value... but for now, 4.2Go should be enough)

Edited by sedenion
  • Like 1
Posted

...For the curious guys, the problem was the following: ...

 

Thanks, its refreshing to see a developer explaining the origin of a bug, rather than just say "its fixed!" :)

 

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Posted

New version with fixed bug i discovered myself. The backup path were not updated internally when config was edited until software restart, resulting on backup corruption if we enable mods after editing the backup folder without restarting OvGME.

 

 

Features / Changes (1.6.8 )

 

- Fixed config edit backup dir not updating which produce backup corruption.

- Added warning confirmation message if backup folder is already used.

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