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Posted (edited)

well, i have double-triple-quadruple armored pointers allocation, avoided some of them... if you still have issues, the bug is really, really well hidden...

 

please re-download the 1.6.5 version (build updated)

 

The 32bit version has that feature off? Because the 32bit version worked flawlessly! thumbup.gif

 

no, i removed description encoding only for the temporary 64 bits debug build...

 

I have some idea why the issue was (i hope WAS) random and probably amplified in 64 bits version... but not sure... anyway, i have rewritten many functions, and it is now nearly impossible to have a "segfault"... still some unarmored alloc, but only for some very simples routines.

Edited by sedenion
Posted

This time it worked with 64bit version. :thumbup:

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I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A,

Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least

Posted (edited)

edited!

 

It works!!!!!

 

SWuLkVA.jpg

 

After some more testing and tweaking I will make a tutorial for the whole thing!

 

:thumbup:

Edited by zaelu

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I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A,

Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least

Posted
edited!

 

It works!!!!!

 

Ok, anyway i answare your previous question:

 

If your repository file is a static standard XML (ex: repository.xml) the url to provide must be the full URL to the file with or without the .xml extension, example:

 

http://www.toto.com/repository

or

http://www.toto.com/repository.xml

 

if the xml data is dynamicaly generated by some PHP or ASP page, you have to provide the full url with extension (and options if needed):

 

http://www.toto.com/repository.php

http://www.toto.com/repository.php?opt1=a&opt2=b

 

( All that is explained in the help :D )

Posted

Hello sedenion, not that I want to alarm you or anything but I observed that although I disabled all mods before updating I still got 6.5GB of files moved by the updater in Backup001 folder.

 

I am not sure what happened... I will try to test more using repair after some activation/deactivation of mods.

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I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A,

Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least

Posted
Hello sedenion, not that I want to alarm you or anything but I observed that although I disabled all mods before updating I still got 6.5GB of files moved by the updater in Backup001 folder.

 

I am not sure what happened... I will try to test more using repair after some activation/deactivation of mods.

 

What is this "Backup001" folder ?

Posted

Is the folder where DCS puts files that he finds modified. It is created (the number at the end is added incrementally) if necessary when you do an update or repair to DCS.

 

So the fact that he founded 6.5GB of modified files although I disabled the mods so all should have been back to original means something went wrong at restoring before update.

 

I will investigate more so I will eliminate any mistake from my par.

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I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A,

Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least

Posted

But doesn't the Backup folder also contain original files that were replaced with newer versions during the update? Once you remove the mods, DCS should have all original files (in theory), when you run the updater the files being replaced, with newer versions, get moved to the Backup folder, correct?

Posted
Is the folder where DCS puts files that he finds modified. It is created (the number at the end is added incrementally) if necessary when you do an update or repair to DCS.

 

So the fact that he founded 6.5GB of modified files although I disabled the mods so all should have been back to original means something went wrong at restoring before update.

 

I will investigate more so I will eliminate any mistake from my par.

 

I think the key is modification date... DCS does not check any CRC or Checksum (too heavy test for quick update/repaire check), but only creation or modification date of the file.

Posted

@len62

I don't think so... the old originals are deleted. Looking through the backup 001 folder I've seen only files modified by my known mods... but I didn't checked them one by one.

I deleted them because I need space.

 

I will make checks by activating and deactivating few times the mods then doing a repair and see if something happens.

 

@sedenion. True, but normally the creation date stays the same after the file is moved around few folders, isn't it?

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I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A,

Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least

Posted

@sedenion. True, but normally the creation date stays the same after the file is moved around few folders, isn't it?

 

No... because currently i do not use the Microsoft's "Copy file" function which (i suppose) keeps/copy the creation/modifcation date... i use a raw "home made" copy function.

Posted

I see... It seems it is a bit of a problem then... because as it is now the game will always redownload good files thinking they are compromised although they were restored from backup.

 

I don't know exactly how big last patch was officially but for me it downloaded 4GB. And made a backup folder of 6.5GB. It took me 2 days to update... adsl SFR :)

[sIGPIC][/sIGPIC]

I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A,

Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least

Posted

I replaced the custon method by a call to standard microsoft function... I am lazy to create a new version (editing readme, changelog etc..) for that, but i updated the binary + installers... the problem seem fixed (for date at least, if it was a date problem).

Posted

I will test it sedenion. Thank you for your time!

 

Apropos,

 

Are these two mods compatible/necessary with latest patch?

 

https://forums.eagle.ru/showthread.php?t=170566

 

https://forums.eagle.ru/showthread.php?t=170524

 

in patch notes they say:

 

Added HUD AP FPM cude (WIP)

...

Fixed IP Bombing Navigation and VTB information display

...

Fixed HUD inverted T shows in app mode and with main weight on wheels

...

Fixed HUD heading scale

Fixed HUD pitch scaling in APP mode

Fixed FPM marker texture location

...

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I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A,

Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least

Posted (edited)

Thanks! Will wait.

 

Returning to OvGME.

 

I disabled my 11GB worth of mods and did a repair and it found nothing to repair.

 

Strange thing.

Edited by zaelu

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I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A,

Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least

Posted

Would it be possible to have the mod lists maintain the order the mods were enabled in?

 

I have several mods that override each other, this is mainly because I am just downloading the mods and not messing with them at all, and I want to retain the order they were enabled in so that the earliest mods to be enabled are replaced with mods enabled after them.

 

IE: Mod1 changes texture1.dds, Mod2 also changes texture1.dds, then if I enabled in order:

1- Mod1

2- Mod2

 

I get texture1.dds from Mod2.

 

If u use

1- Mod2

2- Mod1

 

I get texture1.dds from Mod1.

 

 

Use case: I have many of Diveplanes sound mods. If you look carefully you will see most will override the same files. However if i am flying an A10C, i want the sound mod for the A10C to be enabled last so I get all the correct sounds for a10. If i am flying the su-25T i want the sound mod for it to be enabled last.

Proud owner of DCS: FC3, A-10C Warthog, F-14A/B Tomcat, F-5E Tiger, Mig21bis Fishbed, Mirage 2000C, Nevada Test Site, Normandy, Ka-50 Black Shark, Mi-8MTV2 Magnificent Eight, UH-1H Huey, SA342 Gazelle, Bf 109 K-4 Kurfurst, FW 190 D-9 Dora, Spitfire LF Mk. IX, P-51D Mustang Combined Arms, Hawk T.1A, L-39 Albatros, NS 430 Nav System, F-86F Sabre, MiG-15bis, AV-8B Night Attack V/STOL, F/A-18C Hornet, Yak-52 and the mighty AJS-37 Viggen! :music_whistling:

Posted (edited)

you can rename the mods so they are placed together.

 

Say mod1 and mod2 Mod1 is on top of mod 2 so you ad an 11 and 12 in front of them

 

I like how OvGME doesn't rearange mods after activating them like JSGME... it was messy the way JSGME was doing it.

 

edit

 

@sedenion.

 

A small "issue". If the folder for mods is empty on local machine when you try to connect to a repository the "query" option is grayed out/unavailable. As soon as you put something in that folder the function to query repositories becomes available.

 

Not a big issue... most of people have mods in that folder but I had a friend that was just waiting all clean for me to finish uploading the mods on squad server... and we scratched out heads 2 days wondering why for me and another buddy works but for him not.

 

(don't tell me it is in the manual... please :) )

Edited by zaelu

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I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A,

Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least

Posted
Would it be possible to have the mod lists maintain the order the mods were enabled in?

 

Almost everything is possible, but in this case, there is no easy and clean way to do that, this requires extra configuration files, with more tests and contrôls, for, you have to admit it, a single benefit useful only for one special case... Your case is an usage exception, i can't design OvGME for each usage exception.

 

I suggest you to apply the workaround provided by Zaelu....

Posted (edited)

A small "issue". If the folder for mods is empty on local machine when you try to connect to a repository the "query" option is grayed out/unavailable. As soon as you put something in that folder the function to query repositories becomes available.

 

I will look at that...

 

EDIT: Fixed.

Edited by sedenion
Posted
Almost everything is possible, but in this case, there is no easy and clean way to do that, this requires extra configuration files, with more tests and contrôls, for, you have to admit it, a single benefit useful only for one special case... Your case is an usage exception, i can't design OvGME for each usage exception.

 

I suggest you to apply the workaround provided by Zaelu....

 

Are you applying the changes 1 by 1 in alphabetical order?

 

I admit, I havent took some time to read through the source code yet.

Proud owner of DCS: FC3, A-10C Warthog, F-14A/B Tomcat, F-5E Tiger, Mig21bis Fishbed, Mirage 2000C, Nevada Test Site, Normandy, Ka-50 Black Shark, Mi-8MTV2 Magnificent Eight, UH-1H Huey, SA342 Gazelle, Bf 109 K-4 Kurfurst, FW 190 D-9 Dora, Spitfire LF Mk. IX, P-51D Mustang Combined Arms, Hawk T.1A, L-39 Albatros, NS 430 Nav System, F-86F Sabre, MiG-15bis, AV-8B Night Attack V/STOL, F/A-18C Hornet, Yak-52 and the mighty AJS-37 Viggen! :music_whistling:

Posted
Are you applying the changes 1 by 1 in alphabetical order?

 

The mods are applied in the order you apply them... If you enable several selected mods at once using "enable selected", they are applied sequentially 1 by 1 in the order they are in the list (which is alphabetically ordered, indeed).

Posted
The mods are applied in the order you apply them... If you enable several selected mods at once using "enable selected", they are applied sequentially 1 by 1 in the order they are in the list (which is alphabetically ordered, indeed).

 

Oh then it actually keeps the order i enabled them.

 

If i save multiple lists with different enabled orders, then it will override mods in the order i tell it to, correct?

Proud owner of DCS: FC3, A-10C Warthog, F-14A/B Tomcat, F-5E Tiger, Mig21bis Fishbed, Mirage 2000C, Nevada Test Site, Normandy, Ka-50 Black Shark, Mi-8MTV2 Magnificent Eight, UH-1H Huey, SA342 Gazelle, Bf 109 K-4 Kurfurst, FW 190 D-9 Dora, Spitfire LF Mk. IX, P-51D Mustang Combined Arms, Hawk T.1A, L-39 Albatros, NS 430 Nav System, F-86F Sabre, MiG-15bis, AV-8B Night Attack V/STOL, F/A-18C Hornet, Yak-52 and the mighty AJS-37 Viggen! :music_whistling:

Posted (edited)
Oh then it actually keeps the order i enabled them.

 

What do you mean by 'keeps" ? It does not keep anything except backup data.

 

If i save multiple lists with different enabled orders, then it will override mods in the order i tell it to, correct?

 

You mean profiles ? for profiles, enabled state are saved in the order they were in the list: alphabetical order. (then restored the same order)

 

if OvGME makes some listing, to save as profile, or to apply/disable several mods at once, the basis is the mods list order, from top (index=0) to bottom (index=N), which correspond to alphabetical order, since the list is alphabetically ordered.

 

for all operation, the code is roughly (very simplified) this:

 

To Enable or Disable list of selected mods, or all mods in the list:

for(i = 0; i < mods_list.size(); i++) 
{
 if(mods_list[i].selected == true) Enable(mods_list[i].mod);
}

To Save a profile:

for(i = 0; i < mods_list.size(); i++) 
{
 profil_list.add(mods_list[i]);
}

WriteToFile(profil_list);

To Apply a profile:

profil_list = ReadFromFile();

for(i = 0; i < profil_list.size(); i++) 
{
 if(profil_list[i].enabled == true) 
 {
    Enable(profil_list[i].mod);
 } 
 else 
 {
    Disable(profil_list[i].mod);
 }
}

Edited by sedenion
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