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Yoma

Yoma's Arma Addon Synchroniser

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Can't see a way to make it easier.

You're welcome to explain what would be an easier way of displaying, given all the options.

And hey, if you're downloading addons with it, without any manual, it isn't THAT hard now is it?

Have you tried doubleclicking an addon on the synchronise tab?

I think that's a first, featurewise.

Anyway this week i'm on sickleave (they pulled my toncils out).

That's why i could work on it a lot. This weekend will be "official v1.0" release i guess.

It will allways have some bugs, but it's getting pretty usefull.

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Well for example make the program more "windowed"

When you doubleclick a modfolder it should open a new window where you can download the mods (and be able to have that window in the backround) could be good to be able to download multiple modfolders (mutiple windows)

Also adding servers should be easier, make a edit, add and delete button, where the edit and new buttons open a new window where you can change the parameters.

Have a look at OFPwatch, it was allmost perfect, but the synchronizing wasnt that good.

The status notifier is good, but make it so that you say the status when you switch to that server, not only when the status changes.

BTW, I get "operation timed out" errors quite often. something with the monitoring?

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the operation timed out errors are because it can't reach ogn's modserver...

:-)

Editing /adding servers cannot be made easier:

To edit just edit and click save.

To add new, just overwrite name and click save.

If you want i can add a simple "Add Server" button, but it's not needed in my opinion.

About the windowed stuff: I honestly wouldn't know how i could do that easily=> Make it yourself :-))

The status thing was a small issue, it's fixed.

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My webserver is back up.

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Dont get me wrong yoma, im trying to give constructive feedback, not to bash the prog in any way.

And I dont know how to program for windows smile_o.gif

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me neither  wink_o.gif

I personally love to go over some mods in the synctab and doubleclicking them to c the info Arma.info has on them.

It a feature i allways missed in ofpwatch.

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*Fixed save server bug.

*Fixed non reachable messages bug

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Does anyone know what the gamespy query returns when server is locked?

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I now have a small webby online (yes yes i know it still needs fixing) explaining how it works etc.

Check it out here.

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Looking great Yoma. We're still setting this up.

Several requests:

<ul>[*]On Launch Game tab, maximise/anchor the controls/listBoxes, so that when you maximise the window, the list occupies the full height of the window. My mod list is already longer than the visible list.

[*]On Launch Game tab, add a textBox to allow the player to input additional command line parameters (and have it remember this value between sessions). ArmA Launcher has this ability.

This allows you to use new patched ArmA versions with new parameters without the need to update your program each time.

For example, I run ArmA in windowed mode every time, so I need extra parameters like: -window -x1280 -y1024

[*]Idea: Would it be worth considering using mod profiles?

Eg: I could add a profile called "crCTI" and I know it needs 5 mods every time.

Rather than me having to tick those 5 mods every time, I can just select my crCTI mod profile and it would tick the relevant boxes for me.

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Looking great Yoma. We're still setting this up.

Several requests:

<ul>[*]On Launch Game tab, maximise/anchor the controls/listBoxes, so that when you maximise the window, the list occupies the full height of the window. My mod list is already longer than the visible list.

[*]On Launch Game tab, add a textBox to allow the player to input additional command line parameters (and have it remember this value between sessions). ArmA Launcher has this ability.

This allows you to use new patched ArmA versions with new parameters without the need to update your program each time.

For example, I run ArmA in windowed mode every time, so I need extra parameters like: -window -x1280 -y1024

[*]Idea: Would it be worth considering using mod profiles?

Eg: I could add a profile called "crCTI" and I know it needs 5 mods every time.

Rather than me having to tick those 5 mods every time, I can just select my crCTI mod profile and it would tick the relevant boxes for me.

question1: resolved

question2: resolved

question3:

*What i could do rather easily is save the selected mods on a server basis (now it preselects them based on the modfolders.txt) What i could do is: when you click launch arma, save the current selected mod settings for the game for the current server.

*A second option would be to create a whole new system just for being able to preselect mods. I'll have to think it over.

*Best would be a combination of both.

Hmm thinking it over.

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Great stuff Yoma

One suggestion if it hasn't popped up yet;

- Before commiting to download a missing addon in a Mod folder, scan all other Mod folders for a checksum exact same PBO, if found, copy it and don't download.

..... one of my pet hates from OFPWatch.

..... Lots of server Mod folders and even personal Mod folders and OFPWatch just goes ahead and downloads another copy of it! crazy_o.gif

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Gnat @ Nov. 09 2007,11:27)]Great stuff Yoma

One suggestion if it hasn't popped up yet;

- Before commiting to download a missing addon in a Mod folder, scan all other Mod folders for a checksum exact same PBO, if found, copy it and don't download.

..... one of my pet hates from OFPWatch.

..... Lots of server Mod folders and even personal Mod folders and OFPWatch just goes ahead and downloads another copy of it!  crazy_o.gif

That brings up a couple of problems:

In order to do what you say, you would have to have a full scan of all modfolders. The problem is: this takes a while.

You can do that on a regular basis, but still it takes a lot of time + you are never sure that it's up to date.

In short: It's too hard. It's possible, but too hard.

Maybe later.

It might not be that hard if i first do a name based search for the mod and then calc its md5 and if equal, copy it.

Hmmm maybe worth a try. But not now, later!

Saving the idea.

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Make a small db file in the filesystem itself.

Add each new addon with name, md5 etc.

Use this as the base to check, if the addon is already present

for the user.

Offer additional real live checking and the option to force the

download. smile_o.gif

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A small db has the downside of not being realtime. I want it all to be as realtime as possible, that reduces the risks of wrong files.

I'm allready coding on a possible fix.

Being:

If you download i first look for the filename under the arma dir(this goes rather quick as it's default windows search).

I then get a list of these files and calc the md5 for these files.

If one matches the one that's on the server i try copy it locally.

Sounds easy, isn't that easy at all given that download etc is on other thread etc etc

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**New version**

When you now click on the compare files button on sync tab.

The application checks the files that it marked for download.

It then basically looks in your arma subfolders for that file.

If it finds it, it copies the file and gives you a result of the process.

If you then reclick on compare files you'll have to download less files if they where allready on your machine, somewhere in your arma folder.

IT DOES NOT WORK FOR CHANGED FILES (I'll try and fix that later) but it's better then nothing.

I hope i dindn't break too much in the process... :-)

Looks like i did indeed break stuff...

The broken stuff is mostly fixed now.

You can easily test the new feature by simply renaming a modfolder and then clicking compare files (on the sync tab)

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Yoma

You may want the updater to check the players MPCache folder when checking for MPMissions. I have packaged all our missions up but at present sinse its not checking the cache folder it will want to redownload missions the player will already have smile_o.gif

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Yoma

You may want the updater to check the players MPCache folder when checking for MPMissions. I have packaged all our missions up but at present sinse its not checking the cache folder it will want to redownload missions the player will already have smile_o.gif

Here comes the coffee machine...

Hey this must be how BIS feels! :-)

I'll check it, but it may not be that easy.Hmm how do i go about finding the currents user profile...

Can someone tell me if the mpcache is allways at same location?

%username%\Documents and Settings\Local Settings\Application Data\Arma\MPMissionsCache

Btw Did your mod server url change?

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*New Version*

-The app also looks in MPcache so that maps can get copied locally first.

-It also refreshes the grid automatically after you click ok.

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Great Work Yoma

Quote[/b] ]Btw Did your mod server url change

No mate, the servers went offline for a few days but all working now smile_o.gif

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The problem is: this takes a while.

You can do that on a regular basis, but still it takes a lot of time + you are never sure that it's up to date.

In short: It's too hard. It's possible, but too hard.

Maybe later.

It might not be that hard if i first do a name based search for the mod and then calc its md5 and if equal, copy it.

Hmmm maybe worth a try. But not now, later!

Saving the idea.

Should not be hard or take long at all mate. Just search for a file name match first and only then do a CRC check of that file. The Server config should have already have a pre-generated db of the EXPECTED CRC value.

I made a PBO manager that would scan all PBO files (100's on my computer) and generate CRCs for them in a matter of seconds.

http://www.flashpoint1985.com/cgi-bin....t=44343

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Quote[/b] ]

Just search for a file name match first and only then do a CRC check of that file.

Gnat, that's exactly what i've put in there allready yesterday, just dl the update  wink_o.gif

Just updated the app so that it also works with changed files.

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**New Version**

-When you launch a game, it saves the modfolders you selected on gameserver. (this way it's independant of what modserver tells you)

-There is a button you can click to load modfolder server mods.

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Found another small GUI bug. When you resize the Launch game screen it will not resize the auto launch tickbox.

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