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Yoma's Arma Addon Synchroniser

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Is there an updated documentation available somewhere?

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THANKS for the update buddy!  smile_o.gif

not yet, but it's pretty straightforward i think, just look for the extra button on the upload tab

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**new version v1.0.0.257**

-minor fix to avoid duplicate cashed records in the cache db

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I'm currently toying around with the signature checking tools BIS provides.

With a bit of luck i'll be able to release a version tomorrow where you can select a "keys" folder and have the application check if all addons in a subfolder are signed with keys in the keys folder.

It will then list out the files with signature errors in a datagrid and maybe i'll provide some "move" or "delete" functionality as well. This may prove usefull to people with screwed over installations that don't have much commandline knowledge...

I will allso provide means to automagically sign an entire repositry one creates later on (usefull for server admins).

It would be very nice if the developers allowed me to bundle their sign tools with my tool, but i get no response from them.

I'll include a semi-easy way to "install" the tools if they don't give me permission...

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so email didnt work? how much days have passed?

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hi Yoma,

just wanted to tell you about one possible bug in your actual version. (1.0.0.257).

I use the local cache DB (created in Arma Games folder), I have auto-update when donwloading activated.

From time to time the update process simply freezes. It displays the folder which is currently synchronized, the cache-update window....and then nothing happens.. (waited several minutes just to be sure).

unfortunately i cant reproduce this failure under any special conditions. it just happens or not. if i kill the process and restart yoma, everything works usually fine....

as this is not molesting me much, i wouldnt consider it an important bug, but maybe you could check the cache-db-code for stability-relevant glitches..

Another time, thank you very much for your great tool and the impressing amount of time and work-power that you dedicate to this community.... As I've already told you, we on Germany-Fun would be completely lost without your tool.... wink_o.gif

Regards

Teddy (GF)

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hi Yoma,

just wanted to tell you about one possible bug in your actual version. (1.0.0.257).

I use the local cache DB (created in Arma Games folder), I have auto-update when donwloading activated.

From time to time the update process simply freezes. It displays the folder which is currently synchronized, the cache-update window....and then nothing happens.. (waited several minutes just to be sure).

unfortunately i cant reproduce this failure under any special conditions. it just happens or not. if i kill the process and restart yoma, everything works usually fine....

as this is not molesting me much, i wouldnt consider it an important bug, but maybe you could check the cache-db-code for stability-relevant glitches..

Another time, thank you very much for your great tool and the impressing amount of time and work-power that you dedicate to this community.... As I've already told you, we on Germany-Fun would be completely lost without your tool.... wink_o.gif

Regards

Teddy (GF)

I am aware of this behaviour. At the moment i can't really do much about it, but in time i might be able to fix it.

There are actually at least 2 problems in there. But it should work most of the time. I'm gonna concentrate om some more functionallity before fixing them. (This is also the reason why i don't enable the caching by default when you install the app for the first time). For now, all you can do is quit the app and retry. It has to do with threading, which is why you cannot simulate it/provoke it.

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**new version v1.0.0.258**

-started somewhat integrating signing tools (you have to download and install them yourself, they are not distributed with my tool)

-to install the tools check the settings tab

-added a tab on the repositry generator where you can sign/check signatures on folders.

=> you can create private and public keys

=> you can sign addons from within the tool

=> you can check addon signatures from within the tool

- you can allso delete bunches of unsigned addons with the tool (be warned!wink_o.gif

Its pretty basic atm but it works. In time i will add signing functionality to the automatic repositry generator too.

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very nice - will look into it tomorrow or Tuesday thumbs-up.gif

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hi ,

<s>I installed and uploaded the files step by step, but when i want to download the file frome my addon server i get an message : unable to load local xml</s>

Never mind it works perfect ..i mistyped a map whistle.gif

Boshart thumbs-up.gif

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hi i have another question ,

when i put this rule in the modfolders.txt

:seq:DBE1;@CMCD;@lowplants;@TrueGameplayMods;@EVA;@SIX_Pack1;@effects;@mods;@flares;@Replacemen

ts;@units;@xam1.5;@xeh

And i put "set mod list =modserver" it must turn all mods on right ?

and only a few are turned on and also not in the good sequence

But its not doing that ,what i am doing wrong so who can help me

this is the modfolders file :

Quote[/b] ]@CMCD/Addons

@Effects/Addons

@EVA/Addons

@Flares/Addons

@Lowplants/Addons

@Mods/Addons

@Replacements/Addons

@SIX_Pack1/Addons

@TrueGameplayMods/Addons

@Units/Addons

@XAM1.5/Addons

@XAM1.5/MusicRadio

@XAM1.5/Settings

@XEH/Addons

dta

dta/ION_RTE

:seq:DBE1;@CMCD;@lowplants;@TrueGameplayMods;@EVA;@SIX_Pack1;@effects;@mods;@flares;@Replacemen

ts;@units;@xam1.5;@xeh

:hlp:http://www.yomatools.be

:.7z:

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-if you put a :seq: tag in modfolders.txt the application will compare this modfolder sequence to the one the user has set upon launching the game via my tool.

If the user sequence does not match the one you set via :seq: a messagebox will pop up asking to use the predefined sequence. (clicking yes will set the sequence to the one defined via :seq:)

-if you don't use :seq: tag my tool can still "try" to set equal modfolders by reading out the modfolders directly from the gameserver. To use this function you need to

-first click "who's playing button" (this way the tool can see what modfolders are loaded by the server)

-then click "set mod list=modserver"

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so its not necessary to hit the modserver button ? and i don`t have to turn all mods on, just hit launch ?

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so its not necessary to hit the modserver button ? and i don`t have to turn all mods on, just hit launch ?

Yep, that's it.

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nice !

And what if i have an folder with units, and i put 1 new unit in there must i do again the complete folder repack ?

And for the players, the must click every folder to so if there is a update ? because you don`t see that in the tab server but only in the tab Synchronise.

Boshart

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nice !

And what if i have an folder with units, and i put 1 new unit in there must i do again the complete folder repack ?

And for the players, the must click every folder to so if there is a update ? because you don`t see that in the tab server but only in the tab Synchronise.

Boshart

There information how to update the list with new addons into the list on his website in the FAQ.. One shall look one shall find.

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nice !

And what if i have an folder with units, and i put 1 new unit in there must i do again the complete folder repack ?

And for the players, the must click every folder to so if there is a update ? because you don`t see that in the tab server but only in the tab Synchronise.

Boshart

-first question can indeed be answered by my site.

-players can click download all. However you do need to check the folders from time to time to delete 'extra' files.

I don't do this automatically for now just to avoid people deleting stuff they don't want to delete.

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yeah already figure that out , indeed with you`re site

but is is not easy to let ppl now that in that folders is something new or changed ?

give that folder also an status , just an thought

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I have a problem with 7z compression, how does it works ?

First i were using zip compression on the server.. after all i decided to switch to 7zip compression, but when i compare file with the client it search for .zip files.. and so i got an error messages that it doesn't find the file (of course because it is .7z ..)

I don't know where is the problem ? :/

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modfolders.txt needs

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">:.7z:

see this

ps: latest YomaTools version can build you the complete server file repository. You know that?

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You are uploading the yoma configuration and packed files to your server right?

YomaTools can do the whole configuration and preparation now.

Check the "upload" tab and the "full repository generator" button. whistle.gif

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Ah, eh no i am not uploading file on the server.

I am using the yoma's directly on the server, so all the files are packed on it.

So i don't need the repository ?

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sure it makes generation automated. just try it wink_o.gif

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