vektorboson 8 Posted March 20, 2009 I'm trying to take automatic screenshots with the help of ArmAlib. I'm using Qt for grabbing the screen; unluckily it uses BitBlt which seems to be too slow, as it captures the screen while it is drawing into the buffer. Thus I get incompletely drawn maps (my main target is to capture the mapview). Now looking for a solution, it seems that I need to use DirectX to capture the screen, possibly with hooking. Kegetys, in case it isn't too much work for you, could you implement a screenshot command into ArmAlib that returns the path to the saved file? Possibly: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _path = "screenshot" extCall []; Could you otherwise confirm, that this way would be my best bet? http://www.gamedev.net/community/forums/topic.asp?topic_id=359794 Or possibly injecting a PrintScr-key event into windows and reading from the clipboard? Share this post Link to post Share on other sites
Popa 0 Posted April 2, 2009 Hello, I downloaded the latest version of Armalib as a required addon for the Real Time Editor tool. I uninstalled RTE and got rid of the folder in my Arma directory. I did the same for Armalib but i am getting a weird error: ''error occurred while loading armalib/armalib.dll'' Then i get two more errors both sayin ''the spplication failed to load'' Whats going on? Share this post Link to post Share on other sites
.kju 3240 Posted April 3, 2009 I am sure it was in the readme. Remove the .\arma\dsound.dll and .\arma\beta\dsound.dll. Share this post Link to post Share on other sites
Popa 0 Posted April 3, 2009 Thanks bud! Hey im blonde! Share this post Link to post Share on other sites
i0n0s 0 Posted April 11, 2009 getMousePos ignores the aspect ratio and will return from 0 to 1, even 16:10 is used and ArmA's range is -0.1 to 1.1 Share this post Link to post Share on other sites
armatech 8 Posted April 24, 2009 will you be updating to 1.16? Share this post Link to post Share on other sites
foxhound xdf 1 Posted April 26, 2009 Since 1.16 beta patch recieve error message on launch: "Game executable does not match any known checksum (0x243685d0)" Share this post Link to post Share on other sites
twisted 127 Posted April 26, 2009 Since 1.16 beta patch recieve error message on launch:"Game executable does not match any known checksum (0x243685d0)" i do too and cannot get rte working. pity cause this has become one of the most important tools for arma ever for me! Share this post Link to post Share on other sites
i0n0s 0 Posted April 26, 2009 The latest version of the RTE should work without ArmALib. Use -noarmalib parameter and it should work. But I'll be happy if 1.16 will be supported soon :) Share this post Link to post Share on other sites
twisted 127 Posted April 26, 2009 (edited) fantastic - i was getting withdrawal symptoms laying out units by topview map only :) edit - the noarmalib button was greyed out and not selecteable so i'll wait for the new armalib. thanks! Edited April 26, 2009 by twisted Share this post Link to post Share on other sites
armatech 8 Posted April 26, 2009 fantastic - i was getting withdrawal symptoms laying out units by topview map only :)edit - the noarmalib button was greyed out and not selecteable so i'll wait for the new armalib. thanks! you can always rename your 1.16 beta folder to beta1.16 then installed 1.15 beta and just change the folder names depending on what your doing (editing 1.15/playing 1.16) Im also in need of 1.16 armalib but we will need to wait and hope that kegs has tiem to update his tool Share this post Link to post Share on other sites
Sneaker-78- 0 Posted April 27, 2009 (edited) Hmm , never mind , i read the post a page before and i have the same problem Edited April 27, 2009 by Sneaker-78- Share this post Link to post Share on other sites
armatech 8 Posted April 30, 2009 kegs you around bro? Share this post Link to post Share on other sites
kegetys 2 Posted April 30, 2009 Yes, I will update it when I have the time (hopefully soon) Share this post Link to post Share on other sites
armatech 8 Posted April 30, 2009 cool thank you very much friend Share this post Link to post Share on other sites
mr.g-c 6 Posted May 1, 2009 Yes, I will update it when I have the time (hopefully soon) Heya thats cool.. BTW: Its just the check for the correct new exe checksums, right? Since 1.16b hasn't changed much i think.... Share this post Link to post Share on other sites
armatech 8 Posted May 3, 2009 hi kegs is there any ETA on the update as we are gonna go live soon and need to know if we need to include 1.15 in the installer or not Thanks Share this post Link to post Share on other sites
kegetys 2 Posted May 3, 2009 v1.03 with ArmA 1.16 support is now available from my site. It also has some SQL crash fixes, hopefully I didnt screw anything up there this time (Previously I had apparently broken some array handling in v1.02 which caused crashing) In addition, this version contains an (highly) experimental feature that allows you to use scripting functions to draw onto textures using basic drawing operations (rectangles, squares, polygons with color gradients etc.). This allows creating, for example, fully custom MFD displays or HUDs in airplanes as shown .The feature is not tested much, it is not documented at all and might not even work. To use it you first create a "magic texture" containing a string identifier using the armalib_makemagic.exe included in the package. For example: armalib_makemagic.exe mytexture.paa KEG_left_mfd Now, where ever this mytexture.paa is used (models, GUI elements, terrain, sky, whatever) it will be replaced by the texture you create using Armalib functions, like this: _red = [255, 255, 0, 0]; _surf = "d_CreateSurface" extCall["KEG_left_mfd", 512,512, "ARGB8888"]; "d_Clear" extCall[_surf, _red]; "d_Present" extCall[_surf]; The above would create a surface named 'KEG_left_mfd' sized 512x512 pixels, fill it with red color and then "present" it onto the mytexture.paa texture. See this example mission for some crappy sample code for the functions available. The mission has a flag pole with a texture like this that should cycle color when it is visible, and triggerin radio alpha should open up a dialog where some basic drawing functions are used. Again, this is very experimental so dont be disapointed if it doesn't work :) BTW: Its just the check for the correct new exe checksums, right? The checksum is there just to stop it from being run with an incompatible exe (which would crash the game or do something else bad). All the memory pointers used need to be updated every time there is a new exe. Share this post Link to post Share on other sites
sk3pt 0 Posted May 3, 2009 Thanks for the update ! Impressive video ! Share this post Link to post Share on other sites
armatech 8 Posted May 3, 2009 Thanks so so so so so much Share this post Link to post Share on other sites
mr.g-c 6 Posted May 3, 2009 Thanks very much! Video is pure awesomeness! Wow a real radar in Arma.... WOW... Draw/Render to texture is something i was wishing for since Arma came out... Share this post Link to post Share on other sites
twisted 127 Posted May 3, 2009 great release and that new texture things looks damn interesting. cant wait to see what the modding guys can do with it? FLIR? Share this post Link to post Share on other sites
armatech 8 Posted May 4, 2009 (edited) on a dedicated server it keeps crashing adn the log says 000163FC-armalib: ArmAlib v1.03 by Kegetys000163FC-armalib: <C:\ArmA\arma_server.exe:0x243685D0> 000163FC-armalib: Executable match "arma_server.exe v1.16.0.5277 b" 000163FC-armalib: SQL error: unable to open database file 000163FC-armalib: 'Urpo' database is corrupted or unreadable, attempting to recreate 000163FC-armalib: SQL error: unable to open database file 000163FC-armalib: Database A (Urpo) creation failed! Path: C:\Documents and Settings\Administrator\My Documents/ArmA/ArmAlib/urpo.database I fixed it. the issue was compressed folders in my docs Edited May 4, 2009 by armatech fixed issue Share this post Link to post Share on other sites
sickboy 13 Posted May 4, 2009 Thanks! and Awesome :) I can't see us without ArmALib these days, both my DAC Editor and RTE use it, im using it for saving weapon loadouts etc ... :) Will you continue in A2? :) Share this post Link to post Share on other sites
PhilippRauch 0 Posted May 4, 2009 (edited) Yes, please do a ArmaII version, i hope it aint too much work for you though... There are soo many good things coming along with more and more ppl getting it how to use this wonderfull application! Thanks kegetys! EDIT: Wow, we can now animate inside/on modeloptics as well? I.e. i could do my Javelin GUI inside the optics of the model instead of doing UI elements? Awesome!! Edited May 4, 2009 by PhilippRauch Share this post Link to post Share on other sites