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torndeco

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Posts posted by torndeco


  1. I will look at connecting the islands, makes more sense but no promises.

    My main issue is getting talented enough to alter the Satellite Image :)
    Note: It is possible to drive over atm in a hatchback / hunter etc

    I will take a look at the height of the UUS Khe Sanh, am pushing update later today sometime with some fixes.
    Not 100% sure if i will leave it in or just remove it. That way people can add it via missions if needed etc

    • Like 1

  2. Chernarus Isles


    http://steamcommunity.com/sharedfiles/filedetails/?id=884988618

    This is basically Chernarus and Utes maps from Arma2 combined together atm.

     

    Other changes include
    1) Duplicated map objects got removed
    2) Some minor fixes to object positions on Chernarus
           Bench block barracks near top left airfield.
           Moved silo in chernarus so guard rails on top walkway are lined up correctly
           And some other minor changes

    You should be able to use this in replace of Chernarus with existing positions i.e the mapsize is unchanged.
    Also the SAT Image isn't perfectly blended in, but its good enough for now imo.


    Download size is around 200-300MB

    Requires CUPS Core & Maps


    License APL-SA

    Thanks to BIS for the licensed/sample data files and to CUPs Team for their work on Terrains.

    Also to Pennysworth / Kju / Bushlurker and everyone else that i forget,
    for helping with working out how to port A2 Content & recreating satellite mask image.

     


    Note: Server Keys will be uploaded later this week, once its stable.
    I still got some fixes i.e floating buildings to fix first.


    ------------------------------
    Source files available at (under APL-SA License) https://gitlab.com/torndeco-aplsa/chernarus_isles

    • Like 13

  3. There is very little difference between SQL_RAW_V2 + SQL.
    Its is just slightly different setup stage
    For example

    9:ADD_DATABASE:<DATABASE>:<DATABASE_NAME>
    9:ADD_DATABASE_PROTOCOL:<DATABASE_NAME>:SQL:SQL:TEXT
    0:TEST:SELECT * FROM PLAYERS

    Atm i don't have any SQF code like EXTDB2_fnc_init written.
    Look at the examples at https://bitbucket.org/torndeco/extdb3/src/96421b87ca61f8075daa57f6c8c64389318e788e/sqf_examples/sqf/?at=default

    Also if you get stuck you could look at altis life rpg they switched from extDB2 SQL_RAW_V2 -> extDB3 SQL
     


  4. There is a bug with callExtension on arma3server for linux with 1.68.
     

    [10:53 PM] Torndeco: Ok workaround is to rename extensions , it isn't nice but ohwell
    [10:54 PM] Torndeco: For example
    /home/user/arma3/extension.so
    ->
    /home/user/arma3\extension.so    (dont forget to escape the backslash)
    [10:55 PM] Torndeco: Depending on extensions you will may need to relocate config files etc


    Hopefully BIS will release a fix soon


  5. I am sorry i only support extDB3.
    Not to mention there are outstanding bugs in extDB that can crash a server and some performance bugs with extDB2.

    It is relatively easy enough to port extDB SQL Protocol to extDB3, which is what the life servers were using.
    If you are unable to update your mission or addon, am afraid you will need to use the 32bit server. Players can still connect to the server using 64bit clients


  6. Version 1.027
    https://bitbucket.org/torndeco/extdb3/downloads

    Fixed issue were some systems locale number formatting uses different char instead of . for floats / decimal numbers etc
    This basically means if you had for example
    German locale on the system for number formatting it was returning
    [1,[1,0]]
    Instead of 
    [1,[1.0]]
     

    Changelog

    • Fixed 9:LOCAL_TIME + 9:UTC_TIME offset not working i.e 9:LOCAL_TIME:-2  etc
    • Fixed some systems locale number formating using , instead of . for floats.

     


  7. The main thing with extDB3 that confuses people is there is a setup stage.
    This is to make it flexible, but is also confusing aswell.

     

    "extDB3" callExtension "9:ADD_DATABASE:DB";
    // This will connect to a database using the settings from [DB]   in extdb3-conf.ini
    
    // Next there are two different methods of sending queries etc
    // There is normal SQL Queries, (not secure if someone manages to remote execute code on armaserver)
    // Or there is prepared statements etc that are predefined in .ini file.
    
    // So we have database setup, we just need to tell the extension which method we are using.
    
    "extDB3" callExtension "9:ADD_DATABASE_PROTOCOL:DB:SQL:SQL_QUERY";
    // This will use database connection DB + the method/protocol SQL, and we are calling it SQL_QUERY.
    
    
    "extDB3" callExtension "9:LOCK";
    // Then we are going to lock the extension. This is security incase someone remote executes code on server.
    // It basically disables the setup stage.
    
    //"extDB3" callExtension "9:LOCK:1234";
    //"extDB3" callExtension "9:UNLOCK:1234";
    //"extDB3" callExtension "9:RESET";
    // Note if you use a password, then you can unlock + reset the extension later.
    // Useful for testing or restarting / loading different missions.
    
    
    Ok the extension is finally setup and we can actually do a SQL Query  (SYNC / BLOCKING)
    _result = "extDB3" callExtension "0:SQL_QUERY:SELECT * FROM PLAYERS";
    _result = call compile _result;




    Note:
    SQL_QUERY / DB names above can pretty much be whatever you like. Some frameworks even randomize this.
    It is also possible to connect to multiple databases at same time aswell.

    Also all the error messages return to arma from the extension are generic.
    To get proper info you need to check @extDB3/logs for more detailed info

    I also updated / simplified the sqf examples at 
    https://bitbucket.org/torndeco/extdb3/src/08a15a65b9e5b7a0807fb31166434962ce2daddd/sqf_examples/sqf/?at=default

    -----------------------------------

    Above is just some rough examples to get you started etc...
    There is also a test program in the optional directory.
    It is basically a commandline version of the extension.
    It is so you can type in the commands and see the returned output, without having to use arma.
    Makes it easier to understand intially imo, versus typing sqf code etc...

    After you get that part figured out.
    You should have a mess around with retreiving multiple part messages
    ExileServer code / AltisLife / a3wasteland and afew other frameworks will have this implemented.
    And look at https://bitbucket.org/torndeco/extdb3/wiki/extDB3 - General

    ---------------------------------

    Few other things you might not know or be like why.

    Few things arma callExtensions are blocking...
    That is why its generally better to tell an extension todo something.
    It returns an id + you poll the id until the job is done.
    This is normally what people refer to async extension.

    This way you don't block arma engine for long period of time.

    Arma callExtensions can only return so much (2k chars in arma2, or 10k chars in arma3).
    That is why there is multi-part messages, to handle when your returned output is longer than the limit.

     

    • Like 1

  8. It will help to have some knowledge of SQL Queries & SQF.
    Otherwise it will  get confusing fairly fast. In that case i would nearly recommend (just no update for upcoming 64bit, but the source code is there)

    But i don't think he is been active in awhile :(

    -------------------

    If you do know some SQL etc or think you be able to learn it...

    Just note @extDB3, does not implement code to talk / retreive data from the extension.
    This is due to several ways to implement this.

    extDB3 is very similar to extDB2, i tend to the number in the name if there is a breaking change.

    So the best thing is to look at other addons/missions that have implemented it
    Then if you got questions try give me a shout on arma discord (might take awhile to respond, but you will need to know some SQF/SQL)

    -------------------
    A3Wasteland uses a mixture of defining defining SQL in .ini file & generating the rest of query in SQF. (don't recommend, is very confusing & abit more complicated queries)
    Exile has a good implementation, uses pretty much all prepared statements. (secure)
    AltisLifeRPG uses SQL Querys, but is prob alot easier when starting off. (not secure)

    There is also 


    Note: There is a test command line program, that lets you test sending the extDB3 text. Can be abit easier to use initially as you don't need to be in arma.

    • Like 2

  9. No i will not using the new alternative syntax, will actually be avoiding it.
    Its to limited (i was originally hoping for a better data structure sent to the extension).

    But basically the return syntax is completely different for the alternative syntax.
    Which means you need to document 2 different methods of sending / receiving data to the extension.
    There is no real advantage (possible slower due to extra memory allocs in blocking thread) and it will just result in more confusion.

    Anyway the seperator issue is solved by issuing SQL_CUSTOM  + 

    Input SQF Parser = true

     It should work fine, if there is any issue just submit issue on bitbucket.


  10. Version 1.024
    https://bitbucket.org/torndeco/extdb3/downloads

    32bit & 64bit dlls are now packaged together.
    Please note that you will need to copy the tbbmalloc.dll & tbbmalloc_x64.dll to your arma3 root directory.
    Dlls should hopefully be whitelisted soon aswell.
     

    Changelog

    • Updated: MariaDB C Connector
    • Updated: Boost 
    • Updated: TBBMalloc
    •  
    • Added: Windows 64bit dlls
    • Added: SQL_CUSTOM SQF Parser Option (expermential) read below

     

    Input SQF Parser = false  
    ;; Expermential  
    ;;   If enabled will use SQF Array Parser instead of : seperator for values  
    ;;   i.e   0:SQL:UpdatePlayer:["Joe",[1,2,0],0.22333,"PlayerBackpack",-3]  
    ;;   Advantage is that you don't need to strip : seperator from user inputted values  
    

     

     

    • Like 1

  11. There are some expermential dlls uploaded to bitbucket at   https://bitbucket.org/torndeco/extdb3/downloads

    This is just a debug 64bit dll version of extDB3 
    These are just for testing not meant for a live server.

    The tbbmalloc_x64.dll goes in arma3 root directory.
    The extDB3_x64.dll goes in your @extDB3  etc

    -------------

    I need todo some testing, but i have encountered a segfault on a custom server.
    Looks like its just a bug in arma, but i just going to test something tomorrow, just to be sure.
    I will do proper builds & sign them once i am sure its not the extension causing it.


  12. On 2/5/2017 at 9:56 AM, PuFu said:

    one solution would be to simply disallow any mods to be used on monetized servers by default, unless the owner comes forward with a list of addons that are to be used, and that list has permission in writing from their respective owners (and there is a real confirmation beforehand anyways). 

     

    What i am trying to say is that in the current situation only one part has something to gain at the expense of everyone else...there is no real framework that allows control over the way these monetized servers are running their "business".

     

    PS: i am not saying everyone is a dick about how their run their servers, i am saying that from my own experience 80% are though


    Written text to say monetization is allowed will have no real effect.
    People are required to ask permission beforehand atm.
    You have to remember BIS has setup the current system to require as little work as possible on there side.

    Mainly because they aren't making any money of the current system to pay for hours.
    Also increasing the workload means less money to spend on game development.

    Also people will always be people that say screw it and ignore the rules regardless.

    Atm its up to addon authors to decide if people want to montize.
    I am actually surprised no-one has made a tool to report all monetized approved servers running X client addons.

    -----------------------------------

    Personally i think addon makers should be allowed to monitze via steam workshop if they like to.

    Valve / BIS / Uploader all takes a cut

    Person that uploads doesn't receive any money for the first months.
    This is done incase the money has ripped / stolen content it can be refunded.
    Money towards BIS can go towards Server Monitization & Addon Approval to get monitzed (if required).


  13. Chernarus Satellite & Mask Image & CfgLayers 
    These images were rebuild from A2 Public Data.

    https://www.dropbox.com/s/22lnppb7pbc1pyc/Chern_Fixed.7z?dl=0
    Note: The images are in png format, it is alot faster to import if you change them to bmp format.

    This is for people that would like to mess around with editing A2 Chernarus.
    If i get time i will release the random python scripts / programs i used to reconstruct the images

    There is some random stuff in the mask i.e signatures / sun with smiley faces (that bis devs added not me ;P)
    If you find them love to see the co-ords for them (have lost them)

    Thanks to
    Bushlurker / Pennysworth (couldn't been done it without them)

    Tips
    Terranbuilder now has option to detect duplicated objects, there are afew duplicated buildings & trees on chernarus.
    When i imported chernarus some objects positions were off abit i.e guardhouse floating in the air etc

    • Like 3

  14. You are aware you are complaining about a steam feature right ?
    That info is required to join a server your friend is playing on.

    Also even if you remove that feature there are few other methods to figure out what server someone is playing on.
    Honestly the best you can do is get a server with some DDOS Protection and just wait for the person to get bored.

    Plus i would question why you have people in your friends list ddosing you server

    • Like 2
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