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six_ten

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Posts posted by six_ten


  1. Hey there,

    I am really sorry this happened to you and I hope you manage to get your data back.

    The email did come from me, but the attachment is just a secure signature certificate file (your email client should recognize it as such and should not even list is as an attachment. If anything it should help the email client verify the source of the email, because it is tied to my email address), so I do not believe my email was the source of the infection. To be sure I rechecked my ESET antivirus settings (and it is updated, with email client integration enabled) and I have run several tests with negative results. I am running more in-depth scans now, so I will let you know if anything pops up.

    By the way, the link you posted only mentions that the malware binaries were digitally signed with valid certificates (the malware creators stole or purchased valid certificate to sign their binaries) - not that the email signatures were used to distribute them.

    Jan,

    I appreciate that. Thanks. I included the link just to illuminate the methods they're using. I will be glad for any information about this. At this point I just want to recover my work. Your email did contain a secure signature certificate file, correct? I hesitated before clicking it but went ahead. I still don't know the source, I do want to track it down and if there's a problem I don't want anyone else to get it.


  2. ye, seems like you got infected with some crypto-malware ... majority of the crypto-malwares gets sooner or later reverse engineered and most of data can be restored

    it's highly unlikely you got infected by email from us

    I did, it appears to be Cryptowall (and yes, I'm still trying to mitigate the damage now at 7:19 am having begun around 9 pm last night). It seems to use RSA encryption and therefore unbreakable during my lifetime. Part of the attack involves deleting System Restore and Shadow Volume data, so there is no recovery possible.

    I've just run across this http://www.infoworld.com/article/2689332/security/malvertising-campaign-delivers-digitally-signed-cryptowall-ransomware.html Describes the use of legitimate certificate digital signature, which is what I clicked on in the email from Jan.


  3. Back up your hard drive often.

    Yesterday I received three emails from Bohemia Interactive: two copies of one titled "Letter to Contestants" and one from Jan Kunt titled "Make Arma Not War - Total Conversion Submission" containing a secure attachment. As a matter of course I never open attachments, even from family and friends, unless I am expecting them. At about 8:30 pm I clicked on this one though, and read the email about setting up Dropbox access to submit my Black Powder mod. I then played a bit of Epoch with a friend, but noticed my computer was grinding slow and the game was dragging.

    I closed ARMA, started a couple of security checks, and discovered some unusual files that had loaded about the time I'd read the BI emails. I do not know whether they were infected or if the payload launched coincidentally at that time. I cleared out the odd files, stopped the activity, began cleaning up the mess. I searched for the names, found the kind of infection, and breathed sigh of relief that I'd caught it in time before it did any damage, because this is a nasty one: it uses RSA encryption to encrypt your data then demands a ransom starting at $500 to send you the key to decrypt.

    It is now just after 3 am and until 15 minutes ago I thought I had dodged a bullet, that is until I happened to check my email and found that all my archives are now in machine language and Chinese. I started checking other folders, then, holding my breath, checked my mod folders, all my configs are encrypted. 3591 of my other directories are now encrypted. The only saving grace is that my soon-to-be-published book on the American Revolution (3 years of work to date) survives untouched as far as I can tell.

    I've been working on my mod around the clock in every moment of free time, well over a thousand hours to date. I have been so busy that I didn't make time to back up my hard drive. I suggest everyone make time for it.

    I am still not sure the extent of the damage. I'll not pay any ransom. I will restore and reconstruct what I can, and if able I will still submit the Black Powder mod. The timing sucks as I only really had time in the next week or two for final polishing, but this is the circumstance.

    I'm gonna brew a pot of coffee and pour some scotch then get to work rewriting.

    Six_Ten

    A sample of my Model 1768 Short Land Pattern Musket config: such nice code XD

    ª%Ú\bÓvH T2ÃpµñéæÒ„µ½ü/yìǃÂâUc{Nn¨ùŠui§ÜÚ—¡°Qìü÷=õç²äãFÂeå؃PÆòQMÂL™Âë‰Ã¤o¥»¿×fŽ#‡¨›«‘‚ÜÓyx“³yí+E‚:éùèIý Â@'r¨˜T[ÜìUª"Ñ^qTð×n,„Ÿ3ÇŽU¼Qô8}Å &_ÌÆ,œþ"¤:øÈ!x:æò


  4. Ok, so the other day was was messing around with flags and waving them around because I liked how they react to he wind and the movement. Than I realized... What if some weigh was added to the flag like cloth, and added to clothing? Like a light dress shirt l, or maybe even a little more practical, a cape maybe? Would this be possible?

    How did you wave them around? Is there a flag model a player can pick up?


  5. You can convert your heightmap to .obj (or other 3d formats) with a number of different tools: Leveller, L3DT, Terragen, etc. So your real problem is to get that heightfield out of TerrainBuilder.

    -- Select Heightfield in TB

    File --> Export --> Terrain --> (choose format asc or xyz, whatever your conversion program will accept)

    then

    Import that exported file into your terrain modeler of choice, export it as a 3d model. You should consider at this stage shrinking the filesize: Leveller for example permits the creation of a TIN (triangulated irregular network) that removes unneeded polys so your terrain model object has a much smaller file than if it reproduces every vertex even when the elevation doesn't change).


  6. Max,

    Check in model.cfg for something like this:

    
    
      #define DamageOffset 0.2
      // Wheels Damage START
      class wheel_1_1_Damage:wheel_1_1_destruct
      {
       type="translation";
       axis="Basic_Damper_Destruct_Axis";
       memory=1;
       selection="wheel_1_1_damper";
       source="HitLFWheel";
       minValue = 0.0;
       maxValue = 1;
       offset0 = 0;
       offset1 = DamageOffset;
      };
      class wheel_1_2_Damage:wheel_1_1_Damage {source="HitLBWheel";selection="wheel_1_2_damper";};
      class wheel_1_3_Damage:wheel_1_1_Damage {source="HitLMWheel";selection="wheel_1_3_damper";};
      class wheel_1_4_Damage:wheel_1_1_Damage {source="HitLF2Wheel";selection="wheel_1_4_damper";};
      class wheel_2_1_Damage:wheel_1_1_Damage {source="HitRFWheel";selection="wheel_2_1_damper";};
      class wheel_2_2_Damage:wheel_1_1_Damage {source="HitRBWheel";selection="wheel_2_2_damper";};
      class wheel_2_3_Damage:wheel_1_1_Damage {source="HitRMWheel";selection="wheel_2_3_damper";};
      class wheel_2_4_Damage:wheel_1_1_Damage {source="HitRF2Wheel";selection="wheel_2_4_damper";};
    
      class wheel_1_1_Damper_Damage_BackAnim:wheel_1_1_Damage {selection="wheel_1_1_damper";offset1 = -1.2*DamageOffset;};
      class wheel_1_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLBWheel";selection="wheel_1_2_damper";};
      class wheel_1_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLMWheel";selection="wheel_1_3_damper";};
      class wheel_1_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLF2Wheel";selection="wheel_1_4_damper";};
      class wheel_2_1_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRFWheel";selection="wheel_2_1_damper";};
      class wheel_2_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRBWheel";selection="wheel_2_2_damper";};
      class wheel_2_3_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRMWheel";selection="wheel_2_3_damper";};
      class wheel_2_4_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitRF2Wheel";selection="wheel_2_4_damper";};
      // Wheels Damage END
      // Wheels END
    
    

    and

    
      class Wheel_1_1_Damper
      {
       type="translation";
       source="damper";
       selection="wheel_1_1_damper_land";
       axis="posun wheel_1_1";
       animPeriod = 1;
       minValue="0";
       maxValue="1";
       offset0= "0.5";
       offset1= "-0.5";
       memory=1;
      };
      class wheel_2_1_Damper: Wheel_1_1_Damper
      {
       selection="wheel_2_1_damper_land";
      };
      class wheel_1_2_Damper: Wheel_1_1_Damper
      {
       selection="wheel_1_2_damper_land";
      };
      class Wheel_2_2_Damper: Wheel_1_1_Damper
      {
       selection="wheel_2_2_damper_land";
      };
    
    


  7. I finally got cannons aboard my ship with attachTo (thanks to Gnat and a few others for posts and scripts that helped me understand how).

    So my ship has guns, but no gunners. My earlier version of the ship had all the guns coded into the config, and AI manned the guns, but when I ported it from A2OA over to A3 the camera "broke" and I couldn't get the guns to face out the ports, only forward or back. With the attachTo method and memory points it works great. I'm planning set this up so in a multiplayer mission some ships can be human controlled and others can be AI patrols, raiders, merchants, etc.

    The deck is walkable, so a human player can move about the deck and get into a gun position. What I'd like to do now is make it so AI can man the ships. Can someone help me to do that? (In simple language as I'm just starting to learn.)

    I'm using a modified version of Gnat's script from his Fast Sea Frame:

    In main config Sloop_Base:

     class EventHandlers
     {
      init = "[_this select 0] execVM ""\ART\ART_Water\Scripts\Rigging_Init.sqf"";";
     };
    

    Then the script Rigging_Init:

    //----------------------------------------
    //script by Gnat
    //mp fix by armatech
    //modified by Six_Ten
    //----------------------------------------
    // if you use it, credit me as appropraite
    //----------------------------------------
    _ship = _this select 0;
    if (!local _ship) exitWith {};
    //_xx = 10 preloadObject "RHIB";
    //_xx = 10 preloadObject "RHIB2Turret";
    //_xx = 10 preloadObject "Stinger_Pod";
    //Get var form ship
    _check = _ship getVariable "boatsloaded";
    //Check is var is empty/not set
    if(isnil ("_check"))then
    {
    //load ships and set var
    //Broadcasts ships loaded
    
    _ship setVariable ["boatsloaded", 99,true];
    
    //run boat loading scripts
    _ladder = "Sloop_Rigging_Ratlines" createvehicle[0,0,0];
    _ladder attachto [_ship,[0.0,-3.25,-2.35]];
    
    ////////////////////////////////////////////////////////////////////////////////////
    ///  Begin Gundeck
    ////////////////////////////////////////////////////////////////////////////////////
    ///  Port
    
    _P1Cannon = "Gun_Swivel_Halfpdr" createvehicle[0,0,0];
    _P1Cannon attachto [_ship,[0,0,0],"P1Gun"];
    _P1Cannon setDir -45;
    
    _P2Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0];
    _P2Cannon attachto [_ship,[0,0,0],"P2Gun"];
    _P2Cannon setDir -70;
    _P3Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0];
    _P3Cannon attachto [_ship,[0,0,0],"P3Gun"];
    _P3Cannon setDir -90;
    _P4Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0];
    _P4Cannon attachto [_ship,[0,0,0],"P4Gun"];
    _P4Cannon setDir -90;
    
    _P5Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0];
    _P5Cannon attachto [_ship,[0,0,0],"P5Gun"];
    _P5Cannon setDir -90;
    _P6Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0];
    _P6Cannon attachto [_ship,[0,0,0],"P6Gun"];
    _P6Cannon setDir -90;
    
    /// Starboard 
    _S1Cannon = "Gun_Swivel_Halfpdr" createvehicle[0,0,0];
    _S1Cannon attachto [_ship,[0,0,0],"S1Gun"];
    _S1Cannon setDir 45;
    _S2Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0];
    _S2Cannon attachto [_ship,[0,0,0],"S2Gun"];
    _S2Cannon setDir 70;
    
    _S3Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0];
    _S3Cannon attachto [_ship,[0,0,0],"S3Gun"];
    _S3Cannon setDir 90;
    _S4Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0];
    _S4Cannon attachto [_ship,[0,0,0],"S4Gun"];
    _S4Cannon setDir 90; 
    
    _S5Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0];
    _S5Cannon attachto [_ship,[0,0,0],"S5Gun"];
    _S5Cannon setDir 90;
    
    _S6Cannon = "Gun_Naval_4pdr" createvehicle[0,0,0];
    _S6Cannon attachto [_ship,[0,0,0],"S6Gun"];
    _S6Cannon setDir 90;
    
    
    ////////////////////////////////////////////////////////////////////////////////////
    ///  End Gundeck
    ////////////////////////////////////////////////////////////////////////////////////
    };
    
    

    http://i.imgur.com/A6RBi9R.jpg (212 kB) (212 kB)

    ...

    http://makearmanotwar.com/entry/Fzvd2RZSpc#.VBTjD8zD_yM


  8. I have a sloop, and a model of the ratlines (the ropes that go up the side and hold the mainmast; they also function as a ladder). I attach the ratlines to the sloop using a script that includes

    _ladder = "Ratlines_Ladder" createvehicle[0,0,0];
    _ladder attachto [_ship,[0.0,0.0,0.0]];
    

    The ratlines are modeled around the sloop, that is, I copied the sloop into their p3d as reference and their base and top are where they should be on the sloop. However, when I launch the game, the ratlines are rotated 180 degrees so they're on the other side of the ship and a meter or two higher than where they should be. The 0,0,0 of their p3d should be the same as the sloop's, so they should just line right up.

    How can I get them to just appear where they should?


  9. I had this happen before, solved it, and forgot how, now it has cropped up again. I';ve imported my elevation model into TB and the elevation range is far greater than it ought to be -- should be between 10m and -45 m, but its like 20000m. Using 16 bpp .png. I've specified the range in a .pbl, I think it isn't automatically associated though.


  10. Judging by the number of page views there's at least some passing interest in this topic, so I'll update with some news. I still don't know about the terrain itself, whether it will support a lower res background terrain and LIDAR-quality detail in the islands, but it seems that I can use multiple sat images in this way, one low-res to cover the seafloor, and then others at higher resolution to cover the islands. I'm processing the terrain now to test.

    ---------- Post added at 02:32 ---------- Previous post was at 01:28 ----------

    I've enlarged the terrain to 16384 meters sq., it is processing now. I wonder whether I can, after the tiles are generated, resize the 1024 sat images for the seafloor down to 256 x 256 since the shader doesn't care what size the source is. I think I'll try leaving the island orthophotos at full size and shrinking the seafloor ones to cut down on filesize.

    ---------- Post added at 03:18 ---------- Previous post was at 02:32 ----------

    Processed the ortho, mask, and normal maps, deleted the paa's, resized the png's, and tried to run Buldozer on them to convert to paa, but it isn't having it: invalid argument error 22... looking now for a batch conversion utility.

    ---------- Post added at 03:19 ---------- Previous post was at 03:18 ----------

    Should have mentioned I sized them all (except for the 4-tile section of my test island) to 128. Wondering now if at 256 or 512 Buldozer would cooperate...

    ---------- Post added at 03:56 ---------- Previous post was at 03:19 ----------

    Used Pal2Pace to convert the 1452 images, deleted the png's, ran Buldozer, exported the wrp, and then ran pboProject with no errors :) Firing up A3 now to see if it worked. Should have said earlier that this map started as basically a copy of my Williamsburg terrain, 8192 meters sq., which weighs in currently at 269,920 kb, and now the new terrain is 16384 m sq. at 146,312 kb, and higher res detail in the important parts. Hope this works...

    ---------- Post added at 05:02 ---------- Previous post was at 03:56 ----------

    Just played the map and it works beautifully. In the test island I actually enlarged the tile to 2048 px and replaced it with a higher res orthophoto, and it looks great, and the 128 px tiles under the sea show enough color to show reefs and shoals. I'm thrilled. Now to get the real terrain model in and start moving over all the real assets I've been developing.

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