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In this thread we'll try to describe updates happening in the Development branch of Arma 3. This changelog is not complete, nor confirmed to be working as advertised. Again, Development branch does not pass internal QA before publication. Stick with main branch if you do not want to deal with the (big) potential issues and frequent data transfers. Feel free to discuss the updates to this branch in the relevant thread. 12-03-2013 Cross-joining default and Development branch disabled in MP Ifrit config class names changed to O_Ifrit_F and similar Various artwork fixes and tweaks in materials, textures and passenger animations Active Development branch is now indicated in the main menu Showcase: Helicopters - little optimization and conversation timings Various other showcase fixes Multiple crash opportunities fixed First tests of shadow improvements
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In this thread we'll try to describe updates happening in the Development Branch of Arma 3 Tools. This changelog is not complete, nor confirmed to be working as advertised. Again, Development branch does not pass internal QA before publication. Stick with main branch if you do not want to deal with the (big) potential issues and frequent data transfers. Feel free to discuss the updates to this branch in the relevant thread. The changes are not going to be done daily like the Arma 3 development branch does, but rather in irregular intervals according to needs and additions by our team. 20-06-2014 Fixed: Broken Addon Builder UI Fixed: Copying of files to the target destination in Addon Builder Fixed: "External" feature of Tools Launcher was disabled by error
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Sometimes it's useful to discuss updates to the Steam Development branch in one centralized place. Let's use this thread for that. The changelog thread can stay clean and do its thing. It mainly serves for our team to rapidly see if a daily update is very broken or very epic :ph34r: Actual issue reporting should still happen via the Feedback Tracker of course. Thank you!
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Hi, I am looking for a developer for my Invade And Annex server. I require a few smallish changes to the framework I am using. I'm using Quiksilvers Apex_framework_155.Altis invade and annex mission on my server but I've ran into a few bugs and things I want added into the server. What I'm looking for specifically is all land vehicles to be able to be slingloaded via Huron. The fuel usage cut to a quarter. The group system redone as the current one is broken and glitchy. A rank system that saves points and handles rankings. (May require SQL database knownledge.) Finally a Anti-air role added into the other roles and it is the only one that is missing. Payment can be discussed in Pms Thanks
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WORK IN PROGRESS https://www.youtube.com/watch?v=K6LDXK1URr8 I've decided to openly release a very basic version of iBuild for testing. The main reason for this is to test the underlying foundations and iron out any kinks before I start piling new features and content on top. It's very basic and rough, but it has enough content to give you an idea of where it's heading. The mod has evolved from the first conceptual prototype I put together, and I've lost count the amount of times I've started over, so I hope you guys enjoy what I've settled with. I'm still in the process of writing most of the documentation, which I suck at doing, but you can find what has been written so far organised into a drop-down menu under 'iBuild'. More info can be found in the description on Steam. >| Download Pre-Alpha |< About time! ;)
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Hi, there When it's possible/useful, we will try to post brief descriptions of recent AI changes done on the development branch. We hope this will help demonstrate the tweaks that we're making and generate useful feedback to help us validate and polish our work. For now, the first batch of notes to kick things off: It wasn't supposed to fix rotation speed of AI soldiers, but is letting them use "aiming deadzone" as specified in the unit config (minGunTurnAI, maxGunTurnAI) which is typically 60 degrees cone. Therefore currently AI should be able to follow targets better without moving whole body. RPG and NLAW are supposed to be unguided, but AI was still able to use them as guided weapons. This was corrected. Quite big change, now AI is able to calculate and predict accurate ballistic of bullet, therefore is able to aim and engage targets on all ranges, both static and moving. Also, this improves AI ability to hit moving targets by more precise time of leading calculation. Good way to check this change is try to fight AI sniper on 1km+ range. Of course it still depends on his skill. AI was considering animals as friendly, therefore denied to shot in theirs direction. Example: put yours character, enemy soldier and snake animal between you. After this fix AI won't bother with friendly fire against animals.
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Hi, I am looking for a developer for my Invade And Annex server. I require a few smallish changes to the framework I am using. I'm using Quiksilvers Apex_framework_155.Altis invade and annex mission on my server but I've ran into a few bugs and things I want added into the server. What I'm looking for specifically is all land vehicles to be able to be slingloaded via Huron. The fuel usage cut to a quarter. The group system redone as the current one is broken and glitchy. A rank system that saves points and handles rankings. (May require SQL database knownledge.) Finally a Anti-air role added into the other roles and it is the only one that is missing. Payment can be discussed in Pms
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Who are we: S&C Supply is a provider of Arma 3 modding assets. Our team is comprised of passionate gamers and experienced developers who understand the needs of the modding community. We have worked on the finest arma 3 gear out there, and our assets have been used by many players in the community. What do we offer: We offer a wide range of assets, including weapons, gear, uniforms, and more. All of our assets are carefully designed and tested to ensure that they meet the highest standards of quality and accuracy. We use real-world data and expert knowledge to create assets that are not only visually stunning but also functionally realistic. In addition to library of pre-made assets, we also offer custom asset creation services. Our team of designers and developers can work with you to create unique assets that perfectly fit your mod's theme and style. We use the latest technology and techniques to ensure that your custom assets are optimized for performance and seamlessly integrate with the Arma 3 engine. Our Commitment: At S&C Supply, we are committed to providing our customers with the best possible experience. We offer fast completion competitive pricing, and unparalleled customer support. Our team is always available to answer your questions and provide technical assistance. A list of What we can do: - Uniforms - Vests - Backpacks/Panels - Helmets - Eyepro & Facewear - NVG's - Weapons - Weapon hand animations - Optics - IR/Flash Combos - Grips - Mags - Suppressors - Custom Patches - Texturing - Porting new models So, whether you're starting a new unit or have an existing one, S&C Supply has everything you need to take your Arma 3 Unit to the next level. Visit our discord now to learn more about our products and services, and join the satisfied customers who trust S&C Supply for their Arma 3 modding needs. https://discord.gg/rtsW52BVEP
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I'm leading a development team and I need devs, especially modelers, to help complete the project, a mod set in 1991 Iraq and Kuwait.
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Hi everyone. I'm currently modding the M983 into Arma Reforger. The Enfusion engine kinda hurts my head but I'm working on it. I've been trying to get land contacts to work. I've been building the model in blender and currently for my land contacts I have copied the colliders for my wheels and renamed them with the LC_ prefix aswell as defined the material as null and renamed their material as LC_Wheels. Do I instead need to create armatures for each land contact and name them with the LC_ prefix?
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Next to already revealed an known https://community.bistudio.com/wiki/Category:Arma_3:_New_Scripting_Commands_List There are more script commands now :) + fixed http://feedback.arma3.com/view.php?id=12324 + only discussion related to new or changed Arma 3 Beta/Dev Scripting allowed
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[VS Code ~ SQF] Visual Studio Code - SQF Language
Armitxes posted a topic in ARMA 2 & OA : Community Made Utilities
Visual Studio Code SQF Language v1.0.6 Lastest update: 22.10.2018 Microsoft Visual Studio Code is a new, but already very known Code Editor. Works on Linux, OS X and Windows. Now in the Visual Studio Marketplace -> Report bugs, ask questions or make suggestions <- Supported Products: Operation Flashpoint [OFP], Operation Flashpoint: Resistance ArmA, ArmA 2, ArmA 3 (DLCs & Extensions included) Take On Helicopters [ToH] Community Based Addons [CBA], ACE Easy Installation (Recommended) Download Visual Studio Code. Open the Editor and click on the extension icon to your left ( ) Enter "SQF" and hit enter Select "SQF Language" and click on "Install" Enjoy Manual Installation Only use this guide if the installation over the extension manager and/or marketplace isn't working! Download VS Code Download the latest release from GitHub ( https://github.com/Armitxes/VSCode_SQF/releases ) Install Visual Studio Code Navigate to your VS Code extension Folder. Windows: %USERPROFILE%\.vscode\extensions Mac/Linux: $HOME/.vscode/extensions In the plugins folder, you create a folder called Armitxes.SQF, if you have it already delete all files inside! Inside the Armitxes.SQF folder you then unzip the sources you obtained from GitHub That's it, now simply (re-)start Visual Studio Code (or just "Code") and it's done :) With VS Code, every folder is a project! To open your SQF Project simply go on File->Open Folder and choose your mission/mod folder. Feel free to ask any questions, aswell the Code of the GitHub Project was now simplified several times by me and is open for everyone for contribution! Cheers, Armitxes -
Hi there, in the recent update of development branch you will find the new version of announced (http://dev.arma3.com/sitrep-00030) fatigue mechanics improvement which we prepared for you. As the design of such an important feature is inevitably burdened by many subjective feelings and opinions we decided to inform and discuss it's implementation with you. Therefore I would like to gladly ask you for a valuable, constructive and civilized feedback upon the issue. Hopefully, it will help me a lot to tune that feature according to your sound objections, good suggestions and overall gameplay feelings. So, this update will affects three main issues: 1) Animation slowdown. The more you are fatigued, the more sluggish and cumbersome all your movement becomes. Simple as that. However, not every animation could be slowed down by the same degree without odd side effects. Thus it's quite tricky to set up the values for every respective animation correctly. If you find out some unexpected motion that goes simply "too slow", please, let me know. Also I would like to hear from you if the current overall slowing isn't too much, or if you generally feel that it could be even more severe. As I said, it's very subjective issue and many different opinions will arise for sure. 2) Fatigue gain from inventory load. The more you are loaded, the sooner you get exhausted by doing exhaustive actions. I've made the progress of fatigue gain from inventory load much steeper to force you to consider your carried equipment with greater care. Let me know if it's not too punitive, or, if you feel that it could be even more severe. 3) Weapon sway. Believe it or not, weapon sway behavior is inevitably connected to fatigue. Thus the recent changes will certainly have an impact on it. We wish to improve the sway mechanics even further, so every feedback regarding this issue, regardless if it's just personal opinion or shooting range testing video, will be also much appreciated. Thanks in advance for your feedback and stay tuned.
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The purpose of this thread is to share your wishes regarding website features on the forums/community wiki/website. If you wish to request a feature for the website, please fill in the template below: Any posts in this thread that do not follow the template will be hidden/removed.
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There is Only War, Warhammer 40,000 Mod
E_50_Panzer posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
THERE IS ONLY WAR A Warhammer 40,000 mod for Arma 3. Warhammer 40,000 is a thrilling fantasy universe, one filled with deep stories, enormous conflicts, supremely evil characters, and an eternity of unending, soul-crushing war. It deserves a proper, massive, frontline experience that only a certain game can provide, and that game is Arma 3. "There is Only War" is a mod whose goal is a true representation of 40k in Arma. There will be a no-nonsense approach to creating this ultimate experience - Boltguns will blow targets away, Necrons will be nigh indestructible, Space Marines will stand heads taller than mortals, and one day, Battle Titans may stride over warzones, crushing and annihilating whole companies of troops with one volley of fire. This project will be true to the universe, and lore will be followed as closely as possible, confined only by game limitations, and in extreme cases, common sense. Now, this mod is not affiliated with the Warhammer 40k mod already on the Steam Workshop. While most of the devs on this team came from that project, and quite a few assets were given to us by that mod, we are not working with them, we are a separate mod. It is also important to state that we are not and will not be using any stolen assets, or assets from 40k video games, content will be made the old-fashioned way. "There is Only War" is currently in early development, and we have under a dozen developers at this time. We don't have a first release date yet, but it is certainly within a few months, and afterwards, we plan on monthly updates and patches! This mod is a very ambitious one, scores of animations must be done, hundreds of models completed and textured, and uncountable hitboxes and configs made, and we are looking for more developers to aid us in our endeavor, if you love this universe you'll find yourself at home with us. It's a tough job, but this task is not impossible to complete. Here is a short gallery of assets currently being worked on : There are many more assets in production, but all will be posted in time. Lastly, we do not own Warhammer 40k, all credit goes to the respective owners!- 38 replies
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Hello, we are currently developing a Arma 3 sandbox server where you can basically do anything, the problem is, that the vehicles only respawn when they are destroyed, when someone takes a plane and lands it somewhere like molos airfield it will remain there until someone picks it up. I want that the vehilces respawn when thy are left alone but the built in feature doesn´t work at all, so my idea was to trigger the respawn like every 60 seconds that all vehicles respawn but how can i trigger every 60 seconds for ever ?!? thanks for your help Marvin Letsche Admin at German-Gamers.net
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Characters Voice in All Campaigns
Cpt.ScottMiller836 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
How to Access Arma 3 Characters Voices in the Game Directory, I Mean if there is a PBO file compress Characters Voice audio Files in Arma 3 Directory, and if No, How to find them?, Need Help Please Big Arma Fan. I was Extracting, Trimming, Cutting, Converting to ogg Vorbis formats yesterday, I downloaded a Miller, James, Kerry and Commander Stavrou Radio and Direct Voice Lines from Youtube, and i cut it into Pieces, but some lines still Missing. Appreciate the Assistance in favor. thanks by the way, big Fan of the Grumpy Old man, i doubt this guy that he is the Creator of Arma 3 haha.- 2 replies
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alpha ArmA.Studio - The Open-Source Community made IDE for ArmA
x39 posted a topic in ARMA 3 - COMMUNITY MADE UTILITIES
ArmA.Studio Open-Source Community made IDE for ArmA (best works with profiling build) !PLEASE DISABLE BATTLE EYE DURING DEBUGGING SESSIONS! Downloads Arma.Studio - Rewrite https://github.com/ArmA-Studio/Arma.Studio/releases/tag/AppVeyor-118-280fadd641a373b7668f17dd4c1df49c4bb8afe1 ArmA.Studio - Legacy (Old version) 0.1.6290.31151 setup.exe 0.1.6293.24366 setup.exe 0.2.6331.26237 setup.exe 0.2.6333.12157 setup.exe 0.2.6402.7223 setup.exe ArmaDebugEngine (Legacy only) BIDebugEngine.dll build 28 x86 BIDebugEngine.dll build 28 x64 BIDebugEngine.dll build 34 x64 BIDebugEngine.dll build 45 x86 BIDebugEngine.dll build 45 x64 Installation (Rewrite) Download the ZIP file Right click it, Press Properties Either Tick the checkbox at the bottom (Windows 8 ) or press the button (Windows 10) Extract it whereever you want Installation (Legacy) Please refer to this wiki article https://github.com/ArmA-Studio/ArmA.Studio/wiki/Install-and-use-ArmA.Studio Links ArmA.Studio at GitHub ArmaDebugEngine at GitHub Discord Invite Important Informations The tool is provided with auto-update and auto-error-report. Both cannot be disabled as of now. We are actively seeking developers in the community! So if you capable of writing C# code, feel free to join this project 🙂 How to test (Legacy) -@myMod --Addons <-- workspace is set here ---Tag_Mod ----$PBOPREFIX$ ----examplescript.sqf <-- set breakpoint in here ----config.cpp Hope you enjoy!- 59 replies
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Hello! Now, I am kind of new to the "running arma 3 server" scene but have ran certain servers before. The Arma 3 Life scene for awhile was stagnant and there was too much of a variety to choose from and the variety honestly had little to no development that actually improved the experience in game. I have been a member of life servers for over 4 years now, being on many different communities and experiencing a lot of good, bad, and frustrating times. This is why I am trying to bring back Arma 3 life to it's former glory, in 2019 it's hard to think of a good FREE server to play on besides Altis Life and maybe City Life. But I don't want Altis, or Lakeside as the map. I want a fresh brand new map built from the ground up. A place where people can experience for the first time and explore many different locations. I want fresh mods customized to bring the best roleplay experience to the community. Custom building, possibly, and custom scripts. Now, a few things are is that I NEED HELP. Specifically with development, scripting, and hosting the server. If anyone is willing to help me with these things please shoot me an email -- jaylenryan@icloud.com A few specific questions that I have are.... 1. What host should I use to run the server if my connection isn't the best (because college internet). 2. How do I script mods into my server, add mods, and set up TFR so we can have a better VOIP in game. 3. Website creation has never been my strong suit, so how should I go about that? 4. How do I create a custom map, from the ground up? Thank you again for taking the time to read this, and again, if you'd like to contact me either reply here or shoot me an email -- jaylenryan@icloud.com Have a great day!
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paid Looking for experienced map developer for PAID work. $1000+
Penguinsforlife posted a topic in ARMA 3 - FIND OR OFFER EDITING
Project Spec: 20x20km in size Land-only, no sea access America-inspired Custom models for buildings will be provided Project will be private until a playable release is available, and yes we will be getting Final product will be hosted exclusively on our workshop during development period, then it will be committed to the public domain and all rights will be released once complete, all source code will be released unbinarised on our GitHub Pay-per-milestone payment plan, all milestones are agreed before development We require you to have Portfolio of previously-published and public Arma 3 terrain(s) Discord & GitLab If interested please join our discord at https://uagpmc.com/discord and ask for Cody to discuss further details.-
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I am new to mission creation and a scripting approach and my progress at learning has been good but looking to streamline what I am sure is a sub optimal process for loading new scripts and then testing those on live server. I am working on an A3Wastelands mission, now becoming increasingly customised it has grown from 6MB to sitting at about 10MB. I will explain my current workflow and welcome suggestions about changes to that to improve cycle time from new script developed to tested on server. Workflow Generate/modify new script - using Visual Studio Code - managing a local git repository to stage and commit all changes. I like the editor and combined with the git process is great to understand what you have changed, setting up for good rollback processes when it all goes skew. Some changes like syntax requires one set of brackets, edited in seconds. Clone from git folder on local computer to new local location, but without the git entries folder - they add to much to a folder size for next step. (5 seconds give or take) Generate local .pbo using .pbo manager to zip up the "gitless clone" copy of the mission. Compiling quick (10 seconds give or take) Using Filezilla connect to my.gameservers (that is the host provider I am using). Get new .pbo into correct mpmissions location on server, ensure configs line up and restart server. (with variable ADSL internet speed can be 1-5 minutes to upload). Restart server. (usually about 30-60 seconds to initialize server for login access from Arma launcher). Reconnect to server with local ARMA launcher and start game. (usually 2-5 minutes to upload new mission files, establish client session) Run server for period. Previous provider had a streaming log viewer functionality, new one doesnt, so using periodic log file (RPT) download, to then open log using GamutLogViewerProfessional. The line parsing, filtering in the log viewer is great, and fast, its just the continual download and lack of live streaming that has become annoying. Fast but repetitive. Most testing involves cycling sub missions quickly, fast timings for new missions spawning and quick expiry, god mode to poke the missions for responses required, and attempting to use diag_log to set log messages for error/logic/expected response flaws. (time consuming and rpt file entry problems currently) Based on responses observed in game or in logs, change code and return to step 1. Opportunities Things I know I dont know about, but had no luck finding answers yet - reference articles/sites would be fantastic. I think I might need to get RCON skills - but again a little unclear if that helps me more as an administrator vs a code tester. The admin stuff isnt a big deal at present. Live log streaming - seen evidence but dont have a solution in place for that at Gamerservers yet. .pbo generation - previous host had an inbuilt capability to compile the .pbo on the server reducing the upload traffic and time considerably, is the best way to look at installing a .pbo generator on the server myself for this? Is that a big deal to implement? git publish - seems more like publishing back to a public repository, wonder of i should be pushing to a local folder ie the one that wont have the .git folder, or could i git push to the server folder just the changes. No luck finding git answers to this myself yet. I do not use the debug console within the editor or the server when running - i think i am missing something about the debug console concept it appears lined up to force only very simple issues. Again lacking reference sources to learn more on that. For a complex mission with many scripts, are these something that can be tested in mission editor, or outside editor. I use editor for waypoints, additional buildings, manually generating mission routes that are then codified into sqfs., i dont test the sqfs in there yet, should I. Server memory consumption appears to be an issue as restart intervals increase. Previous server could run for 24 hours and stay under 2GB memory allocation, at 48 hours be under 150% and then by 72 hours crash due to over commit. Rather than double subscription settled for 24 hour restarts. New host does not have this easy monitoring indicator so i think i need an additional piece of software to monitor. suggestions? Anything else that I dont know, that I dont know about, sure there is heaps. Finally, anyone who has had the patience to get his far through this monologue, i appreciate your time so far. Even if you only have a suggestion for 1 item in workflow or a comment on an opportunity I welcome your input. I did 6 months of pascal, fortran, basic programming, but i refuse to say how long ago that was..... So suggest i write up a new C# routine, that feels well beyond where I am at now. Server management is new to me, but sort of getting the idea of the Arma approach to server side, client side management. Thanks
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The Old School Players Community - Looking For Help The Old School Players Community has recently given birth to a new gaming server, ARMA LIFE. As an outcome are now understaffed. We need help with development, whitelist policing, and maybe marketing. Get back to us via Discord or The OSP Forums in the links below. https://discord.gg/2e9dC4g https://www.oldschoolplayers.net/ Thanks - Tyler
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development We are looking for developers
Stephen Wozniak posted a topic in ARMA 3 - FIND OR OFFER EDITING
DxLife is looking for developers At DxLife we are looking for developers to collaborate and make a great server. We already have many things done, map almost finished, scripts finished and so on. We need programmers who can help get this project out. We also need designers and modelers. Anyone interested who joins our discord. See you there! Discord Web Forums Thanks - Serdx -
offer [SCRIPTING] Creating free scenarios for servers.
MrAtomik posted a topic in ARMA 3 - FIND OR OFFER EDITING
Hello! I am offering free scenario creation for Arma 3 servers. I can do GUIs, scripting, lots of cool stuff like that. DM me on Discord: - https://discord.gg/cdWbxyv then DM Atomik#4432 Have a great day!-
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Hello, I am currently working on a PBO Manager-like tool which would aim to be able to extract any PBO file format without crashing (unlike other PBOs Manager wich crash depending of some variants). To do so I've looked for some documentation regarding the format, and found two pages: - https://community.bistudio.com/wiki/PBO_File_Format - http://wiki.xentax.com/index.php/PBO_SREV The documentation found is quite incomplete, as for an example, documentation on the magic bytes is nowhere to be found in the Bistudio wiki. Here are the two file formats I've found and one which I could not find any resources in either wiki pages: Regular Format: /* Magic Bytes [A0 73 72 65 56] - Followed by 17 null bytes */ struct { Asciiz filename; uint32_t packingMethod; uint32_t originalSize; uint32_t junk; uint32_t timeStamp; uint32_t dataSize; }; ... Variant Format: /* Magic Bytes [00 73 72 65 56] - Followed by 16 null bytes */ struct { Asciiz someString; ... Asciiz someOtherString; uint8_t nullByte = 0; struct unknownStruct { /* Unknown Data of approximatively 45 bytes (varies between PBOs) */ }; }; struct { Asciiz filename; uint32_t packingMethod; uint32_t originalSize; uint32_t junk; uint32_t timeStamp; uint32_t dataSize; }; ... You'll note that both are distinguished with their magic bytes, with the first byte changing for the variant format and the extra null byte in the regular format. What does represent the first byte of the magic bytes sequence ? Why does the null byte sequences in the magic bytes sequence varies depending of the format ? What does it represent ? What are the strings of the variant format used for in the first structure ? What are the unknown data in the unknown structure in the variant format ? Why does it vary ? Thanks for your help !