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View Full Version : Six Updater: Install/Update mods, missions. Delta patching. Server browser, and more!



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Sickboy
Aug 27 2011, 17:22
his is what six updater tells me when I start it

ERROR: None detected. Please correct the path to the game - C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\Expansion\arma2oa.exe

Path is wrong should be without expansion etc;
C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead

Also check http://six.dev-heaven.net/wagn/Six_Updater+FAQ#Paths%20(Game,%20mods,%20pack%20etc)
especially steam notes.

rfc
Aug 30 2011, 22:41
Is there a way to search for a mod? Can't find any search box and CTRL-F does nothing either.

Sickboy
Aug 30 2011, 22:46
Not currently though they're sorted alphabetically and you can group (right click a column header) or sort on columns (left click a column header).
Currently only the server browser has search, planning to add search to all datagrids soon.

Searching mods is available on the stats site; http://stats.six-updater.net/mods

---------- Post added at 00:46 ---------- Previous post was at 00:43 ----------

As to the UAC requirement question in the other thread;
Yes it is required because most operations on most systems are done on protected folders, while also tools like clippi and TS need to be launched as admin in case of ACRE used.
It's been in my stomache for a while now, and im not really sure how to better handle and if investing more time into it is worth it currently.

I suppose the Sync with SU Portal has succeeded now? You mentioned a timeout - this is the cause of the Mods list empty as it times out during syncing that info.

rfc
Aug 30 2011, 23:20
Ok, thanks. How can I delete Game Profiles? I've now seven "New Profile"s there, because there was no immediate feedback whether it worked or not .. and can I change an existing profile? Because in the Game Profile tab I can't select any, the text field "Profile" has nothing to choose existing ones?

---------- Post added at 00:59 ---------- Previous post was at 00:51 ----------


Not currently though they're sorted alphabetically and you can group (right click a column header) or sort on columns (left click a column header).
Currently only the server browser has search, planning to add search to all datagrids soon.
Ok. It would also be nice to have the keyboard working, i.e. usually you can start typing the name of the entry and it jumps to it.

---------- Post added at 01:20 ---------- Previous post was at 00:59 ----------

Can't find Spritz Island ( http://www.armaholic.com/page.php?id=11137 )

Sickboy
Aug 31 2011, 07:18
Try enabling advanced mode.

Keyboard search I shall look into today, I had it in the previous datagrids I was using so shouldn't be too hard.

I suppose you were asking if I could add the island to the network? I can. Mod requests should be added to the Support disqus box; http://www.six-updater.net/p/support.html

---------- Post added at 08:56 ---------- Previous post was at 08:31 ----------

Here you go, SpritzIsland: http://stats.six-updater.net/mods/show/3d92e924-d39e-11e0-ae5c-001517bd964c

---------- Post added at 09:18 ---------- Previous post was at 08:56 ----------

Basic search jump prepared, will probably improve later today and release tonight; http://dev-heaven.net/issues/23963

rfc
Aug 31 2011, 07:41
Ok, now my initial perspective changed :D

Sickboy, thank you very very much for you hard work, it's really appreciated.

I think Six Updater is a lot like Arma in general: it's a really confusing experience at first and you need to get used to it :D I wouldn't have understand it without the excellent video you made. Btw, in the video it seems you've enabled "advanced" already (or I did miss it), but I hadn't and this I was puzzled because some things didn't match.

The auto-dependency resolving feature is the awesome thing #1
The awesome thing #2 is that it's automatically out of the box "working", i.e. no need to download, create the @<hidden> directory, ensure everything is in the right place, etc.

The interface in general is a bit ... awkward :) ... technology-wise I find it interesting that you use IronRuby; I use ruby myself, it's refreshing to see such an advanced application using it. Like we say in Austria: "Hut ab!" :-)

I guess the longer I sit in front of it, I've a lot more suggestion. Since I'm a beginner, most of them won't make sense so .. is it OK to just post them here and later decide what should go into a report at dev heaven?

Again thanks, great work, great support too, btw.

---------- Post added at 09:41 ---------- Previous post was at 09:39 ----------


Basic search jump prepared, will probably improve later today and release tonight; http://dev-heaven.net/issues/23963

Yes, that's really a great thing; it's a bit cumbersome to go to the stats page and do the search, but it's currently really required because I hit quite a few island which didn't start with their name directly but with some prefix thus the alphabetical listing didn't help.

Sickboy
Aug 31 2011, 08:39
ehehehe thank you thank you :)

I'll be honest, GUI isn't my strongsuit though i've learned a lot through the years,
the main reason why the GUI is as it is is because I feel Features/Functionality and Bug fixes need to go before GUI.
The GUI works, yet it's not perfect. I am planning to improve it, just need to wait a short while :)
(Or help out :D)

Interesting you do Ruby :) I love Ruby, and I love using IronRuby to have access to all the awesomeness .NET has to offer, especially re GUI's.

SU is my first IronRuby project btw, and IR itself is somewhat experimental still too :)

And it's okay - feel free to discuss things here or at the Support Disqus box, and we'll direct concrete ideas to the ticket tracker :)

---------- Post added at 10:39 ---------- Previous post was at 09:43 ----------

Country determination in the server browser was broken, it seems gslist is unable to determine ping or country currently :S

Fixed country determination, scheduled for release tonight: http://dev-heaven.net/issues/23759

Sickboy
Aug 31 2011, 10:50
Okay you gonna love this I think... All datagrids will have besides the basic search I talked about earlier, an advanced search implementation for every column.
So you can filter on any type of data in any datagrid, if they are numbers you can do stuff like > or <, or filter on dates and ranges of dates, etc :)

Should be available tonight :)

Relevart
Aug 31 2011, 15:27
Uhm, will be possible having all RKSL addons on Six?

Sickboy
Aug 31 2011, 15:28
Uhm, will be possible having all RKSL addons on Six?

Later tonight or tomorrow day time.

Relevart
Aug 31 2011, 18:35
Later tonight or tomorrow day time.

Thank you so much sir.

Sickboy
Aug 31 2011, 18:37
New SU build up for auto-self-update and on pre-release download.

Basic search-jump built into all datagrids; typing a letter will jump to the record starting with that letter.

Advanced filtering built into all datagrids; entering search keywords in the filter fields above the column headers will perform search/filtering. Use % as joker character, e.g: %warfare%

Both implementations will be further improved. E.g multi-letter search-jump.

Several bugs have been fixed (incl Country flags broken) and small tweaks made. Japanese translation included, thanks to Total22.
Full changelog, some more fixes etc planned by the end of the week, hopefully concluding v2.6 :cool:

rfc
Aug 31 2011, 20:39
Use % as joker character, e.g: %warfare%
Awe!

Nitpicking, but could we use '*' for globbing or even regex? :D Ok, I'll shut up now.

Just tested it , works fabulous!

Sickboy
Aug 31 2011, 20:41
Awe!

Nitpicking, but could we use '*' for globbing or even regex? :D Ok, I'll shut up now.

Just tested it , works fabulous!
Glad to hear :) Let's see what we can improve :)

Sickboy
Sep 1 2011, 17:07
New build up with fixes incl "Search servers with Mod", "Search servers with Mods in this Preset", and a new one "Search servers with signatures of Mod", "Search servers with Signatures from Mods in Preset".
Also fixed datagrids going empty when info is refreshed while filters are active.

rfc
Sep 1 2011, 20:55
Ok, here's my feedback on the filter (applies to Server Browser and Mods):

Forget about the explicit wildcards, imho it just makes things harder. Just implicitly always (!) treat any text as "%text%".

Take for example Mods, the Name: you type in "f" to find e.g. fallujah -> nothing. Your search currently always works from the start. That would mean to require entering "@<hidden>" in the Mods name ...

Or, in Server Browser Name column, find the servers containing "Chile" -> you need to enter "%Chile%" as you said. IMHO that's just cumbersome.

My advice: remove the nice text that there's a filter and just treat everything as a kind of substring match; imho that's perfect.

This won't work for someone who wants to have the freedom to search for "%foo%bar%", i.e. three wildcards, but I guess next to no one will miss that really.

---------- Post added at 22:55 ---------- Previous post was at 22:53 ----------

Filter: if you type something into a column which requires to scroll to the right (due to the sheer number of columns), and there's no result, the list is empty as expected but the horizontal scrollbar also resets to the left: you do not see the column you just entered the text anymore.

Sickboy
Sep 1 2011, 20:56
Thanks, Sounds like a good idea :) ticketed: http://dev-heaven.net/issues/24043

rfc
Sep 1 2011, 20:57
Filter: I haven't got to get the date columns filter to work in any way. I can pick any date I want but it actually does nothing (not that it seems to be important, just wanted to mention it).

Sickboy
Sep 1 2011, 21:00
Filter: if you type something into a column which requires to scroll to the right (due to the sheer number of columns), and there's no result, the list is empty as expected but the horizontal scrollbar also resets to the left: you do not see the column you just entered the text anymore.Ty; http://dev-heaven.net/issues/24044

Please put your feedback in tickets :)

---------- Post added at 23:00 ---------- Previous post was at 22:57 ----------


Filter: I haven't got to get the date columns filter to work in any way. I can pick any date I want but it actually does nothing (not that it seems to be important, just wanted to mention it).

Probably need to set the operator for the filter too:
http://dev-heaven.net/issues/24045

rfc
Sep 1 2011, 21:00
Ty; http://dev-heaven.net/issues/24044

Please put your feedback in tickets :)

Awesome, will do!

Sickboy
Sep 1 2011, 21:10
Awesome, will do!Cheers, happy with the feedback!
Wrapping up v2.6 stable coming days, and onto v2.7 with focus on performance, memory usage and bugs.

rfc
Sep 1 2011, 21:19
I tried to get the project running in C# but get build errors (I'm using the express edition). I got some screenshots and logs if you could help me ... ? thx

Sickboy
Sep 1 2011, 21:27
I tried to get the project running in C# but get build errors (I'm using the express edition). I got some screenshots and logs if you could help me ... ? thxSure can do, but tomorrow, feel free to drop it in a support ticket and i'll look into it.

If you like you can also join the groupchat; http://six.dev-heaven.net/wagn/Six_Updater+GroupChat

rfc
Sep 2 2011, 06:27
Sure can do, but tomorrow, feel free to drop it in a support ticket and i'll look into it.

If you like you can also join the groupchat; http://six.dev-heaven.net/wagn/Six_Updater+GroupChat

Thanks for the pointer, I'm sorry, I'm not into skype. IRC, anyone?

I'll file a ticket tonight, thanks!

Sickboy
Sep 2 2011, 06:29
Thanks for the pointer, I'm sorry, I'm not into skype. IRC, anyone?

I'll file a ticket tonight, thanks!

IRC? This isn't the 90'ies :p (Nah I know it's still popular, I just feel there are much better alternatives these days, Skype isn't my first choice any more either, but it is popular among Arma crowd).

Tickets it is then.

rfc
Sep 2 2011, 08:33
I'm trying to get some sense of the source changes you apply, but unfortunately there are quite a few commit messages only containing the letter 'm' ... ?

Sickboy
Sep 2 2011, 09:19
m - minor

---------- Post added at 11:19 ---------- Previous post was at 10:55 ----------

I shall try to minimize them even further :)

HR4 Elite
Sep 3 2011, 16:58
Is this where you put in requests for mods to be added to SU..:confused:


.

rfc
Sep 4 2011, 13:14
Sorry if I missed it, what is the current state with the ping numbers missing from the game browser?

I find it currently very hard to determine a joinable game that way at all.

Sickboy
Sep 4 2011, 13:18
Sorry if I missed it, what is the current state with the ping numbers missing from the game browser?

I find it currently very hard to determine a joinable game that way at all.

Check http://dev-heaven.net/issues/24018#note-2

---------- Post added at 15:18 ---------- Previous post was at 15:18 ----------


Is this where you put in requests for mods to be added to SU..:confused:.No, here http://www.six-updater.net/p/support.html#disqus_thread

rfc
Sep 5 2011, 17:07
With the update I got today, I was given the install dialog again (although it was already installed) and I had to choose the directory where to install again, too. I.e. it didn't pick up my existing installation directory. Report-worthy?

Sickboy
Sep 5 2011, 17:10
With the update I got today, I was given the install dialog again (although it was already installed) and I had to choose the directory where to install again, too. I.e. it didn't pick up my existing installation directory. Report-worthy?Negative, by design. Noticed an issue during minor upgrade and decided to play it safe and change the product code for major upgrade :)

Normally following updates will again be as usual.

rfc
Sep 5 2011, 17:13
Btw, great idea to always show the first column!

---------- Post added at 19:13 ---------- Previous post was at 19:13 ----------


Negative, by design. Noticed an issue during minor upgrade and decided to play it safe and change the product code for major upgrade :)

Normally following updates will again be as usual.

Even picking up the existing installation directory?

Sickboy
Sep 5 2011, 17:54
Even picking up the existing installation directory?Not sure if my edition of InstallShield (Limited Edition) would support adjusting that behavior but can look into it, not sure if there's a ticket on it already.

rfc
Sep 5 2011, 23:26
Not sure if my edition of InstallShield (Limited Edition) would support adjusting that behavior but can look into it, not sure if there's a ticket on it already.

I added one :D

Sickboy
Sep 6 2011, 07:38
Getting a loooooot of useful feedback and bug reports by rfc; Very helpful, thank you, appreciated!

Sickboy
Sep 7 2011, 10:11
Six Updater v2.6 RC4 released!
http://www.six-updater.net/2011/09/six-updater-v26-wip-report-4-rc4.html

Major thanks to rfc and LoneStar for most awesome and useful feedback!

rfc
Sep 7 2011, 10:30
Six Updater v2.6 RC4 released!
Major thanks to rfc and LoneStar for most awesome and useful feedback!
Thx! Btw, the link is kaputt.

Sickboy
Sep 7 2011, 10:33
Thx! Btw, the link is kaputt.Ty, fixored!

DukeNukeM.
Sep 7 2011, 12:58
Question: why does 'verify and repair' action attempt to redownload the whole mod again and including the .pack folders?

Can it just check the checksum and just download the files that checksums do not match? Reason i ask is cos i delete .pack folders for infrequently updated mods and its a pain to redownload the whole mod just to fix 1 small corrupt file, as download speed is slow using SU...

If its by design then never mind, thanks

Sickboy
Sep 7 2011, 13:18
Six Updater v2.6 RC4 released!
http://www.six-updater.net/2011/09/six-updater-v26-wip-report-4-rc4.html

Major thanks to rfc and LoneStar for most awesome and useful feedback!



Question: why does 'verify and repair' action attempt to redownload the whole mod again and including the .pack folders?

Can it just check the checksum and just download the files that checksums do not match? Reason i ask is cos i delete .pack folders for infrequently updated mods and its a pain to redownload the whole mod just to fix 1 small corrupt file, as download speed is slow using SU...

If its by design then never mind, thanks

Put the pack path to another harddrive if space on your game drive is an issue. http://six.dev-heaven.net/wagn/Six_Updater+FAQ#How%20to%20put%20.rsync/.pack%20folder%20in%20a%20different%20folder/drive

If download speed is slow with SU but fast otherwise, something is wrong.
For starters exclude SU and all included tools from your Antivirus / Security suite, that's the main cause of slow behavior. See http://dev-heaven.net/issues/22590#note-5
There's a few little things I can do still.

---------- Post added at 15:01 ---------- Previous post was at 15:00 ----------

Lastly, if you still want to delete the .pack folder, that's fine,
just run Convert first next time you want to update it, and then Install or Update.
No need to run Verify and Repair unless you deleted/added/overwritten files in the modfolder your self.

---------- Post added at 15:18 ---------- Previous post was at 15:05 ----------

Also added a ticket to improve the behavior - there should be no need to convert manually, SU should take care of it. http://dev-heaven.net/issues/24271

DukeNukeM.
Sep 7 2011, 13:43
Put the pack path to another harddrive if space on your game drive is an issue. http://six.dev-heaven.net/wagn/Six_Updater+FAQ#How%20to%20put%20.rsync/.pack%20folder%20in%20a%20different%20folder/drive

If download speed is slow with SU but fast otherwise, something is wrong.
For starters exclude SU and all included tools from your Antivirus / Security suite, that's the main cause of slow behavior. See http://dev-heaven.net/issues/22590#note-5
There's a few little things I can do still.

---------- Post added at 15:01 ---------- Previous post was at 15:00 ----------

Lastly, if you still want to delete the .pack folder, that's fine,
just run Convert first next time you want to update it, and then Install or Update.
No need to run Verify and Repair unless you deleted/added/overwritten files in the modfolder your self.

---------- Post added at 15:18 ---------- Previous post was at 15:05 ----------

Also added a ticket to improve the behavior - there should be no need to convert manually, SU should take care of it. http://dev-heaven.net/issues/24271

Hi, thanks for fast reply.
Ok first SU is slow because i don't have mirrors near my location. HTTP downloads etc fast cos i use accelerator/content already cached on proxy somewhere. Not main issue here, but thanks for addressing it.

Could u explain what does 'convert' action do? Lets say i download the same version of @<hidden> off the BIS forum as the version available on SU. Then i manually extract the folder.

Regarding convert manually, isn't there an option to not autoconvert in the options? Keep that option there, for those of us who do not want to convert some mods due to whatever reason?

Thanks as usual. :p:D

Sickboy
Sep 7 2011, 13:46
Convert converts the modfolder to SU, so add .rsync subfolder with .pack and the packed data, ready to update from the network.

Yes AutoConvert Options are available in the Options. Read the tooltip for details.

DukeNukeM.
Sep 8 2011, 14:40
What i was asking was, if i got a modfolder corrupted and had to do a 'verify and repair' on it and the .pack folders were deleted, could SU just download just the corrupted file(s) instead of the whole mod again?

Thanks

Sickboy
Sep 8 2011, 14:47
Yes, Convert first, then Verify and Repair.

---------- Post added at 16:47 ---------- Previous post was at 16:45 ----------

Btw, do you really have that low diskspace across all your available disks ?

Not enough space on a SSD I can understand, but that's why you can set the Pack Path elsewhere, to a normal harddrive.
While the pack data is also the smallest of the available data.

Sabo
Sep 9 2011, 07:13
Not sure if it happened before the latest updates but this is the 3d time I have lost the mod priority orders I set?
Is this by design or should it be saving the priority I set for mods?
Also, being relatively new to all this and ARMA 2, does the mod load order really matter?

Sickboy
Sep 9 2011, 08:01
Not sure if it happened before the latest updates but this is the 3d time I have lost the mod priority orders I set?
Is this by design or should it be saving the priority I set for mods?
Also, being relatively new to all this and ARMA 2, does the mod load order really matter?Do you set priorities in Mods, or in CustomRepos -> Mods?
The latter isn't supported yet as they are dynamic in memory objects, no database backing.

For well designed addons the load order matters little, except when you have 2 addons modifying the same thing, or have a newer version of a pbo in some folder and older version in another.

Lastly, SU has dependency based priority which takes precedence over custom priorities.

Also if a major upgrade is performed, answer 'No' to the removal of database and configuration files or you'll loose more settings than just Mod Priorities ;)

---------- Post added at 09:39 ---------- Previous post was at 09:15 ----------

Reproduced the issue: http://dev-heaven.net/issues/24331

Will release a first v2.7pre build soon.

---------- Post added at 10:01 ---------- Previous post was at 09:39 ----------

Solved in v2.7pre2, http://dev-heaven.net/issues/24331#change-108496
Didn't plan to release it already but so it goes :P

Contains already quite some nice performance improvements, especially for Updating/Installing or Verify/Repair.
More on that in the first WIP report coming weeks.

Quick changelog:
Fixed: Changing Mod, Profile or Preset settings in dataGrids are not saved http://dev-heaven.net/issues/24331#change-108496
Performance improved "Calculating checksums" stages! http://dev-heaven.net/issues/24314#note-3
Upped default max threads to 6 (3 hosts): http://dev-heaven.net/issues/24311
Ruby GUID replaced by native .NET: http://dev-heaven.net/issues/24309
Improved unpacking performance, and perhaps even more later - especially when using Security suite (AV etc); http://dev-heaven.net/issues/24317
When pack file is missing, look for its counterpart and pack it to use as source if exists. http://dev-heaven.net/issues/24271#change-108492

Sickboy
Sep 9 2011, 16:08
For those hosting CustomRepos (or planning to):
It seems that the recently released Apache 2.2.20 causes issues for zSync transfers.
2.2.19 works fine; http://apache.xl-mirror.nl/httpd/binaries/win32/httpd-2.2.19-win32-x86-openssl-0.9.8r.msi

In the meantime looking into it, might be a configuration issue, otherwise it's up to the zSync author.
http://dev-heaven.net/issues/24377

Sabo
Sep 10 2011, 05:42
Do you set priorities in Mods, or in CustomRepos -> Mods?

Well, I just assign a priority in the field, so I suppose it's in Mods.

DukeNukeM.
Sep 10 2011, 14:56
Yes, Convert first, then Verify and Repair.

---------- Post added at 16:47 ---------- Previous post was at 16:45 ----------

Btw, do you really have that low diskspace across all your available disks ?

Not enough space on a SSD I can understand, but that's why you can set the Pack Path elsewhere, to a normal harddrive.
While the pack data is also the smallest of the available data.

I don't want to waste space storing redundant files, and it also slows down defragging.. :P

I think its good now, set the .pack path elsewhere already. Thanks for all the help

Sabo
Sep 11 2011, 23:27
Well, there was an update to the six updater and low and behold, it now saves my mod priorities!

Sickboy
Sep 12 2011, 10:29
Well, there was an update to the six updater and low and behold, it now saves my mod priorities!Yes, did you miss my posts?
I fixed it and released a fix within 45 minutes after your post :D
http://forums.bistudio.com/showthread.php?p=2019731#post2019731

DukeNukeM.
Sep 12 2011, 13:32
Thanks for the prompt support sickboy!
And for answering all our many questions.

Sickboy
Sep 12 2011, 13:34
Thanks for the prompt support sickboy!
And for answering all our many questions.Sure mate, anytime!

New Six Updater 2.7pre build will be available tomorrow with more performance improvements, bunch of bugs squashed, small GUI enhancements, etc ;)

Günter Severloh
Sep 12 2011, 23:34
Hi Sickboy.
I just wanted to let you know that I plan on and would like to get A2WarMod and COWarMod on SU.
Currently im in the process of setting up skype so i can chat with you like you had mentioned before in pm.

One question,
i thought I had read it somewhere on the thread, but SU can have missions on it to correct, and
if i were to put some on there and lets say I had updated the missions then the latest version of those/ a mission built would be available just like a mod?

Sabo
Sep 13 2011, 03:00
Yes, did you miss my posts?
I fixed it and released a fix within 45 minutes after your post :D
http://forums.bistudio.com/showthread.php?p=2019731#post2019731

Most excellent work!
Thank you!

Minoza
Sep 13 2011, 05:38
I have one question. We're renting game server, and already have ACE set up on it by the owner (not sure which method they used). Is there a way to use mod files that are already there as repository with Six? Could I just have config.yml and servername.yml in there configured, would that suffice?

Sickboy
Sep 13 2011, 15:40
Six Updater v2.7 WIP Report #1 - pre5 (http://www.six-updater.net/2011/09/six-updater-v27-wip-report-1-pre5.html)
And, as always, available for your enjoyment and testing.

Thanks to rfc yet again for awesome feedback!

---------- Post added at 17:40 ---------- Previous post was at 17:35 ----------


I have one question. We're renting game server, and already have ACE set up on it by the owner (not sure which method they used). Is there a way to use mod files that are already there as repository with Six? Could I just have config.yml and servername.yml in there configured, would that suffice?No but you can download those files, and setup a CustomRepos with them as per usual http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup
Any webspace should generally do.

If you have ftp access to the server, you can also move over to the official network ACE version, as you can upload the changes with SU to your server.
Then a config and server.yml will suffice (for additional control),
or if the fine grained control (optional mods, teamspeak server info etc) isn't required, users selecting your server through the Server Browser or
sixupdater://server=ip:port link will automatically detect the mods the server is running and select them from the network.

Minoza
Sep 13 2011, 22:52
...
If you have ftp access to the server, you can also move over to the official network ACE version, as you can upload the changes with SU to your server.
Then a config and server.yml will suffice (for additional control),
or if the fine grained control (optional mods, teamspeak server info etc) isn't required, users selecting your server through the Server Browser or
sixupdater://server=ip:port link will automatically detect the mods the server is running and select them from the network.

Thx for your answer! And we really love Six, it's awesome tool.

Sickboy
Sep 14 2011, 09:22
Thx for your answer! And we really love Six, it's awesome tool.NP and glad to hear! Share the love! :yay:

Herbal Influence
Sep 17 2011, 07:20
I wanted to give ACE another try, after I was annoyed of the fast unconsciousness after running with equipment as an infantry soldier. And installation now is much easier than 12 months ago. Thank you!

But how comes I am no more able to start without sixupdater? An error shows up like "missing X/.../.....hpp file".

Sickboy
Sep 18 2011, 10:35
Sounds like you've got mods active that require other mods, but didn't activate those required mods.
Either in your arma2oaprofile, oa mods registry, or commandline startup parameters.

Herbal Influence
Sep 19 2011, 10:56
Sounds like you've got mods active that require other mods, but didn't activate those required mods.
Either in your arma2oaprofile, oa mods registry, or commandline startup parameters.

Thanx for the answer. I don't why it works now - after a few days and some restarts ... but it works. Thank you!

Minoza
Sep 20 2011, 13:54
Ah... I guess I'm doing something wrong here.

You see, I'm trying to push @<hidden> and @<hidden> through FTP, but no go so far... Maybe I'm typing in something wrong...?

This is what I used:

Local repo -> "Username/Desktop/Local"
Remote ->
ftp://name:pass@<hidden>:2322/

And nothing... it just gets stuck at 10% while trying to push ACRE. I tried without port:


ftp://name:pass@<hidden>/

But still nothing... Any idea what I'm doing wrong? Do I even need to enter port? I've added same thing into config, should I use something else there? I also changed to .7z as it says to do so in documentation.

Sickboy
Sep 20 2011, 14:13
Please switch back to .gz unless the webserver doesnt support HTTP range requests.

If the servers in the network do not support the HTTP RANGE command required by zSync, change :archive_format: from .gz to .7z


port 2322 ?? That sounds like an arma server port... Did you actually install FTP Server software on the server?
And yes, if your FTP server doesnt listen on the standard port (21), you need to enter the port, otherwise you can leave it out.

Also see FTP uploads fail FAQ; http://six.dev-heaven.net/wagn/Six_Updater+FAQ#FTP%20uploads%20fail

To be sure; The RepoBuilder tab is only for custom repositories.
Not for uploading mods to your game server, if you want to do that, you should use the Preset RibbonTab, "Remote Folder".



Local repo -> "Username/Desktop/Local"Did you mean C:\users\Username\desktop\local ?

---------- Post added at 16:13 ---------- Previous post was at 16:00 ----------

Do me a favour and join http://six.dev-heaven.net/wagn/Six_Updater+GroupChat

Minoza
Sep 20 2011, 14:18
Please switch back to .gz unless the webserver doesnt support HTTP range requests.

Ok, did that.



port 2322 ?? That sounds like an arma server port... Did you actually install FTP Server software on the server?
And yes, if your FTP server doesnt listen on the standard port (21), you need to enter the port, otherwise you can leave it out.

No idea, I didn't install anything, as I said, we're only renting a server. I can access it either through FTP or their site.



Also see FTP uploads fail FAQ; http://six.dev-heaven.net/wagn/Six_Updater+FAQ#FTP%20uploads%20fail

To be sure; The RepoBuilder tab is only for custom repositories.
Not for uploading mods to your game server, if you want to do that, you should use the Preset RibbonTab, "Remote Folder".


Did you mean C:\users\Username\desktop\local ?

---------- Post added at 16:13 ---------- Previous post was at 16:00 ----------

Do me a favour and join http://six.dev-heaven.net/wagn/Six_Updater+GroupChat


Ok. Thank you for taking your time to help me out.

FOGGMONSTER
Sep 25 2011, 03:35
I have installed this program a few times and the newer 2.7 does NOT work with win7..no matter what I do it always give me an error when i want to install from the "mods" list...if I revert back to 2.6 all is fine...I run 64bit version of Win7...anyone else have this issue and is their a fix for this???


Better yet..can someone give me a basic direction on where to change the command line parameter so it wont autoupdate from 2.6 (wich works) to 2.7 ( wich doesnt)


Here is what my config file looks like:

<?xml version="1.0"?>
<configuration>
<configSections>
<sectionGroup name="userSettings" type="System.Configuration.UserSettingsGroup, System, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" >
<section name="SixUpdaterGui.Properties.Settings" type="System.Configuration.ClientSettingsSection, System, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089" allowExeDefinition="MachineToLocalUser" requirePermission="false" />
</sectionGroup>
</configSections>
<startup><supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.0,Profile=Client"/></startup><userSettings>
<SixUpdaterGui.Properties.Settings>
<setting name="UpgradeSettings" serializeAs="String">
<value>True</value>
</setting>
<setting name="RecentServers" serializeAs="String">
<value />
</setting>
<setting name="RecentComms" serializeAs="String">
<value />
</setting>
<setting name="CommsServer" serializeAs="String">
<value />
</setting>
<setting name="PlayerProfile" serializeAs="String">
<value />
</setting>
<setting name="FavoriteServers" serializeAs="String">
<value />
</setting>
<setting name="FavoriteComms" serializeAs="String">
<value />
</setting>
<setting name="RecentUrls" serializeAs="String">
<value />
</setting>
</SixUpdaterGui.Properties.Settings>
</userSettings>
</configuration>


Thanks for any help at all....pullin what hair I have left out...lol


Fogg

rfc
Sep 25 2011, 07:13
I have installed this program a few times and the newer 2.7 does NOT work with win7..no matter what I do it always give me an error when i want to install from the "mods" list...if I revert back to 2.6 all is fine...I run 64bit version of Win7...anyone else have this issue and is their a fix for this???

If I didn't oversaw it, you did not provide the error itself, did you?

Sickboy is more then willing to help, but he needs some info. Please register at http://dev-heaven.net/projects/six-arma-updater/ and create a new issue detailing the errors you see (screenshots are great too).

Btw, I'm running on W7 Pro 64bit just fine.

Sickboy
Sep 25 2011, 08:09
Startup parameters are documented, but as rfc points out, please create a ticket with your log files as described @<hidden> http://www.six-updater.net/p/support.html
And we'll fix the issue instead :)

Sickboy
Sep 26 2011, 09:06
Still looking forward to that bug report :)

Released v2.7pre16 yesterday with a bunch of fixes, improvements and internal refactorings in preparation of coming features and improvements.
Also included are French localization by Lonestar, and Polish by zGuba.
Proper changelog will soon follow.

Sickboy
Oct 1 2011, 13:04
New update coming probably tomorrow, together with a new WIP report.

Progress has been somewhat slow, but good at the same time.
2.7rc should still be released on schedule, in about a week (http://dev-heaven.net/projects/six-arma-updater/versions/1079).

Sickboy
Oct 2 2011, 13:18
Six Updater v2.7pre19 released!

Release Notes: http://www.six-updater.net/2011/10/six-updater-v27-wip-report-2-pre19.html

Sickboy
Oct 6 2011, 12:26
v2.7 RC might be 1-2 weeks delayed. A new pre build might still be released coming days, but there's too many todo's left to make it an RC build.

Reason is unexpected holiday (Czech-Rep) ;)

Bee8190
Oct 6 2011, 14:49
v2.7 RC might be 1-2 weeks delayed. A new pre build might still be released coming days, but there's too many todo's left to make it an RC build.

Reason is unexpected holiday (Czech-Rep) ;)


Thank you for your dedication Sickboy and I enjoy your holiday ! :)

Sickboy
Oct 8 2011, 19:47
Thanks :)

There was a sync issue with SU portal, but should be fixed now.
http://dev-heaven.net/issues/25284

Sickboy
Oct 9 2011, 12:12
Released SU v2.7pre22 - fixes and one new feature:

Fixed: Changing CustomRepos host / url doesn't work until deleting existing server: http://dev-heaven.net/issues/25218
Fixed: Unhandled exception when searching for existing modfolders; http://dev-heaven.net/issues/25289
Added: Ability to configure MaxThreads (though SU will never use more threads than allowed by the network): http://dev-heaven.net/issues/25277
Updated: Cygwin bins

Some more minor fixes here and there.

zzecool
Oct 10 2011, 13:18
Hello sickboy im fairly new to arma and i have to thank you for the six updater made everything more easy BUT.

After searching your documentation ,search google , watched some 30 min youtube tutorials about six updater and anything else that i was possible to do , i still cant understand the " Profile " part

Im a steam user i have Arma 2 and Arma 2 Operation arrowhead separate ( so it like that i can launch Combined Forces from the pop up window that steam give me when starting Arma 2OA )

My registry is nice with the 2 paths pointing the right folders etc.

SO please tell me what does the autodetect profiles do ? Is there any way that the six updater detect what game version does the server runs and pick the right profile for you ?

As it is now ill have to guess and try every single profile one by one so that i can join a server.


Other than that when you have an incompatible mod with your game version it is blacked out .. ok till here but there are many servers that running many mods and depending what game profile you are using sixupdater blacks out some of them and if you change the profile some blacked out become Green and vise versa ( Totaly confused ) So how is it even possible to have all the mods Green ???? So that you can join the server


Sry for the long post but im totaly lost !

Thank you

Sickboy
Oct 10 2011, 13:22
There should be no problem joining an OA standalone server, with Combined Ops.
So there's only 2 options to consider: CO, or A2 Standalone.

A2 Standalone latest version is 1.10 so servers with that or older versions need A2 Standalone
OA latest version is 1.59, so for all 1.50-1.59 servers you need OA (/CO).

AutoDetect detects which games you have installed, has nothing to do with server.
I'll see what I can do for making the active server determine the profile etc, or filtering the Server Browser depending on the active profile.

Mods have dependencies, and some dependencies only need to be activated when running certain editions of the game.
A good example is CBA:
CO: Only @<hidden>
A2: @<hidden> and @<hidden>
OA: @<hidden> and @<hidden>

So black status doesn't necessarily mean something is wrong.


If you have suggestions, feel free to create a ticket: http://www.six-updater.net/p/support.html

zzecool
Oct 10 2011, 13:54
OH !! Thank you very much for your fast reply !

I hope that you can make Six updater to be able to auto change the profile depending on the version ( that we can see in the server browser ) so there are not going to be fails like trying to join an OA server or CO with a Arma2 standalone profile .

This is going to work better than the filtering you said above because filtering going to produce more problems , imagine that i want to see all the server available and not have to think about what profile to choose or filter , only to pick the server that i want to join , check for the mods that the server is running , update em and load the game.

Simple and easy =)

mariocornetto
Oct 17 2011, 12:10
Hi I have a problem with SixUpdater, when I use it I get the mod @<hidden>, @<hidden> and @<hidden> in black (incompatible) and I can not install them. The others mods are green. Why?

P.S: I have the ArmA: CO.

Greetings;)

Sickboy
Oct 17 2011, 12:32
Hi I have a problem with SixUpdater, when I use it I get the mod @<hidden>, @<hidden> and @<hidden> in black (incompatible) and I can not install them. The others mods are green. Why?

P.S: I have the ArmA: CO.

Greetings;)

You will have to fix the registry entries of the game, see http://six.dev-heaven.net/wagn/Six_Updater+FAQ#Paths%20(Game,%20mods,%20pack%20etc)
and especially the Steam notes if you have Steam A2, OA or both.

MessiahUA
Oct 18 2011, 11:54
...

In any case:
1. Create empty folder
2. Set this folder as Local Folder in RepoBuilder
3. Click Initialize Repository, also Initialize Server if you want to configure server info
4. Edit Repo Config for basic info (hosts, info url etc). Also Edit Server config if needed.
5. Put modfolders in the Local Folder, perhaps mpmissions in mpmissions subfolder if you wish
6. Enter Remote Folder
7. Click Push

Repo Config (config.yml) Mods and Missions sections are handled automatically, apart from supplemental information.
See for example http://www.pastie.org/2497827

Thanks for reply and sorry for not using this thread. Basically I understood, it does all work only when pushing and I expected some GUI interaction before pushing.

Sickboy
Oct 18 2011, 11:57
NP mate ;)

Focus will soon be UI / Usability / User Experience, improved RepoBuilder is one of many things on the list :)

MessiahUA
Oct 18 2011, 13:20
Any hint on how to use sftp correctly? I've configured private/public key - tested, no problems. I enter: sftp://user@<hidden>:/path, but lftp.exe process is hanging and log stops on: "Pushing @<hidden> to sftp://user@<hidden>:/path" - that's it...

I've even tried writing protocol as "ssh+ftp" or "ftp+ssh", but it tries to connect over rsync.

Sickboy
Oct 18 2011, 13:22
Checked these? http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup+openSSH
and: http://six.dev-heaven.net/wagn/Six_Updater+FAQ#FTP%20uploads%20fail
enabling the debug should be rather helpful. Most useful output I think if you'd run SixZsync.exe --push_repo from console (see docu for params).

I have no experience with sftp, perhaps I got it wrongly implemented and you must leave out the ':'

Sorry for the hassle involved with this. If you can get rSync over ssh it would be much preferred, also due to differential updates (delta patching).

MessiahUA
Oct 18 2011, 14:54
Checked these? http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup+openSSH

Checked in the first place - everything fine.


and: http://six.dev-heaven.net/wagn/Six_Updater+FAQ#FTP%20uploads%20fail
enabling the debug should be rather helpful. Most useful output I think if you'd run SixZsync.exe --push_repo from console (see docu for params).

Tried everything - not working. Even debug.log is empty for some reason. Running "SixZsync.exe --push_repo" gives exactly the same output as in GUI.


perhaps I got it wrongly implemented and you must leave out the ':'
Tried all possible ways I could imagine. It doesn't even start to do anything, I guess the problem is somewhere else.


If you can get rSync over ssh it would be much preferred, also due to differential updates (delta patching).

Already did, because it's a no go with sftp.

Anyways I'm grateful for you help and replies. The last thing I wonder if it is possible to somehow avoid creating separate directory with repository files, is it safe to use my root arma dir for updater (with including only specific directories via --repo_from_config) considering that I moved pack files to other place?

Sickboy
Oct 18 2011, 14:58
Anyways I'm grateful for you help and replies. The last thing I wonder if it is possible to somehow avoid creating separate directory with repository files, is it safe to use my root arma dir for updater (with including only specific directories via --repo_from_config) considering that I moved pack files to other place?NP. And nope, currently not possible.
SU CustomRepo is designed to have Server and Repo disconnected, and the Repo is the master, while both server and clients are slaves.

See for more details; http://www.six-updater.net/p/support.html#comment-332781080

---------- Post added at 16:58 ---------- Previous post was at 16:56 ----------

sFTP issue ticketed; http://dev-heaven.net/issues/25612

---------- Post added at 16:58 ---------- Previous post was at 16:58 ----------


Tried everything - not working. Even debug.log is empty for some reason. Running "SixZsync.exe --push_repo" gives exactly the same output as in GUI.After enabling the debug mode in the .lftprc file? I get a lot more output then.

MessiahUA
Oct 18 2011, 15:27
After enabling the debug mode in the .lftprc file? I get a lot more output then.

Yep, "debug -o debug.log" and debug.log is empty. By the way when I execute:

"SixZsync.exe --push-repo /repo user@<hidden>:~/test"

it transfers via ssh not rsync, as I thought

Sickboy
Oct 18 2011, 16:02
Yes, that's ssh format url, you were also using ftp over ssh right, so why is that a problem?

To use the rSync protocol use the following url format;
rsync://user:password@<hidden>/module/folder

Also please use full paths, at least for Local.

MessiahUA
Oct 18 2011, 17:06
Yes, that's ssh format url, you were also using ftp over ssh right, so why is that a problem?

Not a problem at all, even better and easier for me. I was confused because of the manual, which mentioned:


SixZsync.exe --push-repo C:/local/path/to/repo rsyncuser@<hidden>:/path/to/the/repo

without "rsync://"

Sickboy
Oct 19 2011, 06:22
Not a problem at all, even better and easier for me. I was confused because of the manual, which mentioned:

without "rsync://"

Riight :) NP, gotcha, glad things are sorted! :)

One note though - SSH is more secure but slower for file transfers.

Sickboy
Oct 20 2011, 10:28
Please add OCP to SU.
http://forums.bistudio.com/showthread.php?t=125360

Added: http://stats.six-updater.net/mods/show/81ab3c66-fafd-11e0-a1bf-001517bd964c?_=&_method=get

---------- Post added at 12:28 ---------- Previous post was at 11:29 ----------

Six Updater 3.0 - Basic Mode - Prototype

Quick preview on the Basic GUI I am working on for Six Updater 3.0:
http://s1111.photobucket.com/albums/h468/sickboy6th/Six%20Updater%203/

The idea is that this becomes the default mode, for mainstream users.
The current "Advanced GUI" will be further improved as well, and perhaps a Compact mode will be added for it too.

3.0 is still some months away.

classic
Oct 20 2011, 12:05
Thank you:yay:

Diesel Tech JC
Oct 27 2011, 07:24
I am still having issues using this for my server I rent..its a remote server but i have ftp access and server access..I went through and read everything and set the server up in six updater..I get this error when trying to push the repo to the server..I dont know hwere the log files are I am supposed to post but I copied this from the bottom window if its any help...

Initializing... please wait
01:56:52: Auto Synchronizing
01:57:13: Synchronized 291 records with SU Portal!
01:57:19: Fetching latest server info for Nite Owl Gamers
01:57:24: Found custom addons in official game addons folders, please remove (if really custom addon): expansion/addons/Extended_Eventhandlers.pbo
01:57:24: Free space: 122.96 GB on c:/program files/steam/steamapps/common/arma 2 operation arrowhead
01:57:24: Missing (or disabled) mods: @<hidden>
01:57:24: Initialization Complete
02:00:27: Fetching latest server info for Nite Owl Gamers
02:00:33: Opening: C:\packaging\myrepo/config.yml
02:00:33: System::ComponentModel::Win32Exception No application is associated with the specified file for this operation . See log for details. Please report the issue to SU Support (incl your logfiles).
02:01:21: Please confirm: Are you sure you want to push custom repository to remote?
02:01:26: Local Folder: C:\packaging\myrepo
02:01:26: Remote Folder: ["username:password@<hidden>//75.102.38.114"]
02:01:26: Committing repo
02:01:26: Processing Missions
02:01:26: Processing MPMissions
02:01:26: Processing Servers
02:01:26: Creating zSync file for config.yml
02:01:26: Creating zSync file for NiteOwlGamers.yml
02:01:26: Commit completed
02:01:26: Pushing repo to username:password@<hidden>//75.102.38.114
02:01:26: Pushing Configs to username:password@<hidden>//75.102.38.114
02:01:26: Pushing config.yml
rsync: connection unexpectedly closed (0 bytes received so far) [sender]
rsync error: unexplained error (code 255) at /home/lapo/package/rsync-3.0.9-1/src/rsync-3.0.9/io.c(605) [sender=3.0.9]
02:01:29: RuntimeError rSync error 255 while processing rsync_push: --times -O --no-whole-file -r --delete --partial --progress -h --timeout=30 "/cygdrive/C/packaging/myrepo/config.yml" "username:password@<hidden>//75.102.38.114" . See log for details. Please report the issue to SU Support (incl your logfiles).
02:03:34: Opening: C:/Documents and Settings/Owner/Local Settings/Application Data/arma 2 oa/arma2oa.rpt
02:03:34: System::ComponentModel::Win32Exception No application is associated with the specified file for this operation . See log for details. Please report the issue to SU Support (incl your logfiles).
02:04:29: Opening: C:/Documents and Settings/Owner/Application Data/six-updater/logs/six-updater-gui.log
02:05:25: Doesn't exist: C:/Documents and Settings/Owner/Application Data/six-updater/logs/six-updater.log
02:05:59: Opening: C:/Documents and Settings/Owner/Local Settings/Application Data/arma 2 oa/arma2oa.rpt
02:05:59: System::ComponentModel::Win32Exception No application is associated with the specified file for this operation . See log for details. Please report the issue to SU Support (incl your logfiles).

I'd really like to use six updater to manage my server so everything is in one place..but really struggling with getting this to work..any help would be great..thanks


JC


EDIT: sorry about the little face in the lines just edited out my username and password for the ftp server and that showed up.

Sickboy
Oct 27 2011, 07:25
Use proper url:

ftp://username:password@<hidden>

Diesel Tech JC
Oct 27 2011, 10:26
Oh for christ sake....:o


Thanks will try that tomorrow when I get home...

Sickboy
Oct 27 2011, 10:28
Oh for christ sake....:o


Thanks will try that tomorrow when I get home...
NP. Also check http://six.dev-heaven.net/wagn/Six_Updater+FAQ#FTP%20uploads%20fail

Sickboy
Oct 27 2011, 13:53
Basic Support added for Take on Helicopters.

Sickboy
Oct 27 2011, 18:16
Fixed Support for Take on Helicopters.
Server browser not available yet for Take on..

Sickboy
Oct 29 2011, 09:25
Issues with the Six Updater Legacy Suite and Six Updater v2.7pre22 and older, have been solved server side, for details see; http://dev-heaven.net/issues/25960

Also released v2.7pre26 now also with Take On Helicopters Server Browser support!

Jedra
Oct 29 2011, 16:26
Hi Sickboy,

I am trying to run TOH through SixUpdater, but I want to change the exe to Arma2OA.exe so that the AMD drivers pick it up with a crossfire profile (running as the standard toh exe only utilises one GPU).

Anyway, I have created a clone of the Take On Helicopters game profile and pointed the Exe at my renamed executable;

i:\Games\Take On Helicopters\arma2oa.exe

I have added the path as;

i:\Games\Take On Helicopters

Unfortunately Six is then trying to run the exe as;

I:/Games/Take On Helicopters/I:/Games/Take On Helicopters/arma2oa.exe

Cloning the profile without changing the path (only the exe) has the same effect.

Any ideas?

EDIT

OK fixed myself - I manually edited the Exe path rather than chosing the file from the file select dialogue. I set this to read just arma2oa.exe and now everything works.

Leaving the post here in case someone else has the same issue!

Sorry for bothering you all ;-)

Sickboy
Oct 29 2011, 16:57
OK fixed myself - I manually edited the Exe path rather than chosing the file from the file select dialogue. I set this to read just arma2oa.exe and now everything works.

Leaving the post here in case someone else has the same issue!

Sorry for bothering you all ;-)Hi Mate ;) NP, and was just about to say the same thing, in the meantime i'll look at fixing it when full path is defined :D

---------- Post added at 18:57 ---------- Previous post was at 18:43 ----------

Here you go; http://dev-heaven.net/issues/25980 (or well, at next update ;D)

I3eefy
Oct 30 2011, 02:48
Hi Sickboy

I have 2 questions
1: In the Game Manager window I see 2 different versions and I click "Get Latest" but nothing happens or is it because I already have it?
2: When I perform a CRC check I get allot of ticks in the match column but their are also allot of unticked one's, what can I do about this?

Thanks for your time and a fantastic Updater

Kommiekat
Oct 30 2011, 02:53
Hi, great helper this app is. Thanks for the hard work!

Question: Some addon makers don't properly pack the .rar, so I have to make and name a folder myself. How do I know it will be updated if my naming does not match what the addon maker loaded to your archieves?

Imaginary Example:
Mine: @<hidden> (downloaded the improperly packed addon and named by me)
Yours: @<hidden> (uploaded by the addon maker to you)

Thanks!

Sickboy
Oct 30 2011, 07:56
Hi Sickboy

I have 2 questions
1: In the Game Manager window I see 2 different versions and I click "Get Latest" but nothing happens or is it because I already have it?
2: When I perform a CRC check I get allot of ticks in the match column but their are also allot of unticked one's, what can I do about this?

Thanks for your time and a fantastic Updater
NP :cool: the game manager isn't finished yet, hence the Get Latest buttons don't do much currently.

2; should work - but perhaps the wrong edition is detected or it fails on seperate CO install perhaps - what game editions do you have? If you have CO - is it installed seperately or in 1 folder?

I guess you just got me my TODO's for today :D http://dev-heaven.net/issues/25996

---------- Post added at 08:20 ---------- Previous post was at 08:15 ----------


Hi, great helper this app is. Thanks for the hard work!

Question: Some addon makers don't properly pack the .rar, so I have to make and name a folder myself. How do I know it will be updated if my naming does not match what the addon maker loaded to your archieves?

Imaginary Example:
Mine: @<hidden> (downloaded the improperly packed addon and named by me)
Yours: @<hidden> (uploaded by the addon maker to you)

Thanks!NP :cool:

A modfolder will only be updated once it is converted to SU - if the mod exist on the network the modfolder should turn brown status - "Not Updater Mod" - and will be updated once you convert it.

If the mod doesnt exist on the network, and the foldername isn't a known alias for a mod on the network either, the mod should be white in your preset. So it indicates: Modfolder unknown, seems to be a local mod - will not be converted or updated.

---------- Post added at 09:56 ---------- Previous post was at 08:20 ----------

Dealth with the most pressing issues of the Game Manager; http://dev-heaven.net/issues/25996
Should be available for auto update later today.

Sickboy
Oct 30 2011, 11:03
And done and available in Six Updater v2.7pre27!

New blog entry, and Release Candidate stage imminent ;-)

Sickboy
Oct 30 2011, 15:30
Six Updater v2.7rc1 Released!

http://www.six-updater.net/2011/10/six-updater-v27-wip-report-3-rc1.html

---------- Post added at 17:30 ---------- Previous post was at 16:28 ----------

Updated the server owners section with info on how to update a deddy with SU;
http://six.dev-heaven.net/wagn/Six_Updater+Documentation#Server%20Owners

Sickboy
Nov 1 2011, 19:47
First 3 Take on mods live on Six Updater!

CBA: http://forums.bistudio.com/showthread.php?t=126509
Blake's Autopilot: http://forums.bistudio.com/showthread.php?t=126704
Offshore landing platforms: http://forums.bistudio.com/showthread.php?t=126866


Also expanded the Game manager to include Running Instances management and ability to check specific game files checksums:
http://3.bp.blogspot.com/-9ooKfsANPjM/TrBZzJ4W4GI/AAAAAAAAARI/O_mjawTc3lk/s640/game_manager+v2.5.png (http://s1111.photobucket.com/albums/h468/sickboy6th/Six%20Updater%202/Six%20Updater%2027/?action=view&current=game_managerv25.png)

Bulldog72
Nov 2 2011, 12:13
I need to have different ACE versions for different servers (unfortunately some servers I like to play still manually update ACE or update with Yoma's AddonSync and often are weeks behind).

I need one set A of manually maintained ACE folders, one set B of ACE folders which come in through yoma (folder sets A and B Six should not touch at all), one set C coming in through Six but usually older than the official ACE and then of course the current ACE folder set D managed by Six.

I can rename and move out of the way folders of set A but both Yoma and Six want to use the official ACE folder names and try to work on the same folders for B, C and D. I know, sounds complicated and it SUCKS big time and gives me headaches almost daily... :/

Basically what I would need is to have Six map remote folders to some other local name structure. A prefix would be cool so that in the end I have something like this on my harddrive:
set A (manual):
@<hidden>
...
@<hidden>

set B (yoma):
@<hidden>
...
@<hidden>

set C (Six, but not latest ACE)
@<hidden>
...
@<hidden>

set D (Six, latest ACE)
@<hidden>
...
@<hidden>

Can Six jump through that hoop without falling because both yoma and I cant - at first I thought mod path may be what I need and I did look at the documentation but I dont understand it. Are those paths configurable for each distinct preset? How can I set a preset for the latest ACE?
I so hate all this modfolder crap... :(

Sickboy
Nov 2 2011, 12:20
You can probably solve most of your problems by using SU ModPath yep.
You can set it globally in the Options - so that SU will always be locked to that folder.

You can also set it per Game Profile (enable advanced mode, and go to GameProfiles datagrid), and link the game profiles to one or more Presets, but this can get rather confusing I suppose.

Also I guess you could point Yoma to another folder than your game folder, which might give you some more flexibility.

Ideally you convince the people stuck on old ACE versions / yoma, to switch to Six Updater,
preferably always running the latest version, but if that is really a problem, they can setup a SU CustomRepos (which is basically like a Yoma repo): http://six.dev-heaven.net/wagn/Six_Updater+Documentation#Server%20Owners
Life would get a lot easier suddenly - as that's Six Updater's primary mission after all :D

By default SU installs customrepos mods to a "ServerMods" subfolder, and you can even set one per server, so it automatically takes care of maintaining the different versions with automatic switching and no hassle.
If harddrive space is an issue, you can even disable the servermods behavior completely, and in this case it will simply migrate your modfolders live from one version to another, depending on which server (+CustomRepo or Official Network) is active.
It will deploy the same delta patching algorithm as usual with SU and should only cost minimal bandwidth.

Alternatively, you could look into Symlinks and Batch files and create some elaborate setup. E.g: http://schinagl.priv.at/nt/hardlinkshellext/hardlinkshellext.html etc

Sickboy
Nov 2 2011, 15:05
ehr please ignore, wrong thread :D

iceman11a
Nov 9 2011, 04:51
I been trying to apply the Arma 2 Updates that Six updater tells me to update too. and I don't know why. I can't seem to install any updates after 1.59.0.79384. I tried to install new updates and nothing seems to install since Six Updater is reporting the same version number and telling me I need to update.

Any one have any ideas. I can't under stand why BI doesn't build this into their software. That way it would be easy is us to update the game.

MavericK96
Nov 9 2011, 05:53
Does not really belong in this subforum.

Sickboy
Nov 9 2011, 05:56
If you would supply a little bit more details, like screenshots, exact messages, etc, this would probably allow us to figure out what's up and assist you.

Perhaps it's referring to the beta's; http://www.arma2.com/beta-patch.php

PuFu
Nov 9 2011, 08:43
Does not really belong in this subforum.
There IS a reason why this is here ;)

Sickboy
Nov 9 2011, 08:48
Ehrm right, what's this thread doing here! :O :D
(Thanks Dwarden for Fix in the meantime) :D

---------- Post added at 10:48 ---------- Previous post was at 10:45 ----------


Does not really belong in this subforum.


If you would supply a little bit more details, like screenshots, exact messages, etc, this would probably allow us to figure out what's up and assist you.

Perhaps it's referring to the beta's; http://www.arma2.com/beta-patch.php

Oh, found your ticket hidden in the dev-heaven tracker, moved and answered; http://dev-heaven.net/issues/26269#change-116420

iceman11a
Nov 9 2011, 12:59
1) There's no Arma 2 Support forum.

I didn't know where else to post it at. and I'm not getting any errors. NONE. I download the update and then I run the update. and it says update completed. Then when I run Six Updater. It still says I have updates to download and install. and I still have the same version installed. 1.59.0.79384. I can't update my game any more for some reason.

Sickboy
Nov 9 2011, 13:01
You need to enable the expansion/beta mod, or tick the "Beta" checkbox up top.

iceman11a
Nov 9 2011, 13:11
That is checked. So I guess that part is working, Then I still having problems under standing Six Updater. How can I uninstall Mods in the list on the left side that are listed. Some of them are not compatible with the version of ARMA 2 OA that I Have.

Sickboy
Nov 9 2011, 13:17
You uninstall mods by deleting their modfolders. Would you mind posting your questions in 1 place?
This kind of user support should remain in this thread, anyone wanting to chime in can do so :)

iceman11a
Nov 9 2011, 13:30
As far as I know it. Is. There's no ARMA 2 support forum or Six Updater Support forum.
Thanks What's what I needed to know. I just need to find out how to remove them from the list in Six Updater.

Sickboy
Nov 9 2011, 13:33
You can't remove them from the lists if they are dependencies, they don't hurt anyone, just leave them there.

Six Updater support options are listed @<hidden> http://www.six-updater.net/p/support.html
and there's enough ARMA2 forum to post support questions etc http://forums.bistudio.com/forumdisplay.php?f=9

iceman11a
Nov 9 2011, 14:33
You can't remove them from the lists if they are dependencies, they don't hurt anyone, just leave them there.

Six Updater support options are listed @<hidden> http://www.six-updater.net/p/support.html
and there's enough ARMA2 forum to post support questions etc http://forums.bistudio.com/forumdisplay.php?f=9

As long as they are in that list. Six Updater want to download and update those 2 mods. and as I said. I just get errors. when I try to update them. You will find the errors in that log file I sent you.

I started this post because I can't seem to update my ARMA 2 Game. I download the patches and install them. It's just that Six Updater is still telling me I have version 1.59.0.79384. I can't seem to update my game.

Sickboy
Nov 9 2011, 14:42
So if they are no dependencies, right click them and Remove from preset.

There are no real errors in the log files like I have already told you in the ticket.
I've also asked you to add screenshots, which you still haven't done, its not easy to try and help this way.

To be able to help you will need to be specific, copy/paste exact errors, make screenshots, attach ALL log files incl the game's RPT file, etc.
Just saying stuff don't work and "errors" without specifics/details has no use.

---------- Post added at 16:42 ---------- Previous post was at 16:35 ----------


I started this post because I can't seem to update my ARMA 2 Game. I download the patches and install them. It's just that Six Updater is still telling me I have version 1.59.0.79384. I can't seem to update my game.I've also explained this now about 2 or 3 times.

Sorry but I am about done with this, perhaps find someone you know to assist you verbally, I do not have the time nor the patience.

iceman11a
Nov 9 2011, 14:49
You uninstall mods by deleting their modfolders. Would you mind posting your questions in 1 place?
This kind of user support should remain in this thread, anyone wanting to chime in can do so :)

I tried that and they are still in that list
CBA_A2
CBA_OA

I need to remove both of them from my list. I right click on it and it says that
Didn't find @<hidden> Perhaps it is a dependency for another mod or selected server

So if it's in the list and not in the mods folder. Now what

NOTE: I still need help with getting my ARMA 2 Game updated.

Sickboy
Nov 9 2011, 14:51
Already wrote that it doesnt matter that CBA_A2 and CBA_OA are in the list in SU.
They are black, they are incompatible and disabled, they are unused, they will not be activated when starting the game, they do not cause errors or other problems.

There's a ticket open on hiding these mods from view; http://dev-heaven.net/issues/16701 - to stop confusion.


For updating your game help, create a thread in the OA General or Troubleshooting section.

iceman11a
Nov 9 2011, 15:52
I know that. I just wanted them removed from that list so when I do an update. I won't get the errors in the textbox at the bottom.

Sickboy
Nov 9 2011, 17:38
I've hidden the incompatible dependencies from the Preset Tree and Updater Status (if the mod is not required by selected server or part of the Preset) in upcoming version:
http://dev-heaven.net/issues/16701

http://s1111.photobucket.com/albums/h468/sickboy6th/Six%20Updater%202/Six%20Updater%2027/?action=view&current=suv27hiddenmodschangedcomms.png

iceman11a
Nov 9 2011, 18:25
Cool, I'll be looking for it when I run SU..

Sickboy
Nov 10 2011, 21:01
And available on auto-self-update incl some more fixes and enhancements; http://dev-heaven.net/projects/six-arma-updater/activity

Proper new RC release and blog entry probably sometime during the weekend.

iceman11a
Nov 10 2011, 22:41
Thank you for the update. That fixes one problem. Now I just have to figure out why I can't update my game to a newer patch. If any one has any ideas. PLEASE post.

iceman11a
Nov 11 2011, 13:06
I really getting behind on these patches and I need some help trying to figure out why I can't get any patches above 1.59.0.79600 and above to patch my ARMA 2 game.

iceman11a
Nov 13 2011, 10:51
I don't know why. Now I have a new problem. Some of the mods have been disabled and I can't update them any more. It reads as skip is set in the config file. So it skips updating it. So now I have no idea on what to do or how to fix this.

Sickboy
Nov 13 2011, 11:06
If they are skipped then there are no updates available for the mods, they are not disabled.
If you believe there should be updates for the mentioned mods, double check you have recently "Sync with SU Portal".

Also make sure you did not forced any disabled/skip status by checking any "Skip" or "Disabled" checkboxes on any of the Mods on the Mods Datagrid (uncheck if you did).

Hover over a Mod in the PresetTree on the left to see detailed status.

iceman11a
Nov 13 2011, 12:05
Then I really don't under stand then. I have a small mission sample and when I run it. It says that the mod is out of date and wants me to run a file called aceclippi.exe. So I run this and I still get the same error when I try and run the mission. I wish there was a option to attach files to these posts. It would make things easy for you to see what I see. Let me get the error and just what it says. and I'll post it here for you. You should change the word Skip to "No Updates". That I would under stand better then skip.

---------- Post added at 08:03 AM ---------- Previous post was at 07:54 AM ----------

Well now I'm not getting that error any more. So I don't know.

---------- Post added at 08:05 AM ---------- Previous post was at 08:03 AM ----------



Also make sure you did not forced any disabled/skip status by checking any "Skip" or "Disabled" checkboxes on any of the Mods on the Mods Datagrid (uncheck if you did).


I check that too and it says that Allowed is the only thing that's checked.

Sickboy
Nov 13 2011, 15:05
Six Updater v2.7 RC2 Released!

http://www.six-updater.net/2011/11/six-updater-v27-wip-report-4-rc2.html

---------- Post added at 17:05 ---------- Previous post was at 16:52 ----------

v2.8 sneak preview of Server Manager (dedicated server configuration) and Repo Manager (CustomRepos) up:

https://plus.google.com/u/0/104785560298357015306/posts

Sickboy
Nov 14 2011, 12:36
how do I make one of those links that allows someone to click on it and automatically update/download my modset for my clan in Six updater?People finding your server in the Server Browser should already have somewhat automated selection of Mods, you can also share:
sixupdater://server=ipaddress:port and let people click that.

But for the full featured package check out; http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup

Acoustic
Nov 14 2011, 21:59
My clan doesn't have a server so I would need to do it the other way. The page describes what you have to do but to be honest I am severely confused. Whats the cheapest way of doing this?

Sickboy
Nov 15 2011, 05:54
In that case you can enter the server ip as "dynamic" and enjoy the features anyway.
Otherwise once the ingame server is up, and people sync gamespy servers list, they will find your server in the Server Browser and able to use the Server incl auto mod selection. Also can use the sixupdater://server= link format even with ingame servers.

Feel free to ask specific questions when going through the steps, also you can join the groupchat as linked in the Support section of the CustomRepos Setup wagn page.

Sickboy
Nov 17 2011, 08:25
https://plus.google.com/u/0/104785560298357015306/posts/BhUJVLRagvZ

Jedra
Nov 17 2011, 08:36
https://plus.google.com/u/0/104785560298357015306/posts/BhUJVLRagvZ

Ah, I wondered why my whole world went yellow!

Good job - that must have taken a bit of organising - safer servers now!

Sickboy
Nov 17 2011, 08:38
Ah, I wondered why my whole world went yellow!

Good job - that must have taken a bit of organising - safer servers now!:-D Just some Ruby love; http://www.pastie.org/2876761 (not intended for public usage :D)

Jedra
Nov 17 2011, 08:52
That is very cool indeed - you even comment your code! I have spent my whole career in support (fixing other people's code) and people who properly comment code are Gods in my eyes!

Would it be feasible to add something in Six to convert local mods to v2 keys (on a mod by mod basis)? If it is then I'll add a request ticket.

Sickboy
Nov 17 2011, 09:10
That is very cool indeed - you even comment your code! I have spent my whole career in support (fixing other people's code) and people who properly comment code are Gods in my eyes!

Would it be feasible to add something in Six to convert local mods to v2 keys (on a mod by mod basis)? If it is then I'll add a request ticket.

Hehe, trying to comment, discipline isn't always easy ;)
Updated the pastie with latest code :)

Conversion only makes sense when done by e.g a Repo/Server Admin or Six Updater network, or the mod authors themselves.
One must have access to the biprivate key, and this key must be authorized on servers.
So everyone creating such key and adding signs based on that key is not useful; servers wont accept them ;)

---------- Post added at 11:10 ---------- Previous post was at 10:58 ----------

Oh but there's a ticket open on detecting if a mod has v2 or not, and notifying the user / server admin about it.
For Server Admins I could add some easy mechanism so that they can easily sign themselves with v2.
But no ticket needed in this case.

Jedra
Nov 17 2011, 09:11
So everyone creating such key and adding signs based on that key is not useful; servers wont accept them ;)

Yeah - didn't think that through properly. I think I'll go back to chasing cows in TKOH.....

Sickboy
Nov 17 2011, 14:41
snip... working out this misunderstanding in private! :)

RKSL-Rock
Nov 17 2011, 14:43
Ah gotta love the internet.

Acoustic
Nov 20 2011, 01:49
sixupdater://server=exampleservername.net:11111

Is this how my format is suppose to be? Our clan now has a server and when we click the link and SIX comes up it tells us that connection couldn't be reached or something like that.

DukeNukeM.
Nov 20 2011, 05:29
https://plus.google.com/u/0/104785560298357015306/posts/BhUJVLRagvZ

so now that my mods have gone all yellow, i do an install/update on the mods, but they don't turn green! how do i make them up to date? ;)

thanks.

Sickboy
Nov 20 2011, 06:30
so now that my mods have gone all yellow, i do an install/update on the mods, but they don't turn green! how do i make them up to date? ;)

thanks.Please make sure the software is up2date and if still experiencing the issue, create a ticket with the log files, so we can see what's up.

---------- Post added at 08:30 ---------- Previous post was at 08:30 ----------


sixupdater://server=exampleservername.net:11111

Is this how my format is suppose to be? Our clan now has a server and when we click the link and SIX comes up it tells us that connection couldn't be reached or something like that.Try using ip address instead of hostname, and make sure the server is actually joinable from the internet.
and 11111 should be 2302 by default unless you adjusted the port.

DukeNukeM.
Nov 20 2011, 09:05
Please make sure the software is up2date and if still experiencing the issue, create a ticket with the log files, so we can see what's up.


http://dev-heaven.net/issues/26455

error similar to this, been fixed, thanks.

Sickboy
Nov 21 2011, 13:51
Six Updater v2.8pre2 released!
https://plus.google.com/u/0/104785560298357015306/posts/9BV4CiGfW8r



http://dev-heaven.net/issues/26455

error similar to this, been fixed, thanks.

Cheers

Lerxster
Nov 21 2011, 17:35
After autoupdate to 2.8 the program no longer starts for me :(

In processes it grows to 9000k then shuts down... no error message.

Great tool by the way!

Sickboy
Nov 21 2011, 17:53
After autoupdate to 2.8 the program no longer starts for me :(

In processes it grows to 9000k then shuts down... no error message.

Great tool by the way!

Thanks :)

Please create a ticket with log file etc; http://www.six-updater.net/p/support.html

Cheers

Lerxster
Nov 21 2011, 18:59
Issue resolved by uninstalling and SU folders in C:\users\{username}\appdata\roaming\ deleted (3 folders), then reinstalled.

DukeNukeM.
Nov 22 2011, 00:25
http://dev-heaven.net/issues/26455

error similar to this, been fixed, thanks.

realized why it was fixed. i deleted the \.pack\ folders to save space, and when i copied the .repository.yml file back, it redownloaded all the \.pack\ folder contents! haha. delete time again i guess... :p

Sickboy
Nov 22 2011, 06:07
Just put the pack path to another harddrive where you have plentyful space; http://six.dev-heaven.net/wagn/Six_Updater+Documentation#Paths

Delta99
Nov 24 2011, 22:45
Is there an option to have the Six Updater .rsync directories outside of the Arma2/Addon folders themselves? What I'd like to do is have them in a directory on their own so that I can easily add them to an ignore list for backups. I have no reason to backup the .rsync directories. I don't mind backing up the addon directories however in case I ever want to restore to a particular point in time.

Sickboy
Nov 25 2011, 05:58
Sure you can, check out; http://six.dev-heaven.net/wagn/Six_Updater+FAQ#How%20to%20put%20.rsync/.pack%20folder%20in%20a%20different%20folder/drive

Diesel Tech JC
Nov 25 2011, 08:14
STILL trying to set up six updater for my server...getting this error

Please confirm: FTP error 1 while processing ftp_push: -c 'open -e "put -O / ""/cygdrive/C/packaging/myrepo/config.yml""" "ftp://username:password@<hidden>"'
03:04:21: Opening: C:/Documents and Settings/Owner/Local Settings/Application Data/arma 2 oa/arma2oa.rpt
03:04:21: System::ComponentModel::Win32Exception (System::ComponentModel::Win32Exception) No application is associated with the specified file for this operation. See log for details.
If you believe this is a program error, please report the issue to SU Support incl details and logfiles.


I have made a repo folder C:packaging\myrepo load the mods froma preset and "push"

Sickboy
Nov 25 2011, 08:17
03:04:21: Opening: C:/Documents and Settings/Owner/Local Settings/Application Data/arma 2 oa/arma2oa.rpt
03:04:21: System::ComponentModel::Win32Exception (System::ComponentModel::Win32Exception) No application is associated with the specified file for this operation. See log for details.
If you believe this is a program error, please report the issue to SU Support incl details and logfiles.Is unrelated.

Check out the FAQ on FTP uploads failing; http://six.dev-heaven.net/wagn/Six_Updater+FAQ#FTP%20uploads%20fail
As workaround you can also put another local folder, in the remote field. E.g C:\six-remote
Push to it, and then manually upload the contents of C:\six-remote.

If still issues, please create a ticket with the full log file. http://www.six-updater.net/p/support.html and join us at http://six.dev-heaven.net/wagn/Six_Updater+GroupChat

Diesel Tech JC
Nov 25 2011, 08:49
Unrelated how..I went to the ftp uploads fail page and firewall is off..it tells me to try this
Inside Six Updater\tools\home create a folder named after your Windows Username, e.g User1, inside it create the file: .lftprc



With the following content
•To disable Pasv mode: set ftp:passive-mode off
•To disable SSL: set ftp:ssl-allow false
•To enable SSL: ◦set ftp:ssl-allow true
◦set ftp:ssl-force true
◦set ftp:ssl-protect-data true
◦set ftp:ssl-protect-list true

•To enable Debug Logging: debug -o debug.log
the debug.log will appear inside "Six Updater" folder.


It doesnt tell me what kind of file it should be..notepad? do I just copy and paste the above?

Their really should be a plain and simple to follow set of procedures for this for those of us who arent "Super Techs" in the computer world.

I dont even know where the log file is that I should submit.

JC

Sickboy
Nov 25 2011, 08:59
Unrelated how? Simply the log messages I quoted from your post have nothing to do with FTP uploads, but with trying to open the game's RPT log file (http://community.bistudio.com/wiki/RPT).

Where to find the SU logs? The Support page tells you where to find information on the log files, no technical skills needed, just reading.

And yes it does tell you what file:

Inside Six Updater\tools\home create a folder named after your Windows Username, e.g User1, inside it create the file: .lftprc
.lftprc, so no that's not a .txt file, it's a file named .lftprc.

Sorry but some technical knowledge is required to administer an SU repo (especially if it doesn't work out of the box, for whatever technical reason),
just like running a game server. If you need help you can ask in the GroupChat as written.

Delta99
Nov 25 2011, 14:56
Sure you can, check out; http://six.dev-heaven.net/wagn/Six_Updater+FAQ#How%20to%20put%20.rsync/.pack%20folder%20in%20a%20different%20folder/drive

Thanks Sickboy. I should have looked there first but didn't even think about it for some reason. I just came straight to the forums.

Diesel Tech JC
Nov 26 2011, 09:53
Unrelated how? Simply the log messages I quoted from your post have nothing to do with FTP uploads, but with trying to open the game's RPT log file (http://community.bistudio.com/wiki/RPT).

Where to find the SU logs? The Support page tells you where to find information on the log files, no technical skills needed, just reading.

And yes it does tell you what file:

.lftprc, so no that's not a .txt file, it's a file named .lftprc.

Sorry but some technical knowledge is required to administer an SU repo (especially if it doesn't work out of the box, for whatever technical reason),
just like running a game server. If you need help you can ask in the GroupChat as written.


Thanks for the reply..I ended up having some weird issues ingame so have decided to do acomplete fresh install of everything ARMA related including the games themselves and re-installing six-updater...will be sure I look for log files if I have any other issues...been having too many odd issues so a fresh install will hopefully help.


JC

Blackfox34
Nov 26 2011, 16:44
Getting a new PC soon, what SixUpdater Files would I need to transfer over so that my presets will transfer over?

Sickboy
Nov 28 2011, 06:23
Getting a new PC soon, what SixUpdater Files would I need to transfer over so that my presets will transfer over?

Configuration files and database; http://six.dev-heaven.net/wagn/Six_Updater+Documentation#Configuration%20database%20/%20log%20files

Blackfox34
Nov 28 2011, 10:16
Thanks a bunch.

MadDogX
Nov 28 2011, 10:21
Question: is there any more comprehensive documentation on using the URL handler feature? I can see some examples in the doc you linked to, but I'd like to know, for example, if it's possible to set up such a link so that mods are automatically downloaded/updated and the server is automatically joined. :)

I looked around for a while, but couldn't find anything of the sort.

Sickboy
Nov 28 2011, 10:26
Question: is there any more comprehensive documentation on using the URL handler feature? I can see some examples in the doc you linked to, but I'd like to know, for example, if it's possible to set up such a link so that mods are automatically downloaded/updated and the server is automatically joined. :)

I looked around for a while, but couldn't find anything of the sort.

You can do so two ways:

1. Basic: Setup your server with -mod= modfolders that are available on the official network. Share to your users a link with:
sixupdater://server=ip:port when clicked, the server will be selected, preset will contain mods active on the server, user can then run e.g; Install or Update and Join Server. SU asks for server password if required.


2. Advanced: By hosting a repo: http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup
This allows much more flexible configuration, even incl TS3/Mumble server joining etc. You dont even need to host mods yourself. Configuration file example http://www.pastie.org/2887585 (you can also find more at the CustomRepos_Setup link).
You can share to your users
sixupdater://hostname/path/to/server.yml when clicked, preset will be created (or selected if already exist) with that server, and the custom configuration will be applied. Users can then run e.g Install or Update and Join Server, and even create desktop shortcut which does this automatically, change options, and even start, process, and then shutdown the updater when completed.

For some practical examples, try out a few listed at: http://www.six-updater.net/p/communities.html

Optionally you could put the .yml url in the server name, so that people finding your server through the SU Server Browser, also auto detect the CustomRepo configuration.



In either cases, if Jayarma2lib/ACRE is involved, dlls can be automatically installed to the correct game execution folder (standard or beta), and TS3 plugins folder.

Note: For obvious security concerns there is no automatic updating/installing etc just by clicking a sixupdater:// url, so this is intentional :)
But you could create a very simple install script that your users can download which would start:

Six Updater GUI.exe sixupdater://host/path/to/server.yml --execute=install,join --shutdown

MadDogX
Nov 28 2011, 10:37
Note: For obvious security concerns there is no automatic updating/installing etc just by clicking a sixupdater:// url, so this is intentional :)
I assumed as much. :)

On the one hand, having a "Join our server now!" button on a website, which simply does all the installing/updating and launches the game automatically would be extremely handy, but on the other hand also (unfortunately) a security risk, as you said.

I guess I'll have to talk my friend through the basics of using Six Updater, but at least I should be able to take most of the work off their hands. Thanks for the help. ;)


EDIT: Have you considered adding such an "auto-install/update+autojoin server" feature, but making sure Six Updater pops up a warning message? Something like

"WARNING: A2UberSquad.com is trying to update your mods and launch Arma2 through Six Updater! Allow?

YES/NO

[ ] Remember my choice for this site!"

I think this would be handy. :D

Sickboy
Nov 28 2011, 10:46
Will think about it, in the meantime please check my revised post on recommended method to workaround it for the time being.

On the other hand, a click on an url, and then 1 click in the application isn't rocket science :P But I like your ideas too.

Ticketed @<hidden> http://dev-heaven.net/issues/26669

Das Attorney
Nov 28 2011, 10:53
Hi Six-Updater team,

Wanted to say thanks for this brilliant utility. I recently installed the new self updating SU over my old command line one and it was really worth it. I can manage mods and profiles much easier than messing around with the target line and I spent all of last night converting my non-SU mods to SU format (which is much better BTW - some of them were really out of date).

Also, I made a small mod called All Round Defence and I've been improving the code and adding new features. Would you be interested in having it on SU? I'd like to put it on there as the versioning would really help me with updating (and distribution) plus it would make it accessible for other people interested in downloading it. Let me know if you would be interested and how I go about this. Couldn't find any info on how to do this on the SU website.

Thanx

Sickboy
Nov 28 2011, 11:57
Hi Das Attorney (team ;p),

Glad to hear you are enjoying the software! Still lots of improvements planned :)

Sure, bring on your Mod!
To get a mod added or updated on the network, people usually add a request @<hidden> http://www.six-updater.net/p/support.html with download details etc.

cheese528
Nov 29 2011, 14:35
Hi,
I have Arma 2 CO (steam edition), and am trying to use Six Updater to create the correct windows shortcuts for easy launching. I found that regardless of whether if I set the profile to "Arma 2 (any)" or "Arma 2 CO (forced)", the start-up paramater for mods ends up like this:

mods="<various mods>;<long path to Arma2>;expansion"

On the other hand, I found that the original arma 2 CO batch file launches with:

mods="<long path to Arma2>;expansion;ca"

So my question is, what does the 'ca' do to the mod parameter and is it important? I noticed that the game's main menu will show Arma 2 and Arma 2 OA logo at the bottom left if 'ca' is included. Is there anything else to it? Should the "Arma 2 (any)" profile or "Arma 2 CO (forced)" include this (ca) as well?

Thanks and best regards.

Sickboy
Nov 30 2011, 16:30
The ca is afaik automatically included already (in fact, it is the original A2) and should have no meaning if included in the -mod= line as there is no physical folder with the same name., besides ca should probably be loaded before expansion anyhow, not after.
I will look into why there would be a difference re logo etc, to make sure.

However if the <long path to arma2> is not the first entry in the -mod= line, but some mods come before it, then that is at least a bug. Will double check.

The profiles behave the same because you probably have proper registry entries for both games.
Arma 2 (any) will take the latest arma game and most complete edition, that it can find, which incase of A2+OA is CO.

---------- Post added at 18:30 ---------- Previous post was at 18:20 ----------

Hmm for me the <long path to arma2> is the first in the -mod= line:
Without Beta;
C:\Games\ArmA 2\arma2oa.exe -noSplash -noFilePatching -showScriptErrors "-name=Sickboy" "-mod=C:\Games\arma2;expansion;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>"

With Beta;
C:\Games\ArmA 2\expansion\beta\arma2oa.exe -noSplash -noFilePatching -showScriptErrors "-name=Sickboy" "-mod=C:\Games\arma2;expansion;expansion\beta;expansion\beta\expansion;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>"

Also I seem to be getting both the arma2 and arma2 oa logos on the main menu, with/without mods, with/without beta.

cheese528
Nov 30 2011, 17:09
Hi,
You are right about the mod list having the mods appended to it. I'm sorry about the confusion there. I just wanted to show that somehow the 'ca' mod was not found in the mod list. Earlier I had noticed that the steam included _runA2CO.bat had it.

I also just tried again and found that by adding and removing the 'ca' mod to the mod list right after 'expansion', I could force the two logos or 1 logo to appear in the main menu. All other functionality appears to be the same as I can see the campaign missions from both Arma 2 and Arma 2 OA. I am just curious if there are any other differences.

FYI, I generated this windows shortcut by selecting the "A2 Any - Vanilla" preset (which was empty in my case), followed by right-clicking to generate a desktop shortcut. The resulting shortcut had the following command target in my case:


"C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\ArmA2OA.exe" -nosplash "-name=admin" "-mod=c:\program files (x86)\steam\steamapps\common\arma 2;expansion"

Hope this helps. Or maybe it's just something interesting to note...

blackdragon2011
Nov 30 2011, 22:11
how can i have more mods on your tool miss som SLA and more opfor

Sickboy
Dec 1 2011, 11:44
Hi,
You are right about the mod list having the mods appended to it. I'm sorry about the confusion there. I just wanted to show that somehow the 'ca' mod was not found in the mod list. Earlier I had noticed that the steam included _runA2CO.bat had it.

I also just tried again and found that by adding and removing the 'ca' mod to the mod list right after 'expansion', I could force the two logos or 1 logo to appear in the main menu. All other functionality appears to be the same as I can see the campaign missions from both Arma 2 and Arma 2 OA. I am just curious if there are any other differences.

FYI, I generated this windows shortcut by selecting the "A2 Any - Vanilla" preset (which was empty in my case), followed by right-clicking to generate a desktop shortcut. The resulting shortcut had the following command target in my case:


"C:\Program Files (x86)\Steam\steamapps\common\arma 2 operation arrowhead\ArmA2OA.exe" -nosplash "-name=admin" "-mod=c:\program files (x86)\steam\steamapps\common\arma 2;expansion"

Hope this helps. Or maybe it's just something interesting to note...
Pretty strange that you have different behavior based on 'ca' in or not in the mod line.
Please create a ticket and attach your rpt file after launching without ca, and then again after launching with ca, perhaps we find something useful.

---------- Post added at 13:44 ---------- Previous post was at 13:43 ----------


how can i have more mods on your tool miss som SLA and more opforDownload the mod somewhere, unpack to modfolder in your game folder, and find the mod in the "Local Mods" section of the Mods tab.

blackdragon2011
Dec 2 2011, 21:55
ok thx for the fast repy that will help alot:)

Angus S
Dec 6 2011, 22:17
Whenever I use six updater for a mod that has a userconfig folder, it creates two folders in userconfig, for example I have a userconfig folder called "ace" and another called "ace_1312292651". which one is used?

Sickboy
Dec 7 2011, 08:53
The numbered folder is a backup. It only creates this folder if the userconfig\MOD folder exists when you download a NEW modfolder (not UPDATE), or when you include the "Process Userconfig" action.

Angus S
Dec 7 2011, 09:29
Cool thanks very much for your response and for you're huge contribution to the community

Sickboy
Dec 7 2011, 09:30
NP, any time!

b00ce
Dec 7 2011, 18:02
One of my unit mates is having issues launching via six. It goes through the steps of launching, but ArmA never starts. He's using the latest six.
http://i167.photobucket.com/albums/u125/booce/ArmA%20II/error.png
This is the window he gets.


In the detach log:
13:39:23: Didn't copy to existing equal or newer C:/Program Files/Steam/steamapps/common/arma 2 operation arrowhead/expansion/beta/dsound.dll
13:39:23: Didn't copy to existing equal or newer C:\Program Files\TeamSpeak 3 Client/plugins/acre_win32.dll
13:39:23: Didn't copy to existing equal or newer C:\Program Files\TeamSpeak 3 Client/plugins/acre_win64.dll


This is all the info we've gotten so far on it. I'll ask him additional questions if you need.

Sickboy
Dec 7 2011, 18:04
He needs to disable the Server checkbox up top. If not there, then in his Game profile

UGLY58
Dec 7 2011, 18:48
He is my unit, I could have told him that !

Muppet

b00ce
Dec 7 2011, 20:40
You weren't around. lol

Sickboy
Dec 8 2011, 17:09
Quick update on the progress of Six Updater v2.8:
https://plus.google.com/u/0/104785560298357015306/posts/ciYAxpSywvE

blackdragon2011
Dec 8 2011, 22:18
help!!!!
i updated my game to 1.60 and when i launch the game through the updater i get a extended_eventhandler file not found HEEEEEELP!!!! :(

SaS TrooP
Dec 9 2011, 15:44
Got issue I cant really explain and that is taking my friend helluva time.
Friend is using Six Updater for the first time and trying to download ACE from it. However, when he tries to either convert it or of course install, he gets an error that there is GUID Mismatch and then all possible servers cannot be connected with the message in bottom window:


Failed from host rsync://rsync.arma2uk.com/rel/ace/.pack, did not match expected version or GUID (Found 63311318-8e84-11e0-b61e-00248c385045@<hidden>)
Selected host: rsync://213.245.0.237/rel/ace/.pack

And it goes on with dozens of other server. He tried reinstalling, some configuration, but nothing works. Can you explain me this?

Sickboy
Dec 9 2011, 15:45
This is because ACE is currently releasing RC5 of v1.13, will be fine again very soon.

James2464
Dec 9 2011, 16:19
This is because ACE is currently releasing RC5 of v1.13, will be fine again very soon.

where can i read changes for this release? thanks

Sickboy
Dec 9 2011, 16:20
The usual places, once officially released. 40 minutes left ;)


http://ace.dev-heaven.net and http://stats.six-updater.net/mods (changelogs, readme etc available under "Show")

Bulldog72
Dec 9 2011, 16:23
You seem to be missing official game files, please restore or fix game edition configuration/detection: common/missions_2_baf.pbo


What is this?
Dont think I ever had this file before anyway...ever.
Why does it say that now to me?

Sickboy
Dec 9 2011, 16:25
What is this?
Dont think I ever had this file before anyway...ever.
Why does it say that now to me?It's a file introduced in patch v1.60.

Apologies for it being wrongly warned for in 1.59.

Sickboy
Dec 11 2011, 18:43
Blog with changelog up; https://plus.google.com/b/104785560298357015306/104785560298357015306/posts/e5KiN9U12d1

Sickboy
Dec 12 2011, 11:56
OA Beta finally updated to a recent version: https://plus.google.com/b/104785560298357015306/104785560298357015306/posts/b7MK28HzQPt

iceman11a
Dec 13 2011, 14:56
I just load SU and well I got a shock. This is new. It's has this info in the box at the bottom.

Initializing... please wait
10:46:50: Auto Synchronizing
10:48:32: You seem to be missing official game files, please restore or fix game edition configuration/detection: common/missions_2_baf.pbo
10:48:34: Initialization Complete

Any one have any idea why this is happening now. It didn't do this yesterday.

Sickboy
Dec 13 2011, 15:00
Read 3 posts up.

iceman11a
Dec 13 2011, 15:08
Ok, can you tell me what all this means so I can under stand it.

Sickboy
Dec 13 2011, 15:10
Ok, can you tell me what all this means so I can under stand it.Install OA 1.60 RC2 or ignore the message until 1.60 final.

iceman11a
Dec 13 2011, 15:18
Install OA 1.60 RC2 or ignore the message until 1.60 final.

I last time I tried that I had to reinstall my game. So I wait until you get some thing in SU. I won't try that again.

Sickboy
Dec 13 2011, 15:24
Dunno what you mean. Simply ignore the message and use SU as if the message was never there, everything works just fine.
If you have issues with the OA patches, report them to the CIT.

iceman11a
Dec 13 2011, 15:26
Ok, That's np. I haven't had any yet, Then again I'm still learning how to use your software.

Sickboy
Dec 16 2011, 17:05
Release notes (https://plus.google.com/104785560298357015306/posts/YH4Dqfkgc8L)

Rasa-be
Dec 17 2011, 00:15
So a Danish friend of mine has a weird issue.

Fresh ArmA 2 and OA install on steam, fresh SU install. Ran both games at least once, both games are patched to latest official version.

When I go to the modslist, every mod is "incompatible". Anyone have an idea what the issue here could be?

Sickboy
Dec 17 2011, 08:44
Make sure you have the Steam launcher launched as Administrator, then start both games at least once through Steam.

Check the path FAQ, especially steam notes:http://six.dev-heaven.net/wagn/Six_Updater+FAQ#Paths%20(Game,%20mods,%20pack%20etc)

If still issues, please create a ticket with your logfile: http://www.six-updater.net/p/support.html

---------- Post added at 09:54 ---------- Previous post was at 09:49 ----------

Never mind, I think I have spotted a problem for new installs, on it!

---------- Post added at 10:23 ---------- Previous post was at 09:54 ----------

Issue resolved please update and read http://dev-heaven.net/issues/27110#note-3 for instructions :)

---------- Post added at 10:44 ---------- Previous post was at 10:23 ----------

Blogged: https://plus.google.com/104785560298357015306/posts/3aowCcKXCCm

Rasa-be
Dec 18 2011, 00:06
That did the trick, you are a true lord of the intertube.

Sickboy
Dec 23 2011, 06:20
New blog entry on ARMA 2 1.11, OA 1.60 patches and ARMA 2 Free - Support for Combined Ops Lite!

https://plus.google.com/104785560298357015306/posts/TxmbwrxA2FU

Also made a thread about it @<hidden> ARMA 2 Free - Combined Ops lite (http://forums.bistudio.com/showthread.php?p=2077027#post2077027).

cotabucky
Dec 23 2011, 06:33
Hey Thanks a Ton for your software! I have been using it for a while now and its like a best friend when it comes to arma2 and mods :) .I try and tell everyone I know about it because its just simply the easiest best way to use mods.All the other stuff like all the starup options,the patch updating and server updates is awesome too.

BIS hire you yet? lol

If not they better get on it lol.
Thanks to the mod community too.There is some awesome stuff out there.

Sickboy
Dec 23 2011, 06:35
Quoting so it doesn't get lost:

New blog entry on ARMA 2 1.11, OA 1.60 patches and ARMA 2 Free - Support for Combined Ops Lite!

https://plus.google.com/104785560298357015306/posts/TxmbwrxA2FU

Also made a thread about it @<hidden> ARMA 2 Free - Combined Ops lite (http://forums.bistudio.com/showthread.php?p=2077027#post2077027).



Hey Thanks a Ton for your software! I have been using it for a while now and its like a best friend when it comes to arma2 and mods :) .I try and tell everyone I know about it because its just simply the easiest best way to use mods.All the other stuff like all the starup options,the patch updating and server updates is awesome too.

BIS hire you yet? lol

If not they better get on it lol.
Thanks to the mod community too.There is some awesome stuff out there.
Hey NP, and thanks! :-)

No worries, BIS and me have already a longer standing relationship ;)

2012 will be another hot SU year :) Lots of improvements and new functionality planned!
See you on the flipside! :cool:

blackdragon2011
Dec 28 2011, 13:28
my updater doesn t work when i start the game without it it works fine but when i lauch with the updater i get an add extended_eventhandlers_common and two application errors i m stuck please help

Sickboy
Dec 28 2011, 13:41
Please write down exactly the error messages you are receiving, only then can help you.

---------- Post added at 15:41 ---------- Previous post was at 15:33 ----------

However my crystal ball just told me you probably have:
- Old @<hidden> modfolder - try deleting it and rerun "Install or Update and Launch game".
- You have Extended_EventHandlers.pbo or CBA_Extended_EventHandlers.pbo in other modfolders (not @<hidden>). Please delete all instances of those pbo's, and leave the one in the official @<hidden> modfolder.

blackdragon2011
Dec 28 2011, 14:15
okay sorry i ll get you the messages when at home :) thxin advance

blackdragon2011
Dec 28 2011, 20:31
these are the errors messages i get when launching the game with SU
application load error 5:000005434
application load error 5:0000065434
include file extended_eventhandlers\script_macros_common.hpp not found

Sickboy
Jan 5 2012, 18:23
Quick update on Six Updater v2.9:
https://plus.google.com/104785560298357015306/posts/HWtV2joH9BZ

larsiano
Jan 12 2012, 00:33
Sinds a few days at startup (vers 2.9pre) i get this popup that after pressing 'yes' a couple of times seem to go away and cause no other (known) problems.


An error has occurred in the script on this page.
Line: 1
Char: 1
Error: Syntax error
Code: 0
URL: http://pagead2.googlesyndication.com/pagead/show_ads.js

Do you want to continue running scripts on this page?

Update!: No Errors seen today! Thx again for all the hard work!

Penfolde
Jan 16 2012, 14:23
Hi all
I'm having trouble removing the "@<hidden>" from presets, tryed the right button menu "remove from presests" but keep getting a message "Didn't find @<hidden> Perhaps it is a dependency for another mod or selected server". The only way i can get out of my launch game is to delete the folde off the pc but then it apears blue in the right hand window.

Is this abug? or is there another way of removing the "@<hidden>" from preset listing?

Sickboy
Jan 16 2012, 14:30
As it says, its probably a dependency for another mod or requirement for the selected server.

Remove the mod that requires this mod, select another server, or disable "Incl ServerMods", to disable automatic inclusion of server required mods.

If still issues you will have to give some more information, like a screenshot. http://www.six-updater.net/p/support.html

PanzerHue
Jan 17 2012, 11:41
Hi,
Thanx for a great tool and a great forum.
I switched to SU some days ago and converted many of my mods into this great tool. But Im having some troubbles using the MCC SANDBOX MOD V4;
It tells me in SU that Im having the V4, but in the main page (ingame) that Im having the v1.0.0 (mccsandbox).
I have tried to reinstall CBA, (CSA and CSAX) and mccsandbox into new folders, but nothing has changed.
Can anyone help me with this?

Best regards...

Sickboy
Jan 17 2012, 11:56
NP, glad to hear you like it ;-)

Im guessing mentioned is an issue in MCC, probably only visual. Try contacting the author.

PanzerHue
Jan 17 2012, 12:05
NP, glad to hear you like it ;-)

Im guessing mentioned is an issue in MCC, probably only visual. Try contacting the author.

Thanx for the fast reply. I will ask at the MCC.

Best regards...

Thr0tt
Jan 22 2012, 20:02
Hi, as my topic was locked and referred to here:

Is Six Updater compatible with Project Reality mod ? If so could you please tell me how to launch it ?

Thanks. :)

PanzerHue
Jan 24 2012, 11:08
hi sick-b,

could you please tell me how to prioritize my mods, when i use the SU; wich mods should be loaded first and wich last?

best regards...

Sickboy
Jan 24 2012, 11:17
There should be no reason to order the mods when the mods are properly setup.
Dependencies are handled automatically already.

Only exception situations could require it, but normally you dont. In any case in such situation you can find the prio field in the Mods datagrid, You can use positive and negative numbers to dictate priority.

---------- Post added at 13:17 ---------- Previous post was at 13:14 ----------


Hi, as my topic was locked and referred to here:

Is Six Updater compatible with Project Reality mod ? If so could you please tell me how to launch it ?

Thanks. :)Not at this time, I think the closed nature of PR does not really fit in the open modding/SU world, but perhaps im wrong. PR can contact me if they like.

PanzerHue
Jan 24 2012, 11:37
thanx for the fast reply, sb.
im using some mods that are not supported by the SU - im prioritizing the CBA, ACE highest (-99) and the "custom local" mods in the middle, finishing with the mcc sandbox.
just wanted to know if there are specific rules how to prio the mods?
best regards...

Sickboy
Jan 24 2012, 12:10
As said, generally speaking there should be very little need to change order.
But if there are reasons, then your best luck is contacting the Mod authors. I am basically only the distributor ;-)

Jedra
Jan 28 2012, 14:38
Hi,

A few people have asked in various forums how you add mods to a preset in Six, and how you run as combined ops. I put this short tutorial together to describe the process;

ON_82ZKpy2I

Best viewed in 720p Full Screen.

Maybe someone will find it useful!

SoopSandwich
Jan 29 2012, 14:39
Hello,
Just to start I just purchased Arma 2 CO from steam and am new to both the game and six updater. I loaded the game as directed (i.e. run steam admin, load arma 2, then arma oa, etc...). Then when start six updater on bottom of screen in red it says A2 op. Arrowhead (Combined Ops) 0.0.0 then the path next to it is red (obviously wrong) and get log message:

10:26:10: Auto Synchronizing
10:26:36: You seem to be running an old game version, latest: 1.60.0.87580 (Your version: 0.0.0), please get game update at: http://www.arma2.com/index.php?Itemid=20&option=com_rokdownloads&view=folder&lang=en
10:26:36: There's a beta available with higher version number: 1.60.0.88738 (Your version: 0.0.0), you can grab it at: http://www.arma2.com/beta-patch.php
10:26:36: Cannot find game exe: C:/Program Files (x86)/Steam/steamapps/common/arma 2 operation arrowhead/arma2oaserver.exe
10:26:45: Initialization Complete

there is no arma2oaserver.exe in my OA folder and If i try launching game with that the game will not launch and get error message in log.

so then I manually changed the exe path. And when I changed it to the "_runA2CO.cmd" the game launches in Combined Operations but no mods are loaded.

I then changed it to the "ArmA2OA.exe" and the game launches in Operation Arrowhead with the mods.

my question I guess is am I doing this right? How do I get Combined Ops to launch from six updater with the mods I have loaded in the preset?

Any help appreciated, Thanks...

Sickboy
Jan 30 2012, 08:39
Hi,

Best remove your customizations again, then disable the dedicated SERVER checkbox up top, as you indicate you dont want to run a dedicated server, but just your game :)

Also make sure your registry entries are correct so that SU can properly detect the games.
See Paths and Detecting Separate CO installations @<hidden> http://six.dev-heaven.net/Six_Updater+FAQ

SoopSandwich
Jan 30 2012, 14:13
Well that was an easy fix. Thanks for the help!

one last question if you don't mind. Six Updater detected the ArmA2OA.exe file and launched with no problem but it does not show the Arma2 icon in the bottom left of the game which it does show if launched using the _runArma2CO.cmd file. So if I just launch with the Arma2OA.exe file am I still running Combined Operations? (one last thing to note: it does show Arma2 listed in the mods list on the right side of screen.) Probably another stupid question but still trying to figure everything out.

Thanks Again!

Sickboy
Jan 30 2012, 14:58
NP.

Perhaps the missing icon is caused because SU does not add the "ca" mod (virtual representation of the game (original ARMA1 or ARMA2)).
Afaik there's no technical reason to add it, perhaps except for the missing icon, but I will verify this.

Also the "ca" mod is loaded last in the _runArma2CO.cmd file, which seems rather strange to me; "Expansion" (OA) is an expansion to "CA" (A2), so if anything one would expect it to load before the Expansion modfolder, not after.

---------- Post added at 16:58 ---------- Previous post was at 16:41 ----------

It is indeed the "ca" bit that makes a difference, however it only changes the order of where the icon is displayed.
With the _runArma2CO.cmd file, you should see the A2 icon as last in the list.
With Six Updater, you should see the A2 icon first in the list

If you see different behavior, please make a screenshot of both situations, and attach them, preferably in a ticket.

This also confirms my thought that the "ca" is really at the wrong place in the _runArma2CO.cmd, at least it makes sense at the start of the list (its the original game), as opposed to being last.
Funny part is that BAF and PMC show up before Expansion (OA) when not defined in the -mod list.

This should be the proper order: arma2oa.exe -mod=C:\games\arma2;expansion;baf;pmc

While there should be no "ca" needed, because C:\games\arma2 is just CA really, unless it has some weird engine workaround reason.

Sickboy
Jan 30 2012, 18:11
Actually the order as listed above is how one would expect it to work, however internals show differently according to PvPscene, will get back to you :)

SoopSandwich
Jan 31 2012, 14:58
Well I tried everything again and when run with "ArmA2OA.exe" i only get three icons in the lower left of screen which are the OA icon, British icon, and Private Military icon. But it says "arma 2" on the right where it lists all the mods loaded. I then checked the editor and all of the islands from arma 2 are there and the game seems to run fine so I believe it is running Combined Operations.

I was just use to running the game from _runArma2CO.cmd which would run a quick program prior to loading and then in the lower right corner would show the four icons of arma 2, OA, British, and PMC but also shows arma 2 listed on the right side where the mods are listed. This way I knew I was running Combined Operations. But I guess I don't need to do this and six updater doesn't load the mods if done this way.

Anyway thanks for the great utility! it does make everything easier.

DukeNukeM.
Feb 1 2012, 12:04
hi sickboy, sorry to bother with another question.

i have asked this in kellys-heroes website but i guess i shld ask here as well.

ok kellys-heroes has a custom-repo url which i imported and created a preset with. they have some standard SU supported mods like ACE, ACEX, RU, fallujah, duala, fdf_pordagorsk, lingor... but, they use SU's v2 sigs for ACE mods only. then they sign the island mods with their own key! which is a pain in the behind, because synchronizing to their preset would give me their v2sig, but then would break my usual 'stock' mods as i don't have the SU v2sig anymore. i need to do install/update to grab needed key depending on which server to play on, even on the same mod! (their mod pbos are the same as the SU mirror ones, just signed using a different key). their custom servermods are fine, as they are not a 'SU supported' mod.

is there a workaround to this, maybe having both keys/sigs, then copy/pasting into the specified mod dir when required? thanks for the help and wonderful program!

Sickboy
Feb 1 2012, 12:11
Hi,

Im afraid not. The situation is because as you said, KH hosts their own versions of the mods, instead of using the Mods from the official network, or syncing the changes that are made on the official network, to their own.
Ideally they would drop duplicating mods that are available on the official network, but otherwise at least sync up, in this example the v2 bisigns etc.

You can at least disable the ServerMods behavior and thus migrate your existing mod folders everytime between KH's and SU's official network versions, but is a little crazy just for .bisigns.

DukeNukeM.
Feb 1 2012, 12:32
Hi, thanks for quick reply! ok, i'll try to chat with them, and see if they are open to not duplicating the mods. i already disabled using the 'servermods' folder, instead just dropping all custom servermods into the main Arma2 dir.

actually i was thinking, i make a copy of the .bisign required for each mod (whether KH or SU official), and make a batch to copy them into the required dir depending on which server i intend to play on. of course i need to make sure the pbos are up to date.
thanks again sickboy!

oh also one more question, does it matter if the mod folder name does not match up with the server preset's? for example, the SU official name is @<hidden>, but KH has theirs named @<hidden> Just as long as i include the mod when joining the server, it doesn't matter the modfolder name right?

Sickboy
Feb 1 2012, 12:36
Sure you can come up with some custom batch files etc, but I am afraid I cannot support you in that area. If it will work, will depend if the addons are of the same version, etc.

Indeed, the modfolder name does not really matter.

Sickboy
Feb 2 2012, 20:41
I'm happy to announce that I've (finally ;-)) started to look into the performance bottlenecks of SU: https://plus.google.com/b/104785560298357015306/104785560298357015306/posts/ad429e4yU7Y
And can already report great progress in improving the performance, especially improving initialization time and snappyness while operating SU, and general user experience.

A new v2.9pre build will probably be released coming weekend, further improvements still planned.
Once performance has been tackled and v2.9 released, the long hard road of v3.0: improving the UI / Usability / User Experience begins...
All in all a great start I think for 2012, and much, much more to come... Stay tuned!

Jedra
Feb 3 2012, 07:36
I'm happy to announce that I've (finally ;-)) started to look into the performance bottlenecks of SU: https://plus.google.com/b/104785560298357015306/104785560298357015306/posts/ad429e4yU7Y
And can already report great progress in improving the performance, especially improving initialization time and snappyness while operating SU, and general user experience.

A new v2.9pre build will probably be released coming weekend, further improvements still planned.
Once performance has been tackled and v2.9 released, the long hard road of v3.0: improving the UI / Usability / User Experience begins...
All in all a great start I think for 2012, and much, much more to come... Stay tuned!

Great stuff Sickboy - you have obviously had a very busy January! Look forward to seeing the improvements.

Sickboy
Feb 4 2012, 21:41
All starting to look pretty good in terms of performance!
Probably will be releasing a new beta setup tomorrow for testing, while auto-update will be delayed at least shortly while final testing is being completed.

Sickboy
Feb 5 2012, 12:08
Six Updater v2.9.5pre1 Released!

https://plus.google.com/104785560298357015306/posts/FCBg4Yea4dL

Includes significant performance improvements (after successful migration)

Please note: You have to manually download and install this update, for the time being auto-self-update ignores this version.

Enjoy!

larsiano
Feb 6 2012, 00:41
ineed much faster very nice progress! Only little problem i found was that i cannot duplicate profiles anymore?

kylania
Feb 6 2012, 05:16
Super speedy once started, but I'm really enjoying the performance of this version. Well done!

It's taking 45 seconds to start up and 5 seconds to select one preset from another. It used to take 45 seconds to start up then 20-30 seconds every time you clicked on anything, so this is a great improvement.

Sickboy
Feb 6 2012, 09:39
Glad to hear you guys are enjoying it!

There's actually more performed than before during the startup, e.g syncing gamespy servers if MP features are enabled, this might delay you a little.
Switching presets should be faster than 5 seconds though, perhaps you are using presets with servers that have malformed configurations (e.g wrong ip, wrong port, or not accessible custom repo urls), which cause connection timeouts of up to 4 seconds.
Switching presets should be between 0.5 for server-less and 2 seconds when a server is involved and no timeouts occur.

Startup for me is about 12 seconds with clean DB and MP disabled. And about 16 seconds with clean DB and MP enabled.
Of course syncing gamespy servers adds to it, and presets with servers that are not responding etc.

In any case, this was only Phase 1, the biggest and hardest to tackle, now I can start tweaking the rest :D

@<hidden>; I've reproduced the duplication issue, fixing for next update scheduled for release later today.

Sickboy
Feb 6 2012, 12:27
v2.9.5pre4 released on auto-self-update, solving all reported issues since yesterday's release, incl Cloning of Presets/Profiles etc.
https://dev-heaven.net/projects/six-arma-updater/activity

VirtualVikingX
Feb 6 2012, 16:05
I use a web based control panel to launch/stop/restart my arma2server, and to let others to the same, remotely.

It has support for remote updating through exe/commandline. Is it possible to script SU this way? IE point to the SU-exe with some commands that auto updates?

Sickboy
Feb 6 2012, 16:12
I use a web based control panel to launch/stop/restart my arma2server, and to let others to the same, remotely.

It has support for remote updating through exe/commandline. Is it possible to script SU this way? IE point to the SU-exe with some commands that auto updates?
Sure, check out the commandline doc on it: http://six.dev-heaven.net/Six_Updater+Documentation#Commandline parameters
http://six.dev-heaven.net/Six_Updater+FAQ#Automation

VirtualVikingX
Feb 6 2012, 16:57
Thanks Sickboy, this is excellent. I have run into a snag however; can anyone with good PC knowledge help me?

The control panel show the output of SU-working (in webbrowser, remotely). It ends like this:


Executing Install or Update Mods: install
Please confirm license agreement of @<hidden>

Looks like SU first run. Anyway around this. Im using Remote Desktop Connection to the server here locally and SU fires up just fine. It kinda looks like this is happening on a "virtual" user account.

EDIT:

Got it to work, had to change user for the control panel.exe in services config-thingy.