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Sickboy
May 7 2011, 21:37
Six Updater - Keeping your Mods, Missions and Servers updated and manageable.
http://img638.imageshack.us/img638/6833/logo300px.png
Main Features

MultiThreaded & MultiHost Mods/Missions downloads (installation/updating/repair/migration)

Deploys delta patching to save time and bandwidth (only downloads changed parts)

Game Launcher
Server Browser with search and filtering - Join servers automatically with the required Mods.
Server Monitor - Keep track of server status, players, incl sound alarms.
Many popular mods available out of the box
Strong global mirror network (community powered)
Custom repository hosting for server owners and community websites (with Mods, Missions, and additional server information and automation, incl TeamSpeak3 and Mumble support).
GUI, Commandline and Linux support
Flexible and Advanced Preset and Game Profile configuration possible
Multi game versions and editions supported, manageable side-by-side
Mod dependencies supported
Easy access to Mod tools and 3rd party applications like Fraps/TrackIR. Including support for copying ACRE plugin dll's to TS3\Plugins, and Jayarma2lib dsound.dll to game exe folder.
Create shortcuts to your favorite Presets or to directly start the game with favorite mods and settings
Full Localization and Internationalization support (preliminary Russian and German translations included)
Increasing community server support
Active Development and Support
Follow

https://ssl.gstatic.com/images/icons/gplus-64.png (https://plus.google.com/104785560298357015306?prsrc=3)


Download, Support and Info

Current Version: 2.9.7pre

SU Home (News, Downloads, Support, FAQ and Documentation) (http://www.six-updater.net)
Roadmap (Planned Features and Known Issues) (http://dev-heaven.net/projects/six-arma-updater/roadmap)
Updater Portal (Stats, Information browser and Server browser) (http://stats.six-updater.net/)
Related projects available at the Six Projects (http://forums.bistudio.com/showthread.php?t=98609) thread.


Looking For

Documentation/Support assistance
Network Management assistance (Collecing Mods, Missions and information)
Development assistance ((Iron)Ruby, C#, .NET, WPF)
Mirror hosting
Server admins who wish to host custom repositories for their server and take full advantage of SU features
Image Gallery

SU Image Albums (http://www.six-updater.net/p/screenshots.html)

http://i53.tinypic.com/nd7m2c_thumb.png (http://i53.tinypic.com/nd7m2c.png)

.kju [PvPscene]
May 7 2011, 22:03
Congratz and good looking thread!

Morten87
May 8 2011, 01:28
Looking forward to this :D :yay::yay:

PuFu
May 8 2011, 10:24
you know Six Updater is already released, don't you?

Dwarden
May 8 2011, 10:46
you know Six Updater is already released, don't you?

he maybe means 2.4 final :) :D

PuFu
May 8 2011, 10:49
he maybe means 2.4 final :) :D
Knowing Sickboy, there is not such thing as final for him :)

rexehuk
May 8 2011, 13:10
Just to announce, Havoc Company have moved over to the SixUpdater methodology now and have just announced a full rollout next week, ditching previous systems.

The amount of time this saves server admins is huge, shifting from manual Yomas / ZIP pushing which can take up to half an hour per update is now down to a few minutes fully automated with the help of some batch work.

On top of this, support for the application is second to none, Sickboy fixes reported issues in less than 30 minutes from the ones I've experienced so far, while Yomas etc is good I think they are reaching their useful life due to lack of ongoing development.

Bravo

Havoc Company Repo - http://www.havoc-company.com:85/ (Redirects to Six Prompt)

Hosts:

@<hidden>
@<hidden>
@<hidden>
@<hidden>
@<hidden>
@<hidden>
@<hidden>
@<hidden> (Ongoing OA CAA development for compatibility)

Usually latest builds.

Robalo
May 8 2011, 18:23
The new Six Updater has been a huge improvement even since we've started using it, early at development version 2.1.
The time involved with the updating process is no longer an issue, given the huge advantage of the way downloads are handled, so even out of date players can just click a couple of buttons and be on the server in a matter of minutes instead of hours now. So much easier to provide support to users too, as the procedures are very simple and automated.
Server admins adopting this will be amazed how fast it can be to push updates to the repository, especially with rsync method. You can now deploy new addons without the fear of user's gripe. The server configs hold all the needed info, the user does not need to change anything, just open up SU and join as usual without fiddling with mod strings and moving files around.

Big thanks Sickboy, this is the number 1 Arma2 companion tool and I hope the community and BIS will soon realize the value of it's capabilities.

galzohar
May 9 2011, 19:36
Yeah I have to say using URL method (with a yml file hosted) makes it very easy for me to make sure everyone play with the same addons and are always up to date. No more "wait you're not running addon X, please restart the game" (and that thing usually repeats 3-5 times with various addons), or "wait, addon Y is not up to date, please update and restart". Not to mention players coming on with addons that are not up to date and don't give a relevant message and instead just cause glitches.

Overall it really made my life easier. Now all it needs is fully automating ACRE updates and giving an option to leave the program running and update automatically when the user is not on the computer, and it'll be perfect.

Sickboy
May 11 2011, 10:37
Thanks guys!

I'm making final touches to SU v2.4 (http://dev-heaven.net/projects/six-arma-updater/versions/972), have released 2.4rc1 setup, and plan to release final RC sometime this weekend alongside blog, hopefully turning into 2.4 stable by next week.
Then probably a short break again, to then move on to SU v2.5 (http://dev-heaven.net/projects/six-arma-updater/versions/973).

---------- Post added at 10:38 ---------- Previous post was at 10:35 ----------

Oh and still looking for helping hands and additional mirror hosts ;):


Looking For

Support assistance
Network Management assistance (Collecing Mods, Missions and information)
Development assistance ((Iron)Ruby, C#, .NET, WPF)
Mirror hosting
Server admins who wish to host custom repositories for their server and take full advantage of SU features


---------- Post added at 12:37 ---------- Previous post was at 10:38 ----------

Latest ArmA2 and SU stats posted: http://forums.bistudio.com/showpost.php?p=1920282&postcount=5

anarcho
May 11 2011, 18:30
Not sure if this is the right place to post now?

anyway i get this when i join my server via the SU


19:24:22: Free space on C:\: 9229 MB
19:24:22: Not allowed mods: @<hidden>
19:24:22: Free space on C:\: 9229 MB

guessing it's not a issue as the sound mod still seems to load?

Also with regards your request for Mirror hosting let us know what is needed as i have dedi linux webserver with lots of space main issue i guess would be bandwidth.

Sickboy
May 11 2011, 20:27
Not sure if this is the right place to post now?

anyway i get this when i join my server via the SU


19:24:22: Free space on C:\: 9229 MB
19:24:22: Not allowed mods: @<hidden>
19:24:22: Free space on C:\: 9229 MB

guessing it's not a issue as the sound mod still seems to load?Heya, the soundmod will still be loaded, but the server you're connecting to does not have it specified as an allowed mod, if you have setup the config for it, add @<hidden> to the :allowed_mods: section of the server yml, or comment :allowed_mods out of the config, basically signaling 'any mod is fine'.


Also with regards your request for Mirror hosting let us know what is needed as i have dedi linux webserver with lots of space main issue i guess would be bandwidth.Thanks!

It requires a basic web-server with support for HTTP range requests for zSync,
and either the rSync client, with scheduled pull from the main mirror, or rSync daemon, so I schedule push from the main mirror.
Currently it's about 23 GB small.
Bandwidth required for updates is small, but there's of course also the full installs, most mirrors in the network currently handle 500kb+ per connection, if bandwidth is limited we can of course limit the amount of connections etc.
If you're still interested, perhaps we can go private on Skype chat or similair.

---------- Post added at 21:15 ---------- Previous post was at 20:43 ----------


Overall it really made my life easier. Now all it needs is fully automating ACRE updatesNow with TS3 gone gold, you can expect it probably tomorrow :)
http://dev-heaven.net/issues/19455 (http://dev-heaven.net/issues/19455)

---------- Post added at 22:27 ---------- Previous post was at 21:15 ----------

And thar we goes, prototypes implemented of both ACRE plugin installation for TS3, and Player profile selection soon with ACE Clippi support as well!.
http://s1111.photobucket.com/albums/h468/sickboy6th/Six%20Updater%202/Six%20Updater%2024/

anarcho
May 11 2011, 22:29
ts3 ok? 87.106.201.76:9987 password is lol, should be around from 2pm GMT you can check my website to see if i'm on there.

armatech
May 14 2011, 11:02
All i can say is "Yoma who?" SU has made my life so easy with distribution of City Life RPG files to multiple hosts. Since i was asked to try it i just fell in love with it and i really do think that SB is feeding the tool with lots of user input making it very easy to use and setup.
Also with the Dev-Heaven support network all issues can be resolved or worked around.
I personally do not have the best computer in the world and even i have noticed lots of performance optimizing and out-put information changes with each n every single one being added for the good of the community.
I can't wait for the full "Download GUI" to be added (nudge nudge) as i feel that's only thing that its missing so far.

McLupo
May 14 2011, 17:56
Hello,
i agree with armatech and underline it!!
I wanna thank for this great UserTool from a User, like Sickboy!
Thx for keeping it UserFriendly and for your hole work, like SU + ACE!!
My deep respect!

Best regards
McLupo

Sickboy
May 15 2011, 11:56
Six Updater 2.4 reaches release candidate status! (RC2):
http://img638.imageshack.us/img638/6833/logo300px.png
Release Notes (http://six.dev-heaven.net/wagn/Updater_2_4_Release_Candidate)

SU 2.5 Sneak Preview, UI Based Updater Progress: SU 2.5 Image album (http://s1111.photobucket.com/albums/h468/sickboy6th/Six%20Updater%202/Six%20Updater%2025/)

Enjoy!

Sickboy
May 16 2011, 16:33
Custom Repository hosting documentation updated: http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup (http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup)

Humvee28
May 18 2011, 10:12
Hey Sickboy!

I´m going to install a fresh Windows on my PC. Is there any important Data from SU Folder that i have to Backup on my external HDD? (Modfolders are already copied)

Thanks in advance and thanks for this great Tool!

Sickboy
May 18 2011, 10:15
Hey Sickboy!

I´m going to install a fresh Windows on my PC. Is there any important Data from SU Folder that i have to Backup on my external HDD? (Modfolders are already copied)

Thanks in advance and thanks for this great Tool!

Heya,

If you want to keep your Six Updater configuration, you can backup the configuration folder, and restore it on your frseh system:
http://six.dev-heaven.net/wagn/Six_Updater+Documentation#Configuration%20database%20/%20log%20files

Humvee28
May 18 2011, 10:17
Whoa. Fast Response, as usual.:)

Thanks for the Info!

Mr. Charles
May 18 2011, 10:25
Top notch work Sickboy!

Sickboy
May 19 2011, 06:47
Happy to announce the addition of another mirror to the official network, now counting 12 mirrors strong world-wide.
The mirror is kindly provided by Jman from KellysHeroes.

Looking for more interested hosters, details at; http://six.dev-heaven.net/wagn/Six_Updater+Mirror_Setup (http://six.dev-heaven.net/wagn/Six_Updater+Mirror_Setup)

Pvt. Lucky
May 19 2011, 21:54
When will we see some linux tools to abuse the SU mirrors? I used to use the Yoma script from helling3r (http://forums.bistudio.com/showthread.php?t=115796) but it seems that all mirrors are disappearing.
Though, I would like to suggest to keep the linux tools somewhat native (so no ruby on rails, imo) to keep the dependencies a low as possible.

Sickboy
May 19 2011, 22:00
When will we see some linux tools to abuse the SU mirrors? I used to use the Yoma script from helling3r (http://forums.bistudio.com/showthread.php?t=115796) but it seems that all mirrors are disappearing.
Though, I would like to suggest to keep the linux tools somewhat native (so no ruby on rails, imo) to keep the dependencies a low as possible.The legacy Six Updater Suite, incl the six-updater and six-rsync console apps, should still be functioning;
http://six.dev-heaven.net/wagn/Six_Updater_Suite+Linux
Also Dr Pulp's update script is linked there.

Alternatively you can sync a preset to your server from within the new updater, either by using FTP or rSync; http://six.dev-heaven.net/wagn/Updater_2_2_Upload_preset_to_server_by_FTP_or_rSync

I am planning to bring much of the new functionality in v2.0 and later versions to linux, but it is currently not my main priority.

Pvt. Lucky
May 19 2011, 22:19
Awesome, missed that one. I guess uploading with rSync is the easiest thing to do though. Does it support rSync over SSH (without password login but with a SSH key)?

Sickboy
May 19 2011, 22:26
Awesome, missed that one. I guess uploading with rSync is the easiest thing to do though. Does it support rSync over SSH (without password login but with a SSH key)?Absolutely.
It supports openssh keys through openssh and additionally for windows putty keys through plink.
The openssh implementation currently is most stable and seems to perform better.

Before using it you'll have to accept the server SSH host key; http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup+openSSH

You can specify the privatekey to be used by creating a config.yml in the following folder:
On windows: C:\users\username\appdata\roaming\six-rsync
On linux: ~/six-rsync

With the following content:
---
:key: C:/path/to/id_rsa
(or .ppk in case of putty key)

You can find the Upload preset functionality on the RepoBuilder tab, available after enabling Advanced mode (click the button labeled Advanced).
Use the following url format at the "Remote Folder" field: username@<hidden>:/path/to/arma
and hit Push Preset.

Pvt. Lucky
May 19 2011, 22:37
Nice, I'll give this a try with the next ACE update!

One more question, I see that Six Updater is open source, I don't know if you can compile ruby on rails or not, but do you also accept patches from other people?

Sickboy
May 20 2011, 06:17
One more question, I see that Six Updater is open source, I don't know if you can compile ruby on rails or not, but do you also accept patches from other people?Thanks for the interest and offer!
Currently the license does not allow derivative works - alter, transform or build upon the work, without express permission.

But I will gladly give contributors permissions for patches.
Forking and making a pull request on github.com would be the preferred method: https://github.com/sickboy/six-updater-gui (https://github.com/sickboy/six-updater-gui)
In case of long term contribution, we can work out access to the official repo etc.

The GUI repo contains all the projects for SU 2.x on windows, but im planning to refactor the code to be OS agnostic (or at least Windows/linux).

Sickboy
May 20 2011, 08:46
Currently not receiving much feedback / bug reports re the latest Six Updater 2.4 Release Candidate...
Will probably be released as stable soon, while work will commence on the 2.5 milestone (http://dev-heaven.net/projects/six-arma-updater/roadmap) shortly after.

Pvt. Lucky
May 20 2011, 12:35
Awesome! Will see if I can contribute something useful in the near future. :)

Sickboy
May 22 2011, 08:58
I have released v2.4 stable setup, and have pushed the first v2.5 (http://dev-heaven.net/projects/six-arma-updater/versions/973)pre build through auto-self-update.

v2.5 image album (http://s1111.photobucket.com/albums/h468/sickboy6th/Six%20Updater%202/Six%20Updater%2025/)

Tanker
May 22 2011, 16:38
I have Arma2 and Arma OA in two separate folders. I have both games through Steam. Is Six Updater compatible with the Steam installation of Arma?

Sickboy
May 22 2011, 16:45
I have Arma2 and Arma OA in two separate folders. I have both games through Steam. Is Six Updater compatible with the Steam installation of Arma?

Yes, just make sure the registry entries for both games are in order:
http://six.dev-heaven.net/wagn/Six_Updater+FAQ#Paths%20(Game,%20mods,%20pack%20etc)
http://six.dev-heaven.net/wagn/Six_Updater+FAQ#Detect%20seperate%20Combined%20Ops%20installation

Sickboy
May 23 2011, 07:12
Solved an annoying bug that would make the confirmation messageboxes sometimes not appear properly, making it seem as if the updater has frozen, while it is actually waiting for User input.
http://dev-heaven.net/issues/19971 (http://dev-heaven.net/issues/19971)

Pvt. Lucky
May 23 2011, 15:51
Hi Sickboy,

I've tried to get the rsync over ssh working through SU but haven't had much luck. For some reason it doesn't read the public key file.

in AppData\Roaming\six-zsync\config.yml I've tried:

---
:key: C:/key

---
:key: C:\key

:key: C:/key

:key: C:\key
You did say that the config.yml file should be in AppData\Roaming\six-rsync, but that directory isn't accessed by SU so I placed it in AppData\Roaming\six-zsync where it does look for the config.yml and successfully reads it.

Of course, the public key is in C:\key and I've accepted the host key using the tools\bin\ssh.exe.

I've monitored access to the C:\key file but it hasn't been accessed by anything SU related.

My remote folder is:

<user>@<hidden><hostname>:/opt/arma2oa/
Output in the console log thingy:

17:44:11: Please confirm: Are you sure you want to push preset to server?
17:44:12: Processing @<hidden>
17:44:12: Processing @<hidden>
17:44:12: Processing @<hidden>
17:44:12: Uploading @<hidden> to <user>@<hidden><hostname>:/opt/arma2oa/@<hidden>
Permission denied (publickey).
rsync: connection unexpectedly closed (0 bytes received so far) [sender]
rsync error: error in rsync protocol data stream (code 12) at /home/lapo/package/rsync-3.0.8-1/src/rsync-3.0.8/io.c(601) [sender=3.0.8]
17:44:13: RuntimeError zSync error 12 while processing rsync_push: --times -O --no-whole-file -r --delete --partial --progress -h --timeout=30 --exclude .rsync "/cygdrive/c/games/steam/steamapps/common/arma 2 operation arrowhead/@<hidden>/." "<user>@<hidden><hostname>:/opt/arma2oa/@<hidden>" . See log for details. Please report the issue to SU Support (incl your logfiles).

I also monitored the /var/log/auth.log file on the server but nothing happens.

Help? :D

EDIT: I've placed the key file in SIX Projects\Six Updater\tools\home\Marcel\.ssh as id_rsa.pub (public), that still didn't work then I added the private key as id_rsa and it's uploading now! :yay:

Weird though, I always thought the public key was sent instead of the private key when using ssh...

Sickboy
May 23 2011, 16:15
Heya, nope. The SSH server must know your public key, while your client must have the private key, which it uses to authenticate to the SSH server to match that public key.
Sorry about the six-rsync vs six-zsync mix up :P

Zorg_DK
May 24 2011, 13:57
I can't get it to work. It says "gui has stopped working" when I start the program. Running Win 7 x64. Have tried to re-download.

Any tips?

Sickboy
May 24 2011, 14:01
I can't get it to work. It says "gui has stopped working" when I start the program. Running Win 7 x64. Have tried to re-download.

Any tips?Need more info;
- what is the latest thing you see
- any error messages?

Does this help? http://six.dev-heaven.net/wagn/Six_Updater+FAQ#Crash%20on%20startup%20-%20no%20startup%20logo

If not, please create a ticket with screenshot and logfiles, and im sure we can find the cause / solve the issue in no time;
http://six.dev-heaven.net/wagn/Six_Updater+Support

Zorg_DK
May 24 2011, 14:13
after install i click the SU 2.4 shortcut, it quickly updates and the six logo comes up. then a white box comes up and an error message appears: "six updater gui has stopped working"

regarding your link - i don't know how to extract the install file into the SU folder.

windows error help says:

Files that help describe the problem:
C:\Users\Zorg\AppData\Local\Temp\WERE511.tmp.WERInternalMetadata.xml
C:\Users\Zorg\AppData\Local\Temp\WER281.tmp.appcompat.txt
C:\Users\Zorg\AppData\Local\Temp\WER2DF.tmp.mdmp

Sickboy
May 24 2011, 14:16
If the SIX logo comes up then the exe files should be in order and the FAQ item not useful for your problem.
Please supply the log files as described @<hidden> http://six.dev-heaven.net/wagn/Six_Updater+Support

Zorg_DK
May 24 2011, 14:26
ok thanks, i'll try. what are the log files?

Sickboy
May 24 2011, 14:45
See the support link i've posted.

Zorg_DK
May 24 2011, 14:50
will do.

Sickboy
May 27 2011, 13:48
Hi,

I have had a look in the docs and the FAQ and can't see any hints as to how to setup SixUpdater to run the BIS beta builds of Arma.

Can I use six to run a beta build of Arma without screwing up my normal profiles? If so, how? I have just about got my Six profiles perfect and I don't want to mess them up!Just tick the Beta checkbox above at Overrides, or enable Advanced Mode and in the Game Profiles datagrid, enable it at the game profile of your choice.

Alternatively you can just add the beta (A2) or expansion/beta (OA) Mod to your presets, it's in the Mods datagrid at the end.

---------- Post added at 15:48 ---------- Previous post was at 15:43 ----------


Hi,

i just want to say Thank You for the great support yesterday in the Skype Support Chat!
The sixupdater is a very mighty tool and it seems that the continuous work of sickboy and his team make it better and better.

Great work.

Greetings
JackThanks mate and np :)
'Team' is wishful thinking though, unless you mean one-man-team :D



But, I am Looking For

Support assistance
Network Management assistance (Collecing Mods, Missions and information)
Development assistance ((Iron)Ruby, C#, .NET, WPF)
Mirror hosting
Server admins who wish to host custom repositories for their server and take full advantage of SU features

Leopotam
May 27 2011, 13:54
* Mirror hosting.
* Server admins who wish to host custom repositories for their server and take full advantage of SU features
http://www.wuala.com/ ?

Sickboy
May 27 2011, 13:58
http://www.wuala.com/ ?

Thanks, but 1 GB free space is too less for an official mirror (23+ gb), and probably also for most CustomRepos,
also this seems to be a private backup-space, often not very useful for public distribution of files.

I have added preliminary support for DropBox a while ago, but their public service doesn't support differential transfers either so all these free hosting sites are nice but not too useful for SU purpose :)

Leopotam
May 27 2011, 14:48
Thanks, but 1 GB free space is too less
You can share space on you hdd-s and public cloud space will be raised on your shared space.

I have added preliminary support for DropBox a while ago
Dropbox ban you for mass download of your files :)

Lt Gunner
May 28 2011, 08:06
Is there an idiots guide to setting up a repo anywhere? Ive read the guide that you have posted a few times sickboy, and its only taken me so far. I'm not that educated when it comes to this stuff, so I don't know what half the crap your talking about is...

I was able to push the repo, and i see the repo files on the ftp, but i dont see it showing up in the list of available mods for download on the SU.

Sickboy
May 28 2011, 09:05
UI Based Updater Progress almost finished!
http://i51.tinypic.com/n9yz5_thumb.png (http://i51.tinypic.com/n9yz5.png)
(Click to enlarge)

---------- Post added at 10:13 ---------- Previous post was at 10:09 ----------


Is there an idiots guide to setting up a repo anywhere? Ive read the guide that you have posted a few times sickboy, and its only taken me so far. I'm not that educated when it comes to this stuff, so I don't know what half the crap your talking about is...

I was able to push the repo, and i see the repo files on the ftp, but i dont see it showing up in the list of available mods for download on the SU.
http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup#HTTP%20Repo%20(zSync,%20or%20normal)%20-%20FTP%20upload (http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup#HTTP%20Repo%20(zSync,%20or%20normal)%20-%20FTP%20upload)
See section "User Download Options". Practical implementations; http://six.dev-heaven.net/wagn/Six_Updater+Communities (http://six.dev-heaven.net/wagn/Six_Updater+Communities)
If still in need of assistance please see http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup#Support (http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup#Support)

Humvee28
May 28 2011, 09:27
Great Polish for the overall Apperance!

Looks like the Days of the Command Window coming to an End, whitch remembers me at the Start of SU Console and ACE2 Betatest Phase. :D

Sickboy
May 28 2011, 09:31
Great Polish for the overall Apperance!

Looks like the Days of the Command Window coming to an End, whitch remembers me at the Start of SU Console and ACE2 Betatest Phase. :D
Thanks :D
Still have multiple milestones full of todos, but it's shaping up nicely if I may say so myself :)

Sickboy
May 28 2011, 21:46
Latest auto-self-update contains improved UI based progress report, missions are now also included.
Performance has improved for processing (summing, downloading, unpacking), especially when small to medium sized files or minor changes are involved.
Also a bug related to auto detecting seperate CO installations has been solved, as well as a bug with long game path names.

Available for your testing through auto-self-update.
First v2.5 Beta setup and WIP report probably in a couple of days.

Lastly, the 1500+ missions pack (by 76) repository; sixupdater://rsync.dev-heaven.net:82/m/config.yml (sixupdater://rsync.dev-heaven.net:82/m/config.yml) is now hosted on most of the official network mirrors, instead of 1 before.

Zorg_DK
May 29 2011, 14:34
Sickboy, about my problem with "six updater gui has stopped working".

I just remembered I have direct3doverrider enabled (I'm using it to force tripple buffer). I disabled it and Six updater loaded fine.

Cheers.

Sickboy
May 29 2011, 14:37
Sickboy, about my problem with "six updater gui has stopped working".

I just remembered I have direct3doverrider enabled (I'm using it to force tripple buffer). I disabled it and Six updater loaded fine.

Cheers.

Thanks! FAQed: http://six.dev-heaven.net/wagn/Six_Updater+FAQ#Crash%20on%20startup

S0mebody
May 29 2011, 16:15
But, I am Looking For

Support assistance
Network Management assistance (Collecing Mods, Missions and information)
Development assistance ((Iron)Ruby, C#, .NET, WPF)
Mirror hosting
Server admins who wish to host custom repositories for their server and take full advantage of SU features


I would like to offer mirror for you, have plenty of disk space and bandwidth available.

Linux (Ubuntu) server.
Would need some 'hand holding' on setting up though (I can't get a custom repo working just yet but am getting there).
So you can add me to the Server admins wanting a custom repo too.

Sickboy
May 29 2011, 16:49
I would like to offer mirror for you, have plenty of disk space and bandwidth available.

Linux (Ubuntu) server.
Would need some 'hand holding' on setting up though (I can't get a custom repo working just yet but am getting there).
So you can add me to the Server admins wanting a custom repo too.
Awesome, thanks! Please find the server admins groupchat link @<hidden> http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup#Support (http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup#Support)
we can try and get ya setup sometime this week.

Gabe_Ruckus
May 30 2011, 05:01
Weird request, but does anybody have a mirror that's not a file repository or the devheaven site?

I'm currently only connected to the internet by way of my 3g cell phone, and for some reason, none of the mediafire-type hosts or devheaven want to let me resume the download when it inevitably pauses 10 seconds in.

Nevermind, I finally got 2 and a half minutes of uninterrupted service, and it finished!

VirtualVikingX
May 31 2011, 10:57
Is there any basic end user documentation/manual?

I'm struggling with the basics. F ex that one selects a preset mod by clicking it once, then right clicking the wanted mod in the mod list --> "Add mod to preset".

The documentation seems to be on the superuser level to me.

Any help appreciated.

Sickboy
May 31 2011, 11:24
http://i53.tinypic.com/amqr20.png

Better docs when time allows it, or someone writes it.

VirtualVikingX
May 31 2011, 11:46
Thanks for the swift reply, SB. I have found some youtube videos that have made me a little more confident.

This: http://www.youtube.com/watch?v=5Ek92LeYFIE

A little outdated but much better than nothing.

I understand the actual programming/updating takes precedence.

Question: Are the any fileservers that will/can host our servers custom mod pack? Maybe for a donation/fee?

Sickboy
May 31 2011, 11:57
Any web-server that supports the requirements (most do) suffices,
there's plenty of web-spaces you can rent for a (small) fee, while there are perhaps peeps out there with some free space who would host it for ya too.
http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup#Hosting%20Requirements

But it might be a nice idea for me to offer hosting as a service one day... will think about it :)

rizuhbull
May 31 2011, 16:25
I'm having trouble getting mods to show up in the mod listings. I make "@<hidden>" mod folder in my arma 2 ao directory, but when I try to add it to a preset in Six Updater it's not showing up. I've tried restarting and refreshing as well.

Sickboy
May 31 2011, 16:29
They should show up in the Local Mods section at the bottom of the Mods tab, click the count to refresh it, disable allowed filter in case you have a server selected.

rizuhbull
May 31 2011, 17:03
They should show up in the Local Mods section at the bottom of the Mods tab, click the count to refresh it, disable allowed filter in case you have a server selected.
Worked like a charm. I also realized you must create a "@<hidden>" folder, then create another folder inside of that one titled "addons" with the pbo file inside of that, before Six Updater will find it. I just started using mods and the updater yesterday so excuse the mistake. Anyway thanks for the help, great program :D

Sickboy
May 31 2011, 17:05
Worked like a charm. I also realized you must create a "@<hidden>" folder, then create another folder inside of that one titled "addons" with the pbo file inside of that, before Six Updater will find it. I just started using mods and the updater yesterday so excuse the mistake. Anyway thanks for the help, great program :DNP, enjoy :)
SU detects any folder (with or without @<hidden> in the name) as mod folder, as long as it contains an Addons or a DTA folder :)

Sickboy
Jun 4 2011, 18:39
Been working hard on internal refactoring for improving behaviour and performance,
while i've enhanced the Updater Progress UI further;
http://s1111.photobucket.com/albums/h468/sickboy6th/Six%20Updater%202/Six%20Updater%2025/ (http://s1111.photobucket.com/albums/h468/sickboy6th/Six%20Updater%202/Six%20Updater%2025/)
Memory usage should be somewhat better although the new Progress UI when updating increases it again.

As always, available for your testing through auto-self-update, first real 2.5 WIP announcement coming days.

atikabubu
Jun 4 2011, 19:11
Could someone make a video tutorial how to install and update ACE with SU? I'm cool with it, but some less "bright" members of a group i'm in can't get the gist of it.

Sickboy
Jun 4 2011, 19:13
Could someone make a video tutorial how to install and update ACE with SU? I'm cool with it, but some less "bright" members of a group i'm in can't get the gist of it.

http://ace.dev-heaven.net/wagn/Installation#Ongoing%20Development

1. Install the Six Updater (if not already done)
2. Start the 'Six Updater - GUI'
3. Ensure that the 'A2 OA - A.C.E.' preset is selected. (Click inside the preset field, and select it if not)
4. Click the green 'Run Updater' button left up (Says "Install or Update, and Startgame" by default).

Make a video of it if ya like but seems too simple?
Existing video @<hidden> http://six.dev-heaven.net/wagn/Six_Updater+Gallery (http://six.dev-heaven.net/wagn/Six_Updater+Gallery)

TonyGrunt
Jun 6 2011, 19:41
With latest version of SU I can't sort anymore when clicking the columns in the server browser or the mods section.
Is this a bug or a interface redesign?

Jedra
Jun 7 2011, 13:47
Hi Sickboy,

Got a new dedicated server and was looking at using Six-Updater to configure it and launch it. I see you have the 'Server' tab in Advanced and all the fields are editable (apart from the drop downs). It does launch the server, but it seems that none of the configs are being picked up. Also, when you close/restart Six, none of the config values are retained.

I was going to raise a bug, but then I saw this in your roadmap...

http://dev-heaven.net/issues/16957

Does this mean that the Dedi Server config is not working yet? No worries if not, I will go back to TA2DST for now.

I just saw the option in the GUI and thought - 'yeah!'.

Sickboy
Jun 7 2011, 19:46
Most refactoring done, focus shifting to the open feature tickets again soon, after final bits and bugs have been dealth with :)


With latest version of SU I can't sort anymore when clicking the columns in the server browser or the mods section.
Is this a bug or a interface redesign?
Was a known issue and has been resolved in the meantime; http://dev-heaven.net/issues/20270 (http://dev-heaven.net/issues/20270)


Hi Sickboy,

Got a new dedicated server and was looking at using Six-Updater to configure it and launch it. I see you have the 'Server' tab in Advanced and all the fields are editable (apart from the drop downs). It does launch the server, but it seems that none of the configs are being picked up. Also, when you close/restart Six, none of the config values are retained.

I was going to raise a bug, but then I saw this in your roadmap...

http://dev-heaven.net/issues/16957

Does this mean that the Dedi Server config is not working yet? No worries if not, I will go back to TA2DST for now.

I just saw the option in the GUI and thought - 'yeah!'.
Hey mate, 'yeah', heheh, almost, early in 2.6pre hopefully.

You can launch and manage the server other than the 'server' tab though (mods, params etc), just enable the Server checkbox on the profile used by the server preset, or enable it up top, you can configure the startup parameters incl -config= bits in the Edit Tools -> Game Profile.

Jedra
Jun 8 2011, 11:07
You can launch and manage the server other than the 'server' tab though (mods, params etc), just enable the Server checkbox on the profile used by the server preset, or enable it up top, you can configure the startup parameters incl -config= bits in the Edit Tools -> Game Profile.

OK, cheers. I will check that out...

EDIT -------->

Another question for you...

I have six updater running on three local machines (connected via a LAN). Currently each of them download mod updates from 'six central' over the internet. Now, because I live in a backward country like the UK, I have slowish download speeds (5-8Mb), but more importantly a monthly traffic limit (50Gb currently).

Is there a way to set up my main machine so it downloads from the internet, but the other machines use a repository on the main machine to get their updates? This will save me a lot of bandwidth on the WAN side. Sure, I can set up an FTP sync over the LAN for the modfolders on the other two machines, but if there was something already built in to Six to save me doing this....

If not, consider this a feature request ;-)

Regards

Sickboy
Jun 9 2011, 21:17
Another question for you...

I have six updater running on three local machines (connected via a LAN). Currently each of them download mod updates from 'six central' over the internet. Now, because I live in a backward country like the UK, I have slowish download speeds (5-8Mb), but more importantly a monthly traffic limit (50Gb currently).

Is there a way to set up my main machine so it downloads from the internet, but the other machines use a repository on the main machine to get their updates? This will save me a lot of bandwidth on the WAN side. Sure, I can set up an FTP sync over the LAN for the modfolders on the other two machines, but if there was something already built in to Six to save me doing this....

If not, consider this a feature request ;-)

RegardsDidn't notice your edit, sorry for late reply :)

Technically possible but currently not very comfortable, but can improve on that, please put it in a ticket.

Few possibilities coming to mind which are currently available;
- Install FTP servers on two machines, and use Upload Preset feature of SU to push / update from one machine to the other two machines.
- Install a web server on one machine, put the mods in a custom repository, host that with the web-server and point the other two clients to the 'server' machine
- Use Robocopy (included with Vista+, and available in resource kit for 2000+) to sync the mod folders from the 'server' to the other two machines (push or pull), should be possible with 1 or a few commands, multiplied by the amount of target machines.

Jedra
Jun 10 2011, 08:08
Ok, thanks mate - will add the request to a ticket. I have a professional licence for WSFTP, so will use that in the meantime.

Now all I need for Six updater to make my coffee in the morning and do my job for me and life is sweet!

Sickboy
Jun 10 2011, 09:07
Proud to present: http://www.six-updater.net (http://www.six-updater.net/) - The new home of Six Updater

The current design and content will probably be updated/tweaked more over coming days.
New blog entries about the Six Updater v2.5 internal and visual changes also coming next days.


Now all I need for Six updater to make my coffee in the morning and do my job for me and life is sweet!Ha :-)

Sickboy
Jun 11 2011, 19:00
New Blog available:


Six Updater v2.5 WIP Report - Beta 4 (http://www.six-updater.net/2011/06/six-updater-v25-wip-report-beta-4.html)

Sickboy
Jun 20 2011, 18:12
New Blog available:


Six Updater v2.5 WIP Report #2 - Beta 5 (http://www.six-updater.net/2011/06/six-updater-v25-wip-report-2.html)


Includes significant performance improvements.

gonk
Jun 23 2011, 13:12
very impressive tool.... all though a tad complicated for a first time user. I have stuck at it for 2 days and I finally have most things working for a custom repo. Except I am trying to push out to the server and other users files in the key folder and the userconfig folder (in ARMA2). Can this be done ? and please point me in the right direction.. a web page... will do.


thanks.

Sickboy
Jun 23 2011, 13:21
Thanks, yea usability will be improved :)

Userconfigs are supported in multiple ways:
"@<hidden>\userconfig" turns automatically into "userconfig\modfolder"
"@<hidden>\store\userconfig" also turns automatically into "userconfig\modfolder"
Userconfig files are only overwritten (after backup) when the Modfolder did not exist before, or when you run the "Process Userconfigs" action.
Otherwise, at Install or Update, missing userconfig files are processed, never overwritten.

While "@<hidden>\store\userconfig.tar" archives will simply be unpacked into the arma2 root folder, so you have full control over how what where.


Keys are only required on servers, and the "Process Keys" Updater action will copy "@<hidden>\keys\*.bikey" to "keys\*.bikey".
"@<hidden>\store\keys\*.bikey" is also supported.

There's also e.g "Install or Update, Process Keys, and Start Game".

gonk
Jun 23 2011, 13:38
Thanks, yea usability will be improved :)



There's also e.g "Install or Update, Process Keys, and Start Game".

yes.... but does it make coffee... thanks mate.. I will give it a whirl.

yes .. it worked... thanks

Now I just have to stop myself from down loading every mod listed....

gonk
Jun 24 2011, 06:25
"Didn't copy to existing equal or newer C:/Program Files (x86)/Steam/steamapps/common/arma 2 operation arrowhead/dsound.dll"

See above message.... I am trying to force it to ignore and just write over the top... If I delete the file it works fine but since I did a cut and paste the files date stamps are out of whack. This program is too smart... LOL.

But damn it is a powerful tool....thanks

Sickboy
Jun 24 2011, 07:09
yes.... but does it make coffee... thanks mate.. I will give it a whirl.

yes .. it worked... thanks

Now I just have to stop myself from down loading every mod listed....


"Didn't copy to existing equal or newer C:/Program Files (x86)/Steam/steamapps/common/arma 2 operation arrowhead/dsound.dll"

See above message.... I am trying to force it to ignore and just write over the top... If I delete the file it works fine but since I did a cut and paste the files date stamps are out of whack. This program is too smart... LOL.

But damn it is a powerful tool....thanks


Hehe, thanks :)) ref the dsound.dll etc, Users explicitly asked to stop trying to overwrite equal or newer files :)
I suppose I could add in a 'force overwrite' option.

Would it work for you if manually selecting dsound.dll mod app (right click menu on jayarma2lib mod) would always ovewrite?
Or rather have a global 'always overwrite' ?

gonk
Jun 24 2011, 07:50
Hehe, thanks :))
Would it work for you if manually selecting dsound.dll mod app (right click menu on jayarma2lib mod) would always ovewrite?
Or rather have a global 'always overwrite' ?


Nope ... tried that... did not work. I am just trying to make this as idiot proof as possible when sync-ing to a custom repo... Not everyone will notice the error and rectify it manually.

Thanks for the quick response.... don't you sleep ?:D

Sickboy
Jun 24 2011, 07:57
Nope ... tried that... did not work. I am just trying to make this as idiot proof as possible when sync-ing to a custom repo... Not everyone will notice the error and rectify it manually.

Thanks for the quick response.... don't you sleep ?:D

Couple of hours a night... Need to support you lovely SU-users right ;)

I think you misunderstood me; I asked if it would be okay if I change it so manually running the ModApp would always overwrite,
or that you rather need a 'always overwrite' option.

In any case, it is not an error per sé, newer dll often is better, and jayarma2lib has auto-update for the dsound.dll built-in, hence not overwriting it is generally a good idea.
I suppose I could otherwise add e.g a 'lock_mod_apps' option to the CustomRepos config.yml, which would always overwrite the file if it isn't equal to that on the Mod's network.

gonk
Jun 24 2011, 08:11
Couple of hours a night... Need to support you lovely SU-users right ;)

I think you misunderstood me; I asked if it would be okay if I change it so manually running the ModApp would always overwrite,
or that you rather need a 'always overwrite' option.

In any case, it is not an error per sé, newer dll often is better, and jayarma2lib has auto-update for the dsound.dll built-in, hence not overwriting it is generally a good idea.
I suppose I could otherwise add e.g a 'lock_mod_apps' option to the CustomRepos config.yml, which would always overwrite the file if it isn't equal to that on the Mod's network.

Rgr.. I read it a couple of times... took it the wrong way.. No prob. If manually running feature is the easiest to implement... that will do fine.. But if it is possible to make a window pop-up that ask the user if they want to overwrite or leave.... aka windows style, that would be better....

I will read up on the 'lock_mod_apps' option and see if that will work also...

or as you mention... leave the jaylib do it's auto-update

thanks...

Sickboy
Jun 24 2011, 08:14
Cheers :) I'll get back to you on it.
(lock_mod_apps was a suggestion too, it doesn't exist yet :P)

Sickboy
Jun 24 2011, 14:03
Rgr.. I read it a couple of times... took it the wrong way.. No prob. If manually running feature is the easiest to implement... that will do fine.. But if it is possible to make a window pop-up that ask the user if they want to overwrite or leave.... aka windows style, that would be better....

I will read up on the 'lock_mod_apps' option and see if that will work also...

or as you mention... leave the jaylib do it's auto-update

thanks...
I think this would be a flexible option: http://dev-heaven.net/issues/20707 (http://dev-heaven.net/issues/20707)

gonk
Jun 25 2011, 00:48
I think this would be a flexible option: http://dev-heaven.net/issues/20707 (http://dev-heaven.net/issues/20707)

Perfect... thanks...

Sickboy
Jun 25 2011, 10:13
Recently added an Unhandled Exception dialog with user editable Description field able to send report to the issue tracker.
Came across quite some interesting bugs and have solved plenty because of that :)
http://dev-heaven.net/projects/six-arma-updater/activity (http://dev-heaven.net/projects/six-arma-updater/activity)

Sorry for the rough ride past weeks on the pre-release versions, caused by major refactoring to improve performance and behaviour.
v2.5 is shaping up to become quite a major release with about 100 tickets (http://dev-heaven.net/projects/six-arma-updater/versions/973) (about double of usual milestones) and countless improvements.
Release candidate is very near.

Sickboy
Jun 28 2011, 21:59
Six Updater v2.5 WIP Report 3 - RC2

http://www.six-updater.net/2011/06/six-updater-v25-wip-report-3-rc2.html (http://www.six-updater.net/2011/06/six-updater-v25-wip-report-3-rc2.html)

Includes important notice ref a broken update and how to fix.

Sickboy
Jun 29 2011, 18:07
What a mess, sorry for the hassle!
http://www.six-updater.net/2011/06/six-updater-v25-rc3-critical-update.html (http://www.six-updater.net/2011/06/six-updater-v25-rc3-critical-update.html)

Sickboy
Jul 1 2011, 16:46
http://www.six-updater.net/2011/07/six-updater-v25-rc4.html (http://www.six-updater.net/2011/07/six-updater-v25-rc4.html)

Tanker
Jul 2 2011, 02:50
How do I invoke the command line so I can stop auto updating? The auto update never seems to successfully complete without uninstalling 6 Updater, then reinstalling.

gonk
Jul 2 2011, 04:39
How do I invoke the command line so I can stop auto updating? The auto update never seems to successfully complete without uninstalling 6 Updater, then reinstalling.


Create a desktop shortcut and add this to the end of the target line... --skip-autoupdate
e.g "C:\Program Files (x86)\SIX Projects\Six Updater\" --skip-autoupdate

---------- Post added at 02:39 PM ---------- Previous post was at 02:36 PM ----------

With my custom repos the mods are listed as Black... is this a feature to be fixed or updated to be green on the preset window ? or do I have a typo ?

I have set up required mods etc but it still lists them in black. I am just trying to make the start button use them but being black it ignores those addons...


thanks..

Found the problem...

I had
:required_mods: [@<hidden>;@<hidden>;@<hidden>]

which should of been
:required_mods: [@<hidden>,@<hidden>,@<hidden>]

Sickboy
Jul 2 2011, 08:47
How do I invoke the command line so I can stop auto updating? The auto update never seems to successfully complete without uninstalling 6 Updater, then reinstalling.

See the latest news and especially the RC3 critical update announcement.
The update situation should now be stabilized again.
In any case, the parameters are documented: http://six.dev-heaven.net/wagn/Six_Updater+Documentation#Commandline%20parameters



---------- Post added at 10:47 ---------- Previous post was at 10:46 ----------


which should of been
:required_mods: [@<hidden>,@<hidden>,@<hidden>]

:required_mods: [@<hidden>, @<hidden>, @<hidden>]
to be exact :)
UI will be added to prevent these mistakes :)

gonk
Jul 2 2011, 10:49
UI.. cool. That typo drove a little crazy but I stuck at it.


Thanks..

Tanker
Jul 2 2011, 15:53
Thanks gonk.

Thanks also Sickboy. I had read that link before but is was a bit arcane for me. gonk's bit was the missing link.

Jedra
Jul 2 2011, 19:02
Getting the following message in the log window;


Found custom addons in official game addons folders, please remove (if really custom addon): a10.pbo, ah64.pbo, air.pbo, air2.pbo, air3.pbo, animals.pbo, animals2.pbo, anims.pbo, buildings.pbo, buildings2.pbo, buildings2_ind_cementworks.pbo, ca.pbo, characters.pbo, characters2.pbo, chernarus.pbo, chernarus_data.pbo, chernarus_data_layers.pbo, dubbing.pbo, editor.pbo, language.pbo, languagemissions.pbo, misc.pbo, misc_fix.pbo, misc2.pbo, misc3.pbo, missions.pbo, missions_ew.pbo, modules.pbo, music.pbo, plants2_bush.pbo, plants2_clutter.pbo, plants2_misc.pbo, plants2_plant.pbo, plants2_tree.pbo, roads2.pbo, rocks2.pbo, signs2.pbo, soundmissions.pbo, sounds.pbo, structures.pbo, tracked.pbo, tracked2.pbo, ui.pbo, uifonts.pbo, utes.pbo, warfare2.pbo, warfare2vehicles.pbo, water.pbo, water2.pbo, weapons.pbo, weapons2.pbo, wheeled.pbo, wheeled2.pbo, wheeled3.pbo

I am running as combined ops and these files are in my Arma2 addons folder. Checked them against other installs and they appear to be valid. Also I don't remember using anything other than proper mod folders - honest!

Can I ignore this message and play peacefully when I should be sleeping?

Sickboy
Jul 2 2011, 19:22
Seems like a bug, ignore, but if you run into trouble plz create a ticket with your logs.

---------- Post added at 21:22 ---------- Previous post was at 21:03 ----------

I've found and fixed the bug (for next update) that causes the wrong warning.

But the bug is triggered by missing official game files according to selected / detected game edition and their installation folders.
e.g for OA it looks in the folders: common and expansion/addons
for A2 it looks in: addons
for CO, it looks in addons, common, expansion/addons
while the locations depend on if it's a combined installation or seperate installation.

So that's either another bug, or a configuration error on your end (SU (edition, installation folder settings etc), or game registry keys).

If you keep experiencing issues, please put full details like your game editions and their locations, incl SU logs, in a ticket, that will hopefully provide enough information to figure out what's going on :)

b00ce
Jul 3 2011, 16:50
Is there a way to reset the window position to my primary monitor, without reinstalling? I had to unplug my secondary, but the window still defaults to the monitor that isn't there...

Sickboy
Jul 3 2011, 17:03
Is there a way to reset the window position to my primary monitor, without reinstalling? I had to unplug my secondary, but the window still defaults to the monitor that isn't there...

---------- Post added at 19:03 ---------- Previous post was at 18:56 ----------

Ticketed and added workarounds: http://dev-heaven.net/issues/21802#note-1

b00ce
Jul 3 2011, 17:06
I can't find any xml file anywhere... :/

Edit:
Thanks for the help, though.

Edit 2:
The move thing doesn't work, it just moves the cursor to the edge of the screen and I can't drag it or anything.

Sickboy
Jul 3 2011, 17:08
I can't find any xml file anywhere... :/

Edit:
Thanks for the help, though.

Make sure you're looking in the right folder
C:\users\{username}\appdata\local\SIX_Projects\Six_Updater_GUI.exe_***************

Or use the other workaround I posted in the ticket.

b00ce
Jul 3 2011, 17:12
The user.config files?

Sickboy
Jul 3 2011, 17:14
The user.config files?

Yes, sorry, their format is xml, :D


Edit 2:
The move thing doesn't work, it just moves the cursor to the edge of the screen and I can't drag it or anything.Ignore how it looks, don't drag with mouse, once you click Move, you should simply hold the left-arrow-key on your keyboard for a while, and it should pop back in view.
Can't confirm it though, but moving the window that way works fine on single monitor.

b00ce
Jul 3 2011, 17:20
Oh, lol. I'm computer savvy enough to know you don't just go around deleting random things in the AppData folder and I wanted to be sure. :p

What values do I have to edit?
Fuck it. Delete.

Edit:

Ignore how it looks, don't drag with mouse, once you click Move, you should simply hold the left-arrow-key on your keyboard for a while, and it should pop back in view.
Can't confirm it though, but moving the window that way works fine on single monitor.

Brilliant! Thanks, that worked.

Also, deleting the user.config didn't help.

Sickboy
Jul 4 2011, 07:43
Did you delete all the folders in Six_Projects with user.config in it?
As it upgrades old versions it finds :P

Anyway, glad you solved it.

Sickboy
Jul 4 2011, 12:53
Six Updater 2.5 RC5 Released!

http://www.six-updater.net/2011/07/six-updater-v25-rc5.html

metalcraze
Jul 6 2011, 01:05
What's with the need to reinstall SU every time I launch it?

Sickboy
Jul 6 2011, 06:09
What's with the need to reinstall SU every time I launch it?If you're in a loop, uninstall any installed SU version and install the latest version from the download section.

If you mean that upgrades do an uninstall and then clean install, this has technical reasons and they will be sorted out once 2.5 stable is released.
http://dev-heaven.net/issues/21665

gonk
Jul 8 2011, 04:23
I have most things I use sorted. The two issues I have is :- How do I make the shortcut default not include the showscript option.... Maybe a tick box in the Options window would make it easier. The other is that about 30% of the time I get Not responding at the 50% mark... ie when you start... Is that because your sever is overloaded ? or something you are working on... Most ppl I help setup sixupdater have the same problem.. So it just could be me.. ;)

thanks...


p.s just updated to 2.5.1008... so can not comment on the Not responding with that version.

Still the same... ie if I see it open already at 50% in the bottom left window, odds are it will get a "not responding". Maybe it needs to start and wait a few secs before trying to initialize..... or maybe I need to just shutup... :o lol

Sickboy
Jul 8 2011, 06:28
I have most things I use sorted. The two issues I have is :- How do I make the shortcut default not include the showscript option.... Maybe a tick box in the Options window would make it easier. The other is that about 30% of the time I get Not responding at the 50% mark... ie when you start... Is that because your sever is overloaded ? or something you are working on... Most ppl I help setup sixupdater have the same problem.. So it just could be me.. ;)

thanks...


p.s just updated to 2.5.1008... so can not comment on the Not responding with that version.

Still the same... ie if I see it open already at 50% in the bottom left window, odds are it will get a "not responding". Maybe it needs to start and wait a few secs before trying to initialize..... or maybe I need to just shutup... :o lol

Please create a ticket with your log files; http://www.six-updater.net/p/support.html (http://www.six-updater.net/p/support.html)
Or use existing http://dev-heaven.net/issues/21835 (http://dev-heaven.net/issues/21835)

gonk
Jul 8 2011, 07:16
Please create a ticket with your log files; http://www.six-updater.net/p/support.html (http://www.six-updater.net/p/support.html)
Or use existing http://dev-heaven.net/issues/21835 (http://dev-heaven.net/issues/21835)

ok.. added to existing bug... and created a feature request... :D

@ST
Jul 8 2011, 07:23
Still the same... ie if I see it open already at 50% in the bottom left window, odds are it will get a "not responding".

Same for me, after 50% nothing more...
If I close the program then I get windows error message about Six Updater not responding.
When restarting the program it resumes init at 50% and works well most of the time :j:

Sickboy
Jul 8 2011, 07:30
Responded to both tickets and whipping up a test version to try out, so we can pinpoint the issue.


Same for me, after 50% nothing more...
If I close the program then I get windows error message about Six Updater not responding.
When restarting the program it resumes init at 50% and works well most of the time :j:
Please post your logs in the linked ticket.

Sickboy
Jul 8 2011, 14:58
Thanks to Gonk and Xeno for testing and feedback.
The stall at initialization should be solved in the latest build.
http://dev-heaven.net/issues/21835#note-25

Sickboy
Jul 9 2011, 08:28
http://www.six-updater.net/2011/07/update-situation.html (http://www.six-updater.net/2011/07/update-situation.html)

gonk
Jul 10 2011, 10:27
rgr.. thanks

MavericK96
Jul 11 2011, 00:36
I've got a question.

This isn't necessarily a bug, but Six Updater is keeping essentially two versions of all ACE mod files, and on an SSD with limited space, that's another few GB wasted. Is there any way around this? I used to use Yoma but it seems like that is mostly defunct now. It never needed to keep two versions to verify version. Any advice?

EDIT: Read the FAQ and figured out how to move the .pack files to a different drive, but still kind of annoying to have duplicate files for every mod.

Sickboy
Jul 11 2011, 06:08
See for why and how @<hidden> http://forums.bistudio.com/showpost.php?p=1977273&postcount=718

FAQED: http://six.dev-heaven.net/wagn/Six_Updater+FAQ#Why%20does%20SU%20use%20nearly%20double%20diskspace,%20compared%20to%20other%20products%20/%20download%20methods? (http://six.dev-heaven.net/wagn/Six_Updater+FAQ#Why%20does%20SU%20use%20nearly%20double%20diskspace,%20compared%20to%20other%20products%20/%20download%20methods?)

Sickboy
Jul 11 2011, 13:56
Six Updater v2.5 RC7 Released!

This RC addresses issues with the Upgrade procedure, and improves software upgrade time and comfort considerably, the setup has been reduced in size by about 40%!
For full details, please review http://www.six-updater.net/2011/07/six-updater-v25-rc7.html (http://www.six-updater.net/2011/07/six-updater-v25-rc7.html)

Hopefully closing this chapter with this RC becoming the Stable release.

pbishop
Jul 12 2011, 01:59
Hey sickboy, just wondering if its possible to change the saved password for a server and how? Cant seem to look in the right places for an answer, thanks.

Sickboy
Jul 12 2011, 06:06
Server Browser, scroll to the right.

Kevaskous
Jul 12 2011, 08:44
Having trouble getting my updater to actually put the mods in my install. My pack folder is on another drive separate from my SSD, and it downloads the mods fine, but doesn't actually export them to my install. So I end up with the folders etc, but not actual files in them, what's going on???

Sickboy
Jul 12 2011, 09:02
Having trouble getting my updater to actually put the mods in my install. My pack folder is on another drive separate from my SSD, and it downloads the mods fine, but doesn't actually export them to my install. So I end up with the folders etc, but not actual files in them, what's going on???

The Pack location should only contains the packed files, while the modfolders in your game/mod installation location should contain the unpacked files.

Need details, like what is your pack folder, what is your game / mod folder setting, are there any errors?
Your logs and perhaps screenshots would help too. http://www.six-updater.net/p/support.html (http://www.six-updater.net/p/support.html)

---------- Post added at 11:02 ---------- Previous post was at 10:55 ----------

Just tested;
Game/Mod path empty - auto detected from registry.
Pack path set to: C:\data2\arma2pack

I installed ACEX_SM. @<hidden>\.pack appears in C:\data2\arma2pack,
@<hidden> appears in my game folder, with .rsync subfolder with repo configuration files, and the modfiles appear just as expected as well.

Kevaskous
Jul 13 2011, 03:42
The Pack location should only contains the packed files, while the modfolders in your game/mod installation location should contain the unpacked files.

Need details, like what is your pack folder, what is your game / mod folder setting, are there any errors?
Your logs and perhaps screenshots would help too. http://www.six-updater.net/p/support.html (http://www.six-updater.net/p/support.html)

---------- Post added at 11:02 ---------- Previous post was at 10:55 ----------

Just tested;
Game/Mod path empty - auto detected from registry.
Pack path set to: C:\data2\arma2pack

I installed ACEX_SM. @<hidden>\.pack appears in C:\data2\arma2pack,
@<hidden> appears in my game folder, with .rsync subfolder with repo configuration files, and the modfiles appear just as expected as well.

20:40:11: WARNING: Failed to download the repository! This could be due to a server / connection problem. Please try again later

Lots of these, aside from that I dunno what you are really looking for.

Sickboy
Jul 13 2011, 07:35
It's described at http://www.six-updater.net/p/support.html
Need your log files (especially six-updater-GUI.log http://six.dev-heaven.net/wagn/Six_Updater+Overview#Configuration%20database%20/%20log%20files
best in a ticket http://dev-heaven.net/projects/six-arma-updater/issues/new

---------- Post added at 09:35 ---------- Previous post was at 08:14 ----------

The current version seems pretty stable and the upgrade procedures have improved miles.
The milestone has over 130 tickets addressed! http://dev-heaven.net/projects/six-arma-updater/versions/973 (http://dev-heaven.net/projects/six-arma-updater/versions/973)
2.5 will soon be released as Stable version.

After the next update, the upgrade procedure is even smoother when performing Minor Upgrades; no more clicking Next Next Next Finish etc :)

Jedra
Jul 13 2011, 15:04
Hi Sickboy,

I have been trying to update my ticket on Dev Heaven (#22137) but it keeps timing out on me. Here's the message I was trying to add...


Hi Sorry mate - dev heaven crashed while I was submitting this and I was not sure it got logged.

Anyway, I have noticed that when six runs on my machine, it slowly eats more and more memory (according to task manager). Once it gets to around 1.5Gb it then crashes out - just happened again five minutes ago (logs attached). I get about 10-12 GUI error windows, and then the application is killed.

Not sure why this is happenning. I'm running WIN7 64bit. Applications of note that are loaded are Coldfusion 9, SQL Server 2008 R2, Squint (Arma Editor), Arma (running whatever the latest Beta is) and sometimes Steam.

If I launch Six and do nothing, it's memory usage stays at around 360Mb - it is as soon as I start adding/removing mods, altering profiles, or even just using it to launch Arma that it starts to consume memory faster than my kids can eat chocolate biscuits!

If there is anything else I can send you that can help to diagnose this then let me know.

Ps. I could not update this ticket viua the browser in Six Updater - the submit button did not do anything!

I have to go out for a while - I will try and add my logs to the ticket later on.

Regards

Sickboy
Jul 13 2011, 17:30
Thanks Jedra! Copied it into the ticket for you. http://dev-heaven.net/issues/22137 (http://dev-heaven.net/issues/22137)
And created new ticket for the submit issue; http://dev-heaven.net/issues/22296 (http://dev-heaven.net/issues/22296)

Also responded, will be adding a test build for you soon :)

Jedra
Jul 13 2011, 17:49
Thanks Jedra! Copied it into the ticket for you. http://dev-heaven.net/issues/22137 (http://dev-heaven.net/issues/22137)
And created new ticket for the submit issue; http://dev-heaven.net/issues/22296 (http://dev-heaven.net/issues/22296)

Also responded, will be adding a test build for you soon :)

Cheers - having a bad day application wise!

Sickboy
Jul 13 2011, 18:07
Cheers - having a bad day application wise!
:) The test build is up in the ticket, cheers!

gunterlund21
Jul 14 2011, 14:18
Using the latest version of six updater with the united operations custom repo. the repo list says Im on 160 but in game it says 159. Is this working correctly?

Sickboy
Jul 14 2011, 14:24
Using the latest version of six updater with the united operations custom repo. the repo list says Im on 160 but in game it says 159. Is this working correctly?

Build 159 / 160 of what?
What does the repo owner say?

Please create a ticket with logfiles and details if it seems an SU problem: http://www.six-updater.net/p/support.html
(also for future issues).

jaynus
Jul 14 2011, 14:45
Using the latest version of six updater with the united operations custom repo. the repo list says Im on 160 but in game it says 159. Is this working correctly?

This is because on our custom repo we do not follow the standard version numbers or schemes; there is no garuntee that the "version number" in our custom repo are actually the in-game version numbers or the ones on the official network.

gunterlund21
Jul 14 2011, 17:10
This was CBA. Thanks Jaynus for the reply. Question why wouldnt you follow the numbering convention of the mod. I understand not keeping up with the latest mod rev but dont understand changing the numbering convention.
The reason for my concern is Im getting errors on some missions about version mismatches on a home server the I have that uses Six updater and the UO mod set. Both say they have the same version so Im not sure where to go now for trouble shooting this.

Sickboy
Jul 14 2011, 17:13
It's rather that CBA and ACE are basically the only mods that sync their build number with the mod repository on the official SU network.
Normally the SU mod repository version number has no relation to version/build of a mod.

I'm working on adding actual Mod version information to the Mods hosted on SU, as well as some more information, see the new columns available @<hidden>
http://stats.six-updater.net/mods
http://stats.six-updater.net/mods/show/ff336c46-adee-11e0-878f-001517bd964c

Will come to the Six Updater client as well, in an upcoming version.

Sickboy
Jul 15 2011, 07:39
Finally, I am happy to announce the release of Six Updater v2.5 Stable!
2.5 marks a huge step forward, with over 120 tickets addressed, and great progress made, both in performance and features/usability.

http://www.six-updater.net/2011/07/six-updater-v25-stable.html (http://www.six-updater.net/2011/07/six-updater-v25-stable.html)

GROM64
Jul 15 2011, 20:46
@<hidden> Sickboy
Could you have Briggsil (http://www.youtube.com/user/Briggsil) make, a proper and extensive, video tutorial,
on all awesome features of this tool, in it's latest version, please. :notworthy:

gonk
Jul 15 2011, 21:45
great to hear sickboy...... thanks. I like the new update window..

Günter Severloh
Jul 15 2011, 22:02
Hello Sickboy,
An concept or post was made on my thread here, was wondering when you had the chance to review it and put in your own thoughts here:
http://forums.bistudio.com/showthread.php?p=1982319#post1982319
refer to the previous post in the thread that starts this dicsussian about SU.

Sickboy
Jul 15 2011, 23:58
Hello Sickboy,
An concept or post was made on my thread here, was wondering when you had the chance to review it and put in your own thoughts here:
http://forums.bistudio.com/showthread.php?p=1982319#post1982319
refer to the previous post in the thread that starts this dicsussian about SU.
Thanks, i'm very interested, the subject sort of came by in another thread that was closed. http://dev-heaven.net/issues/22223 (http://dev-heaven.net/issues/22223)

Will respond in full coming days, but some quick notes;
Disabling/overriding addons can be done from within your addons, there shouldn't be too many reasons to really physically remove a pbo.
Often a system can be disabled by global variable, config override, or otherwise even pboprefix override.

SU also fully supports mod dependencies, compatibilities (wip), game editions, etc.
Changes made on the SU Portal (http://stats.six-updater.net/mods) are synced to the client every 20 mins etc, while changes on Custom Repositories are basically instant.

It's possible to lock mod versions by hosting the wanted mod version on a custom zSync/rSync repository (http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup (http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup)),
but it's generally recommended to keep up with the latest, to minimize different versions out there, and the need (when available) to migrate between mod versions when switching servers.

On a side note; when popularity increases, hopefully more generous server owners / hosters will be interested to join the SU Network and share the load :)

Gotto run, but will get back to you :)

---------- Post added at 01:58 ---------- Previous post was at 01:43 ----------


@<hidden> Sickboy
Could you have Briggsil (http://www.youtube.com/user/Briggsil) make, a proper and extensive, video tutorial,
on all awesome features of this tool, in it's latest version, please. :notworthy:If not, then hopefully another generous video master steps in :)

Sickboy
Jul 18 2011, 13:13
No critical issues found so far in the v2.5 release.
Some minor issues found and already squashed for the upcoming version.
Currently slowly starting on v2.6, probably the first v2.6pre build will be available by next week.

Still looking for interested Hosters - to host a Six Updater official mirror.
The network is currently 14 mirrors strong, spread out over zSync and rSync, while some overlap.
Most mirrors are located in Europe, so especially looking for mirrors in the United States, Australia and Asia, but European mirrors certainly are still welcome too!
The more the merrier; generally higher speeds and reliability. And of course your host / server / community gets eternal fame - your hostname is visible during downloads etc.

zSync just requires a basic web-server, while rSync requires the rSync daemon and some more configuration.
We can help you setup over at http://six.dev-heaven.net/wagn/Six_Updater+GroupChat (http://six.dev-heaven.net/wagn/Six_Updater+GroupChat)

---------- Post added at 15:13 ---------- Previous post was at 14:26 ----------

A lot of additional Mod information has been added to the SU portal:
http://stats.six-updater.net/mods

Fields like Full Name, Description, Author, Version, CPP Name etc.
The info will be further completed soon, and will also become available inside the SU software.

Mariscal
Jul 19 2011, 10:31
Hi Sickboy,

Congratulations for the new version of SU, as always you have made an outstanding job helping make easier playing a modded ArmA and keeping them updated.

I have a couple of suggestions for SU that I'd be interested to hear if they can be implemented in next versions:


Do you think SU could add campaign support? Since many modders are starting to make campaings with voice-overs and other disk-space consuming resources, a support for the update of those campaigns would be greatly appreciated. It's much easier to download the couple of files that are changed in a campaign package than the entire pack over again. Take for example "Soldier of Valor" that is v.1.7 each time the campaign is updated you have to download like 225 Mb. In addition there are other advantages that I explain below.

Have you thought about adding some kind of MySQL support to SU? One thing I miss in the mods section is a bit of more information about what those mod changes and feels strange to have to rely on an external internet browser and click on the context menu option "more info" to go to the project page. Having SU its own internal browser they could display little pop-ups with a bit of info about the mod or a more extensive sorting system by the number of downloads or rating, etc. Or it could have many other potentials I can't even imagine but prove useful in the future; one example would be the automatic detection of campaigns or online servers compatible with certain mod you have selected or a combination of them you've installed in your computer. Today there are many open source applications that use MySQL or similar approaches to sort and organize their contents. Take for example XBMC a media center for Pcs which uses TheTVDabase (http://www.thetvdb.org/) series information in their web to update the contents that the XBMC client detects.
XBMC Tour (http://www.youtube.com/watch?v=t6FBH-heo8E)
http://www.youtube.com/watch?v=t6FBH-heo8E

This is more a petition than a suggestion :) I read your answer to Sevenloh's question (http://forums.bistudio.com/showpost.php?p=1982383&postcount=111) in the WarMod thread. Could you give the rest of forum users a little update in the future of how's going the support of WarMod in SU? I think that could be a major step in giving popularity to both SU and WarMod, specially when developers start to make campaigns and missions for it and more servers start to use SU & WM. That could give the popularity SU needs to have more mirrors for the hosting of mods and future ideas you may have for the SU project.

Sickboy
Jul 20 2011, 10:24
Brand New Six Updater v2.5 video by Steffen/ArmaStation available now!
http://www.six-updater.net/p/screenshots.html

VpdZ1obpGRQ

DMarkwick
Jul 20 2011, 14:23
I'd just like to post that I used the newest version of 6Updater last night, and it seems streets ahead of how I remember it a long time ago. It's still not entirely intuitive, for example the whole preset setup, but I managed to get an ACE2 install, minus the few bits I didn't wish for, quite painlessly and entirely automated. This was for a new install of ArmA2 on a new gaming laptop, no pre-existing ACE2 install at all.

Very, very nice job. It just needs a cartoony front-end for us imbeciles and it'll be perfect :D

Sickboy
Jul 20 2011, 14:26
I'd just like to post that I used the newest version of 6Updater last night, and it seems streets ahead of how I remember it a long time ago. It's still not entirely intuitive, for example the whole preset setup, but I managed to get an ACE2 install, minus the few bits I didn't wish for, quite painlessly and entirely automated. This was for a new install of ArmA2 on a new gaming laptop, no pre-existing ACE2 install at all.

Very, very nice job. It just needs a cartoony front-end for us imbeciles and it'll be perfect :D
Thanks DM :) Big leaps forward eh :) 0.24 (web-based) -> 2.0..2.5

There's plenty of work left to do in different areas (http://dev-heaven.net/projects/six-arma-updater/roadmap), UI isn't my strong-suite, and I generally also give least priority to it.
But getting there :) The presets make a lot of sense once you've got multiple configurations and servers you play regularly on :)
Wizard / Simplified UI is planned.


I welcome assistance with:

UI Design (.NET WPF, Baby! :cool:)
Functionality / Features
Documentation
Managing of Mods and their information (http://stats.six-updater.net/mods)
etc

DMarkwick
Jul 20 2011, 14:48
The presets make a lot of sense once you've got multiple configurations and servers you play regularly on

Indeed :) I only base my comment on a flash of anxiety I had when I removed some elements from the default displayed preset, and was asked if I really wanted to remove that element from this preset. I worried that the particular preset would now be gone, and I couldn't readily identify a more appropriate preset to use so I just went with it and apparently altered the preset.

I assume that I can always add in those elements again to the preset, but I couldn't be sure :D

Anyway, I used to do some UI design for Windows-based applications, but it requires a lot of knowledge about the app itself, obviously. My own inputs would only be relevent for getting new users (or users installing to new systems) through the basics. Basically a wizard, as you said.

Sickboy
Jul 20 2011, 14:51
Indeed :) I only base my comment on a flash of anxiety I had when I removed some elements from the default displayed preset, and was asked if I really wanted to remove that element from this preset. I worried that the particular preset would now be gone, and I couldn't readily identify a more appropriate preset to use so I just went with it and apparently altered the preset.

I assume that I can always add in those elements again to the preset, but I couldn't be sure :DHehe, the default presets will be synced again upon next "Sync with SU portal" so even though removing or adding stuff now, next time when synced it's reverted back to default.
Instead, you can clone an existing preset and modify that or create a new one.

I suppose I should remove the confirmation request - and only leave it in for actions like add mod to (or remove mod from) ALL presets.


Anyway, I used to do some UI design for Windows-based applications, but it requires a lot of knowledge about the app itself, obviously. My own inputs would only be relevent for getting new users (or users installing to new systems) through the basics. Basically a wizard, as you said.Cheers. Well if you're interested to assist, drop me a message, otherwise let's see what I cook up :D

GROM64
Jul 20 2011, 21:05
Brand New Six Updater v2.5 video (http://www.youtube.com/watch?v=VpdZ1obpGRQ) by Steffen/ArmaStation available now!


Thanks, as it's really helpful and informative.
All my questions and concerns are answered now.
It' seems, I was tinkering in wrong sections of SU, that's why.... :headscratch:

...and now, all became clear :D

Mariscal
Jul 21 2011, 11:10
Hi Sickboy,

Congratulations for the new version of SU, as always you have made an outstanding job helping make easier playing a modded ArmA and keeping them updated.

I have a couple of suggestions for SU that I'd be interested to hear if they can be implemented in next versions (I'm not sure if this is the thread to post suggestions since I've found no related thread. If suggestions for SU go in another thread receive my apologies):


Do you think SU could add campaign support? Since many modders are starting to make campaings with voice-overs and other disk-space consuming resources, a support for the update of those campaigns would be greatly appreciated. It's much easier to download the couple of files that are changed in a campaign package than the entire pack over again. Take for example "Soldier of Valor" that is v.1.7 each time the campaign is updated you have to download like 225 Mb. In addition there are other advantages that I explain below.

Have you thought about adding some kind of MySQL support to SU? One thing I miss in the mods section is a bit of more information about what those mod changes and feels strange to have to rely on an external internet browser and click on the context menu option "more info" to go to the project page. Having SU its own internal browser they could display little pop-ups with a bit of info about the mod or a more extensive sorting system by the number of downloads or rating, etc. Or it could have many other potentials I can't even imagine but prove useful in the future; one example would be the automatic detection of campaigns or online servers compatible with certain mod you have selected or a combination of them you've installed in your computer. Today there are many open source applications that use MySQL or similar approaches to sort and organize their contents. Take for example XBMC a media center for Pcs which uses TheTVDabase (http://www.thetvdb.org/) series information in their web to update the contents that the XBMC client detects.
XBMC Tour (http://www.youtube.com/watch?v=t6FBH-heo8E)

This is more a petition than a suggestion :) I read your answer to Sevenloh's question (http://forums.bistudio.com/showpost.php?p=1982383&postcount=111) in the WarMod thread. Could you give the rest of forum users a little update in the future of how's going the support of WarMod in SU? I think that could be a major step in giving popularity to both SU and WarMod, specially when developers start to make campaigns and missions for it (that is that are tested with the AI enhancements and don't give errors or weird behaviour) and more servers start to use SU & WM. That could give the popularity SU needs to have more mirrors for the hosting of mods and future ideas you may have for the SU project.

Sickboy
Jul 21 2011, 11:20
Hi,

Thanks for your kind words and interest!

1. Should be no problem, currently modfolders and missions are supported already, while iirc Campaigns can be used from within modfolders too, so perhaps I should just add some popular campaigns as mod folders. Add a new category "campaigns" and voila? :)

2. SU Client runs on an SQLite db, no need for MySQL. The additional information that is available on the SU portal will soon become available inside the GUI too. http://stats.six-updater.net/mods
More info etc might get added too, but it's really time that I get some assistance by additional personnel, as im currently doing everything on my own (software development, information / mod management etc).

3. I think the SU support of WarMod will be largely up to Gunter, most required is already available, it probably is a matter of discussing the needs and how to accomplish them, and then see what's left to change. It could be beneficial for both SU and WarMod. More mirrors would be great of course (especially spread out more over US, Australia and Asia), but the network is not a bottle neck currently.
On a side note, anyone can setup a custom repository with Mods, Missions and even Server configuration as well http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup
Though I think increasing mods and mirrors on the official network is more beneficial to everyone.

Mariscal
Jul 21 2011, 17:25
Thanks for the quick answer, I couldn't stop but drool a bit thinking about the possibilities of SU when modders start to use all the potential of your tool. :) You have really thought in everything and the care for detail shines when I learn more things about SU.

In my opinion it would be a wise decision for Bohemia to hire you and integrate your mods and tools to the next version of ArmA as Egosoft company did with the X-Tended Mod Team. A couple of days I threw that suggestion in this thread (http://forums.bistudio.com/showpost.php?p=1984751&postcount=919)... who know maybe some top brass at Bohemia reads it and start thinking about hiring some new employees :) I've not seen a similar tool in the gaming industry, what most resemble is the Wrye Bash for Oblivion (http://forums.bethsoft.com/index.php?/topic/1207538-relz-wrye-bash/page__p__18041772#entry18041772). I think integrating SU into ArmA Editor and having sites like DevHeaven officially supported by Bohemia Interactive would increase the sellings of the game because it will allow the modder community to work much more collaboratively and join efforts in big projects WarMod like. It's not the same to pay for a game you're gonna end in a couple of weeks than one you'll know it'll last for years with the help of expansions and community mods. But right now crashes to desktop are pretty common if you have a number of mods activated in missions and campaigns not supporting them.

I hope in the future the ArmA mod community, with the help of your tools, work with ACE mod and a project like WarMod as the pillars from which develop their mods and add them to that big project instead releasing their mods as standalone. Ants working by themselves can achieve humble things but as a team can even create projects that surpass even the improvements that ArmA3 will have. Who knows, perhaps even players will stick to a modded ArmA2 instead of playing with a naked ArmA3 on the net, waiting for the projects to be ported to the new engine. :D

Sickboy
Jul 22 2011, 11:03
Released an early v2.6pre build, didn't intend to so quickly after v2.5 stable, yet the bug tracker was being spammed with Unhandled Exceptions caused by users who had deleted UIAutomationCore.dll from their Windows\System32 folder, 10's if not 100's of tickets :)
That situation is catched now and the user is presented with solutions and support info. http://six.dev-heaven.net/wagn/Six_Updater+FAQ#Crash%20on%20startup%20Cannot%20load%20UIAutomationCore.dll

A few more fixes and enhancements are included, but the real v2.6 material (http://dev-heaven.net/projects/six-arma-updater/versions/1024) will appear coming weeks.

@<hidden>
Thanks :)

I too think there's a lot of potential, especially once more people (players, server admins and mod teams) start using and deploying it :)

Hopefully some time soon to look into WarMod and talk with Gunter.

Jedra
Jul 23 2011, 08:55
Hi,

You said earlier that missions are supported in Six and I can see from the options that you can choose to include them or not. However if I tick the box to include them, I can't seem to find where they are listed. I certainly can't find where it is displaying the stuff from my missions folder. Have I misunderstood this feature?

Sickboy
Jul 23 2011, 08:56
Hi,

You said earlier that missions are supported in Six and I can see from the options that you can choose to include them or not. However if I tick the box to include them, I can't seem to find where they are listed. I certainly can't find where it is displaying the stuff from my missions folder. Have I misunderstood this feature?

Missions are currently only supported on Custom Repositories, and SU official network is hosting one such repository with the mission pack by 76:
http://www.six-updater.net/p/communities.html

I am however planning on making those missions available just like Mods are available in the client.

Jedra
Jul 23 2011, 09:01
Ok, cool - I'll stop looking now then!

That would be a great feature to have so I will look forward to seeing it at a later date.

Sickboy
Jul 23 2011, 09:02
Ok, cool - I'll stop looking now then!

That would be a great feature to have so I will look forward to seeing it at a later date.Stop looking?
visit sixupdater://rsync.dev-heaven.net:82/m/config.yml and go to CustomRepos -> MPMissions, and download as you please :)

Sickboy
Jul 24 2011, 14:09
Six Updater v2.6 WIP Report #1 - pre3 (http://www.six-updater.net/2011/07/six-updater-v26-wip-report-1-pre3.html)

Bee8190
Jul 24 2011, 21:52
Six Updater v2.6 WIP Report #1 - pre3 (http://www.six-updater.net/2011/07/six-updater-v26-wip-report-1-pre3.html)




Thx a bunch Sickboy, the six suite is really brilliant, I can't imagine how would i manage without it anymore, so thx again dude:yay::yay:

Günter Severloh
Jul 25 2011, 20:38
Hello Sickboy,
Few questions for you sir about getting setup on SU.

1. Im trying to understand how this works, now in general lets say i wanted a particular mod thats on SU,
I could download the mod will this mod setup in the Arma2 directory as if you had installed it the manual way like say
it would show up as @<hidden> in the arma2 directory like it should?

2. How do i know the mod I downloaded is completely downloaded/updated on my computer, is there a status of
some sort that shows what version of the mod I have?

3. say A2WarMod and COWarMod on SU, all i have to do is basically drag and drop the mod to the mod list and it will upload to it?

4. WarMod is a customization compilation mod, you can remove files (mods) that one doesn't like to use, so it makes your
game totally customizable, my concern here is everyone will have their own setup of their game, not everyone will be
running the full downloaded version of the mod that I had sent in zip to Armaholic, or wherever they can get it.

When I update the mod and let say I had removed some files that were causing issues in the mod, bugs basically,
then I had updated readmes, loading screens, ect,.

Does SU get the status of a personas version of the mod and update files accordingly, I really dont see how this is going to
work when not everyone will have the same files as whats on SU for the mod in total.

I mean Im afraid that I upload the full version with updates and such and then basically all the mods and or things a player
dont play with in the mod gets put right back where it was excluding the new stuff that was removed (bugs).

How would SU basically update a mod like mine, as WarMod is has no configs except the loading screen and logs I made, all files
in the mod are all addons and mods from all the other modders in the community compiled into one mod, i can make some adjustments
via a userconfig, but in terms of the mods them selves I cannot do anything, its all down to me removing a mod, or adding one or
adding one that updates and existing one, thats really it.
======
I had read the documentation on SU but it really has not cleared up for me some of these concerns or questions,
maybe you could put my mind at ease and clear this stuff up.

Thank you for your time.

Sickboy
Jul 25 2011, 21:12
Hello Sickboy,
Few questions for you sir about getting setup on SU.Hi Günter,
Thanks for your interest! Sure, will try to answer them :)


1. Im trying to understand how this works, now in general lets say i wanted a particular mod thats on SU,
I could download the mod will this mod setup in the Arma2 directory as if you had installed it the manual way like say
it would show up as @<hidden> in the arma2 directory like it should?Yes, it will download and install the mod as usual, to the game folder or mod installation folder you have setup in SU (auto detected from registry, or manually configured).
Existing modfolders can be used as source to update after conversion.

Additionally it will handle userconfigs, or e.g dll files as delivered with e.g ACRE (for ts3) and Jayarma2lib (for the game) etc.
It can also handle missions / mpmissions residing in modfolders, or on custom repositories, placing them in the proper folders.

Other than with casual downloads, the packed files will remain inside the modfolder, inside the .rsync\.pack folder, these files are used to be able to repair the modfolder or perform differential updates.
For those who have low space on their game drive, these files can be placed in any other folder on any harddrive.


2. How do i know the mod I downloaded is completely downloaded/updated on my computer, is there a status of
some sort that shows what version of the mod I have?SU uses a filelist with checksums and revision numbers to confirm if a mod is up2date, and if all files are correct, or detect missing/added files.
The status is shown as color in the UI, and further details are available inside the tooltips when you hover over a mod or preset.
The colors are also listed here: http://six.dev-heaven.net/wagn/Six_Updater+Documentation#Mod%20Status%20Colors
There's also a video which shows SU at work, statuses are also visible; http://www.six-updater.net/p/screenshots.html


3. say A2WarMod and COWarMod on SU, all i have to do is basically drag and drop the mod to the mod list and it will upload to it?Currently I am the only one who has access to uploading mods to the official network. Anyone can setup a custom network (any number of mirrors), with mods, missions and server configuration etc.
Several hosting options are available, including limited supported for free hosts like dropbox.

Perhaps in the future I could look into an API to allow mod teams to upload their own Mods to the official network, but I can be pretty quick especially if people notify me :)
More mirrors (by generous community donators) would probably be in order for that to really work.


4. WarMod is a customization compilation mod, you can remove files (mods) that one doesn't like to use, so it makes your
game totally customizable, my concern here is everyone will have their own setup of their game, not everyone will be
running the full downloaded version of the mod that I had sent in zip to Armaholic, or wherever they can get it.

When I update the mod and let say I had removed some files that were causing issues in the mod, bugs basically,
then I had updated readmes, loading screens, ect,.

Does SU get the status of a personas version of the mod and update files accordingly, I really dont see how this is going to
work when not everyone will have the same files as whats on SU for the mod in total.

I mean Im afraid that I upload the full version with updates and such and then basically all the mods and or things a player
dont play with in the mod gets put right back where it was excluding the new stuff that was removed (bugs).

How would SU basically update a mod like mine, as WarMod is has no configs except the loading screen and logs I made, all files
in the mod are all addons and mods from all the other modders in the community compiled into one modThere's a number of ways to approach this:

1. SU supports including and excluding files in modfolders, so if a user would want to exclude say x and y.pbo, he would enter those in the updater, and the files would be left untouched.

2. SU supports Presets and Mod Dependencies.
With presets we can setup a default layout of mods, and with dependencies we can force that if Mod X is used, all it's required mods are also loaded.

3. SU supports auto-config urls, with custom configuration options - normally used by server owners to setup the required and optional mods for a server (amongst other things).
Required mods are forced, while optional mods are marked, not loaded by default, so the user can pick them himself.

SU also supports mods in subfolders though as you say it's primarily a compilation of many great mods, perhaps they could be hosted seperately on SU (perhaps some of them already are?),
while presets, configuration files, and dependencies take care of the rest.

I think with one or perhaps a combination of the above (or other available features), we should be able to work out a fitting setup for the WARMod requirements.
If not, then perhaps we could discuss the needed functionality and I'll add it :)


i can make some adjustments via a userconfig, but in terms of the mods them selves I cannot do anything, its all down to me removing a mod, or adding one or
adding one that updates and existing one, thats really it.Beyond userconfigs, (override) configs and pboprefixes could be used to tweak, add or remove things if needed.

Hopefully this answers most of your questions and concerns, otherwise i'll be glad to answer more.
If you like, perhaps we could meet sometime at the skype textchat; http://six.dev-heaven.net/wagn/Six_Updater+GroupChat (http://six.dev-heaven.net/wagn/Six_Updater+GroupChat)

Günter Severloh
Jul 25 2011, 22:28
Thanks for your detailed reply.

This all seems a bit much information for me atm, i'm thinking we may have to get together on your skype program, and go over this.

Maybe a suggestion if ts an idea worth looking into and if you have time, download COWarMod and take a look at what I have
setup in terms of folders, and files. I mean COWarMod being my latest version of the WarMod series is a pretty complex set,
but in a way no more complex then any other mod, it still has the basic functionality of any mod.

That being an @<hidden> with addons folder inside, as well as userconfig files along side in the main Arma2 directory when you install it.

But each addon and mod in warmod are basically all pbo and bisign files, its not setup where each individual mod has its own @<hidden>
with addons folder inside, Im sure we all know that wouldn't work anyways, just pointing it out, but really its around 223 addons
and mods just being all the addon and mod pbos, and bisigns together in one addons folder, under the title @<hidden>

Its a chaotic mess, but I happen to get them to work together through many tests, and pulled out the ones that cause trouble.

The mod itself is not really complete or final as in bug free, but as far as my tests have gone its stable, im basically just pointing
out the complexity of the file setup, and really wondering how that could even work on SU as its all individual files under
one addons folder, see where Im getting at?

Sickboy
Jul 25 2011, 22:36
Ref "wouldn't work" with so many seperate modfolders, i'd beg to differ, with SU it is possible to run any number of modfolders, and keep it manageable at the same time.
Personally I think that would fit quite well, especially considering some are optional etc.
Also it kind of wouldn't make sense to host a mod containing mods already hosted seperately on the network, especially with the capabilities of SU in mind.

But plenty of options, let's chat some time in more detail, perhaps try the software some more, and check the video.

GROM64
Jul 26 2011, 11:16
[...] This all seems a bit much information for me atm [...]

Here's the link to the video (http://www.youtube.com/watch?v=VpdZ1obpGRQ), in case you missed it.

If you watch it, you'll get the idea how this works, in very easy to absorb manner. ;)

Günter Severloh
Jul 26 2011, 11:35
Already seen the video, its cool but dont really help me.
you got to understand the workings of warmod, I mean were talking 223 addons and mods in a file format in one addon folder, you get what im saying.

Im getting this idea from Sickboy that either hes not quite understanding the setup of my mod, or Im missing what hes saying, maybe both.
At this point in a way I almost see no value in this, I personally find it easier to just download soemthing manually, and move the files myself, same for my mod.

Im very picky and particular when it comes to something Im used to, I know thats not fair to the warmod fans, but unless this gets straightened out I really dont see myself getting into this, at another level it seems like alot more work then to just pack, zip, and upload, and submit to Armaholic.

Sickboy
Jul 26 2011, 11:50
I surely understand how the warmod works, what i've been mostly saying is that with SU the mods dont have to be in a single mod folder, and i've tried to explain why, and which options are available.
Also as said I don't mind to look at adjustments/custom features that would suit the WarMod, but as pointed out, if many of the mods are already available seperately on the SU network, im afraid I cannot host them a second time on the network in another modfolder, unless they are of small file size.

Lastly, usually you just keep releasing your mod as is; pack, send to armaholic, etc. I will fetch it there, and host it on SU. Just like any other community hoster would do.

Too bad to hear you are not a fan of change, as there's quite some potential with SU for both you and the users of your Mod.
Manually downloading mods and installing them is magnitudes more complex and time taking than using SU, especially when you play several mods and on several different servers, and it gets worse if the mods update frequently.
I'd recommend trying to be flexible and grasp the full extent of SU possibilities, but it's up to you. But I am afraid if you're opposed to change, there's not much for us to discuss :)

I think we should talk privately first and get some things out of the way :)

In any case, even if you decide not to persue SU support, I am going to look into which mods WarMod uses, and see if I can deploy it on SU, the SU way :)

Günter Severloh
Jul 26 2011, 12:15
Im not opposed to change, I'm just used to a certain way of doing things and used to I mean since OFP released,
but I think my problem is I really need to see this work to really feel confident.

I think it bothers me a little that you saying there may already be some mods already hosted on SU,
which I guess I sound dumb saying but even if they were and Im sure theres a few no doubt.

But its really the combinations of mods together in one folder all tested together and seperately
that makes the mod what it is, I know you understand that, but I just want to throw that out there.


In any case, even if you decide not to persue SU support, I am going to look into which mods WarMod uses, and see if I can deploy it on SU, the SU way
Heres the list:
==================
ASC Weapon Pack
ASC Markers
ASC Core
ASR AI Addons
ASR profile face unlocker - OA
EasyFlyPlanes
INKO Disposable
GLT Missilebox
GLT_RAW
GLT OPA Backpacks 4 All
WarFX : Blastcore
BD Hellfire
BD Tracer Lights
BD MultiGunFix & BD TunguskaZeroing
Car Radio
JTD_FireAndSmoke_0_3
All Round Defence
Map Plus
Stryker MGS and MEV fixes
TGW Zeroing
TGW Fire Mode Fix
TGW Vehicle Fixes
SAM Hand Signals
gdtmod_steerable_parachute
gdtmod_mg_nest
gdtmod_m1014_flashlight
ShackTac Fireteam HUD (STHUD)
ShackTac Movement
Ballistics
Muzzevelocity
Scopes
PvPscene Tweaks
SLX
TrueMods-OA
CG animation replacement/enhancement pack
Streamlined Radio
===========================
38 Mods from A2WarMod
This is a list of mods from A2WarMod that work In OA, mods that didn't work were removed
===========================
Andy mags - Ammo Object Replacement
ASR Grenadier Fix
ASR Disable Cursor Text
Driving AI fix
BC6 Feelings
Dynamic Shouts
Fixed Range Nightvision
GDT Mod Binocular
GDT Mod Javelin
GDT Mod Plants
GDT Mod Rifle zoom
GDT Mod Satchel
GDT Mod Under-slung Grenade Launcher sights
GDT Mod Grass
GDT Mod anti tank & grenade launcher ironsights
Infantry Stealth and Recognition Skills
Mi-24 "radar" and targeting fix
Radio Discipline
TBR Grenades A2
VF Ladder
Zeus AI Combat Skills & AI Spotting modular
Dynamic Sound AI (RUG DSAI)
BD MultiGunFix (v 1.4)
Non-blinding sun mod
Night lighting effects
LandTex
JTD FireAndSmoke
AircraftHUD - MFD/IHADSS/TADS
AH64 Apache Nose Gun Modification
zGuba Gameplay Modifications (v 21.09.2009)
ShackTac Fireteam HUD (STHUD)
GDT Mod HDR
AI Dispersion for Mounted MG's
Pistolfied's Tracers
SAP clutter
Mechanized Infantry Tactics Addon
MBG Creationism
AC130 Script Addon
=======================
10 -TrueMods in COWarMod
=======================
TrueGameplay_Animation_MovementSpeed
TrueGameplay_Animation_TransitionSpeed
TrueGameplay_Animation_TurningSpeed
TrueGameplay_Animation_SwimFatigue
TrueUser_IGUI_CommandBar_TextIcons
Trueuser_igui_text_extrasmall
Trueuser_nvgs
Trueuser_skybox_bluer
x_trueuser_igui_actionmenu_noicons
x_TrueUser_IGUI_Text_HideAmmoCount
=======================
67 -SLX Files in COWarMod
=======================
SLX_Actions
SLX_AI
SLX_AI_Diff_Armor_Balance
SLX_AI_Difficulties
SLX_AI_Dodge
SLX_AI_Identify
SLX_AI_NoAutoEngage
SLX_AI_SpawnSkill
SLX_AI_Steering
SLX_AISkill
SLX_Alpha_Numbers
SLX_Alpha_Teams
SLX_Anim_AI_LowRifleMove
SLX_Anim_AT_Lying
SLX_Anim_BinocularMove
SLX_Anim_Crawl
SLX_Anim_Death
SLX_Anim_GrenadeThrow
SLX_Anim_HeadBob
SLX_Anim_HoldSprint
SLX_Anim_Jump
SLX_Anim_MoveTransitions
SLX_Anim_PistolCivil
SLX_Anim_Prone
SLX_Anim_SteepLying
SLX_Anim_TurnSpeed
SLX_Anim_WeaponTransitions
SLX_Anim
SLX_BIS_BC_Fix
SLX_BIS_XEH
SLX_CannonSmoke
SLX_CarGunner
SLX_Cartriges
SLX_Cloud
SLX_Dialogue
SLX_Effects
SLX_ExplosionDust
SLX_FindCover
SLX_GunSmoke
SLX_Helicopter_AI_Fix
SLX_Impacts
SLX_Lights
SLX_Mod_Veh_Armor
SLX_Mod_Man_Armor
SLX_Mod_Veh_Core
SLX_ModWeapons_3D_Optics
SLX_ModWeapons_NoCrosshairs -(In storage folder)
SLX_ModWeapons_Sounds
SLX_ModWeapons_Sounds_Impact
SLX_NetCode
SLX_Radar
SLX_RagDoll
SLX_RemoveFirstAidAction
SLX_RPG7
SLX_ShotEffects
SLX_Shout
SLX_SilentVehicleCommands
SLX_SINCGARS
SLX_Suppression_Effects
SLX_Surrender
SLX_T72_Destroyed
SLX_TankHatches
SLX_TankSmoke
SLX_UAV
SLX_Wounds
SLX_Wounds_AIS
SLX_Wounds_Heads
=====================
72 -Tweaks in COWarMod
=====================
-AddedTankMovementOrderDirectionMarkers (Visuals)
-AIPistolUseFix (Gameplay)
-BlackBackgroundForGearDialog (Visuals)
-CarsFasterOffroads (Gameplay)
-DisabledBallisticsComputer (Gameplay)
-DisabledBasicConversationsForAnyUnit (Gameplay)
-DisabledBasicConversations (Gameplay)
-DisabledCenterHandIcon (Visuals)
-DisabledFatigue (Gameplay)
-DisabledForcedOpticsForBinocular (Gameplay)
-DisabledInfantryWeaponDispersion (Gameplay)
-DisabledLoadingScreenImage (Visuals)
-DisabledOnDamageSoundForHelicopters (Gameplay)
-DisabledOnDamageSoundForPlanes (Gameplay)
-DisabledOnDamageSoundForTanks (Gameplay)
-DisabledPeripheralVisionBloodTexture (Visuals)
-DisabledPeripheralVisionCueTexture (Visuals)
-DisabledPeripheralVisionEnemy (Visuals)
-DisabledPeripheralVisionFriendly (Visuals)
-DisabledPeripheralVisionNeutral (Visuals)
-DisabledPPEffectsForVehicles (Performance)
-DisabledPPEffectsForWeapons (Performance)
-DisabledRadarTargetsMFDDisplayInPlanes (Gameplay)
-DisabledStartEngineOnTurretMovementForTanks (Gameplay)
-DisabledStatisticsView (Gameplay)
-DisabledTalkTopics (Gameplay)
-DisabledWeaponSway (Gameplay)
-DoubledGetInRadius (Gameplay)
-DoubledSupplyRadius (Gameplay)
-EasyFlyPlanes by Celery (Gameplay)
(updated with Celeries latest script & replaced script by Gunter Severloh)
-EnabledTurnOutForM1A2Driver (Gameplay)
-EnabledTurnOutForT72Driver (Gameplay)
-EnabledZoomForBinocularAndLaserdesignator (Gameplay)
-ExtraCursorForAirUnits by Rg (Gameplay)
-FasterStepOverAnimation (Gameplay)
-HardLandingChoppers by Celery (Gameplay)
-ImprovedExtCameraPositionForTanks (Gameplay)
-ImprovedHelicopterAttackBehavior (AI)
-ImprovedHelicopterSurvivability by Rg (Gameplay)
-ImprovedSizeOfCompassAndGPS by defunkt (Visuals)
-ImprovedSpeedOnGravelRoads (Gameplay)
-JavelinTweak by McHide (Gameplay)
-KeepCommanderViewOnTarget (Gameplay)
-KeyshortcutsForTheGameMenus (Controls)
-LongMissionSelectionListInEditorLoadMission (Visuals)
-MadeGearDialogNonMovable (Controls)
-MadeHelicopterPilotOperateRockets (Gameplay)
-MadeSu34PilotToControlTheWeapons (Gameplay)
-MFDforAH1Z by defunkt (Visuals)
-MoreHeadMovement (Gameplay)
-MoreSluggishATV (Gameplay)
-NoIRSignatureForCarsAndMotorcycles (Gameplay)
-NoLongerShowEmptyFakeWeapon (Visuals)
-OpaqueBlackBackgroundInInterface (Visuals)
-PaleCommandBar by thebarricade (Visuals)
-PaleWeaponIconsInCommandBar by thebarricade (Visuals)
-ReducedFatigue (Gameplay)
-ReducedWeaponWeight (Gameplay)
-RemovedRadarOfGroundUnits (Gameplay)
-RemovedVehicleCursors (Gameplay)
-SeparatedEditorButtons (Controls)
-SingleWeaponModeFirstForAK (Gameplay)
-SolidBackgroundForChat (Visuals)
-StaticsVisibleAtDistance (Visuals)
-ToughChopperRotor (Gameplay)
-TweakedDebriefing (Visuals)
-TweakedExternalSoundVolumeInVehicles insideSoundCoef (Sound)
-TweakedExternalSoundVolumeInVehicles obstructSounds (Sound)
-TweakedExternalSoundVolumeInVehicles occludeSounds (Sound)
-TweakedTurretRotationSpeeds by Rg (Gameplay)
-VapourTrailsForPlanes (Visuals)
-VehiclesVisibleAtDistance (Visuals)
=========================

Sickboy
Jul 26 2011, 12:20
My point is that (generally speaking) the mods should work just as well together regardless of if they are inside 1 modfolder, or inside 100.
And with SU, they are both equally manageable.

In what modfolder they reside in is of no real consequence, while the detail IF mods are compatible with eachother is of real consequence (and the result of your testing) :)

A few examples:
- WarFX
- Zeus AI
- SMK Anims
- SAP_Clutter
- LDL AC130
- GLT Missilebox
- Several GDT mods
- Shacktac FTHud
- CBA ExtendedEventhandlers
- ASC Customizable weapons
- LandTex

Mods take up space, so I feel it is obvious that if say 50 addons are already hosted on the network, there should be no need to host them again (take up double space).
This also counts for the other side; why would you want to download / have the same addon / mod (same version), multiple times on your harddrive, if you can also have it only once?

Still, where it makes sense for technical reasons, I don't mind hosting some addons double.

While LandTex and GLT Missilebox seem to take up the most space, together with ASC and WarFX. IMO these would be candidates to stay in seperate modfolders, while they would be setup as dependencies for the WarMod.

SLX mod ordinarily would also be a candidate for seperate modfolder IMO, but since you don't use all the SLX addons, and have some optionally included etc, this probably would be best left in the WarModfolder.

Jedra
Jul 27 2011, 08:23
To add to this discussion, I think also some thought needs to be put into the management of Userconfigs in situations where you have mods that are actually 'collections of mods'.

Firstly

One of the worries I had about downloading the WAR mod was that it was going to overwrite some of the userconfigs that I already had from downloading the mods separately. If the userconfigs of a compilation mod were not updated regularly, there is a danger that a userconfig could get overwritten with an older version?

Sickboy's suggestion of just holding one copy of everything is a good one in this case. However, there are situations perhaps where a userconfig of a compilation mod is set up slightly differently to when it is in 'standalone' mode. Which leads to...

Secondly :
Let's say that I have ASR_AI loaded as a separate mod and also I have ASR_AI as part of the WAR mod. The userconfig setup for running ASR_AI in a normal config may be different to the setup in the WAR mod (where the compiler of the WAR mod may have set some specific values). Six-updater would need to manage these situations and perhaps these userconfigs which are part of compilation mods would need to be re-named somehow?

I hope this makes sense - it seemed to when I wrote it!

Sickboy
Jul 27 2011, 08:27
Should be non issue when compilation mods are just compilation of modfolders and not a single modfolder with mods.

If the compilation mod would have custom userconfigs for existing mods, the dependency loadorder should make sure the compilation mod userconfigs are taken as the primary ones.

In any case, we'll cross that bridge when we get to it.

Jedra
Jul 27 2011, 20:09
Hi,

I notice that Six is now slightly behind with the Beta's (currently 82604 on Six and 83110 on BI's beta site). I know they have been throwing them out thick and fast recently so that's understandable.

Is there any reason, or is it that you can't keep up ;-)

Sickboy
Jul 27 2011, 20:27
Usually waiting until jayarma2lib support is available. Can grab the latest beta from the usual download site if needed.
Still thinking about changing the policy :)

Jedra
Jul 27 2011, 20:40
Ah, I can see why you would wait - I guess it would mess with ACRE if you let it loose. Downloading from BI is no problem - Six updater is just making me lazy!

Sickboy
Jul 28 2011, 19:30
Latest Jay 'n Beta up :)

Sickboy
Jul 30 2011, 12:42
New SU v2.6pre build released (auto-update)!

Includes support for the new GSpy v3 protocol recently activated for A2/OA, and some other minor fixes.

Bee8190
Jul 30 2011, 15:17
Good stuff sickboy, keep it up!:)

Got question though, would aprechiate if anyone could help me with this one;

I was browsing trough addons on armaholic and found bunch of mods that i wanted to add trough the six suite ( they weren't listed under mods ) so i DL'ed them manualy but i couldn't figure out how to make the six updater to see them and convert them ( I'm aware of the game folder button but it only lets me open folders, not to add them )..so any ideas?:o

Sickboy
Jul 30 2011, 15:34
Thanks. No need to convert them, as they're not on the SU network anyway you say.

You can find the local mod folders at the Local Mods section of the Mods tab:
http://six.dev-heaven.net/wagn/Six_Updater+Documentation#Local%20(Custom)%20Mods

Lorca
Jul 31 2011, 22:42
Hi, there's a new update for VopSound. The current version is 2.3+hotfix. SU has the 2.1 version. I've been noticing, as a new user of SU, that SU has failed in updating mods that have been updated for a while now. Surprisingly, some of those mods are well known and not that obscure.

http://www.armaholic.com/page.php?id=11769

Btw, Do I have to create an account at SU website to report new mod updates? Frankly, I don't like to create extra accounts for sites that already has an official thread somewhere else where I'm already a member of.

Günter Severloh
Aug 1 2011, 00:54
Hey Sickboy,
Wondering if we can get COWarMod on SU, and A2WarMod, not sure what exactly is needed to be done to do this,
as i believe you had said you have to do this, is that correct?

gonk
Aug 1 2011, 01:15
Usually waiting until jayarma2lib support is available. Can grab the latest beta from the usual download site if needed.
Still thinking about changing the policy :)

I like this policy....but I guess not everyone is running ACRE...yet..:D.

I did not know it was running like this, as I just added a custom mod folder with the latest ACRE compatible beta inside.... so ppl know just to use the one provided by the custom repo site...

Sickboy
Aug 1 2011, 06:15
Hi, there's a new update for VopSound. The current version is 2.3+hotfix. SU has the 2.1 version. I've been noticing, as a new user of SU, that SU has failed in updating mods that have been updated for a while now. Surprisingly, some of those mods are well known and not that obscure.

http://www.armaholic.com/page.php?id=11769 Thanks, ill update it soon. if a mod is outdated, I didn't come across it and people failed to notify.


Btw, Do I have to create an account at SU website to report new mod updates? Frankly, I don't like to create extra accounts for sites that already has an official thread somewhere else where I'm already a member of.No you can post anonymously. www.six-updater.net/p/support.html (http://www.six-updater.net/p/support.html)
Best enter an email address so you get notifications.


Hey Sickboy,
Wondering if we can get COWarMod on SU, and A2WarMod, not sure what exactly is needed to be done to do this,
as i believe you had said you have to do this, is that correct?Should have some time coming weeks.

Jedra
Aug 1 2011, 14:55
Hi,

Any chance you could get the Red Hammer Studio (http://www.redhammer.su/index.php?option=com_rokdownloads&view=folder&Itemid=8&lang=en) stuff on six updater? I am always forgetting the dependencies (decals, heavy weapons etc) when I bring them in as a local mod! Consequently my EAST guys have to travel around on bicycles and tractors ;-)

You already have their cargo system on there.

Should this be posted as a request on dev heaven or is this kind of request OK here?

Sickboy
Aug 1 2011, 15:48
I'll have a look coming days, currently my job is keeping me busy for a short while :P

New/updated mods requested are preferably received @<hidden> http://www.six-updater.net/p/support.html

Jedra
Aug 1 2011, 15:58
I'll have a look coming days, currently my job is keeping me busy for a short while :P

New/updated mods requested are preferably received @<hidden> http://www.six-updater.net/p/support.html

Excellent, thanks. Where on earth do you find time for a job!

Lorca
Aug 1 2011, 17:59
Thanks, ill update it soon. if a mod is outdated, I didn't come across it and people failed to notify.


Sickboy, I noticed that you updated VopSound but I checked the readme of this mod in SU and it says v2.2.

Sickboy
Aug 1 2011, 18:33
Sickboy, I noticed that you updated VopSound but I checked the readme of this mod in SU and it says v2.2.

Caramba :) Fixed!

Lorca
Aug 1 2011, 19:04
Caramba :) Fixed!

Thanks Sickboy. One more thing, in the VopSound thread there's an extra download link that says, "Due to a misplaced sound in config, theres is a newer version of vops_c_guns.pbo available."

Maybe this is beyond your scope of your duties? In any case, it will be nice to see like a note in SU telling about this extra VopSound 2.3 "patch". Is beyond me why the author of this mod didn't add this patch along with the 2.3v. Anyways, if you are interested, here's the link of this patch:

http://depositfiles.com/files/gztzj2tpv

This link was given by the author in the VopSound thread.

Sickboy
Aug 1 2011, 19:24
Cheers! That was already included in the download.

Lorca
Aug 1 2011, 19:52
Cheers! That was already included in the download.

Ok. thanks.

Sickboy
Aug 3 2011, 14:54
Currently collecting some SU repository bandwidth graphs, for fun/statistical value;
Official SU Network: http://s1111.photobucket.com/albums/h468/sickboy6th/SU%20Statistics/2011-07/ (http://s1111.photobucket.com/albums/h468/sickboy6th/SU%20Statistics/2011-07/)
Custom Repositories: http://s1111.photobucket.com/albums/h468/sickboy6th/SU%20Statistics/Custom%20Repositories/ (http://s1111.photobucket.com/albums/h468/sickboy6th/SU%20Statistics/Custom%20Repositories/)

If anyone wants to share their SU Custom Repos bandwidth graphs let me know.
For the official network im trying to get some more graphs, while also in the future I would like to provide more detailed statistics.

The official network probably moves about a TB/day :) (15 mirrors with approx 80 GB/day)

Nomadd
Aug 4 2011, 14:43
@<hidden>

I took a break from ARMA2 and now I am back playing. I played around with your first version of sixupdater but this newest version(2.5) is just incredible. I was very impressed after I downloaded and set it up, how easy it is to use and how useful. Now, I only use sixupdater to manage my mods and launch the game.

I do have a couple of questions

1: Is the way you load the mods important? If so, how can I change the load order. It looks like it is done alphabetically. Maybe this is not important anymore. I looked in the documentation but could not find an answer. It is also possible I missed it in the documentation(wouldn't be the first time).

2: This is not really important just curious. I use the betas(from BI). Everything on Sixupdater so far as always been up to-date. Whenever someone releases an update you are amazingly fast at updating sixupdater, except for the beta updates. Is there a reason why? I know alot of folks use ACRE and have to have jayarmalib and that is dependent on staying up with the betas, or do you wait until some testing as been done on the betas to make sure nothing major breaks.

What you have made for the Arma community to manage mods is a wonderful tool. Thank you for all your hard work.

Nomadd

Sickboy
Aug 4 2011, 15:04
Thanks for your kind words :) More stuff planned http://dev-heaven.net/projects/six-arma-updater/roadmap (http://dev-heaven.net/projects/six-arma-updater/roadmap)
But is on low prio currently due to job very busy for a short while :)

1 is mostly answered @<hidden> http://six.dev-heaven.net/wagn/Six_Updater+FAQ#How%20to%20change%20Mod%20loading%20order
But there are some bugs currently; http://dev-heaven.net/issues/23079

Proper designed addons should not require specific modfolder load order. Only once two addons try to perform changes to the same properties, the load order could matter. Also if addons share the same pboprefix (only one of them can be active at a time), the load order will matter too.


2 is answered @<hidden> http://forums.bistudio.com/showthread.php?p=1991647#post1991647 (http://forums.bistudio.com/showthread.php?p=1991647#post1991647)

Sickboy
Aug 5 2011, 17:08
Hi,

Any chance you could get the Red Hammer Studio (http://www.redhammer.su/index.php?option=com_rokdownloads&view=folder&Itemid=8&lang=en) stuff on six updater? I am always forgetting the dependencies (decals, heavy weapons etc) when I bring them in as a local mod! Consequently my EAST guys have to travel around on bicycles and tractors ;-)

You already have their cargo system on there.The whole RHS arsenal is now available on SU!

175 Mods encounting! :)

Jedra
Aug 7 2011, 13:21
The whole RHS arsenal is now available on SU!

175 Mods encounting! :)

Nice one - Six comes into it's own with mods like these that have quite a lot of dependencies (ok. two - but my memory aint what it was!) - previously I had to trawl through Aramaholic to remember what was dependant on what! Now, just one click and all the right stuff is there - bloody excellent as we say over here in England!

You're doing an excellent job with this Sickboy - much appreciated.

Sickboy
Aug 7 2011, 14:12
Six Updater v2.6 WIP Report 2 - Pre6

http://www.six-updater.net/2011/08/six-updater-v26-wip-report-2-pre6.html (http://www.six-updater.net/2011/08/six-updater-v26-wip-report-2-pre6.html)

---------- Post added at 15:46 ---------- Previous post was at 15:43 ----------


1 is mostly answered @<hidden> http://six.dev-heaven.net/wagn/Six_U...oading%20order (http://six.dev-heaven.net/wagn/Six_Updater+FAQ#How%20to%20change%20Mod%20loading%20order)
But there are some bugs currently; http://dev-heaven.net/issues/23079 (http://dev-heaven.net/issues/23079)
This has been solved in the just released v2.6pre6.

---------- Post added at 16:12 ---------- Previous post was at 15:46 ----------


Nice one - Six comes into it's own with mods like these that have quite a lot of dependencies (ok. two - but my memory aint what it was!) - previously I had to trawl through Aramaholic to remember what was dependant on what! Now, just one click and all the right stuff is there - bloody excellent as we say over here in England!

You're doing an excellent job with this Sickboy - much appreciated.

Thanks :-)

Sickboy
Aug 8 2011, 08:46
Latest server and SU items stats; http://forums.bistudio.com/showpost.php?p=1998988&postcount=6

Smurf
Aug 8 2011, 23:08
Hi,

how you de-select or "fold" the "advanced informations" when you click in some mod\addon?

Sickboy
Aug 9 2011, 06:30
Hi,

how you de-select or "fold" the "advanced informations" when you click in some mod\addon?

Hold CTRL button and click on the record.
Improvements planned - http://dev-heaven.net/issues/22851

Smurf
Aug 9 2011, 11:11
Great, one of the few things that bothered me.

Thanks for the quick response.

Sickboy
Aug 9 2011, 11:12
Great, one of the few things that bothered me.

Thanks for the quick response.NP - I'll gladly receive tickets about any outstanding issues you might encounter etc :)

tomz
Aug 9 2011, 16:43
hello men,
i have got an issue with the sixupdater.
Since the Addonsync doesn't work for some time, i have to get back to the sixupdater to update the ACE for ArmA2:OA.
So, i've downloaded and etc... but when the synching starts, the following error message i've received:

receiving incremental file list
[receiver] io timeout after 30 seconds -- exiting
rsync error: timeout in data send/receive (code 30) at /home/lapo/package/rsync-3.0.8-1/src/rsync-3.0.8/io.c(140) [receiver=3.0.8]

I've figured out, that this is some kind of rsync problem, but i can't solve it.
Anybody has an advice?
Thanks in advance,
tomz

Sickboy
Aug 9 2011, 16:49
hello men,
i have got an issue with the sixupdater.
Since the Addonsync doesn't work for some time, i have to get back to the sixupdater to update the ACE for ArmA2:OA.
So, i've downloaded and etc... but when the synching starts, the following error message i've received:

receiving incremental file list
[receiver] io timeout after 30 seconds -- exiting
rsync error: timeout in data send/receive (code 30) at /home/lapo/package/rsync-3.0.8-1/src/rsync-3.0.8/io.c(140) [receiver=3.0.8]

I've figured out, that this is some kind of rsync problem, but i can't solve it.
Anybody has an advice?
Thanks in advance,
tomzHi!

SU network has both rSync (rsync://) and zSync (http://) mirrors, do you have issues with both?

Please make sure you have properly configured your firewall(s) and security suite(s), exclude all the SU executables (especially tools\bin\rsync.exe and zsync.exe) from these utilities (and if possible, upgrade to the latest version of these softwares).
http://six.dev-heaven.net/wagn/Six_Updater+Documentation#Firewalls,%20ports%20and%20security/antivirus

If still issues please create a ticket with SU log files and details (what security software do you run etc) and hopefully we can figure it out.
http://www.six-updater.net/p/support.html

tomz
Aug 9 2011, 17:14
I think it's an rsync issue, because i've tried to use rsync from command line, and there was the same error message.
I've tried to turn off my antivirus software (NOD32 2.70.39), without effect.
I am behind an home gateway (router) but it has all the ports open.
I use the XP SP3 integrated firewall. I've configured all the programs mentioned in the FAQ/Trsh section (rsync, zsync, sixupdater gui, etc...) without effect.
I've tried to completely turn off the firewall, without effect.
So, i am now stucked, and haven't any idea, what's wrong.

---------- Post added at 07:14 PM ---------- Previous post was at 07:10 PM ----------

by the way, what is it mean?

"SU network has both rSync (rsync://) and zSync (http://) mirrors, do you have issues with both?"

I can somewhere change the synching method (rsync or zsync) in the sixupdater?

Sickboy
Aug 9 2011, 17:22
It's a known issue with Cygwin rSync and older versions of NOD32. Only upgrade or uninstall of NOD32 helps, sorry.

Re rSync/zSync, well there's a couple of zSync mirrors and a couple of rSync mirrors in the network, and SU will select another mirror when a failure occurs.
You can also disable all the rsync:// mirrors and only leave the http:// ones enabled.
Enable "Advanced" mode up top, and select the Mirrors datagrid, then tick the disabled checkbox at all the rsync:// mirrors.
(Make sure you run Six Updater 2.x (http://www.six-updater.net/p/download.html) and not the old legacy suite)

tomz
Aug 9 2011, 18:32
Well, thanks for the advice about the NOD32 stuff. I'll try to get another version, and we'll see it.
But before i'll check out the zsync method described. I run the latest 6UD.
Anyhow, thanks again.

Sickboy
Aug 11 2011, 19:38
Released v2.6pre7 with some fixes and enhancements (available on auto-update), another release and WIP report is planned for coming weekend.

Freeborne
Aug 13 2011, 07:31
For the love of god PLEASE slow the frequency of your updates!

I can't stress this enough. It shouldn't take 2+ minutes to load the program because it has to download small updates (that I imagine add nothing for majority of users).

I think I've downloaded 8.1MB updates which re-installed this app at least 3 times in the past month!

I also see posts about Release Candidates, and milestones. I find this all confusing when you are pushing out updates almost every week and they are not optional (minor updates should be optional, major updates that break older versions should have warning prompt).




I find SU currently ineffective as a server browser. Can you change default window to be "Server Browser". For the players who load your app twice a day they want to see the content that changes constantely and represents why they loaded the app in the first place. Can there be a option to filter by country (or multiple countries) like with YOMA, which can be saved to default view. This should make it faster to load the servers too.


Bottom frameset. Can the left frame vertical sizing be made seperate from the right frame?

As well as the "Current Server MOTD" is it possible to put in custom (formatted) info in the server config.yml? This would let admins put in hyperlinks back to their forums, squad logo's, etc which would be useful.

The config.yml contains a list of MPMissions. Is this dynamically generated? Either way if you could display the missions in SU that would be great if we could search for a mission and find a server that is hosting it.

Installation is simply and quick, but maybe add a setup wizard that asks things like "What Country are you in" and then show countries they can filter by, let them choose their 'pack' drive (explaining what it means) and set up other options. Should reduce the amount of times you have to go back and change settings after learning what they do.


P.S: Apologies if that all sounded negative. Overall, fantastic work and you're a boon to this community, just hoping you can improve SU to make it more user friendly and useful so everyone can use it, instead of the current miss-mash of apps everyone uses.

.kju [PvPscene]
Aug 13 2011, 07:44
Suggestion: Disable auto update by default, so that the common users uses only stable releases.

Sickboy
Aug 13 2011, 08:44
@<hidden>: If the majority of the people would have problems with the updates, then that might be an idea.
Until now only a few mentioned it, and usually it's a complaint about multiple updates a day or large file sizes, which isn't the case currently.
The updates are generally important. Im also receiving unhandled exception reports on my tracker, these are solved with updates, and reduce the spam.
People can opt-out, but I do not recommend it.
This is how I develop and release my projects, if people want to use my free software and hosted services, they can suck it up.


@<hidden>:

Software Updates
The update frequency once was once or multiple times a day (I agree, that's a little much), at least multiple times a week.
The current update frequency is much lower, and if you don't want to enjoy the latest improvements and fixes, disable the bloody auto update!
http://six.dev-heaven.net/wagn/Six_Updater+FAQ#How%20can%20I%20prevent%20SU%20from%20updating%20to%20new%20versions%20automatically?

The updates don't reinstall the whole app, just changed files. No version should "break" older versions - if you know a specific situation, please report it).

If the issue is payment required for International Traffic (which is afaik the case for Australia), or slow downloads from Australia, perhaps try to arrange an aussie mirror (I hear providers offer this possibility esp for game related materials).
Ticketed multi-mirror support for SU software updates: http://dev-heaven.net/issues/23414

And those updates absolutely contain vital fixes and improvements, for the majority of the users. Follow the news (http://www.six-updater.net/) if you want to know what exactly, or follow the project activity http://dev-heaven.net/projects/six-arma-updater/activity
http://dev-heaven.net/projects/six-arma-updater/repository/revisions

The update released earlier this week wasn't even planned but due to outstanding bugs that affected servers with custom repos, I had to deploy it.

With each news blog (WIP report about pre-releases, RC's and Stable) next to auto-update, a setup.exe is released, so even without auto-update you can download a specific release and stick to it.

TBH - these comments about regular (optional, though really recommended) updates makes me wanna throw up, and then about 8.1 MB !?!?!
Which is actually already reduced by 50% (it was like 16 MB) because of people whining about update sizes.
I've gone through great lengths already to improve the update experience, by reducing file size and improving install/upgrade procedures.


Missions
You can host missions on a custom repo yourself, see the documentation http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup.
When missions are assigned to a server (in server.yml) the missions will be auto downloaded on install/update/join.

There's one semi-officially hosted missions repo (1600+ missions collected by '76') listed here:
http://www.six-updater.net/p/communities.html
When you have a server selected with a custom repos, the missions are under the Custom Repos -> Missions tab.
http://i55.tinypic.com/2cpp6qt_thumb.png (http://i55.tinypic.com/2cpp6qt.png) CLICK TO ENLARGE

Full support for missions on the official network is ongoing. http://dev-heaven.net/issues/17686


MOTD and other Server Info
MOTD info can be entered in the server.yml - currently no support for (clickable) urls or images. Urls should be easy, images perhaps for the future. http://dev-heaven.net/issues/23410
Homepage url for a custom repo can already be entered in config.yml, while you can also add info url to every server.yml.
If a user right clicks a server and selects "Get more info about server", the user will be sent to (in this order of priority, if info isn't defined it will try the next):
- Server info url
- Repo homepage url
- Url extracted from server-name
I suppose I could add a button at the MOTD info that says "Visit homepage" or so. http://dev-heaven.net/issues/23409

Fully commented config and server yml examples available at: http://www.pastie.org/2270406


Server Browser
You can sort (left click), group (right click) on any column in any of the data grids, incl the Server Browser, and you can search Country already:
http://i53.tinypic.com/29xhkp5_thumb.png (http://i53.tinypic.com/29xhkp5.png)(CLICK TO ENLARGE)
(Search fields are remembered too, so searching on server name or country will filter the server browser on next startup the same way)

Searching on continent (aka multiple countries) is planned: http://dev-heaven.net/issues/23240
Saving/loading of search profiles ticketed http://dev-heaven.net/issues/23411


Other
Allowing to choose the default tab that is displayed on startup (or remembering last tab) ticketed at: http://dev-heaven.net/issues/18614

Beginner mode/wizard is planned: http://dev-heaven.net/issues/16592

More flexibility for changing frame sizes ticketed at: http://dev-heaven.net/issues/23408


If you have other feedback, suggestions, feature requests or bug reports, please create a ticket per issue, and I'll look into it. Thanks!
http://www.six-updater.net/p/support.html
(Big chance it's already on the Roadmap: http://dev-heaven.net/projects/six-arma-updater/roadmap)

PS. Apologies if that sounded negative. Im just working my bloody ass off on this project for your and other's benefit.

jblackrupert
Aug 14 2011, 07:27
I just checked it out but this what I get on several systems I've tested it on.

- Takes a long time to load
- Eats up large amounts of memory and slows the system down to a crawl
making it barely usable.
- Many listed mods are seriously out of date by several versions.

Sickboy
Aug 14 2011, 08:01
I just checked it out but this what I get on several systems I've tested it on.

- Takes a long time to load
- Eats up large amounts of memory and slows the system down to a crawl
making it barely usable.
- Many listed mods are seriously out of date by several versions.
- It only takes first time long to load
- Memory usage and performance will be improved. I dont know about slowing systems down to a halt. Perhaps exclude SU from your security suites. http://six.dev-heaven.net/wagn/Six_Updater+Documentation#Firewalls,%20ports%20and%20security/antivirus
- How about you be a helpful rupert and tell me which mods are supposedly outdated? I can't keep tabs on every mod out there. People let me know about outdated or new mods @<hidden> http://www.six-updater.net/p/support.html disqus comments.

Feel free to create a ticket with details and logs for issues you come across at http://www.six-updater.net/p/support.html

Wolffy.au
Aug 14 2011, 09:05
I just checked it out but this what I get on several systems I've tested it on.

- Takes a long time to load
- Eats up large amounts of memory and slows the system down to a crawl
making it barely usable.
- Many listed mods are seriously out of date by several versions.
I dunno man - I find the application itself performs fine, never had memory problems and the such. What are the specs of your PC out of curiosity?

If you find a mod out of date, just ask if it can be updated. Its not like we spend all of our spare time looking for the latest updates. :)

Freeborne
Aug 14 2011, 09:20
Brilliant post mate! Thanks for taking time to respond to my post, and in such detail :)


if you don't want to enjoy the latest improvements and fixes, disable the bloody auto update!

Disabling the updates is not intuitive. Instead of having to create a shortcut with a specific paramater why not have a check-box in the Options area.

'Minor' updates could be optional (by default). I don't mean to offend, but less frequent updates would (IMHO) make SU appear more polished and professional and regain confidence in your program (which from my experiences players find quite confusing).

You say the frequent updates are necessary to fix bugs, but ther other way to look at it is "would there have been less bugs if updates weren't pushed out so quickly?"

We have an Australian mirror (thx AEF/Platform Networks) and my concern was with the time it takes to download/unpack the updates. Even though it's only 8.1MB it's not a quick download. When I fire up the program (usually only once a week as I don't use it as a server browser) it's annoying that it takes 3+ minutes just to 'check' if ACE/CBA/ACRE needs updating (that's also with AutoSync off)


Otherwise all the future changes look very promising, and I'll be keeping an eye more closely on SU in future. Cheers.

Sickboy
Aug 14 2011, 09:22
Thanks for response.
As pointed out, this is how I develop and release, and it works pretty well, SU has a lot of activity, new features, fixes, and improvements every week. Bugs are often reported and feedback given about new features, which are improved by it.
I develop and manage this project on my own, and development has to be fun and useful for me, or you'd have no SU to use, right?
Besides, requests for assistance fall on deaths ears.

I do agree that daily updates is too much, and rather works against than for the project. Hence it's about once a week. The last 2 updates have been because of gamespy changes BIS activated recently, and some other bugs found.
I disagree on the professionallity argument, and otherwise don't really care what people think TBH. It's easy to whine/judge, and it's in human nature to fight change.


Disabling updates isn't intuitive because it's intended.
The argument ref the time it takes to download+unpack+install the software updates, will soon be resolved once i've added SU setup multi-mirror download, so you can download the software updates from the Australian mirror.
You can even improve the situation for yourself by starting the updater at an earlier time than when you intend to use it.


AutoSync off will not allow you to see if a mod is outdated (unless you manually sync), as it's exactly that sync (with SU portal) who retrieves this new information :)
Besides, for a quick look you can just as well look at http://stats.six-updater.net/mods

How long does sync with SU portal take for you btw? It's from the same dev-heaven.net server, so it might be slowed down for Australia (again).


In any case, performance and memory usage will be improved. There's just been too many other, more important, things to be worked out.
Usability improvements the same.


Most of the tickets linked in my previous post have already been resolved for tomorrows update.


Otherwise all the future changes look very promising, and I'll be keeping an eye more closely on SU in future. Cheers.Glad to hear :)

anarcho
Aug 14 2011, 09:40
- Eats up large amounts of memory and slows the system down to a crawl
making it barely usable.


If you have so little memory on your computer, you could always use the option to create a game shortcut with the SU so you don't have to have running all the time?

Sickboy
Aug 15 2011, 13:55
Six Updater v2.6 RC1 Released!

Release Notes (http://www.six-updater.net/2011/08/six-updater-v26-wip-report-3-rc1_15.html)

The milestone is nearly complete - stable hopefully soon, then moving on to v2.7 (http://dev-heaven.net/projects/six-arma-updater/versions/1079).
(Mirror support for su-setup software download isn't active yet - so still slow software update from .AU).

D3lta
Aug 15 2011, 17:53
Hi sickboy,

what's the best tutorial to create a server repository using repobuilder?


Best regards
D3lta

Sickboy
Aug 15 2011, 17:56
http://six.dev-heaven.net/wagn/Six_Updater+CustomRepos_Setup

D3lta
Aug 15 2011, 18:10
Very thanks sickboy, however, I already knew about your official page. I'll try.

Best Regards.

Sickboy
Aug 15 2011, 18:16
Very thanks sickboy, however, I already knew about your official page. I'll try.

Best Regards.

If questions come join us @<hidden> http://six.dev-heaven.net/wagn/Six_Updater+GroupChat

Sickboy
Aug 18 2011, 07:54
SU v2.6 (http://dev-heaven.net/projects/six-arma-updater/versions/1024) is about done, RC2 this weekend.

For SU v2.7 (http://dev-heaven.net/projects/six-arma-updater/versions/1079) im planning to do a performance / memory usage overhaul, decrease startup time and improve processing time etc, as well as some more bug fixes.
New features etc are moved up to v2.8+.

If you have feedback ref SU performance / memory usage etc, please post ASAP ;-)

Sickboy
Aug 18 2011, 10:30
I just checked it out but this what I get on several systems I've tested it on.

- Takes a long time to load
- Eats up large amounts of memory and slows the system down to a crawl
making it barely usable.
- Many listed mods are seriously out of date by several versions.

Still awaiting reply...

http://forums.bistudio.com/showthread.php?p=2003139#post2003139

Jedra
Aug 19 2011, 00:16
With regard to performance issues...

Would I like it to start quicker? Yes, but I think that it is related to the number of profiles. On my main machine it takes a while to startup but I have around 50 profiles and all but 5 of the currently available mods downloaded. On my testing clients that have far fewer profiles, it starts up quickly. I would like ALL of my apps to start quicker!!

It would be great if swapping between active profiles was a little quicker, but again I am not going to stop using it because it takes 5 seconds rather than 2!

The speedtest can take a while, but as you add more mirrors I guess it has to go through them all. As you don't have to do this very often and it is a beneficial exercise then again, I am not to worried.

Memory usage is now rock solid. A while back it was getting all megalomaniac on my ass and eating RAM for fun, but now it is rock solid at around 400-500Mb.

Not spotted anything myself that is out of date, but then again, until you implement that 'psychic mod updater' you are working on it is up to us to let you know when we spot one!

Conclusion - I would rather see functionality over performance for this app if there is a compromise to be made. I have been in IT too long to doubt that a compromise is always necessary in this respect.

Sickboy
Aug 19 2011, 06:04
Thanks Jedra, it's rather about what I want and feel like working on :)
Last few versions have brought a lot of new features.
Now I wanna refactor and fix+improve things before adding more on top of the pile, especially before bigger features planned for v3.0

See the v2.7 roadmap (http://dev-heaven.net/projects/six-arma-updater/versions/1079) and the others for more details.

If you have a feature in mind that you (and perhaps everyone else) "gots to have" - please point :)

DukeNukeM.
Aug 19 2011, 18:21
Hi Sickboy,

I read through this thread but i still have a few questions.

1)
SU supports including and excluding files in modfolders, so if a user would want to exclude say x and y.pbo, he would enter those in the updater, and the files would be left untouched.How does one do this?

2) Is there a way to see the list of files that are included inside a mod (ala YOMA addonsync used to allow you to see the whole list). I know right click on an official mod and "get info about mod" will display a webpage with the list but its not the easiest list to read.

3) Lets say you download @<hidden> that is on SU official network. Then u join a server's custom repo that also has @<hidden> in there as well. So will u be having 2 copies of the @<hidden> pbo on your harddrive? Can i just have the official SU version of the island and ignore the custom repo one?
Similar to http://dev-heaven.net/issues/17635.

4) How do we use the "server monitor" ? I can't figure out how to show the list of players on the server.

Thanks and sorry for so many questions.

Sickboy
Aug 19 2011, 18:30
1) How does one do this?

SU supports including and excluding files in modfolders, so if a user would want to exclude say x and y.pbo, he would enter those in the updater, and the files would be left untouched.
In the Mod datagrid, there are Excl and Incl fields, split the entries with ;
e.g for jayarma2lib, expansion/beta, Excl field: dsound.dll
or e.g you only want the bikeys: Incl field: *.bikey


2) Is there a way to see the list of files that are included inside a mod (ala YOMA addonsync used to allow you to see the whole list). I know right click on an official mod and "get info about mod" will display a webpage with the list but its not the easiest list to read.Open the modfolder is one way, but I suppose I could add some better view. Ticketed at http://dev-heaven.net/issues/23588


3) Lets say you download @<hidden> that is on SU official network. Then u join a server's custom repo that also has @<hidden> in there as well. So will u be having 2 copies of the @<hidden> pbo on your harddrive? Can i just have the official SU version of the island and ignore the custom repo one?
Similar to http://dev-heaven.net/issues/17635.If the island is of the same version, then keeping only 1 version is a good idea,
if the versions aren't the same then you should either keep 2 versions, or adjust the server mods path to point to the normal mod path (usually game folder), so that you will automatically migrate between the official network version when you join such server, or to the specific custom repos version if you join a server with custom repos.


4) How do we use the "server monitor" ? I can't figure out how to show the list of players on the server.Select a preset with the server you want to monitor, or select the server up top at "Overrides".
The server monitor should update with the server's info and keep updating it every 8 or so seconds.
If that's not the case, please create a ticket with details and log files: http://www.six-updater.net/p/support.html


Thanks and sorry for so many questions.NP :-)

DukeNukeM.
Aug 19 2011, 19:23
In the Mod datagrid, there are Excl and Incl fields, split the entries with ;
e.g for jayarma2lib, expansion/beta, Excl field: dsound.dll
or e.g you only want the bikeys: Incl field: *.bikey

First example is when u want to exclude overriding the dsound.dll in expansion/beta, u put filename in Excl field, and vice versa. Got it.


Open the modfolder is one way, but I suppose I could add some better view. Ticketed at http://dev-heaven.net/issues/23588Thanks. If mod is not on official network, eg. UOMods, "right click->get info" will not show a list.


If the island is of the same version, then keeping only 1 version is a good idea,
if the versions aren't the same then you should either keep 2 versions, or adjust the server mods path to point to the normal mod path (usually game folder), so that you will automatically migrate between the official network version when you join such server, or to the specific custom repos version if you join a server with custom repos.If the island is of same version, does Six updater detect that there is a duplicate and just skip the download? Or it will download the island into the @<hidden> folder, then you have to manually go in and delete the files?

Could you explain this: "adjust the server mods path to point to the normal mod path (usually game folder), so that you will automatically migrate between the official network version when you join such server, or to the specific custom repos version if you join a server with custom repos"


Select a preset with the server you want to monitor, or select the server up top at "Overrides".
The server monitor should update with the server's info and keep updating it every 8 or so seconds.
If that's not the case, please create a ticket with details and log files: http://www.six-updater.net/p/support.htmlThis works perfectly. Thanks.

Oh one more, what is the difference between "size" and "size WD" column in mods datagrid?

Should i be asking these questions elsewhere or this is the place to ask? :o

Sickboy
Aug 19 2011, 19:49
Thanks. If mod is not on official network, eg. UOMods, "right click->get info" will not show a list.If the CustomRepos hoster has a homepage set inside the config.yml, the Get info action should direct you to their homepage unless the mod has an explicitly defined homepage url.
Also if the mod also exists on the official network, and it has a homepage url there, it will use that as fallback.


If the island is of same version, does Six updater detect that there is a duplicate and just skip the download? Or it will download the island into the @<hidden> folder, then you have to manually go in and delete the files?Manually currently. But at least if the CustomRepos mod folder doesn't exist yet, it will copy the existing official network mod content and use it as a basis to migrate to the custom repos version.


Could you explain this: "adjust the server mods path to point to the normal mod path (usually game folder), so that you will automatically migrate between the official network version when you join such server, or to the specific custom repos version if you join a server with custom repos"If you set the server mod path in options, or on a server, to the same folder as where you install official network mods, then it will use existing folders instead of creating another copy.
SU will just migrate you between the official network version and the custom repos version (by only transfering delta differences), depending on which preset/server you're using.



Oh one more, what is the difference between "size" and "size WD" column in mods datagrid?Haven't really humanized those names yet, WD is the internal name for Working Directory. Size is actually Size Pack.
Pack is the internal name for the .rsync/.pack contents.
So Size talks about the compressed content, and Size WD about the uncompressed content which is actually used by the game.


Should i be asking these questions elsewhere or this is the place to ask? :oHere's fine, otherwise the discuss box at the bottom of http://www.six-updater.net/p/support.html
I'll try to improve documentation and FAQ as questions and answers come in :)

Bugs, feature requests and feedback on the issue tracker, of course ;)

---------- Post added at 21:49 ---------- Previous post was at 21:32 ----------

I'm just realizing, you might have meant what happens if you have @<hidden>\addons\someisland.pbo, and you get the same island from a custom repos in @<hidden>\addons\someisland.pbo.

In this case you will have double someisland.pbo
SU does warn about duplicate pbo's, but performs no actions.

I would argue that the someisland.pbo on the custom repos should be hosted in the same mod folder structure as it was released or as it was commonly used, so instead of adding it to @<hidden> it should be in @<hidden>

There are some tickets open ref file caches and cancelling out duplicates, http://dev-heaven.net/issues/17634 for instance, and http://dev-heaven.net/issues/19447.

DukeNukeM.
Aug 21 2011, 14:13
Thanks for the help so far.


If you set the server mod path in options, or on a server, to the same folder as where you install official network mods, then it will use existing folders instead of creating another copy.
SU will just migrate you between the official network version and the custom repos version (by only transfering delta differences), depending on which preset/server you're using.
Whats the difference between setting servermods path in options vs setting it per server? I guess how to set it per server is in server browser tab, find the server, scroll right and 'server mods path' column right?

What do u mean by migrate betw the official network version and custom repo version?
Eg. I do a update/install depending on which preset i use and it will update my @<hidden> to the version used in the preset?For example, official SU version of @<hidden> is 1.5. custom repo uses 1.4. So when i install/update using customrepo preset, it will downgrade my @<hidden> to 1.4 using delta patching. Then if i connect to another server later, i will have to patch it back to 1.5 again, but all the time having only 1 copy of @<hidden>?


---------- Post added at 21:49 ---------- Previous post was at 21:32 ----------

I'm just realizing, you might have meant what happens if you have @<hidden>\addons\someisland.pbo, and you get the same island from a custom repos in @<hidden>\addons\someisland.pbo.

In this case you will have double someisland.pbo
SU does warn about duplicate pbo's, but performs no actions.

I would argue that the someisland.pbo on the custom repos should be hosted in the same mod folder structure as it was released or as it was commonly used, so instead of adding it to @<hidden> it should be in @<hidden>

There are some tickets open ref file caches and cancelling out duplicates, http://dev-heaven.net/issues/17634 for instance, and http://dev-heaven.net/issues/19447.Yes that's what i mean. I would rather have the official @<hidden> folder rather than having the someisland.pbo buried inside the @<hidden>\addons\someisland.pbo. So i can still use @<hidden> as a standalone addon, if you understand what i mean.

In that case since there is a prompt of duplicate pbo, user can go and decide to delete it in @<hidden> if wanted.

Sickboy
Aug 21 2011, 16:32
UO has an alternative configuration where server custom repos mods are downloaded to the normal mod installation folder.
Try another one that leaves server mods path behaviour untouched: http://www.six-updater.net/p/communities.html (though many of them run mostly mods from the official network anyway..)
And you will find that, by default, all server custom repos mods are installed to a subfolder called "ServerMods" instead of into the normal mod instalaltion folder.
I was talking about duplicate modfolders like @<hidden> and ServerMods\@<hidden>
You were referring at podagorsk.pbo being inside 2 different modfolders.

There's indeed the duplicate addon warning, and there's more stuff on the roadmap.
Also as pointed out, the duplicate addons is a problem caused by the fact that UO for example put islands / other addons together inside one modfolder, instead of of as how they are official released or available on the official six updater network; in seperate modfolders.
You can ask them to split it up properly, and the problem is gone :)
With SU it matters little if you manage 5 or 50 modfolders.

---------- Post added at 18:32 ---------- Previous post was at 18:31 ----------

Hopefully releasing RC2 in a bit though I haven't been able to move that much work due to job commitments and some CBA and ACE script optimizations and fixes :)

6StringShredder
Aug 22 2011, 03:44
Ive been fiddling around with SU for a few days now. (thanks sickboy for telling me about it).. Its great easy stuff.

It attemtps to launch the game and loads about 90 percent of the way before the game actually comes up. Than just stops and a message comes up and says "arma2 has stopped working". Last night i did not have this problem.

Also it believes my OA is standalone and it is not. But i cant add a second path to arma2 cause there is only one "path" spot. All the ace stuff is installed accept CBA_A2.

Thats my problem, so i dont know what the heck i did. Does any one have an idea?

Any help is appreciated

Sickboy
Aug 22 2011, 06:14
See http://six.dev-heaven.net/wagn/Six_Updater+FAQ#Detect%20seperate%20Combined%20Ops%20installation
Especially note about Steam.

dikkeduif
Aug 22 2011, 14:46
Hi,

We're planning to switch our yoma addonsync repositories to sixupdater. I'm just wondering who is in charge of keeping the global repositories up to date? The reason why I'm asking is because we (at tangodown.nl) want to use the @<hidden> mod which is available in the repository, but back in the days when these units were first released, JerryHopper received a new version of the ddam_cx.pbo file from the ddam team.

The new version allows us to use the features from OA (lasers, etc and I think also contains some bugfixes). Aeneas disappeared before OA was released and was never able to add this changed pbo file into the DutchArmy package.

It might be nice if this file could be placed in the global repository, because we want to host as little as possible ourselves because of our limited bandwidth on the server.

How do we go about on finding a solution for this? Any help is appreciated

Foxtrot_Alpha_Whiskey
Aug 22 2011, 15:29
Suggestion: Could you maybe include an option to connect to the net through a proxy? I say this because I'm at uni and they block some of the ports.

Sickboy
Aug 22 2011, 16:39
Hi,

We're planning to switch our yoma addonsync repositories to sixupdater. I'm just wondering who is in charge of keeping the global repositories up to date? The reason why I'm asking is because we (at tangodown.nl) want to use the @<hidden> mod which is available in the repository, but back in the days when these units were first released, JerryHopper received a new version of the ddam_cx.pbo file from the ddam team.

The new version allows us to use the features from OA (lasers, etc and I think also contains some bugfixes). Aeneas disappeared before OA was released and was never able to add this changed pbo file into the DutchArmy package.

It might be nice if this file could be placed in the global repository, because we want to host as little as possible ourselves because of our limited bandwidth on the server.

How do we go about on finding a solution for this? Any help is appreciated

It's me, I'm in charge! :cool: :yay:

:)

Well for starters I could look at integrating the pbo, or adding it as a seperate modfolder.
You could also decide to just host @<hidden>, or even just that single changed addon on your own custom repo.
You said you didn't wanna host much due to bandwidth limitations, yet for a single file, I suppose that wouldn't be too problematic?

dikkeduif
Aug 22 2011, 17:17
Yeah I suppose we can host the @<hidden> addon ourselves and replace the pbo file, but I kinda feel it defeats the purpose of having this great system of global repositories with multiple mirrors :)

If I host this single pbo file, can I just place it inside our local @<hidden> folder as well? When sixupdater downloads the remaining files from the global repository, will it not overwrite this pbo file in the process?

Sickboy
Aug 22 2011, 17:24
Yeah I suppose we can host the @<hidden> addon ourselves and replace the pbo file, but I kinda feel it defeats the purpose of having this great system of global repositories with multiple mirrors :)

If I host this single pbo file, can I just place it inside our local @<hidden> folder as well? When sixupdater downloads the remaining files from the global repository, will it not overwrite this pbo file in the process?

:) I do agree, easy access to a network with plenty of mods is great :)

Re the single pbo file, I would take @<hidden> from the official network, and then host @<hidden> (or so), on your custom repos, with a dependency set to @<hidden>

This way, @<hidden> will be taken from the official network, and load before @<hidden> that is taken from your custom repos, thus the updated pbo will override the official version.

You can freely mix official network mods and custom repos mods.

Still perhaps I could host the @<hidden> on the official network, incl a custom bikey+bisign if they don't have an official one.

dikkeduif
Aug 23 2011, 09:45
Hi sickboy, I've uploaded the file here http://upload.tangodown.nl/ddam_cx.rar
It has a bisign already but no bikey.

DukeNukeM.
Aug 23 2011, 16:52
UO has an alternative configuration where server custom repos mods are downloaded to the normal mod installation folder.
Try another one that leaves server mods path behaviour untouched: http://www.six-updater.net/p/communities.html (though many of them run mostly mods from the official network anyway..)
And you will find that, by default, all server custom repos mods are installed to a subfolder called "ServerMods" instead of into the normal mod instalaltion folder.
I was talking about duplicate modfolders like @<hidden> and ServerMods\@<hidden>
You were referring at podagorsk.pbo being inside 2 different modfolders.

There's indeed the duplicate addon warning, and there's more stuff on the roadmap.
Also as pointed out, the duplicate addons is a problem caused by the fact that UO for example put islands / other addons together inside one modfolder, instead of of as how they are official released or available on the official six updater network; in seperate modfolders.
You can ask them to split it up properly, and the problem is gone :)
With SU it matters little if you manage 5 or 50 modfolders.

---------- Post added at 18:32 ---------- Previous post was at 18:31 ----------

Hopefully releasing RC2 in a bit though I haven't been able to move that much work due to job commitments and some CBA and ACE script optimizations and fixes :)

I also feel it is best that custom repos do not duplicate/dump all the needed mods into one big modfolder, and use the official repos if possible.

The list of mod files has now been aligned into 2 columns, making it much more readable, thanks!

http://img.photobucket.com/albums/v678/franstam/ArmA2/UOMods-NA.png
Sorry one more problem. Why is the UOMods folder icon black, and not compatible with selected game edition? Is it due to my expansion/beta not being up to date? Thanks.

Sickboy
Aug 23 2011, 16:56
NP :)

For issues with custom repositories you could best contact the repo hoster.
Otherwise create a support ticket incl log files; http://www.six-updater.net/p/support.html

TOTAL22
Aug 24 2011, 00:04
Hey SB!
Add this to the network plz!
http://forums.bistudio.com/showthread.php?t=123691

Already asked for permission.
http://forums.bistudio.com/showthread.php?p=2009361#post2009361

Sickboy
Aug 24 2011, 10:29
Hey SB!
Add this to the network plz!
http://forums.bistudio.com/showthread.php?t=123691

Already asked for permission.
http://forums.bistudio.com/showthread.php?p=2009361#post2009361Of course.
http://forums.bistudio.com/showthread.php?p=2009902#post2009902

6StringShredder
Aug 25 2011, 08:28
Hey, Ive been trying to "clone server with mod list" And when i do this all the ace mods, jayarma2lib, And everything else loads but says "This mod is not compatible with the selected game edition" on the following mods..@<hidden>(L),@<hidden>(L),mma_xeh (L), units_ace2(L)

I cant figure out why its saying that when it is infact the correct game edition that i have selected. Ive switched to every server profile and tried and still nothing worked..

Sickboy
Aug 25 2011, 08:57
What server are you cloning?

6StringShredder
Aug 25 2011, 09:01
[25THID] training server

Sickboy
Aug 25 2011, 09:07
[25THID] training server

No such server found and cannot reproduce it with other servers.
Please create a ticket with details and log files as described at http://www.six-updater.net/p/support.html cheers

---------- Post added at 11:07 ---------- Previous post was at 11:05 ----------

In any case; Make sure the modfolders actually exist. @<hidden> isn't available on the official network currently, so if you don't have the modfolder it will turn black instead of white, and shows reason "Is not compatible".

I'll at least clean up that status so it's more clear.

Sickboy
Aug 26 2011, 13:15
The network now contains over 200 mods, ~35GB.
http://stats.six-updater.net/mods

SU 2.6 RC2 has been delayed by a week and should come this weekend.

kotov12345
Aug 26 2011, 13:40
found an error it might help others to play.
I played i44 mod and need cba to play our server cba was updated and I ahve to download and setup cba folder again.
When I tried to play new ace mod it told me that it need to be updated and after updates I cant play it anyway.It takes me about 5 minutes to find that six updater declined update cba I create manually and I have to rename my old CBA to CBA_I44 mod and change short cuts and run sixupdater again and got cba which worked with ace mod.
I'm computer engineer and fixed that bug - but I'm sure such bug decrease amount of players who play ace and other mods.

Sickboy
Aug 26 2011, 13:51
That's no bug. Modfolders are untouched unless you convert them to SU, or like you did, move to another folder name.
Mod status, Updater status Mod entry, and log output tells about the status and what to do.
You can also enable "AutoConvert" in the options and you will never have to worry about it again.

USMC Soldier
Aug 27 2011, 17:14
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
also.....
You seem to be missing official game files, please restore or fix game edition configuration/detection: common/a10.pbo, common/ah64.pbo, common/air.pbo, common/air_d_baf.pbo, common/air_pmc.pbo, common/air2.pbo, common/air3.pbo, common/animals.pbo, common/animals2.pbo, common/anims.pbo, common/buildings.pbo, common/buildings2.pbo, common/buildings2_ind_cementworks.pbo, common/ca.pbo, common/ca_pmc.pbo, common/characters.pbo, common/characters_d_baf.pbo, common/characters_pmc.pbo, common/characters_w_baf.pbo, common/characters2.pbo, common/data_baf.pbo, common/dubbing.pbo, common/dubbing_baf.pbo, common/dubbing_pmc.pbo, common/dubbingradio_pmc.pbo, common/editor.pbo, common/language_baf.pbo, common/language_pmc.pbo, common/languagemissions_baf.pbo, common/languagemissions_pmc.pbo, common/misc.pbo, common/misc2.pbo, common/misc3.pbo, common/missions.pbo, common/missions_baf.pbo, common/missions_pmc.pbo, common/missions_pmc_data.pbo, common/missions2_pmc.pbo, common/modules.pbo, common/modules_pmc.pbo, common/music_pmc.pbo, common/plants_pmc.pbo, common/provinggrounds_pmc.pbo, common/roads_pmc.pbo, common/roads2.pbo, common/shapur_baf.pbo, common/sounds.pbo, common/sounds_baf.pbo, common/sounds_pmc.pbo, common/structures.pbo, common/structures_pmc.pbo, common/tracked.pbo, common/tracked_d_baf.pbo, common/tracked_w_baf.pbo, common/tracked2.pbo, common/uifonts.pbo, common/video_pmc.pbo, common/video2_pmc.pbo, common/water2.pbo, common/weapons.pbo, common/weapons_baf.pbo, common/weapons_pmc.pbo, common/weapons2.pbo, common/wheeled.pbo, common/wheeled_d_baf.pbo, common/wheeled_pmc.pbo, common/wheeled_w_baf.pbo, common/wheeled2.pbo, common/wheeled3.pbo, expansion/addons/air_e.pbo, expansion/addons/animals_e.pbo, expansion/addons/anims_e.pbo, expansion/addons/ca_e.pbo, expansion/addons/characters_e.pbo, expansion/addons/desert_e.pbo, expansion/addons/dubbing_e.pbo, expansion/addons/dubbingradio_e.pbo, expansion/addons/l39.pbo, expansion/addons/language.pbo, expansion/addons/language_e.pbo, expansion/addons/languagemissions.pbo, expansion/addons/languagemissions_e.pbo, expansion/addons/misc_e.pbo, expansion/addons/missions_e.pbo, expansion/addons/modules_e.pbo, expansion/addons/mp_armory.pbo, expansion/addons/music_e.pbo, expansion/addons/plants_e.pbo, expansion/addons/roads_e.pbo, expansion/addons/rocks_e.pbo, expansion/addons/signs_e.pbo, expansion/addons/soundmissions_e.pbo, expansion/addons/sounds_e.pbo, expansion/addons/structures_e.pbo, expansion/addons/takistan.pbo, expansion/addons/takistan_data.pbo, expansion/addons/takistan_data_layers.pbo, expansion/addons/tracked_e.pbo, expansion/addons/ui.pbo, expansion/addons/warfare2.pbo, expansion/addons/warfare2_e.pbo, expansion/addons/weapons_e.pbo, expansion/addons/wheeled_e.pbo, expansion/addons/zargabad.pbo
16:51:29: You seem to be running an old game version (0.0.0 vs 1.59.0.79384), please get gameupdate at: http://www.arma2.com/index.php?optio...lder&Itemid=20
16:51:29: There's a beta available with higher version number (0.0.0 vs 1.59.0.83657), you can grab it at: http://www.arma2.com/beta-patch.php

help?