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Sickboy
Aug 8 2012, 03:08
Play withSIX Community Preview Released!

- Now with ARMA 3 Alpha support! http://forums.bistudio.com/showthread.php?147465-Play-withSIX-Launcher-Downloader-ServerBrowser-FULL-ARMA3-Alpha-Support-more!
http://i47.tinypic.com/2mos9xk_thumb.png (http://play.withsix.com/)
Play.withSIX.com (http://play.withsix.com/)

Feedback and reports warmly welcome, we await your participation! http://getsatisfaction.withsix.com/

Introduction

Play withSIX is a brand new application, providing several new features, some of which are unseen before,
while others are majorly enhanced compared to our previous projects, namely SIX Launcher.
One of many new features and enhancements are the included social features like buddy list, see your friends playing and join them, or have a chat.

All presented in a brand new UI and improved user experience.

With the community preview we would like to gather feedback, bug reports, and basically test our new code base and infrastructure.
In the coming weeks we will be releasing fixes and improvements based on your valued feedback,
While design and functionality is also still being improved and finalized.

Also, starting at a future milestone release, we will start introducing functionality that has currently only been available in SIX Updater,
eventually making the old tools obsolete.

Noteable changes in usage/behavior compared to SIX Launcher:


The software no longer forces or requires Administrator rights to run or operate.
(Though if you wish to install to protected folders, currently you'll have to run the program manually as admin, or change the permisssions)
The default Mod installation path has moved to the My Documents\ArmA 2 folder, the by BI recommended location for custom files
Verify is no longer a required step after each start of the program
The auto-update experience should be much enhanced

Banshee
Aug 8 2012, 03:45
I love it!

kylania
Aug 8 2012, 06:02
Congrats on yet another awesome tool. :)

[TcB]-Psycho-
Aug 8 2012, 07:31
Awesome! :)

VirtualVikingX
Aug 8 2012, 08:19
Wow. This seems most excellent. Cant wait to get back home and try it out. Outstanding work SB.

[APS]Gnat
Aug 8 2012, 10:46
Great work SB.


The default Mod installation path has moved to the My Documents\ArmA 2 folder, the by BI recommended location for custom files
Huh? Can you explain this please. You mean all @<hidden> folders should be moved to the MyDoc/ArmA directory, not in the root directory of ArmA?
.... if so, a lot of other tools are going to stop working ..... not sure I like that.

Sickboy
Aug 8 2012, 10:48
Gnat;2203460']Great work SB.Thanks, it's a team effort really!


Huh? Can you explain this please. You mean all @<hidden> folders should be moved to the MyDoc/ArmA directory, not in the root directory of ArmA?
.... if so, a lot of other tools are going to stop working ..... not sure I like that.It's only a default, if you prefer a different folder, like the game folder, just change the Mod Path override to that folder, it's available in the Game Selection screen.
However in that case make sure the program has permissions to write to that folder, or manually start the software as administrator (can also make it always start as admin by changing the option in Compatibility settings of the shortcut/exe).
This will be detected and handled automatically in the future :)

zoog
Aug 8 2012, 16:46
oh yes looking good so far :)

Maybe it just needs to get some getting used to, but I'm not sure if I like how the programs interface is dynamic depending on what you click on the left hand side (select game, select mods, select server). This makes it a bit disorganized if you know what I mean. Suddenly expanding the interface depending on where you click. Maybe it's more intuitive if you have the tabs like "games" "servers" all together in the top right? Instead of only the tab once you've selected that particular part with the big buttons to the left?

I don't know. Interfaces are very hard to design, especially intuitive ones. Need to toy with it some more. All in all GREAT STEPS FORWARD! We need this stuff.

doveman
Aug 8 2012, 21:30
[
The default Mod installation path has moved to the My Documents\ArmA 2 folder, the by BI recommended location for custom files

Yeah, I wish devs (i.e. BI) wouldn't do this as having My Documents filled with tons of folders for games/applications makes it hard to find your actual documents (I've had to make a sub-folder called Personal to put all my documents in, to separate them from all the technical junk). Some games now put stuff in Users\x\Saved Games but that's a bit obscure and hard to find. I guess we really need a My Games folder that's as easy to get to as My Documents (and then for devs to observe it!).

Anyway, I ran into a bug after changing the Mods path to D:\Games\ArmA 2 Operation Arrowhead as it still looked to My Docs\Arma 2 which didn't have anything in it so it downloaded the beta and PR to there. After restarting Play withSIX the change seems to have taken and now it recognises I already have ACE installed (which I synced with SU the other day), and recognises I44 and wants to update it (this hasn't been synced and doesn't have a rsync subfolder) but doesn't recognise Unsung (which also has never been synced). I don't know if it's because @<hidden> has two files in the root as well as the addons folder (i44mod.paa and mod.cpp), whilst @<hidden> only has the addons folder).

It seems PWS only supports a few complete overhaul mods, so I'm still going to need to use Arma II Launcher most of the time for Single Player, so that I can enable a set of mods required by specific missions/campaigns, COWarMod, etc.

Don't want to sound too negative though, for what it does PWS looks very good and I'm sure the Server Browser in particular will be a great help :)

Sickboy
Aug 8 2012, 22:02
oh yes looking good so far :)

Maybe it just needs to get some getting used to, but I'm not sure if I like how the programs interface is dynamic depending on what you click on the left hand side (select game, select mods, select server). This makes it a bit disorganized if you know what I mean. Suddenly expanding the interface depending on where you click. Maybe it's more intuitive if you have the tabs like "games" "servers" all together in the top right? Instead of only the tab once you've selected that particular part with the big buttons to the left?

I don't know. Interfaces are very hard to design, especially intuitive ones. Need to toy with it some more. All in all GREAT STEPS FORWARD! We need this stuff.
Cheers mate and gotcha! Will stay tuned ;-)

---------- Post added at 00:02 ---------- Previous post was at 23:59 ----------


Yeah, I wish devs (i.e. BI) wouldn't do this as having My Documents filled with tons of folders for games/applications makes it hard to find your actual documents (I've had to make a sub-folder called Personal to put all my documents in, to separate them from all the technical junk). Some games now put stuff in Users\x\Saved Games but that's a bit obscure and hard to find. I guess we really need a My Games folder that's as easy to get to as My Documents (and then for devs to observe it!).

Anyway, I ran into a bug after changing the Mods path to D:\Games\ArmA 2 Operation Arrowhead as it still looked to My Docs\Arma 2 which didn't have anything in it so it downloaded the beta and PR to there. After restarting Play withSIX the change seems to have taken and now it recognises I already have ACE installed (which I synced with SU the other day), and recognises I44 and wants to update it (this hasn't been synced and doesn't have a rsync subfolder) but doesn't recognise Unsung (which also has never been synced). I don't know if it's because @<hidden> has two files in the root as well as the addons folder (i44mod.paa and mod.cpp), whilst @<hidden> only has the addons folder).

It seems PWS only supports a few complete overhaul mods, so I'm still going to need to use Arma II Launcher most of the time for Single Player, so that I can enable a set of mods required by specific missions/campaigns, COWarMod, etc.

Don't want to sound too negative though, for what it does PWS looks very good and I'm sure the Server Browser in particular will be a great help :)
Cheers mate, and understood, the limitations and issues will be resolved in the coming time.
Support for the full set of mods as available on the SIX Updater network will be available to PwS as well as "Local Mods", aka mods that do not exist on the network, but the user has them manually installed.

doveman
Aug 8 2012, 22:15
Cheers mate, and understood, the limitations and issues will be resolved in the coming time.
Support for the full set of mods as available on the SIX Updater network will be available to PwS as well as "Local Mods", aka mods that do not exist on the network, but the user has them manually installed.

Cool, I look forward to it developing into something even better :)

skiline5
Aug 9 2012, 14:17
i am afraid download server is down :confused:

Sickboy
Aug 9 2012, 14:48
i am afraid download server is down :confused:Which one is that?
The download link auto-selects one of 10+ mirrors, have you retried?

Sickboy
Aug 10 2012, 12:45
Two small updates were deployed recently: http://play.withsix.com/changelog

kylania
Aug 11 2012, 16:02
Anyway to get Login to use my default browser instead of IE?

Sickboy
Aug 11 2012, 16:03
Anyway to get Login to use my default browser instead of IE?
Not for now, unsure about the future (it's not exactly IE, but WPF's webbrowser component using IE engine)
though might replace it with WebKit-based engine at some point.

It's a vital component of the application for several authentication and notification features.

Sickboy
Aug 12 2012, 13:04
Two updates were deployed recently: http://play.withsix.com/changelog

Sickboy
Aug 13 2012, 23:08
Major update to Play withSIX released; Support for server required mods and more!
http://play.withsix.com/changelog

Few steps closer towards taking on SIX Updater features ;-)

Jedra
Aug 20 2012, 18:40
Being a little behind the times (school holidays, camping trips, operations and illnesses!!) this completely passed me by. I am having a play now and it looks very good. Looking forward to the future!

Good job SB and the team!!

Alpha-Kilo
Aug 21 2012, 18:51
Sickboy,

It was a pleasure to meet you and Charlie at the Meet&Greet in Cologne. Charlie gave me his E-mail-address but unfortunately I cannot read his handwriting. Could you PM it to me again?

Thanks!

Sickboy
Aug 22 2012, 18:39
Sickboy,

It was a pleasure to meet you and Charlie at the Meet&Greet in Cologne. Charlie gave me his E-mail-address but unfortunately I cannot read his handwriting. Could you PM it to me again?

Thanks!
Hi alpha-kilo,

It was nice meeting you too, i 'll let Charlie know about his handwriting fail :)
We'll also have a look at the app issues, removing the need to multi-app ;)

Cheers

---------- Post added at 20:39 ---------- Previous post was at 20:28 ----------


Being a little behind the times (school holidays, camping trips, operations and illnesses!!) this completely passed me by. I am having a play now and it looks very good. Looking forward to the future!

Good job SB and the team!!
Ha, I was wondering where it was you were hanging out, ;)
Welcome back! And thanks, as always :)

Jedra
Aug 23 2012, 10:53
Ha, I was wondering where it was you were hanging out, ;)
Welcome back! And thanks, as always :)

Yeah - I need a clone, one to get ill and have his shoulders fixed and the other to 'do' Arma stuff! My partner is a geneticist - I have asked her to stop worrying about curing leukaemia and start working on human cloning instead - I don't think she understand priorities properly!

Anyway, I have a question for you. What is the API Key stuff about? I can't seem to find any info on it, although I am probably looking in the wrong places!

Sickboy
Aug 23 2012, 11:42
Yeah - I need a clone, one to get ill and have his shoulders fixed and the other to 'do' Arma stuff! My partner is a geneticist - I have asked her to stop worrying about curing leukaemia and start working on human cloning instead - I don't think she understand priorities properly!HA! Let me know when she cracks the nut, I can use a couple of clones as well! :D


Anyway, I have a question for you. What is the API Key stuff about? I can't seem to find any info on it, although I am probably looking in the wrong places!The API key is supposed to be transparent to the user. When you login in the integrated browser, the account's API key is transferred into the application, and used when the client makes requests to the web application.
It's used for the contact list (buddies/groups), chats, etc.

If you really wish you can review the API key on /account and even reset it to generate a new key.

Sickboy
Aug 24 2012, 20:24
Several updates were deployed recently: http://play.withsix.com/changelog

doveman
Aug 24 2012, 21:39
I launched PR with PlaywithSIX the other day and after I finished playing it came up with the same error screen you get when trying to launch PR as a mod on the commandline instead of starting it with praa.exe. As I say, I could play OK and this error only showed when I finished (I can't recall exactly but I imagine it was when I disconnected from the server and it returned me to the Main menu that this happened).

Sagehorn
Aug 25 2012, 11:42
If I'm not mistaken, the "old" six updater is still the better solution, not?
Contrary to PWS, you can choose much more options/mods etc there..
So tell me, why should i use the nextgen stuff at the moment? ;)

PS: The Six Updater is really cool btw ^^

Sickboy
Aug 25 2012, 11:48
I launched PR with PlaywithSIX the other day and after I finished playing it came up with the same error screen you get when trying to launch PR as a mod on the commandline instead of starting it with praa.exe. As I say, I could play OK and this error only showed when I finished (I can't recall exactly but I imagine it was when I disconnected from the server and it returned me to the Main menu that this happened).
Hi, thanks, i've posted it over at http://getsatisfaction.withsix.com/withsix/topics/project_reality_should_be_launched_with_praa_exe

---------- Post added at 13:48 ---------- Previous post was at 13:46 ----------


If I'm not mistaken, the "old" six updater is still the better solution, not?
Contrary to PWS, you can choose much more options/mods etc there..
So tell me, why should i use the nextgen stuff at the moment? ;)

PS: The Six Updater is really cool btw ^^
It depends on your use case really. PwS also supports all said mods, but instead of you selecting them manually, they are auto-activated if a server requires the mod.
While PwS also has much greater performance, smooth operation, UI/UX etc, a more advanced server browser, especially the filters, and on top of that also sports social features.

Still there are some features in SU that aren't in PwS yet. This will come in next weeks ;)

kylania
Aug 26 2012, 01:57
The CDN is giving a 404 error for the Six Updater download and the Dev Heaven mirror is not authorized for anons or logged in users, so there's no way to get Six Updater anymore, only PlayWithSix which is unfortunate since I have no idea how to download mods from SU with this new program. It's all big friendly buttons for things I don't need, no profiles or mods.

Any one have a mirror of the old version?

Found it! https://dev-heaven.net/projects/six-arma-updater/files

Sickboy
Aug 26 2012, 02:01
The CDN is giving a 404 error for the Six Updater download and the Dev Heaven mirror is not authorized for anons or logged in users, so there's no way to get Six Updater anymore, only PlayWithSix which is unfortunate since I have no idea how to download mods from SU with this new program. It's all big friendly buttons for things I don't need, no profiles or mods.

Any one have a mirror of the old version?
Hi, i've fixed the legacy SIX Updater DL section at DH: https://dev-heaven.net/projects/six-arma-updater/files

cuel
Aug 27 2012, 20:41
Will Play withSIX have a "launch using steam" function added? I know Armarize tried to do something like that but I never quite got it to work. I've seen Skyrim mod launcher .exe's (like SKSE) (http://skse.silverlock.org/) with a custom steam_something.dll file that would launch the game using steam, so I know it's possible.

Sickboy
Aug 27 2012, 20:42
Will Play withSIX have a "launch using steam" function later?
Hi, it does have already :)
It's available in the Game Browser options, click on the ARMA2 logo to get there :)
One caveat for now; http://getsatisfaction.withsix.com/withsix/topics/version_error_when_launching_through_steam_overlay

cuel
Aug 27 2012, 20:50
Very nice! :)

Sickboy
Aug 30 2012, 23:19
Several updates released for Play withSIX and the website: http://play.withsix.com/changelog

NeuroFunker
Sep 1 2012, 10:28
switched back to six launcher/updater - reason - it installs all the mods to my documents folder even those i already had, and i failed to find, where to change the download location in play withSix launcher. First time i've run it, it forced me to download ACE and some other mods i had completely from scratch. Even i had latest version installed. So it took me few hours to download them. What was a big surprise, when my buddy told me, he spotted downloads in documents folder, which is completely nuts.

Six Updater on other hand, works like charm, and i do really love this tool.

Minoza
Sep 1 2012, 12:43
switched back to six launcher/updater - reason - it installs all the mods to my documents folder even those i already had, and i failed to find, where to change the download location in play withSix launcher. First time i've run it, it forced me to download ACE and some other mods i had completely from scratch. Even i had latest version installed. So it took me few hours to download them. What was a big surprise, when my buddy told me, he spotted downloads in documents folder, which is completely nuts.

Six Updater on other hand, works like charm, and i do really love this tool.

You can define download location if you click on large "ArmA II" button. Tab on the right side will expand with path options. On the other hand, I love Play WithSIX. UI is great and more user friendly, seems a lot faster too (synching and stuff...).

ProfTournesol
Sep 1 2012, 12:50
Yep :

http://img842.imageshack.us/img842/6862/sixub.jpg

Sickboy
Sep 2 2012, 11:17
My documents is the BI recommended installation path, it's in user space and doesn't require Administrator rights on Vista/7/8.
It was also mentioned at the release posts, in the list of differences with the previous software.

While others have mentioned that it would be nice to get a warning about it, especially if you come from SL/SU,
we'll be adding that definitely.

---------- Post added at 13:17 ---------- Previous post was at 13:15 ----------


You can define download location if you click on large "ArmA II" button. Tab on the right side will expand with path options. On the other hand, I love Play WithSIX. UI is great and more user friendly, seems a lot faster too (synching and stuff...).
Glad to hear! And we have a lot more in store for you coming time ;-)

In case of feedback, suggestions or if you run into any issues, please come find us at http://getsatisfaction.withsix.com
we respond (reply and fix/implement) usually quickly.

Kommiekat
Sep 2 2012, 11:34
Hi,

Could you please consider making a FOLDER for the installation? I know of course I can do that ahead of time, but first install, I didn't and your files were all over my drive.

If you could, in the path, put for example D:PlaySix...that would be great so I know it's all tidy in one folder.

Thanks!

Mr. Charles
Sep 2 2012, 11:35
Mad props for this tool Sickboy, everything has worked like a charm so far and the join friend feature is really awesome :)

Sickboy
Sep 2 2012, 11:44
Hi,

Could you please consider making a FOLDER for the installation? I know of course I can do that ahead of time, but first install, I didn't and your files were all over my drive.

If you could, in the path, put for example D:PlaySix...that would be great so I know it's all tidy in one folder.

Thanks!
Hi,

The default installation path is C:\Program Files\SIX Networks\Play withSIX
or on x64 systems: C:\Program Files (x86)\SIX Networks\Play withSIX

Are you saying this was not the case for you?
Cheers

---------- Post added at 13:44 ---------- Previous post was at 13:38 ----------


Mad props for this tool Sickboy, everything has worked like a charm so far and the join friend feature is really awesome :)
Thanks mate, glad to hear! withSIX is a team effort really, i'll pass on the props to all of SIX Networks; AJ, Banshee, Charlie, ParaGraphic L, Sonsalt, Tweet, myself and new arrivals :)

doveman
Sep 2 2012, 13:06
My documents is the BI recommended installation path, it's in user space and doesn't require Administrator rights on Vista/7/8.
It was also mentioned at the release posts, in the list of differences with the previous software.

BI (and other companies) should really know better. Mods are clearly not documents and cluttering up My Documents with loads of program folders makes it a mess and a nightmare to use for it's intended purpose.

I imagine a lot of users don't move it from the C: partition either, which is likely to be limited in space and not really where users should be installing GBs of mods, especially considering that users will (hopefully) be making system backups/True Images of their C: partition so ideally they should be keeping it as small as possible to make it easier to store the backups on a few DVDs.

I appreciate you're just following BI's lead but in this case I don't think it's a particularly good idea.

On another subject and I daresay you've already considered this and dismissed it for whatever reason but I was wondering if instead of storing an extra copy of each mod in it's .rsync folder, taking up twice as much space, if you couldn't just make a hash from each file and store that in a text file. So you'd have a text file starting with the version number of the mod and then a line for each file with it's name and hash. Then, when the user wants to Verify the files, it could just calculate the hash of each file and check it still matches the hash stored in the text file. When updating the mod, it could download a text file for the current version of the mod, compare the hashes in that to the hashes in the text file for the currently installed version and then only download the changed/new files.

Just an idea and I'm no programmer, so please don't bite my head off if it's unworkable ;)

Sickboy
Sep 2 2012, 13:12
My Documents is only a default, you can change it if you like.

Regarding the hashes; these are already in a list, but that is not the point for having the packed files.
Please see http://getsatisfaction.withsix.com/withsix/topics/why_does_it_use_nearly_double_disk_space

Kommiekat
Sep 3 2012, 00:38
Hi,

The default installation path is C:\Program Files\SIX Networks\Play withSIX
or on x64 systems: C:\Program Files (x86)\SIX Networks\Play withSIX

Are you saying this was not the case for you?
Cheers[COLOR="Silver"]
[

Well, what I should ask is this: Does it have to be installed on C drive?
My C drive is the SMM and I only use it for the OS. Now only about 10 gb free so nothing goes on that drive.

Tried to install it on D drive, by making a folder and I get ERRORS. Seems it doesn't want to install there.

[APS]Gnat
Sep 3 2012, 15:45
Sorry SB, but above is an example of what I mean (per my post in the wrong tool thread)

Additionally, with this tool, it just asked to upgrade and I said yes, but it;
- Ignored the current PWS install directory and tried to install in a default directory again
- Popped a web page !! "We are sorry to see you go! :( We would gladly hear why you uninstalled the software"
- Popped another dialog asking something about a config ..... best guess was >NO<

Update:
After that mid-night post, PWS seems to be working ok.

Sickboy
Sep 9 2012, 22:30
Latest updates up for Play withSIX:
http://play.withsix.com/changelog

@<hidden>: thanks, the issue re the updates is known and we're working on an improved installer;
http://getsatisfaction.withsix.com/withsix/topics/sorry_and_thankyou_pages_are_shown_on_major_upgrade_types

NeuroFunker
Sep 10 2012, 16:13
oh, thx for the tip guys with changing mods install patch, maybe ill try playwithSix again, as for me, it seemed to be to "compact" and took me a while to figure out, how to install mods at all...

Sickboy
Sep 10 2012, 16:16
NP.

Please keep in mind this is only a Preview and we're working hard to deliver updates (http://play.withsix.com/changelog) towards the full release,
based on your feedback, ideas and bug reports (http://getsatisfaction.withsix.com/) :)

Game browser configuration options are imo indeed too hard to find, and there could be better indicators for the 'modules' (Buddylist, Mod Browser, Game Browser, Server Browser) etc :)

Sickboy
Sep 12 2012, 12:58
Latest updates up for Play withSIX:
http://play.withsix.com/changelog

[APS]Gnat
Sep 12 2012, 13:26
?? Why am I now getting "Bohemia Interactive a.s." (whatever the hell that is) wanting permissions ?

Sickboy
Sep 12 2012, 13:40
Gnat;2222792']?? Why am I now getting "Bohemia Interactive a.s." (whatever the hell that is) wanting permissions ?
??? With the absence of a crystal ball, please attach a screenshot :) or at least some more info

---------- Post added at 15:30 ---------- Previous post was at 15:27 ----------

Ahh, you are probably referring at the BattlEye setup that runs after updating Betas etc.

For starters, that's a couple of weeks old:

1.0.0.76 (August 24, 2012)[Feature] Launch OA Beta BattlEye installer upon Beta update

Also the Details of the dialog tells you it is BattlEye.

You get that message because you have UAC enabled, and because you don't run PwS 'as admin'. (which is in fact the recommended way of running PwS, so no foul there).
Otherwise the BattlEye setup would be dialog-less, unless you don't have BE installed yet.

The reason the BE setup runs is because at times there are breaking changes in Betas and BE versions that make things fail for mysterous reasons (no clear indication of what is up).
While BE dll's do not appear to have any version number, so we can't really figure out if your BE is updated to the latest version without some ninja actions.

Welcome to my hell, trying to deal with the BI, BE updates and Windows UAC 'hell' ;-)

In case of bugs, ideas or feedback on features and such, please refer to our http://getsatisfaction.withsix.com (http://getsatisfaction.withsix.com/) page.

---------- Post added at 15:40 ---------- Previous post was at 15:30 ----------


Tried to install it on D drive, by making a folder and I get ERRORS. Seems it doesn't want to install there.It does not matter where you install the software, the mods or the pack files (given they are valid directories :)).
But there was a problem with saving Path changes - only taking affect after restarting the app, that's resolved now in latest build and might help.

Also you need to make sure PwS has the required access to write in the folders, as workaround you can launch PwS as admin to confirm that's the issue.

[APS]Gnat
Sep 12 2012, 16:26
? But in PwS I always select "No" to updating Beta's and Patches etc, so why is PwS still doing something in the background?

Sickboy
Sep 12 2012, 16:35
Gnat;2222879']? But in PwS I always select "No" to updating Beta's and Patches etc, so why is PwS still doing something in the background?
The option is ignored if:
a) No beta is found in the mod installation location
or
b) A beta is found with SIX .rsync subfolder

It was intended to give users the option to manually manage the Beta of choice, but still take care of it if the User doesn't,
due to some mods requiring a specific Beta (or newer).

The BE installation is probably not sensitive to this Option at all and I consider it a bug that we'll fix,
documented at: http://getsatisfaction.withsix.com/withsix/topics/battleye_is_installed_regardless_of_beta_update_or_update_beta_option

I do believe the option and implementation should be reconsidered as well, as it is somewhat misleading and also not very flexible,
which i've documented at: http://getsatisfaction.withsix.com/withsix/topics/reconsider_the_update_beta_patches_option

Snake Man
Sep 12 2012, 18:53
I really like Play With Six, I find myself checking it out every day sometimes several times throughout the day.

Good job Sickboy and rest of the team!

[APS]Gnat
Sep 13 2012, 07:13
OK, thanks for the explanation SB.
I think you see it, but I would expand on what I think is a general PC rule, if a user isn't given an "express" install or update option, then any time a user says NO to downloading (updates, exe's dll's, PBO's etc), thats end of story. Nothing comes down the line.
Cheers.

laserpanda
Sep 17 2012, 00:55
Is Take on Helicopters supported? I only see Arma in my game list.

Sickboy
Sep 18 2012, 11:12
Play withSIX update released, we've reached build 100! Also several website improvements included!
http://play.withsix.com/changelog

---------- Post added at 13:11 ---------- Previous post was at 13:10 ----------


I really like Play With Six, I find myself checking it out every day sometimes several times throughout the day.

Good job Sickboy and rest of the team!
Thanks a lot mate, enjoy the updates and looking forward to more feedback and reports!

---------- Post added at 13:12 ---------- Previous post was at 13:11 ----------


Is Take on Helicopters supported? I only see Arma in my game list.
Hi,

Currently only Operation Arrowhead, or combined with ARMA2 Original (making Combined Ops) are supported in PwS (same for SIX Launcher).
Support for TakeOnHelicopters etc will be added in coming time, together with more features ported from SIX Updater:
http://getsatisfaction.withsix.com/withsix/topics/six_updater_mod_list_and_functions_available_in_withsix

papoose244
Sep 23 2012, 09:52
great app sickboy can you find arma 2 servers with this app?

MadM0nkey
Sep 23 2012, 20:15
Yeah, I wish devs (i.e. BI) wouldn't do this as having My Documents filled with tons of folders for games/applications makes it hard to find your actual documents

yes, annoying to say the least. being forced to flush clean the folder manually every time one finishes editing or an auto saving occurs so to prevent newer updated mission edits from confusing/conflicting with each-other in some way.



It seems PWS only supports a few complete overhaul mods, so I'm still going to need to use Arma II Launcher most of the time for Single Player, so that I can enable a set of mods required by specific missions/campaigns, COWarMod, etc.

If Sickboy decides to incorporate essentially the exact same combined convenience of featured options that the mod launcher features include, we would all most likely switch over to using PW It seems like a pretty nice tool to have. *thumb UP*

Sickboy
Sep 25 2012, 14:29
If Sickboy decides to incorporate essentially the exact same combined convenience of featured options that the mod launcher features include, we would all most likely switch over to using PW It seems like a pretty nice tool to have. *thumb UP*Thanks! We'll be focusing soon on getting these aspects onboard hopefully :)

Sickboy
Oct 16 2012, 12:19
Major Play withSIX tech update!

http://play.withsix.com/posts/81-play-withsix-major-tech-update

ProfTournesol
Oct 16 2012, 14:25
Major Play withSIX tech update!

http://play.withsix.com/posts/81-play-withsix-major-tech-update

Well...my PwS is saying (since a long time now) it is dowloading the update, but... nothing else seems to happen :confused:

Sickboy
Oct 16 2012, 14:33
Well...my PwS is saying (since a long time now) it is dowloading the update, but... nothing else seems to happen :confused:Our main CDN is still syncing, and other mirrors might be a tad loaded atm, should get better soon.
For now I have also uploaded the setup to MultiUpload, you can grab it here; http://www.multiupload.nl/Q7U3AL9DNW

For the future will look into improving the situation. The CDN offers more than enough capacity, just it takes ages until the updates are available.

ProfTournesol
Oct 16 2012, 14:35
Our main CDN is still syncing, and other mirrors might be a tad loaded atm, should get better soon.
For now I have also uploaded the setup to MultiUpload, you can grab it here; http://www.multiupload.nl/1NIS0AB9QT

For the future will look into improving the situation. The CDN offers more than enough capacity, just it takes ages until the updates are available.

Yes, i apologize, the update just finished and the install pop up appears...thanks for all, i love that tool :)

Sickboy
Oct 16 2012, 14:40
Yes, i apologize, the update just finished and the install pop up appears...thanks for all, i love that tool :)
NP, glad it finally came through, and that you enjoy the tool!
A lot more awesomeness incoming coming time, all the way until ARMA3, and beyond ;)

fraczek
Oct 16 2012, 20:17
Hi Sickboy, thanks for the update! I installed it manually since the mirrors are still swamped it seems. I have a few questions though:

1) Beta updates. How can I manage my betas manually? E.g., current A2CO beta is 98148, while PwS still forces me to install 98089, even though I unchecked Update beta patch in PwS (I have checked Force enable Beta as otherwise it would start plain 1.62, no?)

2) As per this [/i]ModSets no longer hardcoded, now retrieved from withSIX.com api[/i] in the changelog, I had high hopes that mod support is now for the full set of mods of SixUpdater, I assume that is not the case as I can see only the 23 mods in PwS (excluding my favourites like JSRS and WarFX/Blastcore). If that is still true, can I safely use both PwS and SixUpdater 2.9.7pre (latest released SU I think)? Because last time I tried, my A2CO install got corrupted (perhaps not because of SU/PwS, I can't really say yet - might as well be problems with ACR and other DLCs but I feel PwS/SU combo did contribute to it). Mind you, I am using another drive for .rsync pack data (my SSD wouldn't fit them) so this might have exacerbated the problem.

3) a minor UI issue I want to report: On Windows8 Release Preview (dunno about older platforms), when PwS is downloading mods and I click the queue for more detailed info, the pop up window with detailed info does,well, pop up, but it stays on top of screen even though PwS main window no longer has focus. I have to get back to PwS window and click the queue again to hide it because otherwise it stays on top of everything and obstructs the screen even when PwS is not in focus.

Thanks and keep up the excellent work! SU was my primary tool for Arma, looking forward to when I can use PwS as such.

Sickboy
Oct 17 2012, 11:49
Hi Sickboy, thanks for the update! I installed it manually since the mirrors are still swamped it seems. I have a few questions though:NP!


1) Beta updates. How can I manage my betas manually? E.g., current A2CO beta is 98148, while PwS still forces me to install 98089, even though I unchecked Update beta patch in PwS (I have checked Force enable Beta as otherwise it would start plain 1.62, no?)If you have the Update beta patch disabled, and then delete the .rsync subfolders from the beta mod folder, then it should not touch the beta folder, unless you delete the folder completely. Better control is being planned.


2) As per this [/i]ModSets no longer hardcoded, now retrieved from withSIX.com api[/i] in the changelog, I had high hopes that mod support is now for the full set of mods of SixUpdater, I assume that is not the case as I can see only the 23 mods in PwS (excluding my favourites like JSRS and WarFX/Blastcore). If that is still true, can I safely use both PwS and SixUpdater 2.9.7pre (latest released SU I think)? Because last time I tried, my A2CO install got corrupted (perhaps not because of SU/PwS, I can't really say yet - might as well be problems with ACR and other DLCs but I feel PwS/SU combo did contribute to it). Mind you, I am using another drive for .rsync pack data (my SSD wouldn't fit them) so this might have exacerbated the problem.The hardcoding is about modsets that are available out of the box. They were hardcoded, and now are simply retrieved from the API, so we can freely add/update them, without requiring an application update.
A lot of ground work has been done in this new release, making it relatively easy to start implementing more and more of the SIX Updater and other features, including custom modsets. It's one of the first thing on my list to implement, then hopefully custom repos etc will soon follow.
For the custom modsets we're looking at also hosting it on our cloud/API so you can share it easily between PC's and friends. In any case, if you're into Multiplayer and have "Include server mods" enabled, it will already at least enable mods required for a server, beyond the default supported modsets.

The SIX .rsync repository format has remained unchanged or otherwise backwards compatible throughout the lifetime of all our SIX projects that use the tech. It should be fine to use both SU and PwS, and even SL.
In the future we are planning to re-imagine and reimplement the tech with major new features, more protocols supported etc,
but also there we can try to keep backwards compatibility as best as possible.


3) a minor UI issue I want to report: On Windows8 Release Preview (dunno about older platforms), when PwS is downloading mods and I click the queue for more detailed info, the pop up window with detailed info does,well, pop up, but it stays on top of screen even though PwS main window no longer has focus. I have to get back to PwS window and click the queue again to hide it because otherwise it stays on top of everything and obstructs the screen even when PwS is not in focus.We're aware, the issue is cross-OS, it's a limitation of the Popup implementation we're using, but we have some other options available and will look into it. The updater progress is mostly a 1:1, drop-in, ported from SIX Updater, we do plan to enhance the experience.


Thanks and keep up the excellent work! SU was my primary tool for Arma, looking forward to when I can use PwS as such.Thanks, it is great to read you enjoy our projects and we love to keep bringing you more and better.
We too are looking forward to the moment PwS has grown-up to be a real replacement for the SIX updater legacy.
The latest builds have paved the way for the most part, and we hope to deliver soon.

doveman
Oct 17 2012, 20:53
I installed the main big update yesterday but just launched PWS and it said to restart to install another update. After closing PWS, I can no longer start it and the only reason I know it's crashed is because I get a firewall popup for WerFault.exe.

Sickboy
Oct 17 2012, 23:16
I installed the main big update yesterday but just launched PWS and it said to restart to install another update. After closing PWS, I can no longer start it and the only reason I know it's crashed is because I get a firewall popup for WerFault.exe.Ouch, please try an uninstall and reinstall from latest build; http://www.multiupload.nl/Q7U3AL9DNW

doveman
Oct 17 2012, 23:26
Thanks, it's loading now but I'm getting a weird bug where the graphics don't display correctly, as shown in these screenshots. Note, on the first page I can generally get it to sort itself out by clicking on the ArmaII or Mod box, until I change tab and back again anyway.

http://imageshack.us/a/img547/2641/pwscorrupt.png (http://imageshack.us/photo/my-images/547/pwscorrupt.png/)

http://imageshack.us/a/img202/69/pwscorruptb.png (http://imageshack.us/photo/my-images/202/pwscorruptb.png/)

Sickboy
Oct 17 2012, 23:29
Hmm, interesting. Usually such issues have to do with DirectX/GPU/Video related utilities, like fraps, radlinker, ati tools, old TS3 overlay plugin, and such,
please see for details: http://getsatisfaction.withsix.com/withsix/topics/graphics_related_utilities_can_cause_graphical_corruption_crash_on_startup_or_performance_issues

doveman
Oct 18 2012, 03:46
Hmm, interesting. Usually such issues have to do with DirectX/GPU/Video related utilities, like fraps, radlinker, ati tools, old TS3 overlay plugin, and such,
please see for details: http://getsatisfaction.withsix.com/withsix/topics/graphics_related_utilities_can_cause_graphical_corruption_crash_on_startup_or_performance_issues

It seems it's a clash between PWS and Radeon Pro. I've put PWS in RP's Compatibility List and set it to Disable API Monitoring now and that's fixed it. I'm not sure why it had a problem, as I don't have a profile set for PWS in RP, so it would have been using the Global settings which weren't anything fancy. I have Post-Processing Effects (SMAA & FXAA) disabled completely, as well as the OSD and nothing set on the Tweaks tab and on the Visual and Advanced tab everything is ticked and set to default.

Anyway, I'll ask the author of RP about it.

EDIT: The author of RP is going to blacklist PWS in a future release (i.e. hard it to the hardcoded list of applications that API monitoring is disabled for) so they'll play nice together.

ProfTournesol
Oct 18 2012, 16:15
I installed the main big update yesterday but just launched PWS and it said to restart to install another update. After closing PWS, I can no longer start it and the only reason I know it's crashed is because I get a firewall popup for WerFault.exe.

I had exactly the same trouble.. I had to completely uninstall PwS then. Working flawlessly now, as i reinstalled from the link posted a few posts ago.

Trooper117
Oct 18 2012, 20:30
Hi.. I'm new to PwS. I've read through this entire thread, but can't find anything related to why when I launch the game with PwS, I cannot get the dlc ACR to show anywhere in game!
Sorry if I've missed something obvious, but I can't seem to fathom it out.
All I'm getting is Op Arrowhead, BAF and PMC, but no ACR.. can anyone steer me onto the correct course of action to sort this?

Many thanks for any info..

fraczek
Oct 19 2012, 18:39
It seems it more of a bug with ACR itself, as IIRC it loads correctly on its own (as specified in Expansion game menu or what's it called) only if there is no modline present (and all mods are loaded through ingame Expansion menu, which writes the mod state into Arma2OA profile cfg file), and obviously PwS launches the game with -mod=...

The solution is easy, in PwS, go to Arma 2 tab, and there is an option for additional commandline parameters, just add
-mod=ACR there. It should run fine then. At least it does on my system.

[APS]Gnat
Oct 20 2012, 08:32
Since the upgrade of the tool its now telling me my I44 needs updating! No possible.
So why is it saying that?

Very wary of selecting update because despite the fact it shouldn't be able to see my (older) development I44 folders, I can't trust this tool not to do something like overwrite them.

ProfTournesol
Oct 20 2012, 08:34
Gnat;2242680']Since the upgrade of the tool its now telling me my I44 needs updating! No possible.
So why is it saying that?

Very wary of selecting update because despite the fact it shouldn't be able to see my (older) development I44 folders, I can't trust this tool not to do something like overwrite them.

Isn't it because it wants ArmA2 beta to be updated ?

[APS]Gnat
Oct 20 2012, 08:46
Huh? Don't think so. The big orange box on the left side says "update" only when I select the I44 mod ......
Normal UI design suggests that has nothing to do with betas.

Trooper117
Oct 20 2012, 10:45
It seems it more of a bug with ACR itself, as IIRC it loads correctly on its own (as specified in Expansion game menu or what's it called) only if there is no modline present (and all mods are loaded through ingame Expansion menu, which writes the mod state into Arma2OA profile cfg file), and obviously PwS launches the game with -mod=...

The solution is easy, in PwS, go to Arma 2 tab, and there is an option for additional commandline parameters, just add
-mod=ACR there. It should run fine then. At least it does on my system.

Many thanks for that info, it is now working :)
Do I just keep repeating that formula to activate any other mod?

fraczek
Oct 20 2012, 18:36
Many thanks for that info, it is now working :)
Do I just keep repeating that formula to activate any other mod?

Yes, you can use it with manually installed mods as well, just use the normal A2 modline specification
-mod=something;somethingelse. But it will not be much needed in the future once PwS incorporates support for more and more mods just like SixUpdater did.

doveman
Oct 22 2012, 21:14
I have some most of the OA files and a selection of the A2 files on a RAMdisk and the registry points to this (s:\Games\ArmA 2 Operation Arrowhead) and PwS shows this in the OA Game Path box. However, it's ignoring it and loading OA from my D: drive as you can see from the RPT entry below.

Note, on this occasion I had the Arma2 path pointing to D:\Games\ARMA2-Free and the additional parameters of "-mod=d:\games\arma 2 operation arrowhead\expansion" (to load the OA files that are not on the RAMdisk) and "Force enable Beta patch" unticked and "Include server mods" ticked. Even though the server shows it's running 95251 and no mods, PwS has still loaded the beta as you can see.

I'm also not sure if it works to have two -mod sections in the commandline. I would have thought PwS should just add any mods specified in the "additional parameters" box to the existing -mod section.

== D:\Games\ArmA 2 Operation Arrowhead\expansion\beta\arma2oa.exe
== "D:\Games\ArmA 2 Operation Arrowhead\expansion\beta\arma2oa.exe" -noSplash -noFilePatching "-mod=d:\games\arma 2 operation arrowhead\expansion" -connect=5.9.23.136 -port=2302 "-mod=D:\Games\ARMA2-Free;expansion;D:\Games\ArmA 2 Operation Arrowhead\expansion\beta;D:\Games\ArmA 2 Operation Arrowhead\expansion\beta\expansion"
=====================================================================
Exe timestamp: 2012/10/15 22:07:34
Current time: 2012/10/22 20:57:00

Version 1.62.98089

Sickboy
Oct 22 2012, 21:36
@<hidden>; http://getsatisfaction.withsix.com/withsix/topics/pws_using_wrong_path_and_settings_to_launch_arma

@<hidden>[APS]Gnat; Did you verify if all settings are still in order? will look into it, could you send the logs? http://getsatisfaction.withsix.com/withsix/topics/where_can_i_find_the_log_files

rugby_lad
Oct 24 2012, 00:36
Hey guys having problems playing the ACE mod with Six updater Went through the normal process of installing but when installing this message did come up suring the installation.

'Unhandled exception during processing of userconfig for @<hidden> access to the path 'C:\Programfiles(86x)\BohemiaInteractive\ArmA 2 Operation Arrowhead\userconfig\ace' is denied'

After clicking 'Ok' and going on to try and launch the mod through six updater Arma begins to load then i get this error message 'include file userconfig\ace\ace_clientside_config.hpp not found'

This is really bugging me now, trying to figure out what the problem is but I can't, i tried moving the mod folders to the Arma directory then including them in the target line but that doesnt work, I've found the file 'ace_clientside_config.hpp' but i don't know what to do with it.

Thanks in advance for the help.

Sickboy
Oct 24 2012, 08:26
Hey Rugby,

That sounds like Play withSIX and not SIX Updater ;-)
Try running PwS right-click Run as Administrator and try again.

In the mean time we'll try to hunt it down and fix it ;)

rugby_lad
Oct 24 2012, 16:05
Hey Rugby,

That sounds like Play withSIX and not SIX Updater ;-)
Try running PwS right-click Run as Administrator and try again.

In the mean time we'll try to hunt it down and fix it ;)

Thanks for the reply.

Lol yeah thats the one 'Play withSIX' I tried to run ACE after i selected PwS to run as admin but still the same problem :(

rugby_lad
Oct 25 2012, 21:31
Any news?

Sickboy
Oct 25 2012, 22:10
Try running "Diagnose" on the ACE Mod in the Mod List, while having started PwS as Admin.

rugby_lad
Oct 26 2012, 21:05
Ok i shall try that now.

Also i was having problems with connecting to certain servers online so i reinstalled everything so maybe that had something to do it with.

(fingers crossed)

doveman
Oct 29 2012, 19:58
Why doesn't PwS show this server http://www.gametracker.com/server_info/81.88.208.212:2302/ if I search by Wasteland?

Sickboy
Oct 29 2012, 20:03
Why doesn't PwS show this server http://www.gametracker.com/server_info/81.88.208.212:2302/ if I search by Wasteland?
It's not a vanilla server because it runs @<hidden> mod, and it is not running any of the supported main-mods, and thus not listed.

I suspect the @<hidden> mod is something server-side-only?
You can at least add it manually but it's a bit of a hassle redoing that as it doesn't appear in the list atm.
For the future we're looking to make such servers accessible as well.

doveman
Oct 29 2012, 20:13
It's not a vanilla server because it runs @<hidden> mod, and it is not running any of the supported main-mods, and thus not listed.

I suspect the @<hidden> mod is something server-side-only?
You can at least add it manually but it's a bit of a hassle redoing that as it doesn't appear in the list atm.
For the future we're looking to make such servers accessible as well.

Ah, thanks. I was trying to see if that page showed any mods but couldn't see anything so assumed it must be vanilla.

SS9
Nov 3 2012, 17:50
You have created a monster a la RealPlayer.
I can't go directly to mods' changelogs, I can't add a mod, etc etc.
I don't want to "connect" with six.
Please dear god, scale this thing back.
I want to update ace, view the change logs, and download some other mods.
Now I can't. I can't even get Namalsk to add.
Gee thanks.
And no, I'm not signing up.
Add a damn manual mod add. I was on the old red pages and clicking the green thing did nothing.
Please fix the beta forced thing.
I guess I'll go download a half a gig so I can just check out Namalsk Crisis.
Can I still download the old web interface Six Updater?

kylania
Nov 3 2012, 18:58
I want to update ace, view the change logs, and download some other mods.

Can I still download the old web interface Six Updater?

Stick to using Six Updater (http://cdn.withsix.com/software/su/su-setup.exe) instead of PwS than. :)

SS9
Nov 3 2012, 21:42
Thank you!

Sickboy
Nov 6 2012, 13:55
A little quiet lately, but no worries, we're still working hard to bring you the next build and beyond :)
A new build with bug fixes and improvements is scheduled for a release soon.

We've been rather busy with revamping and improving our development and planning processes, and release pipelines.
With that, we hope to increase the quality (reduce bugs) and pace at which we will deliver features,
especially the long awaited SIX Updater features :)

We've also recently added a "Give support (http://play.withsix.com/donate)" section, and we've started to list statistics on our main PwS site (http://play.withsix.com);

666,852 Downloads
95,236 Registered Users
136 Communities
Since August 8th, 2012 :o so excluding the previous projects like SIX Updater (GUI), SIX Updater (web), and SIX Launcher ;-)

kylania
Nov 6 2012, 17:56
"With that, we hope to increase the quality (reduce bugs) and pace at which we will deliver features"

It's been a monumental struggle to get my friends to use Six Updater because all they remember about it is that every time you started it you had to reinstall it because a new version was out. I did that basically unconsciously, but apparently that's a tremendous hurdle for many people. Just something to think about with frequent updates.

Sickboy
Nov 6 2012, 18:00
Thanks, definitely good points.
The update experience in PwS is already significantly better than in SU, but there's still room for improvement.
We've got a new Installer currently under development and we intend to split up into Applications and Tools.
As the Tools package is the largest, but least updated, that should majorly improve the user experience for updates.

That said, we definitely strive to keep the update frequency at a reasonable level :)

Sickboy
Nov 7 2012, 21:41
http://play.withsix.com/posts/82-play-withsix-build-148-released
The latest Play withSIX build (148) is now available on auto-update!

Highlights

Beta enabled is no longer forced; It is only enabled if a server or mod requires it, or you've enabled Force beta option.
Running game information and control overlay
Sync Cache - After the first sync you'll have much quicker access to the program after starting it
Encoding exception fixed on systems where the software is installed in a path with non ASCII characters. (finally!)
Less slamming of our API, improving the experience for everyone
Minor UI enhancements
Various bug fixes


Many more big and small improvements, Check the full changelog (http://play.withsix.com/changelog) for details.
In case of feedback or issues, please let us know (http://play.withsix.com/support)

Enjoy!

-- Some issues occured in the first build and should all be solved now

Custom modsets and repositories should be available soon.

Alderman
Nov 11 2012, 21:06
Custom modsets and repositories should be available soon.


This will cause many to drop Six-Updater and make the change once and for good. It will also make things so much easier for new players.

Iceman77
Nov 12 2012, 22:15
Do you ever plan to integrating an A2 1.11 server browser and compatible mod downloads for A2 1.11 into play with six?

Sickboy
Nov 13 2012, 12:51
Do you ever plan to integrating an A2 1.11 server browser and compatible mod downloads for A2 1.11 into play with six?
Probably yes, but it is not a priority at this time.

If you own OA already I wonder why you would want to run the inferior A2 exe anyway,
when you can have everything from A2 available through OA's exe, while enjoying OA engine enhancements and content.

But I guess that's left to preference, in any case for me it is part of the priority determination.

---------- Post added at 14:51 ---------- Previous post was at 14:44 ----------


This will cause many to drop Six-Updater and make the change once and for good. It will also make things so much easier for new players.
An old chapter closes, and a new begins... I'm loving it ;-)

Iceman77
Nov 13 2012, 21:09
If you own OA already I wonder why you would want to run the inferior A2 exe anyway,
when you can have everything from A2 available through OA's exe, while enjoying OA engine enhancements and content.

But I guess that's left to preference, in any case for me it is part of the priority determination.[COLOR="Silver"]


Well I do own A2 + RFT pack (OA,pmc,baf). As of now I'm primarily playing on A2 servers though. I live in Fairbanks Alaska, so the only decent pings I get are on the A2 server list. I can't get into most of the CO servers because they're euro/uk (high ping).

I'd like to add some suggestions too; Don't update PWS so frequently as you did with sixupdater. Initially I <3 six updater, but after some time I did choose to do mods the standard way because of the frequent updates/reinstalls. Unless PWS can be updated automatically, quickly, painlessly upon the application starting up, I wouldn't update so frequently.

At any rate, hats off to you sir. PWS is already a great tool. It's tons more user friendly than six updater.

BTW, I tried to add my OA dedicated server to the list and it never appeared after providing my ip and port. It did want to connect me to the server, but it never showed on the list. I would like some friends to be able to select the server from the list, update, and join the server all from PWS.

Also, does PWS differentiate between versions of ACE when the filter is set to NOT show wrong mods &/or game versions? ie; ACE1.13 stable and ACE1.14rc. Even after I update mods before joining some servers, sometimes it loads and then kicks me to the main menu of Armaco. I was wondering if maybe I had wrong version of ACE or something, as the version of ACE I have atm is the one (1.14rc) downloaded via PWS.

doveman
Nov 18 2012, 02:17
I still don't seem to be able to add mods using the "Additional startup parameters". If I enter -mod="d:\games\ArmA2OA\exp-ramdisk", when I next check it's changed to -mod -ramdisk.

The files in exp-ramdisk are those from expansions/addons that are on my RAMDisk, so when running from RAMDisk I wouldn't point to this folder and would just add -mod="d:\games\ArmA2OA\expansion" to load the rest of the files that aren't on the RAMDisk, but when not using the RAMdisk and running from HDD, I need to point it to exp-ramdisk so that it loads those files. I had to move the files on the RAMdisk from expansion\addons to a separate folder, otherwise it would just load them from HDD rather than RAMdisk.

Sickboy
Nov 18 2012, 08:26
The format is:
"-mod=d:\games\ArmA2OA\exp-ramdisk"
not
-mod="d:\games\ArmA2OA\exp-ramdisk"

See https://community.bistudio.com/wiki/Arma2:_Startup_Parameters#Spaces

doveman
Nov 18 2012, 11:05
The format is:
"-mod=d:\games\ArmA2OA\exp-ramdisk"
not
-mod="d:\games\ArmA2OA\exp-ramdisk"

See https://community.bistudio.com/wiki/Arma2:_Startup_Parameters#Spaces

Ah, thanks. I'll try again.

Sickboy
Nov 19 2012, 14:44
Well I do own A2 + RFT pack (OA,pmc,baf). As of now I'm primarily playing on A2 servers though. I live in Fairbanks Alaska, so the only decent pings I get are on the A2 server list. I can't get into most of the CO servers because they're euro/uk (high ping). I see and understood. We'll hopefully add support for the other games in the near future.


I'd like to add some suggestions too; Don't update PWS so frequently as you did with sixupdater. Initially I <3 six updater, but after some time I did choose to do mods the standard way because of the frequent updates/reinstalls.For starters, you can turn auto-updates off, though I do not recommend it.

Full uninstall and reinstall only occurred on MSI Major Upgrade types, which normally aren't required that often.
However because of issues we've been running into while building the installer updates,
the Major Upgrade types happened way more regular than was intended.

For PwS we are still using the same installer tech atm, but it is smaller and Major Upgrade types have occurred less frequent.


Unless PWS can be updated automatically, quickly, painlessly upon the application starting up, I wouldn't update so frequently.The updating system in PwS is a lot better arranged already than in SU, it is less obtrusive, and faster.
Still, we are planning major improvements for the Installer, including a new more flexible installer,
and reducing the size by about half, which will improve the download experience as well as the install experience considerably.


At any rate, hats off to you sir. PWS is already a great tool. It's tons more user friendly than six updater.Thank you. Play withSIX is more of a team effort than the previous projects.


BTW, I tried to add my OA dedicated server to the list and it never appeared after providing my ip and port. It did want to connect me to the server, but it never showed on the list. I would like some friends to be able to select the server from the list, update, and join the server all from PWS.Full support for these kinds of servers is currently unavailable.
For it to work as expected currently your server needs to be running one of the Main supported mods, and importing such server must happen while that mod is selected.

Once we port more SU functionality over we'll make sure we solve these kinds of issues.


Also, does PWS differentiate between versions of ACE when the filter is set to NOT show wrong mods &/or game versions? ie; ACE1.13 stable and ACE1.14rc. Even after I update mods before joining some servers, sometimes it loads and then kicks me to the main menu of Armaco. I was wondering if maybe I had wrong version of ACE or something, as the version of ACE I have atm is the one (1.14rc) downloaded via PWS.Mod version filter currently is only really relevant to DayZ.
This is because they have a broad standard where the server name includes the exact version of the Mod. This is less the case for other types of servers AFAIK.

Either if BI adds a proper way to propagate the versions of mods on a server,
or if the standard of adding the exact version number to the server name is more widely spread,
we'll be able to filter properly for other mods too.

Another option could be, once we add CustomRepo support to PwS, to grab the version info from the Repo, however that is again limited in scope at least currently.

Sickboy
Nov 21 2012, 12:06
Another major update was released for Play withSIX!
http://play.withsix.com/posts/83-play-withsix-build-160-released

The latest Play withSIX build (160) is now available on auto-update!

Highlights

Advanced Startup parameters editor incl Player profile selection
Improved Settings
Improved UI
News; Posts and ModUpdates
Performance improvements



Many more big and small improvements, Check the full changelog (http://play.withsix.com/changelog) for details.
In case of feedback or issues, please let us know (http://play.withsix.com/support)

Enjoy!

http://i49.tinypic.com/20h92k2_thumb.png (http://i49.tinypic.com/20h92k2.png) . http://i47.tinypic.com/oro390_thumb.png (http://i47.tinypic.com/oro390.png)

doveman
Nov 21 2012, 19:11
It's actually updated twice for me today, once earlier and once just now. I presume they were both major updates as it did the whole install, "we're sorry to see you go", "do you want to keep your old profiles" routine.

Anyway, looks good but I'm still getting a ton of DayZ server's with "No mod" selected, despite not having Dayz. I've tried ticking Hide Wrong Version "Mod" and "Game" but it doesn't make any difference.

I also find it rather annoying that it has to refresh the entire 6000+ server list just because I switch between ACE and No Mod. I see there's a "Server List Auto Refresh" which is set to 10 (minutes I presume?) but it doesn't respect that.

One other thing that bugs me is if I select a server and it highlights the Update button, it doesn't give me any indication what it's going to update. For instance, I'm obviously happy to update ACE if there's a new version and servers require it but not necessarily to update/download some massive custom mod that a server might be using. Actually, I've just noticed that hovering over the Update button shows (for example) that it's going to update three mods but if I click on Update it then tells me it's going to install/update every mod that server uses, which is a bit confusing.

Another issue I have is that I like to rename some mods, so for example Island mods I name @<hidden>, @<hidden> HazarKot, etc to keep them all together in the folder so that I can quickly find them. I haven't done this with much else, although I was thinking of doing it with Weapons mods to keep them together and I've renamed a couple of mods so that I can identify what they do (e.g. @<hidden> ZA718 (Chinook)). However I guess PwS can't handle this and if it doesn't see @<hidden> it will just decide I don't have it and download it again, so if there was some way to link the original names to my custom names that would be really cool.

Sickboy
Nov 21 2012, 19:26
It's actually updated twice for me today, once earlier and once just now. I presume they were both major updates as it did the whole install, "we're sorry to see you go", "do you want to keep your old profiles" routine.We're aware and working hard on the new installer.


Anyway, looks good but I'm still getting a ton of DayZ server's with "No mod" selected, despite not having Dayz. I've tried ticking Hide Wrong Version "Mod" and "Game" but it doesn't make any difference.
I also find it rather annoying that it has to refresh the entire 6000+ server list just because I switch between ACE and No Mod. I see there's a "Server List Auto Refresh" which is set to 10 (minutes I presume?) but it doesn't respect that.Enable the Incompatible Servers filter, were working on integrating the feature better.


One other thing that bugs me is if I select a server and it highlights the Update button, it doesn't give me any indication what it's going to update. For instance, I'm obviously happy to update ACE if there's a new version and servers require it but not necessarily to update/download some massive custom mod that a server might be using. Actually, I've just noticed that hovering over the Update button shows (for example) that it's going to update three mods but if I click on Update it then tells me it's going to install/update every mod that server uses, which is a bit confusing.Yep we recently introduced that feature. Will check what's up with missing the additional server required mods.


Another issue I have is that I like to rename some mods, so for example Island mods I name @<hidden>, @<hidden> HazarKot, etc to keep them all together in the folder so that I can quickly find them. I haven't done this with much else, although I was thinking of doing it with Weapons mods to keep them together and I've renamed a couple of mods so that I can identify what they do (e.g. @<hidden> ZA718 (Chinook)). However I guess PwS can't handle this and if it doesn't see @<hidden> it will just decide I don't have it and download it again, so if there was some way to link the original names to my custom names that would be really cool.For the future we might consider implementing such feature, although it can get a little messy especially if you loose the mapping between folder names and actual mods.

If you manually manage the launching through shortcuts or another launcher, you could use mklink built into windows (or e.g this frontend http://schinagl.priv.at/nt/hardlinkshellext/hardlinkshellext.html) to point to SIX modfolders, while being able to specify a custom name.

Once we support custom modsets based on the complete selection of mods on our network, as well as local mods, perhaps we could add a good browser which you could use instead of browsing the modfolders in Windows Explorer.
Categorization, full names, descriptions, versions and other meta data could then be used for search, filtering and ordering. Would that be something you could be interested in?

---------- Post added at 21:26 ---------- Previous post was at 21:21 ----------

I see what you mean now regarding the popup on hovering over the button, and the dialog popup mentioning all the mods.
The dialog is mostly intended for making the user aware about both, going to play with a large amount of mods, and possibly installing/updating a large amount of mods.
Will think about how we can resolve the confusion though :)

doveman
Nov 22 2012, 00:11
We're aware and working hard on the new installer.

One little tweak that would be helpful. I copy the PwS Shortcut from the Start Menu to a different location which is more convenient for me (just keeps all my ArmA shortcuts in one place) but because it's not a shortcut to an exe, whenever I update PwS, this copy is broken and I have to copy it from the Start Menu again. So if it were possible to make the shortcut just point to "Play withSIX.exe", that would avoid my having to keep doing this.


Enable the Incompatible Servers filter, were working on integrating the feature better.

Cheers, I hadn't noticed that box.


For the future we might consider implementing such feature, although it can get a little messy especially if you loose the mapping between folder names and actual mods.

If you manually manage the launching through shortcuts or another launcher, you could use mklink built into windows (or e.g this frontend http://schinagl.priv.at/nt/hardlinkshellext/hardlinkshellext.html) to point to SIX modfolders, while being able to specify a custom name.

Once we support custom modsets based on the complete selection of mods on our network, as well as local mods, perhaps we could add a good browser which you could use instead of browsing the modfolders in Windows Explorer.
Categorization, full names, descriptions, versions and other meta data could then be used for search, filtering and ordering. Would that be something you could be interested in?

Yeah, I think that would be very handy and might negate the need to rename mods. ArmA II Launcher has something similar, where you can add comments for each mod on the Addons tab but I never really used that much as I found it somewhat limited and if a mod has a less than descriptive name, it's not particularly easy to find it to select so that you can read the comments explaining what it is!

What I've tried in Arma II Launcher is making Addon Groups, such as Islands, Weapons, etc and adding all the relevant mods to those, but these groups are per-profile so when I create new profiles I end up not adding any new mods to all of them and it gets rather messy and out of sync. What I'd like to see in PwS sometime is Groups like this but they should be Global, so that the user would put any new mods in one of the Groups and then could add them to profiles from there (imagine Arma II Launcher with the Available Addons list containing groups in which the addons are contained), or even add whole groups, so that if a profile has the Islands group added to it, any new Islands added to that group would automatically be added to the profile.

I was going to say that perhaps a replacement browser for Windows Explorer might not be necessary and that PwS could just have an option to open Windows Explorer on the currently selected mod but then again if the user needs to copy/move files from a modfolder to somewhere else (maybe to userconfig or keys or maybe just to disable a particular .pbo) it could get a bit clunky having to repeatedly go to PwS to find the mod (if the foldername is obscure), then get it to open Windows Explorer to be able to move the files, so perhaps if it's not insane amounts of work it would be good to have this functionality in PwS. That's certainly far less important to me than being able to group mods and keep them in a tidy, manageable list within PwS though.

Sickboy
Nov 22 2012, 07:17
One little tweak that would be helpful. I copy the PwS Shortcut from the Start Menu to a different location which is more convenient for me (just keeps all my ArmA shortcuts in one place) but because it's not a shortcut to an exe, whenever I update PwS, this copy is broken and I have to copy it from the Start Menu again. So if it were possible to make the shortcut just point to "Play withSIX.exe", that would avoid my having to keep doing this.If you go into the Play withSIX installation folder with Windows Explorer, find Play withSIX.exe, right click, Send To -> Desktop as Shortcut.


Yeah, I think that would be very handy and might negate the need to rename mods. ArmA II Launcher has something similar, where you can add comments for each mod on the Addons tab but I never really used that much as I found it somewhat limited and if a mod has a less than descriptive name, it's not particularly easy to find it to select so that you can read the comments explaining what it is!

What I've tried in Arma II Launcher is making Addon Groups, such as Islands, Weapons, etc and adding all the relevant mods to those, but these groups are per-profile so when I create new profiles I end up not adding any new mods to all of them and it gets rather messy and out of sync. What I'd like to see in PwS sometime is Groups like this but they should be Global, so that the user would put any new mods in one of the Groups and then could add them to profiles from there (imagine Arma II Launcher with the Available Addons list containing groups in which the addons are contained), or even add whole groups, so that if a profile has the Islands group added to it, any new Islands added to that group would automatically be added to the profile.

I was going to say that perhaps a replacement browser for Windows Explorer might not be necessary and that PwS could just have an option to open Windows Explorer on the currently selected mod but then again if the user needs to copy/move files from a modfolder to somewhere else (maybe to userconfig or keys or maybe just to disable a particular .pbo) it could get a bit clunky having to repeatedly go to PwS to find the mod (if the foldername is obscure), then get it to open Windows Explorer to be able to move the files, so perhaps if it's not insane amounts of work it would be good to have this functionality in PwS. That's certainly far less important to me than being able to group mods and keep them in a tidy, manageable list within PwS though.I see, thanks a lot for detailing.
I think we can come up with something nice once we start implementing the custom modsets etc soon. For the farther future we could then build on that further.
Will keep you updated.

doveman
Nov 22 2012, 10:04
If you go into the Play withSIX installation folder with Windows Explorer, find Play withSIX.exe, right click, Send To -> Desktop as Shortcut.

Yeah sorry. Was being a bit dense there, of course I can make a shortcut myself instead of copying the Start Menu one :o


I see, thanks a lot for detailing.
I think we can come up with something nice once we start implementing the custom modsets etc soon. For the farther future we could then build on that further.
Will keep you updated.

Great, thanks.

ParaGraphic L
Nov 22 2012, 10:44
Yeah, I think that would be very handy and might negate the need to rename mods. ArmA II Launcher has something similar, where you can add comments for each mod on the Addons tab but I never really used that much as I found it somewhat limited and if a mod has a less than descriptive name, it's not particularly easy to find it to select so that you can read the comments explaining what it is!

What I've tried in Arma II Launcher is making Addon Groups, such as Islands, Weapons, etc and adding all the relevant mods to those, but these groups are per-profile so when I create new profiles I end up not adding any new mods to all of them and it gets rather messy and out of sync. What I'd like to see in PwS sometime is Groups like this but they should be Global, so that the user would put any new mods in one of the Groups and then could add them to profiles from there (imagine Arma II Launcher with the Available Addons list containing groups in which the addons are contained), or even add whole groups, so that if a profile has the Islands group added to it, any new Islands added to that group would automatically be added to the profile.

I was going to say that perhaps a replacement browser for Windows Explorer might not be necessary and that PwS could just have an option to open Windows Explorer on the currently selected mod but then again if the user needs to copy/move files from a modfolder to somewhere else (maybe to userconfig or keys or maybe just to disable a particular .pbo) it could get a bit clunky having to repeatedly go to PwS to find the mod (if the foldername is obscure), then get it to open Windows Explorer to be able to move the files, so perhaps if it's not insane amounts of work it would be good to have this functionality in PwS. That's certainly far less important to me than being able to group mods and keep them in a tidy, manageable list within PwS though.

Just to add a bit. The plan is to expand the library we already have in SU with more details and categories of the mods in it.
Besides that creating modsets would allow you to have groups of mods you like to use together. And those can be simply added to 'profiles' or 'shortcuts' or 'presets'. Whatever you like to call them and it's still a bit unclear how we will work this out exactly but I guess both will make it way easier for you to do what you talk about here.

No need to actually do anything in/with explorer or folders on your drive. No need to copy mods and create extra gb's of content.

doveman
Nov 22 2012, 11:49
Sounds good, thanks :)

doveman
Nov 25 2012, 18:34
When joining the UnitedOperations server from PwS, it crashes as soon as it's loaded. The RPT shows that for some reason @<hidden> has been omitted from the commandline. In the "Do you want to enable the server additional mods?" box that appears when joining, it only lists @<hidden>, @<hidden>, @<hidden> and expansion/beta.

If I create a profile in Arma II Launcher with the required mods it works OK.

The RPT below shows loading with PwS first, followed by loading with AII Launcher.



=====================================================================
== D:\Games\ArmA 2 Operation Arrowhead\expansion\beta\arma2oa.exe
== "D:\Games\ArmA 2 Operation Arrowhead\expansion\beta\arma2oa.exe" -noSplash -noFilePatching "-mod=exp-ramdisk" -nosplash -skipintro -connect=70.42.74.59 -port=2302 -password=******* "-mod=D:\Games\ArmA 2;expansion;D:\Games\ArmA 2 Operation Arrowhead\expansion\beta;D:\Games\ArmA 2 Operation Arrowhead\expansion\beta\expansion;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>"
=====================================================================
Exe timestamp: 2012/11/22 03:37:45
Current time: 2012/11/25 18:16:16

Version 1.62.99202
Item str_wgl_20x30x1 listed twice
Item str_wgl_20x30x1_ruin listed twice
Item str_wgl_watertower_50x5 listed twice
Item str_wgl_vs17_panel1 listed twice
Item str_wgl_vs17_panel2 listed twice
Updating base class HouseBase->, by ibr\ibr_airports\config.bin/CfgVehicles/House/
Updating base class ->HouseBase, by ibr\ibr_hangars\config.bin/CfgVehicles/House/
Updating base class HouseBase->, by ibr\lingor_objects\config.cpp/CfgVehicles/House/
Updating base class ->HouseBase, by mbg_buildings_2\config.bin/CfgVehicles/House/
Updating base class ->Ruins, by ca\structures_e\config.bin/CfgVehicles/Ruins_EP1/
Updating base class RscProgress->, by ca\ui\config.bin/RscIGProgress/
Updating base class RscText->, by ca\ui\config.bin/RscDisplayHintC/controls/Background/
Updating base class RscText->, by ca\ui\config.bin/RscDisplayHintCEx/controls/Background/
Updating base class RscStructuredText->, by ca\ui\config.bin/RscDisplayHintCEx/controls/Hint/
Updating base class RscText->, by ca\ui\config.bin/RscInGameUI/RscUnitInfoSoldier/Background/
Updating base class RscText->, by ca\ui\config.bin/RscInGameUI/RscUnitInfoTank/Background/
Updating base class RscText->, by ca\ui\config.bin/RscInGameUI/RscUnitInfo/Background/
Updating base class RscIGText->RscIGProgress, by ca\ui\config.bin/RscInGameUI/RscUnitInfo/ValueArmor/
Updating base class RscText->, by ca\ui\config.bin/RscInGameUI/RscUnitInfo/Background2/
Updating base class RscText->, by ca\ui\config.bin/RscInGameUI/RscHint/Background/
Updating base class RscText->, by ca\ui\config.bin/RscInGameUI/RscTaskHint/controlsBackground/Background/
Cannot delete class TextObjectsDetail, it is referenced somewhere (used as a base class probably).
Cannot delete class ValueObjectsDetail, it is referenced somewhere (used as a base class probably).
Cannot delete class B_Options, it is referenced somewhere (used as a base class probably).
Cannot delete class B_OK, it is referenced somewhere (used as a base class probably).
Updating base class RscListBox->RscIGUIListBox, by x\cba\addons\ui_helper\config.bin/RscDisplayMultiplayer/Controls/CA_ValueSessions/
Updating base class RscPicture->RscPictureKeepAspect, by x\ace\addons\c_ui\config.bin/RscDisplayLoading/Variants/LoadingOne/controls/LoadingPic/
Updating base class RscPicture->RscPictureKeepAspect, by x\ace\addons\c_ui\config.bin/RscDisplayLoadMission/controlsBackground/LoadingPic/
Updating base class RscPicture->RscPictureKeepAspect, by x\ace\addons\c_ui\config.bin/RscDisplayStart/controls/LoadingPic/
Warning: no type entry inside class RscDisplayMain/controlsBackground/vertical_line
Warning Message: Picture ca\ui\data\logo_arma2pmc_ca.paa not found
Warning Message: Picture ca\ui\data\logo_arma2ep1_ca.paa not found
Warning Message: No entry 'bin\config.bin/RscInGameUI/RscHint/Background.type'.
Warning Message: '/' is not a value
Missing addons detected:
bwmod
MaxxPro


=====================================================================
== D:\Games\ArmA 2 Operation Arrowhead\Expansion\beta\arma2oa.exe
== "D:\Games\ArmA 2 Operation Arrowhead\Expansion\beta\arma2oa.exe" "-mod=D:\Games\ArmA 2;Expansion;ca;Expansion\beta;Expansion\beta\Expansion;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;exp-ramdisk" "-name=doveman" -nosplash -world=empty
=====================================================================
Exe timestamp: 2012/11/22 03:37:45
Current time: 2012/11/25 19:03:38

Version 1.62.99202
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Item str_wgl_20x30x1 listed twice
Item str_wgl_20x30x1_ruin listed twice
Item str_wgl_watertower_50x5 listed twice
Item str_wgl_vs17_panel1 listed twice
Item str_wgl_vs17_panel2 listed twice
Updating base class HouseBase->, by ibr\ibr_airports\config.bin/CfgVehicles/House/
Updating base class ->HouseBase, by ibr\ibr_hangars\config.bin/CfgVehicles/House/
Updating base class HouseBase->, by ibr\lingor_objects\config.cpp/CfgVehicles/House/
Updating base class ->HouseBase, by mbg_buildings_2\config.bin/CfgVehicles/House/
Updating base class ->Ruins, by ca\structures_e\config.bin/CfgVehicles/Ruins_EP1/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_LHD_Crew_Base/
Updating base class ->ParachuteBase, by ca\air_e\config.bin/CfgVehicles/Parachute_US_EP1/
Updating base class MP5SD->, by uo_uk85_w\config.bin/cfgWeapons/MP5A5/
Updating base class Rifle->, by uo_uk85_w\config.bin/cfgWeapons/MP5SD/
Updating base class ->Rifle, by x\ace\addons\sys_ruck\config.bin/CfgWeapons/MP5SD/
Updating base class ->MP5SD, by x\ace\addons\sys_ruck\config.bin/CfgWeapons/MP5A5/
Updating base class BWMod_Bullet_20mm->B_25mm_HE, by bwmod_ace\config.bin/cfgAmmo/BWMod_Bullet_20mm_HE/
Updating base class BWMod_Bullet_20mm->B_25mm_APDS, by bwmod_ace\config.bin/cfgAmmo/BWMod_Bullet_20mm_AP/


OK, it seems the crashing was probably because I hadn't added "D:\Games\Arma 2" to the modlist in PwS. Now I've added that, it doesn't crash but it still doesn't put @<hidden> in the commandline and I got kicked by BattlEye (although that just be because the server was full).


=====================================================================
== D:\Games\ArmA 2 Operation Arrowhead\expansion\beta\arma2oa.exe
== "D:\Games\ArmA 2 Operation Arrowhead\expansion\beta\arma2oa.exe" -noSplash -noFilePatching "-mod=D:\Games\ArmA 2;exp-ramdisk" -nosplash -skipintro -connect=70.42.74.59 -port=2302 -password=******* "-mod=D:\Games\ArmA 2;expansion;D:\Games\ArmA 2 Operation Arrowhead\expansion\beta;D:\Games\ArmA 2 Operation Arrowhead\expansion\beta\expansion;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>;D:\Games\ArmA 2 Operation Arrowhead\@<hidden>"
=====================================================================
Exe timestamp: 2012/11/22 03:37:45
Current time: 2012/11/25 19:13:05

Version 1.62.99202
Item str_wgl_20x30x1 listed twice
Item str_wgl_20x30x1_ruin listed twice
Item str_wgl_watertower_50x5 listed twice
Item str_wgl_vs17_panel1 listed twice
Item str_wgl_vs17_panel2 listed twice
Updating base class HouseBase->, by ibr\ibr_airports\config.bin/CfgVehicles/House/
Updating base class ->HouseBase, by ibr\ibr_hangars\config.bin/CfgVehicles/House/
Updating base class HouseBase->, by ibr\lingor_objects\config.cpp/CfgVehicles/House/
Updating base class ->HouseBase, by mbg_buildings_2\config.bin/CfgVehicles/House/
Updating base class ->Ruins, by ca\structures_e\config.bin/CfgVehicles/Ruins_EP1/
Updating base class RscProgress->, by ca\ui\config.bin/RscIGProgress/
Updating base class RscText->, by ca\ui\config.bin/RscDisplayHintC/controls/Background/
Updating base class RscText->, by ca\ui\config.bin/RscDisplayHintCEx/controls/Background/
Updating base class RscStructuredText->, by ca\ui\config.bin/RscDisplayHintCEx/controls/Hint/
Updating base class RscText->, by ca\ui\config.bin/RscInGameUI/RscUnitInfoSoldier/Background/
Updating base class RscText->, by ca\ui\config.bin/RscInGameUI/RscUnitInfoTank/Background/
Updating base class RscText->, by ca\ui\config.bin/RscInGameUI/RscUnitInfo/Background/
Updating base class RscIGText->RscIGProgress, by ca\ui\config.bin/RscInGameUI/RscUnitInfo/ValueArmor/
Updating base class RscText->, by ca\ui\config.bin/RscInGameUI/RscUnitInfo/Background2/
Updating base class RscText->, by ca\ui\config.bin/RscInGameUI/RscHint/Background/
Updating base class RscText->, by ca\ui\config.bin/RscInGameUI/RscTaskHint/controlsBackground/Background/
Cannot delete class TextObjectsDetail, it is referenced somewhere (used as a base class probably).
Cannot delete class ValueObjectsDetail, it is referenced somewhere (used as a base class probably).
Cannot delete class B_Options, it is referenced somewhere (used as a base class probably).
Cannot delete class B_OK, it is referenced somewhere (used as a base class probably).
Updating base class RscListBox->RscIGUIListBox, by x\cba\addons\ui_helper\config.bin/RscDisplayMultiplayer/Controls/CA_ValueSessions/
Updating base class RscPicture->RscPictureKeepAspect, by x\ace\addons\c_ui\config.bin/RscDisplayLoading/Variants/LoadingOne/controls/LoadingPic/
Updating base class RscPicture->RscPictureKeepAspect, by x\ace\addons\c_ui\config.bin/RscDisplayLoadMission/controlsBackground/LoadingPic/
Updating base class RscPicture->RscPictureKeepAspect, by x\ace\addons\c_ui\config.bin/RscDisplayStart/controls/LoadingPic/
Warning: no type entry inside class RscDisplayMain/controlsBackground/vertical_line
Warning Message: Picture ca\ui\data\logo_arma2pmc_ca.paa not found
Warning Message: Picture ca\ui\data\logo_arma2ep1_ca.paa not found
Warning Message: No entry 'bin\config.bin/RscInGameUI/RscHint/Background.type'.
Warning Message: '/' is not a value
Cannot load sound 'ca\ui\data\sound\onclick.wss'

As you can see, I get different errors/messages in the RPT depending on whether I use PwS or AII Launcher. This is with AII Launcher and using the direct connect option


=====================================================================
== D:\Games\ArmA 2 Operation Arrowhead\Expansion\beta\arma2oa.exe
== "D:\Games\ArmA 2 Operation Arrowhead\Expansion\beta\arma2oa.exe" "-mod=D:\Games\ArmA 2;Expansion;ca;Expansion\beta;Expansion\beta\Expansion;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;@<hidden>;exp-ramdisk" "-name=doveman" -nosplash -world=empty -connect=70.42.74.59 -port=2302 -password=*******
=====================================================================
Exe timestamp: 2012/11/22 03:37:45
Current time: 2012/11/25 19:19:53

Version 1.62.99202
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Cannot evaluate 'ReadAndWrite' - no file
Item str_wgl_20x30x1 listed twice
Item str_wgl_20x30x1_ruin listed twice
Item str_wgl_watertower_50x5 listed twice
Item str_wgl_vs17_panel1 listed twice
Item str_wgl_vs17_panel2 listed twice
Updating base class HouseBase->, by ibr\ibr_airports\config.bin/CfgVehicles/House/
Updating base class ->HouseBase, by ibr\ibr_hangars\config.bin/CfgVehicles/House/
Updating base class HouseBase->, by ibr\lingor_objects\config.cpp/CfgVehicles/House/
Updating base class ->HouseBase, by mbg_buildings_2\config.bin/CfgVehicles/House/
Updating base class ->Ruins, by ca\structures_e\config.bin/CfgVehicles/Ruins_EP1/
Updating base class ->USMC_Soldier_Base, by ca\characters2\config.bin/CfgVehicles/USMC_LHD_Crew_Base/
Updating base class ->ParachuteBase, by ca\air_e\config.bin/CfgVehicles/Parachute_US_EP1/
Updating base class MP5SD->, by uo_uk85_w\config.bin/cfgWeapons/MP5A5/
Updating base class Rifle->, by uo_uk85_w\config.bin/cfgWeapons/MP5SD/
Updating base class ->Rifle, by x\ace\addons\sys_ruck\config.bin/CfgWeapons/MP5SD/
Updating base class ->MP5SD, by x\ace\addons\sys_ruck\config.bin/CfgWeapons/MP5A5/
Updating base class BWMod_Bullet_20mm->B_25mm_HE, by bwmod_ace\config.bin/cfgAmmo/BWMod_Bullet_20mm_HE/
Updating base class BWMod_Bullet_20mm->B_25mm_APDS, by bwmod_ace\config.bin/cfgAmmo/BWMod_Bullet_20mm_AP/

Sickboy
Nov 28 2012, 15:12
Thanks a bunch for the detailed report.

I've logged it on our GSFN and solved it for next build:
http://getsatisfaction.withsix.com/withsix/topics/only_one_localmod_is_activated_additional_localmods_are_ignored

Also the full paths to modfolders are now reduced to only mods residing not in your main game folder (OA).

If you like I can make a test build available to you.

doveman
Nov 28 2012, 15:48
Thanks a bunch for the detailed report.

I've logged it on our GSFN and solved it for next build:
http://getsatisfaction.withsix.com/withsix/topics/only_one_localmod_is_activated_additional_localmods_are_ignored

Also the full paths to modfolders are now reduced to only mods residing not in your main game folder (OA).

If you like I can make a test build available to you.

Cool, thanks. Yeah, I'd love to try the test build, if you want to PM me a link or something.

Sickboy
Dec 5 2012, 14:54
The latest Play withSIX build (166) is now available on auto-update!
http://play.withsix.com/posts/84-play-withsix-build-166-released

This build focuses mostly on performance.

Highlights

Major enhancements to Performance!

Significantly reduced CPU Usage (especially during install/update)
Significantly reduced Memory footprint
Smoother scrolling and snappier operation

Optional Server GridMode - Classic Grid instead of List
Do not abort the successful running file transfers when running out of working mirrors
Probably fixed intermittent massive error spam because of threading issue
UI Tweaks

Many more big and small improvements, Check the full changelog (http://play.withsix.com/changelog) for details.

NOTE: If you get an error message during startup about a missing dll (System.Windows.Interactivity.dll), please terminate the application, and then use the installed Play withSIX start menu icon to launch. This will repair the installation.

In case of feedback or issues, please let us know (http://play.withsix.com/support)

Enjoy!

http://i47.tinypic.com/2zsxrua_thumb.png (http://i47.tinypic.com/2zsxrua.png)

[TcB]-Psycho-
Dec 5 2012, 18:16
Please spend a little bit of attention to this: http://forums.bistudio.com/showthread.php?133548-BWMod-Fix/page3

Again PwS overwrite my correct key! I've had enough to repair everytime i want to connect my server to repair all my mod folders again and again!
Why PwS install ASR_AI on my client while ASR_AI is a serverside mod? That isn't very usefull. I thinking about to uninstall all six networks products cause i spent a lot of time to repair my folders after i used them. If i start to install my mods manuell i think i can work faster. (caused by permanent self updates of PwS)...


please....

Sickboy
Dec 5 2012, 19:15
Hi Psycho,

We're sorry to hear about your issues, however our support box is and has been open 24/7.
If you could post your issues, ideas and feedback with details there we can start working on improving things.

ASR_AI isn't a server-side only mod because AI does not only/always run on the server.
However, more control over the loaded mods, incl custom modsets, are currently in progress and should be released in the near future.

Regarding the 'correct' key; there is no key processing in PwS (unlike in SIX Updater for servers intended "Process BIKeys" action), only updating mod folders and installing acre ts3 dll etc.
(The updater also verifies and makes sure that your files are all in order as specified by the version of the mod on the network, some more control over that would probably help as well)
The key files included inside modfolders are not loaded, so im not sure how this is a problem exactly?
But I suppose you meant the bisigns? In any case, we've applied the bwmod fixed files, should be live in some minutes.

Re permanent self-update; we've been updating every 2 weeks the past few months, and each update has been quite significant. If a hotfix follows, it is often for unforeseen issues on 3rd party systems.
You can also skip the update to install for later.
We're also aware of the shortcomings of our setup installer and self updates. The latest builds contain some improvements in this regard, however we're planning to replace the installer and process in the near future.

If you experience any more issues or have any other questions, please let us know.

Iceman77
Dec 6 2012, 01:46
What PWS file holds error reports? When I updated I received a huge error saying that PWS is corrupt and to reinstall. I did delete all old files and reinstall, but it still shows this error message. I let windows auto update keep my windows and vital things up to date. idk about this "net framework" shit though. The moment I try to update anything manually, regarding my PC, drivers (besides video drivers), "net framework".. Things like that, is the moment I mess my PC up. And for what? A program that does what I can do manually? At any rate, I think I'll just do mods manually until the tool is more stable for me to use. When I have to start messing around with the integrity of my pc to run a 3rd party application for a game, is where I will draw the line. I can use any other software/game just fine.

In regards to the program itself...it's the best thing since sliced bread. Except for the whole error messages part.


regards,
david

[TcB]-Psycho-
Dec 6 2012, 04:34
Hi Sickboy,

yes i mean the bisign files.

In any case, we've applied the bwmod fixed files, should be live in some minutes.

Nice! I will test it tonight.
A bigger feedback and suggestions report will follow.
Thank's for your support!


kind regards

Soldia
Dec 6 2012, 05:23
I can report the same update issue Iceman described two posts above. When update is installed, PwS tells me it is corrupted and needs to be completely uninstalled and deleted. But if I just download the version currently available on your homepage and reinstall it, PwS is working again( but not updated).

I'm not at my PC right now so I can provide the error message later. If not happened until then, I'll report the issue on the support site.

Keep up the good work, PwS is one of the best utilities for ArmA out there.

Sickboy
Dec 6 2012, 07:22
@<hidden>: No worries, looking forward to report! (Preferably not one big one, but a topic per specific feature/suggestion/issue, thanks).

@<hidden> and @<hidden>: This should be all there is to it:

NOTE: If you get an error message during startup about a missing dll (System.Windows.Interactivity.dll), please terminate the application, and then use the installed Play withSIX start menu icon to launch. This will repair the installation.

---------- Post added at 09:22 ---------- Previous post was at 08:06 ----------

We've improved the error message for the future, although we expect at least this source of error not to occur again, as it's a result from changes to the installer exposing a bug in MSI installer the first time apparantly.

fraczek
Dec 6 2012, 16:09
Hi Sickboy! If I may have an UI suggestion, it would imho make sense for the Server Info pop-up of Signatures accepted to stay onscreen until you at least move the mouse away, or to be a toggleable list. On some servers (especially public ones) which do accept additional mods (FX,etc) it makes it hard to read through the whole list before the list disappears, to see if I can use that mod or no. Thanks for consideration.

Sickboy
Dec 6 2012, 17:10
Hi Sickboy! If I may have an UI suggestion, it would imho make sense for the Server Info pop-up of Signatures accepted to stay onscreen until you at least move the mouse away, or to be a toggleable list. On some servers (especially public ones) which do accept additional mods (FX,etc) it makes it hard to read through the whole list before the list disappears, to see if I can use that mod or no. Thanks for consideration.
Hey!

I've adjusted that tooltip timeout, how does 20 seconds sound?

Cheers

Sickboy
Dec 6 2012, 20:37
It appears we've squashed the main issues surrounding the installer and the self update process,
as of build 170 and later, the experience should be much improved on next and subsequent updates.
http://getsatisfaction.withsix.com/withsix/topics/sorry_and_thankyou_pages_are_shown_on_major_upgrade_types#reply_10744178

Fingers crossed ;)

Sickboy
Dec 25 2012, 15:34
The latest Play withSIX build (190) is now available on auto-update!
This build brings several new and improved features.

http://i45.tinypic.com/2iavn5v_thumb.png (http://i45.tinypic.com/2iavn5v.png)
(click image to enlarge)

Highlights

X-mas edition; Merry x-mas!
New Modset tree

Submodsets: e.g all DayZ variants are categorized under DayZ
Optional mods: e.g the ACEX expansions

Add additional mods to modsets - WIP
Installer/SelfUpdater annoyances taken care of
Many more big and small improvements, Check the full changelog (http://play.withsix.com/changelog) for details.

Also, preparations have been made for creating fully custom moddsets, and SIX Updater custom repositories support. We're also working on mod configuration support, like editing userconfigs.
More on that in the coming weeks, while we move into 2013, and start to move Play withSIX out of Preview stage.

NOTE: If you get an error during startup about System.Core - please make sure you have Microsoft .NET KB2468871v2 hotfix (http://www.microsoft.com/en-us/download/details.aspx?id=3556) installed.

In case of feedback or issues, please let us know (http://play.withsix.com/support)
Enjoy!

Iceman77
Dec 30 2012, 21:54
Is there anyway to keep the enabled mods in a mod "tree" persistent? For example, the ace mod, now has sub sections. By default, only the @<hidden> (mod) folder itself is enabled. You have to go and manually enable the rest of the ace mod. I forget most times and always have to exit out, reopen pws ,enable all of the ace mods and then start the game back up. While that's my own doing, it sure is a hassle to have to enable all of the mod folders every time I want to run ace. I mean, who only plays with just the core ace mod and not the rest of the mod anyhow?

Also, when I enable a "parent" mod folder (one that has sub folders) it should auto enable the sub mods ie; The ACEX has the ACEX_RU and the ACEX_USNavy sub folders under it's tab. When I enable ACEX it should automatically enable the usnavy and the ru extras.

Also, is there a way to turn off the snowflakes in the ui?

Sickboy
Dec 30 2012, 23:01
The enabled mods being forgotten sounds like a bug, will look into.
You can turn off the easter eggs on the Settings tab.


Also, when I enable a "parent" mod folder (one that has sub folders) it should auto enable the sub mods ie; The ACEX has the ACEX_RU and the ACEX_USNavy sub folders under it's tab. When I enable ACEX it should automatically enable the usnavy and the ru extras.It actually works the other way around - ACEX is a dependency for ACEX_RU and USnavy, so ACEX will enable if you enable ACEX_RU or USNavy. And Disabling ACEX will also disable its dependencies.
I am not convinced yet it should work differently.


For feedback and support please refer to http://play.withsix.com/support or http://getsatisfaction.withsix.com/withsix

Soldia
Dec 31 2012, 08:04
Well, the additional mods is THE enhancement which make PwS the alround tool we need. Sure, some things may need some polish, but congrats Sickboy. Keep up the good work.

Regarding the non persistent mod "tree". The sub-mods are persistent for me. The "ACEX" sub-mods as well as self added mods. They are listed checked/unchecked even after restart.

But one other thing: Is it possible to delete one sub-mod from i.e. the @<hidden> "tree"? For example, I tested a mod, wasn't convinced, want it to be out of the tree...doesn't work.

ParaGraphic L
Dec 31 2012, 08:31
You have to clear the additional mods field at this moment, AFAIK.
So if you have a couple of additional mods, you will have to add the rest back in.

This is the most basic implementation of this feature and will get the most of our attention to do right, this is the meat and bones of our tools. There are so many variables that come with user made content and the whole (public) multiplayer aspect. So stay tuned for more improvements here.

Sickboy
Dec 31 2012, 08:35
Well, the additional mods is THE enhancement which make PwS the alround tool we need. Sure, some things may need some polish, but congrats Sickboy. Keep up the good work.

Regarding the non persistent mod "tree". The sub-mods are persistent for me. The "ACEX" sub-mods as well as self added mods. They are listed checked/unchecked even after restart.

But one other thing: Is it possible to delete one sub-mod from i.e. the @<hidden> "tree"? For example, I tested a mod, wasn't convinced, want it to be out of the tree...doesn't work.
Thank you, glad you like it ;-) We indeed wanted to deliver this around the x-mas, before the end of the year :) There will be more improvements soon.
Next up will be Creating new ModSets and SU Custom Repository support.

Good point regarding removing a single mod from the set.
We've just deployed build 212 on auto update, with context menu on the mods available, just right click a mod and select "Remove mod",
amongst several other fixes and improvements.

ParaGraphic L
Dec 31 2012, 08:38
See how fast we improve things here! ;)

Sickboy
Dec 31 2012, 08:39
See how fast we improve things here! ;)
Ha, yeap, that's us! ;)

Iceman77
Dec 31 2012, 09:25
Well, the additional mods is THE enhancement which make PwS the alround tool we need. Sure, some things may need some polish, but congrats Sickboy. Keep up the good work.

Regarding the non persistent mod "tree". The sub-mods are persistent for me. The "ACEX" sub-mods as well as self added mods. They are listed checked/unchecked even after restart.

But one other thing: Is it possible to delete one sub-mod from i.e. the @<hidden> "tree"? For example, I tested a mod, wasn't convinced, want it to be out of the tree...doesn't work.

hmmm, which settings do you use to make the mods persistent? Everytime I start up PWS and want to launch ACE, I have to click the drop down menu and check/enable @<hidden> + it's sub directory folders (RU & navy) & @<hidden> Else, it just runs @<hidden> by itself.

Sickboy
Dec 31 2012, 09:40
hmmm, which settings do you use to make the mods persistent? Everytime I start up PWS and want to launch ACE, I have to click the drop down menu and check/enable @<hidden> + it's sub directory folders (RU & navy) & @<hidden> Else, it just runs @<hidden> by itself.How is that with build 212?
If still issues, please post the log files and exact repro steps to a support topic.
http://getsatisfaction.withsix.com/withsix/topics/where_can_i_find_the_log_files

Iceman77
Dec 31 2012, 10:00
It's working fine now after this latest update (just few minutes ago).

Sakowski
Dec 31 2012, 10:22
This is a reason why I went back to Six Updater, easier way to use it not being complicated, and I am grateful that you allowed using older version, I as a user looked for a arma 2 launcher to launch and download mods from a program, not something similar to xfire :)
((/criticism/))

Sickboy
Dec 31 2012, 10:26
This is a reason whyWhat is "this" referring to?


something similar to xfireBecause of the social features? They're optional.

SIX Updater and Play withSIX Preview have different target audiences.
We're working hard on moving Play withSIX out of Preview http://play.withsix.com/changelog, it should be able to fully replace SIX Updater by then.

On a technical level, PwS is far ahead of SIX Updater, performance wise, memory usage wise etc.
Also it should be much easier to use, and the server browser has better filtering and ordering, and is more flexible.

When is the last time you checked? PwS recently got a much enhanced Mod browser with submodsets and optional + additional mod support for modsets.
Anything specific you like better in SU? If it's about the server grid, instead of list in PwS, you can change it in the Settings.

Soldia
Dec 31 2012, 10:46
Thank you, glad you like it ;-) We indeed wanted to deliver this around the x-mas, before the end of the year :) There will be more improvements soon.
Next up will be Creating new ModSets and SU Custom Repository support.

Good point regarding removing a single mod from the set.
We've just deployed build 212 on auto update, with context menu on the mods available, just right click a mod and select "Remove mod",
amongst several other fixes and improvements.

Sweeeeet :)

Thank you very much! That is fast ;)

Sickboy
Dec 31 2012, 11:05
Sweeeeet :)

Thank you very much! That is fast ;)NP, if anything else comes up feel free to let us know, preferably over the PwS Support box.

Sakowski
Dec 31 2012, 11:09
What is "this" referring to?

Because of the social features? They're optional.

SIX Updater and Play withSIX Preview have different target audiences.
We're working hard on moving Play withSIX out of Preview http://play.withsix.com/changelog, it should be able to fully replace SIX Updater by then.

On a technical level, PwS is far ahead of SIX Updater, performance wise, memory usage wise etc.
Also it should be much easier to use, and the server browser has better filtering and ordering, and is more flexible.

When is the last time you checked? PwS recently got a much enhanced Mod browser with submodsets and optional + additional mod support for modsets.
Anything specific you like better in SU? If it's about the server grid, instead of list in PwS, you can change it in the Settings.

The reason is the layout its self, everywhere you click you get lost... IF playwithsix wouldnt be so confusing with layout like sixupdater aint I would of use it but I do not want to spend hours working out every button or option...

Sickboy
Dec 31 2012, 11:13
The reason is the layout its self, everywhere you click you get lost... IF playwithsix wouldnt be so confusing with layout like sixupdater aint I would of use it but I do not want to spend hours working out every button or option...I see, interesting, the general opinion on SIX Updater layout etc is similar, if not worse.
Any hints/requests on sorting these issues?

Sakowski
Dec 31 2012, 11:21
Can't really give a hint/requests if I do not use it but when I did all I can say that it was too confusing to use as I wrote before :)

Well probably impossible but would of be nice to have two styles/layouts that user can choose from, either the sixupdater one or playwithsix but using the same engine/script of playwithsix?

doveman
Dec 31 2012, 11:33
It seems when using the Server Grid there's no way to open the Server Info window. I can open it in List mode before switching to Grid and then it will work but that's a bit inconvenient so perhaps it could be added to the right-click menu in Grid mode?

As for server signatures, that seems like a bit of a nightmare trying to read through the list, which can be very long on something like Militarygaming.org servers, work out which mods are already enabled as part of the Mods list, then decide which additional signature mods you want to enable, check you've got these and so on. Couldn't the signature list be translated into a list with tickboxes (with any that are already enabled as part of the Mods list filtered out) so that users can just tick the ones they want to enable for that server? Obviously those mods would have to be present in correctly named folders (i.e. @<hidden>, @<hidden>) and if not present, they could be greyed out in the list, which would give a hint to the user if they're sure they have that mod that it must be in a folder with a different name so they can track it down and rename it.

Sickboy
Dec 31 2012, 11:34
Can't really give a hint/requests if I do not use it but when I did all I can say that it was too confusing to use as I wrote before :)

Well probably impossible but would of be nice to have two styles/layouts that user can choose from, either the sixupdater one or playwithsix but using the same engine/script of playwithsix?
Hmm, we intentionally strayed far away from the SU design for reasons as said; The general opinion seemed to be that it was really bad user experience.
I would rather look at how we can improve our design, instead of going towards SU design even if it would be optional.

Did you check recently btw, because we've made great progress in the past months, also many feats are documented in the app by tooltips.

I understand that when you're used to an application, it is easy, and getting used to a new program is hard at least in the beginning, but I think it's part of it :)
I do think it's very much worth it to get into PwS as it is mostly superior in different ways.

Soldia
Dec 31 2012, 11:35
I know that a lot of guys have a problem with non-windows-style applications. I don't know why but I got a friend of mine who said that about PwS. I hope I can convince him to use it anyway because it makes it much easier for me to test some new mods on dedi server as he can only update stuff he needs to play on it.

I don't have a problem with the style. PwS is VERY EASY to use if one may spend 15 minutes to understand the way of working. And with the new features (mod list is very important for me) it is even better.

doveman
Dec 31 2012, 11:39
I agree that PwS is much easier to use than SU was. I'd used SU for 6-12 months before PwS and still didn't really know how to use it and mostly only used it for updating server mods, which it was very handy for. I think the only thing I miss with PwS is it doesn't show me which mods need updating and just mentions them all in the popup when it's going to update something.

Sickboy
Dec 31 2012, 11:59
It seems when using the Server Grid there's no way to open the Server Info window. I can open it in List mode before switching to Grid and then it will work but that's a bit inconvenient so perhaps it could be added to the right-click menu in Grid mode?Good point, we'll look into how to deal with that.


As for server signatures, that seems like a bit of a nightmare trying to read through the list, which can be very long on something like Militarygaming.org servers, work out which mods are already enabled as part of the Mods list, then decide which additional signature mods you want to enable, check you've got these and so on. Couldn't the signature list be translated into a list with tickboxes (with any that are already enabled as part of the Mods list filtered out) so that users can just tick the ones they want to enable for that server? Obviously those mods would have to be present in correctly named folders (i.e. @<hidden>, @<hidden>) and if not present, they could be greyed out in the list, which would give a hint to the user if they're sure they have that mod that it must be in a folder with a different name so they can track it down and rename it.Interesting ideas.
We've had some extra functionality in SIX Updater regarding signatures but it was never perfect.
For PwS we intended to do something with the signatures, but weren't really sure yet as to what exactly, while other issues had priority so far.
We'll look into this soon, thanks!

---------- Post added at 13:53 ---------- Previous post was at 13:41 ----------


I agree that PwS is much easier to use than SU was. I'd used SU for 6-12 months before PwS and still didn't really know how to use it and mostly only used it for updating server mods, which it was very handy for. I think the only thing I miss with PwS is it doesn't show me which mods need updating and just mentions them all in the popup when it's going to update something.
Hmm since the ModSet tree a few versions back, it should show in the tree at each modset and it's submods if there are updates available etc.
Also if you get the Update state on the main action button, you can hover over it for update details etc.

But besides that, I do agree that we should enhance this a lot.

---------- Post added at 13:59 ---------- Previous post was at 13:53 ----------


I know that a lot of guys have a problem with non-windows-style applications. I don't know why but I got a friend of mine who said that about PwS. I hope I can convince him to use it anyway because it makes it much easier for me to test some new mods on dedi server as he can only update stuff he needs to play on it.

I don't have a problem with the style. PwS is VERY EASY to use if one may spend 15 minutes to understand the way of working. And with the new features (mod list is very important for me) it is even better.
:) Did you mean Classic vs Modern Windows applications?
SU was more designed as a classic Windows application, perhaps comparable to Excel 2007, the Ribbon made it a little less classic though, I'd say.
PwS on the other hand is following several Windows Metro design principles, and our own touch.
Inspired by Microsoft Zune: http://www.windowsphone.com/en-US/how-to/wp7/zune-software Screenshot: http://cdn.redmondpie.com/wp-content/uploads/2009/09/Zune42.png
and GitHub for Windows: https://s3.amazonaws.com/github-images/blog/2012/gh4w/dashboard.PNG

For me, what makes something a Windows or non Windows app is mostly in:
- Menu when right click left upper corner
- Minimize, maximize, close on the right upper corner
- Resize window on the corners, official place right down corner
- Application title in the top left or center
And some more UI behavior and expectations

doveman
Dec 31 2012, 13:14
Hmm since the ModSet tree a few versions back, it should show in the tree at each modset and it's submods if there are updates available etc.
Also if you get the Update state on the main action button, you can hover over it for update details etc.

But besides that, I do agree that we should enhance this a lot.

Ah yes, I think I see that now. I'll have to wait until UnitedOperations/ACE needs updating again to check for sure though.

I do find having the information in a popup is rather cluttered and inconvenient (disappears if I nudge my mouse by accident) though and having a list of mods showing which need updating, as in SU, was preferable IMHO (ideally it would show their size or more particularly the size of the required update). If the popup that appears after clicking Update only listed the mods that were going to be updated that would be an improvement but I'd still like to be able to see this list before I start the Update process.

Sickboy
Dec 31 2012, 13:59
Ah yes, I think I see that now. I'll have to wait until UnitedOperations/ACE needs updating again to check for sure though.

I do find having the information in a popup is rather cluttered and inconvenient (disappears if I nudge my mouse by accident) though and having a list of mods showing which need updating, as in SU, was preferable IMHO (ideally it would show their size or more particularly the size of the required update). If the popup that appears after clicking Update only listed the mods that were going to be updated that would be an improvement but I'd still like to be able to see this list before I start the Update process.The dialog you get about "About to process many mods" - the intention was to make the user aware of the massive amount of mods that he is going to process, especially if you blindly join servers, this might not be what you intended.
It wasn't intended to give detailed information about the updates etc.
But we'll find something nice ;-)

doveman
Dec 31 2012, 15:44
But we'll find something nice ;-)

Yeah, I'm sure you will :)

Regarding using optional mods with servers, I don't actually see how to do this. When I select a Mod, like ACE, I can add mods to that but that will obviously apply to any server that uses ACE. If I go onto the ServerBrowser and select a server I can look at the Mods and Signatures but don't see a way to add any mods manually.

Sickboy
Jan 1 2013, 11:54
Yeah, I'm sure you will :)

Regarding using optional mods with servers, I don't actually see how to do this. When I select a Mod, like ACE, I can add mods to that but that will obviously apply to any server that uses ACE. If I go onto the ServerBrowser and select a server I can look at the Mods and Signatures but don't see a way to add any mods manually.Good points, logged it at http://getsatisfaction.withsix.com/withsix/topics/additional_mods_support_per_server

---------- Post added at 13:52 ---------- Previous post was at 13:51 ----------

The mod update overview / dialog: http://getsatisfaction.withsix.com/withsix/topics/improve_mod_update_overview_and_dialog

---------- Post added at 13:54 ---------- Previous post was at 13:52 ----------

Ability to open Server info from Servers Grid: http://getsatisfaction.withsix.com/withsix/topics/ability_to_open_server_info_panel_from_within_the_server_grid

And server signature handing http://getsatisfaction.withsix.com/withsix/topics/server_signature_evaluation_and_comparing_with_active_mods_to_indicate_failure_early

doveman
Jan 1 2013, 12:28
Good points, logged it at http://getsatisfaction.withsix.com/withsix/topics/additional_mods_support_per_server

Nice one, thanks.

[APS]Gnat
Jan 2 2013, 04:51
Jesus! ..... got orphaned mod directories everywhere now ......

Thank fuck I renamed my I44 development directory just before I started updating this tool / updating I44 because it now completely ignored the I44 mod directory in MyDocuments and is now back to installing mods the game folder (which would have overwritten my updates! ) ..... gggrrrrrrr
.... and I cant see anywhere to change this behaviour.
..... and it STILL doesn't remember where it was installed before trying to Update/reinstall itself !

Sickboy
Jan 2 2013, 09:26
Yes my son?

Happy new year to you too, Gnat.

PwS by default installs mods to My Documents. If it's installing to your game folder then I suspect you have configured it as such.
You can configure the paths to games and mods folder by going to Settings -> Game Settings.
http://i48.tinypic.com/auia35_thumb.png (http://i48.tinypic.com/auia35.png)
If not, then something VERY fishy is going on, and we would be glad to receive details and log files (http://getsatisfaction.withsix.com/withsix/topics/where_can_i_find_the_log_files) over at http://getsatisfaction.withsix.com/

And yes it DOES remember where it is installed after you've upgraded past build 170, because we fixed issues in the installer preventing us from performing MINOR upgrade types:
http://play.withsix.com/posts/85-play-withsix-build-190-released-merry-x-mas
http://getsatisfaction.withsix.com/withsix/topics/sorry_and_thankyou_pages_are_shown_on_major_upgrade_types

The only exception is if we intentionally perform a Major Upgrade type, because of technical requirements of MSI (http://kb.flexerasoftware.com/doc/Helpnet/installshield12helplib/MajorMinorSmall.htm). E.g a Major upgrade is required if we want to remove components from the package.
We're looking into ways to handle the path in this case too, but we feel the recent changes should be rather acceptable already.

Re your development folder; it sounds like you're missing some vital tools and processes, like backups and SVN/Git? Harddisks are tricky things, they're usually the first to go.
We offer free project hosting including Git over at Dev-Heaven (https://dev-heaven.net/projects/heaven/wiki/Request_your_project_space) if you're interested. Github (https://github.com/) also provides project hosting for free, if it's an Open Source project.
.git/.svn/.hg folders are untouched by PwS/SU.

[APS]Gnat
Jan 2 2013, 17:57
Yes happy new year as well SB
Settings? My update doesn't even remotely look like that picture !
One of the most non-intuitive GUI I've encountered in a long while sorry.


only exception is if we intentionally perform a Major Upgrade type
Surprise ... it was an MSI install
Hadn't used PwS in many weeks.
And prior to the (todays) update, all Mod's were being installed to My Documents (which is what I preferred just for I44 ..... but give the history of me and this program, I took the precaution of renaming my development folder. Glad I was suspicious)

Log File
http://pastebin.com/tzSR1Cxk


missing some vital tools
No, I'm not. And restoring backups are a time consuming (and risky) pain in the arse.

---------- Post added at 02:57 ---------- Previous post was at 02:45 ----------

Arh! ffs .... theres a reason the picture was different ..... It was the Six Launcher it seems I was wrestling with :( so many "Six" directories laying around ......
PwS has disappeared .... so have to reinstall.
Sorry SB

Sickboy
Jan 2 2013, 19:04
I see, NP. Thanks for the log, though unneeded now and very old indeed :P
Play withSIX by default is installed to C:\Program Files (x86)\SIX Networks\Play withSIX and downloadable over at http://play.withsix.com

Play withSIX should be the only SIX app ya need now :) Only a handful of features left in SIX Updater to port.
Then we can start making some serious progress ;)

doveman
Jan 2 2013, 21:44
Having a weird bug trying to launch Namalsk Crisis.

I couldn't get in to the server launching from PwS so I tried copying and pasting the IP:Port and that revealed I was being kicked for not having ns_dayz.pbo. However I do have that, it's in @<hidden>/addons and that was installed by PwS. The Namalsk Crisis servers show, under Mods, @<hidden> and Arma2:Namalsk Crisis. There's no @<hidden> in front of the latter, which seems wrong. This is what the RPT shows:

== D:\Games\ArmA 2 Operation Arrowhead\expansion\beta\arma2oa.exe
== "D:\Games\ArmA 2 Operation Arrowhead\expansion\beta\arma2oa.exe" -noSplash -noFilePatching "-mod=exp-ramdisk" "-world=empty" -nosplash -skipintro -nopause -connect=94.23.200.92 -port=2302 "-mod=D:\Games\ArmA 2;expansion;expansion\beta;expansion\beta\expansion;@<hidden>;@<hidden>;@<hidden>"

I've used the Add Mods function to add Dayz_Namalsk now, so hopefully that will fix it. By the way, that Add Mods page is rather unintuitive, having to click the little OK down the bottom to add a mod. Would be much better if we could right-click on a Mod and Add I think.

Sickboy
Jan 3 2013, 07:52
Having a weird bug trying to launch Namalsk Crisis.

I couldn't get in to the server launching from PwS so I tried copying and pasting the IP:Port and that revealed I was being kicked for not having ns_dayz.pbo. However I do have that, it's in @<hidden>/addons and that was installed by PwS. The Namalsk Crisis servers show, under Mods, @<hidden> and Arma2:Namalsk Crisis. There's no @<hidden> in front of the latter, which seems wrong. This is what the RPT shows:

== D:\Games\ArmA 2 Operation Arrowhead\expansion\beta\arma2oa.exe
== "D:\Games\ArmA 2 Operation Arrowhead\expansion\beta\arma2oa.exe" -noSplash -noFilePatching "-mod=exp-ramdisk" "-world=empty" -nosplash -skipintro -nopause -connect=94.23.200.92 -port=2302 "-mod=D:\Games\ArmA 2;expansion;expansion\beta;expansion\beta\expansion;@<hidden>;@<hidden>;@<hidden>"

I've used the Add Mods function to add Dayz_Namalsk now, so hopefully that will fix it.The ns_dayz.pbo was optional and intended for DayZ, but I suppose it is being used differently as well. I've added the addon to the @<hidden> modfolder now :)


By the way, that Add Mods page is rather unintuitive, having to click the little OK down the bottom to add a mod. Would be much better if we could right-click on a Mod and Add I think.
Fully agreed, it was rather something I slapped together quickly to bring you guys long awaited control over the Mods in the Modsets around x-mas.
I am currently fully focused on porting the last bits of old IronRuby code to our new spanking C# codebase.
I expect to be ready by next week and we'll then be focusing on improving the Modset and Mod experience, and beyond :)
SU Custom repo support + surprise is also underway.

doveman
Jan 3 2013, 10:50
Cool, thanks Sickboy.

I wasn't sure if the Namalsk Crisis modset was meant to be just for Dayz Namalask but that's all the servers I saw under it so I assumed so :)

Looking forward to the future :)

Sickboy
Jan 3 2013, 10:56
Well the Namalsk DayZ situation is a bit special compared to the rest.

Technically they did a great job, as in, not duplicating DayZ code. Instead they have a ns_dayz.pbo which can be combined with the official DayZ package.
However, because the Namalsk Crisis has it's own mod.cpp, and this mod.cpp is also used for DayZ, filtering DayZ servers from the Namalsk Modset cannot be accomplished by conventional means.

We're planning to add customized handling for this situation in the near future.

doveman
Jan 4 2013, 15:46
A useful feature has occurred to me, which I can't see already implemented (apologies if it is).

VON doesn't work properly if some players are using pre-beta xxx (I can't remember the exact version) and some are using post-beta xxx. This also seems to affect ACRE judging by my experience last night. It manifests as the player can hear the other players but they can't hear him. Therefore, on some servers I have to not use the beta and on others it's fine so it would be useful if there were a beta switch that could be set per server that would override the global setting.

EDIT: I found out that my problem with ACRE was totally unrelated to the VON problem. Nonetheless, a beta setting per server would be useful for servers that use VON for the reasons described above.

Iceman77
Jan 5 2013, 18:53
According to the CBA (http://forums.bistudio.com/showthread.php?103871-CBA-Community-Base-Addons-for-A2-OA-and-CO)thread:

No matter which type of ArmA 2 installation you have, you need the @<hidden> mod folder loaded.


If you use ArmA 2: Combined Operations, that's all you need - load just the @<hidden> mod folder.
If you have only Operation Arrowhead without ArmA 2 original, you are required to also use @<hidden> mod folder.
If you have only ArmA 2 (Standalone, original), you are required to also use @<hidden> mod folder.



Why is it that PWS launches with all 3 even though I have CO?

Alderman
Jan 5 2013, 19:59
According to the CBA (http://forums.bistudio.com/showthread.php?103871-CBA-Community-Base-Addons-for-A2-OA-and-CO)thread:


Why is it that PWS launches with all 3 even though I have CO?

Because that info is old. You now must run all three if using Combined Operations.

Sent from my DROIDX

Iceman77
Jan 6 2013, 06:38
I see. According to HIP (http://forums.bistudio.com/showthread.php?143150-Hell-in-the-Pacific-0-5-beta-release) thread, that is the most current/official CBA thread on the BI forums. The author should change the OP to display accurate info.

doveman
Jan 7 2013, 21:24
I'm finding that when joining the UnitedOperations server with PwS it doesn't connect to the server and puts me on the main menu and I have to connect manually, which is obviously not what's meant to happen.

I also found the other night that although PwS said the mods were up-to-date, I was getting kicked and when I checked with SixUpdater @<hidden> and @<hidden> were out of date.

Sickboy
Jan 7 2013, 22:19
I'm finding that when joining the UnitedOperations server with PwS it doesn't connect to the server and puts me on the main menu and I have to connect manually, which is obviously not what's meant to happen.

I also found the other night that although PwS said the mods were up-to-date, I was getting kicked and when I checked with SixUpdater @<hidden> and @<hidden> were out of date.
UOMaps and UOMods are not on the official network but on their SU Custom Repo. PwS Custom repo support is underway :)

doveman
Jan 8 2013, 00:15
UOMaps and UOMods are not on the official network but on their SU Custom Repo. PwS Custom repo support is underway :)

Ah gotcha. As you can tell, I haven't got my head round all this Custom repo stuff yet ;)

Kawa
Jan 8 2013, 11:29
Hello Sickboy,

I'm creating a private pack of addons for my squad (private because I don't want to bother with signatures and rights, and we are playing on our own private server anyway).

The thing is about 8.5 Gb big, uncompressed. Hosting it isn't an issue as I do have 25 Gb webspace that I can reach through an FTP client but what is worrying me is how to maintain the pack easily, both for the end-users, my squaddies, and myself as I don't want them to download the whole pack again if one of the file is corrupted or outdated nor I want to upload the whole pack everytime I update or modify it.

After a good googling session, it seems that what I'm after is some sort of "delta patching" and it seems that your updating tools are working that way.

Now what I just can't figure is which one to use and how to set up the whole delta patching process. I've read the CustomRepos Setup page but my ears started to bleed after the first paragraph.

Could you please point me to the right direction?

Sickboy
Jan 8 2013, 11:40
Hello Sickboy,

I'm creating a private pack of addons for my squad (private because I don't want to bother with signatures and rights, and we are playing on our own private server anyway).

The thing is about 8.5 Gb big, uncompressed. Hosting it isn't an issue as I do have 25 Gb webspace that I can reach through an FTP client but what is worrying me is how to maintain the pack easily, both for the end-users, my squaddies, and myself as I don't want them to download the whole pack again if one of the file is corrupted or outdated nor I want to upload the whole pack everytime I update or modify it.

After a good googling session, it seems that what I'm after is some sort of "delta patching" and it seems that your updating tools are working that way.

Now what I just can't figure is which one to use and how to set up the whole delta patching process. I've read the CustomRepos Setup page but my ears started to bleed after the first paragraph.

Could you please point me to the right direction?
Hi,

Thanks for your message and interest!

SIX Updater indeed offers exactly what you are after; delta patching support on both ends.
Play withSIX is on the verge to support it as well (the client part for starters), and the processes will be simplified and improved coming time.

Have you also checked the +UI doc variant, it is probably easier to handle? http://www.six-projects.net/Six_Updater+CustomRepos_Setup+UI
There's also a Skype support chat linked I believe on the non +UI variant, if you would like some more personal assistance from other CustomRepo admins.

I am afraid that currently you require some sysadmin skills for the initial setup. Also zsync is not compatible with every webserver or configuration.
Once the initial setup is completed, it should be quite straightforward to push more mods or updates.
I suspect we will be able to improve this process by mid this year.

I would recommend to at least split up the mod pack over folders preferably not larger than 1 GB each.
This will improve the experience on both ends; for you as uploader and for your users as downloaders.

Also, if some mods are already available on the official SU network, I can recommend using those instead of putting them on your custom repo;
- The SU network has worldwide nodes, and is partially community powered and self powered.
- The content is generally considered stable, in the sense that usually you will not find broken mods on the network, or only very shortly
- All mods have v2 signatures, although as you say you won't use them (from a technical perspective, I can definitely recommend enabling signature checks, even if its just to make sure none of your users run unexpected content, either outdated or completely different http://sickboy-six.blogspot.nl/2011/11/v2-signatures-bisign-and-bikey-what-is.html)

The beauty of the SU custom repo architecture is that it supports this effortlessly - any modfolder you specify for a server, that is not located on your custom repo, will be automatically looked for on the official network,
and even if it's not found there, it will check if the user perhaps already has the modfolder installed :)

I hope this helps!

Kawa
Jan 9 2013, 02:51
Definitely helps, thanks a lot Sickboy.

I may have an additional question though: is SU able to delete a file to match a reference configuration?
There already are some pbo in some mods that I choose not to use for compatibility's sake or simply to save space and in the future there will be files we eventually decide to just let go or replace. I feel it would be somewhat inelegant to have the user having to delete them manually.

As for signatures, if it wasn't for the headache legally acquired DLC's bisigns are giving me when I do activate V2 signature check, they would be used for sure.

Best wishes by the way. ;)

Sickboy
Jan 10 2013, 13:11
A small update on progress on Play withSIX

We're about to release yet another major technology update, bumping the version finally from v1.0 to 1.2!.
In terms of functionality not much has changed with the exception of fixed bugs.

It is however a major milestone for us due to having fully dropped IronRuby code in favor of C#/XAML,
which means that the Distribution functionality (download/install/update of mods, dlls, etc) and the handling of the Main Action button (the One-Button-To-Rule-Them-All) have been reimplemented.
And we can now focus on developing in a single language with a single set of Tools.

We have also replaced the unhandled exception handler and reporter for a much more user friendly version, incl the option to include your e-mail address so we can get back to you with resolution etc.
Besides that, we've implemented Opt-In Feature Reporting, which will help us improve the reliability, performance and functionality of the Application.

Progress information is refreshed more frequently for a smoother experience.

The setup package size has been reduced by about half, many dependencies have been merged,
distribution tools are now downloaded separately once they are needed and mod/game assets like images are no longer distributed with the software but are obtained online and cached locally.

Performance and Memory usage should again have improved slightly as well.

ETA: Between now and Sunday.


Near future

We are working hard to move PwS out of the Preview phase. We expect this will finish in the next few weeks.

I know a lot of you have been waiting for SU Custom Repo support, and further developments in this area.
Our latest line of (major) technology updates were required for us to be able to commit to development of these improved and new features.

We expect to have test-grade Custom Repo support ready coming days, and production-grade in 1-2 weeks.
We also have a surprise in regards to repo/protocol support, which will be revealed around the same time we release production-grade SU Custom Repo support ;-)

More improvements and new features are being planned for coming time.

Stay Tuned for more Play withSIX news and releases!

Sickboy
Jan 11 2013, 09:03
I may have an additional question though: is SU able to delete a file to match a reference configuration?
There already are some pbo in some mods that I choose not to use for compatibility's sake or simply to save space and in the future there will be files we eventually decide to just let go or replace. I feel it would be somewhat inelegant to have the user having to delete them manually.Currently this is unsupported to apply this through repo config, but we can look at that for PwS. You can at least exclude files through the "incl" and "excl" fields locally, in the Mods grid, or directly in the .rsync\config.yml


As for signatures, if it wasn't for the headache legally acquired DLC's bisigns are giving me when I do activate V2 signature check, they would be used for sure.I see - DLC issues with keys should be resolved quite a while ago.
I believe the trick is to install the 1.62 patch (again) after installing the DLCs.


Best wishes by the way. ;)You too

R0adki11
Jan 11 2013, 09:19
@<hidden>

I would like to say how impressed i am with Play withSIX, it is a great tool for downloading Mods and addons. I find it alot easier to use that Six Updater, which is great.

As you already kindly host my Nogovan Mod, how easy is it for me to get that updated when i am ready to release my new version?

Thank you for your hard work, its appreciated :)

Sickboy
Jan 11 2013, 09:32
@<hidden>

I would like to say how impressed i am with Play withSIX, it is a great tool for downloading Mods and addons. I find it alot easier to use that Six Updater, which is great.

As you already kindly host my Nogovan Mod, how easy is it for me to get that updated when i am ready to release my new version?

Thank you for your hard work, its appreciated :)
Thanks, glad you like it! :)

Currently we would like to receive a notification over at http://getsatisfaction.withsix.com/withsix/topics/mod_update_or_addition_requests
For the future we are looking at giving access directly to you and other Mod Makers :)

Sickboy
Jan 11 2013, 16:58
The latest Play withSIX v1.2 build (282) is now available on auto-update!
This build brings several improved features and reduced setup size

http://i45.tinypic.com/2iavn5v_thumb.png (http://i45.tinypic.com/2iavn5v.png)
(click image to enlarge)

Highlights

We have arrived at v1.2, nearing first non-Preview release
Setup size reduced by half;
Separated tools to a downloadable package, and dropped and merged many assemblies.
Assets like mod and game images are no longer distributed with the application but retrieved online
Regretfully this requires a "Major Upgrade" type, performing an uninstall and reinstall of the software. Apologies for the inconvenience
New and improved exception handling and report dialog
Feature Reporting ("Customer Experience Program") helps us to improve the reliability, performance and functionality
Completely dropped IronRuby, migrated fully to C#/WPF XAML
Improved performance, reliability and responsiveness
Many more big and small improvements, Check the full changelog (http://play.withsix.com/changelog) for details.

We are very close to moving Play withSIX out of Preview. For the next few weeks we have planned: Custom Modset finalization, SU Custom Repo support, and a surprise ;-)

NOTE: If you get an error during startup about System.Core - please make sure you have Microsoft .NET KB2468871v2 hotfix (http://www.microsoft.com/en-us/download/details.aspx?id=3556) installed. Alternatively, you could instead install the Microsoft .NET Framework 4.5 (http://www.microsoft.com/en-us/download/details.aspx?id=30653)

NOTE2: If you get an error during startup about System.Windows.Interactivity.dll - please try and run PwS from the start menu, SIX Networks, Play withSIX icon instead, or go through Control Panel, Add/Remove Programs, Play withSIX, repair. To repair the installation.

Apologies for the inconvenience.

In case of feedback or issues, please let us know (http://play.withsix.com/support)

Enjoy!

Sickboy
Jan 11 2013, 20:18
Hotfix build deployed to address reported performance issue while idle, and some other minor corrections:


Fixed performance issue using up CPU even while idle
Improved SIX Tools dialog / message. Might also process faster with the cpu issue resolved
Added Show pings as Number Setting - changes the serverinfo panel in the controller, and the pings in both grid and list
Added Refresh Server Info and Show Server Info to server context menus. And Refresh Server Info to Server Info Panel


Updating from build 282 should be a smooth ride.

RunForrest
Jan 12 2013, 04:34
how do i install mods with PlaywithSIX???

I want to be able to play on public ACE servers
So far i just installed ACE 1.13 stable manually (which is horrible as theres is x hotfixes - not ONE 1-file download for easy install- confusion for new users should be perfect,even experienced ArmA players struggle - i still dont know if everyone in our gaming group has the same,right hotfixed stable version)
I always install mods manually since years (i have 150 active or so) and have no problems
Now i am FORCED to use a "social"-network-idontgiveafuckaboutprivacy-idontgiveafuckaboutsecurity- tool to be able to play a community made mod on public servers. Ok great. Im not happy with it but i want to play so lets see how it works.
I go to ACE Wiki (http://wiki.ace-mod.net/)
I click on download
I click on ongoing development
i have to scroll down the whole document and at the very end it says Downloads, Updater DOWNLOAD very easy to find lol
ok i click Download
there it says:

SIX Launcher is in the process of being replaced by the evolved and much improved Play withSIX. Recommended:


I install PlaywithSIX, i agree to whatever it takes (hello Steam, hello Origin,hello F.ckbook, hello ICQ... f...youall)
So im logged in, click on mods... nothing
Nowhere there is any sign,hint,whatever how i install/download/upgrade mods... really?

Sry that im a bit pissed off atm. I know i have no right to demand anything. This is all hard work of many many people and im sure u try to do ur best, but getting ACE to work for public use is horrible.
This is not userfriendly at all! And keep in mind i am an experienced ArmA user.

P.S. I tried to post this in support section of PlaywithSIX
I typed in "how to download mods"
I used the first link that popped up as it was exactly what i was looking for (3month old)
There some1 was asking the same thing
Sickboy replied with something similar what i quoted above and a link
The link was no help at all
I wrote the reply that i am just posting here right now
When i tried to send the reply it said i need to be logged in
I WAS logged in and i tried to send the reply at least 10 times no success!

I hope this helps u to make thins (especially ACE) more userfriendly

Sickboy
Jan 12 2013, 09:42
Hi,

ACE recommends to use SIX Updater, the documentation over there is also for SIX Updater. Not Launcher, nor Play withSIX.
SU is still available for download on the www.six-updater.net (http://www.six-updater.net) download page. OTOH, I do recommend PwS over SU.

I do not entirely understand what problem you are experiencing, if you want to install and run manually, then there would be no need for any of the utilities (But, I can't recommend doing it manually as ACE 1.13 stable is very old. 1.14 is scheduled for a release in the near future).
For starters, Play withSIX advertises the basic guide available at http://play.withsix.com/thankyou

With PwS, installing ACE is as simple as:
1. Start PwS
2. Go to Mod Selection and Select ACE. If you want to enable extra optional expansions, expand the ACE ModSet (arrow on left) and enable what you desire
3. Click the main action button at the bottom that says "Install"

If you run into any issues in this process, please specify them, our support section is available at http://play.withsix.com/support

Lastly the social features of PwS are optional. You do not need to register, login, or even expand the PwS social (left) section, if you have no interest in such features.

The ACE documentation will be updated for PwS once it goes out of Preview, once it can replace SIX Updater fully.

---------- Post added at 11:42 ---------- Previous post was at 11:26 ----------

See the red marked areas on this pic:
http://i47.tinypic.com/30xg950_thumb.png (http://i47.tinypic.com/30xg950.png)

RunForrest
Jan 12 2013, 10:59
Hi, thanks for ur reply

Now i see the problem
I didnt have the window that ur screens shows, or i had but couldnt see it
It shows up first (was very small- and overlapped by the other next opening window) and i clicked on register
Than the other window comes up
If u minimize that window the main PwS Window gets minimzed too, and i never noticed its there! After i registered i totaly forgot that there was another window before.
I alwyas clicked on the Mods tab in the other window, so it was a (unfortunate) misunderstanding.
Maybe u should look for that window thing, thats really confusing when u dont know it :)

Regarding ACE
I see nowhere a recommendation to use SU rather than PwS, i just rechecked
If u follow my steps ahead and click the Download button for SU theres recommendation to use PwS instead of SU.

Btw why does ACE recommend to use SU? What can go wrong when i use PwS? Of course now i want to use PwS since i already installed it.

Additionally i want to keep the ACE 1.13 stable version installed, temporarily i will add "_stable" to the ACE folders names - would that work with PwS? Will PwS ignore those folders?
I also have my own addon folder structure within my ArmA2 directory for best clarity (e.g. @<hidden>\Binoc, @<hidden>\Compass, @<hidden>\jav_fix or @<hidden>\Landtex, @<hidden>\sap_clutter etc...) Can PwS handle that?
Afaik(maybe im wrong) SU installed mods to prenamed fixed foldernames.


I do not entirely understand what problem you are experiencing, if you want to install and run manually, then there would be no need for any of the utilities
I cant manually install the ongoing development version, that i need to play on public servers (can i ?). Theres is no servers that use the stable version, or i cant find them because the ArmA miltiplayer browser doesnt really work very well as we all know...


Lastly the social features of PwS are optional. You do not need to register, login, or even expand the PwS social (left) section, if you have no interest in such features.
I apologize to rant about the social features, it was a wrong assumption by me that registration is needed to use PlaywithSIX, i didnt even know that the main tool and the "social" stuff is devided.
Im very cautious with registration/account stuff. No one cares about customer/user privacy, companys try to get ur data no matter what... Thats a topic where i get mad fast, it wasnt directly aimed at u :)

*edit
oh and
1.14 is scheduled for a release in the near future thats awsome news :bounce3:

Sickboy
Jan 12 2013, 11:13
Hi, thanks for ur reply

Now i see the problem
I didnt have the window that ur screens shows, or i had but couldnt see it
It shows up first (was very small- and overlapped by the other next opening window) and i clicked on register
Than the other window comes up
If u minimize that window the main PwS Window gets minimzed too, and i never noticed its there! After i registered i totaly forgot that there was another window before.
I alwyas clicked on the Mods tab in the other window, so it was a (unfortunate) misunderstanding.
Maybe u should look for that window thing, thats really confusing when u dont know it :)Ahhh, right, thanks we'll look into it!


Regarding ACE
I see nowhere a recommendation to use SU rather than PwS, i just rechecked
If u follow my steps ahead and click the Download button for SU theres recommendation to use PwS instead of SU.ACE only talks about SIX Updater, it is once you get to SIX Updater that it mentions that SIX Launcher (the dumbed down client) is in process of being replaced. SU is still available there.
But i'll admit it can easily lead to confusion :)


Btw why does ACE recommend to use SU? What can go wrong when i use PwS? Of course now i want to use PwS since i already installed it.PwS is officially still in Preview stage, although I think it is pretty decent these days already.
SU also has a few more features and use cases that are not completely covered yet in PwS. As such, officially, SU is still recommended for ACE.
If PwS suffices for your needs, I definitely recommend sticking to that. We're close to moving it out of preview and will then adjust the ACE docs accordingly.


Additionally i want to keep the ACE 1.13 stable version installed, temporarily i will add "_stable" to the ACE folders names - would that work with PwS? Will PwS ignore those folders?Yes that's the way to do it - rename the stable folders to names unknown to PwS, and they will be ignored.


I also have my own addon folder structure within my ArmA2 directory for best clarity (e.g. @<hidden>\Binoc, @<hidden>\Compass, @<hidden>\jav_fix or @<hidden>\Landtex, @<hidden>\sap_clutter etc...) Can PwS handle that?
Afaik(maybe im wrong) SU installed mods to prenamed fixed foldernames.I am afraid we do not support this, and there's a chance we might never.
Technically it is complex to support, especially once you loose the mapping between folder structures and mods, e.g on reinstall, new PC, or otherwise. (imagine with 100's of mods etc)

We would rather prefer to enhance the mod browsing/searching/filtering experience in the client, so that you hopefully do not feel any need to have such folder structure, and have no need whatsoever to even visit the game or mod installation folder in Explorer.
Support for installing mods not downloaded over our network should complete that.

However we're open to arguments for the structured folder handling; our opinion is not written into stone :)



I cant manually install the ongoing development version, that i need to play on public servers (can i ?). Theres is no servers that use the stable version, or i cant find them because the ArmA miltiplayer browser doesnt really work very well as we all know...Correct, over at ACE we are used to rapid development and deployment, and the mod is fairly massive. It is senseless to redistribute full sized archives or even setup elaborate schemes with incremental update packages.
Especially when the technology used by PwS/SU etc handles this all and much more. It uses delta patching to only download delta's representing the changes between the local and remote file, and enforces correctness of the files and removes unknown added files and makes sure there are no missing files.
It also takes care of the elaborate launching process with all the modfolders and such :)



I apologize to rant about the social features, it was a wrong assumption by me that registration is needed to use PlaywithSIX, i didnt even know that the main tool and the "social" stuff is devided.
Im very cautious with registration/account stuff. No one cares about customer/user privacy, companys try to get ur data no matter what... Thats a topic where i get mad fast, it wasnt directly aimed at u :)No worries, we've been around long enough to know how it is, and we're only human too and know all too well how frustration can get the better of us :)
Still, it is somewhat painful to run into these after long and hard weeks of development and just having released another major milestone, but we will survive :P

RunForrest
Jan 12 2013, 16:40
So it seems everything works like a charm, i really like the convient serverbrowsing, ACE update was smooth, only small issue was i had to remap all ACE keys again, my bindings didnt survive the update.
Regarding custom folder structure, for me that is no problem, i prefer having control over everything that happens on my pc anyway.
I havent tried yet how to join a server with my own addon collection, but i think i will stick to spirited machines ArmA launcher, i dont think i want to rearrange my addonsorting.
This tool is a big step forward and should have been there from the start of ArmA2 from BIS itself imho, or even after release as small addon for low price.
Keep up the good work, im sure this is the future of addon management, even for control freaks like me :)

TonyGrunt
Jan 13 2013, 10:36
Slight annoyances with the installer/updater.
I have installed PlayWithSIX in another drive and yet when updating it prompts to install on the default.
I got the sorry prompt and after that the thank you prompt. Wasn't this already addresed (http://getsatisfaction.withsix.com/withsix/topics/sorry_and_thankyou_pages_are_shown_on_major_upgrade_types#reply_10744178)?

Sickboy
Jan 13 2013, 10:43
So it seems everything works like a charm, i really like the convient serverbrowsing, ACE update was smooth, only small issue was i had to remap all ACE keys again, my bindings didnt survive the update.
Regarding custom folder structure, for me that is no problem, i prefer having control over everything that happens on my pc anyway.
I havent tried yet how to join a server with my own addon collection, but i think i will stick to spirited machines ArmA launcher, i dont think i want to rearrange my addonsorting.
This tool is a big step forward and should have been there from the start of ArmA2 from BIS itself imho, or even after release as small addon for low price.
Keep up the good work, im sure this is the future of addon management, even for control freaks like me :)Awesome, and thanks, stay tuned! :)


Slight annoyances with the installer/updater.
I have installed PlayWithSIX in another drive and yet when updating it prompts to install on the default.
I got the sorry prompt and after that the thank you prompt. Wasn't this already addresed (http://getsatisfaction.withsix.com/withsix/topics/sorry_and_thankyou_pages_are_shown_on_major_upgrade_types#reply_10744178)?Hi,

This was announced together with the release announcement: http://forums.bistudio.com/showthread.php?138444-Play-withSIX-Community-Preview-Evolution-of-SIX-Launcher-and-in-time-also-SU&p=2276736&viewfull=1#post2276736

Regretfully this requires a "Major Upgrade" type, performing an uninstall and reinstall of the software. Apologies for the inconvenience
Major upgrade types are sometimes technically required, like when removing components; and boy did we remove a few ;-)
ThankYou (with basic guide) / Sorry (with feedback option) are intended for Clean installs, and for Uninstalls respectively. Since Major Upgrade types do both, you get both.
The difference with before though is that they are optional now, and don't just open the browser without asking.
The other issue we solved a while ago is that we unintentionally suffered from Major Upgrade types even when they seemed technically not required.

RunForrest
Jan 14 2013, 17:21
hi
I noticed when updating ACE, CBA and beta patch are also updated. Is that really necessary? That would mean that everyone in my group is forced to update cba and beta very often(has also to use SU or PwS), or i have to revert my CBA and beta patch to older versions. So in the end its all or nothing or more work me?

galzohar
Jan 14 2013, 17:43
It is probably a good idea for everyone to update in the same fashion to ensure everyone are using the latest versions of everything. If you wish to not update certain mods, even if it is somehow possible, will require you to check whether not updating them is even an option (for example if new version of ACE requires new version of CBA).

Günter Severloh
Jan 27 2013, 18:52
Hi, when i start playw6, I get an error message, and says something like i need to update the net framework,
so i did, and then i got the latest version which is 4.5, trying to install that gives me an error

The .NET Framework 4.5 is not supported on this operating system.
So now what, SU works np for me, but playw6 will start but i get an error message once started, i followed the links and instructions but to no avail.

Other then that. I had posted on the Six updater thread about a small issue about SLX Im wondering about, and then a post before that I had asked a
few questions about getting COWarMod on six updater, and maybe on Playw6, but right now Im not sure.

Iceman77
Jan 28 2013, 02:48
So in the end its all or nothing or more work me?

Feels that way sometimes! Just to do simple things...

tryteyker
Jan 31 2013, 08:56
Okay so I'm still getting used to PwS since I recently switched from SU to this. Question is, am I able to start singleplayer via PwS (since pws does not seem to install the mods directly), or is it MP only? It's pretty neat that once you want to join a server it automatically installs everything for you, but I still haven't been able to start up SP or install specific mods (it only seems to show the mods popular mods, such as ACE, I44 etc). Also I'm not on my home computer so I can't check anything atm.

//Edit
Actually doesn't matter anymore because I got ArmAII Launcher to check in the My Documents folder. Just leaves me with installing custom addons since I'm only able to look at 16 mods (but am able to add custom mods to a particular set, like ace)

Sickboy
Feb 3 2013, 10:57
A new build with several improvements was released recently; http://play.withsix.com/changelog
Expect more builds coming weeks with new features and improvements, more on that soon!

We welcome your feedback, suggestions, questions and bug reports at our tracker: http://getsatisfaction.withsix.com (http://getsatisfaction.withsix.com/)
(you can login with your withSIX account, or any of the other supported authentication methods)



hi
I noticed when updating ACE, CBA and beta patch are also updated. Is that really necessary? That would mean that everyone in my group is forced to update cba and beta very often(has also to use SU or PwS), or i have to revert my CBA and beta patch to older versions. So in the end its all or nothing or more work me?Hi,

CBA is a dependency of ACE so generally it needs to be updated with ACE too, also each CBA build should be backwards compatible.

Regarding Beta; not sure what's wrong with updating it frequently, the new versions contain often useful fixes, and the software deploys delta patching?
Also as long as there is no Major or Minor version bump, there should generally not be any issues running different versions on clients connected to the same server.
When BI makes incompatible changes generally they always bump the minor version (e.g 1.62 -> 1.63 etc).

But you can disable Beta updating if you like; http://getsatisfaction.withsix.com/withsix/topics/how_to_manually_control_arma_2_oa_beta_patch_updates

The purpose of the software/official network has always been to update your mods to the latest version available on the network, this includes all dependencies.
To have full control you could setup a SU custom repo with the versions of mods/missions you desire.
However for the future we're looking into providing more control in general, and if we could support multiple versions
Doing this right is fairly complex, and we're talking about even more space and bandwidth usage for our Network.

---------- Post added at 12:41 ---------- Previous post was at 12:39 ----------


Hi, when i start playw6, I get an error message, and says something like i need to update the net framework,
so i did, and then i got the latest version which is 4.5, trying to install that gives me an error

So now what, SU works np for me, but playw6 will start but i get an error message once started, i followed the links and instructions but to no avail.Hi,

The alternative solution is to install .NET Framework 4.5,
if you're still on Windows XP, use the primary solution listed in the dialog instead.
See the two notes for some more info: http://play.withsix.com/posts/87-play-withsix-v1-2-build-282-released


---------- Post added at 12:45 ---------- Previous post was at 12:42 ----------


Okay so I'm still getting used to PwS since I recently switched from SU to this. Question is, am I able to start singleplayer via PwS (since pws does not seem to install the mods directly), or is it MP only? It's pretty neat that once you want to join a server it automatically installs everything for you, but I still haven't been able to start up SP or install specific mods (it only seems to show the mods popular mods, such as ACE, I44 etc). Also I'm not on my home computer so I can't check anything atm.

//Edit
Actually doesn't matter anymore because I got ArmAII Launcher to check in the My Documents folder. Just leaves me with installing custom addons since I'm only able to look at 16 mods (but am able to add custom mods to a particular set, like ace)To operate in Singleplayer mode instead of Multiplayer, please find the switch at the bottom of the Play tab that reads: Multiplayer (0 ) Singleplayer

PwS preview is designed for supporting the larger popular mods like DayZ, I44, CWR2 and ACE. You can indeed add any of the other 400+ mods available on our network to any of the main supported modsets.
Fully custom modsets, SU Custom Repo support, and much more is in development, and are targets to move PwS out of Preview.
In the mean time you can still use the old SIX Updater if you need these features right now.

doveman
Feb 7 2013, 16:00
There appears to be a bug in PwS as even if I untick the "Update beta mod" option and restart, it's still showing the big orange Update box and when I mouse over it, the only thing it refers to is beta 101480. I very much don't want to update my beta as there's been a lot of issues with the ones since 100697. Until this is fixed I can't update any of the mods like ACE as it will update the beta as well.

Sickboy
Feb 7 2013, 16:12
There appears to be a bug in PwS as even if I untick the "Update beta mod" option and restart, it's still showing the big orange Update box and when I mouse over it, the only thing it refers to is beta 101480. I very much don't want to update my beta as there's been a lot of issues with the ones since 100697. Until this is fixed I can't update any of the mods like ACE as it will update the beta as well.
Please see http://getsatisfaction.withsix.com/withsix/topics/how_to_manually_control_arma_2_oa_beta_patch_updates

Btw some of the issues with latest betas are solved with the newly released CBA_CO.

Sickboy
Feb 9 2013, 17:22
New build released to address issues with joining servers / starting the game with the right mods which some users experienced with specific encoding in username, etc:
http://getsatisfaction.withsix.com/withsix/topics/not_able_to_on_any_server

Sickboy
Feb 11 2013, 07:29
plz del

Sickboy
Feb 11 2013, 09:41
I am happy to report that basic SU Custom repo client support for Play withSIX is pretty much in the final stages of development.
Several community admins are already experimenting and providing feedback, and we hope to make it widely available real soon.

The first implementation supports downloading/updating mods based on server.yml,
from existing SU Custom Repo's hosted either on http (zsync) or rsync mirrors, as well as App support like TS3/Mumble etc.

In the near future, we'll add full Repo Browser support so that you can also browse repositories again and manually pick mods from them (so without server.yml).
We have more in store for you guys regarding repo support, management and hosting but more on that later!

Lastly, as an added bonus, we've added support for Yoma AddonSync repositories (yea you read that right, YAS) as well,
making it extra easy to migrate, or allow players to join from either clients, without need to adjust existing infrastructure at the same time.

We have another surprise for you all lurking in the dark... But .. few more days before we shine some light on that ;-)



There appears to be a bug in PwS as even if I untick the "Update beta mod" option and restart, it's still showing the big orange Update box and when I mouse over it, the only thing it refers to is beta 101480. I very much don't want to update my beta as there's been a lot of issues with the ones since 100697. Until this is fixed I can't update any of the mods like ACE as it will update the beta as well.
Please see http://getsatisfaction.withsix.com/withsix/topics/how_to_manually_control_arma_2_oa_beta_patch_updates

Btw some of the issues with latest betas are solved with the newly released CBA_CO.

For next build there will be a message box explaining this when you disable Update Beta option, however for the future we hope to improve the control much better.

armatech
Feb 11 2013, 12:16
cant wait to get this going

doveman
Feb 11 2013, 17:01
Please see http://getsatisfaction.withsix.com/withsix/topics/how_to_manually_control_arma_2_oa_beta_patch_updates

OK, that seems to have worked. If the option doesn't work without also deleting the rsync folder though, I'd suggest that PwS automatically deletes that folder when the user unticks it (and then restarts PwS because it doesn't take effect until it's restarted) as it's not very user-friendly at the moment.

Günter Severloh
Feb 11 2013, 18:45
Hi Sickboy,
Thank you for adding COWarMod to Play with Six Network, and SU.
Two questions, I seen that on the PW6 that the mod is under AI Enhancements, mod I'm thinking probably should be under total conversion as
there are only a handful of addons/mods in CWM that are AI enhancements, the majority of the mod (95%) is all gameplay features.

2nd question is I also see that COSLX and COWarMod are on the sixupdater, my question is what happens when you convert the mod to be on SU?

DaleyG
Feb 15 2013, 22:38
Nice tool!
Just started using it to aquire the latest ACE mod, server browser is also a big plus for me I like it.
But one question about the browser, Is there a way to filter out DAYZ servers only?

Thanks!

Sickboy
Feb 17 2013, 11:46
Nice tool!
Just started using it to aquire the latest ACE mod, server browser is also a big plus for me I like it.
But one question about the browser, Is there a way to filter out DAYZ servers only?

Thanks!
Thanks :) Please have a look here; http://getsatisfaction.withsix.com/withsix/topics/add_to_filter_of_servers_function_exclusion_by_name_mods_improvement_option_hide_modded

---------- Post added at 13:46 ---------- Previous post was at 13:19 ----------

Spent yesterday on improving reliability, fallbacks/recovery on transfer failures etc, improve compatibility with security suites (AV/FW),
and improved notifications to the user on error, with possible causes, resolutions, workarounds or where to find more info and support etc.
We've also increased our network capacity again, Peak times seem to really really Peak these days :)

We've also setup and are continuesly improving our Troubleshooting FAQ: http://getsatisfaction.withsix.com/withsix/topics/troubleshooting_connection_problems_exception_during_convert_install_update

In case of issues, as always, we are ready and waiting for your reports, suggestions/feedback and requests over at http://play.withsix.com/support

fraczek
Feb 17 2013, 20:52
With the penultimate and the last update as well (.340), when PwS asked me to Update and restart, a dialog popped up during the MSI install progress telling me that it need to reboot in order to update (don't remember the exact text), with Ok and Cancel. Clicking Ok, PwS finished updating and restarted, without the reboot. Is the reboot really needed, and is this expected behaviour?

Sickboy
Feb 17 2013, 21:20
With the penultimate and the last update as well (.340), when PwS asked me to Update and restart, a dialog popped up during the MSI install progress telling me that it need to reboot in order to update (don't remember the exact text), with Ok and Cancel. Clicking Ok, PwS finished updating and restarted, without the reboot. Is the reboot really needed, and is this expected behaviour?
It could mean some of the PwS processes are still running while executing the update,
which could indicate either extremely fast system and operation, or a bug, or both, will investigate, thanks!

fraczek
Feb 18 2013, 20:46
Hi Sickboy, if you want some installer logs, just drop me a pm. Extremely fast system, heh :) I guess not, by my ingame FPS... ;) (though if the installer does just few file IO ops, that might well be the case, since it's a quad on fast SSD with 16gigs RAM, and usually when I start PwS it's right after boot to bootcamp with not much processes running, so if the OS caches the file IO in RAM...dunno).

Sickboy
Feb 18 2013, 20:57
Original post: http://play.withsix....compatibilities (http://play.withsix.com/posts/88-download-issues-low-speeds-and-security-suite-incompatibilities)

Background

Recently, especially last weekend, a lot of reports came in from users having issues downloading and installing mods, or at least getting low speeds. On top of that, ongoing compatibility issues with some security suites didn’t help the situation.
Weekends, especially in the CET evening times, are usually high tide, so it is to be expected that some speeds may vary. However on top of the usual high tide, another game mode for one of the larger mods was released, and it seems everyone was waiting in line to download the mod, this added extra strain on the network. Aborted and restarted transfers amplified the problem further.

What we have done to fix it

That is probably the first thing you’re wondering about http://dayzmod.com/forum/public/style_emoticons/default/smile.png


For starters, we’ve expanded the network capacity again, with several new nodes in Europe, improving the reliability, and the performance (download speed) considerably.
Additionally we have tweaked the configuration of the nodes to further improve and maximize the bandwidth potential. This is an ongoing process, we’re continuously monitoring and tweaking.
Lastly, we’ve released updates to the Play withSIX client (http://play.withsix.com/changelog) that further improve the reliability of the distribution process, and the compatibility with security suites. It now has better fallback, better recovery, and is now also more lenient towards failed transfers. On top of all that, when things do go wrong, errors are handled better, with better descriptions, possible resolutions and workarounds are listed, and as a bonus, all that is put into a much more beautiful and useful dialog:


http://i45.tinypic.com/1z6dshv.png
Finally

We’ve added a Troubleshooting FAQ (http://getsatisfaction.withsix.com/withsix/topics/troubleshooting_connection_problems_exception_during_convert_install_update). It also explains why there are more security suite incompatibilities compared to other products.
If you still run into any issue, have any questions, suggestions or feedback, we would love to hear from you over at play.withsix.com/support (http://play.withsix.com/support)
We continue to improve, support and innovate coming months - exciting times ahead.
Stay tuned for more!

Sickboy
Feb 25 2013, 10:15
New DayZ mod variants available on Play withSIX!
Including DayZ Invasion 1944
http://play.withsix.com/posts/89-recent-dayz-mod-additions

Sickboy
Feb 25 2013, 12:59
Multi logon abilities extended to Steam and Windows Live accounts!
http://play.withsix.com/posts/90-multi-logon-options-extended-steam-and-windows-live

BlackADD3R
Feb 25 2013, 15:49
Downloaded this tool over the weekend and it already has changed my life within Arma2 CO. I just had a couple of questions about it quickly:

1. I downloaded Six launcher and Six Updater the same weekend because I thought i needed them too, but I don't right? Play with 6 does it all?

2. I already had about 100 mods individually installed from Armaholic and BI forums. With Play with 6 some of them are recognized and synced (I selected main Arma2 folder as mod location). Any existing manually installed mod remains in place and only a .rsync sub-folder gets added right?
What I really mean is: will PwS alter any existing mods other than adding a .rsync folder?

3. any new mod described above will still be accessible for single player use? Because i use spirited Machine's ArmA Launcher for Single player.

Thanks for this tool, it really changes things for the best.

---------- Post added at 11:41 AM ---------- Previous post was at 11:31 AM ----------


Nice tool!
Just started using it to aquire the latest ACE mod, server browser is also a big plus for me I like it.
But one question about the browser, Is there a way to filter out DAYZ servers only?

Thanks!

You can filter the servers by game/mod/server type in the upper right corner of the application somewhere.....I am not at my game machine right now so can't tell you for sure as It's new to me too...but its def there if you look hard...:}\

---------- Post added at 11:49 AM ---------- Previous post was at 11:41 AM ----------

Other quick question:

when I install a new mod to my Arma2 folder with PwS, the server key appears in the keys subfolder. Do I have to manually move it the keys folder? Right now its a bit of a pain as I have updated/downloaded at least 200 new mods thanks to PwS. That's a lot of mouse clicks....
Stil I dont mind, its making the game folders nice and organized.

Sickboy
Feb 25 2013, 17:02
Downloaded this tool over the weekend and it already has changed my life within Arma2 CO.Glad to hear!


I just had a couple of questions about it quickly:Sure np!


1. I downloaded Six launcher and Six Updater the same weekend because I thought i needed them too, but I don't right? Play with 6 does it all?PwS replaces SU/SL nearly completely, there are a few things that still need implementing in PwS. If you dont miss them, I would definitely stick to PwS.


2. I already had about 100 mods individually installed from Armaholic and BI forums. With Play with 6 some of them are recognized and synced (I selected main Arma2 folder as mod location). Any existing manually installed mod remains in place and only a .rsync sub-folder gets added right?
What I really mean is: will PwS alter any existing mods other than adding a .rsync folder?A .rsync subfolder is only added when a modfolder is converted and should only happen if that mod also exists on our network,
Once it is converted it is ready to sync itself up to the version as available on the network. An install/update action will make this happen.
So the answer is yes, the modfolder could be altered if the content was different from the content on the network.


3. any new mod described above will still be accessible for single player use? Because i use spirited Machine's ArmA Launcher for Single player.Yes that should be NP. If dependencies are split however over other modfolders, you might have to make an adjustment by e.g including dependencies.
Unlike PwS, to the best of my knowledge, there are few tools that are dependency aware (or game/edition/version aware).
We hope to improve launching with modsets, groups, etc also for Single Player, making it more easy and fun to use.


Thanks for this tool, it really changes things for the best.Appreciated and np :)

---------- Post added at 11:41 AM ---------- Previous post was at 11:31 AM ----------


You can filter the servers by game/mod/server type in the upper right corner of the application somewhere.....I am not at my game machine right now so can't tell you for sure as It's new to me too...but its def there if you look hard...:}\For this specific case, I would refer to http://getsatisfaction.withsix.com/withsix/topics/add_to_filter_of_servers_function_exclusion_by_name_mods_improvement_option_hide_modded


---------- Post added at 11:49 AM ---------- Previous post was at 11:41 AM ----------


Other quick question:

when I install a new mod to my Arma2 folder with PwS, the server key appears in the keys subfolder. Do I have to manually move it the keys folder? Right now its a bit of a pain as I have updated/downloaded at least 200 new mods thanks to PwS. That's a lot of mouse clicks....
Stil I dont mind, its making the game folders nice and organized.Hehe, no worries, PwS generally installs all files necessary for a mod to work. The bikeys are required on servers only. In the old SIX Updater there's the "Process BIKeys" action who will put the BIKeys in place if you want to run a server.

BlackADD3R
Feb 25 2013, 17:33
WOW, such a quick response and you answered all my questions too!!!
I never used Six updater or Six launcher so I will not miss them, what do I care?
I just started playing multiplayer this weekend, always only used SP..but now....the world is open to me.
I was just scared that any mods I have may be negatively affected in my original setup.
Heck, if they get updated and synced to the latest versions its actually a good thing, for SP or MP alike it's a bonus.
Can't wait to get home and play (with 6) he he he he .
Thanks for taking the time, this is HUGE. Everyone needs to get on board!!!

**************Been playing Arma2 for two years tweaking folders, copying & installing mods, sleepless nights, wife hates me...children neglected... etc...and in one day Play With 6 solved all my headaches************

Sickboy
Feb 26 2013, 07:36
Can't wait to get home and play (with 6) he he he he .
Thanks for taking the time, this is HUGE. Everyone needs to get on board!!!
**************Been playing Arma2 for two years tweaking folders, copying & installing mods, sleepless nights, wife hates me...children neglected... etc...and in one day Play With 6 solved all my headaches************Haha, that's the spirit!! Really, it's amazing to hear, and further strengthens our resolve, to bring you more, better, faster and more stable :)
Stay tuned! :) Also feedback, suggestions and bug reports very welcome, though it are busy times atm.

Bumgie
Feb 26 2013, 08:14
I just wanted to take the time to say thank you for this program. It has made everything much easier and smoother. Back in the day the mod jungle was impenetrable to many but thanks to Playwithsix the jungle is easily tamed. Also your support system seems to be topnotch.

After all this I also have an idea for development.

Could it be made that when an user downloads ACE mod for the first time that he is asked to set the arma userprofile name in the settings after it has been installed? Its always the same problem when a new player comes and cant seem to use the ace keys.

Once again thanks to you guys for making this.

Sickboy
Feb 26 2013, 08:56
I just wanted to take the time to say thank you for this program. It has made everything much easier and smoother. Back in the day the mod jungle was impenetrable to many but thanks to Playwithsix the jungle is easily tamed.
... Once again thanks to you guys for making this.Thanks really appreciated!


Also your support system seems to be topnotch.Thanks, we try to deal with issues quickly and swiftly. Usually the only concern is getting the report (on time) to begin with :)


After all this I also have an idea for development.

Could it be made that when an user downloads ACE mod for the first time that he is asked to set the arma userprofile name in the settings after it has been installed? Its always the same problem when a new player comes and cant seem to use the ace keys.Great, and good point thanks.
Added it to the pile! :) http://getsatisfaction.withsix.com/withsix/topics/ask_to_set_the_player_profile_for_ace

Sickboy
Mar 3 2013, 15:48
Original post: http://play.withsix.com/posts/91-play-withsix-beta-build-355-released

The latest Play withSIX v1.2 BETA build (355) is now available on auto-update!
This build brings several new and improved features.

This is a BETA update, only available if you enable Beta Updates in the Application Settings

http://oi47.tinypic.com/2drz1gx_thumb.jpg (http://oi47.tinypic.com/2drz1gx.jpg)
(click image to enlarge)

Highlights

Multi Game support! ARMA 3 Alpha support prepared. Take on Helicopters, Iron Front, Carrier Command, ARMA 2 Original and Operation Arrowhead support added.
New status bar with status, progress, connection and security suite info
Download performand and progress perceptence improvements


Many more big and small improvements, Check the full changelog (http://play.withsix.com/changelog) for details.
In case of feedback or issues, please let us know (http://play.withsix.com/support)

Enjoy!

Stay tuned for another incoming transmission, later today!

Sickboy
Mar 3 2013, 19:06
Original post: http://play.withsix....-plans-revealed (http://play.withsix.com/posts/92-play-withsix-plans-revealed)

Past,

A little while ago we’ve released improvements for Download issues, low speeds and security suite incompatibilities (http://play.withsix.com/posts/88-download-issues-low-speeds-and-security-suite-incompatibilities).
More recently we’ve added Steam and Windows Live login support (http://play.withsix.com/posts/90-multi-logon-options-extended-steam-and-windows-live).

Present,

We’ve just released a new BETA of Play withSIX (http://play.withsix.com/posts/91-play-withsix-beta-build-355-released), with Multi Game support, new status bar and improved downloading.

http://oi47.tinypic.com/2drz1gx_thumb.jpg (http://oi47.tinypic.com/2drz1gx.jpg)


Play withSIX will be fully ARMA 3 Alpha compatible, once it is released on 5 march!

http://oi50.tinypic.com/1y08xy.jpg (http://games.withsix.com)


and Future

For the near future we have SU Custom Repository, Custom modsets and Local mods support planned.
Multi-Version support for content like Mods on our network are also in the pipeline.

For the farther future we are working on improving our web services but more on that later.

There are several UI improvements we are working on that will be available in the near future.
There are also more radical design changes in the pipeline, but it is too early right now.

We are also working on Publishing features for the dev community, and features more useful to gaming communities (clans etc).

All in all, Play withSIX (http://play.withsix.com/) is starting to shape up nicely, and is soon ready to move out of Preview phase.

Stay tuned for more reveals coming time!

fraczek
Mar 3 2013, 20:44
[nevermind] please delete.

Sickboy
Mar 5 2013, 11:51
Original post: http://play.withsix.com/posts/93-play-withsix-build-360-released-arma-3-and-dlc-support

Following the recent BETA release: http://play.withsix....ld-355-released (http://play.withsix.com/posts/91-play-withsix-beta-build-355-released)
The latest Play withSIX v1.2 build (360) is now available on auto-update!

This build brings several new and improved features.
http://i47.tinypic.com/dbpqd_thumb.png (http://i47.tinypic.com/dbpqd.jpg)
(click image to enlarge)

Highlights


Multi Game support now official! Full ARMA 3 Alpha support. Take on Helicopters, Iron Front, Carrier Command, ARMA 2 Original and Operation Arrowhead support added.
DLC support

Many more big and small improvements, Check the full changelog (http://play.withsix.com/changelog) for details.

In case of feedback or issues, please let us know (http://play.withsix.com/support)

Enjoy!

@ST
Mar 7 2013, 12:47
when will DayZ Namalsk be updated to 0.741? :)

Sickboy
Mar 7 2013, 13:48
when will DayZ Namalsk be updated to 0.741? :)
2 days ago http://play.withsix.com/mods/378-dayz_namalsk

alleycat
Mar 7 2013, 13:58
How would one get his own mod listed on SIX? Or is it some invite-only deal?

Sickboy
Mar 7 2013, 13:59
How would one get his own mod listed on SIX? Or is it some invite-only deal?
Requests can be posted over at; http://getsatisfaction.withsix.com/withsix/topics/mod_update_or_addition_requests_pt2
For the near future we're looking at starting with authorized authors to manage their own content etc.

alleycat
Mar 7 2013, 14:02
---------- Post added at 04:02 PM ---------- Previous post was at 04:01 PM ----------

[/COLOR]Are there any specifics to watch? Like what file and size the logo should be? Other info SIX needs to list it or does one simply toss the download link and SIX handles it all alone?

langgis08
Mar 8 2013, 18:28
After some time experiencing with that great new tool at the moment one question's still in my head:

Is it possible to select one or more mods from the list under "Adding mods to selected set" not to add it (or them) to an existing set but rather for creating a new "custom set" on my own ?
meaning: how can I create a custom mod set from buttom up by picking mods ONLY from the column (very systematic organized :-) thx for that, too) under "Adding mods to selected set" (those without icons/pics), so that they don't slip into one of the "predefined" sets (shown in the middle part of the UI, those with icons/pics).
maybe I cannot see the wood for the trees, but a little tip would be great ... :o

... ooh, there's another little question, just came up: is it possible to change the "Showing 20 mods" into "Showing [n] mods" ?

Thx for your help ... and have a nice weekend.

Sickboy
Mar 9 2013, 08:39
Hi,

See the 2 official responses @<hidden> http://getsatisfaction.withsix.com/w...nt_sync_at_all (http://getsatisfaction.withsix.com/withsix/topics/arma_3_mod_list_wont_sync_at_all)

I'm not sure what you mean by 20 to [n], because 20 is [n].

langgis08
Mar 9 2013, 08:54
Sickboy, thx for the link.

What I meant with 20 to n was: is it possible to let it show for example 30 mods ... but I guess now 20 is a static value.

Sickboy
Mar 9 2013, 09:25
Sickboy, thx for the link.

What I meant with 20 to n was: is it possible to let it show for example 30 mods ... but I guess now 20 is a static value.
Nah, there are just 20 supported modsets atm for arma 2 OA, you can add any of the 400+ supported mods to these sets, or create a temporary new modset, detailed in the link

galzohar
Mar 12 2013, 18:09
How do I process the BIKeys with PWS when using it to start a dedicated server? Similar to the "Process BIKeys" option in SU?

Sickboy
Mar 12 2013, 18:40
How do I process the BIKeys with PWS when using it to start a dedicated server? Similar to the "Process BIKeys" option in SU?I'm afraid running dedicated servers falls outside of the scope of the Preview, processing bikeys included.
For the future we definitely want to look at proper dedicated server support, bit like in SU but beyond.

Sickboy
Mar 13 2013, 14:40
Original post: http://play.withsix.com/posts/94-play-withsix-beta-build-379-released

The latest Play withSIX v1.3 BETA build (379) is now available on auto-update!

This build brings several new and improved features and small design changes.
Promised initial smaller UI changes have now been applied and will be further developed coming days, feedback welcome!

This is a BETA update, only available if you enable “Receive Beta Updates” in the Application Settings

http://i49.tinypic.com/2hyxsab_thumb.png (http://i49.tinypic.com/2hyxsab.png) | http://i47.tinypic.com/2dvk9qo_thumb.png (http://i47.tinypic.com/2dvk9qo.png)
(click image to enlarge)


Highlights

Basic SU Custom Repository support, prepared Yoma AddonSync repository support
Improved UI layout; Goodbye tab-hell!
New “Enter UserName/Password” and “IO Exception retry” dialogs
TrayIcon support


Many more big and small improvements, Check the full changelog (http://play.withsix.com/changelog) for details.

In case of feedback or issues, please let us know (http://play.withsix.com/support).

Enjoy!

tremanarch
Mar 13 2013, 16:26
I like it - two things:

1. Can I filter for Versions? (E.g. I want to see only 0.51.103048)

2. Can I filter Out Specific Game modes (E.g. I dont want to see Wasteland Sevrer in my List)?


And I need to know how please - an easy to follow explanation would be nice

--

and it would be nice to save some presets for search querys.

Sickboy
Mar 14 2013, 07:00
I like it - two things:

1. Can I filter for Versions? (E.g. I want to see only 0.51.103048)
Currently you can enable the Hide -> Wrong -> Game Version filter, but that uses the client version, versus the server version and server configured min required build.
So it might not filter the versions exactly as you wish. We can look into making a specific game version filter, probably would have to choose then which you want to use because it would not make much sense enabling both the new and existing filter at the same time.


2. Can I filter Out Specific Game modes (E.g. I dont want to see Wasteland Sevrer in my List)?ATM you can reverse any of the text based filters by adding a '!' in front of the keyword. E.g !dayz or e.g !wasteland. Or you could specify specific filters for game mode that perhaps not include wasteland.
Would that suffice in most cases or do you feel need for more advanced filtering options especially in regard to game modes, and being able to filter out specific batches?


and it would be nice to save some presets for search querys.Agreed - would a modset sensitive filter (so filter settings are maintained/saved per modset),
or would you rather have global profiles that can be used and saved to from any modset?

Thanks

ProfTournesol
Mar 14 2013, 09:51
Hi,

just a side note : i see Iron Front listed among the games but PwS doesn't think i've got it. Not a big deal as there isn't really IF mod out there though, just asking.

Sickboy
Mar 14 2013, 09:53
Hi,

just a side note : i see Iron Front listed among the games but PwS doesn't think i've got it. Not a big deal as there isn't really IF mod out there though, just asking.
Hi,

That should mean the game is not auto detected, but you can still enter the path manually in the Iron Front game settings.
Would you mind scanning the HKEY_LOCAL_MACHINE registry for the Iron Front information, and share us the key that contains the path to the game etc?
That would be much appreciated

ProfTournesol
Mar 14 2013, 09:58
Hi,

That should mean the game is not auto detected, but you can still enter the path manually in the Iron Front game settings.
Would you mind scanning the HKEY_LOCAL_MACHINE registry for the Iron Front information, and share us the key that contains the path to the game etc?
That would be much appreciated

Could you be a little more specific, i'm not exactly used to browsing the registry...

Sickboy
Mar 14 2013, 10:04
Could you be a little more specific, i'm not exactly used to browsing the registry...
Sure, open regedit,
on the left open HKEY_LOCAL_MACHINE
press F3 for search.

Find what: Iron Front
Look at: Keys

Then hit find next.

Keep pressing F3 until you've found an Iron Front relevant key that also shows the installation path on the right.
Once found, select it, then at the bottom you should see Computer\HKEY_LOCAL_MACHINE\..... please share the ..... part,
and also on the right side, what is in the left "Name" column where the installation path is in the right "Value" column

I suspect it will be something like HKEY_LOCAL_MACHINE\Software\Wow6432Node\DeepSilver\Iron Front
for arma2 normally then is the entry "MAIN" which has the installation path as value.

TonyGrunt
Mar 14 2013, 10:21
Iron Front should be under "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bohemia Interactive Studio\".
http://i.imgur.com/JtSXQgU.png
*Serial number zeroed for my protection

Sickboy
Mar 14 2013, 10:23
Iron Front should be under "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bohemia Interactive Studio\".
http://i.imgur.com/JtSXQgU.png
*Serial number zeroed for my protection
Thanks a lot TonyGrunt, included for next build :) (Almost had it right in the code, I had guessed Iron Front (with a space in between :))

ProfTournesol
Mar 14 2013, 10:24
Thanks, same for me.

Sickboy
Mar 14 2013, 10:28
Thanks, same for me.
Great, and thanks for checking!

---------- Post added at 12:28 ---------- Previous post was at 12:26 ----------

While we are at it, could you guys tell me the Iron Front folder name located in My Documents?
Then also the IronFront Profile extension? e.g for arma2 it's: Sickboy.arma2profile, for oa it is: Sickboy.arma2oaprofile, etc, I suspect Sickboy.ironfrontprofile but not sure if it is based on logic :)
(I'm deeply ashamed for not owning the game myself ;-))

TonyGrunt
Mar 14 2013, 10:32
While we are at it, could you guys tell me the Iron Front folder name located in My Documents?
Then also the IronFront Profile extension? e.g for arma2 it's: Sickboy.arma2profile, for oa it is: Sickboy.arma2oaprofile, etc, I suspect Sickboy.ironfrontprofile but not sure if it is based on logic :)
(I'm deeply ashamed for not owning the game myself ;-))

"..\Documents\Iron Front"
"..\Documents\Iron Front Other Profiles"
Tony%20Grunt.IFProfile

Unrelated but why do I get a space in my previous post with word "Bohemia" which turns it to "Bohem ia".
Tried to edit it, but there is nothing there.

Sickboy
Mar 14 2013, 10:47
"..\Documents\Iron Front"
"..\Documents\Iron Front Other Profiles"
Tony%20Grunt.IFProfile

Unrelated but why do I get a space in my previous post with word "Bohemia" which turns it to "Bohem ia".
Tried to edit it, but there is nothing there.
Thanks a bunch.

The space added to your words there is a php spam protection iirc. Afaik modern browsers these days can properly break up walls of text so it seems a little outdated :P

tremanarch
Mar 14 2013, 10:55
Currently you can enable the Hide -> Wrong -> Game Version filter, but that uses the client version, versus the server version and server configured min required build.
So it might not filter the versions exactly as you wish. We can look into making a specific game version filter, probably would have to choose then which you want to use because it would not make much sense enabling both the new and existing filter at the same time.

ATM you can reverse any of the text based filters by adding a '!' in front of the keyword. E.g !dayz or e.g !wasteland. Or you could specify specific filters for game mode that perhaps not include wasteland.
Would that suffice in most cases or do you feel need for more advanced filtering options especially in regard to game modes, and being able to filter out specific batches?

Agreed - would a modset sensitive filter (so filter settings are maintained/saved per modset),
or would you rather have global profiles that can be used and saved to from any modset?

Thanks

The ! in front of keyword is oaky can I put a longer string like: !waste !dayz ? or mus I separate with semicolon? would be sufficient btw.

3 or 4 presets per modset are okay, lets make it possible to rename them and give them a button: [austrian deathmatch servers] I can click and it uses this preset to filter for servers.

Sickboy
Mar 14 2013, 11:14
The ! in front of keyword is oaky can I put a longer string like: !waste !dayz ? or mus I separate with semicolon? would be sufficient btw.

3 or 4 presets per modset are okay, lets make it possible to rename them and give them a button: [austrian deathmatch servers] I can click and it uses this preset to filter for servers.Thanks that should give us some food for thought!
Regarding the combination of keywords, the search is not aware of multiple separate keywords per search field currently.
Will investigate what is the norm for search capabilities, I suppose we should implement operators like AND and OR

Kommiekat
Mar 16 2013, 03:01
Hi, would you kindly consider making either a separate or consolidating a MOD Launcher with Six?

I think with A3 out now and as well as players like myself still with A2, could use a MOD launcher and I think you're just the man who could do that..........
Unless I'm mistaking and SixUpdater or Play sithSix does this already? I am referring to SP Mode.

Possibly name it "Six Mod Launcher"?
Or how about "KommieKat Launcher?
Something like that anyways.............

Thanks

Sickboy
Mar 16 2013, 09:22
Hi, yes, that's exactly what the old SIX Updater and new Play withSIX do. PwS is still in preview and lacking some functionality but it's starting to come together.

Kommiekat
Mar 16 2013, 12:45
Hi, yes, that's exactly what the old SIX Updater and new Play withSIX do. PwS is still in preview and lacking some functionality but it's starting to come together.

Could you kindly be more specific?
Would that be the "Group Manager" or "Repo Manager" or something else I'm missing?

Perhaps there is a youtube video with instructions on that?

thx

BlackADD3R
Mar 21 2013, 13:15
Could you kindly be more specific?
Would that be the "Group Manager" or "Repo Manager" or something else I'm missing?

Perhaps there is a youtube video with instructions on that?

thx

You can launch a SP game from PWS and adding any mods from your mod folders. There is a SP or MP slider in the program....I hope that's what you are asking...?

AssassinenMuffin
Mar 23 2013, 14:20
its really anoying me now that we have so much mods on there that the window with the mods is sooo tiny, i feel like i need to scrool and search with 10% speed. would be nice to make it strechable so we get more mods on that list.

Sickboy
Mar 23 2013, 14:39
its really anoying me now that we have so much mods on there that the window with the mods is sooo tiny, i feel like i need to scrool and search with 10% speed. would be nice to make it strechable so we get more mods on that list.
I see, thanks for reporting.

For now, you should be able to maximize the Play withSIX window, which should make the list much better workable.
For the near future we have an UI update scheduled with much improved libraries, collections, search, ordering and filtering etc.
Hopefully more details on that soon.

Sickboy
Mar 26 2013, 10:04
The latest Play withSIX v1.3 BETA build (399) is now available on auto-update!

Original Post (http://play.withsix.com/posts/95-play-withsix-beta-build-399-released)

This build brings several new and improved features and more design changes.
A new stable release should follow next days.

This is a BETA update, only available if you enable “Receive Beta Updates” in the Application Settings

http://i49.tinypic.com/2dujfpe_thumb.png (http://i49.tinypic.com/2dujfpe.png) | http://i49.tinypic.com/174sd0_thumb.png (http://i49.tinypic.com/174sd0.png) | http://i50.tinypic.com/34ypoaf_thumb.png (http://i50.tinypic.com/34ypoaf.png)

http://i48.tinypic.com/34y1ra0_thumb.png (http://i48.tinypic.com/34y1ra0.png) | http://i50.tinypic.com/dlqlhz_thumb.png (http://i50.tinypic.com/dlqlhz.png)
(click image to enlarge)

Highlights

Added basic Mission Browser and Publishing
Added persistent custom modsets
Added local mods support
Improved UI layout and design
Improved SU Custom repo support


Many more big and small improvements, Check the full changelog (http://play.withsix.com/changelog) for details.

In case of feedback or issues, please let us know (http://play.withsix.com/support).

Enjoy!

---------- Post added at 12:04 ---------- Previous post was at 12:03 ----------


For now, you should be able to maximize the Play withSIX window, which should make the list much better workable.
For the near future we have an UI update scheduled with much improved libraries, collections, search, ordering and filtering etc.
Hopefully more details on that soon.The latest build further improves the mods accessibility, but is not yet the mentioned much improved libraries/collections etc.