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

  1. #391
    Ah, I wondered why my whole world went yellow!

    Good job - that must have taken a bit of organising - safer servers now!
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  2. #392
    Colonel Sickboy's Avatar
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    Quote Originally Posted by Jedra View Post
    Ah, I wondered why my whole world went yellow!

    Good job - that must have taken a bit of organising - safer servers now!
    :-D Just some Ruby love; http://www.pastie.org/2876761 (not intended for public usage )
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  3. #393
    That is very cool indeed - you even comment your code! I have spent my whole career in support (fixing other people's code) and people who properly comment code are Gods in my eyes!

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

  4. #394
    Colonel Sickboy's Avatar
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    Quote Originally Posted by Jedra View Post
    That is very cool indeed - you even comment your code! I have spent my whole career in support (fixing other people's code) and people who properly comment code are Gods in my eyes!

    Would it be feasible to add something in Six to convert local mods to v2 keys (on a mod by mod basis)? If it is then I'll add a request ticket.
    Hehe, trying to comment, discipline isn't always easy
    Updated the pastie with latest code

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

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

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

  5. #395
    Quote Originally Posted by Sickboy View Post
    So everyone creating such key and adding signs based on that key is not useful; servers wont accept them
    Yeah - didn't think that through properly. I think I'll go back to chasing cows in TKOH.....

  6. #396
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    snip... working out this misunderstanding in private!
    Last edited by Sickboy; Nov 17 2011 at 15:08.

  7. #397
    Supreme Emperor of Nigeria RKSL-Rock's Avatar
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    Ah gotta love the internet.
    Last edited by RKSL-Rock; Nov 17 2011 at 15:12.

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  8. #398
    sixupdater://server=exampleservername.net:11111

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

  9. #399
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    so now that my mods have gone all yellow, i do an install/update on the mods, but they don't turn green! how do i make them up to date?

    thanks.
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  10. #400
    Colonel Sickboy's Avatar
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    Quote Originally Posted by DukeNukeM. View Post
    so now that my mods have gone all yellow, i do an install/update on the mods, but they don't turn green! how do i make them up to date?

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

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

    Quote Originally Posted by Acoustic View Post
    sixupdater://server=exampleservername.net:11111

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

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