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Everything posted by Torndeco
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http://steamcommunity.com/sharedfiles/filedetails/?id=1113351114 This addons is basically the work of argument who released the source files @ https://forums.bistudio.com/forums/topic/171990-wip-buildings-of-russian-village/ Its enterable versions of some arma 2 houses, for example useful to use on esseker & chernarus. Basically i spent the last few days with help from Maca134, fixing up the configs & models. Changes include Path LOD for most buildings, (AI Pathing) Geo & Fire Geometry Fixes Door Fixes The addon is roughly only 180MB in size To use the addon you just need to load it with CUPs, no scripts. Note: There is still some work / improvements to be done, will keep updates to once a week at most. Recommend you use http://workshop.a3launcher.com/#!/home , to be informed when addon gets updated on steam workshop
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@geekm0nkey Your account should be sorted out
- 253 replies
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- re
- remote execution
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(and 2 more)
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There is no 64bit armaserver for Linux, you are stuck with 32bit
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Well either your dlls are blocked (google for how to unblock dlls) or you made a mistake.
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https://bitbucket.org/torndeco/extdb3/wiki/Installation Make sure you have installed vc2015 redist for 32/64bit
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Debug version will just so the inputs & outputs from the extension. Useful to see exactly what armaserver told the extension todo You will get error info from all the extDB3 versions
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https://community.bistudio.com/wiki/Arma_3_Simple_Objects Performance graph
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https://github.com/Barada123/MarXet/blob/master/MarXet-extDB.ini
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[FIX]Sell items with calculations in CfgExileArsenal
Torndeco replied to ??'s topic in Traders & Safe Zones
The original code is fine This also has potential to break in future version of arma, if getNumber returns something besides zero if entry doesn't exist (i.e this behaviour isn't in the spec) Nevermind you mentioned calculcations in the configs, should give people examples -
Addon/Mod Load Order isn't a thing with Arma3 unlike Arma2. (if the author has done required addons correctly) The only possible another addon could cause a screw up if they had typo mistake in the configs. You will generally notice a popup error on the client for this.
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https://forums.bistudio.com/forums/topic/209376-ds-houses/?do=findComment&comment=3231048
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Personally usage won't apply if others users are downloading the modified content. Plus you still don't have the rights to upload to Steam Workshop. --------------------- I actually have gotten content removed from Valve Workshop that was repackaged without my permission. CUPs & RHS have prob filed over a hundred DCMAs (really wish i was exaggerating there). Pretty sure Exile has also filed DCMA in the past for re-uploads of Exile to Steam Workshop. You are welcome to ask other people about it in arma 3 discord in # ip rights violations. https://discord.gg/arma -------------------- The post was only up for barely a day. We have also link the relevant sections of steam agreement that people read & accept when uploading content to steam workshop. Short version is you can't repackage and upload content to the likes of Steam Workshop, without permission/rights from the authors. If the original author can proof the content is his, then he can DCMA it. He can join arma 3 discord # ip rights violations, and ask someone that has filed DCMAs. There is link aswell for filing DMCA with Steam Workshop and a workshop crawler he can use to see if anyone else upload his content on Steam. I also recommend he has chat on arma 3 discord, more people there with experience there, than on Exile Forums. Edit: Its also implied that if someone is recombining an addon its to give to other users. Otherwise its pointless or why would you even bother to ask if no-one will ever find out (if it was for personally usage). Also you were the first person to bring up Steam Workshop
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Have no interest in OCP It's just bascially just the original files (from another author) repackaged with some config fixes. The files aren't even binarized / built, its also why its so damn big. Players have a tendency to report old bugs. I also spend 2-3 days fixing up the building offsets (due to PATH LODs) manually, so there shouldn't be any issues. Please confirm bugs & give me some info and i will get it sorted out asap.
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Should be all fixed now. Plus you didn't bother to get position / screenshot on a map with issue. So nothing i can do
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One of your original links was steam workshop search for Exile. You also gave people the impression you can repackage addons for use on only your server. Regardless basically re-packaging up addons and uploading to steam workshop is not something you can do in majority of cases without rights/permission from author(s). -------- If your addon was uploaded to steam workshop and you don't have an opensource or arma license attached to it, just DMCA it. You may need to prove you created it first etc if they decide to fight it. But it is up to you to defend your IP. It is also useful todo stuff on free private repos hosting by the likes of bitbucket/gitlab, that way you got some proof. This type of talk is better suited in arma3 discord #ip_rights_violation channel, you will even get link to steam workshop content crawler (That will help you find if anyone else has repackaged your steam workshop content). Also alot more people there that have filed DMCAs on Steam Workshop Content
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Notwithstanding the license described in Section 6.A., Valve will only have the right to modify or create derivative works from your Workshop Contribution in the following cases: (a) Valve may make modifications necessary to make your Contribution compatible with Steam and the Workshop functionality or user interface, and (b) Valve or the applicable developer may make modifications to Workshop Contributions that are accepted for in-Application distribution as it deems necessary or desirable to enhance gameplay. Also like i already mentioned Valve asks for more than just the rights to redist the files. While you can redist Exile files via HTTP/FTP Server etc, you can't upload it to steam workshop. Basically you cant repackage something on Steam Workshop, without sufficient rights from the license (if the content has one) or permission form the author(s).
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You can't modify someone else's work unless the license allows for it or you got permission. Also Valve asks for the right to modify workshop content, which is not something you can give if you aren't original author or got permission or license gives you the rights. Note: Also there are steam workshop crawlers now in use for arma community to find people that repackage addons. There are plently of mod authors will file DMCA to get repackaged work removed. If you attempt to re-package or upload most major addons for arma like CUPS/RHS etc you will get DMCA'ed Yes its a pain there is no version control for steam workshop, but that is a seperate issue
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Update pushed on Steam (new serverkey) Fixed the building center positions (had to be done manually). But it should be good now. Fixed the armor values for the new buildings, shouldn't be as easy to destroy them now (similiar to CUPs armor values for buildings) Land_HouseV_3I3 fixed RoadLod
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Realistically i should have it most of the majority of the work done in next 1-3 weeks. Note i am limiting myself to one update a week, will try to push updates on a thursday. I won't be pushing updates on fridays or the weekend. Unless something is horrible broken i.e floating buildings in the air. The intention is to make it life easier for server owners to use the addon. I do recommend that link for emails when a steamworkshop addon is updated.
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There will be an update tomorrow to fix buildings, beening slightly offset position from the original models (Due to how arma model autocenter works). Anyway Just a heads up. Recommend you use http://workshop.a3launcher.com/#!/home It will send you email when a steam workshop addon has updated that your server is running
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You can its APL-SA, but its a bit pointless if your mod pack is on Steam. Just use the original, that way if i push any fixes you will get them. i.e not all updates will require serverkey change.
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You cant without using an addon to override that config.
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I highly doubt someone would redo all the sheds to relicense them makes no sense at all. Plus you would still need the existing assets just to get the right length/width/height for the buildings you are replacing. Take Shed_M01 the roof and beams of wood are the exact same length & glitch into the roof the exact same way & place. Sorry but that is (altered/copy/pasted) based off Arma Licensed/Sample Files. Nothing you can say will tell me differently I might just look at blacklisting it from Chernarus Isles, this weekend *shrugs* The whole point of APL-SA content is to share alike, not obfuscated the pbos. Really i bothered to look as i don't trust obfuscated stuff, and was wondering if the buildings were done better & binarized correctly. ----------- Honestly Badger really should just get the content in CUPs & considering joining the terrain team.
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I have some of the files badger sent me ages ago for enterable sheds was based off APL-SA Content But whatever
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Obfuscated PBOs for content based of APL-SA. Breaks the license Yes the assets are based of A2 Sample/Licensed Data, so it needs to be APL-SA aswell. Honestly i would just submit the stuff to CUPs and get them added into CUP Core. Maybe enquire with helping out with CUP Terrains & getting access to repos. Note: Some structures are missing PATH LODs, i only checked one building. I didn't really look any more into the work, screenshots look good. Never did get around to look at the files before