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Builds made by the dev build server appear broken.  #31

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Description

@fritogotlayed

Builds of the pbo by the dev build server appear broken. Figure out what's going on and fix it.

EXPECTED OUTCOME
Builds from the build server work.

Activity

  1. added this to the v0.1.0.X milestone on Jan 28, 2015
  2. fritogotlayed commented on Jan 28, 2015

    @fritogotlayed
    ContributorAuthor

    image

    I'm getting this when I use any build (tested with 0.0.0.9) from the dev download page and try to run a multiplayer game. It works fine single player..

  3. fritogotlayed commented on Jan 28, 2015

    @fritogotlayed
    ContributorAuthor

    I did a little bit of digging and this appears to have something to do with the process of the agent actually building the pbo. If I build the pbo manually from the source on the build server it works fine. I changed the access level of the account running the agent to an administrator for a test and that did not resolve the issue. Still thinking on what to try next...

  4. fritogotlayed commented on Feb 1, 2015

    @fritogotlayed
    ContributorAuthor

    Removing this from a milestone since it is not directly related to a release.

  5. removed this from the v0.1.0.X milestone on Feb 1, 2015
  6. fritogotlayed commented on Feb 1, 2015

    @fritogotlayed
    ContributorAuthor

    I did a bit more digging into this and it looks like the current tool, PBO Manager, is exporting to a different PBO format than Arma 3 does. This nuance might be what is causing "screwy" things to happen when it is built by different mechanisms.

    EDIT: The PBO Manager format is using the Arma 2 PBO format.

  7. hatstand0 commented on Feb 3, 2015

    @hatstand0

    I did some testing using Mikero's tools (And Wine), they seem to provide builds that work in Multiplayer just fine.

  8. fritogotlayed commented on Feb 3, 2015

    @fritogotlayed
    ContributorAuthor

    @hatstand0 was there any special configuring you had to do? I have DeOgg.1.00.4.55, 'DePbo.4.91.0.11 and MakePbo.1.88.4.85 installed. On the machine the Visual C++ Redist. is installed as well. The build system is Win 2000 64bit.

    When I try to run MakePbo I get a dialog complaining about MSVCR110.dll not being installed... I think this is originally why I didn't go this route. Also, the above are the only Mikero tools installed on the box.

  9. fritogotlayed commented on Feb 3, 2015

    @fritogotlayed
    ContributorAuthor

    @hatstand0 Derp. I had the Visual C++ Redist. x64 installed. Not x86.

  10. fritogotlayed commented on Feb 4, 2015

    @fritogotlayed
    ContributorAuthor

    I just tried MakePbo w/ the same options as configured on the example provided by @hatstand0. I'm still getting the same error with local testing. Will continue to muck with this as time permits.

  11. hatstand0 commented on Feb 4, 2015

    @hatstand0

    I should have posted the actual command I'm using, sorry: MakePbo.exe -A -N -P source DUWS-R.altis.pbo

  12. fritogotlayed commented on Feb 4, 2015

    @fritogotlayed
    ContributorAuthor

    @hatstand0 It's all good. Your testing link was helpful b/c I could see the commands that were run from the build log. I ran the same commands on the build machine from the command line and resultant pbo worked. I tied that into the build process and the resultant pbo did not work. :-( This thing has me stumped.

    If you're willing could you take your pbo and attempt to run a internet DUWS-R game w/ a password. I never actually get to the screen where you can select the placement for yoru HQ or let it be randomly placed.

  13. fritogotlayed commented on Feb 5, 2015

    @fritogotlayed
    ContributorAuthor

    image

    @hatstand0 @bolbies @phr0gz @naitp

    Above I pasted a diff captured by Beyond Compare 4. I took all the code from DUWS-R and exported it to both single player and multi player missions. When I ran the export for single player the diff showed 100% of the 'code' the same. After I exported the multi-player version though I noticed the above is different. Do any of you know why this is different? Is this some undocumented feature from bohemia?

    My gut check is that the right side (the multiplayer version) contains some extra packages that are used in multiplayer. I may do some playing around locally on Friday to see if having this built into the PBO will affect single player adversely. If not, and no one has chimed in on here, I'll make a PR to add these into master.

    On a side note... I've also built a C# PBO builder that matches the file format exported by ArmA 3. I'll probably open it up on Git Hub soon as well since it seems like there's some demand out there for something that matches the A3 format.

  14. hatstand0 commented on Feb 5, 2015

    @hatstand0

    Well, the version I built looks exactly the same as your left one, and runs fine in multiplayer, apart from spawning stuck in the swimming pose. I can host a game with it loaded if you want, we'll just need to work out a time.

  15. fritogotlayed commented on Feb 7, 2015

    @fritogotlayed
    ContributorAuthor

    @hatstand0 I appreciate the offer but I trust you :-). Also, it was a nice distraction to toss together a quick PBO Builder. It's actually packing the PBO for DUWS-R in about 115 milliseconds and the output 100% matches the output from Arma 3's editor in my testing. It's a work-in-progress but it is currently viable.

    https://github.com/fritogotlayed/ArmaPboUtilities

  16. added this to the v0.1.0.X milestone on Feb 8, 2015
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