How does six updater work




















As much as I love your launcher I can't even imagine the countless hours of work that must be behind it, BIS should adopt it! I have meticulously resized and moved the server info columns to show the important information in full and leftmost, but upon next launch, it reverted to default sizing I have a question, I am very much a noob at Six Updater, so bear with me :D.

In order for the Six Updater Portal to have the latest version of an add-on, is it the responsibility of the add-on author, or the responsibility of someone like Sickboy at the SU Portal? I ask this because a new version of MCC Sandbox came out a few days ago, and it has not appeared in the Six Updater yet.

I realize that people are very busy and such, but I just didn't want to go around bugging the wrong person to update it since I'd much rather download it through SU than download the new version manually.

Heya - Currently it's my job, but the plan is still to make it manageable by authors as well, probably at v3. Thanks for the update SB. Confused me for a while 'cos I had the beta already and had added my own Rearmed profile! All sorted now, I just wondered. I have been adding Arma mods to the ToH folder using the windows junction command for re-armed.

Is Six going to be able to sort out which are Arma mods and which are ToH mods and put them and get them from the right place? Currently I am adding mods manually to the shortcut line in the profile for re-armed, but it would be good to be able to select them like we do with Arma and ToH - if only to get six to work out the dependencies. At the moment, it seems that Six wants me to install the Arma mods again in the ToH folder for re-armed when using your new game profiles.

There already is a beta modfolder for A2 Original's beta. Perhaps in the future SU'll support colliding modfolder names cross games :P. I think SU supports Rearmed pretty well. Game, family and edition support is actually very flexible and future proof :. You will be able to leave a comment after signing in. Delta patching.

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Posted March 4, Does SixUpdater copy every file twice? I'm seeing all of my addons and stuff in their regular folders, but everything seems to duplicated in. Why is this? Share this post Link to post Share on other sites. Hi all I need some help. I deleted all versions of the old beta but still six dont see the latest version I installed. Please advise. Posted March 5, edited. Try to delete the beta folder, it resides in the expansion folder.

Edited March 5, by Sickboy. Posted March 5, Hi thanks for the reply. Still no luck. Harmonica 1. Posted March 13, Why not upgrade beyond the October edition? They're almost half a year old? You set the global registry key. Posted March 13, edited. Minor upgrades are the ones usually performed, and these just deal with changed files. Dealing with MSP's patches I find too cumbersome for the time being.

For starters, any changes made to settings or records applied during this session, will be lost. Edited March 13, by Sickboy. Posted March 14, Posted March 23, Posted March 23, edited. As thats the whole point of Presets If the mods are required by other mods or by selected server, you should really want to have those mods installed anyway.

But if you really want to force them so they are not reinstalled even if they are a dependency for other mods, go to the Mods tab, and check the Disabled column for said mods. Edited March 23, by Sickboy. Thanks, Sickboy, I know. I asked and I will keep my fingers crossed.

Posted March 24, Having a hard time finding documention for this so i'll just ask here. Posted March 24, edited. We are looking into community building features. If you have played arma2 you know the hassle it can be to get the correct mod for the various servers available, at least if you run it without an 3rd party apps.

If you also have played arma2 with SixUpdater you know how this nullifies the hassle. When you connect to a server the relevant mods are loaded. The unused ones are just stored on your PC if you have connected to some server using different mods than the one you currently are connecting to.

By doing this it would also be much easier to make community mods for checking the client scripts vs the server scripts to avoid the inevitable hackers that will stream in when NS2 is released to the general public. The backside of that coin is of course that "friendly" custom mods won't be able to run if the server requires scripts to be unedited, and the server does not have that script enabled.

I figure this could also be used for custom maps if that is included in the repository. November Made a post about this but I lost it. It will compare it against the checksums of the ns2-base and any possible mod running, if it still doesn't find a match, it delivers it to the Lua-environment as a string, at which point is can be compared against known checksums of community-mods in any way the modders see fit hardcoded in Lua, from a file on the disk, from a remote database.

Still no match? It'll tell the client it can't load that file, and instead sends a 'correct' version of the file from it's own directory. If it does find a match anywhere in this chain, it'll give the client the o.

It's not all that unlike what you suggested, except that it is built into the engine and doesn't actually discriminate between the core-game and mods, it just blindly compares checksums. November edited November Didn't realize this had been discussed before, sorry about that.

The solution you have there would be the "anti hack" part of the mod updater. The core updater itself will only let clients download the required mods for a server when connecting to it, regardless of what those mods do as long as the mods are listed in the repository as safe. This would primarily be to make it easier for people to get hands on experience with different community mods without having to go to the forums for the download.



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