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Author Topic: OFPLint V1.20 final  (Read 4903 times)

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Offline Mikero

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OFPLint V1.20 final
« on: 11 Oct 2005, 03:46:21 »
Unless anyone finds something awful, this is the final release. I'll put it into submissions in a few days time if no further response.

this version is a beauty as it *also* binarises files for you folks (makes loading them into the engine MUCH faster)

the zip is now a 'complete' package including a decent readme and installation instructions. FULL SOURCE included.

(Hope you buggers don't break it)
« Last Edit: 15 Oct 2005, 04:10:44 by Mikero »
Just say no to bugz

Offline Tyger

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Re:OFPLint
« Reply #1 on: 11 Oct 2005, 03:50:28 »
Sounds very helpful, Mikero.  :)

I will give it a shot when on the morrow, since I'm off to bed shortly.  ;)
"People sleep soundly at night only because rough men stand ready to do violence on their behalf." - George Orwell

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Offline 456820

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Re:OFPLint
« Reply #2 on: 11 Oct 2005, 20:27:18 »
this sounds very usefull indeed it would save the need of Beta testers by a bit, does this only work through the mission.sqm or will it read trhough all the scripts and chech that syntax cause that would be so usefull
im giving it a test right now

right tested it on a few things i dont know if it actually works cause i dont have a mission with a load of bugs in the mission.sqm but it does say Success so i persume it works
it is annoying how it struggles loading the very long mission.sqm is there a way to speed this up ? if so great

this is a good tool great for using beofre releasing a beta
good work

Offline Mikero

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Re:OFPLint
« Reply #3 on: 11 Oct 2005, 21:11:22 »
Thanx 4 that 456. Looks like for you at least I've got over that dependency issue of ocx files!

it only checks mission.sqm's and config.cpp/bins. In oversight I forgot to include description.ext, but sqf/sqs files, no in wont check those.

If you need to see it get upset, feed it any of the ukf addons.

>speed

ironic isn't it. It can process a mission.sqm inside a pbo at blinding speed, but not a raw mission.sqm. One is C++ and the other is Visual basic, i'll fix that up, thanx for testing.

shows the benefits of putting these tools in here first.


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Offline MrN

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Re:OFPLint
« Reply #4 on: 11 Oct 2005, 23:08:18 »
Couldn't resist trying a program with a name like this.  ;D

Quote
windows\system

Or WinNT\system if running Win2000. I know that's pedantic...

Quote
If you need to see it get upset,
Fed it UKF_infantry and get a Run=time error '6': overflow error. Most other UKF addons I tried worked ok but with the expected messages. Also get it with BlackBlood's SAS addon.

This is fascinating stuff. I have no use for it but good job anyway!
In the 60's, people took acid to make the world weird. Now the world is weird and people take Prozac to make it normal.

Offline Fragorl

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Re:OFPLint
« Reply #5 on: 12 Oct 2005, 11:53:10 »
Wow, an awesome program Mikero!

Amazing how many of my addons are buggy. Approximately 1/4! And the ones that your program fingered, I checked, and yes indeed, they did have problems.

***

Something that comes up a couple of times, is this

units[] = {CoC_CruiseLauncherN; CoC_CruiseLauncherEN; CoC_CruiseLauncherGN};

from Chain of command cruise missile2 addon, for example, gives this

Line 24: Expected value , or {} in array

However, I have a feeling that its valid syntax

***

loading EditorUpgrade102 gives an error 'Runtime error 6 Overflow' (whatever that means)

***

Loading 'WWIIPanther' addon gives me 'DePbo File Truncated'.  And a lil message box saying 'Bugger'. ;D
« Last Edit: 12 Oct 2005, 11:59:38 by Fragorl »

Offline h-

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Re:OFPLint
« Reply #6 on: 12 Oct 2005, 12:17:57 »
Quote
Something that comes up a couple of times, is this

units[] = {CoC_CruiseLauncherN; CoC_CruiseLauncherEN; CoC_CruiseLauncherGN};

from Chain of command cruise missile2 addon, for example, gives this

Line 24: Expected value , or {} in array

However, I have a feeling that its valid syntax
That is a valid syntax, although it is usually used with ""

units[] = {"CoC_CruiseLauncherN"; "CoC_CruiseLauncherEN"; "CoC_CruiseLauncherGN"};

Both work and are correct syntaxes :)
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INFORMATIVE THREAD TITLES PLEASE. "PLEASE HELP" IS NOT ONE..
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Offline Tyger

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Re:OFPLint
« Reply #7 on: 12 Oct 2005, 13:49:29 »
Alles in ordnung!  :)

Yes, I tested it and recieved no missing .dll or whatnot errors. It also worked well on several mission.sqm files. I have yet to test it on addons, but I assume that it will work just as fine.  :)

If you could eventually incorperate at least .sqs and .ext files I would/will worship you. I have had my missions crash endlessly because I forgot a ; or something in my description.exts. ;D

« Last Edit: 12 Oct 2005, 13:52:46 by Tyger »
"People sleep soundly at night only because rough men stand ready to do violence on their behalf." - George Orwell

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Offline Mikero

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Re:OFPLint
« Reply #8 on: 13 Oct 2005, 03:47:49 »
@all

THANK YOU for testing this, I am glad you too find it useful, i can't live without it.

>descrption.ext

fixed on next release as are campaign pbo's as are individual config.bins (eg)

>xyz.sqs

nope. Don't know enuff about them

>crashes with blah on editor and ukf

fixed. The visual basic textbox handles only 65k of text so i umm err 'changed' that  :D. This is fixed and ukf anything is an excellent choice to road test this animal

@Tyger can I have a half-worship if I now handle description.ext??

units[] = {CoC_CruiseLauncherN; CoC_CruiseLauncherEN; CoC_CruiseLauncherGN};

sorry folks the above is IN ERROR there is no semicolon on the last (CruiseLauncherGN) then engine hates that and I *have* tested it with a purpose built addon for that specific isse.

I won't elaborate too much here, there's a lot of moon shining in the east on friday afternoons with the above INCORRECT syntax, sometimes works sometimes wont (eg it has to be in an embedded class with a float as one of it's variables). Take it as read, it's an error.

next version coming real soon now (have issues with campaign checking), and have sped the code up *considerably*.

thanks again everyone.

Just say no to bugz

Offline Tyger

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Re:OFPLint
« Reply #9 on: 13 Oct 2005, 03:58:54 »
Very well....

1/2()

;D

I appreciate it greatly that you have done such good work. Keep it up.
« Last Edit: 13 Oct 2005, 03:59:56 by Tyger »
"People sleep soundly at night only because rough men stand ready to do violence on their behalf." - George Orwell

MSG Mike Everret - We Will Never Forget - '75-'08

Offline Fragorl

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Re:OFPLint
« Reply #10 on: 13 Oct 2005, 07:49:01 »
Lol.

>xyz.sqs

Watch this space (and be prepared to wait a while ;D)

Offline h-

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Re:OFPLint
« Reply #11 on: 13 Oct 2005, 13:45:20 »
Quote
sorry folks the above is IN ERROR there is no semicolon on the last (CruiseLauncherGN) then engine hates that and I *have* tested it with a purpose built addon for that specific isse.

I won't elaborate too much here, there's a lot of moon shining in the east on friday afternoons with the above INCORRECT syntax, sometimes works sometimes wont (eg it has to be in an embedded class with a float as one of it's variables). Take it as read, it's an error.
Now you just confuse me... ???

Even BIS own AddOns have such an syntax in some cases, or am I missing the point here?
I'm still talking about units[]={dude}; and units[]={"dude"}; which both work in OFP... :P
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INFORMATIVE THREAD TITLES PLEASE. "PLEASE HELP" IS NOT ONE..
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Offline Mikero

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Re:OFPLint V1.10
« Reply #12 on: 13 Oct 2005, 15:06:27 »
@Hater

were taling chalk and cheese I think. I am referring to the lack of a semicolon.

As for quotes themselves. Oddly enough, they are not needed in almost all circumstances.

The only time they are required is when you need to prevent the parser from interpreting some syntax within a command. Their need is rare.

But, as it happens, the engine happily accepts almost all syntax with or without quotes

= Abanana;
and
= "Abanana";

are identical (the engine converts both, to strings

=1.234;
and
="1.234";

are identical. The engine interprets BOTH as floats (most parsers would treat the second item as a string). Edit: actually umm errr I'm not 100% on that. Could be wrong

The most common use of quotes in 'normal' parsing is to include white space in a label. The most common form of this is in filenames. Thus

model="\data3d\a very strange.p3d";

Ie the attempt here is to make sure that the strangely spaced filename is interpreted correctly.

But, as it happens, the ofp engine doesn't need them, it considers everything up to the semicolon to be part of the file name.

In short, quotes don't hurt if used, but are rarely required. The only time I've personally seen them needed is in init= strings.

« Last Edit: 13 Oct 2005, 15:10:08 by Mikero »
Just say no to bugz

Offline Planck

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Re:OFPLint V1.11
« Reply #13 on: 13 Oct 2005, 20:14:58 »
Quote
model="\data3d\a very strange.p3d";

It was always my understanding that you cannot have spaces in the file name or the game throws out an error.

model="\data3d\a very strange.p3d";  ......wrong
model="\data3d\a_very_strange.p3d"; .....ok
model="\data3d\AVeryStrange.p3d";  ........ok


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Offline h-

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Re:OFPLint V1.11
« Reply #14 on: 13 Oct 2005, 20:22:34 »
Quote
   class SoldierWB:Soldier
      {
      model="MC vojakW2";
      hiddenSelections[]={"medic"};
      moves="CfgMovesMC";
      picture="ivojak";
      vehicleClass="Men";
      scope=2;
      side=1;
      accuracy=0.7;
      displayName="$STR_DN_SOLDIER";
      weapons[]={"M16","Throw","Put"};
      magazines[]={"M16","M16","M16","M16","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade"};
      cost=40000;
      };

;)
Project MCAR   ---   Northern Fronts   ---   Emitter 3Ditor
INFORMATIVE THREAD TITLES PLEASE. "PLEASE HELP" IS NOT ONE..
Chuck Norris can divide by zero.