ALiVE.OS · ALiVE 3 Development
Paste a terrain's Steam Workshop link and ALiVE's indexing server builds the index for you. Check what it made, then send it in.
New · in testing
ALiVE 3 is in active development. This briefing describes work in progress, and the behaviour it covers is subject to change as testing continues. Check the changelog at the foot of the page for what has moved recently.
Overview
Indexing a terrain yourself means installing DeWrp, setting ALiVE up by hand and sitting through Arma's indexer. Here a server does all of it: it downloads the terrain and whatever it needs, reads its objects, sorts them into ALiVE's categories and runs the indexer. You can watch each step as it happens, check every object when it's done, and send the result in for review.
Live
Indexing now
Last finished
Waiting
Pending
Start
Progress
Results
Every kind of object the terrain uses, the categories it was given and how they were decided. Rows with a coloured edge are worth a look: nothing settled them, or other terrains disagree about them.
Send it in
Happy with it? Send it in and it goes through the same review as an index made in game. Download the index to try it first.
Log
This is not the full list. Every terrain ALiVE supports, and the index version each one has, is on the Terrain Compatibility page.
Version is the ALiVE 3 index format a terrain was made with. The newest, v3.1, shows in green and is current; anything older shows in amber and is worth indexing again. v3.1 measures every building's positions in the game and lists trenches, bunkers and towers as fieldworks. v3.0 was the first ALiVE 3 indexer.
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How it works
The server fetches the terrain from the Steam Workshop, then every item its Workshop page lists as required. Any DLL files in them are deleted, since a terrain doesn't need them.
One mod can hold several terrains (CUP Terrains - CWA has five), so the server reads the mod's config to find them and asks you to pick one if there's a choice.
DeWrp reads every object placed on the terrain and where it sits.
Most objects are already known from the terrains ALiVE supports, so they take the categories those terrains give them. Objects with telling names are sorted by matching them against those, and an AI model suggests categories for the few that are left. Every answer is kept, so no object is ever worked out twice.
A headless Arma server runs ALiVE's own indexer on the result: sector analysis, then military and civilian objectives, just as the in-game indexer does.
You get every object with its categories and where they came from, the index to download, and a button to send it in for review.
Worth knowing
Something here wrong or missing? Please raise it on the ALiVE issue tracker on GitHub, with your RPT log. Say which terrain and include its Workshop link.
Changelog