Loaded up my map in 1.26 and panel_concrete_1 is floating
I'm told by another, that non-scaled also is floating on their map.
1.25
1.26
Loaded up my map in 1.26 and panel_concrete_1 is floating
I'm told by another, that non-scaled also is floating on their map.
1.25
1.26
Hello Nate_LapT.
You would have to change all positions of the panels in JSON or in init.c script. In case you or the modder has his own map he can rebuild the whole map in terrain builder tool.
Regards,
Geez
I've attempted exporting my world with the latest exp Terrain builder tonight with the same results.
The unscaled panel floats about half meter higher than where placed in Terrain Builder, and scaled versions float a little higher
Also noticed one of my custom assets has sunken into the map. This is more likely I configured the model wrong though.
Pretty sure I've set land contact and auto center, though I probably set these incorrectly.
My map is no where near ready to release, but I assume others are using these panels and will find out on the 15th.
I realized this afternoon maybe it's because I was still using 1.25 assets in exp TB..
Attempted to extract and use addon builder since mikros is throwing errors too.. (From what I gather in discord the tool isn't compatible yet....)
Addon builder fails to binarize.. probably because it's defaulting to 1.25 tools.. changed the settings to point to exp tools... still errors..
With the 15th a week away, I'll just wait and see if the stable tools work properly at that point.
Yeh my WIP map has an underground area which had ramps made of this item. Even the ones rotated have shifted upwards, relative to them being on the side... so this one shifted left with the red arrows pointing to where the platform object used to sit before 1.26. After 1.26 there's now a gap.
I pack my world.pbo in addon builder and that works as normal. I build just the world pbo here because I don't have to replace the roads from github while I'm still doing test builds. All my other pbos (data/surfaces/scripts/navmesh/ce/customs etc. etc) are all packed with Mikero
We had to do a number of changes on these panels as we have stumbled upon performance issues with using these in higher quantities.
As suggested earlier, for the custom server-side (inict.c, json,..) placements, it has to be corrected manually (or through some customized script that adjusts the height by an offset).
For the map makers using the Terrain Builder, the fix should be to load the project on top of 1.26 data (not 1.25!), Terrain Builder should correct the placement of the panels automatically. If that wont help, you will have to adjust the placement (correct the relative height). This can be (for example) done by right clicking on the template library item, selecting "select all objects" and moving them down manually in Buldozer. Exporting all the panels, deleting them out of the map, adjusting the export txt file to compensate for the offset through a script can be done too.
Ok, this is a really big Problem for me since:
I can not do a new export of the old V5.3 data (the stable version currently on steam workshop) as .wrp - which i dont have anymore in the published live state.
Deerisle V5.3 has meanwhile transformed into 5.9 (but 5.9 is far from complete and contains bugs and unfinished areas which needs some weeks/months to go for a stable release).
So i cant update/fix this from my side for the actual live version. Very very sad.
Hello there,
I have experimented same issues on Experimental Build but some thinks have solved the issue :
Regards !
This kind of half happened for me.
Some panels I didn't notice. In the photo you can see the parts actually forming the parts you run on are still in place. The horizontally placed ones. But the ones I've turned on the side are the ones that had shifted.
Looks like I'm having to line these up again in buldozer.
I tried this in order. Sadly though it did not put the panels which had been rotated back in place. Anything rotated on any axis other than the Yaw is still affected. I'll have to sort these manually because they're all rotated differently so I wouldn't be able to just alter one axis by a set amount.
Problem now: When i export .wrp - i have to rebuild navmesh - and this step is also broken: https://feedback.bistudio.com/T185452
So even for new 5.9 Deerisle version, i cant fix the floating stuff, since i can not generate a new navmesh out of the .wrp.
Check if your Rasters, layers ect ect have the P:\ prefix in their path, because some ressources have only dz\to\my\folder instead P:\dz\to\my\folder
regards
I wonder how many servers are running broken because of this.
6 of my 10 servers are unplayable because of this.
Thought this server was immune... but nope..
Nope.. I had no other issues with objects being out of alignment like other people. I had sorted my data and directories out before I opened as I always do. Problem is that Nate is reporting has been a problem since experimental on this one asset. The issue here is the asset and we know this now from the Eliteness screenshot
This issue is unique to the issue of objects being scattered. Nate pointed out the offset had changed. So this is basically what has happened and why the automatic fixing doesn't work for any one using the panel as anything but a floor piece (ramp/wall etc.) and why anyone who has done will need to reposition all the pieces.
I am writing to address the recent DayZ update and its significant impact on community maps, particularly the changes made to commonly used game assets like "panel_concrete_1.p3d." These alterations have caused widespread disruptions, effectively rendering many community maps non-functional, as each community map has had numerous build locations completely destroyed and impassable due to now misplaced assets.... all maps of course except Namalsk -the one owned by your staff- and the three official DayZ maps. This does come across as extremely suspicious when viewed with all facts in place... however, lets move past that...
While we understand that business decisions are often necessary, the impact of this update on the dedicated modding community cannot be overstated. Many of us are now left questioning the future of our contributions, unsure if our efforts will continue to be met with the same disregard. It would be disheartening for a company of your stature to admit that these outcomes were fully intentional. However, it would be even more damaging if the broader gaming community became aware of the tactics being used against them. By that, I mean those players who, unaware of alternative ways to connect to servers, are effectively being forced to buy DLC just to play the game they love—claiming that this is due to a bug in the launcher.
It’s hard to accept that a company with military contracts, which claims to be a specialist in environment simulations, could not foresee such oversights. This makes it look as though these tactics were deliberate, designed to take advantage of those with limited knowledge of the game’s technical aspects. A company employing such questionable methods might need to reflect on its business ethics. Imagine the damage to the reputation of any business that knowingly deceives players into paying for something they don't actually need, all while disregarding the contributions of the modding community that has helped grow the game.
It’s incredibly frustrating for those of us who have invested thousands of hours—unpaid and purely out of passion—into creating content that enriches DayZ. The update has robbed us of our hard work and future opportunities to continue supporting the game. At the same time, it seems clear that players unfamiliar with alternatives are being coerced into purchasing DLC they don’t need just to access their favorite servers.
I sincerely hope that this matter can be resolved swiftly, with an update to restore the functionality of community maps by the end of this week. Surely, this is a reasonable request, especially since this downtime has likely already allowed your company to secure additional revenue. Once this is resolved, the community can get back to what it does best—improving the game and enjoying the experience together.
I look forward to your prompt response and (like most I am sure) would love to see an update which corrects or reverses these damages to our community maps by the end of the week :)
Thank you for your attention to this matter.
Here is a sample where the provided fix is included. Yes, some placements are correct again, but still some are broken like this wall/little staircase here. This would correspont to @AGT explanation.
Imagine haveing used a lot of those assets for the big underground KMUC Bunker on deerisle, on all oilrigs, other underground locations,... -.-
UHHGGGGG i now have 8 servers offline that I'm paying for because the unofficial fix has been pulled from the workshop!!!
Release an official patch!!!
Hi, I think it's a bit quick and easy to say that all maps are affected except the official one and Namalsk. Like i said in my previous messages, the ones I'm working on are not affected, yet I have no connection whatsoever with Bohemia... So it's a biased judgment, not a fact.
The only difference is that I don't use concrete panels for anything other than their classic use, i.e. on the ground, that explaint i'm not impacted, and this is factual.
Regards.
+ Ok, fair enough good sir, let me ask you these questions.
Which maps are you working on?
Are these Official maps you work with editor or in game vpp admin object builder?
Are these maps your own build(s)?
And even more important, what tools are you using for packing your world? and when was your last successful pack?
there are numerous people affected by this update, trying to minimize that by focusing on one point in my post which to try and debunk the undeniable fact that this was a known and intentional issue they pushed can not be taken back not denied by anyone else my friend.
If you are going to try and tell me there was no way anyone knew this object adjustment was going to impact all maps using the object, then any conversation between yourself and I need not happen further if that is the case.
Good,
Since you seem to be more salty than cool I'll be more explicit:
This place is for :
This is not a Discord or a forum to get salty and create dramas. Your initial message therefore has no place here, as it doesn't contribute anything relevant apart from theories, which have no basis in fact. Apart from the fact that yes, a lot of people have worries.
For my part, I gave technical details earlier showing that in my case I managed to solve the problem myself, by giving a procedure. This is a factual and constructive element in understanding the origin of the problem.
Regarding your questions, if you had read the subject, which you don't seem to have done, you would have noticed that I work on maps with official tools (Terrain Builder, ect ect). Secondly, I have no intention of unpacking my "Curriculum vitæ" to justify any credibility in your eyes.
End of sterile debate for my part.
Regards.
Just to summarize:
The provided 3 fixes...
-> "Terrain Builder should correct the placement of the panels automatically."
-> selecting "select all objects" and moving them down manually in Buldozer
-> Exporting all the panels, deleting them out of the map, adjusting the export txt file to compensate for the offset through a script can be done too.
...wont work due to the explanation of this core bug itself - it only fixes 1/3 of the situations:
...and after the fix 2/3 are still broken every location where those objects got rotated:
EDITED so that there is no confusion who my response is towards.
Yeeeeaaaahhhhh lets both agree on a few things... perspective is everything, throwing a grenade in a mall and then running in to play medic is something some people enjoy and do just to be able to play medic... Now that we've both said some stupid things, lets clrear up the air. First off I assume you must be french, since you clearly have everything backwards. You assume I'm being salty and then ramble on with a list of reasons why you think i'm salty and how I'm not using this location properly, but yet all you've done is initiate an arguement. Totally a french thinking, for sure.
So let us both start over and focus on the questions of relivance,
Do you have a succesuful map pack since the update, or are you having issues with packing?
here's the process that has happend.
Objects changed, fully aware they would break the maps using said objects.
Now we're looking for a resolve that will undue the damages that are done without creating another couple hundred hours to correct these damages (as that is what is likely for some of us map makers)
I won't go through the process of logic and causation with you sir, it certainly feels pointless, you're accusing me of creating drama and yet that's all your post above has to offer, DESPITE me asking you questions to resolve where you're at and what the issue is for you, since you clearly state you have no issues with this update and your map is working fine... right?
So really the only question I have is if you're all fine nad dandy as they say, why are you wasting your time here trying to argue with me? Do you not have a map to build? Or is there an issue with building it related to this recent update? Because if there is an issue for your map due to this update, THEN CLEARLY YOUR MAP IS BROKEN TOO and thus your entire efforts to insult me and create drama are wasted... you stewpeeeeddd NERD. LUL
Now... do you have a successful map pack after this update or not?
thanks for cominn at me too I appreciate that, 0%
Another sample where provided fixes dont work:
We need a solution which really works.
The 3 you provided wont work and wont fix it.
I don't get why this is taking so long to correct this mistake.
You don't have to admit to the mistake, just make it right!
Hello,
One solution might be to reintroduce the asset version from v1.25 but with a different name, such as "panel_concrete_1-1.p3d", which would allow maps with exits to function by changing the name, and keep it transparent for those that haven't been impacted (which is my case).
Regards
Regarding the replacement with 1.25
It's the only ideal work around.
1 - pull from backup of the 1.25 concrete_panel_1, if not available search discord servers- I don't think BI will let us share this asset here as they've cited performance as the reason for changing it.
2 - set up as a custom asset with unique class name.
3 - extract layers with affected panels (might be easier for some depending on how you set up the layers)
4 - use a find and replace to swap concrete_panel_1 with your unique_class_replacement.
Now the awkward bit. You'll need to add back 0.93 (the offset of geo) from your Y position co-ordinates of your newly replaced panel. Because TB has already repositioned it by this amount. If you have already begun reposition some... consider putting them in another layer so you don't change them.
There's lot of tools in the community if there is one which can read an exported layer and display in table form then you can maybe find it quicker but if there's no such tools you can do this a manual grinding way..
Familiarise yourself with vertical highlight and selection on notepad++
Grab the Y position column and copy it. Paste it into a blank Google sheet.
On the cell to the right just do a quick =SUM(A1+0.93) and then copy the format down to get the readjusted pos with the 0.93 added back.
Copy the new figures and replace your originals on the export txt.
Save it and bring it back make sure to clear the original/updated 1.26 panels off your map if no longer needed.
It's dirty work but the only solution as I doubt they'll fix it.
So to recap...
Remove any 1.26 panels still affected on your map.
Ive not practiced it yet because I only had 200 panels and most of them were grounded and the ones that wasn't I've nudged back in. And I've not published a public build so I'm not pressured by the thousands of server owners unlike JM and others. Also I understand @JohnMcLane your stable 5.3 needs the overwrite and works because your packed WRP can't be affected by TB trying to fix it but the geo offset still present because that's the base game asset messing up your work... Hopefully the above can help with your current 5.9 and anyone who hasn't yet tried to move the panels but wants a very analogue work around...
I hope this helps! It's not elegent but it's something !
Step 1. Revert to 1.25 panels
Step 2. Rename 1.26 panes panel_concrete_1_Sakhal
Step 3. Export panels to new layer
Step 4. Replace those panels with panel_concrete_1_Sakhal
Step 5. This is for you BI
Hello everyone.
In the upcoming patch of 1.26, we will introduce new objects in the game files:
\DZ\structures\Roads\Panels\Panel_Concrete_1_Legacy.p3d
\DZ\structures\Roads\Panels\Panel_Concrete_2_Legacy.p3d
\DZ\structures\Roads\Panels\Panel_Concrete_Dam_Legacy.p3d
\DZ\structures\Roads\Panels\Panels_Concrete_Legacy.p3d
These variants are pre-1.26 version and can be used by anyone who finds it too difficult to adjust their maps.
Regards,
Geez
Please give a manual on how to replace them correctly to get the right center point again!
Since TB "autocorrected" the position in TB automatically. We must be able to load the map with the original classname, otherwise it wont work.
In all honesty, it's easy to do a replace in TB, or a replace with a text editor for init.c or .DZE files. In short, nothing insurmountable, especially if you create a backup of the project before 1.26.
Regards
How? Please give details:
Problem:
-> As soon as you load up your map, for exp. deerisle, TerrainBuilder at first will load the "new-broken" concrete objects with the "autocenter" flag.
-> With this autocenter flag, TB will autocorrect them to the new offset. Which will result in fixing situations where they were used just as floor tiles, but will break any position where they were used in rotated position.
-> Now you would be able to replace them. Which makes no sense, since all "rotated" locations are broken and have now wrong positions due to the autofix of TB.
Go to your \DZ\structures\Roads\Panels\
Copy all the legacy files and replace the standard ones (without legacy suffix)
Load terrain builder
Add Legacy panels into template library
Re-export all the panels on the entire map as _Legacy
Personally?
If I had this problem I would try to do this:
1 - I'd install DayZ Tools, which have reverted to the previous version (1.25).
2 - I open my 1.25 backup of my project with TB
3 - I export the layers with the problem assets as .txt files.
4 - I edit the exported layers and add the names Geez mentioned above.
5 - I modify the .tml templates to add the legacy assets
6 - I re-import the layer exports
7 - I do a total rebuild (Terrain/Tiles)
8 - Repack with PBO Project or Addon Builder of your choice
Seems logic for me, Fortunately, I don't have to do this, as in my case a rebuild was enough.
Regards
[Edit]
Geez suggestion seems clearly more simple
Much the same resolve. LMAO and at much the same time
https://steamcommunity.com/sharedfiles/filedetails/?id=3353440351
Sorry but:
"...can be used by anyone who finds it too difficult to adjust their maps."
I get the subtle undertone - But let's not forget who is the originator of the whole situation here!?
“...a company who finds it too difficult to adjust their updates”
Honestly, you should all sit down and talk about it directly. This ridiculous crap is not helping anyone. Too many misunderstandings. This is going in completely the wrong direction.
Personally, I don't see what the problem is...
Rollback of tools and add old files on next patch... that's enough to fix all problems, EXCEPT if we don't have a backup and we've screwed up our project files, but that's bad management and has nothing to do with 1.26.
On the other hand, “experimental” builds allow you to test and avoid problems once stable.
So I didn't understand, will the problem be solved with the release of a new patch? When will this happen? We are really looking forward to the return of the Deer Isle card, which currently has no alternative in Dayz.