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- msklyroy (Call Girls in Chennai)
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22 November 2024
repro please
No. There is another ticket that raised the same issue. It was mentioned there that this issue will be resolved in 1.27.
Yes I have done that also before, had to go all the way down to 500 and that even kicked the others out of their games.
Also the time it takes to get the servers list is horrible.. ;-D
Happened to me before. It might be because since some updates ago (2 or so) when opening the DayZ Official Launcher, the game starts searching for every server possible (Official and Community) and there are thousands and thousands, so if you have your steam parameter in the "In game" section "Server pings per minute" setting too high, it might break you internet. The solution for me was to lower that setting in Steam to 1500.
TY BH!
That worked! Thank you!
In T186669#2708013, @MilesDownshur wrote:Not guns, the dude is a cheater
Not guns, the dude is a cheater
I remember this player very well. He killed my character from the other end of the map with a knife. And now he's crying that he was banned for nothing.
Sakhal is such a beautiful map, u can tell a lot of work for detail went into it.
But then seeing all this very ugly snowy squares all over the whole map..... what's going on? Is this scheduled for a fix?
@Chungski you have access for 1.27 Changelog?
I saw Deer on the IceSheets - looked very cool, I liked that. Think it can be the feature, not a bug
@Geez Hi, any ideas regarding this?
So it's definitely not fully fixed for "regular" cases
It did fix it on my deathmatch server that spawn people with gear however so it's already one step in the right direction
Unable to add any new road to my map since last update:
Good morning!
After the update of dayztools, P3Ds with too large faces were encapsulated before being processed. This problem did not occur before the update of dayztools. After the update, it was unable to process faces that were too large and encapsulated them, resulting in models in the encapsulated PBO being able to be opened directly
I can see this is resolved in 1.27. Apologies.
If yes you should add more of those, like cold resistance or else. It does going to give advantage for dedicated players, but not permanently as they will die at some point. This is perfect "level up" system for a game like dayz.
Soft skills are back in 1.27???
Holy cow!
The issue still persists.
I've tried it on 2 different consoles and networks and still have the same issue. It's almost as if it just follows my account, but I've yet to play a single minute of the game. The closest I ever got was to be placed in a queue, only for it to kick me out with the error message.
With lastest dev update insignia will not be lost after take off and putting on again for same uniform object.
But if unit put on new(other class name) uniform BIS_fnc_setUnitInsignia will return false and no imagine will show
This change seems affect to issue T161323, can't reproduce on the latest dev update
The problem was solved when I turned off nvidia Overlay.
20 November 2024 (EST)
Hello colourScreen.
According to the devs, this is intended. Only flow expressions create scopes.
Regards,
Geez
.
I have included my device Dxdiag file
michaeljohn1977@yahoo.co.uk{F4586042}
look like i found where i have errors:
in .rvmat i have texture="#(rgba,8,8,3)color(0,0,0,1)"; after changing to texture="#(argb,8,8,3)color(0,0,0,1)"; problems with packing WRP disappeared.
But here we have eximple with rgba. And i cannot understand why arrow appears only with packing WRP.
OLD Material
NEW Material
I think that boats should despawn if not moored in some way (perhaps a parking function.) too many boats left out in the middle of the ocean on Sakhal and not spawning on the shore again.
Brother! I collected all the problems in one place here! Of course, there are my wishes, but there are also problems! which really need to be fixed and make our favorite arma better!!! I've been playing since 2003...
Yeah, I've run into that problem too.
Ref to nonnetwork object 1596671: <no shape> #particlesource ➥ Context: [] L5 (/x/cba/addons/common/XEH_postInit.sqf) [] L56 (x\cba\addons\common\init_perFrameHandler.sqf) [] L51 (x\cba\addons\common\init_perFrameHandler.sqf) [] L44 (fnc_simpleOpenBolt.sqf)
Ref to nonnetwork object <No group>:0 (Curve_F) ➥ Context: [] L53 (\A3\Functions_F\Animation\Timeline\fn_timeline_play.sqf) [] L51 (\A3\Functions_F\Animation\Timeline\fn_timeline_play.sqf) [] L148 (\A3\Functions_F\Animation\Timeline\fn_timeline_tick.sqf) [] L150 (\A3\Functions_F\Animation\Timeline\fn_timeline_tick.sqf) [] L28 (\A3\Functions_F\Animation\Timeline\fn_timeline_finish.sqf) [] L30 (\A3\Functions_F\Animation\Timeline\fn_timeline_finish.sqf) [] L59 (\A3\Functions_F\Misc\fn_callScriptedEventHandler.sqf) [] L49 (\A3\Functions_F\Misc\fn_callScriptedEventHandler.sqf) [] L51 (\A3\Functions_F\Misc\fn_callScriptedEventHandler.sqf) [] L54 (\A3\Functions_F\Misc\fn_callScriptedEventHandler.sqf) [] L140 (WW2\SPE_Missions_p\UtilityFunctions_f\map\fn_moveMarker_local.sqf) [] L87 (WW2\SPE_Missions_p\UtilityFunctions_f\map\fn_moveMarker_local.sqf)
input validation is more strict now. would need some != "" checks now
In T180165#2707363, @Geez wrote:Hello everyone.
Do you still experience this crash after the latest patch?
Regards,
Geez
Same goes for Acog X4 during rain - no rain droplets when you look through it. Was gonna to create ticket but just add this to this ticket. You had similar bug with cars front windows (1st person rain wans't visible), think it is related to this