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The problem persists in version "1.2.0.70". Thanks.
Looking at Event Viewer it appears to be both Deer Isle, and PNW that are affected by the update.
I've attached the crash log and mdmp
In T174195#2629914, @speedwaystar wrote:could this be due to the Select Direct/Radio Talk keybind also being bound to another key that you're using?
{F4149261}
Please close this one, it turned out to be an instability in the Gfx card.
Another car I had in my base flipped after server restart, had plenty of room, no items on floor nearby. I don't get it.. I took a screenshot, I'll try to upload.
@speedwaystar
No, my Dynamic Range setting was not changed. I tried adjusting it, but it is not the matter of DR.
After 1.2 update soundscape lost its depth and character. It sound as if there was new compression algorithm and it was set slightly below average sound quality. While previously it was set to ultra.
Hello Geez.
I have now updated the main post with the information that was requested. Additionally, I have also sent the information of the crash through the crash reporter.
Respectfully,
Commander_Falcon
This was on an official server, multiple atlas red 1's.. due to random group hop
@bhaal Some servers use providers that proxy Steam query requests from AnyCast POPs all over the world, so the "latency" reported to your client will be that of the AnyCast POP closest to you.
In T181931#2629645, @CocoNuts wrote:and all players where automatically switching between squad teams.
Issue has been resolved. The bullets were going into the frying pan in my inventory. Sorry for the waste of time.
By the way it’s on console
it'll be nice to have a 4 slot server as well just for a small group of friends
That’s the issue I’m having.
Hey Geez, from tech POV i understand 'not an issue with the launcher', but we talk about player affecting bugs here. The case is clear - the ping is estimated incorrectly. Are you saying cause it 'is how Steam estimates ping' Bohemia's awesome engineers can't figure out how to circumvent that?
For example a) you could escalate to Steam tech support and at the least notice the issue for them (which I assume done/tracked somewhere), b) see if the client could bypass steam's ping/latency approach with custom etc.
Hello Kreser.
This seems to be related to SummerChernarus mod. Nothing we can do on our end. The mod creator has to fix this on their end.
Regards,
Geez
On step 4 for existing terrain replication I meant to say black outline instead of yellow**
Thank you, does it also occur on the current experimental or just stable? (or both?)
has your Dynamic Range slider changed?
A quick demo with a great music track (official conflict server full everon 1.2.0.70):
could this be due to the Select Direct/Radio Talk keybind also being bound to another key that you're using?
Oh..and expose interface for mods. So mods can have their own triggers.
Hello Martin1982.
Unfortunately from the crash dumps we are unable to tell what could be the cause of the problem.
Regards,
Geez
In T181684#2629847, @Klopka wrote:In T181684#2629748, @MegaBite wrote:any updates? before I uninstall dayz?
You're not the only one waiting for updates here. If you ask the same question several times, the developers will not start working faster. Let's respect and be patient with their work
In T182409#2629714, @CocoNuts wrote:on what server this bug occurred ? official ? private ? if private how many players ?
i haven't used it in the editor, sorry. the author is here as @bacon_8008
Hello bhaal.
This is how Steam estimates the ping, it is not an issue with the launcher itself.
Regards,
Geez
In T182395#2629848, @Larry366 wrote:In T182395#2629039, @Geez wrote:Hello Larry366.
What sort of error message do the players receive? How does it behave on their end?Players are either thrown into the main menu with the error "Failed to connect to the server", or some are in an endless queue
In T182395#2629039, @Geez wrote:Hello Larry366.
What sort of error message do the players receive? How does it behave on their end?
RPT logs also contains ENGINE (F): Crashed
In T181684#2629748, @MegaBite wrote:any updates? before I uninstall dayz?
I’ve spoken to at least 4 different server owners who are having the same issue, Plus the 3 who have raised it as an issue here. Please dig a little deeper. It’s no coincidence when I up my numbers in my Types files to above the amount in the Trader they start to spawn in, or when the Trader gets taken out they spawn.
In T181855#2629268, @ukulelekid713 wrote:@Geez I have exhausted his suggestions. There seems to be more to the issue than I can control.
Please provide as detailed description of the issue as possible - videos/screenshots will help tremendously!
Do not forget to Include Vigor ID as a part of the report.
Include as detailed reproduction steps as possible if the nature of the issue allows for it.
By playing on any OFFICIAL conflict FULL Everon (was already happening on last stable version + last 2 experimental version at least) :
otherwise, a bit more bruteforce would be
that's SQF syntax… in Enfusion we do
a .mdmp file would be good to have as well if there is one generated
Thank you for the report.
We will investigate with BattlEye.
Regards,
Geez
Thank you.
We cannot seem to produce the described behaviour even with the provided .json file.
Hello Emuna.
It seems that in first video you are not able to launch with addons because it is not possible to compile scripts with addons. This can be caused because at least one of the addons is not compatible with 1.2 version (outdated/not updated properly).
In the second video it just threw connection failure which is not necessarily caused by addons but you just are not able to connect to that server for whatever reason.
Regards,
Geez
Does this mod work with game master scenario editing? I cannot seem to frigure out how to use it in the editor and I can only see this mod when playing in game using a weapon box.
any updates? before I uninstall dayz?
Just tested it, turned all my switches to the off position and verified that they were off using joytokey and boom click and drag works
There was a problem with sending BE messages, they would get dropped if you had packet loss.
Last week on prof/dev we changed them to be retried on packet loss. That should fix packet loss related BE timeouts.
1 year on still happening, ive just checked with the 1.2 update, unfortunately the bug is still present :( is there anything else we can provide to help fix this issue?
on what server this bug occurred ? official ? private ? if private how many players ?
Its a bit risky in case of script functions that for example return object on success and nil on failure.
If such a script drops a particle effect on error, it might then return an object as if it was a success. But who would drop a particle in case of error.
Resolved for one of the future updates.
Hello Commander_Falcon.
We have not been able to reproduce the issue on our end.(
Can you please provide the following info?: