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In T190441#2813025, @Geez wrote:Hello, the crash dump files you have provided point to multiple issues.
Some crashes are related to nvidia drivers, some to issues with textures. We suggest making sure everything is up to date and there are no corrupted data. If you are using Nvidia app, we suggest reverting to geforce experience and maybe delete shader cache in case you have it enabled.
In the latest version, with no mods loaded, the sidetone starts as soon as you click the proximity chat or radio voice buttons. After that the sidetone is always active (in game and in menus from that point on). When you quit the game, the sidetone turns off again.
I don't know how to get through to the developers, but the rain is so annoying that it's easier to change the server in search of normal weather to enjoy the game. sudden rain sometimes is good, but when it pours constantly - it sucks.
Unfortunately the issue still persists, and I'm getting kicked out of servers with "BattlEye (Client not responding)" error. The game remains unplayable sadly.
+1
I have four issues I wanted to report, firstly I have a problem with game freezing when playing after a couple hours, this is then followed by another issue where I get hit with a server connection error trying to load back in’s. third everytime a server updates there mods and you redownload the mods to get back into the server it will freeze up and not update the file, this leads to having to delete the mod and redownload. and last I just wanted to ask to work on optimizing the game further, I play mostly mods but even in the official servers my fps will drop in the 5-10 range, but normally i get about 30-40 fps on performance mode. I should be getting 60. all of the issues were recorded on a base ps5, and on W.C.S modded servers. specifically W.C.S. new ever on north/south miami servers
In T192335#2816825, @Geez wrote:Hello.
This seems to be related to car cutting tree script that has been described bellow:Hello, in the experimental version of the game (1.28), one of the vehicle-based tree-cutting scripts has started causing server crashes. It works fine in version 1.27.
override void OnContact( string zoneName, vector localPos, IEntity other, Contact data )
{if ( EngineIsOn() && (data.Impulse > 2000 || GetSpeedometer() > 10)) { Object tree = Object.Cast( other );if (tree.IsTree()) { if ( tree.IsCuttable() /* || tree.IsBush() */ ) { Class treeType = NULL; if ( tree.IsInherited(TreeHard) ) { treeType = TreeHard.Cast( tree ); } else if ( tree.IsInherited(TreeSoft) ) { treeType = TreeSoft.Cast( tree ); } if ( treeType ) { tree.DecreaseHealth("", "", 100, true); tree.OnTreeCutDown( this ); //RPC Send dBodyDestroy(tree); } data.Impulse = data.Impulse * 0.01; } } } super.OnContact(zoneName, localPos, other, data);}
If I remove these lines: tree.DecreaseHealth("", "", 100, true); and dBodyDestroy(tree);, the script works, but the tree does not fall, as expected.
Regards,This is not a vanilla behaviour but we are looking into it.
Geez
I was hoping they'd use my feedback from October and make a huge ice breaker ship, would be perfect out at sea wedged between a bunch of ice sheets.
The riffy ship is an ok substitute since it would take a lot of resources to make a detailed ship, but it'd be so perfect for the map.
Hello,
Can you please describe the procedure used for spawning and deleting these events?
We cannot seem to reproduce this on vanilla with the normal way through ecconomy.
Video with repro steps would be ideal.
That also happened for the 1_27 tag, it was actually also created before the 1_27 commits were pushed.
We need a fix or help or something
Here is a fixed script that uses vector dir and up instead of setPitchBank.
Vanilla function also fails if you try to align the carrier in the Titanic mode and fixed one doesn't.
confirmed It does bug with other weapons, but you must be switching to the handgun.
Does not appear to bug if the end gun is two handed.
Confirmed that this is happening for me, as well as other users on the Steam forums. It's the same symptoms -- after playing for around an hour the game becomes very laggy. VRAM and RAM are stable, so I guess it's not a memory leak (even though it behaves like one). I do get the crash window after I alt-F4 out of the game. I've been submitting them but I'm putting it here too so that everyone can see it's not just them getting the issue.
Same issue here. I didn't used to get this issue until maybe release 1.2 or 1.3? For me I don't directly crash out; rather my game just goes very laggy. It's not a memory leak as far as I can tell; neither VRAM or regular memory are doing anything unusual. But it behaves like a memory leak -- I get half an hour of play time and then the game all of a sudden becomes unplayably laggy. When I close the game I'm left with a crash report box like the one below.
In T192341#2816821, @Geez wrote:Hello.
This is caused by the modded content you are running. The mod creators will have to fix this on their end. Very likely caused by some modded animations.
Regards,
Geez
All good man
In T192327#2816742, @Geez wrote:Hello priglmeier.
Please make sure to send the report when the crash pops up so our team has all the info directly in the crash stash.
Thank you.
Hi Geez,
Thank you.
This is a known problem and we are looking into it.
Regards,
Geez
Hello.
This seems to be related to issues with your mods.
We suggest uninstalling all the mods, verifying and then running a vanilla version of the game. If all works, then you can try to load the mods again.
Hello.
This seems to be related to issues with your mods.
We suggest uninstalling all the mods, verifying and then running a vanilla version of the game. If all works, then you can try to load the mods again.
Hello.
This seems to be related to car cutting tree script that has been described bellow:
Hello.
This is caused by the modded content you are running. The mod creators will have to fix this on their end. Very likely caused by some modded animations.
Regards,
Geez
Hello.
The crash dump points towards nvppex.dll file, indicating a problem with your GPU drivers. Please do a clean installation and check your OS for any corrupted installations/files. Also make sure your system is up to date.
Disabling HWAA in the game might resolve the issue but the root cause is somewhere on your system.
There is also a chance that if you are running Nvidia app instead of Ge-force experience that that is the cause of the problem.
Regards,
Geez
Oh sorry, I assumed you'd be using admin tools/DayZ Editor on the PC version to get that information. Having owned servers in the past myself, I remember waiting for the logging spitting out the coordinates being a pain. I've been out of the loop for a while.
Fair enough. I stick to your suggestion then, thanks!
In T192348#2816749, @cflynn93 wrote:
Hello Vault-Tec.
We did not find any issues while testing this.
Are you certain of the distance and of the kill? (Possibly only unconsciousness?)
Are you confirming that it is intentional that tracers ignite fires easier than API in some cases? To the layman (me) this doesn't make sense. I don't have experience with real API rounds, but is this a more accurate behaviour?
0x0000005 - STATUS_ACCESS_VIOLATION
Hello.
This file was never intended to be used this way. However, we would like to see the file you use to spawn the items.
Confirmed internally, this will not change. You can use alternative methods to obtain the result you expect :-)
Hello priglmeier.
Please make sure to send the report when the crash pops up so our team has all the info directly in the crash stash.
Thank you.
Hello, can you please send us the map name and specific location?
In T192348#2816702, @cflynn93 wrote:I think you mean cfggameplay.json? The cfgeffectarea.json is used for effects like the contaminated areas, not assets.
Hello, it seems you are updating the addon to newest version 0.12 and then again downgrading it to 0.11 because server is running on that version.
The solution would be to not update the addon.
Hello.
The fast movement is due to the character rotation matching with mouse sensitivity, and it is by design.
Regards,
Geez
Hello.
According to the dev team, the API rounds are triggering incendiary effects once, while tracers are doing it every hit. As Designed.
Regards,
Geez
I think you mean cfggameplay.json? The cfgeffectarea.json is used for effects like the contaminated areas, not assets.
Hello kasparhzr.
The capture mechanics and UI indicator are working as designed. If youopen the map, you can see that the base icon is blinking when it is under attack. However, in this case, you were too far out of the capturing range to reach the 'Base is under attack' pop-up.
Regards,
Geez
Thank you, this will be improved for the future.
Hello.
Can you please provide us screenshots/photos of the messages shown when you are trying to connect to sakhal and screenshots of PS store etc?
Hello,
DayZ Editor is a mod. Any issues with said mod have to be resolved by its creator.
Regards,
Geez