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- nickaddams76 (nickaddams)
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Thank you for this report.
can you see my profile Prestige Raintree Park?
The OS is on Windows 11*
0xC00000FD - STATUS_STACK_OVERFLOW after an hour... It's so f*g f****d up...
Ask BattlEye support, Bohemia doesn't manage anti-cheat bans
Also Getting threats from staff about them going to beat people up irl
It would be even cooler to use the assets in a regular mission without either the DLC nor the compat mod - reason: modded servers these days is only for already established communities which are big enough to be able to afford the switch - or with high promotion.
The way these "few assets" were added in such a CDLC was quite a bad idea in the first place - as in contrast to all others it's just that: A few more assets for the vanilla game.
Don't get me wrong - I really like the stuff and yes, the devs deserve some money for it - but regular integration as a standard DLC like the Laws of War one would had been better.
Please post TEXT as TEXT instead of images in different resolutions - it's TEXT!
The 4 examples with additional leading zeroes seem more like some changed formatting as they don't change the actual evaluated value mathematical - in fact, there shouldn't be any leading zeroes in scientific notation.
In the end it's IEEE754 imprecision of floating point numbers. The main underlying issue is that A3 only uses one number type "scalar" which is floating point - this can issues for whole integers sometimes not able to be represented correctly in IEEE754 i.e. have 2 end up in 1.999 or 2.00000001 or something stupid like this.
As for the attribtues: Yes, they got swapped around, but here the issue isn't that the editor does it but rather that your comparison engine doesn't correctly recognize the blocks and only shows the labels changed but wrongly thinks content of the blocks changed. Yes, correctly the attributes shouldn't get shuffled around once they're set and not further modified, but that's not how the editor engine works, don't think about the attributed as a fixed-order set of elements but rather a not-fixed list: The editor loads all stuff into memory - and on save it gets back serialized - in the order it's currently in memory. And if, for some reason, the not-predictable order list has changed the order - or rather changed the order the contained elements stored - then that's perfectly ok from a programmers point of view if all that matters are the presence of the elements and thier values but not thier order.
If you use some version control which has to deal with such results you have to change the version control engine to correctly deal with the blocks as one instead of splitting up thier unordered content. It's not the editor at fault but your version control.
the problem is not solved!
The problem has not been solved!!!
In this case I have played more than an hour without any crashes, but when I left the game I got a STATUS_ACCESS_VIOLATION error. I have attached the report to this message.
the problem is not solved!
The problem has not been solved!!!
Ok, STATUS_ACCESS_VIOLATION after ~20 minutes
The miracle did not happen - the game crashed after 1.5 hours of play with the STATUS_ACCESS_VIOLATION error. I've attached the report. I want your ideas/suggestions, please{F3987592}
If this ticket has a chance to be implemented, let me know and I'll make scripts to quickly test it.
Found through comparison with alpha where it works, you need to have hit > 10 for it to work.
class CfgAmmo { class Grenade; class GrenadeHand:Grenade { hit = 10.00001; }; };
Really weird choice but seeing that alpha uses same grenade config as OA probably means this engine part wasn't touched for years.
NO DEADZONE SETTINGS This has been bothering ever since the game launched for consoles. There are countless arcade / third person games that have many more controller settings than DayZ - how come a tactical shooter only allows you to change your controller sensitivity and nothing else? The default deadzone is ridiculously high, especially for a game that requires precise aiming. Not being able to do small aiming corrections and having to literally quickly tap the analogue left and right in the hopes the crosshair stops where you want is extremely unintuitive and frustrating. If this wasn't bad enough, it has been decided that allowing people to play with Mouse and Keyboard (on servers that allow it) would be fun. So not only you forbid controller players of properly aiming, but you also makes them fight people that can precisely lay the crosshair on your head from 50m away without any aiming corrections after the first move. Update after update and this not even mentioned by the Devs. Imagine making a realistic shooter with limited controller settings...
the problem is not solved!
Sorry, closed it by mistake 😅
the problem is not solved!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
The problem has not been solved!!!
The problem has not been solved!!!
Dobrý den, problém nebyl vyřešen
Hello, the problem still hasn't been solved
Hello again everyone, the problem with the lags has never been solved!
The problem has not been solved!!!
servers are back up now!
Later I couldn't even play for 15 minutes. I didn't change anything in the Windows/Steam/Game options, but I updated BIOS to the latest version (0806 -> 1656).
After that I played for an 1:20 hour without any problems, only when I exit the game, I got the STATUS_ACCESS_VIOLATION error.
BIOS update seems to have helped, but I'm going to do more testing.
Bug found in inAreaArrayIndexes, it ignores c for height:
private _area = [positionCameraToWorld [0,0,0], 20, 20, 0, true, 20]; [ [player] inAreaArrayIndexes _area ,[player] inAreaArray _area ]
NO DEADZONE SETTINGS
I ran a files verification on Steam, also disabled cloud synchronization... and played for 55 minutes before the STATUS_STACK_OVERFLOW error occurred.
Hello there! Still have issues with game. Now this is STATUS_STACK_OVERFLOW error.
Just had this happen to me for the first time. Not sure if it's known or not I knew about unplugging headsets messing with voip, but never crashes.
Well i think it goes back to rank dependence right? Right now Light vic is far less useful than it used to be. Heavy vic offers more utility in almost every way for very little extra cost, including being far easier to place defensively and build around. Heavy vic can get any vehicle and make full repairs, so really the light vic yard only serves to increase cap time or be used if you don't have the supply for a big one, which you are almost always better off waiting till you do have it for the above reasons.
The rank progression is a key component to the overall progression and it encourages players no matter what stage they join the round to gain rank. It would be nice to see changing up rank requirements and structure progression within experimental
So far so good on experimental
In T180979#2603663, @Geez wrote:Also can you please provide us with the following information?:
- any overclocking on CPU?
- any overclocking on the GPU?
- what PSU are you using? Do you have sufficient headroom to cope with power surges from the GPU/CPU?
- and do you experience this in any other game as well?
Intressting about it is the mag appears for a moment in the inventory and gets "deleted". Can happen moving mags from the weapon into a container too.
@Yamachinu
I prefer when antenna and heavy truck depot are build first. With the truck I can take 15 people so we capture any base in 3 seconds, while in 4 people brought by jeep will wait much longer. Even though the truck droves slower it's faster when capturing bases. And I can use the truck to bring in the supplies.
And, yes we need rank-dependent construction.
The main menu is broken
This will be used to copy additional data from object to object. I have a serializeablebase class that exists in DF that gets used VERY constantly. Often data will exceed this limit, and being able to copy data from point to point is critical for something like trader (weapons alone is 10kb).