I tried on a vanilla server same results. I uninstalled the game probably 6 times and it is doing the same thing. I tried turning off my nvidia GPU overlay. didn't work. I disabled the steam cloud sync and nothing. I am unsure what the folder you are referring to for the contents of the Dayz game.
Recent Activity
Today
its work - virtual slot
addMissionEventHandler ["PlayerConnected", { params ["_id", "_uid", "_name", "_jip", "_owner", "_idstr"]; [_owner,_uid] spawn { params ["_ow","_uid"]; _grp = createGroup WEST; _ap = _grp createUnit [_type,_respos, [], 0, "NONE"]; [_ap] joinSilent _grp; waituntil {!isnull _ap}; [_ap] remoteExecCall ["selectPlayer",_ow]; }; }];
Here comes the weekend again, player count constantly dropping and no status update on this issue
1/2 were already done with callExtensionArgs and ExtensionCallback.
- is mostly done, allExtensions command returns signatures. But there is no way to enforce signature checking and only allow loading signed version of extension.
Hello. We would suggest the following:
- Unload mods
- Disable Steam cloud sync
- Delete DayZ documents folder
- verify the game data
- launch without mods
- if the game runs, load mods again
- if not, reinstall the game.
I'm the other guy with the same issue
I don't see a problem with that solution. Using SRV records like that could work as some kind of shitty matchmaker if you follow the weight and priority parts of the SRV record, but if that is not intended then it's user error. But I'd imagine the main usage would be hosted solutions where multiple servers share the same IP as described by Jaffa, or like @HeroGamers games describes having something like mycommunity.org point to server4.coolgameservers.net, port 23456, both of which wouldn't be degraded by saving the last resolved host/port.
Checked same place from screenshot 1 in my first post, all this items on screenshot placed well and accessible:
Scratch some part of that.
I can use the same connectToServer hack also for the direct connect UI.
So you have to specifically enter domain and port 0 (or manually empty it (it will be default filled with 2302)) in direct connect.
Then it will try to resolve the port via SRV record, if that fails it falls back to 2302 (same as would've happened before if you left it empty or entered 0 manually)
Hello Traqu.
For the QB issue:
quickBarSlot parameter is case sensitive, please check your file
Hello Abear1440.
The change was stated in patch notes.
Hello BrunoBailoni.
You have to remove the following from your cfgignorelist.xml
Hello t0mst3r.
This is something that has to be resolved by the server owner - see details here https://feedback.bistudio.com/T190640
Hello VerxulTeam.
There is no way for us to tell what happened to the vehicles nor we reimburse any lost vehicles.
Regards,
Geez
Resolved for 1.28
Resolved for 1.28
I'm on a community cherno server on Xbox, but I'm still having the same issues. had just finally finished my first base earlier this week, and the 04/03 update just deleted everyone's walls, gates, and towers.
It's very funny, these are materials that don't work properly under certain light conditions namely the sun.
This happens all day. That's just the last three.
dropping min in here.
Server weather is set too cold.
Make it warmer.
Instead of leaving it as "None", explicitly setting the single-press keybind to the "Single Click" prefix appears to correct the behavior.
Finally back up. Nitrado fixed the version error and the backup restored the walls. What a day.
The problem was solved like this (another "crutch"):
In the file cfgIgnoreList.xml there are 2 lines like this:
<type name="Watchtower" cheatCheck="1"></type>
<type name="Fence" cheatCheck="1"></type>
deleting these lines solves the problem. but! If you started the server and there were no buildings, then they will not appear. Because the server started without any buildings and recorded this information in its files. So I had to take the mission files from the backup.
Yesterday
I have exactly the same problem. All the buildings of the players have disappeared. Backups could not solve the problem. I don't understand what the problem might be...
I'm thoroughly disappointed with the recent patch as it has turned our server into sh**. The only reason I play dayz is to combat my crippling p*rn addiction but if this is what the results of the patch are going to stay as ill just be making my way back to the hub rather than rebuilding 😔
What the hell is this?
cant they do a roll back, and delay the update?
deleated those lines, restored from yesterday save under xbox1, server wouldnt show up for me but said its up. had to re search it as ip changed. mine is up now. dozens of ppl in the discord say theirs still wont show hours latter
we have the same issues going on. deleted those lines, did a rollback, started the server and it hasn't showed up in the community list for 2 hours now.
....but it works on public Game Master servers on PS5 as I said. It's only on private, rented servers where it doesn't. If what you say is correct, why would it work on BI servers and not a rented one? In either case, would this change when mods finally become available for PS5?
Y'all broke a mod that's been around since 2018 and has almost 1.4 million subs, lol
@Dirkalot mod for endless running. sorry, the translator didn't translate it correctly.
I think the backup put my server into the old version? Is there a way to fix this?
@Geez The loot is clipping under the panels because the proto is configured with Flag 32
@Geez What are we supposed to tell our clients when the server has been crashing every half hour for close to 2 weeks, and the latest hotfix is for “farming”?. What progress have you made with this issue considering it is affecting MANY large servers?
Played yesterday for a few hours, slow texture loading with rebar enabled seems to be fixed for me atleast, also 100% CPU usage freezes didnt happen during my play session, still need to do some testing with those for a few more hours.
@Dirkalot This is related to the old mod, disable it.
Bruhhhhh, now players can't jump or hold their breath without taking damage from zombies. Did y'all even test this hotfix?