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Apr 26 2019

Ficarra1002 created T138984: Moving items from body to attachment slots of another item results in client not syncing the move. .
Apr 26 2019, 5:43 PM · DayZ Modding, DayZ
rVn closed T138865: Documentation for Workbench project and debugging setup as Resolved.

I have put up the initial script debugging guide/documentation here
https://community.bistudio.com/wiki/DayZ:Workbench_Script_Debugging

Apr 26 2019, 2:38 PM · DayZ Modding, DayZ
LBmaster created T138956: Better Hash Functions.
Apr 26 2019, 12:42 AM · DayZ Modding, DayZ

Apr 25 2019

Grim added a comment to T138862: Multiplayer mod management.

Also not ideal, as historically people did make "optional" mods

Apr 25 2019, 7:20 PM · DayZ Modding, DayZ
rVn closed T138898: Ability to render widgets over the map widget as Resolved.
Apr 25 2019, 2:20 PM · DayZ Modding, DayZ
Arkensor added a comment to T138898: Ability to render widgets over the map widget.

Then this can be marked as resolved. Thx for the info there.

Apr 25 2019, 1:07 PM · DayZ Modding, DayZ
Salutesh added a comment to T138898: Ability to render widgets over the map widget.

After a short test this is what i found out:
To display a Widget in front of the Map Widget it needs to be in a parent Widget next to the Map Widget.
The Map Widget itself needs a priority of at least 1 to let this method work! A value of 0 will not work.
The Widget that should be in front of the Map Widget need a higher priority value then the Map Widget.

Apr 25 2019, 1:04 PM · DayZ Modding, DayZ
NiiRoZz created T138940: Increase limit of vertex normals for p3d.
Apr 25 2019, 12:31 PM · DayZ Modding, DayZ

Apr 24 2019

Grim added a comment to T138870: Fix Workbench line numbers.

Even closing the file and reopening it in fixes the line numbers.

Apr 24 2019, 1:58 PM · DayZ Modding, DayZ
rVn added a comment to T138870: Fix Workbench line numbers.

Screen record is probably overkill but any supporting information would be useful. Does script editor restart resolve it? (Or you need to restart entire WB)

Apr 24 2019, 1:42 PM · DayZ Modding, DayZ

Apr 23 2019

That1Drifter added a member for DayZ Modding: That1Drifter.
Apr 23 2019, 10:59 PM
Liven added a comment to T138865: Documentation for Workbench project and debugging setup.

yes it is not ideal but better that nothing (breakpoints and see variables values helps a lot)
Did you succeed on using it ?
If yes, did you encounter the issue I report on the github page?
Sadly I'm stuck I and loose so much time becouse not be able to use things like this :(

Apr 23 2019, 9:49 PM · DayZ Modding, DayZ
Arkensor added a comment to T138865: Documentation for Workbench project and debugging setup.

I know that guide but I seriously hope that that is not the intended way to manage projects in WB

Apr 23 2019, 9:38 PM · DayZ Modding, DayZ
Liven added a member for DayZ Modding: Liven.
Apr 23 2019, 9:36 PM
Liven added a comment to T138865: Documentation for Workbench project and debugging setup.

Maybe you can take a look at this : https://github.com/maxkunes/Enscript-Workbench-Project-Setup
I did not succes at setting it up (see issue) but I miss so much this fonctionnality. pls tell me if it works for you.

Apr 23 2019, 9:32 PM · DayZ Modding, DayZ
rVn added a comment to T138866: Allow the reupload of edited game models to the workshop.

This is very unlikely to be officially sanctioned. I would rather look at reasons why the things above have to be edited this way / what is stopping you from making your own models and address what we can.

Apr 23 2019, 5:40 PM · DayZ Modding, DayZ
rVn added a comment to T138862: Multiplayer mod management.

All the mods will have to be loaded, similar to what EqualModRequired does now

Apr 23 2019, 5:30 PM · DayZ Modding, DayZ
Arkensor added a comment to T138862: Multiplayer mod management.

If RequiredAddons is not planned, how do you intend server owners to make sure the required mods are loaded for players? If a player loads unallowed mods he will be kicked because of verifySignatures, so that is covered, however, what if I join the server and do not have 2 out of 10 mods loaded.
This could be used to exploit game mechanics by not having certain objects visible in-game, or not being forced to react on certain RPC's sent from the server.

Apr 23 2019, 5:08 PM · DayZ Modding, DayZ
Geez added a project to T138767: ActionCloseFence.c copy paste error: DayZ Modding.
Apr 23 2019, 5:07 PM · DayZ Modding, DayZ
Grim added a comment to T138870: Fix Workbench line numbers.

I had this issue, It happens quite regularly. But im not really sure what triggers it. Closing and Opening the file in WB fixes said issue.
If that is not enough info next thing i can offer is screen recording of my session next time i do it to try to narrow it down.

Apr 23 2019, 4:24 PM · DayZ Modding, DayZ
rVn changed the status of T138868: Allow the import of Arma 2 assets from New to Acknowledged.

This should be solved by updated licenses, in progress

Apr 23 2019, 4:15 PM · DayZ Modding, DayZ
rVn changed the status of T138863: Model and config examples for game assets from New to Acknowledged.

We will be releasing some modding examples, likely on github, although order largely depends on time constraints of the responsible individuals. The examples will likely start with scripting ones but the request for sample models/commented configs is noted

Apr 23 2019, 4:00 PM · DayZ Modding, DayZ
rVn renamed T138863: Model and config examples for game assets from Model and config examples for game assests to Model and config examples for game assets.
Apr 23 2019, 3:52 PM · DayZ Modding, DayZ
rVn changed the status of T138862: Multiplayer mod management from New to Acknowledged.

This one is a bit all over the place, stuff mentioned here might not come at the same time

Apr 23 2019, 3:47 PM · DayZ Modding, DayZ
LBmaster created T138902: Possibility to analyse server crashes.
Apr 23 2019, 3:18 PM · DayZ Modding, DayZ
rVn changed the status of T138891: File patching from New to Acknowledged.

It does, but you need to have the mod.cpp separated from config.cpp, which makes it annoying to pack. I'll see what's up

Apr 23 2019, 2:48 PM · DayZ Modding, DayZ
rVn closed T138879: Fix Enscript scopes as Resolved.

Sadly extremely unlikely to be fixed for DayZ as its relatively small thing requiring considerable changes. Forwarded to the Enfusion guys though.

Apr 23 2019, 2:29 PM · DayZ Modding, DayZ
Arkensor added a comment to T138872: Filesize limits & directory creation.

That makes sense. But as long as there is some limitation for "normal" users due to any security aspect or whatever reason, please add an easy way of bypassing that restriction if you are a developer and know what you are doing.

Apr 23 2019, 2:17 PM · DayZ Modding, DayZ
rVn triaged T138872: Filesize limits & directory creation as High priority.
Apr 23 2019, 2:15 PM · DayZ Modding, DayZ
rVn changed the status of T138872: Filesize limits & directory creation from New to Acknowledged.

We definitely don't want this in the form of a parameter as that creates barriers for clients downloading the mod, we are currently looking at options of extending the limit or improving the functionality in a way that would allow us to remove it

Apr 23 2019, 2:13 PM · DayZ Modding, DayZ
rVn merged T135179: MakeDirectory function not working anymore into T138872: Filesize limits & directory creation.
Apr 23 2019, 2:11 PM · DayZ Modding, DayZ
rVn merged task T135179: MakeDirectory function not working anymore into T138872: Filesize limits & directory creation.
Apr 23 2019, 2:11 PM · DayZ Modding, DayZ
rVn changed the status of T138870: Fix Workbench line numbers from New to Need More Info.

We haven't encountered this here, do you have some kind of reproduction/rate of how often this happens?

Apr 23 2019, 2:07 PM · DayZ Modding, DayZ
LBmaster added a comment to T138898: Ability to render widgets over the map widget.

You can render Them above Map widgets. You have to put them on the same parent widget and set the Priority the the other widget higher than the Map Widget. At least that is how I got it fixed

Apr 23 2019, 2:07 PM · DayZ Modding, DayZ
rVn changed the status of T138865: Documentation for Workbench project and debugging setup from New to Acknowledged.

This isn't working in a way that you would expect it to currently, but we are testing solution for this, a little how to guide should be included when its done

Apr 23 2019, 1:42 PM · DayZ Modding, DayZ
Thurston created T138899: Widget Priority..
Apr 23 2019, 1:21 PM · DayZ Modding, DayZ
Arkensor created T138898: Ability to render widgets over the map widget.
Apr 23 2019, 1:20 PM · DayZ Modding, DayZ
Arkensor created T138897: Modded class from mission file.
Apr 23 2019, 1:20 PM · DayZ Modding, DayZ
Thurston created T138896: UI Tweaks..
Apr 23 2019, 1:20 PM · DayZ Modding, DayZ
Arkensor created T138895: Workbench code formatting.
Apr 23 2019, 1:19 PM · DayZ Modding, DayZ
Arkensor created T138894: Abbility to attach particles to a fired bullet.
Apr 23 2019, 1:19 PM · DayZ Modding, DayZ
Arkensor created T138893: Improved AddChild / RemoveChild support for players.
Apr 23 2019, 1:18 PM · DayZ Modding, DayZ
Thurston created T138892: Code/Script executor..
Apr 23 2019, 1:17 PM · DayZ Modding, DayZ
Arkensor created T138891: File patching.
Apr 23 2019, 1:17 PM · DayZ Modding, DayZ
Thurston created T138890: Play sounds through the VOIP system..
Apr 23 2019, 1:17 PM · DayZ Modding, DayZ
Arkensor created T138889: Game version defines for enscript.
Apr 23 2019, 1:16 PM · DayZ Modding, DayZ
Arkensor created T138887: Developer tools for the debug release.
Apr 23 2019, 1:16 PM · DayZ Modding, DayZ
Thurston created T138888: Server-side way of playing sound on all clients..
Apr 23 2019, 1:16 PM · DayZ Modding, DayZ
Arkensor created T138886: Manipulate sound controllers from script.
Apr 23 2019, 1:14 PM · DayZ Modding, DayZ
Arkensor created T138885: Ternary operator.
Apr 23 2019, 1:13 PM · DayZ Modding, DayZ
Thurston created T138883: Object Checks.
Apr 23 2019, 1:13 PM · DayZ Modding, DayZ
Arkensor created T138884: Play Animations from script.
Apr 23 2019, 1:13 PM · DayZ Modding, DayZ
Arkensor created T138882: A way to hide/delete current map objects.
Apr 23 2019, 1:13 PM · DayZ Modding, DayZ
Arkensor created T138881: Scripted control over Animal/Infected/Human units.
Apr 23 2019, 1:11 PM · DayZ Modding, DayZ
Thurston created T138880: Add Selections to Models..
Apr 23 2019, 1:11 PM · DayZ Modding, DayZ
Arkensor created T138879: Fix Enscript scopes.
Apr 23 2019, 1:10 PM · DayZ Modding, DayZ
Arkensor created T138877: Release the Doxygen documentation.
Apr 23 2019, 1:10 PM · DayZ Modding, DayZ
Thurston created T138878: WorkBench UI Editor.
Apr 23 2019, 1:10 PM · DayZ Modding, DayZ
Arkensor created T138876: Ability to add custom vehicle (passenger) animations.
Apr 23 2019, 1:09 PM · DayZ Modding, DayZ
Thurston created T138875: Better Debugging..
Apr 23 2019, 1:08 PM · DayZ Modding, DayZ
Arkensor created T138874: Extension support.
Apr 23 2019, 1:07 PM · DayZ Modding, DayZ
Thurston created T138873: Data Duplication.
Apr 23 2019, 1:07 PM · DayZ Modding, DayZ
Arkensor created T138872: Filesize limits & directory creation.
Apr 23 2019, 1:06 PM · DayZ Modding, DayZ
Arkensor created T138871: Debugshapes.
Apr 23 2019, 1:06 PM · DayZ Modding, DayZ
Arkensor created T138870: Fix Workbench line numbers.
Apr 23 2019, 1:05 PM · DayZ Modding, DayZ
Thurston created T138869: Player Positioning..
Apr 23 2019, 1:04 PM · DayZ Modding, DayZ
Thurston created T138867: Object flags for future deletion..
Apr 23 2019, 1:03 PM · DayZ Modding, DayZ
Arkensor created T138868: Allow the import of Arma 2 assets.
Apr 23 2019, 1:03 PM · DayZ Modding, DayZ
Arkensor created T138866: Allow the reupload of edited game models to the workshop.
Apr 23 2019, 1:03 PM · DayZ Modding, DayZ
Arkensor created T138865: Documentation for Workbench project and debugging setup.
Apr 23 2019, 1:01 PM · DayZ Modding, DayZ
Thurston created T138864: Dynamic Mag Models..
Apr 23 2019, 1:00 PM · DayZ Modding, DayZ
Arkensor created T138863: Model and config examples for game assets.
Apr 23 2019, 1:00 PM · DayZ Modding, DayZ
Arkensor created T138862: Multiplayer mod management.
Apr 23 2019, 12:59 PM · DayZ Modding, DayZ
rVn closed T138671: typo in the types.xml as Resolved.

Thanks, updated for 1.03

Apr 23 2019, 10:12 AM · DayZ Modding, DayZ
rVn closed T138783: ARs are not spawning any more after 2 weeks from 1.02 as Resolved.

Not really a modding issue, probably something on the side of your configuration - discord and forums are good place to get help with these issues.

Apr 23 2019, 10:07 AM · DayZ Modding, DayZ
rVn closed T138762: A way to Disable Position Sync on Entities in Script as Resolved.
Apr 23 2019, 10:04 AM · DayZ Modding, DayZ

Apr 22 2019

Jacob_Mango created T138844: When Enabling Physics on Objects, They Will Fall Through Inclined Terrain.
Apr 22 2019, 7:52 AM · DayZ Modding, DayZ

Apr 21 2019

Arkensor added a member for DayZ Modding: Arkensor.
Apr 21 2019, 2:41 PM

Apr 20 2019

Unknown Object (User) created T138825: Physical object may go thought ground when its moving on fast velocity.
Apr 20 2019, 10:51 PM · DayZ Modding, DayZ

Apr 19 2019

Arkensor added a comment to T138761: VicinitySlotsContainer -> ShowItemsInContainers() moddability.

No IsInventoryVisible is something different in this regard.

Apr 19 2019, 4:53 PM · DayZ Modding, DayZ
NiiRoZz added a comment to T138761: VicinitySlotsContainer -> ShowItemsInContainers() moddability.
Apr 19 2019, 4:50 PM · DayZ Modding, DayZ

Apr 18 2019

jeremiz created T138783: ARs are not spawning any more after 2 weeks from 1.02.
Apr 18 2019, 12:57 PM · DayZ Modding, DayZ

Apr 17 2019

Jacob_Mango added a comment to T138762: A way to Disable Position Sync on Entities in Script.

Close the task @rVn, already sorted out.

Apr 17 2019, 3:55 PM · DayZ Modding, DayZ
Jacob_Mango renamed T138762: A way to Disable Position Sync on Entities in Script from Disable Position Sync on Entities to A way to Disable Position Sync on Entities in Script.
Apr 17 2019, 3:29 PM · DayZ Modding, DayZ
Jacob_Mango renamed T138762: A way to Disable Position Sync on Entities in Script from Disable Position Sync on Entities to certain clients to Disable Position Sync on Entities.
Apr 17 2019, 3:28 PM · DayZ Modding, DayZ
Jacob_Mango renamed T138762: A way to Disable Position Sync on Entities in Script from Flag to disable Position Sync on Entities to certain clients to Disable Position Sync on Entities to certain clients.
Apr 17 2019, 3:20 PM · DayZ Modding, DayZ
Jacob_Mango created T138762: A way to Disable Position Sync on Entities in Script.
Apr 17 2019, 3:19 PM · DayZ Modding, DayZ
Arkensor created T138761: VicinitySlotsContainer -> ShowItemsInContainers() moddability.
Apr 17 2019, 2:17 PM · DayZ Modding, DayZ

Apr 16 2019

Unknown Object (User) created T138746: OverrideRaise and OverrideAimChange does not work on custom entites.
Apr 16 2019, 7:14 PM · DayZ Modding, DayZ

Apr 15 2019

Geez updated subscribers of T138671: typo in the types.xml.
Apr 15 2019, 4:52 PM · DayZ Modding, DayZ
Geez added a project to T138671: typo in the types.xml: DayZ Modding.
Apr 15 2019, 4:52 PM · DayZ Modding, DayZ
Jacob_Mango created T138711: Creating a new character in script will corrupt the player save.
Apr 15 2019, 12:01 PM · DayZ Modding, DayZ

Apr 14 2019

Unknown Object (User) edited Additional Information on T138664: Particle splits when parent object moving too fast.
Apr 14 2019, 12:40 AM · DayZ Modding, DayZ
Unknown Object (User) created T138664: Particle splits when parent object moving too fast.
Apr 14 2019, 12:39 AM · DayZ Modding, DayZ

Apr 11 2019

Liven added a comment to T138559: A word about DZ\weapons\melee\config.cpp.

ok I found what was the problem with sourcetree (max txt file size) but the other questions stay valid :

Apr 11 2019, 8:17 AM · DayZ Modding, DayZ

Apr 10 2019

AussieCleetus added a comment to T138535: Script Log prefix.

I do agree that the script log should be reduced in useage and kept for debugging (hence my mods that are made for extended logging info being moved to dedicated systems as the ADM file gets quite busy too). And absolutely there are some mods that spam the file a lot (despite having requested options from modders to be able to turn them off).

Apr 10 2019, 9:38 PM · DayZ Modding, DayZ
3Vaker added a comment to T138535: Script Log prefix.

AussieCleetus, in my opinion, mod creators should keep amount of stuff logged into script log as low as possible.
Rn some mods from top of Steam Workshop are just bombing these log files with useless debug messages (I guess you know, which mods I'm talking about), and 14 symbols is nothing compared to bloating output generated by these mods.
Besides that, this prefix won't affect client or server performance unless your mod is logging tons of characters, which you shouldn't do anyways.
So, compared to other problems, this is nothing. Rewriting entire logging system just to remove this prefix (which might affect performance even worse, as it will lead to generating 2 strings instead of one) - well, doesn't seem like a good idea
[offtopic] rVn, pls take a look at T136977

Apr 10 2019, 8:12 PM · DayZ Modding, DayZ
Liven added a comment to T138559: A word about DZ\weapons\melee\config.cpp.

How can I see if a file is core game?
Why there is no problem with the other .cpp?
Why can I double damage on heavy attack but can't modify the other attacks on the same file?

Apr 10 2019, 4:27 PM · DayZ Modding, DayZ
AussieCleetus added a comment to T138535: Script Log prefix.

From an optimitation standpoint it's just bloat. Though it's a minimal amount per line, it would reduce the amount of data written to the hdd. As more mods start printing to the file it really adds up quite fast. The cycling combats some of the issues but the script log really can get huge fast

Apr 10 2019, 3:12 PM · DayZ Modding, DayZ
rVn claimed T136176: New Input System : problem for modders.
Apr 10 2019, 3:05 PM · DayZ Modding, DayZ