Hello Poseidon,
Can you check if you are experiencing this on the experimental version as well? Also, do you experience any memory spikes in RAM when this occurs? And have you tried to tweak the memory allocation to see if that has any effect on the problem?
Regards,
Geez
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Jun 30 2020
In T152115#2078857, @jimmyhackers wrote:thanks for the reply.
just being cheeky, any chance on a rough eta for when it might be fixed?
cheers
jim
Thank you, we have confirmed the issue and it has been scheduled for a fix.
Regards,
Geez
Thank you.
We have confirmed the issue and it has been scheduled for a fix.
Regards,
Geez
same problem. what is your video card?
In T152128#2078631, @Geez wrote:Hello Poseidon.
Do you experience this on the experimental version? Or does it occur on stable as well?
Regards,
Geez
Jun 29 2020
In T152071#2078740, @Geez wrote:In T152071#2077585, @Lex wrote:In T152071#2077440, @Geez wrote:Hello borizz.k and thank you for the report.
The items cannot be dropped on top of a vehicle due to a technical limitation and there is not an easy solution to this at the moment.
Regards,
GeezHow did it turn out to be complicated at a time when it worked well in 1.07?
This is due to the recent changes implemented in 1.08.
thanks for the reply.
There also seems to be an issue with rendering when you exit the scope. A momentary drop in frames while the environment possibly re-renders?
Happens with the ACOG and PU Scope also when Aiming Down Sights and Leaning
@Geez hi :)
In T141958#2078049, @Jacob_Mango wrote:scripts\4_World\Systems\Inventory\AttachmentsOutOfReach.c line 18 and line 20 need to be changed from:
if( att_slot_name != "" ) pos_att = e.GetPosition() + GetAttachmentPosition(e, InventorySlots.GetSlotIdFromString( att_slot_name ) ); else if( slot_id != -1 ) pos_att = e.GetPosition() + GetAttachmentPosition(e, slot_id);to the following
if( att_slot_name != "" ) pos_att = e.ModelToWorld( GetAttachmentPosition(e, InventorySlots.GetSlotIdFromString( att_slot_name ) ) ); else if( slot_id != -1 ) pos_att = e.ModelToWorld( GetAttachmentPosition(e, slot_id) );The current code in vanilla does not account for the entities' total transformation, only the position. This change fixes it by converting the model position retrieved from GetAttachmentPosition into a world position.
@Geez the code snippet above wasn't tested but logically the change makes sense so would be worth looking into
Thank you. We will take a look at this internally.
Regards,
Geez
In T152071#2077585, @Lex wrote:In T152071#2077440, @Geez wrote:Hello borizz.k and thank you for the report.
The items cannot be dropped on top of a vehicle due to a technical limitation and there is not an easy solution to this at the moment.
Regards,
GeezHow did it turn out to be complicated at a time when it worked well in 1.07?
Thank you for the report jimmyhackers.
The issue with the colour depth setting not saving has been confirmed and scheduled for a fix.
Regards,
Geez
Thank you for the report geverson.
The issue has been resolved internally and will be fixed on the public version in one of the future updates.
Regards,
Geez
Hello Lhrgyf.
Do you have any idea what could be causing this issue or triggering the crates to appear above the ground?
Regards,
Geez
Hello woodstock13.
Please try to navigate in to your C:\Program Files (x86)\Steam\userdata\*id of your account*\ folder, then to the 221100 folder and delete everything in this particular folder.
Upon doing so, delete the contents of your C:\Users\*username*\Documents\DayZ and verify the game data in Steam. Make sure that you do not have Steam cloud sync enabled before doing so.
Regards,
Geez
Hello Poseidon.
Do you experience this on the experimental version? Or does it occur on stable as well?
Regards,
Geez
Hello kodeshrus.
On the official servers, characters are shared across their respective hives - meaning you will always have the same character on the 3rd person and first person servers (one for each).
On the community servers, the characters are tied to the internal server database and you will usually have different character for each server.
Regards,
Geez
Jun 28 2020
modded class ItemBase extends InventoryItem { override void EEItemLocationChanged(notnull InventoryLocation oldLoc, notnull InventoryLocation newLoc) { super.EEItemLocationChanged(oldLoc,newLoc); if (newLoc.GetType() == InventoryLocationType.GROUND) { if (oldLoc.GetParent()) { PlayerBase player = PlayerBase.Cast(oldLoc.GetParent()); if (player) { FixPositionIfDropOnCar(player); } } } }
Jun 27 2020
Same for me, played on the 25:th of June I believe and managed to hide, or the hacker lost interest. Came back today (27th of June) with the same character and got killed by another speedhacker. Managed to hur him/her though. Sick of this server!
My character was geared since surviving almost a complete circle of the map...
The plan was to go to Kamyshovo to help newspawns.
anyone? ould really save a fair amount of processing power.
pls fixed thanks
@Geez scheduled for a fix for what is close to an entire year now. Any updates?
scripts\4_World\Systems\Inventory\AttachmentsOutOfReach.c line 18 and line 20 need to be changed from:
stem64id: 76561198009803165
Hello :)
I checked all the bigger bridges in the Livonia map.
I could reproduce it at the bridges with the metal fence very easily and whenever I wanted.
At the bridge with the stonewall it was really hard to reproduce, took me like 3 minutes testing out and finding the right spot.
I hope I helped you a little bit.
- Greetz trix
and maybe set the task to private ?
can you restore our charakters ?
really don't understand why my game keeps crashing im new to all this pc stuff very lost atm ..
In T152071#2077833, @borizz.k wrote:Demonstration
If need, i can publish code (after corrections)
Tell me, how long did it take you - creating code to change the task? I'm just wondering how much time you need to spend evaluating the problem and finding a fix to the problem.
Jun 26 2020
Was not able to reproduce with the new experimental patch, but I did find an audio bug regarding the opening and closing of the barrel's lid. Seems like there is a chance for the audio to repeat itself twice when you open/close the lid. https://youtu.be/0EjVLSxRtNY
Related encounter: https://feedback.bistudio.com/T152116
Recording of first encounter:
Demonstration
If need, i can publish code (after corrections)
I fix it for 1.08 exp
resolve of this issue have two very easy ways
- In itemBase class (better way)
- In HandActionDrop class (only for drop by G key)
In one of last Exp updates this issue is resolved
You can closse ticket
Thx!
Hello borizz.k.
We have been testing this issue but we could not produce it during our internal testing. Is there some other information you could share that could possibly lead us to producing this issue?
Regards,
Geez
Thank you for the report Uncuepa.
The issue has been confirmed and scheduled for a fix.
Regards,
Geez
Hello iddqd.
We have tested the issue based on your description but we were unable to produce the described behaviour. Is it possible that there are other factors that could cause this issue, other than those you have mentioned?
Regards,
Geez
Hello DrDeSync.
We have tested this issue but we were unable to reproduce the issue you have described. Is this still a problem on the latest experimental? And if so, can you please try to record a video for us?
Regards,
Geez
Thank you for the report Col_Kernel.
The issue has been resolved internally.
Regards,
Geez
Hello Roddis and thank you for the report.
The issue has been confirmed and scheduled for a fix.
Regards,
Geez
Hello patrickmoneyy and thank you for the report.
We have confirmed the issue and it has been scheduled for a fix.
Regards,
Geez
Hello Brother_Hao.
Do you still experience this issue on the latest experimental? As we were unable to produce this issue during our internal testing.
Regards,
Geez