Seeing that blog post today, seems you guys are done for the year? So I guess I'll be teaching my players how to move to exp branch for xmas! XD
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Dec 18 2020
In T153090#2139871, @lava76 wrote:@Geez any ETA on when the current fix in Experimental will appear in stable?
Hello Rhino1303.
Can you please provide a video of the problem you are experiencing?
Regards,
Geez
Hello Hudi.
Please try the following:
Hello John_Koda.
There currently is a limit upon which the server kicks the player out, if your ping reaches above 300ms then the server will kick you. However, I will forward this report further to see if there is anything that can be done.
Regards,
Geez
This needs to be fixed.
Dec 17 2020
I have experiences the same bug at least 3 times now.
Dec 16 2020
Soon I hope! I had to remove yet another mod this week! :(
I was trying to wait, but now Im seriously thinking of switching to exp build!
@Geez any ETA on when the current fix in Experimental will appear in stable?
Hello Geez,
In T153090#2139503, @markkoky44 wrote:Could we please get some information what did you guys fix internally? (it does not need to be technical line by line, just some heads up on something we can relate within EnforceScript) Might clue us in on looking for an easy way to reproduce. Because right now i am stuck with adding a single "if statement" or declaring something "new" of a custom typename causing crash during 4_World module compile
I have a 100% reproduceable method right now, but it must include a large list of mods; and the issue is presented based on combination of scripts that have no correlation from one mod to another (on surface level aka Enforce Script modules)-mod=@CF;@VPPNotifications;@VPPAdminTools;@UniversalApi;@Community-Online-Tools;@DayZ-Expansion-;@DayZ-Expansion-Core-;@DayZ-Expansion-Licensed-;@DayZ-Expansion-Vehicles-;@Trader;@Namalsk Survival;@MasssManyItemOverhaul;@CannabisPlus;@MuchStuffPack;@P2PTrader;@ECLE Expermental;@CarCover;@Metallurgy&Forging;@HaB Experimental;@Basic Map;@MuchCarKey;@GasMaskAddons;@FarmingPlus+;@BaseBuildingPlus;@Code Lock;@RadZone;@Server_Information_Panel;@SQUAD MSF-C;@KillFeedAdd the following mod to that list above @KillFeed will cause crash (sometimes along the crash the Function: '#InitGlobals' stack trace is thrown ) when 4_World is about to load. I have pinned it down to the exact script causing the crashes within the mod @VPPAdminTools, however it produces inconsistent outcomes, meaning if you remove @KillFeed the @VPPAdminTools codebase will have no issues whatsoever and vise versa.
Going deeper within the script class in question:
The specific code in question is FileSerializer although it is utilized in many modules and in other instances within the 4_World module, it still causes issues. I cannot describe why because the issue seems to be arbitrary, mostly based on mod load order and type mod hence why its so darn hard to create a combination of short mods to trigger the behavior.One consistent result thru the testing so far: all the issues stem from 4_World module all mods in question that cause the crash / #InitGlobals stack trace have edited that module worldScriptModule and when unlinking a specific mod out from loading its modification to that module it stops the crashing and resolves compiler issues no matter which mod you remove, at least either (in this context) @Killfeed or @VPPAdminTools
The strange thing is, the correlation between the two mods in question have no relation as in: @Killfeed makes modifications to vanilla classes such as recipes and player actions, the other mod @VPPAdminTools creates its own custom types and uses FileSerializer within multiple class & instances. Remember this is all within within 4_world module. The addition of more mods which override and add-onto this module in question, causes further more chance of this issue occurring.
Within the codebase of the mod @VPPAdminTools i was able to reach a point where commenting a few specific lines would fix the issue, the code in question is ALWAYS 100% related to ANY type of Serialization
i.e; declaring and using ParamX Param1-7 & class FileSerializer remeber, not only declaring the class but actually using it e.g;Param1<string> data; if (!ctx.Read(data)) <<<--- READ = EXPLODE { //do something }consistent so far right? Yea because all these types link back to Serializer engine class with Read Write proto functions
Using the class in question as shown below will not cause any issues
GetRPCManager().SendRPC("RPC_MenuObjectManager","HandleSetsData", new Param1<ref BuildingSet>(buildSet), true, sender);Notice why it works just fine, results in no crashes because Read(); or Write(); was not used.
new Param1<ref BuildingSet>(buildSet)I have attached a sample snippet that is documented on where and how it causes a crash (must use the same mod list i mention above. order too)
Snippet.rar6 KBDownload
The vehicle cannot be driven if the body is ruined, FYI.
I don't think it's a defect but a logic characteristic of the game. The bodywork is not very important for the functionality of a vehicle, as only the external part can be damaged and not the chassis. The important things in this game are the wheels, the battery, the spark plug, and the radiator ... all of which you can replace. Then there is the engine, which is fundamental. This alone should be a condition for deciding whether a vehicle should disappear or remain: a destroyed and irreparable engine renders a vehicle useless and it is right for it to disappear. If the engine is still repairable, if the bodywork is all broken and accessories are missing, you can always repair the engine, add all the accessories and play with the broken bodywork: the vehicle is still usable and it is not right or logical for it to disappear. .
My 5 cents
I have found a possible solution.
You have to take off the hood, climb over the engine with the pipe wrench in hand and crouch. If you move around a little while looking at the engine the option to repair it should appear.
Obviously the distance in which this option can appear is too short. Developers should increase it a bit, so that it can become visible even without all these maneuvers.
no one cares about ?
Dec 15 2020
I am only downloading the server files through SteamCMD, the server is started via CMD / Batch script.
Well I would have just removed all the items inside the tent, unpack the tent and place it all back again instead of dying and respawn
There was mod perishable food, and now is similar mechanic in vanilla game.
Hmm, but game is still developed. Getting new features and mechanics. Why not parenting to vehicles?
You will have to manually do this for every interaction you want to perform. AddChild / LinkToLocalSpace are not part of the normal gameplay and as such would require quite an extensive overhaul of the vanilla scripts.
And since it is certainly possible to achieve this already through modding less than 5 classes (I know cause I did this already), I do not see much priority for this to happen for the official version.
In T152005#2139472, @philippjoos wrote:Hello @Geez ,
The issue is still there.
This is everything I have done:
- Download DayZ server via SteamCMD (v 1.10.153598)
- Open CMD as Administrator
- Navigate to installation directory
- Start server via start /wait ./DayZServer_x64.exe -config=serverDZ.cfg -port=2302 -profiles=profiles
- Test file writeable state using Notepad
During these steps the above mentioned script was persistently running and writing "WRITEABLE"; Around 5 seconds after the server has been started, the file becomes LOCKED.
I tested on these operating systems:- Windows 10 (Bare metal)
- Windows 10 (VM)
- Windows Server 2016 (VM)
- Windows Server 2019 (Bare metal)
- Windows Server 2019 (VM)
Dec 14 2020
This guy isnt just making it up dont dismiss that issue i just went through the exact same thing he described so its gotta be a thing or a bug and literally i think maybe i need to close app and restart game soo i do and i ligg in all seems good then it seems to be gone then i start drinking water and puke and im close to death from this going to red constantly. Then i try the same thing again and wait 5 minutes to try again, (give the game a sec to show my accurate stats) and it seemed fine soo i start eating and drinking then puked soo bad i died a few minutes after, the food was smoked meat and fine the water was fine the charcol tablets and teytracilin didnt work at all untill i logged in and out so it seemed butcas soon as i ate or drank thinking i was fine it killed me more making me puke every time and the bacteria sign came right back, i dont recall doing anything to get food poisioning there is a slight chance i may have ate cooked food with bloody hands but the guy acted like he was having a cold as well as colira and would not heal with charcol or tytra, that is untill logging ,(even though as soon as i ate or drank it came right back after logging)
Could we please get some information what did you guys fix internally? (it does not need to be technical line by line, just some heads up on something we can relate within EnforceScript) Might clue us in on looking for an easy way to reproduce. Because right now i am stuck with adding a single "if statement" or declaring something "new" of a custom typename causing crash during 4_World module compile
I have a 100% reproduceable method right now, but it must include a large list of mods; and the issue is presented based on combination of scripts that have no correlation from one mod to another (on surface level aka Enforce Script modules)
Ukulelekid713, I no longer have the list of mods I tested above, however I DO remember that a specific mod (@Metallurgy&Forging) created the #InitGlobals error mentioned above. I removed the offending mod and was able to add a few more, until I just gave up around 85 mods as the startup process was not freezing on server core. I assumed it was something else introduced in this exp build that caused this new #InitGlobals error making specific mods incompatible.
I agree though, better sooner than later! As of now, I'm still sweating on every mod update, will my server freeze or nah?
@Geez FYI
The issue is still there.
Agreed. Even if this fix can be improved in the future, I'd rather get the version on experimental out to stable before Xmas
No issue for me with the mods I run in Experimental. I would be very happy (well not only me I'm sure) if the current fix in Experimental would appear in stable soon.
@Geez I cannot as I did not save a recording. If I find another gas mask like that I will try to reproduce.
I think raycasting is very expensive and propably consume too much server power.
Hello,
Are there still problems with the file not being editable? Can you try to list everything you have tried so far?
Regards,
Geez
Hello fundogthrillinoaire.
Can you please send us a vide oof the problem? As we are currently investigating the problem, however, during our testing we were not able to produce the disappearance (though we believe we know why the issue could be occurring).
Regards,
Geez
Hello Penta_86.
Please try the following:
Hello Cytryn.
Please try to reinstall Visual C++ and related drivers.
Regards,
Geez
Hello gavinator245.
Are what kind of hardware are you using as your sound device? (speakers, wireless headphones, headphones etc.).
And is there something specific you have done that could cause this?
Regards,
Geez
Helo Samz400.
Are you running any mods? If so, please try uninstalling all of them and then launch the game without any mods.
Regards,
Geez
Hello El_Capitan.
Is this on a vanilla or modded server? And could you try to record a video of the problem?
Regards,
Geez
This ticket could now be closed as the problem has been solved (A few patches back)
@lava76 Can you trigger any issue with your mod list in EXP?
@Gramps Can you provide a mod list for the #InitGlobals error?
Fixed it. Under the alternative method of looking up in the control settings, you have something like 'right thumbstick up'. Just delete that binding.
Dec 13 2020
I'd heard of this exploit for base finding a while back. So no progress?
for me a good idear .... but?
replay can abuse to see wich position has the enemy ... and this means ... you can build .... watch this after 30 min ... or something like this ..
Fixed this issue.. launched DayZ experimental. Copied documents Dayz Exp CFG file to Documents DayZ and over wrote DayZ config..
no.
@Geez
any news about this almost a year old bug report?
We keep losing cars, because we freeze for a moment when we are just exactly 1000m away from our base for example.. By now we now it and drive extra careful. But as you freeze at every base 1km away, its really annoying. also you can still locate bases by this lags 1km away.
Dec 12 2020
THANK YOU FOR REVIEWING THESE ACCOUNTS AND BANNING ACCORDINGLY
@DiggaDj beyond the inventory and zombies issue, these is one with loading the map . check your SSD for { slower speed / higher error rate } .