Hello kawalec.
We are unable to reproduce the issue on our end.
Is this on a vanilla server?
Is it on an official server? And does it happen on SP or MP only? (Or both?)
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Feb 8 2024
BattlEye is working on their support for the current version and they would like to release it soon - within a week.
This estimate is not set in stone and might change ofcourse.
In T177841#2561553, @XMC_Cross wrote:@Geez Is this resolved for 1.24 experimental?
Hello everyone.
Unfortunately BattlEye does not fully support insider builds of Windows. Since DayZ requires BattlEye to be on at all times, it means that DayZ will possibly not run on insider builds. However, we will contact BattlEye to see if there is anything that can be done.
Feb 7 2024
we will also require logs from the above incident ^. Thank you
If it happens again, can you please let us know the characters affected? It would help us in analysing what could have happened
Thank you.
Can you please provide us with some names of the characters affected?
Resolved for 1.24 stable.
Hello Re5pawn404.
Is this an official server or community server? What is the server name/IP?
Also what mission does the server run?
Because if it is an unofficial one you or the server admins need to add back the garbage manager entity onto the world or else nothing will be collected.
Hello G_Rider.
Does this also concern unmodded servers?
Feb 6 2024
Resolved for the 1.24 stable update.
Resolved for 1.24 stable.
Hello Mezcil.
This seems like an issue on your network as it is unable to communicate with the server properly.
Thank you, we will investigate with BattlEye.
Hello TheFish122.
Can you please check with us once the next large update is released and let us know if the problem is still present?
Regards,
Geez
Resolved for 1.24 stable.
Feb 2 2024
Thank you, we will take a look at what could be done to improve these walls.
Closing as devs have decided to not address this for now.
Thank you, we will investigate with BattlEye.
Hello TUYAYAFARLOPERA.
Have you tried to delete the DayZ folder in your documents? Did that have any effect on the issue? Does the documents folder have the necessary rights allowed?
Thank you, we will investigate with BattlEye.
Hello StxticOperxtor.
Are we talking about disconnections from the servers or actual game crashes? If there are crashes ,can you please click on "Show and prepare report" button and then upload the generated archive to this ticket?
Regards,
Geez
Will be solved in one of the future updates.
Hello MyrthGraal.
Just to check that we understand correctly. Is the issue that you are in first person view and upon dying and respawning you are in third person view? If so, can you still reproduce the issue? And could it be server specific?
Hello JoeGrizzly234.
Currently we lack infrastructure to implement this.
Regards,
Geez
Hello OlafLate.
The issue will be resolved with the next major update.
Resolved for the 1.1 version.
Thank you for clarification. Confirmed!
Feb 1 2024
Hello gabriel_kaapo.
Can you please try the following?
Hello nickolad070222.
Unfortunately this ticket does not contain any info we could go by. We do not experience this issue internally therefore we think this could be caused by the specific hardware setup, its drivers or something related.
We did confirm that this occurs if wolves are aggroed by something else within the range (dead body from either infected, player, animal or animals) even if they change their aggro to you after.
And ofcourse, the issue is scheduled for a fix :)
Jan 31 2024
As morgoth0 cited above from RPT output, average server FPS over 8,000. That is the "tick rate". What OP suggests is the limitFPS command is choking the tick rate not just the server FPS you refer to. It is called FPS in the RPT but its not the same thing.
In T178800#2561763, @Gobs wrote:In T178800#2561762, @Geez wrote:The function OP referenced appears to limit FPS / tick rate server side.
Yes, we are aware, and the explanation I have provided still stands. The servers are designed to run at around 60 fps server side.
As morgoth0 cited above from RPT output, average server FPS over 8,000. That is the "tick rate". What OP suggests is the limitFPS command is choking the tick rate not just the server FPS you refer to. It is called FPS in the RPT but its not the same thing.
The function OP referenced appears to limit FPS / tick rate server side.
Resolved for the next major update.
Also as mentioned above
If you experience performance or synchronization issues please report specific situations, ideally with reproduction steps and detailed description, to separate Feedback tracker tickets and we will investigate them.
In T178800#2561734, @Gobs wrote:I believe OP is refering to server side FPS / tick rate being limited by this function, not the client side FPS. Yes, client side may be capped to 60 FPS but server side requires much, much higher FPS / tick rate, in the thousands (minimum) or server operation is severely throttled and as OP suggests highly unstable. That performance of Nitrado hosted DayZ servers is highly unstable is beyond dispute. Please look into this further.
Hello Scronkyy.
DayZ servers are designed to run around 60 FPS. Raising the value higher won't have any effect on how the server app itself runs and will only exhaust CPU resources unnecessarily.
Thank you
Hello jengafunk.
We are aware that this can potentially occur when the vehicles are parked in tight space/close to objects. Unfortunately there is no way for us to flip the vehicle for you, as we cannot interact with the items/objects on the servers.