@krena560 It's a great mod, and it has autosave and undo functions.
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Oct 28 2024
Oct 27 2024
Oct 26 2024
Editor is a 3rd party mod.
That error shows up for most mods.
Oct 24 2024
Im having the same issue. Also wanna note that DayzDiag cannot detect the new boats as a type, therefore it wont allow me to spawn it in via an event.
In T185452#2691327, @Geez wrote:Hello,
Please understand that the diagnostic executable is intentionally stricter to ensure mods are written safely. Not addressing script errors is considered an "unsupported behavior." We've only kept this leniency in the retail version of the game for the sake of backwards compatibility with older mods that are no longer actively maintained by their creators. However, for any new or actively supported mods, it's important to fix these errors to ensure proper functionality and stability.
If you encounter the message "Can't compile "" script module," we highly recommend to not ignore it. Doing so will make the game run in an unstable state as not all required scripts are loaded.
The reason why this functionality exists is because of Workbench, which is a special build of DayZ that needs to be able to run without working scripts. However, in the retail version of the game, this would lead to a crash. While you've been able to generate a navmesh without issues in the past, which has been fortunate, it's important to note that this won't be reliable in the long term, and you're likely to encounter more problems if the errors aren't addressed.
To resolve this, make sure to load all required dependencies—such as Community Framework in this case. Additionally, we highly recommend setting this as a required dependency on your Steam Workshop item page to avoid confusion.
Hope this is helpful!
Hello,
Please understand that the diagnostic executable is intentionally stricter to ensure mods are written safely. Not addressing script errors is considered an "unsupported behavior." We've only kept this leniency in the retail version of the game for the sake of backwards compatibility with older mods that are no longer actively maintained by their creators. However, for any new or actively supported mods, it's important to fix these errors to ensure proper functionality and stability.
If you encounter the message "Can't compile "" script module," we highly recommend to not ignore it. Doing so will make the game run in an unstable state as not all required scripts are loaded.
The reason why this functionality exists is because of Workbench, which is a special build of DayZ that needs to be able to run without working scripts. However, in the retail version of the game, this would lead to a crash. While you've been able to generate a navmesh without issues in the past, which has been fortunate, it's important to note that this won't be reliable in the long term, and you're likely to encounter more problems if the errors aren't addressed.
To resolve this, make sure to load all required dependencies—such as Community Framework in this case. Additionally, we highly recommend setting this as a required dependency on your Steam Workshop item page to avoid confusion.
Hope this is helpful!
So I didn't understand, will the problem be solved with the release of a new patch? When will this happen? We are really looking forward to the return of the Deer Isle card, which currently has no alternative in Dayz.
So, can I assume from the lack of acknowledgement, discussion, or feedback that this falls into the 'it is what it is' category? I have to say that the lack of any kind of response is very unprofessional and disheartening.
Oct 23 2024
WTF, why it's "Resolved" when it's not?!
Personally, I don't see what the problem is...
Rollback of tools and add old files on next patch... that's enough to fix all problems, EXCEPT if we don't have a backup and we've screwed up our project files, but that's bad management and has nothing to do with 1.26.
On the other hand, “experimental” builds allow you to test and avoid problems once stable.
@Geez Any update on this?
I can only give you data under player load from our modded server, our community is not interested in a vanilla server.
Honestly, you should all sit down and talk about it directly. This ridiculous crap is not helping anyone. Too many misunderstandings. This is going in completely the wrong direction.
nobody missread anything
In T184094#2690302, @Geez wrote:Hello everyone.
In the upcoming patch of 1.26, we will introduce new objects in the game files:
\DZ\structures\Roads\Panels\Panel_Concrete_1_Legacy.p3d
\DZ\structures\Roads\Panels\Panel_Concrete_2_Legacy.p3d
\DZ\structures\Roads\Panels\Panel_Concrete_Dam_Legacy.p3d
\DZ\structures\Roads\Panels\Panels_Concrete_Legacy.p3dThese variants are pre-1.26 version and can be used by anyone who finds it too difficult to adjust their maps.
Regards,
Geez
In T185718#2690554, @Geez wrote:Hello JohnMcLane.
We suggest to try to use the unbinarized roads from https://github.com/BohemiaInteractive/DayZ-Misc
Regards,
Geez
the same 1.25 TB project:
Sorry but:
Much the same resolve. LMAO and at much the same time
Hello JohnMcLane.
Thank you KowalskiZ.
Would it be possible to get data from the server when it is under full player load? Also, what is the machine hardware? And how many players do you allow on the server?
Personally?
If I had this problem I would try to do this:
1 - I'd install DayZ Tools, which have reverted to the previous version (1.25).
2 - I open my 1.25 backup of my project with TB
3 - I export the layers with the problem assets as .txt files.
4 - I edit the exported layers and add the names Geez mentioned above.
5 - I modify the .tml templates to add the legacy assets
6 - I re-import the layer exports
7 - I do a total rebuild (Terrain/Tiles)
8 - Repack with PBO Project or Addon Builder of your choice
This is indeed something better to work with.
In T184094#2690324, @JohnMcLane wrote:In T184094#2690302, @Geez wrote:Hello everyone.
In the upcoming patch of 1.26, we will introduce new objects in the game files:
\DZ\structures\Roads\Panels\Panel_Concrete_1_Legacy.p3d
\DZ\structures\Roads\Panels\Panel_Concrete_2_Legacy.p3d
\DZ\structures\Roads\Panels\Panel_Concrete_Dam_Legacy.p3d
\DZ\structures\Roads\Panels\Panels_Concrete_Legacy.p3dThese variants are pre-1.26 version and can be used by anyone who finds it too difficult to adjust their maps.
Regards,
GeezPlease give a manual on how to replace them correctly to get the right center point again!
Since TB "autocorrected" the position in TB automatically. We must be able to load the map with the original classname, otherwise it wont work.
Has a solution been found? Really? How soon will the patch be released?
In T184094#2690339, @Hellmaker2a wrote:In all honesty, it's easy to do a replace in TB, or a replace with a text editor for init.c or .DZE files. In short, nothing insurmountable, especially if you create a backup of the project before 1.26.
Regards
In all honesty, it's easy to do a replace in TB, or a replace with a text editor for init.c or .DZE files. In short, nothing insurmountable, especially if you create a backup of the project before 1.26.
Just throwing in the old files under a new filename does not fix this issue at all.
In T184094#2690302, @Geez wrote:Hello everyone.
In the upcoming patch of 1.26, we will introduce new objects in the game files:
\DZ\structures\Roads\Panels\Panel_Concrete_1_Legacy.p3d
\DZ\structures\Roads\Panels\Panel_Concrete_2_Legacy.p3d
\DZ\structures\Roads\Panels\Panel_Concrete_Dam_Legacy.p3d
\DZ\structures\Roads\Panels\Panels_Concrete_Legacy.p3dThese variants are pre-1.26 version and can be used by anyone who finds it too difficult to adjust their maps.
Regards,
Geez
Hello everyone.
after the last official update/downgread of dayz tools the terrain builder problem with roads still persists the same applies to bridges and decals.
Sadly the Terrain Builder reverting has no resolved the road tool issues. Although the error is gone - Changes to roads do not update in Buldozer requiring restarts after changes.
Oct 22 2024
We were trying to update Bitterroot last night and had this issues with the 1.26 version.
maybe a problem with "GetLoadedCharLoginState"?
This is our server on Vanilla, completely wiped, maximum 2 players. And you can see the FPS drops a lot, now imagine that with 100 players... that's why it crashes so often. The drops only come when you log in.
Step 1. Revert to 1.25 panels
Step 2. Rename 1.26 panes panel_concrete_1_Sakhal
Step 3. Export panels to new layer
Step 4. Replace those panels with panel_concrete_1_Sakhal
Step 5. This is for you BI
Regarding the replacement with 1.25
In T184094#2689383, @Hellmaker2a wrote:Hello,
One solution might be to reintroduce the asset version from v1.25 but with a different name, such as "panel_concrete_1-1.p3d", which would allow maps with exits to function by changing the name, and keep it transparent for those that haven't been impacted (which is my case).Regards
In T184094#2689383, @Hellmaker2a wrote:Hello,
One solution might be to reintroduce the asset version from v1.25 but with a different name, such as "panel_concrete_1-1.p3d", which would allow maps with exits to function by changing the name, and keep it transparent for those that haven't been impacted (which is my case).Regards
Hello,
One solution might be to reintroduce the asset version from v1.25 but with a different name, such as "panel_concrete_1-1.p3d", which would allow maps with exits to function by changing the name, and keep it transparent for those that haven't been impacted (which is my case).
Have we got an ETA on this please?
"For they have sown the wind, and they shall reap the whirlwind"
Thank you.
Would it be possible for you to test this without the mods so we can rule out some faulty mod causing this?
In T185452#2686031, @JohnMcLane wrote:This is my current internal dev version where the navmeshserver stops/crashes:
https://steamcommunity.com/sharedfiles/filedetails/?id=3350605422
pls tell me if its accessable for you since its "hidden" for public
Any ETA for a fix on this?
Any ETA for the fix on this?
I don't get why this is taking so long to correct this mistake.
You don't have to admit to the mistake, just make it right!
Another sample where provided fixes dont work:
Oct 21 2024
In T184094#2688247, @DeGrinchy wrote:EDITED so that there is no confusion who my response is towards.
In T184094#2688212, @Hellmaker2a wrote:In T184094#2688182, @DeGrinchy wrote:+ Ok, fair enough good sir, let me ask you these questions.
Which maps are you working on?
Are these Official maps you work with editor or in game vpp admin object builder?Are these maps your own build(s)?
And even more important, what tools are you using for packing your world? and when was your last successful pack?
there are numerous people affected by this update, trying to minimize that by focusing on one point in my post which to try and debunk the undeniable fact that this was a known and intentional issue they pushed can not be taken back not denied by anyone else my friend.
If you are going to try and tell me there was no way anyone knew this object adjustment was going to impact all maps using the object, then any conversation between yourself and I need not happen further if that is the case.
Good,
Since you seem to be more salty than cool I'll be more explicit:This place is for :
- Reporting bugs
- Helping contributors and developers understand the origin of the bug by providing factual and technical information.
This is not a Discord or a forum to get salty and create dramas. Your initial message therefore has no place here, as it doesn't contribute anything relevant apart from theories, which have no basis in fact. Apart from the fact that yes, a lot of people have worries.
For my part, I gave technical details earlier showing that in my case I managed to solve the problem myself, by giving a procedure. This is a factual and constructive element in understanding the origin of the problem.
Regarding your questions, if you had read the subject, which you don't seem to have done, you would have noticed that I work on maps with official tools (Terrain Builder, ect ect). Secondly, I have no intention of unpacking my "Curriculum vitæ" to justify any credibility in your eyes.
End of sterile debate for my part.
Regards.Yeeeeaaaahhhhh lets both agree on a few things... perspective is everything, throwing a grenade in a mall and then running in to play medic is something some people enjoy and do just to be able to play medic... Now that we've both said some stupid things, lets clrear up the air. First off I assume you must be french, since you clearly have everything backwards. You assume I'm being salty and then ramble on with a list of reasons why you think i'm salty and how I'm not using this location properly, but yet all you've done is initiate an arguement. Totally a french thinking, for sure.
So let us both start over and focus on the questions of relivance,
Do you have a succesuful map pack since the update, or are you having issues with packing?
here's the process that has happend.
Objects changed, fully aware they would break the maps using said objects.
Now we're looking for a resolve that will undue the damages that are done without creating another couple hundred hours to correct these damages (as that is what is likely for some of us map makers)
I won't go through the process of logic and causation with you sir, it certainly feels pointless, you're accusing me of creating drama and yet that's all your post above has to offer, DESPITE me asking you questions to resolve where you're at and what the issue is for you, since you clearly state you have no issues with this update and your map is working fine... right?So really the only question I have is if you're all fine nad dandy as they say, why are you wasting your time here trying to argue with me? Do you not have a map to build? Or is there an issue with building it related to this recent update? Because if there is an issue for your map due to this update, THEN CLEARLY YOUR MAP IS BROKEN TOO and thus your entire efforts to insult me and create drama are wasted... you stewpeeeeddd NERD. LUL
Now... do you have a successful map pack after this update or not?
thanks for cominn at me too I appreciate that, 0%
Ah, Name and IP:
With all due respect sir, but we are my server that logically works with mods because modding offers the best content. If we were to build a vanilla server with our community, all the players would be gone because they are not with us for that reason.
This seems not be a matter of nades only, also claymores. I think, without me testing much more, it affects mostly stuff inheriting from ExplosiveBase.
Claymores, improvised explosive and stuff are affected also.
I wonder if the ForceStance feature will be fixed?
Hello JohnMcLane.
The link to the mod does not appear to be working for us.
Hello Aykut.
Seems like the issue occurs when the server is restarting. However currently we do not know what could this be caused by. Further investigation by the dev team would be required, which is currently not possible due to internal priorities.
Hello KowalskiZ.
Can you please send us the name/IP of the server? Also are you running any mods? If so, can you please provide a modlist? And can you also try if this occurs on vanilla setup?
Regards,
Geez
EDITED so that there is no confusion who my response is towards.
In T184094#2684201, @Geez wrote:We had to do a number of changes on these panels as we have stumbled upon performance issues with using these in higher quantities.
As suggested earlier, for the custom server-side (inict.c, json,..) placements, it has to be corrected manually (or through some customized script that adjusts the height by an offset).
For the map makers using the Terrain Builder, the fix should be to load the project on top of 1.26 data (not 1.25!), Terrain Builder should correct the placement of the panels automatically. If that wont help, you will have to adjust the placement (correct the relative height). This can be (for example) done by right clicking on the template library item, selecting "select all objects" and moving them down manually in Buldozer. Exporting all the panels, deleting them out of the map, adjusting the export txt file to compensate for the offset through a script can be done too.
In T184094#2688182, @DeGrinchy wrote:+ Ok, fair enough good sir, let me ask you these questions.
Which maps are you working on?
Are these Official maps you work with editor or in game vpp admin object builder?Are these maps your own build(s)?
And even more important, what tools are you using for packing your world? and when was your last successful pack?
there are numerous people affected by this update, trying to minimize that by focusing on one point in my post which to try and debunk the undeniable fact that this was a known and intentional issue they pushed can not be taken back not denied by anyone else my friend.
If you are going to try and tell me there was no way anyone knew this object adjustment was going to impact all maps using the object, then any conversation between yourself and I need not happen further if that is the case.
+ Ok, fair enough good sir, let me ask you these questions.
In T184094#2687606, @DeGrinchy wrote:I am writing to address the recent DayZ update and its significant impact on community maps, particularly the changes made to commonly used game assets like "panel_concrete_1.p3d." These alterations have caused widespread disruptions, effectively rendering many community maps non-functional, as each community map has had numerous build locations completely destroyed and impassable due to now misplaced assets.... all maps of course except Namalsk -the one owned by your staff- and the three official DayZ maps. This does come across as extremely suspicious when viewed with all facts in place... however, lets move past that...
Oct 20 2024
UHHGGGGG i now have 8 servers offline that I'm paying for because the unofficial fix has been pulled from the workshop!!!
Here is a sample where the provided fix is included. Yes, some placements are correct again, but still some are broken like this wall/little staircase here. This would correspont to @AGT explanation.
I also have problems with packing map. We need to ignore basically most of the errors to go through.
John, copying the unbinarized roads to the appropriate folders and also restoring the "source" folder from my 1.25 backup in P:\yourprojectname and then loading the old .tv4p solved a ton of problems for me. Just name to 1.26 source folder, source.old and then copy the backup over and test.
I am writing to address the recent DayZ update and its significant impact on community maps, particularly the changes made to commonly used game assets like "panel_concrete_1.p3d." These alterations have caused widespread disruptions, effectively rendering many community maps non-functional, as each community map has had numerous build locations completely destroyed and impassable due to now misplaced assets.... all maps of course except Namalsk -the one owned by your staff- and the three official DayZ maps. This does come across as extremely suspicious when viewed with all facts in place... however, lets move past that...
Oct 19 2024
This issue is unique to the issue of objects being scattered. Nate pointed out the offset had changed. So this is basically what has happened and why the automatic fixing doesn't work for any one using the panel as anything but a floor piece (ramp/wall etc.) and why anyone who has done will need to reposition all the pieces.
In T184094#2686287, @Hellmaker2a wrote:In T184094#2684962, @AGT wrote:I tried this in order. Sadly though it did not put the panels which had been rotated back in place. Anything rotated on any axis other than the Yaw is still affected. I'll have to sort these manually because they're all rotated differently so I wouldn't be able to just alter one axis by a set amount.
Check if your Rasters, layers ect ect have the P:\ prefix in their path, because some ressources have only dz\to\my\folder instead P:\dz\to\my\folder
regards
Hi @p4k1tz
You forgot to replace the escaped sequences with their original value. Regarding to
Thanks to the suggestion from GoodCluck on Discord, I restored my entire "Source" folder from a full P:\ drive backup I made right before the upgrade to 1.26 to
P:\yourprojectname and then re-opened the restored .tv4p file in Terrain builder. After opening the file, I had to show turn my sat map back on, but I loaded into Buldozer and everything seems to be back in its correct place. I renamed the old "source" file to "source.old" to preserve it. Please see the screenshot:
I wonder how many servers are running broken because of this.
Oct 18 2024
The road I mentioned I deleted.. I had remade the road and restarted Buldozer but the deleted road is still there... restarting terrain builder resolved this.