Resolved for the upcoming patch for 1.26
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Tue, Nov 5
Mon, Nov 4
yeah dolphin has updated us that its an issue with pboP.
I was able to pack using latest version of pboP but im told its because the error was commented off.
I also helped ketch today to pack his and it packed
Sun, Nov 3
Can be closed from my side
But a Reaction , sign of life, recognizing or just even a comment here would be nice... But yeah think i dont have the correct Name.
In T185424#2697279, @TrueDolphin wrote:Be clear that this is a mikeros issue, not a vanilla file issue.
Be clear that this is a mikeros issue, not a vanilla file issue.
Sat, Nov 2
Problem solved - defective server hardware...
Fri, Nov 1
Good day mr Geez it will be wonderful to get any info about this topic.
Thank you
Thu, Oct 31
Ahhh, I've been wondering why that error was there..
I've been skipping it for the past week 😅
This definitely needs changing. People just dump boats and then they are never found again. Then new ones don't respawn. Makes them useless on my server. :/
The other duplicates are ignorable. they mearly share the same name as another p3d in another folder but the ice p3d is the same name but with an empty space prefix.
after commenting this part of my vehicle config.cpp
OnStoreSave can be used as an indicator when a player is saved.
But as a separate function I guess.
Hello InclementDab.
Can you please describe in greater detail what would you like us to implement?
And what is the use case for this new proposed functionality? What would this new functionality help you achieve that you are currently not able to achieve?
Thank you!
Hello kawasaki.
We are aiming to fix this in the upcoming hotfix.
Regards,
Geez
Wed, Oct 30
Any word would be great add for new map
I am doing it same way like is introduced in vanilla with cinematic control of animals. Thts why I am curious why some types of inputs works out of the box and some not.
can you link duplicate please?
The values are only synchronized when the client also calls any function inside InputInterface on the same player simulation timestamp (Entity.GetSimulationTimestamp) as the server. Additionally, any calls to InputInterface must only be done inside only the players command handler.
Tue, Oct 29
Any feedback? will be possible fix that geometry collisions? Right now trying use ugly workarounds which can leads to more glitches.
Hello krena560.
Nothing we can do on our end as DayZ editor is a 3rd party tool/mod.
Regards,
Geez
still not fixed in 1.26 when fix is super easy and described above
Oct 28 2024
@krena560 It's a great mod, and it has autosave and undo functions.
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?