@AXEL7 I am not from the development team. I wanted to help you fill in the gaps that are in the ticket description. If you read the ticket, the name suggests that a client with poor internet cannot reconnect to the server. No developer can care about the quality of the client’s Internet. The name of the ticket is confusing. For this reason, the name should sound like - "The server cannot correctly kick the player from the server in some cases" or similar. This may help to quickly understand the essence of the problem. I guess that @Geez was also confused, he was distracted by the name of the ticket. This follows from his answer and question to you, since it is almost not important why the client lost contact and what is written in the picture. The essence of the problem is deep in the ticket, not on the surface. Now you should not change the name of the ticket, just give an answer for @Geez - about the essence of the problem.
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Sep 15 2019
Line that causes the issue is
Also after planned server restart volga teleported randomly around 100m.
pls fix :)
pls fix :)
pls fix :)
pls fix :)
pls fix :)
hello, did u still read answers in this post?
problem not solved still cant talk in voice and im not solo have troblem with that https://feedback.bistudio.com/T139867
terrible i have same problem, dunno what to do beacause this problem destroy all gameplay https://feedback.bistudio.com/T144584
saw one just in front of severograd military tents this morning.
Sep 14 2019
In DayZ there are 2 settings for server ping, in Battleye (including DarT) and in the configuration of the game server. And here is kicks I mean precisely the second such players. Strange that don't know, I thought the game developers know their game code.
In any case, in any game the problem with the ping and kik lead to the complete exclusion of the player from the server without any further problems with reconnecting to the server and the players around him, why this problem exists in a game like DayZ, and even in the release, not the test version, I was not clear. It seemed to me that this is the basic functionality of any game and its basis.
@Geez
Anything on this topic?
@AXEL7 Player ping should not cause a big problem. You can have a small ping, but if the communication channel is unstable and has many waiting time intervals, this is primarily a client problem, and secondly it can become a problem for other players on the server. I do not know how the ping limit is implemented for players on DayZ servers. In Arma, from RCon, you could select any ping value for the limit, and the server automatically kicked the player with a ping above the limit. Does Dart have such a setting for the server?
Fix idea: To switch it on or of you must have the item in your hand. (Gaslamp, Gasstove).
That would be the same method as with the flashlight
EN: @Geez please pay attention to this bug as soon as possible.
Thanks for this instruction. But I ran into an even bigger problem in this part. I can’t say for sure what inventory items the problem for my character started to play, but sometimes this problem can cause even a double-click to fail. To restore normal operation, it was enough for me to go to the main menu of the game and return to the server. Several times the problem suddenly disappeared, but this is a harbinger of the fact that this will happen often. Therefore, I do not wait for the next case and immediately exit the server and return to the server.
There was another case on the mod server, immediately after the release of 1.05. The server did not check the mods, for this reason they did not kick me from the server. I started the game on the server with a new character and without mods. When they told me about the mods, I downloaded and installed them, went into the game and continued my script with the same character. Later, when this inventory problem first occurred, the problem began to progress. Gradually, I could not reload cartridges on pistols and rifles, later I could not drink and eat ... any animation started playing and immediately stopped playing. I could exit the server, and when I returned to the server I found objects in the inventory that I threw out before leaving the server. When I repeated this several times, I realized that this is not a server problem but a problem with the character. I had to put all my inventory in a barrel and kill the character. He started the game with a new character and regained all the equipment from the barrel. After this procedure, I did not get such a deep problem, only periodically there was a problem with the exchange in the inventory and I did not try again, expecting the problem to deepen on the character.
To another server, the client can connect without restarting the game, to the same no, until its non-existent clone manually kick from the server. The problem is observed both when re-entering and when restarting the game, it does not matter. Some at the time of connection to the same problem writes an error Duplicate ticket, the symptoms are the same. In logs of the server there is nothing at people who do not receive an error about Duplicate ticket, and at those who receive Duplicate ticket there is a half-connection and a kick at once. No other symptoms problems I not found, the problem least with patch 1.04 there is have 10 from 60 players at times, extremely rarely but pile have people on patches 1.02 and 1.03. Basically, as it was correctly noted earlier, people with a large ping or unstable Internet connection, which in itself imposes possible problems on their part, but the symptoms of the problem are observed in all such players. The problem is solved either by a manual kick or by rebooting the server game.
Why you would register variable on server but on client, for sure this will make clients bleeding or anything related, a net sync variable should be client side and server side. If you are doing it only server side this will make a shift in bitstream and fucked up every other system using netsyncvar on the client.
NiioZz
If i use init() result the same
If i register and sync network variables on server and not register this variables on clients, clients bleeding
I often use this methode to switch items. it´s new since 1.05. SURE!
Look here. Same problem.... T144739
+100% Sometimes I don’t even have time to notice how the problem begins to play on the character. Sometimes it seems that this can have any sequence of actions in the inventory. In the last week, I played on a server with a low load, only 3-8 players on the server, and this happened even when I was alone on the server.
The problem never occurs at the beginning of the game, but after one hour (or more) it is expected.
I real life you can also not use thick rags to bandage you.
yep just read it. please close when you can
Sep 13 2019
@AXEL7 Somewhere on the tracker there was a ticket about a similar problem that the client, going to the main menu of the game (due to disconnect), could not connect to any server without restarting the game. Only after restarting the game did he manage to return to the server or connect to another server.
But all this is more like a special case, since there are no mass complaints with a similar problem. I see only the second such ticket.
In expansion we have multiple of registernetsync and never experienced this issue.
I hear you. But explain to me then why at departure of the player from the server his identifier remains to be registered in the list of players on the server as in the status of Lobby of the server whereas actually the player at this moment took off from the server. And as long as manually by means of Rcon-admin server using Battleye that player does not kick out, he can't log in to the server normally?
Looks like my car despawned when parked in the garage. I think when placed new loot, maybe is car entity deleted by loot spawn event.
Heres a graph of frametimes when tabbing in and out of inventory.
Dear Geez
A possible problem may be the client's IP address.
Check the path on the CMD command line (Win + R - cmd), from the client to the problematic IP address of the game server, command:
- tracert IP address - shows the path to the server, and on which server path the problem occurs
- ping IP address -t - will show if there are time intervals in packets
Check which IP address is provided from the provider to the client, internal or external. This problem should not arise with an external one, but you can contact your provider with a request to change the external IP address from internal to external, or change the external IP address if the client's IP address is blocked somewhere on the traffic.
void Init() has to be called in class constructor in order to initialize and register other synced variables. This is likely the reason for the broken bleeding and other issues besides.
Safest way to achieve this would be:
void PlayerBase()
{
Init(); RegisterNetSyncVariableBool("m_isAdmin");
}
This would ensure the new variable is registered after the original ones are, and avoid possible mismatch in variable indexing. Alternatively, you can just modify the void Init() function and add the synced variable at the end of the list there. Either approach should work
This is a constructor and cannot be override.
Attempting to call super.PlayerBase() cause an error
-ignoreMod is not a planned feature IIRC so this will never be a problem.
Sep 12 2019
In T144468#1952255, @Geez wrote:Hello AXEL7.
Can you please translate what does this error state?https://cdn.discordapp.com/attachments/297642079218040834/619213975925817355/unknown.png
also, is it possible that this is a network issue on the side of this player? As we had no reports of such behaviour previously.
Regards,
Geez
In the screenshot, the game reports that it was unable to connect to the server due to an unknown error (I'm telling you about the message at the top of the screen). In this case, the game server itself does not fix connections.
2 servers worked in 1 real server mashine in 1 ip address and diferent server ports, in bug time this player can't connect to first server and can connect to second server game, but in database server character is don't locked,
The problem from provider is possible, we assume, but according to messages from provider, problems are not observed, connection stable, and this problem is observed only at people with the unstable Internet (the ping can sharply change)
I believe this is fixed on exp branch already
Yes, Sarka 120 does spawn!
Sounds like the same issue as T143745 - should be merged
@Geez ... I understand that for vehicles that are NOT currently active, ready to be used in the game, you would want them to despawn immediately after being spawned in. However, for known good vehicles, the value should be set to something more reasonable (e.g. 30 days).
I have to agree with 'sanguine00' ... any items being added in by MODs should be managed in a separate file (e.g. modtypes.xml). This way, DayZ could push types.xml updates to every server every day ... but the external modtypes.xlm would never be touched. This file would only be modified by server administrators that are adding/removing MODs.
@Kuznetsoff Can you record and show a video about how this happens? I can’t reproduce this according to your steps, but I periodically encounter this problem and cannot build dependencies for this problem.
@Geez Bad rendering can happen for any object in some areas and at any distance.
A few Examples in this video https://youtu.be/rCin2bLgOpQ
I can be mistaken, but if the subject is in open space, where there are no other buildings or other objects nearby, problems do not arise with rendering.
@Geez Thank you!
Thank you for the report KajMak64Bit2.
This is an issue we are aware of and it is scheduled for a fix.
Regards,
Geez
Hello again.
We have confirmed the issue and it has been scheduled for a fix.
Regards,
Geez
Thank you for the videos and updates.
We have confirmed the issue and it has been scheduled for a fix.
Regards,
Geez
Report it in this ticket T139622 . The problem is reproduced in different places.
Thank you for the report Doomed.
We have confirmed the issue in specific buildings with specific items and it has been scheduled for a fix. In case you come across any additional information you could provide, feel free to submit it here.
Regards,
Geez
Hello freerider3434.
The issue has been confirmed and scheduled for a fix.
Regards,
Geez
@Geez quite annoying animation issue , you guys aware of this ?