Thank you, we will investigate with BattlEye.
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Jan 2 2024
Hey @Geez just wanted to check how
Long this is off being added and if we could find out the location? Thanks in advance.
Hello everyone.
We have fixed the problem on our end and the fix should be released with the 1.24 update.
In T168235#2547593, @Nytlenc wrote:Hello @Geez! Any news about this bug? When developing mods, every time there is a need for debugging on the server side when multiplayer is running, but debuging on server side does not work. Often i need to look at what data was transmitted by the client and what was received by the server, and then debug the received data on the server side. Unfortunately, the operation of single-player mode and multiplayer mode differs in terms of client-server interaction. This makes working with mods very difficult when server debugging is broken.
Jan 1 2024
Dec 31 2023
please fix too many mods stop working
Dec 29 2023
Are you trying to update the description too?
I tried another device, another IP. It does not help. Moreover, if I create a mod with the same files, it is successfully uploaded to the workshop.
Steam support is sending it to you. Please help
Dec 27 2023
Hello @Geez! Any news about this bug? When developing mods, every time there is a need for debugging on the server side when multiplayer is running, but debuging on server side does not work. Often i need to look at what data was transmitted by the client and what was received by the server, and then debug the received data on the server side. Unfortunately, the operation of single-player mode and multiplayer mode differs in terms of client-server interaction. This makes working with mods very difficult when server debugging is broken.
Dec 24 2023
Same happened to me today. Same server, same thing
Please mods help me with these hackers
Dec 20 2023
Dec 19 2023
Dec 17 2023
Currently, learning the proper way of doing things very difficult without having access to these, so so much can be learned by this being allowed. In general, this would be highly beneficial for the entire modding community, as well as future modders to come into the community. Currently learning all of these already complex things to make mods is already a chore that is further compounded by the fact that it takes a very long time figuring out stuff on your own with the limited information that eliteness gives you. That this would be a very amazing thing to allow and very much appreciated by the community in whole. So hook us up 😊❤️
Dec 15 2023
In T177818#2544757, @Hunterz wrote:I can imagine shitstorm to BI when someone modified some building, player will be glitched in new badly maked room and make report to this bugtracker and waste time of QA people here. For me will be sufficient when all models will have at least hidden selections to allow at least retexture.
In T177818#2544834, @d146ales wrote:A pack of samples for every item in each category would come handy or as @BadLuckBurt said low quality lods. I myself would rather prefer work on the Workbench and AIs, so we can add more diverse and special AI with different/special behaviours
btw dont call this a request from all modders when its just a group of people(dont want to start a drama or something just saying)
A pack of samples for every item in each category would come handy or as @BadLuckBurt said low quality lods. I myself would rather prefer work on the Workbench and AIs, so we can add more diverse and special AI with different/special behaviours
All for this. When it comes to providing a learning opportunity, wouldn't it suffice to release the p3ds with the higher resolution LODs removed? Basically the low quality asset route that the Arma 2 DLCs used to follow
bump
Imagine any modder not wanting this, and instead actively making excuses for Bohemia's unwillingness to provide it.
I can imagine shitstorm to BI when someone modified some building, player will be glitched in new badly maked room and make report to this bugtracker and waste time of QA people here. For me will be sufficient when all models will have at least hidden selections to allow at least retexture.
Dec 14 2023
In T177818#2544230, @RedFalcon wrote:My thought would be to leave the entire thing as it is now with the general public (vanilla models are binned, you can't republish vanilla models to the Steam Workshop). Then have a path for modders to be 'registered' and have a Modder Portal where they could get access to the unbinned vanilla models and the authority to modify/republish them on the Steam Workshop. This allows modders to continue to use purchased mods (from CGTrader and such) and still abide by the licensing agreement to protect the purchased model assets, yet expand on the models contained with vanilla DayZ.
In T177818#2544568, @Hunterz wrote:I think that is not possible due intelectual property and licenses. Lot of modders already debinarize models for learning purposes. In my opinion its not needed take care about this ticket. There are already lot of assets from arma2 which can be modified and imported into dayz. More important in my opinion is documentation of engine, exposing more useful methods in API and fixing bugs not only game but workbech (crashbench) as well.
Yeah. I created this last year!!! 1.5 years ago and you guys reply only now ? 😄😄😄
they could license it differently, like if you repack and change models, mod should be open source, and dayz only, idk. roughly something like ADPL-SA.
there's just a bunch of things you can't do without repacking, that's why sumrak did it on namalsk. and it's no small part, of it's greatness.
and since BI not only leaves some objects this way, they even add new items without normal hiddenselections reskins,
anyway we could definitely benefit from it, just need to thinks of something smart about license
Hey Astropos,
I think that is not possible due intelectual property and licenses. Lot of modders already debinarize models for learning purposes. In my opinion its not needed take care about this ticket. There are already lot of assets from arma2 which can be modified and imported into dayz. More important in my opinion is documentation of engine, exposing more useful methods in API and fixing bugs not only game but workbech (crashbench) as well.
In T165620#2544483, @KaMiKaZe6426 wrote:In T165620#2533079, @DanielCeregatti wrote:Tracing the openat() system call using strace during the execution of the server shows that the cfggameplay.json file isn't opened at all:
strace -o /tmp/dayz.log -e openat -f ./DayZServer -config=/profiles/serverDZ.cfg -port=2302 -freezecheck -BEpath=/profiles/battleye -profiles=/profiles -nologs
Let the server start up. Then:
grep json /tmp/dayz.log
The only json file that's opened is a different one:
1353 openat(AT_FDCWD, "/serverfiles/mpmissions/dayzOffline.chernarusplus/cfgundergroundtriggers.json", O_RDONLY) = 164
This was actually a very helpful tip, thank you very much, because of this I was able to get it to work again on my server.
If run the strace for the stat systemcall instead of the openat one, you will find that stat for the file cfgGameplay.json is being done during startup:
... 20457 stat("/dayz_server_root_directory/mpmissions/dayzOffline.chernarusplus/cfgGameplay.json", {st_mode=S_IFREG|0755, st_size=2594, ...}) = 0 ...(this line may look a bit different for you, i only took this trace after finding and fixing my issue)
So it seems the reason that the file is not being opened is the spelling of its name (note the capital G in the syscall that is neither in the documentation nor in the directory tree you download: cfggameplay.json vs cfgGameplay.json).
For me, renaming this file to include the capital G in its filename has actually solved the issue, so here's to hoping that this is the case for you as well.I suspect that this stems from development on windows (given the apparent focus on windows releases, i suspect that DayZ is developed on windows), as windows does not care about capitalization of filenames at all while linux very much does (i.e on windows 'cfggameplay.json' and 'cfgGameplay.json' are actually the same file, while on linux they're two different files).
In any case, good luck to you all having this issue, and I hope that my comment here can help others as well.
In T165620#2533079, @DanielCeregatti wrote:Tracing the openat() system call using strace during the execution of the server shows that the cfggameplay.json file isn't opened at all:
strace -o /tmp/dayz.log -e openat -f ./DayZServer -config=/profiles/serverDZ.cfg -port=2302 -freezecheck -BEpath=/profiles/battleye -profiles=/profiles -nologs
Let the server start up. Then:
grep json /tmp/dayz.log
The only json file that's opened is a different one:
1353 openat(AT_FDCWD, "/serverfiles/mpmissions/dayzOffline.chernarusplus/cfgundergroundtriggers.json", O_RDONLY) = 164
Thank you for the confirmation.
Filip
Please support your community. We wish to help you make money.
+1 ❤
Dec 13 2023
My thought would be to leave the entire thing as it is now with the general public (vanilla models are binned, you can't republish vanilla models to the Steam Workshop). Then have a path for modders to be 'registered' and have a Modder Portal where they could get access to the unbinned vanilla models and the authority to modify/republish them on the Steam Workshop. This allows modders to continue to use purchased mods (from CGTrader and such) and still abide by the licensing agreement to protect the purchased model assets, yet expand on the models contained with vanilla DayZ.
@Consoles This issue has been resolved for some time. If any changes occur I will inform asap since it's used daily
Bring the guillotine ! Oh wait, not that kind of revolution...
Hello InclementDab,
+1
+1
Dec 12 2023
+1
I second this.
It would be great to have a standard and style to follow, which can only happen from the original source.
+1
💥 Join the revolution! Time to change and make DayZ even better! 💥
In T177818#2543887, @ItzMikeDocherty wrote:1 thing I would really love to see from this is modders having the ability to change vanilla buildings. I think there is a lot of potential in DayZ to change building interiors and create a bunch of new verities from that. I understand that it's a lot of work from the devs but giving that opportunity to the players would be really sick
1 thing I would really love to see from this is modders having the ability to change vanilla buildings. I think there is a lot of potential in DayZ to change building interiors and create a bunch of new verities from that. I understand that it's a lot of work from the devs but giving that opportunity to the players would be really sick
Community servers and modders have brought this game to where it is today. Not to say that you haven't put in a ton of work. You have. However...if it wasn't for these brilliant minded people, who have these great ideas and skills to put forth all of these great things for communities, I don't think DayZ would be where it is today. They have put in so much time and effort to support this great game. Their projects keep this game fresh and push it forward to new heights and work around it quirks and limitations, let you know when things aren't right so it can be improved. Heck most times they even give you the exact issue AND the solution to the issue when they post here to save you the time and trouble yourselves to speed up the troubleshooting. Everything that Helkhiana has stated here is well thought out and true. For this community and all that it has given you perhaps you would greatly consider giving this to them. This is just a great gesture to the community that has been here and will be here for you.
10 years of Arma 2 buildings, let modders add more rooms, improve Winter Chernarus (TREE LODS), and who knows what else. At the very least give us a reason as to why this isn't possible.
did someone say there was a revolution
+1 allow us to make DayZ better.
viva la revolution +1
Dec 11 2023
The only way to solve this is to get the server admin 'kill' you as soon as you join the server, then you can spawn as new, then get a TP back to your gear, just make sure you don't pick the sling up again.
Then it's down to the admin to either pull the mod or try to restrict them from server 'type' file.
Dec 6 2023
Unfortunately there is nothing we can do for you as we did not create DayZ Editor - it is a community made tool/mod. You have to contact the mod creator.
Dec 5 2023
No clue what this means. Could someone point me in the right direction to how to resolve the error?
Hello Djnella5.
DayZ editor is not an official tool but a user created mod. In such case we cannot help as the creator has to fix the problem on their end.
Dec 4 2023
any help would be great
In T177641#2540598, @Geez wrote:But the server hasn’t crashed since then, especially every day
I try to find a reason, but nothing is obviousWe have explained in the previous ticket that the issue is related to modded weapons/gear and that gear on specific players was causing the issue. The fact that the server has not crashed since is possibly not related due to the issue being fixed on the modders end but instead the players not playing anymore or using different gear/weapon that does not have the problem.
But the server hasn’t crashed since then, especially every day
I try to find a reason, but nothing is obvious
In T177641#2540583, @Geez wrote:Hello Norealname.
This is still the same crash as https://feedback.bistudio.com/T174006 - modded content.
Hello CptCookie.
This is intended, those functions relate to HumanCommandDeath.
- 'HumanCommandDeath.OnCommandDeathStart' will only be called when the command starts. 'HumanCommandDeath.OnCommandDeathFinish' will never be called as a player can never stop being dead.
- A suiciding player does not use HumanCommandDeath and instead is performed as an action with 'HumanCommandActionCallback'.
Maybe you are looking for the 'EEKilled' event that you can override and use on players?
Hello Norealname.
This is still the same crash as https://feedback.bistudio.com/T174006 - modded content.
Dec 3 2023
Dec 2 2023
Dec 1 2023
When will this issue be resolved?
Nov 30 2023
In T153954#2538881, @kuntry94 wrote:anyone still alive in here that could take a look at my mdmp
anyone still alive in here that could take a look at my mdmp
Nov 29 2023
Nov 28 2023
Nov 27 2023
Yes, I've been updated it 6 or 7 times and now I have publishedid
Hello RevanRevanchrist.
You have to make a mod update after "publishing". Which would mean repeating the step number four.
Resolved for 1.24 update.
Nov 26 2023
Nov 23 2023
Okay, another thing that seems to be "bugged" with those map settings... (especially looking at Cell size being 3.75).
There is a problem with correct transition between ground textures. I am totally aware of materials limit per cell. Everytime I regenerate my layers, Im using "6 materials per cell (Arma 2)" setting and I also do a double check of my mask layer with the custom tool called MaskColorChecker to see for any tiles with exceeded limit.
But textures after regenerating are still wrong, they have sharp edges and sometimes they inherit something from wrong materials. Example on the first attached photo.
Nov 22 2023
Hey Geez,
Hello auxOlives.
This is the same crash as last time.