Also, I know about the cases when a model has been attached to the DayZ native zombie skeleton with the same broken behavior. Unfortunately, I can't provide the p3d because I don't have it. The screenshot is all I have
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May 3 2024
@Geez Yeah, we use different skeleton with its own bones, animations, nodes and etc. I can share the full pack with you if it would help. But the problem still exists only with p3d and model.cfg
In addition, I want to say that I am sure that the amount of attached weights is not higher than 4 different bones/vertex groups on every single vertex. Every single vertex is also attached and normalized. We've made some investigation in this direction and tried to limit the number of simultaneous weights per vertex. It didn't really help until we reached 1 weight per vertex group
Thank you, we will investigate with BattlEye.
Regards,
Geez
Hello Damca.
Unfortunately there is nothing we can do in this case we have no way of knowing what happened there.
Regards,
Geez
Thank you.
According to the devs there are some bones our AI does not have, therefore it will not work with our animations.
Hello Lotusopel.
Currently we are not aware of any issues of the stashes un-burying. The information you have provided is not enough for us to go on at the moment - it could be possible someone did find the stashes somehow. We will keep an eye in case further reports appear.
Hello Lars2705.
Is this still an issue?
Regards,
Geez
Hi @Geez Thanks for your reply. I attach the model along with the .xob and model.cfg, but p3d with model.cfg is still enough to reproduce the issue.
This model has been exported from S.T.A.L.K.E.R Call of Pripyat "as it is" without any additional changes. We've tried to export it several different ways regarding your documentation Blender -> export FBX, Object Builder -> import FBX, and using community-made tools such as Arma 3 P3D export/import plugin for Blender but the final result is the same. I've removed all the lods to simplify the investigation, the model doesn't act normally with or without them, seems like it doesn't matter at all.
The steps to reproduce are pretty simple:
- Open the model in Object Builder
- Run Buldozer
Hello choiwonyeong.
Please contact https://www.battleye.com/contact/ directly as BattlEye is responsible for hack detection and ban distribution.
Regards,
Geez
Thank you, we will investigate with BattlEye.
Hello Kolchak_64.
Please try the following:
Thank you for the report grindestfool87.
We will investigate with BattlEye.
Regards,
Geez
Hello everyone.
While we do understand your frustrations in regards to the players using malicious software in order to gain unfair advantage, the BattlEye is doing their best to stay on top of the hackers and detect as many as possible and subsequently ban them. There are hundreds of hackers being banned every month thanks to the BattlEye system. If you by any chance get a Steam ID of a hacker that is not being banned, please contact BattlEye directly at https://www.battleye.com/contact/ and they will check the suspicious player for any malicious software use.
In T180827#2600332, @vadymbabii wrote:@Geez We still hope you will share any tips with us
Hello vadybambii.
Unfortunately the information you have provided is not enough for us to understand what goes wrong. What would help is to upload the files with the modded content.
Regards,
Geez
Thank you fylhttxrf.
We are aware of this issue.
Regards,
Geez
May 2 2024
{F3978601}Tried again tonight, with a normal torch this time - same behaviour, on a different (non-modded) server, so it is a consistent bug. Changing severity to major because it nearly got me killed when I ended up in pitch black darkness among zombies, and had to make a new hand drill in pitch darkness before I could light a new torch after it burned out...
From my personal experience, it used to be slightly worse a few months back, I remember being killed by cheaters even at Berezino, which doesn't happen now for some reason. I did die to a cheater several times at the NWAF though.
Unfortunately, they don't do anything. They always answer the same phrase about the investigation, but it's a lie. I was killed by a hacker on this server six months ago, 3 months ago, 1 month ago... Nothing has changed. There are a lot of complaints about DayZ EU DE-1420. A possible solution to this problem is not to play on official servers, but I constantly watch a lot online on them. Honestly, this raises questions for me.
Back ironsight is also up when scopes are attached, best can be seen with m68 scope (cco), it sticks right throug it. But this bug is known long time ago.
In T180598#2596218, @Geez wrote:Just to specify:
This crash is caused by the dynamic lights with shadows. If one creates a light source (with shadows on) with too big of a radius, the client may crash depending on how complex the surroundings may be. We are aware of the crash, but sadly, lack solid repro at the moment.
Looking to close up some of my tickets, and figured out the cause of this specific issue.
May 1 2024
Lag stopped around 22:00, 2 hours and 20 minutes unplayable game session.
It started again now. Absolutely horrible experience.
May 1st
21:02 (GMT+2)
May 1st
19:40 (GMT+2)
I have the same problem and the same behavior.
I have the same problem with the HUD showing shortcuts to items.
All you have to do is restart the server you're playing on, and when you come back the HUD will be gone.
The ways to fix it have already been mentioned above.
@Geez We still hope you will share any tips with us
In T177818#2600164, @d146ales wrote:There is ways to see binarized P3ds, as a text form from Mikeros Eliteness or as complete debin tool, i dont see a reason why not to use them for learning purpose. The tools arent hard to find (simple google search found it) if you want to invest a time in modding.
I think its in 1.25 allready fixed.
Annual Report: Same Char, same Bug.
@designful
whatever the "base lag" is caused of - it is reduced alot with the modded containers.
Yes such things are possible and Eliteness does get you part of the way, but the point is that debin tools are not actually allowed (despite their availability). The main thrust here is to make such things legit and sanctioned rather than a "don't ask, don't tell" policy.
There is ways to see binarized P3ds, as a text form from Mikeros Eliteness or as complete debin tool, i dont see a reason why not to use them for learning purpose. The tools arent hard to find (simple google search found it) if you want to invest a time in modding.
My friends and i have been killed by a hacker using aimbot and silent shots in Official Server LA 5291
Apr 30 2024
Another example:
There are all kinds of things we can learn from unbinarized models. One example is memory points positions.
A lot can be learned at beginning by just mimicking vanilla even if it might not all be best practices. Those get improved in time as you learn and discover things. That's how i started with modding. Mimicked vanilla and other mods and improved over time after understanding what I'm doing.
"3.Modders can learn from vanilla models about good practices..." you think of them way too high dude ;) Believe me, not everything is so shiny in that town )
We suggest to try disabling one mod at once to try to find the one that is faulty.
in this case, how can I find the cause of the server crashes? they weren't there, then they appeared. Perhaps there are some tools or ways to identify the cause?
Hello everyone.
Currently we do not plan to provide the unbinarized models. This might possibly change in the future.
It has been almost 5 months since the ticket has been made. Asking for an update close to half of year is not unreasonable.
I am trying to open a discussion between DayZ devs and modders.
I am very pesimistic with this ticket. It will open pandora's box if will be not refused. And honestly making pressure for answer is not good way in my opinion.
Hello Helkhiana.
Unfortunately no new information I can share.
Everything have limits, for example 8bit computers can have 65536 bytes of memory. RV engine have limits you met with that model/skeleton. I am not dayz developer, so i dont know which limits you reach. Its life, nothing is unlimited.
Hello Romanof7.
Can you please try the following?
@Hunterz What do you mean by saying reached limits? Which exactly limits? And no, one of them hasn't reached any limits and works fine. That is what I am talking about. Two pretty similar models and the first works, but the second doesn't
Thank you, we will investigate with BattlEye.
Regards,
Geez
Those models just reached limits of old RV engine.
It would be so nice if people from BI would say "Guys do not do it this way, make sure you've clicked on that button and check if you ... bla-bla-bla" :)
@Hunterz as I wrote above definitely the issue persists because of something, and I agree that it can be related to RV implementation. But for me as a developer, some aspects are still unclear. Why do those two models have different behaviors, what exactly causes it, and how can I avoid them? I mean understanding the problem is half the way to solving it
Just read something about history of dayz and arma. RV is name Real Virtuality engine which was used in arma2, arma3 and his artifacts are still in dayz. Dayz is mix of both engines. Issue you have is coming from old RV engine and his limitations. Thats why are all fine in anim editor, which use enfusion only.
I just googled that RV is old Real Virtuality Bohemia's engine, but it still doesn't explain anything) I understand if something works and something does not there is some difference between the two. But I can't find it and want to know what exactly we have to do to avoid this issue
Hi @Hunterz I am not sure what exactly RV means. Also about any limitations, what exactly can cause those limits? I have 2 very similar models (the first is broken, the second is fine) they use the same skeleton, same xob, same anims, same selections, same bones, their names, and their amounts. The difference between them is the 3D mesh and vertex weights. The broken one even has fewer polygons and vertices. For me, it doesn't look like I reached any limitations but the issue still persists