Intended design change.
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Oct 21 2024
Hello RaSp1zDYaY_.
Please click on "show details and prepare report" when the issue appears and then upload the generated archive to this ticket.
Regards,
Geez
Thank you for the report MrBundai.
Closing the ticket as this is a known issue and ticket on this already exists.
Regards,
Geez
Also, have you been unconscious prior to respawning?
Thank you, we will investigate with BattlEye.
Regards,
Geez
@mCaverylow I am the server owner and I did apply that fix and no it didnt work for ours
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.
Hello travisvox.
Is this on a community modded server or on an official server?
Hello Dreadnaught.
Is this on a community modded server or on an official server?
Hello Lubenow.
Is this on a community modded server or on an official server?
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.
Doesn’t make sense at all considering the map is constantly cold. Make it all the same. I don’t care about irl when playing a video game. Hunting clothing is warm, so make it warm. Do you wear a light jacket in the winter?
+ 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...
In T179497#2688078, @Extricated wrote:@JIMJONG1986 No it's not fixed, no we don't know what the problem is, and no there's not an update on it. Posting 3 separate comments and spamming peoples' emails won't change that. Post one comment and wait.
@JIMJONG1986 No it's not fixed, no we don't know what the problem is, and no there's not an update on it. Posting 3 separate comments and spamming peoples' emails won't change that. Post one comment and wait.
In T179497#2591469, @Mali_Yuda wrote:Found a fix finally, installed DayZ Exp, copied all from the document file to the normal DayZ, launched it and it worked.
hello.... someone PLEASE... PLEASE HELP US WITH THIS EXACT ISSUE....
Has anyone from the DayZ team had a chance to look into this yet? 🙏
Oct 20 2024
sanguine00, So put all restocks to 0 to bulk stock all, then put the restock timers back? If not, the game starts all items at 1. Whats your Discord Name?
I believe the way it is now is the way it was always intended to be - the restock timer triggers when an item his its <min> value, and one of each item is spawned at an interval of <timer> seconds until it gets back to <nominal>.
Sakhal on hosted server 0 players, 2 hours from last restart:
21:53:19.301 Average server FPS: 132.94 (measured interval: 5 s) 21:53:22.261 Players: 0 in total 21:53:24.377 Average server FPS: 10.44 (measured interval: 5 s) 21:53:29.571 Average server FPS: 19.64 (measured interval: 5 s) 21:53:32.306 Players: 0 in total 21:53:34.594 Average server FPS: 149.11 (measured interval: 5 s) 21:53:39.603 Average server FPS: 276.45 (measured interval: 5 s) 21:53:42.388 Players: 0 in total 21:53:44.609 Average server FPS: 231.72 (measured interval: 5 s) 21:53:49.692 Average server FPS: 450.91 (measured interval: 5 s) 21:53:52.401 Players: 0 in total 21:53:54.696 Average server FPS: 40.58 (measured interval: 5 s) 21:53:58.493 Used memory: 2323768 KB 21:53:59.750 Average server FPS: 27.70 (measured interval: 5 s) 21:54:02.407 Players: 0 in total 21:54:04.803 Average server FPS: 70.67 (measured interval: 5 s) 21:54:09.803 Average server FPS: 328.33 (measured interval: 5 s) 21:54:12.407 Players: 0 in total 21:54:14.812 Average server FPS: 275.10 (measured interval: 5 s) 21:54:19.852 Average server FPS: 281.35 (measured interval: 5 s) 21:54:22.487 Players: 0 in total 21:54:24.862 Average server FPS: 296.87 (measured interval: 5 s) 21:54:30.87 Average server FPS: 70.23 (measured interval: 5 s) 21:54:32.493 Players: 0 in total 21:54:35.88 Average server FPS: 90.16 (measured interval: 5 s) 21:54:40.150 Average server FPS: 77.06 (measured interval: 5 s)
I put restock to zero on most items and it seems to have restocked all loot spots.... Only problem now is there never an empty loot spot. PLEASE REVERT BACK!!!!!
There’s a lot of issues with 1.26. I think it’s the worse update since 1.13. Community servers crash like crazy, items randomly droping from inventory, items randomly getting overriden in inventories. I think for 1.27 you guys should introduce a versioning system allowing client and server to stay on a previous release. Atm you force the update on the whole comunity and you f*ck everything up. Sorry for the reality check but it’s the truth
UHHGGGGG i now have 8 servers offline that I'm paying for because the unofficial fix has been pulled from the workshop!!!
Unhandled exception
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.
My apologies for ping/tag. I'm hoping you can direct me in the right direction. Possibly the category of this cause if not the root please.
SS from different angle.
ask server owner to add this in serverdz.cfg steamProtocolMaxDataSize = 4000; and you will not get the server lock and Get DLCs
The only way we've got around it is if you can get a mod list for the server then save it in the launcher as a preset in the mods list. Then you can load the correct mods for the server youre trying to get into
In T185470#2687211, @SoLoRED wrote:
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.