Hello.
If this is related to the DayZ Expansion mod then there is nothing we can do on our end.
Regards,
Geez
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Yesterday
class Worm - class damagesystem - class globalhealth - class health - healthlevels for the first one.
Thu, May 15
Wed, May 14
All the rvmats with """" in the names. They don't exist and can't on windows based machines.
In aware the VFS would allow it, but it seems like automated file generation issues.
Can you please specify what item are you refering to?
"""" is an invalid filename.
Hello,
Can you please send us all the files you have changed related to ecconomy or send the whole mission folder? As without any changes in the files we are unable to reproduce the issue, therefore we believe it might be caused by your changes.
Can you please provide more information and details?
Fri, May 9
Thu, May 8
Wed, May 7
Mon, May 5
If by "terraforming" you means the heightmap - the terrain, in your old (broken) project it will be one of the *.v4d files, but we don’t know exactly which one to use, since it varies from project to project.
Fri, May 2
Hello Geez,
Thu, May 1
Wed, Apr 30
Hello,
You can try creating a new project (with the same parameters and heightmap) and gradually import all the template libraries from the old project.
Once that's done,you should close Terrain Builder and then add the object layers from the old project to the new one as well, and try loading the new project.
Tue, Apr 29
@Geez any updated?
Mon, Apr 28
Fri, Apr 25
Tue, Apr 22
Looks to be fixed. I had to make sure reset="1" to see my changes, without waiting.
In T191227#2796473, @Geez wrote:We have noticed you do not have it enabled in this line:
<weather reset="0" enable="0">
Could that be the issue?
We have noticed you do not have it enabled in this line:
Hello FreaknPwNed.
With the config you have provided we have foggy weather on our testing server. Is there something else that could be wrong?
Hello LBmaster.
One of them seems to be a memory crash and the other one is possibly related to inventory. Nonetheless both are related to the modded content.
Regards,
Geez
Sun, Apr 20
Fri, Apr 18
Or move it all to Object.
Thu, Apr 17
@Geez Any news on this due to patch 1.28?
Apr 15 2025
glad to see a lot of these suggestions made it to 1.28. I could not test the new FIX-Me warnings yet, but the changes in the code look very promissing
Apr 14 2025
when using the FindFreeLocationFor method from the GameInventory, I get a valid location back, which also checks for flipped items, but I would like to avoid spawning the item to use this method
Apr 11 2025
tiez tak nejako, nebolo by zle keby to generovalo nahlady, lebo skusat na slepo je dost zdlhave
Apr 10 2025
Giving this a bump. Would like to see this fixed.
Apr 8 2025
In T190710#2786149, @Geez wrote:Hello kazeka4.
Could this be caused by some external software you are running or outdated/corrupted driver?
Apr 7 2025
Chiming in here, because this has been an issue for literal YEARS.
It has absolutely NOTHING to do with external software or outdated/corrupted drivers. It most likely has to do with the fact that DayZ still runs on DirectX11 - as this issue can be almost entirely eliminated by running DayZ on a Vulkan API (I and many others have tested this firsthand).
AMD GPUs have had these issue worse than Nvidia for the last few years, but ever since 1.26, the issue is just as noticeable on Nvidia GPUs as it is AMD.
Most AMD GPU users have had to run specific drivers from May 2020 to get slightly better performance due to changes in how AMD GPUs handle DX11. Reported this one years ago.
I bought an Nvidia 4060 JUST to "fix" these issues back in September of 2024, and it genuinely did fix my frame issues until 1.26 was implemented. But let's get down to specifics about this issue, since I know for a fact I'm not the only one in you lot's ears about it right now:
Same problem here.
Hello kazeka4.
Could this be caused by some external software you are running or outdated/corrupted driver?
Apr 6 2025
pls i wanna play fix it thnks
Apr 3 2025
Apr 2 2025
Apr 1 2025
The function is being called from GesturesMenu.CloseMenu publicly, instance.OnMenuRelease(); with instance being static GesturesMenu instance;. Which somehow bypasses the access modifier.
I forgot to mention, this only happens on the prod version of DayZ exe. Diag exe will swallow the compile error.
Resolved in 1.28
Mar 31 2025
Update:
It happens on the specific mapframe settings and also causes often crashes with packed map into pbo and testing on local server.
on 1.,26 all be good, after update to 1.27 server start random crash with that error
Program: D:\DayZServer4\DayZServer_x644.exe
Reason: Access violation. Illegal read by 0x7ff611825d71 at 0xa8
Mar 30 2025
4 years and no response?
Mar 29 2025
Mar 28 2025
The RoadTripNG mod is the easiest to test this issue. The only dependency that it has is the CF mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2354568600
Hello RedFalcon.
We will need the exact car mod where this issue is reproducible.
We also need as few as possible mods dependent on it so we can easily reproduce the issue.
Mar 27 2025
Any update to this?
I was trying to spawn a new Player with Man man = g_Game.CreatePlayer(ident, old.GetType(), old.GetPosition(), 0, "NONE");, then kill the old player in the DB and select the new player and move all items and stats over to the new player. The problem is, that I now get an error when saving the new player, because the playerID and charID is not set when the player was created like this. When I respawn, it works fine, so there must be something, that is executed in the engine to set the playerID and the charID on respawn, which doesn't seem to happen anywhere in the scripts.
Mar 26 2025
Mar 25 2025
Mar 21 2025
Even when you inherit RestCallback in an empty class and create an instance of it, it seems to be leaking
THIS!!! <3
Mar 20 2025
Hello AlexWorkgroup.
Don't call SetOrientation, SetPosition or SetTransform on physically simulated objects.
Regards,
Geez
Mar 19 2025
@lava76 indeed that case crashes on linux. I've debugged that in an older version of https://steamcommunity.com/sharedfiles/filedetails/?id=3381664818 and the mod was rewritten to use proper constructors and super calls as you would do it in c++, which fixed the segfault. The original constructor was in the form as mentioned above, rather simple, some variables in the child class, and the access to the base class segfaulted.
There is no such thing as an uninitialized variable in EnforceScript. All variables are initialized to a default on declaration if there is no direct assignment (bool false, float 0.0, int 0 , string "", vector "0 0 0", anything other NULL), and this is a core language feature. Think Java/C#, not C/C++. The above example is valid code and completely fine. If that indeed crashes under Linux(?), that's a bug that needs to be fixed on that platform.
Mar 18 2025
Hello, Unfortunately there is no Estimate I can provide.