Page MenuHomeFeedback Tracker
Feed Advanced Search

Yesterday

Nate_LapT added a comment to T186030: "Duplicate" p3d names.

Ahhh, I've been wondering why that error was there..
I've been skipping it for the past week 😅

Thu, Oct 31, 10:13 PM · DayZ Modding, DayZ
TheRealTDog added a comment to T185783: Respawning boats on lifetime.

This definitely needs changing. People just dump boats and then they are never found again. Then new ones don't respawn. Makes them useless on my server. :/

Thu, Oct 31, 9:03 PM · DayZ Modding, DayZ
Liven edited Steps To Reproduce on T186031: [Request] Add possibility to mod Sakhal dynamic police cars.
Thu, Oct 31, 8:01 PM · DayZ Modding, DayZ
Liven created T186031: [Request] Add possibility to mod Sakhal dynamic police cars.
Thu, Oct 31, 8:01 PM · DayZ Modding, DayZ
ItsATreee added a comment to T186030: "Duplicate" p3d names.

The other duplicates are ignorable. they mearly share the same name as another p3d in another folder but the ice p3d is the same name but with an empty space prefix.

Thu, Oct 31, 6:30 PM · DayZ Modding, DayZ
ItsATreee created T186030: "Duplicate" p3d names.
Thu, Oct 31, 6:24 PM · DayZ Modding, DayZ
Hunterz added a comment to T185900: Mod crashes server on Sakhlal map but not on Chernarus or Livonia.

after commenting this part of my vehicle config.cpp

Thu, Oct 31, 6:23 PM · DayZ Modding, DayZ
lava76 added a comment to T169112: Hive Character Event.

OnStoreSave can be used as an indicator when a player is saved.

Thu, Oct 31, 2:48 PM · DayZ Modding, DayZ
TrueDolphin added a comment to T182211: GameInventory::FindFreeLocationFor and FindFreeLocationForNewEntity don't attempt to rotate entities prior to placement.

But as a separate function I guess.

Thu, Oct 31, 11:31 AM · DayZ Modding, DayZ
Geez added a comment to T182211: GameInventory::FindFreeLocationFor and FindFreeLocationForNewEntity don't attempt to rotate entities prior to placement.

Hello InclementDab.
Can you please describe in greater detail what would you like us to implement?
And what is the use case for this new proposed functionality? What would this new functionality help you achieve that you are currently not able to achieve?
Thank you!

Thu, Oct 31, 10:09 AM · DayZ Modding, DayZ
Geez added a comment to T185987: Illegal read by 0x7ff6bc3c672e at 0xffffffffffffffff.

Hello kawasaki.
We are aiming to fix this in the upcoming hotfix.
Regards,
Geez

Thu, Oct 31, 9:05 AM · DayZ Modding, DayZ

Wed, Oct 30

OldManvape added a comment to T168249: Missing Hidden Selection on CamoNet.

Any word would be great add for new map

Wed, Oct 30, 10:00 PM · DayZ Modding, DayZ
Hunterz added a comment to T185950: Custom Input not synchronized to server?.

I am doing it same way like is introduced in vanilla with cinematic control of animals. Thts why I am curious why some types of inputs works out of the box and some not.

Wed, Oct 30, 5:56 PM · DayZ Modding, DayZ
kawasaki added a comment to T185987: Illegal read by 0x7ff6bc3c672e at 0xffffffffffffffff.

can you link duplicate please?

Wed, Oct 30, 2:09 PM · DayZ Modding, DayZ
Geez merged task T185987: Illegal read by 0x7ff6bc3c672e at 0xffffffffffffffff into Restricted Maniphest Task.
Wed, Oct 30, 2:06 PM · DayZ Modding, DayZ
kawasaki edited Additional Information on T185987: Illegal read by 0x7ff6bc3c672e at 0xffffffffffffffff.
Wed, Oct 30, 1:58 PM · DayZ Modding, DayZ
kawasaki created T185987: Illegal read by 0x7ff6bc3c672e at 0xffffffffffffffff.
Wed, Oct 30, 1:52 PM · DayZ Modding, DayZ
Geez changed the status of T185957: DayZ-Misc repository missing new 1.26 unbinarized road parts from New to Feedback.
Wed, Oct 30, 10:20 AM · DayZ Modding, DayZ
Geez changed the status of T185950: Custom Input not synchronized to server? from Assigned to Reviewed.

The values are only synchronized when the client also calls any function inside InputInterface on the same player simulation timestamp (Entity.GetSimulationTimestamp) as the server. Additionally, any calls to InputInterface must only be done inside only the players command handler.

Wed, Oct 30, 10:05 AM · DayZ Modding, DayZ

Tue, Oct 29

ItsATreee created T185957: DayZ-Misc repository missing new 1.26 unbinarized road parts.
Tue, Oct 29, 5:51 PM · DayZ Modding, DayZ
Hunterz added a comment to T183844: Animal collision geometry does not work properly.

Any feedback? will be possible fix that geometry collisions? Right now trying use ugly workarounds which can leads to more glitches.

Tue, Oct 29, 5:11 PM · DayZ Modding, DayZ
Geez changed the status of T185950: Custom Input not synchronized to server? from New to Assigned.
Tue, Oct 29, 12:40 PM · DayZ Modding, DayZ
Geez changed the status of T185900: Mod crashes server on Sakhlal map but not on Chernarus or Livonia from New to Awaiting internal Testing.
Tue, Oct 29, 12:27 PM · DayZ Modding, DayZ
Geez changed the status of T185900: Mod crashes server on Sakhlal map but not on Chernarus or Livonia from Awaiting internal Testing to Assigned.
Tue, Oct 29, 12:27 PM · DayZ Modding, DayZ
Hunterz created T185950: Custom Input not synchronized to server?.
Tue, Oct 29, 12:24 PM · DayZ Modding, DayZ
Geez closed T185870: DayZ PC editor as Resolved.

Hello krena560.
Nothing we can do on our end as DayZ editor is a 3rd party tool/mod.
Regards,
Geez

Tue, Oct 29, 10:23 AM · DayZ Modding, DayZ
Hunterz added a comment to T181304: Wrong soundshaders of steps in water for big animals.

still not fixed in 1.26 when fix is super easy and described above

Tue, Oct 29, 9:59 AM · DayZ Modding, DayZ

Mon, Oct 28

Nate_LapT created T185932: Steam not announcing mod updates? Maybe Omegamanager specific?.
Mon, Oct 28, 8:32 PM · DayZ Modding, DayZ
Nate_LapT changed Operating System from os:w7 to os:w11x64 on T185932: Steam not announcing mod updates? Maybe Omegamanager specific?.
Mon, Oct 28, 8:32 PM · DayZ Modding, DayZ
inkihh added a comment to T185870: DayZ PC editor .

@krena560 It's a great mod, and it has autosave and undo functions.

Mon, Oct 28, 12:33 PM · DayZ Modding, DayZ

Sun, Oct 27

Hunterz created T185900: Mod crashes server on Sakhlal map but not on Chernarus or Livonia.
Sun, Oct 27, 4:35 PM · DayZ Modding, DayZ

Sat, Oct 26

Nate_LapT added a comment to T185870: DayZ PC editor .

Editor is a 3rd party mod.
That error shows up for most mods.

Sat, Oct 26, 9:20 PM · DayZ Modding, DayZ
krena560 created T185870: DayZ PC editor .
Sat, Oct 26, 9:09 PM · DayZ Modding, DayZ

Thu, Oct 24

TheRealTDog added a comment to T185783: Respawning boats on lifetime.

Im having the same issue. Also wanna note that DayzDiag cannot detect the new boats as a type, therefore it wont allow me to spawn it in via an event.

Thu, Oct 24, 8:45 PM · DayZ Modding, DayZ
Geez changed the status of T185783: Respawning boats on lifetime from New to Assigned.
Thu, Oct 24, 5:32 PM · DayZ Modding, DayZ
JohnMcLane added a comment to T185452: Crashing Navmeshserver while Navmeshgeneration is running (Deerisle).

Hello,
Please understand that the diagnostic executable is intentionally stricter to ensure mods are written safely. Not addressing script errors is considered an "unsupported behavior." We've only kept this leniency in the retail version of the game for the sake of backwards compatibility with older mods that are no longer actively maintained by their creators. However, for any new or actively supported mods, it's important to fix these errors to ensure proper functionality and stability.
If you encounter the message "Can't compile "" script module," we highly recommend to not ignore it. Doing so will make the game run in an unstable state as not all required scripts are loaded.
The reason why this functionality exists is because of Workbench, which is a special build of DayZ that needs to be able to run without working scripts. However, in the retail version of the game, this would lead to a crash. While you've been able to generate a navmesh without issues in the past, which has been fortunate, it's important to note that this won't be reliable in the long term, and you're likely to encounter more problems if the errors aren't addressed.
To resolve this, make sure to load all required dependencies—such as Community Framework in this case. Additionally, we highly recommend setting this as a required dependency on your Steam Workshop item page to avoid confusion.
Hope this is helpful!

Thu, Oct 24, 4:19 PM · DayZ Modding, DayZ
Geez changed the status of T185750: OnPlayerSave to sync mod data with player data from New to Feedback.
Thu, Oct 24, 3:26 PM · DayZ Modding, DayZ
Sgt.Pepper created T185783: Respawning boats on lifetime.
Thu, Oct 24, 3:09 PM · DayZ Modding, DayZ
Geez changed the status of T185452: Crashing Navmeshserver while Navmeshgeneration is running (Deerisle) from Need More Info to Reviewed.

Hello,
Please understand that the diagnostic executable is intentionally stricter to ensure mods are written safely. Not addressing script errors is considered an "unsupported behavior." We've only kept this leniency in the retail version of the game for the sake of backwards compatibility with older mods that are no longer actively maintained by their creators. However, for any new or actively supported mods, it's important to fix these errors to ensure proper functionality and stability.
If you encounter the message "Can't compile "" script module," we highly recommend to not ignore it. Doing so will make the game run in an unstable state as not all required scripts are loaded.
The reason why this functionality exists is because of Workbench, which is a special build of DayZ that needs to be able to run without working scripts. However, in the retail version of the game, this would lead to a crash. While you've been able to generate a navmesh without issues in the past, which has been fortunate, it's important to note that this won't be reliable in the long term, and you're likely to encounter more problems if the errors aren't addressed.
To resolve this, make sure to load all required dependencies—such as Community Framework in this case. Additionally, we highly recommend setting this as a required dependency on your Steam Workshop item page to avoid confusion.
Hope this is helpful!

Thu, Oct 24, 2:13 PM · DayZ Modding, DayZ
m1cRoSoFt added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.
Thu, Oct 24, 11:02 AM · DayZ Modding, DayZ
m1cRoSoFt added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

So I didn't understand, will the problem be solved with the release of a new patch? When will this happen? We are really looking forward to the return of the Deer Isle card, which currently has no alternative in Dayz.

Thu, Oct 24, 6:04 AM · DayZ Modding, DayZ
RedFalcon added a comment to T185395: In 1.26, LinkToLocalSpaceOf to a non-vanilla boat vehicle causes 'strobing' and a potential trip to debug.

So, can I assume from the lack of acknowledgement, discussion, or feedback that this falls into the 'it is what it is' category? I have to say that the lack of any kind of response is very unprofessional and disheartening.

Thu, Oct 24, 1:59 AM · DayZ Modding, DayZ

Wed, Oct 23

MastaHiggins added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

WTF, why it's "Resolved" when it's not?!

Wed, Oct 23, 7:20 PM · DayZ Modding, DayZ
Hellmaker2a added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Personally, I don't see what the problem is...
Rollback of tools and add old files on next patch... that's enough to fix all problems, EXCEPT if you don't have a backup and you've screwed up your project files, but that's bad management and has nothing to do with 1.26.
On the other hand, “experimental” builds allow you to test and avoid problems once stable.

Wed, Oct 23, 5:48 PM · DayZ Modding, DayZ
inkihh updated subscribers of T169112: Hive Character Event.

@Geez Any update ok this?

Wed, Oct 23, 4:50 PM · DayZ Modding, DayZ
KowalskiZ added a comment to T185632: Severe FPS problems when player logging in.

I can only give you data under player load from our modded server, our community is not interested in a vanilla server.

Wed, Oct 23, 4:27 PM · DayZ Modding, DayZ
AmazingHorst added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Honestly, you should all sit down and talk about it directly. This ridiculous crap is not helping anyone. Too many misunderstandings. This is going in completely the wrong direction.

Wed, Oct 23, 4:26 PM · DayZ Modding, DayZ
Nate_LapT added a comment to T185718: TerrainBuilder/DayZ - Deerisle - Missing roads ingame after new .wrp export.

in-game

Wed, Oct 23, 4:23 PM · DayZ Modding, DayZ
cdatakill added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

nobody missread anything

Wed, Oct 23, 4:22 PM · DayZ Modding, DayZ
Nate_LapT added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Hello everyone.

In the upcoming patch of 1.26, we will introduce new objects in the game files:
\DZ\structures\Roads\Panels\Panel_Concrete_1_Legacy.p3d
\DZ\structures\Roads\Panels\Panel_Concrete_2_Legacy.p3d
\DZ\structures\Roads\Panels\Panel_Concrete_Dam_Legacy.p3d
\DZ\structures\Roads\Panels\Panels_Concrete_Legacy.p3d

These variants are pre-1.26 version and can be used by anyone who finds it too difficult to adjust their maps.

Regards,
Geez

Wed, Oct 23, 4:18 PM · DayZ Modding, DayZ
Chintzy added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.
Wed, Oct 23, 3:51 PM · DayZ Modding, DayZ
OfficialWardog added a comment to T185750: OnPlayerSave to sync mod data with player data.

https://feedback.bistudio.com/T169112

Wed, Oct 23, 3:17 PM · DayZ Modding, DayZ
inkihh created T185750: OnPlayerSave to sync mod data with player data.
Wed, Oct 23, 3:02 PM · DayZ Modding, DayZ
JohnMcLane added a comment to T185718: TerrainBuilder/DayZ - Deerisle - Missing roads ingame after new .wrp export.

Hello JohnMcLane.

We suggest to try to use the unbinarized roads from https://github.com/BohemiaInteractive/DayZ-Misc

Regards,
Geez

Wed, Oct 23, 1:36 PM · DayZ Modding, DayZ
Astropos added a comment to T185532: TB objects on newly added Layers can't be manipulated in BD [Project specific].

the same 1.25 TB project:

Wed, Oct 23, 1:27 PM · DayZ Modding, DayZ
JohnMcLane added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Sorry but:

Wed, Oct 23, 1:25 PM · DayZ Modding, DayZ
DeGrinchy added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Much the same resolve. LMAO and at much the same time

Wed, Oct 23, 1:17 PM · DayZ Modding, DayZ
Geez changed the status of T185718: TerrainBuilder/DayZ - Deerisle - Missing roads ingame after new .wrp export from Assigned to Reviewed.

Hello JohnMcLane.

Wed, Oct 23, 1:15 PM · DayZ Modding, DayZ
Geez added a comment to T185632: Severe FPS problems when player logging in.

Thank you KowalskiZ.
Would it be possible to get data from the server when it is under full player load? Also, what is the machine hardware? And how many players do you allow on the server?

Wed, Oct 23, 11:53 AM · DayZ Modding, DayZ
Geez changed the status of T185718: TerrainBuilder/DayZ - Deerisle - Missing roads ingame after new .wrp export from New to Assigned.
Wed, Oct 23, 11:07 AM · DayZ Modding, DayZ
Hellmaker2a added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Personally?
If I had this problem I would try to do this:
1 - I'd install DayZ Tools, which have reverted to the previous version (1.25).
2 - I open my 1.25 backup of my project with TB
3 - I export the layers with the problem assets as .txt files.
4 - I edit the exported layers and add the names Geez mentioned above.
5 - I modify the .tml templates to add the legacy assets
6 - I re-import the layer exports
7 - I do a total rebuild (Terrain/Tiles)
8 - Repack with PBO Project or Addon Builder of your choice

Wed, Oct 23, 11:06 AM · DayZ Modding, DayZ
JohnMcLane added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

This is indeed something better to work with.

Wed, Oct 23, 11:04 AM · DayZ Modding, DayZ
Geez added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Hello everyone.

In the upcoming patch of 1.26, we will introduce new objects in the game files:
\DZ\structures\Roads\Panels\Panel_Concrete_1_Legacy.p3d
\DZ\structures\Roads\Panels\Panel_Concrete_2_Legacy.p3d
\DZ\structures\Roads\Panels\Panel_Concrete_Dam_Legacy.p3d
\DZ\structures\Roads\Panels\Panels_Concrete_Legacy.p3d

These variants are pre-1.26 version and can be used by anyone who finds it too difficult to adjust their maps.

Regards,
Geez

Please give a manual on how to replace them correctly to get the right center point again!

Since TB "autocorrected" the position in TB automatically. We must be able to load the map with the original classname, otherwise it wont work.

Wed, Oct 23, 11:01 AM · DayZ Modding, DayZ
m1cRoSoFt added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Has a solution been found? Really? How soon will the patch be released?

Wed, Oct 23, 10:57 AM · DayZ Modding, DayZ
JohnMcLane added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

In all honesty, it's easy to do a replace in TB, or a replace with a text editor for init.c or .DZE files. In short, nothing insurmountable, especially if you create a backup of the project before 1.26.

Regards

Wed, Oct 23, 10:56 AM · DayZ Modding, DayZ
Hellmaker2a added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

In all honesty, it's easy to do a replace in TB, or a replace with a text editor for init.c or .DZE files. In short, nothing insurmountable, especially if you create a backup of the project before 1.26.

Wed, Oct 23, 10:45 AM · DayZ Modding, DayZ
JohnMcLane added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Just throwing in the old files under a new filename does not fix this issue at all.

Wed, Oct 23, 10:23 AM · DayZ Modding, DayZ
JohnMcLane added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Hello everyone.

In the upcoming patch of 1.26, we will introduce new objects in the game files:
\DZ\structures\Roads\Panels\Panel_Concrete_1_Legacy.p3d
\DZ\structures\Roads\Panels\Panel_Concrete_2_Legacy.p3d
\DZ\structures\Roads\Panels\Panel_Concrete_Dam_Legacy.p3d
\DZ\structures\Roads\Panels\Panels_Concrete_Legacy.p3d

These variants are pre-1.26 version and can be used by anyone who finds it too difficult to adjust their maps.

Regards,
Geez

Wed, Oct 23, 10:17 AM · DayZ Modding, DayZ
Geez closed T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25 as Resolved.

Hello everyone.

Wed, Oct 23, 10:04 AM · DayZ Modding, DayZ
SoSkool added a comment to T185466: Terrain Builder, Buldozer, flickering objects after selecting a street segment.

after the last official update/downgread of dayz tools the terrain builder problem with roads still persists the same applies to bridges and decals.

Wed, Oct 23, 1:34 AM · DayZ Modding, DayZ
AGT added a comment to T185545: Terrain Builder Road Tools Broken.

Sadly the Terrain Builder reverting has no resolved the road tool issues. Although the error is gone - Changes to roads do not update in Buldozer requiring restarts after changes.

Wed, Oct 23, 1:12 AM · DayZ Modding, DayZ

Tue, Oct 22

Nate_LapT added a comment to T185718: TerrainBuilder/DayZ - Deerisle - Missing roads ingame after new .wrp export.

We were trying to update Bitterroot last night and had this issues with the 1.26 version.

Tue, Oct 22, 10:47 PM · DayZ Modding, DayZ
KowalskiZ added a comment to T185632: Severe FPS problems when player logging in.

maybe a problem with "GetLoadedCharLoginState"?

Tue, Oct 22, 10:23 PM · DayZ Modding, DayZ
KowalskiZ added a comment to T185632: Severe FPS problems when player logging in.

This is our server on Vanilla, completely wiped, maximum 2 players. And you can see the FPS drops a lot, now imagine that with 100 players... that's why it crashes so often. The drops only come when you log in.

Tue, Oct 22, 10:10 PM · DayZ Modding, DayZ
JohnMcLane created T185718: TerrainBuilder/DayZ - Deerisle - Missing roads ingame after new .wrp export.
Tue, Oct 22, 10:08 PM · DayZ Modding, DayZ
Nate_LapT added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Step 1. Revert to 1.25 panels
Step 2. Rename 1.26 panes panel_concrete_1_Sakhal
Step 3. Export panels to new layer
Step 4. Replace those panels with panel_concrete_1_Sakhal
Step 5. This is for you BI

Tue, Oct 22, 6:36 PM · DayZ Modding, DayZ
Cpt.Sauna added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.
Tue, Oct 22, 6:07 PM · DayZ Modding, DayZ
Geez changed the status of T185611: Grenades no longer work with diag.exe from Awaiting internal Testing to Confirmed Internally.
Tue, Oct 22, 3:39 PM · DayZ Modding, DayZ
AGT added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Regarding the replacement with 1.25

Tue, Oct 22, 2:12 PM · DayZ Modding, DayZ
bengilley added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Hello,
One solution might be to reintroduce the asset version from v1.25 but with a different name, such as "panel_concrete_1-1.p3d", which would allow maps with exits to function by changing the name, and keep it transparent for those that haven't been impacted (which is my case).

Regards

Tue, Oct 22, 1:47 PM · DayZ Modding, DayZ
sunrize added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Hello,
One solution might be to reintroduce the asset version from v1.25 but with a different name, such as "panel_concrete_1-1.p3d", which would allow maps with exits to function by changing the name, and keep it transparent for those that haven't been impacted (which is my case).

Regards

Tue, Oct 22, 1:30 PM · DayZ Modding, DayZ
Hellmaker2a added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Hello,
One solution might be to reintroduce the asset version from v1.25 but with a different name, such as "panel_concrete_1-1.p3d", which would allow maps with exits to function by changing the name, and keep it transparent for those that haven't been impacted (which is my case).

Tue, Oct 22, 1:06 PM · DayZ Modding, DayZ
77Nerrad77 added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Have we got an ETA on this please?

Tue, Oct 22, 12:29 PM · DayZ Modding, DayZ
m1cRoSoFt added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

"For they have sown the wind, and they shall reap the whirlwind"

Tue, Oct 22, 12:25 PM · DayZ Modding, DayZ
Geez added a comment to T185632: Severe FPS problems when player logging in.

Thank you.
Would it be possible for you to test this without the mods so we can rule out some faulty mod causing this?

Tue, Oct 22, 11:17 AM · DayZ Modding, DayZ
DeGrinchy added a comment to T185452: Crashing Navmeshserver while Navmeshgeneration is running (Deerisle).

This is my current internal dev version where the navmeshserver stops/crashes:

https://steamcommunity.com/sharedfiles/filedetails/?id=3350605422

pls tell me if its accessable for you since its "hidden" for public

Tue, Oct 22, 9:52 AM · DayZ Modding, DayZ
RonZ added a comment to T185452: Crashing Navmeshserver while Navmeshgeneration is running (Deerisle).

Any ETA for a fix on this?

Tue, Oct 22, 9:42 AM · DayZ Modding, DayZ
RonZ added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Any ETA for the fix on this?

Tue, Oct 22, 9:41 AM · DayZ Modding, DayZ
Nate_LapT added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

I don't get why this is taking so long to correct this mistake.
You don't have to admit to the mistake, just make it right!

Tue, Oct 22, 9:33 AM · DayZ Modding, DayZ
JohnMcLane added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

Another sample where provided fixes dont work:

Tue, Oct 22, 8:38 AM · DayZ Modding, DayZ

Mon, Oct 21

SoLoRED added a comment to T184094: 1.26 panel_concrete_1 floating in 1.26 but not 1.25.

EDITED so that there is no confusion who my response is towards.

+ 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.

Good,
Since you seem to be more salty than cool I'll be more explicit:

This place is for :

  • Reporting bugs
  • Helping contributors and developers understand the origin of the bug by providing factual and technical information.

    This is not a Discord or a forum to get salty and create dramas. Your initial message therefore has no place here, as it doesn't contribute anything relevant apart from theories, which have no basis in fact. Apart from the fact that yes, a lot of people have worries.

    For my part, I gave technical details earlier showing that in my case I managed to solve the problem myself, by giving a procedure. This is a factual and constructive element in understanding the origin of the problem.

    Regarding your questions, if you had read the subject, which you don't seem to have done, you would have noticed that I work on maps with official tools (Terrain Builder, ect ect). Secondly, I have no intention of unpacking my "Curriculum vitæ" to justify any credibility in your eyes.

    End of sterile debate for my part.

    Regards.

Yeeeeaaaahhhhh lets both agree on a few things... perspective is everything, throwing a grenade in a mall and then running in to play medic is something some people enjoy and do just to be able to play medic... Now that we've both said some stupid things, lets clrear up the air. First off I assume you must be french, since you clearly have everything backwards. You assume I'm being salty and then ramble on with a list of reasons why you think i'm salty and how I'm not using this location properly, but yet all you've done is initiate an arguement. Totally a french thinking, for sure.

So let us both start over and focus on the questions of relivance,

Do you have a succesuful map pack since the update, or are you having issues with packing?

here's the process that has happend.

Objects changed, fully aware they would break the maps using said objects.
Now we're looking for a resolve that will undue the damages that are done without creating another couple hundred hours to correct these damages (as that is what is likely for some of us map makers)
I won't go through the process of logic and causation with you sir, it certainly feels pointless, you're accusing me of creating drama and yet that's all your post above has to offer, DESPITE me asking you questions to resolve where you're at and what the issue is for you, since you clearly state you have no issues with this update and your map is working fine... right?

So really the only question I have is if you're all fine nad dandy as they say, why are you wasting your time here trying to argue with me? Do you not have a map to build? Or is there an issue with building it related to this recent update? Because if there is an issue for your map due to this update, THEN CLEARLY YOUR MAP IS BROKEN TOO and thus your entire efforts to insult me and create drama are wasted... you stewpeeeeddd NERD. LUL

Now... do you have a successful map pack after this update or not?

thanks for cominn at me too I appreciate that, 0%

Mon, Oct 21, 10:46 PM · DayZ Modding, DayZ
KowalskiZ added a comment to T185632: Severe FPS problems when player logging in.

Ah, Name and IP:

Mon, Oct 21, 9:28 PM · DayZ Modding, DayZ
KowalskiZ added a comment to T185632: Severe FPS problems when player logging in.

With all due respect sir, but we are my server that logically works with mods because modding offers the best content. If we were to build a vanilla server with our community, all the players would be gone because they are not with us for that reason.

Mon, Oct 21, 9:25 PM · DayZ Modding, DayZ
Schwarwel added a comment to T185611: Grenades no longer work with diag.exe.

This seems not be a matter of nades only, also claymores. I think, without me testing much more, it affects mostly stuff inheriting from ExplosiveBase.
Claymores, improvised explosive and stuff are affected also.

Mon, Oct 21, 8:53 PM · DayZ Modding, DayZ
VasliyP added a comment to T179349: does not work properly fuction ForceStance (STANCEIDX_RAISEDERECT or STANCEIDX_RAISEDCROUCH or STANCEIDX_RAISEDPRONE) class HumanCommandMove .

I wonder if the ForceStance feature will be fixed?

Mon, Oct 21, 7:12 PM · DayZ Modding, DayZ
Geez added a comment to T185452: Crashing Navmeshserver while Navmeshgeneration is running (Deerisle).

Hello JohnMcLane.
The link to the mod does not appear to be working for us.

Mon, Oct 21, 2:18 PM · DayZ Modding, DayZ
Geez closed T185300: Terrain Builder 1.26 Mouse zoom reversed as Resolved.
Mon, Oct 21, 2:17 PM · DayZ Modding, DayZ
Geez changed the status of T185466: Terrain Builder, Buldozer, flickering objects after selecting a street segment from Awaiting internal Testing to Assigned.
Mon, Oct 21, 1:24 PM · DayZ Modding, DayZ
Geez changed the status of T185466: Terrain Builder, Buldozer, flickering objects after selecting a street segment from New to Awaiting internal Testing.
Mon, Oct 21, 1:24 PM · DayZ Modding, DayZ
Geez changed the status of T185476: Access violation. Illegal read from New to Reviewed.

Hello Aykut.
Seems like the issue occurs when the server is restarting. However currently we do not know what could this be caused by. Further investigation by the dev team would be required, which is currently not possible due to internal priorities.

Mon, Oct 21, 1:12 PM · DayZ Modding, DayZ