I've been chasing my tail since the 1.26 update, a solution to this would be amazing!
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We need a fix!
This is the modern world, having a limit of 128 on anything, especially #defines, is almost archaic. Please add just one more byte so we can have 32K defines...
Mods that declare multiple 'defines' can work individually without problems, although running them to the server simultaneously leads to a crash when the total limit is reached.
**Increase the limit, or remove the dependency.
+confirm, the server is crashing =/
Could you fix it pleeease?
Please fix this.
Using the PBO provided, I tested it again on both our dedicated machine and a local instance. The first log is from a local server and the second two are from our dedicated machine. All server launches with the mod on resulted in an immediate crash.
FIx
Please fix this for us. Please and thank you
Needs to be fixed ASAP.
Needs some Fixing.
Attention needed :)
Please fix this!
Please fix
Experienced this issue when my team was creating a new server recently, when adding Terje's new mods. We had this kind of immediate crash when the server launches and the terminal closes when displaying "Dedicated Host Created." We tested the server for several days last week, trying to resolve the issue, but without crash logs it was very difficult. Additionally, since we didn't know of the #defines issue at the time, the crashes would appear and behave inconsistently. We believed there to be certain mod incompatibilities on our server, since we had added new content, but removing and adding mods to the load order never pointed to a definitive compatibility.
Confirming this is an issue on 2 of my servers.
Mon, Nov 25
ok I see its due my modification, I expected it will suppress camera shake, but it just simply froze complete player body. Is this intended?
Thank you!!
Are these roads by any chance overlapping? like say every 3rd road decal is overlapped on a road decal behind it? I've had something like this happen where every 3rd or 4th road decal (asf3_1000) i believe it was, has shifted and simply stacked on top of another decal.
Resolved in 1.27.
Hello Kornflakes.
Can you please provide more information in regards to this issue? Also possibly images/videos?
Regards,
Geez
Experiencing this issue on our Ubuntu 24.04 systems on AMD hardware. A resolution or workaround would be greatly appreciated.
Sun, Nov 24
Sat, Nov 23
Fri, Nov 22
Unable to add any new road to my map since last update:
After the update of dayztools, P3Ds with too large faces were encapsulated before being processed. This problem did not occur before the update of dayztools. After the update, it was unable to process faces that were too large and encapsulated them, resulting in models in the encapsulated PBO being able to be opened directly
Thu, Nov 21
look like i found where i have errors:
in .rvmat i have texture="#(rgba,8,8,3)color(0,0,0,1)"; after changing to texture="#(argb,8,8,3)color(0,0,0,1)"; problems with packing WRP disappeared.
But here we have eximple with rgba. And i cannot understand why arrow appears only with packing WRP.
OLD Material
NEW Material
Yeah, I've run into that problem too.
Should be resolved with the latest patch.
Wed, Nov 20
Sorry to interupt, but does someone figured out how pack addon correcrty when that happens?
I`m not a moder at all, just trying to understand how to retexture things, and i cannot pack it properly, and all i can do, is to spawn textureless patch)
Tue, Nov 19
Mon, Nov 18
In T186423#2705473, @Geez wrote:Hello Kiker.
We will require the files you use to build it and as well as the settings of addon builder you use.
Hello Kiker.
We will require the files you use to build it and as well as the settings of addon builder you use.
Sun, Nov 17
Did anything ever happen here?
Fri, Nov 15
Thu, Nov 14
Wed, Nov 13
Hello @Geez
Thank you! In release 1.26 the server debug side works fine!!!
This ticket can be closed.
Tue, Nov 12
Solved. Thx for the support. Adding @CF wont crash my navmesh anymore.
Good but I only ask because I don’t know otherwise.
In T185783#2702050, @TheRealTDog wrote:How is this not getting looked at?
How is this not getting looked at?
wont allow me to upload crash dump file but i have it
Mon, Nov 11
dBodyActive hint in mentioned ticket helps! Thank you, ticket can be closed
Gravity already disabling, but that deactivation body helps! Thank you so much. Mentioned ticket can be closed as solved. Many thanks again, now is movement of rider on horse much better even during horse turning
Try calling 'dBodyActive(player, ActiveState.INACTIVE);' and 'dBodyEnableGravity(player, false);' after performing 'LinkToLocalSpaceOf'. When the player is active, it will still attempt to do some simulation which will force it to always align upwards.
Sun, Nov 10
after more deep testing, method with addchild is useless, I also found another issue with client simulation: T186298
Any feedback after more than 3 years?
3 years and nothing happens, sad (I mean first ticket from 2021)
Duplicate of #T163485 #T160243
Thu, Nov 7
Resolved for the upcoming update to 1.26
Same problem here any fix?