"Building Thumbnails" currently resulting in this error message:
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Fri, Dec 6
Fri, Nov 22
Unable to add any new road to my map since last update:
Nov 12 2024
Solved. Thx for the support. Adding @CF wont crash my navmesh anymore.
Oct 24 2024
In T185452#2691327, @Geez wrote: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kept this leniency in the retail version of the game for the sake of backwards compatibility with older mods that are no longer actively maintained by their creators.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!
Oct 23 2024
In T185718#2690554, @Geez wrote:Hello JohnMcLane.
We suggest to try to use the unbinarized roads from https://github.com/BohemiaInteractive/DayZ-Misc
Regards,
Geez
Sorry but:
This is indeed something better to work with.
In T184094#2690339, @Hellmaker2a wrote: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
Just throwing in the old files under a new filename does not fix this issue at all.
In T184094#2690302, @Geez wrote: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.p3dThese variants are pre-1.26 version and can be used by anyone who finds it too difficult to adjust their maps.
Regards,
Geez
Oct 22 2024
Another sample where provided fixes dont work:
Oct 21 2024
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.
Oct 20 2024
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.
Oct 18 2024
Solved bymyselfe:
This is my current internal dev version where the navmeshserver stops/crashes:
Oct 17 2024
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.
Oct 16 2024
Ok, this is a really big Problem for me since:
Oct 15 2024
May 26 2024
It seems exporting adds additional datarow in X and Y.
May 25 2024
May 18 2023
Moving the MontanaWorld.ent into a subfolder like \World also does not work:
Hi Geez,
May 12 2023
Same problem here. Happened first time yesterday (11th of May).
Apr 20 2022
Dont know - maybe - unfortunately we dont have tools to debug navmesh.
Unfortunately does not help. Not using smin/smax -> Problem still exists. No Zs.
Jan 18 2022
Unfortunately, I can't say anything specific about this, as I only run a local test server without players to test my map. At first we thought that the problem only occurred on my Deerisle map. At first I had deactivated all my own scripts in order to exclude the possibility that the FPS drops were triggered by them. Unfortunately, this did not lead to success, so I started to work on the animal system. There were first signs that the problem might be hidden here. The team was kind enough to test other maps. Namalsk & Chernarus. Even though it was a bit more difficult to reproduce the problem here, it was ultimately possible. What complicates the diagnosis here is the fact that there is no debug possibility for us to get insight into which "systems" in the DayZ server need a lot of FPS performance, and that the error seems to occur so irregularly. However, the error pattern is usually the same: The server suddenly loses (without players) FPS performance up to 80-90% for usually about 15 minutes - sometimes a little longer. I don't know if it would be possible to get additional debug options in future DayZServer versions, which would tell us which systems (AI, Navmesh, Physics,...) currently need a lot of resources.
Jan 6 2022
Can confirm this FPS Drop Problem: