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Jun 2 2024
Still no fix with 1.25 ....
In T181558#2615663, @kuzyn wrote:Basically the answer is here https://forums.dayz.com/topic/259783-dayz-update-125/?do=findComment&comment=2494547
Would be very useful as a command.
In T181743#2616779, @LydHosting wrote:Hello Steniboy. This problem has already been reported in another ticket : https://feedback.bistudio.com/T181638.
Follow this ticket if you wish to be notified of its correction.
Jun 1 2024
I want to add this to the feedback.
er, has it been fixed?
Workaround
https://www.youtube.com/watch?v=3oa2vA2aINY
Relates to T177436
Maybe close this ticket?
Maybe close this ticket?
Maybe close this ticket?
Maybe close this ticket?
Hello, I can confirm that I have the same loading problem on both the private and public servers of Bohémia Interactive.
Hello, I have been monitoring the packet loss and on these days the packet loss was again red (according to the icon):
An example of a crash when the hive is initialised :
------------------------------------ WIN-UTOF1UC2OFH, 01.06 2024 17:23:13 Unhandled exception
I can confirm, gas pumps in Toplin and Sitnik prior to 1.25 worked on my xbox console server. My members reported and I confirmed this morning that u can no longer dispense gas nor can u blow up the tanks
Do you have any updates?
Thank you.
can be closed, small animals are now using ragdoll to allow go thru.
Hello Steniboy. This problem has already been reported in another ticket : https://feedback.bistudio.com/T181638.
Follow this ticket if you wish to be notified of its correction.
Like @voudou reinstalling BattlEye didn't solve the problem for one of the users concerned. What can we provide developers to help them understand this issue?
In T181655#2616337, @sanguine00 wrote:Intentional or not, I think it's strange that the developers aren't noticing a difference, unless I'm misunderstanding Geez' reply.
As others have stated, the AI itself isn't really in a state to be ramping up the sensitivity to this point. It just results in frustration and being punished despite doing the right thing. I'm assuming there was a reason the developers intended to "focus" on the AI last year, despite walking that back later on. They feel cheap.
I have my doubts this was intentional, though. It seems like they are ignoring the existence of visual obstacles.
I should also point out that we've had a few reports of this from players on our customers servers. I've passed on the method recommended by @Geez. I'm waiting to feedback from these players.
Same issue since patch 1.25...
It seems memory gets overwritten while loot/eventspawner is doing something.
In T181655#2615957, @Geez wrote:Hello everyone.
We have tested this on our end but we were unable to find any issues.
Regards,
Geez
As a workaround I just realized I can drag the child prefab I want to add to the parent layer.
So you just need like a dummy prefab to let you add new stuff.
our users are randomly reporting this as well
The AI is still causing unnecessary collateral damage onto gates as of version 1.2.0.38 (Steam).
This has been fixed, how do I mark it as such?
This issue is still occurring as of version 1.2.0.38 (Steam).
May 31 2024
I wanted to inquire if there is an estimated timeline for a resolution to this issue.
Understanding that development and bug fixes can be complex,
any information on when we might expect a fix or update would be greatly appreciated.
In T181594#2616237, @Geez wrote:Hello Sm0ky.
Maybe something else uses the port already? Could you try using a different one (like 1xxxx) and see if anything changes?
Just redownloaded compatibility data, and now it works fine. Looks like the problem really was with Steam.
Intentional or not, I think it's strange that the developers aren't noticing a difference, unless I'm misunderstanding Geez' reply.
It says I'm running windows 7 but it's actually a PS4 bug that I've started noticing on version 1.63 and now on 1.64
FYI, I'm able to usually reproduce the crash by sending a manual rcon shutdown. It is not 100% consistent though.
In T181655#2616238, @JerryK wrote:And they seemingly react to door opening sounds. Okay... but can we please stop slamming the doors? Can I open/close them slowly like a rational person would?
Thank you Crazzzy85.
This has been already reported and is scheduled for a fix.
Thank you for your feedback Akibuua-FIN-.
TrackIR is currently not officially supported so I cannot guarantee that any updates to it will be deployed.
Regards,
Geez
I like that they are more aware now, but some scenarios don't make sense.
Hello Sm0ky.
Maybe something else uses the port already? Could you try using a different one (like 1xxxx) and see if anything changes?
Sorry for the double. i created this one without details.
it's fairly evident the Infected are much more aware of players and noise - it's nice to see them reacting to doors being opened (which was in patch notes some versions back, but didn't seem to really work back then).
I was able to sneak attack a fair number in broad daylight by crouch walking on grass with hiking boots, and even some other terrain - but they are definitely MUCH more aware than 1.24.
Our players are really only bothered by this because infected behavior is still janky as hell. - being hit from yards away, being hit when the infected isn't facing you, stuttering around (our server performance is excellent but yes this is desync), new warping through doors
I think if BI could get much better consistent behavior from Infected most of the complaints would subside.
As some of our players put it - I'm doing everything right and still being hit - it's frustrating.
They informed that there is nothing wrong with My connection. Problems started 30.5
I can also confirm that zombie hearing is not affected by rain. They are aggroing from much further away. If this is an intended change to zombie behavior, can you confirm?
Resolved for one of the upcoming updates.
Regards,
Geez
Thank you.
When did this issue start to occur?
We think, this might be network related issue, perhaps consulting this with ISP might help, latency seems a bit off along with hop timeouts.