- User Since
- Jun 15 2018, 3:26 PM (107 w, 7 h)
Thu, Jun 18
In the latest version (1.08153212) this bug changed character a little. Refueling with the animation behaves the same - the animation plays but no refueling of the torch happens and no rags are consumed from the source stack. If you drag and drop rags from inventory to the fuel slot on the torch however, the torch is instantly dismantled and the source stack of rags simply disappears! You are left standing with a small stick in your hands and missing the rags you tried to refuel with. I have video of this behaviour to upload if necessary.
Sun, Jun 14
May 27 2020
Adding to this:
- Zombies need to be able to reach players standing on top of a car or other similar objects such as static car wrecks, hesco barriers and so on. It makes absolutely no sense at all that they can jump 2-meter high fences with barbed wire but can't get at me when I'm standing on top of my gunther. Either make them able to climb on top of the car, or make them able to attack players standing there.
May 26 2020
Popping in to ping a friendly reminder that this issue is still happening on a regular basis. On server restart cars parked on uneven ground, near certain objects, in garages or car tents, in gear, without wheels etc will be thrown around and damaged - and thus despawned. Any news of a potential fix in 1.08 @Geez ?
Apr 27 2020
@Geez Okay, after I changed the min="x" value to other values adding up to exactly 100 across all children listed for each zombie event, I did get all the various children to spawn.
Apr 25 2020
@Geez This issue is still happening. As I said above I shuffled the infected_city type to get a mix of both genders in towns. I checked the server report with statistics and there it is in plain black and white.
Apr 23 2020
Still no change, not even acknowledged. This video was recorded from the roof of a large tenement building in Portland, Deer Island map. The light below is from a fireplace l it myself before climbing the building. It is inside a normal house with the light coming out of the windows and doors, not a sealed space.
How far do you get in the launch process? I’ve had this happen twice after server crashes or major desync episodes on community servers. What happened was my saved character was corrupted, causing DayZ to crash instantly when trying to join that server.
Apr 22 2020
It hasn’t happened to me once since 1.07, weird.
Apr 21 2020
Hey, crash tickets are best made as "private" bug reports, they seem to have higher priority. As for your issue, if the game worked on your PC until recently it can be a variety of things, but here's what I would try first:
Apr 9 2020
Yeah, you've been able to craft spears since 0.63 experimental at some stage I think. There are older tickets about the animation too (just search "spear"). I'd rather keep swinging the spear a while longer than see the craft disabled to be honest, but with bayonets having a proper stabbing animation it shouldn't be that far off for the spear, no?
Apr 2 2020
I have to agree with this. When you put luggage in a car, you don't empty the contents of your suitcases/bags in the boot and then toss the empty bags on top. That's just not how it is done...
Mar 18 2020
Since the AI choose the same route into the base every time - the outer watchtower wall - where there is a tree branch clipping through the wall (I built the tower when the tree was felled, okay...) it seems to me as if object collisions seem to be at least partly responsible for AI pathing ignoring base walls. Could be worth checking out?
Mar 3 2020
Feb 27 2020
Still happening in 1.07. All AI units run through our base walls at will. Zombies have chased pigs inside several times, wolves run in freely but tend to get stuck on their way out when trying to flee. Zeds will get stuck for a few seconds when pushing through the watch tower wall, but they get through after 5-10 seconds. No bear spawns near this base, but I've seen them run through base walls as if made of air.
Feb 20 2020
Yup, butchered a cow on 1.07 exp yesterday (Feb 19) using a machete and there was no sound effect.
Feb 14 2020
There is impact sound when running over players, but still nothing when running over any form of AI. Not sure if that is a bug or if there is no sound for that implemented yet.
Feb 13 2020
Clouds still looking unnatural at night in 1.07. The "oily" appearance is still there although the darker night config is much better. No matter the config clouds are still too visible in the sky at night. Really, with the lack of light pollution the clouds should just block light from the stars and glow around the moon if there is one. The brighter night config looks a little better than before, since the cloud textures have been darkened a bit, but they are still far too visible as if illuminated from below.
Feb 5 2020
Fixed in yesterday's patch.
Feb 4 2020
Feb 2 2020
Hey, was about to create a new ticket when I found this ooold one. Dropping in as a reminder that this is still an issue. When using eye zoom or optics, the stars in the sky should not zoom in together with the terrain. They are too distant.
Jan 31 2020
I noticed that this also applies to other light sources, not just the sun or moon. In this video I have thrown a road flare on the ground while standing on a roof. See how small changes in camera angle will flick shadows on/off from trees and structures around the base.
Jan 30 2020
I got this major freeze tonight on 1.07 experimental. The game froze for nearly a minute.
Jan 28 2020
@Geez sorry for pinging, but it is almost two months since I wrote this ticket and I'm curious to know if there really is an issue or if I have buggered up my config somehow. I am almost 100% sure there is a problem with whatever function picks random children to an event, but confirmation would be nice.
Jan 27 2020
Ok @Geez thanks for clearing that up. My experience leads me to think that the functionality of suppressed sound is inconsistent. If you miss and the bullet strikes a wall near the infected, they will investigate the general vicinity of the point of impact, as you say. If you hit the infected it will sometimes immediately come charging right at you, including other infected in the vicinity who were nowhere near the target. Sometimes this does not happen and the target infected runs around stupidly. Maybe this has to do with how well I manage to stay hidden, but it might need a bit of tweaking still.
Jan 20 2020
Jan 17 2020
Jan 13 2020
Changed Severity since I suspect this bug applies anywhere something is randomly picked from a list.
Jan 12 2020
I have done some more testing concerning this issue, and it seems whatever script/funcion calls for random children to spawn favours the uppermost entries in the list, making the lower entries less and less likely to appear the further down the list you go. The infectedcity list is the longest (62 iirc, 30 female and 32 male) and since all the females are listed first (zmbf comes before zmbm alphabetically) the males will practically never appear. This is the case on all servers, but more apparent where infected count has been increased. When I mixed the list so one line is a zmbf and the next a zmbm, the next a zmbf and so on, I got zombies of both sexes.
Jan 10 2020
@Allantheking Well that's a downer, BUT I had none of the freezes and lag spikes that happen when tabbing out of inventory on stable, and that is very good.
Jan 9 2020
Still happening in current exp, this short video is from tonight (January 9th) on the EU exp server. :(.
Jan 6 2020
Jan 4 2020
Generators, construction lights and cable reels are still despawning. To be fair they are persistent in the sense that they remain after server restarts, but the lifetime set in the server files is much shorter (604800 sec, that is one week) than other base elements. Most importantly - and this is the key here - the despawn timer is not reset when the generator is switched on/off. For these items to be properly persistent switching the generator on/off should reset the despawn timer on it and any other item connected to it. Once I have placed generators and lights around my base I don't particularly enjoy having to repeat the process every other day just to be sure they won't despawn.
Jan 1 2020
This also applies to wolves, they jump right through fences as if they are not there but can then somehow get stuck half way through the wall of a watch tower. See enclosed video.
Dec 29 2019
It is intended, according to Geez comment in another ticket:
Dec 20 2019
Still happening as far as I know. This video was recorded during 1.05, to my knowledge there has been no change with 1.06.
This still happens occasionally as of 1.06 stable (December 20) and I assume it is some kind of desync so the server misses to do the death animation so the animal slow walks to infinity instead. I recorded this video earlier, it looks quite funny actually.
Dec 16 2019
Thanks for the info @Geez, but why on earth would you do such a change, and unannounced at that? That feature was not just a bit of funny flair, it was also a way to escape wolves when ill equipped to deal with them. Please please please rethink this, it feels like yet another feature sacrificed in the hunt for better server performance, am I right? Instead look to e.g. how infected stay aggroed to cars even after the driver has left it, I can imagine that takes some unnecessary computing power.
Dec 13 2019
I can confirm this, zombies and other AI will no longer fight each other. This is a more serious issue than it might seem, since shooting to attract zombies has long been a legit strategy to escape wolves. I tried this in Livonia the other day when a flock of wolves chased me up a green tower. Instead a damn bear came out of the woods too, so I had a bear, six wolves and about a dozen infected milling about below the tower - all focused on me...
How does one like or support a suggestion? This would be a really cool feature.
The 4x4 is the best car in uphill slopes too, the Gunter is by far the worst, you often need a running start to get up a steep hill, holding shift is not enough. It seems to me that gravity has a bit too much effect on the cars' acceleration both up- and downhill. (The acceleration downhill is too rapid instead).
Still happening after yesterday's hotfix. Also, when pressing tab to leave inventory near a tent, the entire game will often freeze for a few seconds, sometimes longer. This became even more common after this patch.
They haven't said anything, but I think this is an intentional change to stop "skimming" of military compounds, i.e. just looting the towers to avoid the hotspots further inside, where the risk of bumping into other players is greater. IF that is the case I think it was an unnecessary change, there is nothing wrong with different players having different strategies to looting. Maybe they were a little too reliable sources of loot, but a slight reduction in spawn rate would have been better than completely removing all loot from them.
Is there any way to report or ignore the spambot?
I can confirm that inventory slots getting locked and unavailable, especially in containers, still happens - frequently at that. However in three hours online I did not get a single case of not being able to pick things up with F.
Still happening in today's stable push, build 1.06.152859. Uploading a video of a typical case. It mostly seems to happen in relation to inventory interactions or using items in your bags.
Dec 12 2019
This is still the case in the latest stable build, 1.06.152859.
I'm getting this a lot more after the latest hotfix on Dec 12th (build 1.06.152859). It happens often when you close inventory while in the vicinity of a nearby container, whether that is a tent, barrel or whatever does not seem to matter but I haven't tried everything. Sometimes the game freezes for several seconds, and once it snaps back it will lag and desync a few more seconds before it is back to normal.
@Geez If I may ask, do you only test it offline or on LAN servers at the office? It is definitely a desync issue of some kind, but I seriously doubt it has anything to do with server performance since I get it on my own server (unmodded, average fps never below 2,500), on official stable and experimental servers on high and low population alike, as well as various community servers such as DayZCore and the Spaggie TRMZ/The Village servers. Keep shooting and reloading, sooner or later it happens no matter what server you are on.
Dec 10 2019
This still happens in the 1.06.152858 (10.12.2019) build, although seemingly much less. In two hours of playing on the DE experimental server, the event recorded below was the only time it happened, at around 18:30 CET.
This has been resolved in 1.06, this ticket can be closed.
Still happening in 1.06 stable.
Dec 6 2019
@freerider3434 Yeah I agree. It is such a disruptive issue that I too feel they should make an effort to explain A) the underlying cause (can't imagine they don't know yet) and B) why fixing it takes so much time.
Here's a video of a sequence that might help shed some light on the subject. This happened on a nearly empty server - I was the only one online - when a player with extremely unstable internet started trying to connect to the server. When I checked the log afterwards I could see several connection attempts and disconnects while the car was dancing, but server FPS was around 2,500-3,000 during the entire sequence.
Dec 5 2019
Dec 4 2019
Nov 27 2019
Don't know if it is related, but lots of zeds are spawning on roofs in the latest (1.06.152807) build. In Svetloyarsk alone I saw 5-6 zeds on roofs in the town centre.
Happening to various magazine fed weapons recently, I've had it happen to pistols, USG, CR-527 and more. Seems to occur randomly, had been using the latest CR-527 that broke for days. No parts were anything but worn or pristine. Once it happens the gun is buggered permanently and must be dropped.
Still happening in the latest 26/11 build (1.06.152807), longest freeze so far lasted 10 seconds. No apparent pattern to the cause, could be connected to weather changes, lighting, player proximity or anything else. I have video clips I can upload if it would help. Again, this does not happen in 1.05 stable and it did not happen in the Livonia beta, so it is not an issue with my PC.
Nov 24 2019
It actually seems to be a combination of both. One single player on a bad connection can trigger wobbly/flying cars on server that is otherwise not having performance issues. As I understand it the issue originates from the suspension simulation, that can go haywire if it runs into desync. This can be triggered by low server fps, nearby players with jittery internet connection, long load times (yeah, a slow HDD can trigger it!) or a combination of all. On my own server I've seen cars fly when the server fps has not been below 2,500 - but the player triggering it was having a lousy internet connection with packet loss, severe lag and ping fluctuating between 50 and 2,000. Server just can't keep sync when that happens, so any nearby car will run into issues.
@Allantheking Yeah I know, that is what makes it so frustrating... It has been happening since May (patch 1.03 iirc) and if I am not mistaken it was reported pretty much right away.
Nov 23 2019
So since I made car wrecks persistent on my server the primary cause of vehicles despawning is blatantly obvious. On server restart various things can cause cars to be tossed around and damaged, and if they are ruined - they despawn. My server is mostly empty, I know where spawned but unused cars are located, I drive by every few days and now most of them are smoking wrecks although they have never even been assembled. Below two screenshots, I parked that Sarka in my base - server restarted and when I got back this is what I saw:
One restart later (server restarts once every 24 hrs):
Wreck has been flipped back upright. 50 meters away my ada was sent into a tree and ruined the day before...
Nov 21 2019
@Vitdom: Do you have a torch in your pack somewhere? I've noted that if you carry a torch, a stick will be on the ground when you log in. Weird little bug...
Nov 13 2019
Ok thank you!
Nov 5 2019
Here's another screenshot from the Livonia beta that shows the poor quality evening/night sky in all its glory. Surely this cannot be intended? (Running 1440p resolution, everything on ultra, GTX 1070, no gamma or brightness increase)
Nov 4 2019
Nighttime clouds still look discoloured in the 1.06 Livonia beta. It really is an immersion breaker when the sky looks like an oil slick as soon as the sun has gone down.
Nov 1 2019
@Geez As of the 1.06 Livonia Open Beta patch, this bug is still around. Please, I must urge you to acknowledge and assign this issue quickly! There are several unopened tickets on the subject, I picked this to comment on since it predates 1.0. With so much rain - and getting wet making you hypothermic so quickly - and shelter hard to find in parts of the map, being able to wait out the rain in a tent is critical. This NEEDS to be addressed before this build leaves exp!
Oct 31 2019
Not evened opened yet, this makes me sad. I know the average player is too busy running around shooting other players to look up at the sky, but that is not an excuse to let clouds look like pixely oil smudges at night. They really look awful.
Oct 29 2019
I get this too sometimes, it happens often enough to be known as "Ghost Rain and what happens is the weather visuals and/or sound become desynced with the actual weather that is currently active on the server. So the server may be applying effects as if it is raining while showing players sunny skies.
Oct 8 2019
I've been working my way through my old screenshots and it is clear that this came with 1.02 and the changes to lighting and clouds (SimulWeather was removed) that came with that update. The subsequent changes to lighting when the personal night light was implemented made it worse.
Oct 7 2019
Oct 4 2019
I got pissed off after my Ada vanished that I had worked like crazy to find all parts for. Came back to base after being away two days and it was gone (passworded server, so nobody else has taken it)...
Sep 27 2019
@Geez Since 1.05 the suppression effect vs infected has also been ruined on the VSS, maybe the same issue as with the Amphibia? Whereas before 1.05 the VSS was maybe a little too good (absolutely crucial though on servers with increased infected...), now it is as useless as any suppressed assault rifle, making it a generally undesirable weapon.
Sep 11 2019
This still happens in the current 1.05 stable as of 2019-09-11.
Aug 20 2019
Tried again this morning, now the M4A1 worked fine while the UMP desynced its mags. Funny thing is when I logged back in the bullets I spent before the mags broke were back in the magazines, as if they had never been fired, so it is some kind of desync I guess. Uploading video.