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JohnMcLane (Benni R.)
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User Since
Jan 6 2022, 9:03 AM (149 w, 4 d)

Recent Activity

Tue, Nov 12

JohnMcLane added a comment to T185452: Crashing Navmeshserver while Navmeshgeneration is running (Deerisle).

Solved. Thx for the support. Adding @CF wont crash my navmesh anymore.

Tue, Nov 12, 3:51 PM · DayZ Modding, DayZ

Thu, Oct 24

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kept this leniency in the retail version of the game for the sake of backwards compatibility with older mods that are no longer actively maintained by their creators.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

Wed, Oct 23

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
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
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
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
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

Tue, Oct 22

JohnMcLane created T185718: TerrainBuilder/DayZ - Deerisle - Missing roads ingame after new .wrp export.
Tue, Oct 22, 10:08 PM · 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

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

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.

Mon, Oct 21, 10:28 AM · DayZ Modding, DayZ

Sun, Oct 20

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

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.

Sun, Oct 20, 6:47 PM · DayZ Modding, DayZ
JohnMcLane created T185612: TerrainBuilder: Moving object on every Layer as long "Did you know..." is open -> Crash/Freeze.
Sun, Oct 20, 5:33 PM · DayZ Modding, DayZ
JohnMcLane renamed T185612: TerrainBuilder: Moving object on every Layer as long "Did you know..." is open -> Crash/Freeze from TerrainBuilder: Moving object on every Layer as lont "Did you know..." is open to TerrainBuilder: Moving object on every Layer as long "Did you know..." is open -> Crash/Freeze.
Sun, Oct 20, 5:33 PM · DayZ Modding, DayZ

Oct 18 2024

JohnMcLane added a comment to T185526: Alteria map: Unable to open in new TerrainBuilder.

Solved bymyselfe:

Oct 18 2024, 3:21 PM · DayZ Modding, DayZ
JohnMcLane created T185526: Alteria map: Unable to open in new TerrainBuilder.
Oct 18 2024, 2:55 PM · DayZ Modding, DayZ
JohnMcLane added a comment to T185452: Crashing Navmeshserver while Navmeshgeneration is running (Deerisle).

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

Oct 18 2024, 11:26 AM · DayZ Modding, DayZ
JohnMcLane added a comment to T185452: Crashing Navmeshserver while Navmeshgeneration is running (Deerisle).
Oct 18 2024, 11:07 AM · DayZ Modding, DayZ
JohnMcLane added a comment to T185452: Crashing Navmeshserver while Navmeshgeneration is running (Deerisle).
Oct 18 2024, 11:06 AM · DayZ Modding, DayZ
JohnMcLane added a comment to T185452: Crashing Navmeshserver while Navmeshgeneration is running (Deerisle).

Oct 18 2024, 11:06 AM · DayZ Modding, DayZ

Oct 17 2024

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

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 17 2024, 11:30 AM · DayZ Modding, DayZ
JohnMcLane added a comment to T185452: Crashing Navmeshserver while Navmeshgeneration is running (Deerisle).

If i try again, crashing after a new random time, but with same crashlog:

Oct 17 2024, 10:47 AM · DayZ Modding, DayZ
JohnMcLane created T185452: Crashing Navmeshserver while Navmeshgeneration is running (Deerisle).
Oct 17 2024, 10:37 AM · DayZ Modding, DayZ

Oct 16 2024

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

Ok, this is a really big Problem for me since:

Oct 16 2024, 10:46 AM · DayZ Modding, DayZ

Oct 15 2024

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

also breaks current Deerisle Stable Build

Oct 15 2024, 11:02 PM · DayZ Modding, DayZ

May 26 2024

JohnMcLane updated the task description for T181478: Export Terrain into new .ASC differs from original imported Data (different header size).
May 26 2024, 8:02 AM · Arma Reforger Modding
JohnMcLane added a comment to T181478: Export Terrain into new .ASC differs from original imported Data (different header size).

It seems exporting adds additional datarow in X and Y.

May 26 2024, 7:54 AM · Arma Reforger Modding

May 25 2024

JohnMcLane created T181478: Export Terrain into new .ASC differs from original imported Data (different header size).
May 25 2024, 7:04 AM · Arma Reforger Modding

May 18 2023

JohnMcLane added a comment to T172337: Cannot save terrain - I think things are being saved to the wrong layer.

Moving the MontanaWorld.ent into a subfolder like \World also does not work:

May 18 2023, 3:06 PM · Arma Reforger Modding
JohnMcLane added a comment to T172337: Cannot save terrain - I think things are being saved to the wrong layer.

Hi Geez,

May 18 2023, 3:03 PM · Arma Reforger Modding

May 12 2023

JohnMcLane added a comment to T172337: Cannot save terrain - I think things are being saved to the wrong layer.

Same problem here. Happened first time yesterday (11th of May).

May 12 2023, 4:05 PM · Arma Reforger Modding

Apr 20 2022

JohnMcLane added a comment to T164349: No Z spawns via CE on specific locations on Deerisle map.

Dont know - maybe - unfortunately we dont have tools to debug navmesh.

Apr 20 2022, 12:31 PM · DayZ Modding, DayZ
JohnMcLane added a comment to T164349: No Z spawns via CE on specific locations on Deerisle map.

Unfortunately does not help. Not using smin/smax -> Problem still exists. No Zs.

Apr 20 2022, 11:20 AM · DayZ Modding, DayZ
JohnMcLane edited Additional Information on T164349: No Z spawns via CE on specific locations on Deerisle map.
Apr 20 2022, 8:38 AM · DayZ Modding, DayZ
JohnMcLane created T164349: No Z spawns via CE on specific locations on Deerisle map.
Apr 20 2022, 8:36 AM · DayZ Modding, DayZ

Jan 18 2022

JohnMcLane added a comment to T162642: DayZ Server Drops Fps for hours .

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 18 2022, 12:00 PM · DayZ

Jan 6 2022

JohnMcLane added a comment to T162642: DayZ Server Drops Fps for hours .

Can confirm this FPS Drop Problem:

Jan 6 2022, 9:13 AM · DayZ