- User Since
- Feb 20 2014, 5:25 PM (178 w, 1 d)
Thu, Jul 13
This is apparently still the case. Geez, could you try to find if this has a duplicate somewhere?
Mon, Jul 3
buuky: and this behaviour is only occuring in ArmA/DayZ?
Sun, Jul 2
Sat, Jul 1
Geez I just hopped in for half an hour and tested TIR and I have to say I confirm and agree it's back to its usual performance pre .62
Tue, Jun 27
What exactly did you do? I deleted all configs and player profiles, but still can't activate Xinput or see a TrackIR instance in Options, nor does it work ingame..
Mon, Jun 26
For me it 'works' on both clients after deleting the cfg files (thanks Racket).
Jun 13 2017
I've used it since day one I played the SA, and I already struggled in the experimental, it is so hard to unlearn the movement of the head and to re-learn the looking around with the mouse :D
Jun 9 2017
So, .62 got pushed to stable. I am out of the country and can't play. Since this issue is ack and schedued does that mean it is still present on the current stable?
May 26 2017
I have the same issue with my TrackIR, latest Game List and Software Version
Mar 25 2017
Dec 13 2016
Happened to my friend as well, he was in a container with wolfs aggroing on the outside.
Multiple reports on reddit on this as well.
Nov 26 2016
they changed the SKS spawning in the deer stands north of Bashnya, but now it's just quilted jackets spawning in them. multiple of them.
Nov 8 2016
Nov 6 2016
May 11 2016
I could do it in arma3 editor, but currently I am at work. Would it be possible you check the second video this guy made: https://www.youtube.com/watch?v=Fmd0tnypdXA
in it he describes how it can be found. It should be around 143/15 or so.
Please note: the glitching seems to be caused by the model or by the specific texture. What I mean by that, a guy in my group said there are multiple rocks in the north of Svetlo which got copy/pasted and are enterable as well. Please check those as well. Or maybe they are fixed all in one swoop when the rock model gets fixed idk.
Please write if the linked video is not enough!
why is this not acknowledged? I mean it obviously will be fixed with the new player controller but nonetheless
a crafted backpack only remains 30 minutes, the normal store bought ones last four hours
is this dependent of the usage of the new UI by chance?
i can totally see how this strange bug could be possible given the way the devs work.
I have no idea how the way the item gets on the ground could possibly influence the way the cleanup/garbage collection handles it, but apparently they found one...
Hicks said it doesn't work so that's the truth regardless of what is really happening!!!
And an answer here from geez or andi is like a game of chance. Some issues get reviewed, some not. Some earlier, some never.
I have no idea what factors are decisive, maybe upvotes, maybe just luck.
great...now what? camp still there? and the server is on normal 12h restarts?
UPDATE from Hicks: Camps in the debug plains disappear with the next server restart.
so the question is: how to raise awareness of this?
the effect is stupid and way too strong, i hope it changes with the new renderer (i am quite sure it will)
why the heck is this even possible
I would like to upload the folder that got generated by the -dologs but it says the file size is too big (7 mbyte)
edit: just read that it is possible to host on a cloud. will do that when back home
you really think the hive is down, probably through a DDoS attack, and they would need a feedback issue to tell them?
While I am still grateful to have a noticeably improved eye level zoom in .58 it is on the other hand possible to optimize and improve even further.
I am with you on this one Gews, a small buffing of the zoom speed would be nice.
apparently it still works in .59 and can be done with a rag in hand of the puncher as well
Dude, that is all nice and such, but that stuff you posted is database 101. Unique identifiers have been implemented quite a while ago. And duping is logged in the background.
My suspicion is they leave it semi open for two reasons: they wait for a more robust loot economy system (because its mechanics could influence this as well) and to catch more/different methods of duping in the meantime.
And many dupe methods are resolutions of deadlocks with a bias to players favour: imagine the shitstorm when every discrepancy (currently there are many) leads to deleted weapons.
closely related to issue http://feedback.dayzgame.com/view.php?id=25709
Seems a duplicate of issue 0025709. Please upvote said issue additionally to push visibility. The original report is still on status new :(
imho it is more related to server performance. The bug was in some build several months ago. I encounter it frequently.
my suspicion is that it is correlated to the desync and tracking of the player position. oftentimes you get stuck on the base geometry on the map, that is, the server thinks you are in place a and your screen shows place b.
Try to leave the house, and slowly reenter it, walking and taking 90° turns. sounds ridiculous, but this way the server has more time to calculate your path around the geometry.
should be fixed once they optimize the server performance again
will be possible with new player controller in development
outch I just wanted to hop on...is this still ongoing?
so you try to put the weapon in a full inventory. I would expect that the weapon drops on the ground. Or inside a clothing item in your inventory.
Please make sure you are not in a building while retesting it, because the item could drop through the floor or something. Also have no clothing item in your inventory.
Does it still vanish or does it drop?
Yeah pants are too rare I agree. Looks like it is because there are still small lootsplosions happening. They are working on it according to the status report. Max items per building or so.
But there are definitely heli crashes and scopes. Look at deer stands.
edit: I had two trucks on exp .57 on one server. But i didn't appreciate their worth and drove them until they were empty. Should have hidden at least one.
Keep in mind the trucks are persistent, so most likely other players took them and stashed them away.
confirmed for improvised backpack. found a piece of rope after two hours of searching, only to have the backpack disappear upon building -.-
why don't you kill them and spread the loot...well...tbh I don't know why I wrote this.
doing it would be pointless. we need a database wipe
it's already widespread, there will be no difference between public/private I fear.
Nice job Zachary!
Since this applies only to the 2D scopes like LRS and PSO, I'm pretty sure they will change this when they are remodelled into 3D ones like the PU
if you are talking about private hives, this is a known issue and they are hopefully working on it
update: it appears I fixed the issue myself.
I changed the MTU from 1500 bytes to 1492 bytes so no packets get fragmented anymore. Bam, running speed on par with my pals.
In the video I mentioned this was tested as well. Aggathor ran a specific distance in different energized / hydrate states. No influence
@vatixerid: thanks for the input mate. I checked my packet loss, to your link I have outrageous 5% packet loss, but I am in Germany. Dunno if that is a factor.
When I ping the server/hive I play on, I can leave it running for twenty minutes or so and get no packet loss at all.
Strangest thing. Will test further stuff. Hopefully the new player controller changes things I guess?
once the distribution is back to area based, you can find your precious netting back again on the shores. just wait.
n4ttl before shutting the servers down consider to collect a special donation round in order to save the server over this hickup.
just tried the server with persistence off, and it changed nothing.
Let's hope BI gets to fix this soon, the key question will be if the private hive owners have enough 'voice/power' to escalate this.
Maybe the admins of the big private hives could join their forces in this?
dude just use your brain. it is a simple AI you are up against.
notice that the zombies go into a stumble animation if you hit them. So use this. Hit them, wait for stumble, hit again, stumble rinse repeat.
Just time your hits better and skip the old circle strafe. Axes are still strong enough.
how about you leave the coast and wander into this mysterious inland they were talking about recently?
afaik there is a chance to fail
typical example for the QA ^^
- it is beyond me why you put 60$ into the game, how many accounts are you talking please?
- get a computer that is at least not older than eight years or so and has an external graphics card
- if you say you have no money for that, get a job or stop smoking
- everyone else who is not out of his mind wants the game engine to stop living in 2007 and wants the devs to clear out everything directx7 in it. We want them to migrate to dx11 or hell even dx12.
- sorry but that is the truth. The scope of the game changed so much, they had to raise the requirements
leave the coast and get inland, it's better there (I really like the difficulty). It's quite a struggle to get there now.
Big spawn towns are most likely pretty stripped, but there are always things left behind. If not, search apples.
there is a known issue with 32bit systems, Eugen said they are at the edge of what is possible there because they have to maintain several redundant systems in the engine. They are in the middle of a transition phase for loot system, AI system, player controller etc.
can you play the experimental .55? also delete all launch parameters.
looks like several models on top of each other
please sort out this shit it kills the ingame economy
geez, you reading this? is this included in the fixed methods in the next update?
the question is, does this work with self-prduced disconnects or kill-process as well? That would be pretty bad :/
will test this out and report back. I will also make a post on reddit and ask for feedback
hey geez, I have added my logs as well. getting similar error messages and CTDs every 20-30 minutes. Mine is the Dayz-logs.7z
I read on reddit that deaths that occurred after one was unconscious won't appear in the log, as well as kills by car aka running over
OP, please deliver!
There have to be other factors that influence this. I have a character in a ghillie since a couple weeks and I run in a group, never had issues. I had several hostile people run past me or standing next to me. Maybe potato with potato settings?
Greetings from a fellow oldschooler ;)
OT: Noticed it myself in .53, didn't check in .54
The way the game simulates the adaptation of the eyes is overdone excessively. But I suppose it is pointless to change this prior to the finishing of the allmighty renderer and/or rather the switch to a less old directX API
Reporting back: TrackIR works as intended here
I played with a TrackIR yesterdays experimental version just fine. Couldn't check stable yet but will do so in the evening and report back.
Did you tried to update the TrackIR software?
Also maybe fix the game version data in your issue, it says .53 everywhere but yesterdays stable version is .55.127157
if you fix bushes and trees to let bullets pass through them (not the log!) I am very grateful. This bugs me since day one, and dayZero for the original mod was able to fix this
I doubt they will butler, since a variation of this bug has been present on the experimental builds since the beginning of persistence.
It seems the checking of an area for the total number of items is broken.
Imho it should have never been rolled out from experimental to stable build in this state
happens for me as well
itemception should be detected by the server like too much bullets in a magazin
can confirm and would like a fix. exists in different forms and scales for several builds now
a little bit more explanation would be nice mate..