User Details
- User Since
- Jun 27 2019, 9:17 PM (300 w, 1 d)
Thu, Feb 27
@Geez is there any news about the crash?
Jan 29 2025
We need to fight mirrors the same way they do in Rust and ban servers for fake online
Oct 25 2024
Oct 21 2024
Oct 17 2024
Oct 14 2024
I deleted these lines and the server no longer hung up, I used the standard one
networkRangeClose = 20; network bubble distance for spawn of close objects with items in them (f.i. backpacks), set in meters, default value if not set is 20
networkRangeNear = 150; network bubble distance for spawn (despawn +10%) of near inventory items objects, set in meters, default value if not set is 150
networkRangeFar = 1000; network bubble distance for spawn (despawn +10%) of far objects (other than inventory items), set in meters, default value if not set is 1000
networkRangeDistantEffect = 4000; network bubble distance for spawn of effects (currently only sound effects), set in meters, default value if not set is 4000
networkObjectBatchLogSlow = 5; Maximum time a bubble can take to iterate in seconds before it is logged to the console
networkObjectBatchEnforceBandwidthLimits = 1; Enables a limiter for object creation based on bandwidth statistics
networkObjectBatchUseEstimatedBandwidth = 0; Switch between the method behind finding the bandwidth usage of a connection. If set to 0, it will use the total of the actual data sent since the last server frame, and if set to 1, it will use a crude estimation
networkObjectBatchUseDynamicMaximumBandwidth = 1; Determines if the bandwidth limit should be a factor of the maximum bandwidth that can be sent or a hard limit. The maximum bandwidth that can be sent fluctuates depending on demand in the system.
networkObjectBatchBandwidthLimit = 0.8; The actual limit, could be a [0,1] value or a [1,inf] value depending on networkObjectBatchUseDynamicMaximumBandwidth. See above
networkObjectBatchCompute = 1000; Number of objects in the create/destroy lists that are checked in a single server frame
networkObjectBatchSendCreate = 10; Maximum number of objects that can be sent for creation
networkObjectBatchSendDelete = 10; Maximum number of objects that can be sent for deletion
Oct 1 2024
@Geez is there any news?
Sep 28 2024
I have that problem, I'll join you.
Sep 20 2024
when will work on the fix begin?
Jul 21 2024
@Geez Can we get an answer as to whether the problem will be addressed?
Jul 2 2024
Jun 25 2024
RoadWay used ? it solves this problem in obj builder.
May 30 2024
Apr 15 2024
When will it be fixed? It's been 4 years, I understand =(
Apr 14 2024
It would be cool if this error was handled by dayz.
Apr 12 2024
Mar 28 2024
@Geez will there be a commentary?
Mar 19 2024
there is such a problem
Jan 4 2024
Jan 1 2024
SCRIPT : int pingAct = 0
SCRIPT : int pingAvg = 0
does not work from the server side
Nov 16 2023
+
Nov 11 2023
+
Nov 7 2023
(
Oct 13 2023
Oct 12 2023
Oct 10 2023
Oct 6 2023
(
Sep 19 2023
with this mod, there is no server crash, use it, but this is a temporary solution
https://steamcommunity.com/sharedfiles/filedetails/?id=2063394311&searchtext=TransferItemsToCrateWhenDying
this mod will help solve crashes
a joke of course, why is there no fix from server crashes?
Sep 18 2023
@Geez any news on the fix?
Sep 5 2023
Another bug appeared after patch 1.22, the player's body could remain with one player in place when he was already 3-4 kilometers away, thereby dying from this
Sep 2 2023
Sep 1 2023
the developers have already confirmed the problem
Jun 14 2023
the problem is still relevant that an incorrect ping is shown through the Rcon
Jun 11 2023
Jun 9 2023
Thank you, I understood what the error is, you can close the ticket
please check, tired of server crashes( @Geez
I found why the server crashes, if you do a lot of suicide, the guys and I died for an hour, and the server went into a crash for 370 times of suicide
Jun 8 2023
Jun 2 2023
May 31 2023
it crushes exactly when the player respawns
May 29 2023
May 25 2023
definitely a weapon?
May 23 2023
Jul 3 2022
modded class AttachmentCategoriesContainer
{
override bool IsDisplayable()
{
if(super.IsDisplayable()){ return true; } if(m_Entity.GetInventory().GetCargo()){ return true; } return false;
}
}
override void Open()
{
m_guncabinetOpenable.Open(); m_RainProcurement.InitRainProcurement(); GetInventory().UnlockInventory(HIDE_INV_FROM_SCRIPT); SoundSynchRemote();
Sep 8 2021
Jul 26 2021
Jul 24 2021
Jul 22 2021
Jul 16 2021
batelay shows an erroneous ping
Jul 15 2021
Jul 14 2021
Jul 13 2021
Dec 1 2020
The problem was not solved!
Aug 6 2020
Geez please pay attention to my ticket, there I describe in detail this topic, the problem I think is not in the mods
T153016
I have the same problem
Jun 27 2019
Two weapons not working