- User Since
- May 20 2016, 9:08 AM (341 w, 3 d)
Fri, Nov 11
We believe this is the result of a mod conflict. This report can be closed. Thank you!
Nov 5 2022
Nov 4 2022
I don't mean to undermine this wonderfully-detailed report, but this was reported nearly a year and a half ago, with a lot of community input and an acknowledgement from the developers:
Oct 27 2022
DayZ Expansion is fixing this on their side, soon.
Oct 18 2022
Oct 12 2022
Noticed that on Chernarus, the StaticPoliceSituation event config had the following flag set:
Sep 4 2022
Jun 16 2022
I can recreate this by running the game fullscreen, tabbing out, waiting a few minutes (maybe go afk for 5-10 minutes), then tab back in. Windows 10 + Geforce GTX 3080, but I know the issue happens with other cards, as well, spanning several driver versions.
Jun 15 2022
Jun 10 2022
I believe Battleye made changes a few patches ago that has caused the ping kick to be *way* too sensitive. Even a momentary blip in connectivity or a small flood of data going from the server to the client can cause players to get dropped. On servers with large queues, it's not currently usable. This results in having *no* max ping setting which opens the server up for laggy players causing issues for everyone.
May 13 2022
@alexsys mentioned they were playing fullscreen. I can confirm I get this issue in fullscreen, but can ALT-TAB for hours in Windowed mode without any issue. Would prefer to play in fullscreen though due to better performance, overall.
Apr 17 2022
It's an odd change, for sure. I'm not entirely opposed to cookware degrading with use, but it should be more at the rate of shoe wear than just a few minutes.
Apr 13 2022
Been thinking about the ADS bug more with regards to the below code change from 1.07. It stands to reason that the "ghost bullet" issue that this code change intended to fix is essentially the "reverse" of the ADS bug:
Mar 31 2022
Mar 26 2022
The mapgroupproto.xml from 1.16 --> 1.17 seems to have a suspiciously large number of changes, including the following bit which is normally at the top of the file is now missing:
I'm not an expert on the DayZ CLE, but it seems like the system sees that it needs to fill in a certain item, so it begins searching for spawn points and just plops one down as soon as it finds a suitable spot.
Mar 24 2022
Mar 22 2022
This would be a nice enhancement to the CLE. You can kind of get around this by using your server mod to create duplicates of the items (SparkPlug_T1, SparkPlug_T2, etc.) and then create separate entries in types.xml for each one. Very tedious, though. It would be *much* better if this capability was built in.
@gjvdheuvel Based on the logs you posted, the Repeater hits were all arm and hand shots, which will only do 10% damage.
Jan 31 2022
We've received some reports of similar behavior. Most-recently on a Namalsk server running 1000+ server FPS with 40/40 pop. We're not sure if this is an extremely short server-side hiccup or perhaps something is causing the players' clients to be flooded, briefly.
Nov 25 2021
The first error regarding the strings of "--" in the default cfgspawnabletypes.xml is something that would need to be fixed on the DayZ dev side. While it does not prevent the configuration from being read, it does cause validation to fail which can be a bit of a headache for modded/community servers.
Nov 14 2021
Nov 13 2021
Nov 11 2021
Wasn't 1.15 already supposed to rebalance this? It was in the initial changelog:
Nov 5 2021
Please give server admins a way to disable this via config. It might be a good candidate for the cfggameplay.json file.
Oct 7 2021
Looks like the files have been updated. Thanks again!
Sep 30 2021
Sep 28 2021
I have found that if you correct the typo in mapgroupproto, vehicle parts start spawning inside the vehicles instead of properly attached to them. I think it's best to leave the typo in or remove the line entirely.
Sep 25 2021
Sep 9 2021
We had a massive spike in reports of this with 1.13. Battleye seems more sensitive to the time it takes clients to load in, and it's causing people with older or slower PC's to have issues they didn't have prior to 1.13.
Jul 22 2021
Agree with a lot of the feedback on this change. It seems like the intent may have been to make it more difficult to lock up zombies and get out unscathed (?), but it just feel cheap. Really cheap.
Jul 14 2021
Sorry to add more noise, but I think it's worth mentioning that we've been struggling with this bug to varying degrees for quite some time, and we think it can possibly be traced to changes made on 2/20/2020 related to a fix for "ghost bullets":
Jun 20 2021
The ADS bug appears to be a desync where the server recognizes the command, but your client does not. This is why if you get the bug you will also be forced to move slowly - the server is correcting your movement speed to be what it would be if you were *actually* ADS-ing.
May 10 2021
Apr 23 2021
That's a bit disappointing if there's no intention of changing or at least improving upon this behavior. I had always assumed it was "placeholder" to some degree, because it results in some silly infected behavior.
Apr 13 2021
Nov 25 2020
Yes, the 1.10 Changelogs indicate this feature was implemented, but it either does not work, or it is not clear on how to use it. Priority.txt is locked during runtime so it's not possible to edit it on the fly.
Nov 22 2020
DayOne is seeing a 60-70% decrease in server FPS as of the 1.10 patch. During normal operation it is playable, but there is no headroom for the frequent performance dips which result in the typical issues (doors and inventory lagging, players stuttering, awkward zombie combat, desync).
Oct 8 2020
I don't think it will matter, moeb1us. We've already increased spawns around Sitnik, Grabin, etc. with only marginal success. The ultimate goal is to be able to configure the spawn system so that it simply selects spawns using "pure RNG".
Sep 19 2020
Aug 24 2020
It seems like some older persistence backup must have gotten in the way of testing, because after another wipe I can't reproduce this issue. Sorry for the erroneous report.
Aug 23 2020
Aug 17 2020
I did some more testing and it seems that when shooting a dummy with buckshot from ~10m or so away, it only takes 2 shots to kill, but if you walk up to the dummy and shoot them at point-blank, it takes 3 shots. It seems like the spread of the pellets gives it a better chance to hit multiple hitboxes on the player, which amplifies the damage.
Jul 19 2020
Jul 12 2020
Jun 18 2020
It looks like this has been resolved as of the June 18th Experimental release (1.08.153212). I dropped my spawn jeans and a ruined steak knife and logged out to watch the logs:
Jun 4 2020
Jun 3 2020
May 13 2020
Yeah these comments will always cause the file to fail validation. Might seem like a small thing, but it's definitely an annoyance if you regularly validate your mission files to avoid errors after edits.
Dec 9 2019
From what I've seen, multiple people can cook on fireplaces placed on the ground outdoors, but not on ones placed in the indoor ovens/fireplaces.
Dec 6 2019
Maybe he put some of the cooked meat in his shirt or pants?
Nov 16 2019
In my experience this is hands desync. It's usually the same reason why bullets aren't doing damage, either. Relog "fixes" it.
Oct 14 2019
Had players despawn within 30 minutes on our server, today. Our setting:
Oct 12 2019
@JonDoug Were you putting the cooked meat in your shirt or pants? Warm meat will overheat you if you put it in your clothing. You have to put it in your backpack.
Oct 3 2019
My buddy and I were able to get a 100% repro of this bug by killing someone as they were firing their weapon. In our case a AK74 on full auto. No other scenarios we tried could reproduce the bug.
Sep 25 2019
This is still an issue in 1.05:
Sep 19 2019
The reverse of this is also true. In Arma and DayZ legacy, you could raise your weapon and still use eye focus, which was helpful for scanning areas while in an offensive/defensive posture. Now you get thrown in to ADS when you attempt to do this with the weapon raised.
Maybe it's my display, or an issue with my eyes, but I still can't see anything at night (which is a good thing). The sky seems a bit brighter, which allows you to separate it from the horizon and navigate long distances a bit more accurately, but at ground level I can't see a darn thing without a light source.
Sep 11 2019
Glad other people are noticing. It looks ridiculous.
Having the ability to "Include" other types files with a single directive in the main types.xml would be a quality of life enhancement for modders and server admins.
Aug 20 2019
Just throwing in my two cents: we had a friend on 1.05 Exp. in Novy shooting zombies with a MKII (Amphibia), we could hear the shots from Guglovo. It sounded as if the shots were coming from inside our own heads.
Jul 14 2019
Jul 7 2019
Jul 6 2019
Jul 2 2019
I've found that these init.c settings not only start the server with a clear day, but prevent the weather from rolling in later on (if you're into that):
Jun 27 2019
@markyc2005 If he's not sure which mods don't need to be running on the client, it's probably safest just to set them all to be client-side, rather than server-only.
Jun 26 2019
@markyc2005 Does your friend use OmegaManager to deploy his server? If so he needs to pull an update for OmegaManager then verify his server files.
Jun 24 2019
@Geez I tried with several different types of head wear on 1.04 Experimental, and can confirm the issue is fixed. Thank you!
Jun 23 2019
Jun 8 2019
@ChawDinky Many other servers had this issue at 1.03's release (Including DayZ Underground and Usonia). They found it to be related to opening base gates that had been built prior to 1.03.
Feb 25 2019
Dec 18 2018
Was seeing this repeatedly on ExecCS's stream last night as well. This only happened after waiting in a long queue, so we speculated that by the time the queue system tries to join the server, perhaps the auth ticket had timed out. Maybe the queue system needs to take steps to refresh or keep alive the auth ticket?
Dec 7 2018
Nov 18 2018
There is a bug that can result in the Vicinity screen scrolling down even though there's nothing to scroll down to.
Nov 5 2018
Please disregard this report and see @Gews much more scientific report here:
Oct 13 2018
Jul 8 2018
I've seen behavior resembling this, as well. It is reproduced by dragging a magazine into your inventory when your gun has no mag installed and there is no room in the inventory for the magazine to go.