Space for mod related issues
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Yesterday
Yeah, sending custom Headers and not only content type headers would be a great addition too
Have the same issue now also at my second PC. I have not changed everything except windows updates... .
Thu, Apr 25
Wed, Apr 24
I'm joining this thread, having the exact same problem. The game completely refuses to accept the Cyrillic alphabet as a language, WorkBench has the same story. When you enter Cyrillic text into the workbench, the symbols ??? appear instead, although if you use the link to stringtable.csv everything starts working immediately.
Tue, Apr 23
I checked the small dependency:
since my main language is Russian = I use the Windows username in Russian, the path to $saves, which is in the documents in the DayZ folder, turns out to be in Russian.
Apparently, when trying to load a video with the path $saves , he sees that the path relative to Windows is in Russian and does not want to load it into the widget. Tested the same code with a person whose username is in English and everything works fine!
I would also like to send custom headers, like bearer token and other things, but at the moment this is impossible to do.
I hope for your speedy correction, because the video widget is a very popular move among modders
Mon, Apr 22
Thank you, we will investigate with BattlEye.
Just to specify:
Sat, Apr 20
Fri, Apr 19
It is related to how the map uses lightning. This has to be fixed by the map dev (sumrak in this case, he is aware of this crash)
This one works. Are you running Namalsk or Deerisle by any chance? As this is a crash that affects these two maps
Hello mdc.
Unfortunately the crash dumps you have provided are not readable for some reason.
Regards,
Geez
Thank you, we will investigate with BattlEye.
Regards,
Geez
Is there any other way to run the compiler to check the syntax without DayZ Workbench?
Thu, Apr 18
Wed, Apr 17
Mon, Apr 15
Has there been a solution to this problem?
Fri, Apr 12
I have checked another pc there it works.
I have used only dayz unpacked.
Tue, Apr 9
From what I understand, it worked not only with characters, but also with weapons and vehicles. Which could generally allow the community to modify items in the game more extensively. For example using a proxy of a vanilla weapon, but adding your own slot and item.
Thu, Apr 4
Hi @Geez I almost sure I've tried with an allocated array, but yeah, it works now. That's cleary my bad. Thanks for helping! Issue is resolved
Wed, Apr 3
Hello vaymbabii.
The last parameter "out TVectorArray waypoints" of FindPath must be an allocated array, it cannot be null
Regards,
Geez
Thanks, I've been struggling with this for a month straight now, never had this issue ever in the past.
I can't find anything on my end that can be the issue.
As demonstrated in this example with Test1 and Test2 mods, the default alphabetical load order can lead to issues when one mod attempts to override a method from another mod that has not yet been loaded.
I also talked to some other modders and I worte two small mods explaining the problem with the softdependencies. Is this example there Is a Test1 and Test2 mod. The Test2 mod contains a method, which should be overwritten by the Test1 mod. Due to the default alphabetical Loadorder, the Test1 mod is loaded first and therefore tries to overwrite a method, which does not exist. Even when the old #define LBmaster_Test_2_custom define and putting that in the scripts loaded by Test1 doesn't work.