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rocket

DayZ Hero
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Everything posted by rocket

  1. The new update introduced some additional complexity to running a DayZ server. There are some servers will configuration issues that cause them to not be able to connect to the central server. Nearly always this is because of a particular operating system configuration (lacking updates). More rarely it is because the server had not been whitelisted or it has issues in its mission/setting configuration. Our QA are currently auditing all servers, making a list of problem ones, then Brian is going through with the server hosting owners to verify why the servers are not connecting correctly. Please note that we cannot directly control server hosting configuration. We cannot "fix" problems associated with operating systems or incorrect server configuration. We are working with hosting providers to notify them when we identify this. If you have a problem with a server, you need to let us know the name/IP of the server. I have hundreds of people complaining about servers to me, but not one single time has someone actually told me the server. Nearly all Hardcore servers have been audited, Regular ones are in progress. The following is a WIP list of servers known to be experiencing connection issues. 108.61.114.23466.55.158.171173.199.100.2863.211.221.1328.6.15.47216.155.140.129173.199.73.227195.122.135.3568.232.174.2163.211.221.120173.199.100.29173.199.91.206173.199.75.17173.199.111.2763.211.221.130173.199.104.16173.199.82.10163.215.74.135173.199.84.123173.199.111.155209.247.83.34173.199.82.106173.199.75.5293.93.65.141173.199.104.20466.55.142.112173.199.95.118.6.74.6173.199.83.110173.199.108.226173.199.104.205173.199.79.140173.199.104.128108.61.122.928.6.193.12682.96.119.10173.199.85.99192.3.16.19466.55.158.75173.199.83.110108.61.114.23393.93.65.14393.93.65.141173.199.72.132
  2. Hi folks, I've started a discussion at Reddit to get user's thoughts there, if you are a reddit user please join in: http://www.reddit.com/r/dayz/comments/10zlkd/consolidated_weaponitem_requests_for_standalone/ You can post thoughts best, and I will skim read, however reddit allows for upvoting so it is easier for me to see the good ideas. As I noted in the thread, I'm looking at somewhere between 50-100 new items over the development from the alpha release onwards so there is a good opportunity now to get the recipe right. Sorry for the radio silence, I am extremely busy with standalone hence no interviews or discussion or replies or anything.
  3. PLEASE NOTE: THIS IS A LIVING DOCUMENT AND CHANGES VERY OFTEN. AS NEW ITEMS ARE FIXED THEY WILL BE ADDED. ETA to Experimental: Currently deployed ETA to Stable: No current ETA, dependent on testing results CHANGELOG: Known Issues:Physics: Item throwing physics is currently disabledMelee: Gestures currently do not work from two-handed meleeMelee: Cannot conduct melee attack from "lowered" melee stance (press space to chance stance to "raised")Network: Issues in some cases of zombies, or players potentially being invisible. New:Actions: Vomiting have associated sound effectsActions: Ballistic helmet variants can be painted to black and green color with spraycanActions: Can check pulse on unconscious playersActions: Searching for berries will now add berries to your inventoryActions: Eat All now supported for consumablesActions: You can catch rain into canteen and water-bottle from inventoryAnimations: New Ruger 10/22 reload animationsAnimations: New Ruger MKII Reload animations.Animations: Player now can sit with gun/weaponAnimations: Completely new two-handed melee animations. New right-handed poses, moves and attacks for axes, baseball bat, pipewrench, crowbar, fire extinguisher, shovel, farming hoe. Animations: "Low" and "Aim" stances introduced for stand, crouch and prone.Crafting: SKS paint recipeCrafting: Firefighter Axe paint recipeCrafting: B95 paint recipeEnvironment: New rock texturesFood: Sambucus berry item addedFood: Canina berry item addedGear: added black and UN ballistic helmet variantsGear: Wool Coat red/black/brown/blue/green/grey/check variants addedGear: can opener can be used as melee weaponGear: hard headgear (ballistic, moto, construction and pilot helmets) cannot be wear together with masksGear: Farming hoe configured and spawnsGear: M4 attachment green variants addedGear: Green and black variant of firefighter axe addedGear: Rabbit leg, boar steak and chicken breasts addedGear: Flat Cap red/black/brown/blue/green/grey/check variants addedGear: Green and black variant of SKSGear: Green and black variant of B95Gear: Long wooden ash stickGraphics: Adding lights to currently rendered scene changedGraphics: Lighting from objects now is rendered during daytime alsoGraphics: HDR improved and tweaked slightly to perform better with bright lights in scene (i.e. flashlights etc...)Graphics: Engine supported point source light objects (e.g. Gaslamp) now working correctlyMap: Olsha has been updatedMap: Khelm has been updatedMap: New rock formations outside Svetlo have been createdMap: New Orthodox Chapel has been createdMap: Police Stations & Medical Centers have been placed across the mapMap: New villages surrounding SvetloMedical: Players can have a heart attack (declared as "irregular pulse" with pulse checking actions)Spawns: Sporter 22, CR75, Amphibia S, 1911 and respective magazines and ammo (22LR and 9mm) added to spawnsSpawns: Wool Coats and Flat Caps added to spawnsWeather: Rain, Clouds, Wind, calculated on server and distributed to clientsWeather: Rain now causes items and player to become wetZombies: Simple respawn mechanic implemented for zombies, pending more robust method Fixed:Actions: Added 'inUseItem' back to action on target functionActions: Proper nutritional value will be added when eating near empty foodActions: Berry picking script messages to player improved.Actions: Crafting splint from bandages now uses whole disposable bandage and half of dressing bandageActions: Ruined rags/bandages and wooden sticks doesn't produce infinite splintsActions: Clicking on Eat All action if amount of food is below 1/4 will result in playing only short eating animationActions: Edited player messages in force drink action and fixing broken limbsActions: Added collision tests for availability of prone position and vaultingActions: Force feed/drink doesn't use whole quantity of some food/drink items also canteen is not destroyed after actionAnimations: Bandage and eating pills animation glitch fixed.Animations: Rolling left/right while zoomed in sights makes player zoom out for the duration of the roll.Animations: Player can now be properly knocked out while in water.Animations: holding animations of various weapon magazines correctly linkedAnimations: Evade animations in prone (Q and E) are faster now.Gear: Added color variants of ballistic helmets into loot spawnsGear: Purification tablets package contains ten tablets now. Cholera removing functionality added.Gear: Even lower chance of backpacks spawning on construction sitesGraphics: SSAO in options savedGraphics: Rain effect settings changedGraphics: Rain geometry optimized (28 bytes vs 12 bytes per vertex)Graphics: Spot light culling fixedGraphics: Fix of terrain intersectionsGraphics: Fix of geometry trace for flaresGraphics: Rain now does not fall inside buildings for those on Lower/Disabled shadow settingsLogin: Failure during new character creation could cause player to get stuck as unconsciousMap: Optimizations for Svetlo performanceMap: Forests surrounding Svetlo bugfixesMedical: Would never actually die from zero health or blood due to medical conditionsMedical: Epi-pens will now wake anyone (briefly) from unconsciousness even if blood very lowMedical: Defibrillator used for restarting the heart of players who have a heart attackMedical: Unconsciousness had irregular and unpredictable behavior (epi-pens will now always wake an unconscious player, unless they are having a heart attack)Medical: Melee damage application system changed to better balanceMedical: Chance of bleeding from fists reduced significantlyMedical: Disconnected players avatars did not take shock or blood damageMedical: Falling from height while sprinting did not kill player when it should haveMedical: Player could vault with broken legsNetwork: Dropped items appeared only after a delay (now instant)Network: Inventory items causing desync due to non-guaranteed update spam (hotfix currently until guaranteed message change is complete)Network: Optimizations to network messaging updates should result in reduced bandwidth and some increases in FPS for clients/serverStructures: Changed inheritance of barrier structures (due to errors in logs)Structures: Items disappearing when dropped near stairs or wallsSound: subsonic projectiles no longer emit supersonic crackWeapons: Long-range scope reticle properly centeredZombies: Zombies aims mostly for chest area now when attacking (stops the "helmet of armor" change)
  4. Status: Currently being distributed to experimental branch. NOTE: You cannot connect to any LOWER server with this update (0.29), so only experimental servers once they are running this build.Fixed: Animation transitions - Restrained, Prone RifleGreetings - Hand Position adjustedFixed several floating loot issues in buildings without floor geometryfix for force feed/drink/consume medicine other playerssharp objects open food cans (not working in retail previously)disabled reloading animation after mosin shot as it was preventing seeing fall of shot (temporary until new anim)Various Critical security updatesNew:Magnum Reloads (magnum not yet enabled)you can measure whether is a battery fully charged, half charged or empty by licking it (not working, delayed until next build)
  5. Legacy files from A2 (and some legacy from early A3) are simply left in the game in its current state, as a few are still used dependency wise. None of these dependent files are indicators of what to expect in future. They are simply there because initially DayZ was using ArmA2 and early ArmA3 testing data, and it has just been left in it.
  6. Updated, had an old version up
  7. rocket

    Update Rev. 0.36.115535 (Experimental branch)

    Closed, new topic: http://forums.dayzgame.com/index.php?/topic/177017-pending-changelog-experimental-branch-037115791/
  8. PLEASE NOTE: THIS IS A LIVING DOCUMENT AND CHANGES VERY OFTEN. AS NEW ITEMS ARE FIXED THEY WILL BE ADDED. ETA to Experimental: 2 builds likely, one Thursday 6 Feb, another on Friday 7 Feb. Possibly another on Monday 10 Feb. ETA to Stable: We will most likely do an update to stable on Wednesday 12 February during the scheduled maintenance period. An important feature of this update is logic changes to how the player character is processed on connection and disconnection. Some serious errors were identified by the new penalty timeout system relating to how the character is processed when they are not in control of their character. This included a serious bug with the respawn button on an unconscious player. Additionally, more bugfixing is included in this update. Known New Issues:Animations: Right hand twitches during pointing, character twitches once when middle finger is activated/deactivatedActions: If player puts burlap sack from his head to ground his vision stays blackNew:Animations: Ruger 10/22 hand poseAnimations: It's now possible to blend directly between various gesticulation states (pointing,finger,greeting...)Crafting: Can repair clothes, weapons, and items using specialist items (such as sewing kit)Gear: Configured sewing kit and its recipesGear: Added configuration for durable riders jacketGear: Added Cowboy hats to the loot spawns (multiple colors)Gear: Added Sewing kit to the loot spawns Gear: Added B95 and 762 speedloader to loot spawnsGear: Added configuration for durable riders jacketGear: Added durable leather jacket to loot spawnsGestures: Thumbs Up gesture added with default F7 key bindingServer: Optimization of synchronization of textures/materials (minor improvement to server FPS)Systems: Falling now causes dynamic damage (roughly, fall of >5m break legs depending on equipment, >15m probably death)Fixed:Actions: Could not cover another players head with a burlap sackActions: No longer spawns clones of sack after Remove Head Cover actionActions: Removing Head Cover (burlap sack) while inventory is full won't leave you blind and without burlap sack anymoreArt: Duplicate geometry in lower resolution LODs of flannel shirt resulted in visual bug at distance.Animations: Fixed an issue where the player would stay zoomed-in in sights for reload while aiming in proneAnimations: Player should now be force-disarmed when clapping while holding a single-handed weapon.Animations: Pointing and clapping now works even when initiated from aimed statesAnimations: Fixed an issue where the left hand would stay glued to the FNX45 for aimed prone reloadAnimations: Default rifle aim stance (stand and crouch) slightly changed to better fit different gunsAnimations: Twitches on right hand fixed when holding an item while middle finger and pointing.Crafting: Cannot combine ruined stacked objects (such as ammo, rags)Crafting: Cannot chamber/load magazine with ruined ammunitionCrafting: Motorbike helmet visors didn't retain their type when spray-painting the helmetCrash: Game Crash when using FLUSH commandCrash: Out of bounds crash when no sounds definedInventory: Loot would stay on dead character after it is picked up, causing teleporting loot and general chaosMedical: Cleaning wounds with alcohol tincture doesn't add last stage of infected woundsMedical: Vomiting/Stuffed was completely broken. Now simplified and streamlinedMelee: Short melee weapons do damage now (hammer, screwdriver, hammer, hacksaw)Spawns: Lowered probability of Weapon cleaning kit spawnsSystems: Healing system was double processing for blood regenerationSystems: Notifier messages were not being cleared/reset on within-state changesSystems: Players position was not saving on disconnectSystems: Players could get continually stuck in a dead character during load from central serverSystems: Players would not receive any falling damageSystems: Disconnecting dead player would delete the body after ~30 secondsSystems: Damage was being equally applied to all objects inside inventory slot when shot/damaged (now items reduce the damage when they take damage)Systems: Notifier gets stuck on "stuffed"Weapons: Ballistic parameters of all projectiles tweaked for more realism (special thanks to Gews for his great analysis on weapon characteristics)
  9. Earlier this week we identified the source of a "respawn" bug that would cause players to become stuck in the "you are dead" screen. Because of the extent of the problem, and the difficulty it causes players, we have decided to push the 0.34 update to stable very early. What was the bug? This was caused when two small bugs with existing systems combined together when another bug was fixed. When a player clicked "respawn" for an unconscious character, the game server immediately sends an urgent message to the database asking it to kill the players current character. The the server sets the players game character's damage to full, and proceeds to save the characters current inventory/position one last time to the database. Normally, by the time it has finished that the damage has been set for the character and, again, a message was sent to the server demanding the player was killed. There was an old failsafe in the "save character" system on the central server, that when asked to save a character where no alive one existed, it would make a new one. What this meant was, the respawned character would be killed, then saved new, then killed again. The problem occurs that when a server comes under heavy load... both kill messages occur first. This means that a cloned, already dead, character then exists - trapping the player in a cycle of death. This complex logic state issue was identified and fixed yesterday. What does this mean? This means three things: The 0.34 will not be as extensive as we wanted it to be (just hotfixing) There is increased risk of new bugs creeping in to stable as 0.34 has not been tested long Today the whole stable network will be dropped to deploy the updateWhy not wait until the scheduled update? We feel that the impact of the bug is too high, and affecting too many players, to wait until we have tested the update more extensively and deploy it during our scheduled maintenance periods (wednesdays). Leading into the weekend, there is the potential for the problem to become worse as the server performance drops as more and more character have the issue and connect/disconnect trying to fix it. When will this happen? 7 February 12PM GMT, the stable branch network will be taken down to deploy the update. Please note: it can take game server providers up to 30 minutes to drop their servers. Players who are connected to a game server while the central server drops, are at risk of losing their progress. How long will the downtime last? We expect it stable to be down for three hours. Will Experimental Branch go down too? No, Experimental Branch will not be affected, although only a small number of servers run this branch.
  10. Branch: Stable ETA: Complete Version: 0.33.114926 This build continues with small bugfixes and several engine changes. A late addition of a significant change to the server variable processing has provided us a major performance boost on the server of around 5-10 FPS. This helps with a great deal of issues and results in a much smoother game experience from players even on a smooth server. Once several more of these optimizations are made it will allow us to increase player/zombie numbers and enable loot and zombie respawning. Known Issues: - Spawns: Loot is not spawning in military tents - Spawns: Some structures in Svetlo currently do not spawn loot - Server: Servers under load can delay actions from the client - Graphics: Only 4 dynamic light sources will be rendered at one time currently - Actions: Looting a dead body may make a ghost clone copy of the inventory New: - Actions: chambering SKS round from pile, loading 10 rounds from pile - Actions: You can uncuff other players with the hacksaw - Actions: Cannot use an item (e.g. drink/eat) if it is "Ruined" - Actions: Interactions with items reworked. Drinking/Eating/etc... more robust and user-friendly - Actions: Restrained players cannot use inventory or action menu - Animations: Player now can take and hide rifle in crouched run - Animations: SKS reload animations - Animations: firing weapon when sprinting will transition player into the aimed run(with some temporary limitations) - Crafting: FNX45 pistol can be chambered with single round - Crafting: Opening cans with combat knife added - Crafting: Opening cans with machete added - Crafting: Painting Motorbike Helmets to Black and Green - Crafting: Waterbottles and canteens now allow pouring water between them - Effects: Magnum revolver ejecting shells when reloading - Effects: Magnum revolver sounds - gunshots, reloading - Effects: Mosin ejecting shells when cycling - Effects: New Mosin sounds - gunshots, cycling, reloading - Gear: Improvised courier backpack added - Gear: Machete added - Gear: Hard hats added in various colors - Gear: Motorcycle Helmets have black visor variants - Gear: Small, uncomfortable, and silly (but cute) children's school backpack - Gestures: Clapping Gesture added, default F5 key - Gestures: Pointing Gesture added, default F6 key - Login: Player queuing system introduced. Penalty waiting time added for switching server or disconnecting a server quickly - Login: Players receive a login timeout when disconnect, increased if disconnect within 30 minutes of joining (max 5 minutes) - Login: When players logout, their avatar sits on ground for 30 seconds. Players must make sure they logout somewhere safe - Server: Player spawns now cached by engine directly, increasing performance - Server: Optimized synchronization and transfer of variables within and outgoing from server (significant performance increase on server, of 5-10 FPS) - Spawns: Added Bubble goose jackets into the loot spawns - Spawns: Added SKS rifle, speedloader, ammunition piles and boxes and SKS bayonet into the loot spawns - Spawns: Healthcare Center now spawns loot - Spawns: .45acp box of 25rnds added to loot spawns - Spawns: Police stations now spawn loot - Systems: Hunger and Thirst slightly modified. - Systems: Notifications added to UI for hydration and high energy - Systems: Fractures can now occur due to melee and shot damage, not just environmental - Systems: Fractures (arms/legs) now saved and loaded correctly from database - Translations: Added strings for all consumable items (Gas canisters, Batteries etc) and container items (First aid kit etc) for English, with some Spanish and Russian - Zombies: Different types of Military zombies now have tougher attack values and improved durability - Zombies: Engine dynamic obstacle checking (zombie, another player) - Zombies: Svetlojarsk zombie spawns added Fixed: - Actions: morphine injection can be used on other player effectively fixing his broken legs and item correctly positioned in hands - Actions: Keys won't disappear after uncuffing - Actions: loading ammo works for sprayed Mosin variants - Actions: Read/Writing notes with paper and pen now works again - Actions: reviving with epinephrine or defibrillator works also if player blood is below 500 units of blood - Actions: Actions on another player no longer have an unlimited distance (max 2 meters) - Art: Bug allowing players to clip through geometry of the police station building. - Animations: fixed an issue where reload in prone would leave some residue sound clutter at the end of the reload animation - Animations: Weapon reloading for magazine was not working properly when no magazine fitted - Animations: Rifle Aimed Walk Updated, diagonal animations fixed - Animations: Sidestepping through doorway with rifle while crouching should not cause the player to get stuck now - Animations: knocking down player now possible in prone states, (possibly fixing the issue with frozen characters) - Animations: changed animation for equipping the compass - Animations: Proper animation played when taking pistol in run - Animations: Changing stances is faster now both for armed and unarmed player - Animations: Skinning problem with armored zombies that caused the model to warp during some animations - Animations: Standing with aimed weapon now allows for higher angle of tilt/bend - Animations: Mosin bolt animation after each shot updated to match hand animation - Animations: Removed footstep sound from pointing animations - Animations: Pointing gesticulation now possible even when holding 2 handed weapons - Animations: Clapping now possible to initiate while holding 2 handed weapons - Config: Berries have more nutrition now - Crafting: You can no longer saw off sawed off shotgun - Crafting: Can spraypaint M4 to green or black - Crafting: Damage is now transferred when items are painted - Crafting: Improved Backpack creation only possible when Courier Bag is empty (previously items accidentally deleted) - Crafting: Weapon cleaning kit can't be used when it's "Ruined" and won't reduce condition of a gun - Crafting: Spraypainting an M4 won't delete your carry handle - Crafting: Guns are no longer placed on ground while being painted (if not nescessary) - Crafting: You won't loose attached universal weapon flashlight after M4 painting - Items won't longer appear on ground after unsuccessful force feeding/drinking/fibrillating/handcuffing and won't loose quantity - Effects: Dazed effect plays again when a player is hit/damaged/shot - Effects: Some effects were not active locally when a player was restrained - Effects: gunshot sound of Magnum reverted to original one - Fixed: Missing texture error dz\weapons\data\weapons_damage_metal_smdi.paa - Fixed: Popping up texture error for beret models - Gear: Spraycans won't deplete after relogging - Gear: Book, radio, pot, pan, gas canisters, matchbox, paper, firewood and stone can be placed in hands - Gear: Headlamp beam raised slightly - Gear: Painted items now retain their previous quantities (i.e. Magazine ammo won't reset) - Gear: Various item descriptions and notifications fixed for grammar, typos, more detail - Gear: ZSh-3 Pilot helmet fixed and updated - Gear: Hoxton and Dallas masks where displayed in center of character, now display on face - Gear: Splint position in hand was wrong now corrected - Gestures: Taunt defaults correctly to F4 key - Graphics: "god rays" could cause overloaded post-processing and graphical corruption - Graphics: fix of removing shining object from hand (switch off) - Graphics: Roads have per pixel lights - Graphics: Dynamic lights should be now defined with "radius" value which is maximum radius of light in meters - Graphics: Tooltips are now not displayed for quickbar items, as it is a reference to type not specific item - Login: Respawn button now works correctly - Login: Various bugs fixed associated with connection errors that could cause a character to be deleted or killed by the server - Spawns: Lowered chance of Taloon and Mountain backpacks spawning - Spawns: Drastically lowered chance of backpacks spawning on the construction site - Spawns: Loot spawn tweaks in some civilian structures - Weapons: Mosin recoil increased - Weapons: Sawed-off shotgun can be loaded with ammo (was broken due to changed inheritance) - Weapons: Sawed-off shotgun: reduced size in inventory, reduced spread - Weapons: It is no longer possible to attach longrange scope onto SKS - Weapons: M4 carry handle can now be attached to painted variants of M4 - Weapons - fixed error in config of shotgun snaploader causing low velocitiy and damage - Zombies: Better filter/check of attack hits directly in engine - Zombies: Military zombies made tougher Hotfixed: - Crash: Irregular crash of server in corpse garbage collector consequence of this is that the bodies will not disappear if other player is in vicinity - Crash: Creating item using recipe system caused serious server crash when not enough space in inventory - Crash: Client crash on exit, all systems 100% reproduction - System: Previous build caused overzealous starvation to occur
  11. I read through the whole thread last night. There is no unified experience of symptoms or problems.There is a collection of client/server communication interruption problems that are probably a litany of different issues.Without a clear definition, yelling "fix it now!" will not get anything fixed. Right now, based on what appears to be client/server communication interruption I would say most of the issues experienced here are caused either: Bandwidth issues at the client end. DayZ currently utilizes a great deal of bandwidth to send information. This could mean that low-bandwidth connections are getting choked with information. While bandwidth optimization is ongoing, to test this theory we would need a problem computer to be tested on a known-good connection.Network Environment client side. Certainly firewall/router/isp settings and environment could cause at least some of the issues described in this thread. Again, the only way these could be confirmed would be by trying a computer at a known-good connection.While I can understand you might be upset, I am sure you can understand it is very important for us to be clear about the specific issues. If we are not, and a whole bunch of non-similar issues are grouped together, then we will not be able to separate causes out specifically identify the problems. Without identifying the problems there is absolutely no hope to identify a solution.
  12. Clean reinstall has virtually no chance of solving your problem. I would recommend you try the computer using another internet connection/router at a friends house to check. Best would be if that connection were another ISP. Again, I mean really. You've simply replaced "desync" with "that issue". Getting my attention will not solve your problem, because right now, my attention has found nothing usable to solve. In fact, so far the more I have looked at the issue the more I convinced it is simply a client connection issue (see the quoted post below). Certainly I think most (if not all) people experiencing this issue are experiencing an issue with connection between client/server. Whether that is a router, antivirus, or other software conflict I guess it could be any. Good to hear you are getting no issues there. You could try set your router to forward all packets incoming via protocol UDP on port 2302 (public / private port) and 2303 (public / private port) to the IP address that your gaming PC has inside your LAN. Then do the same for packets using TCP. Using the DMZ longer term would not be a good idea :D Those were the ports needed to ArmA2, so I believe they are the same but I will check in the office tomorrow.
  13. Again, please I'm begging you - the word "desync" has become worse than useless in this thread. People are confusing desync with bad framerate, with packetloss, with communication failures, basically anything subnormal gameplay. So when you say "no desync" or "having desync" - I have absolutely no idea what you mean. If you find yourself writing "desync", just replace it with an exact description of what you are experiencing. I'm afraid there is nothing more I can help with, without being able to reproduce it. The only way I've been able to reproduce a similar issue here was by fiddling around with my router firewall. I can't think of anything that could help or explain the situation other than connection issues between client and server. If it were intermittent and happening to everyone occasionally - I would expect that it was a bug with the game. But because it happens to specific people on a regular basis the most obvious cause (but not definite) would be connection between client & server. What would be very helpful would be for someone who experiences this client connection failure (not desync/fps lag!!!) to take their computer to a friends house who has a known good connection and no problems. This will help us eliminate a software cause on the computer.
  14. If there is an external blocker of some sort preventing network traffic under particular circumstances, then there is nothing I can do. If there is an internal blocker (something in the engine at client/server) level then I can. That this is not a reproducible issue, and that only seems to affect a (relatively speaking) small number of users leads be to believe the issue is probably not internal to the engine. The simplest explanation there (applying a great deal of Occam's Razor) is that an unknown external factor is affecting some (but not all) communication between a client and the game server for some users. This appears to have varying degrees of impact, which may mean they are the same issue, similar issues, or a variety of unrelated issues. Without a clear reproduction for us, we would only solve the issue by accident. If we can reproduce the exact conditions then we have a shot at identifying the problem(s). If we can identify the problem(s) then maybe we can solve them.
  15. Your router is a hardware firewall by definition really, unless you have configured it to be entirely a DMZ (see http://www.howtogeek.com/122065/htg-explains-i-have-a-router-do-i-need-a-firewall/) Certainly direct connection would be a great test. If that still doesn't work, check and see what other applications are running on your computer, such as anti-virus programs, might be restricting internet traffic.
  16. That video looks almost exactly like a firewall issue. I turned my firewall on here and was able to reproduce the same outcome.
  17. Before I start addressing these, I need to make a blanket statement. In nearly all the circumstances described below, the problem is not desync. This is a source of a great deal of confusion, people are using the term "desync" for a blanket description of their problem. Desync is not a problem, it is just a situation and on it's own it is no problem at all - it is in fact expected. The problems being described below all have one thing in common: Updates are not being received by the client They are being received by the server. Other players are receiving the information. But a select few clients appear to not be receiving the information. I can think of a few reasons this might happen: Engine bug (such as container-ception)Router issue, or unique configuration not handled well by DayZ serverISP issue, as aboveFirewall issue(s)Software port conflictsAt this point doing traceroute, both while the problem is experienced and while it is not, is extremely important for diagnosis. So much of the chain between game server and client is completely out of our control. Again, I think you need to separate Desync from what you are experiencing. Desync is not the cause of your problem, a desync value is being reported on your CLIENT in the game menu, but it doesn't actually sound like you have desync in the traditional sense... it sounds more like your client is not receiving updates from the server at all in certain circumstances. Server desync (server is too busy and suffering low performance, so cannot send updates fast enough) would affect everyone. Client desync would be recognized by the client for what it is, and would show an icon indicating such. This sounds similar to the above, but slightly different. Firstly I need to point out is that what you are experiencing is not desync. It's like the server is not able to communicate effectively with your client at all. Do other people see your movements when you move? Characters are managed locally, so that means your client does not need the server to execute your movement - hence you could see yourself moving around even if such an update is not being received by the server. This sounds very similar to the above. More and more this convinces me that there is a specific communication issue occurring with a particular router/software firewall that for whatever reason is either not being handled well by the game server or simply blocking some areas of traffic entirely. Your client does not believe it is desyncing, it is still able to communicate with the game server at a basic level (ping), but it is not receiving updates.
  18. I don't really understand what you mean, but I'll try to modify my original summary based on what I can grab from your post: You join a server and if you or anyone nearby to you have 100000 desync in player menu, but no desync icon, you cannot play any more. This only occurs when you are near a player who is having max desync. If this summary is correct, a great deal of specifics need to be answered: What does "I can't play anymore" actually mean? Can you not interact with items? Is there anything you can do? Like can you move? Reload? Fire a weapon? Drink? Drop something on the ground? Change clothes?What happens over the network when these things occur? Do other people see any of the changes you make?Are all your friends affected in the same way? Or only some of them? Is there anything unique about the friends who are having the issue?What kinds of things still occur in the game? Can you see others animations, sound effects, etc...? What about VON, does this continue to work?What is the network utilization of your client? Both before the issue starts and during it?This certainly doesn't sound like desync, it sounds more like interruption is occurring and state has simply stopped being updated. However this is a wild guess as most of the posts appear to be about completely different things without any specific detail. This is why there is a great deal of problem with the thread, some people are experiencing a legitimate UFO-style bug, others are just commenting about typical and normal desync, yet others are talking about server-performance induced desync, and a few are talking about issues associated with container-ception.
  19. This is my problem, in the posts above, there is contradictory results. The lead post makes no mention of these things and jumps straight to battleye discussions. I read through the first post and there is no summary there of exactly what the problem being experienced is. I will summarize my understanding on the basis of some posts below: You join a server and you have 100000 desync in player menu, no desync icon, but you cannot interact with any items. This only occurs when you are near a player who has a nested backpack/Container. Is this a correct description of the problem? In order to fix a problem it needs to be clearly identified, reproduced, and then it can be solved. This thread does not clearly identify the problem. It seems to be a collection of possible symptoms and a great deal of speculation. I still don't clearly understand what exactly the problem is, if you could read through the summary I posted above in bold and amend that - then we can all agree on the problem being experienced. Without a clear definition then this thread will be entirely useless for identifying and fixing a problem.
  20. This is exactly the point I raised. The desync icon does not mean there is necessarily a problem. Desync on join is entirely normal, it signifies the server has told the client that it has updates the client does not have. These updates are then streamed to the player. Even if you were on LAN, this would occur.
  21. This thread is a mess, it seems mainly like it is anti-battleye. I tried to identify what the actual problem was in the first post, and the best I can find is that you experience desync when you are near another player. Some important points: Desync in DayZ is entirely different to Desync in ArmA. The Desync icons indicate the client has a different state from the server or the server is/was ignoring some requests from the client. At certain times is DayZ, the desync icons are entirely normal. For example, when you connect to the game and spawn in, you will receive desync icon. This is because the client has a very different state from the server and the server is concentrating on sending updates to the client of everything in it's bubble.Battleye has nothing to do with any of this.I have been unable to reproduce any situation where Desync has been more than brief, with no serious impact on gameplay, on any machine. Our QA has over thirty machines, and this has not been reproducible at all.People regularly use the term desync to refer to network communication sync as well as framerate issues. They are not the same. There is a known, serious, devastating FPS issue that we are working on that has absolutely nothing at all to do with BE nor netcode, nor desync.People are conditioned to see those icons that show up as bad things because in ArmA they were. In DayZ, your game is constantly out of sync with the server due to the very nature of the network bubble. The icon system has not been reconfigured to reflect this.
  22. Updated again with fix: Inventory: Loot would stay on dead character after it is picked up, causing teleporting loot and general chaosVerifying fix and then will deploy internal for testing. ETA approx 2 hours to stable.
  23. Yes, however some of those fixes have not been verified. So not all may actually be fixed.
  24. Updated with latest, pushing to experimental now.
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