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liquidmind

DayZ Mod - Please get Rid of duping-bugs

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I just tested 1.7.5.1 yesterday and found that it is still possible to dupe certain things.

I really hate using those bugs, but when they happen to me, I don't want to throw away the extra goodies either. It's a moral dilemma for me, I'd prefer not to be in, so please, get rid of those bugs.

The ones that I come across the most often are lag-based dupes for tents and double-gutting of animals.

As I understood it, the algorithm checks wether the operation is allowed, and adds it to a "to be processed"-stack.

When all the "is this allowed" operations are done, they are processed.

As it looks, if you manage to start to requests in a shorter time than it takes the server to process the stack, you can check the same tent twice for existing and therefor build it twice (deconstructing it again, giving you 2 tents)

The same works with gutting animals, twice the amount of meat is in the carcass.

I think, by restructuring the Stack, so that each operation has to be finished once it is started, before the next one can be processed would get rid of the problem. It would also work, if the "is this allowed" algorithm, somehow placed a flag or changed some values on the item, so when checking again, it knows that this tent is already in the process of being built.

On my own 1.7.4.4. server, I built 3 bases out of 1 tent. I don't want to play like that anymore. I want those bugs gone, please.

I know that I could achieve the same by just being strong and not doing it, but I am weak. I admit it...

(I described the way of duping only vaguely on purpose, not to give a too detailed description for those who don't know the bugs yet and probably shouldn't know them anyways. I can give a detailled description of how to recreate those bugs tough, if any dev needs to know)

Thank You!

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It's not just something they can just do, it's a lot of work and that's the reason it still isn't fixed yet.

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Never gonna happen dude. Hence the devs moving onto the SA so quickly (well, that and hacking).

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Luckily things like this can easily be hot-fixed in for private hives.

Edited by Deetwo

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of course, it's some work, I know that.

In previous builds, you could dupe cans by taking them out the same time (2 players) and there were a couple other duping bugs that have been removed.

In standalone, all items will be objects, so I suppose we will have to look at entirely different bugs there. DayZ Mod probably wont have that for a while, so finding some way to get rid of that would help.

Like i described in my earlier post, it seems to be a problem of "checking - adding to list - processing" that allows an additional command to be given in the meantime. How difficult it is in reality, is something only the devs will be able to tell us, but if there is a chance to implement, that you cannot queue the same operation more than once, it would get rid of most of the duping bugs I know of. It could be as simple, as adding a loop before adding to queue, that checks wether the same operation has already been added. But depending on how often that function is called, it may or may not affect performance.

Rather than having weapons added or removed; weight implemented or a combatroll included, I'd see those problems solved, as they affect gameplay more than anything else, in my opinion.

But thank you very much everyone for your feedback.

DayZ is a community thing and what one guy alone wants doesn't really matter, right? ^^

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DayZ Mod probably wont have that for a while, so finding some way to get rid of that would help.

The mod will never have that. It's important to understand that the mod will always be a mod of Arma 2 and as a result of that will always be plagued by many of the restrictions that involves. The new inventory system in the SA has been written from scratch as with the SA the Devs have access to the engine, in the mod this can never happen, they can only "modify" what they have, which is why the mod will always be buggy and have built in issues.

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DayZ is a community thing and what one guy alone wants doesn't really matter, right? ^^

To be fair, you are posting this in a forum where the most likely people to read this would be other players and forum mods (who have nothing to do with the development side of the mod).

Maybe you should bring this directly up to the development team github?

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The mod will never have that. It's important to understand that the mod will always be a mod of Arma 2 and as a result of that will always be plagued by many of the restrictions that involves. The new inventory system in the SA has been written from scratch as with the SA the Devs have access to the engine, in the mod this can never happen, they can only "modify" what they have, which is why the mod will always be buggy and have built in issues.

This is true.

Considering that SA-engine is some mix of Arma2, Arma3 and custom code, and rocket expressed his wishes, that someone should definitely make a port for Arma III once it's out, i just didn't want to use the word never.

Let's say, if it ever comes to dayz mod, it will be long enough in the future, to make it worth tackling that problem now. That's also the reason I adressed that to the mod-creators.

To be fair, you are posting this in a forum where the most likely people to read this would be other players and forum mods (who have nothing to do with the development side of the mod).

Maybe you should bring this directly up to the development team github?

Thank you for the link. I'l probably send them a ticket, but need a github account first.

I was aware that this isn't really "dayzmod-devteam-forum" but as a lot of mod-announcements are made here, I was hoping someone would see it anyhow.

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