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1.0.6 Testing Bugs/Issues #1681
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Thanks, I reinstalled and I can see my weapon again, I don't know what that was about. |
I saw that trader menu will be fully reworked (btw I really like how Zupa's advanced trading looks). And it's a great plan to rework it. Can you also add to todo list that this new menu should be fully translatable? Anyway, great work on the mod @ebaydayz keep it up 👍 |
Some more issues:
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I try to join the test server and after a few seconds while opening my backpack i got banned from your test server @icomrade - it was around 1pm Nickname is A Man. Perhaps i fucked up my client testfiles or something like that. |
Updated the test build and server; the test package now contains the anzio and redryder addons. |
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I think the parts don't update properly. If I shoot a truck then go and get the salvage options everything still says 0% damage. |
Yeah that was it, nevermind. |
Edit: Should be fixed with e08bd75 |
Hey guys, I apologize if I comment on things that have already been mentioned or if this is not the correct place to place them or even if I have permission to post here but I downloaded the test server today to have a play around and found a few issues:
Overall it looks really great, Can't wait for it to be finally released. |
@oiad |
@AirwavesMan Thankyou for pointing that out, In my hurry to get this going I didn't see that. |
a new test build would be nice, i tried just replacing pbos from recent SQF folder from master build but its either not that simple or i just failed. |
I'll update it later I have to fix a couple of things first. Also @oiad you you shouldn't be getting init.sqf errors anymore, make sure you are running the latest stable branch of Arma 2, not the legacy. |
I generally keep the server up to date so for future reference you should be able to hop right on with the latest build (I've updated it to the latest build now). As far as I know I do not have access to the wiki and I unfortunately do not have any interest in updating it. |
Ive tested the new build and noticed some things:
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Re-update your server and client with the new test build and dayz_server.pbo.I built them after the ebayDayz did and the server doesn't run the duplicate uid check so if you see that in your rpt you are still running the old code. |
Nope Im sure I run your code. I checked it twice. I took the last test build. |
You shouldn't be getting the duplicate UID error on server startup or restart when you run the latest code I packed latter in the day yesterday. I didn't rename the test package, just try re-downloading and reinstalling the test build. I'm looking at a better way of doing the duplicate ObjectUID check, most of the things you mentioned are probably due to that code, but I have to look at the plot management issue. |
Ok then I go on testing with something else. I will test again when you found a solution for the duplicate ObjectUID. |
@icomrade I tested building again and found out that the rtp spam I mentioned earlier comes only from door buildings directly after building but not at server restart. There are few more things: I think there are
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Wow thanks for the list! I fixed the plot check. I haven't noticed the broken leg indicator flashing, what GUI are you using? I think zombie not attacking vehicles is intentional. I'm not sure if stashes are going to be added as the Shovel isn't spawned yet. I don't really see the point to stashes since I think a lock box is infinitely better and somewhat makes stashes redundant. I'm going to edit your post and cross off thing I fix as I go, hope you don't mind Edit: sliding while building should be fixed. |
You can edit my post like you want, I think it is faster when you do it. The stashes are in the game currently. You can build one with rightclick on a sandbag or a shovel but Im the same opinion like you, stashes are kind of redundant but if we would only use the small version for 12 items is kind of ok I think.
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Ahh thx for the addional information. Next time i will be more exactly, my broken leg icon flashs all the time when I got a broken leg and I guess it is not a bug then but it is really annoying. Perhaps Im the only one who find this annoying and I thought it was not as it should be. In normal epoch the icon does not flash thats why I got confused too. For checking bugs I only use the vanilla test build nothing more. I know about the trouble with inifistar and other third party scripts |
sorry if this is the wrong place to post. but do u just have an estimate on when it will be in a stage of release? I understand its time consuming and i really appreciate u guys stepping up and working on this project again. |
Ive tested the new Test Build and got no longer trouble with door locks or doorways. That means I can upgrade doors and they dont disappear after restart. The rtp error is fixed too.
Is there anything else that need a special test? How can I be more helpful? |
As per @AirwavesMan is there anything that specifically needs testing? I'm more than happy to help in anyways I can. |
@oiad The Duplicate UID fix will be moved into the hive code, I haven't been able to build it yet because I don't have VS 2013 and I don't have time to resolve all of the dependencies and compile them on VS 2015 (nor do I trust myself doing it). If anyone can build it here's the repo https://github.com/icomrade/DayZhiveEpoch Once that's built and tested It'll be packaged with the test builds. If there's any outstanding issues with the hive I think now's the last time to mention them. Note: I am aware of #1197 but my limited knowledge of the hive is an issue here so I don't think I'll be able to fix it. Edit: I actually got it to build with VS2015 but I had to update the Poco dependencies to the latest build, not sure what differences that would cause and I'm not sure what exactly was configured differently for the Hive. So I wouldn't trust it being used in production without significant testing. If it works I'll upload it, but I don't have time right now to test it. Edit2: Just tested it and the DLL works, the ObjectUID fix can be removed from the sqf code |
I'm wondering if someone wants to help test some things that need 2 or more people to test, I.e giving/receiving meds etc? we seem to all be kind of doing it all by our selves, would be nice to meet up at some stage on a test server and get a few things ironed out. I am GMT +1200 (New Zealand) and do have my own server to test from. Thoughts? |
Yeah I did wonder if there was a special reason why some used the escaped chars and some didn't. I also notice there's a lot of strings that have the text as english then the same english text for other languages, i.e just doubling up, is this needed? Regarding the localization I did last night, there's not a lot of info on the right way you guys want things done and why so I just did what I thought was best. I didn't realise Foxy and co were rewriting things and it had to be a certain way. I'm on discord often but I fear my time zone puts me on there when you guys aren't. |
@oiad With advanced trading the key can either be in your backpack, main inventory or in the vehicle gear, but you must click the appropriate buttons to select the container to sell from. I'm not sure I understand your particular comment, what is the issue with vehicle selling and advanced trading, or what are the differences between legacy trading that are a problem? @AirwavesMan I see the combine option in advancedtrading just fine |
I added the combine option a while back so that's why you are now seeing it, it wasn't active when he posted this. To test what I'm saying, buy a vehicle, throw key on ground or put in a storage container (so you don't have it basically) then try and sell the vehicle with advanced trading, you won't get the option to sell that particular vehicle but you will with legacy trader. I'm at work and sent from phone so I hope this makes sense. On 22 July 2016 8:37:04 AM NZST, icomrade notifications@github.com wrote:
Sent from my Android device with K-9 Mail. Please excuse my brevity. |
@icomrade: so basically advanced trading will only sell the vehicle you have if you physically have the key. If you find an unlocked keyd vehicle and try to sell that but don't physically have the key you can't sell it with advanced trading but you can with legacy. On 22 July 2016 8:37:04 AM NZST, icomrade notifications@github.com wrote:
Sent from my Android device with K-9 Mail. Please excuse my brevity. |
Yeah that makes sense, I'll change it back so you don't physically need the key to sell the vehicle. I forgot that with the old trading menu you didn't actually need the key. |
@icomrade: I believe this bug was the only thing stopping us from removing legacy trader if advanced trading is enabled. On 22 July 2016 9:19:26 AM NZST, icomrade notifications@github.com wrote:
Sent from my Android device with K-9 Mail. Please excuse my brevity. |
If you have infistar loaded it breaks |
That's 100% true - makes no sense to test something with modifications running already However, I've to admit that I was very happy about the post and mention so I could do the change right now and don't have to find out in a few weeks or so :) have a nice day guys |
@infiSTAR Didn't i make you aware of this? :p |
While correct @ebaydayz, infiSTAR makes life a lot easier to test things, spawning in items to build, deleting items etc. Also, don't we want to get things working as soon as we can with it? No use releasing 106 for it to break everything when we can get it working with mods that people will be using nowish. |
@oiad Any time something is tested it should be done so in an environment that is controlled so that any issues that may arise are easily and consistently replicated. Once you introduce a script like infistar which fixes many bugs/glitches/dupes/exploits by modifying the behavior of the mod you compromise your ability to reliably conclude an issue is due to the Epoch alone. Note that i'm not saying you shouldn't use a script that allows you to spawn in objects, or teleport, etc. I'm just saying a script that modifies the behavior of the game is a bad choice. Third party scripts are not up to us to validate for 1.0.6 compatibility, if they are broken or need to be updated it's up to the community to do so. |
@icomrade: Understand it completely, on talking with @ebaydayz I now have his testing script instead of infiSTAR. |
I'm feeling pretty confident that we can start doing release candidates with the test builds since the code is fairly stable and it may brink more people on board to test as opposed to regular builds. I think the only major issues left that were mentioned in this issue are combat logging punishment not working, loot changes, How does everyone feel about this? |
Would def set up a server when an rc is out and inspire some of my remaining playerbase to test it out |
I'm going to make it a variable since I imagine the combat indicator will be missed and the vanilla UI is much more pleasant than the epoch UI. As for skin changing I added some debug lines to my server pbo and here's the output, it appears the player actually dies in the debug and is then teleported back to where they switched clothes. You can see when I died switching clothes the 201 call didn't have any skin listed.
Also I am getting a lot of these error, the character ID would probably be best passed in PV Array
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Retest changing clothes with e08bd75 I haven't died without the debugbox. |
The debugBox may have also been responsible for breaking legs when changing clothes in previous releases. I think removing the eventhandlers for players loading would be the best option, but that may already be the case, I haven't looked or tested it since the update. I think the no char id message is from the server trying to save the player obj that gets deleted. I'll just leave it as is because there seems to be no issues with the new character updating when changing clothes. The way the server detects whether or not the player is in combat has drastically changed since epoch 1.0.5.1 and I'm not sure why it does't work but it may be worth it just to set a bool variable and transmit it across the network to the server. I tried using combatTimeout but that doesn't work, probably due to diag_TickTime differences between server and client. Edit: After that gets done I'll re-update the test build as an RC so we can hopefully get more players on board with testing. |
I'm going to pack and upload RC1 so I'm closing this issue since it's getting quite large. please post issues in the RC1 thread here: #1712 |
Hi does anyone know how to edit trader items in 1.0.6 ? |
Sql traders are no longer used - rather, are no longer supported. You must use config traders for the default advanced trading interface, override them in your mission file. If you require more help this is a question for the epoch forums |
Ok, |
Hi. When it does unlock, the option for eye scan and manual code etc doesn't show up, it just unlocks when pressing unlock. Admins on the server I'm playing on says they havn't changed anything in the code. Otherwise, good work! |
@Snowbirdie that's by design. It's been that was since 105. They are storing the last used combo and comparing it before presenting the options. Since door codes are not unique it is possible that the last used door code would match another door, so there's always a chance of that happening. You can take out that comparison in selfactions I believe to make them always use eyescan or enter a combo (or rely on plot friends) |
Well I could run thru 8+ doors in one base by just pressing "unlock", I have also unlocked 3 locks in another base, and 5+ doors in another.. It's multiple doors that can be unlocked in a row without eye scan or combination. My friends of 3 has also been able to unlock other players bases. |
Hmm interesting. I altered that code for my own purposes because I didn't like the way the checks were being done (I turned off all of plot 4 life, I really dislike that mod). Wonder if I inadvertently fixed that when I did that. Really the only useful thing about plot 4 life is the fact it added you to your plot pole when placing it which I always did before in my own code, the rest of that mod is useless. I wonder if that's where it's coming from. |
If you could have the admins provide info it may be more helpful than playing telephone. Otherwise, I can't say that I've noticed the issue myself. Knowing what mods they are running and ensuring there are no errors on the server or client RPTs is pertinent. It's also important to add that you can be on the door management list without being on the plot management list, which would give you access to the doors. When you build the doors you are automatically added to the list. Also please post here: #1891 |
Instead of having a ton of fragmented topics on issues with 1.0.6 in its current state let's just put them all here.
I got the test server updated with the current test build from yesterday, you can find the latest test build here as well as instructions to join the server and set up the test mod https://github.com/EpochModTeam/DayZ-Epoch/tree/master/Test%20Build
Primary weapons do not appear in the primary weapon slot, and do not appear in the players hands when a primary weapon is selected, but they are usable.Typed blood bags still spawn in the medical loot containers somehow(???)"you are still in combat" appears along with the appropriate warning message when a zombie is too close in the ESC menuI'll cross these off as I go, but I'm leaving them here for now, if anyone finds any additional issues that are not enhancements please post them here.
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