For client crashes, please have a look at the following: Create a new issue and clearly label it as a crash in the title. For example: "Game Crash - Dropping a protector case crashes the game" Next, provide insight into how you got your game to crash. Include as much information about...
For client crashes, please have a look at the following: Create a new issue and clearly label it as a crash in the title. For example: "Game Crash - Dropping a protector case crashes the game" Next, provide insight into how you got your game to crash. Include as much information about...
When it comes to UI, PC players will be able to spottwo new graphical settings - terrain and object visibility. We realized how much scenery would open up (especially with Sakhal coming), if we made these options available. These settings are client-side and independent from network bubble ...
If your PC fails to meet DayZ minimum system requirements, you may not be able to run the game properly on your PC. In such a case, you need toupgrade your hardware first. If you don’t know how to check the DirectX version on your PC, you can refer to the first step in the po...
There are multiple ways of looking at this and I wish the DayZ developers would be more open to that. You may think you are inherently mitigating these attacks by forcing the client to choose an ephemeral source port, but what you're actually doing is forcing hosters to open up the entir...
i have even manually downloaded the client through the battleye website and installed on both games Arma 2 and OP Arrowhead. still got the problem. I looked on the dayZ forum and people said to do the same things i am doing. I have looked on youtube aswell about 2 tutorials on the ...
Fixed: Inventory Commands were dependent on distance checks from a player which would fail when an object still existed on the client but was outside of it's network bubble Fixed: Script function overload compiler bug when a class has more than 100 supers (https://feedback.bistudio.com/T1...
From here, once we've finished our server/client architecture -- because we're moving it an MMO model -- we're reviewing the situation of that in June, and then we do an alpha, just like Minecraft. People pay X amount of dollars and they get early, cheap access to it, and then ...
That mention was indeed dedicated to us supporting Linux servers mostly. We’re definitely open to supporting Linux for the game itself, but that’ll be realistic only after we reach the 1.0 version of the game, as the multi platform/system development would become a bit tricky...