Defent Posted July 9, 2014 Report Share Posted July 9, 2014 I don't seem to have this particular problem on my Chernarus server. Could it be that it happens to servers who don't run default Epoch maps? (I.e Napf, Saurland etc?). I only have players getting stuck on authentication, but i have had no reports of this error as of yet. Link to comment Share on other sites More sharing options...
insertcoins Posted July 9, 2014 Report Share Posted July 9, 2014 Wonder if it is just people running overpoch? Link to comment Share on other sites More sharing options...
Defent Posted July 9, 2014 Report Share Posted July 9, 2014 It does seem like an error that could occur when mods are not loaded correctly etc, so Overpoch could be a valid reason. Link to comment Share on other sites More sharing options...
MGT Posted July 9, 2014 Report Share Posted July 9, 2014 It's only happening on my OverPoch Namalsk (DayZ Namalsk 0.75) server so I stripped out the Overwatch part, reverted to old mission, wiped test DB and it still does it, so it's more likely the map insertcoins 1 Link to comment Share on other sites More sharing options...
bFe Posted July 9, 2014 Report Share Posted July 9, 2014 I'm running Epoch vanilla and on Chernarus. Link to comment Share on other sites More sharing options...
RimBlock Posted July 9, 2014 Report Share Posted July 9, 2014 I'm running Epoch vanilla and on Chernarus. Same here. Link to comment Share on other sites More sharing options...
Sascha Posted July 9, 2014 Report Share Posted July 9, 2014 Same here. Same here too. Vanilla DayZ Epoch 1.0.5.1 Link to comment Share on other sites More sharing options...
Chris9183 Posted July 9, 2014 Report Share Posted July 9, 2014 Problem is not related to mod or map; this loading screen problem happens on a totally fresh vanilla epoch Chernarus build. Link to comment Share on other sites More sharing options...
MGT Posted July 9, 2014 Report Share Posted July 9, 2014 Getting this in client rpt with -showScriptErrors enabled Error in expression <ep_ct = _wpnstate select 0; _cammo_ct = _wpnstate_ct select 4; _log4 = format['%> Error position: <_wpnstate_ct select 4; _log4 = format['%> Error Undefined variable in expression: _wpnstate_ct Might be related as it's regarding weapon state. There's no filename where this error is originating from but it's not in my mission file or server pbo. Link to comment Share on other sites More sharing options...
jOoPs Posted July 9, 2014 Report Share Posted July 9, 2014 im wondering.. running 1.63 125548 since a week and NO ONE has that problem on my server.. added snapbuild (GetPlayerUIDold used) Link to comment Share on other sites More sharing options...
piggd Posted July 10, 2014 Report Share Posted July 10, 2014 I have been testing on a vanilla epoch server and have isolotaed the problem to player_monitor.fsm is not executing endLoadingScreen; like it should be on 2nd logins. My fsm skills are light but I am trying to see if I can figure out why it is getting hung up there. The init.sqf is stopping executing at that point and the way I can tell is I placed endLoadingScreen; if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "player_monitor.sqf"; //anti Hack [] execVM "\z\addons\dayz_code\system\antihack.sqf"; //Lights //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; }; The game lets me in but it is not executing the code after that block on 2nd and beyond logins. If I place it here it hangs on 2nd and beyond logins. if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "player_monitor.sqf"; //anti Hack [] execVM "\z\addons\dayz_code\system\antihack.sqf"; //Lights //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; }; endLoadingScreen; If someone who understands fsm well could look at it and offer any sugesstions. Orca 1 Link to comment Share on other sites More sharing options...
TayTayTheKiller Posted July 10, 2014 Report Share Posted July 10, 2014 I have been testing on a vanilla epoch server and have isolotaed the problem to player_monitor.fsm is not executing endLoadingScreen; like it should be on 2nd logins. My fsm skills are light but I am trying to see if I can figure out why it is getting hung up there. The init.sqf is stopping executing at that point and the way I can tell is I placed endLoadingScreen; if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "player_monitor.sqf"; //anti Hack [] execVM "\z\addons\dayz_code\system\antihack.sqf"; //Lights //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; }; The game lets me in but it is not executing the code after that block on 2nd and beyond logins. If I place it here it hangs on 2nd and beyond logins. if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "player_monitor.sqf"; //anti Hack [] execVM "\z\addons\dayz_code\system\antihack.sqf"; //Lights //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; }; endLoadingScreen; If someone who understands fsm well could look at it and offer any sugesstions. You might wanna check out https://community.bistudio.com/wiki/FSM_Editor Link to comment Share on other sites More sharing options...
Orca Posted July 10, 2014 Report Share Posted July 10, 2014 Thanks to you, Piggd, I have isolated the problem, it comes from the condition between the state "Load In" and the state "Preload Display" in the FSM, the condition is "!(isNull (findDisplay 46))" which seems to mean that the primary display is not available for now... [Gore Mode enabled] Ok, let's shortcut this condition... boom, next state's condition is blocking too, which was something predictable (dayz_preloadFinished) Ok (2), let's shortcut this condition... boom, I'm in game... [Gore Mode disabled] Of course this is absolutely not a solution, the goal was to check where the problem came from, and why... Now I know where it comes from, but I have no idea why (coz I don't know arma2, nor dayz/epoch, nor why BI is using literals instead of defines... :| Someone knows why display "46" is null, and what condition creates it ? Link to comment Share on other sites More sharing options...
jon5353 Posted July 10, 2014 Report Share Posted July 10, 2014 Hopefully we can get a word from one of the devs soon. I appreciate all your guys' work on this. I run a local server, compared to many others who have actual servers that players legitimately can't play on, and for that I feel sorry for you guys and hope that whoever is experiencing this bug on your server is dedicated and will continue to play on your server after you fix it. For me, I am the only person not able to reconnect. I'll post my character_data strip for myself, 5 140445766 11 2014-07-10 00:06:50 2014-07-10 15:47:23 [["ItemToolbox","ItemCompass","ItemMap","ItemMachete","ItemKnife","ItemMatchbox_DZE","UZI_SD_EP1","ItemGPS","Binocular","ItemCrowbar","ItemHatchet_DZE","NVGoggles"],["ItemBandage","ItemBandage","ItemBandage","30Rnd_9x19_UZI_SD","30Rnd_9x19_UZI_SD"]] ["DZ_ALICE_Pack_EP1",[[],[]],[["ItemBloodbag","ItemMorphine","ItemPainkiller"],[1,3,3]]] [234,[4555.04,8265.68,0.002]] [false,false,false,false,false,false,true,12000,[],[0,0],0,[1033.53,578.022]] 1 1 2014-07-10 00:06:50 2014-07-10 00:06:50 17 16 221411 51 ["","aidlpercmstpsraswpstdnon_player_idlesteady03",100,[]] 1 Camo1_DZ 0 415 0 Sorry if it looks horrible, but if its just playerstate then all you're looking for is this part ["","aidlpercmstpsraswpstdnon_player_idlesteady03",100,[]] And here is a strip from a working friend's character 6 143418886 11 2014-07-10 02:15:50 2014-07-10 02:15:50 [["glock17_EP1","ItemToolbox","ItemCompass","ItemMap","ItemMachete","ItemKnife","ItemMatchbox","ItemHatchet","RPK_74","ItemGPS"],["ItemBandage","ItemBandage","ItemBandage","17Rnd_9x19_glock17","17Rnd_9x19_glock17","17Rnd_9x19_glock17","17Rnd_9x19_glock17","ItemMorphine","ItemPainkiller","FoodrabbitCooked","ItemSodaCoke","ItemSodaCoke","75Rnd_545x39_RPK","FoodCanSardines","ItemBloodbag","ItemBloodbag","ItemBandage","ItemAntibiotic"]] ["DZ_Backpack_EP1",[["M4A1"],[1]],[["30Rnd_556x45_Stanag","ItemMorphine","ItemPainkiller","FoodrabbitCooked","ItemSodaCoke","ItemAntibiotic"],[2,1,2,1,2,1]]] [321,[4505.77,8268.44,8.624]] [false,true,false,false,false,false,true,11882,[],[0,0],300,[56.659,520.26]] 1 2 2014-07-10 02:15:50 2014-07-10 02:15:50 7 7 29712 44 ["RPK_74","amovpknlmstpsraswrfldnon",41,[]] 0 Survivor2_DZ 0 2575 0 What exactly is "playerstate"? I'm assuming its the state at which you logout at, but whats up with the mumbojumbo of letters along with the number at the end? Could I pretty much just put my weapon in the first "" and remove "_player_idlesteady03" for a temporary fix? Thanks. Link to comment Share on other sites More sharing options...
Guest Posted July 10, 2014 Report Share Posted July 10, 2014 Thanks to you, Piggd, I have isolated the problem, it comes from the condition between the state "Load In" and the state "Preload Display" in the FSM, the condition is "!(isNull (findDisplay 46))" which seems to mean that the primary display is not available for now... [Gore Mode enabled] Ok, let's shortcut this condition... boom, next state's condition is blocking too, which was something predictable (dayz_preloadFinished) Ok (2), let's shortcut this condition... boom, I'm in game... [Gore Mode disabled] Of course this is absolutely not a solution, the goal was to check where the problem came from, and why... Now I know where it comes from, but I have no idea why (coz I don't know arma2, nor dayz/epoch, nor why BI is using literals instead of defines... :| Someone knows why display "46" is null, and what condition creates it ? Any chance you could post the fsm? Thanks in advance. Link to comment Share on other sites More sharing options...
Orca Posted July 10, 2014 Report Share Posted July 10, 2014 What I saw from the code : that's the last state of a player written in the DB, the first entry is the current weapon, next is the animation, then the temperature, and last field is the friend list Link to comment Share on other sites More sharing options...
Orca Posted July 10, 2014 Report Share Posted July 10, 2014 Any chance you could post the fsm? Thanks in advance. sure, but please remember this is absolutely not an answer to this problem... http://pastebin.com/rcY7429b (BTW, you have to copy your player_monitor.sqf & player_monitor.fsm to your mission files, and remap links into init.sqf & player_monitor.sqf) Link to comment Share on other sites More sharing options...
Guest Posted July 10, 2014 Report Share Posted July 10, 2014 sure, but please remember this is absolutely not an answer to this problem... http://pastebin.com/rcY7429b (BTW, you have to copy your player_monitor.sqf & player_monitor.fsm to your mission files, and remap links into init.sqf & player_monitor.sqf) Thank you very much, I'll give this a try. Link to comment Share on other sites More sharing options...
Guest Posted July 10, 2014 Report Share Posted July 10, 2014 sure, but please remember this is absolutely not an answer to this problem... http://pastebin.com/rcY7429b (BTW, you have to copy your player_monitor.sqf & player_monitor.fsm to your mission files, and remap links into init.sqf & player_monitor.sqf) I'm probably doing something wrong, I cannot get this to work (chances are I've mapped the wrong address in the sqf). Still stuck on the loading sceen... On the plus side the counter doesn't get stuck. Link to comment Share on other sites More sharing options...
piggd Posted July 10, 2014 Report Share Posted July 10, 2014 Work Around: If you add the two endLoadingScreen; statements in your init.sqf it seems to work aorund the problem. In no way is this a fix to the real issue. So far in development I have not seen any issues. I be rolling this to my prod servers tonight. endLoadingScreen; // Work around for 2nd Log in hang if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; //anti Hack [] execVM "\z\addons\dayz_code\system\antihack.sqf"; //Lights //[false,12] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; }; #include "\z\addons\dayz_code\system\REsec.sqf" //Start Dynamic Weather execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf"; #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf" endLoadingScreen; // Work around for 2nd Log in hang Chris9183, Quasid, (TLS) and 2 others 5 Link to comment Share on other sites More sharing options...
jon5353 Posted July 11, 2014 Report Share Posted July 11, 2014 Work Around: If you add the two endLoadingScreen; statements in your init.sqf it seems to work aorund the problem. In no way is this a fix to the real issue. So far in development I have not seen any issues. I be rolling this to my prod servers tonight. ---- If we have stuff that goes inside that box (ie epoch admin tools modifies the antihack line) would we repeat that there as well? Or would having a second one be enough? Link to comment Share on other sites More sharing options...
MGT Posted July 11, 2014 Report Share Posted July 11, 2014 Working for us piggd, nice work! Link to comment Share on other sites More sharing options...
Chris9183 Posted July 11, 2014 Report Share Posted July 11, 2014 Piggd, this works for me too! Hail to the chief! Link to comment Share on other sites More sharing options...
TheHound Posted July 11, 2014 Report Share Posted July 11, 2014 Worked for me as well, Excellent! Link to comment Share on other sites More sharing options...
Guest Posted July 11, 2014 Report Share Posted July 11, 2014 Pretty sure this is a Steam issue. If I log out and close OA but leave the server up, I cannot reload OA as Steam thinks it is already running because of the server. Link to comment Share on other sites More sharing options...
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