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dorkill15

stuck on receiving data with bar full

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i have problem with my arma 2 OA or arma 2 when i cant join to any public servers. whenever i try to get in to one there is one thing that happen.

i get a receiving data with the bar full while i have the lobby screen on and the ok button is blinking.

after this thing happen noting happen I am stuck on it and cant do anything. and i tried to wait 30 minutes but nothing happen.

and i updated battleye for arma 2 and arma 2 OA.

what can i do?? your's dor.

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Hello dorkill15! Welcome to Bis forums.

Can you post your Rpt--> http://community.bistudio.com/wiki/RPT

The rpt is a notepad file, a log file that will have information on whats going on with the game.

When you locate your rpt, then in reply when you post go to advanced (bottom right) and post your rpt, once posted while your in the advanced part of posting,

highlight what you posted and then click on the button # which is for code.

This will put the rpt post into a scrollable text, and condense it and keep it readable and short.

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Hello dorkill15! Welcome to Bis forums.

Can you post your Rpt--> http://community.bistudio.com/wiki/RPT

The rpt is a notepad file, a log file that will have information on whats going on with the game.

When you locate your rpt, then in reply when you post go to advanced (bottom right) and post your rpt, once posted while your in the advanced part of posting,

highlight what you posted and then click on the button # which is for code.

This will put the rpt post into a scrollable text, and condense it and keep it readable and short.

[98866]  Fixed: duplicated items in dead bodies ([url]https://dev-heaven.net/issues/54384[/url])
  [98342]  Fixed: AI did not enter some corner covers at all, or entered it from a wrong direction
  [98219]  Improved: AI now smarter when selecting attack position, it should no more plan attacks from very close ([url]https://dev-heaven.net/issues/32115[/url])
  [98137]  Changed: AI soldiers now glancing at their targets more frequently while moving in combat.
  [98135]  Fixed: AI sometimes running back and forth when attacking ([url]https://dev-heaven.net/issues/32115[/url])
  [98088]  Improved: AI AT units selecting better position when attacking ([url]https://dev-heaven.net/issues/32115[/url])
  [98041]  Fixed: Server crash when trying to delete remote non player group AI on a client ([url]https://dev-heaven.net/issues/54014[/url])
  [98020]  Fixed: Fast missiles not visible ([url]https://dev-heaven.net/issues/52489[/url])
  [97990]  Improved: Rendering distance of the airborne helicopter is now the same as of the airborne plane ([url]https://dev-heaven.net/issues/27584[/url])
  [97982]  Improved: When engaging a vehicle with multiple vulnerable crew members, the most suitable one is selected now.
  [97970]  Fixed: AI sometimes unable target the crew or large vehicles, esp. helicopters ([url]https://dev-heaven.net/issues/27547[/url])
  [97930]  Fixed: Multiple crashes during client/server shutdown
  [97926]  Changed: Scripting: When a global variable is assigned a nil value, it is now deleted (was kept with a nil value).
  [97917]  New: Scripting function "onEachFrame code" defines a code called each frame.
  [97328]  Fixed: Server was not notified when client closed the game (alt+F4)
  [97299]  Changed: callExtension return buffer size increased to 16 KB.
  [97106]  Changed: copyFromClipboard now does nothing in MP, copyToClipboard does nothing in MP on clients.
  [97105]  New: Added scripting functions profileNamespace and saveProfileNamespace.
  [96888]  New: New MP bandwidth control algorithm available through commandline option -bandwidthAlg=2
  [96866]  Fixed: Possible crash when client session is terminated during VOIP speaking.
  [96815]  Fixed: Game has often crashed while shutting down during speaking over VOIP.
  [96798]  Changed: When there any too many servers (>500) available matching the current filter, server browser shows close servers only.
  [96755]  Changed: Isolated unofficial DayZ variants (like Lingor) into a separate mission type to prevent Arma server browser pollution.
  [96643]  New .cfg entries serverGeoLocAuto / serverLongitude / serverLatitude can be used to set approximate server location manually.
  [96493]  Fixed: MP - Gunner firing broken (blank ammo) when human pilot activates manual fire before the human gunner enters.
  [96488]  Fixed: Deactivated satchel charge not picked up even if you had 2 empty slots
  [96476]  Fixed: Kamov was unable to engage with rockets
  [95939]  Fixed: Vehicle interior sometimes disappearing briefly.
  [95862]  Improved: Server browser now prefers "better" (connectable) servers.
  [95783]  Fixed: Some sounds (esp. say) queued if played out of hearing range.
  [95691]  Changed: buildRequired is now limited by the server version, server can never require a higher version than its own.
  [95654]  Improved: VoN now uses the same port as the game traffic, should make VoN more reliable (less NAT issues).
  [95406]  Improved: Servers can set vonCodecQuality 11..20 for improved quality (wideband). Ultrawideband 21..30 will be possible in 1.63. The new setting requires a recent client on the talking side, server and listening clients can be any version.
  [95309]  Changed: MP: Dayz servers are now visible if and only if the Dayz mod is active.
  [95308]  Improved: MP: Custom game types no longer displayed as Unknown in the server browser.
  [95307]  Changed: Default matchmaking filter now shows only servers with ping < 100.
  [95285]  Fixed: Possible crashes after closing the game in MP (Alt+F4)
  [94918]  New: command unit addMagazine[name, ammoCount]
  [94912]  Fixed: Video memory detection on W7/x64 sometimes wrong because of bug in IDirect3DDevice9::GetAvailableTextureMem.
  [94886]  Fixed: Possible gear item duplication (private [url]https://dev-heaven.net/issues/36648[/url])
  [94761]  TBB 4.0 update 5, (tbb40_20120613oss, [url]http://threadingbuildingblocks.org/ver.php?fid=187[/url])
  [94699]  Tweak Reinhard tonemapping pars
  [94629]  Fixed: Wrong magazines are removed with weapon in briefing gear.
  [94206]  Fixed: Disabled channels can be bypassed in briefing screen ([url]https://dev-heaven.net/issues/33906[/url])
  [94049]  New: terrainIntersectASL command
  [94049]  Fixed: terrainIntersect reverted to ATL
  [94002]  Fixed: PlayerId changed for users using Reinforcements or Arma X Anniversary edition to prevent PlayerId conflicts.
  [94001]  Fixed: "enableItemsDropping = 0;"  now even for MP clients
  [94001]  New: moonIntensity command
  [94001]  New: sunOrMoon command
  [93989]  Changed: When dropping weapon unrelated magazine will not be dropped
  [93958]  New: Dropping items while swimming can be disabled with "enableItemsDropping = 0;" in description.ext
  [93945]  New: In gear added bars with ammo count
  [93945]  New: setGearSlotAmmoCount, setIDCAmmoCount, gearIDCAmmoCount, gearSlotAmmoCount gear commands
  [93897]  New: AToC & PPAA added into UI video options
  [93841]  Fixed: AI using NVGs as binoculars after dropping their primary weapon ([url]https://dev-heaven.net/issues/27297[/url])
  [93821]  Changed: Authentication Timeout is distinguished from bad CD key
  [93812]  Fixed: Restrict gamma value set by profile
  [93809]  Fixed: Restrict brightness value set by profile
  [93722]  Fixed: Effects of setDamage to buildings different on clients and server ([url]https://dev-heaven.net/issues/23915#change-136685[/url])
  [93701]  Fixed: Changing gear in briefing screen is not working reliable in MP ([url]https://dev-heaven.net/issues/16421[/url])
  [93680]  Optimized: MP: attachTo no longer sends a message when the attachment does not change.
  [93672]  Fixed: Unable to access AI soldier's gear in map
  [93670]  Fixed: Prone units stop engaging ([url]https://dev-heaven.net/issues/32475[/url])
  [93664]  Fixed: Damage of buildings synchronization in MP after JIP ([url]https://dev-heaven.net/issues/25659[/url], [url]https://dev-heaven.net/issues/23915[/url], [url]https://dev-heaven.net/issues/18492[/url])
  [93657]  Fixed: Target is no longer stored in the long-term target list when forgotten for the second time ([url]https://dev-heaven.net/issues/27895[/url])
  [93654]  Improved: Tone mapping
  [93652]  New: Scripting functions visiblePositionASL and nearestBuilding position
  [93648]  New: Scripting functions ASLToATL and ATLToASL to convert between coordinate systems.
  [93632]  New: Lazy evaluation variants of scripting functions and / or.
  [93624]  Changed: Scripting function weaponDirection returns a primary weapon direction when empty string is used as a weapon name.
  [93622]  New: Scripting function eyeDirection.
  [93598]  New: Scripting functions eyePos object and aimPos object
  [93585]  Improved: Reduced LOD flicker when zooming / panning zoomed ([url]https://dev-heaven.net/issues/16004#note-23[/url])
  [93583]  Fixed: Player-created markers not synchronised with JIP clients (see [url]https://dev-heaven.net/issues/6337[/url])
  [93575] Fixed: StringLoad command reads unicode
  [93570]  Fixed: Player-made map markers disappearing in MP under certain circumstances ([url]https://dev-heaven.net/issues/32160[/url])
  [93542]  New: MP Statistics screen (key I) contains the Server hostname
  [93528]  Fixed: Max distance for DirectChat raised from 20m to 40m
  [93415]  Fixed: empty weaponHolder is not deleted when used by remote player
  [93398]  New: System chat like player connected/disconnected switched to CCSystem=6 channel. New configuration opportunity disableChannels[]={chan1,chan2,...}; in mission description.ext file possible.
  [93294]  Fixed: Multiple Object not found problems such as Server: Object 6:4 not found (message 124)
  [93276]  New: terrainIntersect command
  [93273]  New: lineIntersects, lineIntersectsWith commands
  [93156]  Changed: increased gear MP messages priority
  [93146]  Fixed: LOD blending
  [93120]  Fixed: JIP connecting players less affect other players network bandwith
  [93117]  Fix: Crash: [url]https://dev-heaven.net/issues/31784[/url] - caused by fix: "LOD blending not working reliably (rev. 93017)
  [93017]  Fixed: LOD blending not working reliably
  [92956]  Fixed: Sound: Music often stop playing after window focus is lost and regained
  [92925]  Fixed: switching backpack with dead unit in MP
  [92821]  Fixed: Joining unit in the vehicle to a different side group did not change the perceived side of the unit.
  [92781]  Fixed: SelectPlayer makes direct communication unreliable (see [url]https://dev-heaven.net/issues/30991[/url])
  [92754]  Fixed: scaling icons with grenade cursor
  [92706]  TBB 4.0 update 4, (tbb40_20120408oss, [url]http://threadingbuildingblocks.org/ver.php?fid=185[/url])
  [92705]  Fixed: Possible crash when in out of VRAM conditions because of a race condition.
  [92679]  Fixed: A Javelin missile often did not lock a target when playing with a Veteran or harder difficulty ([url]https://dev-heaven.net/issues/28865[/url])
  [92612]  Fixed: SelectPlayer in MP can break the Direct Chat or cause other MP issues.
  [92582]  Fixed: AI detection after load
  [92463]  Fixed: AToC ATi 77xx
  [92071]  Changed: Observer RPT messages now once per 60 sec, [url]https://dev-heaven.net/issues/29985[/url]
  [92061]  Fixed: AtoC on nVidia for CSAA
  [92059]  PPAA pars tweak & SMAA use color edge detection method
  [91173]  New: Registry driven mod can contain list of required mods in its REQUIRE string value (the same syntax as for LOADAFTER). Moreover, the reg.value CANDISABLE="0" can be used to make the Disable button disabled.
  [91055]  Fixed: Respawn with backpack
  [90909]  Fixed: crash of Linux server when player with custom face connects
  [90901]  New: setUnitRecoilCoefficient command
  [90099]  New: Added MP only scripting functions netId / objectFromNetId / groupFromNetId.
  [89964]  Fixed: Linux servers were never green in server list.
  [89899]  Fixed: Helicopter is more accurate with unguided rockets
  [89898]  Fixed: Secondary gunner tracks enemies
  [89603]  Fixed: A possible crash when textures were loading too slow from the disk.
  [89523]  Fixed: Crash during engine termination from multiplayer game.
  [89361]  Fixed: Linux server slow startup
  [89205]  New: Player can look up/down using a mouse while driving land/water vehicles.
  [89201]  New: SMAA antialiasing introduced, use PPAA=3, PPAALevel=0..3 in Arma2OA.cfg.
  [89104]  New: Implemented automatic looking intro turns when driving a car with a mouse.
  [89086]  Experimental: A different way to handle mouse steering is implemented for cars, tanks, boats and bikes.
  [89079]  Fixed: Multiple reload sounds in mp (see [url]https://dev-heaven.net/issues/28201[/url])
  [89011]  New: A cursor is shown to provide a visual feedback when steering a car.
  [88975]  Fixed: Multiple reload sounds in MP (see [url]https://dev-heaven.net/issues/28201[/url])
  [88948]  Improved: Airplane thrust and brakes can now be applied at the same time.
  [88947]  New: Full joystick axis can be mapped by mapping both positive and negative part of the same axis (map negative first to use the axis inverted) ([url]https://dev-heaven.net/issues/3546[/url])
  [88918]  Improved: AI scanning for the target more when a visual contact is lost.
  [88890]  Improved: AI vehicles scanning area with their weapons when target position is not known exactly.
  [88870]  Fixed: AI vehicles sometimes see player outside their field of view ([url]https://dev-heaven.net/issues/28203[/url])
  [88850]  Fixed: AI was sometimes able to reveal a unit which has detonated a satchel ([url]https://dev-heaven.net/issues/11610[/url])
  [88726]  Fixed: Frequent client/server crashes in MP (when merging multipacket messages)
  [88269]  Changed: Application name changed to "ArmA 2 OA" for "ArmA 2 Reinforcements".
  [88195]  Improved: -beta mods now always loaded first ([url]https://dev-heaven.net/issues/27762[/url])
  [88147]  Add: Optional FXAA sharp filter, *.cfg "FXAASharp"
  [88119]  Improved: AI spotting reducing in high speed moving vehicles more accurate now (movement direction is considered).
  [88111]  Fixed: Unguided rockets no longer explode when passed by the target ([url]https://dev-heaven.net/issues/27772[/url])
  [88110]  Fixed: AI gunner hits the ground with manually guided missile when "Auto guided AT"  is disabled ([url]https://dev-heaven.net/issues/14297[/url])
  [88015]  Fixed: Aircraft gunner firing even when manual fire was selected by a pilot ([url]https://dev-heaven.net/issues/27689[/url])
  [87963]  Optimized: Reduced memory footprint in complex missions.
  [87840]  New: Added scripting command productVersion ([url]https://dev-heaven.net/issues/25580[/url])
  [87837]  Changed: Addons config value requiredVersion ignored for easier addon sharing between various products (A2, TOH).
  [87824]  Changed: Removed support for config parameter nightVision ([url]https://dev-heaven.net/issues/26117[/url])
  [87768]  Fixed: AI vehicles crews seeing targets badly ([url]https://dev-heaven.net/issues/23388[/url])
  [87755]  Fixed: Player automatically reveals targets which AI would never see ([url]https://dev-heaven.net/issues/27493[/url])
  [87746]  Fixed: Looking around no longer possible when combat mode changes in vehicle ([url]https://dev-heaven.net/issues/17777[/url])
  [87745]  New: Cheat Shift+Minus+FPS to allow artificially limit FPS for testing to 40,20,10,5.
  [87740]  Improved: Targeting and firing always commanded by observer. ([url]http://dev-heaven.net/issues/2353[/url])
  [87706]  Improved: AI laser target detection at large distances improved.
  [87692]  Fixed: Manual guidance not working for a helicopter gunner ([url]http://dev-heaven.net/issues/12025[/url], [url]http://dev-heaven.net/issues/27418[/url])
  [87659]  Fixed: AI was unable to engage invisible laser targets used for SSM ([url]http://dev-heaven.net/issues/26317[/url])
  [87658]  Fixed: Command doTarget on friendly unit did not work ([url]http://dev-heaven.net/issues/22724[/url])
  [87655]  Fixed: Text parameter file parsing not reliable ([url]http://dev-heaven.net/issues/27403[/url])
  [87654]  Improved: A behaviour of the leader player is now assumed to be the most restrictive behaviour of his subordinates ([url]http://dev-heaven.net/issues/11699[/url])
  [87652]  Fixed: AI always turned out when player is effective commander in cargo ([url]http://dev-heaven.net/issues/2733[/url])
  [87646]  Fixed: MP: Bullet hits of remote units not visible over large distance ([url]http://dev-heaven.net/issues/12973[/url])
  [87645]  Changed: Default memory allocator is now tbb4malloc_bi instead of tbb3malloc_bi
  [87644]  Fixed: Bad format of startDate / startTime fields could cause crazy time preset in the editor ([url]http://dev-heaven.net/issues/27338[/url])
  [87643]  Fixed: Manually guided missiles lost control when reaching 1500 m distance ([url]http://dev-heaven.net/issues/12101[/url])
  [87640]  New: RVExtension dll interface implemented ([url]http://community.bistudio.com/wiki/callExtension[/url])
  [87640]  Improved: AI sometimes did not start firing at enemy which passed quickly just in front of it. Fixed: AI unable to target crew in vehicles other than tracked ones ([url]http://dev-heaven.net/issues/25847[/url]) Improved: AI units now give more preference to close targets ([url]http://dev-heaven.net/issues/25847[/url])
  [87497]  Changed: Default maxPacketSize reduced from 1490 to 1400 to improve compatibility with exotic MTU settings ([url]http://dev-heaven.net/issues/9719[/url])
  [87496]  Fixed: Player state transferred corrently even for distant players ([url]http://dev-heaven.net/issues/27200[/url])
  [87495]  New: -malloc=system can be used to force using Windows allocator even when allocator dlls are present.
  [87410]  Fixed: Missing reloading sound while reloading animation from another player in Multiplayer ([url]http://dev-heaven.net/issues/18754[/url])
  [87357]  Fixed: Failed to load TextureHeaderManager from file on Linux servers
  [87274]  Improved: Airborne airplanes now rendered in larger distances.
  [87273]  Changed: AI airplane always using lights during landing, taxiing and takeoff.
  [87270]  Fixed: Lens flares positioned badly when 3D resolution different from 2D resolution.
  [87077]  New: Ground effect computed for airplanes (0-10% depending on height)
  [87075]  New: Ground effect computed for helicopters (based on [url]http://www.cybercom.net/~copters/aero/ground_effect.html[/url])
  [87073]  Fixed: Helicopter autohover was wobbling a lot ([url]http://dev-heaven.net/issues/4478[/url])
  [87067]  New: Commandline -checkSignatures to provide thorough test of all signatures of all loaded banks at the start game. Output is in rpt file.
  [86971]  New: -beta=xxxx as alternative to -mod=xxxx to allow using beta files without affecting mod handling.
  [86965]  Changed: Mod list configured by ModLauncher is saved inside game config instead of user profile.
  [86944]  Added: HitPart event now contains Ammo type name
  [86925]  Fixed: CWR2 Camel was unable to takeoff (flew close to stall after take off, never recovering).
  [86916]  New: Player name validation when editing a profile name.
  [86882]  New: Scripting command visiblePosition to obtain object position as visible on screen ([url]http://dev-heaven.net/issues/26591[/url])
  [86880]  Fixed: Helicopter slow after GET OUT waypoint when CYCLE was used as well.
  [86876]  New: Editor: Visual indication of the selected target for CYCLE waypoint.
  [86851]  Fixed: Vehicles attached on ships attached to objects sometimes destroyed ([url]http://dev-heaven.net/issues/26668[/url])
  [86839]  Fixed: Cannot manipulate doors after game was aborted with doors in transit. ([url]http://dev-heaven.net/issues/26702[/url])
  [86737]  New: Fast Approximate Anti-Aliasing (FXAA), [url]http://community.bistudio.com/wiki/arma2oa.cfg[/url]
  [86704]  Fixed: "Direct" chat sometimes not working ([url]http://dev-heaven.net/issues/26422[/url])
  [86702]  Fixed: Dead body temperature was not saved ([url]http://dev-heaven.net/issues/25466[/url])
  [86647]  MP: Fixed: When a player was JIP-ing, traffic for all other players was significantly reduced ([url]http://dev-heaven.net/issues/26408#note-48[/url])
  [86643]  Fixed: Massive network traffic optimization during Join in Progress ([url]http://dev-heaven.net/issues/26408#note-48[/url])
  [86620]  Fixed: Searchlight turning itself off for non-server clients ([url]http://dev-heaven.net/issues/4449[/url])
  [86566]  Fixed: Action taking magazine from a backback has sometimes failed ([url]http://dev-heaven.net/issues/25927[/url])
  [86520]  Fixed: Gamespy Server signature list contains often twice "bi" ([url]http://dev-heaven.net/issues/23752[/url])
  [86491]  Improved: MP: Diary statistics not available in MP when NetStats is disabled ([url]http://dev-heaven.net/issues/26435[/url])
  [86484]  Improved: Dedicated server console now supporting Unicode and long output (using Rich Edit Control).
  [86431]  Fixed: Issues with v2 signatures - causing random check to fail ([url]http://dev-heaven.net/issues/26323[/url])
  [86296]  Changed: AI gunner is no longer firing at friendly units when ordered to target them.
  [86271]  Fixed: Locked MP role slots after BattlEye kick.
  [86257]  Fixed: MP: Countermeasures released automatically for a player commanded tank ([url]http://dev-heaven.net/issues/17458[/url]) Fixed: MP: Countermeasures released by AI were multipled by the number of other connected players.
  [86233]  Fixed: MP: Loosing gear due to water no longer multiplied for each player ([url]http://dev-heaven.net/issues/26162[/url])
  [86217]  Improved: Thermal imaging for models with no TI data ([url]http://dev-heaven.net/issues/16673[/url])
  [86159]  Fixed: Server response unreliable with long keys (e.g. mod lists) ([url]http://dev-heaven.net/issues/23389[/url])
  [86128]  Fixed: Soldier running instead of crawling through holes ([url]http://dev-heaven.net/issues/25348[/url])
  [86122]  Fixed: AI without weapon stuck when crouched ([url]http://dev-heaven.net/issues/16229[/url])
  [86114]  Prevent crouched AI from sprinting ([url]http://dev-heaven.net/issues/24405[/url])
  [86060]  New: A command line argument -par=filename can be specified to provide a parameter file ([url]http://dev-heaven.net/issues/26103[/url])
  [86059]  New: Window title includes player name when running windowed to make testing with multiple instances easier.
  [86035]  Fixed: Tanks were not damaged under water when fps was very high ([url]http://dev-heaven.net/issues/25835[/url])
  [85998]  Improved: Improved AI/autopilot landing abilities ([url]http://dev-heaven.net/issues/25419[/url])
  [85882]  Fixed: Trigger "Detected by" sometimes did not fire when unit was only known about indirectly, e.g. because of a kill ([url]http://dev-heaven.net/issues/25768[/url])
  [85881]  Fixed: AI sometimes has forgotten a recently seen kill ([url]http://dev-heaven.net/issues/25768[/url]) (result of [url]http://dev-heaven.net/issues/2067#note-12[/url])
  [85871]  New: Custom memory allocator support ([url]http://community.bistudio.com/wiki/ArmA_2:_Custom_Memory_Allocator[/url])
  [85823]  Fixed: Shadows were not cast on on-surface objects, like helipads.
  [85747]  Changed: attachTo with the same object no longer resets attached object orientation ([url]http://dev-heaven.net/issues/25272[/url])
  [85746]  Fixed: There was no debriefing after MP game ends after saving the game.
  [85741]  Fixed: MP: Bullet tracers of remote vehicles not reliable ([url]http://dev-heaven.net/issues/25601[/url]).
  [85737]  Fixed: SaveVar did not work in MP Campaign.
  [85653]  New: Scripting command reveal has a new variant, group reveal [target, accuracy]. To reveal target side use 1.5 (default reveal used accuracy=1).
  [85595]  Fixed: Crash or game corruption when loading a game with clients already connected ([url]http://dev-heaven.net/issues/24676[/url])
  [85594]  New: Server admin can check build numbers of clients using #userlist.
  [85588]  Fixed: magazinesTurret [-1] sometimes returning wrong list or even crashing.
  [85533]  Changed: MP: BLUFOR roles are now assigned before OPFOR by default.
  [85529]  Fixed: Reassign allowed clients to use a role reserved for a host.
  [85520]  Optimized: Faster preload in multiplayer ("Receiving" mission, switching from map).
  [85497]  Fixed: Remote units init event handle is no longer run before fully initialized ([url]http://dev-heaven.net/issues/25225[/url])
  [85489]  Changed: Init handlers executed immediately, not queued for later execution like other events.
  [85488]  Changed: MP: Units are no longer moved to a new group when they timeout getin ([url]http://dev-heaven.net/issues/25095#note-75[/url])
  [85448]  Fixed: Scripting command "Reveal" left target side as unknown, requiring visual confirmation ([url]http://dev-heaven.net/issues/25266#note-8[/url])
  [85440]  Fixed: Bullets damage reduced too much over distance ([url]http://dev-heaven.net/issues/11479[/url])
  [85429]  Fixed: Global event handlers (including onPlayerDisconnected and onMapSingleClick) cleaned when MP debriefing starts ([url]http://dev-heaven.net/issues/16261[/url])
  [85428]  New: Window title includes Host or Admin status when running windowed to make testing with multiple instances easier.
  [85424]  Fixed: in config parameter initTurn in turrets work again
  [85420]  Improved: Direct damage is no longer artificaly reduced for lying soldiers ([url]http://dev-heaven.net/issues/20441[/url])
  [85337]  Optimized: Unknown targets no longer saved, significantly reducing savegame size.
  [85330]  Optimized: No longer saving "visionPars" and "magazineSlotsOpticsModes" when not used.
  [85300]  Fixed: Group names were not reused after deleteGroup ([url]http://dev-heaven.net/issues/11483[/url])
  [85280]  Improved: AI smarter in using binoculars.
  [85244]  Fixed: Objects close to bushes or trees sometimes ignored during visibility testing ([url]http://dev-heaven.net/issues/25230[/url])
  [85199]  Fixed: Order of init event handlers and init commands was reversed since 1.57 beta ([url]http://dev-heaven.net/issues/14766[/url])
  [85032]  Fixed: script command FOR (BASIC) can use capital characters in variable
  [84977]  Optimized: MP: Improved server performance in complex missions.
  [84957]  Optimized: MP: Reduced number of messages send during JIP to complex missions.
  [84874]  Fixed: Slight cursor offset when selecting items in the listboxes (like mission selection).
  [84871]  Improved: MP: Smoother motion of distant units (Default value of MinErrorToSend changed to 0.001, introduced new value MinErrorToSendNear with a default value of 0.01).
  [84865]  Fixed: MP game crashed after loading a save from a complex mission ([url]http://dev-heaven.net/issues/24676[/url])
  [84692]  Fixed: AI was often not watching unidentified targets (causing [url]http://dev-heaven.net/issues/24631[/url])
  [84632]  Fixed: turret tug after crew turn-in
  [84478]  Improved: loading of binarized bikb files now supported.
  [84464]  Improved: MP: Remote units should move a lot smoother.
  [84453]  Fixed: DisableSerialization breaks spawn script variables after Load.
  [84388]  New: New entry requiredBuild=xxxxx; in server.cfg preventing obsolete clients to connect. Not reliable until 1.60, clients are still able to connect.
  [84374]  Optimized: MP: Reduced bandwidth used by standing AI soldiers.
  [84285]  Fixed: MP: Remote units jumping back when stopping ([url]http://dev-heaven.net/issues/24034[/url])
  [84271]  Fixed: MP: Reduced bandwith usage in missions with many soldiers.
  [84266]  Improved: Better error message shown when memory allocation fails because of too small page file.
  [84265]  Improved: Abnormal program termination by an error message is now more robust, less likely to cause a bogus crash report or to miss the message box.
  [84259]  Fixed: Weapons on pylons changed positions after fireAtTarget ([url]http://dev-heaven.net/issues/24046[/url])
  [84221]  Fixed: Tanks sometimes braking too much or even reversing a bit when slowing down.
  [84209]  Fixed: AI subordinates sometimes slowing down too much when navigating around obstacles.
  [84057]  Fixed: Possible crash after calling joinSilent and deleteVehicle.
  [83810]  Fixed: Rare problem of AI fleeing when all enemies mounted vehicles.
  [83759]  Fixed: AI not engagign through glass and other penetrable surfaces ([url]http://dev-heaven.net/issues/4438[/url]).
  [83726]  Fixed: Lipsync for radio not working.
  [83721]  Fixed: AI no longer seeing through dense grass ([url]http://dev-heaven.net/issues/5785[/url])
  [83597]  Fixed: Attached objects no longer causing slow car movement.
  [83544]  Improved: AI skill settings in difficulty options easier to use.
  [83530]  Improved: Soldier movement more natural when doing "scan horizon".
  [83496]  Changed: Danger FSM event DCFire is now sent only when unit not in the combat mode yet ([url]http://dev-heaven.net/issues/23160[/url])
  [83471]  Fixed: AI units often not engaging close enemies ([url]http://dev-heaven.net/issues/18951[/url], [url]http://dev-heaven.net/issues/22935[/url])
  [83400]  New: scripting function "assignedTeam xxx" returns colored team to which a commander of given vehicle belongs to.
  [83390]  Fixed: Most units had maximum skill, ignoring values set in the mission ([url]http://dev-heaven.net/issues/4483[/url])
  [83310]  Fixed: More space for GameSpy QR2 signature key answer.
  [83308]  Fixed: low game fps causing innacurate AI weapon aiming (see also [url]http://dev-heaven.net/issues/22974[/url])
  [83273]  Changed: Temporarily abandoned vehicles are no longer considered neutral (AI continues engaging them).
  [83258]  Fixed: tugging tracks on tanks
  [83156]  Fixed: AI units no longer firing at empty enemy vehicles ([url]http://dev-heaven.net/issues/5183[/url])
  [83137]  Fixed: Walking no longer causes prone-style recoil to be used. ([url]http://dev-heaven.net/issues/22828[/url])
  [83122]  Fixed: AI no longer considering a car horn as a threat.
  [83118]  Fixed: AI no longer using AA against ground targets or guided missiles against soft targets unless desperate ([url]http://dev-heaven.net/issues/7578[/url])
  [83101]  Improved: Engage / Fire no longer a default command when not pointing to an enemy target.
  [83100]  Fixed: Enemy fire no longer reported by units which cannot be aware of it.
  [83088]  Fixed: Units equipped with NVG no longer turn on the flashlights on their own ([url]http://dev-heaven.net/issues/13041[/url])
  [83085]  Fixed: setMimic working, acceptable mimics are: "neutral", "dead", "danger", "hurt", "aware", "safe", "combat" ([url]http://dev-heaven.net/issues/6638[/url])
  [83077]  Improved: AI considering threats uphill from it a bit more when planning a path.
  [83076]  Fixed: Object variable space was not cleared reset between missions ([url]http://dev-heaven.net/issues/13620[/url])
  [83062]  Fixed: Sky sometimes changing abruptly ([url]http://dev-heaven.net/issues/8072[/url])
  [82969]  Improved: AI is less able to detect enemies in forests (improved estimation on "disappearing in a pattern" for forests).
  [82939]  Fixed: AI vehicles could spot previously known targets even out of their visual cone ([url]http://dev-heaven.net/issues/18846[/url])
  [82928]  Fixed: Occasional visual artifacts caused by rabbit animation interpolation since 79670 (thanks to Sniperwolf572 and F2k Sel for finding the repro).
  [82899]  Fixed: Signature checking of BAF/PMC addons.
  [82874]  New: Command line option -nosound to run the game without accessing audio devices.
  [82699]  Optimized: Some background file operations are faster, esp. with low fps (should fix [url]http://dev-heaven.net/issues/22227[/url])
  [82654]  Optimized: Visual state interpolation fully enabled. ([url]http://www.bistudio.com/index.php/english/company/developers-blog/230-experimental-betas-interpolating-the-future[/url])
  [82621]  Fixed: Weapons no leaving hands while turning when prone
  [82590]  Fixed: Message "Creating debriefing" no longer appearing in the rpt file.
  [82484]  Improved: AI helicopter attempt to land when hit during an attach run.
  [82476]  Fixed: Crash opportunity when camera object was deleted.
  [82464]  Improved: AI landing more reliable with broken back rotor.
  [82451]  New: AI FSMs can be disabled using unit disableAI "FSM".
  [82342]  Fixed: AI road vehicle avoidance improved.
  [82295]  Fixed: PMC videos flashing (since 80298).
  [82163]  Fixed: No longer display names of buildings hidden by accuracy ([url]http://dev-heaven.net/issues/20503[/url])
  [82130]  Fixed: Occasional fps drop when AI was getting in a vehicle.
  [82117]  Optimized: Much faster visibility testing when many units are around, esp. when they are not moving a lot.
  [81995]  Fixed: AI planes were climing/diving wildly during formation flying.
  [81956]  Improved: AI takeoff improved, L-39 or Su-34 can now lift from all Chernarus airfields.
  [81286]  Fixed: Airplane control surfaces position could reach impossible values with keyboard controls ([url]http://dev-heaven.net/issues/2314[/url])
  [80336]  Optimized: Reduced frame rate drops caused by texture loading ([url]http://dev-heaven.net/issues/14397[/url])
  [79768]  New: Mods can be configured using Windows Registry.
  [79670]  Fixed: AI warping at distance in singleplayer ([url]http://dev-heaven.net/issues/1915[/url])
  [79645]  New: parameter "angle" for reflectors
  [79509]  Fixed: Possible freeze after alt-tab in window mode.
  [79500]  New: Helipads can be placed on a carrier deck and AI helicopter can land on them.
  [79462]  Fixed: Airplane sometimes crashed after landing autopilot was activated.
  [79441]  Fixed: Crash when assembling GMG, L2A1 crew served weapons.
  [79432]  New: AI able to STOL on runways shorter than 500 m.
  [79412]  Impoved: Aircraft can be placed on carrier deck in the editor.

(changes in data)

fixed :[OA] SC 48 Sector Control is missing ammo for Mk17 EGLM RCO and Mk17 TWS SD

---------- Post added at 17:17 ---------- Previous post was at 16:06 ----------

Hello dorkill15! Welcome to Bis forums.

Can you post your Rpt--> http://community.bistudio.com/wiki/RPT

The rpt is a notepad file, a log file that will have information on whats going on with the game.

When you locate your rpt, then in reply when you post go to advanced (bottom right) and post your rpt, once posted while your in the advanced part of posting,

highlight what you posted and then click on the button # which is for code.

This will put the rpt post into a scrollable text, and condense it and keep it readable and short.

https://rapidshare.com/files/4105800423/rpt.rar

Edited by Max Power

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Hello dorkill15! Welcome to Bis forums.

Can you post your Rpt--> http://community.bistudio.com/wiki/RPT

The rpt is a notepad file, a log file that will have information on whats going on with the game.

When you locate your rpt, then in reply when you post go to advanced (bottom right) and post your rpt, once posted while your in the advanced part of posting,

highlight what you posted and then click on the button # which is for code.

This will put the rpt post into a scrollable text, and condense it and keep it readable and short.

The RPT file is too long to add to the reply so i uploaded it to RS

https://rapidshare.com/files/4105800423/rpt.rar

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Thank you.

Ok, Dor heres what we got, the following errors in the rpt may be preventing you from playing the mission MP_Deathmatch.chernarus.

File description.ext, line 8: '.onloadintro': Missing ';' at the end of line
File description.ext, line 9: '.onloadmission': Missing ';' at the end of line
File description.ext, line 9: '.debriefing': Missing ';' at the end of line
File description.ext, line 10: '.briefing': Missing ';' at the end of line
File description.ext, line 11: '.showWatch': Missing ';' at the end of line
File description.ext, line 12: '.showCompass': Missing ';' at the end of line
File description.ext, line 13: '.showNotepad': Missing ';' at the end of line
File description.ext, line 14: '.showGPS': Missing ';' at the end of line
File description.ext, line 15: '.showMap': Missing ';' at the end of line
File description.ext, line 16: '.onLoadIntroTime': Missing ';' at the end of line
File description.ext, line 21: '.respawn': Missing ';' at the end of line
File description.ext, line 21: '.respawndelay': Missing ';' at the end of line
File description.ext, line 3: '.onloadmission': Missing ';' at the end of line
ca\missions\MPScenarios\MP_Deathmatch.chernarus: string @str_mpdeathmatch_subname cannot be localized client-side - move to global stringtable
File description.ext, line 8: '.onloadintro': Missing ';' at the end of line
File description.ext, line 9: '.onloadmission': Missing ';' at the end of line
File description.ext, line 9: '.debriefing': Missing ';' at the end of line
File description.ext, line 10: '.briefing': Missing ';' at the end of line
File description.ext, line 11: '.showWatch': Missing ';' at the end of line
File description.ext, line 12: '.showCompass': Missing ';' at the end of line
File description.ext, line 13: '.showNotepad': Missing ';' at the end of line
File description.ext, line 14: '.showGPS': Missing ';' at the end of line
File description.ext, line 15: '.showMap': Missing ';' at the end of line
File description.ext, line 16: '.onLoadIntroTime': Missing ';' at the end of line
File description.ext, line 21: '.respawn': Missing ';' at the end of line
File description.ext, line 21: '.respawndelay': Missing ';' at the end of line
File description.ext, line 3: '.onloadmission': Missing ';' at the end of line

From what I'm understanding the mission is not localizing for you when you connect, meaning its basically not loading the files required to play.

The description.ext is mission config placed in mission's root folder, in mpmissions if this script file is not used then you wont respawn or have other features related to MP.

The problem listed here though is I think that the mission is not loading because at the end of the codes in the description it requires a ; (semicolon) which is used to end or close a code, if thats not there then the mission wont load and if you had hosted this mission on your own computer your game would crash.

I'm not 100% sure this is the true cause.

On previous listings it looks like your game crashed on you when trying to run Dayz on lingor.

anytime you get a crash what you can do is report your crashes here:

http://forums.bistudio.com/showthread.php?110823-Got-game-crash-Do-this

Just follow the instructions and then wait for an e-mail.

Overall the only thing I can suggest is to defragment your steam cache files, and then verify the integrity of your cache.

Now in general when you join any public server are you able to connect and play the mission the server is running?

or is your issue just this specific to a single server you are trying to join, I think you said that in your first post.

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the problem is for public servers only because i can host a server by my own but when i try to get to wasteland for example i get the receiving data problem or a new thing that is resent when i log in and the only thing i see is a picture of a desert but i cant move or look anywhere. and in dayz and any another dayz map i get the receiving data problem and a black screen with the word loading... in the middle and i can wait for hours but nothing will happen. so what can i do to fix these problems I keep getting???

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Receiving problem can also be that you dont have the same files as the server you are trying to join. Be sure to read my previous post.

I do know its for a server/s you are trying to join.

Also there are already many topic discussing the receiving issue, i suggest you search, the receiving issue will be different for everyone,

another suggestion is try other servers, and keep reviewing your rpt. If you get any crashes then submit your crash files to the link I provided.

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Same problem.

My RPT file:

[8902,262.784,0,"XEH: PreInit Started. v1.0.0.189. MISSINIT: missionName=CO@16_Operacja_Kojot_v1_4, worldName=MCN_Aliabad, isMultiplayer=true, isServer=false, isDedicated=false"]

[8902,273.074,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_disable_cache.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"]

Cannot create object 2:257

Cannot create object 2:258

Cannot create object 2:259

Cannot create object 2:260

Cannot create object 2:261

Cannot create object 2:262

Cannot create object 2:263

Cannot create object 2:265

Cannot create object 2:266

Cannot create object 2:267

Cannot create object 2:268

Cannot create object 2:269

Cannot create object 2:270

Speaker Dan not found, patched to default Male01EN

Unit not created: Subgroup 0:0 not found

Cannot create object 15:5

Client: Object 4:11 (type Type_93) not found.

Speaker Dan not found, patched to default Male01EN

"JayArmA2Lib: ACTIVE"

[9261,284.619,0,"WARNING: PostInit did not finish in a timely fashion"]

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