v3.0.1 Issues

V3.0.1 is now live, please report new issues here using the following format:
Bug Report Template:
- Version: x.x (check on the main menu, bottom left)
- Type: Map- the name of the map/Gameplay/Asset/Sound/Visual/Other bug
- Description: Describe in detail the issue.
- Screenshots/Video: Please include a screenshot of the issue and/or minimap location if applicable (and youtube/streamable video link if necessary)
- Reproduction steps: how to reliably reproduce this bug (make sure it's reproducible in an online server, rather than in offline mode)
- Any Exploit Bugs that are game-breaking should be sent via https://offworldindustries.zendesk.com/hc/en-us
- Please do not report bugs from the Offline Testing Range.
Known Issues
Visual
- Underwater VFX may require additional fine tuning. Vehicles for the time being will still burn underwater, and smoke grenades will still work underwater
- Underwater VFX may sometimes overlap the ocean surface under certain conditions.
- These underwater effects will be changed or removed in the future
- Occasionally, there might be temporary circular white foam artifacts on water surfaces.
- Some shoulder patches will show a missing texture when viewed in first person.
- CAF Jensen’s Range’s vehicle diorama has GB vehicles instead of CAF ones shown.
- Vehicle seats on amphibious vehicles will occasionally appear to flood when driving through water. Don’t worry though, you’re fine. (Don’t try this with non-amphibious vehicles, though.)
- Wake effects from players and vehicles are sometimes a bit strong.
Gameplay
- The Australian "Specter" optic is very blurry, and effectively unusable. This optic is used on most Australian weapons. Server owners are advised to avoid this faction until this issue is hotfixed.
- Modern Technicals will not stop burning when using the repair tool. T72-B3 and BFV vehicles require two people to repair to overcome the burning damage. This is to be fixed in a future update.
- Players sink very slowly in the ocean on Skorpo.
- Destroyed Observation towers still count towards the maximum limit.
- Users will no longer complete their weapon reload if they enter a vehicle during the reloading animation. This is not a bug, but a consequence of an important bug fix to weapon reloading, which was breaking. Finish your reload before getting into a vehicle if you need to be combat ready.
- The USMC LAV-25 ARV is able to damage itself when aiming the turret barrel through the spare tire.
- The USMC LAV-25 ARV open top gunner cannot reduce magnification on his scope after zooming in.
- Helicopter movement can be jittery as observed from third person when flying over busy areas.
Performance
- There may be some client performance hitches occurring on some maps/layers. Please report any issues you have with as much detail as possible (PC specs, map/layer, location, what was happening at the time)
- The Subpen objective area on the Black Coast map has a significant performance impact. For this reason, it is only included on two layers (Black Coast AAS v1 and Black Coast Seed v1), and closed up on all other Black Coast layers. We will be investigating better solutions in the future.
Other
- Rifle fire inside the Black Coast Subpen (only present on Black Coast AAS v1 and Black Coast Seed v1) has sound occlusion enabled. This initial experimental feature may not sound realistic when the barrel is occluded by small objects, rather than a closed wall.
- USMC woodlands logistics/transport vehicle variants’ engines explode without sound.
- Clicking on reset to Default in Interface/Game will reset all settings, rather than just on that settings tab.
- Gravel SFX will occasionally keep playing for certain stopped vehicles.
- The Black Coast RAAS v3 flag order sometimes picks an objective (the Subpen) that is closed off, and unaccessible. This stops either faction from progressing in that round, until either team happens to run out of tickets. To avoid this issue, we recommend Server Owners remove Black Coast RAAS v3 from their server rotation for the time being, until we can fix this.
Troubleshooting
- If you are still experiencing performance issues after updating to v3.0, be sure to go to Settings -> “CLEAR CACHE”.
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Comments
The problem which appeared since 3.0 update is still not fixed.
I downloaded the newest patch and I get exactly the same crash report.
Already tried:
LoginId:9a65a12a4140beae2ecdcbbedde6fa51
EpicAccountId:1f937555e0a64ab788c18d26719aba2a
Assertion failed: [File:C:/buildWork/482dc7ffae9b9a8a/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 249] Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()) failed at C:/buildWork/482dc7ffae9b9a8a/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UAV.cpp:103 with error E_INVALIDARG
SquadGame
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kernel32
ntdll
Fix the game. Thanks.
game should have the 3.01 hotfix installed because no updates are shown in steam and the last update was from today 7:42 PM
game crashes shortly after big loading screen (lots of guys running to the right) - game ran fine befor the update to V3.0.
system : win7 64 bit, all updates
gpu : nvidia geforce gtx1660 super, driver : 30.0.14.7362 which should be the latest driver
cleared cache, rebooted, tried start with parameter -noeac => still crashes
crash report :
Fatal error: [File:C:/buildWork/482dc7ffae9b9a8a/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp] [Line: 836]
Rendering thread exception:
Fatal error: [File:C:/buildWork/482dc7ffae9b9a8a/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 249]
Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,
(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()) failed
at C:/buildWork/482dc7ffae9b9a8a/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UAV.cpp:103
with error E_INVALIDARG
0x000007fefda6b87d KERNELBASE.dll!UnknownFunction []
0x00000001409692a7 SquadGame.exe!UnknownFunction []
0x000000014096b27c SquadGame.exe!UnknownFunction []
0x000000014092f79a SquadGame.exe!UnknownFunction []
0x00000001408db283 SquadGame.exe!UnknownFunction []
0x00000001408db178 SquadGame.exe!UnknownFunction []
0x0000000140e566a3 SquadGame.exe!UnknownFunction []
0x0000000140e485ee SquadGame.exe!UnknownFunction []
0x0000000140e48b16 SquadGame.exe!UnknownFunction []
0x0000000141565475 SquadGame.exe!UnknownFunction []
0x000000013fc916a1 SquadGame.exe!UnknownFunction []
0x000000013fc8ff46 SquadGame.exe!UnknownFunction []
0x000000013fc8fc48 SquadGame.exe!UnknownFunction []
0x0000000140826111 SquadGame.exe!UnknownFunction []
0x0000000140f60086 SquadGame.exe!UnknownFunction []
0x00000001411b8c87 SquadGame.exe!UnknownFunction []
0x00000001411c2886 SquadGame.exe!UnknownFunction []
0x000000014082e783 SquadGame.exe!UnknownFunction []
0x0000000141578162 SquadGame.exe!UnknownFunction []
0x0000000141579098 SquadGame.exe!UnknownFunction []
0x000000014097b98b SquadGame.exe!UnknownFunction []
0x00000001409756bc SquadGame.exe!UnknownFunction []
0x0000000077b2556d kernel32.dll!UnknownFunction []
0x0000000077c8372d ntdll.dll!UnknownFunction []
Version: v3.01
Type: Crash on startup
Description: UE4 crash during the initial loading screen ("three yellow helmets" screen), it never gets to the main menu. I tried everything I could think of: verifying files, manually deleting SquadGame folder, deleting Nvidia shader cache, fresh reinstall, moving it to different drives, updating drivers, completely wiping out every trace of Nvidia from the PC, trying several old driver versions, reseting BIOS to default... Same exact issue every time. Game worked fine until v3 and I didn't change anything on my end. Squad Public Testing also works fine. It has to be some issue with the v3 build. Hotfix 3.01 didn't help.
Specs: Windows 8.1 / i5-4690K / GTX970 / 16GB DDR3 1866MHz
UE4 Crash Reporter log:
LoginId:48d7dc134acbac524f974bb1bf87106d
EpicAccountId:25dee66888c04030ad7f464812ca2f16
Assertion failed:
[File:C:/buildWork/482dc7ffae9b9a8a/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 249] Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()) failed at C:/buildWork/482dc7ffae9b9a8a/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UAV.cpp:103 with error E_INVALIDARG
SquadGame
[...]
SquadGame
kernel32
ntdll
I also have the same problem and it is still not fixed
"Users will no longer complete their weapon reload if they enter a vehicle during the reloading animation. This is not a bug, but a consequence of an important bug fix to weapon reloading, which was breaking. Finish your reload before getting into a vehicle if you need to be combat ready."
Not sure exactly what was done but I'm getting even worse reload bug now.
Before, a reload bug simply didn't load the ammo - I was free to re-try. Now, reload bug prevents me from attempting to reload again, at all. Not without changing kits.
the heli kept standing on its tail while i try to take off, it just rotates backwards and sometimes falls over, sometimes it’s normal but it’s mostly when there are passengers in the heli
Biased layer strikes again, as usual:
3 BTR-82A vs. 2 LAV6(vastly superior to BTR-82A) + 1 Coyote(still better than BTR-82A, just less obvious; time to kill is in its favor and it has better depression, laser range finder, more HE rounds...etc.)
LAV6 have ~133dps 1750hp, Coyote/LAV25/ASLAV have ~133dps 1250hp. It takes them 7.2s of firing at max damage, beginning with first shot hitting/penetrating, to kill BTR-82A. (not counting fire damage)
BTR-82A have ~166dps 1000hp. It takes ~10.45s of firing at max damage, beginning with first shot hitting/penetrating, to kill LAV6; and ~7.39s for Coyote/ASLAV/LAV25.
And no, shooting the turret doesn't work because LAV6 turret material have better damage reduction(BTR-82A's dps against LAV6 turret is reduced by 2/3, LAV6 dps against BTR turret is only reduced by 1/4 or less, as there are parts that reduce even less)
TAPV is vastly superior to Tigr (TAPV armor can deflect 12.7mm, Tigr has no such luck with only 7mm of mostly flat armor), luvw is situationally better(very, very fast, and quiet).
There is also the fact that Russian BTR-82A can be easily penetrated by .50cal frontally; meanwhile LAV6 is entirely immune from front/most of the side/rear(rear depends on angle and distance) and Coyote/LAV25/ASLAV are frontally immune on the hull, against 12.7mm.
Not only do CAF have better vehicles, they also have better guns.
And no, amphibious capability isn't relevant here because of how the bases are placed(CAF gets the northern base that doesn't have deep water leading out of it; RUS gets the southeastern base that do need bridges to cross deep water in the central path). CAF don't need amphibious and RUS do need it.
Visual:
-BTR propeller hatch does not move when it enters the water, but the BRDM's does.
-LAV25 propellers are not animated from what I can tell.
Poor performance!
Hardware:
PC: Y7000p laptop
CPU: i7-9750h
Mem: 2666MHZ 32GB
GPU: RTX2060 6G
Performance in most battle scenarios:
FPS:50
CPU:30% utilization
GPU:50% core utilization,96% mem utilization
According to the analysis of many players' performance data:
Tree render distance :
from 1500m(last version) to 1800m (current version)
Advice:
Performance Optimization Methodology:
LoginId:***
EpicAccountId:***
Assertion failed: [File:C:/buildWork/482dc7ffae9b9a8a/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 249] Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()) failed at C:/buildWork/482dc7ffae9b9a8a/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UAV.cpp:103 with error E_INVALIDARG
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kernel32
ntdll
Attempted fixes: Game file verification, reinstalling the game - still doesn't work
Assertion failed: [File:C:/buildWork/482dc7ffae9b9a8a/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 249] Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()) failed at C:/buildWork/482dc7ffae9b9a8a/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UAV.cpp:103 with error E_INVALIDARG
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kernel32
ntdll
Description: Game crashes upon loading the main menu.
Attempted fixes: Game file verification, reinstalling the game - still doesn't work
Before update everything worked well !!
OS : Win 7 64bits
GPU: NVIDIA 1060 3Gb, Drivers ver. 473.62, DrirectX 11.0
CPU: Xeon E2678 v3
RAM: 16Gb
Still facing crash to desktop and unreal 4 crash reports.
LoginId:5ba51a5744444a7c64d0c59521e205e5
EpicAccountId:
Assertion failed: [File:C:/buildWork/482dc7ffae9b9a8a/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 249] Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()) failed at C:/buildWork/482dc7ffae9b9a8a/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UAV.cpp:103 with error E_INVALIDARG
SquadGame
kernel32
ntdll
I'll ad myself to the list of people with that issue
Game crashes when joining a server after 3.0.1 update.
"Unhandled exception
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kernel32
ntdll"
v3.0.1:
Visual bug
Antitank 3rd person ADS animations seem to be broken/nonexistent.
To reproduce, look at antitank soldier. Even if he ADS's, you will not see the animation play in 3P.
Error
LoginId:fa56bc5c44ff671535a309bc7538f7cc
EpicAccountId:0c30d1b364a941fd9f60f61323161e7b
Assertion failed: [File:C:/buildWork/482dc7ffae9b9a8a/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 249] Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()) failed at C:/buildWork/482dc7ffae9b9a8a/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UAV.cpp:103 with error E_INVALIDARG
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kernel32
ntdll
I tried reinstalling, checking the integrity, it doesn't help
have you solved the problem?
have you solved the problem?
No. I am waiting for a new update. I believe that the developers will do their job well and fix this problem.
Assertion failed: [File:C:/buildWork/482dc7ffae9b9a8a/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11Util.cpp] [Line: 249] Direct3DDevice->CreateUnorderedAccessView(Texture->GetResource(),&UAVDesc,(ID3D11UnorderedAccessView**)UnorderedAccessView.GetInitReference()) failed at C:/buildWork/482dc7ffae9b9a8a/UnrealEngine/Engine/Source/Runtime/Windows/D3D11RHI/Private/D3D11UAV.cpp:103 with error E_INVALIDARG
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kernel32
ntdll
Description: Game crashes upon loading the main menu.
OS : Win 7 64bits
GPU: NVIDIA 1060 3Gb, Drivers ver. 473.62, DrirectX 11.0
CPU: Xeon E2678 v3
RAM: 16Gb
Before update everything worked well !!
Hey everyone, thank you reporting these issues, the team are looking into what is causing the crashes.