State
The screen freezes and I have to alt-tab and kill the game task.
I've reproduced on 3 separate 1.30 exp community servers. Just playing normally on empty or populated servers for a while off and on the character gets to a few hours old. Moving through the world or in my inventory.
I'll add private attachments for dxdiag and the log reports
Activity
No mods, server restart didn't seem to help, but I did notice I could rejoin the first server this happened and continue for an hour or so before it started happening again. Once it started happening again it would freeze/shut down a few seconds after I rejoined the server.
I have been saving .RPT and .log but I don't see anything common to each crash.
I did just reinstall to see if that helps, It didn't but I noticed this time when the window closed down there was a crash report dialogue box but it disapeared before I got a chance to hit send....
So this time I did get a small crash report, hope you can derive something from that. It is the ONLY time these logs were produced for this issue and running it again didn't make a crash log either. I don't think eveyone on the server is effected at the same time as I can see they are still logged in after I crash.
CrashReporter.log
11:17:17:053 CRASH REPORT : Crash reporter started!
11:17:17:055 CRASH REPORT : Sending analytical data.
11:17:17:056 CRASH REPORT : Sending Request...
11:17:17:472 CRASH REPORT : Crash Analytics: OK
crash_2026-10-01_11-16-26.log
......DayZ Exp\crash_2026-10-01_11-16-26.log started at 2026-10-01 11:17:16 (2026-10-01 14:17:16 UTC)
------------------------------------
01.10 2026 11:17:16
Unhandled exception
Program: F:\SteamLibrary\steamapps\common\DayZ Exp\DayZ_x64.exe
Reason: Stack overflow
[CDPInitServer]: ??? addr:0x7ff7cd581f08
SymGetSymFromAddr:487, addr:0x7ff7cc89e13c
SymGetSymFromAddr:487, addr:0x7ff7cc89e102
SymGetSymFromAddr:487, addr:0x7ff7cc7c6afe
SymGetSymFromAddr:487, addr:0x7ff7cc7c73cc
SymGetSymFromAddr:487, addr:0x7ff7cc7cae7b
SymGetSymFromAddr:487, addr:0x7ff7cc7aef33
SymGetSymFromAddr:487, addr:0x7ff7cc7ac198
SymGetSymFromAddr:487, addr:0x7ff7cc826b6f
SymGetSymFromAddr:487, addr:0x7ff7ccac452f
SymGetSymFromAddr:487, addr:0x7ff7ccac3fcc
SymGetSymFromAddr:487, addr:0x7ff7ccad4a5c
SymGetSymFromAddr:487, addr:0x7ff7ccab2fbf
SymGetSymFromAddr:487, addr:0x7ff7ccab34cf
SymGetSymFromAddr:487, addr:0x7ff7ccab5308
SymGetSymFromAddr:487, addr:0x7ff7cc6e64f5
SymGetSymFromAddr:487, addr:0x7ff7cc6e6ca7
SymGetSymFromAddr:487, addr:0x7ff7cc6e78ab
SymGetSymFromAddr:487, addr:0x7ff7cc6d8bef
[BaseThreadInitThunk]: ??? addr:0x7ffa3540cd87
[RtlUserThreadStart]: ??? addr:0x7ffa36cacaec
[RtlUserThreadStart]: ??? addr:0x7ffa36cacaec
Oh I see the .mdump there too!
I'll see if I can upload it as the private file, it's a little large!
Have you noticed if maybe the freezes happen when you get to high ground and look far away at distance? For me its been the case, as long as the game doesnt have to struggle with draw distance i was fine but as soon as the game had to draw stuff far away the game would freeze (but in my case it would crash after the freeze) and when i would rejoin that same server with that same character it would instantly freeze again as soon as the world loads because it has to load stuff far away, which creates a kind of trap for the character. As long as i joined a different server and my character would spawn in a place where game doesnt have to draw far objects i would be fine.
No not exclusivly. Maybe its a memory leak that shows itself more when there is more to draw... One of my chars is inside a castle the other in a field and an mid elevation and didn't happen when their was more to draw.
Hello.
This seems like some sort of rendering issue/misconfigured item. If this is on community server with items that do not spawn under vanilla circumstances there is nothing we can do on our end. If these items are not enabled then we would require copy of the character from the database from the server owners.
Please reopen. I tested and reproduced using Official "3602 | NORTH AMERICA - NY | 1st Person Only". I crashed at 21:54 ADT. The .mdmp could be a red herring, it's only been produced once out of many, many crashes. This time I reproduced using a differnt account on a different map, updated drivers. It took longer playing before it crashed, if you look at the character you'll see how long they were alive. The comment above by mynicknametaken, may be on to something, I have noticed more when there is a longer distance to render.
On a hunch I restarted the client and changed my graphics down from extreme to everything medium and I loaded in and ran around fine, no immediate crash. So I then set the settings back to extreme, and BANG crashed immediatey.
This is my view where the process dies. Which is about here looking south.
It's weird because I feel like its not the longest render distance I've seen that I've seen this life, it seems to be a combanation of distance to the horizon AND time played.
It sounds like I may not be the only one experiencing it, and it's pretty terminal when it happens as the server is nolonger playable when you get stuck crashing on each relog (unless you turn down the GFX).
error_2026-10-07_20-18-13.log ends in
21:50:11.349 WORLD : Create entity type 'Animal_CanisLupus_White'
21:50:11.349 ENTITY (E): Type 'ManType' must be inherited from class 'DayZAnimalType'
21:52:03.800 ENTITY (W): Unknown object class 'pond' (dz\water_bliss\ponds\enoch_50x50.p3d)
21:52:03.800 ENTITY (W): Unknown object class 'pond' (dz\water_bliss\ponds\enoch_50x50.p3d)
21:52:03.800 ENTITY (W): Unknown object class 'pond' (dz\water_bliss\ponds\enoch_50x50.p3d)
21:52:15.497 NETWORK : Network simulation
21:52:15.497 ENTITY (E): Type 'LargeTentClutterCutter' must be inherited from class 'Building'
21:52:15.497 ENTITY (E): Type 'LargeTentClutterCutter' must be inherited from class 'Building'
21:52:24.256 ENTITY (W): Unknown object class 'pond' (dz\water_bliss\ponds\enoch_50x50.p3d)
21:52:24.256 ENTITY (W): Unknown object class 'pond' (dz\water_bliss\ponds\enoch_50x50.p3d)
21:52:24.432 ENTITY (W): Unknown object class 'pond' (dz\water_bliss\ponds\enoch_50x50.p3d)
21:52:24.432 ENTITY (W): Unknown object class 'pond' (dz\water_bliss\ponds\enoch_50x50.p3d)
21:54:12.767 ENTITY (W): Unknown object class 'pond' (dz\water_bliss\ponds\enoch_50x50.p3d)
21:54:12.767 ENTITY (W): Unknown object class 'pond' (dz\water_bliss\ponds\enoch_50x50.p3d)
21:54:30.005 NETWORK : Network simulation
21:54:30.005 WORLD : Create entity type 'Animal_CervusElaphusF'
21:54:30.005 ENTITY (E): Type 'ManType' must be inherited from class 'DayZAnimalType'
21:54:31.900 ENTITY (W): Unknown object class 'pond' (dz\water_bliss\ponds\enoch_50x50.p3d)
21:54:31.900 ENTITY (W): Unknown object class 'pond' (dz\water_bliss\ponds\enoch_50x50.p3d)
script_2026-10-07_20-18-13.log
21:42:44.451 SCRIPT : [WeaponFSM::ValidateAndRepairHelper] :: [INFO] :: [wpnfsm] ValidateAndRepair Attempting to repair: P1:36 - MagazineRepair - Pistol_CLO_CHG_BU1_MA1<0x000002BA22699EC0> - state: 1 != weapon: 0
21:45:18.315 SCRIPT : [WeaponFSM::ValidateAndRepairHelper] :: [INFO] :: [wpnfsm] ValidateAndRepair Attempting to repair: P1:36 - MagazineRepair - Pistol_CLO_CHG_BU1_MA1<0x000002C4B8AC9E30> - state: 1 != weapon: 0
21:45:27.435 SCRIPT : [WeaponFSM::ValidateAndRepairHelper] :: [INFO] :: [wpnfsm] ValidateAndRepair Attempting to repair: MKII:22882 - MagazineRepair - Pistol_CLO_CHG_BU1_MA1<0x000002C4CE853730> - state: 1 != weapon: 0
21:45:42.535 SCRIPT : [WeaponFSM::ValidateAndRepairHelper] :: [INFO] :: [wpnfsm] ValidateAndRepair Attempting to repair: MKII:22882 - MagazineRepair - Pistol_CLO_CHG_BU1_MA1<0x000002B99C1322E0> - state: 1 != weapon: 0
From other simmilar reports, could be trying to render a motorbike in an odd state in the distance? (I've seen plenty of bikes of both types before), so turning the render distance down may only be a tempoary solution.
I ran into this same issue while prepping my own Experimental 1.30 community server. My game client kept crashing when I went near Swarog (server didn't crash).
I thought it was my custom mods causing it and I was doing all kinds of stuff to isolate the problem, but after extensive all-day trial and error testing, it seems to be a potential vanilla 1.30 issue as in my research I stumbled across this OP thread which matches my symptoms but his experience does not include any mods.
I had ChatGPT Codex create an automated trial and error environment for me to rapidly test iterations of my server to reproduce this issue under as-close-to-vanilla-conditions-as-possible while still retaining admin tools, and, for what it's worth, here's what it said:
I’ve now reproduced this on DayZ Experimental 1.30.164014.27, Livonia, using a minimal server setup and an automated, repeatable freecam route.
My original crashes occurred near a custom trader area, so I initially suspected Expansion, custom objects, or a broken modded item. However, the crash also occurs without any custom content mods loaded.
Test setup
Vanilla Livonia mission and economy data, with CF-Test and Community-Online-Tools-Test for freecam.
A small client-side test helper drives COT’s existing camera along the same route each run.
The route passes through X 5153 / Z 2236 and Polana, X 3280 / Z 2132, flying at approximately 250 m/s and climbing up to 400–500 m above terrain.
Each surviving flight runs for 60 seconds.
Other graphics settings remain fixed. Terrain view distance is 10,000 m and sceneComplexity is 750,000.
VANILLA CONTENT
- Low (1,400 m): Completed the full 60-second test.
- Very High (2,800 m): Crashed after approximately 11 seconds
while climbing above Polana.
- Extreme (3,200 m): Crashed after approximately 3 seconds.
WINTER CHERNARUS V2 + WINTER LIVONIA
- Low (1,400 m): Completed the full 60-second test.
- Extreme (3,200 m): Crashed after approximately 3 seconds.
The client exits, while the dedicated server continues running. The reproduced crashes generate the same Windows Application Error signature as my original crashes:
Exception code: 0xc0000005
Faulting module: unknown
Reported fault offset/address: 0x00007ff6953e1f08That address is included for correlation between runs on my machine; it is not a resolved function or stack trace. No usable native dump was produced during these tests, and the game logs end abruptly.
These results suggest a problem in the client’s rendering/visibility handling at longer object distances, potentially involving a vanilla asset or a particular scene viewed from altitude.
To be clear, this is not yet a completely unmodded reproduction, because CF, COT, and the camera helper remain present in all tests. The successful Low runs are also only one-minute tests. I cannot identify the exact model or engine fault from the available logs.
The reproduced client crashes did not leave an .mdmp file.
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