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DayZ 1.30 – Unable to Connect to Any Server (0x00010001 / 0x00020009), Severe Freezing, WinDbg and Network Diagnostics

1

State

Open
Issue key
DZG-1592
Access
Public
Space
DayZ
Project
Stable Feedback
Creator
mind
Created
Oct 20, 2026
Views
4
Platform
PC Steam
What happened?

Apologies. I went through many hours of what, in hindsight, was an awful lot of troubleshooting with ChatGPT. At the end I asked it to compile everything we'd been through to send here as a last resort kinda thing


Hello Bohemia Interactive Support,

I'm contacting you regarding a persistent and reproducible issue with DayZ on Windows 11. I have spent several hours troubleshooting, including reinstalling the game, testing multiple network connections, investigating BattlEye, collecting packet captures, examining Windows event logs, and analysing DayZ process dumps with WinDbg.

Despite all this, I am still unable to connect to any DayZ multiplayer server.

I am providing as much technical information as possible in the hope that your development or technical support team can identify the underlying cause.

1. System specifications

  • CPU: AMD Ryzen 7 7800X3D

  • GPU: NVIDIA GeForce RTX 4080 SUPER

  • RAM: 32 GB

  • Motherboard: MSI B650-series motherboard

  • Operating system: Windows 11, build 26300 (as reported in Windows Error Reporting)

  • DayZ version: 1.30.164.78

  • Platform: Steam

  • Launchers tested: Official DayZ Launcher, DZSA Launcher, direct Steam client launch

  • Internet connection: Home Wi-Fi, with a separate mobile-data hotspot also tested

  • Game installation: Reinstalled and Steam files verified multiple times

2. Original issue and how it started

DayZ was working normally before this issue appeared.

I was able to play multiplayer, exit the game normally, and subsequently found that I could no longer connect to servers. I did not knowingly make any significant Windows, hardware or networking changes between the last successful session and the first failure.

Initially, modded DayZ was also crashing during startup. Subsequent testing and reinstalls reduced some of the outright crashes, but multiplayer connectivity remained broken and severe freezing became a recurring symptom.

The issue has persisted across multiple launches and reboots.

3. Primary symptoms

A. Unable to connect to multiplayer servers

The two main error codes are:

  • 0x00010001 — Server unreachable

  • 0x00020009 — Connecting failed

These occur when attempting to join different DayZ servers, including modded community servers and official vanilla servers.

The issue is not limited to a particular server, launcher, or mod collection.

For example, when connecting to Rearmed Training Grounds, the typical sequence is:

  1. Start DayZ through the official launcher or DZSA.

  2. Game begins loading.

  3. Loading sometimes stalls at approximately 60% for around 10 seconds.

  4. Game eventually reaches the Rearmed custom main menu, sometimes running at a normal 180 FPS.

  5. A connection failure appears, usually 0x00010001.

  6. Sometimes the menu still displays "Cancel" when hovering over "Play", suggesting the attempted connection has not fully cleared despite the error.

At times, the game becomes so unresponsive that the Cancel button cannot be clicked.

B. Extremely slow loading and recurring freezes

DayZ has intermittently taken approximately 5–10 minutes simply to load into a main menu.

During these incidents:

  • The game becomes unresponsive according to Windows.

  • The loading screen sometimes remains around 90%.

  • Frame rate can drop to approximately 1 FPS.

  • Background textures or menu elements may not finish loading.

  • The game may recover after 1–2 minutes, run normally for a short period, and then become unresponsive again.

  • Freezes have also occurred while sitting in the Rearmed main menu, including after Alt-Tabbing.

When DayZ is responsive, performance is normal. The system is capable of running the game at high frame rates.

In one performance observation during a freeze, CPU utilisation was low, disk activity was approximately 0–10%, disk reads were around 0.1 MB/s, and DayZ was using approximately 3 GB of RAM.

Windows Resource Monitor's "Analyze Wait Chain" did not reveal a clear blocking process.

The issue is intermittent: some launches reach the vanilla main menu relatively quickly, but that does not mean multiplayer connectivity has recovered.

C. Server browser behaviour

The in-game DayZ official server browser has sometimes remained on:

Loading... Servers found: 0

However, external server discovery works:

  • Steam's Game Servers browser can retrieve multiple DayZ community servers, player counts, and pings.

  • Rearmed servers showed approximately 18–24 ms latency in Steam's History tab.

  • The official DayZ Launcher can display community servers and their information.

  • DZSA can retrieve server listings and connection information.

Therefore, server discovery is at least partially functional, but actual DayZ gameplay connections fail.

An attempt to connect to a last-played server at 51.38.168.138:2302 also produced 0x00010001.

4. Tests and repairs already performed

DayZ installation and configuration

  • Repeatedly verified game files through Steam.

  • Completely reinstalled DayZ.

  • Deleted/reset DayZ's user configuration in the Documents DayZ directory.

  • Retested vanilla DayZ without community mods.

  • Retested modded DayZ using Rearmed.

  • Tested the official launcher.

  • Tested DZSA.

  • Tested direct Steam launch using "Run DayZ Client".

  • Tested launching through DZSA with its "Skip BattlEye" option enabled.

  • Attempted to load the vanilla main menu without selecting a multiplayer server.

  • Tested different official and community servers.

Result: None reliably restored multiplayer connectivity.

The DZSA "Skip BattlEye" test still experienced freezing, but I cannot confirm from that checkbox alone that BattlEye was completely absent from the process. That particular test was also performed with Rearmed content, so it was not a fully isolated vanilla/offline/BattlEye-free test.

Network connectivity

  • Tested my normal home Wi-Fi connection.

  • Tested a separate mobile hotspot using mobile data.

  • Checked Windows default routes and gateway information.

  • Confirmed the normal default route used the home network gateway 192.168.0.1.

  • Checked Windows proxy configuration using netsh winhttp show proxy; it reported direct access with no proxy.

  • Examined the Winsock catalogue and found standard Microsoft providers, with no obvious third-party Winsock provider entries.

  • Performed a Winsock reset using netsh winsock reset, followed by a restart.

  • Checked network adapter bindings, including Npcap and VirtualBox networking components.

  • Temporarily disabled the Npcap and VirtualBox network filter bindings to test for interference.

Result: Switching to mobile data did not fix the problem. Disabling the identified network bindings did not fix the problem.

After the Winsock reset, a direct vanilla Steam launch loaded normally, but connecting to a server still failed with 0x00010001. Because startup performance had already been intermittent, I cannot conclude that Winsock was the root cause of the earlier freezes.

Windows Firewall

  • Inspected existing explicit Windows Firewall block rules.

  • Found no obvious explicit block rules for DayZ or BattlEye.

  • Added application-specific allow rules for inbound and outbound traffic, across all network profiles, for:

    • DayZ_x64.exe

    • DayZ_BE.exe

    • BEService.exe

  • Retested DayZ multiplayer with these permissions enabled.

  • Removed the temporary test rules after they failed to help.

Result: Allow rules did not improve multiplayer connectivity.

Other software and background services

Mullvad VPN had previously been installed, although it was disconnected and Lockdown Mode was disabled.

Windows System events showed Mullvad service errors, including Service Control Manager events 7031 and 7024, with one error indicating "Incorrect function".

Stopping the Mullvad VPN service initially appeared to improve loading speed: on two standalone vanilla launches, DayZ reached a fully rendered menu quickly and ran at approximately 179–180 FPS.

However, multiplayer connections still failed. I subsequently uninstalled Mullvad-related software and restarted Windows.

Result: Some startup behaviour improved temporarily, but DayZ remained unable to connect to multiplayer servers.

I also examined the Windows network stack and background networking services. No single component was definitively identified as responsible.

Independent multiplayer comparison

I tested Arena Breakout: Infinite, which uses a different anti-cheat system.

It launched normally and successfully entered an online multiplayer raid, with no corresponding connection problems.

Result: General internet connectivity and multiplayer gaming work on this PC, although this does not specifically validate DayZ or BattlEye's protocols.

5. BattlEye investigation

Because the connection failures affect protected DayZ servers, I investigated whether BattlEye might be involved.

Service and driver status

While DayZ was running:

Get-Service BEService

Reported:

  • Status: Running

  • Startup type: Manual

The BattlEye kernel driver was also checked using:

sc.exe query BEDaisy

Result:

  • Service type: Kernel driver

  • State: RUNNING

  • WIN32_EXIT_CODE: 0

  • SERVICE_EXIT_CODE: 0

The service control logs also showed repeated Event ID 7045 entries registering the BEDaisy.sys kernel driver, with demand startup.

I could not identify a definitive BattlEye service startup failure or crash in the inspected logs.

BattlEye installation files

I verified the presence of relevant BattlEye files, including:

  • BEService.exe

  • BEService_x64.exe

  • BEClient_x64.dll

  • BEServer_x64.dll

I searched both the shared BattlEye installation and the DayZ BattlEye directory for diagnostic files. No obvious readable BattlEye authentication logs were found.

I also searched Windows Event Viewer for BattlEye-specific records and DayZ-related application events.

BattlEye-related network traffic

A network trace showed UDP traffic from the BattlEye service to:

57.129.90.115

The trace contained approximately:

  • 114 outgoing UDP packets to port 2359

  • 242 outgoing UDP packets to port 2360

  • No corresponding incoming replies observed for this address during that capture

Windows Resource Monitor independently showed BEService.exe sending traffic to this same address, with zero receive traffic during the observed snapshots.

A DNS entry in the packet-drop diagnostics also associated:

master1.battleye.com

with:

57.129.90.115

I understand that the absence of responses in these observations does not necessarily establish a BattlEye malfunction. The endpoint's expected behaviour is unknown.

Nevertheless, this may be useful when compared against BattlEye's expected authentication or service communication sequence.

Ban possibility

I have not seen an explicit BattlEye global-ban message or ban identifier.

My observed errors are the DayZ connection failures 0x00010001 and 0x00020009.

Because the failures persist across different servers and even a separate mobile network, I do not currently have evidence that this is simply an individual server ban or home-IP restriction.

I would appreciate confirmation if any account, authentication or BattlEye restriction could produce these symptoms.

6. WinDbg analysis — DayZ freezing in networking functions

I collected minidumps while DayZ was unresponsive.

Two captures were taken approximately 10 seconds apart:

  • FROZEN_DayZ_x64_2026-10-20_01-47-55.mdmp

  • FROZEN_DayZ_x64_2026-10-20_01-48-05.mdmp

Both captured the DayZ main thread (enfMain) waiting in a socket-related call chain.

The relevant stack included:

ntdll!NtWaitForSingleObject
mswsock!SockWaitForSingleObject
mswsock!WSPSelect
ws2_32!select
DayZ_x64.exe

This indicates that the main thread was waiting inside Winsock socket handling at the times of capture.

The fact that both dumps showed the same wait is potentially relevant to the repeated unresponsive periods.

However, it does not by itself prove a Windows networking defect or identify the remote endpoint that was being awaited.

The dump exception code 0x80000003 may reflect the dump capture mechanism rather than the cause of the original problem.

Separate, earlier crash information also included an access violation (0xC0000005), though I cannot establish whether that initial crash and the current connection problems share a cause.

Additional WinDbg output and error files are available.

7. Packet capture — Rearmed gameplay connection

I used Windows Packet Monitor (pktmon) to capture network traffic during a failed connection attempt.

The principal test server was:

Rearmed Training Grounds | Deathmatch

  • Server address: 104.129.132.118

  • Game port: UDP 2302

  • Steam query port: UDP 2303

The initial packet capture showed traffic between my PC and that server, including approximately seven outgoing and six incoming UDP packets attributed to the address during the observation.

This suggests some server communication was possible, but does not establish that a valid gameplay session was formed.

Packet-drop capture

I subsequently collected a separate packet-drop trace using PktMon.

This included incoming packets from:

104.129.132.118:2302

to a temporary local port:

192.168.0.111:58113

with the reported drop reason:

INET: transport endpoint was not found

The trace also included traffic from the query port 2303 to local port 58112, including a "Port unreachable" indication.

Windows appeared to receive some server replies without a matching active UDP endpoint.

This may occur if DayZ has already closed the socket or if replies arrive after a connection timeout. The capture does not establish whether the dropped packets caused the initial failure or arrived as a consequence of it.

Additional entries in the packet-drop trace included multicast DNS traffic, local loopback traffic, and a DNS response relating to the BattlEye endpoint.

No definitive network-filter driver or firewall rule was identified as causing the gameplay connection failure.

UDP endpoint inspection

I queried Windows UDP endpoints while DayZ was open using Get-NetUDPEndpoint, filtering by the DayZ_x64.exe process.

During the later inspection, Windows returned no UDP endpoints owned by DayZ.

Another check confirmed that the DayZ process was still present, but its GUI responsiveness was reported as:

Responding: False

The historical ports 58112 and 58113 were also no longer present.

These observations were taken after a failed attempt and therefore do not prove DayZ never opened UDP sockets. They may simply have closed by that stage.

8. TCP/HTTPS and REST communication investigations

During a failed connection, Windows Resource Monitor showed DayZ communicating with several external addresses.

Examples included:

  • 172.67.139.247 — Cloudflare address

  • 8.233.75.164 — Remote HTTPS endpoint

  • 104.129.132.118 — Rearmed game server

  • 104.21.54.151 — Another external address observed during an earlier session

When queried through PowerShell:

Get-NetTCPConnection

the HTTPS connection to:

172.67.139.247:443

was observed in FIN_WAIT_2.

A separate HTTPS connection to:

8.233.75.164:443

was observed as Established.

These states do not prove an HTTPS failure, and the exact API hostnames associated with those IP addresses have not been established.

General HTTPS test

A separate test using Windows curl succeeded:

curl.exe -v --connect-timeout 10 --max-time 20 https://www.battleye.com/ -o NUL

Results:

  • DNS resolved successfully.

  • TCP connected successfully to port 443.

  • TLS negotiation completed successfully.

  • HTTP response: 200 OK.

  • Approximately 44 KB downloaded successfully.

This demonstrates that ordinary HTTPS access to BattlEye's public website works. It does not verify access to BattlEye's protected-game authentication services or Rearmed's private API.

9. Relevant DayZ RPT errors — 20 October 2026

The latest relevant log is:

DayZ_x64_2026-10-20_11-37-41.RPT

This is particularly interesting because it contains a DayZ connection failure alongside three Rearmed/Dabs Framework REST callback errors.

At approximately 11:38:18:

[ErrorModuleHandler] :: Error thrown: 0x00010001 ()

At approximately 11:38:29:

SCRIPT (E): Virtual Machine Exception

Reason: RearmedPriorityPayloadCB returned error from api:
EREST_ERROR_APPERROR, completed in 48229ms

Class: 'RearmedPriorityPayloadCB'
Function: 'Error'

Another callback reported:

Reason: RearmedQuotesPayloadCB returned error from api:
EREST_ERROR_APPERROR, completed in 48230ms

A third reported:

Reason: RearmedServerPayloadCB returned error from api:
EREST_ERROR_APPERROR, completed in 48230ms

The stack traces referenced:

scripts/1_Core/proto/endebug.c
DabsFramework/scripts/3_Game/dabsframework/web/restcallback/restcallbackbase.c

These three requests all reported failure after approximately 48.23 seconds, nearly simultaneously.

The error is not itself an explicit BattlEye error.

It may be useful to determine whether the requests failed due to external API availability, a network timeout, DayZ REST handling, or some common underlying process stall.

The RPT also includes various mod-related warnings, missing localisation strings, and asset-related warnings. I have not established that those are related to the connection problem.

Importantly, I have also experienced the issue when testing vanilla DayZ. Therefore, I do not believe the Rearmed-specific REST callback errors alone can fully explain every symptom.

10. Windows Event Viewer findings

Windows logged numerous DayZ hangs as:

  • Event ID 1002 — Application Hang

  • Event ID 1001 — Windows Error Reporting

  • AppHangB1

  • AppHangTransient

For example, DayZ application hang records appeared on 20 October at approximately:

  • 10:31

  • 10:33

  • 10:49

  • 10:54

  • 11:02

The affected executable was:

DayZ_x64.exe

Version:

1.30.164.78

The records confirm repeated unresponsive periods and Windows-terminated hangs, but do not identify an underlying function or module as the cause.

The broader event output also contained Windows BlueScreen reports with bugcheck code:

0x50 — PAGE_FAULT_IN_NONPAGED_AREA

These entries reference minidumps from 13 October 2026, before the current DayZ troubleshooting session. They are not evidence of additional BSODs occurring during the latest DayZ tests.

There was also a tbs_browser.exe application error involving ABI's launcher and qbcore.dll; ABI subsequently ran and connected to multiplayer successfully. I have no evidence connecting that application error to DayZ.

11. Current reproduction

The issue remains reproducible.

A typical current attempt is:

  1. Open the official DayZ Launcher.

  2. Locate a Rearmed or official vanilla server.

  3. Select Play/Connect.

  4. DayZ begins loading, sometimes stalling at approximately 60%.

  5. The game eventually reaches a main menu or becomes temporarily unresponsive.

  6. The connection fails with 0x00010001 or 0x00020009.

  7. The game may continue appearing to connect, display Cancel instead of Play, or periodically become unresponsive.

  8. Closing and reopening DayZ does not reliably resolve it.

I can also reproduce abnormally long startup or freezes without successfully joining a multiplayer server.

The game can sometimes load into a smooth main menu, but the multiplayer problem remains.

12. Areas where I need technical assistance

I would particularly appreciate help determining:

  1. What specifically causes DayZ to produce 0x00010001 or 0x00020009 under these circumstances, given that the launcher and Steam can discover and query the servers.

  2. Whether the socket wait shown in WinDbg (ws2_32!select → mswsock!WSPSelect) is expected during connection and whether there are additional symbols or diagnostics available to determine the operation that is blocking the game thread.

  3. Whether DayZ may be leaving a connection attempt or socket state pending after reporting a connection error, given the persistent Cancel state and recurring UI hangs.

  4. Whether BattlEye communication or authentication problems could cause this behaviour while BEService and BEDaisy report normal running states.

  5. Whether the three approximately 48-second Rearmed REST callback failures indicate a separate mod/API issue or could share an underlying network/engine cause with the vanilla failures.

  6. Whether there are additional diagnostic launch parameters, logging options, or engine-level traces that can identify the exact stage at which DayZ stops progressing.

  7. Whether Windows build 26300 or any known compatibility issue with networking filters, Winsock, DayZ 1.30, or BattlEye could produce similar symptoms.

I would be grateful if this could be reviewed by someone familiar with DayZ's client networking, initialization, or engine diagnostics, rather than simply recommending a standard reinstall or file verification, both of which have already been tried.

13. Diagnostic material available

I have collected the following and can provide the files with this support case:

DayZ logs

  • DayZ_x64_2026-10-19_21-51-13.RPT

  • DayZ_x64_2026-10-20_01-46-05.RPT

  • DayZ_x64_2026-10-20_11-37-41.RPT

  • Various DayZ .log files

  • CrashReporter.log

Memory dumps

  • DayZ_x64_2026-10-19_21-52-47.mdmp

  • FROZEN_DayZ_x64_2026-10-20_01-47-55.mdmp

  • FROZEN_DayZ_x64_2026-10-20_01-48-05.mdmp

WinDbg and operating system diagnostics

  • DayZ_WinDbg_8140_2026-10-20_03-19-58-313.txt

  • DayZ_Dump2_62b4_2026-10-20_03-23-12-227.txt

  • DayZ_SystemEvents.csv

  • Windows application-event export

Networking diagnostics

  • DayZ_Trace.pcapng

  • DayZ_Drops.txt

  • Screenshots of Resource Monitor, connection states, server browsers and the in-game connection errors

I can supply additional files or perform a specific targeted diagnostic if your development team can identify what information is required.

Thank you for taking the time to review this report. I would appreciate any assistance identifying the underlying issue, as the game was previously functioning normally and remains effectively unplayable in multiplayer despite extensive troubleshooting.

Kind regards

Reproduction steps
  1. Launch Steam and open the official DayZ Launcher.

  2. Navigate to the Servers tab and select an available multiplayer server. The issue occurs on both official vanilla servers and modded community servers.

  3. Click Play to launch DayZ and initiate the connection.

  4. Observe the game's loading process. The loading screen may stall at approximately 60% for around 10 seconds. On some attempts, the game takes 5–10 minutes to finish loading and repeatedly becomes unresponsive.

  5. The game eventually reaches the main menu, sometimes running smoothly at normal FPS, instead of successfully connecting to the selected server.

  6. A connection error appears, usually 0x00010001 (Server Unreachable) or occasionally 0x00020009 (Connecting Failed).

  7. After dismissing the error, the game may continue displaying Cancel instead of Play, suggesting that the previous connection attempt remains active.

  8. Attempting to interact with the menu may result in repeated periods of unresponsiveness. The game can freeze for 1–2 minutes, recover briefly, and then freeze again.

  9. Close and relaunch DayZ. Repeat the connection attempt with another server. The connection failure persists.

Alternative Reproduction — Vanilla Startup

  1. Open Steam and launch DayZ using Run DayZ Client, without DZSA or community mods.

  2. Allow the game to load directly into the vanilla main menu without selecting a server.

  3. On affected launches, observe abnormally long loading times, incomplete menu rendering, and Windows reporting the application as Not Responding.

  4. The game may eventually become responsive and run normally.

  5. Attempt to connect through the in-game official server browser. In some attempts, the server list remains on Loading... Servers found: 0.

  6. Attempting to connect to a previously played server produces 0x00010001.

Exact build version (optional)
1.30.164.78
Where did it happen?
Community
Is it modded?
No
Expected result

Expected Result

DayZ should launch within its normal loading time, remain responsive, establish a connection to the selected multiplayer server, and load the player into the game.

If a connection fails, the client should return to a responsive menu and clear the failed connection state.

Actual Result

DayZ intermittently freezes or takes several minutes to load. Attempts to join multiplayer servers consistently fail with 0x00010001 or 0x00020009, despite the official launcher and Steam successfully retrieving server information and player counts.

Following a failed connection, the client may remain in an apparent connecting state and repeatedly become unresponsive.

Reactions

Activity

    about 2 hours ago
  • mind
    created issueabout 2 hours ago
  • mind
    changedabout 2 hours ago

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State

Open
Issue key
DZG-1592
Access
Public
Space
DayZ
Project
Stable Feedback
Creator
mind
Created
Oct 20, 2026
Views
4