Can't unlock campaign weapons on PC
I've completed the campaign on hard, all dog tags, every weapon, choose the Hannah ending and got the trophies on the EA App. It used to give you a weapon for each ending but I didn't get anything at all... It won't show even show the campaign dog tags and assignments in the Battlelog.Battlefield 3 and Battlefield 6 Not Launching(Possible EA Play Issue)
Battlefield 3 and Battlefield 6 both don't launch to the game and revert back to the EA app. However, I found that if I play on a guest Windows PC account then both games launch but I can't play on my main Windows PC account? Is there any way to fix or go around this? As I've already deleted every EA folder I could find to support a full clean reinstall but that didn't work and it seems to just be EA games as Steam and Epic games work aokay.Battlefield I problem with connecting to multiplayer services (bought on Steam)
Hey, I have a problem with playing my BF I, which I bought on steam. The game launches correctly, let's me play the campain, but not the multiplayer module. Each time I click `go online` button it starts connecting but it always fails. Sometimes I get this connection error. I also own Battlefield V, which I bouth on EA Play app and everything works correctly there, so it can't be internet issue nor Anti-cheat problem( I believe games use the same one). I'm also sure that the game connects to my EA app correctly, I can see my profile avatar in game where `career` button is( but can't get any stats, because it requires the connection). I tried reinstalling the game and clearing app cache but nothing worked. PS. My friend has the same problem, he also owns the game on Steam177Views0likes7CommentsBattlefield HardLine Directx Error
Hello, I purchased Battlefield Hardline on the Steam platform. When I launched the game for the first time, I received the DirectX error shown in the image. I don't have this problem in the other Battlefield games. Could you please help me with this issue? My System: Microsoft Windows 11 Home Single Language x64, Version 10.0.26100 CPU: 12th Gen Intel Core i5-12500H RAM: 8.0 GB GPU: NVIDIA GeForce RTX 3050 Ti Laptop GPU (VRAM: 4GB, DirectX 12) Nvidia Game Ready Driver Version: 581.42Solved"Lost connection to EA servers."
I have been playing EA games for a long time and never had any issues but recently I tried BF6 Beta and I kept getting "Connection Failure" error 5-6min into every match but I thought it might be a beta issue. Anyway, I bought BF1 to kill time until BF6 comes out but turns out I keep having the same issue, this time around I keep getting disconnected with "Lost connection to EA servers" also every 5-6min into every match. Weird thing is that this seems to only happen in Battlefield games, because Titanfall 2 and Battlefront 2 work perfectly fine. I have played BF2042 couple of months ago during free weekends without any issues so this must be something recent but I haven't changed my PC or ISP since. I have tried literally every possible solution online, from flushing/changing DNS to reinstalling EA/BF/Anti-Cheat, port forwarding, allowing through firewall etc. and another weird thing is that even using different internet (mobile phone) results in the same disconnect error. Can anyone please help?Issue with Game License Not Detected in New EA App
I am encountering an issue with the new EA Desktop app, where the games I purchased previously through the Origin app do not have their licenses detected. Although the games show as purchased in my library, when attempting to launch any game, I receive the following error message: “Game license is invalid.” I have already tried several troubleshooting steps suggested by EA online support, such as launching the game in online mode and clearing the cache, but the problem persists. It seems that the issue is related to the game licenses not being detected in the new EA app, even though they were purchased through Origin. Together with the EA online help support agent, we attempted to find the license files with the .dlf extension, but no such files were found on my computer. From what I understand, this suggests that most likely, I will face this issue with all of my games previously purchased via Origin. I would greatly appreciate any assistance or further steps to resolve this issue. Thank you in advance for your help.Remote packet triggers access-violation crash in bf4_server_final.exe
Severity: High — Remote crash causing service termination and restart Affected Component: bf4_server_final.exe (dedicated server process) Impact: Remote unauthenticated actors can send network packets that cause the server process to write to invalid memory and crash. Multiple servers experience daily crashes and forced restarts. Description: A crafted network packet causes bf4_server_final.exe to dereference or write invalid memory, resulting in an unhandled EXCEPTION_ACCESS_VIOLATION (0xC0000005) and process termination. This issue has been exploited repeatedly in the wild and has persisted for over a year. I do not have crash dumps, PCAPs, or server logs to attach. Observed Symptom: The server process terminates with an access violation. The only local log entry observed by server operators is a generic crash line indicating an unhandled exception in bf4_server_final.exe (EXCEPTION_ACCESS_VIOLATION). No additional artifacts are currently available from my side. Reason for Reporting Despite No Artifacts: The exploit causes persistent denial of service for community servers and appears to be actively exploited daily. Since vendor patching is unlikely for an older title, vendor investigation is needed to identify the vulnerable packet parsing path and provide a patch or mitigation. Requested Actions for EA Security / Engineering Team: Review server-side logs and Windows Error Reporting for the crash signature (EXCEPTION_ACCESS_VIOLATION) in bf4_server_final.exe and correlate crashes across servers. Enable or collect full crash dumps for bf4_server_final.exe (use procdump -e -ma or configure WER) and preserve recent dumps for analysis. Capture network traffic at the server edge or on a mirror port for the BF4 server port during peak times and preserve PCAPs that overlap crash timestamps. If reproducible in-house, run the server in an isolated test environment and attempt to reproduce with packet replay from captured traffic. If a fix is not planned, provide guidance on recommended mitigations (packet normalization proxy, rate limits, temporary firewall filters) that server operators can apply. Start packet capture on the host or at a mirrored port: # Linux example (adjust interface and port) sudo tcpdump -i eth0 udp port <bf4-port> -w /tmp/bf4_attack.pcap Start procdump to capture crash dumps on Windows host (run as admin): # capture full dump when the process crashes procdump -e -ma -x C:\dumps bf4_server_final.exe From an isolated attacker host, replay the suspicious packet(s) (from the pcap) using tcpreplay or a custom sender. Observe server crash and confirm the same EXCEPTION_ACCESS_VIOLATION log. Stop captures and attach the dump + pcap. Windows — capture crash dumps automatically # run as Administrator,create dump dir first mkdir C:\dumps procdump -e -ma -x C:\dumps bf4_server_final.exe This will write a full memory dump into C:\dumps when the process throws an unhandled exception. Linux (capture PCAP at network edge or mirror) # capture all UDP traffic to bf4 port (replace <bf4-port> and interface) sudo tcpdump -i eth0 udp port <bf4-port> -w /tmp/bf4_attack.pcap Correlation — find last packets before crash (using timestamps) Use Wireshark to open the pcap, sort by time, and look at the packets leading up to the crash timestamp in the server logs. A remotely triggered memory‑corruption vulnerability in bf4_server_final.exe is actively causing community servers to crash daily (unhandled EXCEPTION_ACCESS_VIOLATION 0xC0000005). Because the issue forces process termination and restart, it creates persistent denial-of-service for players, erodes community trust, and imposes continuous operational overhead on server operators. Even though Battlefield 4 is an older title, the continuing exploitation has measurable negative impacts: degraded player experience, lost revenue on hosted servers, increased support burden, and reputational harm within the community. Network‑layer mitigations (ipset, rate limiting, proxies, temporary bans) can reduce immediate impact but are stopgaps that do not remove the underlying vulnerability. Relying on mitigations leaves servers in a fragile state and shifts the maintenance burden to operators rather than resolving the root cause. Providing an official fix or a vetted mitigation would restore stability, reduce repeated incident response costs, and demonstrate responsible stewardship of the game’s ecosystem. To assist triage, operators can supply crash timestamps, affected server identifiers, and any available PCAPs or dumps if requested. A targeted engineering effort to reproduce the crash (capture dump + packet, analyze in WinDbg, patch input validation) is the most reliable path to long‑term resolution and will have outsized benefit relative to the developer effort required. Leaving the issue unpatched allows attackers to continue exploiting a known vulnerability, which can damage the game’s reputation, erode player trust, and create negative perceptions of EA’s commitment to the security and stability of its live services. Even for older titles, providing a targeted fix or mitigation demonstrates responsible stewardship, protects the community, and preserves the longevity of servers that continue to support active players. A limited engineering effort to patch or harden the affected code will yield long-term benefits: reduced incident response, improved server reliability, and a safer, more stable experience for remaining players. Proactive maintenance of legacy titles signals a commitment to quality and security across EA’s portfolio, reinforcing trust with both players and server operators. Thank you for considering this as a priority for the benefit of players and server operators alike.Last EA app update ( unintentionally ) broke compatibility with RTSS
A day or two ago I had an EA App update. After that update, Battlefield 1 was no longer able to start while RTSS with an OSD was running or it would crash if you started up RTSS with OSD enabled. After doing some research I enountered this reddit thread: https://www.reddit.com/r/battlefield_one/comments/1mxbs0r/battlefield_1_is_literally_unplayable_right_now/ Multiple users reported that by disabling the RTSS OSD or by simply removing the software completely, the problems stopped. I notified the developper of MSI Afterburner and Rivatuner Statistics Server and this is what he had to say: The reason of crashing is that both BF1 and BF5 started blocking loading of legacy D3D11 shader compiler runtime (d3dx11_42.dll) when game renderer is configured to use D3D11 mode. RTSS relies on this runtime to compile its' own overlay shaders, attempt to block the compiler while it is in use expectingly crashes the application. It doesn't look like intentional change, I have no logical reasons to explain WHY some developer inside EA could decide to do so. It cannot be anticheat related, it is standard OS component signed by MS and furthermore the runtime is magically starting to load if you switch game renderer to D3D12 mode. For me it looks more like spaghetti code in hooks inside EA's own overlay library (IGO64.dll). And it is up to EA to fix that. As solution, I can recompile RTSS to use alternate runtime shader complier (d3dcompiler_47.dll) - but doing so RTSS will lose backward compatibility with all OSes before Win8, where this runtime was introduced. And I definitively don't want to kill application functionality for older platforms I still support just because of bad EA programming in legacy BF games. Source: Guru3D forums I am hoping EA fixes what they broke for no good reason...