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103 ExcellentAbout philippj
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It is not really a secret how the data is stored and there is no encryption. It is a simple raw dump from script. The stored blob is based on the hierarchy root eg. player. From then on it goes through the OnStoreSave functions of all lower lying objects. It all starts in 4_World playerbase.c You need to know what is saved to build a reverse mapping table of how to parse the bytes and in the same order the data is actually being saved in script. Besides scanning basic information and lists of item names and logical placement on the player, it is way too much effort to actually build it. Once you start modding a server, and there is any mod in use that has custom items or changes to the saved data, you need to adjust your parsing entirely.
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CFTools Cloud - Manage & control your game servers
philippj replied to philippj's topic in Community Made Tools
Installing GameLabs as server side mod is sufficient for normal log collection. -
[IdleMode] Entering IN - save processed Dayz Server error
philippj replied to Marcell9000's topic in Servers
Do you host this server instance locally on the same device as you are attempting to join from? -
[IdleMode] Entering IN - save processed Dayz Server error
philippj replied to Marcell9000's topic in Servers
Your server is entering idle mode, it will not do anything until players are connecting. -
CFTools Cloud - Manage & control your game servers
philippj replied to philippj's topic in Community Made Tools
Introduction of Context Actions / Dynamic Actions The release of GameLabs v1.81 introduced dynamic actions that allow mod developers to embed custom actions into their mods, which are then available through the CFTools Cloud web interface. With these options, you can not only better interact with dynamic content from the live map, but also manage your server with custom actions to your liking. We have also introduced a new set of standard features that allow vanilla servers to easily access base systems, such as manipulating weather and time. To allow team members to use dynamic actions, a new "Use Dynamic GameLabs Actions" permission has been introduced and can be found under "Servers". Static actions still retain their current permission, even if they have been implemented as dynamic actions. A minimal example of how mod authors can implement these actions has been posted on the GameLabs GitHub page, available at https://github.com/CFToolsGameLabs/game-plugin-dayz/tree/master/examples/dynamic_actions. -
The linux server is not yet available for stable.
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CFTools Cloud - Manage & control your game servers
philippj replied to philippj's topic in Community Made Tools
CFTools is now CFTools Cloud. New features and even more possibilities. Check it out at https://cftools.cloud or join us on Discord via https://discord.cftools.cloud/. -
You can find a list of most launch parameters and settings on the official documentation page at https://community.bistudio.com/wiki/DayZ:Server_Configuration. `-limitFPS` is capped to max 200. However, it was introduced to reduce load on GSP hosted servers and it is not public what the command does internally. My recommendation would be to never run it on community servers if your goal is to have a somewhat playable experience.
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how to generate xbox server without nitrado or other provider?
philippj replied to NeuralCane90's topic in Servers
The only licensed hoster for XBox and PS4 is Nitrado. If you want a server for any of those two platforms, you need to rent a server from them. -
The DayZ server basically uses the ports you tell it to use. The primary game port can be controlled by using the launch parameter: -port=<port> The Steam query port can be controlled via the server configuration file using the setting: steamQueryPort=<port>; Relative to that, BattlEye will spin up an RCon interface on (gameport+2), should RCon be enabled and no explicit RCon port has been configured. However, BattlEye will also listen for the RCon protocol on the game port should RCon be enabled. RCon can be enabled/disabled by having a `BEServer_x64.cfg` in the BattlEye path. The RCon port can be controlled using the setting: RConPort <port> A tip, you should always hard-set the Steam query port. Otherwise DayZ will choose one randomly with a base of 27016 (+1 for each individual instance run/occupied port). Also, keep a safe-port space between server instances. I generally recommend 100 ports.
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You have to use url-safe base64.
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philippj changed their profile photo
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This has been answered quite a lot already.
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Console servers are only available via one official provider at this time. ( https://server.nitrado.net/eng/offers?promo=dayz )
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That command needs to be issued over RCon. If you can not connect, then your setup is incomplete or wrong.
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Add RestrictRCon 0 to your RCon config. Then #shutdown