Aussie Cleetus
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Can you please elaborate on the memory allocation and script classes issue? How does this affect mods and in what way? Will this help with the issue with large amounts of additional custom actions or recipes? Also: my server is showing 1.05.152553, not 1.05.152551
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Because it also falls on deaf ears. They started making progress on communication and then threw it all away.
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Because they moved rVn away, the only person who was active on the feedback tracker.
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Added: New vehicle Sarka 120 with attachments How about the bloody M3S. That was supposed to be in 1.0 ffs
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ServerMonitor with updater (including mod updates)
Aussie Cleetus replied to Aussie Cleetus's topic in Community Made Tools
though I didn't see any need for it, the requested change was made. all that needed to happen was changing the exe filename in the servermonitor.cfg file to DZSALModServer.exe -
Survivor GameZ - Alpha Keys now available!
Aussie Cleetus replied to ImpulZ's topic in News & Announcements
it's already dead, attempted to get into a game today and after the timer reset to 0 at 60 minutes waiting for a match, I gave up too. -
nicocopertari started following Aussie Cleetus
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So you post in the PC section of the Forum? No... please go back to the kiddie room.
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How's The Survivor GameZ Going for you B I ?
Aussie Cleetus replied to Tyler Tee H C's topic in New Player Discussion
Considering there are Xbox menu files sitting in the survivor gamez code, I suggest you just sit on your thumbs for a little longer and be a good little patient kiddo with your toy machine. Or better still, go draw something with your crayons. -
are you sure you haven't got a repacked scripts.pbo in the dta folder on the server?
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that is correct. There is a different option for allowing client-side file patching, which nobody should really ever do outside of a test server environment.
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Correct. Also correct. Basically anything that adds User Interfaces, Graphics, Models, Sounds or client-sided code requires using -mod parameter It was never a DayZ launch parameter, it literally only passes to the DZSA Server launcher, which is what transmits the mods out to the client launchers. EqualModRequired is no longer supported or needed, as verifySignatures=2 and 3 now incorporate this and force equal mods without needing to use the now completely outdated option. DO NOT DO THIS!!! If you want to edit scripts on the server side, unpack the pbo to the root of the server into a "scripts" folder and use -filepatching parameter on the server. This will pull the scripts from the folder instead. DO NOT under ANY CIRCUMSTANCES ON A LIVE SERVER run verifySignatures=0 or 1; This will allow players to play with any mods, public or private (there are many malicious mods that have not been released on the workshop, due to the rules of course - don't do this to yourself).
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Unless it is at a bare minimum on parity with 0.62's content, still deceptive sales. Promising one product in efforts to boost sales, then delivering a completely different one. This is why I quit modding. It's disgusting and illegal.
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when a mod is added to -servermod it doesn't go into the -mod param at all, ergo does not get reported to DZSALauncher
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But ignoredmod is defunkt with the new signatures as verifysignatures=2 and 3 are equivalent to equalmodrequired=1 in built.
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Rather they will be left out it seems.