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SuperElvus

Can't find my server ingame

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Hello,

I just started my own server at home (windows10). I can find it through LAN tab and connect, but it does't appear in Community tab. I'm missing something?

My parameters:

D:\GAMES\Steam\steamapps\common\DayZServer\DayZServer_x64.exe -config=serverDZ.cfg -port=2302 -dologs -adminlog -netlog -cpuCount=2 -bepath=D:\GAMES\Steam\steamapps\common\DayZServer\battleye\

Here's my serverDZ.cfg

Quote

hostname = "General";  // Server name
password = "";              // Password to connect to the server
passwordAdmin = "lelele";         // Password to become a server admin
 
maxPlayers = 60;            // Maximum amount of players
 
verifySignatures = 2;       // Verifies .pbos against .bisign files. (only 2 is supported)

forceSameBuild = 1;         // When enabled, the server will allow the connection only to clients with same the .exe revision as the server (value 0-1)
 
disableVoN = 1;             // Enable/disable voice over network (value 0-1)
vonCodecQuality = 7;        // Voice over network codec quality, the higher the better (values 0-30)
 
disable3rdPerson=1;         // Toggles the 3rd person view for players (value 0-1)
disableCrosshair=1;         // Toggles the cross-hair (value 0-1)
 
serverTime="SystemTime";    // Initial in-game time of the server. "SystemTime" means the local time of the machine. Another possibility is to set the time to some value in "YYYY/MM/DD/HH/MM" format, f.e. "2015/4/8/17/23" .
serverTimeAcceleration=12;  // Accelerated Time (value 0-24)// This is a time multiplier for in-game time. In this case, the time would move 24 times faster than normal, so an entire day would pass in one hour.
serverTimePersistent=0;     // Persistent Time (value 0-1)// The actual server time is saved to storage, so when active, the next server start will use the saved time value.
 
guaranteedUpdates=1;        // Communication protocol used with game server (use only number 1)
 
loginQueueConcurrentPlayers=5;  // The number of players concurrently processed during the login process. Should prevent massive performance drop during connection when a lot of people are connecting at the same time.
loginQueueMaxPlayers=500;       // The maximum number of players that can wait in login queue
 
instanceId = 1;             // DayZ server instance id, to identify the number of instances per box and their storage folders with persistence files
lootHistory = 1;            // How many persistence history files should be kept by instance, number is looped over during save
storeHouseStateDisabled = false;// Disable houses/doors persistence (value true/false), usable in case of problems with persistence
storageAutoFix = 1;         // Checks if the persistence files are corrupted and replaces corrupted ones with empty ones (value 0-1)

// Additional Parameters

respawnTime = 10;            // Sets the respawn delay (in seconds) before the player is able to get a new character on the server, when the previous one is dead
 
motd[] = {"Teste1","Teste2"}; // Message of the day displayed in the in-game chat
motdInterval = 60;           // Time interval (in seconds) between each message
 
maxPing= 200;               // Max ping value until server kick the user (value in milliseconds)
 
timeStampFormat = "Short";  // Format for timestamps in the .rpt file (value Full/Short)
logAverageFps = 1;          // Logs the average server FPS (value in seconds), needs to have -dologs launch parameter active
logMemory = 1;              // Logs the server memory usage (value in seconds), needs to have the -dologs launch parameter active
logPlayers = 1;             // Logs the count of currently connected players (value in seconds), needs to have the -dologs launch parameter active
logFile = "server_console.log";// Saves the server console log to a file in the folder with the other server logs
 
enableDebugMonitor = 1;     //shows info about the character using a debug window in a corner of the screen (value 0-1)

steamQueryPort = 2305;      // defines Steam query port, should fix the issue with server not being visible in client server browser
 
class Missions
{
    class DayZ
    {
        template="dayzOffline.chernarusplus"; // Mission to load on server startup. <MissionName>.<TerrainName>
    };
};

 

Edited by elvus91

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You have to disable the firewall on windows or whitelist the ports.

You should open ports on your router too.

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I already whitelisted the server files on windows firewall. And opened the ports 2302-2306 UDP and 27016 UDP according to this topic:

 

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11 minutes ago, elvus91 said:

I already whitelisted the server files on windows firewall. And opened the ports 2302-2306 UDP and 27016 UDP according to this topic:

 

Try opening ports on Firewall too

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8 minutes ago, LastS said:

Try opening ports on Firewall too

OK, just did through team viewer. Now I need to go home to test it.

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2 hours ago, LastS said:

Try opening ports on Firewall too

It was a noob mistake LOL

Called my ISP and they unblocked these ports

Thanks for helping me!!

  • Like 1

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Just now, elvus91 said:

It was a noob mistake LOL

Called my ISP and they unblocked these ports

Thanks for helping me!!

Nice!

  • Like 1

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