SuperElvus 2 Posted November 8, 2018 (edited) 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 November 8, 2018 by elvus91 Share this post Link to post Share on other sites
LastS 7 Posted November 8, 2018 You have to disable the firewall on windows or whitelist the ports. You should open ports on your router too. Share this post Link to post Share on other sites
SuperElvus 2 Posted November 8, 2018 I already whitelisted the server files on windows firewall. And opened the ports 2302-2306 UDP and 27016 UDP according to this topic: Share this post Link to post Share on other sites
LastS 7 Posted November 8, 2018 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 Share this post Link to post Share on other sites
SuperElvus 2 Posted November 8, 2018 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. Share this post Link to post Share on other sites
SuperElvus 2 Posted November 8, 2018 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!! 1 Share this post Link to post Share on other sites
LastS 7 Posted November 8, 2018 Just now, elvus91 said: It was a noob mistake LOL Called my ISP and they unblocked these ports Thanks for helping me!! Nice! 1 Share this post Link to post Share on other sites