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Hellmaker2a

Fail to connect on my own self-hosted server

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Hi all
I tried to run a server on my own PC, in order to test a little.
I can make it appear in the community tab, but I can't connect to it.

 

Ports are open on Router / PC : 2302 and 2305

serverDZ.cfg

Spoiler

hostname = "LEDT_TEST";  // Server name
password = "";              // Password to connect to the server
passwordAdmin = "mypass";         // Password to become a server admin
 
maxPlayers = 10;            // 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 = 0;             // Enable/disable voice over network (value 0-1)
vonCodecQuality = 20;        // Voice over network codec quality, the higher the better (values 0-30)
 
disable3rdPerson=0;         // Toggles the 3rd person view for players (value 0-1)
disableCrosshair=0;         // 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.
serverNightTimeAcceleration=1;  // Accelerated Nigh Time - The numerical value being a multiplier (0.1-64) and also multiplied by serverTimeAcceleration value. Thus, in case it is set to 4 and serverTimeAcceleration is set to 2, night time would move 8 times faster than normal. An entire night would pass in 3 hours.
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

simulatedPlayersBatch = 20;     // Set limit of how much players can be simulated per frame (for server performance gain)
 
instanceId = 1;             // DayZ server instance id, to identify the number of instances per box and their storage folders with persistence files

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)

//steamPort = 2304;
steamQueryPort = 2305;
 
class Missions
{
    class DayZ
    {
        template="dayzOffline.chernarusplus"; // Mission to load on server startup. <MissionName>.<TerrainName>
    };
};

 

My Launching .bat

@echo off
cls

set watch=DayZ Server

title %watch% Watchdog

cd "C:\SteamLibrary\steamapps\common\DayZServer"

:watchdog
echo (%time%) %watch% started.
start "DayZ Server" /wait "DayZServer_x64.exe" -config=serverDZ.cfg -profiles=Server -port=2302 -dologs -adminlog -netlog -freezecheck
echo (%time%) %watch% closed or crashed, restarting.
goto watchdog

I have this on my Client RPT

=====================================================================
== C:\SteamLibrary\steamapps\common\DayZ\DayZ_x64.exe
== C:\SteamLibrary\steamapps\common\DayZ\DayZ_x64.exe
=====================================================================
Exe timestamp: 2019/04/11 13:47:29
Current time:  2019/04/11 16:04:53

Version 1.02.151010
16:04:53 [Inputs] Loading inputs default "bin/constants.xml"
16:04:53 [Inputs] Loading inputs default "bin/specific.xml"
16:04:53 [Inputs] Loading inputs cfg "C:\Users\david\Documents\DayZ\david.core.xml"
16:04:53 [Inputs] Exporting inputs cfg "C:\Users\david\Documents\DayZ\david.core.xml"
16:05:02 !!! File "dz\Worlds\ChernarusPlus\data\scenes\intro.ChernarusPlus\init.c" does not exist...
16:10:50 !!! File "mpmissions\__cur_mp.chernarusplus\init.c" does not exist...
16:14:53 !!! File "dz\Worlds\ChernarusPlus\data\scenes\intro.ChernarusPlus\init.c" does not exist...
16:15:02  --- Termination successfully completed --- 

I have check files by steam...

The problem is a failed connection after press the "JOIN" button !

 

Thanks for your help in advance !

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Issue solved i have add -connect=127.0.0.1:2302 on my command line !

 

Thread can be closed !

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