vandest 0 Posted October 8, 2023 Hello modder friends ! I've made a little mod to work on server side (weather mod) and I'm able to run it on my server, but only with filePatching launch parameter. Without it, my mod seems to be never load (classic weather and can't see my debug print). My mod override two methods in ChernarusPlusData class : Init WeatherOnBeforeChange Is it a know issue ? And is there any solution to run it without -filePatching ? Share this post Link to post Share on other sites
Sid Debian 132 Posted October 9, 2023 17 hours ago, vandest said: Hello modder friends ! I've made a little mod to work on server side (weather mod) and I'm able to run it on my server, but only with filePatching launch parameter. Without it, my mod seems to be never load (classic weather and can't see my debug print). My mod override two methods in ChernarusPlusData class : Init WeatherOnBeforeChange Is it a know issue ? And is there any solution to run it without -filePatching ? No way to run it without. Filepatching allows ro override some classes of base game, without that parameter your mod wouldn't be applicable 1 Share this post Link to post Share on other sites
vandest 0 Posted October 9, 2023 32 minutes ago, Sid Debian said: No way to run it without. Filepatching allows ro override some classes of base game, without that parameter your mod wouldn't be applicable Ah ok ! Thank you a lot for your answer, I searched and tried a lot of things for a long time and I thought I've made a mistake somewhere. Now, I know that useless to keep searching. Share this post Link to post Share on other sites
Sid Debian 132 Posted October 9, 2023 2 hours ago, vandest said: Ah ok ! Thank you a lot for your answer, I searched and tried a lot of things for a long time and I thought I've made a mistake somewhere. Now, I know that useless to keep searching. Nope. It used to be that without filepatching you cold use server-sode mods but it was closed since 1.03 DayZ version. In those times you cold reset player variables (like stamina and etc) with server-side mod. Now you need to use mod itself to override client and server sides, but server-side mods can make a tricks. Also allow file patching - is the way to keep dinamic configuration (in any kind of files) in mission and profile folders, so if you has mods with static configuration (like create and append by your hands values) you shouldn't use allowfilepatching, but if mod requires to save or create folders and files - you shall set that startup parameter. Share this post Link to post Share on other sites
vandest 0 Posted October 9, 2023 (edited) 1 hour ago, Sid Debian said: Nope. It used to be that without filepatching you cold use server-sode mods but it was closed since 1.03 DayZ version. In those times you cold reset player variables (like stamina and etc) with server-side mod. Now you need to use mod itself to override client and server sides, but server-side mods can make a tricks. Thank you for this additional information. This allows me to better understand how and why it works the way it does today, because I can find a lot of information about DayZ modding but I'm never sure if it's still relevant. 1 hour ago, Sid Debian said: Also allow file patching - is the way to keep dinamic configuration (in any kind of files) in mission and profile folders, so if you has mods with static configuration (like create and append by your hands values) you shouldn't use allowfilepatching, but if mod requires to save or create folders and files - you shall set that startup parameter. I'm not sure if I well understand what you mean, but it makes me think of a server-side mod called "Survivor Missions" that use mission and profile folders for static configuration. And this mod don't need to use -filePatching on server launch parameters. Otherwise, you talk about "allowFilePatching". Do you refer to the parameter in server config file (eg serverDZ.cfg) that is for -filePatching on client side ? For my mod and my server security, I don't need to allow this. (In my server config file: allowFilePatching = 0) Edited October 9, 2023 by vandest Share this post Link to post Share on other sites
Sid Debian 132 Posted October 9, 2023 25 minutes ago, vandest said: Thank you for this additional information. This allows me to better understand how and why it works the way it does today, because I can find a lot of information about DayZ modding but I'm never sure if it's still relevant. I'm not sure if I well understand what you mean, but it makes me think of a server-side mod called "Survivor Missions" that use mission and profile folders for static configuration. And this mod don't need to use -filePatching on server launch parameters. Otherwise, you talk about "allowFilePatching". Do you refer to the parameter in server config file (eg serverDZ.cfg) that is for -filePatching on client side ? For my mod and my server security, I don't need to allow this. (In my server config file: allowFilePatching = 0) I'm using that mod the server, it's quite old for current build but still do it's jobs well. -allowFilePatching - is for development of mission on client-side (like a standalone mission like dayzofflinemission); nevertheless on server-side startup parameter -allowFilePatching, means that server can use $mission: and $profile namespaces for accessing to the files for read and write actions. If you don't use that starup parameter, $mission: and $profile namespaces became to Read-Only state and server can't change files contents or settings (create files that not existing or append new data into it). Share this post Link to post Share on other sites
vandest 0 Posted October 9, 2023 28 minutes ago, Sid Debian said: I'm using that mod the server, it's quite old for current build but still do it's jobs well. Yep, it's a good mod. It needs some adjustment (found on mod's discord) but it still working good. And it's fully customizable. 32 minutes ago, Sid Debian said: -allowFilePatching - is for development of mission on client-side (like a standalone mission like dayzofflinemission); nevertheless on server-side startup parameter -allowFilePatching, means that server can use $mission: and $profile namespaces for accessing to the files for read and write actions. If you don't use that starup parameter, $mission: and $profile namespaces became to Read-Only state and server can't change files contents or settings (create files that not existing or append new data into it). Thank you again for all these details! Now I know why this parameter is still there, and maybe I will use it to develop my server mission. Share this post Link to post Share on other sites
Sid Debian 132 Posted October 9, 2023 4 minutes ago, vandest said: Yep, it's a good mod. It needs some adjustment (found on mod's discord) but it still working good. And it's fully customizable. Thank you again for all these details! Now I know why this parameter is still there, and maybe I will use it to develop my server mission. Missions for Surviving Mission (let's call it SMS aka Survivor Mission Sistem) is loading on first player connected (aka mission initiated) so no matter with or without parameter you're starting it. Anyway if there's any kind of error you should restart the mission (aka server) for checking all mission logic and applying the fixes. Reason of that parameter was for securing the servers. It used to be that was an attack vectors for spam large files on servers and slowdown server's initialisation or even broke 'em by malformation of syntax or arguments in mission / profile folders. Since 0.35 up to 1.05 that parameter had many changes for security reasons. Now it helps to protect servers from attaching with network code. 1 Share this post Link to post Share on other sites