Jump to content
  • 0

Adding custom content to Epoch server (OWPack etc)


drunkenjawa

Question

Hey guys

 

I'm sure I saw a topic similar to this on these forums, but sorry, I can't seem to find it any more. Might be more of a question for the Epoch Devs?

 

We've added OWPack to our server (1.0.1.5 still, I'm lazy :P), basically a massive pack of Robert Hammer guns and a few vehicles. Working without issue on the server, I can even arm Sarge AI with the new weapons. Pack was added, basically without issue.

 

This inspired us to create a new pack to use, consisting of lots of mods from Armaholic like the Sigma Car Pack (http://www.armaholic.com/page.php?id=10857) and my personal favourite, the BD-5J microjet (http://www.armaholic.com/page.php?id=12772) as a couple of examples.

 

What I did, was create my own biprivatekey using the BIS tools, created a new custom key to sign all these PBO's with, as some didn't come with server keys.

 

I put all the PBO's into one folder and then used dssignfile to sign all the pbos with the one key, and then replaced all the .bisign files with the new .bisign files for each PBO. Uploaded to server, put in a new folder which I called @BW. The PBO's are signed with a BW.bisign now.

 

I call the new pack in the same way that I called the OWPack when it was installed, e.g. added @BW;@OWPack in the command line to launch the server. That's loading fine. I entered entries for the new PBO's in my mission.sqm file after all the OWPack ones.

 

Everyone client side that is helping me test has all of these files i a new custom folder called @BW/addons and everyone is calling the @BW folder correctly in their client side command line.

 

This is where things get... strange. The server spits out that people cannot join the server due to the PBO's not being signed by a key that's accepted by the server. I have the BW.bikey file in the keys folder of the server directory and thought that this would have done it. I didn't need to specifically call the OWPack.bikey (just have it in the keys folder) anywhere and it works fine.

 

Turning off Signature Verification in the server .cfg file made everyone get stuck on waiting for host, black screen, till I removed all new entries from the mission.sqm file. Then, the server allowed people to join.

 

We removed all new pbo's from the @BW folder on the server and just had it installed client side. We can spawn basically all the content now, with a few errors though, such as 'cannot play with this content, content has been deleted' type error, however the stuff spawns anyway lol and is perfectly usable. But I don't want to leave this setting off, I want to make it verify the client side files so only people with those files can join type deal. E.g. have the signature verification set to '2' (or even 1 would do) in the server cfg file.

 

Does anyone have any idea what I'm doing wrong, and why the server isn't seeming to recognise these pbos when I call them in mission.sqm? We've tried so much, and feel like we're so close due to actually being able to spawn stuff on the server. Any suggestions or ideas would be very much appreciated.

 

We suspect that it's a pathing issue with the PBO's involved or possibly something to do with the key used to sign, e.g. it's an old key or something like that and not recognised by the server itself - would all these new pbos need to be packed using a prefix of z\addons\ ?

 

Or would the prefix need to be @BW\addons\ ?

 

 

Link to comment
Share on other sites

2 answers to this question

Recommended Posts

  • 0

Bump - surely I'm not the only one who is trying to add completely custom content hehe.

 

Just a bit of an update to this - we have added lots of stuff to the vehicle spawns and they spawn fine.

 

Basically we have this working but in a REALLY rough way. Turn signature checks off, and make sure clients have everything downloaded and called correctly on their side of things. All the content is in - stalker skins, bd5j microjets, sigma car pack. It's just really rough and if anything isn't installed client side properly then it just causes headaches trying to troubleshoot what they've done wrong. While we don't need to worry about hackers on my private PVE server, I would at least like signature checking in place so we at least know the clients have installed everything correctly.

 

I'd much prefer signature checks to be on 2, or hell even on 1 just so it's at least checking for something.

 

I just have to say though - even with a boatload of helicopters and jets to fly now, everyone has reverted to travelling via ground now due to the sigma cars. I'd REALLY like to have them implemented properly on the Lingor 1.5 server we're currently in the process of making.

Link to comment
Share on other sites

  • 0

Bit of an update for this thread too - we were installing OWPack last night on our Lingor 1.5 Epoch 1.0.2.1 server and encountered the same issue as we did when installing our custom pack that I detailed above. We changed the order of the mod packs being loaded in the servers command line, and viola, it worked without any problems with v2 sigs enabled. So the command line was @lingor;@OWPack;@Dayz_Epoch etc. Errors galore. We changed it to @OWPack;@lingor;@DayZ_Epoch and it worked. Not sure why, but I consider that a bit of a success lol.

 

So... I guess just screw around with the order you load your mod packs, and this should help. Have yet to test this though on our custom content but we wlil most likely be testing it on Lingor tonight.

Link to comment
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
  • Advertisement
  • Discord

×
×
  • Create New...