• 0

# I want to know whether Epoch 1.0.5.1 supports Taviana 2.0?

## Question

I use Epoch 1.0.5.1 server files.

I opened Taviana 2.0 version of the map, using the commander download Taviana 2.0 map file.

Tavi server and then use the file provided by Epoch 1.0.5.1 build.

I get a lot of errors to be resolved after discovery game chaos seven strokes.

I just want to know if Epoch 1.0.5.1 do not support Taviana 2.0 map?

If so, I want to know which version of Epoch 1.0.5.1 supports Taviana map?

I'm sorry my English is very bad, I use Google translator to communicate.

## Recommended Posts

• 0

Epoch supports all maps including Taviana 2.0

##### Share on other sites
• 0

Taviana stopped being supported a long time ago by its developer so it will always be buggy :( the good news is that despite all of the normal errors, Taviana 2.0 most definitely works with Epoch 1.0.5.1 (I know this because I have a server running as we speak :D )

The most likely errors you will run into will be relating to either not configuring the path correctly (batch files) or a key not signed error (bikey error). If you run into any of them let me know and I will assist with troubleshooting

##### Share on other sites
• 0

Taviana was still being supported actively but Martin whored his arse to Origins like Vilas did :( they shafted the community to make money.

Origins is Taviana 3.0 technically, he also banned anyone from working or changing Taviana so Hicks gave up on it and now works for BIS on Dayz SA.

##### Share on other sites
• 0

Taviana stopped being supported a long time ago by its developer so it will always be buggy :( the good news is that despite all of the normal errors, Taviana 2.0 most definitely works with Epoch 1.0.5.1 (I know this because I have a server running as we speak :D )

The most likely errors you will run into will be relating to either not configuring the path correctly (batch files) or a key not signed error (bikey error). If you run into any of them let me know and I will assist with troubleshooting

Hello, I'm sorry, I now see a reply.

I still still trying to solve this problem, I see Taviana task file Epoch 1.0.5.1 version provides.

They are:

Arma2 \ Config-Examplesinstance_13_tavi

Arma2 \ Config-ExamplesDayZ_Epoch_instance_13_Tavi.bat

Arma2 \ MPMissions \ DayZ_Epoch_13.Tavi

Arma2 \ Keys \ External Keys (use as needed) \ Taviana

Then I look at DayZ_Epoch_instance_13_Tavi.bat file.

I found:

@echo off
start "arma2" /min "Expansion\beta\arma2oaserver.exe" -port=2302 "-config=instance_13_Tavi\config.cfg" "-cfg=instance_13_Tavi\basic.cfg" "-profiles=instance_13_Tavi" -name=instance_13_Tavi "[email protected]_DayZ_Epoch;@DayZ_Epoch;@DayZ_Epoch_Server;"

@tavi_DayZ_Epoch
I did not have such a document.

Commander download onlyTaviana, if I put it into the same name changes, and then turn the server.

Enter the game there will be a lot of error, ultimately, can not enter the game.

I hope someone could provide all the documents I need to use about 2.0.

Very grateful that I have studied for many days, and very tired.

##### Share on other sites
• 0

Replace @tavi_DayZ_Epoch with @Taviana

So:

Replace "-mod=@tavi_DayZ_Epoch;@DayZ_Epoch;@DayZ_Epoch_Server;" with "-mod=@Taviana;@DayZ_Epoch;@DayZ_Epoch_Server;"

You will also need to search and locate the Taviana 2.0 bikey as it is not provided with Epoch

##### Share on other sites
• 0

Replace @tavi_DayZ_Epoch with @Taviana

So:

Replace "-mod=@tavi_DayZ_Epoch;@DayZ_Epoch;@DayZ_Epoch_Server;" with "-mod=@Taviana;@DayZ_Epoch;@DayZ_Epoch_Server;"

You will also need to search and locate the Taviana 2.0 bikey as it is not provided with Epoch

Then try to mount it.

I want to ask you can give me Taviana 2.0 of Bikey file?

I still have questions about the game client, whether you need to mountDayZ_Epoch_Server?

I generally just the game client and the corresponding mountDayZ_Epoch map file.

##### Share on other sites
• 0

I dont have the file with me atm, I will try to upload it for you a bit later.

When you run the client you need @Taviana and @Dayz_Epoch

The server batch file is the only one which needs @Dayz_Epoch_Server in addition to the others

##### Share on other sites
• 0

What is steps of creat server on Taviana 2.0?

1. Creat vanila Epoch server

2. Download Taviana.com from DayZ Commander and put it to root folder.

3. Edit Luncher

5. verifySignatures = 1;

##### Share on other sites
• 0

I try to run Taviana on one of my servers too .......... but the server wont run.

He starts and it seems like he run. Then a player joined and the cpu is fall back to zero.

Error message in the RPT logs then the following:

I swear I do not touch the dayz_code!

BTW, this is my command line I use:

-cpuCount=4 -name=DayZ "-profiles=instance_13_tavi" "-cfg=instance_13_tavi\basic.cfg" "-config=instance_13_tavi\config.cfg" "[email protected]_Epoch;@DayZ_Epoch_Server;@Taviana" -ip=89.163.135.173 -port=2700 -autoinit

And as allways ........ english is not my native language.

##### Share on other sites
• 0

The problem is, we change the map on our server every 14 days .......... and the map Napf, Panthera, Lingor and Sauerland works perfect on this server.

All we do to change between the maps is safe the one data base and change to the other data base.

then we change the command line and voila ........ server runs with a diff. map.

Only Taviana makes these problems .........

## Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

×   Pasted as rich text.   Paste as plain text instead

Only 75 emoji are allowed.

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×

• ### Similar Content

• By Tempur
Hi,
I purchased a new epoch server through survivalservers yesterday, and have made absolutely no progress when it comes to just getting infiSTAR online. I had an older epoch server up and running with infiSTAR and 20+ mods about 4-5 months ago, and had no troubles getting everything up and running with little to no debugging. However, everytime I follow the instructions in the latest infiSTAR version, it never works. When loading into the server I either get stuck at waiting for server to authenticate or kicked for create vehicle restriction #0. I am 1000% sure I am following his instructions correctly, there is no doubt in my mind. I have replaced the BE filters with his, added the correct line to serverfunctions, placed the folder containing the ah sqf files into the correct directory, etc. I have even tried doing other methods to call the AH.sqf file such as: #include "ah.sqf" at the top of serverfunctions.sqf and edited to file path in different ways.
After I wiped and tried to reinstall infiSTAR about 10 times, I started searching all over for different solutions based upon my problems and what my log said.
This is what my publicvariable.log looks like: 22.02.2017 19:54:37: "Player" (97.95.159.11:3804) "GUID" - #0 "PVDZE_plr_Login" = ["GUID",<NULL-object>]
As far as what I have tried to do:
I have attempted to delete the publicvariable files completely from the BE filters, and I was able to join the server with infiSTAR functioning. HOWEVER, I encountered even more problems. The first thing I noticed is that, if I spawned ANYTHING and tried to enter it, it would eject me and blow the vehicle up, then proceed to kick for some kind of MPEventHandler restriction.
I also noticed that the current infiSTAR version is up-to-date for 1.0.6. Does this mean that it can ONLY be used for 1.0.6 and I will need to somehow get an older version? Or even perhaps, there are new filters/lines that aren't compatible with 1.0.5.1 and it is causing issues.
At this point, I am completely out of ideas, and can't find anymore potentially useful threads. If you guys would like to see some screenshots of anything let me know. But, the only error that comes up in the logs is the one above pertaining to restriction #0.
Thanks

P.S. : This thread is similar to some of my issues, and none of these solutions work: http://opendayz.net/threads/desperately-need-help-with-be-filters.22233/
Update: I just noticed that all of the BE filters in the newest infiSTAR have "PVDZ" references (which are apparently for vanilla) instead of "PVDZE" for epoch. I am not sure if they are supposed to be like this.
• By SKO85
(Will cover 1.0.5.1 for now, but will also cover a pack for 1.0.6 later. Some of the scripts are already included in 1.0.6, but a customization will be provided in the pack)
I am starting this thread here for a new script pack for 1.0.5.1 which is going to be tested and optimized for FPS. I will create a GitHub Repository for the files (server & client mission PBO's). Please provide suggestions for scripts to include in the pack. Also let me know if you want to participate and work on the pack on my GitHub repository. The goal is to include basic scripts in the pack. I will try to keep the most scripts as realistic as possible. FPS is an important factor. Scripts that will affect FPS too much will not be included or will be disabled by default.
The pack will also include a Tool for Windows that will restart and update your server automatically from a GitHub Release or Hotfix. I have created an auto-update system for my server. Configuration can be separated so only the scripts update (Arma2NET files, Server files and Missiion Files)

Scripts to include:
Script Configuration System (Script can be enabled/disabled and settings can be configured per script) Coin System Customized WAI Mission system Customized DZMS Mission system Customized DZAI Mission system (patrols, custom AI spawns, etc) Advanced Trading Safe Zones Custom Loot Table Self blood transfusion Fog Distance View (Binoculars, RangeFinder) Lift & Tow Vehicles Welcome Message Script In-game Rules Script (with database connection) In-game Update Script (with database connection) Plot 4 Life Snap Building Pro Vector Building Plot Management Door Management Custom GUI Custom Loading Screen Humanity-Level Perks (Bike Spawn, ...) Kill Messages at traders Kill Notifications Convoy Missions Battle Zone (PVP) Custom Buildings Custom Traders (Drugs, ...) Customized Admin Tools (fixed, added starter-packs, anti-hack) Loyalty Reward for Players Automated Database Cleaning (old players, old objects, etc.) Abandoned Vaults Missions (Safes and Lockboxes) Custom Loot Events (Building Material, Supplies, Weapons, Treasure) Animated Heli-Crashes and custom loot (configure heavy/light weapons and loot) Custom Vehicle Spawn List (add/remove vehicles that can spawn) Quest System Most Wanted Mission ... (will be updated soon)
Tools to include:
Auto-Update for the Pack (Configurable) Trader Configuration Database Cleaner
• By RimBlock
Core Features. The whole system is is switchable between characterID and PlayerUID by setting a variable. All items built after the mod is installed with have the PlayerUID and the characterID stored for ownership checking (locked buildables will only have the PlayerUID stored as the characterID field is used for the lock code). Includes the 1.0.5.2. code to allow either SteamID or BIS PUID (written by icomrade). You can turn on the plot boundary from the plot pole and remove it.  Currently I am using the road cones with lights on top which are also visible at night.  They can be changed. Take Ownership is available from the plot pole to the plot poles owner and allows them to take ownership of all buildables in range excluding  locked storage (safes / lockboxes), tents, locked doors.  This can be changed as it is all controlled via variables.  The core idea is that this will align peoples bases to the new system for steamID storage on legacy bases.  It also means that raiders can raid a base, replace the plot pole, take ownership and not get full access to locked areas but not have 6 cycles to remove stuff etc after taking over.  Depending on the size of the base, number of objects etc this could put a bit of load on the server / DB.  It is also turn off or on-able via a variable so you can set it only to allow players to realign their bases and then disable the option. New function to check ownership or friendly status of a given object. Merged with Snap Pro and Modular build framework with permission from Raymix Please show you appreciation to Raymix as well). Uses the modular build system.
New functions to reduce instances of common code in the building system.  Both are small and precompiled.
fn_check_owner.sqf to check ownership and friendly status
fn_find_plots to get all nearby plot poles and return a count and the nearest alive one (if one exists).
Optimised code changing nearestobjects to nearEntities.
Added delay in the Take Ownership function so the Hiveext / DB does not get spammed when taking ownership of large bases.
Player_build.sqf is no longer used at all and had been removed from the distribution.
Optimised code what has saved between 20k & 30k in the mission package size.
Install Instructions are in the zip file (A Plot for Life v2.5).   Guides on how to use Diffmerge and how to integrate scripts together.   Please backup your databases and thoroughly test before putting live.   Report any bugs / suggestions in the thread.   Previous version 2.35 Dropbox: A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1 GitHub (v2.35 stable): A Plot for Life v2.35 & Snap Pro (by Raymix) v1.4.1   Outstanding issues None reported. Next Version: 3.0
Include a action menu (scroll wheel menu) for plot options and builder / owner management ()
Beta Testing
As it seems theres no with an interest to do any beta testing I need to sweeten the deal.  Anyone who helps with beta testing will get access to boobytrapping doors 4 weeks before it is released publicly.  The 4 weeks will start from the v2.4 release date and will include any bug fixing period.

Boobytrapping Doors - If you have a hand grenade then you can upgrade a locked door to boobytrap it.  If the incorrect door code is entered then the hand grenade will be dropped at the position the player was when they boobytrapped the door (make sure you are on the correct side of the door when setting the trap  ;) ).

Releases   Naming convention

Previous releases (Majors)

Included mods.
A Plot for Life

"credits to each addon / script creator" <- is not.

3. The person distributing the mod explicitly states that they are responsible for any issues with their modified version of the mod and not the original creator (i.e. me).

4. Any other requirements under the  DayZ Mod License Share Alike (DML) license.

• Hi everyone!

I am currently in the process of setting up an overpoch server and everything worked until I tried to install Plot for Life (follow the tutorial and got the files from here: ). What happens is when someone tries to join it loads everything but fails to authenticate. I know its not just my arma because I have had several people try it and the same thing happened to everyone. To get it to work again I just have to change the init file back to normal and the server works fine again. In the client logs there is this in the end but there are no other errors:

Client: Network message dc9b (update info 317910e0) is pending Client: Network message dc9c (update info 31790fc0) is pending Client: Network message dc9c (update info 31791018) is pending Client: Network message dc9d (update info 317910c8) is pending Client: Network message dc9e (update info 31790f68) is pending "PLOGIN: Retrying Authentication... (76561198044993880)" "PLOGIN: Retrying Authentication... (76561198044993880)" "PLOGIN: Retrying Authentication... (76561198044993880)" "PLOGIN: Retrying Authentication... (76561198044993880)" "PLOGIN: Retrying Authentication... (76561198044993880)" "PLOGIN: Retrying Authentication... (76561198044993880)" "PLOGIN: Authentication Failed (76561198044993880)" "End Mission" I don't know where the server logs are but if someone can point me to them I'll upload them. If there are any other file or any other information let me know and I'll upload it. I appreciate any help I can get, thanks.   P.S. I already have several mods installed but I don't remember what they all are but I can find out if necessary

• Hi,
I have this problem i noticed after updating my server to 124802 and epoch 1.0.5.1 whenever some one trys chatting in side vehicle or direct the messages doesnt show up in game or in rcon or even in the logs but global chat does.
I can type and click enter but nothing shows the message.
Sending rcon messages to the server works and it logs thoose and global but not side channel vehicle channel and direct channel
The only thing I did in my configs was change required id to 124802.

If anybody can help I will be very appreciative.

Thanks