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dayz-sa_linuxserver

This Script is a fork of the Linux Game Server Manager and modified to run a DayZ Standalone Exprimental Community Server! It makes use of tmux to seperate it from the user shell. It runs completely on the console so you can run it on a Root or V-Server with SSH access.

Currently working with DayZ Standalone Experimental!

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dayz-sa_linuxserver's Issues

1.14 support?

Is it possible to run a 1.14 version of the server ?

1.14 support?

Is it possible to run a 1.14 version of the server?

Update on 1.0

Hi,

First of all I test your script on 1.0 it's looks works but serverfreez & i can't do anything

Best regards

Can't start the server

[ DayZ ] Starting server...
[ INFO ] The first start of the server may freeze! Have to kill processes!
Please start the server again with ./dayzserver start

Everytime when I use ./dayzserver start

Debian has renamed lib32gcc1 (11/Bullseye)

Error when using dayz_setup.sh on Debian 11 (Bullseye)
The script continues. There should be a catch error

Package lib32gcc1 is not available, but is referred to by another package.
This may mean that the package is missing, has been obsoleted, or
is only available from another source
However the following packages replace it:
  lib32gcc-s1

E: Package 'lib32gcc1' has no installation candidate

https://packages.debian.org/bullseye/lib32gcc-s1

sudo apt install tmux nano htop curl lib32gcc1 libstdc++6 libstdc++6:i386 psmisc wget rename -y

# lsb_release -a
No LSB modules are available.
Distributor ID: Debian
Description:    Debian GNU/Linux 11 (bullseye)
Release:        11
Codename:       bullseye
# apt-cache search lib32gcc1
lib32gcc-s1-amd64-cross - GCC support library (32 bit Version)
lib32gcc-s1-s390x-cross - GCC support library (32 bit Version)
lib32gcc-s1-mips64-cross - GCC support library (32 bit Version)
lib32gcc-s1-mips64el-cross - GCC support library (32 bit Version)
lib32gcc-s1-mips64r6-cross - GCC support library (32 bit Version)
lib32gcc-s1-mips64r6el-cross - GCC support library (32 bit Version)
lib32gcc-s1-ppc64-cross - GCC support library (32 bit Version)
lib32gcc-s1-sparc64-cross - GCC support library (32 bit Version)
lib32gcc-s1-x32-cross - GCC support library (32 bit Version)

Script not downloading and or update mods

Just installed and added the mods ID one pre-line and said in workshop.cfg , start the server and nothing... am I missing some?

Note have not added to dayzserver.cfg -mod=@xxx; yet, waiting to see what the naming scheme was going to look like!

Server does not start

Hey, I've been facing an issue where the server returns "missing parameter hostName" even though hostname is defined within serverDZ.cfg, any ideas why?

.dayzserver.cfg

######################################
#      dayzserver config file        #
# the parameter have to be within "" #
# otherwise the server wont start!   #
############################################################################
# https://forums.dayz.com/topic/239635-dayz-server-files-documentation/
# launch parameters documentation
#############################################################################

# DayZ SteamID
appid=1042420
dayz_id=221100
#stable=223350
#exp_branch=1042420

# IMPORTANT PARAMETERS - DO NOT REMOVE!
config=serverDZ.cfg
port=2302

#hos DayZ Mods from Steam Workshop
# to enable mods, remove the # below and list the Mods like this: "-mod=@Mod1;@Mod2;@Mod3"
workshop="-mod=@Bed-Respawning;@BuildEverywhere;@Building Fortifications;@CF;@Community-Online-Tools;@Craftable Bone Knives;@Dabs Framework;@DayZ Editor Loader;@DayZ-Expansion;@DayZ-Expansion-Book;@DayZ-Expansion-Core;@DayZ-Expansion-Licensed;@DayZ-Expansion-Vehicles;@GrandeHordes;@MuchStuffPack;@SkyZ - Skybox Overhaul;@Trader;@VanillaPlusPlusMap;@Zeroy-FishingZ"

# optional - just remove the # to enable
BEpath="-BEpath=${HOME}/serverfiles/battleye/"
profiles="-profiles=${HOME}/serverprofile/"
#logs="-dologs -adminlog -netlog"

# modify carefully! server won't start if syntax is corrupt!
dayzparameter=" -config=${config} -port=${port} -freezecheck ${BEpath} ${profiles} ${logs}"

serverDZ.cfg

hostname = "Testing";  // Server name
#password = "";              // Password to connect to the server
passwordAdmin = "";         // Password to become a server admin

enableWhitelist = 0;        // Enable/disable whitelist (value 0-1)

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 = 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)

disablePersonalLight = 1;   // Disables personal light for all clients connected to server
lightingConfig = 0;         // 0 for brighter night setup, 1 for darker night setup

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

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)


class Missions
{
    class DayZ
    {
        template="dayzOffline.enoch"; // Mission to load on server startup. <MissionName>.<TerrainName>
                              // Vanilla mission: dayzOffline.chernarusplus
                              // DLC mission: dayzOffline.enoch
    };
};

Server stops working

$ bash dayzserver monitor

[ DayZ ] Server not running.
[ DayZ ] Starting server...

Server lives for about 10 seconds and commits a suicide. Do you have any idea what's going wrong?

Xml for OGP

can this be put in an .xml file for OGP(open game panel) for linux ,if so can you make 1?

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