SWAT_BigBear 0 Posted August 30, 2010 (edited) damifino, wtf changed from yesterday's test? now it shows server with the yellow ? and let's me in. I do not want equalmods off, I thought? furthermore: from what DWarden said, identical systems should work. (which does, but BAF Lite on the server does not let me since having the Full BAF) I understand myself as having "extra content", but it is stated that it "would not matter". CDN was able to join our server with an @ in his mod line, while equalmod=off. Edited August 30, 2010 by SWAT_BigBear Share this post Link to post Share on other sites
rautapalli 10 Posted August 30, 2010 I have the same problem, except just as a client. Everything was working fine before i bought BAF. But when i got the full version of BAF, most of the servers don't let me join anymore. Way to go! Really encourages me to buy any future DLC for this game. Share this post Link to post Share on other sites
Victim ZSU 10 Posted August 31, 2010 We've taken your advice and have set equalModRequired=0 and are now running with verifySignatures=1 So that I can understand best practice, how do people keep a lid on mod hell, key control? Previously we ran a very tight ship with modline control, server keys and Yoma Sync of all modline content. Does anyone go to the effort of re-signing mods with their own keys to keep the list of allowed mods explicit? Share this post Link to post Share on other sites
Defunkt 431 Posted August 31, 2010 (edited) Depends what you want to achieve; Q: Limit players to an approved set of optional mods: A: Use verifySignatures=1 and only install keys for approved mods. Q: Limit players to an approved set of optional mods while excluding other mods which may have been signed with the same key as an approved mod: A: As for 1 but use your own key to sign those certain mods. Q: Require players to use a specific minimum set of mods: A: Edit each mission and enter those mod's patch class name (under CfgPatches in config.cpp) as a comma separated list of strings in the addons array (i.e. addOns[]={"Shapur_BAF", "Characters_BAF"}; ) in mission.sqm. Q: Require players to use a specific minimum set of mods and no others: A: Combination of the above. Edited August 31, 2010 by Defunkt Correction, "RequiredAddons" is in fact the "addOns" array. Share this post Link to post Share on other sites
Victim ZSU 10 Posted September 1, 2010 Thanks Defunkt, mind if I put a digest of this on the BI Wiki page for server admin / signing mods? Also, have any server adminst actually gone to the effort of signing all their approved mods with their own keys? Share this post Link to post Share on other sites
Defunkt 431 Posted September 1, 2010 I have considered signing everything we use but I think it'd probably cause more problems than it solves and our goal is a public server anyway so everything is optional. Even otherwise, the moment you want to host another community you've got to get them to adopt what you use or turn signature checking off. Feel free to reproduce wherever. Share this post Link to post Share on other sites
Dwarden 1125 Posted September 1, 2010 do not use equalModsRequired, it's not (yet) working properly with the BAF vs BAFlite etc. Share this post Link to post Share on other sites
SWAT_BigBear 0 Posted September 1, 2010 Also, have any server adminst actually gone to the effort of signing all their approved mods with their own keys? I tested this 6+ months ago with a butt load of mods and addons. It did work. But as Defunkt says, it has it's quirks to, the biggest being, getting your private key out to random joining players. For now, I'll leave our server protection to BE & BERecon. Will there be a public announcement when equalmod is working again? Share this post Link to post Share on other sites