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Victim ZSU

A2 OA 1.54 BAF client unable to connect to A2 OA 1.54 BAF Lite DS

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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 by SWAT_BigBear

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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.

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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?

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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 by Defunkt
Correction, "RequiredAddons" is in fact the "addOns" array.

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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?

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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.

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do not use equalModsRequired,

it's not (yet) working properly with the BAF vs BAFlite etc.

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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?

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