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Fixed DayZ mod loading, removed quote marks around additional params #2021
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Note: this will break BattlEye RCON for those who had battleye config in server root... Should |
How so? How does moving the quotation marks affect BattlEye? Or are you just saying it's broken in the first place?
So I just read the documentation and found something interesting, though I don't know if it's been updated since I made the egg or if there was a specific reason why I deviated from it. It states:
I'm assuming that's the
This is funny, because specifying it does actually work, but that's besides the point. |
I meant that if somebody were to update the egg version on existing server, their BattlEye config wouldn't load, but that's not a concern anymore as I rolled that back in c328485
That's a typical BI documentation moment ;D UPD: Damn, I can't make the server load any mods - with original and forked egg, with quote symbols in any position or without these. Gotta be a problem on my end, but I can't find it ;D |
Alright, I've managed to test everything, The reason why mods are not loading e.g. in #1768 seems to be a decades old bug in DayZ itself - it only works fine when filesystem is case-insensitive. As soon as you introduce an upper-case letter anywhere past the mod name it breaks (e.g. Which is a known thing looking at UPD: Quotes placement does appear to matter: |
Description
DayZ Experimental had a classic mistake in
-mod
and-serverMod
launch options. Quotes must be placed before and after the entire argument, not just its value. See ArmA 3 documentation - while not documented for DayZ, the argument parser is the same for both games. If you need further proofs, see what DayZ Launcher itself passes to the game when launched with mods. Same goes for additional startup params, there's no sense in adding quotes right here as it will break once there's more than 1 additional parameter.In it's current state, given multiple mods like
@Mod 1
,@Mod 2
and@Mod 3
as mod list, server will interpret these mods as"@Mod 1
,@Mod 2
,@Mod 3
and"
Fixes #1768
Checklist for all submissions
While I'm 146% confident this will work, I haven't tested it personally yet because I'm not the one who has this problem (I don't even have Pterodactyl installed yet), I merely fixed it for a user of my mod and looks like it worked for them. Will pull this PR out of draft state once I do test it.Tested, it works and I was unable to escape arguments list and execute any commands - please try to do so in case I missed something tho.