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ziellos2k

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Everything posted by ziellos2k

  1. Any word on this from them? I think $able has an account on here somewhere, something like bedev.
  2. What are you actually looking for? I do have a little idea about how to detect BattlEye bypasses but haven't gotten around to test it yet. The problem is, once it's public hackers will most likely workaround it. :lol:
  3. To check what size the ban list is (or any other message sent by the server) replace line 372 in BattleNET/BattlEyeClient.cs int bytesRead = client.EndReceive(ar); with int maxSize; // declare in some global place :) ... int bytesRead = client.EndReceive(ar); if ((bytesRead + client.Available) > maxSize) { maxSize = bytesRead + client.Available; System.Diagnostics.Debug.WriteLine(maxSize); } Perhaps I should start adding stuff like that for debugging? :lol:
  4. You can change line 79 in BattleNET/BattlEyeClient.cs from socket.ReceiveBufferSize = UInt16.MaxValue; to socket.ReceiveBufferSize = UInt32.MaxValue; But I doubt it will ever be needed and probably 25% of the bans are already global banned by BattlEye so they are essentially duplicate entries.
  5. FYI, BattleNET has a theoretical limit of ~9000 bans, this does depend on the amount of characters the description of a ban has. Not sure what BattlEye supports though.
  6. Remembered this on the first page of this thread. Should fix your problem I think. The event names aren't the same but at least it will help you understand. :) EDIT: The link is a response to this.
  7. Gotcha runs server side, BattlEye clients don't (unless you run it on the server of course...). :)
  8. I have no experience with visual basic but if you look through the client supplied with the library it should be clear what needs to be done. Especially look at lines 66 and 120-128. If the actual game server crashes then it's either a problem with BattlEye or the server (or possibly with the bans.txt file). I've been requesting ban lists containing more then 3000 bans and that worked fine (if my memory serves me right :)).
  9. loadBans doesn't do anything but reloading the bans.txt files. You're looking for the bans command (BattlEyeCommand.Bans).
  10. No feedback is good feedback? :lol:
  11. Version 1.2 available now, yay! Grab it at http://ziellos2k.net/battlenet/. :lol:
  12. Probably doing some final touches on the code tomorrow and release 1.2, if I feel like it. :) Any last minute requests?
  13. https://github.com/ayan4m1/DayZ-Private#optional-features
  14. This isn't possible out of the box as it doesn't broadcast it via chat. With some mods to your server files (private hive) you'd be able to do so. I think the Bliss private server package has an option for that.
  15. https://github.com/ziellos2k/BattleNET/commit/b2ebaf9b86aef8f3909db4fdbedf306e5b3a6cc9
  16. https://github.com/z...14049f945778692 Could add the return types you've mentioned though, currently it only fires when connected successfully.
  17. This should explain it. It's fairly useless on the library side of things. Most likely nothing you've been parsing. :)
  18. Stuff like connecting, connected, disconnected. That's about it though. :P EDIT: Hmm, might as well just remove them and let it handle by the implementing application?
  19. One vote is enough for me! :D Consider it done. :) EDIT: Just a warning upfront; v1.2 will break current implementations... :rolleyes:
  20. Would it be a good idea to separate RCon messages from messages created by the library (connected, disconnected, etc)? What do you guys think?
  21. Does that mean that side channel doesn't get transmitted as well? Or did you mean global with that? :)
  22. Probably, I'm not completely sure how it all worked but I remember Dwarden stating that direct chat only works when someone is close to an other player. You could try to talk in vehicle channel, that might be transmitted even when not in a vehicle. But again, I'm not sure. :)
  23. Do you have side chat enabled? IIRC direct chat only outputs text when players are near the player talking in direct.
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