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AlcApwn (DayZ)

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Everything posted by AlcApwn (DayZ)

  1. AlcApwn (DayZ)

    Patch #2 Incomming - What do you want to see?

    improved windowed mode!
  2. AlcApwn (DayZ)

    DayZ Hacks already happening

    keep it easy, i didnt want to insult you. i dont know if you understood what i wanted to say (i guess you are pretty busy atm with the auth-server outage), but "it is a BUG" is not a valid answer for a frail in the whole concept. you are obviously still using arma2's scripting system instead of developing a brand new communication model as most players demanded. as i said: implementing checking wrappers around the problem is never a good solution, and i believe the community was crystal clear with their demand for a REAL server-client infrastructure, and NOT the rag of arma2. please keep this in mind for future versions - i guess the insane amount of sold pre-alpha keys added aditional motivation (and maybe more manpower) to further improve the game we love, so i hope that sooner or later you will find time to get rid of the nasty parts of your ludacrious serverdesign (sorry if i am annoying you, but the QA would kill us if we'd even dare to THINK of trusting clients if ANY way, not to mention remote code execution on our servers). do not expect it work work properly, no matter how much you are gonna do. coding concepts evolve, arma2's design does not. and things like "the server is not objectorientated" make it sound like it was coded in the last millennium, and not redesigned since :o
  3. AlcApwn (DayZ)

    DayZ Hacks already happening

    i can provide a link to where you clearly stated that the server will be in control of everything and you would rewrite the necessary parts to enforce it.dont get me wrong, i bought dayzSA within 60minutes after i heard of the alpha release, but i know enough of software engineering as a informatic student that using code from projects in such a devastating state like arma2 with the failed communication design for such crucial parts will only result in neverending problems. you clearly gave the impression of developing a "real" server, which gets requests from clients to move into a directing and returns them their appropriate positions. and "bugs" like "woaah the tp script from arma2 is still working" (i do not consider this a bug, a bug would spawn by accident) are impossible to happen. i know that your design has very hard requierements like the insame mapsizes, but in my opinion (and i am certainly not the only one) you are relying WAY to much on the concepts of arma2. writing wrappers for the communication of arma2/tkoh will not do, and it would be unwise to try.
  4. AlcApwn (DayZ)

    DayZ Hacks already happening

    this is exactly the problem, i have to say. you promised to build a new server-client model with the server in absolute control of everything - but you didnt, as you are obviously using the old and faildesigned serversoftware again. im am sorry, but if the clients can teleport you can not insist that you rewrote the client/server communication, since the clients are still in charge of what is happening.
  5. AlcApwn (DayZ)

    DayZ Hacks already happening

    I really do hope that the current status of the client being able to execute code on the servers will begone by release - you will have to admit that it looks pretty ridicoulos that after 1year of programming those elemental features are not finished, but you had time for player restraints etc.
  6. AlcApwn (DayZ)

    DayZ Hacks already happening

    now my biggest question is: what did rocket do for the whole months? they reduced the amount of data sent to the client, spent the remaining months on some fancy grafics while ignoring the most urgent problem: the concept of their server-client communication which could have been done better by a 16year old.
  7. AlcApwn (DayZ)

    DayZ Hacks already happening

    dayz standalone still contains big parts of arma2/dayzmods scripting. so rocket has apparently given a **** about security issues >:(
  8. AlcApwn (DayZ)

    DayZ Hacks already happening

    this is the one question rocket will have to answer - he said he will implement a proper server-client architecture, which he did not do. this can not be excused by being in alpha stadium, this is fail by design. again. the best way to find attack vectors is to release the sourcecode. which works pretty well for foundations like apache, but is not a widely used option for game designers. give me information/sourcecode of the server implementation and i will gladly help, but i dont want to spend months of my life with IDA disassembling BI's binaries. but with the server allowing clients to teleport there is no sense in using any kind of anti-cheat enforcement like VAC/punkbuster. such poor design can not made up by any anti-cheat measure.
  9. AlcApwn (DayZ)

    Possible Hacker

    seems like rocket has lied to us when he stated that he is moving all "technical gameplay"-decisions to the server. a quick look to the typical boards reveals you that many problems are back since the server appears again to be more of a dispatcher instead of a server. source not told for obvious reasons. google is your friend if you are that desparate. i do hope though that the clients ability to enable some "invulnerable"-mode exists for the sole purpose of testing and will get removed asap.
  10. the only thing the server has to do is block port 29910. then ANYONE without a legit CD-Key can join. why should BIS do sth against this? it helps DayZ a lot more than it harms!
  11. you dont even need tunngle or similar VPN-software. there are plenty of cracked server in the official serverlist, because you only have to block the port battleye needs to verify the GUIDs with the masterserver and thats it. and you can host server without owning a legit key, too.
  12. you COULD prevent that by sending the data only if the other player is in your legit line of sight. heroes of newerth does exactly this, but it is ofc more difficult in a FPS.
  13. at least one person at BIS has some guts in his head. those are the first good news for dayzgame i heard! if they implement it properly, i will gladly buy it! src: http://dayzdev.tumblr.com/
  14. AlcApwn (DayZ)

    Why do i only get 5 fps while i play

    you meant something correct, but that does not save your sentence from being an accumulation of rubbish. did anyone ever try installing arma2 onto a ramdisk? i have not even close the neccessary ram to do so, never seen such a messed up thing like arma2... installation takes hours, gamefolders are huge, physic and graphicengine are unreliable and it does not even look good. and btw the GTX 500 series got some performance issues because they clock down, if not used very much. have a look at the energy control options of both windows7 and your nvidia driver. (you could also run benchmarks in the background. worked like a charm for a friend of me)
  15. AlcApwn (DayZ)

    Low FPS only on DayZ

    erm... your 64bit operating system does not change the fact that arma2 cannot address the 2048th byte? and why on earth cant you set the processpriority to high, if you start via DayzCommander? does not make sense to me.
  16. AlcApwn (DayZ)

    A Legit way to stop hackers.

    first of all, good luck finding a book that covers BIS's custom scripting api o_O. second, scripting is NOT the manipulation of the objects themselves. for comparison, take a look at the sourcecode of dayz survival or whatever the hack is called. and nope, NOT anything is a line of code. i dont want to start a futile discussion with a smart-arse who does not bring up reasonable arguments, so please watch this link(s) to understand how memory is organized and basics of reverse engineering: and nope, obfuscation is no security by definition. you can obfuscate and morph your code as often as you want - you will always find static pointers, with the help of opensource/freeware tools like cheatengine. as i said, use a reliable engine and 99% of the hacks are impossible. or rework the old one until it is fit enough, dont know what is cheaper.
  17. AlcApwn (DayZ)

    A Legit way to stop hackers.

    1) not everything "a game adds up to" is code. 2) 99% if dayz's "hackers" is entirely the fault of the engine design, not the failure of anti-cheat measures (which are, of cause, a joke. you can attach a debugger to arma2oa and BE does not notice). 3) Nope, hackers are not "detecting" "these lines of codes". a ) if you want to execute weird shit on the server,you have to manipulate the regular client-server communication. this is usually archieved by changing the path of a legit script to a manipulated one, and execute it legally. but the path itself is NOT in the "lines of codes", but in a... different part of the memory. b ) if you want to cheat weapons, just execute the legal scripts somehow (you know the bugs yourself how to double items and bagpacks. what the interface does, can easily be done somehow else) 4) this will not help anything. things like units (players, vehicles, environment bullshit, etc) are stored in 6 different lists in arma2's memory. its pretty easy to find and read them... opensource code describing how to can be found on any half-serious board dealing with DayZ. as long as the client has too much information and power, someone will easily find a way to abuse it. (and yes, even with morphcode and other ill-bred "security" concepts :)) 5) OBFUSCATION IS NOT SECURITY. you could stop 99% of dayzs hacks by using a RELIABLE engine. not by trying to obfuscate what is obvious anyways. (dont start your mimimi-"trusting engine"-bullshit again - in germany your boss would rip your head off if you design software like that!)
  18. AlcApwn (DayZ)

    So a quick question about this standalone

    nope. the physic engine will be a branch of Take On Helicopters, AND the "netcode" will still be scriptbased, yes. and with that physicengine they will have superior problems to fancy animations. (local vehicles, code injecting, latency issues, FPS issues, and many others)
  19. remove all the assault rifles and SMGs, add complex crafting of Bows, Axes, Knifes less military loot in general customizable looks like colored armlets, or attachments etc more civilian vehicles like bikes, which should be WAY slower.
  20. AlcApwn (DayZ)

    Hackers

    why should it get better? the engine did not change, nor did the client-server communication...
  21. the problem is you can get "local" vehicles without having to script at all! you can fly in a heli that is invisible to anyone else (weapon system operational ofc), and that is an insane failure by the engine design, not by the scripting part.
  22. i highly doubt that his anti-hack measures will work as he intends. and they call it standalone, but still rely on arma2's scripting bullshit? i hope the community will be much more involved in the process of making DayZ less hackable... give us custom, private skins or sth like that and many of us would be glad to help...
  23. unhackable? anything based on arma2's engine is VERY likely to be hacked.
  24. AlcApwn (DayZ)

    Forums running so slow again

    it is not still again, it is STILL slow.
  25. AlcApwn (DayZ)

    Need NVG heres a Trick!

    if you turn HDR up this doesnt happen. some of you whining fools have appearently never been into competitive gaming. this is no cheat, no exploit, but a tweak. seriously, you should play Wolfenstein - Enemy Territory. THAT game has possibilites for tweaking :) DayZ is no sim!
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