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AlcApwn (DayZ)

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Everything posted by AlcApwn (DayZ)

  1. AlcApwn (DayZ)

    Need NVG heres a Trick!

    as you can still change it in your driver settings, it's just hillarious as your whining :)
  2. AlcApwn (DayZ)

    Need NVG heres a Trick!

    an exploit "takes advantage of a bug, glitch or vulnerability in order to cause unintended or unanticipated behaviour to occur on computer software, hardware, or something electronic (usually computerised)". none of these occurs here, as the brightness and gamma is working as intended. its not like it stops things from being rendered.
  3. you know you can have those weapons without having to script? it works like the "local" vehicles - change the weapon in your client, and the server does not care... no scripting/injcting neccesary.
  4. AlcApwn (DayZ)

    Need NVG heres a Trick!

    why is setting the res to the one i like so different to setting the brightness and gamma to the values i like? in a game where at least 25% of the community is bugusing and/or cheating you start talking about how we should set our graphics settings. thats just ridiculous...
  5. AlcApwn (DayZ)

    Need NVG heres a Trick!

    resolution brings in a very big advantage, even if a noob like you does not notice. did you ever have 2 screens next to each other with different resolutions? in arma2 the difference is huge, especially with NVGs equipped! the fov increases by a way too huge amount!
  6. AlcApwn (DayZ)

    New Dayz passworded server (in German)

    shall we join you server to prove its not hacker-free? :)
  7. so you are telling me that a company providing hosting services should not be allowed to receive money o_O? they dont sell the map, they sell their service provided by their hardware & manpower! and its their goddamn right to do so, as long as its not legally prohibited! DayZ-Commander is so far the very best tool dayz has ever seen, so gtfo the forums with your childish revenge-crusade?
  8. AlcApwn (DayZ)

    Why no IP bans for hacking?

    it depends on what you spend it for. a stable, well-maintained connection or an ill-bred bunch of code with securitystandards from the 80s?
  9. AlcApwn (DayZ)

    Why no IP bans for hacking?

    better say: dynamic: you receive a new IP AT LEAST every 24h hours AND every time you reboot your modem (the 24h reconnect is initialized by the ISP and not your modem, afaik) static: you are guaranteed that the IP will defenitely not change but there are connections in between - where the IP will usually not change. a rootserver of mine keeps it's IP for up to 3 years by now, but it is not guaranteed to do so.
  10. AlcApwn (DayZ)

    Why no IP bans for hacking?

    the IPs change rarely, yes. (usually after maintenance work of the ISP) but that does not change the fact that they are NOT dynamic, as you are not disconnected every 24h as well. those services are not intended to be used for servers, but it is done very often as it works pretty well! the problem with KD is, that it is officially forbidden to host servers with private connections. but no one gives a shit anyways i dont believe this started with my arguments AGAINST IP-banning :D
  11. AlcApwn (DayZ)

    Why no IP bans for hacking?

    if you have worked "in the field", why on earth do you try to tell us that a static IP is uncommon? any customer of Kabel Deutschland, Kabel Badenw (GOD DAMNIT WHY DO UMLAUTE KILL MY POSTS?)uerttenberg or ANY company not reselling tcom-servivces gets static IPs in germany afaik. its more common than you think...
  12. AlcApwn (DayZ)

    Why no IP bans for hacking?

    if you have no idea what you are talking about, stop it. several areas in germany are supplied with static IPs for any normal customer. (e.g. the area around luebeck provides 100mbit and static IPs for any private houses in the surrounding villages and smaller towns) no dial-up, but 100mbit instead. the fact that thepiratebay is blocked in UK, BE and several other countries does not mean the traffic of the torrent itself is blocked. (which is not the cause, for obvious reasons). I dont get the reference to facebook really, but it dont think that matters anyways. you can use public hotspots (caffees, universities, a.s.o) to obtain fast internet connections without authentification, or just use 1clickhosters for god's sake... or have you heard of any users of megaupload getting actually caught? your point just fell down the stairs into the basement... europe != USA, my friend :)
  13. AlcApwn (DayZ)

    Why no IP bans for hacking?

    why are my posts cut after about 100chars?
  14. AlcApwn (DayZ)

    Why no IP bans for hacking?

    wrong. it depends on the type of connection. Kabel Badenw
  15. AlcApwn (DayZ)

    Why no IP bans for hacking?

    the amount of false information in 99% of those posts is too damn high! the only IP arma2 is noticing is the external IP, which is assigned by your ISP to your router. 99% of all users have no static IP, and their IP will change at least every 24 hours (or more often, if requested), so the whole IP-Ban-Topic is just useles bullshit. either shut down your router for at least 3 seconds, or even better, use one of many tools which will tell your router to get a new IP. the whole procedure often needs less than 1 second, if you use advanced tools like RouterControl. http://www.routercontrol.de/ MAC-Adresses wont help anything, as they are not intended to be used as authentification, and can be changed within the system controls of windows itself.
  16. AlcApwn (DayZ)

    Why no IP bans for hacking?

    me neither, but as changing things like your mac takes up to 60seconds, i doubt it did any good...
  17. AlcApwn (DayZ)

    Why no IP bans for hacking?

    just because you cant use google that doesnt mean others cant as well. and btw, the collective age of those "hackers" is not 12. even if this destroys your little world view. and why the fuck should BIS not get any more money? 99% of all user have a dynamic IP, which changes all 24 hours anways?
  18. AlcApwn (DayZ)

    Standalone Hackers, and assurances ?

    i prefer a closed beta (with OPTIONAL pre-purchasing) over some suspicious fairytales. hon did the same, and i think it worked out pretty well!
  19. AlcApwn (DayZ)

    Standalone Hackers, and assurances ?

    i never, ever blamed the problems of arma2 itself, because i just dont give a damn. i dont play it, it doesnt matter to me. i know that BIS sold branches of their engine to several countries militaries, and i know that's money for free. (thats not army related - any part of any state pays very well and stable for assigned tasks. at least germany does - tax offices' software and so on) but the dayz community is not a group of trusted clients, dayz is no simulation, but a mmorpg a little different from all the others. and YES, thats a reason to complain, if such things happen. dont tell me to stop talking about the poor engine design (which is not the best in general) in the dayz forum, because for dayz it is indeed very poor.
  20. AlcApwn (DayZ)

    Standalone Hackers, and assurances ?

    i did not want to be rude to you, be sure! but it saddens to read so much false & semiproof information in this forum (as if the informationflow was not bad enough allrdy ;)). i can not take easily anyone serious who uses the engine of a simulation as an engine for a multiplayer-pvp-game after it has proved it's weaknesses in so many ways. (not to mention battleye) if the servers continue their policy on items and location information, this game will be rippen apart - and that would be just sad. (and, as i said 100times allready, thats NOT the fault of the anti-hack system!) the whole utopia of a "trusted client" in competetive gaming has to stop!
  21. AlcApwn (DayZ)

    Standalone Hackers, and assurances ?

    first of all thanks a lot that you start insulting instead of bringing satisfating arguments... and i think HoN and DayZ are pretty much in the same league regarding the size of the community. you still did not get my point. BF3 hacks are client-sided manipulations like aimbots, wallhacks and whatnot. those have to be adressed by the corresponding anti-cheat system (pb, vac, whatever). ***s are (at least most of) exploits targeting the very poor communication design (clients execute code on the server is a NO-GO) and the poor client design itself. I am sorry, but any half-decent game IS a "server sided game". even arma is partly, as essential things like the trajectories of bullets etc are computed on the servers (now dont tell me they dont, id smash my head if they did not). DayZ's gameplay is build up on: - getting gear, steal from others - using the large map as your advantage for hiding, storing, and ambushing both can be (quite easily) basically guarded by a sophisticated server-client system. (take hon as an example - if you dont got the information, you dont got it. end of the story.) the obvious problems are: - rocket uses a branch of arma2's engine - rocket didnt say the server will validate the process of picking up items (he didnt adress it precisely yet, until he does i assume no) - rocket did say he still uses arma2's scripts for communicating. the server spawns the items, but does not keep track of them if a client attempts to pick up one - this must not happen. my point is: if the server would control the items and cut down the information sent to clients to the absolute minimum, we would have about 1% of the hackers we got right now. because the only thing possible would be removing night, wallhack, aimbot, the usual bullshit you encounter in shooters. which won't be such attractive for "the typical exploiting idiot", as he still will have to gear up like any other player and can not be the 1337-h4xx0r-sniper with his AS50 TWS teleporting around. what do you think am i here? because imho rocket discovered a great concept of gaming. if i get the chance to help, i will do (and not only i would). but the community is not taken serious in this point, to be honest. give us an opportunity to point out weaknesses which are actually taken care of, and we will. but i am not gonna send mails to BE and receice copypaste answers of somebody who doesnt notice that i attached a debugger to his so-called anti-cheat engine. we would work for free for dayz, but we expect to be taken seriously. and thats NOT what it looks like.
  22. AlcApwn (DayZ)

    Standalone Hackers, and assurances ?

    i can assure you, for battleye you dont need to be, little fanboy.
  23. AlcApwn (DayZ)

    Standalone Hackers, and assurances ?

    are you kidding me? BattlEye is the worst anti-cheat system i have ever seen in ALL of my games... just download the free version of IDA, attach it to the BattlEye.dll and voila, you got full unnoticed acess to both arma2 and BE. its not like there is IsDebuggerPresent you could call to check -.- aaaaand no use of global hooks, no checks for the validity of arma2's ram, no encrypted communication with arma2 and the BE-Masterserver, and, and and. whoether is behind BE, he/she has little knowledge of security engineering.
  24. AlcApwn (DayZ)

    Standalone Hackers, and assurances ?

    nope, the server has to calculate if you can see it, and if you cant, you MUST not get the information. did you try to bypass both of them yourself? the one, where you attach a normal debugger and got FULL access to anything, and the other, which has 2 processes watching each other AND the game, one as a process, the other as a service? i dont think you know what you are talking about. i doubt the existence of a wot-maphack until you show me one. try to find one for Heroes of Newerth, where the server sends you exactly the minimum of information you need. if you lag, it's your problem.
  25. AlcApwn (DayZ)

    Standalone Hackers, and assurances ?

    so lets go through what rocket said. so they are going to use the old scripting system, with little increased work for hackers. obfuscation is no security by definition, but appearently BIS has not yet acknowledged that. with a sophisticated server software & communication protocol you indeed CAN make injection useless. this has been archieved by almost ANY game since the 90s of the last century, usually the client disconnects because of desynchronisation. Speaking in terms of DayZ: if the client "picks up beans" (or tells the server it does), the server has to check if it was able to do so ("there are in fact beans in valid range, which are not taken by another player at the same time"), and disconnect it if not! arma2 does not, but any half-serious game does. yes, lets take the problem we created by our own ignorance and put it to a "to be constructed"-workaround which will work in 10% of all cases at most. not needed if you would do your job properly. finally a good idea, but only in addition to a validated server-client communication goddammnit! the only uses of VAC/PB (PB should be your choice, as VAC fails totally in MW2) should be countermeasures against wallhacks/aimbots/clientside manipulation. i seriously hope you do NOT talk about the guys at battlEye. did you know you can attach a fuckin full-scale DEBUGGER to the dll without it even NOTICING? and that they do not even check the SIZE of the dll? we changed the version with a hexeditor and it didnt notice we run an older version! Games like World of Tanks, Heroes of Newerth (the latter developed by an indie company as well) and many others send their clients EXACTLY the information they need - and not more. if you cant see a unit, its not in your RAM. what does arma2's engine do? it provides ANY client with ALL information about EVERYTHING on the map. players, tents, vehicles, EVERYTHING. dont use anti-cheat measures to cover up your crucial mistakes with your engine!
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