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venthos

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About venthos

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  1. venthos

    Battleye Hack #2?

    The is a common misconception. The heli crash wasn't caused by the remote execution kick. The remote execution kick is caused by crashing the helicopter. Many people blame their piloting mistakes on that BattlEye kick claiming the kick is what made them crash. It's to the contrary. That kick is issued when a player executes the "create giant fireball at my location, because I've crashed a helicopter" code. It was a very common thing for hackers to disguise their nefarious code to look exactly like the explosion code call. This is why servers kick for it, since it's not possible within the context of that filter to determine if it's a legitimate heli crash or if it's someone trying to hack. So, the pilot has already crashed the heli and told the server "create a fireball at my location" when you get kicked for it. As for the GameHack kick in the original post, it can be a myriad of causes. Anything ranging from stock ArmA2 code being modified in a nefarious way to a generic hack program that's not necessarily ArmA/DayZ related running on the computer. There's no real way to find out precisely why, since BattlEye understandably keeps that information under wraps (otherwise hackers would be able to ask what mistakes they made and work around them). I would still recommend treating this seriously, though. Avid users of the "BEC" server tool make use of its optional centralized ban system, which submits all "Game Hack" kicks to their centralized ban database. Any server owners who also use the optional centralized ban list with BEC will then automatically inherit a ban for your GUID. Kind of an automated community level global ban. Not many server owners know about or care to create the requisite account for BEC, though, so it's often quite rare that you'll run into a server with the optional centralized ban list in place. My servers, though, are part of the list that partake in it.
  2. venthos

    Stop fuel leak in helicopter?

    Nice 2 month old thread necromancy. That's definitely not an annoying thing to do. Why no fuel tank? You'd have to ask Bohemia Interactive's designers of their helicopters. The helicopters simply do not have a Hit Point defined in their model for a fuel tank. So, it's impossible for a "Fuel Tank" to be damaged in ARMA2 through normal means. Therefore, they do not spawn in DayZ with a fuel tanks broken.
  3. I hope you can understand the sheer irony that your stance is "why didn't you just contact them personally and ask?" when that is quite literally my entire point and stance about Deathlyrage and James. They didn't take the common courtesy to ask me, yet somehow in your warped logic I am required to instead be courteous to them and not publicly expose their code theft when they otherwise have basically thumbed their nose at me by lifting my code? Amusing double-standard, sir. EDIT: Ahaha and here comes in Max with the same skewed double-standard. Nice job.
  4. Just relaying what I heard from Alby when your mod came up in discussion when I found out about all this myself. You'll have to take it up with him if you have questions, as I won't attempt to speak on his behalf. Regardless, I would appreciate you following through with your offer to me about removing all DayZ Redux code from your mod. That'll settle up things between us as far as I am concerned.
  5. Yes. I accept your offer. Please do remove all code in which you lifted from DayZ Redux. Surely when it's just 5-10 lines of code you can be bothered to take the 10 seconds to write your own code instead of copy/pasting mine. Then we're all happy. I appreciate your swift and simple solution. Thanks! Please let me know when you've done this. Also, I don't see any threats of legality or copyright. It's simply that if you can't be bothered to ask for permission and show a bit of courtesy, you can instead be bothered to write your own code. It's as simple as that. Asking first has such wondrous results versus outright copy/pasting code from others. Alby, the person you lifted all the dog fixes from, is none too happy about your behavior either. In the future, you might not want to be a dick about what you're doing. You an summarily avoid such situations like this in the future by showing a small amount of courtesy up front. I assure you it has impressive results.
  6. Yay, yet another custom DayZ mod that has 1:1 stolen entire chunks of code and entire .sqf files from DayZ Redux without providing any such credit to me let alone asking for permission to do so. Why is this becoming so frighteningly routine? I've only checked the "set tents on fire" and "flip vehicle" code so far and they're 1:1 entire .sqf script rips from DayZ Redux. Line for line, including my own code comments. I bet if I continue looking I'll find even more code rips. Why do people continue to do this? Sweet jesus. I have no problems with people taking from my ideas and implementing the same end result. But, please code the stuff yourself from scratch and don't just 1:1 rip my entire code base. It's insulting and downright quite a dick move. I'm beginning to think there are very very few custom coded DayZ mods around. They all seem to be mere rips of Stapo (from SuriveDayZ, now DayZ+) or my code with the only unique factor being that they customize the loot arrays and unban vehicles/weapons, something that requires no understanding of ARMA2 scripting. Stop... stealing... code. Ask and give credit. Or, just code it from scratch yourself and no one will be bothered.
  7. DayZ Redux 0.4.0 Download it here: http://www.dayzredux.com/download Reduced military general pile at Deer Stands further to make guns/tools more common at them. You can no longer force feed yourself. You must be at least 1/4 of the way to blinking food/drink before you can consume food/drink. The "bend down" animation will now only play when attempting to fill a water bottle if you are actually able to fill it. Slight improvement to player loading time Players can no longer take damage while they're still loading in (should stop the "<player> has been killed" while loading in that results in you being sent naked to debug) Bandit models should now show backpacks (Pulled from public DayZ). Can no longer abuse blood bags to spam infinite humanity Vehicle/Tent/Player action menu item should no longer seems to take a while to popup after a clothes change The last thing to damage you when you die should now be logged server-side for review (player + ammo used) Switching skins no longer sets you out of combat server-side. Syncing to the database is no longer possible if you're at the debug spawn location, meaning if you somehow go there a relog should address the problem. Firing at someone now instantly sets them into combat vs. the previous delay of up to 2 seconds. All newly placed tents will use a new tent model. Existing tents will remain as they were. Introduced new loot item called "Nails". Rare spawn in industrial areas. Introduced new persistent storage container called "Storage Box". Created using nails, a toolbox, and wood pile. Holds 4 weapon/tools and 20 items. Can be placed ANYWHERE (unlike tents) Introduced entirely custom "construction" logic, of which the new Storage Box and Nails uses (idea inspired by Stapo's construction system, although mine is entirely custom from scratch) There is now an enforced "play area". The coordinates are X: 0 - 147; Y: 0 - 153.6. If you exceed this boundary, you will be instantly killed. If you're in a vehicle, the vehicle will be exploded as well. New factory located on the West end of the map. Custom designed by Alexander. New survivor style defensible "base" located at Klen mountain. Custom designed by Alexander. Crash random spawning mechanism entirely redesigned and improved to no longer be reliant on having the restart interval hard coded. 5 new crash site designs have been added to Redux. All of them are of varying models (helis, tanks, cars) with unique loot tables (from basic med supplies/food to medium level weaponry). Some have smoke, some don't. Have fun discovering them. Removed backpack dupe 'workaround' since Beta 98866 fixed the dupe problem in the engine. As a result, the auto-refill of mags in backpacks by just opening/close gear side-effect no longer occurs.
  8. In terms of the server configuration file definitions, there isn't an "Expert" mode. Source: http://community.bistudio.com/wiki/server.armaprofile#Arrowhead Recruit, Regular, Veteran, Mercenary. That's all there is (in accordance with the raw config options). That's probably why you're seeing the naming that you are.
  9. This thread's title might as well be: "Please...just...let people be able to find 1 cooked steak and 1 drink and be set on hunger/thirst forever" The reason the consumption of things in vehicles was removed is because the true fix is only fixable with ARMA2 Engine changes. In other words, something that is impossible to fix within the scope of a mere mod. Basically, this is something only fixable in Standalone -- and it's a pretty safe assumption that Rocket will setup the mechanic however he sees fit with it being a pure design decision and not an engine bug/limitation. I concur with others. Deal with the slight inconvenience at the expense of knowing people can't insta-heal to max health with a single cooked meat by abusing the vehicle bug anymore.
  10. 0.3.0 Released Please download via links on the main site: http://www.dayzredux.com/download Release Notes Combat system backend rewritten. Should be significantly improved backend and less red chain as a result. Combat timer is now 45 seconds instead of 30 seconds Server side damage reporting removed. Not worth the performance trade off. Fixed zombie death animations (Pulled from DayZ 1.7.3) Fixed function for checking if in buildings (Pulled from DayZ 1.7.3) Fixed some tents (namely at very North or very East locations) from not saving (involves local_deleteObj fix from DayZ 1.7.3) Used concept from DayZ 1.7.3 regarding tent placement limitations, but adjusted/improved upon it. Tents must be on grass/forest and cannot be in OR near buildings. Slightly reduced Hatchet damage just enough so it's no longer a one-hit kill to zombies. (We'll see how it goes, may revert this) A whole bunch of anti-hacker stuff went in. The specifics aren't being revealed as to not make it that much easier to circumvent. Exploit/dupe involving abusing disconnect fixed. Increased the distance in which object interactions can happen by 1 meter (will be easier to inspect vehicles) Removed the manual "Save" action menu item (all saving has been automatic since the first Redux release anyway) Fixed some vehicles/helicopters "insta repairing" (I think!) Part "VRotor" now displays as "Rear Rotor Assembly" in repair menu Part "Glass" now displays as "Glass#" to correspond with the vehicle inspection interface Repair/Inspection action menu items no longer duplicate after repairing a part on a vehicle Tents will no longer slowly creep down hills over the course of server restarts. They will creep ONCE on first restart, then never again. Another tweak to vehicle damage to prevent spazzing out vehicles from causing the server to seize up and everyone sit at "Waiting for character creation" Bear Traps now actually remove instead of leaving behind an invisible trap Bear Trap spawn rate slightly increased Maybe(?) fixed ChernarusRedux buildings occasionally not showing for some people Zombies can now hear all weapons fire 15% further than they previously did Lee Enfield no longer drops from residential/supermarket, Farm only now Winchester no longer drops from residential/supermarket, Farm only now "Wood Piles" removed from residential/supermarket, Farm only now Generic military piles no longer spawn in Industrial General military piles are less common at deer stands (meaning particular guns/items in general will be more likely to spawn) "Automatic Time Sync" disabled (this is what caused the sudden moon changes at night) If you have a "Box of Matches", you can now set fire to tents. This sets them ablaze and flattens them, destroying the contents and ensuring they won't come back next restart. Trash made slightly more common in "food/drink" piles General loot piles now spawn with 1 less potential item per pile. M136 replaced RPG7V. Same spawn location/frequency. Launchers are still broken though. Will look into this next patch. 1st person view is now forced while inside of a vehicle. It's still possible to use 3rd person when outside of a vehicle. (Let's see how this goes) Vodnick armor reduced to be in line with other military trucks (i.e. no longer requires explosives to effectively disable) MH6J armor increased slightly so it's not so fragile. Support for new vehicles added, but new spawn points not yet added. These new vehicles can be added in without a new patch being distributed. I'll post as they are made available. New vehicle spawns that were in fact added so far: Regular HMMWV has 4 spawn points Vodnick MedEvac has had its original spawn point removed and given 2 new spawn points MH-6J Now has another spawn point Server Changes: Both the US and EU server are having peripheral dots removed. It made finding vehicles in forests (especially while flying) an easy thing.
  11. Yes, that is a perfect description of a scenario that this system aims to trigger in. The intent is to keep both parties from logging out in that situation and, well, actually play the game instead of logging out. So... yeah, perfect example of where this system comes into play. :)
  12. I'd refer you back to the original post, as the answers are therein. You may be thinking of where I said that the term 'combat system' may not be the best terminology, since people complain about 'well how is a tin can combat?!?!?!' and that 'action system' might make a better system. I apologize if you thought I meant walking/picking items up/gathering wood/placing sand bags/etc/etc/etc/etc put you in combat. The best resource for what puts you in combat is the original post.
  13. And it shouldn't put you in combat, either. It's not under the list of "things that put you in combat". ;)
  14. Oh, hmm. Well, then I'm not entirely sure how to respond to how you came to that conclusion. Did you not read the original post or something? I'm at a loss for words as to how you think using direct coms would influence this system in any way. I'm going to just have to chalk up your post to trolling.
  15. I fully expect DayZ Mod to be drained of players to the point it's not worth actively developing new features for it. Small bug fix maintenance releases would seem the most plausible -- if anything. Of course, the player base could prove me wrong on that. As long as lots of people play, the mod won't "go" anywhere and stuff will get actively written for it. I just think that everyone interested in DayZ Mod will be jumping to DayZ Standalone the day it releases. I'm fully expecting my little offshoot of DayZ to die off in accordance with this speculation. Again, I could be proven wrong by the player base. If I am wrong, I'll continue to develop for it. But as long as Rocket gets to release exactly what he wants to release for the first incarnation of DayZ Standalone, I think it will takeover -- and rightfully so.
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