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Mirudes

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Posts posted by Mirudes


  1. Do you know which persons have the biggest interest in anti-cheat measurements?

    It's not the players. The players only expect it to work.

    Do you believe that it is a good idea to talk about [Anti-Hack] here in the wilderness, with everybody,

    posting the name/IP of your server, while BattlEye isn't even released in the beta-stage?

    Did I get that right? Actually without the signatur-checking?

    If those cheaters don't have financial interests, they will do it for a achievement and try to break down the barriers.

    They will be able to improve their code on your server in real time.

    And when they fail, they will try to beat down your server.


  2. question, is your RPT logfile being spammed by error messages ?
    The log spamming dwarden mentioned is a problem where there are too many log messages being written to the RPT file during a single frame. This might cause slow downs or possibly micro freezes.

    Did you just say the Debug-function in ArmA3 is slowing the game down (stuttering?) and probably crashes it, just by writing crash report logfiles?

    Wait -- are you serious? Let me even lough louder. :rofl:

    This is another bug (reported and so far unanswered here) and it is probably already used by malicious cheaters:

    - Hackers can slowdown and probably crash a server with a faked error.

    -- This will bring the logfile to the border of its capacity.

    ---The hackers might use this leak also to cover their traces.

    It would be probably best to open the RPT file in some tool that will show its content in real time (keeping it refreshed) to check if there are too many messages being written again and again.

    This is actually a task for the developers. It isn't a good idea to create security relevant logfiles as a plain text on the clientside. You could find a way to encrypt it or transfer it in realtime to your servers.

    Dwarden also mentioned to me that it would be good to be able to run the game without any logging so I will check if we can provide a command line parameter for that.

    How about a "no debug"-parameter?


  3. http://support.dayzmod.com/knowledgebase.php?action=displayarticle&id=24

    A Global Ban is issued by a third party Anti-Cheat Software Engine.

    Generally spoken, a global ban can be handled from every AntiCheat Tool.

    The disadvantage of BattlEye is that it is optional, the server-owner can deside if they use it or not.

    The term "global ban" is used by BattlEye: BattlEye Support

    VAC, the anticheat engine used by Steam, is using the term "permaban".

    http://www.vacbanned.com/static/informations

    Thanks for the release of BattlEye in ArmA3 (Beta) today, good luck to $able!


  4. SITREP #00017

    reported by Joris-Jan van 't Land on Tuesday 9th July 2013

    FROM: Project Lead

    TO: Beta Users

    INFO: Beta patching, MP invites, Fatigue effects

    PRECEDENCE: Flash

    SITUATION

    Later this week we are wanting to release the first Beta patch on the main branch. There is a long list of cool updates that many of you have already seen on Development branch (a few are highlighted below). This first patch will not yet contain the bigger additions you are no doubt waiting for. As we stated before, we will stage and test those on dev branch first. This patch release is the starting signal for that deployment. We will begin with BattlEye, Workshop integration and content package #1. This package is to feature two brutal new heavy vehicles - one for BLUFOR and one for OPFOR. They both embody the firepower and logistics themes we're exploring in the Beta perfectly. Before the assets appear on the branch, we'd like to share a teaser shot of these beasts via our usual channels - stay tuned!

    INTELLIGENCE

    Continued efforts to leverage the Steamworks-integration have brought a few small cool features. You can now invite Steam friends into your public MP game. Those friends can accept the invites within the game and connect to whichever server you are on, without having to search the server list.

    Another nice fix has been the removed need for a loading screen when closing the in-game map. You can now much quicker get back to the action after checking your position on the battlefield.

    OPERATIONS

    With the release of Beta and newly separated Post-Processing video options, came feedback about the blurring caused by fatigue. These effects had been in Alpha for many weeks, but it became apparent to people because they were no longer linked to any of the settings. Since the blurring causes motion sickness and head aches for some people, we feel it's important to be able to disable this type of feedback. Our first step in addressing this has been to switch to a type of blur that can be disabled via the PP options.

    There is one graphical enhancement we are going to have to take out for the initial release of Arma 3. You may have noticed more use of functioning doors on vehicles while getting in and out. Unfortunately there are issues with this approach we do not have time to address (without taking away resources from more critical areas). Examples relate to doors on large shared passenger compartments and grenades thrown into vehicles. Even if we were able to correct those, we would not have time to enable it for all vehicles (their meshes are not all prepared for it). This inconsistent state is not acceptable to us and therefore we will disable the doors for release. Since it does look very cool, we hope to re-visit this post-release and do it right.

    Another enhancement did finally make it in: animated fire mode selectors on personal weapons. It's a little touch to be able to see the selected mode on your weapon when looking down (especially when bullpup rifles place them in rather awkward places!), but it's cool nonetheless.

    LOGISTICS

    The Community Focus widget on the main Arma 3 website got refreshed with two nice fan-made Beta trailers. We also link out to our friends in the French community. Finally, there is a look at the added freedom to look around when using 6DOF head-tracking in helicopters.

    Our programmers have recently had some wins in the field of optimization, but we want to be careful sharing these performance gains. As we keep saying: this is a forever ongoing effort. Just because we were able to sneak in a few extra frames per second here and there, does not mean we believe this task is done. Please also understand that there are many types of optimizations. Some are global, some relate to specific graphics hardware vendors and / or drivers, some work only in specific game scenes, some are CPU-based and some GPU-based, some relate to network traffic, etc.

    Thank You!


  5. Just think twice - what would you do at the place of Steam?

    Let's say that the BattlEye is going to start a mass-ban at the release day.

    All the players are at least Steam-customers, too. Imagine this shitstorm.

    On the other side is BIS - with a successor of ArmA2, known as the Cheaters paradise, in a beta stage, multiplayer without any anticheat protection. Reputation is already lost...

    Do I have to tell you that the Steam-employees are already active here in this forums, they have financial interests and will not be surprised by any circumstance.

    When I read the vague statements from the officials here, both from BIS and BattlEye, I would say it would be better to say nothing at all. They better have news according to BattlEye in the next sitrep that's coming tomorrow.

    :Bullshit: <- Meant to be a Bs-smilie.


  6. Proving ground in the version that you can't take from mission to mission. Originally in Arma II, you can think of it as Arma II's armory except with more you can do/use. To get it into your missions you had to copy all the scripts over. Now the ones the cheaters use is "Mobile Proving Ground" because you can take it wherever you go, sp missions or mp missions.

    If you have Arma 2, download mobile proving ground for it, Arma III's proving ground uses the same exact layout as the one in Arma II, so either it was a stolen addon or it's made by the same guy, but since I'm not the one to judge anyone or anything, I don't know if it's stolen or the same guy or whatever.

    Cheers, mate!

    Probably another program is still needed to hide the manipulated PBO-files.

    Here again the warning: These hacks are often infested with Trojans! Once you get a hidden process, other viruses can also hide!


  7. I've posted on this topic already here:

    Proving Ground for ArmA 3

    Just for the records: That "Mission" is constructed like a cheating console. I think it wouldn't make sense to use this "sp-mission" inside of a mp-mission. It is a knowing fact that it is used by cheaters for the multiplayer. It was created with the tools from BIS and is contributed here in this forum.

    Bohemia Interactive Studios - what's wrong with you? Do you love cheaters more than innocent players? What more is needed?

    Where is the difference to Proving Ground for ArmA 3? What's MOBILE Proving Ground?


  8. But is there any news on if Beta release will have BattlEye!?!?1/oeneN!11nee

    /troll

    Oh, the irony! YOU are using a /troll-tag here. :suspect:

    Here is a posting from $able, a BattlEye Developer:

    Actually most private hacks are constantly detected. You should ask the cheaters how much they enjoy having to buy (stolen) cd-keys every day. ;)

    Anyway, I agree with what many are saying here: BE is clearly the worst anti-cheat system on the planet since no other game has ever been overrun with cheaters like ArmA 2 / OA has.

    http://www.battleye.com/


  9. Almost everyone will have experienced the highlighted option changing between deciding to select it and actually activating it - always fun if "touch off bomb" is the one you accidentally activate.

    I would like to have a keyboard shortcut for this. When it was assigned, the menuitem "touch off bomb" could disappear!

    Edit: The VTS Gesture commo rose looks really nice! icon14.png


  10. I wonder who even needs a roughly balanced mix of assets for both sides? Me not! The PvP-players?
    Why do you want roughly balanced asset counterparts for both main sides?[/

    Do you want to reply now to your own misquotes?

    I think you're losing focus of what we're discussing here.

    Dude, go and see a doctor! There is something wrong with you!


  11. Do you need suggestions or do you want some cheese to your wine? :rolleyes:

    I wonder who even needs a total balanced game? Me not! The PvP-players?

    As before said, they can create a modification for this purpose.

    PvP can play a return match.

    Another suggestion: Each side uses the same equipment, only the camouflage is different.

    Another suggestion: Use randomness.

    If the developers will make it balanced, neither of us will be satisfied.


  12. With some triggers and synchronization you can do some pretty advanced stuff, and 'standard'* missions with objectives can easily be made completely from within the editor. I doubt StarEdit lets you create entire gamemodes or nonstandard functions from scratch without any scripting.

    *Standard as in standard army objectives like capturing/killing/extracting x people in a certain area, which usually covers most standard missions.

    Yes, that is plain truth. But however, the beginners are looking for predefined Ammocrates, respawn-modules for enemies, vehicles and players.

    Nowadays the players are affected by heavy scripted missions (Domination, Warfare, Wasteland) and simply believe that all the features are in-built in ArmA. But it is not. The user-made scripts are solid ingredients in the most successful online missions. The amount of user-made functions is growing. In fact, this makes it beginner-unfriendly like never before.

    What if the mission editor could be extended with those addons?

    I remember, when I was playing a multiplayermission, when one was buying units or static defences, one had a construction menu for fortifications, barricades and sandsack-walls. The building-preview was very precise, one could place the items flawlessly. Such a Editor-mission would give you also the possibility to switch to a enemy, move it to your liking (height, position, direction) and switch back to the "mission maker-avatar". After that, the mission should be stored automatically.

    I don't have a suggestion how this can be used in the ArmA3-Mission editor, but it could clearly solve the problems how to set the sandsackwalls and how to find the proper height of the units. One could even use this technic to put some scubadiver-suits into a boat or to equip a unit.


  13. The benefits of terrain are hardly quantifiable, and you can't control how many players join which side. If two sides' assets are "in balance" only when considering the whole spectrum, you can't just tell mission designers to create the balance themselves in a mission that isn't a huge sandbox with all the toys at hand. Respawn-enabled pvp in Arma 2 is balanced only if it's infantry-only or doesn't utilize anything beyond light vehicles.

    This is not quite correct though.

    In the ArmA2 mission 'Insurgency' the balance of power is checked in the game. It is possible to kick players automatically when one side has become disproportionately strong.

    This should be a proposal for a basic function in ArmA3:

    A setting that (with an adjustable tolerance in percent) prescribes to have equal numbers of players on all sides.


  14. Or for those that set the game to windowed mode and a 2nd monitor, just pan out of the frame..... ;)
    I have a 2nd screen, though it is quite a bit smaller than my main screen. I run ArmA3 in fullscreen windowed with a browser on the 2nd screen for reference, works fantastic. :)

    Though for whatever reason 2nd screens arent as common as they should be, so not really a solution for most people.

    In my opinion, an Editor-internal text programm would contribute the most to mapping/editing convenience. So you wouldn't have to Alt-Tab to the desktop all the time (which is not a great issue, though).

    The possibility to use a 2nd window --or just a splitter-- side by side, is another great idea.

    I believe that it should be feasible to be context-sensitive, capable to use drag&drop and extendable through user addons (like the Editor-Updates or the before mentioned templates).



  15. MulleDK13 is telling us on YouTube how to get access to the hidden 3D editor in ArmA3(Alp0r).

    [...] a 3D viewer alone would be nice so that we don't have to fire up the game and test everything step by step just to make sure things aren't overlapping scenery.[...]


    I have to admit - that is really a nice idea. By using the very limited 3D-Editor of ArmA3, having a button with "Preview in 3d editor" - whow!

  16. Are you going to post this in every thread?

    Where are we supposed to reply now?

    The link is dead: (Fixed that for you)

    http://www.pcgameshardware.de/Arma-3-PC-236876/Specials/ArmA-3-Beta-Test-Benchmarks-1076533/

    Thanks for the Google translation of the german PC Games Hardware: Graphics card benchmarks and Optics Comparison.

    The given graphics say: (The diagrams are in english):rolleyes:

    A Geforce GTX 660 runs on:

    Image

    HIGH DETAILS

    Average: 44.1 FPS (frames per second)

    Minimum: 41

    Image

    ULTRA DETAILS

    Average: 27.1

    Minimum: 24

    Nowhere it says "It crashes all the time".

    It proves that the graphics adapter is running.


  17. That shouldnt be a reason, since they get paid to make this awesome game + most of the devs are arma fans so... There might be another reason, but there is lack of communication when its about "Most wanted features for years" so cant really figure out why implementing a simple weapon resting, has to be so mysterious. I mean if there is a legit reason why they still havent implemented weapon resting then why wont they tell us? If there is no legit reason then why is it still not in the game?

    I don't want to put a tombstone on this thread, but I want to answer the question:

    The developers have to rely on a functioning single-player mode. The SP mode is still a cash cow. In my opinion there could be problems in the single-player campaign when major changes are made. Only as an example: The AI is not good at lying with Bipods. This could discourage the developers to complete all these functions that are so strongly demanded here.

    I also find it sad: You will not be able to play ArmA3 without mods if you have the normal standards of a simulation. The complexity is growing due to the fact that every function is somehow connected and interacting with the other. All the players have different hardware and some are already at the limit, even without additional features. Some players simply do not need a working AI, because they never play these missions, they simply don't want to waste processor power for that.

    When I think about it, it looks as if BIS supports the user-mods from the beginning. One can see it through the early support of mods in the Alpha/Beta stage. The basic program acts as a framework that is well prepared and can be easily extended by Mods/scripts. There are dozens of evidence for functions that are already integrated but not work (yet) but can be extended with mods. I believe the company will force the user to use mods.

    :icon_confused:

    Back to Topic:

    Works the AI with the weapon resting and bipods?

    Is it better to realize this missing feature in the future with a mod?

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