Closed vbawol closed 10 years ago
Could #1364 be added to this list?
Pretty sure raginruffalo, is working on this. If you check the pull request.
Oh, hadn't looked. My bad.
Done with issues. :)
Going to leave this till the due date (3rd) in case any more issues pop up in the next few days?
Yup I found a couple of issues with that damned CH53...
@icomrade any way you can think of that will allow the 125402 build to run on 1.0.5.2 provided DayZ_UseSteamID is left disabled? If not, I think we need to wait for that build to be pushed stable on Steam or if DZC can push it.
It may work, but it may also have errors. You can have sleeps in an nonscheduled script so long as they are not executed (i.e. if (gearDone) then {), I don't see why this would be any different (So long as the missing command isn't executed it may work). I suppose I could also add a version check to ensure an admin does not erroneously use the old system.
is it just me or does everyone else think this was planed by gamespy and steam to screw so many games and with the new steam is which i think it would of made no difference but then again does this mean that because it is now through steam that the players of the game pre steam who are VAC banned can no longer play this game. I also think it is strange that they would switch to steam id when playerid is not broken
Player ID is spoofable. Steam ID is not, it's a much more secure system, and I'd argue better as well.
Even when disabled It does throw errors on 125402 and even breaks loading completely with a "missing ;" error due to the use of the non existent command. I've not tested it but maybe warping it in an extra code block? {}
Well you could wrap it in a string and try call (compile "getPlayerUIDOld player")
Obviously this is not optimal for performance.
Any new Date for Release?
well there are some issues that are still popping up and other fixes being incorporated at this moment. I myself have been looking over the issue reports and looking to see what is going on and if i can fix them as a pull request myself but I would safely assume that the ETA would not be defined just yet until there is no more reports of issues
its always the same... you dont release the next update until i update to the current version... and if i do.... BAM..... 10minutes later the next update is out...
no need to wait for me every time ^^ im not going to do it this time before 1.0.5.2 is out ^^
@vbawol, finished the version check for getPlayerUIDOld 33e9c7669bfebb4b4cb28983708e7c1d93ad9bed
@icomrade Good deal thanks! I will get this build packed up for testing and if all is well, release should be soon.
ok guys... enough of waiting... im going to do the 1.0.5.1 update now... so you can release 1.0.5.2 in an hour or so ^^ gg
sounds good, lol
I wish
But really 1.0.5.2 will be released soon since DZC now supports the latest steam build, I will be packing and testing over the next few days. Maybe a release of 1.0.5.2 middle of next week provided nothing major pops up.
@vbawol tell me please when we should expect 1.0.5.2 release?
Any chance this could be changed to 1.0.6 from 1.0.5.2? Cause their more then bug fixes and addition, to make this a .0.6 change rather then a .5.2 change. If you know what i mean.
or maybe we just make it to 1.0.5.1.1
c'mon... does it really matter that hard to you which version number it is?...
it should work... without any bugs...(at least with not too much bugs)... no matter which version number it has...
I think a change to 1.0.6 given the amount of additions as well as the switch to required Steam version 1.63.125548 are some quite major changes given the amount of code that has been adapted for the 1.63 patch.
1.0.5.1.1/1.0.5.2 suggest a hotfix/bugfix version. At least then there will be no confusion over which version works on 125548 if it moves up to 1.0.6. Would have to switch the issues marked for 1.0.6 up to 1.0.7 though..
Yea, plus for regular people it will make the steam update look like we did something, which we did.
Whats the status regarding testing / release / version @vbawol ?
I see there's been quite a few pull requests over the weekend
@vbawol, yea where we at.
it will never see daylight... maybe the day when dayz standalone is finished ^^
@vbawol, yea where we at.
On a long deserved holiday in Cancún i believe...
anyways I'm hoping to see 1.0.5.2 within a few weeks max, not rushing anyone though :o.
@Markokil321 Ah thanks for the head up.
LOL i wish, it will be released when I get the time to test it.
Not the greatest time atm either with BE allowing pretty much any RE's to bypass.
BE is not designed to stop remote execution code (that would break the game), it's designed so an administrator can develop filters for remote execution and client-side code. Without effective filters it's no wonder BE isn't stopping anything. It's also impossible to bypass battleye's server side/remote execution filters because they are run on the server, unlike script based anticheat.
My server we use Chris's http://infistar.de/ and do not have any issues and his battleeye filters are a godsend and the antihack dll files help even more so i suggest using his tools
I normally do not advertise other peoples paid stuff but since my community switched over to his tools it has help greatly to remove most would be hackers. We still have hackers come on but the antihack quickly bans them automatically and the very few that do get through thanks to the logging features that come from his tool we can quickly manage the rest
@raziel23x, everyone basicly use infistars. But like last night, even with his updated version (I got it last morning). I was still hacked at night. Luckly my admins were still on and had it all done and fix with in 10mins.
@Namindu I have emailed chris about a possible exploit for the ah.sqf that someone possible found a way to inject a certain sqf file to gain access to the admin tools
@raziel23x Yea, last night the Logs Were samming with the hacker injecting him self in a variable _admin(Somehting)
same here with our admins they reported a hacker on our servers that was showing up in player list but would not show up in the ah user list so they was gaining access to super admin but was taken care of so there has to be a way to stop this but I have a work around that i can use to prevent it on the servers but it requires removal of a lot of code as well as modifications to other areas to add the work around so i am waiting on chris to fix the backdoor or gives a idea how to prevent remote access to the admin tools
Any news you can hold the date today?
no more 1.0.5.2?
Correct we will release 1.0.6 next
:+1: I'm running some of the yet to be decided upon pull requests, will put feedback into appropriate issues.
If we can get most of these issues fixed I would like to push another patch soon. https://github.com/vbawol/DayZ-Epoch/issues?direction=desc&labels=&milestone=36&page=1&sort=updated&state=open