DayZ. Zombie survival mod for Arma2: CO

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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Brunius » 10 Jun 12, 2:40 pm

mazmatt wrote:Anyone else struggling to get on the servers today, seems to just hang on "Receiving data".

Doesn't crash just sits there forever.


I've started joining overseas servers, as ANZ/NZ servers just seem to hang there forever, or whack me into debug forest.

JP1 has been reliable, as has the Thailand server.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby mazmatt » 10 Jun 12, 2:49 pm

Might be coincidence but disabled my anti virus and it loaded in faster than it ever has.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nebby_99 » 10 Jun 12, 3:20 pm

This seems important/urgent:
http://gamingsession.taterunino.net/201 ... mpromised/

Anyone who provided login credentials to the DayZ team should consider those credentials compromised. Likewise, a trojan was placed on the US mirror as dayz_auto_updater.exe, and this will have installed back-doors on systems that executed it.

Server admins, get someone to make coffee, because you’ve got a fair bit of work to do to see if you’re safe, or to fix things if you’re not. DayZ forum users, your forum passwords have been leaked. Change them.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Chucky » 10 Jun 12, 3:45 pm

Indeed, very important :shock:

Thread about it: http://dayzmod.com/forum/showthread.php?tid=9123
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Giblet1 » 10 Jun 12, 4:37 pm

wow :shock: , poor Frosty and Hydra. :(
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Ball0fire » 10 Jun 12, 4:37 pm

as the dayz guys dont have RDA to gon it shoulnt be an issue

however everyone that downloaded said dayz_autopatcher should check their pc for trojans
and also anyone that has a forum account over at dayz needs to change password
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby FryzieDelta » 10 Jun 12, 4:45 pm

And that's why I don't use automatic updates for anything. Not for ArmA mods, not for any other game, not even for Windows.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Nebby_99 » 10 Jun 12, 4:50 pm

FryzieDelta wrote:And that's why I don't use automatic updates for anything. Not for ArmA mods, not for any other game, not even for Windows.

You're worse off if you don't keep everything up to date. Sometimes update services are exploited, but they also constantly distribute security patches. Systems without such patches are what malware writers go for (because it's easy).
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Ball0fire » 10 Jun 12, 4:55 pm

:)
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Death Mittens » 10 Jun 12, 5:32 pm

cm. wrote:Up to you guys I guess, just be prepared for people to start doing things like this:

Code: Select all
09.06.2012 19:33:04: mal (IP removed) (Hash removed) - #37 e 1 "ca-ui-scripts\Key_Num_1_Gun.txt"
player addWeapon "RPG7V";
player addMagazine "PG7VL";


Also remember that giving you thier names won't do much as they can just change it.

Some scripts like this one have been posted on a certain forum, admins are going to have to keep an eye out for them.

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This script in particular was shared along side along side how to run it, I believe it to be the same script used in this instance. I'm not sure what these look like to the server admins in log's but it can't hurt to inform them on what is being used.

Fortunately most people using it don't know sh*t about ArmA or scripting and a lot of it gets detected as a restricted script by battleeye now.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby cm. » 10 Jun 12, 6:17 pm

Yes I am aware of that one and have various methods in place to detect it. As you said, some people are just using it "as is" which is truly stupid as it's ultra easy to detect, all I have to do is search for "key_num" and I find 90% of them. The batteleye script detection does a pretty good job of kicking when obvious scripts are run but we have added logging for other scripts as well which i will not disclose here :).
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby spangers » 10 Jun 12, 7:38 pm

Hey all,

Just found out about DayZ yesterday and I have been trying to play it since then!

It's an awesome mod and I found the games.on.net servers were the most stable to play on (thanks to the admin rebooting them a couple of times today).

I was just wondering if there are any plans to add more DayZ servers? The 2 were overflowing all weekend!

Cheers!
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Cut Throat » 10 Jun 12, 8:20 pm

I'm becoming more and more annoyed everyime i try and play this game.
Whenever i try and join one of the gon servers running 1.7 (as i am) it sits on receiving data endlessly. Please tell me this is not a problem on my end.

I have been in servers before (american ones) so it's not my game files (afaik).
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Brunius » 10 Jun 12, 8:58 pm

I've found that I can never play on 1.7. I'm sitting on 1.6 until servers for it either run out or 1.8 comes out.
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Re: DayZ. Zombie survival mod for Arma2: CO

Unread postby Cut Throat » 10 Jun 12, 9:16 pm

What's the best way to go to 1.6? I only started playing today so it went straight to 1.6.
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