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DJScias

Retired Staff
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Everything posted by DJScias

  1. @Buckwalter I don't mess with the forum's php. So it wasn't me. Kind regards, DJScias
  2. Hello there, Patch 6.8.1 released, closing this one. Kind regards, DJScias
  3. In-game name: Ultima Titan *M3RC* or DJScias *M3RC* Time spent on Asylum: 2383 hours Previous admin action: Nope Why do you want to join us: Because Dax, Neat and Sojobo keep asking me.. Plus apparently no activity requirement, so perfect for me wonky schedule. About you (previous gangs/timezone/age): I've been part (and continue to be in my head) of *M3RC* (Chronic / Volunteer one) and FSA (Free Syrian Army). I'm old enough, people in the gang know my age. I'm GMT+1(or +2, depending on Daylight Savings Time) and live in Western Europe, Belgium. Kind regards, DJScias
  4. The steam Auth API only pulls information found here: https://developer.valvesoftware.com/wiki/Steam_Web_API#GetPlayerSummaries_.28v0001.29 More info about the API can be found here: http://steamcommunity.com/dev It does a check using the OpenID protocol and then allows you to pull the above from said user.. Which includes, but is not limited to, current steam name, player id, avatar (various sizes), real name (if set), etc.. At no time is there ever any sort of mention or relation to the passwords for these kind of things. You authenticate on steam's website and the password stays there.. Steam just sends our website (or another website) a token that says "He wrote the right pass, let him pass". So no, your steam information can never, ever, ever be compromised if we get hacked.. Considering we never get any login details from your account. Kind regards, DJScias
  5. Hello there, I'm in need of help again Need images from patch 6.6.4 all the way to patch 6.7.0. Kind regards, DJScias
  6. As of this writing you can see the war stats again updated properly. Kind regards, DJScias
  7. What do you see as cons about this system, if I may ask? I mean, ArmA 3 functionality is all stuck to the player id and this is something that Steam provides us.. Using Steam Authentication you could make a very secure link that only allows you to get your own player id and use it after authenticating. It doesn't sound too bad. Kind regards, DJScias
  8. Sorry man, security above functionality in my opinion. Kind regards, DJScias
  9. Hello there, Unless we had some sort of system that binds your player ID to your forum account and also a means to make sure you can't input a different player ID than your own this won't be happening sooner or later. Kind regards, DJScias
  10. Bohemia physics, the one "bug" that'll be something they'll always claim was and still is a "feature". Kind regards, DJScias
  11. Hello there, While I don't necessarily agree with everything in here, nor do I disagree with everything.. I do feel like I want to defend epTic at one point. Gangs will always have better comms than the APD will have and this is not the APD's fault nor can it be changed. A gang is a group of individuals who actually know each other and play together for amounts of time in (usually) their own teamspeak and such, actual buddies. Recruitment is also done on a more democratic means and most people that get in the bigger gangs have already established friendships and/or skill exchanges with the other members. Whilst the police force is composed out of a lot of individuals that are taken in by sergeants/lieutenants if they pass the interviews and such. Even if the most mature group of APD players would play together, just due to the fact that the APD is so big and that most people don't know each other more than just 'a name' will make them less in synergy (not the gang) with each other. You can't change this with having countless of trainings where cops get to know each other and each other's skills, etc, etc.. because due to the amount of cops it rotates so much that you won't always be with the same team as you're used to. It's basically like in a MMO. A rebel gang is a pre-made group while a cop group is a PUG.. They're randomly put together, if they're lucky maybe a buddy or two they actually know, and have to try their best to work like that. I envy the cops sometimes to be able to work with so many new faces daily, but then again.. I work with so many new faces as an admin as well.. But regardless, my point's across. I'm also surprised epTic is providing quite some decent statements in regards to both Cop and Civ life, keep it up. Kind regards, DJScias
  12. It's the one and only CoZi, oh my dear god. Welcome back. Kind regards, DJScias
  13. Loot Trading announced, gg wp. Interesting to watch, but I hope it's going to be reality and not just more delays. Kind regards, DJScias
  14. DJScias

    Ola!

    Gotta make it happen, right? Kind regards, DJScias
  15. I can honestly never see why us preventing people from glitching is something we need to discuss with our community.. Ever. That's all I can finish up on my part. Kind regards, DJScias
  16. The timeframe between the berry patch and the circle adjustment is huge though, as Hotwings points out.. And whatever those claims are about disconnect admins or higher up APD members.. I suppose that's up to you to believe what you want to believe.. I doubt any higher up APD members have actually ever spoken to Paratus more than a few minutes if ever.. Plus Paratus does not really make things different for his admins, considering we're a way smaller group than the whole playerbase. He'll choose the latter over the former in terms of gameplay. Kind regards, DJScias
  17. Feel free to make a bug report on it if you haven't already, if you have then feel free to redirect me to such so I can show it to Paratus again. He's got a lot more on his plate than just this, so he may have missed it. Kind regards, DJScias
  18. Because we have had three different prison systems with different means of 'getting you back' in prison. Back in the day of our first servers we had a prison in Kavala and eventually one in Pyrgos.. Depending on where you were on the map you would be teleported to either one. Back then, first someone could fly in get you out with a helicopter and that's it. Then came a simple re-teleport which allowed you a moment to exit the vehicle before it would teleport you back to the prison you were in. After that came a radius, which limited where you could go in the prison and you'd still be teleported back if you used the vehicle trick above. Eventually the prison island was introduced, which formerly had the old Federal Reserve on it. It was decently walled in and it had towers on the inside (which are removed now as well). It did actually have a radius which extended to just outside.. Which meant if you got out you'd be teleported back in after a few steps.. This also allowed people to get up on the roof.. However the roof trick, and some other issues caused by the terrain allowing you to do mass-jumps, eventually broke a few things where people would get stuck INSIDE the prison without being still on jail or where they'd be stuck outside with a timer that had issues.. The above led us to make the range a bit smaller than before so that we'd avoid people from fucking themselves over.. And sure, this may have taken a bit of time.. But it's up to Paratus' time-schedule and a lot of reports about it before things like that happen. So there you have the full explanation as to why it wasn't immediately as what it is now. Kind regards, DJScias
  19. The way ArmA works in regards to physics and other such related things is honestly not something you can fix "shortly afterwards". There's means that you can jump up lots of meters in the air just because ArmA physics allow you to for some weird reason. Even if we'd encase players completely with a roof as well, or multiple walls around the prison, people would always glitch through them no matter what due to the way ArmA is coded.. Honestly, even if you try long enough, a closed door is no less of a route than an open door in ArmA. Teleporting you back if you leave a radius is the least resource-extensive measure we can take and I doubt anyone else wants worse server FPS in a, losing, battle against glitching out of prison. Kind regards, DJScias
  20. Those sounds are just incorporated within the server's .pbo and use an ArmA 3 SQF line to trigger on usage. 0% mod stuff whatsoever on that. Kind regards, DJScias
  21. As @HotWings states, we need something to stop people from glitching through the walls. In actual prison this could get you shot at by prison guards.. But the lack of both said guards and the fact injuries/death in a game is well.. Trivial.. Means we have to use something, perhaps, a bit more harsh. Kind regards, DJScias
  22. Great to hear that! Thanks for the forum post heads up. Kind regards, DJScias
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