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  1. #1
    mr_kanister's Avatar
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    DayZ Navigator Proxy

    I'm working on a small programm that lets you use DayZ Navigator without getting banned by Battleye.

    The basic functionality is like a simple proxy server, the program receives all packets send by the server and then sends them to the client.
    The special thing of the program is, that it also sends the packets received from the server to the host at which the program runs.

    The host never sends anything to the server so if battleye detects a program like the Navigator it wants to send this information to the server, which will never pass through.

    So you simply start the proxy, then start Arma2 on both pcs and connect via remote to the proxy.
    At this point both arma processes will receive the server informations.
    You then can easily start the DayZ Navigator on the host pc and see the livemap without getting banned and play normaly on the client pc.

    It is still a work in progress due to some bugs and a small latency problem.

    The big question is, since it creates a socketed connection, am i allowed to release such a program at this forum?
    If im allowed to release the program are people interested in it? Its your choice..

    cheerz
    mr_kanister
    Last edited by mr_kanister; 08-21-2013 at 02:09 PM.

  2. #2
    Distraught's Avatar
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    No outside connections allowed unless it's approved by @master131 which would require an extensive process. Only a handful of programs have been allowed to do that, one of which being Darkyz Key Changer. However if it auto-updates then it will never be allowed.

  3. #3
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    it doesn't auto-update and is written in java without any obfuscation, so looking into the code would be simple.

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    Quote Originally Posted by mr_kanister View Post
    it doesn't auto-update and is written in java without any obfuscation, so looking into the code would be simple.
    I would definitely continue working on the project. If it isn't accepted here then there's still a lot of people who would use it. We'll see if Master gives his opinion in this thread before I say anything promising.

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    mr_kanister (08-22-2013)

  6. #5
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    We do allow some special case releases, if I give it a green light then it should be fine.
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  7. The Following 5 Users Say Thank You to master131 For This Useful Post:

    Confin3d (08-22-2013),Skipsy (08-23-2013),mr_kanister (08-22-2013),temeXiii (08-22-2013),`Rejected (08-23-2013)

  8. #6
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    Will gladly be a Beta tester for this, I have two computers both running Windows 7 x64

  9. #7
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    Very interesting can't wait to see a release or even more updates, keep us informed on your progress
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  10. #8
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    As for now the program works pretty well.
    There are just a few bugs i possibly can't fix:
    - local Player position isn't shown/ shown right
    - vehicles used by the local player won't move on the map
    - sometimes players are not at all shown or randomly disappear from the map after some time ingame

  11. #9
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    Quote Originally Posted by mr_kanister View Post
    As for now the program works pretty well.
    There are just a few bugs i possibly can't fix:
    - local Player position isn't shown/ shown right
    - vehicles used by the local player won't move on the map
    - sometimes players are not at all shown or randomly disappear from the map after some time ingame
    Monitoring this thread with exteme interest. Keep up the good work - I love the original thought.

  12. #10
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    Yes I will have his babies LOL, if he pulls this off. I'd be happy to be a beta tester too

  13. #11
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    Quote Originally Posted by mr_kanister View Post
    As for now the program works pretty well.
    There are just a few bugs i possibly can't fix:
    - local Player position isn't shown/ shown right
    - vehicles used by the local player won't move on the map
    - sometimes players are not at all shown or randomly disappear from the map after some time ingame
    Would you be able to change it so that it would work with origins?
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  14. #12
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    This should work mod independent, you just need a working radar for your mod

    It came to my mind that you should be able to run scripts on the host side. I just dont know how for example esp or "watch other player" scripts work. If they are server independent you should be able to run them without any problems
    Have to test that, when ive got time

  15. #13
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    Quote Originally Posted by mr_kanister View Post
    This should work mod independent, you just need a working radar for your mod

    It came to my mind that you should be able to run scripts on the host side. I just dont know how for example esp or "watch other player" scripts work. If they are server independent you should be able to run them without any problems
    Have to test that, when ive got time
    This is starting to sound like quite the ingenious idea, which is great. Keep us updated on your progress.

  16. #14
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    Any news? On the edge of my seat here

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