

#H1z1 starting battleye service windows
Linux is WINE64, Windows is WIN64, and MacOS is probably OSX or something.
#H1z1 starting battleye service verification
SQUAD and MORTAL2ONLINE with EAC work with Proton, but you may need to download the verification files yourself as there is a bug in proton where EAC tool fails to fetch the verification files, and can even delete them for some reason.Īs for BE, yep its a BIG BIG issue, I want to play games like Tarkov and ARMA3 but can't because I cannot figure out how BE works.ĮAC FYI has OS flags on their server which devs can enable. Programs can easily see that they are being run under Wine, and behave accordingly. but then Epic is an asshole company as we all know.)Īnd Wine is not trying to trick anyone, while it mimics the Windows environment for programs to work, it does not try to pretend to be real Windows. (The only anti-cheat I personally know of that purposefully blocks Wine users is Epic Anti-Cheat. If it is well written - and given BE is widely used I assume that for the most part it is, or at least adequately written - then Wine should pose no threat.Īnd I mean, BE is not trying to block Wine users from playing, they just doN't care to put effort into supporting it. The whole notion that it would somehow be easier to cheat with Wine, is just not true - unless we are talking about some extremely bad and shitty anti-cheat. Other companies and anti-cheat systems have absolutely no problem with Wine players, and this includes both Valve Anti-Cheat and Blizzard Anti-Cheat. I feel that because it's opensource, and you can modify WINE as you like, that is a big concern for the BE. As stated (i think), Valve will/work with BE but is up to BE to support such case. Valve can't do anything much about it even if they somehow manage, there may be a great risk to be flagged/banned. Your answer is even funnier than i thought it would be, thank you. do that in CSGO when you're in Teamspeak with a dead player giving lol Tactical cheating would still be possible, but you can also e.

Finally, you can calculate which opponent a player could have seen when. (E.g when you went trough a wall you get banned.) Or when you aiming is way to good for a human (human can have good aim but will have at least certain stuttering on the target. The server can determine which actions can physically be done and which not. I am very curious, can you please explain how calculating all physics on the server would make impossible aim-bots, wall hacks, map hacks etc.? Or maybe it's because they know that we know that calculating all physics on the server would make cheating impossible but won't do that for profit reasons. Yeah, even the devs probably know that Linux users just wanna enjoy their spare time but we're live in a world where management doesn't care. Oh cmon, we all know, Linux user are not cheater How for example wall hack (texture and model manipulation) is affected by physics calculations? In this text wall there is no explanation of how calculating all physics on the server would make impossible aim-bots, wall hacks, map hacks etc. however server side anti cheat has its own risks of someone figures out to make client side changes that server side won't be able to detect it can caus alot of issues. he would only see the proxy server address not the actual server address. so that if a player tried to figure out the server address. but for that server side anti cheats should be very strong also using proxy is very great on server side. however a server side anti cheat can't detect changes made on the client side but can detect stuff going on in the server because of the client side changes/hacks. a player can easily change stuff on the client side. It's harder for the player to make changes on the server side than the client side.
