But then whoever writes the hacks would find that exploit and make it
so it tricks the server to make him think is ping was 400++ a lag
hack....

On 5/18/05, Erling K. Sæterdal <[EMAIL PROTECTED]> wrote:
> I dont know what LPBs firstly.
>
> If someone has a constant ping of 400 im sure that fine, but the problem
> with when a users ping spikes, when this happens your speedhack detectors
> gets a false detection.
> This can easly be seen if a user is running a p2p program in the background,
> his ping can easly go from 50 ish to 400+++  for a minor second. Its posible
> someone with a better understand of the HL engine can make a better solution
> then what i made.
> You could proberbly add a ping check that made sure his ping at least was
> stable, as a midle ground.
>
> ----- Original Message -----
> From: "Andrew Foss" <[EMAIL PROTECTED]>
> To: <hlcoders@list.valvesoftware.com>
> Sent: Thursday, May 19, 2005 1:32 AM
> Subject: Re: [hlcoders] Speed hack detection?
>
>
> high ping kicking is mean and spiteful. I don't want to rant about it,
> but lag comp nullifies any complaints LPBs have. (which should be
> none, because HPBs don't lag the game. if anything LPBs with
> aggressive settings do.)
>
> On 5/18/05, Erling K. Sæterdal <[EMAIL PROTECTED]> wrote:
> > I have created a speedhack detector for amxmodx  ( Not released publicy as
> > of yet ), and i encountered alot of problems i dident think of before i
> > started. There is alot of things in a half-life map that can effect the
> > players speed  ( Ingame Entities ), that you neeed to check for.
> > I also found that making sure the server FPS was stable above 60 lowered
> > false detections.
> > A aggresive high ping kicker ( ppl with constatly changning ping get easly
> > detected )
> >
> > ----- Original Message -----
> > From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]>
> > To: <hlcoders@list.valvesoftware.com>
> > Sent: Thursday, May 19, 2005 12:36 AM
> > Subject: Re: [hlcoders] Speed hack detection?
> >
> >
> > > Jeff Fearn wrote:
> > >>
> > >> Say one put a threshold of 50% or 100% speed up, how would you go
> > >> about detecting that in a server plugin?
> > >
> > > What I would do is keep a list of players currently on the server (store
> > > their edict as they connect along with their current location).  The
> > > player's location can be obtained from the
> > > ICollideable::GetCollisionOrigin() function.
> > >
> > > If your server plugin GetFrame() function keep checking each player's
> > > current location every so often (say every 0.5 seconds).
> > >
> > > The "current location" (in the array of players that you keep in your
> > > plugin) becomes the "previous location".  Subtract the player's current
> > > location from the previous location to get a vector.  Determine the
> > > length of that vector (the distance between now and then), and divide
> > > the distance by the time (to get speed, i.e. units/second).  Store the
> > > new current location in the "current location" field of your array of
> > > players.
> > >
> > > If the speed calculated is above the server max, increment a "hack"
> > > counter.  If the speed is below the server max, decrement the hack
> > > counter (not letting it fall below 0).  When the hack counter reaches
> > > some maximum amount (let's say 6, which would be 3 seconds worth of
> > > compares), warn the player that the server thinks they are speed hacking
> > > and they will be given a 30 second grace period to turn it off or be
> > > banned from the server.
> > >
> > > Don't check them again for 30 seconds, then if they continue to reach
> > > the hack count, ban them.
> > >
> > > It's not fool proof and can lead to some false positives, but as long as
> > > you allow enough time between comparisons (the 0.5 second window) and as
> > > long as you require consecutive check failures (the counting to 6
> > > thing), you should have less people failing due to high latency network
> > > connections.
> > >
> > > The only problem is how do you handle falling speeds (if you have a long
> > > drop that can last for 5 or 6 seconds) and how do you handle teleporters
> > > which will look like an intantaneous jump from point A to point B making
> > > a speed that approaches the speed of light!  :)
> > >
> > > Again, averaging things out over several seconds should help avoid even
> > > these problems.
> > >
> > > --
> > > Jeffrey "botman" Broome
> > >
> > > _______________________________________________
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> > >
> >
> >
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> >
> >
>
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