What I find puzzling is why the hl/src server is not authorative over the
players movement?

How come it doesnt internally say, hey, you cant move that fast, im sorry,
back you go to where you should be.

Surely going on what the client says they should be in the map is
rediculous.

- Plasma

----- Original Message -----
From: "r00t 3:16" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Thursday, May 19, 2005 11:56 AM
Subject: Re: [hlcoders] Speed hack detection?


> Yes, that is kind of crazy really.
> But what is weird, if they are speeding up the clock would you foot alot
> faster and throw grenades faster etc?
> I seen the speed hack only 1 or 2 times and didnt' remember seeing them
fire
> faster but it might be hard to tell dunno..
>
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
> ----- Original Message -----
> From: "Jeff Fearn" <[EMAIL PROTECTED]>
> To: <hlcoders@list.valvesoftware.com>
> Sent: Wednesday, May 18, 2005 9:32 PM
> Subject: Re: [hlcoders] Speed hack detection?
>
>
> > On 5/19/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> >> r00t 3:16 wrote:
> >> > Does anyone know (please do not post it if you do know) how the speed
> >> > hack
> >> > actually works?
> >> > It seems they are somehow changing a variable in memory ? Or are they
> >> > tricking the server somehow ?
> >>
> >> Usually the client's system clock is running faster (slower?) than
> >> normal, I can't remember which way the system clock needs to go to make
> >> the game engine think time is passing more slowly.  Your client machine
> >> is running faster than normal so normal movement speed on your machine
> >> become high movement speed on the server (who's running on a different
> >> clock speed).
> >>
> >> If the client's game engine is ticking faster/slower than the server's
> >> game engine, the client will be able to move larger distances over the
> >> same amount of time.  It's sort of like the reverse of Einstein's
theory
> >> of relativity.  Distances become smaller for people who are moving
> >> faster in time (or something like that).
> >
> > Surely this is where it should be caught by the engine. I don't mean
> > the engine should ban/stop/warn the player, but that the engine should
> > know that even though the cheater is saying this is tick 3000, the
> > server is only at tick 2000, and thus the movement should not be
> > processed until tick 3000.
> >
> > i.e even if the game plays faster on the cheaters computer, those
> > extra ticks should not be processed inline by the server and should
> > not be propigated to the other clients until it's the right time.
> >
> > Obviously I am very wrong, because if it was that easy it would be
> > fixed ... google is my friend, I go visit him now ;)
> >
> > Jeff
> >
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> >
> >
> >
>
>
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