but it should reload faster though cause reloading is tick based ?
Weird stuff...
I know in some other games you can turn the game speed up on the server.
The first speed hack I ever seen was on one of those games and it was like
the client had their game speed way up but the servers and the other clients
had their's set to the normal.

I guess that is what botman was saying...

As Andrew said you would think the server would do sanity checks on those
sort of things, because those seem to be a global variable?





r00t 3:16
CQC Gaming
www.cqc-gaming.com


----- Original Message ----- From: "Daniel Jennings" <[EMAIL PROTECTED]> To: <hlcoders@list.valvesoftware.com> Sent: Wednesday, May 18, 2005 10:22 PM Subject: Re: [hlcoders] Speed hack detection?


Yes, speed hacks enable you to fire faster. With a 6x speed hack you can
empty a clip of the AK47 in practically no time. It doesn't let you reload
faster, though.

----- Original Message -----
From: "r00t 3:16" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Wednesday, May 18, 2005 6:56 PM
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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