On 5/19/05, LDuke <[EMAIL PROTECTED]> wrote: > Sometimes a player will lag out for a couple seconds and then when his > posistion is updated he "jumps" to his actual location. It seems like > that would appear to be a speed hack if you weren't checking an > "average" speed for a long enough period of game history (10-20 > seconds?).
How does this account, or not as is the case, for game time? If the client says its game time A and I'm here, then, it's game time B and I'm there, how is that in anyway difficult to calculate distance/time? This is only a problem if the client doesn't send or the server doesn't use the idea of game time. I understood that this is how the prediction stuff works, using game time to schedule and co-ordinate events between client and server. > I think the problem of detecting a speed hack is much more complex > than it sounds at first. It must be :) Anyone have any links to some dicussion on this? Google has forsaken me! ;) Jeff. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders