From what I have read they are using speederxp to increase the application's
speed or something.
r00t 3:16
CQC Gaming
www.cqc-gaming.com
----- Original Message -----
From: "Jeff Fearn" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Thursday, May 19, 2005 10:15 PM
Subject: Re: [hlcoders] Speed hack detection?
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.
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