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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