LOl, it is the same thing. The movement command is based on time, that is
why velocity not position is passed. Keep in mind velocity is a measurement
of distance over time. If you advance time it thinks you traveled farther.

You can look at the old quake code to get a fell how this is done. Also look
on the web, there are some open source hacks out there. They basically speed
time up for the program.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn
Sent: Tuesday, June 07, 2005 3:37 AM
To: [email protected]
Subject: Re: [hlcoders] Speed hack detection, was new SDK version is live

On 6/6/05, Deadman Standing <[EMAIL PROTECTED]> wrote:
> It is based on world time, not # of commands. A speed hack is essentially
an
> exploit of the server's lag compensation. Number of commands is
irrelevant.
> A speed hack would still work if you were to only send a packet a second.

I think you are wrong, Botman said this earlier:

On 6/3/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeff Fearn wrote:
> >
> > Am I correct that a player does not actually state their position in
> > the world but simply gives impulses (buttons), and therefore it's the
> > number of impulses per second that allows speed hacking?
>
> Yes, I believe that is correct.  The player sends movement commands to
> the server and the server says "Hmmmm, okay you are moving in this
> direction, let me calculate your new velocity and location based on
> where I think you were before and which way you were going before and
> then I'll send that information back to you."  The client doesn't even
> specify HOW MUCH they moved (i.e. the distance during that update).  The
> client only says "I'm moving THIS way now".

So now I'm stuck, do I believe Botman or Deadman!

Jeff

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