On 6/9/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote:
> Jeff Fearn wrote:
> >
> > Clearly I am missing some fundamental understanding of how the lag
> > compensation works because I don't get how you come to this conclusion
> > from this scenario. Can you recommend a good discussion on lag
> > compensation?
> >
>
> Lag compensation basically allows the server to move everyone back in
> time to the point when I fired my weapon to see if I hit anybody.
>
> That's how people can run around behind cover and still get killed by
> somebody that they just hid from.
>
> The "multiplayer networking" tome does a pretty good job of explaining
> this...
>
> http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html
>
> (scroll to the bottom, see the pretty pictures).

hmmm I suppose what I need is a discussion of the flaws and exploits
of such a system, because I still can't get how the server can allow
someone to say I did this at tick 4000 and have the server process
that at server tick 2000.

I can see how exploiting lag compensation could allow you to speed up
by a factor or two, but the hacks I have seen have been measured in
magnitudes.

"Let's say a player shoots at a target at client time 10.5. The firing
information is packed into a user command and sent to the server.
While the packet is on its way through the network, the server
continues to simulate the world, and the target might have moved to a
different position. The user commands arrives at server time 10.6 and
the server wouldn't detect the hit, even though the player has aimed
exactly at the target. This error is corrected by the server-side lag
compensation"

According to this it should be time based, if I speed up my comps time
I'm sending commands from the games future, how the hell do these get
processed when no one else is at that time?

How would setting sv_unlag 0 affect a speed hack?

Jeff

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