Jeff Fearn wrote:

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.


I don't believe lag compensation has any visual (rendering) component to
it.  It's solely used on the server to determine if my bullets hit
anyone at the time I said I fired my gun on my client.  There's nothing
in lag compensation that would effect where a player appears to be
(rendered) on a client.

The only thing that would effect where a player appears to be on the
client would be client side prediction.

Speed hacks aren't exploiting lag compensation or client side
prediction.  Speed hacks are telling the server that my client is moving
at a faster rate than the client side movement code would normally allow
(because my client's clock is running faster than the servers).  If
distance is calculated using velocity * time, and I increase either the
velocity or the time, the distance I have moved will increase.  This
distance is passed as the "forwardspeed" or "sidespeed" floats in the
UserCmd packet between the client and the server.

I think maybe you are trying to over-analyze this a little too much.

Perhaps you should download a speedhack, start up a LAN dedicated server
with a mod built using the SDK and log the received UserCmd data to a
text file.  Also log the amount of time elapsed between each tick on the
server.

--
Jeffrey "botman" Broome

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