On 6/10/05, Jeffrey botman Broome <[EMAIL PROTECTED]> wrote: > 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.
lol have you been talking to my boss? ;) > 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. I wish I had some spare time, I'd definately do this ...I will do it, might have to wait a few weeks to get the time though :( Jeff _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

