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

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