even if you did try to track that, anyone with a knowledge of
animation can extract one of the many "naturalising" algorithms to get
smooth and "human-esque" movement, at least in terms of bell-curve
distributions (the fundamental being, how random is a human? ;-). this
will increase processing a bit, but is not necessary currently due to
the lack of things like "hack cam" existing/being in use.

The next level is someone reading out the entire level data, running a
virtual system wiht another copy of the game, processing all netcode
(which is essentially plain, as it has to be due to bandwidth issues)
which can then generate properly calibrated input via a virtual
keyboard+mouse. Latency control for this kind of system is
particularly easy in Source due to the fact that you can change
cl_interp inline.

On 10/6/05, Whisper <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> I think a major problem is, there are no clear cut examples of what cheats
> look like in first person when viewing and demoing them
>  eg. This is the XQZ Aimbot
>  This is HLH No Recoil
>  This is a good example of a wallhack
>  etc etc
>  We have seen a no-recoil cheat that does show up unless you slow the demo
> down to 20%, at which point it becomes self-evident that some automatic
> recoil control is being used since it not humanely possible to do what this
> cheat demonstrates.
>  But unless you show people, this is what it is, this is what it looks like,
> this is what to look for, then most people will remain entirely ignorant and
> will not be able to pick a cheat from a good player, unless its blatantly
> obvious, and I mean blatantly obivous when I say, something likes speed hack
> where the guy is in the opposition spawn 5 seconds after respawn, not the
> "he got 10 headshots in a row, he must be cheating" obvious.
>  If anybody has such a repository of knowledge, it would be a great addition
> to server administrator and CS players every where anti-cheat repertoire.
>  Cheers
> --
>
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