-- [ Picked text/plain from multipart/alternative ] Well my point was, there are some what are in retrospect quite easy to detect/block cheats out there. If a cheat has to normalise itself to the level where it plays as well as a normal human, well it almost defeats the purpose of using cheats in the first place. The thought of offloading all cheat detection onto another server, was something that was brought up in the HackCam forums (R.I.P. HackCam - We never really knew you but you promised so much) was to off-load all cheat detection processing onto a completely different server, thus allowing the actual game server to process game data only and allow the cheat detection server to deal with cheat detection / player data calculations since it is not entirely necessary for cheat detection to occur in real-time, unlike the actual game, as cheats can be dealt with at a later stage once you have concrete proof that a player is in fact cheating. BTW, if it was up to me, I'd force cl_interpolate 1 & cl_interp 0.1 on Source for ALL players, I play with those settings and I get plenty of kills on pub servers.
On 10/13/05, James Tucker <[EMAIL PROTECTED]> wrote: > > 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 > > -- > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlds > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds

