Game actually draws the corner what player sees and also the area behind it (this prevents those sudden popups of players) , unless there is areaportal or hint/skip brush set to cut corner. TF2 on the other hand somehow does this differently. For example in harvest, if you snipe at the next house roof of your spawn and take a look fast enough over the top to the other side, sometimes some players draw out late. This could be due to the dynamic model loading system. Especially the sniper camping on the roof at the small barn at left sometimes is the late to appear. You also might see scout coming around corner but too late as there was hickup in packets or something and it teleports forward from the way it came from.

-ics

4.3.2012 18:31, Drogen Viech kirjoitti:
The problem is that all the 'is player visible' checks are really
expensive - what if an arm is sticking out somewhere behind cover?
You'd need to test alot of corner-cases taking this into account - i
agree that valve should put in more sever side protection though -
speedhacks can't be that hard to detect on the server side

2012/3/4 AnAkIn .<[email protected]>:
Actually the server should not send the positions of the players who
are not visible at all, this is what Anti Wallhack plugins do.

2012/3/4 hlds<[email protected]>:
This. It's well within Valve's ability to put in server code that's as
simple as;

if (($playerone can't legally see $playertwo)&&  ($playerone killed
$Playertwo)) then ban

if ($player ismovingwaytoofuckingfast == $true) then ban

I do not care how trusted the client must be, these are things than can and
are not blocked by Valve on the server's side.




On 3/4/2012 5:18 AM, AnAkIn . wrote:
Speedhacks and wallhacks could be blocked with server side code if
Valve wanted to.

2012/3/4 Frank T. O'Connor<[email protected]>:
The whole reason game hacking works to begin with is you have to trust
the client. Everything you just listed can easily be intercepted at runtime,
and dynamic spoofed values given. Also, you aren't allowed to use MS product
keys for anything. They can't legally be used to track or identify people.

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of AnAkIn .
Sent: Saturday, March 03, 2012 5:29 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Hackers on the rise

Maybe they could use the hardware information that the Steam client
already send them every time you log in?
- Network cards
- CD/DVD/Hard drives and others
(MediaType/Index/DeviceID/SerialNumber/Manufacturer)
- OS (Version, CD Key)
+ more stuff

2012/3/3 Cameron Munroe<[email protected]>:
Really, how would you track this? Ip ~ no. So what? The fact is NAT is
so extensive now that tracking via IP is ineffective at best.


On 3/3/2012 1:43 AM, AnAkIn . wrote:
As if Valve never thought of doing that. Back when F2P got released
they said they would do something against people creating multiple
accounts, and they never done anything.

2012/3/3 Rob Liu<[email protected]>:
Here's my 2cents on this issue.
Make Steam guard mandatory.  And put a limit on how many free to
play accounts a user can create?


On Sat, Mar 3, 2012 at 8:50 PM, Spencer 'Voogru' MacDonald
<[email protected]>      wrote:
That doesn't do much good for things like aimbots.



I personally don't like the idea of preventing them from joining,
but simply taking away things that they might be able to abuse. My
dodgeball servers for example doesn't allow f2p to use, or hear
anyone on voice comm.
Too many unbannables just spewing mic spam all day.



- Spencer.



From: [email protected]
[mailto:[email protected]] On Behalf Of Cameron
Munroe
Sent: Friday, March 02, 2012 10:22 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Hackers on the rise



That is like saying I will not sell my product to "greens." It is
not effective and can do way more harm then good. You might just
want to beef up your security with sourcemod and some plugins.

On 3/2/2012 7:19 PM, Spencer 'voogru' MacDonald wrote:

One options is to just not allow f2p accounts. Or make them a lot
more vulnerable to votekicks/votebans. I'm considering making it so
it only takes half as many votes against f2p to take action.

On Mar 2, 2012 6:34 PM, "Russell Smith"<[email protected]>
  wrote:

If you can put up with the excessive memory leaks then you can use
SourceTV on autorecord.  Then just reference the time of the ban
with the time of the recorded demo and you have yourself a demo of
the supposed cheater.



On 3/2/2012 3:32 PM, Cameron Munroe wrote:
Now if it only would start a demo and then ban them...
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