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
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
of everyone else and appear to
the server as a player with a ping of 80.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn
Sent: Wednesday, June 08, 2005 1:43 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Speed hack detection
On 6/8/05, Deadman Standing [EMAIL PROTECTED] wrote:
To have a concept of future time you have to synced clocks. The engine does
have a svc_time event the server can send, this event is not adequate to
compensate for network lag (and does not need to be). You would not be
guaranteed the clocks
Jeff Fearn wrote:
Clearly I am missing some fundamental understanding of how the lag
compensation works because I don't get how you come to this conclusion
from this scenario. Can you recommend a good discussion on lag
compensation?
Lag compensation basically allows the server to move
On 6/9/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
Jeff Fearn wrote:
Clearly I am missing some fundamental understanding of how the lag
compensation works because I don't get how you come to this conclusion
from this scenario. Can you recommend a good discussion on lag
On 6/9/05, LDuke [EMAIL PROTECTED] wrote:
Imagine that the client lags out for 5 seconds, then an update gets
through. From the tick before the update to the tick after the update,
the client moves 5 seconds * maxspeed. At a max speed of 320, that's
1600 units in less than a tenth of a second.
On 6/6/05, Deadman Standing [EMAIL PROTECTED] wrote:
It is based on world time, not # of commands. A speed hack is essentially an
exploit of the server's lag compensation. Number of commands is irrelevant.
A speed hack would still work if you were to only send a packet a second.
I think you
Ask someone at Valve :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Jeff Fearn
Sent: 07 June 2005 08:37
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Speed hack detection, was new SDK version is
live
On 6/6/05, Deadman Standing [EMAIL
: [hlcoders] Speed hack detection, was new SDK version is live
On 6/6/05, Deadman Standing [EMAIL PROTECTED] wrote:
It is based on world time, not # of commands. A speed hack is essentially
an
exploit of the server's lag compensation. Number of commands is
irrelevant.
A speed hack would still work
On 6/7/05, Deadman Standing [EMAIL PROTECTED] wrote:
LOl, it is the same thing. The movement command is based on time, that is
why velocity not position is passed. Keep in mind velocity is a measurement
of distance over time. If you advance time it thinks you traveled farther.
I don't think it
On 6/7/05, McCormack, Chris [EMAIL PROTECTED] wrote:
Ask someone at Valve :)
Good idea, I hear there is another email list where some of the guys
for Valve join in the discussion, I'll go post there ;)
Jeff
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Jeffrey botman Broome wrote:
Use the source Luke...
src\game_shared\usercmd.h (see the CUserCmd operator = function)
src\game_shared\usercmd.cpp (see the WriteUserCmd ReadUserCmd functions)
UserCmd is what's passed from the client to the server when a client
moves, jumps, ducks, fires
Jeff Fearn wrote:
On 6/7/05, McCormack, Chris [EMAIL PROTECTED] wrote:
Ask someone at Valve :)
Good idea, I hear there is another email list where some of the guys
for Valve join in the discussion, I'll go post there ;)
Use the source Luke...
src\game_shared\usercmd.h (see the CUserCmd
On 6/8/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
Jeffrey botman Broome wrote:
Use the source Luke...
src\game_shared\usercmd.h (see the CUserCmd operator = function)
src\game_shared\usercmd.cpp (see the WriteUserCmd ReadUserCmd functions)
UserCmd is what's passed from the
On 6/8/05, Deadman Standing [EMAIL PROTECTED] wrote:
Based on the quake code here is what the move command passes:
BYTE 3 (means move)
FLOAT time (Used to calculate lag, ping, and movement)
ANGLE viewangle X
ANGLE viewangle Y
ANGLE viewangle Z
// The next three are the velocity of the
On 6/6/05, Teddy [EMAIL PROTECTED] wrote:
Have a dig around in CBasePlayer::PhysicsSimulate() to see how it runs
the player commands (#2779 of /dlls/player.cpp). It only runs the
physics once per frame. Increasing the number of commands per packet
won't change this...
A: The engine is what
PROTECTED] On Behalf Of Jeff Fearn
Sent: Monday, June 06, 2005 3:53 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Speed hack detection, was new SDK version is live
On 6/6/05, Teddy [EMAIL PROTECTED] wrote:
Have a dig around in CBasePlayer::PhysicsSimulate() to see how it runs
On 6/4/05, Teddy [EMAIL PROTECTED] wrote:
I don't think you can speed hack by increasing your cl_cmdrate.
Of course not, simple maths would lead anyone to that conclusion.
Client sends X packets a second with Y commands per packet. If you
double cl_cmdrate you get X*2 packets each containing Y/2
Jeff Fearn wrote:
Am I correct that a player does not actually state their position in
the world but simply gives impulses (buttons), and therefore it's the
number of impulses per second that allows speed hacking?
Yes, I believe that is correct. The player sends movement commands to
the
On 6/3/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote:
Jeff Fearn wrote:
Am I correct that a player does not actually state their position in
the world but simply gives impulses (buttons), and therefore it's the
number of impulses per second that allows speed hacking?
Yes, I believe
: Re: [hlcoders] Speed hack detection, was new SDK version is live
I don't think you can speed hack by increasing your cl_cmdrate. Check
out this bit of networking doco valve published recently:
The client creates user commands from sampling input devices with the
same tick rate that the server
On 6/3/05, Mike Dussault [EMAIL PROTECTED] wrote:
http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html
Am I correct that a player does not actually state their position in
the world but simply gives impulses (buttons), and therefore it's the
number of impulses per second that
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