Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-09 Thread Jeffrey \botman\ Broome
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

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-09 Thread Jeff Fearn
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

RE: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-08 Thread Deadman Standing
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

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-08 Thread Jeff Fearn
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

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-08 Thread Jeffrey \botman\ Broome
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

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-08 Thread Jeff Fearn
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

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-08 Thread Jeff Fearn
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.

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
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

RE: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread McCormack, Chris
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

RE: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Deadman Standing
: [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

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
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

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
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 ___ To unsubscribe, edit your list

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeffrey \botman\ Broome
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

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeffrey \botman\ Broome
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

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
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

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-07 Thread Jeff Fearn
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

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-06 Thread Jeff Fearn
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

RE: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-06 Thread Deadman Standing
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

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-04 Thread Jeff Fearn
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

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-03 Thread Jeffrey \botman\ Broome
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

Re: [hlcoders] Speed hack detection, was new SDK version is live

2005-06-03 Thread Jeff Fearn
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

2005-06-03 Thread r00t 3:16
: 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

[hlcoders] Speed hack detection, was new SDK version is live

2005-06-02 Thread Jeff Fearn
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