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

Re: [hlcoders] Speed hack detection?

2005-05-24 Thread Jeff Fearn
On 5/23/05, Andrew (British_Bomber) [EMAIL PROTECTED] wrote: If the client says its game time A and I'm here, then, it's game time B and I'm there, how is that in anyway difficult to calculate distance/time? This is only a problem if the client doesn't send or the server doesn't use the

Re: [hlcoders] Speed hack detection?

2005-05-23 Thread Andrew (British_Bomber)
If the client says its game time A and I'm here, then, it's game time B and I'm there, how is that in anyway difficult to calculate distance/time? This is only a problem if the client doesn't send or the server doesn't use the idea of game time. I would think that the issue is, that they

Re: [hlcoders] Speed hack detection?

2005-05-19 Thread Andrew (British_Bomber)
If the server knows that you are reloading and won't let you reload any faster, why can't it stop you from walking or running, hell even firing really fast? I know there are a lot of ambiguous cases like teleporters and stuff, but still it seems a bit odd that you can haul balls accross a map and

Re: [hlcoders] Speed hack detection?

2005-05-19 Thread LDuke
Sometimes a player will lag out for a couple seconds and then when his posistion is updated he jumps to his actual location. It seems like that would appear to be a speed hack if you weren't checking an average speed for a long enough period of game history (10-20 seconds?). I think the problem

Re: [hlcoders] Speed hack detection?

2005-05-19 Thread Erling K. Sæterdal
: [hlcoders] Speed hack detection? But then whoever writes the hacks would find that exploit and make it so it tricks the server to make him think is ping was 400++ a lag hack On 5/18/05, Erling K. Sæterdal [EMAIL PROTECTED] wrote: I dont know what LPBs firstly. If someone has a constant ping of 400

Re: [hlcoders] Speed hack detection?

2005-05-19 Thread Jeff Fearn
On 5/19/05, LDuke [EMAIL PROTECTED] wrote: Sometimes a player will lag out for a couple seconds and then when his posistion is updated he jumps to his actual location. It seems like that would appear to be a speed hack if you weren't checking an average speed for a long enough period of game

Re: [hlcoders] Speed hack detection?

2005-05-19 Thread r00t 3:16
] Speed hack detection? On 5/19/05, LDuke [EMAIL PROTECTED] wrote: Sometimes a player will lag out for a couple seconds and then when his posistion is updated he jumps to his actual location. It seems like that would appear to be a speed hack if you weren't checking an average speed for a long

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Andrew Armstrong
Yes, every speed hacker ive seen are zooming around the map. I want it to catch them. - Plasma - Original Message - From: Jeffrey botman Broome [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, May 19, 2005 1:06 AM Subject: Re: [hlcoders] Speed hack detection

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Andrew (British_Bomber)
It's very possible to do that, but as Jeff said you will get a lot more false positives just due to altering latencies rather than real hackers. In theory it is sound but unless you have a decent thresh hold on hacking speeds and just lagging speeds, a better way of doing this without banning non

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeff Fearn
On 5/18/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote: You would probably not have difficulty detecting a speed hack that was a LARGE increase from the server's max speed (i.e. 2X speed, 4X speed, etc), but trying to determine if someone is going 10% to 20% faster over a small amount of

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeffrey \botman\ Broome
Jeff Fearn wrote: Say one put a threshold of 50% or 100% speed up, how would you go about detecting that in a server plugin? What I would do is keep a list of players currently on the server (store their edict as they connect along with their current location). The player's location can be

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Erling K. Sæterdal
, 2005 12:36 AM Subject: Re: [hlcoders] Speed hack detection? Jeff Fearn wrote: Say one put a threshold of 50% or 100% speed up, how would you go about detecting that in a server plugin? What I would do is keep a list of players currently on the server (store their edict as they connect along

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
-gaming.com - Original Message - From: Erling K. Sæterdal [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, May 18, 2005 7:19 PM Subject: Re: [hlcoders] Speed hack detection? I have created a speedhack detector for amxmodx ( Not released publicy as of yet ), and i encountered

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeffrey \botman\ Broome
r00t 3:16 wrote: Does anyone know (please do not post it if you do know) how the speed hack actually works? It seems they are somehow changing a variable in memory ? Or are they tricking the server somehow ? Usually the client's system clock is running faster (slower?) than normal, I can't

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
@list.valvesoftware.com Sent: Wednesday, May 18, 2005 7:54 PM Subject: Re: [hlcoders] Speed hack detection? r00t 3:16 wrote: Does anyone know (please do not post it if you do know) how the speed hack actually works? It seems they are somehow changing a variable in memory ? Or are they tricking

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Erling K. Sæterdal
[EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, May 19, 2005 1:32 AM Subject: Re: [hlcoders] Speed hack detection? high ping kicking is mean and spiteful. I don't want to rant about it, but lag comp nullifies any complaints LPBs have. (which should be none, because HPBs don't

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Michael Kramer
, 2005 1:32 AM Subject: Re: [hlcoders] Speed hack detection? high ping kicking is mean and spiteful. I don't want to rant about it, but lag comp nullifies any complaints LPBs have. (which should be none, because HPBs don't lag the game. if anything LPBs with aggressive settings do.) On 5/18/05

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Jeff Fearn
On 5/19/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote: r00t 3:16 wrote: Does anyone know (please do not post it if you do know) how the speed hack actually works? It seems they are somehow changing a variable in memory ? Or are they tricking the server somehow ? Usually the client's

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
:32 AM Subject: Re: [hlcoders] Speed hack detection? high ping kicking is mean and spiteful. I don't want to rant about it, but lag comp nullifies any complaints LPBs have. (which should be none, because HPBs don't lag the game. if anything LPBs with aggressive settings do.) On 5/18/05, Erling K

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
-gaming.com - Original Message - From: Jeff Fearn [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, May 18, 2005 9:32 PM Subject: Re: [hlcoders] Speed hack detection? On 5/19/05, Jeffrey botman Broome [EMAIL PROTECTED] wrote: r00t 3:16 wrote: Does anyone know (please do

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Andrew Armstrong
- Original Message - From: r00t 3:16 [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Thursday, May 19, 2005 11:56 AM Subject: Re: [hlcoders] Speed hack detection? Yes, that is kind of crazy really. But what is weird, if they are speeding up the clock would you foot alot faster

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Daniel Jennings
PM Subject: Re: [hlcoders] Speed hack detection? Yes, that is kind of crazy really. But what is weird, if they are speeding up the clock would you foot alot faster and throw grenades faster etc? I seen the speed hack only 1 or 2 times and didnt' remember seeing them fire faster but it might

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread r00t 3:16
Jennings [EMAIL PROTECTED] To: hlcoders@list.valvesoftware.com Sent: Wednesday, May 18, 2005 10:22 PM Subject: Re: [hlcoders] Speed hack detection? Yes, speed hacks enable you to fire faster. With a 6x speed hack you can empty a clip of the AK47 in practically no time. It doesn't let you reload

Re: [hlcoders] Speed hack detection?

2005-05-18 Thread Michael A. Hobson
At 07:51 PM 5/18/2005, root 3:16 wrote: but it should reload faster though cause reloading is tick based ? Weird stuff... Not wierd at all. The server's clock is what determine's server tick rate and therefore the timing of Think() functions. Server alone decides when you have reloaded. Michael A.