[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 a

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 serve

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

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

2005-06-03 Thread Teddy
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 is running with. A user command is basically a snapshot of the curre

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

2005-06-03 Thread r00t 3:16
ders] 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 serv

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

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

2005-06-05 Thread Teddy
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... On 6/5/05, Jeff Fearn <[EMAIL PROTECTED]> wrote: > On 6/4/05, Teddy <[E

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 wh

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

2005-06-06 Thread Deadman Standing
EMAIL 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

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 yo

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 <[EM

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 h

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 thin

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 prefer

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 w

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 w

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

2005-06-07 Thread Deadman Standing
lto:[EMAIL PROTECTED] On Behalf Of Jeff Fearn Sent: Tuesday, June 07, 2005 8:24 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Speed hack detection, was new SDK version is live I don't think it passes velocity, what Botman said was that it passes the impulse keys and that the server

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

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

2005-06-08 Thread Deadman Standing
Speed hack detection, was new SDK version is live Two things, first wouldn't lagged players be sending you older packets/times not future ones? Second, I think it should be up to the server admin to choose to support HPB's if it's the m

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 c

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 everyon

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 LDuke
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. How does the server know if this is a speedhac

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 se

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 vis