Dead Men Walking

Forum Archive 2023 => Games of old that no longer float our boat........ => dMw Gaming => Gaming Archive => Counter Strike 1.5 => Topic started by: DuVeL on June 17, 2004, 01:09:53 PM

Title: A bit of info about rateshaxing
Post by: DuVeL on June 17, 2004, 01:09:53 PM
rate hacking is typically a normal rate seting 10,000 or more, a high cmdrate and a low updaterate.

you cmdrate set at 90 informs the server 90 times a second what you are doing so vertually all the bullets you fire the server will see.

but you updaterate is low so the server is only sending you 20 updates a second, this means there is the possability of informtion as it happens on the server not being sent to your pc as your only asking for 20 updates a second. in effect opponents bulets will never reach you as the server never sends them but all your bullets the server sees.

hence rate hacking.
Title: A bit of info about rateshaxing
Post by: suicidal_monkey on June 17, 2004, 02:00:10 PM
surely though the server knows where you are pretty accurately due to the high cmdrate, and it decides when you are hit by a bullet, therefore it doesn't matter how many updates the server is sending to you, the information will be accurate, just not as frequent?
Title: A bit of info about rateshaxing
Post by: Jamoe on June 17, 2004, 02:12:24 PM
I suppose this will depend on where hits and dmg is calculated, client side or server side.

I would have thought it be on client side, but thats just a guess.
Title: A bit of info about rateshaxing
Post by: suicidal_monkey on June 17, 2004, 03:24:57 PM
hits and damage must be determinded server side surely!? Else you give the potential cheats far too much opportunity! It'd be like being 5 again playing cops and robbers..."Bang, I shot you"..."nah, you missed"..."I shot you!"..."missed!" Then the adults says you're both dead and cnofiscate the guns...

This is why you occasionally see blood/hear flesh-hit sounds without actually causing any damage to the player according to the damage stats afterwards. Your client is predicting you get the hit but the server has other ideas.
Title: A bit of info about rateshaxing
Post by: betel on June 18, 2004, 12:22:02 AM
There have been a couple of conversations on the FR25 boards about rate hacking but I have to confess I'm still a little confussed by it...  :rolleyes:

I realise that the game itself is taking place on the server. I've always assumed that the only things happening on my machine are:

a ) the conversion of the messages I receive from the server into the images I see on the screen (where everyone is etc.)
b ) the sending of my movements and actions back to the server

Surley whether I'm shot or not is decided on the server? So if I'm slowing down the receiving of messages from the server, my machine is going to be 'behind the times' on what's happening in the game. I don't see that as an advantage...
If I've been shot on the server I'll just find out late - I'm not going to NOT be shot. And I'll be shooting at places people used to be (that might explain a few things!  ) because I won't have got the message from the server that they've moved a little bit from where I see them.

Or am I taking a much too simplistic view of things?
Title: A bit of info about rateshaxing
Post by: Rabbi Bob on June 18, 2004, 12:06:30 PM
In Quake it was decided on the server as it calculated both action and prediction.  I would assume it holds true in HL as the server is the only constant amongst the players.
Title: A bit of info about rateshaxing
Post by: Maus on June 18, 2004, 05:58:55 PM
Hit calculations are handled server-side (and it says so in the SDK), as it would be grossly unfair to do things otherwise.

For example, if laggy ol' me and a someone with a nice low ping like Armitage were in a sniper fight, if things were handled clientside, there would be great disagreement between two near-simultaneous shots re: which person fired first.

Shots are fired and appear instantaneously on your computer (including any splashes of blood, &c) while the shots are sent to the server. They are calculated there, then the result is sent back to the player - it is only then that the damage is confirmed. This is something that's very easy to see over a modem when you have as much as half a second between firing and damaging an opponent - I imagine it is less obvious to BBers.

Another wee confusing point is that the spread of bullets from shotguns is calculated randomly, so your client will display one bullet pattern, while the server calculated another. This is also true for recoil, as that too is calculated with a random factor thrown in.
Title: A bit of info about rateshaxing
Post by: betel on June 19, 2004, 10:35:46 AM
QuoteOriginally posted by Mouse@Jun 18 2004, 04:58 PM
Hit calculations are handled server-side (and it says so in the SDK)
There's a SDK?  :o I'm so stupid! Of course there's an SDK - DOH!  :rolleyes: I assume that's an SDK for HL not CS... I'll have a hunt around for that, it might be an interesting read.

So are we saying Rate Hacking is a real hack or that it doesn't really give you an advantage?