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Speedhack :(

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  • damian7damian7 Member Posts: 4,449
    Originally posted by javac


    it's not a speedhack, it's a sync issue where it looks like someone moves quickly but really it's your client that is out of sync with the server, then correcting itself. this sync issue was fixed with the patch that came out 2 (?) days ago.

     

     

     

    why is only one person running around at super speed then?  the other people are moving normally.

    could we please get correspondent writers and moderators, on the eve forum at mmorpg.com, who are well-versed on eve-online and aren't just passersby pushing buttons? pretty please?

  • mrw0lfmrw0lf Member Posts: 2,269

    tbf the information being 'stored' client side is nothing in the order mentioned in d2. To put it simply the hack overwrites information in memory. This requires you to know the adress where the relavent information is being put (in this case the char map possition). Which is why you can spot someone using the hack as the game/server side, registers the hacker as walking (thus not using stam) but the client when feeding char possition back to the server is adding an additional value to emulate sprinting or faster, you can spot them because they will still have the walking animation despite their apparent speed.

    In older games they would warp from place to place but a lot of newer games add code to breach the gaps to cover the warping. Ave will be changing the registers each time they patch meaning the hackers will need to continually update their program but its a fairly swift process. My guess is though that if they were to change it every day (they never will) most hackers will give up, it just isn't worth it.

    What we dont know yet is what other information is held this way. I'm hoping they have all damage calculated server side and I see no reason why they wouldn't but rate of fire appears to be changeable and projectile speed is up in the air atm.

    I voiced these technical problems when I first heard about DF and was constantly informed by fans that Ave had a work around, that they knew a way to keep it all serverside, despite the glaring obviousness that, that tech simply DOES NOT EXIST.

     

    Sorry post turned out a lot longer than expected. Wonder how long this ban will be

    -----
    “The person who is certain, and who claims divine warrant for his certainty, belongs now to the infancy of our species.”

  • WSIMikeWSIMike Member Posts: 5,564
    Originally posted by Sturmrabe

    Originally posted by WSIMike

    Originally posted by Sturmrabe

    Originally posted by WSIMike

    Originally posted by Trand


    Sigh these are not hacks they are MODS! No diffrent than what people download and use for WoW! They just make the game more enjoyable for some people, I swear all you people just make up this stuff to bash DarkFail.
     
     

     

    Wrong. 101% wrong.

    Blizzard does not allow speed-enhancing *hacks* in their game.

    The rest of your post was complete nonsense, and I'm sure you know it.

     

    Increase your repair skill and fix your sarcasm detector...

    LOL... you know... I was just going to edit my post and note that...

    I didn't catch the sarcasm in that initial post, but it became obvious in later ones.

    Thing is, after some of the spin I've read from some fans of this game, it looked like a totally legit typical fan reply.

     

     

    Well I can't blame you there! Sarcasm detectors can be repaired using scrap metal, and bent tin cans...



    Can I just McGyver it and use Duct tape and tin foil?

    "If you just step away for a sec you will clearly see all the pot holes in the road,
    and the cash shop selling asphalt..."
    - Mimzel on F2P/Cash Shops

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  • slippyCslippyC Member Posts: 396
    Originally posted by rturja

    Originally posted by pprllo


    Man, I was clearly oversimplifying it. I guess this game uses UDP packets, the only MMORPG that uses TCP packets is WoW AFAIK.

    Actually quite a few MMORPG's use TCP as connected protocol incorporates already lots of stuff needed. Reinventing the wheel and using homerolled packet validity checkers isn't usually worth the hassle. Only exception using UDP that I am aware of is Asherons Call which uses very wacky twoway implemetation. Some games might theoretically have both UDP and TCP connection to the server for transferring different data but haven't seen this so far.

    The games usually using UDP are the shooters and such.

     

    This is what EQ 1 did.  It had 2 streams, one UDP and one TCP.  Player position was UDP, I'm not sure what else though.

     

    Also, you have to remember, back in those days dial-up was probably more used than broadband. 

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