New speed hack

04/17/2009 15:56 julle131#1
when will come a new speed hack??:confused:



Sorry bad english
04/18/2009 00:03 hok30#2
Quote:
Originally Posted by julle131 View Post
when will come a new speed hack??:confused:



Sorry bad english
When someone, or you, decides to make one. Non-dc speedhacks are not available any more to my knowlage though.
04/18/2009 00:06 metinkiller1992#3
[bin neu wie bekomm ich denn speed hack zu dowloden
04/18/2009 00:51 Qonquer#4
As far as i'm aware, the movement rate of players is checked server-side by comparing a server side timer with a time stamp sent by the client. Previously, this client time-stamp was used to compensate for lag-spikes and by constantly adding time to this value with each jump, you could go really fast by convincing the server you were suffereing from one big ass lag as the server did not care how far into the future this time stamp got, now it apparently does not allow it to get too far ahead of the server side timer which pretty much makes it impossible to speedhack. The only way it would be possible is if this server-side check was in some way flawed.
04/18/2009 02:09 null#5
Quote:
Originally Posted by Qonquer View Post
As far as i'm aware, the movement rate of players is checked server-side by comparing a server side timer with a time stamp sent by the client. Previously, this client time-stamp was used to compensate for lag-spikes and by constantly adding time to this value with each jump, you could go really fast by convincing the server you were suffereing from one big ass lag as the server did not care how far into the future this time stamp got, now it apparently does not allow it to get too far ahead of the server side timer which pretty much makes it impossible to speedhack. The only way it would be possible is if this server-side check was in some way flawed.
It's called intellegently spacing out jump/ground movement packets, so that the server does not detect that you are moving any faster than normal, client-side you are, but server-side will take a few seconds to catch up.
The best method for this would be using a proxy and simply implementing a Queue system for jump packets.. I suspect that what I have just said has gone over 99% of people's heads, so.. well, too bad.
04/18/2009 02:29 XtremeX-CO#6
Quote:
Originally Posted by Qonquer View Post
As far as i'm aware, the movement rate of players is checked server-side by comparing a server side timer with a time stamp sent by the client. Previously, this client time-stamp was used to compensate for lag-spikes and by constantly adding time to this value with each jump, you could go really fast by convincing the server you were suffereing from one big ass lag as the server did not care how far into the future this time stamp got, now it apparently does not allow it to get too far ahead of the server side timer which pretty much makes it impossible to speedhack. The only way it would be possible is if this server-side check was in some way flawed.
yep.

It checks the past 3 jumps, and compares the time differences with it's own
04/18/2009 07:28 julle131#7
So, you mean there are no new speed hacks for 5119?
04/18/2009 10:38 Vlatko#8
Quote:
Originally Posted by julle131 View Post
So, you mean there are no new speed hacks for 5119?
But if there isn't a speed hack for 5119, how some guys are speeding... where did they get the speedhack from...?
04/18/2009 10:49 lacoste_hallo#9
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04/18/2009 14:03 hok30#10
Quote:
Originally Posted by Vlatko View Post
But if there isn't a speed hack for 5119, how some guys are speeding... where did they get the speedhack from...?

5bot?