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 *** 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.
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 *** 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.
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 *** 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