View Full Version : To n00b:
xeron
21st September 2002, 22:04
thanks for the great tool, ****ing awesome shit, even tho the only one i use is the accuracy, seeing is thats the only thing that works 100% with the server :)
Nemon
22nd September 2002, 00:00
Ok this is a post i made on another forum, im not intending this as a flame or anything of that kind, just informative, if im wrong in my understandings i openly welcome somone to correct me.
----------------------------------------------------
Ok genius seen as it works maybe you would like to tell me in which of these SS showing the bullet spread from *recoil* on the wall which was one which i used RL with hey?
http://www.tfpoint.com/images/features/BF1942EXP/BFNORL.jpg
SS was taken from the server while i toggled Recoil Lock as a client.
Exactly, as you can see the server sees no diffrence wether you are using a recoil lock or not, the server calculates your recoil independantly.
Note. Client side shows the bullet holes much closer and the ret locked closed so it *apears* to work.
The same goes for the speed hack, the client sees himself shooting and heat from weapons dissipating much faster, HOWEVER! the server doesn't give a ****, it only lets you shoot what is allowed in the specifications of the weapon server side.
I also susspect that this *might* be contributing to the major lag seen in BF1942, with everyone running around with this cheat thinking it works, im presuming its constantly forcing the server to send correction data to the client to stop it cheating.
Example GR, if in GR you run on a good connection and the client just sends your position data to the server the server just lets you go about your own buisness without communicating much data back to the client, IF you start moving at rapid speeds and the server thinks its lag it will send correction data back, this obviosly causes increases in server load and can contribute to lag, so that is another reason why im dead against this cheat.
------------------------------------------------------
n00b134NooB
22nd September 2002, 03:02
The server will resync with the client only on (fairly large)intervals.. This is not a continuous process and thus the lag caused, if any, would be very insignificant.. When I'm using the bandwith cap from server end and recording using a packet editor.. I notice a flux of about 360bps at MAX between use and none. There was no load increaase notable in a lan test I performed with 10 players, twice without anyone using the trainer and twice with everyone causing mass resync, under extreem combat scenarios. Additionally, there are under 200 players with the trainer from forum count, negating anyone that's copied it otherwise, There are averagely 0-1 people within a server running the trainer, thus, I doubt any globally noticed lag is as a result.
n00b134NooB
22nd September 2002, 03:08
Nemon, have you checked at what range you can successfully peg someone with the assult-rifle? While standing? It's possible to hit someone without bursts to the max range of vissibility.. Also, compare hit locations with actuall dammage from the person you're firing on. I guarantee that they won't all match.
n00b134NooB
22nd September 2002, 03:19
Additionally, don't worry of anything I release causing issues.. After I am done playing the game I won't be making anything further public... And, I don't think this game will have much life to me unless EA issues a statement supporting mods, which... I don't think is going to happen.
I purchase games only with the intent of furthering my knowledge to their flaws for when I actually decide to make a release of my own. Furthermore, I have no intention to release severe potentially destructive information to the public untill after it's resolved. IE, anything that would harm servers..
Eh, I expect I will get flames for that comment.
Nemon
22nd September 2002, 04:38
Umm, i know i was hasty in my comment about it being a potential lag cause, altho im quite certain it could be the numbers on public server i doubt would be anything near to what would cause heavy lag that is generaly experianced, like you said.
So your suggesting that the bullet hole effect is random on both server and client, and bears no realavance to the actual bullet trajectory? Umm i did try an extreamly minor test at range but found that the server constantly re-orienting my aim up hard to make any quick definate conclusions, i presumed that the bullet hole effect was directly linked to the bullet trajectory, i will look at it once more and see what i get.
I would still like to hear how you did that wall hack method, im just curios.
Easy_Lamer
22nd September 2002, 09:14
Originally posted by xeron
thanks for the great tool, ****ing awesome shit, even tho the only one i use is the accuracy, seeing is thats the only thing that works 100% with the server :)
Just what i said in an other thread...:)
vBulletin® v3.7.0, Copyright ©2000-2008, Jelsoft Enterprises Ltd.