Old D3D renderer enables clients to "speedhack" on server

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Dizzy
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Old D3D renderer enables clients to "speedhack" on server

Post by Dizzy »

Hello all

Recently it was demonstrated to me that clients using the older D3D renderer (with very high frame rates) effectively acts as a speedhack, enabling the player to either move faster and/or dodge more frequently during online play.

I assume this is a known issue, and I'm guessing it's caused by the client/server tick rates being so hugely different.

Can someone please explain why this happens and if there are server-side mods which fix this apparent exploit?

Thank you

Dizzy
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FXANBSS
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Re: Old D3D renderer enables clients to "speedhack" on serve

Post by FXANBSS »

I had the same problem, but my game was slower.
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Re: Old D3D renderer enables clients to "speedhack" on serve

Post by Chamberly »

Usually ACE can be around to fix the timing issue, but sometimes it doesn't always correct the client's.

It mostly happens with AMD Users (I am one of the CPU AMD Dual core user) and UT is very sensitive with CPU cores.

It took me several months to find and fix this problem, and found out using a Dual Core patch helps it MILLIONS of times. But not always (offline session doesn't make me run smoothly too well) but currently working on it with Higor with his launcher to prevent his happening (newest work right now!) :)

Also along with using opengl/d3d9 or so, it can help, but core patch or setting game to use 1 CPU what really work it out sometimes.
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Dizzy
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Re: Old D3D renderer enables clients to "speedhack" on serve

Post by Dizzy »

Thank you both, but I'm looking for a solution which works on the server to stop clients abusing the timing issues.

The new D3Dv9/OpenGL renderers will fix the problem on the client but doesn't secure the server.
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Re: Old D3D renderer enables clients to "speedhack" on serve

Post by JackGriffin »

I emailed you a partial solution earlier today ;)

All-in-all you can't really monitor client processor speed via UScript unless you use a dll on the client as the checking mechanism. I've been messing around a bit in code to see how others have tried but afaik it's just not reliably usable. ACE addresses this across the board though so you almost have to use it by default.

It's just an old ass game.
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Re: Old D3D renderer enables clients to "speedhack" on serve

Post by esnesi »

I've tried to reproduce this on my server which runs NewNet 0.9 and ACE V08h
Me and my mates couldnt see difference with the old renderer.

I think its important though, UT99 out-of-the-box from steam runs @ d3d if iam not mistaken.

I've also tried without NewNet, and indeed.. like 15/20% faster movement.
But it seems NewNet solves this issue (Allthough 0.9 does).
I cant explain this.. NewNet does nothing with renderers right ?

Still need to test this with ACE v1!
Will let you guys know asap :)
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