How to identify a CHEATER?

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rUnThEoN?!
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Re: How to identify a CHEATER?
Anabolic 007 wrote:


By the way, since we're talking about server lag — I wanted to ask about xp_delagWeapons.
[...]
On the other hand, xp_delagWeapons rewinds the server state based on the player's ping, making hitscan weapons register exactly when the crosshair is over the enemy on the client's screen.

it does not, it turns off server confirmation for the weapons its enabled for. So instead of printing the rail the way the server sees it, it displays it as your client sees it. so on higher ping and slopes/stairs the actual rail position is off the actual position. it also causes a lot of "shooting through" due to your rail being printed before rail confirmation or your own death confirmation gets send. A lot of players complaining about "their rail going through" and I all had to tell them to turn off delagweapons to get what you see is what you get.

@Fubar - it doesn't matter. antiwallhack by itself is just buggy and thats why it was mandatory to have it zero on clanwars and any server with good players on it. in that situation I was supposed to get the kill any day of the week and yet I didnt because the server denied me the position info. the video just shows part of the picture since the effect is even worse live. antiwh also contradicts xp_improveprediction which was made to circumentvent bugs in the q3 culling/netcode that causes the same effect around specific corners in specific maps. both cvars do roughly the opposite. I am done with elitez server and this is the last sentence about it.

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

Anabolic 007
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Re: How to identify a CHEATER?

If I understand you correctly, your interpretation of how the xp_delagWeapons command works is to visually register a frag on the client side, but not to actually register a frag on the server?
And if I understood your interpretation correctly, then what was the point of creating this command in the first place?

As for the command xp_improvePrediction "1", I came across it for the first time today. In the documentation, it says:

xp_improvePrediction "1": Tries to send information of enemies earlier to the client, reducing the problem with enemies suddenly appearing out of nowhere, easily noticeable when you are playing with high pings.

But nothing is said about how it actually works:

• No explanation of how exactly it's technically implemented (e.g. through buffering, prediction, time correction, etc.).
• No description of the underlying principle or how it interacts with the server.
• No mention of how it affects hit registration or shooting logic.

Can you clarify this?

Anabolic 007
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Re: How to identify a CHEATER?

The source code of the vm files of Excessive Plus is closed. Who has access, who can clarify the xp_delagWeapons and xp_improvePrediction parts? Because now everything has become even more confusing for me xD

rUnThEoN?!
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Re: How to identify a CHEATER?
Anabolic 007 wrote:

If I understand you correctly, your interpretation of how the xp_delagWeapons command works is to visually register a frag on the client side, but not to actually register a frag on the server?
And if I understood your interpretation correctly, then what was the point of creating this command in the first place?

it does exactly what it says. it DELAGs the weapon. thats all it does, its purely visual. when a high pinger rails an enemy but on the server side the enemy rails first, the high pinger will see his rail displayed with nothing happening.

Quote:
• No explanation of how exactly it's technically implemented (e.g. through buffering, prediction, time correction, etc.).
• No description of the underlying principle or how it interacts with the server.
• No mention of how it affects hit registration or shooting logic.

Can you clarify this?

It does a sanity visual check server side instead of letting the q3 check if a player information is send. this especially fixes the problem of lower arch room on dm11 vs slime halls. without improveprediction the peeker from slime halls doesnt see the enemy for the same amount of his ping till the information for the lower arch player is send. with improveprediction this info is send before the slime player peeks.It does not alter hit registration.It increases Server load.
it is purely for fixing this bug in the q3 netcode/mapcode.

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

Anabolic 007
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Re: How to identify a CHEATER?

The harsh reality about xp_delagWeapons upset me, I'll get used to playing without it.
But xp_improvePrediction made me happy.
Thank you.

By the way, returning to the topic of the suspicious player MAESTRO (NOOB_2), now he logs in under VPN, and I don’t see him using auto-aim anymore. So for now, we’ll have to postpone the investigation until this Phoenix is ​​reborn again. Thanks again.

FUBAR*ELITE'Z
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Re: How to identify a CHEATER?

Skull, I had no idea of this , back in the day Thor done the server settings
I have looked in the files and I see Thor set these in Jan 2012
After your vid and explanation I have changed it to 0 on both our servers

Anabolic 007
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Re: How to identify a CHEATER?

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