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Old 03-05-2007, 05:52 PM   #26 (permalink)
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Would it be possible to use the packet throttling only for clients that dont have this speedboost ability or spell or whatnot?
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Old 03-05-2007, 06:27 PM   #27 (permalink)
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Would it be possible to use the packet throttling only for clients that dont have this speedboost ability or spell or whatnot?
possibly..
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Old 03-05-2007, 07:47 PM   #28 (permalink)
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Well that's depressing news

More speed could have been pretty interesting, I didn't think there were any working speedhacks for RunUO (I haven't seen any speedhackers). I seem to have a nack for thinking up very hard to impossible tasks (like this, the text flying above the monsters head, etc etc)... Shame.

Thanks a lot for your help!
There are speedhacks that work for sure. Runuo has a detection for it but there is always a grey area. You have to decide wether you want the player to have a chance to lag even when he doesn't speedhack and all speedhacks detected. Or have the players never lag and have a zone in which speedhacks work up to a certain degree.

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Would it be possible to use the packet throttling only for clients that dont have this speedboost ability or spell or whatnot?
Yes it's possible, check the playermobile class for fastwalkprevention and throttle methods. However for someone to walk faster he would need a speedhack because the base-client doesn't support it.
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Old 03-05-2007, 08:16 PM   #29 (permalink)
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Would it be possible to use the packet throttling only for clients that dont have this speedboost ability or spell or whatnot?
That's probably one of the most intelligent ideas today! :P

Now I just need to figure out the rest, make it so that the packet throttling will only be in use when the PlayerMobile is NOT using any type of spell, ability, or whatever to effect their speed. Yeh, they can speedhack for the duration of their spell I suppose, but that's a chance i'd say i'm willing to take. I was gonna make the abilities have a double-edged sword (as in, it'll hurt you at the cost of more speed, or remove all mana for more speed for a duration... something like that).

I'm gonna go find the source code for a speedhack now. That seems like a good place for me to start on this beauty.

Thanks to all of you for your help, again.
Wish me luck


Edit: I've discovered a few arguments through the "speedhack" topic...

Argument #1: Speedhack in fact does not exist for UO, and is impossible to create.
Argument #2: Speedhack simply increases the rate at which your computer processes your client, thus giving it less of a choppy effect.
Argument #3a: Speedhack does exist...
Argument #3b: Speedhack exists, and it can "make you FLY"...
Argument #4: Speedhack once existed, but does not work anymore.

Basically, what i'd be trying to do is remove the speed cap from the client completely without recoding the client... Or send a packet to the player to remove this little "block" or whatever... Something to make them faster than they should be!
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Old 03-17-2007, 12:45 AM   #30 (permalink)
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I once accidentally created the most impressive seeming speed hack. It was when I was writing the LOS code. I would blast across the screen, zzzzzoooooooooom. Alas, this was just a client side effect. What was interesting about it was that with the right (i.e, wrong) response from the server, the client would lose sync and kind of do what it wanted. Was quite weird. For a while I was entertaining myself with the notion that I might provision admins with it to impress folks. Alas, no such luck.

C//
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Old 03-17-2007, 01:36 AM   #31 (permalink)
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I once accidentally created the most impressive seeming speed hack. It was when I was writing the LOS code. I would blast across the screen, zzzzzoooooooooom. Alas, this was just a client side effect. What was interesting about it was that with the right (i.e, wrong) response from the server, the client would lose sync and kind of do what it wanted. Was quite weird. For a while I was entertaining myself with the notion that I might provision admins with it to impress folks. Alas, no such luck.

C//
Shame. I do, however have yet another idea for this. I haven't started looking since I've continued work on my next patch update, but I believe this idea will work, though will look weird...

The idea was to simply increase their location... For instance, if they are moving North, their Y will increase by -1 every 1 second. Or their Y will increase by -1 every 0.5 seconds, depending on how fast they'll be enhanced.

Only issue with this is... bye bye walking animation, it'll seem like choppy motion I think... I could always have them animate the walking motion after the action is over, or something like that to try and make it look smoother... I dunno, I'll make a mental note to screw around with it later.

Still brainstorming ideas. The good part about this one is that I don't have to remove any anti-speedhack detectors and the such! So it'll still nab those nasty speed-hackateers

Well, IHR out for now.
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Old 03-17-2007, 12:22 PM   #32 (permalink)
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Only issue with this is... bye bye walking animation, it'll seem like choppy motion I think...

Have them trail fire instead.

I'm looking forward to the new client, to see what we can do with it.

C//
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Old 03-20-2007, 03:00 PM   #33 (permalink)
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Only issue with this is... bye bye walking animation, it'll seem like choppy motion I think...

Have them trail fire instead.

I'm looking forward to the new client, to see what we can do with it.

C//
Trail fire, not a bad idea there. Pretty good substitute. I also thought about this...

Have two people log on... Then use [set direction south on one of them, then [m inc y 1 on that same person. It looks like they're walking, so as long as I have it increase the direction they're running maybe it wont destroy my animation graphics...

If not, ohhh well. lol

PS. I hope they gimme some new cool stuff in the new client! :P
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Old 03-20-2007, 03:02 PM   #34 (permalink)
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I just thought of the perfect solution: make your own client
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Old 03-21-2007, 10:23 PM   #35 (permalink)
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I just thought of the perfect solution: make your own client
LOL. Okay, but you're gonna be playing as a smiley face moving across the screen...
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Old 03-21-2007, 11:33 PM   #36 (permalink)
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Art has been the great bugaboo of the (cheap, free, open) gaming community ever since about 1990 or so, back when games started needing "producers" to pull off all the things we see and hear. Any "client" that anyone builds can at best be something like PlayUO, where all the art is borrowed from some other, original client. Hardly a "new" client at all.

C//
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