by divVerent » Tue Nov 11, 2008 6:55 am
I, being one of the main developers, know which two cvars you have set to which values for this.
Basically, as LordHavoc already said, the impact of such a wallhack is reduced very much by the server code (using the cvars he mentioned), and can be reduced even more at the expense of server load or display accuracy. As CPUs get faster and compilers optimize better, we tend to increase that option by a notch (just like it'll increase in the 2.5 release, showing enemies that way for a shorter time).
The option is a debugging tool that modelers can use if they wonder why lighting of their model is wrong, or that mappers can use to see how well "vis" is done on their map.
However, stopping to defend the feature, think about removing it:
If we remove it, people who want to cheat can simply put it back in in their engine, or even just use an older one. No big deal, the code for this is really simple.
And if they don't do that, there is software for Windows that basically does the same by intercepting rendering commands.
So we would gain nothing by removing this from the engine. On the other hand, if someone is suspected using a wallhack, the easiest way to prove it is to watch him with a wallhack enabled. If you see him repeatedly track enemies behind walls, you know he's using a wallhack, and I bet most wallhackers easily give away themselves that way. So the same feature that is a wallhack is also a good, or even the one true, way to prove someone is using some wallhack.
Of course, this can be checked by spectating, or using a server side recorded demo, too, so if someone is accused for wallhacking, the accusation can be verified without him noticing (so he'd turn his wallhack off). Servers can record demos of everyone without him knowing, and these demos work just fine to analyze for aimbots or wallhacks.
So if I had recorded your second video as demo file, I could have easily proven you were using a wallhack. And in "serious" matches, demo recording is mandatory for this specific reason (that is, to detect cheats if in doubt).
There is one point in the video where you maybe see too much. Some mapper should check aggressor if anything that should be a vis blocking brush is accidentally marked as a detail brush.
In the other cases, all you got was the hiding delay, which is required to reduce flickering. That delay has been reduced from 1 second to 0.2 seconds in svn (and the next release), rendering this wallhack MUCH less effective.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again
You can vary the number of "MS", so you can clearly see it's MS which is causing it.