2009-09-22, 06:55 PM
LazyBui Wrote:Which part?
Numerous things support this data. When I looked at older clients, this is how they worked. It's very easy to determine that they use Visual C++ on their clients. Once a system this powerful in terms of catching cheating is in place, it seems like folly to get rid of it.
If they've changed anything since the clients I've looked at, it's how they determine the seeds, when they seed, and/or how the rand stream works. This is entirely possible, however, they would not have changed it so much that the basic theory doesn't apply.
Furthermore, you can see evidence of this in critical hits and damage. In some other thread, Fiel has mentioned that even though the client has displayed a bunch of damage, he did very little actual damage. The only way that would be possible is if the calculations are mirrored on the server side and the client is of little consequence. I assure you 100% that critical hit information is not stored in the packets, either, so those must be produced on the server side. If you did the calculations for that solely by damage, you would have inaccuracies, of which global has none.
No actual data fits this hypothesis, it's simply a conjecture based on my experience that certain players have a somewhat consistent stream of success or failure. If this was the case, it would explain "godly scrollers" as a bit more than mere luck. Although you could probably make an argument that they got lucky getting a lucky seed.. or something like that.
Also, due to the way the C standard library rand works (it's not a good random function, I'm sure Google can show you precisely why), you experience higher frequencies in a given bit location, which means that success will be more slanted to the side that isn't checked against. For example, if you do randinteger < success, having a higher frequency of higher bits will result in lower success. Inversely, having a lower frequency of higher bits will result in higher success.
I might have screwed up, I forget which bits it is that rand is skewed toward, but I know it's generally skewed toward one end of the bytes.
EDIT: It seems that damage and crits use either a Tausworthe or a slightly modified Tausworthe generator. Not sure if this applies to scrolling or what, but if it does, that would be a bit better than I initially suspected. If they did switch to this generator, they switched since .56 and it's fairly recent in "Nexon years."
Okay, I'll take this into consideration and rewrite the first two paragraphs later on. Thanks!
As for information, I'm partly back and able to write on this guide the next months, but not the first 2 upcoming weeks.
Today I just updated with the urlname-function, so it should be easier to find each part of the guide. That yields another todo, as footnotes should be formatted the same way. I'll see what I can do about this the next week (I'm really busy, you see!)
Noah

