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Comment Re:Crypto (Score 1) 198

Actually the difference inbetween NetQuake and Quakeworld performance was the addition of clientside motion prediction... it really had very little to do with TCP or UDP. Prior to that, a client had to wait ~300ms for a status update before you were allowed to move, or other players would move. With client side prediction, for a limited period of time you can keep moving in the world even after you've lagged out, and the other players will get a predicted path of movement until you come back. If you've been lagged out for too long you get the "teleportation" problem when your packets finally reach the server, because you didn't follow the client-side predicted path and the server just told the other clients you're elsewhere. It still beats netquake.

Comment Re:Huh. (Score 1) 1297

I'm abso-fucking-lutely sure you wouldn't survive a face full of 00 buck, because your head would just go *pop*. Yes, there are people that have survived gunshots to the head from pistol caliber weapons firing FMJs, but I've yet to hear of anyone surviving a direct shotgun blast to the face with proper ammunition(birdshot is meant for little birds). And we could always make it interesting and use like a .500 nitro.

Comment Re:Resource intensive? (Score 1) 29

Agreed. I've griped about Ruby with hdm(you can reach him on freenode, btw), but it's not my project. It does allow rapid development of new modules though, and is simple enough that you can patch together an exploit by copy and pasting bits of code from other modules and then throwing your shellcode in. In short, Metasploit's still the best framework we've got... although nmap's scripting engine is sorta sexy too.

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