I'm sorry to say, but you're wrong.

Read this, it's very-very useful (and pretty interesting! trust me.):
<<http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=166&p_created=1093392424&p_sid=yItfrrvh&p_lva=&p_sp=cF9zcmNoPTEmcF9zb3J0X2J5PSZwX2dyaWRzb3J0PSZwX3Jvd19jbnQ9MzEmcF9wcm9kcz0wJnBfY2F0cz0wJnBfcHY9JnBfY3Y9JnBfc2VhcmNoX3R5cGU9YW5zd2Vycy5zZWFyY2hfbmwmcF9wYWdlPTEmcF9zZWFyY2hfdGV4dD1yYXRl&p_li=&p_topview=1>>

"The Server is a rendering machine without any graphics.  The Client is a
rendering machine with graphical and acoustic subsystems that is also
interacting with the player through keyboard, mouse, joystick, whatever the
player uses."

And it's quite logical. Shooting, hit locations, jumping, falling... it's
not enough to know immovable objects' locations.
This is why WH cheats can work - clients gets all the rendered material, WH
is a dirty tool which displays, "graphically renders" some areas, which
should be hidden (normally...) for the cheating player - so the cheater can
see other, 'invisible' players as well.
I read a lot about this, because i really hate cheaters and i try to find a
solution on solving the issue once and for all. FYI: i'm a dreamy kind of
human being :D

+++

On the other hand, if engine, rendering and rates. Does anyone know a
solution on "rate" and "rate haxing" """issues"""?
I mean. IMHO "ratehax" means "in real world", not as some... youngsters
think, that some players have different rates, than some other players ==
players using different rate settings.

I, on my public, deny to have rates higher than 12000, cl_updaterate higher
than 20. So the defaults are forced (for STEAM guys: cl_cmdrate can not be
forced on anyway).
This is just because higher rate guys can be killed easily by lower rate
guys, and vice versa, lower rate guys can be killed hardly by higher rates.
If i let higher values, like 25000, 101, 101 (as it was forced on many
public in 1.6, which is -imho- stupid), the game become laggy for several
players.

Anyone have an "ultimate solution"?


+ setting sys_ticrate results in error (unknown cvar or incorrect parameter for srcdc.exe). So, on lin. the fps rate remains 250 anyway. Anyone know how to set it to 500 or 1000?


Cheers, The Fool


----- Original Message ----- From: "Paul Kirby" <[EMAIL PROTECTED]> To: <[email protected]> Sent: 2005. January 12, Wednesday 22:12 Subject: RE: [hlds_linux] CLIENTSIDE Brightnes error


Erm, Well from a Programmers view, the Server shouldn't need to do any
rendering.

As I said as an example, the Server should only needs to know the position
of all the objects like Crates, doors and other objects, which is defined
in
the map file as well as spray artefacts etc.
And also to process the players actions and send out the outcome.

The Server then sends all this information to all players, which in a way
is
good on the CPU, yet hammering the bandwidth and also making it easier for
cheaters :(

Though I am not 100% sure though, but it's something on those lines :P

Paul

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of The Fool
Sent: Wed 12 January 2005 19:09
To: [email protected]
Subject: Re: [hlds_linux] CLIENTSIDE Brightnes error

Yep yep. That's why i told you you're right. Mostly, the login-logout
"workaround" proves me this is a client engine issue.

Otherwise, it could be easily the server's bug, because
server makes most of
the rendering (as far as i know, but i'm not a game
developer...), so it was
on my mind that it may pass a brightness level as well, as
some kind of
"cheat protection". That was stupid at all. Next time i think
on all the
possibilities, beside of posting the "first version" ;)


The Fool



> Hehe
>
> Why would the server need to force the client to set the brightness?
> That's the job of the Client Engine, to handle all the map
info, like the
> Skybox Brightness etc...
> All the Server needs to do is pass the position where all
the players and
> objects are and what they are doing as well as maybe validating the
> mod/game
> files on start-up etc.
>
> If this is the case, then there is most probably a
brightness variable
> that
> stores the skybox brightness, used in for the map and maybe
its not being
> flushed as I said before.
>
> The only reason all other maps are fine is maybe they are using the
> default
> brightness for the Skybox, So you wouldn't notice it.
>
> Though I could be wrong, but you never know :)
>
> Paul
>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf
Of The Fool
>> Sent: Wed 12 January 2005 17:37
>> To: [email protected]
>> Subject: Re: [hlds_linux] CLIENTSIDE Brightnes error
>>
>> That's right. But what if server forces client to set a
fix level of
>> brightness?
>> Probably not, because quit/connect back solves the issue...
>> no... you're
>> right.
>>
>> Thanks for the comment
>>
>>
>> > Well I think, if the previous map is causing this sort of
>> problem when it
>> > loads up the next map, then it maybe down to the Client
side of the
>> > engine...
>> > Something like it forgetting to flush variables that was
used in the
>> > previous map, which gets flushed at the end of the map
>> round, or something
>> > like that.
>> >
>> > It's easy to miss out variables that need to be flushed at
>> the end of each
>> > map change, out of a bunch of them.
>> >
>> > Paul
>> >
>> >> -----Original Message-----
>> >> From: [EMAIL PROTECTED]
>> >> [mailto:[EMAIL PROTECTED] On Behalf
>> Of The Fool
>> >> Sent: Tue 11 January 2005 15:54
>> >> To: [email protected]
>> >> Subject: Re: [hlds_linux] CLIENTSIDE Brightnes error
>> >>
>> >> It is i think, i already reported it to Steam.
>> >>
>> >> However, it's a "buggy custom map" anyway.
>> >> So, first, why anyone sets a map extremely bright on a
>> >> "special way" (I don't know how to create maps, so i
>> >> don't know the name of the exact setting)? It's just stupid.
>> >> But, on the other hand, how can the server let a map effect
>> >> any other maps
>> >> (in this case, with logged in users only)? And the players
>> indeed...
>> >>
>> >> My workaround:
>> >> I found these maps buggy:
>> >> * aim_range-lover   ->   take it out, delete. no solution
>> >>
>> >> * fy_iceworld_??? (i think it's the "adv", but not sure)   ->
>> >>   replace it
>> >> with fy_iceworld_real - which looks better and won't makes
>> >> players' screen
>> >> bright (until next login, as you wrote too).
>> >>
>> >> > We have a weird weird problem.
>> >> >
>> >> > When the server runs iceworld, and afterward load a other
>> >> map, everyonce
>> >> > screen is really bright. And i mean REALLY bright in
>> >> cant-see-shit-anymore
>> >> > bright.
>> >> >
>> >> > Once u restart ur steam client, rejoin, problem is fixed.
>> >> >
>> >> > Everyone playing at our servers reported this problem.
>> >> >
>> >> > I doubt that its an server side issue is it?
>> >> >
>> >> > Saint K.
>>
>>
>> _______________________________________________
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>>
>
>
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