Okay then. You're welcome ;)
The link you sent: i know it as well. But, there's another thing with rates. This is the so called "rate hax". It means, as you wrote in your original post, that someone using _different_ settings as other players do. fyi: some -sry- jerk things "rate hax" eqals "low rates". _NO_. ratehax == different rates on client computers
So, if i can give you an advice, finding the ideal settings is the worst thing you can do. You have to set the "lowest minimum", which is now the 7500, 20, 30 (maybe 10K, 20, 30). It should work with the worst DSL as well as with the best one. This is because, if you run (a) public server(s), you never know the connecting players' connection quality, so you can't set the perfect rates from one minute to another, as a player leaves and another logs in. And, you don't know if that player changed rates or not. I know... it's a nightmare... i really know that ;)
So. In other words, it is like a (non-gaming) LAN/WAN/etc. computer network: all the boxes have to apply the slowest computer's quasi-maximum speed. So everyone can enjoy being at your server, and no one has inproper advantages, just because of a better&faster connection. And, another important thing, the sys_ticrate (fps_max in CS:S, as i know it from this forum ;). This is a server command, which sets the maximum number of rendered frames / sec. Mostly, it is 250 on an internet gaming server. Which is just not enough with high rates for all the players (if calculating e.g. with 18 players).
LAN playing is another thing. You have to know the LAN party location's network speed, # and quality of switches, cable lengths, # of players, etc, etc, so you can decide which one to select. 20K, 101, 101; 15K, 80, 80; or, if the LAN is a low-end one, even slower rates. And, last but not least, you have to set an fps_max 1000. And calculate that how many players can it serve / sec with the given rate numbers...
This all is IMHO, so i really need an official STEAM point of view. I discovered all these things on my own, so maybe i made faults here or there. Yep, sure, i think i'm not :)
----- Original Message ----- From: "Kennycom" <[EMAIL PROTECTED]> To: <[email protected]> Sent: 2005. January 25, Tuesday 04:51 Subject: Re: [hlds_linux] cl_cmdrate cvar missuse....
Even though I wasn't really asking a question about this, just wanting to let it be known that peeps are messing with this cvar, thanks for the information. Especially the workaround. as I am running Mani mod 1.08c.
I had found this site .. http://home.covad.net/~k25125/SteamyThings/NetGraph_Steam.htm a while back and had gotten a good idea as to what affects those settings had. It helped in tweaking the most out of the server and providing players with information on what settings would get them the best play on the server.
SP_Kenny
----- Original Message ----- From: "The Fool" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Monday, January 24, 2005 8:36 AM Subject: Re: [hlds_linux] cl_cmdrate cvar missuse....
ping o' 5: - low cmdrate, that's correct - firewall setting (disabling pinging)
This is the reason i asked about rates on this list before (i've got no answer...). I asked STEAM guys as well to implement a server cvar like "sv_mincmdrate" and "sv_cmdratemax" - i've got no answer as well... This is because, there's cvar for rate and updaterate... i don't know why can't they add cmdrate cvars as well... now. return back to your question:
In brief: rate == the rate of data pack sending and receiving cl_updaterate == player actions' data pack sent to server cl_cmdrate == all other rendered actions' sent to the player by the server
So. high rate == """no effect""" (player may see the game laggy, but noone else) low rate == player lags high updaterate == player looks pretty smooth (e.g. his hitbox is on him, not behind his as it is with default rates in CS : S, which is a huge bug...) and kills very fast low updaterate == player can't kill even with an RPG or with a tank..., may be laggy as well high cmdrate == easy to kill the player low cmdrate == hard to kill the player
logic: rate == sending and receiving update info rarely == lag == server and other players know only "rarely" where's the player. so """he won't be painted pixel by pixel, but on every 10th pixel, because we don't know where is he"""
updaterate if high: i tell the server several times what am i doing; at least, more times than other players. """i shot more bullets in the same amount of time, than the others"""
if low: i tell rearly what am i doing, so """i shot less bullets in the same amount of time than other players do"""
cmdrate if high: i get info more times from the server, so """if someone shots me several times per second, i get all the info from the server, so i get more injured in the same amount of time"""
if low: i won't accept as many info from the server as other players do, so """if someone shots me, i don't know about a lot of the bullets hitting me from other players gun, so i won't get injured, but from every 10th bullet, i die harder"""
""" == an easy explanasion of the situation. basically, it's not true, but it's easy to understand the events on that way.
Solution: set sv_maxrate, sv_minrate, sv_maxupdaterate cvars in your server.cfg. My config (public) is:
sv_maxrate 10000 sv_minrate 10000 sv_max_usercmd_future_ticks 6 //(a low level cheat protection...) sv_maxupdaterate 20
Now. we don't have an sv_minupdaterate, sv_mincmdrate and sv_maxcmdrate. So we should pray as much as we can, to make STEAM develop these features :)
WORKAROUND: install an admin plugin, like Mani admin server plugin, and sometimes execute the "admincexec_all" command and enforce client computers to use default rates. Because you can force rates, don't waste the time with these, but do these: admincexec_all cl_updaterate 20 (because you can't set the minimum...) admincexec_all cl_cmdrate 30
Short STEAM (rates) description: http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=254&p_created=1096521254&p_sid=NQiRiyuh&p_lva=&p_sp=cF9zcmNoPTEmcF9zb3J0X2J5PSZwX2dyaWRzb3J0PSZwX3Jvd19jbnQ9MzEmcF9zZWFyY2hfdHlwZT1zZWFyY2hfbmwmcF9wcm9kX2x2bDE9JnBfY2F0X2x2bDE9JnBfY2F0X2x2bDI9JnBfcGFnZT0xJnBfc2VhcmNoX3RleHQ9cmF0ZQ**&p_li=
Long STEAM (rates) description: http://steampowered.custhelp.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=166&p_created=1093392424&p_sid=HADcwlwh&p_lva=254&p_sp=cF9zcmNoPTEmcF9zb3J0X2J5PSZwX2dyaWRzb3J0PSZwX3Jvd19jbnQ9MzEmcF9wcm9kcz0wJnBfY2F0cz0wJnBfcHY9JnBfY3Y9JnBfc2VhcmNoX3R5cGU9YW5zd2Vycy5zZWFyY2hfbmwmcF9wYWdlPTEmcF9zZWFyY2hfdGV4dD1yYXRl&p_li=&p_topview=1
BR, The Fool
I do not know if these was an issue with CS 1.6 or earlier versions but I had a person on my Source server the other day that had a ping of 5 and the other players were complaining about him. I pinged his IP and it came back at 48 which seemed about right for where he stated he lived. He told me that he set his cl_cmdrate to 1 so that he could have lower pings. Interesting enough he didn't seem laggy or skippy onscreen, but it was harder then hell to kill him and he seemed able to pull off some good shots on people and had a really good kill/death ratio.
I told him that he needed to put that cvar back to at least default settings or I was going to boot him. He complied, his pings went back to normal and he turned into an average player as far as kill/deaths went.
I made it known that anyone with a ping lower then mine, since I was connecting via the local network, would get banned onsite...
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