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...


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux



_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux




_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlds_linux

Reply via email to