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They can set their fps_max really low and they end up with the same result.

On 8/12/07, Kevin Ottalini <[EMAIL PROTECTED]> wrote:
>
> The server does enforce the mins/maxes properly.
>
> To see that this is happening, just join your server and set one of the
> rate
> cvars to a low value and then enter it again without an argument.
>
> net_graph 1 or 2 it will show that 10 is set, but if you type cl_cmdrate
> <enter> you will see that the server is indeed enforcing the minimums:
>
> ] cl_cmdrate 10
>
> ] cl_cmdrate
> "cl_cmdrate" = "46" ( def. "30" ) min. 10.000000 max. 100.000000
> ** NOTE: The real value is 10.000 but the server has temporarily
> restricted
> it to 46.000 **
> archive  - Max number of command packets sent to server per second
>
> ] cl_updaterate 10
>
> ] cl_updaterate
> "cl_updaterate" = "30" ( def. "20" )
> ** NOTE: The real value is 10.000 but the server has temporarily
> restricted
> it to 30.000 **
> archive  - Number of packets per second of updates you are requesting from
> the server
>
> ] rate 1000
>
> ] rate
> "rate" = "12000" ( def. "10000" )
> ** NOTE: The real value is 1000.000 but the server has temporarily
> restricted it to 12000.000 **
> - Max bytes/sec the host can receive data
>
> You can do a second-level verification that the rates are set by using
> net_graph 3 and looking at how many updates/second you are actually
> sending
> / receiving (note that other factors affect actual update rates).
>
> qUiCkSiLvEr
>
>
> ----- Original Message -----
> From: "ics"
> To: <[email protected]>
> Sent: Saturday, August 11, 2007 8:04 AM
> Subject: Re: [hlds_linux] Ping? Updaterate? Cmdrate?
>
>
> While player console says "real value is X but server forces it to X
> temporarely", how can we know it is changed and changes have applied?
> I'm not exactly sure that the server changes the value locally for the
> player since the latency stays at scoreboard at the value 1-5 depending
> on client settings if lets say player has cl_cmdrate set to 1. This
> causes latency 5 while the player real ping with console command ping is
> something else. Ive seen people with default rates warping around at the
> server many times. Even i warp if i would play with default rates. We've
> set higher minimum rates, cl_cmdrate 45 and cl_updaterate 45 and rate
> 20000 through those valve defined server commands, but only min value so
> everyone who can play on 66 tick server, should have atleast our defined
> values. If they cant handle those, player should go to a 33 tick server
> for better gameplay. In one case, client had 30, 20 and 10000 which are
> the defaults and while server _should_ enforce the higher ones, the
> minimum that we have set (or server should have set), he still was
> warping around. Only after short guidance, he _manually_ entered higher
> rates to the console (which he had to set up first), in this case
> 66/66/30000 while server was 66 tick, he stopped warping. Every other
> can see this warp and after setting those values, no more.
>
> How can we know that server rate enforcing is really working? Does it
> only say to the client that server is enforcing but the client rates are
> left alone and not changed?
>
> -ics
>
> Kevin Ottalini kirjoitti:
> > It's a well-known bug in the client scoreboard where if the player in
> > question uses a low / abusive cl_cmdrate (10) the ping displayed for
> that
> > player will drop to some low value.
> >
> > Servers should always have sv_mincmdrate set, this works to help prevent
> > cmdrate abuse, but the client scoreboards will still show a bogus low
> > ping.
> >
> > Status in the server console will show the real ping.
> >
> > qUiCkSiLvEr
> >
> >
> > ----- Original Message -----
> > From: "Rónai György"
> > To: <[email protected]>
> > Sent: Saturday, August 11, 2007 6:26 AM
> > Subject: [hlds_linux] Ping? Updaterate? Cmdrate?
> >
> >> Hi
> >> Can anyone explain me, why i see more and more people on my server with
> >> 1-5
> >> ping on the scoreboard?
> >> What does this mean, while others have 15-30?
> >> Thx
> >> Locutus
>
>
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