On Tue, 2 Sep 2008, Cc2iscooL wrote:

> Client gets kicked.

Umm.. That's what is supposed to happen. I think you tried to point out 
that in a gunfight everybody's rates drop below 66/s. That's not true. 
Also - obviously - the rate tracking system counts minimum / average / 
maximum over longer period. If you had tried the system you probably would 
have better idea what's it all about. The system can be set to kick (as 
I've actually done) players whose maximum rate in the past couple minutes 
has been less than 25/s.

I recommend testing the system if you're interested about the idea.

On Wed, 3 Sep 2008, Fedot wrote:

> the better way too block that kind of players is setting the ES (event 
> script) + ace_rates script it kicks players if they rates is more/less 
> some limits and it work perfectly

No, no, no!

ACE rates look at client's cl_*rate settings and kick those players who 
have set cl_cmdrate or cl_updaterate too low. That's stupid for two 
reason:

1. I can have cl_cmdrate and cl_updaterate set to 10/10, but when I join 
on a server where they have sv_mincmdrate and sv_minupdaterate set to 66, 
my game will automatically use those values. ACE rates would kick me even 
though I have good rates. Stupid.

2. My computer is somewhat old. It can't hold solid 66 FPS at any time. 
I've set my cl_cmdrate and cl_updaterate to professional 101/101 levels. 
Anyway, when I play, my game sends only the number of updates that my FPS 
is. For example if my FPS happens to drop to 40, then my cmdrate is 40 - 
although I have cl_cmdrate 100. ACE rates wouldn't kick me, because I've 
got those "good rates". Stupid.

I hope you both can take a better look at the system. Thanks for the 
general feedback, though. It's good to have comparison to different rate 
forcing systems.

I'll post longer reply to Crazy Canuck's message later. He got some good 
points which don't fit to this post ;)

--
Ghost

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