Yes, I do agree that there is a serious problem with players that 
deliberately sabotage their own rates to produce that skipping effect, 
especially on competitive servers.

css wrote:
> You've got good points there.
>
> I use the system to get rid of total ~10-25/s rate laggy players, who are 
> very clearly moving jiggy. They don't have high ping, but for some reason 
> they move by jumping one meter at a time. I believe that's because of low 
> update rates. Anyways, they move laggy and I believe this system catches 
> them better than anything else.
>
> The server does extrapolation and interpolation, which should dampen the 
> loss of update packets. It probably works quite well, because on my server 
> there are all the time players who have rates jumping between 30-66/s, and 
> everybody seems to move smooth.
>
> I believe this system could be used to create "truly 66/100 tick servers", 
> which make sure that *all* players do send 66 updates per second all the 
> time. At least if I had one of those 1000 fps 100 tick servers, I sure 
> would like to be sure that everybody who play there are doing the most of 
> it.
>
> In more casual way this is probably better used to kick those laggy low 
> raters who have hacked their cl_cmdrate (or ping) to show something else 
> than the truth. Also one of my plans has been to dump the status of 
> players to a web page. Then everybody could say something like "rates" 
> in-game and they'd see this web page and could check everybody's rates. 
> Now there are many players just looking at each other's cl_cmdrates and 
> calling them low raters groundlessly
>
> Someone might think that it's wrong to calculate packets as "updates" 
> because one packet may contain multiple commands. This is true, but it's 
> probably about one in a million packets that contains more than one 
> command. Most packets that I see are around 35 bytes containing probably 
> no commands at all.
>
> Thanks for feedback. I hope to see some results from other server admins.
>
> --
> Ghost
>
> On Tue, 2 Sep 2008, Crazy Canucks wrote:
>
>   
>> Someone official can correct me if I am wrong, but from everything I
>> have read, lagging clients have absolutely no effect on the server, or
>> on any player other than themselves (other than in certain cases with
>> extremely low update rates where the client may appear to "skip").  High
>> ping and low update kickers in general though only serve to reinforce an
>> unwarranted bias against those who may be connecting to a server from a
>> distance, or whose hardware, or connection might not be ideal.
>>
>> If your aim is to create an "in-crowd" of rich players with the latest
>> hardware and perfect connections, then this sort of plugin will
>> accomplish that admirably.  If your aim is to create a competitive
>> server environment which provides the best possible technical support,
>> in terms of bandwidth and update rates, for your clients, this sort of
>> plugin will have no effect whatsoever.  If your aim is to create a fun,
>> competitive server with a great atmosphere, this kind of plugin will
>> have the opposite effect...
>>
>> Cheers, Drek
>>     
>
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