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 >> > > _______________________________________________ > 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

