Every time the client updates it's position, it gives the client tick
so then the server is in sync; however, the client can say it is 100
ticks infront of the server and then the server compensates for the
client's sync issue and moves the player faster. This CVar prevents
ticks too far in the future

On Wednesday, February 24, 2010, AnAkIn . <[email protected]> wrote:
> That's what I am trying to know, so I'm asking if anyone could test it.
>
> 2010/2/24 Nevermore - ImperiumGames <[email protected]>
>
>> But... Is it safe?
>> What kind of problems may this cvar cause?
>>
>> El mié, 24-02-2010 a las 15:25 +0100, AnAkIn . escribió:
>> > It was not removed. This is not an engine cvar, it is a game specific
>> cvar.
>> > It is not here in other mods running on EP1 engine (CSP, etc).
>> >
>> > I have contacted Valve and they said that it's a bug if it's not in TF2,
>> > which should be fixed soon.
>> >
>> > 2010/2/24 w4rezz <[email protected]>
>> >
>> > > Cvar sv_max_usercmd_future_ticks was removed in latest source engine (
>> > > TF2/DOD:S, L4D, L4D2 ), becouse  this cvar really works and it disable
>> > > speedhacking server-side, thats horrible information for cheaters so
>> > > Valve removed that cvar, they wanna allow them and ban them lately by
>> > > VAC, so cheaters need to buy new game copy, there are also more new
>> > > features in latest source engine to make cheaters happy, like
>> > > sv_consistency check was removed from critical files, or sv_pure
>> > > doesnt work with L4D.
>> > >
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-- 

Thanks,
 - Saul.

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