Re: [hlds] rate toggle

2005-07-25 Thread Clayton Macleod
I understand it just fine, I'm not the one stating something and then
pointing to a document that doesn't come close to stating the same
thing as proof...

On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 I think you clearly misunderstand the document I refer to


--
Clayton Macleod

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Re: [hlds] rate toggle

2005-07-25 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Some how I doubt you have even bother to read it
  On 7/25/05, Clayton Macleod [EMAIL PROTECTED] wrote:

 I understand it just fine, I'm not the one stating something and then
 pointing to a document that doesn't come close to stating the same
 thing as proof...

 On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  I think you clearly misunderstand the document I refer to


 --
 Clayton Macleod

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Re: [hlds] rate toggle

2005-07-25 Thread Clayton Macleod
doubt all you like, the document clearly spells out what cl_interp
is/does. It's got to do with you and your view of the server's data.
Your view of the server data has nothing to do with my view of the
server data. You can alter *your* 'delay' all you like, it doesn't
affect me, as I have my own setting, and my own communication with the
server. It's the same thing as saying that because you have a 500ms
ping that I also have an effective 500ms ping, even though I actually
have a 25ms ping. Your ping is your business, not mine, and it doesn't
change anything with my communication with the server. It only affects
you.

On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Some how I doubt you have even bother to read it


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Re: [hlds] rate toggle

2005-07-25 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Look, it is quite clear that you haven't even bothered to look at the
dicument let alone read the section I specifically quoted
 What part of *command execution* don't understand?

 On 7/25/05, Clayton Macleod [EMAIL PROTECTED] wrote:

 doubt all you like, the document clearly spells out what cl_interp
 is/does. It's got to do with you and your view of the server's data.
 Your view of the server data has nothing to do with my view of the
 server data. You can alter *your* 'delay' all you like, it doesn't
 affect me, as I have my own setting, and my own communication with the
 server. It's the same thing as saying that because you have a 500ms
 ping that I also have an effective 500ms ping, even though I actually
 have a 25ms ping. Your ping is your business, not mine, and it doesn't
 change anything with my communication with the server. It only affects
 you.

 On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Some how I doubt you have even bother to read it


 --
 Clayton Macleod

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Re: [hlds] rate toggle

2005-07-25 Thread stalker333

Can two take this pissing contest somewhere else please, it got old
about 6 posts ago.



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Re: [hlds] rate toggle

2005-07-25 Thread Clayton Macleod
I've read and understood it. You, obviously, have done one of those.
Your client is not my client. Read that last sentence about 100 times.

On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Look, it is quite clear that you haven't even bothered to look at the
 dicument let alone read the section I specifically quoted
  What part of *command execution* don't understand?


--
Clayton Macleod

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Re: [hlds] rate toggle

2005-07-25 Thread Clayton Macleod
once again you fail to understand what's going on. I'm not disputing
what you're saying about client view interpolation. I'm trying to
point out to you that this only affects communication between *you*
and the server. The communication between *me* and the server isn't
affected by *you* one iota. That's the point here, Elvis. Why are you
so mad, cuz you're wrong? heh. Calm down. Kids these days.

On 7/25/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Clayton you are once again being your usual arguing for the sake of it
 fucktard self
  You said quite specifically:

  I thought cl_interp only affects that client's view, and not anything to
  do with actual network communication, no?
 
  Once again for the dummy:
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation

   The lag compensation system keeps a history of all recent player
  positions for a time span of about one second (can be changed with
  sv_maxunlag). If a user command is executed, the server estimates at what
  time the command was created. This command execution time is calculated as
  followed:
 
  *Command Execution Time* = Current Server Time - Client Latency - *Client 
  View Interpolation*
 
  Then the server moves all other players back to where they were at the
  command execution time. The user command is executed and the hit is detected
  correctly. After the user command has been processed, the players are moved
  back to their original position. On a listen server you can enable 
  sv_showimpacts
  1 to see the different server and client hitboxes:
 
 Since the server is the final arbiter of what happen excluding Cheats or
 Client Side exploits, it is quite clear from that explanation, the server
 takes into consideration the clients interpolation.
  This means each and every clients interpolation settings has an effect on
 when the server decides an action takes place and is a core component of the
 of the Source netcode.
  Clayton do I need to make the words *Client View Interpolation* larger,
 more bold or a different colour before you will pay attention to them and
 accept the fact it is a key component to Client Server communications for
 Source, or do you want to continue to deny its existence?
  You made a statement, the statement was incorrect. I politely at the time
 corrected it, but rather that accept your mistake you persist on arguing the
 point regardless. You cannot even bring yourself to quote from the source
 material I am using to back up your incorrect point of view, because you
 know you are wrong!
  Usually Clayton your arguments on this list are you taking some sort of
 grey area position where there is some 5% wriggle room for you to give
 yourself an excuse to have an argument, in this case there is no wriggle
 room for you, you are incorrect, and everybody on this list can see the
 proof for themselves and judge accordingly.
  This is not the first time you have tried to pull this shit, but I here to
 make sure people are well aware of who you are and what you attempt to do,
 each and almost everytime you reply to this list.
  For the record, I am not here for a pissing contest, I'm just sick and
 tired of this Clayton dickhead polluting threads on this list with
 misleading, or flatout incorrect information for whatever perverted reason
 he has for doing such things.
  On 7/25/05, Clayton Macleod [EMAIL PROTECTED] wrote:
 
  I've read and understood it. You, obviously, have done one of those.
  Your client is not my client. Read that last sentence about 100 times.
 
  On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ]
   Look, it is quite clear that you haven't even bothered to look at the
   dicument let alone read the section I specifically quoted
   What part of *command execution* don't understand?
 
 
  --
  Clayton Macleod
 
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 --

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Re: [hlds] rate toggle

2005-07-25 Thread Graham Robinson
You both have each others email addresses, why not leave the rest of
us out of this one?

On 7/25/05, Clayton Macleod [EMAIL PROTECTED] wrote:
 once again you fail to understand what's going on.

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Re: [hlds] rate toggle

2005-07-25 Thread James Tucker
[rant]
My god, two days after a message - how pathetic.

Yes, client interpolation DOES have to do with netcode, and here is
the REASON that neither of you seem to have the decency to produce for
each other.
[/rant]

Interpolation does several things which effect netcode, these will be
summarised here:
- Sets the data drop time for incoming packets. - derived
- Sets the data collision resolution time. - derived
- Sets time to extrapolation on the client. -derived
- Sets minimum time to client view regulation. -derived
- Sets delay on gameworld data rendering.
- Generates intermediary data using _known_ data, _if_available_.

What it does not do:
- change packetrates
- alter the rate of incoming data from other clients
- generate new data for clients with low packetrates

When you see another client lagging, most peoples reaction seems to be
a kick. If you turn up your cl_interp value, your client will have
more time to wait until the next update arrives for the laggy
player.  At 30 packets per second you would get away (on an ideal
network) with cl_interp 0.033. If a client is only capable of sending
10 packets per second however you will need cl_interp 0.1, again on an
ideal network. Data rates can also be important, particularly on slow
speed connections - latency for packets is one thing, but they take
time to transmit as well, and the larger they are...

Remember your time frames too. Client A with 100ms of latency plays
game data on defaults, 100ms of interpolation and a packetrate of 20
packets per second. Client B has 'optimised' and is running with a
client packetrate of 60 packets per second and 40ms of interpolation
with a latency of 30ms. Client A attacks B and the packet arrives at
the server 100ms later (neglecting to take into account the potential
50ms wait until the next packet is due for sending). The server rolls
back 200ms and generates data. The server is trying to send 60 packets
per second, the next packet will be sent within 16ms. Client B
receives the update at 230ms to 296ms. Clearly this is well outside of
client B's interpolation time, and is not a 'problem' with the
'netcode' settings but will give that appearance on the client.

I have come to the conclusion that SRCDS is not affected with it's
latency compensation by false pings generated through improper rate
settings. I am not sure about HLDS. I have not built any system to
test this however, but am merely aware that the scoreboard ping is not
what is examined by high ping kicker tools.

No, interpolation does not directly change the netcode, it is
calculated on the server to regulate client view to server view - and
in this regard it is significant in netcode also as it is responsible
for the variables of the system stated above. There is no reason to
deny it's significance in this discussion as proper cl_interp values
can be used to compensate all clients for poor network performance -
this is entirely what it was designed for. If client variables are
mis-adjusted (VERY VERY COMMON) then you cannot make judgements about
the functionality of the systems which they effect.

Sorry if I missed anything, but hopefully this will get the discussion
back on to something that matters, and exists.


On 7/25/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
[snip-unnecessary-crap]
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation

   The lag compensation system keeps a history of all recent player
  positions for a time span of about one second (can be changed with
  sv_maxunlag). If a user command is executed, the server estimates at what
  time the command was created. This command execution time is calculated as
  followed:
 
  *Command Execution Time* = Current Server Time - Client Latency - *Client 
  View Interpolation*
 
  Then the server moves all other players back to where they were at the
  command execution time. The user command is executed and the hit is detected
  correctly. After the user command has been processed, the players are moved
  back to their original position. On a listen server you can enable 
  sv_showimpacts
  1 to see the different server and client hitboxes:
 
 Since the server is the final arbiter of what happen excluding Cheats or
 Client Side exploits, it is quite clear from that explanation, the server
 takes into consideration the clients interpolation.
  This means each and every clients interpolation settings has an effect on
 when the server decides an action takes place and is a core component of the
 of the Source netcode.

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Re: [hlds] rate toggle

2005-07-25 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
Hey I agree with you James.
 My stupidity allowed me to get sucked in to Claytons baiting tactics.

 On 7/25/05, James Tucker [EMAIL PROTECTED] wrote:

 [rant]
 My god, two days after a message - how pathetic.

 Yes, client interpolation DOES have to do with netcode, and here is
 the REASON that neither of you seem to have the decency to produce for
 each other.
 [/rant]

 Interpolation does several things which effect netcode, these will be
 summarised here:
 - Sets the data drop time for incoming packets. - derived
 - Sets the data collision resolution time. - derived
 - Sets time to extrapolation on the client. -derived
 - Sets minimum time to client view regulation. -derived
 - Sets delay on gameworld data rendering.
 - Generates intermediary data using _known_ data, _if_available_.

 What it does not do:
 - change packetrates
 - alter the rate of incoming data from other clients
 - generate new data for clients with low packetrates

 When you see another client lagging, most peoples reaction seems to be
 a kick. If you turn up your cl_interp value, your client will have
 more time to wait until the next update arrives for the laggy
 player. At 30 packets per second you would get away (on an ideal
 network) with cl_interp 0.033. If a client is only capable of sending
 10 packets per second however you will need cl_interp 0.1, again on an
 ideal network. Data rates can also be important, particularly on slow
 speed connections - latency for packets is one thing, but they take
 time to transmit as well, and the larger they are...

 Remember your time frames too. Client A with 100ms of latency plays
 game data on defaults, 100ms of interpolation and a packetrate of 20
 packets per second. Client B has 'optimised' and is running with a
 client packetrate of 60 packets per second and 40ms of interpolation
 with a latency of 30ms. Client A attacks B and the packet arrives at
 the server 100ms later (neglecting to take into account the potential
 50ms wait until the next packet is due for sending). The server rolls
 back 200ms and generates data. The server is trying to send 60 packets
 per second, the next packet will be sent within 16ms. Client B
 receives the update at 230ms to 296ms. Clearly this is well outside of
 client B's interpolation time, and is not a 'problem' with the
 'netcode' settings but will give that appearance on the client.

 I have come to the conclusion that SRCDS is not affected with it's
 latency compensation by false pings generated through improper rate
 settings. I am not sure about HLDS. I have not built any system to
 test this however, but am merely aware that the scoreboard ping is not
 what is examined by high ping kicker tools.

 No, interpolation does not directly change the netcode, it is
 calculated on the server to regulate client view to server view - and
 in this regard it is significant in netcode also as it is responsible
 for the variables of the system stated above. There is no reason to
 deny it's significance in this discussion as proper cl_interp values
 can be used to compensate all clients for poor network performance -
 this is entirely what it was designed for. If client variables are
 mis-adjusted (VERY VERY COMMON) then you cannot make judgements about
 the functionality of the systems which they effect.

 Sorry if I missed anything, but hopefully this will get the discussion
 back on to something that matters, and exists.


 On 7/25/05, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
 [snip-unnecessary-crap]
 
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation
 
   The lag compensation system keeps a history of all recent player
   positions for a time span of about one second (can be changed with
   sv_maxunlag). If a user command is executed, the server estimates at
 what
   time the command was created. This command execution time is
 calculated as
   followed:
  
   *Command Execution Time* = Current Server Time - Client Latency -
 *Client View Interpolation*
  
   Then the server moves all other players back to where they were at the
   command execution time. The user command is executed and the hit is
 detected
   correctly. After the user command has been processed, the players are
 moved
   back to their original position. On a listen server you can enable
 sv_showimpacts
   1 to see the different server and client hitboxes:
  
  Since the server is the final arbiter of what happen excluding Cheats or
  Client Side exploits, it is quite clear from that explanation, the
 server
  takes into consideration the clients interpolation.
  This means each and every clients interpolation settings has an effect
 on
  when the server decides an action takes place and is a core component of
 the
  of the Source netcode.

 ___
 To unsubscribe, edit your list preferences, or view the list 

Re: [hlds] rate toggle

2005-07-25 Thread James Tucker
I am interested to hear opinions over the viability of client rate
regulation at the server side by means of server regulated client view
extrapolation. Would this be a better solution?, or does it simply
produce too much regulation on the low rate client?

On 7/25/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Hey I agree with you James.
  My stupidity allowed me to get sucked in to Claytons baiting tactics.

  On 7/25/05, James Tucker [EMAIL PROTECTED] wrote:
 
  [rant]
  My god, two days after a message - how pathetic.
 
  Yes, client interpolation DOES have to do with netcode, and here is
  the REASON that neither of you seem to have the decency to produce for
  each other.
  [/rant]
 
  Interpolation does several things which effect netcode, these will be
  summarised here:
  - Sets the data drop time for incoming packets. - derived
  - Sets the data collision resolution time. - derived
  - Sets time to extrapolation on the client. -derived
  - Sets minimum time to client view regulation. -derived
  - Sets delay on gameworld data rendering.
  - Generates intermediary data using _known_ data, _if_available_.
 
  What it does not do:
  - change packetrates
  - alter the rate of incoming data from other clients
  - generate new data for clients with low packetrates
 
  When you see another client lagging, most peoples reaction seems to be
  a kick. If you turn up your cl_interp value, your client will have
  more time to wait until the next update arrives for the laggy
  player. At 30 packets per second you would get away (on an ideal
  network) with cl_interp 0.033. If a client is only capable of sending
  10 packets per second however you will need cl_interp 0.1, again on an
  ideal network. Data rates can also be important, particularly on slow
  speed connections - latency for packets is one thing, but they take
  time to transmit as well, and the larger they are...
 
  Remember your time frames too. Client A with 100ms of latency plays
  game data on defaults, 100ms of interpolation and a packetrate of 20
  packets per second. Client B has 'optimised' and is running with a
  client packetrate of 60 packets per second and 40ms of interpolation
  with a latency of 30ms. Client A attacks B and the packet arrives at
  the server 100ms later (neglecting to take into account the potential
  50ms wait until the next packet is due for sending). The server rolls
  back 200ms and generates data. The server is trying to send 60 packets
  per second, the next packet will be sent within 16ms. Client B
  receives the update at 230ms to 296ms. Clearly this is well outside of
  client B's interpolation time, and is not a 'problem' with the
  'netcode' settings but will give that appearance on the client.
 
  I have come to the conclusion that SRCDS is not affected with it's
  latency compensation by false pings generated through improper rate
  settings. I am not sure about HLDS. I have not built any system to
  test this however, but am merely aware that the scoreboard ping is not
  what is examined by high ping kicker tools.
 
  No, interpolation does not directly change the netcode, it is
  calculated on the server to regulate client view to server view - and
  in this regard it is significant in netcode also as it is responsible
  for the variables of the system stated above. There is no reason to
  deny it's significance in this discussion as proper cl_interp values
  can be used to compensate all clients for poor network performance -
  this is entirely what it was designed for. If client variables are
  mis-adjusted (VERY VERY COMMON) then you cannot make judgements about
  the functionality of the systems which they effect.
 
  Sorry if I missed anything, but hopefully this will get the discussion
  back on to something that matters, and exists.
 
 
  On 7/25/05, Whisper [EMAIL PROTECTED] wrote:
   --
   [ Picked text/plain from multipart/alternative ]
  [snip-unnecessary-crap]
  
  http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation
  
The lag compensation system keeps a history of all recent player
positions for a time span of about one second (can be changed with
sv_maxunlag). If a user command is executed, the server estimates at
  what
time the command was created. This command execution time is
  calculated as
followed:
   
*Command Execution Time* = Current Server Time - Client Latency -
  *Client View Interpolation*
   
Then the server moves all other players back to where they were at the
command execution time. The user command is executed and the hit is
  detected
correctly. After the user command has been processed, the players are
  moved
back to their original position. On a listen server you can enable
  sv_showimpacts
1 to see the different server and client hitboxes:
   
   Since the server is the final arbiter of what happen excluding Cheats or
   Client Side 

Re: [hlds] rate toggle

2005-07-25 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
But I cannot see what the technical problem (other than maybe it might be
computationally intensive for the server) would be to automate the clients
various rate settings, to best suit the clients connection and the servers
settings.

On 7/25/05, James Tucker [EMAIL PROTECTED] wrote:

 I am interested to hear opinions over the viability of client rate
 regulation at the server side by means of server regulated client view
 extrapolation. Would this be a better solution?, or does it simply
 produce too much regulation on the low rate client?

 On 7/25/05, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  Hey I agree with you James.
  My stupidity allowed me to get sucked in to Claytons baiting tactics.
 
  On 7/25/05, James Tucker [EMAIL PROTECTED] wrote:
  
   [rant]
   My god, two days after a message - how pathetic.
  
   Yes, client interpolation DOES have to do with netcode, and here is
   the REASON that neither of you seem to have the decency to produce for
   each other.
   [/rant]
  
   Interpolation does several things which effect netcode, these will be
   summarised here:
   - Sets the data drop time for incoming packets. - derived
   - Sets the data collision resolution time. - derived
   - Sets time to extrapolation on the client. -derived
   - Sets minimum time to client view regulation. -derived
   - Sets delay on gameworld data rendering.
   - Generates intermediary data using _known_ data, _if_available_.
  
   What it does not do:
   - change packetrates
   - alter the rate of incoming data from other clients
   - generate new data for clients with low packetrates
  
   When you see another client lagging, most peoples reaction seems to be
   a kick. If you turn up your cl_interp value, your client will have
   more time to wait until the next update arrives for the laggy
   player. At 30 packets per second you would get away (on an ideal
   network) with cl_interp 0.033. If a client is only capable of sending
   10 packets per second however you will need cl_interp 0.1, again on an
   ideal network. Data rates can also be important, particularly on slow
   speed connections - latency for packets is one thing, but they take
   time to transmit as well, and the larger they are...
  
   Remember your time frames too. Client A with 100ms of latency plays
   game data on defaults, 100ms of interpolation and a packetrate of 20
   packets per second. Client B has 'optimised' and is running with a
   client packetrate of 60 packets per second and 40ms of interpolation
   with a latency of 30ms. Client A attacks B and the packet arrives at
   the server 100ms later (neglecting to take into account the potential
   50ms wait until the next packet is due for sending). The server rolls
   back 200ms and generates data. The server is trying to send 60 packets
   per second, the next packet will be sent within 16ms. Client B
   receives the update at 230ms to 296ms. Clearly this is well outside of
   client B's interpolation time, and is not a 'problem' with the
   'netcode' settings but will give that appearance on the client.
  
   I have come to the conclusion that SRCDS is not affected with it's
   latency compensation by false pings generated through improper rate
   settings. I am not sure about HLDS. I have not built any system to
   test this however, but am merely aware that the scoreboard ping is not
   what is examined by high ping kicker tools.
  
   No, interpolation does not directly change the netcode, it is
   calculated on the server to regulate client view to server view - and
   in this regard it is significant in netcode also as it is responsible
   for the variables of the system stated above. There is no reason to
   deny it's significance in this discussion as proper cl_interp values
   can be used to compensate all clients for poor network performance -
   this is entirely what it was designed for. If client variables are
   mis-adjusted (VERY VERY COMMON) then you cannot make judgements about
   the functionality of the systems which they effect.
  
   Sorry if I missed anything, but hopefully this will get the discussion
   back on to something that matters, and exists.
  
  
   On 7/25/05, Whisper [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
   [snip-unnecessary-crap]
   
  
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation
   
 The lag compensation system keeps a history of all recent player
 positions for a time span of about one second (can be changed with
 sv_maxunlag). If a user command is executed, the server estimates
 at
   what
 time the command was created. This command execution time is
   calculated as
 followed:

 *Command Execution Time* = Current Server Time - Client Latency -
   *Client View Interpolation*

 Then the server moves all other players back to 

Re: [hlds] rate toggle

2005-07-24 Thread Clayton Macleod
again, that won't affect me and my view of the world if you have
changed your value. It will change how things behave for your view of
the world and your commands sent to the server. It won't affect the
communication between me and the server at all. It only makes your
view worse, doesn't change anything on my side. It's user-specific.
The user that's changed this setting sees a difference according to
that change. Other clients don't see what you see. Other clients see
what the server tells them.

On 7/23/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 If I read this correctly
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  cl_interp is a key component to whether you hit something or not according
 to the server!

 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation
  *Command Execution Time = Current Server Time - Client Latency - Client
 View Interpolation*


--
Clayton Macleod

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Re: [hlds] rate toggle

2005-07-24 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
You said:

 I thought cl_interp only affects that client's view, *and not anything
 to do with actual network communication*, no?

 It is patently clear that *cl_interp* *IS* critical to network
communications, and is used by the server to decide how the in game world is
represented back to all players on the server, which does affect you!
On 7/24/05, Clayton Macleod [EMAIL PROTECTED] wrote:

 again, that won't affect me and my view of the world if you have
 changed your value. It will change how things behave for your view of
 the world and your commands sent to the server. It won't affect the
 communication between me and the server at all. It only makes your
 view worse, doesn't change anything on my side. It's user-specific.
 The user that's changed this setting sees a difference according to
 that change. Other clients don't see what you see. Other clients see
 what the server tells them.

 On 7/23/05, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  If I read this correctly
  http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
  cl_interp is a key component to whether you hit something or not
 according
  to the server!
 
 
 http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation
  *Command Execution Time = Current Server Time - Client Latency - Client
  View Interpolation*


 --
 Clayton Macleod

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Re: [hlds] rate toggle

2005-07-24 Thread Clayton Macleod
then you clearly misunderstand the document you referred to.

On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
  It is patently clear that *cl_interp* *IS* critical to network
 communications, and is used by the server to decide how the in game world is
 represented back to all players on the server, which does affect you!


--
Clayton Macleod

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Re: [hlds] rate toggle

2005-07-24 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
I think you clearly misunderstand the document I refer to

On 7/25/05, Clayton Macleod [EMAIL PROTECTED] wrote:

 then you clearly misunderstand the document you referred to.

 On 7/24/05, Whisper [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ]
  It is patently clear that *cl_interp* *IS* critical to network
  communications, and is used by the server to decide how the in game
 world is
  represented back to all players on the server, which does affect you!


 --
 Clayton Macleod

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Re: [hlds] rate toggle

2005-07-23 Thread James Tucker
I disagree however, the fact that people are turning their cl_interp
values down is a large part the cause of the low rate users warping
or being harder to hit. It is no doubt however that there is an impact
to model placement accuracy with cmdrate set so low, whether by lack
of human compensation or algorithmic, or simply not enough data.

You can see players on 56k connections running low rates and high
cl_interp values having a really good gaming experience at times - it
just takes some common sense.

This problem has been going on for quite some time, and the few rate
checking plugins I have seen floating around were built very
inefficiently.

On 7/21/05, Whisper [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 Alfred
  Online, if people drop their rates low cl_cmdrate, cl_updaterate, rate etc
  They get a really low consistent scoreboard ping
 (Although I have to say that it is not necessarily always the case that a
 low scoreboard ping = low rates)
 See pic here:
 http://whisper.ausgamers.com/pictures/sourcepings/de_dust_pcg0003.jpg
  BUT, they (the players with extremely low rates) are extremely choppy on
 other peoples screens, making them very difficult aim at and even harder to
 hit
  It would be good if sv_minrate and sv_minupdaterate enforced the equivalent
 client side miniums
  So an sv_minrate of 3000 would mean a client could could not set their rate
 setting lower than 3000 and sv_minupdaterate = 30 meant that clients
 cl_cmdrate and cl_updaterates also could not be lower than 30 regardless of
 whatever setting the client may try to have, either by exec'ing a config,
 manually typing in the commands or using some sort of alias that tries to
 by-pass it.
  Does that make sense and help ?
  Cheers

  On 7/22/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
 
  Could I have a synopsis of the problems you are seeing please.
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of K2 Sent:
  Thursday, July 21, 2005 11:39 AM To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] rate toggle
 
   I've been getting my fair share of cl_cmdrate exploiters as well,
   using the Mani admin plugin to check up on suspected exploiters has
   been a big help. I haven't seen any undue impact on server
   performance due to clients using a cmdrate that low... if anything,
   you'd think it'd actually help (client not requesting as much data
   from the server per tick).
  
   Suggestion - Valve should set a minimum/maximum range on cl_cmdrate
   and other cvars; there's no good reason that I can think of for the
   client to drop their cl_cmdrate setting below default (30).
  
   Whatcha think Alfred, can Valve lock down or set a min/max range on
   some of these settings we're discussing here?
  
   - K2
   http://www.hardfought.org
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Chris K
   Sent: Thursday, July 21, 2005 8:22 AM
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] rate toggle
  
   I get 'em every day with the 5 pings. I use Mani and just toggle
   cmdrate back to 30. I don't know about stopping people from EVER
   toggling, doubt you can do that.
  
   Since you brought up rates, I have been wanting to ask. Does
   cl_cmdrate 0 on a client really impact server performance? I would
   love to hear any good arguments for or against. I cannot seem to find
   any good info in the forums.
  
  
   On 7/21/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ] is there any way to
stop people from rate toggling , kid had a 1 ping in my
server last night.
  
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   archives, please visit:
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Re: [hlds] rate toggle

2005-07-23 Thread LiQuiDXAN3X
--
[ Picked text/plain from multipart/alternative ]
cool
--

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Re: [hlds] rate toggle

2005-07-23 Thread Clayton Macleod
I thought cl_interp only affects that client's view, and not anything
to do with actual network communication, no? Why would it affect
anything on my side if you changed cl_interp on your machine?

On 7/23/05, James Tucker [EMAIL PROTECTED] wrote:
 I disagree however, the fact that people are turning their cl_interp
 values down is a large part the cause of the low rate users warping
 or being harder to hit. It is no doubt however that there is an impact
 to model placement accuracy with cmdrate set so low, whether by lack
 of human compensation or algorithmic, or simply not enough data.

 You can see players on 56k connections running low rates and high
 cl_interp values having a really good gaming experience at times - it
 just takes some common sense.

 This problem has been going on for quite some time, and the few rate
 checking plugins I have seen floating around were built very
 inefficiently.


--
Clayton Macleod

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Re: [hlds] rate toggle

2005-07-23 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
If I read this correctly
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
 cl_interp is a key component to whether you hit something or not according
to the server!

http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking#Lag_Compensation
 *Command Execution Time = Current Server Time - Client Latency - Client
View Interpolation*

 On 7/24/05, Clayton Macleod [EMAIL PROTECTED] wrote:

 I thought cl_interp only affects that client's view, and not anything
 to do with actual network communication, no? Why would it affect
 anything on my side if you changed cl_interp on your machine?

 On 7/23/05, James Tucker [EMAIL PROTECTED] wrote:
  I disagree however, the fact that people are turning their cl_interp
  values down is a large part the cause of the low rate users warping
  or being harder to hit. It is no doubt however that there is an impact
  to model placement accuracy with cmdrate set so low, whether by lack
  of human compensation or algorithmic, or simply not enough data.
 
  You can see players on 56k connections running low rates and high
  cl_interp values having a really good gaming experience at times - it
  just takes some common sense.
 
  This problem has been going on for quite some time, and the few rate
  checking plugins I have seen floating around were built very
  inefficiently.


 --
 Clayton Macleod

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Re: [hlds] rate toggle

2005-07-21 Thread Chris K
I get 'em every day with the 5 pings. I use Mani and just toggle
cmdrate back to 30. I don't know about stopping people from EVER
toggling, doubt you can do that.

Since you brought up rates, I have been wanting to ask. Does
cl_cmdrate 0 on a client really impact server performance? I would
love to hear any good arguments for or against. I cannot seem to find
any good info in the forums.


On 7/21/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 is there any way to stop people from rate toggling , kid had a 1 ping in my
 server last night.

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RE: [hlds] rate toggle

2005-07-21 Thread K2
I've been getting my fair share of cl_cmdrate exploiters as well, using the
Mani admin plugin to check up on suspected exploiters has been a big help. I
haven't seen any undue impact on server performance due to clients using a
cmdrate that low... if anything, you'd think it'd actually help (client not
requesting as much data from the server per tick).

Suggestion - Valve should set a minimum/maximum range on cl_cmdrate and
other cvars; there's no good reason that I can think of for the client to
drop their cl_cmdrate setting below default (30).

Whatcha think Alfred, can Valve lock down or set a min/max range on some of
these settings we're discussing here?

- K2
http://www.hardfought.org


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Chris K
Sent: Thursday, July 21, 2005 8:22 AM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] rate toggle

I get 'em every day with the 5 pings. I use Mani and just toggle
cmdrate back to 30. I don't know about stopping people from EVER
toggling, doubt you can do that.

Since you brought up rates, I have been wanting to ask. Does
cl_cmdrate 0 on a client really impact server performance? I would
love to hear any good arguments for or against. I cannot seem to find
any good info in the forums.


On 7/21/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 is there any way to stop people from rate toggling , kid had a 1 ping in
my
 server last night.

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RE: [hlds] rate toggle

2005-07-21 Thread Alfred Reynolds
Could I have a synopsis of the problems you are seeing please.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of K2 Sent:
Thursday, July 21, 2005 11:39 AM To: hlds@list.valvesoftware.com
Subject: RE: [hlds] rate toggle

 I've been getting my fair share of cl_cmdrate exploiters as well,
 using the Mani admin plugin to check up on suspected exploiters has
 been a big help. I haven't seen any undue impact on server
 performance due to clients using a cmdrate that low... if anything,
 you'd think it'd actually help (client not requesting as much data
 from the server per tick).

 Suggestion - Valve should set a minimum/maximum range on cl_cmdrate
 and other cvars; there's no good reason that I can think of for the
 client to drop their cl_cmdrate setting below default (30).

 Whatcha think Alfred, can Valve lock down or set a min/max range on
 some of these settings we're discussing here?

 - K2
 http://www.hardfought.org


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Chris K
 Sent: Thursday, July 21, 2005 8:22 AM
 To: hlds@list.valvesoftware.com
 Subject: Re: [hlds] rate toggle

 I get 'em every day with the 5 pings. I use Mani and just toggle
 cmdrate back to 30. I don't know about stopping people from EVER
 toggling, doubt you can do that.

 Since you brought up rates, I have been wanting to ask. Does
 cl_cmdrate 0 on a client really impact server performance? I would
 love to hear any good arguments for or against. I cannot seem to find
 any good info in the forums.


 On 7/21/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
  --
  [ Picked text/plain from multipart/alternative ] is there any way to
  stop people from rate toggling , kid had a 1 ping in my
  server last night.

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RE: [hlds] rate toggle

2005-07-21 Thread Marco Hombach
Hi!

only a restriction is needed, that clients
are not allowed to set their cl_updaterate and cl_cmdrate lower
than 10 or 20.

Like in CS 1.6

Cu,
Sir D.

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Re: [hlds] rate toggle

2005-07-21 Thread Whisper
--
[ Picked text/plain from multipart/alternative ]
I think there should be 3 minimum settings (rate, cmdrate, updateratre) that
are set server side that is enforceable on the client as well as something
that makes it not possible for somebody to continously change their rates,
i.e. Only when they fire.

On 7/22/05, Marco Hombach [EMAIL PROTECTED] wrote:

 Hi!

 only a restriction is needed, that clients
 are not allowed to set their cl_updaterate and cl_cmdrate lower
 than 10 or 20.

 Like in CS 1.6

 Cu,
 Sir D.

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RE: [hlds] rate toggle

2005-07-21 Thread Hemminger Corey SrA 735 CES/CEUD
This is a multi-part message in MIME format.
--
does anyone know what causes choke. While in game I'll have good ping and no 
choke but every few minutes I'll get a stutter and my choke will jump up to 
like 5 and then go back down. I was also wondering what kind of rates should 
you use for CL_cmdrate CL_updaterate and rate, for both client and host end? 
Also if any one has any suggestions to squeeze out even more bandwidth from a 
CSS dedicated service I would like to here it. Thanks.



From: [EMAIL PROTECTED] on behalf of Chris K
Sent: Thu 7/21/2005 8:22 PM
To: hlds@list.valvesoftware.com
Subject: Re: [hlds] rate toggle



I get 'em every day with the 5 pings. I use Mani and just toggle
cmdrate back to 30. I don't know about stopping people from EVER
toggling, doubt you can do that.

Since you brought up rates, I have been wanting to ask. Does
cl_cmdrate 0 on a client really impact server performance? I would
love to hear any good arguments for or against. I cannot seem to find
any good info in the forums.


On 7/21/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
 --
 [ Picked text/plain from multipart/alternative ]
 is there any way to stop people from rate toggling , kid had a 1 ping in my
 server last night.



--
[ winmail.dat of type application/ms-tnef deleted ]
--

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RE: [hlds] rate toggle

2005-07-21 Thread K2
Hrm, they shouldn't be able to go below the default values (30 for cmdrate
and 20 for updaterate). Even a player using a cmdrate of 20 is too
choppy/too hard to hit.

Whisper - good explanation, saved me the trouble ;)

- K2

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Marco Hombach
Sent: Thursday, July 21, 2005 9:12 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] rate toggle

Hi!

only a restriction is needed, that clients
are not allowed to set their cl_updaterate and cl_cmdrate lower
than 10 or 20.

Like in CS 1.6

Cu,
Sir D.

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RE: [hlds] rate toggle

2005-07-21 Thread Rick Payton
Why not just lock the client to match the servers tickrate? Are these
variables that really need to be adjustable anyways? If they are is
there any way to make them self-tuning according to network
conditions?

Rick Payton, IT Support
Morikawa  Associates
(808) 572-1745
http://www.mai-hawaii.com/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Grimstead
Sent: Thursday, July 21, 2005 8:53 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] rate toggle


The problem is, people are exploiting the game by setting lower rates.
This makes that player alot more difficult to hit without them losing
any sorts of performance to their bullet registry.

The thing that needs to be seen really is the ability to control the
cl_cmdrate and the cl_rate just like the cl_updaterate and rate
commands.
For example (cl_maxcmdrate and cl_maxclrate), or at least the ability to
see what a clients cl_cmdrate and cl_rate is using the status command as
you can see their rate and cl_updaterate.

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RE: [hlds] rate toggle

2005-07-21 Thread James Grimstead
Cant do that, people on isdn and 56k would just lag completely, choke it up
and get flush entity packets all over the place.

The ability to control the cl_cmdrate and cl_rate would be better then
forcing it, to allow change for isdn and 56k players.
Controlling it though isnt as important as knowing what a clients cl_cmdrate
and cl_rate actually are.  If we at least know what all their rates are we
can then force them to change them to a more reasonable level.

If this is added to Source, please do it for HL1 aswell.

I also see that cl_rate has been removed from Source, perhapse this can be
done for HL1 too?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Rick Payton
Sent: 21 July 2005 21:38
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] rate toggle


Why not just lock the client to match the servers tickrate? Are these
variables that really need to be adjustable anyways? If they are is
there any way to make them self-tuning according to network
conditions?

Rick Payton, IT Support
Morikawa  Associates
(808) 572-1745
http://www.mai-hawaii.com/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Grimstead
Sent: Thursday, July 21, 2005 8:53 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] rate toggle


The problem is, people are exploiting the game by setting lower rates.
This makes that player alot more difficult to hit without them losing
any sorts of performance to their bullet registry.

The thing that needs to be seen really is the ability to control the
cl_cmdrate and the cl_rate just like the cl_updaterate and rate
commands.
For example (cl_maxcmdrate and cl_maxclrate), or at least the ability to
see what a clients cl_cmdrate and cl_rate is using the status command as
you can see their rate and cl_updaterate.

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--
No virus found in this incoming message.
Checked by AVG Anti-Virus.
Version: 7.0.323 / Virus Database: 267.9.2/54 - Release Date: 21/07/2005



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RE: [hlds] rate toggle

2005-07-21 Thread Rick Payton
So how about self tuning then, based on connection speed / latency /
choke / fps(?) / packet loss? I didn't take into consideration isdn 
56k players, so maybe self tuning would be the way to go, or is
something like this not possible yet?

Rick Payton, IT Support
Morikawa  Associates
(808) 572-1745
http://www.mai-hawaii.com/

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James Grimstead
Sent: Thursday, July 21, 2005 10:49 AM
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] rate toggle

Cant do that, people on isdn and 56k would just lag completely, choke it
up and get flush entity packets all over the place.

The ability to control the cl_cmdrate and cl_rate would be better then
forcing it, to allow change for isdn and 56k players.
Controlling it though isnt as important as knowing what a clients
cl_cmdrate and cl_rate actually are.  If we at least know what all their
rates are we can then force them to change them to a more reasonable
level.

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RE: [hlds] rate toggle

2005-07-21 Thread James Grimstead
Nicely written, although I can correct you on one thing, I have tried and
tested this.

The sv_maxupdaterate sv_minupdaterate sv_maxrate sv_minrate do actually
work at capping clients to what they are set at. But the client still
displays their manually set rate, not the capped rate.  For example:

sv_maxrate 2
sv_minrate 1
sv_maxupdaterate 100
sv_minupdaterate 60

If a client sets:

cl_updaterate 40
rate 6000

the status will display thoes ammouts, but they will actually be on:

cl_updaterate 60
rate 1

I tested this by setting a max and minrates on my own server to maxup 100
minup 100 maxrate 2 minrate 2.  I joined with 20 up and 1000 rate,
but my net graph was showing 5.7kBps down  (cl_cmdrate had to be set to 101
to get the correct download rate as lower cl_cmdrate lowers the downrate)

My explanation may be difficult to understand, but im sure youll work it out
:P

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Suck.
Sent: 21 July 2005 22:46
To: hlds@list.valvesoftware.com
Subject: RE: [hlds] rate toggle


This is the best that I can explain it.  I'm sure you're aware of much of
this Alfred, but this should help inform those of you who don't know what's
going on:

The major client-side commands for different rates settings are rate
cl_updaterate, and cl_cmdrate.  The former two are difficult to exploit,
in that they affect how much info the client is receiving and processing.
cl_cmdrate, however, affects the rate that the client is sending data to the
server.  Players exploit this by turning it down to 10 or below (although
anything below 20 starts to become a problem).

Rates abusers are able to receive all the data they need to play relatively
normally, but because they're reporting their own data to the server so
infrequently, for the other players, they skip around and their actions come
in bursts.  This makes them extremely hard to hit for one, but also causes
instant deaths from nowhere as a rates exploiter appears on top of you.  A
side-effect of this is that for some reason, scoreboard ping drops extremely
low for players doing this, often around 5.

There are server-side cvars designed to set the max and min cl_updaterate,
but they don't work, as well as cvars to set max and min rate, although I'm
not sure of the efficacy of these.  There are no such cvars addressing
cl_cmdrate.


-Grant.


-Original Message-
From: [EMAIL PROTECTED] On Behalf Of Alfred Reynolds
Sent: Thursday, July 21, 2005 1:46 PM
Subject: RE: [hlds] rate toggle

Could I have a synopsis of the problems you are seeing please.

- Alfred




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RE: [hlds] rate toggle

2005-07-21 Thread Alfred Reynolds
Thanks guys, we will check it out.

- Alfred

Original Message
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Whisper Sent:
Thursday, July 21, 2005 12:02 PM To: hlds@list.valvesoftware.com
Subject: Re: [hlds] rate toggle

 --
 [ Picked text/plain from multipart/alternative ] Alfred  Online, if
 people drop their rates low cl_cmdrate, cl_updaterate, rate etc  They
 get a really low consistent scoreboard ping (Although I have to say
 that it is not necessarily always the case that a low scoreboard ping
 = low rates) See pic here:
 http://whisper.ausgamers.com/pictures/sourcepings/de_dust_pcg0003.jpg
  BUT, they (the players with extremely low rates) are extremely
  choppy on other peoples screens, making them very difficult aim at
  and even harder to hit  It would be good if sv_minrate and
 sv_minupdaterate enforced the equivalent client side miniums  So an
 sv_minrate of 3000 would mean a client could could not set their rate
 setting lower than 3000 and sv_minupdaterate = 30 meant that clients
 cl_cmdrate and cl_updaterates also could not be lower than 30
 regardless of whatever setting the client may try to have, either by
 exec'ing a config, manually typing in the commands or using some sort
 of alias that tries to by-pass it. Does that make sense and help ?
 Cheers

  On 7/22/05, Alfred Reynolds [EMAIL PROTECTED] wrote:
 
  Could I have a synopsis of the problems you are seeing please.
 
  - Alfred
 
  Original Message
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of K2 Sent:
  Thursday, July 21, 2005 11:39 AM To: hlds@list.valvesoftware.com
  Subject: RE: [hlds] rate toggle
 
   I've been getting my fair share of cl_cmdrate exploiters as well,
   using the Mani admin plugin to check up on suspected exploiters
   has been a big help. I haven't seen any undue impact on server
   performance due to clients using a cmdrate that low... if
   anything, you'd think it'd actually help (client not requesting
   as much data from the server per tick).
  
   Suggestion - Valve should set a minimum/maximum range on
   cl_cmdrate and other cvars; there's no good reason that I can
   think of for the client to drop their cl_cmdrate setting below
   default (30).
  
   Whatcha think Alfred, can Valve lock down or set a min/max range
   on some of these settings we're discussing here?
  
   - K2
   http://www.hardfought.org
  
  
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED] On Behalf Of Chris K
   Sent: Thursday, July 21, 2005 8:22 AM
   To: hlds@list.valvesoftware.com
   Subject: Re: [hlds] rate toggle
  
   I get 'em every day with the 5 pings. I use Mani and just toggle
   cmdrate back to 30. I don't know about stopping people from EVER
   toggling, doubt you can do that.
  
   Since you brought up rates, I have been wanting to ask. Does
   cl_cmdrate 0 on a client really impact server performance? I
   would love to hear any good arguments for or against. I cannot
   seem to find any good info in the forums.
  
  
   On 7/21/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ] is there any
way to stop people from rate toggling , kid had a 1 ping in my
server last night.
  
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