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Rule enforcement

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Re: Rule enforcement

Postby Le another black niger » Feb 28th, '14, 7:19 am

http://www.q3df.org/profil?id=9865
this one plays with invalid netsettings too
(that is banned by server rules.o)
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Re: Rule enforcement

Postby <hk> » Mar 10th, '14, 10:13 pm



Le another black niger wrote:http://www.q3df.org/profil?id=9865
this one plays with invalid netsettings too
(that is banned by server rules.o)


You might know which maps you are talking about. I don't. Please tell me which demos I should pull to check for that.
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Re: Rule enforcement

Postby Le another black niger » Mar 11th, '14, 7:08 am

This map

Le another black niger wrote:http://www.q3df.org/records/details?map=ok-truehaste&mode=-1&physic=1


unfortunately it turned up pretty sensitive to illegal netsettings
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Re: Rule enforcement

Postby Le another black niger » Mar 21st, '14, 11:54 am

This one, for sure!
At least its the one, where profits of using invalid settings are obvious.
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Re: Rule enforcement

Postby <hk> » Mar 26th, '14, 12:11 am

I am not ignoring the issue.

Yesterday night I wrote a new module that enforces "cl_maxpackets 125".
It doesn't work properly yet because I have no way to test it at the moment but I am looking forward to rolling it out this weekend.

The Idea is to stall players when they have a packetrate below 125 for more than a second. They won't be able to move until the rate goes up again. This is pretty much the same thing as when you lag for a second. We will see how many people are victims of false positives.
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Re: Rule enforcement

Postby Ahnuld » Mar 26th, '14, 3:29 pm

Oh, I can't wait for cryshit to post about this. I'm eagerly looking forward to his analysis of what's happening.
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Re: Rule enforcement

Postby bunny » Mar 26th, '14, 6:13 pm

<hk> wrote:I am not ignoring the issue.

Yesterday night I wrote a new module that enforces "cl_maxpackets 125".
It doesn't work properly yet because I have no way to test it at the moment but I am looking forward to rolling it out this weekend.

The Idea is to stall players when they have a packetrate below 125 for more than a second. They won't be able to move until the rate goes up again. This is pretty much the same thing as when you lag for a second. We will see how many people are victims of false positives.



wow what a fucking nice idea
who cares about dem fuckers who have to play via 3g @ 64kbit/sec
real Crysis Warhead.
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Re: Rule enforcement

Postby Mistes.AR » Mar 27th, '14, 3:33 pm

<hk> wrote:The Idea is to stall players when they have a packetrate below 125 for more than a second. They won't be able to move until the rate goes up again.


This could affect those who have older systems, especially on very detailed maps.
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Re: Rule enforcement

Postby Le another black niger » Mar 27th, '14, 5:01 pm

True, low fps seems to lower packetrate too :?
Also some maps don't allow having 125 fps even at best systems.
As for those specific ok-true** maps, 'profits' begin at about 30 frames/packets per second.
I think, player at least can be spammed with warnings via pm; half of those cheaters basically didn't know about invalid setting and didn't care, since predicted gameplay was smooth.
Though, playing with low fps isn't too legit, because it enables kind of upmove cheat effect .o
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