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View Full Version : force rate change on someone?



CYBER
12-24-2010, 02:36 AM
Hey everyone just a question.
I'm personally tired of shouting to people to fix their rates... even having to freeze them for a full round to tell them that i want their rates fixed NOW bcos they are lagging up like fuck...
any rcon command or any command at all that can let me change their rates on my own without having to request their arrogant butt to do it?
i know for example that someone said before u can force someone to disconnect or smthn... any chance we can twist that into writing smthn in console?
i know it sounds random...but i hate asking a billion times over 1000 maps for someone to fix his rates, and im trying to find a sentence-less way to solve the issue.
thanks...

BladeTwinSwords
12-24-2010, 02:38 AM
Simple, threaten to ban them :icon_mrgreen:

Superman
12-24-2010, 08:47 AM
Simple, threaten to ban them :icon_mrgreen:


LOL Love it!

Firefly
12-28-2010, 01:53 PM
What rates are acceptable. lots of players w/ 30 & 20 in there not lagging but...

dice
12-28-2010, 03:46 PM
What rates are acceptable. lots of players w/ 30 & 20 in there not lagging but...

30/20 is the default orangebox settings iirc, but anything lower than 100/100 will reduce their hit reg as well as YOUR hit reg on them.

The main problem with forcing 100/100--although a much more minor problem now than when cs was released--is that not everyone's connection can handle the extra traffic. There are, believe it or not, still people out there with sub-1mbps connections.

I know zblock can force rates, and I'm pretty sure there's a way to force them without it, but I don't know how. I'll read around and post what I find in case zero is interested. (Then again, he probably already knows how)

StarsMine
12-28-2010, 06:43 PM
30/20 is the default orangebox settings iirc, but anything lower than 100/100 will reduce their hit reg as well as YOUR hit reg on them.

The main problem with forcing 100/100--although a much more minor problem now than when cs was released--is that not everyone's connection can handle the extra traffic. There are, believe it or not, still people out there with sub-1mbps connections.

I know zblock can force rates, and I'm pretty sure there's a way to force them without it, but I don't know how. I'll read around and post what I find in case zero is interested. (Then again, he probably already knows how)

even sub 1Mb a sec should be fine for 100/100, it does not take more then 35Kb up a sec, a 100/100 will compleatly max a 56k modem due to overhead and download

CYBER
12-28-2010, 06:56 PM
yeah but i mean some ppl have smthn like
rate 1000
cl_updaterate 30 000
cl_cmdrate 7000

i mean seriously? and i would freeze them and tell them that i will ban them if they dont fix their rates bcos u would shoot them a serious HS 10 times while they are camping and not moving, and it doesnt hit them!!!

mastercheff
12-29-2010, 12:23 PM
Forcing rates is like forcing safe sex.

anex
12-29-2010, 12:27 PM
Masterchef, do not post every again. Keep that 1337 post of yours.

hallwagner
12-29-2010, 01:48 PM
Masterchef, do not post every again. Keep that 1337 post of yours.

lmfao

mastercheff
12-29-2010, 01:49 PM
lmfao

BOB SAGGET, but to get onto the topic of the thread some people just don't how to change their rates. You guys should just have a bind on how to tell people how to change their rates.

Fireye
12-29-2010, 04:03 PM
Yeah, I don't think CS:S lets you cexec peoples rates anymore. It was helpful back in the day, but could easily be abused.

dice
01-09-2011, 01:23 AM
This is going to be a long post that most of you probably won't read, but it lists the basic sv_ commands related to clamping rates. Sorry it took so long, but I had to double check that all of this information is still relevant after the orange box update. The changes to client/server side cvars were never thoroughly documented publicly AFAIK.

There is one other thing I'd like to address since we're discussing rates. Since the WCS server has come online (or perhaps this is just placebo) there has been a notable decline in the pub's performance. Not just shot reg, either. It takes much longer between maps and I experience more choke than previously when the server is full. I assume that all our servers are on the same 'box' and I think we should seriously consider dropping to 66tic. Not only that, but the game is designed now around the assumption that the server is 66tic. 100tic isn't officially supported. All prediction/interpolation has been redone with that consideration. If we drop, I believe we'll see a drastic increase in the performance of all our servers.


"sv_client_cmdrate_difference" = "1" ( def. "20" )
- cl_cmdrate is moved to within sv_client_cmdrate_difference units of cl_updaterate before it is clamped between sv_mincmdrate and sv_maxcmdrate.


"sv_client_predict" = "1" ( def. "-1" )
- This can be used to force the value of cl_predict for connected clients (only while they are connected).
-1 = let clients set cl_predict to anything
0 = force cl_predict to 0
1 = force cl_predict to 1

"sv_client_min_interp_ratio" = "1"
- This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected).
-1 = let clients set cl_interp_ratio to anything
any other value = set minimum value for cl_interp_ratio

"sv_client_max_interp_ratio" = "1" ( def. "2" )
- This can be used to limit the value of cl_interp_ratio for connected clients (only while they are connected). If sv_client_min_interp_ratio is -1, then this cvar has no effect.

100 Tic
sv_minrate 13000
sv_maxrate 25000
sv_minupdaterate 100
sv_maxupdaterate 101
sv_mincmdrate 100
sv_maxcmdrate 101
sv_client_cmdrate_difference 1
sv_client_predict 1
sv_client_min_interp_ratio 1
sv_client_max_interp_ratio 1

66 Tic
sv_minrate 25000
sv_maxrate 35000
sv_minupdaterate 66
sv_maxupdaterate 67
sv_mincmdrate 66
sv_maxcmdrate 67
sv_client_cmdrate_difference 1
sv_client_predict 1
sv_client_min_interp_ratio 1
sv_client_max_interp_ratio 1

Unfortunately, there appears to be no way of clamping individual clients' cl_interp, and thus, 'lerp'. So we can't really do much to limit the amount of "watdafuk u sh00t me frm round a corners!1?" However, clamping rates and cl_interp_ratio will absolutely improve hit registry across the board.

acolyte_to_jippity
01-09-2011, 03:06 AM
the ip's of gg, zm, an pub are very similar. wcs is vastly different. wouln't that mean they're not on the same box?

i mean fuck, the wcs's server ip address traces to texas for some reason, not DC where they all are suppose to be

Steamer
01-09-2011, 04:19 AM
update and cmd rate should never be higher than your min fps(you will choke).

dice
01-09-2011, 04:49 AM
the ip's of gg, zm, an pub are very similar. wcs is vastly different. wouln't that mean they're not on the same box?

i mean fuck, the wcs's server ip address traces to texas for some reason, not DC where they all are suppose to be

No, then. The WCS server is not on the same box. It is either placebo, or coincidence. Its not me playing bad - according to PS my skill/rank has done nothing but go up all month. Nonetheless, there is a profound lack of registry and it has gotten ridiculous.

Example - today on italy: a terrorist is crouched on his end of long hall. I am 6 feet behind him, also crouched. Neither of us are moving so I take my sweet time to line up on the back of his skull with a deagle. The first two shots (with a good half second between them) were clean misses. Its bad enough now that I can't stand to play in the pub and usually rage quit to the GG server, where even dying can be fun >.>

ZERO
01-12-2011, 06:23 PM
These will be useful I do not think I have them entered in:
sv_client_predict 1
sv_client_min_interp_ratio 1
sv_client_max_interp_ratio 1

As for the other stuff you can try all day to force a client to send or receive 100 packets per second but this REQUIRES them to be at >100fps if they ever drop below 100fps there will be lag. Lag is not just created by the raw ping time nor the rates. There is a large number of factors. Even with "perfect" rates you can still lag even if you have "perfect" ping becuase you do not have a "perfect" computer.

As far as server performance goes the last vale updates that came out right before the wcs server released really has hurt performance and overall stability.

CYBER
01-12-2011, 06:51 PM
These will be useful I do not think I have them entered in:
sv_client_predict 1
sv_client_min_interp_ratio 1
sv_client_max_interp_ratio 1

As for the other stuff you can try all day to force a client to send or receive 100 packets per second but this REQUIRES them to be at >100fps if they ever drop below 100fps there will be lag. Lag is not just created by the raw ping time nor the rates. There is a large number of factors. Even with "perfect" rates you can still lag even if you have "perfect" ping becuase you do not have a "perfect" computer.

As far as server performance goes the last vale updates that came out right before the wcs server released really has hurt performance and overall stability.


1- some ppl run at the default 0.1 interp, some ppl actually manually set it to 0.02, including myself. will ur command above force us to use that interp?...:S

2- well i personally play with a 50 fps... i dnt lag, as u can all see from all my demos i dnt lag, and i play smoothly... so i dnt know what would cause some ppl to like that (i.e vibrating character)... i was searching simply if there is a mani or rcon command that can force a specific player to fix some obviously wrong rates, just to try it ...

Steamer
01-12-2011, 07:38 PM
If I'm not mistaken, it will stop the extra snapshot interpolation.

High lerp causes that in some cases. People also do it purposely...

No Cyber, it will not. Now if your ratio is set at 2 (shouldn't be unless you have a shitty ISP/Ping), you will have to modify your cl_interp value lower (pretty much half).

dice
01-12-2011, 07:55 PM
These will be useful I do not think I have them entered in:
sv_client_predict 1
sv_client_min_interp_ratio 1
sv_client_max_interp_ratio 1

As for the other stuff you can try all day to force a client to send or receive 100 packets per second but this REQUIRES them to be at >100fps if they ever drop below 100fps there will be lag. Lag is not just created by the raw ping time nor the rates. There is a large number of factors. Even with "perfect" rates you can still lag even if you have "perfect" ping becuase you do not have a "perfect" computer.

As far as server performance goes the last vale updates that came out right before the wcs server released really has hurt performance and overall stability.

So why not drop to 66? If the update hurt performance and not everyone can have 100, those both seem like additional golden reasons to drop to 66tic, because I know maybe 1 person who is a reg who can't get 66 fps. And I've not even mentioned yet that the people who come in with the default rates of 10000 30 20 (which is 75%+ of our population) have a distinct advantage over people who have proper rates set.

CYBER
01-13-2011, 02:54 AM
If I'm not mistaken, it will stop the extra snapshot interpolation.

High lerp causes that in some cases. People also do it purposely...

No Cyber, it will not. Now if your ratio is set at 2 (shouldn't be unless you have a shitty ISP/Ping), you will have to modify your cl_interp value lower (pretty much half).

thats why i go from cl_interp 0.1 to 0.02 ... compensates my low fps i think

dice
01-13-2011, 02:46 PM
If I'm not mistaken, it will stop the extra snapshot interpolation.

High lerp causes that in some cases. *People also do it purposely...*

Emphasis mine.

That extra snapshot is the whole problem with registry on a server that doesn't force rates. Most of our players come in with 30cmd/20upd so 7/10 of the packets you receive from those players are bullshit. Ever wonder why its so common in our server to hit someone, see blood, and not do damage? Compare that behavior to a server that forces rates.

I strongly feel we need to level the playing field to make the game more fun, and if locking it at 100 is asking too much for peoples' computers, why not 66? Forcing every player to send and receive at the same rate eliminates the need for extrapolation. Eliminates the need for the server to "guess" 70% of the time. Having a "100tic" server since orangebox is really kind of a vanity thing.