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ForceRate


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svito
Junior Member
Join Date: Jan 2009
Location: Slovakia
Old 07-10-2010 , 04:24   ForceRate
Reply With Quote #1

Hi all, did anyone make a plugin for automatic adjustment RATE in the game?

As it is HERE

It would be great if someone knew to do

Last edited by svito; 07-10-2010 at 11:37.
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Darkthrone
Senior Member
Join Date: Jun 2009
Old 07-10-2010 , 11:49   Re: ForceRate
Reply With Quote #2

it is useless, use these cvars instead

Code:
sv_minrate
sv_maxrate
sv_minupdaterate
sv_maxupdaterate
sv_mincmdrate
sv_maxcmdrate
sv_client_min_interp_ratio
sv_client_max_interp_ratio
these cvars replicate values on the client cvars

Code:
rate
cl_updaterate
cl_cmdrate
cl_interp
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svito
Junior Member
Join Date: Jan 2009
Location: Slovakia
Old 07-13-2010 , 05:58   Re: ForceRate
Reply With Quote #3

This is not working as it should. The player can adjust the rate only what he wants.
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Darkthrone
Senior Member
Join Date: Jun 2009
Old 07-13-2010 , 08:26   Re: ForceRate
Reply With Quote #4

player will have rates in the range of values determined by server cvars

for example, server has
Code:
sv_minrate 3500
sv_maxrate 10000
player has
Code:
rate 30000
player value rate will be forced to
Code:
rate 10000
but if player has
Code:
rate 1000
player value rate will be forced to
Code:
rate 3500
example #2

server has
Code:
sv_minupdaterate 66
sv_maxupdaterate 66
player has
Code:
cl_updaterate 33
player value cl_updaterate will be forced to
Code:
cl_updaterate 66
example #3

server has
Code:
sv_mincmdrate 0
sv_maxcmdrate 66
player has
Code:
cl_cmdrate 10
player value cl_cmdrate will not be forced, because 0 = unlimited

try it yourself, connect to the server and type in console empty cvars
Code:
rate;cl_updaterate;cl_cmdrate;cl_interp
Quote:
] rate;cl_updaterate;cl_cmdrate;cl_interp
"rate" = "1048576" ( def. "10000" )
- Max bytes/sec the host can receive data
"cl_updaterate" = "33" ( def. "20" )
** NOTE: The real value is 66.000 but the server has temporarily restricted it to 33.000 **
archive
- Number of packets per second of updates you are requesting from the server
"cl_cmdrate" = "33" ( def. "30" ) min. 10.000000 max. 100.000000
** NOTE: The real value is 66.000 but the server has temporarily restricted it to 33.000 **
archive
- Max number of command packets sent to server per second
"cl_interp" = "0.100000" ( def. "0.1" ) min. 0.000000 max. 0.500000
client
- Sets the interpolation amount (bounded on low side by server interp ratio settings).
the other thing is some plugins (ie ratewatcher) show value of client cvars, instead of show current values which restricted by server
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Last edited by Darkthrone; 07-13-2010 at 08:47.
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 08-16-2010 , 14:02   Re: ForceRate
Reply With Quote #5

I want mention this also
When use sv_mincmdrate adding any other value than 0 = disabled.
Server star use also this cvar called sv_client_cmdrate_difference #3
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Ares Veteran
Senior Member
Join Date: Jul 2010
Location: Hungary
Old 08-31-2010 , 02:00   Re: ForceRate
Reply With Quote #6

Quote:
Originally Posted by Darkthrone View Post
it is useless, use these cvars instead

Code:
sv_minrate
sv_maxrate
sv_minupdaterate
sv_maxupdaterate
sv_mincmdrate
sv_maxcmdrate
sv_client_min_interp_ratio
sv_client_max_interp_ratio
these cvars replicate values on the client cvars

Code:
rate
cl_updaterate
cl_cmdrate
cl_interp
That is not working in CS:S. Clients can still set their cl_cmdrate to 1 and get a low ping like 5. Please try it if you not beleave me. I know net_graph is showing the sv_mincmdrate but the clients ping is fake that way!
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 08-31-2010 , 02:52   Re: ForceRate
Reply With Quote #7

Quote:
Originally Posted by Ares Veteran View Post
That is not working in CS:S. Clients can still set their cl_cmdrate to 1 and get a low ping like 5. Please try it if you not beleave me. I know net_graph is showing the sv_mincmdrate but the clients ping is fake that way!
Clients can set own rate values to their own cvars (cl_*)
but server (sv_*) still force them use min/max rate and it works.
Ingore that score board latency, it's .
You can check players ping using console command ping.
If you are using High Ping Kicker-plugin on server, they can't bypass with they fake ping. Plugin can still recognize they real ping.

Seems there is mistake Darkthrone post #4

If server use sv_maxupdaterate 66 and sv_minupdaterate 66. Client set own cl_updaterate 33.
Now if client enter only cl_updaterate cvar to console and enter, console give some information.
Code:
] cl_updaterate
"cl_updaterate" = "66" ( def. "20" )
** NOTE: The real value is 33.000 but the server has temporarily restricted it to 66.000 **
 archive
 - Number of packets per second of updates you are requesting from the server



And if server use sv_mincmdrate 0 sv_maxcmdrate 66, client set own cl_cmdrate 33.
Console give now this information.
Code:
] cl_cmdrate
"cl_cmdrate" = "33" ( def. "30" ) min. 10.000000 max. 100.000000
 archive
 - Max number of command packets sent to server per second
Player can set lower cl_cmdrate because server allow it.





And what I have posted #5
If server change sv_mincmdrate 1 or greater, server start use other cvar
sv_client_cmdrate_difference (Default 20)
Then client again look his cl_cmdrate from console.
Code:
] cl_cmdrate 
"cl_cmdrate" = "46" ( def. "30" ) min. 10.000000 max. 100.000000
** NOTE: The real value is 33.000 but the server has temporarily restricted it to 46.000 **
 archive
 - Max number of command packets sent to server per second
cl_updaterate 66 - sv_client_cmd_difference 20 = player min. cl_cmdrate 46 and max. cl_cmdrate 66
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Ares Veteran
Senior Member
Join Date: Jul 2010
Location: Hungary
Old 08-31-2010 , 03:31   Re: ForceRate
Reply With Quote #8

Thank you for fast reply!

That is all so frustrating. I've read a lot of steam forums and in the most they wrote like you, that ther server is setting up the min or max rates that way.

But i've tried cl_cmdrate 1 and my latency dropped form 40 to 5 and the lerp in net_graph changed to red. Mani's ma_rates show to wrong values too.

I've tried RateWatcher from Xaider (http://forums.alliedmods.net/showthr...ht=ratewatcher), and a lot of clients said that's better now. But most clients doesnt set their rates and left the server.

I dont want go back to ES. I like SM! I dont know what should do, to keep my clients. What do i belive?
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 08-31-2010 , 04:22   Re: ForceRate
Reply With Quote #9

Quote:
Originally Posted by Ares Veteran View Post
Thank you for fast reply!

That is all so frustrating. I've read a lot of steam forums and in the most they wrote like you, that ther server is setting up the min or max rates that way.

But i've tried cl_cmdrate 1 and my latency dropped form 40 to 5 and the lerp in net_graph changed to red. Mani's ma_rates show to wrong values too.

I've tried RateWatcher from Xaider (http://forums.alliedmods.net/showthr...ht=ratewatcher), and a lot of clients said that's better now. But most clients doesnt set their rates and left the server.

I dont want go back to ES. I like SM! I dont know what should do, to keep my clients. What do i belive?
Believe it now what I have said previous post, client can set own cl_cmdrate value what ever they like and it stay.
It is client side cvar, server or plugins can't change these clients cvars and commands, only look/check clients cvar values.
Example
Mani's ma_rates look client rate values, what is wrong!

Xaider ratewatcher works same as Mani's, look clients rate values, what is wrong!

Don't believe game scoreboard latency, it calculate through client cl_cmdrate, what is wrong!
Client can set cl_cmdrate +66, that way scoreboard latency show wrong, 'fake ping'.

cl_interp
show red because it look through
client cl_updaterate, what is wrong!
You can try type cl_updaterate between 0 and 100 and interp change color.
To show color right you have to manually type right cl_updaterate your own game.

As you see, even console notice you real client value and it still force use another.

** NOTE: The real value is 33.000 = This is client value what plugins look, WRONG!
but the server has temporarily restricted it to 66.000 **
= with net_graph 1, you see real update and cmd rates from right.

So do not take client rates seriously, you can force clients rates from server side using those sv_* cvars.
Blame Valve about those "little things" and ingore already.
Here I have post this before, valve have addded new cvar waht force client interps.
#11

Not need any god dam plugins to force client rates !! Use Source Dedicated Server own feature !!
THE END
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Ares Veteran
Senior Member
Join Date: Jul 2010
Location: Hungary
Old 08-31-2010 , 07:04   Re: ForceRate
Reply With Quote #10

OK. I will trust now in these cvars. Please take a look at my (12 slot 66 Tick) dedicated rented servers rate config:

sv_competitive_minspec 1
sv_alternateticks 0
sv_clockcorrection_msecs 60
sv_maxcmdrate 67
sv_mincmdrate 66
sv_maxupdaterate 67
sv_minupdaterate 66
sv_maxrate 140000
sv_minrate 35000
sv_client_predict 1
sv_client_max_interp_ratio 2
sv_client_min_interp_ratio 1
sv_client_cmdrate_difference 1
sv_max_usercmd_future_ticks 12

Are these values optimal or should i change anything?
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