[CSGO/ANY?] ForceRate
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This is not my plugin, I have simply compiled it for Windows and created a Visual Studio solution to make it easier for others, I don't know how to compile it on Linux yet, sorry guys.
This is basically a choke fix for 128 tick servers, its apparently a better solution than changing net_splitrate or net_maxcleartime. In this compiled version, I have also default the cvar net_forcerate to 2147483647 which is basically unlimited, You might want to decrease this if your server host has a bandwidth limit although this value appears to be fine on my servers. This is the reddit post which explains more: https://www.reddit.com/r/GlobalOffen...28tick_servers. |
Re: [CSGO/ANY?] ForceRate
1 Attachment(s)
Here's an updated version that should stop the crashing, it removes the use of a hook on GetDataRate (which was more of a holdover from trying to use a different method). I'm still not sure exactly why it crashed, but this should be far more stable.
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Re: [CSGO/ANY?] ForceRate
It would be great if you could give a little install tutorial for noobs like me :)
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Re: [CSGO/ANY?] ForceRate
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Re: [CSGO/ANY?] ForceRate
Updated again with latest commit, can confirm crashes are fixed, Thanks!
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Re: [CSGO/ANY?] ForceRate
Could the SM developers confirm if this is safe to use, please?
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Re: [CSGO/ANY?] ForceRate
Looks fine at a glance.
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Re: [CSGO/ANY?] ForceRate
Thank you :)
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Re: [CSGO/ANY?] ForceRate
its safe to use guys since we were testing it on my servers. Great guy and thank you for doing this. Love you so much bro no homo!! 128 tick!!
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Re: [CSGO/ANY?] ForceRate
3 Attachment(s)
Here's this MM:S plugin as a sourcemod plugin.
Thanks to Drifter's example for getting an engine interface. This adds the same convar "net_forcerate" which defaults to "0" - disabled. Edit: Added a check to verify the CNetChan::m_Rate offset is correct before trying to change it. |
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