forcecvar for enabling punkbuster


(BlackEight) #1

Hello
I run such command on server:

[command]
command = test
exec = forcecvar kk_test; qsay ^3This is a test.
desc =
levels = 26

Can this be such command for making player to enable punkbuster?:

[command]
command = pbon
exec = forcecvar pb_cl_enable(or pb_cdkeyreg); qsay ^3PunkBuster for players enabled.
desc =
levels = 26

Regards,
Eight


(dwe_flame) #2

i think that would be a yes. but im also pretty sure not everyone will appreciate that ?


(Nail) #3

just enable punkbuster on the server, everyone joining will need to have it enabled


(YourFather_CZ) #4

[QUOTE=BlackEight;227590]
[command]
command = pbon
exec = forcecvar pb_cl_enable(or pb_cdkeyreg); qsay ^3PunkBuster for players enabled.
desc =
levels = 26

Regards,
Eight[/QUOTE]
It won’t work since `pb_cl_enable’ isn’t cvar.


(macbeth) #5

did it will work for this cvar with noquarter 123 ?

exec = forcecvar rate 25000


(Cambodunum) #6

forcecvar rate 25000

… i suggest you to use it via default.cfg
… so you dont have to execute it again, again and again


(YourFather_CZ) #7

And… inside your `default.cfg’ use sv_cvar instead:

sv_cvar rate EQ 25000

(Cambodunum) #8

Im using … forcecvar rate “25000”


(IRATA) #9

I don’t recommend forcing cvars like rate, cl_maxpackets as it harms more than it helps. If players have a poor connection and correct rate set (like 5000) it’s just wrong to manipulate their configs. If a rate is set to something not appropriate for the connection you’ll get ‘lags’. Well it’s not proved but I do think it’s much better to have a poor client with correct rate set then vice versa. The server ‘bombs’ the client with messages the client/network can’t deal …


(macbeth) #10

though we could use it with nq 127 not?

forcecvar cg_atmosphericEffects 1
forcecvar cg_smokeparticles 1
forcecvar cg_errordecay 100
forcecvar cg_thirdperson 0
forcecvar m_yaw 0.022
forcecvar snaps 20
forcecvar r_texturebits 32
forcecvar r_rmse 0
forcecvar r_drawfiolage 1
forcecvar r_wolffog 1
forcecvar r_clamptoedge 1
forcecvar r_zfar 0
forcecvar r_allowextensions 1
forcecvar r_softwareGL 0
forcecvar r_lightmap 0
forcecvar r_ext_NV_fog_dist 0
forcecvar cl_timenudge 0
forcecvar rate 25000
forcecvar cl_maxpackets 100


(IRATA) #11

Of course you can … but forcing network related cvars isn’t just a good idea.


(Undead_fly) #12

Why force things like thirdperson, wolffog and drawfoliage? They’re cheat-protected anyway, and I think several of the others are as well. And I really don’t see the point of forcing timenudge and snaps, snaps is 20 by default and can be useful to reduce for some people. (Which also reduces server’s bandwidth usage, which is good I guess) And timenudge doesn’t really provide any advantage with antilag, but CAN be useful to increase with certain kinds of lag, and if decreasing snaps.

But doesn’t forcecvar in NQ allow people to change cvars afterwards? If people with crappy connections want to reduce them, they could just do thst after they’ve connected. Still useful to decrease lag for noobs who don’t know how to change cvars.


(IndyJones) #13

why? to synchronize game. it’s some kind of cheating, like trickjumping. if u have enough fps u can jump further/higher etc… and an example from other games - drawing foliage makes game more balanced, because i may play with lowest settings, therefore grass far away from me wouldnt be drawn and i could see an enemy easier… but from his perspective, he may be well camouflaged.


(Undead_fly) #14

Why what? :stuck_out_tongue:

[QUOTE=IndyJones;227870]
drawing foliage makes game more balanced, because i may play with lowest settings, therefore grass far away from me wouldnt be drawn and i could see an enemy easier… but from his perspective, he may be well camouflaged.[/QUOTE]
My point was, it is already cheat-protected by standard ET and can’t changed - why force it?


(IndyJones) #15

“Why force things like thirdperson, wolffog and drawfoliage?”


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(warren the ape) #17

Nope, that isn’t possible. Even the ingame options menu adheres to the limits set in your forcecvar file :slight_smile:


(macbeth) #18

finally since yesterday i pushed the limit to 35000 and we dont had any problems

pb_sv_cvar rate IN 2500 35000


(C) #19

macbeth: “since yesterday i pushed the limit to 35000”

As far as i know, 25000 is the max the game supports…
Setting this to a higher value doesn’t do a thing.

Also many set snaps to 40, while the server never does more than 20 fps. Asking 40 snaps per second is a waste, when the server only gives 20/s…

NQ 1.2.7. had some bugs in the forcecvar/sv_cvar code, and it is not really working correctly.
This is all solved in the next NQ; Forcecvar & sv_cvar both work…

btw: Our own clan-server has several settings restricted (also network settings, like rate and snaps, and even cl_maxpackets)… It works great.
… We really don’t know anybody that uses a 56kbps modem anymore (nor ISDN).
We also limit com_maxfps to 125 max. This to prevent people with fast computers to draw many-many frames, and flood the server with packets.

Yeah, i know… it’s evil.


(warren the ape) #20

[QUOTE=C;227973]As far as i know, 25000 is the max the game supports…
Setting this to a higher value doesn’t do a thing.[/quote]

Around 30000, according to this old thread between Chruker and reyalP; http://splashdamage.com/forums/showthread.php?t=12874

We also limit com_maxfps to 125 max. This to prevent people with fast computers to draw many-many frames, and flood the server with packets.

Hmm interesting, would that make a big difference?

Yeah, i know… it’s evil.

:cool: