forcecvar for enabling punkbuster


(Undead_fly) #21

Server can increase this with sv_fps. I read somewhere that this will crash the server, but it worked fine on my LAN server. It may not with larger server though, idk. Would be pretty pointless anyway, since it would nearly double the server’s bandwidth consumption without making a significant difference.

Antoher thing I noticed when testing that, was that changing snaps had no effect, neither on etpro nor nq. With sv_fps 40 and snaps 10, the lagometer still showed that I recieved 40 packets per second. In fact, it doesn’t seem to work in 2.60b at all, but it does in 2.55… :confused:

[QUOTE=C;227973]
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.[/QUOTE]

Unless I’ve misunderstood you, the number of packets sent to the server is already limited by cl_maxpackets, which again is limited to 100 in the engine. So clients can’t send more than 100 packets anyway.

And one more thing, setting com_maxfps to 0 means maximum (About 980), so if you want to properly enforce that 125 cap, force it IN 1 - 125. Otherwise clients could set it to 0 and still flood you. :stuck_out_tongue:


(IRATA) #22

Chrukker’s code snipplet already shows there are differences in the engine network code for LAN and global network. There is a need to keep both use cases separately.

If you want to change the value of sv_fps you should know there are several parts in the ET mod code related to the fps of 20. (Do a search for “sv_fps (default = 20)” in any mod. You’ll find some - not all)


(macbeth) #23

[QUOTE=C;227973]
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.

…[/QUOTE]
though the limit was at 100


(stealth6) #24

you’re thinking of cl_maxpackets I think.


(macbeth) #25

yes i mean for punk.cfg

pb_sv_cvar cl_maxpackets IN 15 100
so better to have it at :
pb_sv_cvar cl_maxpackets IN 15 125 ??


(stealth6) #26

no, cl_maxpackets only goes from 15 to 100, so your current settings are correct.

com_maxfps puts a limit on your FPS (frames per second)
Higher values can give some weird effects and apparently flood the server with packets (see above)
If you do some trickjumping, then you should try doing pmove_fixed 0 and com_maxfps 333, then your jump feels like the gravity has been slighty lowered.

But forcing it to 125 is a bad idea, since old rigs will struggle to get 125 FPS and when your fps isn’t constant it kinda sucks, soif you want to limit it I’d say using something like
pb_sv_cvar com_maxfps IN 30 125

EDIT: would anybody care to explain why com_maxfps floods the server though? First time I heard about it :smiley:


(Undead_fly) #27

I’m gonna ask again since everyone seems to have missed my post… how can anyone flood the server with packets, when cl_maxpackets prevents higher numbers than 100 anyway?

And btw, if somebody actually wanted to flood your server, they could just set cl_packetdup to 5, and they’d send each packet 6 times. It’s 1 by default, but I’ve never had any problems with 0, so forcing it to 0 is probably safe as well.

And while I’m on it, I never really got proper answers to my questions earlier in the thread… someone please answer them? :stuck_out_tongue:
-WHY force cheat-protected cvars? People can’t change them anyway.
-WHY force cl_maxpackets IN 15 100? The game already forces it to that range.
-And WHY force cl_timenudge? A lot of servers do this, even though it doesn’t provide any advantage with antilag, except that it can smooth out the game for people with downstream packetloss.


(stealth6) #28

[QUOTE=Undead fly;228079]
And while I’m on it, can somebody PLEASE answer these questions properly?
-WHY force cheat-protected cvars? People can’t change them anyway.
-WHY force cl_maxpackets IN 15 100? The game already forces it to that range.
-And WHY force cl_timenudge? A lot of servers do this, even though it doesn’t provide any advantage with antilag, except that it can smooth out the game for people with downstream packetloss.[/QUOTE]

  • As a double check I guess, make sure they aren’t used. (some hacks can temporarily disable the warnings so you can change the cvars :eek:)

  • good point no idea here, but I thought people were more discussing forcing it to 100

-cl_timenudge can cause warping, I used to use it all the time, you don’t really notice much of it yourself but other players see you warping sometimes, and makes you more unhittable.
As far as any practical use goes as far as I’ve noticed it doesn’t really do anything usefull then ‘spoof’ your ping, make it seem lower, when it’s actually not