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Provide information on what players can do if they are using an
accidentally-speed-cheating client.
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<p>This, along with other factors including lag and packet loss, can cause
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the time reported by the client to be over the time the server expects.
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<H4>Well, what can I do?</H4>
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<H4>What can I do as a server admin?</H4>
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<P>QuakeForge's cheat detection is adjustible within the server, so that
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administrators can decide what settings work best. Here are descriptions
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of some of the config variables ("cvars") that you can use to
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seconds, the time tally is counted. Lowering this value increases the
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chance of false positives, but helps to minimize the amount of damage
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a time-cheating player can cause. Default is 30 seconds.
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<H4>What can I do as a player?</H4>
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<P>Obviously, we suggest using one of QuakeForge's QuakeWorld-compatible
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clients (available in the <A href="/files.php">Downloads Section</A> of our
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web site), none of which exhibit this problem. If you don't want to use
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QuakeForge, you can use
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<A href="http://www.quakeworld.net/files/quakeworld/qw233-0005.zip">QuakeWorld 2.33-005</A>,
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the last "test release" before id Software released the source.
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You can also use any of the QuakeWorld-compatible clients released by the
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other engine projects, but of course we can't verify that any of them do
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not exhibit the problem or even if they work.
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<!--NOSEARCH-->
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<?
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require("parts/postamble.php"); // Finish this sucker up
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