Provide information on what players can do if they are using an

accidentally-speed-cheating client.
This commit is contained in:
Jeff Teunissen 2000-10-07 20:57:55 +00:00
parent 0ddae9d04f
commit ac73b9c2e7
1 changed files with 13 additions and 1 deletions

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@ -23,7 +23,7 @@
<p>This, along with other factors including lag and packet loss, can cause
the time reported by the client to be over the time the server expects.
<H4>Well, what can I do?</H4>
<H4>What can I do as a server admin?</H4>
<P>QuakeForge's cheat detection is adjustible within the server, so that
administrators can decide what settings work best. Here are descriptions
of some of the config variables (&quot;cvars&quot;) that you can use to
@ -46,6 +46,18 @@
seconds, the time tally is counted. Lowering this value increases the
chance of false positives, but helps to minimize the amount of damage
a time-cheating player can cause. Default is 30 seconds.
<H4>What can I do as a player?</H4>
<P>Obviously, we suggest using one of QuakeForge's QuakeWorld-compatible
clients (available in the <A href="/files.php">Downloads Section</A> of our
web site), none of which exhibit this problem. If you don't want to use
QuakeForge, you can use
<A href="http://www.quakeworld.net/files/quakeworld/qw233-0005.zip">QuakeWorld 2.33-005</A>,
the last &quot;test release&quot; before id Software released the source.
You can also use any of the QuakeWorld-compatible clients released by the
other engine projects, but of course we can't verify that any of them do
not exhibit the problem or even if they work.
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