From af72b50f01e2eadb2d4ace8ab6d2eac34aa6e147 Mon Sep 17 00:00:00 2001 From: Dan Olson Date: Fri, 14 Apr 2000 15:39:42 +0000 Subject: [PATCH] draft six (hopefully last) --- speed_cheat.php | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/speed_cheat.php b/speed_cheat.php index e69da00..595aba3 100644 --- a/speed_cheat.php +++ b/speed_cheat.php @@ -28,22 +28,22 @@ seconds have passed in 30 seconds, a red flag is raised.

Are there any problems with this?

- Sadly the Windows QuakeWorld clients before 2.33 had a + Sadly, the Windows QuakeWorld clients before 2.33 had a bug in keeping track of time. The longer Windows is up, the faster time will seem to pass. While there is not a noticeable speed boost from this until it has been up for more then a day or so, it is detectable even after the system has been up only a few hours.

- This and several other factors can cause the time - reported by the client to be over the time the server - expects. Lag and packet loss are some of these factors. + This and several other factors, including lag and packet + loss, can cause the time reported by the client to be + over the time the server expects.

Well, what can I do?

- Recongnizing these concerns, we decided to make the - cheat detection adjustible for server admins. Here are - descriptions of some of the cvars that you can use to - configure cheat detection on your server. + QuakeForge's cheat detection is adjustible, so that + server admins can decide what settings work best. Here + are descriptions of some of the cvars that you can use + to configure cheat detection on your server.

sv_timekick: This cvar controls the number of times a player has to be caught "cheating" before they