draft six (hopefully last)

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Dan Olson 2000-04-14 15:39:42 +00:00
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commit af72b50f01
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seconds have passed in 30 seconds, a red flag is raised.
<h4>Are there any problems with this?</h4>
<p>
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.
<p>
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.
<h4>Well, what can I do?</h4>
<p>
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.
<p>
<em>sv_timekick</em>: This cvar controls the number of
times a player has to be caught "cheating" before they