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  • Proquake server + CRMOD kicking people for spamming

    Hey everyone,

    I've had a few reports that dm.quaketx.com will kick people for spamming their binds too often in DM games. I've checked the configs and examined the server commands and can't seem to find where/how to turn this off.

    Any help would be appreciated, thanks!

  • #2
    I dont think it will kick them, but just ignore their messages. It's actually a ProQuake feature...
    Code:
    // JPG - spam protection.  If a client's msg's/second exceeds spam rate
    // for an extended period of time, the client is spamming.  Clients are
    // allowed a temporary grace of pq_spam_grace messages.  Once used up,
    // this grace regenerates while the client shuts up at a rate of one
    // message per pq_spam_rate seconds.
    cvar_t	pq_spam_rate = {"pq_spam_rate", "1.5"};
    cvar_t	pq_spam_grace = {"pq_spam_grace", "10"};
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • #3
      Trem, it doesn't kick, it just ignores any further chat.

      Be great if you could get the config from the CRMOD servers.

      Comment


      • #4
        Rook, thanks for the info!

        Ok, Mag - bumped up the spam grace. I'm not sure what crmod is set at, but it should be alright now.

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        • #5
          being patient,and waiting roughly 10/15 seconds before spamming the mm2 MORE will resume your ability to communicate.

          Trying to fix your being temporarily server-level muted by spamming more ,or even hitting it once every 2 seconds after you've been null'd will keep you from resuming your spamming.


          Personally, being a frequent spammer in-game mid-fight (IMA FN SHARK BRAH!,SHARKS IN WATER BRAH!) I understand you can squeeze a shit-ton of messages in before the server gag's you temporarily,so there isn't a problem,you just got to spam shit less. Use your mm2 privledge more sparingly.

          I refuse to believe that this issue is bigger or more pressing than the dm.quaketx.com getting sv_cullentities 1 arranged.
          Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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          • #6
            Bump ...............................
            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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            • #7
              Tremor, just add sv_cullentities 1 in the autoexec.cfg (or crmod.cfg last line)..
              not that it is REALLY necessary for cheaters, but it does reduce the amount of info spit out to each client so it saves some bandwidth...
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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              • #8
                Haha, Mindzx =)

                sv_cullentities is set to 0 on purpose, fellas. I had a few requests from some oldschool DM'ers and if you will remember back in the day, quad and pent glow in a dm game was clearly visible behind walls and around corners, ie original hardcore DM. With sv_cullentities set to 1, this is no longer visible. In my humble opinion, it evens out the playing field as players with these powerups can no longer simply run into a room and destroy everyone. As it is on most servers with sv_cullentities set to 1, whoever controls quad/pent controls the entire game, and while controlling quad/pent is very important, it makes the control team less invincible because they (quad guy) can be ambushed around corners and such - and of course, that was the whole point of the glow in the first place. CA has no powerups, therefore it makes complete sense to set it to 1. There is some debate, however, on whether or not to set this in DM. I'm not too concerned with wallhackers as I feel that the majority of regular DM'ers out there do not cheat. Yes, those with a keen eye will spot that it is set to 0, but at the same time I was not trying to advertise to potential wallhackers that they could do it, and it is for that reason that I have not responded to any of the reminders telling me to set it to 1...Was hoping it would be forgotten. Mindzx is like a fokkin bulldog, so cat's outta the bag!
                Last edited by Tremor; 05-26-2011, 11:17 AM.

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                • #9
                  Oh, and r00k, that's good to know about the bandwidth usage, should it ever become a concern. Didn't think about that, makes total sense.

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                  • #10
                    I guess i didnt think about the quad glow, does pent glow as well?
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                    • #11
                      Well, the glow is still visible, just not behind walls and upcoming corners. Out in the open it is visible. And yeah, getting the pent causes you to glow as well.

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                      • #12
                        0h, !! my bad
                        Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                        • #13
                          Originally posted by Mindf!3ldzX View Post
                          being patient,and waiting roughly 10/15 seconds before spamming the mm2 MORE will resume your ability to communicate.

                          Trying to fix your being temporarily server-level muted by spamming more ,or even hitting it once every 2 seconds after you've been null'd will keep you from resuming your spamming.


                          Personally, being a frequent spammer in-game mid-fight (IMA FN SHARK BRAH!,SHARKS IN WATER BRAH!) I understand you can squeeze a shit-ton of messages in before the server gag's you temporarily,so there isn't a problem,you just got to spam shit less. Use your mm2 privledge more sparingly.

                          You don't understand it because you don't DM.

                          My binds often include timers. I'm one of the few players that actually have times in their binds. Fortunately I was trained by TV.

                          My binds tell everyone exactly when p/q are grabbed.

                          We can also use binds to spam GET QUAD. For example, say I'm running q and have been killed right before I jumped on it. I'll sit there and not respawn just watching quad to see who gets it and when its picked up. If I see the area is clear I'll spam GET QUAD a million times to make sure one of my teammates gets the free quad.

                          Also, another example is if I'm saving a pak. I'll spam the pak button every few seconds or so while I'm guarding it. A lot of players that play today simply dont read the console chat until they're dead, so you need to really make them aware whats going on.

                          A person who DM's quite often told me just recently that they don't even read the chat ever.. lol

                          Also, once you DO get muted its not like you can just mind you're MM2 until you're unmuted. As a DM'er, its habbit to spam your loc if you pick up RA, back hall mega, hear quad/pent, etc.. make noise, etc.. Its part of being a DM'er. You do these binds naturally, instinctively so you can focus on your aim and other things, etc..

                          Regarding the cullentities, I like it at 0. Trem makes a good point about seeing the q/p glows before they come around the corner. It does help shift the balance in favor of those that don't have the powerup.

                          Perhaps the fix for cullentities 1 would be to not be applied if you have a powerup.
                          Last edited by Magnus; 05-26-2011, 11:34 AM.

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                          • #14
                            Hmm yeah. Baker is in charge of proquake now right? I don't know if it's possible, but perhaps he could take a look and see if it's possible to have sv_cullentities set to 1, but dynamically turn off so that the players who are actively using pent/quad will report their locations. I have no idea if that's possible or not, but perhaps something similar could be included in a future proquake server release.

                            Comment


                            • #15
                              @mag
                              I do understand the consequences of not using antiwallhack measures. I definately didn't see that coming ,calm down kimo sabe.


                              My obvious intention was requesting that a hole get plugged....Ya know, garuntee'd nohax2themax.

                              About the MM2 and being server.exe muted, announcing your team took quad at X time, spawns again at X time. I'm not ignorant on the dynamics of DM gameplay,and I understand that people since before you was coping and getting along just fine,but regaurdless the limit was increased so that was a win situation for you


                              Originally posted by Tremor View Post
                              Hmm yeah. Baker is in charge of proquake now right? I don't know if it's possible, but perhaps he could take a look and see if it's possible to have sv_cullentities set to 1, but dynamically turn off so that the players who are actively using pent/quad will report their locations. I have no idea if that's possible or not, but perhaps something similar could be included in a future proquake server release.
                              I have no doubt that it is within baker's abilitys He's doing awesome stuff continuing ProQuake,I even seen DirectQ version of GLPro, I might be switching base clients soon.
                              Last edited by Mindf!3ldzX; 05-26-2011, 11:35 AM.
                              Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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