shot mismatch

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badgerking
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shot mismatch

Post by badgerking »

Are repeated shot mismatch errors for a particular client accurate enough to ban players for? Or does this error mean something else?

-BK
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BinarySpike
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Post by BinarySpike »

How repeated? two or three... no...
Massive lag will often cause shot mismatch.

Stopping any or all bullets in the game will cause a shot mismatch as well...
mismatch is where the person MsgShotEnd's another shot. Mainly GM and SH flags are effected by MsgShotEnd the most.
(MsgShotEnd is where a client tells another client his bullets died)

Because all other shots end normally without a MsgShotEnd, they expire, mismatches were made to prevent cheating...

Like I said, massive lag can cause this, long time ago when lasermania was being DoS'd I got a few mismatched shots cause of lag... I've seen it on Cruel Dog's server, meteorite's bounceme server, and on my own...
So check lag first... *then* ban :lol:
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badgerking
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Post by badgerking »

Thanks for the clarification.

I was curious because I know my own callsign has a few of them over several thousand lines of of 3x -d output while a known cheater does as well.... and I'm pretty sure I wasn't cheating :)

Thanks.

-BK
BinarySpike wrote:How repeated? two or three... no...
Massive lag will often cause shot mismatch.

Stopping any or all bullets in the game will cause a shot mismatch as well...
mismatch is where the person MsgShotEnd's another shot. Mainly GM and SH flags are effected by MsgShotEnd the most.
(MsgShotEnd is where a client tells another client his bullets died)

Because all other shots end normally without a MsgShotEnd, they expire, mismatches were made to prevent cheating...

Like I said, massive lag can cause this, long time ago when lasermania was being DoS'd I got a few mismatched shots cause of lag... I've seen it on Cruel Dog's server, meteorite's bounceme server, and on my own...
So check lag first... *then* ban :lol:
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JeffM
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Post by JeffM »

it's actualy packetloss that often causes it, not "massive lag"

even a small amount of packet loss can show a great number of mismatches on a high shot count server.
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Post by temporal distraction »

Could or will there be a "packetlosswarn" limit, like there's a "lagwarn" ?
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badgerking
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Post by badgerking »

Is this information available via the plugin interface?

I would think if it is, that a person could collect packetloss information and mismatches and auto kick players for reaching certain thresholds of the two.
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