Ingame spammers

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Postby Urmel » Fri Feb 02, 2007 4:28 pm

Like tZork already posted, a client side solution (like the ignore function you mentioned) would be fucking complex to implement (I just believe him there).

However I understand what you want to say. So maybe it would be just better to play CTF with Teamspeech (or watchamacallit). :)

Afaik the spam0rz are mainly on the DM and minstagib servers, so anyway it would be the server admin's decision to allow flooding or not.
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Postby tZork » Fri Feb 02, 2007 11:38 pm

Xeno The Blind wrote:Disco Stu feels threatened.

He should, hes a prime target for flood protection. Dont get me wrong hes a fun nuff dude so see every now and then in the oddball club, but hes a pita when you are trying to coordinate your work-team or read a pm and he keeps gettin all in yer face.

What about a filtering system to (temporarily) ignore certain users? E.g. "ignore # 5" (where the number is the status number, in which case it would remain active as long as that person is on the server or a second command is entered).

Preventing "flooding" will be a bit difficult because you will need to determine what "flooding" is. If someone has an "INCOMING" message keybind and hits it quickly four times in a row to indicate that there are four enemies approaching and then gets silenced/kicked, it would create a strategic problem.


The "subtle flooding, yes 1-2 lines or a steady but slow stream - yes. But 4+ lines or more in less then 1 sec is fraking sure to be flooding/spam.

Client side igone means engine changes until csqc is working. Engine changes are not something i have a wish to get into, and the eta on csqc is anyones guess.

The implementation i will go for most likely will be a rate limit system. So if you output more then X lines in Y secs your subsequent messages will just be swallowed by the server untill you rate is in the green again. An additional kick/ban system may be added for repeat offenders, if i feel motivated nuff.
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