Silent FAQ: Difference between revisions
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= Statistics / Rankings Terms = | = Statistics / Rankings Terms = | ||
<div>There are several settings in silEnT that attempt to determine how "good" a player is in terms (hopefully) more meaningful than just XP or XP per unit of time. Here are the terms used and their definitions:</div><div><br | <div>There are several settings in silEnT that attempt to determine how "good" a player is in terms (hopefully) more meaningful than just XP or XP per unit of time. Here are the terms used and their definitions:</div><div><br></div> | ||
== Kill Rating == | == Kill Rating == | ||
<div>How good of a killer the player is, based on how many other players the player kills, and their kill rating. In other words, killing players with a high kill rating increases the shooter's kill rating more than killing players with a low kill rating.</div><div><br | <div>How good of a killer the player is, based on how many other players the player kills, and their kill rating. In other words, killing players with a high kill rating increases the shooter's kill rating more than killing players with a low kill rating.</div><div><br></div> | ||
== Player Rating == | == Player Rating == | ||
<div>This is a measure of how much the player contributes to winning a map. This measure is calculated by seeing how many times this player is on the winning team after every map, and how good the opposing team was. Like kill rating, winning against teams with a high average player rating results in player rating increasing faster.</div><div><br | <div>This is a measure of how much the player contributes to winning a map. This measure is calculated by seeing how many times this player is on the winning team after every map, and how good the opposing team was. Like kill rating, winning against teams with a high average player rating results in player rating increasing faster.</div><div><br></div> | ||
== Win Probability == | == Win Probability == | ||
<div>The probability that a team will win a map (based on the players' player rating, team size, and the map).</div><div><br | <div>The probability that a team will win a map (based on the players' player rating, team size, and the map).</div><div><br></div><div>These statistics are gathered by silEnT and the data is saved to local files on disk. This feature is originally from ETPub and no alterations have been made to it by silEnT team.</div><div><br></div><div>The ETPub development team member responsible for implementing these player rankings and ratings is Josh Menke. He has been kind enough to begin working on an academic write-up to explain the mathematics and statistics methods behind these rankings. Due to time constraints the document is being gradually updated and expanded. The latest version can be seen [http://axon.cs.byu.edu/~josh/etstats/update_bayes.pdf here].</div> | ||
= Hardware Based Identification = | |||
Starting from version 0.3.0, the silEnT mod can be configured to enforce bans using hardware based identification. This is not any fool proof system but it is made to be an addition to the already existing ban methods. The hardware identification cannot be seen in human readable form while on the server. The data that is sent to the server can be seen in the client by making /cg_ident in the console. That is a hexadecimal string which changes its value between maps. | |||
The format and data used to create the client Identification may change between the versions of the silEnT mod. The server can be configured with the g_identOptions server cvar. The cvar is bit flagged which means, you can combine the values by adding them together. | |||
''g_identOptions'': | |||
1 ; Kick clients that are spoofing the client identification to enter the server. | |||
2 ; Kick clients that are not sending the identification to the server. | |||
4 ; Enforce bans using the identification. | |||
<br> Server admins can use the !finger command to see the status of any players identification. | |||
If the server is configured to kick for spoofed client identification, it can happen legitimately if the client connects directly from one silEnT server to another. Or if the server they are playing shuts down and they instantly reconnect. Instantly reconnecting again after the Spoofed Client Identification kick will work and the spoofed kick is a single event. If you find out more of these cases, please share the information with the silEnT community on forums. |
Revision as of 21:52, 14 September 2011
Statistics / Rankings Terms
Kill Rating
Player Rating
Win Probability
Hardware Based Identification
Starting from version 0.3.0, the silEnT mod can be configured to enforce bans using hardware based identification. This is not any fool proof system but it is made to be an addition to the already existing ban methods. The hardware identification cannot be seen in human readable form while on the server. The data that is sent to the server can be seen in the client by making /cg_ident in the console. That is a hexadecimal string which changes its value between maps.
The format and data used to create the client Identification may change between the versions of the silEnT mod. The server can be configured with the g_identOptions server cvar. The cvar is bit flagged which means, you can combine the values by adding them together.
g_identOptions:
1 ; Kick clients that are spoofing the client identification to enter the server.
2 ; Kick clients that are not sending the identification to the server.
4 ; Enforce bans using the identification.
Server admins can use the !finger command to see the status of any players identification.
If the server is configured to kick for spoofed client identification, it can happen legitimately if the client connects directly from one silEnT server to another. Or if the server they are playing shuts down and they instantly reconnect. Instantly reconnecting again after the Spoofed Client Identification kick will work and the spoofed kick is a single event. If you find out more of these cases, please share the information with the silEnT community on forums.