-- [ Picked text/plain from multipart/alternative ] The major reason for the jitters is that the client knows that an object is solid, but it doesn't have it added to the clientside physenv (which would simulate it). Since the client doesn't know simulation, player movement is predicted based on what it assumes are static objects. The server predicts differently of course because of physics simulation. This change is then sent to the client which makes the jitteriness appear.
-- ts2do -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

