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That is caused by the tight tolerance values in the DATADESC.  If you increase 
the tolerance values for the predicted variables (network origin, velocity, 
etc.), it fixes it.  There's no way the client can predict that accurately.  If 
you check older versions of the SDK, you'll see the tolerances are quite a bit 
higher than what they are now.  (I think they're set for singleplayer games 
right now by default.)

On Feb 19, 2008 1:03 PM, Joel R. <[EMAIL PROTECTED]> wrote:> --> [ Picked 
text/plain from multipart/alternative ]> Is there a fix to this bug yet?  I 
have confirmed this on 2 different> computers.> The only things I did to the 
SDK was remove the DT_WaterBullet /> DT_WeaponCycler classes entirely, by 
commenting and removing files.>> Bug Description:>   Client and Server are not 
in-sync for the m_vecNetworkOrigin variable.> This causes stutterring of player 
movement since prediction will attempt to> fix the position.  Motion Blur has 
no effect on this issue.>> How to Know if you Have it?>   1) sv_cheats 1>   2) 
cl_pdump 1>   3) Run/Jump and watch m_vecNetworkOrigin, will turn red if not 
in-sync.>   or>   1) The world stutters as you move around.> -->> 
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