Both articles don't describe why a moving player can see a player standing still earlier. With cl_interpolate 1 they should both see the same if they have the same settings for cl_interp (like 0.1) and cl_lagcompensation 1.
On Mon, 2006-10-02 at 01:46 +0200, Regime wrote: > Personally I have never looked at this into that much detail, so I would > not be able to confirm or deny the problem. > --- > Regime You should. And you should read through the hlds_linux archives, because this has been dealt with many times before. You should start by reading this: http://www.valve-erc.com/srcsdk/general/multiplayer_networking.html Then read this: http://whisper.ausgamers.com/wiki/index.php/Source_Netcode _____________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

