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

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