by divVerent » Sun Jun 17, 2007 10:57 pm
Urmel's problem is caused by players sometimes shown at an outdated position - 2.3 now enforces the bandwidth limit set by rate and sv_maxrate, due to a bug, this limiting wasn't enforced in previous versions. This now causes choppy movement when before the limit was exceeded. By default it's 10k per player both on client and server, so increasing it locally won't help, however, the RBI servers run at sv_maxrate 25000, so you can try up to "rate 25000" and check if it gets better by that.
Altobe's problem is probably caused by lag, zigzag movement by Altobe and the wallhack prevention - the wallhack prevention basically causes stuff the player can't see not to be sent to the client, however, the client has another camera position that the player thinks due to client-side movement (cl_movement). The problem is reduced by checking two player locations - the one on the server, and the one after a ping time * velocity (that is, the right one if the player would move in a straight line). But when moving in an unpredictable way - and good players do that - the trick won't help and it is just as bad as when only using the current position. As a workaround, if your ping is low, try "cl_movement 0".
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again
You can vary the number of "MS", so you can clearly see it's MS which is causing it.