I know, because I first mentioned it here. I've worked on some code and tried to figure out which methods were the best for internet play and that's how I came up with unlagging movements same as unlagging aiming.ReyalP wrote:There is nothing like what you describe as "movement antilag" in ET or ETPro, or any other Q3 engine game that I am aware of.
I know that "being" shot at is totally unpredictable, but movement antilag is about comparing each clients' positions with whatever the server allowed them "before". That's quite different from trying to predict anything and ensures a smooth movement for everyone on the server. Believe it makes sense and works if you think about the various possibilities even if it might lead to high pingers not-clipping through lower pingers while moving. But this is of no consequence since, the server still sends the lower pingers coordinates to the high pinger, so the latter cannot "move" inside/through another player on "his" screen.
Think of it as temporal frames for each clients. Even if on the server some players might not-clip while moving, on each of these individual clients, the latters won't be able to move through anyone!
The only problem with this method is that "knockbacks" will be delayed by 1/2 the ping of the targets which is why I didn't quite consider this implemented in ET. But for any other game without knockbacks it should be flawless.