In etmain, if you run into a wall, the client bounding box actually penetrates the wall by quite a bit (up to 1/3 a bbox width):

This on a dedicated server, both clients on LAN, top of lagometer blue. It is very reproducable. Of course, a moment later, the model snaps out of the wall. This is not too obvious in gameplay, since the snap out is pretty quick. However, if you watch it in a demo with timescale .1, it is very, very obvious.
I’m pretty sure this explains why my efforts to debug hit detection showed clients using positions ahead of the most recent avialable on the server. I suspect this is the same problem bani saw with antilag. The client, even when it thinks it is interpolating between to valid snapshots, is actually extrapolating ahead. Why, I have no idea.
:moo:
Or am I smoking crack ?
