[QUOTE=r3fleX;237613]I still get lag on that server, people running through walls isnt too do with clientprediction… clientprediction affects the hit detection from my experience.
Also if you know you cant hit a player with a clientprediction of 20 why dont you change it so you can hit them?!
I wouldnt mind restrictions to values of 0 or more for clientprediction as i always have mine set to 0. the main command i would like to see at default is the Net_clientmaxprediction at 1000, as this affects unhitness and there were rumours of people toggling this to run away and be unhit.
Anyway nice to see a couple of cups up and running again :)[/QUOTE]
Afaik the server is the only instance that decides what a hit is. So imo the client prediction has influence only on what you hit, not on what your opponent hits. (ok, not at all, since your dodging is based on the prediction too).
If you disable prediction error decay (net_predictionErrorDecay), then you may see, how wrong client prediction can be. And then another kindly feature comes into place. If there is a big distance between where the player is (server) and where he should be (client), then a filter (net_limitApparent*) smoothes the adjustment. And so you may have another little delta between client an server.
Imo the whole unhitable mystery is based on ping differences between the opponents, huge ping fluctuations caused by the server and some paranoia. But maybe the devs can lift the „additional client prediction“ secret.