I still believe in my ghost theory..
Q2 still sends the entity to the client, complete with the last used bounding box which is why it feels like a invisible wall.
Peewee, I think you meant Occum's R4zor
Nicotine has never been addictive to me, whatsoever, no matter how many years I've smoked or how many I smoke a day.
There exists a cvar called "zombietime" and it sets the amount of time in minutes (2 by default) before a frozen character is removed from the map. Normally when people are frozen it`s because they lost their connection or it is timing out. But sometimes people just smash their F10 key while in the middle of movement and action and it looks as if the server only removes the visible models but not the other effects. Could "zombietime" have anything to do with it and would it make a difference if it was set to something like 0.5 instead of 2 minutes?
"zombietime"
In that case, setting "cl_timeout" to 30 seconds instead of 120 is going to make those lagspots disappear sooner I guess...But what do they mean then by "frozen character" if it`s related to the netcode?zombietime Default: 2Description: The amount of time in minutes before a frozen character is removed from the map. http://www.cs.rochester.edu/research/quagents/console_commands.htm
I believe this is a bug in the 3.20 Game DLL.
Also cl_timeout just sets how long before you disconnect from a unresponsive server, not how long the server waits. That cvar is "timeout".