Last server records
Pro
- bhop_avantura
- loncu
- 01:23.27
- 20
- 11 minutes ago
- bhop_avantura
- Troy
- 01:35.76
- 60
- 11 minutes ago
- mls_pal_bhops_h
- California
- 05:27.60
- 32
- 13 minutes ago
- ksz_beginner
- kypon`
- 03:03.62
- 106
- 16 minutes ago
- mls_pal_bhops_h
- drizz
- 04:41.93
- 29
- 32 minutes ago
- kzro_darkblock
- kypon`
- 60:32.63
- 11
- 2 hours ago
- dyd_toonblock
- thuggerthegoat.
- 03:25.11
- 21
- 2 hours ago
- dyd_toonblock
- Juby
- 03:43.89
- 27
- 3 hours ago
- dyd_toonblock
- lavash
- 15:26.52
- 72
- 3 hours ago
- kz-endo_misguided
- ufame
- 02:23.28
- 1
- 4 hours ago
- kz-endo_misguided
- Magisk
- 03:52.65
- 12
- 4 hours ago
- dokee_extremeblock_ez
- lavash
- 04:00.77
- 13
- 4 hours ago
- bhop_colorhop
- MitakaMadafaka
- 04:45.15
- 39
- 5 hours ago
- bhop_colorhop
- eternity
- 06:51.46
- 475
- 5 hours ago
- bhop_colorhop
- }I{yk
- 03:50.69
- 276
- 5 hours ago
- bhop_colorhop
- soul
- 04:05.71
- 299
- 5 hours ago
- bhop_colorhop
- rck
- 03:33.47
- 220
- 5 hours ago
- bhop_colorhop
- Duzis
- 05:01.32
- 407
- 5 hours ago
- bhop_colorhop
- goeasy
- 03:38.75
- 236
- 5 hours ago
- notkz_kx_keltenblock
- goeasy
- 29:27.28
- 10
- 5 hours ago
- smk_hb_super
- demention.
- 05:28.33
- 196
- 6 hours ago
- smk_hb_super
- eog
- 09:29.59
- 212
- 6 hours ago
- smk_hb_super
- incorrect_nick
- 03:44.18
- 134
- 6 hours ago
- smk_hb_super
- 4o8
- 02:38.94
- 21
- 6 hours ago
- smk_hb_super
- insc
- 04:33.46
- 178
- 6 hours ago
- notkz_pthree
- goeasy
- 05:54.48
- 112
- 6 hours ago
- notkz_pthree
- rck
- 06:26.26
- 126
- 6 hours ago
- smk_hb_super
- Destroman
- 03:13.84
- 77
- 6 hours ago
- rush_boredom
- lavash
- 04:13.83
- 154
- 6 hours ago
To fix this, server has to also send out correct aa information to client along with server side prediction per player.
"its very hard to play 100aa climb, because if you press S midair you just stop like hitting a wall" -> some lags like this
<3 Kpoluk
"This modume implements the shared player physics code between any particular game and
the engine. The same PM_Move routine is built into the game .dll and the client .dll and is
invoked by each side as appropriate. There should be no distinction, internally, between server
and client. This will ensure that prediction behaves appropriately."
It's not limited to duckhop but any movement that is slightly different happening in 100aa that should happen in 10aa
About client's aa, unfortunately i see the weird movement when i enable aa100. Reason could be repai used compared to otpheu?