Bottiger
Administrator
I cannot speak directly on the issue, as I was not there, but I can speak thoroughly on the half life engine net code and its effects, and the habits of players that cheat. I also have no vested interest in this as I do not know any of the admins / players in this thread, but I do regularly play on your trade servers / occasionally on your normal servers / from time to time lurk your forums etc.
(Qualifier: From 2004 Until 2008 I worked in the gaming (specifically eSports) -- see GotFrag, Championship Gaming Series as the most notable companies (I have been passively involved in the years after my work))
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* If it ends out that you stopped moving before you reconnected to the server, the server will teleport you backwards. It will never speed you up. [FALSE -- you're stuck thinking about the CLIENT side, not the SERVER side]
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
A delay between player input and corresponding visual feedback creates a strange, unnatural feeling and makes it hard to move or aim precisely. Client-side input prediction (cl_predict 1) is a way to remove this delay and let the player's actions feel more instant. Instead of waiting for the server to update your own position, the local client just predicts the results of its own user commands. Therefore, the client runs exactly the same code and rules the server will use to process the user commands. After the prediction is finished, the local player will move instantly to the new location while the server still sees him at the old place.
After 150 milliseconds, the client will receive the server snapshot that contains the changes based on the user command he predicted earlier. Then the client compares the server position with his predicted position. If they are different, a prediction error has occurred. This indicates that the client didn't have the correct information about other entities and the environment when it processed the user command. Then the client has to correct its own position, since the server has final authority over client-side prediction.
You will never be able to run faster than the same class due to lag. The server has information about the maximum soldier velocity.
You may warp, but the warping will never be faster than someone with the same class and vector.
I don't know why working for electronic sports reporting makes you an expert at netcode, but I don't think you know how linear interpolation works.