I set the nosend flags one by one since I had a problem with my.nosend = on; messing up a proc_client command or proc_local, I forget which or what it was exactly, but I remember there being a problem that gave me quite a headache...

Unlike the article in the link, I just do all my movements on the clients, and just set the position on the server. No need for prediction then. The reason they do movement on both the player and the server is due to cheating I think. But, I do some checks and balances against this. The problem with doing 2 methods is that there will need to be some sort of correction in your code. For example, there is possibilities for the servers real positions(based on client input) and the clients predicted positions to be out of snyc. You then have to move the client in snyc back which causes jarring.


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