what you see in game is not what you see on demo... or in this case... what you're seeing in the demo is not what abso saw in game - is it really that hard to understand?
please, make a fraps recording or something when it's and also record a demo.
Maybe id can make something out of it.
Until then, I'm afraid there is a chance that it's just your eyes lying to you.
Because so far, the only thing that can be replicated is what rmplr did in the video.
It's a fresh new day =D and I thought of something. Maybe, the shooting behind is actually only an optical illusion that takes place from your experience playing the game.
A player runs for a door exit. You grab the rail and flick shot almost at the edge of the entrance as the enemy is passing.
Now this is what I imagine how the unlagged netcode works:
the shot will first be rendered AS A MISS (or just as... nothing, yet), because there was no time yet to compare the server data of the enemies location to the location where the hitbox was rendered on your screen. Once this is done, and you aimed at the right spot, it will be counted as a hit! So at first the enemy model is sailing out of sight behind the wall and you rail shot seems to have missed (because it cannot possibly be updated in real-time due to lag), but once the hit calculation is done, the hit is rightfully awarded.
So you see the target passing your rail beam, it looks like you shot behind because the registering takes some time (maybe your enemy has more lag that has to be taken into account too), but in reality your aim was perfect.
All in all this is much much more complicated then I thought it would be :/ I know that some of the hitbox problems can be solved with a big player model that does not have weird animations (keel, Tankjr), but some are just there and are going to stay.
As I am much more happy about the QL netcode compared to cpma (and I think most players rocking it in QL on ping 100 compared to unplayable in cpma will agree), if there are some downsides so be it, it's a good trade-off.
The only thing I do not want in any way is size of hitboxes (not visible but in effect) stretching. If that was the case, it would be very bad (remember the blue bug? that was so fucked up; reversed blue bug where the hitbox gets bigger for one player would be equally unfair).
So if alterating hitboxes are ruled out by the programmers, I'm happy!
I see lots of people with 100 ping on servers that can compete really well. Surely high ping is still a disadvantage, but not as much as with q3 osp/cpma.
He did own him yes, but its cypher - he's better player than burnedd. I agree that on osp it was way more painful to play on high ping, yet I still think cpma has far superior netcode comparing to QL.
just a little note on the "my shot hit though it was way off" whine:
i once hit a rail shot on ctf3 in the flagroom although the rail shot i saw on the screen while playing hit the little beam right in front of me (!!!!) and not the player on the other side of the room i wanted to hit.
i was like omg wtf can it get any crazier than that??
as i watched the replay, the shot did not hit the little beam but the player across the room.
seems like the railtrail drawing is rather random or delayed as said above and thats were the whine comes from mostly ;)