There's something similar in sp_delivery_te near the elevator. In that particular case, there's something wrong with the map and the server determining whether the entities behind the corner should be propagated to your client. You don't always receive everyone's position (or to be more precise, position of every entity, such as player, corpse, gun, medpack...), only when ET determines you can either see or hear the other player. Sometimes, this is buggy, probably related to how brushes are placed and merged.
I've always experienced it on the same places, I have no explanation why that would happen everywhere for you (if you're suggesting that's the case).
EDIT: I read the video description and, quote:
On the console I can see sometimes, that I died and killed somebody with mp40 or thompson after that, which should be impossible.
You mean you killed someone and the event was displayed in the wrong order? Or you didn't kill anyone and the event displayed regardless (this should not be possible, client doesn't behave this way and server doesn't make mistakes)? If the former, than that would suggest a very heavy packet loss, but then your client should be completely lagged without being able to move. Server basically spams you with all the gamestate updates and keeps track of what you know based on latest frame your client acknowledges (sliding window). Then it does a diff of current gamestate and your last acknowledged gamestate and that's what is being sent to you. Whenever your client receives the update, it will apply the changes to your own gamestate and send the frame number back to the server.
I probably could understand that certain events are missing (when the connection gets interrupted for prolonged periods of time, we're talking seconds here - when that happens, gamestate is discarded and server assumes you don't know anything), but I have never seen them in a wrong order, especially without a perceivable lag.
You have probably done this already, but just to make sure - try running the game with the default configuration, especially check those cvars (I think most of them are forced to certain values, but anyway):
Code: Select all
seta rate "40000"
seta snaps "20"
seta cg_predictItems "1"
seta cl_maxpackets "100"
seta cl_packetdup "1"
seta cl_nodelta "0"
seta cl_timeNudge "0"
seta b_antilag "1"
If you are certain that there's nothing wrong with the ET configuration, then probably the ISP (or connection, generally) is to blame. What kind of connection do you have? I'd imagine the game would behave this weird if, let's say, just incoming packets were delayed, or vice-versa. You can't rely on ET ping measurements too much. Any chance you can try another connection, at your friend's house with a different ISP, perhaps?