Kannst du sv_client_predict mal auf -1 setzen? Ja, dich meine ich, LoC :>Code:"sv_client_predict" replicated - This can be used to force the value of cl_predict for connected clients (only while they are connected). -1 = let clients set cl_predict to anything 0 = force cl_predict to 0 1 = force cl_predict to 1
Dann wäre das Problem mit dem Singleplayer-mist endlich gelöst.