Originally Posted by
megazor
I guess many people tried it, including IzNoGoD and me. The problem is, there are usually multiple client frames between two server frames.
If on server frame #n a player was on the ground and on frame #(n+1) they turned to be in the air, it doesn't necessarily mean that the player's origin on frame #n was the last ground-based origin.
But still, have you read my post through? You quoted it all but commented only first part. As I said, even with a perfectly working distance-meter, you can't use it for accurate jump measurement like in Counter-Strike.
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I'll say even more on the sv_fps workaround. Not only it changes the gametype timing, it also changes the player's physics, especially the length of jump.