Its not breaking things. Its a matter if a door being a little slower on one map. On Sep 18, 2012 4:12 PM, "Russell Smith" <[email protected]> wrote:
> Hard to leave it alone when it is breaking things, right? > > It would be nice if Valve showed some consistency on things like this. > Either leave it enabled or disable it across the different builds. > > On 18.09.2012 13:08, Travis Brown wrote: > >> "Higher tickrate doesnt make competitive games any better, neither >> does higher fps, all of you who keep trying "get ahead" of other >> servers by changing tickrate/fps_max, all youre doing is creating >> inconsistencies." >> Thats your opinion. Getting tired of ppl crying about tickrate and >> fps. Leave it alone and let those who want to use it use it. If you >> dont want to use it then dont. >> On Sep 18, 2012 4:05 PM, "Calvin Judy" <[email protected] >> [24]> wrote: >> >> Travis, maps arent compiled to specific tickrates. >>> >>> HPE/Valves words: >>> "Tickrate has a host of side effects on network code, weapon firing >>> speeds, force impulses (like throwing weapons), and physics, and >>> this will help us create a more consistent experience for >>> Counter-Strike." >>> >>> That was when they removed tickrate in on the CS:S orangebox build, >>> the same thing needs to happen here. It should be limited and >>> fps_max should be dependant on it. (I believe they have already >>> enforced the fps_max back to the tickrate.) >>> >>> Higher tickrate doesnt make competitive games any better, neither >>> does higher fps, all of you who keep trying "get ahead" of other >>> servers by changing tickrate/fps_max, all youre doing is creating >>> inconsistencies. >>> >>> ----- Original Message ----- >>>> FROM: Travis Brown [17] >>>> TO: >>>> csgo_servers@list.**valvesoftware.com<[email protected]>[18] >>>> SENT: Tuesday, September 18, 2012 3:15 PM >>>> SUBJECT: Re: [Csgo_servers] 128 tickrate server makes door at >>>> de_nuke or de_nuke_se move slower than when it is @ 64 tick server >>>> >>>> >>>> Because the map was prolly optimized for 64 tick? It can be fixed. >>>> >>>> On Sep 18, 2012 2:23 PM, "Steven Hartland" >>>> <[email protected] [19]> wrote: >>>> >>>> So care to explain how a map can break the timing of something, >>>>> when its the engine which does the timing ;-) >>>>> >>>>> ----- Original Message ----- >>>>>> FROM: Travis Brown [8] >>>>>> TO: >>>>>> csgo_servers@list.**valvesoftware.com<[email protected]>[9] >>>>>> SENT: Tuesday, September 18, 2012 7:12 PM >>>>>> SUBJECT: Re: [Csgo_servers] 128 tickrate server makes door at >>>>>> de_nuke or de_nuke_se move slower than when it is @ 64 tick >>>>>> server >>>>>> >>>>>> It was removed cause the game engine couldnt do it properly as >>>>>> the game was ported. It has been done right this time. The map >>>>>> needs fixed, not removal of tickrate. Lol >>>>>> On Sep 18, 2012 2:09 PM, "Steven Hartland" >>>>>> <[email protected] [10]> wrote: >>>>>> >>>>>> Thats not what I understood, so care to provide evidence of >>>>>>> that? >>>>>>> >>>>>>> ----- Original Message ----- >>>>>>>> FROM: Travis Brown [1] >>>>>>>> TO: >>>>>>>> csgo_servers@list.**valvesoftware.com<[email protected]>[2] >>>>>>>> SENT: Tuesday, September 18, 2012 6:55 PM >>>>>>>> SUBJECT: Re: [Csgo_servers] 128 tickrate server makes door >>>>>>>> at de_nuke or de_nuke_se move slower than when it is @ 64 >>>>>>>> tick server >>>>>>>> >>>>>>>> That isnt why it was removed. >>>>>>>> On Sep 18, 2012 1:42 PM, "Steven Hartland" >>>>>>>> <[email protected] [3]> wrote: >>>>>>>> >>>>>>>> This is why the trickrate should NEVER have >>>>>>>>> re-introduced! >>>>>>>>> >>>>>>>>> It was removed for a good reason aka because it broken >>>>>>>>> stuff, just like this. >>>>>>>>> >>>>>>>>> PLEASE PLEASE guys remove it again, it will prevent a >>>>>>>>> world of hurt in the long run!! >>>>>>>>> >>>>>>>> >>>>>>> ==============================**================== >>>>>>> This e.mail is private and confidential between Multiplay >>>>>>> (UK) Ltd. and the person or entity to whom it is addressed. >>>>>>> In the event of misdirection, the recipient is prohibited >>>>>>> from using, copying, printing or otherwise disseminating it >>>>>>> or any information contained in it. >>>>>>> >>>>>>> In the event of misdirection, illegible or incomplete >>>>>>> transmission please telephone +44 845 868 1337 [4] >>>>>>> or return the E.mail to [email protected] [5]. >>>>>>> ______________________________**_________________ >>>>>>> Csgo_servers mailing list >>>>>>> Csgo_servers@list.**valvesoftware.com<[email protected]>[6] >>>>>>> >>>>>>> >>>>>> >>>>> >>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/** >>> csgo_servers<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers> >>> >>>> [7] >>>>>>> >>>>>> >>>>>> ------------------------- >>>>>> >>>>>> ______________________________**_________________ >>>>>> Csgo_servers mailing list >>>>>> Csgo_servers@list.**valvesoftware.com<[email protected]>[11] >>>>>> >>>>>> >>>>> >>>> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/** >>> csgo_servers<https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers> >>> >>>> [12] >>>>>> >>>>> >>>>> ==============================**================== >>>>> This e.mail is private and confidential between Multiplay (UK) >>>>> Ltd. and the person or entity to whom it is addressed. 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