guys, the question was about de_nuke and doors at 128 tickrate opening slower. 
he was asking if there was a hotfix for it or a planned fix. it was a SIMPLE 
question requiring a SIMPLE asnwer from someone who had a hotfix or maybe from 
Ido. So lets stop spamming everyones inbox with a useless discussion.

thanks.




________________________________
 From: Adam Piatek <[email protected]>
To: [email protected] 
Sent: Tuesday, September 18, 2012 4:28:30 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 really is not his opinion - It simply is truth, and has been proven time 
and time again by various outside sources.  If you care to know how/why, you 
can go dig through the HLDS mailing list and read some of Gary Stanley's work 
on the matter.  When you understand how the timers on a system work, and how 
that interacts with the game engine itself, you might understand why this is 
the truth.

-A



On Tue, Sep 18, 2012 at 4:08 PM, Travis Brown <[email protected]> wrote:

"Higher tickrate doesn't 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 you're 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]> wrote:
>
> 
>>Travis, maps aren't compiled to specific 
tickrates.
>> 
>>HPE/Valve's 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 doesn't 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 you're doing is creating 
inconsistencies. 
>>----- Original Message ----- 
>>>From: Travis  Brown 
>>>To: [email protected] 
>>>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]>  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 
>>>>>To: [email protected] 
>>>>>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]> wrote:
>>>>>
>>>>> 
>>>>>>That's not what I understood, so care to provide  evidence of that?
>>>>>>----- Original Message ----- 
>>>>>>>From: Travis Brown 
>>>>>>>To: [email protected] 
>>>>>>>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]> 
>>>>>>>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!!
>>>>>>================================================
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        person or entity to whom it is addressed. In the event of misdirection, 
        the recipient is prohibited from using, copying, printing or otherwise 
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>>>>>>
>>>>>>In the 
        event of misdirection, illegible or incomplete transmission please 
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>>>>>>or return the E.mail to [email protected].
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-- 
Adam N Piatek
https://www.GaloreGameServers.Com
[email protected]

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