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!!
>>>>>>================================================
>>>>>>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
>>>>>>or return the E.mail to [email protected].
>>>>>>_______________________________________________
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>>>>>>
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>>>>> _______________________________________________
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>>>>This
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person or entity to whom it is addressed. In the event of misdirection, the
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>>>>
>>>>In the event of
misdirection, illegible or incomplete transmission please telephone +44
845 868 1337
>>>>or return the E.mail to [email protected].
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>>>>
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--
Adam N Piatek
https://www.GaloreGameServers.Com
[email protected]
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