You just have to look this for yourself and see the difference. Just use -tickrate 64 or -tickrate 128 in the command line start parameters of the game , and then host a nuke map in both situations and just press e (+use) key to the door at bombsite a. I think , without being sure, that same behavior occurs also at the vertical garage door in cs_office map. Στις 18 Σεπ 2012 11:50 μ.μ., ο χρήστης "Ido Magal" <[email protected]> έγραψε:
> I’ve logged the bug and we’ll investigate it but I don’t have an eta.**** > > ** ** > > Thanks for reporting it.**** > > ** ** > > *From:* [email protected] [mailto: > [email protected]] *On Behalf Of *Collin Howard > *Sent:* Tuesday, September 18, 2012 1:46 PM > *To:* [email protected] > *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**** > > ** ** > > 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 <[email protected]> **** > > *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 <[email protected]> **** > > *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 <[email protected]> **** > > *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].**** > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers**** > ------------------------------ > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers **** > > > ================================================ > 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].**** > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers**** > ------------------------------ > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers**** > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers**** > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers**** > > > > > -- > Adam N Piatek > https://www.GaloreGameServers.Com <https://www.galoregameservers.com/> > [email protected]**** > > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers**** > > _______________________________________________ > Csgo_servers mailing list > [email protected] > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >
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