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!!****
>
>
> ================================================
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> _______________________________________________
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> _______________________________________________
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> [email protected]
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>
>
> ================================================
> 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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>
>
>
> --
> Adam N Piatek
> https://www.GaloreGameServers.Com <https://www.galoregameservers.com/>
> [email protected]****
>
>
> _______________________________________________
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> [email protected]
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers****
>
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