I wonder if this is why the doors in de_bank are so slow also (in that
convenience store next to the bank). I recently noticed them opening
absurdly slow, but didn't connect it to server tickrate.

On Tue, Sep 18, 2012 at 5:36 PM, Babis <[email protected]> wrote:
> 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
>>
>> 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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>> In the event of misdirection, illegible or incomplete transmission please
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>> _______________________________________________
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>> ________________________________
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>>
>> ================================================
>> This e.mail is private and confidential between Multiplay (UK) Ltd. and
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>> disseminating it or any information contained in it.
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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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>
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