Tickrate is probably causing issues with other things than just doors
anyway. In OB engine games it caused issues with weapon dropping
speed/distance, grenade/sticky bomb speed on TF2, etc...

2012/9/23 ics <[email protected]>

>  The door fix in for nuke in CSS was phys_timescale 1.50 for tick 66
> before tickrate lock. The door movement is physics related so tick 100 on
> it simulated the door movement on much higher rate than like 66 but of
> course the door slowness is more noticeable with 128 now in CSGO. So
> basically, if this cvar existed in CSGO, fix would be phys_timescale 2.00
> for tick 128 but it would make every other physics object move faster.
>
> Now can we please shelf this conversation for a while.
>
> -ics
>
> 23.9.2012 4:13, Steven Hartland kirjoitti:
>
> Lets get something clear "It works, its just supposedly slower" = its
> broken.
>
> And how do you know it can be fixed without disabling 128 tick?
>
> I've not coded for source engine so don't know for sure, but based on
> others comments door timings in the engine are based on values which
> increment at the tickrate, so without decoupling the two or changing the
> way door timings are calculated then no you wont be able to fix simply the
> doors.
>
> For clarity as you seem to love jumping to conclusions, this doesn't mean
> it can't be fixed and still keep 128 tick, but just that its likely it will
> be a much harder job if you start having to change key parts of the engine
> to decouple things.
>
>     Regards
>     Steve
>
>
> ----- Original Message -----
> *From:* Travis Brown <[email protected]>
> *To:* [email protected]
> *Sent:* Friday, September 21, 2012 5:12 PM
> *Subject:* Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor
> de_nuke_se move slower than when it is @ 64 tick server
>
>  It works, its just supposedly slower. The door can be fixed without
> disabling 128 tick.
> On Sep 21, 2012 7:02 AM, "Steven Hartland" <[email protected]>
> wrote:
> >
> > The fact the door isn't working on only 128 tick servers isn't enough?
> >>
> >> ----- Original Message -----
> >> From: Travis Brown
> >> To: [email protected]
> >> Sent: Friday, September 21, 2012 2:36 AM
> >> Subject: Re: [Csgo_servers] 128 tickrate server makes door at de_nukeor
> de_nuke_se move slower than when it is @ 64 tick server
> >>
> >> All of these ppl saying no to high tickrates have yet to provide any
> proof of their argument.
> >
> >
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-- 
Best regards,
AnAkIn
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