omfg! Please stop discussing about tickrate.... The actual state is that it´s variable and valve will only change this if THEY want and not if YOU/WE want! There is no success in discussing this! It just spams everyone´s mailboxes and you oversee important issues! I´m soon about adding a filter for this topic, because it isn´t even worth reading this stuff...

So please please please please just stop this "spam"!

Am 23.09.2012 16:10, schrieb Absurd Minds:

Then they need to fix those issues. Locking tickrate is the lazy, harmful way out.

On Sep 23, 2012 5:24 AM, "AnAkIn" <[email protected] <mailto:[email protected]>> wrote:

    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] <mailto:[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 <mailto:[email protected]>
            *To:* [email protected]
            <mailto:[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]
            <mailto:[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]
            <mailto:[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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