Quit complaining and do it then. It's clearly an important topic to many people. If it's not important to you then add a filter. Stop trying to force other people to your will. (Kind of like the tickrate issue...) On Sep 23, 2012 12:20 PM, "haeufi" <[email protected]> wrote:
> 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]> 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]> >> >>> 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. >>> > >>> > >>> > ================================================ >>> > 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 <%2B44%20845%20868%201337> >>> > 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 <%2B44%20845%20868%201337> >>> or return the E.mail to [email protected]. >>> >>> _______________________________________________ >>> Csgo_servers mailing >>> [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 >>> >> >> >> >> -- >> Best regards, >> AnAkIn >> >> >> _______________________________________________ >> Csgo_servers mailing list >> [email protected] >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers >> > > > _______________________________________________ > Csgo_servers mailing > [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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