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!!
>>>>>
>>>>
>>>> ================================================
>>>> 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].
>>>>
>>>> _______________________________________________
>>>> 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 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
>>
>>
>> _______________________________________________
>> 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
>



-- 
Adam N Piatek
https://www.GaloreGameServers.Com
[email protected]
_______________________________________________
Csgo_servers mailing list
[email protected]
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers

Reply via email to