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]<mailto:[email protected]>>
To: 
[email protected]<mailto:[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]<mailto:[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]<mailto:[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<mailto:[email protected]>
To: 
[email protected]<mailto:[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]<mailto:[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<mailto:[email protected]>
To: 
[email protected]<mailto:[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]<mailto:[email protected]>> wrote:
That's not what I understood, so care to provide evidence of that?
----- Original Message -----
From: Travis Brown<mailto:[email protected]>
To: 
[email protected]<mailto:[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]<mailto:[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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--
Adam N Piatek
https://www.GaloreGameServers.Com<https://www.galoregameservers.com/>
[email protected]<mailto:[email protected]>

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