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!! ================================================ 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]<mailto:[email protected]>. _______________________________________________ Csgo_servers mailing list [email protected]<mailto:[email protected]> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ________________________________ _______________________________________________ Csgo_servers mailing list [email protected]<mailto:[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 or return the E.mail to [email protected]<mailto:[email protected]>. _______________________________________________ Csgo_servers mailing list [email protected]<mailto:[email protected]> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers ________________________________ _______________________________________________ Csgo_servers mailing list [email protected]<mailto:[email protected]> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers _______________________________________________ Csgo_servers mailing list [email protected]<mailto:[email protected]> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers _______________________________________________ Csgo_servers mailing list [email protected]<mailto:[email protected]> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers -- Adam N Piatek https://www.GaloreGameServers.Com<https://www.galoregameservers.com/> [email protected]<mailto:[email protected]> _______________________________________________ Csgo_servers mailing list [email protected]<mailto:[email protected]> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
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