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Today's Topics:
1. Warm up timer reseting back to initial value, after round end
(Babis)
2. RCON Logging / Competitive match point (ToG Admin)
3. Re: 128 tickrate server makes door at de_nuke or de_nuke_se
move slower than when it is @ 64 tick server (Absurd Minds)
4. Re: 128 tickrate server makes door at de_nuke or de_nuke_se
move slower than when it is @ 64 tick server (Steven Hartland)
----------------------------------------------------------------------
Message: 1
Date: Wed, 19 Sep 2012 00:44:44 +0300
From: Babis <[email protected]>
To: "[email protected]"
<[email protected]>
Subject: [Csgo_servers] Warm up timer reseting back to initial value,
after round end
Message-ID:
<CANgx26ghXPuN=RDNYo-GdCDCn99i=z-0dqi8y6cq8tc6fzq...@mail.gmail.com>
Content-Type: text/plain; charset="iso-8859-1"
I don't know if it is already mentioned or not, but today I noticed that
the warmup count down timer was reseting back to initial value and started
to re-count again after round end (of course, before timer ends) , any
ideas what is going wrong or it is just a new bug?
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Message: 2
Date: Tue, 18 Sep 2012 22:55:04 +0100
From: ToG Admin <[email protected]>
To: [email protected]
Subject: [Csgo_servers] RCON Logging / Competitive match point
Message-ID: <[email protected]>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
A couple of things I've noticed since the latest update - might or might
not be just my install!
Firstly, RCON via HLSW drops out completely (i.e. HLSW shows the server
has "timeout") but the game is still running and people are connected.
Secondly, during competitive matchplay I've noticed a couple of times
that the first half finishes and everyone changes teams then immediately
it announces that it's Match Point. Could that be right?
Regards,
Mike
------------------------------
Message: 3
Date: Tue, 18 Sep 2012 17:55:54 -0400
From: Absurd Minds <[email protected]>
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
Message-ID:
<CAEXNCwqxdh1n1-esgwK=kk1eyzpdwlxdskrwdqdyfpwc5u4...@mail.gmail.com>
Content-Type: text/plain; charset=ISO-8859-7
I wonder if this is why the doors in de_bank are so slow also (in that
convenience store next to the bank). I recently noticed them opening
absurdly slow, but didn't connect it to server tickrate.
On Tue, Sep 18, 2012 at 5:36 PM, Babis <[email protected]> wrote:
> You just have to look this for yourself and see the difference. Just use
> -tickrate 64 or -tickrate 128 in the command line start parameters of the
> game , and then host a nuke map in both situations and just press e (+use)
> key to the door at bombsite a. I think , without being sure, that same
> behavior occurs also at the vertical garage door in cs_office map.
>
> ???? 18 ??? 2012 11:50 ?.?., ? ??????? "Ido Magal" <[email protected]>
> ??????:
>
>> 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]>
>> To: [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]>
>> 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
>>
>> 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
>>
>> 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
>>
>> 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!!
>>
>>
>> ================================================
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>>
>> --
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>> https://www.GaloreGameServers.Com
>> [email protected]
>>
>>
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------------------------------
Message: 4
Date: Tue, 18 Sep 2012 22:59:16 +0100
From: "Steven Hartland" <[email protected]>
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
Message-ID: <[email protected]>
Content-Type: text/plain; charset="iso-8859-1"
You mean like locking it in CS:S killed the competitive scene, don't
talk rubbish.
People change the setting because they can. Take it away and it will
prevents issues like this and it won't stop people playing the game.
At the end of the day competition is about who can beat who on the
playing field they find themselves on, removing tickrate doesn't
have impact one player more than another, so given the issues it
cause removal is something I'd definitely like to see.
Regards
Steve
----- Original Message -----
From: Absurd Minds
To: [email protected]
Sent: Tuesday, September 18, 2012 9:48 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
Agreed. There is a noticeable difference in hi registry on lower
tick rates. Locking it would kill the competitive scene.
On Sep 18, 2012 1:54 PM, "Jeff Morello" <[email protected]> wrote:
I would argue that higher would always be better for competition.
On Tue, Sep 18, 2012 at 10:43 AM, O!KAK <[email protected]> wrote:
+1
Valve/HPE should disable this stupid tickrate 128 and lock it
on 100 for competitive and 66 for all other game modes.
----- Original Message ----- From: "ics" <[email protected]>
To: <[email protected]>
Sent: Tuesday, September 18, 2012 6:39 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
There is no fix that doesn't have side effects. Best option
is to use tick 64.
-ics
18.9.2012 16:44, Valentin G. kirjoitti:
Hopefully a locked tickrate like in all the other games
now. Tired of
the endless discussions.
On Tue, Sep 18, 2012 at 2:44 PM, Babis <[email protected]> wrote:
Is there any hot fix for that?
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