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 
  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.
  >
  >
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