The solution to this (as well as most other issues) is find the correct solution to the problem. In this case the method used to compute the door timing should be corrected appropriately, the software should then be patched and tested thoroughly prior to releasing the patch in an update. Testing is a big part of all software development, unfortunately there seems to be a serious flaw with the testing phase of patches at this point in time.
On Sun, Sep 23, 2012 at 3:13 AM, Steven Hartland <[email protected]> wrote: > 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. >> >> >> ================================================ >> 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 > 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
