The door fix in for nuke in CSS was phys_timescale 1.50 for tick 66
before tickrate lock. The door movement is physics related so tick 100
on it simulated the door movement on much higher rate than like 66 but
of course the door slowness is more noticeable with 128 now in CSGO. So
basically, if this cvar existed in CSGO, fix would be phys_timescale
2.00 for tick 128 but it would make every other physics object move faster.
Now can we please shelf this conversation for a while.
-ics
23.9.2012 4:13, Steven Hartland kirjoitti:
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 <mailto:[email protected]>
*To:* [email protected]
<mailto:[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] <mailto:[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]
<mailto:[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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