omfg! Please stop discussing about tickrate.... The actual state is that
it´s variable and valve will only change this if THEY want and not if
YOU/WE want! There is no success in discussing this! It just spams
everyone´s mailboxes and you oversee important issues! I´m soon about
adding a filter for this topic, because it isn´t even worth reading this
stuff...
So please please please please just stop this "spam"!
Am 23.09.2012 16:10, schrieb Absurd Minds:
Then they need to fix those issues. Locking tickrate is the lazy,
harmful way out.
On Sep 23, 2012 5:24 AM, "AnAkIn" <[email protected]
<mailto:[email protected]>> wrote:
Tickrate is probably causing issues with other things than just
doors anyway. In OB engine games it caused issues with weapon
dropping speed/distance, grenade/sticky bomb speed on TF2, etc...
2012/9/23 ics <[email protected] <mailto:[email protected]>>
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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Best regards,
AnAkIn
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