Picture this : 10 players (5 on each team) are in the same part of the map. All of them are shooting and moving. By shooting around they hit a few props as cans, tons etc aswell, and they start moving too.
How in hell is the server supposed to let everybody see the exact same scene if it can't make more updates than 66 in one tick? There is a very good reason why leagues demand to use tick100 on official matches. And that reason is simply "accurate gaming". If u think there's no way to tell the difference between a 100 tickrate server and a 66 tickrate server while playing, then obviously your requirements aren't very high (which is ok , I assume, for a fun player ... but definitely not ok for a competitive semi-professional gamer). On a map like de_nuke , the door everybody mentions is one of the main tactical positions of the map. This door being bugged really doesn't help competitive gaming at all. Since there definitely are servers out there who fixed the issue, it is obviously indeed possible. As far as I know tho, it involves having fixed maps (as it seems to be a map-bug, not specifically an engine bug). Seems like the fixed map has to be put only on the server tho, since u don't download any map from the fixed servers (which still, to me, doesn't make sense, as this would mess up any CRC checks done to prevent any issues with wrong mapfiles ... oh well, I'm not that much of a coder anyway ;-). -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of LDuke Sent: Dienstag, 05. Dezember 2006 16:48 To: [email protected] Subject: Re: [hlds_linux] Doors at Tickrate 100 -- [ Picked text/plain from multipart/alternative ] Use a 66 tickrate server. :) Seriously, I haven't heard a single good reason to use anything higher that stands up to serious scrutiny. On 12/5/06, jonatan sandberg <[EMAIL PROTECTED]> wrote: > > [ Converted text/html to text/plain ] > Hello Friends. > I am a server administrator for my competetive team. I try to get our > matches > as fair and smooth as possible. We have to play our matches in tick100, > league > rules. Because of this the doors in all maps that our league plays are > really > hard to use and kind of unpredictable at times. A couple of days ago > someone > posted a "quickfix" for the doors, adjusting phys_timescale. This is not > any > kind of fix that can be used in serious matches. Phys_timescale also > affects > jumping, if only a little its still to much, and other things. > Because of this I am here asking if there is possible to create a plug-in > to > fix this problem. It's a longshot but is it possible to create a plug-in > that > only changes the phys_timescale value for the doors, or ANYTHING to fix > the > problem. Lets face it, Valve is not going to touch this, ever! And because > of > this we at r60.org, and possibly every other Cs:s league out there, asks > you > plug-in creators to take a look at this. We would really be in dept to > you, we > already are! > Thank you in advance, if for nothing else than for trying. /Jonatan > Sandberg > Forsgren > > > > ---------------------------------------------------------------------------- -- > Get Your Own .NU Web Address Now! ---> http://WWW.NUNAMES.NU > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

