eeeSo does the plugin need to adjust door speed by 128/66 or is there more to it?
The door speed is the major issue right now - but yes, you only need to divide the new tickrate by 66 in order to get the ratio required to speed doors up by. Actually making them open faster is another deal entirely - I don't know how possible that is through a server plugin.
[quote=eee]So does the plugin need to adjust door speed by 128/66 or is there more to it?[/quote]
The door speed is the major issue right now - but yes, you only need to divide the new tickrate by 66 in order to get the ratio required to speed doors up by. Actually making them open faster is another deal entirely - I don't know how possible that is through a server plugin.
Forsak3nI tried asking serveme to host one server with this thing just for testing many months ago, but they didn't like this idea: "experiment with ur own servers", rip.
You probably didn't do a very good job of convincing me to spend time on customizing a free server for an unproven plugin just so it could take twice the CPU cycles for the benefit of a non-paying user.
I don't mind running experiments with new plugins as long as there's some structure behind it. Back when A:R was introduced there was a group of players that wanted to run test matches to see if it would be interesting, so I added it to serveme.tf, I could see a similar thing happening for this plugin if there's a similar push from the players willing to test it. Add me on steam :)
[quote=Forsak3n]I tried asking serveme to host one server with this thing just for testing many months ago, but they didn't like this idea: "experiment with ur own servers", rip.[/quote]
You probably didn't do a very good job of convincing me to spend time on customizing a free server for an unproven plugin just so it could take twice the CPU cycles for the benefit of a non-paying user.
I don't mind running experiments with new plugins as long as there's some structure behind it. Back when A:R was introduced there was a group of players that wanted to run test matches to see if it would be interesting, so I added it to serveme.tf, I could see a similar thing happening for this plugin if there's a similar push from the players willing to test it. Add me on steam :)
I would be open to letting EVL Gaming customers test this out with their comp discount servers (they just need to open a ticket and ask). However it literally does double the needed CPU and bandwidth on the serverside. Client side bandwidth also doubles, which can add more latency. This is why we charge more for 128 tick CS:GO vs 66 tick CS:GO. It works fairly well for CS:GO which is why valve hasn't locked CS:GO like they have with TF2.
I would be open to letting EVL Gaming customers test this out with their comp discount servers (they just need to open a ticket and ask). However it literally does double the needed CPU and bandwidth on the serverside. Client side bandwidth also doubles, which can add more latency. This is why we charge more for 128 tick CS:GO vs 66 tick CS:GO. It works fairly well for CS:GO which is why valve hasn't locked CS:GO like they have with TF2.
You should not use anything else than 66tick on TF2, there are many parts of the game engine where calculations are based on tick 66, so this’ll fuck up a lot of things (e.g. weapon recoil or doors). That’s why the tickrate is locked to 66 in TF2.
You can even ask the guy who made the plugin, he will tell you the same, it's even written in red on the download page.
On CS GO Valve fixed all these tickrate issues, so it can be modified without any issues.
You should not use anything else than 66tick on TF2, there are many parts of the game engine where calculations are based on tick 66, so this’ll fuck up a lot of things (e.g. weapon recoil or doors). That’s why the tickrate is locked to 66 in TF2.
You can even ask the guy who made the plugin, he will tell you the same, it's even written in red on the download page.
On CS GO Valve fixed all these tickrate issues, so it can be modified without any issues.
AnAkkkYou should not use anything else than 66tick on TF2, there are many parts of the game engine where calculations are based on tick 66, so this’ll fuck up a lot of things (e.g. weapon recoil or doors). That’s why the tickrate is locked to 66 in TF2.
You can even ask the guy who made the plugin, he will tell you the same, it's even written in red on the download page.
On CS GO Valve fixed all these tickrate issues, so it can be modified without any issues.
If this is the case, then why can't we push Valve to implement similar fixes into TF2?
Perhaps we could see them with the up-and-coming matchmaking update that's been All The Excitement in the community lately. It's something I think this community should aim for - since 128 tick makes aiming better, after all
..get it??
[quote=AnAkkk]You should not use anything else than 66tick on TF2, there are many parts of the game engine where calculations are based on tick 66, so this’ll fuck up a lot of things (e.g. weapon recoil or doors). That’s why the tickrate is locked to 66 in TF2.
You can even ask the guy who made the plugin, he will tell you the same, it's even written in red on the download page.
On CS GO Valve fixed all these tickrate issues, so it can be modified without any issues.[/quote]
If this is the case, then why can't we push Valve to implement similar fixes into TF2?
Perhaps we could see them with the up-and-coming matchmaking update that's been All The Excitement in the community lately. It's something I think this community should aim for - since 128 tick makes [i]aiming[/i] better, after all
[size=10]..get it??[/size]
BitesIf this is the case, then why can't we push Valve to implement similar fixes into TF2?
Perhaps we could see them with the up-and-coming matchmaking update that's been All The Excitement in the community lately. It's something I think this community should aim for - since 128 tick makes aiming better, after all
do u get it??
"we" can try to push Valve, but how long did it take for them to get around to even talking about implementing matchmaking? Granted it'd be easier to fix bad code that assumes the tickrate is always 66 than implement matchmaking, but still...
[quote=Bites]If this is the case, then why can't we push Valve to implement similar fixes into TF2?
Perhaps we could see them with the up-and-coming matchmaking update that's been All The Excitement in the community lately. It's something I think this community should aim for - since 128 tick makes [i]aiming[/i] better, after all
[size=10]do u get it??[/size][/quote]
"we" can try to push Valve, but how long did it take for them to get around to even [i]talking[/i] about implementing matchmaking? Granted it'd be easier to fix bad code that assumes the tickrate is always 66 than implement matchmaking, but still...
Unless valve implements it themselves I don't think this should be used. Like others said too many chances for it to go wrong, and it will cause issues with not everyone wanting to run it on their servers for scrims/matches.
Unless valve implements it themselves I don't think this should be used. Like others said too many chances for it to go wrong, and it will cause issues with not everyone wanting to run it on their servers for scrims/matches.
ESEA to change servers to 128 tick in 2025
ESEA to change servers to 128 tick in 2025
Just to throw in my 2 cents as a server owner of surfing servers -- changing the tick rate has gigantic effects on any airstrafing. Increasing tick makes you gain a great deal more speed in the air, as others posted above. The CS:S surfing community is split between servers using 100 airaccelerate / 100 tick and those using 150 airaccelerate / 66 tick, and while the math makes those NEARLY equal they aren't identical. Short version is ReSurfed is staying 66 tick because changing would fuck up all the stored times. I expect jump servers to stay 66 tick for the same reason, although increasing the tic would make all the jump maps easier to complete. Throws a wrench in competitive too because of the change in airstrafing.
Just to throw in my 2 cents as a server owner of surfing servers -- changing the tick rate has gigantic effects on any airstrafing. Increasing tick makes you gain a great deal more speed in the air, as others posted above. The CS:S surfing community is split between servers using 100 airaccelerate / 100 tick and those using 150 airaccelerate / 66 tick, and while the math makes those NEARLY equal they aren't identical. Short version is ReSurfed is staying 66 tick because changing would fuck up all the stored times. I expect jump servers to stay 66 tick for the same reason, although increasing the tic would make all the jump maps easier to complete. Throws a wrench in competitive too because of the change in airstrafing.
Guy posts legit information, gets -fragged
stay classy lurkers
Guy posts legit information, gets -fragged
stay classy lurkers
wareyaGuy posts legit information, gets -fragged
stay classy lurkers
That'll learn ya'.
[quote=wareya]Guy posts legit information, gets -fragged
stay classy lurkers[/quote]
That'll learn ya'.
yeah @wareya i do appreciate the reality checks from someone who knows the engine better than i - i might've gotten overhyped about posting this thread after having such positive results in testing with hit registration
regardless, i would still like to see 128 tick 6s pugs take place to see how it affects games, and i encourage anyone who has the resources to set something like that up to please do so
yeah @wareya i do appreciate the reality checks from someone who knows the engine better than i - i might've gotten overhyped about posting this thread after having such positive results in testing with hit registration
regardless, i would still like to see 128 tick 6s pugs take place to see how it affects games, and i encourage anyone who has the resources to set something like that up to please do so
BitesAnAkkkYou should not use anything else than 66tick on TF2, there are many parts of the game engine where calculations are based on tick 66, so this’ll fuck up a lot of things (e.g. weapon recoil or doors). That’s why the tickrate is locked to 66 in TF2.
You can even ask the guy who made the plugin, he will tell you the same, it's even written in red on the download page.
On CS GO Valve fixed all these tickrate issues, so it can be modified without any issues.
If this is the case, then why can't we push Valve to implement similar fixes into TF2?
Perhaps we could see them with the up-and-coming matchmaking update that's been All The Excitement in the community lately. It's something I think this community should aim for - since 128 tick makes aiming better, after all
..get it??
Valve developers that work on TF2 and others OB games decided that tickrate should be locked on 66 and there is no point to make it higher - which may be true in some way. It may not really improve anything, it may just be a placebo effect, or even, the things you notice and think they are "better" could just be the result of different recoil/spread timing or other things which make it "easier" to hit the opponent (like you aren't even actually supposed to hit him in the first place with the real recoil/spread).
Dota, L4D and L4D2 run at tickrate 30, I don't think that really makes hit registration worse. Many other non-Valve games also run their server tickrate (or actually FPS as they call it) with such low values (e.g. Quake).
They took a totally different route on CS GO, which is quite stupid in my opinion. Either block it or allow it on all games.
EDIT:
BTW TFTrue had a tickrate 100 option for a moment, which was tested, but it turns out there were too many issues, so I had to remove it.
[quote=Bites][quote=AnAkkk]You should not use anything else than 66tick on TF2, there are many parts of the game engine where calculations are based on tick 66, so this’ll fuck up a lot of things (e.g. weapon recoil or doors). That’s why the tickrate is locked to 66 in TF2.
You can even ask the guy who made the plugin, he will tell you the same, it's even written in red on the download page.
On CS GO Valve fixed all these tickrate issues, so it can be modified without any issues.[/quote]
If this is the case, then why can't we push Valve to implement similar fixes into TF2?
Perhaps we could see them with the up-and-coming matchmaking update that's been All The Excitement in the community lately. It's something I think this community should aim for - since 128 tick makes [i]aiming[/i] better, after all
[size=10]..get it??[/size][/quote]
Valve developers that work on TF2 and others OB games decided that tickrate should be locked on 66 and there is no point to make it higher - which may be true in some way. It may not really improve anything, it may just be a placebo effect, or even, the things you notice and think they are "better" could just be the result of different recoil/spread timing or other things which make it "easier" to hit the opponent (like you aren't even actually supposed to hit him in the first place with the real recoil/spread).
Dota, L4D and L4D2 run at tickrate 30, I don't think that really makes hit registration worse. Many other non-Valve games also run their server tickrate (or actually FPS as they call it) with such low values (e.g. Quake).
They took a totally different route on CS GO, which is quite stupid in my opinion. Either block it or allow it on all games.
EDIT:
BTW TFTrue had a tickrate 100 option for a moment, which was tested, but it turns out there were too many issues, so I had to remove it.
AnAkkkBitesAnAkkkYou should not use anything else than 66tick on TF2, there are many parts of the game engine where calculations are based on tick 66, so this’ll fuck up a lot of things (e.g. weapon recoil or doors). That’s why the tickrate is locked to 66 in TF2.
You can even ask the guy who made the plugin, he will tell you the same, it's even written in red on the download page.
On CS GO Valve fixed all these tickrate issues, so it can be modified without any issues.
If this is the case, then why can't we push Valve to implement similar fixes into TF2?
Perhaps we could see them with the up-and-coming matchmaking update that's been All The Excitement in the community lately. It's something I think this community should aim for - since 128 tick makes aiming better, after all
..get it??
Valve developers that work on TF2 and others OB games decided that tickrate should be locked on 66 and there is no point to make it higher - which may be true in some way. It may not really improve anything, it may just be a placebo effect, or even, the things you notice and think they are "better" could just be the result of different recoil/spread timing or other things which make it "easier" to hit the opponent (like you aren't even actually supposed to hit him in the first place with the real recoil/spread).
Dota, L4D and L4D2 run at tickrate 30, I don't think that really makes hit registration worse. Many other non-Valve games also run their server tickrate (or actually FPS as they call it) with such low values (e.g. Quake).
They took a totally different route on CS GO, which is quite stupid in my opinion. Either block it or allow it on all games.
EDIT:
BTW TFTrue had a tickrate 100 option for a moment, which was tested, but it turns out there were too many issues, so I had to remove it.
are you serious suggesting it might be PLACEBO??
this game comes apart at the seams during adadad scout duels BECAUSE of the gap that exists between the server and the player. that gap is determined by tickrate.
L4D is PVE, and Dota isnt an fps. those games really arent comparable. quake live allows 120, the earlier quakes were lower yes (q2 was even lower than 30 lol) but those were problems with the games. flaws, not features.
tickrate MATTERS the idea that it doesnt is pure myth. i would love to see 128 tick in tf2, i think it would do amazing things for the game and i honestly think that scouts at the top level would enjoy it even more than i would. that said i understand that tf2 was not designed with 128 tick in mind, and such a feat might be impossible
[quote=AnAkkk][quote=Bites][quote=AnAkkk]You should not use anything else than 66tick on TF2, there are many parts of the game engine where calculations are based on tick 66, so this’ll fuck up a lot of things (e.g. weapon recoil or doors). That’s why the tickrate is locked to 66 in TF2.
You can even ask the guy who made the plugin, he will tell you the same, it's even written in red on the download page.
On CS GO Valve fixed all these tickrate issues, so it can be modified without any issues.[/quote]
If this is the case, then why can't we push Valve to implement similar fixes into TF2?
Perhaps we could see them with the up-and-coming matchmaking update that's been All The Excitement in the community lately. It's something I think this community should aim for - since 128 tick makes [i]aiming[/i] better, after all
[size=10]..get it??[/size][/quote]
Valve developers that work on TF2 and others OB games decided that tickrate should be locked on 66 and there is no point to make it higher - which may be true in some way. It may not really improve anything, it may just be a placebo effect, or even, the things you notice and think they are "better" could just be the result of different recoil/spread timing or other things which make it "easier" to hit the opponent (like you aren't even actually supposed to hit him in the first place with the real recoil/spread).
Dota, L4D and L4D2 run at tickrate 30, I don't think that really makes hit registration worse. Many other non-Valve games also run their server tickrate (or actually FPS as they call it) with such low values (e.g. Quake).
They took a totally different route on CS GO, which is quite stupid in my opinion. Either block it or allow it on all games.
EDIT:
BTW TFTrue had a tickrate 100 option for a moment, which was tested, but it turns out there were too many issues, so I had to remove it.[/quote]
are you serious suggesting it might be PLACEBO??
this game comes apart at the seams during adadad scout duels BECAUSE of the gap that exists between the server and the player. that gap is determined by tickrate.
L4D is PVE, and Dota isnt an fps. those games really arent comparable. quake live allows 120, the earlier quakes were lower yes (q2 was even lower than 30 lol) but those were problems with the games. flaws, not features.
tickrate MATTERS the idea that it doesnt is pure myth. i would love to see 128 tick in tf2, i think it would do amazing things for the game and i honestly think that scouts at the top level would enjoy it even more than i would. that said i understand that tf2 was not designed with 128 tick in mind, and such a feat might be impossible
This makes me think of someone trying to double their car engines rpm
This makes me think of someone trying to double their car engines rpm
So, until this is proven to be stable and have no definitive impact on game mechanics that we genuinely utilize (aforementioned juggling, splashing weapons into you etc etc) can we quit being shitheads about it.
It's raw theorycrafting with light empirical evidence to actually back it and people are acting like the messiah has come. Just chill, if you have a server you can test it with, test it. Be thorough.
So, until this is proven to be stable and have no definitive impact on game mechanics that we genuinely utilize (aforementioned juggling, splashing weapons into you etc etc) can we quit being shitheads about it.
It's raw theorycrafting with light empirical evidence to actually back it and people are acting like the messiah has come. Just chill, if you have a server you can test it with, test it. Be thorough.
So if this affects the drop in arcing weapons how badly does it fuck demomen?
So if this affects the drop in arcing weapons how badly does it fuck demomen?
i tested it on mge and projectile arcs aren't affected, feels like sentry fire rate is a bit slower but might be placebo because someone mentioned it
i tested it on mge and projectile arcs aren't affected, feels like sentry fire rate is a bit slower but might be placebo because someone mentioned it
http://imgur.com/9eepg7l
This looks like a old thread but I got to say, this plugin DOESN'T work for TF2 for now. I tried various way to load this plugin on my server but it never got loaded as like in the picture I uploaded. So the guys up above who have seem to use the plugins are either made the plugin work somehow or the plugin got outdated at this point of the day.
[img]http://imgur.com/9eepg7l[/img]
This looks like a old thread but I got to say, this plugin DOESN'T work for TF2 for now. I tried various way to load this plugin on my server but it never got loaded as like in the picture I uploaded. So the guys up above who have seem to use the plugins are either made the plugin work somehow or the plugin got outdated at this point of the day.
Timbre_of_Cloudhttp://imgur.com/9eepg7l
This looks like a old thread but I got to say, this plugin DOESN'T work for TF2 for now. I tried various way to load this plugin on my server but it never got loaded as like in the picture I uploaded. So the guys up above who have seem to use the plugins are either made the plugin work somehow or the plugin got outdated at this point of the day.
there is a new build for the plugin available here which works on the latest version of TF2, if anyone is still interested in testing this for 6s
[quote=Timbre_of_Cloud][img]http://imgur.com/9eepg7l[/img]
This looks like a old thread but I got to say, this plugin DOESN'T work for TF2 for now. I tried various way to load this plugin on my server but it never got loaded as like in the picture I uploaded. So the guys up above who have seem to use the plugins are either made the plugin work somehow or the plugin got outdated at this point of the day.[/quote]
there is a new build for the plugin [url=https://github.com/daemon32/tickrate_enabler/releases]available here[/url] which works on the latest version of TF2, if anyone is still interested in testing this for 6s