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Few wired problems. TF2 Server
#16
Firs off, let me apologise upfront if this is a complete noob question, but what is the differnce betwee 66 and 100 tick? I see this in various threads, and sites, but I have not been able to figure out what it is/does.

Thx

~Brandje
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#17
Drocona Wrote:Yup, it seems to be a bug but I'm having doubts cause valve should have fixed it if it actually was a bug within no time like they always do with things like this.

It just won't go higher and I have no idea why not

I always assumed Valve intentionally done this - due to the netcode for TF2 being loads better than that of CS: Source. Hence, no need to run 100 tick anymore.

However.. still doesn't really justify why they don't allow it, or even if they will. Tickrate should be a server admin's choice (this is where i'm meant to say maxplayer numbers should be as well! But naw).

Brandje Wrote:Firs off, let me apologise upfront if this is a complete noob question, but what is the differnce betwee 66 and 100 tick? I see this in various threads, and sites, but I have not been able to figure out what it is/does.

Thx

~Brandje

Effectively, its how many times the server renders world events. The higher the tickrate, the better the precision of bullets and accuracy of positions/vectors of players and objects (although most objects physics are calculated client-side).

Simple explanation: http://whisper.ausgamers.com/wiki/index.php/Source_Netcode
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#18
Yeah but you cannot have have a 100 tick server with over 18 people.
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#19
Spartanfrog Wrote:Yeah but you cannot have have a 100 tick server with over 18 people.

It's only some people's recommendations not to run 100 tick servers with more than 18 players - but it can done.

Back when i helped out a previous GSP, we ran 30 slot 100 tick pubs (as are many of the big UK/Euro ones just now) with no noticable problems (assuming you stay away from maps with doors Toungue )

http://game-monitor.com/search.php?search=100&type=server&game=cstrike2
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