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OptiC wrote:
Coutinroy wrote:
This has been suggested many times before and as EMP always stated it won't work properly.

EMP wrote:
No offence to anyone in this thread, but most of you don't truly understand what it is your talking about, CSS is a fairly different game then gmod and CSGO is on a newer version of the engine entirely. Trying to use them to compare to GMOD is honestly irrelevant. DarkRP is a very performance heavy gamemode, that is trying to run in a single threaded decade old engine. What CSS and CSGO don't have to worry about is LUA. You've said that as far as you know it only effects usage and as I've said before means that GMOD and CSS are very different environments. All of the custom stuff that the server is doing * 90 people + higher tickrate = a much worse server experience in our option. We've spent years (Chute has almost been doing this for a decade now) running Gmod servers, and the tickrate is set a level we feel confident will provide the most consistent experience for a 90 slot server.

That being said we've made massive performance improvements to the gamemode over the past year, so it might be plausible to run the servers at 60 tickrate.

Not to mention alot of the issues you mention of bugs in Garrys Mod that is effected by the lack of precision in Source over an extended server uptime and is not something that even Garry can fix.

So why on other DARKRP gmod server the hitboxes are fine and on ZARP they're fucking horrible?
Hit boxes are made by the game developers

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