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Doors not (seeming) to open in time.

Discussion in 'Team Fortress 2' started by Anonymous, Nov 13, 2010.

  1. Anonymous

    Anonymous Guest

    I was wondering if this is a setting I need to alter in my config/place in my autoexec. Whenever I go past most doors I seem to "run" into them slightly as they don't open in time. I hope it's something I can change as it makes it seem like it slows me down (e.g. in 5cp maps where you need to be as fast as possible to mid).

    Is it a rate, interp or interp ratio setting?

    For example in the below video, I would normally hit that first big door where he does the second sticky jump (to the 2nd point).

    [youtube]http://www.youtube.com/watch?v=E19aPhSELUc[/youtube]
     
  2. Anonymous

    Anonymous Guest

    i have that to... get jused to it
     
  3. Anonymous

    Anonymous Guest

    Whenever I have that problem, it's usually depending on my ping and on the server.
     
  4. 300_Angry_Kittens

    300_Angry_Kittens Registered

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    This
     
  5. Anonymous

    Anonymous Guest

    i have it to when my ping is ok... so thats not it for me... dont know about zippy?
     
  6. Anonymous

    Anonymous Guest

    Check your rate / cmdrate / uprate.
     
  7. antou(fr)

    antou(fr) Registered

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    The guy on the video also hits the door, but he's not going straight into it so he doesn't loose time. I have the same problem.
     
  8. Anonymous

    Anonymous Guest

    maybe its like those automated doors... where you dont stand in the sensor well enough? xD
     
  9. LuckyLuke

    LuckyLuke Registered

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    That's lagg.

    Try playing at 120 ping. -.-

    Specially as scout, I always bump into the doors like it's a wall, stand still for just a bit of time and then it opens.
    My ISP is overloaded, right now I should have 30-40 ping but at evenings or weekends I always get ~120. Annoying as shit. At least the contract of my ISP is finally going to an end in december and then I'm finally able to switch ISP's :p
     
  10. DataStorm

    DataStorm Registered

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    in the vid, the demo lands quite close to the door, as he's so close, it already gets the "player near" message while the demo is still falling down next to it.... thats why he saves time/not walks into the door.