mastercoms
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SteamID64 76561198046110893
SteamID3 [U:1:85845165]
SteamID32 STEAM_0:1:42922582
Country United States
Signed Up August 8, 2017
Last Posted May 26, 2024 at 6:15 PM
Posts 1535 (0.6 per day)
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#3 blood decals on players show as bullet impacts in Q/A Help

are you using a surface properties mod, like no footsteps?

posted about 3 years ago
#16 where are rgl pugs in TF2 General Discussion

New thread here: https://www.teamfortress.tv/58095/rgl-pugs-technical-alpha

posted about 3 years ago
#7 RGL PUGs: Technical Alpha in Projects

RGL PUGs sneak peek on stream: http://twitch.tv/b4nny

posted about 3 years ago
#4 lag spikes because of net settings(?) in Q/A Help

could you share your net settings that didnt have lag spikes?

posted about 3 years ago
#10 TF2 update for 12/9/20 in TF2 General Discussion
MakWhy fix something that was literally never fucking broken this shit is insanity. Reminds me of the dogshit random ass change they made to flame visuals with jungle inferno where they just made them opaque and ugly as fuck. Valve are sooo fucking tone-deaf it's unbelievable.aboOodWait I'm out of the loop, what's this about a spy update?

It's just some fixes to uber cloaking and then some arbitrary/cosmetic cleanup to the materials. https://steamcommunity.com/sharedfiles/filedetails/?id=2188847513

posted about 3 years ago
#20 Jittery game in Q/A Help

Try toggling combinations of anti-aliasing on or off, and borderless windowed and fullscreen?

posted about 3 years ago
#18 Jittery game in Q/A Help

Ok, try setting cl_smoothtime 0.1

posted about 3 years ago
#50 TF2 update for 12/3/20 (Smissmas 2020) in TF2 General Discussion

To give you all an idea, here is the email I sent regarding stunned movement:

Hello! I'm sure you all are aware of the issue where stunned movement is higher than intended when moving diagonally (when forwardmove > 0 && sidemove > 0), as there was a reverted patch which targeted this issue.

I'm not exactly sure what you all tried, but I know that it was reverted due to it causing all stuns to be much slower than intended even in the previously non-broken case, unless I misunderstood the issue. So apologies if the following suggestion is redundant.

I have found that this bug stems from when CheckParameters() is called. CheckParameters() scales diagonal movement down, such that the hypotenuse of forward move and side move does not exceed max speed. However, within ProcessMovement, this is done AFTER StunMove(), in PlayerMove(). So, the stunned hypotenuse of forward move and side move is already lower than max speed, so the extent is not clamped, and thus the player has the "room" to increase their max speed by moving along a hypotenuse (c > a, c > b, c = sqrt(a^2 + b^2)).

So, essentially, the root of the change is to call CheckParameters() within CTFGameMovement::ProcessMovement(), before StunMove() and after ChargeMove(), and add a if !defined guard to CGameMovement::PlayerMove() around for TF_DLL and TF_CLIENT_DLL around CheckParameters() to skip calling it again. I personally didn't see issues calling it before ChargeMove() either, since ChargeMove() forces forward speed to tf_max_charge_speed, it doesn't really matter.

While testing this, I found another bug with the baby face's blaster. Because of how HighMaxSpeedMove() works, it boosts the forward move and side move to be high enough to drive movement at the intended velocity. However, when under stunned movement, forward move and side move change, so HighMaxSpeedMove() never boosts the speed.

To resolve this, you need to call HighMaxSpeedMove() before CheckParameters() and StunMove(), so that the base forward move and side move value can be boosted for further changes by CheckParameters() (to limit the hypotenuse) and StunMove() (to scale down forward move and side move).

With these changes, a 0.6 slow (as applied by the Natascha at close range), slows down a full charge BFB Scout from 520 to 208 in all directions (40% of 520), as intended and proper! And of course, normal Scout speed is slowed from 400 to 160 in all directions (40% of 400). You can still temporarily boost your speed very slightly by circle strafing, but fixing that would require changing max speed and I think that would change the meaning of stunned movement (or else max speed would have probably been changed in the first place). This was also a problem in the previous iteration, so even if unintentional, these changes are an improvement over the previous state as far as I can see.

If you are wondering, the GrapplingHookMove() code does not get affected by this order change, since it sets max speed tf_grapplinghook_move_speed to and forward and side move to 0.

Please let me know if you have any further questions and comments about the fix.

posted about 3 years ago
#10 where are rgl pugs in TF2 General Discussion

technology confirmed

posted about 3 years ago
#16 Jittery game in Q/A Help

This is also related to prediction, so make sure that you're not getting prediction errors (cl_showerror 1). Also, could you let me know your values for cl_smooth and cl_smoothtime?

posted about 3 years ago
#49 TF2 update for 12/3/20 (Smissmas 2020) in TF2 General Discussion
ZestyDo you ever plan on making a branch which is only "release candidate" changes that could be pushed to the game now? I think there is a non zero chance of valve implementing those changes if you sent that to them considering the low amount of work to implement vs the performance considerations.

I mean, the GitHub was never meant for Valve. It was a testing grounds for me to test patches which I can email descriptions to them, as I had been doing prior to making the repo public. It also helps me get more community testing of those patches.

posted about 3 years ago
#44 TF2 update for 12/3/20 (Smissmas 2020) in TF2 General Discussion
CollaideThere are changes from team comtress on github. Valve could literally spend a mere hour copying everything over which would like entirely fix the game. they just refuse to

I wouldn't want Valve to do that. The changes on GitHub aren't ready and I don't want to cause bugs in the game.

posted about 3 years ago
#2153 mastercomfig - fps/customization config in Customization

Yeah, admittedly, I could do better than just not mentioning DX8 in the docs. My wish was by not mentioning it, it would be used less by people who don't need it, and the ones that did would find it in their more extensive search for performance, but really, it's better to inform than to hide things.

posted about 3 years ago
#14 Right click stopping m1 in Q/A Help
Rev3Would be nice if someone like you could give us a solution instead of making fun of someone who tried? No? (Simps incoming)

I'm not sure that was the impression I wanted to make. I was just being lighthearted since I thought that would be the solution. I found it funny that we already have a script for making sure an input is received even if you have the opposing button pressed, and now Rico made a script to make sure of the opposite, where it makes sure an input is not received if you have the opposing button pressed.

But really, given your comments, I doubt you really wanted to say anything constructive and were just waiting to say that to me. Now, I hope it was cathartic and you're relieved of whatever pain you had.

posted about 3 years ago
#11 Right click stopping m1 in Q/A Help
RicoThis fucks up some random stuff you might be doing, but maybe it helps

the opposite of the null-cancelling movement script

posted about 3 years ago
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