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mastercomfig - fps/customization config
posted in Customization
1321
#1321
0 Frags +
adzkiineed some advice, should i use the badgpu/cpu addons for my radeon 2600 pro and athlon x4 630? is it really needed or nope?
cheers

You don't need either.

deguEoNr_renderoverlayfragment 1

You can also use the decals_art_on command.

[quote=adzkii]need some advice, should i use the badgpu/cpu addons for my radeon 2600 pro and athlon x4 630? is it really needed or nope?
cheers[/quote]
You don't need either.

[quote=degu][quote=EoN][/quote]
r_renderoverlayfragment 1[/quote]
You can also use the decals_art_on command.
1322
#1322
0 Frags +

what command do you use to renable floating health (so I can see my medic health) on stripped preset. I have tf_hud_target_id_disable_floating_health 0

what command do you use to renable floating health (so I can see my medic health) on stripped preset. I have tf_hud_target_id_disable_floating_health 0
1323
#1323
0 Frags +
maxc232what command do you use to renable floating health (so I can see my medic health) on stripped preset. I have tf_hud_target_id_disable_floating_health 0

tf_healthicon_height_offset 10
tf_hud_target_id_offset 0

[quote=maxc232]what command do you use to renable floating health (so I can see my medic health) on stripped preset. I have tf_hud_target_id_disable_floating_health 0[/quote]
tf_healthicon_height_offset 10
tf_hud_target_id_offset 0
1324
#1324
0 Frags +

is there a way to get bots spawning in local servers such as tr map cause even though i have it on host thread 0 and all the comands i need to get it running i cant seem to get bots to spawn

is there a way to get bots spawning in local servers such as tr map cause even though i have it on host thread 0 and all the comands i need to get it running i cant seem to get bots to spawn
1325
#1325
-1 Frags +

I need help, I fucked up!
I changed one command (mat_colorcorrection 0 to mat_colorcorrection 1)
saved it
Then when i started TF2 there was an error. "Unknown version 538976258 for vpk..."
Tried to reverse the settings but it didn't work either. What should i do?

And while am at it, can i ask what "mat_colcorrection_disableentities 1/0" does?
which setting is prefered and what are the difference.

Thanks! So far this config has been great.
Edit: Read some previous comments and found the answear... I feel a bit dumb :)
Although i'm still curious about my second question.

I need help, I fucked up!
I changed one command (mat_colorcorrection 0 to mat_colorcorrection 1)
saved it
Then when i started TF2 there was an error. "Unknown version 538976258 for vpk..."
Tried to reverse the settings but it didn't work either. What should i do?

And while am at it, can i ask what "mat_colcorrection_disableentities 1/0" does?
which setting is prefered and what are the difference.

Thanks! So far this config has been great.
Edit: Read some previous comments and found the answear... I feel a bit dumb :)
Although i'm still curious about my second question.
1326
#1326
0 Frags +
B4stilleis there a way to get bots spawning in local servers such as tr map cause even though i have it on host thread 0 and all the comands i need to get it running i cant seem to get bots to spawn

sv_allow_point_servercommand always

HalerAnd while am at it, can i ask what "mat_colcorrection_disableentities 1/0" does?
which setting is prefered and what are the difference.

It disables color correction entities: https://developer.valvesoftware.com/wiki/Color_correction_(entity) so that color correction can only be affected by color correction volumes.

Color correction affects FPS very very minimally. So it depends on if you want more natural colors or not.

[quote=B4stille]is there a way to get bots spawning in local servers such as tr map cause even though i have it on host thread 0 and all the comands i need to get it running i cant seem to get bots to spawn[/quote]
sv_allow_point_servercommand always

[quote=Haler]
And while am at it, can i ask what "mat_colcorrection_disableentities 1/0" does?
which setting is prefered and what are the difference.
[/quote]
It disables color correction entities: https://developer.valvesoftware.com/wiki/Color_correction_(entity) so that color correction can only be affected by color correction volumes.

Color correction affects FPS very very minimally. So it depends on if you want more natural colors or not.
1327
#1327
0 Frags +

My tf2 reset ( it started with the config but all the settings are reverted like a fresh install) any idea why this happened? Does it have to do with steam synch?

My tf2 reset ( it started with the config but all the settings are reverted like a fresh install) any idea why this happened? Does it have to do with steam synch?
1328
#1328
11 Frags +

6.7.0 released with a reworked modules system, new addons, renamed presets, an enhanced download page, bug fixes and documentation updates.

Please reread the Modules wiki page introduction for instructions on how to use the new modules system. https://github.com/mastercoms/mastercomfig/wiki/Modules

Also, if you're confused about all the new preset names, you can check the changelog to figure out what was renamed to what. https://github.com/mastercoms/mastercomfig/releases/tag/6.7.0

(also wooo, 200 upfrags!! thanks guys.)

[url=https://mastercoms.github.io/mastercomfig/download]6.7.0[/url] released with a reworked modules system, new addons, renamed presets, an enhanced download page, bug fixes and documentation updates.

Please reread the Modules wiki page introduction for instructions on how to use the new modules system. https://github.com/mastercoms/mastercomfig/wiki/Modules

Also, if you're confused about all the new preset names, you can check the changelog to figure out what was renamed to what. https://github.com/mastercoms/mastercomfig/releases/tag/6.7.0

(also wooo, 200 upfrags!! thanks guys.)
1329
#1329
4 Frags +

FWIW i preferred the old preset names, especially compquality and compperformance. I think medium low vs medium isn't as intuitive, whereas with something like the old compquality you immediately know "ok this maximizes frames while maintaining things like shadows that could give a competitive edge". Granted the descriptions on the page tell you what they do, so perhaps it isn't as big of an issue as I make it out to be.

Ty for the continued work on the config :)

FWIW i preferred the old preset names, especially compquality and compperformance. I think medium low vs medium isn't as intuitive, whereas with something like the old compquality you immediately know "ok this maximizes frames while maintaining things like shadows that could give a competitive edge". Granted the descriptions on the page tell you what they do, so perhaps it isn't as big of an issue as I make it out to be.

Ty for the continued work on the config :)
1330
#1330
0 Frags +
springrollsFWIW i preferred the old preset names, especially compquality and compperformance. I think medium low vs medium isn't as intuitive, whereas with something like the old compquality you immediately know "ok this maximizes frames while maintaining things like shadows that could give a competitive edge". Granted the descriptions on the page tell you what they do, so perhaps it isn't as big of an issue as I make it out to be.

Ty for the continued work on the config :)

I've seen confusion with the previous names as well, and I think having the names be non specific and the descriptions actually describe the presets will work out slightly better.

and thanks!

[quote=springrolls]FWIW i preferred the old preset names, especially compquality and compperformance. I think medium low vs medium isn't as intuitive, whereas with something like the old compquality you immediately know "ok this maximizes frames while maintaining things like shadows that could give a competitive edge". Granted the descriptions on the page tell you what they do, so perhaps it isn't as big of an issue as I make it out to be.

Ty for the continued work on the config :)[/quote]
I've seen confusion with the previous names as well, and I think having the names be non specific and the descriptions actually describe the presets will work out slightly better.

and thanks!
1331
#1331
0 Frags +

I like following the reasoning for the changes, and the main reason I'm able to do that are through your comments, but you lost me at "in order to calculate your net_maxcleartime if you have an upload rate higher than the max rate, divide 1288 by your upload rate". Care to exemplify? I couldn't get to the default 4 using the values you provided.

And in a few previous iterations, the net_splitpacket_maxrate was the rate +1, then had its same value, now it's halved? For any values, we should use half the rate?

Thank you for your continued updates!

I like following the reasoning for the changes, and the main reason I'm able to do that are through your comments, but you lost me at "in order to calculate your net_maxcleartime if you have an upload rate higher than the max rate, divide 1288 by your upload rate". Care to exemplify? I couldn't get to the default 4 using the values you provided.

And in a few previous iterations, the net_splitpacket_maxrate was the rate +1, then had its same value, now it's halved? For any values, we should use half the rate?

Thank you for your continued updates!
1332
#1332
0 Frags +
githubRemoved in favor of the new modules system. Here is a modules.cfg that provides the same functionality as the No Preset VPK. Just put modules.cfg in your cfg folder.

Would you mind updating this to include the network related modules?

[quote=github]Removed in favor of the new modules system. Here is a modules.cfg that provides the same functionality as the No Preset VPK. Just put modules.cfg in your cfg folder.[/quote]

Would you mind updating this to include the network related modules?
1333
#1333
5 Frags +
ZetosI like following the reasoning for the changes, and the main reason I'm able to do that are through your comments, but you lost me at "in order to calculate your net_maxcleartime if you have an upload rate higher than the max rate, divide 1288 by your upload rate". Care to exemplify? I couldn't get to the default 4 using the values you provided.

And in a few previous iterations, the net_splitpacket_maxrate was the rate +1, then had its same value, now it's halved? For any values, we should use half the rate?

Thank you for your continued updates!

Hi, net_maxcleartime is set at 4 by default so the Source Engine uses rate instead for clear time calculations. net_maxcleartime is basically an upper limit on the time delay between packets uploaded calculated from rate. Past the max rate of 1048576 bytes per second, you will need to set the upper limit to an effective value in order to force a higher effective rate. 1288 is the maximum packet size that can be sent in Source, so this is used to get the time needed to send a packet at a higher effective rate. Of course, this has a side effect of having smaller packets being sent a slower effective rate, but the safety here is needed to ensure large packets don't get sent faster than something your Internet connection can handle.

net_splitpacket_maxrate was the rate + 1 because I wanted to slightly bias the cap towards sending split packets that limited the overall rate if too many were sent.

It was then changed to be equal to rate because it didn't make much of a difference at +1, and larger values would actually be detrimental, since it would lead split packets to hogging the rate, especially in cases where many split packets were sent in a short time, usually with net_splitrate being set to high values.

This was still a problem with net_splitpacket_maxrate being equal to rate, so it was set to half to ensure split packets had an effective cap before they contributed to the overall rate limit.

Also, I would recommend using the upload rate tool for calculations, as it is easier than doing it yourself. https://mastercoms.github.io/mastercomfig/upload

VictorgithubRemoved in favor of the new modules system. Here is a modules.cfg that provides the same functionality as the No Preset VPK. Just put modules.cfg in your cfg folder.Would you mind updating this to include the network related modules?

The no preset VPK did not disable network related modules. You can add disabling them easily enough within your own modules.cfg by following the pattern that was done for all the other modules.

[quote=Zetos]I like following the reasoning for the changes, and the main reason I'm able to do that are through your comments, but you lost me at "in order to calculate your net_maxcleartime if you have an upload rate higher than the max rate, divide 1288 by your upload rate". Care to exemplify? I couldn't get to the default 4 using the values you provided.

And in a few previous iterations, the net_splitpacket_maxrate was the rate +1, then had its same value, now it's halved? For any values, we should use half the rate?

Thank you for your continued updates![/quote]
Hi, net_maxcleartime is set at 4 by default so the Source Engine uses rate instead for clear time calculations. net_maxcleartime is basically an upper limit on the time delay between packets uploaded calculated from rate. Past the max rate of 1048576 bytes per second, you will need to set the upper limit to an effective value in order to force a higher effective rate. 1288 is the maximum packet size that can be sent in Source, so this is used to get the time needed to send a packet at a higher effective rate. Of course, this has a side effect of having smaller packets being sent a slower effective rate, but the safety here is needed to ensure large packets don't get sent faster than something your Internet connection can handle.

net_splitpacket_maxrate was the rate + 1 because I wanted to slightly bias the cap towards sending split packets that limited the overall rate if too many were sent.

It was then changed to be equal to rate because it didn't make much of a difference at +1, and larger values would actually be detrimental, since it would lead split packets to hogging the rate, especially in cases where many split packets were sent in a short time, usually with net_splitrate being set to high values.

This was still a problem with net_splitpacket_maxrate being equal to rate, so it was set to half to ensure split packets had an effective cap before they contributed to the overall rate limit.

Also, I would recommend using the upload rate tool for calculations, as it is easier than doing it yourself. https://mastercoms.github.io/mastercomfig/upload

[quote=Victor][quote=github]Removed in favor of the new modules system. Here is a modules.cfg that provides the same functionality as the No Preset VPK. Just put modules.cfg in your cfg folder.[/quote]
Would you mind updating this to include the network related modules?[/quote]
The no preset VPK did not disable network related modules. You can add disabling them easily enough within your own modules.cfg by following the pattern that was done for all the other modules.
1334
#1334
0 Frags +
mastercomsPast the max rate of 1048576 bytes per second, you will need to set the upper limit to an effective value in order to force a higher effective rate. 1288 is the maximum packet size that can be sent in Source, so this is used to get the time needed to send a packet at a higher effective rate.

Oh, so that was the value you were referring to as max rate (never would've guessed it)... Thanks for the input! :)

[quote=mastercoms]Past the max rate of 1048576 bytes per second, you will need to set the upper limit to an effective value in order to force a higher effective rate. 1288 is the maximum packet size that can be sent in Source, so this is used to get the time needed to send a packet at a higher effective rate.[/quote]
Oh, so that was the value you were referring to as max rate (never would've guessed it)... Thanks for the input! :)
1335
#1335
0 Frags +

Unsure if this is just me but when i rename my class cfgs with a _c, my game crashes when i try to pick a class.

Unsure if this is just me but when i rename my class cfgs with a _c, my game crashes when i try to pick a class.
1336
#1336
0 Frags +
MistailUnsure if this is just me but when i rename my class cfgs with a _c, my game crashes when i try to pick a class.

What are the contents of your class cfgs?

[quote=Mistail]Unsure if this is just me but when i rename my class cfgs with a _c, my game crashes when i try to pick a class.[/quote]
What are the contents of your class cfgs?
1337
#1337
2 Frags +

I'm just curious, what is the purpose of having everything stored in VPKs?

I want to have everything in custom including my own modifications/configs. If I created my own autoexec.cfg in custom/folder and put in my own configs would that still work seamlessly?

Also, I recommend adding no explosion smoke (i recommend "electrocuted_blue_flash" and "electrocuted_red_flash") and no hitscan particles/dust as optionable addons

I'm just curious, what is the purpose of having everything stored in VPKs?

I want to have everything in custom including my own modifications/configs. If I created my own autoexec.cfg in custom/folder and put in my own configs would that still work seamlessly?

Also, I recommend adding [url=http://www.teamfortress.tv/25647/no-explosion-smoke-script]no explosion smoke[/url] (i recommend "electrocuted_blue_flash" and "electrocuted_red_flash") and [url=https://pastebin.com/3LqKbvQ9]no hitscan particles/dust[/url] as optionable addons
1338
#1338
0 Frags +

What is the purpose of isolating so many features into individual addons, like Pyroland, soundscapes and even footsteps? Why is the No Extra Models addon checkbox ticked by default instead of keeping it a module in the main config?

From the changelog, several presets now use the textures_high module to "improve performance on modern hardware". How does this improve performance and what counts as "modern hardware"? How much of a performance improvement did you observe for the presets now using textures_high?

I have a late-2012 Mac Mini with an i5, Intel HD Graphics 4000 and 4 GB RAM, and am using the comp preset. Do I need the Bad GPU addon?

To those who have been using maxperformance, were there any visibility bugs that have you encountered? Also, which commands result in the pixelated textures, and how can the quality be increased from here up one notch?

Edit: style

What is the purpose of isolating so many features into individual addons, like Pyroland, soundscapes and even footsteps? Why is the No Extra Models addon checkbox ticked by default instead of keeping it a module in the main config?

From the changelog, several presets now use the textures_high module to "improve performance on modern hardware". How does this improve performance and what counts as "modern hardware"? How much of a performance improvement did you observe for the presets now using textures_high?

I have a late-2012 Mac Mini with an i5, Intel HD Graphics 4000 and 4 GB RAM, and am using the comp preset. Do I need the Bad GPU addon?

To those who have been using maxperformance, were there any visibility bugs that have you encountered? Also, which commands result in the pixelated textures, and how can the quality be increased from here up one notch?

Edit: style
1339
#1339
4 Frags +
fizzwhizWhat is the purpose of isolating so many features into individual addons, like Pyroland, soundscapes and even footsteps? Why is the No Extra Models addon checkbox ticked by default instead of keeping it a module in the main config?

From the changelog, several presets now use the textures_high module to "improve performance on modern hardware". How does this improve performance and what counts as "modern hardware"? How much of a performance improvement did you observe for the presets now using textures_high?

I have a late-2012 Mac Mini with an i5, Intel HD Graphics 4000 and 4 GB RAM, and am using the comp preset. Do I need the Bad GPU addon?

To those who have been using maxperformance, were there any visibility bugs that have you encountered? Also, which commands result in the pixelated textures, and how can the quality be increased from here up one notch?

Edit: style

I wanted to provide greater customizability for the config. Some people wanted no soundscapes and no pyroland for other presets besides Low and Very Low, but I knew some people would have not welcomed those changes. Now, these options are separated from these presets and can be selected for any preset.

As for No Extra Models, it is not ticked by default for Ultra. Again, I wanted to provide more choice for users.

I've seen a 20FPS boost on most dedicated graphics cards with textures_high, though it may help on integrated graphics. You'll need around 3.4GB of free RAM for TF2, and around 1.6GB of free vRAM. This usually means you need around 8GB of total system RAM and 2GB of total vRAM. I honestly couldn't tell for sure what caused this performance boost, but it probably has something to do with the mip scaling system they use for lower texture qualities.

You can use textures_low to get rid of the pixelated textures, and lighting_medium to get rid of the pixelated lighting. The visibility bug that you will notice the most is dark lighting on characters on some map areas, which makes their team hard to distinguish sometimes.

AlfieI'm just curious, what is the purpose of having everything stored in VPKs?

Also, I recommend adding no explosion smoke (i recommend "electrocuted_blue_flash" and "electrocuted_red_flash") and no hitscan particles/dust as optionable addons

VPKs are used to improve loading times and make installing the config easier.

I don't think that's within the scope of my config to customize explosion effects.

Impact effects are already disabled with comnmands.

[quote=fizzwhiz]What is the purpose of isolating so many features into individual addons, like Pyroland, soundscapes and even footsteps? Why is the No Extra Models addon checkbox ticked by default instead of keeping it a module in the main config?

From the changelog, several presets now use the textures_high module to "improve performance on modern hardware". How does this improve performance and what counts as "modern hardware"? How much of a performance improvement did you observe for the presets now using textures_high?

I have a late-2012 Mac Mini with an i5, Intel HD Graphics 4000 and 4 GB RAM, and am using the comp preset. Do I need the Bad GPU addon?

To those who have been using maxperformance, were there any visibility bugs that have you encountered? Also, which commands result in the pixelated textures, and how can the quality be increased from here up one notch?

Edit: style[/quote]
I wanted to provide greater customizability for the config. Some people wanted no soundscapes and no pyroland for other presets besides Low and Very Low, but I knew some people would have not welcomed those changes. Now, these options are separated from these presets and can be selected for any preset.

As for No Extra Models, it is not ticked by default for Ultra. Again, I wanted to provide more choice for users.

I've seen a 20FPS boost on most dedicated graphics cards with textures_high, though it may help on integrated graphics. You'll need around 3.4GB of free RAM for TF2, and around 1.6GB of free vRAM. This usually means you need around 8GB of total system RAM and 2GB of total vRAM. I honestly couldn't tell for sure what caused this performance boost, but it probably has something to do with the mip scaling system they use for lower texture qualities.

You can use textures_low to get rid of the pixelated textures, and lighting_medium to get rid of the pixelated lighting. The visibility bug that you will notice the most is dark lighting on characters on some map areas, which makes their team hard to distinguish sometimes.

[quote=Alfie]I'm just curious, what is the purpose of having everything stored in VPKs?

Also, I recommend adding [url=http://www.teamfortress.tv/25647/no-explosion-smoke-script]no explosion smoke[/url] (i recommend "electrocuted_blue_flash" and "electrocuted_red_flash") and [url=https://pastebin.com/3LqKbvQ9]no hitscan particles/dust[/url] as optionable addons[/quote]
VPKs are used to improve loading times and make installing the config easier.

I don't think that's within the scope of my config to customize explosion effects.

Impact effects are already disabled with comnmands.
1340
#1340
0 Frags +
mastercomsI wanted to provide greater customizability for the config. Some people wanted no soundscapes and no pyroland for other presets besides Low and Very Low, but I knew some people would have not welcomed those changes. Now, these options are separated from these presets and can be selected for any preset.

As for No Extra Models, it is not ticked by default for Ultra. Again, I wanted to provide more choice for users.

Since some of the new addons are unchecked by default in the download page anyway, it is more or less the same as modules in the main config being disabled by default. While the "custom" folder being cluttered with so many mastercomfig VPKs and their sound.cache files is only an aesthetic issue (for me personally), I think there needs to be a clear definition of what features should be modules or addons so as to not overwhelm users with so many files to install and update. Because of this, the config should be as monolithic as possible, while having sane defaults and easy customisation.

mastercomsI've seen a 20FPS boost on most dedicated graphics cards with textures_high, though it may help on integrated graphics. You'll need around 3.4GB of free RAM for TF2, and around 1.6GB of free vRAM. This usually means you need around 8GB of total system RAM and 2GB of total vRAM. I honestly couldn't tell for sure what caused this performance boost, but it probably has something to do with the mip scaling system they use for lower texture qualities.

So does this mean the Bad GPU addon will greatly help performance on my system?

mastercomsYou can use textures_low to get rid of the pixelated textures, and lighting_medium to get rid of the pixelated lighting. The visibility bug that you will notice the most is dark lighting on characters on some map areas, which makes their team hard to distinguish sometimes.

Are all the commands in textures_low and lighting_medium required to get rid of the pixelated textures and lighting respectively? What is the minimum set of commands to only remove the pixelated textures (and that for removing pixelated lighting as well)?

What is the default value of zoom_sensitivity_ratio and how was the Mouse Tweaks value of 0.7934714 determined?

Edit: formatting, grammar

[quote=mastercoms]I wanted to provide greater customizability for the config. Some people wanted no soundscapes and no pyroland for other presets besides Low and Very Low, but I knew some people would have not welcomed those changes. Now, these options are separated from these presets and can be selected for any preset.

As for No Extra Models, it is not ticked by default for Ultra. Again, I wanted to provide more choice for users.[/quote]

Since some of the new addons are unchecked by default in the download page anyway, it is more or less the same as modules in the main config being disabled by default. While the "custom" folder being cluttered with so many mastercomfig VPKs and their sound.cache files is only an aesthetic issue (for me personally), I think there needs to be a clear definition of what features should be modules or addons so as to not overwhelm users with so many files to install and update. Because of this, the config should be as monolithic as possible, while having sane defaults and easy customisation.

[quote=mastercoms]I've seen a 20FPS boost on most dedicated graphics cards with textures_high, though it may help on integrated graphics. You'll need around 3.4GB of free RAM for TF2, and around 1.6GB of free vRAM. This usually means you need around 8GB of total system RAM and 2GB of total vRAM. I honestly couldn't tell for sure what caused this performance boost, but it probably has something to do with the mip scaling system they use for lower texture qualities.[/quote]

So does this mean the Bad GPU addon will greatly help performance on my system?

[quote=mastercoms]You can use textures_low to get rid of the pixelated textures, and lighting_medium to get rid of the pixelated lighting. The visibility bug that you will notice the most is dark lighting on characters on some map areas, which makes their team hard to distinguish sometimes.[/quote]

Are all the commands in textures_low and lighting_medium required to get rid of the pixelated textures and lighting respectively? What is the minimum set of commands to only remove the pixelated textures (and that for removing pixelated lighting as well)?

What is the default value of zoom_sensitivity_ratio and how was the Mouse Tweaks value of 0.7934714 determined?

Edit: formatting, grammar
1341
#1341
0 Frags +

how do i change brightness? every time i try to change it from menu or from the command the game crashes

edit : my mastercomfig was outdated so i put in a fresh new one, but i have another question now : i have placed the .vpk addons in my custom folder, but i'm not sure what i put in my tf/cfg folder, or if its necessary to make a tf/custom/mastercomfig/cfg folder. i was following the instructions, but got lost at #4. what do i place from the .zip file into tf2? i started with a clean tf2 installation, and backed up my class configs, plus some alias settings and null movement script.

[s]how do i change brightness? every time i try to change it from menu or from the command the game crashes[/s]

edit : my mastercomfig was outdated so i put in a fresh new one, but i have another question now : i have placed the .vpk addons in my custom folder, but i'm not sure what i put in my tf/cfg folder, or if its necessary to make a tf/custom/mastercomfig/cfg folder. i was following the instructions, but got lost at #4. what do i place from the .zip file into tf2? i started with a clean tf2 installation, and backed up my class configs, plus some alias settings and null movement script.
1342
#1342
0 Frags +
fizzwhizSince some of the new addons are unchecked by default in the download page anyway, it is more or less the same as modules in the main config being disabled by default. While the "custom" folder being cluttered with so many mastercomfig VPKs and their sound.cache files is only an aesthetic issue (for me personally), I think there needs to be a clear definition of what features should be modules or addons so as to not overwhelm users with so many files to install and update. Because of this, the config should be as monolithic as possible, while having sane defaults and easy customisation.

The addons are checked based on which preset you select.

fizzwhizSo does this mean the Bad GPU addon will greatly help performance on my system?

It will help, yes, since you have an iGPU.

fizzwhizAre all the commands in textures_low and lighting_medium required to get rid of the pixelated textures and lighting respectively? What is the minimum set of commands to only remove the pixelated textures (and that for removing pixelated lighting as well)?

For textures_low, yes. For lighting_medium, no. You can just use mat_filterlightmaps 1.

fizzwhizWhat is the default value of zoom_sensitivity_ratio and how is the Mouse Tweaks value of 0.7934714 determined?

The default value is 1.0. The value is determined from the aspect ratio and the zoom multiplier of the Sniper Rifle.

rowpieceshow do i change brightness? every time i try to change it from menu or from the command the game crashes

edit : my mastercomfig was outdated so i put in a fresh new one, but i have another question now : i have placed the .vpk addons in my custom folder, but i'm not sure what i put in my tf/cfg folder, or if its necessary to make a tf/custom/mastercomfig/cfg folder. i was following the instructions, but got lost at #4. what do i place from the .zip file into tf2? i started with a clean tf2 installation, and backed up my class configs, plus some alias settings and null movement script.

You shouldn't have a ZIP folder. The mastercomfig VPKs should be in tf/custom, and your cfg files should be in tf/cfg.

[quote=fizzwhiz]Since some of the new addons are unchecked by default in the download page anyway, it is more or less the same as modules in the main config being disabled by default. While the "custom" folder being cluttered with so many mastercomfig VPKs and their sound.cache files is only an aesthetic issue (for me personally), I think there needs to be a clear definition of what features should be modules or addons so as to not overwhelm users with so many files to install and update. Because of this, the config should be as monolithic as possible, while having sane defaults and easy customisation.
[/quote]
The addons are checked based on which preset you select.
[quote=fizzwhiz]So does this mean the Bad GPU addon will greatly help performance on my system?[/quote]
It will help, yes, since you have an iGPU.
[quote=fizzwhiz]
Are all the commands in textures_low and lighting_medium required to get rid of the pixelated textures and lighting respectively? What is the minimum set of commands to only remove the pixelated textures (and that for removing pixelated lighting as well)?[/quote]
For textures_low, yes. For lighting_medium, no. You can just use mat_filterlightmaps 1.
[quote=fizzwhiz]
What is the default value of zoom_sensitivity_ratio and how is the Mouse Tweaks value of 0.7934714 determined?[/quote]
The default value is 1.0. The value is determined from the aspect ratio and the zoom multiplier of the Sniper Rifle.

[quote=rowpieces][s]how do i change brightness? every time i try to change it from menu or from the command the game crashes[/s]

edit : my mastercomfig was outdated so i put in a fresh new one, but i have another question now : i have placed the .vpk addons in my custom folder, but i'm not sure what i put in my tf/cfg folder, or if its necessary to make a tf/custom/mastercomfig/cfg folder. i was following the instructions, but got lost at #4. what do i place from the .zip file into tf2? i started with a clean tf2 installation, and backed up my class configs, plus some alias settings and null movement script.[/quote]
You shouldn't have a ZIP folder. The mastercomfig VPKs should be in tf/custom, and your cfg files should be in tf/cfg.
1343
#1343
0 Frags +
mastercomsMistailUnsure if this is just me but when i rename my class cfgs with a _c, my game crashes when i try to pick a class.What are the contents of your class cfgs?

Null movement, crouch jump script for some of them and viewmodels on/off for certain weapons.

[quote=mastercoms][quote=Mistail]Unsure if this is just me but when i rename my class cfgs with a _c, my game crashes when i try to pick a class.[/quote]
What are the contents of your class cfgs?[/quote]
Null movement, crouch jump script for some of them and viewmodels on/off for certain weapons.
1344
#1344
0 Frags +
MistailmastercomsMistailUnsure if this is just me but when i rename my class cfgs with a _c, my game crashes when i try to pick a class.What are the contents of your class cfgs?Null movement, crouch jump script for some of them and viewmodels on/off for certain weapons.

Could you please add me on Steam and share the actual file with me?

[quote=Mistail][quote=mastercoms][quote=Mistail]Unsure if this is just me but when i rename my class cfgs with a _c, my game crashes when i try to pick a class.[/quote]
What are the contents of your class cfgs?[/quote]
Null movement, crouch jump script for some of them and viewmodels on/off for certain weapons.[/quote]
Could you please add me on Steam and share the actual file with me?
1345
#1345
0 Frags +
mastercomsThe addons are checked based on which preset you select.

Then isn't it the same as setting default modules based on selected preset? How do these new addons provide additional modularity than the previous modules? I had meant that I still think these new addons should have remained as modules instead, like I said. I don't see a need for so many VPKs just for mastercomfig. It might be better to unify the config as much as possible and let customisation be done primarily using custom.cfg. (I wonder which features will eventually get their own addons.)

mastercomsFor textures_low, yes. For lighting_medium, no. You can just use mat_filterlightmaps 1.

What causes the visibility bugs in the Low and Very Low presets? By the way, why does mat_filtertextures occur twice in each of the following modules?

alias textures_very_low "mat_picmip 2; mat_filtertextures 1; mat_filtertextures 0;setinfo textures very_low"
alias textures_low "mat_picmip 2; mat_filtertextures 0; mat_filtertextures 1;setinfo textures low"
alias textures_medium "mat_picmip 1; mat_filtertextures 0; mat_filtertextures 1;setinfo textures medium"
alias textures_high "mat_picmip 0; mat_filtertextures 0; mat_filtertextures 1;setinfo textures high"
alias textures_very_high "mat_picmip -1; mat_filtertextures 0; mat_filtertextures 1;setinfo textures very_high"
mastercomsThe default value is 1.0. The value is determined from the aspect ratio and the zoom multiplier of the Sniper Rifle.

How exactly was it calculated? Then, how does the value of 1.0 relate to the aspect ratio and the zoom multiplier? I've noticed that the Mouse Tweaks addon is now checked by default in the download page. Wouldn't the new value mess with muscle memory of most players?

Edit: formatting

[quote=mastercoms]The addons are checked based on which preset you select.[/quote]

Then isn't it the same as setting default modules based on selected preset? How do these new addons provide additional modularity than the previous modules? I had meant that I still think these new addons should have remained as modules instead, like I said. I don't see a need for so many VPKs just for mastercomfig. It might be better to unify the config as much as possible and let customisation be done primarily using custom.cfg. (I wonder which features will eventually get their own addons.)

[quote=mastercoms]For textures_low, yes. For lighting_medium, no. You can just use mat_filterlightmaps 1.[/quote]

What causes the visibility bugs in the Low and Very Low presets? By the way, why does mat_filtertextures occur twice in each of the following modules?

[code]
alias textures_very_low "mat_picmip 2; mat_filtertextures 1; mat_filtertextures 0;setinfo textures very_low"
alias textures_low "mat_picmip 2; mat_filtertextures 0; mat_filtertextures 1;setinfo textures low"
alias textures_medium "mat_picmip 1; mat_filtertextures 0; mat_filtertextures 1;setinfo textures medium"
alias textures_high "mat_picmip 0; mat_filtertextures 0; mat_filtertextures 1;setinfo textures high"
alias textures_very_high "mat_picmip -1; mat_filtertextures 0; mat_filtertextures 1;setinfo textures very_high"
[/code]

[quote=mastercoms]The default value is 1.0. The value is determined from the aspect ratio and the zoom multiplier of the Sniper Rifle.[/quote]

How exactly was it calculated? Then, how does the value of 1.0 relate to the aspect ratio and the zoom multiplier? I've noticed that the Mouse Tweaks addon is now checked by default in the download page. Wouldn't the new value mess with muscle memory of most players?

Edit: formatting
1346
#1346
0 Frags +
fizzwhizThen isn't it the same as setting default modules based on selected preset? How do these new addons provide additional modularity than the previous modules? I had meant that I still think these new addons should have remained as modules instead, like I said. I don't see a need for so many VPKs just for mastercomfig. It might be better to unify the config as much as possible and let customisation be done primarily using custom.cfg. (I wonder which features will eventually get their own addons.)

The addons get checked, but you can uncheck them or check them as you please. The addons added in this update (no extra models, no footsteps, no pyroland and no soundscapes) were not modules previously and could not have been modules. They don't use commands or console variables to set their settings. They use additional scripting files.

fizzwhizWhat causes the visibility bugs in the Low and Very Low presets? By the way, why does mat_filtertextures occur twice in each of the following modules?

Mostly a high value for r_worldlightmin. It is repeated to workaround a bug where mat_filtertextures does not get set the first time it is used.

fizzwhizHow exactly was it calculated? Then, how does the value of 1.0 relate to the aspect ratio and the zoom multiplier? I've noticed that the Mouse Tweaks addon is now checked by default in the download page. Wouldn't the new value mess with muscle memory of most players?

https://www.wolframalpha.com/input/?x=0&y=0&i=N%5Blim+x-%3E0+%5Barctan(x*tan(arctan(tan(20%C2%B0%2F2)*(3%2F4))))+%2F+arctan(x*tan(arctan(tan(90%C2%B0%2F2)*(3%2F4))))%5D,50%5D+*+(90%2F20)

20 comes from the zoomed FOV of the Sniper Rifle.

The Mouse Tweaks addon is not checked by default. Keep in mind that the download page now remembers your preset and addon selections.

[quote=fizzwhiz]Then isn't it the same as setting default modules based on selected preset? How do these new addons provide additional modularity than the previous modules? I had meant that I still think these new addons should have remained as modules instead, like I said. I don't see a need for so many VPKs just for mastercomfig. It might be better to unify the config as much as possible and let customisation be done primarily using custom.cfg. (I wonder which features will eventually get their own addons.)
[/quote]
The addons get checked, but you can uncheck them or check them as you please. The addons added in this update (no extra models, no footsteps, no pyroland and no soundscapes) were not modules previously and could not have been modules. They don't use commands or console variables to set their settings. They use additional scripting files.

[quote=fizzwhiz]What causes the visibility bugs in the Low and Very Low presets? By the way, why does mat_filtertextures occur twice in each of the following modules?
[/quote]
Mostly a high value for r_worldlightmin. It is repeated to workaround a bug where mat_filtertextures does not get set the first time it is used.

[quote=fizzwhiz]How exactly was it calculated? Then, how does the value of 1.0 relate to the aspect ratio and the zoom multiplier? I've noticed that the Mouse Tweaks addon is now checked by default in the download page. Wouldn't the new value mess with muscle memory of most players?[/quote]
https://www.wolframalpha.com/input/?x=0&y=0&i=N%5Blim+x-%3E0+%5Barctan(x*tan(arctan(tan(20%C2%B0%2F2)*(3%2F4))))+%2F+arctan(x*tan(arctan(tan(90%C2%B0%2F2)*(3%2F4))))%5D,50%5D+*+(90%2F20)

20 comes from the zoomed FOV of the Sniper Rifle.

The Mouse Tweaks addon is not checked by default. Keep in mind that the download page now remembers your preset and addon selections.
1347
#1347
0 Frags +
mastercomsThe addons get checked, but you can uncheck them or check them as you please. The addons added in this update (no extra models, no footsteps, no pyroland and no soundscapes) were not modules previously and could not have been modules. They don't use commands or console variables to set their settings. They use additional scripting files.mastercomsThe Mouse Tweaks addon is not checked by default. Keep in mind that the download page now remembers your preset and addon selections.

I stand corrected.

By the way, my game is looking good and performing well so far with the new Medium Low preset. But won't high texture quality result in increased memory usage?

[quote=mastercoms]The addons get checked, but you can uncheck them or check them as you please. The addons added in this update (no extra models, no footsteps, no pyroland and no soundscapes) were not modules previously and could not have been modules. They don't use commands or console variables to set their settings. They use additional scripting files.[/quote]

[quote=mastercoms]The Mouse Tweaks addon is not checked by default. Keep in mind that the download page now remembers your preset and addon selections.[/quote]

I stand corrected.

By the way, my game is looking good and performing well so far with the new Medium Low preset. But won't high texture quality result in increased memory usage?
1348
#1348
0 Frags +
fizzwhizBy the way, my game is looking good and performing well so far with the new Medium Low preset. But won't high texture quality result in increased memory usage?

Yes it does, but if you can handle the increased memory usage, then it's fine.

[quote=fizzwhiz]By the way, my game is looking good and performing well so far with the new Medium Low preset. But won't high texture quality result in increased memory usage?[/quote]
Yes it does, but if you can handle the increased memory usage, then it's fine.
1349
#1349
0 Frags +

hey, just curious, why did you remove all of the comments in comfig.cfg?
they were pretty helpful when i checked through the file.
i use medium low preset, in case it's just an accident.

hey, just curious, why did you remove all of the comments in comfig.cfg?
they were pretty helpful when i checked through the file.
i use medium low preset, in case it's just an accident.
1350
#1350
2 Frags +
rmhey, just curious, why did you remove all of the comments in comfig.cfg?
they were pretty helpful when i checked through the file.
i use medium low preset, in case it's just an accident.

They were removed from the VPK to reduce the file size and to not encourage people to edit the VPK. You can still access the file on GitHub. To download it to your computer for offline access, click the "Raw" button and then save the page.

[quote=rm]hey, just curious, why did you remove all of the comments in comfig.cfg?
they were pretty helpful when i checked through the file.
i use medium low preset, in case it's just an accident.[/quote]
They were removed from the VPK to reduce the file size and to not encourage people to edit the VPK. You can still access the file [url=https://github.com/mastercoms/mastercomfig/blob/release/config/mastercomfig/cfg/comfig.cfg]on GitHub[/url]. To download it to your computer for offline access, click the "Raw" button and then save the page.
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