fizzwhiz
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SteamID64 76561198077678676
SteamID3 [U:1:117412948]
SteamID32 STEAM_0:0:58706474
Country United States
Signed Up January 7, 2018
Last Posted March 19, 2019 at 12:36 PM
Posts 29 (0 per day)
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#23 TF2 is the most fun competitive game in TF2 General Discussion
Voxifizzwhizfasterthanahamsterquake is like the raw uncut cocaine of tf2 which is objectively MORE FUN
Which Quake game is the best and why?

QL - for them tactical duels
Quake 1 - faster QL and no rails :D... also giant projektile splash
CPMA - for the highest mechanical skillceiling
QC - for shitty performance, shit netcode and nonsensical abilities

I've been trying out Quake III Arena, and the lack of airstrafing is really throwing me off and the Rocket Launcher has such a small blast radius, but I'm getting used to them. I like the simplicity of the game design though. Also, the Railgun can be difficult to deal with without airstrafing and a safe respawn point.

How is Quake Live better than the others for tactical duels, and how does CPMA have the highest skill ceiling other than having air control and bunnyhopping?

venger47I feel like there's a perfect mix of skill/fun mixed in, where you dont have to be glued to your monitor 24/7 (like csgo) or is too casual or too much shit on your screen (like overwatch). This is really the only multiplayer FPS i come back to, where as others i put maybe a couple hundred hours then i'm done. Truly a fps masterpiece

I like TF2 and CS:GO for their emphasis on a clean visual style (in recent years especially for CS:GO but sadly not so much for TF2). TF2 is about "the right tool at the right time for the right situation" style of combat with its many classes, while CS:GO is about all the little things to consider, every little angle. I think the success and longevity of these two games speak for themselves.

posted 5 months ago
#16 TF2 is the most fun competitive game in TF2 General Discussion
fasterthanahamsterquake is like the raw uncut cocaine of tf2 which is objectively MORE FUN

Which Quake game is the best and why?

posted 5 months ago
#1645 mastercomfig - fps/customization config in Customization
mastercomsOthers were those being set to default valies that were not flagged to be archived.

You mean those cvars which do not save their values to config.cfg when modified?

mastercomssetinfo creates cvars with the user info flag. All cvars with this flag are sent to the server on join and cvar updates, which can bloat network communication and slightly increase client/server memory usage.

What would be the difference of setting an existing cvar or creating a new cvar with and without setinfo?

posted about a year ago
#1641 mastercomfig - fps/customization config in Customization

6.10 sure does remove a lot of commands. Wouldn't it be better to keep those redundant commands in so that they can be initialised with the optimal values (even if many users are unlikely to change these values after they reset their configuration)?

What exactly are the effects of "setinfo"? I understand that it's used to show module settings.

posted about a year ago
#5447 HUD editing: short questions, quick answers in Customization
fizzwhizHow do I make damage numbers also appear on the HUD, on the bottom-left side in between the health bar and the centre? I'm looking to use it as a hit-marker to replace hitsounds. I'm using the default HUD in minmode.

I've made a huddamageaccount.res in custom/[folder]/resource/ui. I've adapted the following code from the Improved Default HUD:
"Resource/UI/HudDamageAccount.res"
{
	"CDamageAccountValue"
	{
		"ControlName"	"CExLabel"
		"fieldName"	"CDamageAccountValue"
		"fgcolor"	"0 255 0 255
		"font"		"resource/tf2.ttf"
		"xpos"		"128"
		"ypos"		"r110"
		"xpos_minmode"	"110"
		"ypos_minmode"	"r75"
		"wide"		"100"
		"tall"		"26"
		"visible"	"1"
		"enabled"	"1"
		"labelText"	"%metal%"
		"textAlignment"	"left"
	}
}

What I did next is to use basefiles/clientscheme.res and resource/clientscheme.res from the Improved Default HUD, and also simply copied the contents of resource/ui/huddamageaccount.res. Still no damage number appears near the health bar.

posted about a year ago
#219 Improved default HUD in Customization

I can't interact with anything on the main menu. The only thing that happens is the party-chat box randomly opening and closing. I'm playing on OS X 10.11.6 and have installed the fonts. I downloaded this HUD from the link in this thread.

What I really want to do is simply to use the default HUD with damage markers near the health (to replace hitsounds). How do I do that in the most minimal way?

posted about a year ago
#1546 mastercomfig - fps/customization config in Customization

I don't have access to TF2 currently and therefore can't actually fully use the app, so can you explain how the config installation process works, if the app is not a VPK generator? Say if I don't need the optimisations provided by the miscellaneous non-config files, would it be feasible to just compile all the desired settings in one plain .cfg file?

posted about a year ago
#1470 mastercomfig - fps/customization config in Customization

You have not addressed the following points:
- Why does it strictly require that a valid TF2 game folder be given? What if one just wants to generate a VPK for any reason?
- Why is the program larger than 150 MB? Does it need to be this way?
- For a simple config-generator application, does it need such a flashy UI?
- Why does the program require installation?

mastercomsIf you want the VPK, then download it from the releases. The application is there to manage modules easily.

Sure, but there seems to be only a single mastercomfig.vpk in the latest releases. It seems like all the presets are defined in a JSON file now? Are addons supported without using the app?

mastercomsThe source code will compile on macOS. Just run yarn dist or npm dist in the app/ directory of the repo.

Looking at the source code, it seems like the app is built with web technologies. Is this why yarn and npm are required?

mastercomsHaving a friendly UI is very useful for people, and I think as you see the program evolve, you will realize that this app is very valuable.

This does not address the point about the flashy UI. A friendly UI doesn't require design frills (unless it's only CSS in this case). And yes, I do appreciate the conveniences of the app and can see how it will greatly reduce tedious work on your part; I just take issue with the fact that the whole program is unnecessarily huge which I presume is due to the usage of custom fonts and probably runtimes for the app.

mastercomsI'm not sure if that's a typo, but 7.0.0a3 was not any more portable than a4. The program always used data files to store information about user choices.

OK, I was wrong; I ran the setup for 7.0.0-a.4 without first checking if the previous version performed an installation. Still, it would be great to have all executables, data files and preferences contained in one folder for portability.

Not a request, but what if this VPK generator were a web app instead which could be hosted online and be downloadable for offline use at the same time? What could be alternatives to the Python scripts?

mastercoms6.8.0 implemented pretty much all the optimizations that made it into 7. There's just been some bug fixes since then.

Will 6.8.0 be getting a final release?

mastercomsIt's not very overwhelming, and most of the feedback and data about previous installation methods and this app don't match what you're saying about this. And again, I think you're looking too much at the short term of this application rather than the many possibilities that will implemented before it officially releases.

Well, only you know the most about the future developments of the project. I can only give feedback based on its current state. Thanks for putting in so much work in the app, though.

Another question: what do the JSON files do?

posted about a year ago
#1464 mastercomfig - fps/customization config in Customization

I doubt that it's necessary to have a whole application just for an fps config, but I like how it easily packs desired presets and addons into one nice VPK.

Some issues:
- Why does it strictly require that a valid TF2 game folder be given? What if one just wants to generate a VPK for any reason?
- Will the source code compile on macOS? I'm not a programmer.
- Why is the program larger than 150 MB? Does it need to be this way?
- For a simple config-generator application, does it need such a flashy UI?
- Why does the program require installation? Version 7.0.0a3 worked just fine being portable. Now the program will dump files all over various data folders and it will be a pain to clean them up after uninstallation. (Going forward, should there then be an additional procedure in the uninstaller to delete its own registry entries?)
- How much has the config itself improved over version 6?

Keep it small, simple and sane. Avoid overwhelming new users of the config with apparent convenience. It used to just involve dragging the VPK into the "custom" folder, something all players looking to customise TF2 should know how to do. Custom HUDs which are much more complex do not require extra programs, so why should this?

posted about a year ago
#1420 mastercomfig - fps/customization config in Customization
mastercomsDisables a few debug systems.

What debug systems are disabled by -noassert? How much of a performance boost can it give? Can the new recommended launch options be used now without installing the upcoming version?

What are the bug fixes run on startup?

Edit: question

posted about a year ago
#1392 mastercomfig - fps/customization config in Customization

Damn, I thought the mastercomfig project died already. /s

And now teasers are being made for mere configuration files? (HYPE 300 fps on Intel Celeron) From the looks of it, it seems like mastercomfig is getting a GUI frontend? I hope it isn't unnecessarily bloated or anything, and that the good old installation method will still be supported (unless the upcoming way turns out to be objectively superior).

What were the significant changes from version 5 to 6 (and from 4 to 5 and 3 to 4 and so on)?

Edit: The current Low preset seems to disable player outline effects even though I have set glow_outline_effect_enable 1 in custom.cfg.

posted about a year ago
#12 Balancing Pyro's Air Blast in TF2 General Discussion

sigsegv discovered an unused feature: airblast jumping. It might be worth looking into, although airblasting oneself could conflict with reflecting nearby projectiles. Here are my ideas for changing airblast:

- No mini-crits, just preserve whatever attributes the projectile already has when spawned
- Airblast jumping (in a way that does not result in any BS gameplay), to reduce dependence on the Detonator and Thermal Thruster for mobility
- Increase vertical force when airblasting at an upwards angle
- Airblasting the ground no longer lifts up the target, but only if is not possible to bring the target to a sudden halt this way
- Airblast force is just normal knockback; this means targets do not have reduced air control

Edit: formatting, content

posted about a year ago
#1372 mastercomfig - fps/customization config in Customization
HonsterSo would using the low preset vpk and putting the lighting_medium module alias in custom.cfg be like using the old comp preset?

I'd like to know as well. What optimisations are there in the Low preset that are not in the Medium Low preset, other than textures_low and lighting_low?

Edit: grammar

posted about a year ago
#1362 mastercomfig - fps/customization config in Customization
mastercomsThere's a fix for this coming in an upcoming update.

What kind of a fix will that be?

Edit: wording

posted about a year ago
#1360 mastercomfig - fps/customization config in Customization
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?

Turns out that textures_low still gives a higher fps, on my system at least. To those who are using any of the new Medium presets, how is the fps since the new higher default texture quality? I know I can just activate the textures_low preset automatically but since many who use the comp preset are likely not to have "modern hardware", I think it can still be considered an improvement to revert to the old default? Some input from other users would help.

posted about a year ago
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