mastercoms
Account Details
SteamID64 76561198046110893
SteamID3 [U:1:85845165]
SteamID32 STEAM_0:1:42922582
Country United States
Signed Up August 8, 2017
Last Posted September 19, 2020 at 1:32 AM
Posts 1324 (1.2 per day)
Game Settings
In-game Sensitivity 2.5
Windows Sensitivity 5/11
Raw Input 1
DPI
1600
Resolution
2560x1440
Refresh Rate
144
Hardware Peripherals
Mouse Logitech G502
Keyboard Logitech G910 Spectrum
Mousepad SteelSeries QcK+ Limited
Headphones ATH-M50x
Monitor Samsung C32HG70
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#110 Team Comtress 2 in Projects

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.17

posted 2 days ago
#2139 mastercomfig - fps/customization config in Customization

Yeah, it doesn't affect anything graphically. It does cause the same reload that mat_antialias does though, but I haven't blocked it because HUDs don't use it.

posted 5 days ago
#2137 mastercomfig - fps/customization config in Customization
juniorIs there a reason for blocking mat_antialias, other than it slowing down launch? Your implementation can still be bypassed with toggle mat_antialias 0 or by editing valve.rc. The only thing it prevents is using incrementvar, which means I can't just toggle it back and forth and have to use fixed values, which only hurts the user.

Usually HUDs will have a wait command which delays toggling mat_antialias, and this causes a material system reload. This is usually to force removing the dimmer on the main menu, which is not worth the material system reload, which causes unoptimal reinitialization and some rendering/HUD bugs. For example: https://github.com/n0kk/ahud/blob/master/cfg/valve.rc#L22

You can disable this behavior for HUD editing by adding alias block_antialias in your autoexec.cfg, or you can use mat_aaquality.

TimTumSorry if this is not really the place to ask or if this has been asked already, but Lawena uses a pretty old version of Chris' maxquality config as far as I know, and I was wondering if the Ultra config is a lot different than the config Lawena uses.

It's not substantially different, but it will increase water quality at a distance, lighting detail extremely slightly, sound quality, and contains system optimizations which don't affect quality which may increase FPS/prevent drops.

posted 6 days ago
#99 Team Comtress 2 in Projects

Got rid of a huge bottleneck for particle simulation!

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.16

We're playing on connect tf2.mastercomfig.com!

posted 1 week ago
#140 Remove Iron Bomber from whitelist in TF2 General Discussion
krollicI think this is poor reasoning. The crossbow is for all intents and purposes objectively better than the various needle guns and yet no reasonable person makes the case that it should be banned simply because it is better.

Boston basher > Bat
Ubersaw/Solemn Vow > Bonesaw
Pick axe's and Crit stick > Shovel

Who gives a shit if it has an unintended upside? There are plenty of weapons and mechanics that possess effects that weren't designed as such. Demo has it rough enough and if a weapon makes his life a little bit easier versus today's scouts and soldiers then I support it.

Because the only thing carrying the iron bomber to total domination of the GL meta is this one unintended stat (not any sort of interesting new mechanic), and if it was fixed, then we could see more variety based on the mechanics of different rollers. These weapons you mentioned are completely different classes of utility versus the stock (especially the melee weapons), so I find it misleading to mention these examples.

posted 1 week ago
#109 Remove Iron Bomber from whitelist in TF2 General Discussion
mustardoverlordis actually does matter if the base value is good or bad, because whether you reduce the radius of the iron bomber or increase the radius of stock pipes is a MASSIVE difference, and part of why I've been defending the iron bomber is that I don't like the idea of the direct radius being lowered in the first place, which I'm gonna say more about in a giant wall of text that I was writing before I read this post.

I mean within the context of changing/keeping ONLY the Iron Bomber being our sole balancing tool, which is what I understood #92 to be saying. Being that if we think Demoman needs a nerf, nerf the Iron Bomber, if we think Demoman is fine, keep the IB how it is.

But the balance is much more complicated than that. I see this more of a discussion about GL balance as whole, rather than just about the Iron Bomber. At this rate, Demoman is going to become an IB only class, so talking about the IB in vacuum vs the other grenades is not useful. I think the two valid sides to this discussion are either you think what the IB has in radius is good for the game, and should be applied to the other GLs, because it makes no sense to force everyone to pick a single GL when there would be some valid choices all other things held equal. Or you can think the IB radius is bad for the game, and in that case, it should be the same as stock.

I don't think there is a valid argument for keeping them different, but hopefully recontextualizing the debate into two sections: should they be different, and then if not, should we use the stock or IB hitbox, will produce better discussion.

posted 1 week ago
#106 Remove Iron Bomber from whitelist in TF2 General Discussion

I think people are more concerned that because IB is just better for directs, when it shouldn't be, people are going to have no choice but to go with it in most situations because of the hitbox. Whereas it shouldn't be the hitbox size that determines what to pick, but the behavior of the rollers. And now that this is becoming common knowledge, IB is just going to become the definitive pick rather than something most people use because it feels better but they don't exactly know why they use it.

Veering off into discussion about base Valve balance and if it's legitimate is irrelevant in this discussion. The fact is Valve did add a hidden stat to the IB which makes no sense for it to be different and on its own, isn't an interesting part of the unlock, and isn't intended. The discussion is purely about the existence of a difference, not if the base value is good or bad. There unequivocally should not be a difference in hitbox size for stock and IB. The base value can be up for debate.

BakugoI have created a sourcemod plugin to fix this issue:
https://b4k.co/share/sourcemod/scripting/bak_pipe_hitbox_fix.sp
This plugin also allows setting any custom hitbox size, so if you guys come to the conclusion that demo's primary shouldn't be nerfed you can set the higher IB size for all GLs as well.

So, this discussion about demoman buffs or nerfs is kinda irrelevant. Pick which one you want, and make the rest of the GLs on the same level as the IB, or the IB the same level as the rest of the GLs.

posted 1 week ago
#23 Remove Iron Bomber from whitelist in TF2 General Discussion

Kisak is not affiliated with Valve. They are a community moderator for the GitHub Issues. Don't just see that the issue is on GitHub, and decide that's good enough. Please email the TF Team and Eric Smith directly with your feedback about this issue and illustrate how important it is to you that this gets fixed. This helps the TF Team see how important an issue it is to people. It is a surprise to many how few people and how few issues actually get reported to them, because of assumptions that the team has already seen some issue because of this or that.

Here are links for your convenience.

https://www.valvesoftware.com/en/contact?contact-person=TF%20Team
https://www.valvesoftware.com/en/contact?contact-person=Eric%20Smith

posted 1 week ago
#3 mastecomfig problem in TF2 General Discussion

1. Do you keep -dxlevel 80 in your launch options? Forcing dxlevel also forces settings associated with a dxlevel. After you set your dxlevel with the launch option, you should remove it from your launch options again.
2. You may be using a preset which enables shadows. You can customize presets using modules, which bundle up recommended settings to accomplish a certain configuration. I wouldn't recommend using random commands copy and pasted from elsewhere for this purpose, as they could be incorrect and reduce performance. https://docs.mastercomfig.com/en/latest/customization/modules/#shadows. Gist of it is to write shadows=off in a new file called modules.cfg in tf/cfg/user or (tf/custom/my_custom_stuff/cfg/user).

posted 1 week ago
#4 respawn times (how do they work) in TF2 General Discussion

There is a static base respawn time, which is based on a static death time of 2 seconds + the time for the freeze frame (0.4 travel time + 4.0 freeze time).

On top of this base, the non-scaled respawn wave time is added, which is 10 seconds by default, and can be changed per team by an input which happens upon capturing a control point, which adds or subtracts from a team's base respawn wave time.

Then, the game checks the time for the next respawn wave, and compares it to the time for the base respawn time. If the base respawn time occurs after the next respawn wave, the scaled respawn wave time is added on top of the next respawn wave to get the wave after the next, and so on until a respawn wave is found that occurs after the base respawn time.

The scaled respawn wave time is the non-scaled respawn wave time, except with the following extra logic: if the respawn wave time is above 5 seconds, then scale it by a number between 0.25 and 1.0, linearly scaled by the number of players (1 to 8). Then this value is capped to a maximum of 5.

This logic happens during any PvP game, tournament mode or not, with the exception of robot destruction, which has its own logic for customizing the respawn time on top of this. There are a few exceptions outside of normal PvP play, like if you are a Scout in MvM or in between rounds during Competitive Mode, you respawn with your static base respawn time, and in pre-game for tournament mode, there are no respawn times.

posted 1 week ago
#8 Remove Iron Bomber from whitelist in TF2 General Discussion

It's a pretty straightforward fix: https://github.com/mastercomfig/team-comtress-2/pull/63/files

I don't have much experience with SourceMod but from what I have seen it shouldn't be too hard there either.

posted 1 week ago
#98 Team Comtress 2 in Projects

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.15

This one is a banger and I highly recommend testing it!

posted 2 weeks ago
#2132 mastercomfig - fps/customization config in Customization

8.105.2 released with bug fixes.

Changelog
Support me

This release took 2 hours to produce. If you like the work I do, consider supporting me!

@springrolls @Kermit Could you share OS/system specs?

posted 2 weeks ago
#2129 mastercomfig - fps/customization config in Customization

Congrats! (but is there any way you can see, it would be really helpful)

posted 2 weeks ago
#2127 mastercomfig - fps/customization config in Customization

It did not crash on 8.104.2?

posted 2 weeks ago
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