mastercoms
Account Details
SteamID64 76561198046110893
SteamID3 [U:1:85845165]
SteamID32 STEAM_0:1:42922582
Country United States
Signed Up August 8, 2017
Last Posted February 25, 2024 at 11:13 PM
Posts 1530 (0.6 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input 1
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
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Mousepad  
Headphones  
Monitor  
1 2 3 4 ⋅⋅ 102
#2 Item Description changes not showing in game in Customization

Unfortunately, those descriptions are not dynamic. They have be added to the item API for each item. That's why if they're missing, they won't show up because there's no tf_english description registered for it.

posted 3 weeks ago
#116 RGL PUGs Public Alpha in Projects

nah, he just think this is dota

https://dotesports.com/wp-content/uploads/wp-content/uploads/2022/09/02210811/double-down-dota-2.jpg

posted 1 month ago
#20 TF2 has a 64bit and Vulkan update in testing in TF2 General Discussion

Now available on Windows

posted 1 month ago
#41 Why use P-REC over integrated demo support? in TF2 General Discussion
twiikuuP-REC won't work after the switch to 64 bits, the Valve developer who originally signed it doesn't work there anymore, and the current developers are not keen on signing it again (something something security something anti-cheat).

I've summarized the (important) issues from this thread: https://github.com/ValveSoftware/Source-1-Games/issues/5457

If you feel that something crucial is missing, please let it be known.

Somewhere in the thread, I've seen someone mention that they didn't want killstreaks to be recorded, you can put `ds_min_streak 999` in your config.

E: For what it's worth, there's a willingness from the developers to assist the migration off P-REC, so it's not like I'm screaming into the void

I've submitted a fix nearly a year ago for casual games being recorded, and have also implemented some of the features suggested in this thread over time, but have not prepared full feature parity with P-REC yet before I send it to Valve. The complete list of features I've decided on have been: better filenames, not recording pre or post game, SourceTV status, and better killstreak logging.

posted 1 month ago
#14 TF2 has a 64bit and Vulkan update in testing in TF2 General Discussion

I'm sure they have been aware at some level for a while, and the beta testing period will be long enough for mods to catch up. The only thing sure to permanently break is PREC, but hopefully, Demo Support will get some fixes in this update to get parity with it. (https://www.teamfortress.tv/63486/why-use-p-rec-over-integrated-demo-support)

posted 1 month ago
#12 TF2 has a 64bit and Vulkan update in testing in TF2 General Discussion

64-bit alone will do a little bit for performance. Raising the game from SSE to SSE2 will allow the compiler to do better optimizations, especially for mathematical calculations (as well as more consistent rounding). And 64-bit compilers have new rules that finally force them to remove a bunch of legacy code that is incompatible with some compiler optimizations. It also forces more proper memory alignment in the engine, which can improve performance.

On Windows, 64-bit will eliminate the WoW64 compatibility layer, which adds some overhead to threading and disk reading mainly. I am not sure of the overhead, if any, of 32-bit support on Linux.

64-bit also increases the amount of RAM available from 4GB to practically unlimited. This fixes out-of-memory crashes that people sometimes get, especially with higher texture qualities (on DX8, I believe, and on some Linux drivers) because of system copies of texture data. But it also happens for 100-player servers and custom MvM missions sometimes.

The increased RAM can also allow people to increase cache sizes, which can help with cosmetic and sound loading and the stutters associated with both.

Furthermore, on Linux, the runtime is being upgraded from Ubuntu 12.04 to Steam Linux Runtime 3 (sniper), a much more modern set of tools in terms of the compiler, SDL graphics/input library, and more. This has performance improvements, bug fixes (for example, the MvM TFBot name issue on Valve servers), console text rendering fixes, and a double mouse sensitivity fix.

The port also means some libraries are being changed. The memory allocator is being changed to mimalloc, which is much faster and means there will be less overhead for a lot of operations. The MP3 reading is being changed from Miles to minimp3, which is also faster.

A new dxvk-based layer for DirectX to Vulkan is being added, which gets graphical parity for Linux compared to Windows, and also gets rid of overhead, massively improving performance for graphics rendering on Linux. On Windows, the dxvk results have been quite middling and inconsistent, though.

Finally, performance changes are being made, from TC2 and some new fixes. The extent of this is not fully known or realized yet but I can say that I am very optimistic about some pretty impactful performance improvements getting in.

posted 1 month ago
#2437 mastercomfig - fps/customization config in Customization
waxhi, when i try to swap from mastercomfig low to mid or anything else (just the vpk file), it unbinds everything in the game. i have to rebind keys to move/shoot etc. any way to fix this?

could you join the discord so we can more easily diagnose this issue?

Also thanks for the kind words everyone!

posted 1 month ago
#2433 mastercomfig - fps/customization config in Customization

Hey all, just to recap some updates made to the app over the last few months:

https://media.discordapp.net/attachments/389091098922057728/1183275942303518792/image.png?ex=65bf1d98&is=65aca898&hm=9a62757e6834f86e85bc69e7997ccee802fbce5ba0d29521734d14390a89ba70&=&format=webp&quality=lossless&width=1819&height=905

  • Refined the homepage with higher-quality images and an updated design
  • Massive optimizations for slower internet connections
  • Fixed a bug where the UI could be invisible on some browsers in some rare cases
  • Reworked font technology for much more advanced designs and styles.
  • Added a global navigation bar for all comfig sites

https://media.discordapp.net/attachments/389091098922057728/1183276154501738496/image.png?ex=65bf1dcb&is=65aca8cb&hm=36e84c4294966386113139ad3a171be0f0404d893f490c16e02887d25f69db9f&=&format=webp&quality=lossless

  • Added previews for modules (thanks to Fraklin for providing the images/videos)

https://media.discordapp.net/attachments/389091098922057728/1199188991547809832/image.png?ex=65c1a2c7&is=65af2dc7&hm=1078e25a86c2783e5b506e3170b2295a930482f57496040d4b6d4ed7331fc131&=&format=webp&quality=lossless&width=1613&height=905

  • Added a mouse section in binds customization for a more visual layout vs. just simply pressing the buttons

https://cdn.discordapp.com/attachments/389091098922057728/1199164270831747103/image.png?ex=65c18bc1&is=65af16c1&hm=6426ec9f9839ed144de8553b8db2a0e8261c8d0dea982283dc84413038892e77&;

  • HUD listings now auto-update to show their latest version automatically without manual submissions
  • Added 69 new HUDs

https://media.discordapp.net/attachments/389091098922057728/1194167419959263242/image.png?ex=65c1d313&is=65af5e13&hm=48b00493f4a6f98ef54910563b6fb7bd740de46432e849d455508e40dd6981ba&=&format=webp&quality=lossless&width=929&height=905

posted 1 month ago
#2429 mastercomfig - fps/customization config in Customization

Players are expected to reduce performance in this game, unfortunately without optimizations to the game's code itself, it can't really improve.

posted 3 months ago
#110 CleanTF2+ (nohats, flat textures, etc) in Customization

I see in this screenshot it's using CleanTF2plus-master instead of CleanTF2plus

posted 3 months ago
#6 The Spring Cleaning Update (Theoretical Page) in Projects

Incoming nerd essay:

I mean, there are a lot of factors to hiring someone and going out of their way to seek a candidate would be highly unusual, especially when I am very much mediocre in the grand scheme of things. Specialization within a body of technical work that doesn't raise the bar isn't exactly something Valve looks for often. It may have been something they were open to at one point, but I don't think that's the case anymore due to past experiences. This is in addition to my generally uncolored experience. I don't think I have enough experience in game design and shipping games to create enough multi-disciplinary value at Valve. Valve ultimately aims to make things valuable to gamers, and you need domain-specific knowledge for that. Systems and general software engineers are great, but they need the specific context and means to traverse the games market efficiently to make good decisions.

There are also personal factors. I am not very interested in uprooting my life to work for Valve proper, at least currently. I would possibly be interested in some specialized contract work for them, but ultimately, I don't see how that would work if the specialization in this kind of systems work is only proven in Team Fortress 2. Sure, I could also work on Dota, Steam, and other systems, but will I be creating that much interesting content vs. hiring/contracting someone with either much higher abilities than me or unique talent/knowledge not presently found at Valve (for example like what they did for Vulkan/SteamOS/dxvk). Sure, the opportunity cost of a Valve employee working on a lower-value product instead of a higher-value one is large, but that is only one dimension of it. There is also an opportunity cost for Valve as a company in the labor market, onboarding, training, and staffing a lower-value employee whose outcomes are inherently limited vs. another more seasoned engineer.

I don't really have any problems with the current arrangement of things, besides maybe the slow interest in delivering this content to you all. I am very happy with my own life right now, and I don't mind not making money from this. I get work on something that I very much enjoy.

TLDR: I'm not experienced enough to have my full potential to be qualified to work my best at Valve, and I am not in a spot in my life at the moment where I would want to move to Seattle and work in-office. I am very happy with my life, and don't have any problems doing this kind of volunteer work. I just wish the value would be delivered to players at some point soon.

posted 3 months ago
#1 The Spring Cleaning Update (Theoretical Page) in Projects

https://comfig.app/img/update/springcleaning.png

Hey all, I am happy to announce something I've been excited about for a very long time. You've probably heard of Team Comtress 2, the bug fix and performance patches for TF2, which have been submitted to Valve for some time now. But I thought it would be neat to imagine what an update with these changes could look like if they became official. So I have launched a theoretical Spring Cleaning 2024 update page, detailing all of the wonderful changes that we could get into the game if Valve incorporated mastercomfig's TF2 patches. Take a look here:

https://comfig.app/update/

posted 3 months ago
#2417 mastercomfig - fps/customization config in Customization

A critical error in how the mastercomfig app cached data has been discovered and fixed. This may have caused downloads of the latest version of the config to be up to a year out of date for some users. Please make sure you redownload the config using the app here: https://comfig.app/app/. I greatly apologize for the inconvenience.

posted 4 months ago
#2416 mastercomfig - fps/customization config in Customization

comfig app update:

  • Added crosshair scale and color preview
  • Added zoom-specific crosshair for the Sniper Rifle
  • Added option to customize explosion effect for direct player hits
  • Fixed Sapper not applying its crosshair correctly (it actually shares the crosshair with Engineer's toolbox, rather than having its own unique crosshair)
  • Fixed PDAs and Disguise Kit having a crosshair option, when they do not use a crosshair
  • Fixed color picker having incorrect colors and font
  • Fixed scroll delay in crosshair selection
  • Fixed CPMA 14 crosshair showing as CPMA 15 instead

https://media.discordapp.net/attachments/389091098922057728/1163565533657055263/image.png?ex=654009d9&is=652d94d9&hm=025fd514ecf37aaaf9875bce6a504470a77b854d70089aad16719ba9d7d1c0b2&=&width=960&height=573

We're also doing a fundraising drive on Ko-fi to cover costs! I would greatly appreciate your support (in any way listed on the page), but no worries if you're unable. Your continued appreciation, feedback and usage of this project means a lot to me!

https://media.discordapp.net/attachments/389091098922057728/1165408495135371324/image.png?ex=6546be3d&is=6534493d&hm=629acad8ed5c5a5d1030787e92549647aed00bfe1dbb83d0921013828a643c02&=

posted 4 months ago
#8 [Help] Game taking too long to load into a server in Q/A Help

This seems to have been less of a code patch

posted 6 months ago
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