mastercoms
Account Details
SteamID64 76561198046110893
SteamID3 [U:1:85845165]
SteamID32 STEAM_0:1:42922582
Country United States
Signed Up August 8, 2017
Last Posted May 29, 2025 at 11:21 PM
Posts 1557 (0.5 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input 1
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
1 ⋅⋅ 14 15 16 17 18 19 20 ⋅⋅ 104
#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 about 4 years 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 about 4 years 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 about 4 years 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 about 4 years 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 about 4 years ago
#2129 mastercomfig - fps/customization config in Customization

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

posted about 4 years ago
#2127 mastercomfig - fps/customization config in Customization

It did not crash on 8.104.2?

posted about 4 years ago
#97 Team Comtress 2 in Projects

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.14

Playtesting on connect tf2.mastercomfig.com

posted about 4 years ago
#2125 mastercomfig - fps/customization config in Customization

8.105.1 released with bug fixes.

Changelog
Support me

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

posted about 4 years ago
#2124 mastercomfig - fps/customization config in Customization

8.105.0 released with performance improvements, download site redesign, and bug fixes.

Changelog
Support me

This release took 25 hours to produce. If you like the work I do, consider supporting me!

posted about 4 years ago
#9 Yttrium's Viewmodel Mod not working in TF2 General Discussion
mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0
mod_touchalldata 1
mod_forcedata 1

Make sure these are set

posted about 4 years ago
#88 Team Comtress 2 in Projects

Like in Team Comtress or in TF2?

posted about 4 years ago
#86 Team Comtress 2 in Projects

Could you clarify what you mean?

posted about 4 years ago
#11 Using nullmovement puts you at disadvantage in Customization

Yeah I'd still use null movement, it was just a neat fact I thought I'd bring up in conversation. The amount of input delay it adds is so small compared to the benefits and the possible increase in responsiveness due to brain/finger delay for releasing keys :)

posted about 4 years ago
#82 Team Comtress 2 in Projects

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.12

posted about 4 years ago
1 ⋅⋅ 14 15 16 17 18 19 20 ⋅⋅ 104