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| Account Details | |
|---|---|
| SteamID64 | 76561198046110893 |
| SteamID3 | [U:1:85845165] |
| SteamID32 | STEAM_0:1:42922582 |
| Country | United States |
| Signed Up | August 8, 2017 |
| Last Posted | October 25, 2025 at 8:48 PM |
| Posts | 1592 (0.5 per day) |
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| Raw Input | 1 |
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mod_forcedata 1Make sure these are set
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 :)
Update on the fixed weapon spreads: it resulted in worse play than normal, since the fixed seed for the weapon spread could be terrible to aim with, while a randomized seed plays better, since there's even chances of god spread and bad spread, so you aren't stuck with any one spread. It's pretty hard to find a seed for a pattern that's truly "average", so I think randomization is a better way of averaging this out than a fixed one.
Also about multi-threading, I don't think Source really needs much more multi-threading than it already has
https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.11
playtesting here: connect tf2.mastercomfig.com
playtest over, thanks all!
Just sent an email to Valve with a fix.
ainoUsed new scoped RNG to implement fixed spread for continuous fire weapons.
If I understand this correctly would this allow csgo esque spray patterns to be learnt for weapons like the pistol? If so, that would be a massive buff to those weapons where it could reasonably be controlled with some practice.
I'd like to see how it plays in practice. It's not exactly CS:GO spray patterns.
I'm personally able to connect to casual and many other mastercomfig users are able to as well. What version, preset and addons were you using? Any custom settings like modules you had?
You can probably use the preload settings from mastercomfig if you aren't already.
Essentially checked mat_antialias > 0 for initializing anti-aliasing (ultimately ended up disabling it anyways), and on AMD cards on Linux and macOS, it did a full color clear which was only intended to happen when anti-aliasing was enabled.
Now it checks for mat_antialias > 1, which is what the game sets in the video options menu (mat_antialias 1) for Anti-aliasing: None.
Hopefully this anti-aliasing fix is less controversial :)
https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.10
Also, the first Team Comtress 2 playtest is live!!! connect tf2.mastercomfig.com
EDIT: server down now! thanks for playing, we learned a lot!
ReeroIf there is a way to validate this claim that would be interesting because the visual applications of this exploit in jump have definitely improved performance with airpogo and speedpogo on a lot of demojumpers more than the potential frame lag has decreased.
I would also not chalk it up to placebo because there is definitely a conscious element to it considering when you can see my stickies you have an easier time jumping and airpogoing with them
I'm not saying the visuals are placebo, obviously they are not because they can be recorded and shown. But I am just saying that the assumption that it is a reduction in ping that causes that may be placebo, because the projectiles spawn at the same time when recording it.