JulezI pm'd you the vid like a week ago, still have this problem.
The stuttering actually persists on other servers if i don't restart tf2 after a pug, idk if that helps you
Yes I saw, I'm still looking into it.
| Account Details | |
|---|---|
| SteamID64 | 76561198046110893 |
| SteamID3 | [U:1:85845165] |
| SteamID32 | STEAM_0:1:42922582 |
| Country | United States |
| Signed Up | August 8, 2017 |
| Last Posted | October 26, 2025 at 7:06 PM |
| Posts | 1593 (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 | |
JulezI pm'd you the vid like a week ago, still have this problem.
The stuttering actually persists on other servers if i don't restart tf2 after a pug, idk if that helps you
Yes I saw, I'm still looking into it.
rmhi, a little problem here.
i have a laptop with nvidia videocard, but mastercomfig thinks i have integrated graphics, so it sets some optimizations for it.
it's not a big deal, since fps is pretty much the same, just saying it might be a crucial bug for others.
Hi, this should have been fixed since 7.0.0-a.12. Could you help me debug this issue by opening dev tools and typing this into the console and sharing the output:
require("systeminformation").graphics().then(data => data.controllers.forEach(card => console.log(card.vendor))) ZetosIf the "stable release" was supposed to include a fix for...
The app doesn't have a stable release, it's still an alpha, as I said. What is stable is 6.9.0, which is mastercomfig before 7 came out, with some of the config fixes/optimizations I had done to 7. I released this because there were some problems with the previous stable release, 6.7.0, and I wanted to fix those issues for people who don't want to test out an alpha.
Zetos...It didn't, at least with Community addons settings. I have to set them to Off to have them On.
This would be a completely different issue from the one you quoted. But I'm not getting that issue. I have the toggle set to on, and it loads the no tutorial config into my client-custom.cfg. There is, however, an issue where you can't disable a community config.
ZetosAnd my game keeps resizing to the same resolution. I had this happen to me a few times before, but it usually sorted itself out. Now it's been a while, ever since I gave the app a shot. No, I don't have -w -h on my advanced launch options.
Do you have -dxlevel in your launch options? If so, remove it.
Cache11031992Hello mastercoms! put the latest version of the config on source code
Source code is already published for everything, what were you looking for?
mastercomshttps://clips.twitch.tv/JazzyAmusedDogeOMGScoots
https://clips.twitch.tv/SassyDifficultHerdStoneLightning
just because it got cut off by the new page, here are some highlights from the first week of the fortnite summer skirmish. and a few more:
https://clips.twitch.tv/CreativeArtisticOkapiFailFish
https://clips.twitch.tv/HealthyEagerPotatoRickroll
https://clips.twitch.tv/CrowdedEnchantingPigeonUnSane
https://clips.twitch.tv/ViscousCoyWebWholeWheat
https://clips.twitch.tv/HelplessSecretivePidgeonImGlitch
https://clips.twitch.tv/ProudWrongWaterEleGiggle
https://clips.twitch.tv/BlueLightGiraffeDAESuppy
https://clips.twitch.tv/ExquisiteSwissPoxSoBayed
https://clips.twitch.tv/RockyCaringCheddarBlargNaut
https://clips.twitch.tv/GorgeousWrongGorillaCclamChamp
https://clips.twitch.tv/AnnoyingSplendidWolfSuperVinlin
They cancelled the tourney 6 rounds early and changed the win conditions since no one won enough:
https://clips.twitch.tv/ResourcefulZanyConsoleJonCarnage
The one moment I did like though: https://clips.twitch.tv/AltruisticBoxyGooseWOOP
I love Fortnite. It's one of my favorite games and I also think it really does have a lot of potential for esports, but Epic has a lot of work to do on many, many fronts before they can start with these experimental tourneys. I know they're excited to see Fortnite competitive in action, but I feel like they're rushing too much and it could hurt them in the long run even if they manage to eventually work out all the kinks.
Try downloading the 7z package manually for your OS and putting it in the same folder as the web setup. Then run the web setup.
Victorany plans for the app to get macos support?
No, I don't have a Mac so I can't build the app for macOS and there have been no volunteers.
In addition to an alpha release, I've taken some fixes from the 7 alpha and integrated them into a new, stable traditional release.
7.0.0-a.14: https://mastercomfig.com/7
what are your binds (full config)?
HrblsCustom setting options do not appear to save on exit in A13
Ropes, LOD and grass all revert to blank.
Seems like they do save, but their UI controls do not reflect the settings.
CardfightGamerSure, there's a few commands i may have left out like the sniper scope removal which i had forgot to remove after trying it out but anyways http://www.mediafire.com/file/h3vwzdia4wzl5da/CardfightGamer%20tf2cfg.zip
Could you give me your PC specs?
TimTumThat's not true, only the players that got at least one achievement are included: "It seems this API allowed users to view the percentage of players who complete Steam achievements by up to 16 decimal points." So that means actually 27 million players played Unturned.
I think you misunderstood. A common multiple that produced a whole number for all achievements was found in order to determine the total player count.
For example, Half-Life 2's achievements, people who didn't get the crowbar would still be included in the count.
This is because of how percentages work. If 46.7% got the achievement, that means 53.3% did not.
If 8877286 * .467 produces a whole number for the number of players who got the achievement (within a certain threshold), and a whole number is produced for every other achievement percentage with that estimated player count, that means that's the total player count.
Of course, it's not clear what data Valve uses to determine the total player count for the purpose of achievement percentages, but it's around the amount of players who have launched the game once after achievements were added.