mastercoms
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SteamID64 76561198046110893
SteamID3 [U:1:85845165]
SteamID32 STEAM_0:1:42922582
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Signed Up August 8, 2017
Last Posted March 12, 2026 at 6:46 AM
Posts 1615 (0.5 per day)
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#8 SE Config Framework // Felik's Config 3 in Customization
feIikMonths ago I had minimal knowledge on audio in the Source Engine:
https://github.com/SylveonBottle/optimization/blob/070994049611003a51d09fac0ba3d7e5029a2783/TF2/base.cfg#L107
As you can see, it has been set at that value for a long while.

Despite me looking over a bunch of other convar changes I did, I didn't do so relating to audio.

So now I have.

This is what my research on the convar led me to:
Values other than 0 add a delay to the changing of soundscapes within maps, that delay is longer for the same given value if the FPS is lower.

(Soundscapes are the enviromental sounds baked into a map.)

How you can tell if the soundscapes are delayed for too long is if previous soundscapes get stuck, then jump to silence, then to the newest soundscape.

I've found that nothing is wrong with the changing of soundscapes when the value is set to 2, even while using fps_max 30.

If you want to test this for yourself, set snd_spatialize_roundrobin at 10 to delay, 0 to remove the delay.

Optional: Set soundscape_debug to 1 to see the soundscapes, once a line turns green, the soundscape has changed.

I'll be looking into the other audio changes I've done after the Pyro update release.

As for my next release, which nobody asked about but I feel the need to talk about it, will be alot cleaner and the autoexec might actually be easy to read.

Other things to note are some corrections not related to audio, new cfgs that I've finished already (lowram.cfg, weakgpu.cfg, some others), and performance improvements to cfgs I've never touched in a long while.

This doesn't just affect soundscapes, it affects all sounds, and affects the delay in terms of frames per second, so of course when your framerate is lower, it will take more time in seconds. If you are running at 60FPS, with snd_spatialize_roundrobin 5, you are spatializing sound every 32 frames, or about 0.5 seconds. This means, for example, if you hear a spy decloak behind you and turn around, you will still hear the decloaking sound behind you even though you are now facing the spy. Setting the CVar this high is like settting fov_desired to 70 for performance's sake.

JarateKingfelikShout out to mastercoms for raising awareness of ... the ability to use configs while in the custom folder.I would still install cfgs to the dedicated cfg folder. When the game loads any resource (and it loads tons) it has to manually check every single folder in custom if they have that file. When you have multiple folders in custom, it becomes a substantial hit to loadtime speed, even if the folders are completely empty. And it's especially bad nowadays since the game will reload all materials when you enter a server (at least as of the last time I tested) so you're going to be going through this process hundreds of times every time you enter a map.

That's why it's best to use vpk's wherever possible (only real exception is huds because fonts don't load from within vpk's + customization is easier in a folder) because they don't have this problem, but with cfg's you can ignore the issue entirely and just put them in the cfg folder.

But then you can't use dxsupport_override.cfg which has some noticeable particle and sound performance improvements, especially on DX9.

posted about 8 years ago
#78 Are you happy with the pyro update changes? in TF2 General Discussion
AdnurakI'm not sure I remember correctly, how much of these patch notes are actually different from the blog post they posted ages ago? Ambassador is changed, what else?

They changed the bonk max slow after expiration, changed YER cloak drain rate, added claymore and bison reverts and reserve shooter nerf.

posted about 8 years ago
#74 Are you happy with the pyro update changes? in TF2 General Discussion

I really like the changes and I think it was worth the wait. We got massively changed mechanics for pyro flames, afterburn and airblast which make them more skill based and consistent. Then we got 4 unlocks which are clearly going to change the metagame for pyro.

The balance changes are a really good step in the right direction and they get rid of a lot of annoyances and lots of outliers in the wacky balance of TF2.

I really love the new contracts system and the skin changes, as well as how you can inspect all weapons now.

The quality of life improvements to casual, cases and just in general (like the model breaking and the bug fixes) were a nice touch.

This update was much bigger than gun mettle, meet your match or tough break, so I'm happy.

Hopefully the TF team has something in store for Scream Fortress and Smissmas as well to surprise us.

posted about 8 years ago
#2 VPNs/Lag Spikes in Q/A Help

VPNs will make it worse in other aspects and don't really fix the problem. Hopefully it will be fixed in tomorrow's update, if it isn't caused by your WiFi.

posted about 8 years ago
#529 mastercomfig - fps/customization config in Customization

In an abundance of caution, delete texture_preload_list.txt from your config folder so that the game preloads new assets and your game runs smoothly. I'll try to put out a config update as soon as I can to resolve any conflicts with new content in the update.

posted about 8 years ago
#4 SE Config Framework // Felik's Config 3 in Customization

base.cfg

snd_spatialize_roundrobin 5

This delays sound spatialization by 32 frames. Why did you set it to 5?

posted about 8 years ago
#718 Comanglia's Config / FPS Guide in Customization
Active_procrastinatorThis might have been asked, but I don't want to look through 24 pages worth. How do I get it to show my avatar in the bottom left of the screen while in game?

cl_hud_playerclass_use_playermodel 1

posted about 8 years ago
#528 mastercomfig - fps/customization config in Customization
VictorJust a bit of fair warning for anyone using this config that using
r_hunkalloclightmaps 1
can potentially crash your client with an "engine hunk overflow!" error. An easy fix is to set it to 0. That said, it has only happened in very specific maps for me, and probably won't affect anyone who only plays competitive/pubs/official maps/etc, so no need to worry about crashes unless you play a lot of custom maps.

This workaround and more are detailed on the wiki: https://github.com/mastercoms/tf2cfg/wiki/Troubleshooting

posted about 8 years ago
#12 What will happen to Pyro in this update? in TF2 General Discussion

fart taunt

posted about 8 years ago
#94 update is released in TF2 General Discussion

I think the fart taunt is evidence about if it is an unlock or not. The fart taunt is obviously connected to the jetpack, since the gas is coming from the jetpack exhaust. (pyro can't fart gas from his suit, or else he would be vulnerable to fire)

Now, how would you be able to activate this jetpack fart taunt if it is an unlock? You can't do a shield or gunboats taunt...

therefore, the fart taunt has to be a separate equippable taunt, which means pyro always has the jetpack for the taunt.

about cosmetic backpacks, they can be adjusted to add the exhaust rocket thingy that protract out of the models.

posted about 8 years ago
#49 Guess the size of the Pyro update. in TF2 General Discussion

8.4GB

posted about 8 years ago
#80 8 new taunts in YouTube playlist in TF2 General Discussion
vipermastercomsviperanyone else got teamfortress.com on f5it's sundayfuck you

it's monday

posted about 8 years ago
#712 Comanglia's Config / FPS Guide in Customization
MijuHello, friend-os
I am using the high quality PC config and i cannot get the enviornmental shadows to go away. I checked ingame and
r_shadowmaxrendered 0
r_shadowrendertotexture 0
r_shadows 0
nb_shadow_dist 0
all of these are on zero as they are supposed to be. Yet i can see shadows all over the map. Same for bloom from lamps.
I don't even know if this is a cfg problem but i dont know where else to go.

those control entity shadows, not map shadows. without shadows, the map would be completely bright (mat_fullbright 1)

posted about 8 years ago
#3 can't bind mouse 4/5/6 to anything (logitech g502) in Q/A Help

wait where's the 6th button on the mouse, i can only find mouse 4/5

also, it works fine for me, but i'm on linux. so i guess it is a logitech software issue. maybe your buttons are set to be programmable?

posted about 8 years ago
#8 dxlevel 81 is there way to get back rocket trails? in Q/A Help

Not sure about this and unfortunately have no way of testing this myself, but copy this file into a custom folder (or edit the one in mastercomfig if you're using my config): https://raw.githubusercontent.com/mastercoms/tf2cfg/master/mastercomfig/dxsupport_override.cfg, then under

"1"{
"name" "81"

change

 "ConVar.cl_particle_retire_cost"	"10"

to

"ConVar.cl_particle_retire_cost"	"0"
posted about 8 years ago
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