mastercoms
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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)
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#2159 mastercomfig - fps/customization config in Customization
AimIsADickDo the launch options need to be in the latest game version? If so then I can adjust my launch option list to accommodate that. Also what do you refer to as a bad launch option?

The things you were saying: "junk strings that aren't launch options"

posted about 4 years ago
#2157 mastercomfig - fps/customization config in Customization
AimIsADickHow do I compile mastercomfig from the source that is on github? I'd like to try and help out development aside from updating the list of launch options to remove the junk strings that aren't launch options. This is the list that I'm going to refer to if I do.

P.S Can I use the 2018 code leak of TF2 as a source of information like the Source SDK?

Thanks for your interest in contributing to mastercomfig! There's a contributing document that contains packaging instructions here: https://github.com/mastercomfig/mastercomfig/blob/develop/.github/CONTRIBUTING.md#packaging

Beware that any sanitization of the launch options must be automated to be part of the generation process. So a filter of known bad launch options could work, as well as a heuristic for random garbage.

You can use your own personal knowledge of TF2 to develop mastercomfig. Where that knowledge comes from is not of my concern.

posted about 4 years ago
#651 TF2 benchmarks in TF2 General Discussion

Yeah how Windows and Source interact for threading adds a lot of overhead and latency to the frame. That's sort of what I was working on that gave the biggest gains in TC2.

posted about 4 years ago
#6 Lag everytime a non-english character is in chat in Q/A Help

what's your hud

posted about 4 years ago
#5 Packet Choke issues. in Q/A Help
AimIsADickTo add rotten cherries as well, it seems that the MTU size is hard coded as 1200 bytes. Why not just make a cvar for it so the user can use their optimized MTU size?

Limitation in Steam.

AimIsADickWill you use the 2020 leak of TF2 as research in mastercomfig?

Already done.

posted about 4 years ago
#2 Packet Choke issues. in Q/A Help

I am pretty sure that it's just a problem with TF2, since split packets (>1260 bytes) are kinda not well implemented.

posted about 4 years ago
#3 blood decals on players show as bullet impacts in Q/A Help

are you using a surface properties mod, like no footsteps?

posted about 4 years ago
#16 where are rgl pugs in TF2 General Discussion

New thread here: https://www.teamfortress.tv/58095/rgl-pugs-technical-alpha

posted about 4 years ago
#7 RGL PUGs: Technical Alpha in Projects

RGL PUGs sneak peek on stream: http://twitch.tv/b4nny

posted about 4 years ago
#4 lag spikes because of net settings(?) in Q/A Help

could you share your net settings that didnt have lag spikes?

posted about 4 years ago
#10 TF2 update for 12/9/20 in TF2 General Discussion
MakWhy fix something that was literally never fucking broken this shit is insanity. Reminds me of the dogshit random ass change they made to flame visuals with jungle inferno where they just made them opaque and ugly as fuck. Valve are sooo fucking tone-deaf it's unbelievable.aboOodWait I'm out of the loop, what's this about a spy update?

It's just some fixes to uber cloaking and then some arbitrary/cosmetic cleanup to the materials. https://steamcommunity.com/sharedfiles/filedetails/?id=2188847513

posted about 4 years ago
#20 Jittery game in Q/A Help

Try toggling combinations of anti-aliasing on or off, and borderless windowed and fullscreen?

posted about 4 years ago
#18 Jittery game in Q/A Help

Ok, try setting cl_smoothtime 0.1

posted about 4 years ago
#50 TF2 update for 12/3/20 (Smissmas 2020) in TF2 General Discussion

To give you all an idea, here is the email I sent regarding stunned movement:

Hello! I'm sure you all are aware of the issue where stunned movement is higher than intended when moving diagonally (when forwardmove > 0 && sidemove > 0), as there was a reverted patch which targeted this issue.

I'm not exactly sure what you all tried, but I know that it was reverted due to it causing all stuns to be much slower than intended even in the previously non-broken case, unless I misunderstood the issue. So apologies if the following suggestion is redundant.

I have found that this bug stems from when CheckParameters() is called. CheckParameters() scales diagonal movement down, such that the hypotenuse of forward move and side move does not exceed max speed. However, within ProcessMovement, this is done AFTER StunMove(), in PlayerMove(). So, the stunned hypotenuse of forward move and side move is already lower than max speed, so the extent is not clamped, and thus the player has the "room" to increase their max speed by moving along a hypotenuse (c > a, c > b, c = sqrt(a^2 + b^2)).

So, essentially, the root of the change is to call CheckParameters() within CTFGameMovement::ProcessMovement(), before StunMove() and after ChargeMove(), and add a if !defined guard to CGameMovement::PlayerMove() around for TF_DLL and TF_CLIENT_DLL around CheckParameters() to skip calling it again. I personally didn't see issues calling it before ChargeMove() either, since ChargeMove() forces forward speed to tf_max_charge_speed, it doesn't really matter.

While testing this, I found another bug with the baby face's blaster. Because of how HighMaxSpeedMove() works, it boosts the forward move and side move to be high enough to drive movement at the intended velocity. However, when under stunned movement, forward move and side move change, so HighMaxSpeedMove() never boosts the speed.

To resolve this, you need to call HighMaxSpeedMove() before CheckParameters() and StunMove(), so that the base forward move and side move value can be boosted for further changes by CheckParameters() (to limit the hypotenuse) and StunMove() (to scale down forward move and side move).

With these changes, a 0.6 slow (as applied by the Natascha at close range), slows down a full charge BFB Scout from 520 to 208 in all directions (40% of 520), as intended and proper! And of course, normal Scout speed is slowed from 400 to 160 in all directions (40% of 400). You can still temporarily boost your speed very slightly by circle strafing, but fixing that would require changing max speed and I think that would change the meaning of stunned movement (or else max speed would have probably been changed in the first place). This was also a problem in the previous iteration, so even if unintentional, these changes are an improvement over the previous state as far as I can see.

If you are wondering, the GrapplingHookMove() code does not get affected by this order change, since it sets max speed tf_grapplinghook_move_speed to and forward and side move to 0.

Please let me know if you have any further questions and comments about the fix.

posted about 4 years ago
#10 where are rgl pugs in TF2 General Discussion

technology confirmed

posted about 4 years ago
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