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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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Raw Input | 1 |
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HogosakiI used the max preformance and the badcpu
badcpu is only for two thread CPUs. You have a quad core. Don't use badcpu.
What are your launch options?
What mastercomfig preset did you use? Also what are your launch options?
pancake_stacksWhen you get a chance, do you think you can look at tweaking sound settings for virtualized surround sound? Maybe a module for it? I personally find the new Spatial Sound feature in W10 very good for gaming. It's not perfect, but I find it more accurate than stereo.
I'm not sure what that would really entail. What kind of sound does TF2 need to provide for Windows 10 to be able to use virtualized surround sound?
pancake_stacksAlso, do you have a donation url?
Nope
DocFlameWhen i try to join an offline server the game doesnt allow me to move. I can look around and switch weapons tho. Anyone?
host_thread_mode 0
I don't understand what your problem is. What are you trying to accomplish exactly?
And could you please share your full network settings?
hamahamyeah, unless some hacker (mastercoms) says otherwise
otherwise
viperpack it up boys, the valve major dream is dead
https://youtu.be/mERhtoD21rU?t=11m35s
"...professional tournament tracks in TF and CS, and Dota"
fizzwhizHow do the ragdoll and gib settings affect obtaining the relevant achievements? I've noticed that some ragdoll achievements like "Out of the Park" will not unlock if ragdolls are turned off. I'm currently attempting some deathcam-related achievements, namely "Autopsy Report" (taunt on ragdoll) and "Gore-a! Gore-a! Gore-a!" (taunt over 3 body parts). These two are especially difficult, although I'm aware the ragdolls and gibs have to appear on the victim's deathcam.
Here are the commands I use in custom.cfg:
cl_burninggibs 0 props_break_max_pieces -1 violence_hgibs 1 violence_hblood 1 cl_ragdoll_collide 1 cl_ragdoll_fade_time 15 cl_ragdoll_forcefade 0 cl_ragdoll_physics_enable 1 g_ragdoll_fadespeed 10000 g_ragdoll_lvfadespeed 10000 ragdoll_sleepaftertime 10
Also, with cl_ragdoll_fade_time set to 0 and cl_ragdoll_forcefade set to 1, the corpse sometimes very briefly enter reference pose while fading out. How can ragdolls be configured to always be removed instantly?
Not sure about achievements, but as for the visual bug with ragdolls instantly fading out, I don't think that can be fixed.
loserline49even if you think comparing to singpleplayer games is unfair, just look at other multiplayer games like tf2 and cs:go, things like aim, movement, gamesense, strategy, communication make the game so deep and the skill ceiling so high that games like hearthstone and presumably this one just look laughable in comparison
card games are really truly shallow games that are only made because companies like blizzard and valve found out that they can make a cheap, inferior, less technically impressive game and come out with a huge profit
http://www.gameinformer.com/games/artifact/b/pc/archive/2018/03/09/how-do-you-play-it-and-how-will-you-pay-for-it.aspx
https://www.pcgamer.com/artifact-guide/
Here's some links to help you better form your own opinion about it with more information.
That being said, it's not fair to pretend like deep strategy and such is exclusive to FPS games just because they have certain mechanics not present in other games. Other genres will have their own special ways that make them skill intensive, so just because there is not aiming or something does not make it impossible to make a game that has those sorts of qualities. Now, I'm not saying Artifact is going to be hugely skill intensive or not, I'm just saying it is possible and it isn't good to dismiss it right away as an objectively bad game based on the genre.
eddie_calderonvalve is not a creative studio anymore they simply look to make profit. just look at how csgo is treated by the dev team of the (((BILLION))) dollar company. they have so much success with steam and dota they dont *need* to make original content they have too much exposure and brand loyalty.
That is entirely dependent on the personalities and objectives of the people that work there. Without pressure to make something on time to avoid shutting down, you have a lot more creative freedom to make things a lot better. Of course, you can also have the attitude that they won't take advantage of that freedom and will just sit on their money machine. However, I believe because of their position as a private company with many talented and passionate people, they are going to be using the extra resources they have to make something great.
loserline49I never thought I'd see valve, a company once known for creating iconic and incredibly original games, jump on the bandwagon of these incredibly stupid and shallow 'trendy' games, especially a fucking card game
what makes it impossible to make an original/iconic card game?
the FPS genre is cluttered with uninspired clones and fad chasing yet valve managed to do well there, so why can't they do the same in this genre?
biglyI found a command net_chokeloop (0 by default). The only description I can find is "Apply bandwidth choke to loopback packets." Does anybody here know what that means?
It uses the rate cvar to limit the bandwidth you use in local games. Pretty useless.
pancake_stacksrate 60000
cl_cmdrate 60
cl_updaterate 60
rate 30000
cl_cmdrate 30
cl_updaterate 30
Why on earth would anyone set their rate that low?
pancake_stacksMaybe sending more data than the server can handle is bad? I'm not sure. I always thought servers locked to their max regardless of what your settings are.
cl_cmdrate and cl_updaterate are server bounded.
6.5.0-b7 https://github.com/mastercoms/mastercomfig/releases/tag/6.5.0-b7
pancake_stacksIs there a reason why cl_cmdrate and cl_updaterate are set to 66? I know vast majority of servers are 66 tick, but is there any downside to setting them higher than what the servers tick rate is? I've seen some 128 tick servers, so wouldn't it just be best to set cl_cmdrate and updaterate to 128 and let the server enforce/lock you to their max? Or does it mess with the hitreg having different update/cmdrate higher than the tickrate?
It's really hard to grasp all these networking commands, as I'm no networking engineer. I wish Valve would put out detailed information on this stuff, as there are just too many people with varying opinions on what does what, and what's best for hit reg. There's almost no way to test this stuff because it's all subjective due to no proper way to test, outside of cl_interp, which is very easy to see the difference using hitbox outlines.
I've seen 133 tick servers, not 128. If those commands are set too high, client side, lerp is shown inaccurately and may confuse people.
bassroytJust out of curiosity, is there no more progress left to be done for the Max Quality preset? Or does the
comfig help improve the Max Quality to be more stable each time you update it?
Like all presets, max quality builds off of comfig so any updates to comfig will affect max quality.
Menachemyeah but then i have to have actually bought a contract pass
like i havent bought one but pauling still says shit. i dont have any contracts to activate and even if i wanted to buy the pass i cant now. what do
you can still buy the pass for a reduced price (contracts only)