mastercomsPerhaps try without the -full -w 800 -h 600 -refresh 144 launch options and set your preferred resolution from the video options menu.
turns out hopps had different commands and a slight cpu overclock
changing stuff from comfig myself i get better results than before https://pastebin.com/5kUDYALr
2639 frames 19.082 seconds 138.30 fps ( 7.23 ms/f) 9.900 fps variability
2639 frames 19.023 seconds 138.73 fps ( 7.21 ms/f) 8.932 fps variability
2639 frames 19.048 seconds 138.54 fps ( 7.22 ms/f) 8.677 fps variability
[quote=mastercoms]Perhaps try without the [b]-full -w 800 -h 600 -refresh 144[/b] launch options and set your preferred resolution from the video options menu.[/quote]
turns out hopps had different commands and a slight cpu overclock
changing stuff from comfig myself i get better results than before https://pastebin.com/5kUDYALr
[code]
2639 frames 19.082 seconds 138.30 fps ( 7.23 ms/f) 9.900 fps variability
2639 frames 19.023 seconds 138.73 fps ( 7.21 ms/f) 8.932 fps variability
2639 frames 19.048 seconds 138.54 fps ( 7.22 ms/f) 8.677 fps variability
[/code]
Hoppsmastercoms, it seems that I cannot only use mat_dxlevel to change dxlevel.
If I set -dxlevel XX in the launch options (even after removing it), it will change to that dxlevel every time I launch tf2.
So if -dxlevel and mat_dxlevel has conflicting values, it will cause texture bugs and resetting of some graphical commands (e.g. motion-blur, and color correction)
Try using mat_dxlevel then mat_savechanges.
sagemastercomsPerhaps try without the -full -w 800 -h 600 -refresh 144 launch options and set your preferred resolution from the video options menu.
turns out hopps had different commands and a slight cpu overclock
changing stuff from comfig myself i get better results than before https://pastebin.com/5kUDYALr2639 frames 19.082 seconds 138.30 fps ( 7.23 ms/f) 9.900 fps variability
2639 frames 19.023 seconds 138.73 fps ( 7.21 ms/f) 8.932 fps variability
2639 frames 19.048 seconds 138.54 fps ( 7.22 ms/f) 8.677 fps variability
Glad you got it working better. However, I wouldn't recommend net_compresspackets 0, since I believe splitpackets are more CPU intensive than packet compression. Also, I would recommend doing config changes in a new config file exec'd after comfig so that you can easily update the comfig file, and so that you can easily share your own "preset" for others to use.
[quote=Hopps]mastercoms, it seems that I cannot only use mat_dxlevel to change dxlevel.
If I set -dxlevel XX in the launch options (even after removing it), it will change to that dxlevel every time I launch tf2.
So if -dxlevel and mat_dxlevel has conflicting values, it will cause texture bugs and resetting of some graphical commands (e.g. motion-blur, and color correction)[/quote]
Try using [b]mat_dxlevel[/b] then [b]mat_savechanges[/b].
[quote=sage][quote=mastercoms]Perhaps try without the [b]-full -w 800 -h 600 -refresh 144[/b] launch options and set your preferred resolution from the video options menu.[/quote]
turns out hopps had different commands and a slight cpu overclock
changing stuff from comfig myself i get better results than before https://pastebin.com/5kUDYALr
[code]
2639 frames 19.082 seconds 138.30 fps ( 7.23 ms/f) 9.900 fps variability
2639 frames 19.023 seconds 138.73 fps ( 7.21 ms/f) 8.932 fps variability
2639 frames 19.048 seconds 138.54 fps ( 7.22 ms/f) 8.677 fps variability
[/code][/quote]
Glad you got it working better. However, I wouldn't recommend net_compresspackets 0, since I believe splitpackets are more CPU intensive than packet compression. Also, I would recommend doing config changes in a new config file exec'd after comfig so that you can easily update the comfig file, and so that you can easily share your own "preset" for others to use.
haven't been able to get the stv going on an offline server since i started using this config, any idea why? I haven't had to mess with this stuff in years so i could be missing something obvious
edit: removed -nohltv from lauch options. missed something obvious
haven't been able to get the stv going on an offline server since i started using this config, any idea why? I haven't had to mess with this stuff in years so i could be missing something obvious
edit: removed -nohltv from lauch options. missed something obvious
Convar tf_impactwatertimeenable has conflicting FCVAR_CHEAT flags (child: FCVAR_CHEAT, parent: no FCVAR_CHEAT, parent wins)
Convar cl_particle_retire_cost has conflicting FCVAR_CHEAT flags (child: FCVAR_CHEAT, parent: no FCVAR_CHEAT, parent wins)
I noticed these errors in the console today.
Convar tf_impactwatertimeenable has conflicting FCVAR_CHEAT flags (child: FCVAR_CHEAT, parent: no FCVAR_CHEAT, parent wins)
Convar cl_particle_retire_cost has conflicting FCVAR_CHEAT flags (child: FCVAR_CHEAT, parent: no FCVAR_CHEAT, parent wins)
I noticed these errors in the console today.
HoppsConvar tf_impactwatertimeenable has conflicting FCVAR_CHEAT flags (child: FCVAR_CHEAT, parent: no FCVAR_CHEAT, parent wins)
Convar cl_particle_retire_cost has conflicting FCVAR_CHEAT flags (child: FCVAR_CHEAT, parent: no FCVAR_CHEAT, parent wins)
I noticed these errors in the console today.
Those aren't errors, those are me forcing values for cheat console variables using dxsupport overrides.
[quote=Hopps]Convar tf_impactwatertimeenable has conflicting FCVAR_CHEAT flags (child: FCVAR_CHEAT, parent: no FCVAR_CHEAT, parent wins)
Convar cl_particle_retire_cost has conflicting FCVAR_CHEAT flags (child: FCVAR_CHEAT, parent: no FCVAR_CHEAT, parent wins)
I noticed these errors in the console today.[/quote]
Those aren't errors, those are me forcing values for cheat console variables using dxsupport overrides.
Hey, I recently upgraded to a i7 8700k and switched to your config (from feliks). The weird thing what I noticed is that glow_outline_effect_enable 1 instead of 0 reduces my fps from ~260 to 205 in the dustbowl benchmark demo. Is this just because they're so many visible players at once in the demo, or does this reduce fps in a real game aswell by a huge margin?
Hey, I recently upgraded to a i7 8700k and switched to your config (from feliks). The weird thing what I noticed is that glow_outline_effect_enable 1 instead of 0 reduces my fps from ~260 to 205 in the dustbowl benchmark demo. Is this just because they're so many visible players at once in the demo, or does this reduce fps in a real game aswell by a huge margin?
Ultimateyeah im using rawinput and im i might be dumb but imhaving issues with installing the dx_support_override thing, im not sure its working
On some systems, raw input may cause input lag.
Just drop mastercomfig in your tf/custom folder and it will work.
BigTHey, I recently upgraded to a i7 8700k and switched to your config (from feliks). The weird thing what I noticed is that glow_outline_effect_enable 1 instead of 0 reduces my fps from ~260 to 205 in the dustbowl benchmark demo. Is this just because they're so many visible players at once in the demo, or does this reduce fps in a real game aswell by a huge margin?
It's no secret that the glow outline has performance issues, which I believe will be fixed in the next major update. However, that FPS drop is a lot bigger than what I would expect.
[quote=Ultimate]
yeah im using rawinput and im i might be dumb but imhaving issues with installing the dx_support_override thing, im not sure its working[/quote]
On some systems, raw input may cause input lag.
Just drop mastercomfig in your tf/custom folder and it will work.
[quote=BigT]Hey, I recently upgraded to a i7 8700k and switched to your config (from feliks). The weird thing what I noticed is that glow_outline_effect_enable 1 instead of 0 reduces my fps from ~260 to 205 in the dustbowl benchmark demo. Is this just because they're so many visible players at once in the demo, or does this reduce fps in a real game aswell by a huge margin?[/quote]
It's no secret that the glow outline has performance issues, which I believe will be fixed in the next major update. However, that FPS drop is a lot bigger than what I would expect.
i downloaded this config and now im getting this problem where i cant see any players or my viewmodels, and these giant lines are showing up on my screen http://steamcommunity.com/sharedfiles/filedetails/?id=1170359622
anyone know a fix?
i downloaded this config and now im getting this problem where i cant see any players or my viewmodels, and these giant lines are showing up on my screen http://steamcommunity.com/sharedfiles/filedetails/?id=1170359622
anyone know a fix?
Ultimate
just thought id mention lowering my resolution seems to work with keeping fps farely constant during times where my fps drops, thanks for your help
You can also use mat_viewportscale % (% = 0.5 for 50% res, etc) to reduce the game resolution without reducing the HUD resolution.
Mutei downloaded this config and now im getting this problem where i cant see any players or my viewmodels, and these giant lines are showing up on my screen http://steamcommunity.com/sharedfiles/filedetails/?id=1170359622
anyone know a fix?
What preset are you using? Players not showing up might be solved using host_thread_mode 0
[quote=Ultimate]
just thought id mention lowering my resolution seems to work with keeping fps farely constant during times where my fps drops, thanks for your help[/quote]
You can also use [b]mat_viewportscale %[/b] (% = 0.5 for 50% res, etc) to reduce the game resolution without reducing the HUD resolution.
[quote=Mute]i downloaded this config and now im getting this problem where i cant see any players or my viewmodels, and these giant lines are showing up on my screen http://steamcommunity.com/sharedfiles/filedetails/?id=1170359622
anyone know a fix?[/quote]
What preset are you using? Players not showing up might be solved using [b]host_thread_mode 0[/b]
mastercomsPerhaps try without the -full -w 800 -h 600 -refresh 144 launch options and set your preferred resolution from the video options menu.
does -full and -w x -h x decrease performance?
[quote=mastercoms]Perhaps try without the [b]-full -w 800 -h 600 -refresh 144[/b] launch options and set your preferred resolution from the video options menu.[/quote]
does -full and -w x -h x decrease performance?
hyphenmastercomsPerhaps try without the -full -w 800 -h 600 -refresh 144 launch options and set your preferred resolution from the video options menu.
does -full and -w x -h x decrease performance?
Well, the material system prefers certain video modes of w, h and refresh. Not sure if deviating from those video modes will decrease performance, but it might.
[quote=hyphen][quote=mastercoms]Perhaps try without the [b]-full -w 800 -h 600 -refresh 144[/b] launch options and set your preferred resolution from the video options menu.[/quote]
does -full and -w x -h x decrease performance?[/quote]
Well, the material system prefers certain video modes of w, h and refresh. Not sure if deviating from those video modes will decrease performance, but it might.
mastercomsWell, the material system prefers certain video modes of w, h and refresh. Not sure if deviating from those video modes will decrease performance, but it might.
i went from 190-193 on the benchmark to 200, so yea, id recommend removing resolution-related launch options
[quote=mastercoms]
Well, the material system prefers certain video modes of w, h and refresh. Not sure if deviating from those video modes will decrease performance, but it might.[/quote]
i went from 190-193 on the benchmark to 200, so yea, id recommend removing resolution-related launch options
mastercomsOn some systems, raw input may cause input lag.
Oh wow, this really sounds counter-intuitive. Is there a specific type of systems that raw input can cause input lag on ?
Also what does raw input really do ?
[quote=mastercoms]
On some systems, raw input may cause input lag.[/quote]
Oh wow, this really sounds counter-intuitive. Is there a specific type of systems that raw input can cause input lag on ?
Also what does raw input really do ?
osvaldoIs there a specific type of systems that raw input can cause input lag on ?
I don't know any specifics, just heard reports of it happening from some people.
osvaldoAlso what does raw input really do ?
It uses the Source Engine to get mouse movements.
[quote=osvaldo]
Is there a specific type of systems that raw input can cause input lag on ?[/quote]
I don't know any specifics, just heard reports of it happening from some people.
[quote=osvaldo]
Also what does raw input really do ?[/quote]
It uses the Source Engine to get mouse movements.
Just 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.
Just a bit of fair warning for anyone using this config that using
[code]r_hunkalloclightmaps 1[/code]
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.
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
[quote=Victor]Just a bit of fair warning for anyone using this config that using
[code]r_hunkalloclightmaps 1[/code]
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.[/quote]
This workaround and more are detailed on the wiki: https://github.com/mastercoms/tf2cfg/wiki/Troubleshooting
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.
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.
You may also want to change the value that causes engine hunk crashes/errors. I don't know if Valve's official release of koth_lazarus will cause them but the current community release of lazarus does.
https://tf2maps.net/threads/lazarus.30741/
You may also want to change the value that causes engine hunk crashes/errors. I don't know if Valve's official release of koth_lazarus will cause them but the current community release of lazarus does.
https://tf2maps.net/threads/lazarus.30741/
New commands of interest:
+helpme
-helpme
m_limitedcapture_workaround : Workaround limitations on mouse capture in some environments
reload_char_info
sv_turbophysics : 1 : , "sv", "rep" : Turns on turbo physics (now on by default?)
set_party_contract_progress_enabled : Set whether or not you'd like your party memebers to be able to make progress on your Contracts along with you.
sv_voicecodec : 0 : : Specifies which voice codec to use. Valid options are: vaudio_speex - Legacy Speex codec (lowest quality) vaudio_celt - Newer CELT codec (22kHz, 22kbps) vaudio_celt_high - Newer CELT codec, higher bitrate (44kHz, 44kbps) steam - Use Steam voice API
tf_airblast_cray : 1 : , "sv", "cheat" : Use alternate cray airblast logic globally.
tf_airblast_cray_ground_reflect : 1 : , "sv", "cheat" : If set, cray airblast reflects any airblast power directed into the ground off of it, to prevent ground-stuck and provide a bit more control over up-vs-forward vectoring
tf_airblast_cray_debug : 0 : , "sv", "cheat" : Enable debugging overlays & output for cray airblast. Value is length of time to show debug overlays in seconds.
tf_airblast_cray_lose_footing_duration : 0 : , "sv", "cheat" : How long the player should be unable to regain their footing after being airblast, separate from air-control stun.
tf_airblast_cray_ground_minz : 100 : , "sv", "cheat" : If set, cray airblast ensures the target has this minimum Z velocity after reflections and impulse have been applied. Set to 268.3281572999747 for exact old airblast Z behavior.
tf_airblast_cray_pitch_control : 0 : , "sv", "cheat" : If set, allow controlling the pitch of the airblast, in addition to the yaw.
tf_airblast_cray_power : 600 : , "sv", "cheat" : Amount of force cray airblast should apply unconditionally. Set to 0 to only perform player momentum reflection.
tf_airblast_cray_power_relative : 0 : , "sv", "cheat" : If set, the blast power power also inherits from the blast's forward momentum.
tf_airblast_cray_reflect_coeff : 2 : , "sv", "cheat" : The coefficient of reflective power cray airblast employs. 0 - No reflective powers 0-1 - Cancel out some/all incoming velocity 1-2 - Reflect some/all incoming velocity outwards 2+ - Reflect incoming velocity outwards and then some
tf_airblast_cray_reflect_cost_coeff : 0 : , "sv", "cheat" : What portion of power used for reflection is removed from the push effect. Note that reflecting incoming momentum requires 2x the momentum - to first neutralize and then reverse it. Setting this to 1 means that a target running towards the blast at more than 50% blast-speed would have a net pushback half that of a stationary target, since half the power was used to negate their incoming momentum. A value of 0.5 would mean that running towards the blast would not be beneficial vs being still, while values
tf_airblast_cray_reflect_relative : 0 : , "sv", "cheat" : If set, the relative, rather than absolute, target velocity is considered for reflection.
tf_airblast_cray_stun_amount : 0 : , "sv", "cheat" : Amount of control loss to apply if stun_duration is set.
tf_airblast_cray_stun_duration : 0 : , "sv", "cheat" : If set, apply this duration of stun when initially hit by an airblast. Does not apply to repeated airblasts.
tf_bison_tick_time
tf_bot_spawn_use_preset_roster : 1 : , "sv", "cheat" : Bot will choose class from a preset class table.
tf_chat_popup_hold_time
tf_find_a_match_hint_viewed : 1 : , "a", "cl" :
tf_fireball_airblast_recharge_penalty : 0 : , "sv", "cheat", "rep" :
tf_fireball_burn_duration : 2 : , "sv", "cheat", "rep" :
tf_fireball_burning_bonus : 3 : , "sv", "cheat", "rep" :
tf_fireball_damage : 25 : , "sv", "cheat", "rep" :
tf_fireball_distance : 500 : , "sv", "cheat", "rep" :
tf_fireball_draw_debug_radius : 0 : , "sv", "cheat", "rep" :
tf_fireball_hit_recharge_boost : 1 : , "sv", "cheat", "rep" :
tf_fireball_radius : 30 : , "sv", "cheat", "rep" :
tf_fireball_speed : 3000 : , "sv", "cheat", "rep" :
tf_item_inspect_model_auto_spin : 1 : , "a", "cl" :
tf_item_inspect_model_spin_rate : 30 : , "a", "cl" :
tf_listrounds : cmd : : List the rounds for the current map
tf_mm_dashboard_slide_panel_step : 20 : , "a", "cl" :
tf_movement_aircurrent_aircontrol_mult : 0 : , "sv", "cheat", "rep" : Multiplier on air control when player is in an air current (such as airblast)
tf_movement_aircurrent_friction_mult : 0 : , "sv", "cheat", "rep" : Friction multiplier when sliding against surfaces while trapped in an air current
tf_movement_lost_footing_friction : 0 : , "sv", "cheat", "rep" : Ground friction for players who have lost their footing
tf_movement_lost_footing_restick : 50 : , "sv", "cheat", "rep" : Early escape the lost footing condition if the player is moving slower than this across the ground
tf_notifications_push_bottom
tf_party_chat : cmd : : Talk to me
tf_party_ignore_invites : 0 : , "a", "cl" : If set, ignore incoming party invites
tf_party_incoming_invites_debug : cmd : : Show current party invite objects
tf_party_invite_user : cmd : : Invite the given steamid to join your party, or accept a request to do so
tf_party_join_request_mode : 0 : , "a", "cl" : The current mode for incoming party join requests: -1 - Use default (currently 1), 0 - Open to friends, 1 - Friends can request to join, 2 - Invite only
tf_party_keep_on_same_team : 0 : , "a", "cl" :
tf_party_leave : cmd : : Leave current party
tf_party_request_join_user : cmd : : Request to join the given steamid's party, or accept an invite to do so
tf_playround : cmd : : Play the selected round Argument: {round name given by 'tf_listrounds' command}
tf_quest_map_intro_viewed : 0 : , "a", "cl" :
tf_quest_map_tuner_wobble_magnitude : 0 : , "cl" :
tf_warpaint_explanation_viewed : 0 : , "a", "cl" :
Full diff here: https://gist.github.com/mastercoms/7fbe1fd58162cb7d39752d38f3e51796/revisions
4.4.10 hotfix released https://github.com/mastercoms/tf2cfg/releases/tag/4.4.10 for lazarus
New commands of interest:
[code]+helpme
-helpme
m_limitedcapture_workaround : Workaround limitations on mouse capture in some environments
reload_char_info
sv_turbophysics : 1 : , "sv", "rep" : Turns on turbo physics (now on by default?)
set_party_contract_progress_enabled : Set whether or not you'd like your party memebers to be able to make progress on your Contracts along with you.
sv_voicecodec : 0 : : Specifies which voice codec to use. Valid options are: vaudio_speex - Legacy Speex codec (lowest quality) vaudio_celt - Newer CELT codec (22kHz, 22kbps) vaudio_celt_high - Newer CELT codec, higher bitrate (44kHz, 44kbps) steam - Use Steam voice API
tf_airblast_cray : 1 : , "sv", "cheat" : Use alternate cray airblast logic globally.
tf_airblast_cray_ground_reflect : 1 : , "sv", "cheat" : If set, cray airblast reflects any airblast power directed into the ground off of it, to prevent ground-stuck and provide a bit more control over up-vs-forward vectoring
tf_airblast_cray_debug : 0 : , "sv", "cheat" : Enable debugging overlays & output for cray airblast. Value is length of time to show debug overlays in seconds.
tf_airblast_cray_lose_footing_duration : 0 : , "sv", "cheat" : How long the player should be unable to regain their footing after being airblast, separate from air-control stun.
tf_airblast_cray_ground_minz : 100 : , "sv", "cheat" : If set, cray airblast ensures the target has this minimum Z velocity after reflections and impulse have been applied. Set to 268.3281572999747 for exact old airblast Z behavior.
tf_airblast_cray_pitch_control : 0 : , "sv", "cheat" : If set, allow controlling the pitch of the airblast, in addition to the yaw.
tf_airblast_cray_power : 600 : , "sv", "cheat" : Amount of force cray airblast should apply unconditionally. Set to 0 to only perform player momentum reflection.
tf_airblast_cray_power_relative : 0 : , "sv", "cheat" : If set, the blast power power also inherits from the blast's forward momentum.
tf_airblast_cray_reflect_coeff : 2 : , "sv", "cheat" : The coefficient of reflective power cray airblast employs. 0 - No reflective powers 0-1 - Cancel out some/all incoming velocity 1-2 - Reflect some/all incoming velocity outwards 2+ - Reflect incoming velocity outwards and then some
tf_airblast_cray_reflect_cost_coeff : 0 : , "sv", "cheat" : What portion of power used for reflection is removed from the push effect. Note that reflecting incoming momentum requires 2x the momentum - to first neutralize and then reverse it. Setting this to 1 means that a target running towards the blast at more than 50% blast-speed would have a net pushback half that of a stationary target, since half the power was used to negate their incoming momentum. A value of 0.5 would mean that running towards the blast would not be beneficial vs being still, while values
tf_airblast_cray_reflect_relative : 0 : , "sv", "cheat" : If set, the relative, rather than absolute, target velocity is considered for reflection.
tf_airblast_cray_stun_amount : 0 : , "sv", "cheat" : Amount of control loss to apply if stun_duration is set.
tf_airblast_cray_stun_duration : 0 : , "sv", "cheat" : If set, apply this duration of stun when initially hit by an airblast. Does not apply to repeated airblasts.
tf_bison_tick_time
tf_bot_spawn_use_preset_roster : 1 : , "sv", "cheat" : Bot will choose class from a preset class table.
tf_chat_popup_hold_time
tf_find_a_match_hint_viewed : 1 : , "a", "cl" :
tf_fireball_airblast_recharge_penalty : 0 : , "sv", "cheat", "rep" :
tf_fireball_burn_duration : 2 : , "sv", "cheat", "rep" :
tf_fireball_burning_bonus : 3 : , "sv", "cheat", "rep" :
tf_fireball_damage : 25 : , "sv", "cheat", "rep" :
tf_fireball_distance : 500 : , "sv", "cheat", "rep" :
tf_fireball_draw_debug_radius : 0 : , "sv", "cheat", "rep" :
tf_fireball_hit_recharge_boost : 1 : , "sv", "cheat", "rep" :
tf_fireball_radius : 30 : , "sv", "cheat", "rep" :
tf_fireball_speed : 3000 : , "sv", "cheat", "rep" :
tf_item_inspect_model_auto_spin : 1 : , "a", "cl" :
tf_item_inspect_model_spin_rate : 30 : , "a", "cl" :
tf_listrounds : cmd : : List the rounds for the current map
tf_mm_dashboard_slide_panel_step : 20 : , "a", "cl" :
tf_movement_aircurrent_aircontrol_mult : 0 : , "sv", "cheat", "rep" : Multiplier on air control when player is in an air current (such as airblast)
tf_movement_aircurrent_friction_mult : 0 : , "sv", "cheat", "rep" : Friction multiplier when sliding against surfaces while trapped in an air current
tf_movement_lost_footing_friction : 0 : , "sv", "cheat", "rep" : Ground friction for players who have lost their footing
tf_movement_lost_footing_restick : 50 : , "sv", "cheat", "rep" : Early escape the lost footing condition if the player is moving slower than this across the ground
tf_notifications_push_bottom
tf_party_chat : cmd : : Talk to me
tf_party_ignore_invites : 0 : , "a", "cl" : If set, ignore incoming party invites
tf_party_incoming_invites_debug : cmd : : Show current party invite objects
tf_party_invite_user : cmd : : Invite the given steamid to join your party, or accept a request to do so
tf_party_join_request_mode : 0 : , "a", "cl" : The current mode for incoming party join requests: -1 - Use default (currently 1), 0 - Open to friends, 1 - Friends can request to join, 2 - Invite only
tf_party_keep_on_same_team : 0 : , "a", "cl" :
tf_party_leave : cmd : : Leave current party
tf_party_request_join_user : cmd : : Request to join the given steamid's party, or accept an invite to do so
tf_playround : cmd : : Play the selected round Argument: {round name given by 'tf_listrounds' command}
tf_quest_map_intro_viewed : 0 : , "a", "cl" :
tf_quest_map_tuner_wobble_magnitude : 0 : , "cl" :
tf_warpaint_explanation_viewed : 0 : , "a", "cl" :
[/code]
Full diff here: https://gist.github.com/mastercoms/7fbe1fd58162cb7d39752d38f3e51796/revisions
4.4.10 hotfix released https://github.com/mastercoms/tf2cfg/releases/tag/4.4.10 for lazarus
net_queued_packet_thread is now set to 0 by default. Interesting. Perhaps there have been networking changes under the hood.
net_queued_packet_thread is now set to 0 by default. Interesting. Perhaps there have been networking changes under the hood.
https://go.twitch.tv/videos/183778162
This started happening in local servers after updating to the latest config.
https://go.twitch.tv/videos/183778162
This started happening in local servers after updating to the latest config.
Screwballhttps://go.twitch.tv/videos/183778162
This started happening in local servers after updating the the latest config.
did you use host_thread_mode 0?
[quote=Screwball]https://go.twitch.tv/videos/183778162
This started happening in local servers after updating the the latest config.[/quote]
did you use host_thread_mode 0?
Screwballhttps://go.twitch.tv/videos/183778162
This started happening in local servers after updating the the latest config.
host_thread_mode 0
edit: https://i.imgur.com/qqM9Vh7.png every time
[quote=Screwball]https://go.twitch.tv/videos/183778162
This started happening in local servers after updating the the latest config.[/quote]
host_thread_mode 0
edit: https://i.imgur.com/qqM9Vh7.png every time
mastercomsScrewballhttps://go.twitch.tv/videos/183778162
This started happening in local servers after updating the the latest config.
did you use host_thread_mode 0?
This worked.
Thanks.
[quote=mastercoms][quote=Screwball]https://go.twitch.tv/videos/183778162
This started happening in local servers after updating the the latest config.[/quote]
did you use host_thread_mode 0?[/quote]
This worked.
Thanks.
On Arch Linux, TF2 crashes on any file downloads. Use cl_downloadfilter none to prevent file downloads for now.
On Arch Linux, TF2 crashes on any file downloads. Use cl_downloadfilter none to prevent file downloads for now.
4.5.0 released with Pyro Update fixes, documentation improvements, and new CVars.
[url=https://github.com/mastercoms/tf2cfg/releases/tag/4.5.0]4.5.0[/url] released with Pyro Update fixes, documentation improvements, and new CVars.
-dxlevel 90 makes pyro flames visible for me (not vis with 95). Was -r_emulate_gl responsible?
-dxlevel 90 makes pyro flames visible for me (not vis with 95). Was -r_emulate_gl responsible?
stabby-dxlevel 90 makes pyro flames visible for me (not vis with 95). Was -r_emulate_gl responsible?
Yes
4.5.0b with just the removal of the custom texture preload list for now.
[quote=stabby]-dxlevel 90 makes pyro flames visible for me (not vis with 95). Was -r_emulate_gl responsible?[/quote]
Yes
[url=https://github.com/mastercoms/tf2cfg/releases/tag/4.5.0b]4.5.0b[/url] with just the removal of the custom texture preload list for now.