maxperf, feb 6 version
Is there any way to fix the missing flame particles and medigun beam in firstperson? I am using the maxperformance version with dxlevel 81, but it also doesn't work on 90 or 95.
hey the config is pretty good but it freezes my game for 2 seconds everytime i change a class, a pretty big annoyance
now it doesnt even work, error message "send reliable stream overflow"
yahoomaxperf, feb 6 version
That doesn't help, there were two versions released on Feb 6. 6.4.2 and 6.5.0-b1.
blindy_Is there any way to fix the missing flame particles and medigun beam in firstperson? I am using the maxperformance version with dxlevel 81, but it also doesn't work on 90 or 95.
Your viewmodel_fov is set at like 0 or 0.1. Try viewmodel_fov 54 to 70, whatever you prefer.
d4nnyhey the config is pretty good but it freezes my game for 2 seconds everytime i change a class, a pretty big annoyance
Remove exec autoexec from your class configs and put your core binds into a new cfg and exec that instead.
That doesn't help, there were two versions released on Feb 6. 6.4.2 and 6.5.0-b1.
[quote=blindy_]Is there any way to fix the missing flame particles and medigun beam in firstperson? I am using the maxperformance version with dxlevel 81, but it also doesn't work on 90 or 95.[/quote]
Your viewmodel_fov is set at like 0 or 0.1. Try viewmodel_fov 54 to 70, whatever you prefer.
[quote=d4nny]hey the config is pretty good but it freezes my game for 2 seconds everytime i change a class, a pretty big annoyance[/quote]
Remove exec autoexec from your class configs and put your core binds into a new cfg and exec that instead.
mastercomsblindy_Is there any way to fix the missing flame particles and medigun beam in firstperson? I am using the maxperformance version with dxlevel 81, but it also doesn't work on 90 or 95.Your viewmodel_fov is set at like 0 or 0.1. Try viewmodel_fov 54 to 70, whatever you prefer.
Thanks! It worked :)
[quote=blindy_]Is there any way to fix the missing flame particles and medigun beam in firstperson? I am using the maxperformance version with dxlevel 81, but it also doesn't work on 90 or 95.[/quote]
Your viewmodel_fov is set at like 0 or 0.1. Try viewmodel_fov 54 to 70, whatever you prefer.[/quote]
Thanks! It worked :)
I recently reinstalled this config, its working fine, but now all weapon and player sounds are all distorted, while all other sounds (in-game music, sound from other sources) are all fine. Any fix?
edit: its not speakers, i can listen to a video/livestream of tf2 and everything sounds fine
edit: its not speakers, i can listen to a video/livestream of tf2 and everything sounds fine
https://github.com/mastercoms/mastercomfig/releases/tag/6.5.0-b6
Jw321123I recently reinstalled this config, its working fine, but now all weapon and player sounds are all distorted, while all other sounds (in-game music, sound from other sources) are all fine. Any fix?
edit: its not speakers, i can listen to a video/livestream of tf2 and everything sounds fine
Why would you bump a thread that's already looked at a lot, and even if it wasn't, you bumped it after about 10 hours. Please have patience. Furthermore, you provided no information about your setup at all. Please give me your launch options, CPU, HDD or SSD, OS, config version, preset and addons (if any).
[quote=Jw321123]I recently reinstalled this config, its working fine, but now all weapon and player sounds are all distorted, while all other sounds (in-game music, sound from other sources) are all fine. Any fix?
edit: its not speakers, i can listen to a video/livestream of tf2 and everything sounds fine[/quote]
Why would you bump a thread that's already looked at a lot, and even if it wasn't, you bumped it after about 10 hours. Please have patience. Furthermore, you provided no information about your setup at all. Please give me your launch options, CPU, HDD or SSD, OS, config version, preset and addons (if any).
i'm fucking stupid i just had to turn down the volume in tf2's settings
When I put any of the VPKs into my custom folder it and I join a game it makes my ping go 300+ and it auto disconnects me.
agentsarrWhen I put any of the VPKs into my custom folder it and I join a game it makes my ping go 300+ and it auto disconnects me.
it means net settings of this config arent right for you.
what's your net speed?
it means net settings of this config arent right for you.
what's your net speed?
Rotten_MindagentsarrWhen I put any of the VPKs into my custom folder it and I join a game it makes my ping go 300+ and it auto disconnects me.it means net settings of this config arent right for you.
what's your net speed?
Supposedly I have 70-100 up, but it's dorm wifi so it's nowhere near being steady.
it means net settings of this config arent right for you.
what's your net speed?[/quote]
Supposedly I have 70-100 up, but it's dorm wifi so it's nowhere near being steady.
//datacachesize 512 // Increase data cache size only on systems with 8GB of RAM or more
is it really beneficial, because it gives me freezes every minute, tho i have 8gb ram.
UPD: also, in default.vpk you didn't write "exec presets/default" in the autoexec.
UPD2:
//net_compresspackets_minsize 576 // Always compress packets to reduce network
// usage. Compression further than this may
// increase packet size
but alias has it on 256.
alias packet_size_minimal "net_compresspackets 1;net_compresspackets_minsize 256;net_maxroutable 1260;net_maxfragments 1260"
is it a typo?
is it really beneficial, because it gives me freezes every minute, tho i have 8gb ram.
UPD: also, in default.vpk you didn't write "exec presets/default" in the autoexec.
UPD2: [quote]//[b]net_compresspackets_minsize 576 [/b]// Always compress packets to reduce network
// usage. Compression further than this may
// increase packet size[/quote]
but alias has it on 256.
[quote]alias packet_size_minimal "net_compresspackets 1;[b]net_compresspackets_minsize 256[/b];net_maxroutable 1260;net_maxfragments 1260"[/quote]
is it a typo?
maxperformance is not working for me even on dxlevel 98, i tried troubleshooting and its crashing my game on class switch
ivenmaxperformance is not working for me even on dxlevel 98, i tried troubleshooting and its crashing my game on class switch
remove exec autoexec from your class config and have a binds.cfg
remove exec autoexec from your class config and have a binds.cfg
Is 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.
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.
Just 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?
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.
[quote=pancake_stacks]Is 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.[/quote]
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.
[quote=bassroyt]Just 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?[/quote]
Like all presets, max quality builds off of comfig so any updates to comfig will affect max quality.
mastercomsI've seen 133 tick servers, not 128. If those commands are set too high, client side, lerp is shown inaccurately and may confuse people.
Is there any other downside besides that? I've seen some people have toggles in their cfg's to change their net settings and was wondering if maybe it's bad to have mismatched rates when compared to the server. Other than that, what's the point?
For instance, I've seen lots of autoexecs that have toggles to change:
rate 60000
cl_cmdrate 60
cl_updaterate 60
rate 30000
cl_cmdrate 30
cl_updaterate 30
Maybe 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.
Is there any other downside besides that? I've seen some people have toggles in their cfg's to change their net settings and was wondering if maybe it's bad to have mismatched rates when compared to the server. Other than that, what's the point?
For instance, I've seen lots of autoexecs that have toggles to change:
rate 60000
cl_cmdrate 60
cl_updaterate 60
rate 30000
cl_cmdrate 30
cl_updaterate 30
Maybe 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.
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.
rate 60000
cl_cmdrate 60
cl_updaterate 60
rate 30000
cl_cmdrate 30
cl_updaterate 30[/quote]
Why on earth would anyone set their rate that low?
[quote=pancake_stacks]Maybe 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.[/quote]
cl_cmdrate and cl_updaterate are server bounded.
pancake_stacksrate 60000
cl_cmdrate 60
cl_updaterate 60
rate 30000
cl_cmdrate 30
cl_updaterate 30
Setting your rate and net_splitpacket_maxrate too low will cause you to drop more packets. Set it too high will increase your ping. I suggest testing your upload speed in speedtest.net then convert it to bytes then multiply it by .8
Example:
Upload Rate: 0.97 Mbps
0.97 Mbps=121250
121250 * .8 or 80% of 121250
= 97000
Therefore my rate and net_splitpacket_maxrate is 97000.
Also cl_cmdrate and cl_updaterate should be set to 66 as setting it higher than that would confuse people about their lerp like what mastercoms said. Anything higher is useless unless in 133 tick servers and you have 2x fps than your cl_cmdrate and cl_updaterate.
And again, don't set your rate and net_splitpacket_maxrate too high or too low.
rate 60000
cl_cmdrate 60
cl_updaterate 60
rate 30000
cl_cmdrate 30
cl_updaterate 30
[/quote]
Setting your rate and net_splitpacket_maxrate too low will cause you to drop more packets. Set it too high will increase your ping. I suggest testing your upload speed in speedtest.net then convert it to bytes then multiply it by .8
[b]Example:[/b]
[code]
Upload Rate: 0.97 Mbps
0.97 Mbps=121250
121250 * .8 or 80% of 121250
= 97000
[/code]
Therefore my rate and net_splitpacket_maxrate is 97000.
Also cl_cmdrate and cl_updaterate should be set to 66 as setting it higher than that would confuse people about their lerp like what mastercoms said. Anything higher is useless unless in 133 tick servers and you have 2x fps than your cl_cmdrate and cl_updaterate.
And again, don't set your rate and net_splitpacket_maxrate too high or too low.
After updating to 6.5.0-b7 my class-specific configs in tf/cfg stopped working. Tried out 6.5.0-b6 right after and still had the issue. They started working again once I went down to 6.5.0-b5. (maxperformance btw)
EDIT: never mind, I did not read the changelog on b6. For anyone else having the same problem:
changelogClass configs added to do occasional memory optimizations while in game. If you have class configs, rename them to add _c to the name. For example heavyweapons_c.cfg.
EDIT: never mind, I did not read the changelog on b6. For anyone else having the same problem:
[quote=changelog]Class configs added to do occasional memory optimizations while in game. If you have class configs, rename them to add _c to the name. For example heavyweapons_c.cfg.[/quote]
I 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?
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.
It uses the rate cvar to limit the bandwidth you use in local games. Pretty useless.
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.
Here are the commands I use in custom.cfg:
[code]
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
[/code]
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?[/quote]
Not sure about achievements, but as for the visual bug with ragdolls instantly fading out, I don't think that can be fixed.
When i try to join an offline server the game doesnt allow me to move. I can look around and switch weapons tho. Anyone?
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
host_thread_mode 0
When 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.
Also, do you have a donation url?
Also, do you have a donation url?