I'm personally able to connect to casual and many other mastercomfig users are able to as well. What version, preset and addons were you using? Any custom settings like modules you had?
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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 | March 13, 2025 at 2:01 PM |
Posts | 1553 (0.6 per day) |
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Raw Input | 1 |
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You can probably use the preload settings from mastercomfig if you aren't already.
Essentially checked mat_antialias > 0 for initializing anti-aliasing (ultimately ended up disabling it anyways), and on AMD cards on Linux and macOS, it did a full color clear which was only intended to happen when anti-aliasing was enabled.
Now it checks for mat_antialias > 1, which is what the game sets in the video options menu (mat_antialias 1) for Anti-aliasing: None.
Hopefully this anti-aliasing fix is less controversial :)
https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.10
Also, the first Team Comtress 2 playtest is live!!! connect tf2.mastercomfig.com
EDIT: server down now! thanks for playing, we learned a lot!
ReeroIf there is a way to validate this claim that would be interesting because the visual applications of this exploit in jump have definitely improved performance with airpogo and speedpogo on a lot of demojumpers more than the potential frame lag has decreased.
I would also not chalk it up to placebo because there is definitely a conscious element to it considering when you can see my stickies you have an easier time jumping and airpogoing with them
I'm not saying the visuals are placebo, obviously they are not because they can be recorded and shown. But I am just saying that the assumption that it is a reduction in ping that causes that may be placebo, because the projectiles spawn at the same time when recording it.
ReeroThe issue I had with the post #61 is that you instantly chalked up the trick to "placebo" or hearsay (specifically mentioning in regards to jumping) without properly accounting for all the variables yourself. You, as acting as an authority on the game's workings, made a very confident statement and used insufficient evidence to backup your claim, as Waldo's video 100% refuted it.
I think there's a few misunderstandings here. So the initial claim that I was disputing was that the 0 lerp exploit lowered ping:
KaptainCould you explain why it's bad to give the option to players (for projectile clases mainly) to change their settings such that their ping effectively feels lower (i.e. just using lower interp)
Reeroit essentially just makes it feel closest to offline jumping.
WaldoThe higher your ping, the more projectiles appear behind where they actually are. For soldier, this is mostly something that you can get used to providing that your ping is stable. For demo, it's a massive difference since 5 ping -> 30 ping is enough to make it so you don't see stickies when airpogoing at all, which makes it ridiculously harder.
For the purpose of seeing projectiles accurately, lerp is essentially additional latency, so 0 lerp helps a lot.
Kaptainotherwise it just results in it looking like your ping is lower (I understand it isn't, but it simply looks nicer)?
Reerotheres a difference between relying on something and the annoyance that is having to deal with an unnecessary change that essentially increases your ping. Like yeah you can pull the "Chad If You Cant Handle 50 Ping You Are Bad" but you cant deny that ping can make a big difference in performance/enjoy-ability.
As shown by my two videos, this is not the case. This is what I was addressing when I said "it was either placebo or parroted from someone else". There is no difference in projectile delay. Waldo's video does nothing to refute the original point (as you say 100%). It only proved that you could see your stickies while moving fast. So now the whole discussion is about how you can see your stickies while moving fast, still inferring that there is somehow a difference in projectile delay while moving. Honestly, that doesn't make sense to me. If projectiles are spawning at the same position and delay on either setting, that means something else must be different. That means the only way you could see your stickies with projectiles being the same (as proven by my video) is if you yourself were behind.
So ironically, that high update rate exploit is behind normal values because of how the game handles extremely low interp values, so you could be a few frames behind, depending on your frame rate.
Probably same reason they encrypt the weapon script files. To make TF2 a distinct thing you can't modify the integrity of, without actual mods/addons. I wish they did open those things up more, so that the community can experiment, but I'm not sure if it'll be done.
SolarLightSince some of these are very nice quality of life fixes, I have some feedback of my own.
I'd appreciate it if tf_demoman_charge_regen_rate and tf_demoman_charge_drain_time were made unhidden so that players could change one or both of these values when running maps offline to practice trimping. Skipping the need for Sourcemod or having to use an impulse 101 script. Neither of which are perfect solutions.
Those commands change demo shields' cooldown and charge duration respectively. I know not many people here care about Demoknight, but the commands already exist, I'd just like them to be usable for practicing so that I don't have to give people a config file anymore.
Done in 0.0.1.
The DF isn't implemented fully yet in TC2, so no.
VirtualSodaThe Wrap Assassin, Dragon's Fury, Pomson 6000 and the Righteous Bison all have the same problem of disappearing when hitting a solid map entity that's invisble to players. Shounic made an excellent video that explains what the problem is better than I could ever do: https://www.youtube.com/watch?v=TaxJLWyTiFI
That was already fixed in 0.0.7
I said that in a lapse of frustration after being called "idiot, moron, dumbass, retard" among other things, with practically 5 people yelling at me while I continued on the topic. I didn't mean to discount decades of combined jumper experience and if it came across that way, I am sorry. But please do respect me and my experience as a developer. Only through mutual respect can this discussion work. I don't mean to call into question the experiences you've had but ultimately only better understand them through these tests. I'm also sorry if you feel put on trial for something that you feel to be self evident, but please do understand I did present counterpoints which remain unaddressed and ignored, while I have spent the time to create tests and respond to concerns. Furthermore, I don't see any remorse from you two as to what you did, and you're continuing aggressive assertions against me, as if you all are so pure.
ReeroNot only did you misunderstand the essential reason that people use this (the visual delay of projectiles),
What is non visual about my video? I was trying to demonstrate that when I click, there is no difference as to when or where the projectiles themselves visually appear. If you can refute that, please do so but I don't think I have misunderstood the situation, just have tackled it from a different angle which may shine new light on what's actually going on.
As for the speeds, I saw that your speedometer was commonly above 1000 while theirs was around 890 to 920 as you said. I don't intend for pointing this out to be offensive. I just want this to be as exact as possible so we can get rid of the noise and clearly identify what's at play here. It's not a slight on anyone here to want these scenarios and I understand that while it can be demeaning to not trust people outright, that goes both ways and furthermore, only hard evidence can truly get us somewhere else.
I disputed Reero's video and not yours for a reason. I even politely asked for a new video, rather than insulting the person who posted it and suggesting they quit the discussion by being insulting and rude (like many including you have done to me). Yours is much more consistent, and shows that there is a case I need to investigate further to better understand this. Don't mistake me being strict about proof meaning that I don't want to learn. What I want to understand are why the projectiles are the same when I'm standing still, but they seem to be different in your video, and this is what I wanted to investigate in my free time once I got on my PC. It's probably something with movement like JarateKing said, and given that movement is supposed to be predicted, it may be even a bug I can then fix and send to Valve again.
Starkiepersonally i think it's good that this got removed but claiming it makes no difference to jumping (specifically airpogo) online is just simply wrong and i dont know why you'd try and double down on a topic you have no knowledge of
I'm not sure if I have no knowledge of this topic. Sure, I haven't jumped and I do value that experience. But I'm pretty sure I do have some experience with how TF2 works (even to the point where I sent the code for this fix). Since I've seen how powerful placebo can be, I just want things to be proven through analysis and isolated test scenarios which demonstrate the exact system that causes something. I'm not sure why certain people here are constantly insulting me for continuing this discussion, but these insults are definitely making what could have been a discussion to get better understanding of the game for everyone involved into something quite unpleasant.
Despite every effort to not engage in the same personal attacks, and to just talk about analyzing this situation, I'm the one not acting in good faith? You didn't even respond to what my itemtest videos are designed to show: that the projectiles have no difference in spawn delay or position. You can trivialize it all you want, but why can't you walk me through why that's happening and then how it's magically spawning with less delay and/or a different position while blast jumping?
I'm not at my PC so I'll look into and respond to that video you posted later tonight or tomorrow when I have time.
Also, about the claim that it doesn't affect anyone else: I have heard reports from people that it does but I haven't looked into it myself. I will soon once I figure out a good test case for it.
As for the image reero posted above about lowering ping, note the cmdrate also changed to 30 due to sv_client_cmdrate_difference 20, which affects the ping calculation. Has nothing to do with lerp.