mastercoms
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SteamID32 STEAM_0:1:42922582
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Signed Up August 8, 2017
Last Posted September 14, 2024 at 1:13 AM
Posts 1545 (0.6 per day)
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#69 Team Comtress 2 in Projects
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.

posted about 4 years ago
#66 Team Comtress 2 in Projects

The DF isn't implemented fully yet in TC2, so no.

posted about 4 years ago
#64 Team Comtress 2 in Projects
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

posted about 4 years ago
#86 TF2 update for 8/21/20 in TF2 General Discussion

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.

posted about 4 years ago
#80 TF2 update for 8/21/20 in TF2 General Discussion

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.

posted about 4 years ago
#76 TF2 update for 8/21/20 in TF2 General Discussion
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.

posted about 4 years ago
#74 TF2 update for 8/21/20 in TF2 General Discussion

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.

posted about 4 years ago
#69 TF2 update for 8/21/20 in TF2 General Discussion

The player speeds or angles aren't even consistent in the videos, which is super important when your entire premise of argument is based on visual positions (hint: you might be shooting your sticky at a different angle and speed than what you're travelling at). This is especially important when you're talking about a change in time which could be at most 15.2ms. Please let me know when you've done me the same favor of preparing specific test cases as I have done for you.

posted about 4 years ago
#61 TF2 update for 8/21/20 in TF2 General Discussion

https://cdn.discordapp.com/attachments/389102232747900929/746811319214407720/high_update_rate_exploit.mp4

https://cdn.discordapp.com/attachments/389102232747900929/746811333248286791/normal_update_rate.mp4

300 FPS videos, so I can't upload to YouTube.

Notice the higher ping when using the update rate exploit, and also tell me if you can even see a difference between the two projectile spawns. The crosshair turns blue when I press mouse 1.

Anyways, someone was talking about how interp was ping. It's not. It's a client side delay, and doesn't delay what you send to the server, like actual ping does. The update rate exploit increases ping, which actually delays what you send.

When someone long ago told me about the benefits of this for jumping, he had tested on a local server, and I had assumed he was right without testing further. On a networked server, it's different. Furthermore, due to clientside prediction, the supposed benefits of reducing interp past the game simulation rate are even less to non existent, with all the downsides and more still being there.

Whatever you thought was happening, it was either placebo or parroted from someone else. And you insulted another human being because of it, for practically no reason.

posted about 4 years ago
#20 TF2 update for 8/21/20 in TF2 General Discussion

Because that's the server restrictions and you shouldn't be able to bypass server restrictions by default. You don't really get any sort of lower ping, because it shows you a different state than anything you'd get in the future with interp, due to it being extrapolated and/or teleporting client side rather than being what's happening on the server.

And now, if the server allows it, there won't be lag compensation issues anymore because this change acts as a forcing function to have correctly synced interp values. So it's allowed in cases where it wouldn't cause any issues beyond just the normal lack of interp.

What happened before was just a shitty workaround for a client or server misconfiguration. Now you actually have to have both in sync. Furthermore, with higher update rates, it actually improves the behavior of lower interp values because server data can be sent as fast as possible according to the network tick, rather than being limited by the snapshot rate of max 66, like it was before because update rate on its own was bounded by server settings.

So in conclusion, instead of pretending there isn't a problem, it shows an issue which can be properly resolved for a better result than the previous bypass.

posted about 4 years ago
#14 TF2 update for 8/21/20 in TF2 General Discussion

So why did you mention tourney servers and not jump servers? Jump servers are a whole different thing and I agree that in those cases, the server owner should allow for that to happen or you can use a local session. But for the vast majority of cases, which is what we're talking about when we discuss game defaults, this is a good change.

posted about 4 years ago
#9 TF2 update for 8/21/20 in TF2 General Discussion
Reero- Fixed an issue where values computed from server bounded ConVars could be incorrect on the client and therefore possibly exploitable

this breaks ppl being able to go below 15 lerp with cl_updaterate btw

sv_maxupdaterate should be maybe higher on tourney configs to allow this

Only if you want the client to extrapolate entity movement with no server data (bad idea). This is a good change that I reported to Valve a few weeks ago because of the server desync and lag compensation problems it could cause.

posted about 4 years ago
#62 Team Comtress 2 in Projects

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.9

posted about 4 years ago
#57 Team Comtress 2 in Projects

Cursed video no professional Team Fortress 2 online video gamer should see: https://cdn.discordapp.com/attachments/743724583697383435/745764291675816146/Half_Life_Source_2020.08.19_-_18.00.37.06.mp4

(working on getting live client parity, with comtress now supporting the latest TF2 assets (excluding HUD) and item schema!)

posted about 4 years ago
#56 Team Comtress 2 in Projects

I added a form to submit requests! You can continue to use the forum if you want, but I thought I'd include a form to make tracking somewhat easier because atm I'm getting overwhelmed https://airtable.com/shrVvwlQ6Bl7F5VRk

posted about 4 years ago
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