mastercoms
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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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#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
#54 Team Comtress 2 in Projects

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.8

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

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.7

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

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.6

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

What's a wallbug?

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

Seems like pretty much all glaring performance problems should be fixed by the next release (though please let me know if you still have issues, especially on low end hardware). I'd like to some help prioritizing future tasks so let me know:

What things would you like from Jungle Inferno and later?
What features/fixes would you like from CS:GO's engine?
What TF bugs would you like fixed? (excluding le demo det fix meme, I'm already certainly aware)

For those of you who have given feedback already, thank you, I'm investigating most of what you all have mentioned already!

posted about 4 years ago
#2122 mastercomfig - fps/customization config in Customization

@mlns r_worldlightmin 0.0002

@Chris_ if you download a new preset you have to delete the old one. For example if you have mastercomfig-low-preset , you can delete that one and download mastercomfig-medium-preset for example. If you are using the pre_comfig approach you don't have to download anything.

posted about 4 years ago
#2119 mastercomfig - fps/customization config in Customization

hud_panels=on in modules.cfg

posted about 4 years ago
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