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 September 14, 2024 at 1:13 AM
Posts 1545 (0.6 per day)
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#5 New cheat that makes players unkickable in TF2 General Discussion

I think on official servers, you get kick immunity for some time if you survive a few vote kicks. So they either got that through a server or figured out how to fake it.

posted about 3 years ago
#14 Warning to all streamers in TF2 General Discussion

sv_lan doesn't prevent it, your public IP is still registered with Steam. You can see this in the console log. I think Steam profile privacy settings will prevent it, though they may still be able to scrape from some list and match player list names.

posted about 3 years ago
#2309 mastercomfig - fps/customization config in Customization
NUTShttps://imgur.com/oeyiu8I
how do i remove the blocky shadows on the wall? already have textures=low

https://docs.mastercomfig.com/9.5.2/next_steps/troubleshoot/#lightingshadows-are-blocky

posted about 3 years ago
#2292 mastercomfig - fps/customization config in Customization

Probably textures=low in modules.cfg

posted about 3 years ago
#2290 mastercomfig - fps/customization config in Customization
RaelynYou should probably mention on your recommended launch options that the -hushsteam command whilst preventing your IP from being registered on local servers, also prevents access to the item servers on them. Just for clarity sake.

I didn't mean to post that to the recommended launch options! I thought I removed it from there, but thank you catching this, it's removed now!

Kansiwizwhat modules should I turn on to enable the medibeam? I can't see it.

https://docs.mastercomfig.com/dev/next_steps/quick_fixes/#viewmodels-are-not-visible

brodymy autoexec refuses to exec on launch, and edits i make to any of my cfgs dont actually change anything in game, even when i manually exec them
i have all of them in the cfg/user folder as well as duplicates in the cfg folder

Can you show screenshots of your tf/cfg, tf/cfg/user and tf/custom folders?

posted about 3 years ago
#8 How to set a different lerp for each class? in Customization

mastercomfig has built in functionality for this, with the snapshot_buffer=auto module level.

https://docs.mastercomfig.com/9.5.2/customization/modules/#snapshot-buffer

posted about 3 years ago
#2283 mastercomfig - fps/customization config in Customization
AimIsADickIs mastercomfig going to optimize bots (through the tf_bot cvars), or will it just leave bots alone?

I welcome improvements to single player and offline experiences!

posted about 3 years ago
#2280 mastercomfig - fps/customization config in Customization

What version were you using before? Also, I have heard reports of the latest TF2 update causing performance issues for some people, so it may also be that. See if you can revert to your last version and see if the issues still come up.

posted about 3 years ago
#2274 mastercomfig - fps/customization config in Customization
bearodactylis it possible to have tracers work with no viewmodels cuz saam says mastercoms removes tracers? have r_drawtracers_firstperson and r_drawtracers 1, normal viewmodel fov as well

some effects require a viewmodel_fov 54 or above

edit: shit i didnt read your whole post, sorry

posted about 3 years ago
#61 TF2 update for 6/22/21 in TF2 General Discussion
_flache didnt say you were bad. just that using AimIsADick logic, he should be kicked b/c you are better

I don't like being used in comparisons like that, it just doesn't seem right

posted about 3 years ago
#54 TF2 update for 6/22/21 in TF2 General Discussion
TailorTFpetition to kick AimIsADick from this website for being worse than mastercoms

what did i do wrong? :(

posted about 3 years ago
#2271 mastercomfig - fps/customization config in Customization
itzinoegoSo I've been using the "Low" preset from the mastercomfig website, with a few modules (attached). My frames are great pretty much all the time, but there is a stuttering issue that gets worse the longer I have the game open. This happens mostly on jump servers surprisingly, where ill start to get small lag spikes that eventually become more frequent and intense. I've monitored my CPU during these spikes, and although temperature is fine, usage jumps to near 100% on all cores.

I've removed a lot of unnecessary background processes with W10Privacy, and even changed steam to run with no browser to minimize ram usage. Still, even with JUST tf2 as an active program, I get these lag spikes. Any advice? Thank you!

I am not totally sure about this, but I think the command jumpers have said fixes this is hud_reloadscheme?

posted about 3 years ago
#16 The small ammo pack on villa last in TF2 General Discussion

Setsul, idk why you assumed I thought this is a lottery, thinking that I claimed floating point arithmetic was random. You completely misunderstood me if you think I claimed something so obviously wrong, and I am not sure why you would invest so much time into disproving this false premise rather than understand what I said better.

Now, let's look back at the whole point of this discussion, which in your many paragraphs, you granted only one sentence to: "Why that happens is a different rabbit hole.", where there is some kind of variation that causes some servers to grant 40 and on others grant 41.

If you actually look at the source code for glibc (or UCRT, if you reverse engineered it), you'll see they don't use the instructions you mentioned. This is why in my response, I expected this to be the most likely cause of that difference, and then put a very, very low chance on some other system. These implementations are constant on any one system, but vary based on what implementation is on that system. Far from the "random" you somehow interpreted.

Anyways, to make it more clear: when I laid out every single aspect of the system which computes this value (notice how I listed out operation (4) but did not identify it as a cause, because there was no new data involved in the operation), and talked about error, I was talking about the IEEE 754 representations of those values, but I didn't bother to actually check the representation as you did, so thank you for that. To be even more specific:

"combined with the result of (1). Given that this is a ceil, you wouldn't need a huge error for it to bump up to 41."

I was talking about the representation of 0.2f, which I did not look at exactly, but suspected was the cause.

"it is likely the attribute manager causing it (3), but I find it extremely unlikely it could create an error large enough to see this discrepancy."

I was talking about the representations of the various numbers used in the attribute manager system, which again, I did not bother to look up.

Given that "floating point error" is a standard term, I struggle to see what really tripped you up here and caused you to so confidently write up this response without a single doubt. Looking forward to your reply. Hope this finds you well.

posted about 3 years ago
#2267 mastercomfig - fps/customization config in Customization

You could use any CPU frequency monitoring utility. The in-game one is just a convenience to be honest.

posted about 3 years ago
#14 The small ammo pack on villa last in TF2 General Discussion
ZestySo I'm pretty sure internally that small health kits used to (and small ammo kits possibly still do) give 20.5% of max health/ammo respectively rather than 20. With metal, this would be 40 or 41 metal depending on which way the rounding goes. Wondering if there's something going on somewhere that uses the 20.5% code/does the rounding inconsistently and however that's decided happens on loading the map or starting the server? I'm pretty sure small ammo kits always used to give 41 metal? Or am I remembering this wrong.

I doubt this is solely a villa issue but maybe somehow you can specify the percentage for ammo kits and it's set to 20.5% for small ones on villa (don't use hammer so idk about this one). Then when the map is read by the server it could be doing some sort of inconsistent rounding?

Small packs have always been set to give 20%, not 20.5%, and there is also no way for the map maker to change this. Floating point error, especially dependent on the C implementation of the system is likely the cause here. The full calculation for this is:

ceil(MaxMetal * PackRatio) * (1.0f * mult_metal_pickup)

So, we have:

  1. the floating point multiply operation between MaxMetal and PackRatio
  2. the ceil implementation, which is implemented using hand crafted assembly, of which there are many implementations for (UCRT, glibc, etc)
  3. the floating point operation between the base metal pickup multiplier and the metal pickup multiplier attribute (this is cached, it will only run once per player)
  4. the floating point operation between the metal give count and the metal pickup multiplier

Since you say this happens consistently, but depends on the server, I would suspect it mostly depends on what the server is running on, and the implementation of the C standard library (2) combined with the result of (1). Given that this is a ceil, you wouldn't need a huge error for it to bump up to 41.

But if you can reproduce different results on the same server, just for different sessions (different players, maybe on reconnect, map change or server restart), then it is likely the attribute manager causing it (3), but I find it extremely unlikely it could create an error large enough to see this discrepancy.

posted about 3 years ago
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