CorunsonSo... no sticky bug fix :(
did they even add anything different? seems like the same patch notes as yesterday man
- Fixed the animation for The Second Banana plate
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SteamID64 | 76561198046110893 |
SteamID3 | [U:1:85845165] |
SteamID32 | STEAM_0:1:42922582 |
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Last Posted | October 12, 2025 at 8:20 AM |
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CorunsonSo... no sticky bug fix :(
did they even add anything different? seems like the same patch notes as yesterday man
- Fixed the animation for The Second Banana plate
May not work, but try alt tabbing and then pressing the console key a few times.
depends on whether or not you wanna say demos so lit because you cant do the math quickly or if you wanna say how much health he actually lost
MalkrazSpeaking of that thread can anyone make sense of these posts:Valve servers run at below minimum of comp interlop speed. BY adjusting the cmdrate and update rate to 67 the game will:
-Run smoother
-Boot up faster
-Target acquisition is faster and much easier to obtain>When a shitpost who knows nothing about source and server time intervals trys to shitpost at you but fails to understand that the advantage is about 67% faster. Valve servers can update up to 970 ticks per interval but since 970/67=1.34 you get about 1.3 seconds faster updates.I had no idea what this meant when he was blabbing at me and still have no clue where he's getting "970 ticks per interval" from.
I saw that too. I couldn't stop laughing. Servers limit your cmdrate and updaterate to 66 by default, so 67 just gets capped to 66. Even if it was allowed and TF2 had a tickrate higher than 66, you would just be getting 1 more network tick, not 970 ticks. Also, they have no idea what cmdrate and updaterate controls. It doesn't affect "boot time" (which I assume means server load time). Not sure what they mean by "run smoother" and "target acquisition".
N0umThank you so much, master! everything works like a charm now :)
Yay :), but btw, my preferred shortname is coms, because master sounds weird to me.
AeMost custom HUD need to disable the floating health box to show the name/health number (target ID).
Ohh ok. Thanks for pointing that out.
I just read some 4chan archives and got a kick out of people arguing about my config. If anyone from 4chan is reading this, thank you for the entertainment.
Hunter_2_0Shame EA had to fuck this up with their signature micro transactions, actually looks like a dope game.
It's actually buggy trash. https://www.youtube.com/watch?v=AiwRIkRTvms
Campaign has no actual ending, glitches and hitreg issues all over the place, character input has lag and stops every few seconds
priestmuffinAh I thought you were referring to the TF2 source code in particular, rather than the engine.
Thanks for linking though
https://github.com/mastercoms/SourceEngine/tree/master/src/game/shared/tf
https://github.com/mastercoms/SourceEngine/tree/master/src/game/client/tf
https://github.com/mastercoms/SourceEngine/tree/master/src/game/server/tf
N0umHi, I'm currently using your config with the maxperformance preset. Yesterday I ran into a problem though, when I look at my teammates I cant see the little box that tells me their name/health. Any idea how to fix it?
Maybe try tf_hud_target_id_alpha 100.
Aetf_hud_target_id_disable_floating_health 1 might do the trick.
1 disables the floating health box.
5.1.3 released with a health icon bug fix, revert of an unneeded memory fix and bonus ducks.
priestmuffinYou mention on your github page that your config is based on the TF2 source code somehow.
How is this possible if TF2 is closed source?
If the source code is floating around somewhere I'd love to take a look at it
VulcanI took off your config and went back to comanglias and now my tf2 is taking a really long time to load, should i just -autoconfig?
Reset your TF2: https://github.com/mastercoms/tf2cfg/#clean-up
Also sorry to see you go. Anything I can do better?
SiiLVERIf you could someday make a list/preset cfg where makes the game have the least CPU usage as possible
for strong GPU weak CPU systems
that would be great
That's pretty much the config (excluding the igpu addon) unless you're talking about very weak CPUs, which the stripped addon already provides some CVars you can try.
how can everything made in this look so cool and perfect
thank you for this link
5.1.2 released with updated launch options, character and igpu optimizations and a crash fix.
Also just for funsies or if anyone was curious, here's my custom.cfg.
MalkrazI'm getting no noticeable performance improvements while constantly feeling as if I'm playing at 100+ ping on servers I normally get 30 ping on.
The ping feeling is intended. It's just so we can check if the net system is the thing affecting performance. If we found that it was, we would then adjust the default comfig net settings, not use the stripped settings. Remove the stripped quality net settings and try using the masperformance + stripped sound settings to see if the sound system is the bottleneck.
osvaldoHeyy, Just wanted to know if those :had known side effects such as longer loading times or even errors due to mismatching files being kept for too long.lzma_persistent_buffer 1 // Keep the LZMA compression system in memory to prevent reloads of it cl_always_flush_models 0 // Keep models loaded in between map loads //cl_always_flush_models 1 // Remove models from memory every map load mat_levelflush 0 // Do not clear temp mem at the beginning of a level load //mat_levelflush 1 // Clear temporary memory
lzma_persistent_buffer 1 only affects the compression system not being initialized every time
cl_always_flush_models 0 doesn't prevent model unloads, it just doesn't aggressively unload models, which is only useful if you are on a low memory system
mat_levelflush 0 skips resetting material system temporary memory on level loads
These settings would reduce load tjmes, not increase them. And I'm pretty sure they wouldn't cause errors.
MalkrazmastercomsJust to be clear, are you having these problems when there are more players, or just certain areas, even when empty?It's definitely when there are other players within the same section of the map as me, though the amount varies.
I think I mentioned that earlier but probably wasn't clear enough.
It might be the networking system. Try copying the network settings from the stripped addon and see if it affects your FPS. If so, then we will know that the net code is bottlenecking the performance.
MalkrazSeems to have made a minor improvement but I'm still dipping pretty hard in the problem areas. It's more like 95-110 now instead of 80-90 down from 280+ on spawn.
Just to be clear, are you having these problems when there are more players, or just certain areas, even when empty?