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0.0.2

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@mastercoms mastercoms released this 14 Aug 23:53

NOTE: This release is no longer compatible with mastercomfig. Please do not use mastercomfig or any other TF2 config in combination with this version or later versions.

  • Optimized file system and various other systems by enabling Retail mode (was not enabled as claimed in 0.0.1) and Cert mode
  • Greatly reduced sound latency, by up to 12 milliseconds on most configurations
    • Async sound mixing thread now mixes every 7ms with very tight timing
    • Eliminated mixahead and sound shift delay
    • Disabled extra sound updates
  • Updated various networking cvars to be more up to date:
    • Client and server update rates are now 66
    • Client and server update rates are enforced to be the same
    • Default interp is now 0.030303
    • Default rate is now 196608
    • Minimum rate is now 16000
    • Max rate is now 786432
    • SourceTV rate increased to default client rate, snapshot rate increased to 33, SourceTV now transmits all entities, delay is now 10, and delays map changes until broadcast is complete
    • Set tighter replication settings from CS:GO to combat cheaters and unfair advantages in low quality networks
    • Disabled packet drop limiter feature, which made networking even worse in high loss scenarios
  • Allowed usage of dsp_off 1 to disable DSP processing
  • Added con_filter_enable 3 which completely disables console output
  • Optimized default/common timescale case
  • Enabled z buffer light cache
    • Automatically disabled for a map if there is not enough memory, instead of crashing the game
  • Fully enable async model cache
  • Force disabled glow outlines for now until #1 is fixed
  • Dynamic models have their textures unloaded on death rather than every frame
  • Increased default fps_max to 400.
    • Minimum value for fps_max is now 49
  • Increased default FOV to 90, and max FOV to 120
  • Fixed the data cache allocating too much memory
  • Increased maximum heap size (used for hunk and datacache) from 256MB to 576MB
  • Increased hunk size from 48MB to 64MB (to support z buffer light cache on maps with many lights)
  • Enabled buffered filesystem
  • Allow for up to 64MB reads at a time, rather than 16MB
  • Unlocked fx_drawimpactdebris, fx_drawimpactdust, fx_drawmetalspark, which can be set to 0 to disable bullet impact particle effects
  • Set raw mouse input by default
  • Slightly improved particle performance
  • Improved particle retire cost performance
  • Unlocked cl_particle_retire_cost, so that you can set it to 0.0001 on low end machines
  • Added cl_ragdoll_disable, which when set to 1 completely disables all death effects from spawning at all
  • Added tf_fx_blood, which when set to 0 completely disables all blood splash impact effects from spawning at all
  • Disabled match HUD by default now until it is fixed
  • Optional thread pools (replay and youtube thread pools) are now not initialized until they are actually used by the replay or YouTube system. This prevents 5 idle threads from running during common gameplay which never uses replays or YouTube API.
  • Fixed a meaningless error in console when using +connect on the command line
  • Unlocked tf_impactwatertimeenable and tf_impactwatertime, which limit the amount of water splashes from bullets. Set default to on, and an interval of 0.1 seconds.
  • Improved start up batch script behavior
  • Removed DX8 support for 2005 and older GPUs
  • Removed Pix event and present stats from main shader API device functions
  • Removed 8ms busy waiting form async texture reading, to event based
  • Increased default jigglebone framerate cutoff from 20 to 66
  • Enabled persistent LZMA buffer by default
  • Disabled unused download list log feature
  • Disabled async sound loading spew on blocking
  • Enabled parallel snapshot sending