This is a list of common issues users experience with mastercomfig, and how to solve them.
mastercomfig isn’t loading! / My custom configs aren’t loading!¶
These should be
.cfg files and not
.cfg.txt. To ensure this, you can enable file name extensions in Windows and it will make any future configuration easier. Open the start menu, search for
Folder Options and then select the first result. In the opened options window, go to the View tab, and under Advanced settings, uncheck Hide extensions for known file types. Finally, click ok.
Go over the installation steps once again.
Make sure the mastercomfig preset VPK is in the
Make sure your TF2 configs (
modules.cfg, etc) are in the
Viewmodels are not visible¶
Add the following to your
viewmodel_fov 70 r_drawviewmodel 1
viewmodel_fov, you can use any value you prefer.
%killername% and other HUD bugs¶
This is a HUD initialization bug with TF2. You can fix it by running
hud_reloadscheme. Running it once every match is enough.
If you’d like this command to be run automatically, you can put this in your
alias game_overrides_once_c hud_reloadscheme
The command will only run on the first time you spawn in a match.
My chat is disabled¶
A TF2 update introduced the ability to completely disable text chat. mastercomfig was updated shortly after to accommodate this change, with the Very Low preset disabling chat completely. If you are using Very Low preset or the
messages=off module, you can re-enable chat by adding
messages=on to your
modules.cfg file. To disable chat the old way you can use the
TF2 crashes when entering a Competitive Mode match¶
Additionally, Competitive Mode locks a bunch of settings that are normally only accessible via the console.
mm_override in the console on the main menu before joining a Competitive Mode match to make the config compatible.
You will have to restart the game to unlock the hidden settings and revert the config back to normal.
TF2 exits on startup¶
Make sure you don’t have any infinite loops caused by an
exec autoexec in your custom configs (like in your
autoexec.cfg). Additionally, make sure your custom configs don’t contain
quit, and that your launch options don’t contain
Preloading animation and/or model mods not working or crashing¶
If you’re trying to preload a mod to bypass
sv_pure, async disk loading has been found to be incompatible with this.
mod_support=on to your
modules.cfg to disable some async disk loading features.
You may also want to preload mods with the
dynamic_background=itemtest module. If you are using yttrium’s viewmodels, use
Optionally, you may delete any
autoexec.cfg files created automatically in TF2’s
cfg folder. These won’t conflict with mastercomfig, since files in VPKs will always be chosen over files in the
TF2 crashing on a custom map¶
If TF2 is crashing to desktop after a custom map loading or after picking a class on a custom map, add
mat_phong 1 to your
The crashes are caused by lightmapped props and phong must be enabled to allow the map to load properly. No Valve map uses lightmapped props, excluding
More information at TF2Maps.
Item panels are taking too long to load¶
tf_time_loading_item_panels .0005 to
Players’ sprays are not working even with the module enabled¶
Players’ sprays are treated like a decal in-game. To get sprays to work, you have to set the
decals module to at least
Why don’t my killstreak sheens show?¶
On the Very Low preset, killstreak sheens are disabled by default. To enable killstreak sheens use the module
Grappling hook is invisible (in Mannpower and custom servers)¶
Grappling hooks use ropes to show in-game. To get them to work, you have to set the
ropes module to at least
Particle-related errors in console¶
Ignore these, as these happen in a clean TF2 installation and only Valve can fix them.
“Unknown command gl_*” errors in console¶
mastercomfig sets some OpenGL-related cvars, which are only available on Linux and macOS. Thus, these errors appear a few times when using mastercomfig on Windows. These errors are harmless and can be ignored safely.
I want another interp value¶
TL;DR: mastercomfig has the (currently known) best interp values, and you really shouldn’t mess with them unless you know exactly what you’re doing.
mastercomfig sets optimal interp values. Interp is a low-level networking setting which controls how incoming packets are used by the client. Packets have an inherent delay, and may not come at all due to issues along your route, low server framerate, server framerate variance, and ping fluctuations. Interp is a very sensitive networking setting which tunes your buffer for incoming packets. If you set it too low, you will get networking errors, resulting in worse hitreg, because of trying to use game packets which have not come in yet.
Imagine it like controlling the size of the gray bar in YouTube. If you set it too high, your video playback will be delayed. If you set it too low, then you will be constantly encountering freezing in video playback as the video download tries to keep up with playback. In the case of TF2, when the client needs to use a new server game packet when there is not one, it will instead extrapolate movement based on previous data, assuming that everything is continuing on its same path, which can be wildly inaccurate.
If you are worried about the delay being high, rest assured that the tick delay caused by interpolation is compensated for the following: hitscan, melee, backstabs, flamethrower and the Medigun. Projectiles are simulated on the server, and thus are not compensated. Projectile spawns and despawns are not interpolated, which means that you may notice a client-side delay in projectiles exiting your barrel and subsequently impacting the target. In a game like TF2, this is not a huge issue, and you should be more worried about the accuracy of game state rather than a few milliseconds of client-side delay.
Now having said all that, you still have the option to change interp if you really want to and understand what you’re doing. The best way to change interp is to use the snapshot buffer module, which has a few preset values for the most common use case of higher than normal packet loss. If you want a specific interp value, the best place to set it is in
game_overrides.cfg (make sure it is in the
user folder), like so:
cl_interp_ratio x cl_interp x
One other thing to note is that client interp is determined by whichever is the greater of cl_interp_ratio divided by cl_updaterate, and the value of cl_interp. cl_interp_ratio and cl_interp have no interaction beyond that.