As an open source project, mastercomfig appreciates the community’s help in improving it.
We welcome contributions of any type or size, from anyone!
We always welcome reporting issues, whether it be bug reports or feature requests, you can help guide the development of mastercomfig to suit your needs and improve mastercomfig for everyone!
Contact the maintainer¶
mastercomfig is currently maintained by mastercoms. You can contact me on Steam, Reddit or by email at [email protected]. I’d be happy to chat about any problems or suggestions you have for mastercomfig.
Have a screenshot, workaround or anything else interesting you’d like to share?
Are you a translator who wishes to add or improve content in your own language?
Contribute to the docs by clicking the edit button on any page you’d like to change!
You can also take a look at the full source folder to add new files or take a look around.
Adding a new language¶
You can view currently supported languages here.
Add your language plus its native name to
Adding content in a language¶
.[lang] before the file type.
Referencing content in a localized page¶
When referencing content, like embedding an image or linking another page, you can refer to the base content directly without any language.
[link](./folder/page.md). It will automatically reference the translated version, or fallback to the default if not found.
You can help users who ask questions on Discord.
Want to contribute to the config itself? Start here!
The config has a certain standard of quality for references and will not accept changes based on simple hearsay or assumptions.
Every setting and change must be based on information found in Team Fortress 2 blog posts/patch notes, the Valve Developer Wiki, the Source SDK, so make sure those are available to you before you start contributing. File overrides like DX support, shader cache, texture preload and client precache must be updated according to changes tracked by Steam Database.
Find a task¶
There might be TODOs within the files that need to be completed, issues that need to be closed or maybe something new you came up with. For any of these, make sure you communicate that you’re going contribute to resolve that issue or implement that feature so that there isn’t any duplicated work going on.
First things first: use spaces (no tabs) and CRLF line endings for configs, and continue the Valve convention in the other file overrides. Ensure no trailing space at the end of lines.
Launch options are documented on the docs and are formatted like this:
**-launchoption** : launch option description
Make sure the description is not sentence case and starts with a lowercase letter. Additional notes following the description are sentences.
There are currently 4 categories for launch options:
Recommended: These are launch options everyone should be using, as they benefit all users
Extra: These are launch options people find to be personal preference or for use cases that cannot be applied to all users
Uncommon: These are launch options most people will not use, but will still satisfy a valid use case
Experimental: These are launch options that are being tested to be moved elsewhere as their effects are not clear
Put your launch option in the appropriate section and if it’s in the
Recommended section, add it to the launch options line for copying.
Here’s lists of launch options to help you out:
Information about generating them can be found here.
Comfig and presets¶
Note: some additional information about the config can be found here.
Add options like this:
convar 0 // What the command does and a bit about what this default // value does, possibly with why it is the default //convar 1 // What this alternative does
As you can see, default ConVar values are at the beginning, with alternatives coming after. Unlike the launch options, use sentence case. Avoid punctuation unless using multiple sentences.
ConVars and commands are found using these instructions.
Add your alternatives uncommented in the applicable presets/addons, or use modules.
none: Special preset which skips setting quality options
ultra: Absolute maximum quality, with even the slightest and most performance-intensive quality improvements included
high: Enables all graphical features without making them extremely high quality
medium-high: Disables unoptimized features and optimize the game without making it look bad
medium: The maximum performance you can get while enabling a few effects that may give you a slight edge
medium-low: The maximum performance you can get without making the game too hard to play because of awful visual quality and glitches
low: Maximum performance without caring much about visibility or possible bugs
very-low: Negatively affects playability by a lot and disables very essential features in desperation for performance
no-footsteps: Removes footstep sounds
disable-pyroland: Removes Pyroland map textures
no-soundscapes: Removes soundscapes (ambient map noise) and bird noises
no-tutorial: Disables tutorial messages and other popups
flat-mouse: Makes mouse input “flat” with stable input, no acceleration and 1:1 zoom sensitivity
opengl: Provides additional optimizations for OpenGL (macOS and Linux)
transparent-viewmodels: Enables support for transparent viewmodels
null-canceling-movement: Prevents you from pressing two opposing directions, which causes you to stop moving
lowmem: Optimizations that generally do not affect quality for low memory (RAM) systems (2GB and lower)
If your settings affect quality in any way, create a new module or modify the existing modules if applicable, then add documentation for it at the modules docs page.
The first part of adding modules is a multi-step process in
- Add the module level alias(es) (
alias module_level "cvar1 1;cvar2 0). For every command in the module, all levels must set that command unless there is no impact at that level.
- Add the set module level alias(es) (
alias module=level"alias module module_level").
- Possibly adjust presets in
config/cfg/presetsto use the new module or levels to an existing module.
If you are adding a new module, you will also need to add a new
module entry in
You also have to add your new module or levels to
data/modules.json for download site support
Texture preload list¶
texture_preload_list.txt file is designed to tell Team Fortress 2 which
textures to load on startup.
Strip all nonexistent textures from the default one if there is a major
TF2 update, and then add your changes. Preloaded textures must be common
enough to warrant the extra startup time and memory usage.
scripts/client_precache.txt file is similar to the texture preload list, but it is for sounds and models.
Also similarly to the texture preload list, strip any nonexistent entries
and then add your changes, making sure that the entries in the precache are
common enough to warrant the extra startup time and memory usage.
The OpenGL shader pair cache is located at
This is a value store for each shader program, which is an indexed subkey. The first value
is the vertex shader name, the second is the pixel shader name, third is the vertex shader
static index, fourth is the pixel shader static index, fifth is the vertex shader dynamic index
and sixth is the pixel shader dynamic index.
These files specify what shaders the game should precache, as a base. It also saves encountered shaders
glshaders.cfg, which is precached on top of the base.
dxsupport_override.cfg and set hidden ConVars and other settings
according to hardware and DirectX level. Make sure there are no updates to this
file from the game repository (unlikely, was last updated in 2013) before making
Some ConVars are set from what the map author specified so we have to override them. This is currently done in modules.
DX Support overrides¶
Some ConVars cannot be set in-game, even with DX support definitions. Thus, some presets have custom packaging overrides to set the value in DX support.
Creating your pull request¶
Yay! You made your changes and now it’s time to send it off to be included in the config. Create a new pull request and name it something nice and descriptive! In your post, include an explanation of the changes, why you made those changes, along with any other information you find important.
Testing Config Changes¶
There are several steps it is recommended you take before making or accepting changes to the config. You can use Fraps or MSI Afterburner to get an FPS measurement of matches.
Use mastercoms’ new test benchmark to do basic testing on options.
After the results are positive with the benchmark, measure your average FPS in a
local 32 player bot match on
+maxplayers 32 in launch options).
After the results are positive with the local bot match, measure your average FPS in a filled casual match.
Generally you won’t have to do this, but you can generate VPK packages for all
presets and addons. Use the
package.sh script in the
dev/ folder. You can
learn more about the dev scripts in
To successfully package presets and addons you need:
- Installed TF2 and Steam with all dependencies
- bash and basic UNIX tools
- You must authenticate beforehand, for example using gh auth login, or the
- GNU parallel (optional)
Additionally, to generate No Tutorial addon, you will need to create a new file
mastercomfig-vars, containing the following:
#!/bin/sh export TF2_DIR="absolute path to your Team Fortress 2 directory"
This variable can also come from your system environment.
Release and announce scripts¶
If you want to test the scripts that upload to GitHub and/or announce in Discord,
append following to your
export DISCORD_WEBHOOK="Discord webhook for release notifications"
These variables can also come from your system environment.
Code of Conduct¶
As a member of the mastercomfig community, to foster a more welcoming environment, you must abide by the Code of Conduct.