Octalblock
Account Details
SteamID64 76561198152736160
SteamID3 [U:1:192470432]
SteamID32 STEAM_0:0:96235216
Country United States
Signed Up June 30, 2016
Last Posted November 22, 2024 at 6:22 PM
Posts 55 (0 per day)
Game Settings
In-game Sensitivity 1.125
Windows Sensitivity 3
Raw Input 1
DPI
1000
Resolution
1920 x 1080
Refresh Rate
240
Hardware Peripherals
Mouse Logitech Superlight 2
Keyboard HyperX Alloy Elite 2
Mousepad Some random world map mousepad
Headphones Meze 99 Classics
Monitor Smasnug 240 hurts
1 2 3 4
#412 Wut hud/crosshair/cfg thread in Customization
bijlolhttps://youtu.be/2Uu-JH1P3WE anyone got this hud? or is it some creation of his own and unreleased

It's either an old version of grapehud or goathud, I can't remember.
There's supposed to be a minmode version of the HUD that moves everything to the corners of the screen.

posted about 4 years ago
#1950 mastercomfig - fps/customization config in Customization

Don't know if this is relevant, but I've messed around with the launch option: -r_emulate_gl and my game seems to render particles way faster than if it were to not have the option in the first place. I don't quite know everything about the command, but it seems to (not fully sure) render particles in a way that makes it seem as if its rendering on a different part of TF2 itself, but still rendering them nonetheless, it seems to speed up alt-tabbing between programs under fullscreen (depending on window scaling, for example using the same window size as your monitor makes alt-tabbing a breeze), and some HUD elements seem to render slightly better (in terms of performance and quality).

Again, I haven't tested everything but it seems to help DirectX run the base game (models, the world, and some HUD elements) normally and then let OpenGL render the rest.

posted about 4 years ago
#7 4:3 stretched on intel graphics card in Q/A Help

Open the "Run" dialog (Win + R) and type "desk.cpl" (without the quotes of course) and press enter.
You should open your display settings.
Click the "Advanced Settings" link and a new window should open.
Go to the last tab at the top (should be named something like "Intel (R) HD Graphics Control Panel").
Then change the "Scaling" item to be "Maintain Display Scaling".
Click OK, and close the control panel.
Now, open your TF2 launch options and change the size of the game's window to be in a 4:3 or 5:4 resolution.

-full -w 1024 -h 768

This is my recommendation.

You should be good to go.

posted about 4 years ago
#2 Game crashing on startup in Q/A Help

My best advice would be to update your video drivers. But I don't know what else to say.

posted about 4 years ago
#10 TF2 voice chat delay in Q/A Help

I think it's just a quirk with TF2 and how it uses custom designs and ui's for things like the voice chat.

posted about 4 years ago
#23 MAJOR TF2 update for 12/16/19 (Smissmas 2019) in TF2 General Discussion

I can't be mad that we're getting some kind of content added to the game, but I can be mad at the fact that I think they're pushing this game under the rug and trying to make sure no one brings it up.

posted about 4 years ago
#4 Smissmas 2019 update in TF2 General Discussion

The more updates we get that aren't the heavy update, the more sad heavy becomes

posted about 4 years ago
#13 Opinions on Delfy? in TF2 General Discussion

Delfy is practically the most active TF2 YouTuber I know, can't think of anyone else besides Sin (nislt). The problem used to be that he would post the exploit to his channel before they were fixed, then servers with the specific exploit were flooded with players trying to do it. Then when Valve fixed that, another came along and so on and so forth.
Honestly, he's cleaned up a little and has since had a personal "rule" where he would only post exploits that were patched/fixed or harmless to an extent. Other than that he's.. ok?

I'm not subbed, but he does post more videos than even some major tf2 players.

posted about 4 years ago
#164 Transparent Viewmodels in any HUD in Customization
GizmoThen use my link. Is it really so hard to scroll up?

If by "up" you mean "back a page", then no, I don't see a use in sifting through pages for a download link to something when it's kind of expected for a download link to be fixed especially if it's a somewhat popular and ongoing thread. Other than that, I apologize for me being lazy I guess.

posted about 4 years ago
#162 Transparent Viewmodels in any HUD in Customization

It appears that the transparency files download seems to be either missing or eitherwise, I'm getting a 404 over here.

posted about 4 years ago
#6161 HUD editing: short questions, quick answers in Customization
JWBI really like the colours/fonts of OMP Hud but I have a couple of issues with it. Firstly, I'd like to maybe move the Killstreak counter to the very corner of the screen and/or make it smaller, as right now it's pretty big and distracting. My main issue though is that when the hud is not in minmode, the health/ammo values are wayyyy too big but when it is in minmode I don't like how close to the crosshair they are. Ideally, it would be nice if the values could be the same size as they are in minmode but in the location of non-minmode (or perhaps a little further up/closer together, but not as close to the crosshair as they are in minmode). I've barely ever edited hud elements before so if someone could give me some pointers as to where to begin that would be greatly appreciated.

You can start by going here for where to find nearly everything: https://github.com/JarateKing/TF2-Hud-Reference/blob/master/2-LISTS/Filelist.md
And then going here for the basic tutorial on how to create a HUD: https://github.com/JarateKing/TF2-Hud-Reference/blob/master/2-LISTS/OtherTutorials.md

posted about 4 years ago
#2 hitreg trouble in Q/A Help

Try this config, it should help quite a bit.

// Number of command packets sent to the server per second.
cl_cmdrate "25000"

// Interpolate x seconds from game (0.02 = 20ms)
cl_interp "0"

// Sets the interpolation amount (final amount is [cl_interp_ratio / cl_updaterate]).
cl_interp_ratio "1"

cl_lagcomp_errorcheck "1"

// Perform server side lag compensation of weapon firing events.
cl_lagcompensation "1"

cl_localnetworkbackdoor "0"

// [0] It reuses prediction data from the previous frame that can be slightly off for the server.
// That value comes from 1.5 / 66. This is so that you aren't always relying on one snapshot to make it to your client on time.
// https://www.teamfortress.tv/42867/mastercomfig-fps-customization-config/?page=35#1024
// [1] Optimize for not copying data if didn't receive a network update.
// [2] '' And for not re-predicting if there were no errors.
// Best to use 2 for shots to land better on higher ping servers.
cl_pred_optimize "0"

// Don't know if this matters much, but I guess it should help?
// Haven't seen any difference nonetheless.
cl_predict "1"

cl_predictweapons "1"
cl_SetupAllBones "1"
cl_showerror "0"

// If set to 1 attempts to smooth the view after prediction errors.
cl_smooth "1"

// Time over which to smooth the view after prediction errors if cl_smooth is enabled.
cl_smoothtime "0.1"

// Amount of time (in seconds) that the game tries to reconnect to the server. (Auto-disconnect dialog.)
cl_timeout "5"

// Number of packets per second you are requesting from the server.
cl_updaterate "25000"

Keep in mind, this is a general use script, so some settings might need to be adjusted accordingly.

If anyone who knows better about this, please try to verify this and see if most of these are necessary or not. As far as I know, these work just fine for me and my internet isn't really the greatest.

posted about 4 years ago
#35 Quake like graphics on ATI card in Customization

Necro

Anyone know a method to get this to work for Intel?
Strapped for cash unfortunately and I've looked into several threads with little to no luck.
Configs are out of the question since I made my own config for my own computer's settings/performances.

posted about 4 years ago
#3 broken hit/kill sound in Customization

A. Make sure these commands are set to a number you'd feel comfortable with. I recommend the following:

// > Hit and killsounds
tf_dingaling_lasthit_pitchmaxdmg			   50			// High damage, low pitch
tf_dingaling_lasthit_pitchmindmg			  140			// Low damage, high pitch
tf_dingaling_pitchmaxdmg				   50			// High damage, low pitch
tf_dingaling_pitchmindmg				  140			// Low damage, high pitch

Otherwise, make sure your hitsound isn't just a bass note.
I hate to be rude, but with the previous comment, yes, don't be stupid.

posted about 5 years ago
#6158 HUD editing: short questions, quick answers in Customization
Clarknvm, fixed

Would you mind posting your problem and your solution to help those who may have had the same problem?

posted about 5 years ago
1 2 3 4