Difference between revisions of "Team Fortress Wiki talk:Weapon Demonstration"
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::::http://youtu.be/QMnWI5DL4zo — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 13:47, 1 April 2012 (PDT) | ::::http://youtu.be/QMnWI5DL4zo — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 13:47, 1 April 2012 (PDT) | ||
:::::Is good, please tag~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:01, 1 April 2012 (PDT) | :::::Is good, please tag~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:01, 1 April 2012 (PDT) | ||
− | :::::If I can just butt in, the video doesn't highlight (or did I miss it?) the way the cloak meter works; i.e. the fact it only reloads 35% from med/max crates and the fact it always drop to 40% if above when uncloaking. | + | :::::If I can just butt in, the video doesn't highlight (or did I miss it?) the way the cloak meter works; i.e. the fact it only reloads 35% from med/max crates and the fact it always drop to 40% if above when uncloaking.[[User:Neck|Neck]] 15:15, 1 April 2012 (PDT) |
= Need to be redone = | = Need to be redone = |
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Weapons that need to be done
Cozy Camper
New weapon. - JhonnyKiller45 17:28, 15 March 2012 (PDT)
Darn I wanted to be the first to report this. You win this round.--Magnum Force-Enforcer 18:10, 15 March 2012 (PDT)
- The usual things:
- Show that the backpack only offers the attributes while scoped.
- Taking damage from hitscan weapons while aiming scoped
- Also bleeding and afterburn
- Knockback from weapons scoped/unscoped
- Explosions knock the user into the air, forcing you to unscope.
- Move speed scoped/unscoped
- Taking damage from hitscan weapons while aiming scoped
- However, I'm not sure how the effect applies to the Huntsman since there is no scope feature as compared to the other Sniper Rifles. A separate clip perhaps?
- Upgrade 19:29, 15 March 2012 (PDT)
- It does affect the Huntsman, there's a reason the stats say aiming rather than scoping. When you pull the arrow back you move slower and there is some flinching with the huntsman that is removed with this weapon. - Devozade 04:45, 16 March 2012 (PDT)
- I made the video, click here to download it. My YouTube account doesn't allow unlisted videos, but I did upload it as a private video to test it, and will work the exact same way as any other demonstration once uploaded. Hope it's what you guys were looking for. - Zippy 03:23, 22 March 2012 (PDT)
- The point of uploading to youtube is not just to see how it would look like once uploaded, but also for convenience and so that those who want to watch it don't have to downlaod the (often huge) original file and can instead stream a lower-quality version. The original file wasn't large for this one so I downloaded it, but for further videos please upload them~ Upload as public or create a new account which will let you upload as unlisted.
- Now, for the actual video:
- Shows all it needs to show and in the right order
- Loadout view should be rotated so that we can see the sniper's back
- Text labels are too big; check examples like Rocket Jumper (0:54) for the right font size
- Clips should not start zoomed in (0:06, 0:33)
- Clips should be synchronized (walk and scope at the same time in both clips at 0:17 and at 0:24)
- Lack of crosshair during all the video (or perhaps it is of a non-default, almost-zero size?)
- Pyro clip suffers from the duplicated-sound-at-the-same-time effect with the fire sounding pretty bad; mute one of the clips while the pyro is shooting the flamethrower (not afterwards)
- Relative audio volume is off; the game's volume is too low compared to the BGM. Watch other weapon demonstration videos to get an idea of how loud it should be. Normally, simply setting the game's own audio options to full volume should be the right volume
- Last but not least, pacing is off compared to other videos: Clips start and end very quickly but there are semi-long fades between them. Make sure there is at least 1.5~2.5 seconds of not-doing-anything-ness at the end of every clip and at the beginning of every clip, and keep fades to less than ~0.5 seconds
That should be all, thanks~ — Wind 11:26, 22 March 2012 (PDT)
- I updated the video:YouTube - Download
- The download is insanely larger than the first one, being 168 MB. - Zippy 07:56, 23 March 2012 (PDT)
- Perfect, thanks~ — Wind 10:54, 23 March 2012 (PDT)
- cl_hud_minmode — Armisael (T | C) 13:23, 23 March 2012 (PDT)
- Herp, I missed that >: Sorry Zippy — Wind 13:25, 23 March 2012 (PDT)
- I caught that just before you guys posted. The fixed video is right here. It's the same as the first video, but with the HUD fix and the labels now fade out correctly. I'd upload it to YouTube again but it keeps giving me php errors right now. - Zippy 15:49, 23 March 2012 (PDT)
- http://youtu.be/CCCSc91sxP0 A link to said video. — Armisael (T | C) 20:21, 23 March 2012 (PDT)
- Yay, thanks~ — Wind 23:28, 23 March 2012 (PDT)
- The fades after the Pyro part and before the Soldier-shotgun part were mismatched in that video, I fixed that in this new video if you want to reupload it. Youtube's upload feature still doesn't feel like working for me, although all I did was fix the fades. - Zippy 17:18, 24 March 2012 (PDT)
- I caught that just before you guys posted. The fixed video is right here. It's the same as the first video, but with the HUD fix and the labels now fade out correctly. I'd upload it to YouTube again but it keeps giving me php errors right now. - Zippy 15:49, 23 March 2012 (PDT)
- Herp, I missed that >: Sorry Zippy — Wind 13:25, 23 March 2012 (PDT)
- cl_hud_minmode — Armisael (T | C) 13:23, 23 March 2012 (PDT)
- Perfect, thanks~ — Wind 10:54, 23 March 2012 (PDT)
Cloak and Dagger
I've started out with a simplistic version of this. I show it in the loadout, then turn it on in First person. After waiting a few seconds to demonstrate the cloak doesn't drain when standing still, I walk around in a circle to show that it drains by moving. I walk over an ammopack both cloaked and uncloaked to demonstrate that picking up ammo doesn't recharge it. I walk around uncloaked a bit to show it recharges when moving uncloaked. Finally, I walk into an enemy medic to show that it will show an outline if you walk into an enemy. How's that? — The preceding unsigned comment was added by Dr. Huxley (talk) • (contribs)
- Take a look at the Invisibility Watch demo for things to show too. You need to show things like the Dispenser not recharging it, that it hides teleporter trails, etc. Also, make sure to demonstrate:
- Drain speed is proportional to walking speed (move while crouching, move while jumping, etc)
- When drained, the cloak does NOT auto-uncloak like the other watches, but stays in the "outline" mode (walk around cloaked until out of it, then keep running)
- Has less cloak than the regular invisibility watch (Many people don't know this one for some reason); do a split-screen walking from one end of the room to the other (and back, if needed), with one side C&D and the other using the IW. Show that you can run farther in one charge with the IW, but you can still keep walking in "outline" mode with the C&D.
— Wind 04:31, 16 March 2011 (UTC)
- Righto, I'll redo that and keep that in mind. I don't see the need to almost completely redo the original Invis. Watch video though, but if that's what you mean, I'll do it. Dr. Huxley 04:55, 16 March 2011 (UTC)
- Before you do that, please post the video you made so far, just to check if it meets the technical requirements. This is just a check, because if it doesn't, then both your and my time will go to waste D: — Wind 05:07, 16 March 2011 (UTC)
- Righto, I'll redo that and keep that in mind. I don't see the need to almost completely redo the original Invis. Watch video though, but if that's what you mean, I'll do it. Dr. Huxley 04:55, 16 March 2011 (UTC)
I think it should have triple splitscreen showing the draining amount when youre falling/jumping, running and crouch-walking. --SandeProElite 18:57, 3 May 2011 (UTC)
Here's my first draft at this video. I thought it might be good to 'throw everything in' so to speak, to make it easier to see which parts to cut; it's intentionally long. http://www.youtube.com/watch?v=sDWesVeLOYY i-ghost 23:03, 18 March 2011 (UTC)
- The main aspect of the C&D is movement-dependent cloak drain/regen, and I feel that this video doesn't show that obviously enough. It is demonstrated at the beginning but quickly and without transition between "states". Take your time, wait at least 1 seconds before (and after, if it applies) changing direction/crouching/standing up, etc. Also, it needs to demonstrate that it regenerates while uncloaked+moving.
- As for what should be cut, I think the teleporter destruction part can be left out, as well as the cloak+disguise demo from 1:20 to 1:50. Also a pretty important thing is to show the enemy's vision of the cloak; for the regular IW, it was fine to use the engineer's voice commands to indicate vision/not-vision, but here it is not because the spy can be either invisible, visible, or semi-visible, but what is shown here is from a BLU perspective, so we see the spy all the time. So what I'd suggest to do is to respawn the Engineer mid-demo (while you're not looking in his direction) and record things from his POV; then use that as the central video during the last part instead of a third person view. Yes, this requires him to be a human player or to use a SourceTV demo, but I believe it's worth it :3 Also, since it's a long demo, feel free to do it in multiple parts joined together with fades, too. It's frustrating it is when you do everything right except one small little thing at the end of the take... Doing it in multiple parts helps — Wind 00:54, 19 March 2011 (UTC)
- I believe that two things are missing from your video.
- The C&D decloaks slower than the normal invis watch, and it also makes more noise. Smurfton 18:52, 12 October 2011 (PDT)
Dead Ringer
Hello, guys! Now I'm working on Dead Ringer demonstration, and I have some questions about it:
- what kind of the possibilities of Dead Ringer must be shown
- there must be only 1'st person view or 1'st and 3'rd?
Well, thats all about what I want to ask you Gringo perm 17:35, 12 February 2011 (UTC)
- Alright:
- First, that it doesn't make you invisible when you activate it
- Can only be activated at full charge
- Activates on hit
- Doesn't remove teleporter trails (I think...)
- Has "Super cloak" (doesn't show outline when bumping against enemies)
- Makes loud sound on uncloak
- Can be recharged by ammo pack and dispensers while cloaked but extra cloak time is not "Super cloak"
- Disguising as an enemy makes you drop the spy corpse on trigger, while disguising as an ally makes you drop that class's corpse on death
- Can be self-triggered by fall-damage
- Can be used to extinguish fire
That's all I can think of~ And yes, there will probably have to be third-person views (and views from the enemy side, in order to show the corpse drop for example). This is a tough demo that I don't think can be pulled off using bots alone — Wind 18:55, 12 February 2011 (UTC)
I would also suggest that having really low HP (i.e. 1 or 2 HP) will not bail you out from heavy-hitting weapons, even with the Dead Ringer out. Maybe make an example of the Decloaking sound, noting that it's much mroe louder than the Invis Watch or Cloak & Dagger. Lancer anti-tank Rocket 11:00, 15 February 2011 (UTC)
hey guys i made the dead ringer movie if you find any mistakes pm me. if it's good tell me and i'll upload it. hope you'll like it :) Link. —StrongTube1 13:39, 10 March 2011 (UTC)
- First, please upload it to YouTube as unlisted like the submission guidelines say~
- Second, this video has quite a lot of problems, some technical and some content-wise. I'll only list the technical ones first so that you focus on these first, because no video can be accepted if they don't fit those:
- Video is letterboxed (has black bars on top and bottom)
- Video looks scaled up (as if it were recorded at a lower resolution and enlarged)
- Framerate is a bit sluggish sometimes, especially when a new model is loaded (getting killed, or taking out the dead ringer)
- There is "www.fraps.com" on top of all the video
- Knife crit animation not playing (though you shouldn't need to backstab anything in this video since it's demonstrating the watch, not the knife)
— Wind 21:47, 10 March 2011 (UTC)
- Well, here's my take on the Dead Ringer. Download here. --Akuago220, The Jungle Expeditioner 07:10, 19 September 2011 (PDT)
- Pretty damn good :3 But as you can guess, it ain't perfect yet~
- Framerate is low during the first few seconds. I'm guessing it's Fraps, it just starts recording stutter-y and then it gets better. Just wait a few seconds before starting your actual run-through
- I think that's a custom crosshair color... Seems a bit darker than the default one. I may be wrong though
- Turn on critical hits for this demo (tf_weapon_criticals 1) so that the backstab animation plays and the Knife viewmodel animation works (and cross your fingers that the bots aren't going to get crits during recording)
- Something like the clip at 1:39 should be part of the first clip, too. Maybe get someone to be the Soldier so that you can have his POV. It's important the the viewer knows what the Dead ringer looks like to both parties early on, with all three disguise possibilities (no disguise, enemy disguise, friendly disguise). So, summary of the first clip: Get a human to be the soldier and recording. Get him to shoot at you with the dead ringer active but no disguise. Stare at your corpse, then back at him, let cloak run out. Wait for cloak to recharge completely, disguise as RED, re-activate the dead ringer. Soldier shoots again, perhaps this time he can also shoot a second time like the current clip, to show that rockets are still blocked and that you take (reduced) damage. While you're invisible, also try to pick up your fallen disguise weapon to get a boost. Uncloak when cloak depletes. Then, wait for full recharge again, disguise as BLU, activate dead ringer. Soldier shoots again (and reloads), and this time try to uncloak when the cloak meter is not fully depleted (to show that you can). Then move on with the Pyro and the Medic, like the current clip does quite well.
- On every dead ringer activation, make sure to always take a moment to stare at your corpse, like you did at 1:12
- This is just a minor aesthetic remark, but at 1:17, it's preferable if you switch in one shot (use the number keys) instead of scrolling through weapons
- 2:27 is hilarious and perfect
- Leave the teleporters at level 1 so that they emit less light. They're kind of obnoxiously bright at they are, which I'm guessing the map is to blame here as well
- The same way the non-blink-ness of the cloak is demonstrated at 2:50, the blinkiness of the cloak should also be demonstrated when it's extended by dispensers or ammo packs. This could be merged with the last clip with the dispensers and teleporters. If it is merged, then might as well merge the non-blinkiness as well. You can do this in a single dead ringering, too: get shot at, poke him a bit to show it doesn't blink, let the cloak almost run out, run to the dispenser, get recharged a nice bit (at least 50%), then go back to the engineer and show that now it does blink.
- Audio glitch at 4:17 (dead ringer noise is doubled)
That should be all~ The structure is nice, usage of the new map is nice, content is there. Good luck :3 — Wind 22:51, 19 September 2011 (PDT)
I see. Well here are two things I need to refute:
- I've always had that crosshair color for all of my demonstrations, even the one for the Cow Mangler, yet you accepted that one just fine.
- Getting my friend to send me a 300+ MB clip will deem too time-wasting on both of our parts. Maybe for the second clip, I can demonstrated all 3 different POV segments you suggested, with a Scout still to show the corpses in one piece rather than gibbed; the point of the first clip was just to show how the DR works, how it extinguishes fire, and what kind of ammo can replenish it.
That is all. I'll get back to it later today. --Akuago220, The Jungle Expeditioner 07:56, 20 September 2011 (PDT)
- Well I'm probably wrong for the crosshair then~ You could have your friend send you a demo file instead of a recording, too. It'll be much smaller, and no loss of quality due to re-encoding it — Wind 20:44, 20 September 2011 (PDT)
I made a Dead Ringer Demonstration myself. Here is the link. I realize that the training video music is not in the video, but I can fix that if somebody tells me how to put it in. It's a mystery to me how I'm supposed to get in to the file it's in. Spam90675 13:50, 29 October 2011 (PDT)
- The video is private, I cannot see it — Wind 14:02, 29 October 2011 (PDT)
Oops, here's a retry. Link Spam90675 14:13, 29 October 2011 (PDT)
- Still private ._.; Try accessing it after logging out — Wind 14:16, 29 October 2011 (PDT)
One more try. Link Spam90675 14:19, 29 October 2011 (PDT)
- Nice try, but quite lacking >:
- Video is not HD. Must be at least 720p
- Criticals are off. If you are going to backstab people, you need to turn them on after running weaponref.cfg, so that the backstab animation plays correctly
- HudDamageAccount.res is not installed
- The Dead Ringer has no taunt, so don't taunt
- Don't do unnecessary movement (crouching/jumping/weapon switching) when there is no reason to do so
- Have the mouse cursor shown in the backpack screen
- I highly recommend following Akuago's video above. It shows a lot more information
Good luck :3 — Wind 14:34, 29 October 2011 (PDT)
Alright, I'll make sure to try and fix everything. What should I do between the time it takes for the Ringer to refill? And how woudl I put an Ammo box in the map? Spam90675 14:38, 29 October 2011 (PDT)
- Using the
ent_create
command. Read the project page, it has all the commands you need. But right now, it'd be better if you could just record a 10-seconds-ish clip of pretty much anything, just to make sure that you can record in HD and with the right graphics settings, so that all your work doesn't go to waste if you can't :3 After that, folow Akuago's video (taking into consideration all the points I wrote about it just above) and it should be good — Wind 14:54, 29 October 2011 (PDT)
I have two minor problems: The mouse cursor won't show up normally, so I need to know what to do to make it show up. There is nothing ont he page that describes how to have it appear or the fact that it has to be there. The other thing is that WeGame won't upload in any higher resolution unless I pay for the membership. I can upload it to Youtube in 720, so that isn't a problem. I just need to know if the resolution it's at right now is okay. Spam90675 15:51, 29 October 2011 (PDT)
- The resolution you uploaded at is (something)x360. The resolution you must upload at (and record at, obviously) is any 16:9 resolution that has at least 720 vertical lines. I cannot know if the resolution you are recording at is okay, because all I can see is what youtube says.
- I don't know how to show the mouse cursor in WeGame, as no one really uses that because of the usually horrible quality it has... It's not written on the page that the cursor has to be there, but it does mention mouse movement, so that kind of implies it. I'll edit and make that more explicit — Wind 16:22, 29 October 2011 (PDT)
Thank you for informing me about all this, I am currently trying out everything to make the video better, and now the only problem I have is the Cursor, which is minor at best. I'll probably republish the video when I finish improving it. Also, if anybody has any information on how to get the cursor to show up in the meantime, it'd be great. Spam90675 16:27, 29 October 2011 (PDT)
- It's ok if you can't, it's not a huge deal — Wind 16:42, 29 October 2011 (PDT)
- Well, I finished a better version of the video, that covers the following in order:
- Can't be activated unless damage is done
- When Damage is done, cloak is created
- Corpse is created when cloak is triggered
- Can sustain massive damage while cloaked
- Cloak length
- When disguised as a Friendly, Corpse will be of the Class disguised as
- Cloak can be filled while being used
- When at low health, still possible to be killed
- Can sustain massive damage (again)
- Can not attack when out
The video is still being processed. Here is a link to the download. I'll try and fix the cursor problem if and when I found out how, otherwise, I think I did pretty good, aside from the stall in-between disguising as a Teammate and being hit by flames. Also, I would like to Reserve making this video, so I don't have to worry about someone else making a better version if I have to fix mine. Spam90675 17:39, 29 October 2011 (PDT)
- Oh, look, the video finally finished uploading. Link. I realize that it is still at 360p, but I am going to fix that as soon as possible. Spam90675 18:04, 29 October 2011 (PDT)
- This is better in terms of coverage, could be better in terms of rhythm (take it slow~ Look at other weapon demonstration to get an idea of how slow you should be while demonstrating); but right now I'd like you to focus on the video quality only. The reason is that since the final video should be HD, there is no need to make a big effort improving on the existing video until quality is up to par :3 So just make a random clip (~10 seconds) with the required quality before doing anything else — Wind 18:33, 29 October 2011 (PDT)
Well, I fixed the problem with Quality, earlier it wasn't working with me, but now the video is in 720p. Link. All I need to do now in terms of major problems is figure out how to get the TF2 Instruction Mp3s and put them into the video. Is there possibly someone who has a link to download the first one? Spam90675 18:45, 29 October 2011 (PDT)
- This is not real 720p :( It looks very blurry compared to real 720p. Look at another weapon demonstration in 720p and compare to your video and you will notice that this one is much clearer. This can be caused by one or both of the following:
- Your rendering settings are very low in terms of quality or bitrate, causing the video to have the required resolution but sub-par quality
- Your footage is not 720p in the first place, but is being stretched up to 720p
— Wind 19:57, 29 October 2011 (PDT)
- As I said before, WeGame requires you to pay for a membership to use the best Definition. Unless someone either has a way to get it to it's best resolution or lend me the money, that's as best as it's going to get. Spam90675 20:11, 29 October 2011 (PDT)
- I thought that was for uploading only... Well, that's some poor marketing decision they made then. Guess you gotta go with something else~ — Wind 20:55, 29 October 2011 (PDT)
- Well, if you watch the video in 720p, it's much less blurry. Otherwise, I'm not sure how to get it to work well. How do you get your Demo videos so polished? Do you use a certain capture device?
- Most people here use Fraps, as mentioned on the project page. Otherwise, you can use TF2's built-in Source Recorder. And yes, I was comparing both videos' 720p versions, of course — Wind 21:14, 29 October 2011 (PDT)
- Well then, I have two questions: 1. Do you actually need a Full version of Fraps that is paid for? If so, then you can only make videos if you can afford the Movie capture upgrades. The second question is: is it possible to explain that you can use the Source filmmaker and how to use it on the Project page? Meanwhile, seeing as nobody else has followed up on this, I might as well put the "Reserved by *me*" thingy up there. I don't plan on giving this up until I get the job done. Spam90675 20:11, 29 October 2011 (PDT)
- You do have to use the full version of Fraps, because the non-full one is limited to 30 seconds and puts a "www.fraps.com" label at the top of the video. You cannot use Source Filmmaker, as it is not included in TF2 anymore. You can use Source Recorder however; there's a full explanation here — Wind 21:25, 29 October 2011 (PDT)
- Well then, I have two questions: 1. Do you actually need a Full version of Fraps that is paid for? If so, then you can only make videos if you can afford the Movie capture upgrades. The second question is: is it possible to explain that you can use the Source filmmaker and how to use it on the Project page? Meanwhile, seeing as nobody else has followed up on this, I might as well put the "Reserved by *me*" thingy up there. I don't plan on giving this up until I get the job done. Spam90675 20:11, 29 October 2011 (PDT)
- Most people here use Fraps, as mentioned on the project page. Otherwise, you can use TF2's built-in Source Recorder. And yes, I was comparing both videos' 720p versions, of course — Wind 21:14, 29 October 2011 (PDT)
- Well, if you watch the video in 720p, it's much less blurry. Otherwise, I'm not sure how to get it to work well. How do you get your Demo videos so polished? Do you use a certain capture device?
- I thought that was for uploading only... Well, that's some poor marketing decision they made then. Guess you gotta go with something else~ — Wind 20:55, 29 October 2011 (PDT)
- As I said before, WeGame requires you to pay for a membership to use the best Definition. Unless someone either has a way to get it to it's best resolution or lend me the money, that's as best as it's going to get. Spam90675 20:11, 29 October 2011 (PDT)
It's not done yet? Mind if I take a turn at it? Consider it my gift for staying at the wiki for one year. :3 — Zhnigo 12:18, 13 December 2011 (PST)
- Reservations are only a suggestion — Wind 20:49, 14 December 2011 (PST)
Is demonstrating the fall damage really necessary? I mean we already know it feigns death on taking damage, so I don't think it's needed... AbeX300 15:36, 3 February 2012 (PST)
- It is necessary to show that the damage doesn't have to come from the enemy's fire; it can come from yourself. — Wind 15:26, 5 February 2012 (PST)
This demonstration seems to be a bit slow in the making. I'd love to put my work into it. If I were to record some demos (or all of the appropriate parts) and send them to someone, could someone else render them? I have a mac, and certain key characteristics (fade in, fade out, sound overlay, exporting .dem files) may prove tricky or expensive. I would still love to help, so if I were to get someone else to render and compile the videos, that would be great. I also feel like the dead ringer buisness should be shown in first and third person simultaneously, via split-screen. ≥My two cents≤ 04:30, 17 February 2012 (PST)
- Yes — Wind 15:16, 27 February 2012 (PST)
I may be interested in doing this one. My friend has a server so I may be able to use that. Should I just do Akuago's example, but with the fixes that wind recommended? KingofKoopas 13:32, 27 February 2012 (PST)
- Also yes — Wind 15:16, 27 February 2012 (PST)
Here's attempt 1. I hate to ask but try to be kinda more lenient on the ones with a human player. It took us an hour and a half to shoot just the opening and the sound demonstration. That being said, if there is anything major please point it out. http://www.youtube.com/watch?v=z_aIyWzq8U0 KingofKoopas 22:47, 27 February 2012 (PST)
After watching it again I think I want to re-do the first bit anyway. So point out any problems that we can fix during take 2. KingofKoopas 13:44, 28 February 2012 (PST)
- Quite a few things to fix; regardless of whether this one requires humans or not, such a demonstration is bound to require multiple takes. Anyway, here goes~
- Poor music mixing (0:58 - 1:02). Don't worry about that one too much until all the clips are good, because the length of the video may vary anyway
- Clip 2, the Pistol should be reloaded, as it is in Akuago's demo. This is not only to comply with reloading guidelines (always have gun reloaded at the end of the clip) but also serves a useful purpose here because, if done close to the moment the spy uncloaks, it gives a convenient way to compare the volume of the pistol reload sound (reference volume) to the uncloak sound.
- Pictures-in-pictures taking one full quarter of the screen is too large and hides the important stuff (like the corpses you're trying to show) throughout the video. Keep it smaller than that and add margins so that it doesn't touch the borders of the video; see Akuago's demo at 1:45 for example proportions
- When showing your own corpse, keep the future picture-in-picture in mind so that it doesn't get covered by it later on
- No false movements; this means things like 0:30-0:33 where you go in front of the pyro as if you're gonna get burned but in the end you don't, you stay with the soldier; or 1:32 - 1:35 where you look like you're about to poke the pyro with the knife but then you don't
- The pyro's flamethrower in the top right corner of the screen becomes a ghost and moves on its own from 1:19 to 1:21. Not sure if epic glitch or actual ghost, but definitely disturbing
- Try not to have important things hidden due to the HUD. For example, the pyro's flame is covered by its own nameplate and the dead ringer at 1:50, and pretty much all the time in the Engineer clip, as the Engineer name HUD thing combined with the visually noisy dead ringer viewmodel hides the entire face and wrench. Figure out an angle where it is clear the engie is wrenching you, probably by looking a bit downwards maybe
- Similarly, when resplenishing cloak at the dispensers, it is a good thing to look at the dispenser for a while to let the player read "built by friendly|enemy engineer", but after that it is more harmful than helpful because it blocks half of the viewmodel cloak meter
- When being struck by the engineer at 4:17 and 5:23, do not start moving and look away immediately; wait a second or so so that the viewer registers what happened. I know you're being clocked here since you want to show that the teleporter particles don't appear while cloaked, but a second less of demonstrating that is worth losing to a second more of "oh, engie just wrenched spy"-ness
- Watch the ground as you fall at 3:28; it makes it more obvious as to when you're about to hit the ground, and it's funnier because you see yourself fall onto the ground. Do keep the fact that you look around before you jump, however
That's it~ Thanks and good luck :3 — Wind 19:18, 28 February 2012 (PST)
- Thanks for the feedback. I'll do my best, but it's gonna have to be put off until next week. My team and I need to practice for week 6 of UGC so I won't be able to work on this video until next week. I had it recorded, then for some reason a few of the clips had the mumble overlay in them, so I had to scrap them. Sorry, :/ KingofKoopas 23:21, 28 February 2012 (PST)
http://youtu.be/nqaiRVeumzc I don't like the soldier's POV in the first clip (though I don't have better ideas for what to do). The scout pistol clips were dropped because that stuff is in the soldier's PoV and in the blink clip, but I'm not sure if I like that. Also, it needs to show that sentries don't target you when you're cloaked, but I'm not sure where to put that. — Armisael (T | C) 13:07, 29 March 2012 (PDT)
- Here goes (Assuming the lack of music and mis-timed transitions/console showing/etc are just due to WIP-ness):
- The scout pistol clip is supposed to show the sound at different distances (that's why the music fades at that point). The Soldier clip does not show this at all (since it's just at one distance) and doesn't do so accurately because the video audio contains audio from both the soldier's and spy's point of view
- Look at your own corpse for every single fake death
- Feel free to decrease Soldier FOV
- Initial flame is invisible at 1:27; it looks like the spy just spontaneously combusted
- If the damage reduction is in its own clip, perhaps that clip should be split-screen against a non-cloaked spy
- Don't start with 110 HP
- Bump into the scout harder (as in multiple times); otherwise, with only one "shimmer" bump, someone would just think it is random or after you pick up ammo sometimes, instead of being based on time
- Don't walk backwards on dispensers. You indeed have to look away from them when refilling the meter because otherwise the HUD element blocks the cloak meter, but don't look away from them while approaching them
I think that's it, but I'm sure this won't be the last >> This demonstration is also notorious for its difficulty, as the sheer size of this section of the page may suggest — Wind 15:48, 29 March 2012 (PDT)
- http://youtu.be/L1doBKtldV8 ~45 minutes to upload completion. — Armisael (T | C) 20:52, 29 March 2012 (PDT)
- Is good (save the obvious pistol clips with shaky reload), now poot some actual editing on here~ — Wind 12:02, 30 March 2012 (PDT)
- http://youtu.be/u96hW_MCfi4 — Armisael (T | C) 15:48, 31 March 2012 (PDT)
- All fine, only the part with the pyro from ~1:00 till ~1:40 should also be done in split screen. To show that he is partly visible the same way like he would be with the normal invisible watches. And also to show that it doesnt protect you from afterburn like the spy-cicle. Sounds obvious yeah but i think it should be shown. TheDoctor 16:01, 31 March 2012 (PDT)
- http://youtu.be/u96hW_MCfi4 — Armisael (T | C) 15:48, 31 March 2012 (PDT)
- Is good (save the obvious pistol clips with shaky reload), now poot some actual editing on here~ — Wind 12:02, 30 March 2012 (PDT)
- http://youtu.be/L1doBKtldV8 ~45 minutes to upload completion. — Armisael (T | C) 20:52, 29 March 2012 (PDT)
- Things~
- Music should fade out, not a sudden cut like this
- To accurately isolate the uncloaking sound, ensure that there is at least one second of silence before and after the dead ringer's uncloaking noise; this includes the spy's death scream and the pistol reloading sound
- Damage reduction comparison clip has different color balance than the other clips
- In the right half of the damage reduction comparison clip, the spy's sustained damage isn't all within the "overtime" time; some of it is still within the cloak time and therefore has the damage reduction on. This is visible by the fact that the cloak doesn't shimmer on hit. Put 2 or 3 ammo crates to ensure that all the damage he receives is within "overtime" time
- Damage reduction comparison clip should come after the "bump into scout in overtime makes you visible" clip
- Fall damage triggers cloak clip should probably be the second clip of the video, or at least not at its current position because it has little commonality with the surrounding clips
- It indeed would be nice to have a picture-in-picture for the pyro too but I don't think that's too critical to be worth a redo of this long clip
— Wind 16:04, 31 March 2012 (PDT)
- http://youtu.be/QHHN9t4omP0 — Armisael (T | C) 08:46, 1 April 2012 (PDT)
- In the split-screen heavy damage clip, the death cam should be shown in full (not interrupted in the middle of the camera transition) — Wind 12:05, 1 April 2012 (PDT)
- http://youtu.be/QMnWI5DL4zo — Armisael (T | C) 13:47, 1 April 2012 (PDT)
- Is good, please tag~ — Wind 15:01, 1 April 2012 (PDT)
- If I can just butt in, the video doesn't highlight (or did I miss it?) the way the cloak meter works; i.e. the fact it only reloads 35% from med/max crates and the fact it always drop to 40% if above when uncloaking.Neck 15:15, 1 April 2012 (PDT)
- http://youtu.be/QMnWI5DL4zo — Armisael (T | C) 13:47, 1 April 2012 (PDT)
- In the split-screen heavy damage clip, the death cam should be shown in full (not interrupted in the middle of the camera transition) — Wind 12:05, 1 April 2012 (PDT)
- http://youtu.be/QHHN9t4omP0 — Armisael (T | C) 08:46, 1 April 2012 (PDT)
Need to be redone
Bazaar Bargain
Only one head is lost on misses and bodyshots
Apparently valve merely made public the changes to this back in october, so this doesn't need to be redone. — Armisael (T | C) 09:33, 12 January 2012 (PST)
- I don't think so, I think only do in backpack view and combine it to old video because description was change. Hinaomi 00:27, 13 January 2012 (PST)
Black Box
Done but need to redone (Need pyro view that can get heal when hit enemy with reflect Black Box's rocket) I think it should show that the Pyro does get the +15 health bonus. Currently you can see the tiny health crosses over the Pyro, but a short demonstration from the Pyro's view would be better imho. — The preceding unsigned comment was added by LeGenD`RaGe (talk) • (contribs)
- Not a very critical change but OK — Wind 20:50, 8 October 2011 (PDT)
- To point out--this is tricky, since it requires two players to do the recording. ≥My two cents≤ 04:32, 17 February 2012 (PST)
- Also the clip at 0:08 is not very clear that damaging more than two players will grant the user +15 health per enemy hit. Upgrade 19:19, 15 March 2012 (PDT)
- To point out--this is tricky, since it requires two players to do the recording. ≥My two cents≤ 04:32, 17 February 2012 (PST)
Detonator
Show pyro reflecting the projectile It's kinda funny how the only class that can reflect projectiles doesn't show the ability to do so in this video. Upgrade 22:41, 7 March 2012 (PST)
- http://youtu.be/HfhU6srRe4M — Armisael (T | C) 14:25, 24 March 2012 (PDT)
- Just my luck, I actually did my version of this demonstration, too. Although I showed that you can still detonate the projectile even after it gets deflected. Download it here. --Akuago220, The Jungle Expeditioner 17:28, 24 March 2012 (PDT)
- And it's also in one clip, is good~ Thanks — Wind 11:11, 25 March 2012 (PDT)
Disguise Kit
Show disguised reloading for all classes and voice commands Not to make a long video even longer, but it would be a good idea to extend the action at 0:39 and apply it to all classes with reloadable weapons (similar to 0:56 in the Electro Sapper Demo) like in the video shown on the Disguise page (http://www.youtube.com/watch?v=IUJATkPjjUE). The weapon switching should also be carried over for all disguised classes for sake of completeness.
Also, the video should show how you can use voice commands to "speak" as the person on the enemy team in the text chat.
Lastly, even though it was "demonstrated" in the training mode, during the scene at 2:25 it might be beneficial to show how your knife will be raised in a backstab position within range of an enemy player disguised as a friendly player. However, I do not know if this should be included here or with the knives. This would be similar to how all flamethrowers show the same spy-checking ability.Upgrade 23:29, 8 March 2012 (PST)
- I think that would make it too long for little improvement other than comprehensiveness (which, for I feel it needs to be restated, is a desirable property but is not the main goal of weapon demonstration) — Wind 12:07, 9 March 2012 (PST)
- It also doesn't show that a cloaked Spy doesn't reduce his speed to match his disguise, is that important enough to include? Toomai Glittershine 18:32, 9 March 2012 (PST)
- That would be a good thing to note, yes, but worth redoing the demonstration? ... Not sure. Maybe, if anyone feels like doing it — Wind 18:51, 9 March 2012 (PST)
- I believe that Wind said that the voice commands were not necessary to demonstrated. I also think the "all reload" is not necessary, because well, there are a crapload of them (and I feel it's unlike the sapper one, which is a simple one per class). It's kind of unnecessary considering that fact that we only had to demonstrate that However, the backstab knife animation (while disguised) could be added. I can do it again I guess, I have the video files from my last attempt... not anytime soon though TFHK 04:35, 12 March 2012 (PDT)
- That would be a good thing to note, yes, but worth redoing the demonstration? ... Not sure. Maybe, if anyone feels like doing it — Wind 18:51, 9 March 2012 (PST)
- It also doesn't show that a cloaked Spy doesn't reduce his speed to match his disguise, is that important enough to include? Toomai Glittershine 18:32, 9 March 2012 (PST)
- http://youtu.be/lwTVBi2WvtE I added the cloaked speed demonstration (also, updated the video to srcdemo2, so it hopefully looks better). What'd I miss? — Armisael (T | C) 17:55, 27 March 2012 (PDT)
- A few things actually:
- 1:20: No insta-disguise please
- The Medic clip could probably benefit from a picture-in-picture to show how things look to him
- 2:30 clip: While headjumping is cool and all, it is definitely not sufficient. A new player would conclude that jumping on people's head is the only way to spycheck; need to demonstrate walking into them as well. I know "gamer logic" would say that if you can jump on it then it's a solid object so you can't walk through it either, but it's not so obvious, and it's still a poor way to show the actually usable-in-game-without-cracy-acrobatics method of running into the character
- 2:58: The audio in the Spy's clip is out of sync (noticeable through the lateness of the disguise "woosh" and the footsteps at the end of the clip while spy is not moving)
- Intel clip: Demonstrate allied disguises too, like the current demo does
That should be it~ — Wind 19:39, 27 March 2012 (PDT)
- http://youtu.be/NGEvjNGq-LY — Armisael (T | C) 19:18, 28 March 2012 (PDT)
- Pretty bad music mixing at 2:44 and at 3:11 (the disguise sounds doesn't really cover it enough). Video is good though~ — Wind 21:14, 28 March 2012 (PDT)
- http://youtu.be/j5t6cusHE-Y ~40 minutes until upload completes. — Armisael (T | C) 21:38, 28 March 2012 (PDT)
- Is good, please upload~ — Wind 00:05, 29 March 2012 (PDT)
- http://youtu.be/j5t6cusHE-Y ~40 minutes until upload completes. — Armisael (T | C) 21:38, 28 March 2012 (PDT)
- Pretty bad music mixing at 2:44 and at 3:11 (the disguise sounds doesn't really cover it enough). Video is good though~ — Wind 21:14, 28 March 2012 (PDT)
Equalizer
Uses damage dealt by console I recall there being a policy about this, but feel free to override. If it is going to be redone, however, it should show: Killing the Spy with a taunt kill, movement speeds at all 5 of the speed differences, and healing by dispenser (maybe?).
- It is preferable to do damage on-screen, but really not something worth redoing a video over — Wind 17:57, 9 March 2012 (PST)
- I think use console to deal damage isn't matter. But compare about speed and damage with hp is. Hinaomi 02:39, 25 March 2012 (PDT)
- If it's so important, I would like to make the demonstration. But, I have a few questions:
- Could you tell me how split-screen works? I still don't understand
- Is it alright if the Equalizer is not usable in crafting?
- Should I use split-screen to demonstrate that damage varies with health? Slicezorr 05:26, 26 March 2012 (PDT)
- It's not so important; this demonstration is not to be redone. For the splitscreen, select one of the options inside the archive and merge the "scripts" and "resources" folders with your tf/scripts and tf/resources folders, then type hud_reloadscheme in the game console to refresh the interface. — Wind 16:11, 26 March 2012 (PDT)
Flare Gun
See Detonator. Same as Detonator. i.e. show a clip with a pyro reflecting the projectile. Upgrade 22:41, 7 March 2012 (PST)
- http://youtu.be/bOnyiptgWD8 — Armisael (T | C) 13:53, 11 March 2012 (PDT)
- I know the current demo doesn't show it, but would be nice if it showed an afterburn kill too :3 — Wind 15:18, 11 March 2012 (PDT)
- http://youtu.be/knq4bTDuUdc — Armisael (T | C) 20:17, 11 March 2012 (PDT)
- Sorry, but... Notification sound at 0:12 and another one at 0:39. You should probably firewall TF2 off from the internets when you render — Wind 20:55, 11 March 2012 (PDT)
- Just a small detail, but most other videos showing reflects also show the reflect kill icon. However, I believe that the reflected flare shot is one of the rarest kill icons in game. Upgrade 21:29, 11 March 2012 (PDT)
- http://youtu.be/JXMY5YB0iA4 I also have the single-reflect clip version saved in vegas if you'd prefer it (identical to the previous version with fixed sound). — Armisael (T | C) 14:57, 12 March 2012 (PDT)
- Just a small detail, but most other videos showing reflects also show the reflect kill icon. However, I believe that the reflected flare shot is one of the rarest kill icons in game. Upgrade 21:29, 11 March 2012 (PDT)
- Sorry, but... Notification sound at 0:12 and another one at 0:39. You should probably firewall TF2 off from the internets when you render — Wind 20:55, 11 March 2012 (PDT)
- http://youtu.be/knq4bTDuUdc — Armisael (T | C) 20:17, 11 March 2012 (PDT)
- I know the current demo doesn't show it, but would be nice if it showed an afterburn kill too :3 — Wind 15:18, 11 March 2012 (PDT)
Uhh, aren't you supposed to shoot the target after killing the Medic ? - JhonnyKiller45 16:18, 14 March 2012 (PDT)
- Indeed, and it's especially important for arc-trajectory projectile weapons like this one :3 — Wind 21:37, 14 March 2012 (PDT)
- Another detail: You can't shoot the weapon underwater, but you can shoot into water and damage enemies. However, the flare doesn't ignite the enemies underwater. Upgrade 19:14, 15 March 2012 (PDT)
- http://youtu.be/TSdlhqXwKWc — Armisael (T | C) 22:15, 16 March 2012 (PDT)
- All good, please upload~ — Wind 16:43, 21 March 2012 (PDT)
- http://youtu.be/TSdlhqXwKWc — Armisael (T | C) 22:15, 16 March 2012 (PDT)
- Another detail: You can't shoot the weapon underwater, but you can shoot into water and damage enemies. However, the flare doesn't ignite the enemies underwater. Upgrade 19:14, 15 March 2012 (PDT)
Gloves of Running Urgently
Need to show the jump. — The preceding unsigned comment was added by Dinner101 (talk) • (contribs)
- wat — Wind 11:20, 4 March 2012 (PST)
- Lol, I believe what he meant was that the GRU provide a little "bump" when you lose health, that enables the Heavy to travel further in the air... like how the scout's boston basher allows him to get a little bit of more air time. I believe the GRU's "bump" (or however you call it) is most apparent when you can get up the platform near the intel room in CTF_Turbine. TFHK 06:34, 6 March 2012 (PST)
- I guess that's fair, if it's shown for the Boston Basher too — Wind 20:01, 7 March 2012 (PST)
- This is a bad example to use (in regards to Turbine) because every class can get up on that platform. If you stand to the left of the support beam while on the ground you can jump into it and "walk" onto the platform. This particular section of this map is not a good place to showcase this. Perhaps a cart jump would suffice? SS2R 01:43, 22 March 2012 (PDT)
- http://www.youtube.com/watch?v=QbpFHsham0A Not a big fan of the jump spot, but I don't know of anywhere else in the map you can grujump to but not crouch jump to. — Armisael (T | C) 07:15, 24 March 2012 (PDT)
- Is good, please upload~ — Wind 11:26, 24 March 2012 (PDT)
- http://www.youtube.com/watch?v=QbpFHsham0A Not a big fan of the jump spot, but I don't know of anywhere else in the map you can grujump to but not crouch jump to. — Armisael (T | C) 07:15, 24 March 2012 (PDT)
- This is a bad example to use (in regards to Turbine) because every class can get up on that platform. If you stand to the left of the support beam while on the ground you can jump into it and "walk" onto the platform. This particular section of this map is not a good place to showcase this. Perhaps a cart jump would suffice? SS2R 01:43, 22 March 2012 (PDT)
- I guess that's fair, if it's shown for the Boston Basher too — Wind 20:01, 7 March 2012 (PST)
- Lol, I believe what he meant was that the GRU provide a little "bump" when you lose health, that enables the Heavy to travel further in the air... like how the scout's boston basher allows him to get a little bit of more air time. I believe the GRU's "bump" (or however you call it) is most apparent when you can get up the platform near the intel room in CTF_Turbine. TFHK 06:34, 6 March 2012 (PST)
Homewrecker
Show that it only removes one sapper from a teleporter
- Evidently this does destroy both sappers. No need for a redo. — Armisael (T | C) 09:40, 1 April 2012 (PDT)
Loch-n-Load
Done but need to redone (Show Blast Damage) Could stand to show how effective it is against multiple targets; i.e, how hitting one target could easily kill another nearby --king of space 06:52, 6 March 2012 (PST)
- http://youtu.be/mWjnJB0TE8Q — Armisael (T | C) 12:59, 23 March 2012 (PDT)
- Is good, please upload~ — Wind 13:15, 23 March 2012 (PDT)
Manmelter
Done but need to redone (Kill icon has been fixed) Victims dying from the afterburn will no longer show the flare gun icon. Upgrade 19:13, 22 March 2012 (PDT)
- Not afterburn, guy. Direct flare hit kill. Hinaomi 22:48, 22 March 2012 (PDT)
- Ah, my mistake. Upgrade 02:47, 23 March 2012 (PDT)
- http://youtu.be/AJPiQxofHuU — Armisael (T | C) 17:09, 23 March 2012 (PDT)
- If I were you I'd wait until they fix the fact that it can be airblasted. But is good, please upload~ — Wind 23:28, 23 March 2012 (PDT)
- We've been waiting on that fix since christmas. I think it'll be a while yet. — Armisael (T | C) 07:15, 24 March 2012 (PDT)
- Wait, what is supposed to be fixed again? The kill icons look all the same as the current demo's icons... However, what is fixed is that you can actually see the projectile now (was invisible in previous demo) — Wind 11:26, 24 March 2012 (PDT)
- We've been waiting on that fix since christmas. I think it'll be a while yet. — Armisael (T | C) 07:15, 24 March 2012 (PDT)
- If I were you I'd wait until they fix the fact that it can be airblasted. But is good, please upload~ — Wind 23:28, 23 March 2012 (PDT)
- http://youtu.be/AJPiQxofHuU — Armisael (T | C) 17:09, 23 March 2012 (PDT)
- Ah, my mistake. Upgrade 02:47, 23 March 2012 (PDT)
Maul
Show that it only removes one sapper from a teleporter
- Evidently this does destroy both sappers. No need for a redo. — Armisael (T | C) 09:40, 1 April 2012 (PDT)
PDA
Now equippable in loadout screen
Phlogistinator
This weapon's demonstration needs to be redone because it's damage was reduced by 10%. -JhonnyKiller45 17:21, 15 March 2012 (PDT)
- http://youtu.be/yvXAGofwozY — Armisael (T | C) 22:15, 16 March 2012 (PDT)
- Good in content, but there is a huge contrast/color balance change at 0:50 — Wind 16:43, 21 March 2012 (PDT)
- http://youtu.be/SVxG3ReTob0 — Armisael (T | C) 18:39, 21 March 2012 (PDT)
- Good in content, but there is a huge contrast/color balance change at 0:50 — Wind 16:43, 21 March 2012 (PDT)
Sapper
Now equippable in loadout screen
- Why we don't do a video with loadout screen and attach it to the original video? -Slicezor 01:51, 25 March 2012 (PDT)
- Here are the Mediafire and YouTube links. Slicezor 03:14, 25 March 2012 (PDT)
- Would work, but that would require the source videos or demos for the Sapper demonstration, which I would doubt still exist — Wind 11:11, 25 March 2012 (PDT)
- http://youtu.be/s_Wb9lo49MU The second shot (of the disguised sapping animations) is FRAPSed, because the metal counter is terrible. — Armisael (T | C) 16:46, 25 March 2012 (PDT)
- http://youtu.be/Ou6F6B-cREQ In response to IRC comments — Armisael (T | C) 21:37, 25 March 2012 (PDT)
Saxxy
New taunts Not reserved by Wind but must have video quality that is on par with or better than the current Saxxy demonstration. This is a weapon awarded for making good videos, so it has to be good too — Wind 11:24, 28 January 2012 (PST)
- Not only new taunt. Kill line is change for some class. Hinaomi 06:35, 23 October 2011 (PDT)
Scottish Resistance
Done but needs to be redone (Custom crosshair)
mah version here : http://www.youtube.com/watch?v=uXZsnRKAgUc&feature=youtu.be Karmacharger 12.24 , 5 February 2012 (PST)
- Should not have reloaded at 0:47 (only at the end of the clip). For the clip to show that you can explode enemy stickybombs, make sure that you don't destroy them all in one shot (to show that it destroys stickybombs only in a certain area). Also, for the jumping part, Sticky Jumper shows that it is possible to jump all the way across with only one sticky bomb. Can this be done with the Scottish Resistance? If yes, then you should do it~ — Wind 15:26, 5 February 2012 (PST)
hey wind.... i don't think i can making videos easily now because i had a problem with fraps so this won't work at my pc idk why :/ , anything else i can use with recording? Karmacharger 04.05 , 2-9-2012 (PST)
- I'll save wind the ignominy of promoting his own software and say that SrcDemo2 is what all the cool kids use. — Armisael (T | C) 11:31, 9 February 2012 (PST)
- What Armisael said certain'y wouldn't hurt (in fact it would help), but I highly recommend doing demos with Source Recorder exclusively first, as it will be easier (less things to learn at once) — Wind 15:56, 9 February 2012 (PST)
i used it before , when i trying to save my demo as avi file it said " AVI is no longer supported! Make sure QuickTime is installed and use "h264" - if you install QuickTime, you will need to reboot before using startmovie. " these are red text. i already installed quicktime and h264 then reboot and try again startmovie test avi and this the same error i will get :( if save with Startmovie test raw it work for me , is this the only way i can save? Karmacharger 12.44 , 2-10-2012 (PST)
- Yes. SrcDemo2 basically converts those .tga (raw) frames as they get saved, that's how it can convert the output to .png frames — Wind 20:56, 9 February 2012 (PST)
my video is making now and sorry for taking too long hope you won't care. Karmacharger 02.23 , 20-2-2012 (PST)
- There's no rush~ — Wind 12:37, 20 February 2012 (PST)
This job is very hard in my option my pc running alot of problems. i leave this project for other person. sorry about it , i was want the wiki cap this is the reason why i'm here. just wanted to say sorry for let you waiting :( Karmacharger 07.00 , 03-5-2012 (PST)
The current video does not show that the stickies can be destroyed by bullets. Also, neither this nor the default stickybomb launcher show that the bombs can be destroyed using melee weapons, not that it is usually a good idea. I believe there was a patch relating to that effect. Upgrade 11:51, 9 March 2012 (PST)
- The bullet part is indeed important, and since it is demonstrated in the Stickybomb Launcher video (as well as pushing/airblasting) then it should be demonstrated here as well — Wind 12:07, 9 March 2012 (PST)
Third Degree
Doesn't show that it also hits those being healed by a Medic's Amputator taunt. Ad Infinitum 01:13, 22 March 2012 (PDT)
- Not sure if worth demonstrating due to slippery slope — Wind 11:26, 22 March 2012 (PDT)
- The description only mentions Medi Gun beams, so I think it's worth adding. GianAwesome 17:13, 29 March 2012 (PDT)
Wrap Assassin
This is somewhat minor, but the video doesn't demonstrate the item's jiggle-bones. Both the Unarmed Combat and Holy Mackerel display theirs, and it seems inconsistent to have this one not. MartianSanta 16:33, 21 March 2012 (PDT)
- If it has jigglebones then they're kind of subtle, so maybe it wouldn't change so much to re-do the demonstration. Not sure — Wind 16:43, 21 March 2012 (PDT)
- http://youtu.be/WvTnRFOcauA I would say they're mildly noticeable, but not to the lengths of, say, the Unarmed Combat. MartianSanta 18:05, 21 March 2012 (PDT)
- I still have the demos, so a redo would simply be a matter a rerendering with the jigglebone framerate cutoff lowered. If you think it's worthwhile, I'll go ahead. — Armisael (T | C) 18:39, 21 March 2012 (PDT)
- Nah, I don't think it's really that critically different to be worth a reupload — Wind 20:46, 21 March 2012 (PDT)
- I still have the demos, so a redo would simply be a matter a rerendering with the jigglebone framerate cutoff lowered. If you think it's worthwhile, I'll go ahead. — Armisael (T | C) 18:39, 21 March 2012 (PDT)
- http://youtu.be/WvTnRFOcauA I would say they're mildly noticeable, but not to the lengths of, say, the Unarmed Combat. MartianSanta 18:05, 21 March 2012 (PDT)
Your Eternal Reward
Doesn't show backstab angle/Corpse doesn't dissapear on taunt kill/And maybe many more mistake.. Hinaomi 01:29, 16 February 2012 (PST)
- Also, the last scene in the video has a picture in picture that conveniently covers the enemy kill feed. Upgrade 21:45, 7 March 2012 (PST)
- http://youtu.be/phm2MAEXGGk — Armisael (T | C) 19:47, 24 March 2012 (PDT)
- It should show backstab angle yes, but it should first show that it's meant for backstabs, ie you should approach te medic from the back to show that it's because you're looking at the back that it activates, not from the side. And then strafe around to show the extent of the backstab angle. When going into the sentry visibility zone, look at the sentry for a second or two before going to backstab the scout. Also, weird sound at 1:15 when the backstab happens; not sure what this is but even if it's the game doing that, it doesn't sound natural and probably should be redone — Wind 11:11, 25 March 2012 (PDT)
- http://youtu.be/JpVcFlNog-c — Armisael (T | C) 15:23, 25 March 2012 (PDT)
- All good, please upload~ — Wind 15:51, 25 March 2012 (PDT)
- http://youtu.be/JpVcFlNog-c — Armisael (T | C) 15:23, 25 March 2012 (PDT)
- It should show backstab angle yes, but it should first show that it's meant for backstabs, ie you should approach te medic from the back to show that it's because you're looking at the back that it activates, not from the side. And then strafe around to show the extent of the backstab angle. When going into the sentry visibility zone, look at the sentry for a second or two before going to backstab the scout. Also, weird sound at 1:15 when the backstab happens; not sure what this is but even if it's the game doing that, it doesn't sound natural and probably should be redone — Wind 11:11, 25 March 2012 (PDT)
- http://youtu.be/phm2MAEXGGk — Armisael (T | C) 19:47, 24 March 2012 (PDT)
Item sets
The Hibernating Bear
The Warrior's Spirit viewmodel was changed, so this demonstration needs to be redone.
- Also, can someone please put this in the right place ? Thanks in advance. JhonnyKiller45 20:44, 1 March 2012 (PST)
http://youtu.be/uFJyQCwIu8w — Armisael (T | C) 11:53, 3 March 2012 (PST)
- In the last comparison, switch back to the minigun, not the gloves, so that the difference between the two is still apparent. Rest is good (and better than the current one) — Wind 11:20, 4 March 2012 (PST)
Cosmetics
The Tin Soldier
Problem with the sound
The sound is out of synch when doing the taunt(But only while taunting).I think the video needs to be redone,or atleast edit the audio to make it synch with the video — The preceding unsigned comment was added by FrankfurtKaiser (talk) • (contribs)
- Here's my take on the demonstration. Unfortunately at the end, with the mini-command prompt, that's just what happens with SrcDemo for some odd reason. Download it here. --Akuago220, The Jungle Expeditioner 06:59, 8 March 2012 (PST)
- I don't really see a console at any point... The console does show up for me too at the very beginning of demos, that's just a bug in Source Recorder that has always been there. Solution for that one is just to not do anything important during the first second of the demo so that it can be cut later. Anyway, thanks~ — Wind 16:20, 8 March 2012 (PST)
Proposals
Hat Demonstration: Saxton Hale Mask
Why can't anyone put up a video about the saxton hale mask? I think that since it has an effect, it should be demonstrated... — The preceding unsigned comment was added by Tsvetoslav (talk) • (contribs) 12:13, 22 November 2011 (PST)
- Support Yes, there should be one imo. —Rocket Ship BBQ(•) 13:11, 22 November 2011 (PST)
- I agree that this should get a quite short demonstration video because I didn't know that the Saxton mask had the ability to stop boos from ghosts and the Horseless Headless Horseman and this wiki's job is to spread the information on the game(and trust me videos help). --CaptainSneaky 12:41, 27 November 2011 (PST)
- Nope.avi I think no. Because if we do, unusal hat, jigglebone hat and effect hat (e.g. Mining light have light bright when in the dark room, earbud has note effect etc.) must do demonstration too. And I think hats don't have anything interest, have only cosmetics. Hinaomi 15:02, 22 November 2011 (PST)
- That hat, and the Horseless Headless Horsemann's Head, renders players immune to the stun of the ghost.—Rocket Ship BBQ(•) 15:05, 22 November 2011 (PST)
- Unusuals don't change any real game play only the effects of the hat (same goes for earbuds). Lastly a moving piece of the hat or the entire hat moving doesn't make a huge difference in gameplay. --CaptainSneaky 12:41, 27 November 2011 (PST)
- Support Resurrecting a somewhat idle topic, but I agree that those two hats should show the immunity feature. --Org 23:12, 29 March 2012 (PDT)
- Support I guess it does fall under the same category as the Pip-Boy or things like that, so why not — Wind 12:02, 30 March 2012 (PDT)
Festive Weapons
Simple question, do you guys think they're required? Woodledoodledoodle 12:38, 21 December 2011 (PST)
- I think the first person perspective picture is enough — Wind 12:40, 21 December 2011 (PST)
i Think That Would be awesome , When Demonstration Festive Weapons. Karmacharger 01:09 , 8 January 2012 (PST)
- I think this demonstration is not necessary. Because these have same status as class stock weapons, only have festive light blub on it.Hinaomi 22:21, 7 January 2012 (PST)
Since it's just lights, maybe the viewmodel pictures could be animated?KingofKoopas 01:31, 26 February 2012 (PST)
- I'm not sure what you mean — Wind 22:49, 26 February 2012 (PST)
- I think he means show only world model (3rd person) and viewmodel (1st person). Hinaomi 23:03, 26 February 2012 (PST)
Critical Hits/Mini-crits
Just a quick question: Why aren't the critical( and mini-crits) hits shown? It makes no sense. At least show them on a Medic( the proportionality of damage to distance will be clear by killing a Pyro and a Soldier ). Of course, mini-crits will be shown first, the Medic will be capable of surviving both crits and mini-crits for most weapons. If the weapon doesn't have them, just kill the medic in a usual way. --Hawk18727 06:17, 30 December 2011 (PST)
- It's doesn't nessary and if we do, about 157 demonstrations those need to redone with this reason. Do you think it's easy to do? Hinaomi 08:03, 30 December 2011 (PST)
Of course, i don't ask to redo this, just want to know the reason for that. --Hawk18727 11:01, 30 December 2011 (PST)
- See Archive 20 for this. In short: It should have been demonstrated, it wasn't. The decision was a mistake, but it's too late to correct it now without a huge effort investment which isn't worth it right now >: It's more important for Melee weapons, hence the possibility of reopening melee weapons for crits. But first, it's more important that all weapons at least have a demonstration video, rather than spending time going over all already-demonstrated weapons and add a minor detail to the videos. — Wind 14:47, 30 December 2011 (PST)
Thanks for the reply. --Hawk18727 06:24, 31 December 2011 (PST)
Damage Comparison
It would be enormously helpful to include a split-screen comparing a weapon with changed damage attributes (Back Scratcher, L'Etranger) to their vanilla counterparts (Fire Axe, Revolver). However I realize this will involve a major time investment. --Upgrade 20:24, 16 February 2012 (PST)
- This has already been asked before >: Not everything needs to be a split-screen comparison, especially something that is easy to compare thanks to on-screen damage numbers in all videos. Given that, either a damage comparison would have to be in its own clip (which would be redundant because damage is already demonstrated in the main clip), or merged with the first clip itself and so have a whole split-screen first clip, which I think would look constrained and not give the weapon the screen space it deserves for its own demonstration. — Wind 13:21, 17 February 2012 (PST)
- Ok, I went through the archives trying to find specific topics addressing this, but I've only found few scattered references. However, they all presuppose that the viewer would readily remember the vanilla loadout damage amount.(That or put both videos up in new windows and to a split-time comparison analysis.) Either way, this requires extra input from the viewer. Anyway, going through the archives hit upon another thread regarding weapons and their attributes as they changed over time. Should earlier versions of weapons and demonstrations be preserved as archival material?--Upgrade 14:05, 18 February 2012 (PST)
- The history of weapon changes is already kept in the "Update history" section of all articles, adding weapon demonstrations there as well would probably make it too heavy over time (and not very helpful, since a lot of the content would be redundant with the current demonstration) — Wind 15:50, 18 February 2012 (PST)
- I don't know, but it's the little museum curator inside of me that wants to preserve and look back on how the weapons have changed and developed into its current point in evolution; a visual history that is hard to piece together from the text-heavy update history and to say nothing of the various viewmodel changes.) I presume that all former videos are subsequently discarded. Upgrade 02:43, 28 February 2012 (PST)
- Yes, all videos that are not publicly visible are deleted, so this would be kinda hard to retroactively apply — Wind 19:18, 28 February 2012 (PST)
- I don't know, but it's the little museum curator inside of me that wants to preserve and look back on how the weapons have changed and developed into its current point in evolution; a visual history that is hard to piece together from the text-heavy update history and to say nothing of the various viewmodel changes.) I presume that all former videos are subsequently discarded. Upgrade 02:43, 28 February 2012 (PST)
- The history of weapon changes is already kept in the "Update history" section of all articles, adding weapon demonstrations there as well would probably make it too heavy over time (and not very helpful, since a lot of the content would be redundant with the current demonstration) — Wind 15:50, 18 February 2012 (PST)
- Ok, I went through the archives trying to find specific topics addressing this, but I've only found few scattered references. However, they all presuppose that the viewer would readily remember the vanilla loadout damage amount.(That or put both videos up in new windows and to a split-time comparison analysis.) Either way, this requires extra input from the viewer. Anyway, going through the archives hit upon another thread regarding weapons and their attributes as they changed over time. Should earlier versions of weapons and demonstrations be preserved as archival material?--Upgrade 14:05, 18 February 2012 (PST)
Editing
i Would wish to know how to do motion blur in a similar way to Wind in Saxxy Demo and [ATG] Armisael in his recent videos — The preceding unsigned comment was added by Tristan (talk) • (contribs)
- You're probably looking for this — Wind 15:16, 27 February 2012 (PST)
- i use a mac User:Tristan 10:45, 28 February 2012 (PST)
- Then you'll have to use Source Recorder as usual or wait for a few days — Wind 19:18, 28 February 2012 (PST)
- i use a mac User:Tristan 10:45, 28 February 2012 (PST)
Sentry Gun and Wrangler
The current videos don't show that rockets suffer from damage falloff based on the Engineer's distance to the target.
I made video so you can understand what I'm talking about - http://www.youtube.com/watch?v=Mp0RWH5BDRw
ANGEL_UNDEAD 12:06, 28 February 2012 (PST)
- That's pretty interesting indeed. Not sure if it's a bug or intended behavior. — Wind 19:18, 28 February 2012 (PST)
How to give yourself an item by editing game files?
I don't own weapons that I wanna demonstrate. It says on Project Page that it's possible to edit game files to give yourself the weapon. How? Please, answer me. Slicezor 14:28, 24 March 2012 (PDT)
- It used to be the case, now it's harder because the game constantly fetches the schema from the steam servers. You have to prevent it from doing that (disconnect from the Internet or use your firewall to block hl2.exe) and edit items_game.txt to change what item corresponds to what. As for how to edit that, search for items_game.txt on the web and you'll find plenty of results — Wind 11:11, 25 March 2012 (PDT)
I found this topic: http://forums.steampowered.com/forums/showthread.php?t=1405198 But my ...\tf\scripts folder is empty. What should I do? Does this way of getting items even work at all now? Xeoxer 09:23, 28 March 2012 (PDT)
OK, I'll try that, but is it possible to use those items on multiplayer, or just on new game? Xeoxer 10:23, 28 March 2012 (PDT)
- If you don't have items_game.txt in your scripts file, you'll have to extract it from your GCF using gcfscape.
tf2 content.gcf/tf/scripts/items/items_game.txt
.
items_game is, in my experience, entirely nonfunctional in multiplayer without extensive sourcemod support, and is, at best, barely functional in singleplayer on a local server. Even that requires some funny tricks with your internet connection, if I recall correctly. Ultimately, it's not a particularly effective method of gaining access to an item; you're usually better off simply getting the item the usual ways. — Armisael (T | C) 11:27, 28 March 2012 (PDT)
Wrenches, Sledgehammers, Sappers, and Teleporters.
I think the Engie's wrench and wrench like devices, as well as both of the Pyro's hammers, should be redone to show that:
- That the Engineer removes sappers on both sides of the teleporter and
- That the Pyro cannot
--Org 23:16, 29 March 2012 (PDT)
- That is worth showing yes, but redoing all the engineer wrenches would take forever (especially the Golden Wrench which is a real pain to do) for little benefit. Perhaps this should instead be shown all in the sledgehammer clips as a split-screen of engineer vs pyro both destroying a sapper on one side of a teleporter instead — Wind 12:02, 30 March 2012 (PDT)
- Works for me. Doubly so since the sledges are the edge case, not the rule. --Org 13:01, 30 March 2012 (PDT)