Difference between revisions of "Team Fortress Wiki talk:Weapon Demonstration"
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'TF2 Professor';text-shadow:#e3e3e3 1px 1px 0px;"><b>Eric</b></span>]]{{mod}} [[File:Duel_BLU.png|link=User:EpicEric|20px|sub]]<span style="font-size:10px"> ([[User talk:EpicEric|T]] | [[Special:Contributions/EpicEric|C]])</span> 01:19, 15 March 2011 (UTC) | 'TF2 Professor';text-shadow:#e3e3e3 1px 1px 0px;"><b>Eric</b></span>]]{{mod}} [[File:Duel_BLU.png|link=User:EpicEric|20px|sub]]<span style="font-size:10px"> ([[User talk:EpicEric|T]] | [[Special:Contributions/EpicEric|C]])</span> 01:19, 15 March 2011 (UTC) | ||
:That would be pretty important to show, but let's wait at least a week or so just to make sure the attributes are final, as Valve may tweak this weapon due to all the complaints it's getting (see the comments section of the current Kunai demo...) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 01:33, 15 March 2011 (UTC) | :That would be pretty important to show, but let's wait at least a week or so just to make sure the attributes are final, as Valve may tweak this weapon due to all the complaints it's getting (see the comments section of the current Kunai demo...) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 01:33, 15 March 2011 (UTC) | ||
+ | :: http://www.youtube.com/watch?v=iQ94ooREOtg. Eh. If they change it, we'll deal with it then. — [[User:Armisael | Armisael]] 15:20, 20 March 2011 (UTC) | ||
== {{Icon weapon|weapon=Chargin' Targe|icon-size=16x16px}} [[Chargin' Targe]] == | == {{Icon weapon|weapon=Chargin' Targe|icon-size=16x16px}} [[Chargin' Targe]] == | ||
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I believe the current video is acceptable, but I believe that the video should show lighting a cloaked Spy on fire. I hope this doesn't seem trivial, but it was something I just noticed immediately.[[User:Karonen|Karonen]] 20:32, 14 March 2011 (UTC) | I believe the current video is acceptable, but I believe that the video should show lighting a cloaked Spy on fire. I hope this doesn't seem trivial, but it was something I just noticed immediately.[[User:Karonen|Karonen]] 20:32, 14 March 2011 (UTC) | ||
:OK. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:28, 14 March 2011 (UTC) | :OK. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:28, 14 March 2011 (UTC) | ||
+ | ::http://www.youtube.com/watch?v=5csXCyW5i2k — [[User:Armisael | Armisael]] 15:20, 20 March 2011 (UTC) | ||
== {{Icon weapon|weapon=Half-Zatoichi|icon-size=16x16px}} [[Half-Zatoichi]] == | == {{Icon weapon|weapon=Half-Zatoichi|icon-size=16x16px}} [[Half-Zatoichi]] == |
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Weapons that need to be done
Cloak and Dagger
Reserved by Dr. Huxley 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)
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)
Combat Mini-Sentry Gun
splitscreen between 2 of any class, demonstrate how the minisentry builds faster, then have soldiers fire a few rockets at both sentries to demonstrate how the minisentry has less health. {{subst:EpicCombine}}
- Also needs to demonstrate that it builds with full health, that it can't be upgraded, and that you can't repair it — Wind 19:13, 13 February 2011 (UTC)
hmmm... lemme try and formulate a plan here...
- Start with splitscreen, one normal sentry and one mini-sentry still in their toolboxes.
- synchronize videos to show how the mini-sentry builds faster
- start hitting both sentries with wrench (first sentry upgrades to lvl 2, minisentry does nothing)
- have soldier fire at both sentries from a distance; hit both sentries with wrench again(to demonstrate that the minisentry can't repair health)
- just to show that it isn't useless, switch scene to a battle vid with the sentry in action with a splitscreen between normal sentry and minisentry; show scout shooting at sentry while it slowly builds and destroying it, while the minisentry builds fast enough that it can do some significant damage.
- end movie
how about that? leave a tip when ya got the time. EpicCombine 01:53, 18 February 2011 (UTC)
- My suggestion: horizontal splitscreen as you said, then...
- Deploy sentries and leave them build by themselves to show building speed differences.
- Spawn an enemy bot (Pyro?) and let the sentries kill him to show the firing rate/damage differences.
- Spawn an enemy Scout bot ouside sentry range and let him destroy the sentries with the pistol. Mini-SG should go down first.
- Reset the screen.
- With an enemy Soldier bot already present, deploy the sentries. When they're still building have the Soldier shoot a rocket. Hopefully the SG will be destroyed, while the Mini-SG survives.
- Reset the screen again.
- Deploy sentries and once both fully operational, have a enemy disguised Spy sap them. Wait a little before whacking off the Sapper. After a bit start repair them both. Mini-SG will not be repaired, SG will be. Keep hitting to upgrade the stock SG, while the Mini-SG won't do anything and be left damaged.
- What do you think?--Kid Of The Century 18:03, 18 February 2011 (UTC)
- All good, but remember that building demos should include all levels. On top of the mini/regular comparisons, there should also be (not at the same time, but probably before) comparisons between sentry levels. Firepower, rotation speed difference (this should also be shown on the minisentry, since it rotates faster), sapping time difference, (reflectable (this has to be shown, yes)) rockets on level 3. Should also include some range demonstration (walking in and out of a sentry's range, showing the range sphere when building) — Wind 18:49, 18 February 2011 (UTC)
Concheror
(No comments yet)
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)
Disguise Kit
Plan: Likely requires first person view, third person view, and enemy third person view. Have the disguised Spy use an enemy teleporter. First try to use enemy teleporter without disguise, and run in front of a sentry. Take damage, get out, teleport, get in the front of the sentry to show that it don't target you, use teleporter...
Here you are, folks: http://www.youtube.com/watch?v=UfSawVLyEPI It may not be in HD, but I do not have editing software that can produce any better than 480p. If someone else would be able to do that, I would be more than willing to send them the files. PastorOfMuppets 04:35, 14 February 2011 (UTC)
Scratch that: The files aren't in HD either. :/ PastorOfMuppets 05:11, 14 February 2011 (UTC)
- Sorry... D: — Wind 00:01, 15 February 2011 (UTC)
I could try to do it, but I would need the map for testing. And the upper link isn't working for me.--CeInfo 15:14, 14 March 2011 (UTC)
- Try it again~ — Wind 21:28, 14 March 2011 (UTC)
I did something that shows the basic: disguised you don't get killed by sentries, you can be healed by a dispenser, if you remove your disguise it stops... Here it is: <Video deleted> --CeInfo 17:50, 15 March 2011 (UTC)
- There are some technical problems with this video that must be fixed before any video can be accepted: mouse is hidden in backpack view (don't hide it); lack of "click" sound when closing the backpack view; custom crosshair and crosshair color (use the default); achievements being displayed on-screen (running weaponref.cfg will hide them; never not run weaponref.cfg); the Dispenser seems to have been built by nobody (it says "Dispenser built by "); and some frame slowdowns (for example, there seem to be a few stuttering's while jumping and walking toward the fence between 0:06 and 0:11, or the knife drawing animation right after selecting a disguise at 0:16), which might be fixed if you lower the graphics settings. The video seems to be 1080p, which is a very good thing, but since the minimum requirement is 720p, it's better to have a smooth 720p video than a stuttery 1080p one.
- Since those are all technical problems, please make a short (10~15 seconds) video sample with those things fixed (to show that you can create videos matching the requirements), before moving on to expanding the contents of the video. This is to save your time (and mine) in case this is not the case, hope you understand :) Thanks~ — Wind 04:31, 16 March 2011 (UTC)
- So, good enough? Altrough I don't know if I should've dismark the "Fill black bars" box...--CeInfo 18:40, 16 March 2011 (UTC)
Dispenser
How about this:
- First: Heavy before Dispenser and he keeps shootin to show his ammo is refilled all the time.
- Second: Heavy get shots from Soldier Rockets and will be healed. First Level 1 then 2 and 3 Dispenser to show difference speed(underline the speed of healin maybe).
- Third: Dispenser Health shown and will be destroyed
- Fourth: Engineer behind Dispenser Repairin it and Heavy before it, how a dispenser can work as an active weapon or stuff. — The preceding unsigned comment was added by Godlike11219 (talk) • (contribs)
- This doesn't really show the difference between levels.
- (3-way split-screen, probably in a 2x2 square with a Dispenser image on the blank spot or something) 3 Heavies go to 1 boolet left. Recording start, and they all get rocket'd 3 times or so, then walk to dispenser and show how fast ammo and health is replenished at the same time for all levels. After all ammo is replenished, they can start shooting again to show how a heavy+dispenser can very well replace a sentry
- Dispenser health differences can be shown by putting a sapper on them at the same time. This shows health difference, as sapping damage is proportional to time, and it also shows, you know, sapping time (which is the most important destruction duration to know)
— Wind 07:16, 13 February 2011 (UTC)
Medi Gun
ok, so here's what i'm thinkin:
- start off showing medigun in inventory
- exit out of inventory
- have 2 freindly heavies and one enemy soldier
- have soldier kill 1st heavy (don't use medigun on this one)
- on 2nd heavy use medigun and demonstrate how the healing can help save teammates and win the fight
- fade into next scene
- ubercharge is at 100%
- activate it on heavy
- have soldier shoot rockets at heavy, have medic looking at heavy to demonstrate how he isn't losing health
- end movie
(almost finished with the critacola and Medic Pack set, all i need to do is find a good program to do splitscreen and i'm set. All i got is wmm atm, any suggestions would be greatly appreciated.)
Reserved by Gringo perm
- Sony Vegas, it's what all the cool kids use. The Medigun demo needs a lot more information than that, however:
- Show how healing rate is affected by time since injury
- Show UberCharge rate buildup depends on healing rate
- Show that you can keep healing even when not looking at the person
- Show that you can uber multiple people and show the difference in UberCharge drain rate
- Show how the medic himself is invulnerable to damage
- Show that allies (and enemy spies) can read the UberCharge meter
- Show overheal:
- Show that overheal depends on base class health (takes more time to overheal a Heavy than a Scout)
- Show that overheal drains over time at a fixed rate
- Show overheal effect
As you can see it's a lot more complex — Wind 19:13, 13 February 2011 (UTC)
Note: It might be a good idea to wait until Valve pushes the healing HUD text on the current version of TF2 before doing a Medigun demo. — Wind 05:23, 11 March 2011 (UTC)
Sandvich
Reserved by Lancer anti-tank Rocket Plan: Have the enemies damage yourself by pressing F (or manually set your health to 1); eat sandvich; spawn damaged BLU Sniper bot; throw sandvich on the ground in front of him; make him pick up sandvich, showing his health bar go up; taunt with sandvich (same as eating). Use fades to cut between sandvich recharges.
- 78% Done. Just re-adjusting some settings to suit the guidelines -- Lancer anti-tank Rocket 15:09, 28 January 2011 (UTC)
Ummm...Is host_framerates meant to slow down time? 'Cause when I set it to 30, everything was matrix-style. Lancer anti-tank Rocket 19:26, 25 February 2011 (UTC)
- No, it's just your video editing software that's interpreting it as if it was 15 fps or so — Wind 16:33, 26 February 2011 (UTC)
I see you've upped your standarts considerably, judging by the feedback to the Buffalo Steak Sandvich demo. :3 So, is there anything more I should fix in this version of the sandvich demo, which I already posted earlier, except for what you've already told me back then? Namely:
- Fix the healthkit sound at 0:39
- When picking up fallen enemy sandviches, play not as a heavy, but as another class (I'll pick soldier) to avoid confusion, and also reload the primary weapon. By the way, should I reload it immediately after killing the heavy and while walking towards the sandvich, or after picking up the sandvich and while standing still?
Thanks in advance. — Zhnigo 13:25, 21 February 2011 (UTC)
- Yes indeed they're upped~ But now that I watched the video again, the only extra detail I can think of is to wait a bit before picking up the dropped sandwich. That is to say, don't rush over it (the screen moves pretty fast so it's hard to see especially as a Scout). Move towards it, stop moving, look at it for half a second, then pick it up (for both Scout and non-Scout). And reload indeed, for both the Scout and the non-Scout. When you reload shouldn't really make a difference, just don't reload while picking up the sandvich — Wind 17:44, 21 February 2011 (UTC)
Sentry Gun
These are just some ideas i have:
- There is a heavy (or any other class with fairly high health) and have the engineer build a sentry (without getting hit with the stock wrench to build faster) and show how long it takes to kill the target. As it is building the engineer aims to the target and the sentry so they are both in view. Have the sentry kill the target.
- Upgrade the sentry to level 2, spawn that same class (in a different corner this time, to show you can move the sentry to a different place) and have it kill the target. Do the same with a level 3 sentry also.
- Then show how someone ubered can not get hurt but can get slowed down and tossed back from the level 3 rockets.
- Then show a scout under the effect of Bonk! Atomic Punch will not get hurt.
- Then show how someone with jarate on them can get crit killed and change the sentry kill icon.
- Then show how the sentry can get controlled by the wrangler.
Now for things that can fit in there somewhere:
- Show how the sentry can build faster by hitting it with your wrench.
- Show how the level 3 rockets can get reflected by a pyros compression blast (may need to use the wrangler to empty it of bullets.)
- Have three different engineers holding a level 1 2 and 3 walk next to eachother to compare the speed of an engineer holding it. (Also while an engineer is holding a sentry have him get killed to show the icon of his death and the sentry gun he is holding.)
- Maybe if there is enough time left, show how long it takes to kill each class (maybe excluding the class we used up there) Scout-spy.
- This would take way too long and take into accounts too many items. Things like the Scout's Bonk and the jarate are best left to their own demo; not sure the jarate is worth demonstrating anyway. For every comparison, doing it sequentially would make the video way too long, so this really has to be a split-screen, even if it's a 3-way one (not sure how that'd look). See the Combat Mini-Sentry Gun section for the list of things that need to be demonstrated — Wind 04:07, 1 March 2011 (UTC)
Sticky Jumper
Here are some idea i have planned for doing the sticky jumper:
- Show how the item does no damage
- Show the Difference Bewteen Ammo of the Normal Sticky Launcher
- Show damage Differences Bewtween both the Sticky Jumper and Sticky Launcher
I will try and shoot this demostration in a HD, High Quality Form.I will also use song vegas for any needed effects.
If i need to show anything else, please add a note below.--Coneill987 22:50, 14 February 2011 (UTC)
- Make sure to demonstrate that you still get fall damage from jumps. Try to do the same jumps as in the Stickybomb Launcher demo, and then demonstrate jumps that would be impossible to do with a regular sticky launcher, with 3, 5, or 8 stickies. Maybe it should also be shown that using this removes self-damage from the caber and pipes, too, but that might be a bug so it might not last — Wind 00:01, 15 February 2011 (UTC)
- Alright.. thanks for the notes..but the video will probaly be over the main 1 min limit.Is this alright? --Coneill987 10:00, 15 February 2011 (UTC)
- Yes — Wind 23:05, 15 February 2011 (UTC)
- Alright.. thanks for the notes..but the video will probaly be over the main 1 min limit.Is this alright? --Coneill987 10:00, 15 February 2011 (UTC)
http://www.youtube.com/watch?v=FCnSziHBARU I know that the taunt is displaying the SR model; this is a known glitch, and knowing valve, it won't be fixed for a few months. Armisael 15:47, 20 February 2011 (UTC)
- Several flaws here :(
- Ullapool and Grenade Launcher explosive damage should be shown together
- Some frame slowdowns here and there (maybe it's just me though)
- Forgot to reload at the end
- Forgot to show vulnerabilities
— Wind 18:28, 20 February 2011 (UTC)
http://www.youtube.com/watch?v=AsFh8iUHfCo It's a long video; not much way around it with a weapon as complex as this. -Armisael 22:08, 20 February 2011 (UTC)
- Please do split-screens for comparison! It's the new trend standard~ It's easier to follow (make sure to leave a few seconds before and after transitions), you don't have to bug your friends as much, and it makes the (long) video shorter — Wind 06:36, 21 February 2011 (UTC)
It's going to be a few days at least until I have the time to figure out how to make my freeware video editing software do a good horizontal splitscreen, so if someone else wants to do this in the meantime, go ahead. -Armisael 20:16, 23 February 2011 (UTC)
- I think this video should wait for Valve to fix the Sticky bomb launcher appearing with the Scottish Resistance skin on BLU, it'll just need a redo. – Smashman (talk) 21:38, 23 February 2011 (UTC)
- I have a feeling they will not fix it. It has been like that for several months now. I was originally going to do this shortly after it came out, and waited a few weeks for it to be patched but never came out. However, we have been surprised before. K-Mac (Talk | Contrib) 05:24, 11 March 2011 (UTC)
- Just because I felt like it. I'm still using the SR-skin taunt, because that's what's in the game. I can do some sleight of hand and put a correctly skinned taunt at the end if you'd prefer that, though. http://www.youtube.com/watch?v=PVQtHx3lzwE -— Armisael 00:37, 17 March 2011 (UTC)
- I wouldn't mind some artificial reskinning here, indeed, because while it's that way in-game, it's clearly not the behavior Valve intended. Now for the rest of the video: You should show things that are shown in the Sticky launcher demo. This includes the ability to detonate bombs with any weapon held, having up to 8 stickies active at once (shoot a 9th), and the ability to charge stickies (fire one at the target at the back), exploding them in the air, etc. Also, the tr_target jumping part should show at least 3 jumps or so, since that's the weapon's main purpose — Wind 00:58, 17 March 2011 (UTC)
- I didn't reskin, mostly because it was too much work to alter reality. Knowing Valve, it won't get fixed forever anyways. http://www.youtube.com/watch?v=18p39IQI0GI — Armisael 12:14, 17 March 2011 (UTC)
- While this is a fine demo and I have no "hard" reasons to not accept it, it is very long for a weapon demonstration (3:24) for demonstrating a weapon that lets you jump around, so we have to shorten this somehow D: Here's some things:
- I didn't reskin, mostly because it was too much work to alter reality. Knowing Valve, it won't get fixed forever anyways. http://www.youtube.com/watch?v=18p39IQI0GI — Armisael 12:14, 17 March 2011 (UTC)
- I wouldn't mind some artificial reskinning here, indeed, because while it's that way in-game, it's clearly not the behavior Valve intended. Now for the rest of the video: You should show things that are shown in the Sticky launcher demo. This includes the ability to detonate bombs with any weapon held, having up to 8 stickies active at once (shoot a 9th), and the ability to charge stickies (fire one at the target at the back), exploding them in the air, etc. Also, the tr_target jumping part should show at least 3 jumps or so, since that's the weapon's main purpose — Wind 00:58, 17 March 2011 (UTC)
- Just because I felt like it. I'm still using the SR-skin taunt, because that's what's in the game. I can do some sleight of hand and put a correctly skinned taunt at the end if you'd prefer that, though. http://www.youtube.com/watch?v=PVQtHx3lzwE -— Armisael 00:37, 17 March 2011 (UTC)
- I have a feeling they will not fix it. It has been like that for several months now. I was originally going to do this shortly after it came out, and waited a few weeks for it to be patched but never came out. However, we have been surprised before. K-Mac (Talk | Contrib) 05:24, 11 March 2011 (UTC)
- What is the section from 1:16 to 1:41 for?
- Things like being able to detonate stickies with any weapon can be demonstrated during the little single-sticky jumps in tr_target
- The 2fort jumps include an 8-sticky one; you can fire a 9th to show the 8-stickies limit here rather than in tr_target. Just make sure to place the first sticky apart from the others, so that it is clear that only that sticky explodes
- During the last second of the video, the demoman on the right respawns
- For the "Medic" sticky, it is not clear that the sticky explodes in the air. If you semi-charge it and launch it a bit higher (doesn't have to hit the Medic), you can both show "partial-charge" shots and exploding shots in mid-air at once
All of these things should make the video much shorter hopefully :3 — Wind 19:12, 17 March 2011 (UTC)
Actually, I forgot the duplicate section. Embarrasing. Anyways, this one clocks in at ~2:20. http://www.youtube.com/watch?v=aqdCXHafJnQ — Armisael 22:08, 17 March 2011 (UTC)
- Still has some problems D:
- Music loop starts to become quite noticeable during the last clips (comparisons)
- Noticeable frame slowdowns when doing the little jumps in tr_target (particularly when firing/switching to the sticky jumper). Also, please do the first jump with the sticky jumper with the sticky jumper in hand, then the other two jumps with the other two weapons. This way, the first sticky jumper jump is actually done with the sticky jumper
- Can still see the Demoman respawning at the end of the video
— Wind 00:40, 18 March 2011 (UTC)
- crosses fingers* http://www.youtube.com/watch?v=ecu0NMbYAqs — Armisael 15:26, 19 March 2011 (UTC)
- Doctor Freemann... [...] Ordinarily I would comment on the lack of weaponref.cfg on the 2fort part giving it a weird FoV, it, these are extraordinary times, mm? Rather than offer you the illusion of having to do that part again, I will take the libery of uploading it anyway... If, and when, my bandwidth, comes round, again. I do apologize for what seem to you an arbitrary imposition, Dr Freemann. I trust, it will all make it to YouTube in the course of... Well, I'm really not, at liberty to say — Wind 19:40, 19 March 2011 (UTC)
- http://www.youtube.com/watch?v=ih2P41UAY3Y. Ca marché, j'espère? — Armisael 03:27, 20 March 2011 (UTC)
- You seemed to have removed all the fades after the jumping part? o.o; 05:00, 20 March 2011 (UTC)
- http://www.youtube.com/watch?v=ih2P41UAY3Y. Ca marché, j'espère? — Armisael 03:27, 20 March 2011 (UTC)
http://www.youtube.com/watch?v=8laHbN67XSM This section really needs to be archived. It's getting rather long. — Armisael 12:42, 20 March 2011 (UTC)
Teleporter/Telefrag (combined)
Reserved by (nobody) Since Brain-Storm.exe has not responded in a while, may I take over for this one? Thank you! Dr. Huxley 22:47, 14 March 2011 (UTC)
- Reservations are merely an indicator that means "someone else is working on it, you should work on another weapon if you can so that we won't submit two demos at the same time". But you're free to override this (without asking) if you feel like it — Wind 23:58, 14 March 2011 (UTC)
- Ah, thank you. I'll take all your suggestions to account in making it. So wait, it has to be in 3rd person? I don't recall that being necessary at all Dr. Huxley 02:59, 15 March 2011 (UTC)
- Doesn't have to be in third-person view. However, it would be easier to understand how a teleporter works if we could see it from a first-person perspective as well as an external one (from another player with no HUD/viewmodel) — Wind 04:31, 15 March 2011 (UTC)
- Okay thank you. So so far, I have me making an entrance, waiting for it to built, making a exit, and wrenching it to demonstrate the speed bonus. I take the level 1 teleporter in 3rd Person, and then switch back to First person to demonstrate the speed of which it recharges. Upgrade it, take the Level 2, go back, upgrade to level 3, take it, and waiting to demonstrate how fast each level recharges. Finally, I take the exit and place it next to the enemy spy behind the boxes. I take the tele, the spy dies, I taunt, done. Hopefully I should get the video up here later today. Dr. Huxley 15:23, 15 March 2011 (UTC)
- Do not taunt, as the teleporter has no "taunt". Also, for demonstrating recharge speed, I think the best way to do it would be to make a 3-way split screen, with a teleporter of each level on each. Stare at the teleporter for 3 seconds or so (so that the player may read its level), then take it yourself over and over again. Do that for about 20 seconds (or whatever time it takes for the level 1 to recharge twice, thus teleporting you three times). This way, the viewer can see how many more people each teleporter can teleport in the same amount of time, which I think is a better measurement of "teleporter usefulness" than only recharge time. Also, I don't think you can move a teleporter next to an enemy then use it to telefrag him; I think the enemy has to move on top of it first — Wind 17:11, 15 March 2011 (UTC)
- Actually, moving it close to an enemy works. I tried it on the spy multiple times and it proved to work flawlessly. However, I don't think I have the necessary skills to edit a video together that suit what you are looking for. Sorry, I'll leave this up to someone else to complete. Dr. Huxley 18:40, 15 March 2011 (UTC)
- Do not taunt, as the teleporter has no "taunt". Also, for demonstrating recharge speed, I think the best way to do it would be to make a 3-way split screen, with a teleporter of each level on each. Stare at the teleporter for 3 seconds or so (so that the player may read its level), then take it yourself over and over again. Do that for about 20 seconds (or whatever time it takes for the level 1 to recharge twice, thus teleporting you three times). This way, the viewer can see how many more people each teleporter can teleport in the same amount of time, which I think is a better measurement of "teleporter usefulness" than only recharge time. Also, I don't think you can move a teleporter next to an enemy then use it to telefrag him; I think the enemy has to move on top of it first — Wind 17:11, 15 March 2011 (UTC)
- Okay thank you. So so far, I have me making an entrance, waiting for it to built, making a exit, and wrenching it to demonstrate the speed bonus. I take the level 1 teleporter in 3rd Person, and then switch back to First person to demonstrate the speed of which it recharges. Upgrade it, take the Level 2, go back, upgrade to level 3, take it, and waiting to demonstrate how fast each level recharges. Finally, I take the exit and place it next to the enemy spy behind the boxes. I take the tele, the spy dies, I taunt, done. Hopefully I should get the video up here later today. Dr. Huxley 15:23, 15 March 2011 (UTC)
- Doesn't have to be in third-person view. However, it would be easier to understand how a teleporter works if we could see it from a first-person perspective as well as an external one (from another player with no HUD/viewmodel) — Wind 04:31, 15 March 2011 (UTC)
- Ah, thank you. I'll take all your suggestions to account in making it. So wait, it has to be in 3rd person? I don't recall that being necessary at all Dr. Huxley 02:59, 15 March 2011 (UTC)
I tried the split-screen with the 3 levels. That's what happened: http://www.youtube.com/watch?v=d7DaNSIyx1Q --CeInfo 23:18, 15 March 2011 (UTC)
- Please see the technical problems described in the Disguise Kit section; they apply here as well, but also this video doesn't have a 16:9 ratio (there are black bars on the top and bottom). Please fix those before doing a demo, thanks~ — Wind 04:31, 16 March 2011 (UTC)
Need to be redone
Conniver's Kunai
Done but needs to be redone (show afterburn removal)
So yeah, the video itself is pretty nice already, but it missed one important attribute: that it completely removes afterburn from the user after a successful backstab. – Epic Eric (T | C) 01:19, 15 March 2011 (UTC)
- That would be pretty important to show, but let's wait at least a week or so just to make sure the attributes are final, as Valve may tweak this weapon due to all the complaints it's getting (see the comments section of the current Kunai demo...) — Wind 01:33, 15 March 2011 (UTC)
- http://www.youtube.com/watch?v=iQ94ooREOtg. Eh. If they change it, we'll deal with it then. — Armisael 15:20, 20 March 2011 (UTC)
Chargin' Targe
Done but needs to be redone (use splitscreen, show kill icon)
We need a new video for the chargin targe. the video is blurred and does not really help as a demonstration . ~Awesomesauce~ 04:29, 26 February 2011 (UTC)
- Against Video looks fine. I don't see any blurriness. GeminiViRiS Talk Contribs 08:00, 26 February 2011 (UTC)
- If we're being nit-picky about problems, then I shall say that one can hear the sound of the Backpack closing at 0:53. Also, the Targe does not show the Demo doing a running start. I've done running starts as a Demo w/ 5+ Heads, and I've killed a Heavy outright without needing to swing my Sword. This isn't proven to be the Case here, however. Lancer anti-tank Rocket 13:04, 26 February 2011 (UTC)
- The Hit with the charging targe should be shown more clearly. One time it was 50hp and one time 100 for hittin the player with it. It should also show the targe killin symbol. That's all important for me. NWM 13:13, 26 February 2011 (UTC)
- Having extra heads makes the charge do extra damage. That's the entire point of those two charges. Armisael 16:03, 26 February 2011 (UTC)
- The Hit with the charging targe should be shown more clearly. One time it was 50hp and one time 100 for hittin the player with it. It should also show the targe killin symbol. That's all important for me. NWM 13:13, 26 February 2011 (UTC)
- Yeah, the damage comparison should be in split-screen. No blurriness (unless you're watching it in 240p of course...), but lack of reloading the grenade launcher, weird sound at 0:53, and indeed doesn't show the chargin' targe killing icon — Wind 16:33, 26 February 2011 (UTC)
- Support Fair enough. I'll redo it. :3 — Zhnigo 23:41, 27 February 2011 (UTC)
- There it is. — Zhnigo 03:20, 15 March 2011 (UTC)
- Is good, please upload~ — Wind 04:31, 15 March 2011 (UTC)
- http://www.mediafire.com/?jz1g3h29td8rtst Thanks. :3 — Zhnigo 22:32, 15 March 2011 (UTC)
- Is good, please upload~ — Wind 04:31, 15 March 2011 (UTC)
- There it is. — Zhnigo 03:20, 15 March 2011 (UTC)
Electro Sapper
Done, but needs to be re-done (show building disabled-ness) First time editing a post, so I hope I'm doing it right. :3 Anyways, I'm pretty sure I can make it to show the disabled-ness by sapping the buildings and then trying to interact with them. For example, sapping a Sentry then undisguising in front of it to show it wouldn't shoot. Nooph 21:54, 24 February 2011 (EST)
- Or trying to get cloak from a Dispenser being sapped, or not being able to use a teleporter that's being sapped (might want to use a teammate for that: have a level 3 teleporter, have him take it, wait for recharge, sap, demonstrate that he can't use it anymore, unsap, and then he can.) — Wind 18:47, 25 February 2011 (UTC)
- I just realized that TF2 can't go into antialiasing mode for me. Is there any way to force it, like in the Console or the launch options? Nooph 06:49, 26 February 2011 (UTC)
- Use mat_antialiasing (or mat_antialias maybe) — Wind 16:33, 26 February 2011 (UTC)
- I can't record smoothly enough. Can't do it :( Nooph 22:54, 1 March 2011 (UTC)
- I suppose I can do it then, the original video seems to cover all aspects fine other than forgetting to show the disabledness of the sentry. Maybe with a small addition showing a teammate helping taking it down. Ailure 17:38, 13 March 2011 (UTC)
- Alright, I'm in the planning stage and hopefully have something soon. I try to incorperate all the things covered in the orginal video plus the suggestions done here. :) Ailure 18:41, 13 March 2011 (UTC)
- I can't record smoothly enough. Can't do it :( Nooph 22:54, 1 March 2011 (UTC)
- Use mat_antialiasing (or mat_antialias maybe) — Wind 16:33, 26 February 2011 (UTC)
Fan O'War
I screwed up the level when I made this with items_game for the demonstration. I based it on the wiki page, which says 25. The item is actually level 5. I'll hopefully get around to fixing this demo soon. — Armisael 02:27, 17 March 2011 (UTC)
- Hopefully I didn't screw anything up. http://www.youtube.com/watch?v=ZcCStOG9DmQ — Armisael 15:26, 19 March 2011 (UTC)
- There's a noticeable audio glitch near 0:43 (right before he hits the soldier). It seems to be only on the music side, so you don't have to re-record it, just fix the music please :3 — Wind 19:40, 19 March 2011 (UTC)
http://www.youtube.com/watch?v=Ura4uHc9XSI — Armisael 00:09, 20 March 2011 (UTC)
- Thanks, is good~ — Wind 05:00, 20 March 2011 (UTC)
Natascha
Done but needs to be redone (changed stats, new animations)
http://www.youtube.com/watch?v=DGDWmIXQU24 Your Enemy 17:41, 16 February 2011 (UTC)
- This is good but~
- Your name is "Your Enemy". While I respect people choosing their own name, it would be nice if you picked another name, because seeing "Your Enemy (Natascha) Pyro" on the killfeed is confusing
- The damage comparison part has several flaws:
- The screen should be split vertically so that damage numbers are visible, which is pretty important since we're comparing damage here
- The font should be TF2 secondary in white with a faint black outline and appearing with a fade effect; see Rocket Jumper's demo at 0:50
- The Pyro gets killed instantly since he is close. You should kill a farther target to make the different more visible
- Slowdown effect is now proportional to distance. The demo must show this by showing slowdown for multiple ranges
- I also suggest to stay in the wooden thingy when demonstrating slowdown so that you don't actually move from the spot you are firing (which would mess up the range)
- Try having the target move in a perpendicular direction to your line of sight when demonstrating slowdown. I know it's not easy, just saying
That's it~ — Wind 00:56, 17 February 2011 (UTC)
- Thanks, I'll see what I can do. Your Enemy 15:24, 17 February 2011 (UTC)
http://www.youtube.com/watch?v=vKhF5q3dYoQ Your Enemy 13:43, 20 February 2011 (UTC)
- This is perfect content-wise, but some technical details:
- In-game sound quality is low (has a fuzz to it)
- There are no transitions between clips (use a little fade)
Slowdown is very well demonstrated though — Wind 18:28, 20 February 2011 (UTC)
Here, http://www.youtube.com/watch?v=MimzMKr2NTw Your Enemy 09:22, 21 February 2011 (UTC)
- Yes, this is good. Please upload the original. Thanks~ — Wind 17:44, 21 February 2011 (UTC)
http://www.mediafire.com/?qvl9dl4ww34p3tc Your Enemy 18:58, 21 February 2011 (UTC)
- (Marked as "need to be redone" due to low audio quality complaints) — Wind 04:38, 24 February 2011 (UTC)
http://www.youtube.com/watch?v=NBL_9rJJeuQ
I don't like my slow as much as YE's, but the sound quality and splitscreen are better in my opinion. Anyways, thoughts? -Armisael 19:24, 27 February 2011 (UTC)
- Muzzleflash glitch is there D: Also, the slowdown is indeed a bit less good. In the second slowdown, the Soldier should start walking right when the heavy starts firing boolets to be consistent with the other 2. In the third part, the Soldier shouldn't hit the barrels but escape like YE's video — Wind 04:07, 1 March 2011 (UTC)
Should someone edit the weapon demonstration video template to indicate that videos are out of date? Because this one isn't just misformatted; it's downright wrong. -Armisael 11:01, 14 March 2011 (UTC)
- Well that could be done, but could you... do the demo instead, pretty please? :3 — Wind 12:29, 14 March 2011 (UTC)
Razorback
Done but needs to be redone (aspect ratio)
Sharpened Volcano Fragment
I believe the current video is acceptable, but I believe that the video should show lighting a cloaked Spy on fire. I hope this doesn't seem trivial, but it was something I just noticed immediately.Karonen 20:32, 14 March 2011 (UTC)
- OK. — Wind 21:28, 14 March 2011 (UTC)
- http://www.youtube.com/watch?v=5csXCyW5i2k — Armisael 15:20, 20 March 2011 (UTC)
Half-Zatoichi
I would like to reserve this. It should definitely be in the same style as the Pain Train. Quick question, is there a console command to set my health down to one, or should I injure myself off-screen? Akuago220, The Jungle Expeditioner 20:01, 11 March 2011 (UTC)
- Injure yourself on-screen preferably, using an enemy firing at you or something — Wind 20:16, 11 March 2011 (UTC)
- You can also use the hurtme command in the console. The number after the command says how much health you want to lose. (I.E. If you want to go to 1 HP as a solider, then type hurtme 199 in the console.) Likewise, you can also use this to regain health. (I.E. hurtme -199)
- Like Wind said though, you're probably better off getting yourself hurt on screen for presentation and style. Don't forget to show the uses of the sword for both Soldier and Demo, a "katana duel," and the disabled weapon switch. ----- Davtwan 20:58, 11 March 2011 (UTC)
"Bots currently can not use or equip unlockable content, including: non-standard Weapons, Hats, or Miscellaneous items."
I'm guessing I'll have to find someone who has the Half-Zatoichi to demonstrate the "katana duel?" Akuago220, The Jungle Expeditioner 22:17, 11 March 2011 (UTC)
- Yes indeed. :( — Wind 00:25, 12 March 2011 (UTC)
Then so be it. Anyone who has the Half-Zatoichi, I need your help. For the duel, I should kill the Demoman as the Soldier and then in vice-versa, right? Akuago220, The Jungle Expeditioner 15:49, 12 March 2011 (UTC)
- Could u please try it also out when one guy is ubered, if the person hits the ubered person if he can then switch the weapon, could be a bug maybe, just want that known. NWM 15:55, 12 March 2011 (UTC)
Seems like a glitch to me, and I don't recall a demonstration video exploiting unintentional glitches. Akuago220, The Jungle Expeditioner 16:27, 12 March 2011 (UTC)
Okay, how can I get my friend onto my map? First, when my friend tried to join, he couldn't; it said "Server not Responding." Second, when he joined RED in his server, his screen turns entirely black. Respond ASAP so that I can get this demonstration completed. Akuago220, The Jungle Expeditioner 04:09, 13 March 2011 (UTC)
- If he can't connect, you probably have a router problem or a firewall or something blocking connections. If he does join however, the RED spawn room is a non-lit, completely black room that is completely off the map. The player needs to use
noclip
and go into the playing area 04:22, 13 March 2011 (UTC)
I've been able to join the servers he's been into and in vice versa with him joining mine, but just not this particular map. He's even got all of the same files necessary to make his own room with the same map and I couldn't join, and I checked my firewall and Steam and games are allowed to go through. Can I speak to someone who has gotten a human player into their room to help them with their demonstration? Someone who has experience with that that could help me out would be appreciated. Akuago220, The Jungle Expeditioner 05:01, 13 March 2011 (UTC)
- I can set up the wiki server for that if needed, but people need to be online at the same time. I suggest you join the IRC channel and ask there~ — Wind 05:05, 13 March 2011 (UTC)
- Type sv_lan 0 into the console and see if that helps. :3 — Zhnigo 19:01, 14 March 2011 (UTC)
http://www.youtube.com/watch?v=IwTY0riG8dk http://www.mediafire.com/?9g01k8gl8kgqrfw Finally, here's my half-Zatoichi demonstration. Thanks again, Mellotaku and Wind! Akuago220, The Jungle Expeditioner 05:06, 15 March 2011 (UTC)
- Thank you :3 Someone requested it in the youtube channel comments today too, so that's good timing — Wind 17:11, 15 March 2011 (UTC)
Needs to be redone: Needs to show taunts. Also, somehow the soldier (200 HP) died in 3 hits of 65 damage each, which add up to 195 (wtf?) — Wind 00:38, 17 March 2011 (UTC)
I should have known they would patch the taunts up... took them long enough. BTW, the Soldier had low health because when I had him attack me, I was so close to him that he dealt damage to himself as well. I'll stand back far enough to not have the soldier damage himself. Akuago220, The Jungle Expeditioner 04:13, 17 March 2011 (UTC)
http://www.youtube.com/watch?v=9WMgMb04rbE http://www.mediafire.com/?d1vijs1009l68bb Redone. Akuago220, The Jungle Expeditioner 22:39, 17 March 2011 (UTC)
- You can't switch to another weapon after tauntkilling with the demoman? Good to know. Note that if they patch this (to let you switch after tauntkilling), then that part will have to be redone again, so please keep the video of the duels for a few weeks or so if you can. Thanks~ — Wind 00:40, 18 March 2011 (UTC)
Weapon Sets
The Tank Buster
Could handle this. Got the whole set so there's no messy File editing. Though my Black Box is store-bought, if that's a problem...Lancer anti-tank Rocket 11:32, 15 February 2011 (UTC)
- As long as you've fixed the framerate problem, go ahead — Wind 23:05, 15 February 2011 (UTC)
- Change of heart, I sold my Softcap yesterday. I do, however have the Fez again, so I could go with the Saharan Spy. Lancer anti-tank Rocket 17:45, 16 February 2011 (UTC)
http://www.youtube.com/watch?v=fFjO4z27wvA
Comments? Armisael 00:02, 2 March 2011 (UTC)
- Framerate also feels a bit slow during weapon switching (but maybe it's just me?). Same comments as Scout one above~ Also, damage should also be shown for each sentry level — Wind 00:38, 2 March 2011 (UTC)
The Hibernating Bear
I would love to make a demonstration video for the Hibernating Bear since I got all the items and the Big Chief is not required for it. I will put a link for the demo and if it needs any changes, I will change the link. http://www.youtube.com/watch?v=hfO4oBwQ0jk The download link will be placed in the description. Please tell me if I need to make any changes for the video. 30px Zafir168 18:48, 9 March 2011 (UTC)
- Okay, few problems here:
- Video is cropped (can't see all of the screen...)
- Brass beast tooltip is not shown in backpack view
- Custom-colored crosshair
- Does not show critical hit resistance. The best way to demonstrate this would be to have a split-screen with a kritzkrieg'd Soldier firing at you, and showing the health difference — Wind 23:46, 9 March 2011 (UTC)
Well ok the crosshair is not a problem and neither is the Soldier but I still got some problems. The screen resolution in the game was 1280x1024 so I needed to enlarged the video to make a good aspect ratio. I will get a better monitor soon but please give me some time to do it. 30px Zafir168 17:06, 10 March 2011 (UTC)
- May I reserve this? Because Zafirl hasn't responded for a week. If so, is there any way to make it so there are 100% crits? Because I don't think bots can have a Kritzkrieg... AbeX300 01:27, 19 March 2011 (UTC)
- Reservations are only an indication, feel free to do any video you want. As for 100% crits, don't do it; it doesn't happen in "normal" TF2, so it would look confusing. So, yes, you'll probably have to have a friend with a kritzkrieg join your server, or have two TF2 clients opened if you have an alt Steam account with TF2 — Wind 01:42, 19 March 2011 (UTC)
- Right, sadly I cannot open my ports because my father won't allow it, and I have no Alt. Steam Account, so I had to use the Soldier's Shovel (since melee weapons do crit). Even then, I have a problem in Sony Vegas 8 where the screen would just stay focused on the center, even though I clearly shrink it to half the height (wanted it to look something like this). Any ideas? =C
- Can't use the shovel because it is not visible from the outside whether it will crit or not, unlike critrockets where the difference is quite visible. I think your best bet is to use an external server where you either have admin or can convince the admin to help you out D: (which I can do btw). A little note though; I'm one of your subscribers and have seen your custom weapon videos. Is the quality of those videos the maximum you can achieve? It seems slightly jumpy at times — Wind 02:15, 19 March 2011 (UTC)
- Ye Olde Offensineer? A SUBSCRIBER OF MINE? SUCH NONSENSE. But it's probably due me recording at 30 FPS. The drawback to this is that it can sometimes lag from nowhere and drop below 30. I'm trying with 60 FPS now (which would only drop between 60 and 30, and my rendering settings is at 30 FPS). Don't know if that's what you mean by 'slightly jumpy' but there ya go. NOW ABOUT THE SPLIT-SCREEN... And I guess I should get going on re-recording. More endurance ensues. AbeX300 02:22, 19 March 2011 (UTC)
- I do believe I've been subscribed to you even before the Engineer Update and all the offensineering thing :3 About the split-screen, I don't know :( I use Sony Vegas and you can just drag the clipping rectangle around to select the zone you want, and use the mask to hide the overflow — Wind 02:42, 19 March 2011 (UTC)
- I would like to remind you that I've been recording for 20 minutes, WITH crits on...and not once have I gotten the Soldier to do a crocket. No wonder Zafirl never finished it. It is PAINFUL. (And sadly it's not weakness leaving the body) ;-; AbeX300 02:48, 19 March 2011 (UTC)
- (pssst, weaponref.cfg turns crits off) (someone is going to kill me) — Wind 02:54, 19 March 2011 (UTC)
- I would like to remind you that I've been recording for 20 minutes, WITH crits on...and not once have I gotten the Soldier to do a crocket. No wonder Zafirl never finished it. It is PAINFUL. (And sadly it's not weakness leaving the body) ;-; AbeX300 02:48, 19 March 2011 (UTC)
- I do believe I've been subscribed to you even before the Engineer Update and all the offensineering thing :3 About the split-screen, I don't know :( I use Sony Vegas and you can just drag the clipping rectangle around to select the zone you want, and use the mask to hide the overflow — Wind 02:42, 19 March 2011 (UTC)
- Ye Olde Offensineer? A SUBSCRIBER OF MINE? SUCH NONSENSE. But it's probably due me recording at 30 FPS. The drawback to this is that it can sometimes lag from nowhere and drop below 30. I'm trying with 60 FPS now (which would only drop between 60 and 30, and my rendering settings is at 30 FPS). Don't know if that's what you mean by 'slightly jumpy' but there ya go. NOW ABOUT THE SPLIT-SCREEN... And I guess I should get going on re-recording. More endurance ensues. AbeX300 02:22, 19 March 2011 (UTC)
- Can't use the shovel because it is not visible from the outside whether it will crit or not, unlike critrockets where the difference is quite visible. I think your best bet is to use an external server where you either have admin or can convince the admin to help you out D: (which I can do btw). A little note though; I'm one of your subscribers and have seen your custom weapon videos. Is the quality of those videos the maximum you can achieve? It seems slightly jumpy at times — Wind 02:15, 19 March 2011 (UTC)
- Right, sadly I cannot open my ports because my father won't allow it, and I have no Alt. Steam Account, so I had to use the Soldier's Shovel (since melee weapons do crit). Even then, I have a problem in Sony Vegas 8 where the screen would just stay focused on the center, even though I clearly shrink it to half the height (wanted it to look something like this). Any ideas? =C
- Reservations are only an indication, feel free to do any video you want. As for 100% crits, don't do it; it doesn't happen in "normal" TF2, so it would look confusing. So, yes, you'll probably have to have a friend with a kritzkrieg join your server, or have two TF2 clients opened if you have an alt Steam account with TF2 — Wind 01:42, 19 March 2011 (UTC)
- Finally managed to get crockets on both normal Heavy and Hibernating Bear (in a much shorter time, too!). Now to brainstorm on how to do the vertical splitscreen. I've tried dragging the clipping rectangle, but all that really did is that when I drag it up, it shows the top of the video, not the bottom where the health is. SPLIT-SCREENERS, HOW YOU DO DEES AT SONY VEGAS 8!! >.< AbeX300 03:17, 19 March 2011 (UTC)
- TO be more precise in Sony Vegas 9, I right-clicked the clip -> Event Pan/Crop, then dragged the rectangle downwards halfway — Wind 03:23, 19 March 2011 (UTC)
- Finally, I am done. I've included the comparing of damage taken from both Crits and Mini-Crits. If it's good, I'll upload the video. =) AbeX300 03:53, 19 March 2011 (UTC)
- You seem to have a custom font on your HUD :( It's particularly visible on the loadout screen, but it's also there on the "Food" label in-game, so yes, all of that will have to be redone. There are other technicalities to fix: Your mouse must start on one of the items (with the tooltip already shown), and since it's a set, it must go through all the items in the set (so show all the tooltips in order, staying on them for about 4 seconds). Then, no need to wiggle the mouse around the heavy, just go straight for the close button, though that's a small detail. Lastly, include the whole "switching to steak, waiting one second, nomming" sequence during the last part (mini-crit), rather than starting it in the middle of nomming. This is because since it's a horizontal splitscreen, it is hard to tell what exactly the heavy is nomming. Video quality-wise, this is very good, no jumpiness indeed — Wind 04:01, 19 March 2011 (UTC)
- Then I give up, I am NOT going through hell again... AbeX300 04:03, 19 March 2011 (UTC)
- Aww :( — Wind 04:04, 19 March 2011 (UTC)
- Funny story, I think I got bored enough to actually attempt at a redone. You also mentioned there was custom font, I disagree, because I have NO custom HUD enabled. Vid AbeX300 15:45, 19 March 2011 (UTC)
- You are right, this one seems to have the default font... The previous one had the text having some sort of shadow. Thanks, please upload it~ — Wind 19:40, 19 March 2011 (UTC)
- Added download link. But question, does the contributors get credited in any way? o.O AbeX300 20:38, 19 March 2011 (UTC)
- Thanks~ And the credit the contributors get is their name in the killfeed, within the video. That might seem small, but when you think about it, that is more visible credit than what you get for editing articles — Wind 05:00, 20 March 2011 (UTC)
- But...there was no killfeed in this video. So I get no credit for all of that trouble... ;~; AbeX300 14:07, 20 March 2011 (UTC)
- Thanks~ And the credit the contributors get is their name in the killfeed, within the video. That might seem small, but when you think about it, that is more visible credit than what you get for editing articles — Wind 05:00, 20 March 2011 (UTC)
- Added download link. But question, does the contributors get credited in any way? o.O AbeX300 20:38, 19 March 2011 (UTC)
- You are right, this one seems to have the default font... The previous one had the text having some sort of shadow. Thanks, please upload it~ — Wind 19:40, 19 March 2011 (UTC)
- Funny story, I think I got bored enough to actually attempt at a redone. You also mentioned there was custom font, I disagree, because I have NO custom HUD enabled. Vid AbeX300 15:45, 19 March 2011 (UTC)
- Aww :( — Wind 04:04, 19 March 2011 (UTC)
- Finally, I am done. I've included the comparing of damage taken from both Crits and Mini-Crits. If it's good, I'll upload the video. =) AbeX300 03:53, 19 March 2011 (UTC)
- TO be more precise in Sony Vegas 9, I right-clicked the clip -> Event Pan/Crop, then dragged the rectangle downwards halfway — Wind 03:23, 19 March 2011 (UTC)
- May I reserve this? Because Zafirl hasn't responded for a week. If so, is there any way to make it so there are 100% crits? Because I don't think bots can have a Kritzkrieg... AbeX300 01:27, 19 March 2011 (UTC)
The Croc-o-Style Kit
i can test the croc set,but i need record in a diferent map,to test the headshot Walnut gentleman 13:07, 24 February 2011 (UTC)
- Why would the map affect the headshot? — Wind 16:52, 24 February 2011 (UTC)
I need to test with a friend Walnut gentleman 16:21, 25 February 2011 (UTC)
http://www.youtube.com/watch?v=Ea1NTayG5Fc Comments? — The preceding unsigned comment was added by Armisael (talk) • (contribs)
- Same comments as the other ones (especially this one since two of the items are only visible in third-person view, so it should be a lot slower). Also, what is that red dot? I've never seen it "on my face" in-game (only on walls), and we've just tested this on a vanilla server and it doesn't show. Is there an option to turn it on, is it a server setting, or a server mod? — Wind 00:38, 2 March 2011 (UTC)
- I have no idea. I didn't do anything to the server, so I was a little confused. I assume I should run the DDS on the 'default' sniper for this demo? Armisael 02:05, 2 March 2011 (UTC)
- Nope Nah, people should know that a fully-charged headshot kills anything. It might be interesting to show a heavy and a set sniper side-by-side getting headshot though... — Wind 02:34, 2 March 2011 (UTC)
- I have no idea. I didn't do anything to the server, so I was a little confused. I assume I should run the DDS on the 'default' sniper for this demo? Armisael 02:05, 2 March 2011 (UTC)
The Saharan Spy
Could go with this. Got a new Fez yesterday. Already got L'etranger and Your Eternal Reward too so there's no messy File Editing. Lancer anti-tank Rocket 17:46, 16 February 2011 (UTC)
- Getting around it? I can do it otherwise, what I have in mind is basically showing decloaking with dead ringer and invisibility watch side by side, and then show the increased flicker by bumping into a enemy on purpose. As a little bonus, show how it looks like from the perspective of the enemy. Ailure 11:20, 14 March 2011 (UTC)
- Yes indeed, though the decloaking would need to be explicitly not in sync so that both sounds can be heard separately — Wind 12:29, 14 March 2011 (UTC)
- Aah, good point. I think a second or so of desync should work then. I probably play around with it as soon i get to it to see what looks best. Ailure 17:51, 14 March 2011 (UTC)
The Special Delivery
Needs to be redone: Fish is not jiggly D: — Wind 12:29, 14 March 2011 (UTC)
- Aren't the fish's jigglebones broken? -- OluapPlayer (t) 13:56, 14 March 2011 (UTC)
- Depends on how you define broken. The fish is jiggly alright, but have a uh... tendency randomly to literally flip itself inside out at times. I think it's possible to show a video of the jigglyness without making it glitch up. Ailure 17:49, 14 March 2011 (UTC)
- So it is. Bizarre. I should have a fixed version up sometime today. Any idea why the fish didn't jiggle? -Armisael 21:26, 14 March 2011 (UTC)
- The problem with the current video is that there is no jigglebones at all, the fish is all stiff (damn edit conflicts) And no, I don't know why it didn't jiggle — Wind 21:28, 14 March 2011 (UTC)
- Apparently fraps is somehow causing the problem. My fish will jiggle, and then I'll hit record, and it'll stiffen up. I stop recording, and it starts jiggling again. I get the same problem with TF2's inbuilt demo-to-TGA video converter. -Armisael 01:53, 16 March 2011 (UTC)
- Well, I may understand if it's tf2's demo recording thing, but Fraps really shouldn't affect it, since it's an external program and all o_O — Wind 04:31, 16 March 2011 (UTC)
- I was confused as well, but the fish was stiffening and jiggling right on cue, every time. Maybe I have some setting active that kills jigglebones if more than a certain amount of the cpu is being used. At any rate, this looks like a job for someone else. — [[User:Armisael|Armisael]] 10:55, 16 March 2011 (UTC)
- Well, I may understand if it's tf2's demo recording thing, but Fraps really shouldn't affect it, since it's an external program and all o_O — Wind 04:31, 16 March 2011 (UTC)
- Apparently fraps is somehow causing the problem. My fish will jiggle, and then I'll hit record, and it'll stiffen up. I stop recording, and it starts jiggling again. I get the same problem with TF2's inbuilt demo-to-TGA video converter. -Armisael 01:53, 16 March 2011 (UTC)
- Depends on how you define broken. The fish is jiggly alright, but have a uh... tendency randomly to literally flip itself inside out at times. I think it's possible to show a video of the jigglyness without making it glitch up. Ailure 17:49, 14 March 2011 (UTC)