Team Fortress Wiki talk:Weapon Demonstration
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Question
How do I save text as an .res file. Cause it keeps saying it can't excecute the map. — The preceding unsigned comment was added by Panda Claws (talk) • (contribs)
- Just rename it from .txt to .res. You may have to go into Windows Explorer's options to show extensions for this to work~ However, regardless of the .res file, it shouldn't tell you "can't execute the map". The map is the .bsp file, not the .res file. Make sure you didn't save one as the other or something — Wind 17:13, 15 August 2011 (PDT)
Allright I should have fixed everything now unless it now says this when I typ "exec weaponref" : "unknown command: PK" — The preceding unsigned comment was added by Panda Claws (talk) • (contribs)
- Then, again, I think you may have mixed some files :( Nowhere in weaponref.cfg is the command "PK" — Wind 16:55, 16 August 2011 (PDT)
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)
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)
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)
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)
Diamondback
- http://www.youtube.com/watch?v=fctw876axDc Sorry for the delay; I was fiddling around with the widowmaker and the short circuit. — Armisael 21:53, 18 August 2011 (PDT)
- I'm guessing the Teleporter part is to show that you only get one crit for sapping down both teleporter ends, but it isn't clear at the end if it's the gun or the sapper which destroys the teleporter without looking at the kill feed. I suggest shooting at the Teleporter a bit with the gun before sapping it, then sapping it and shows that the counter only increases once — Wind 22:02, 18 August 2011 (PDT)
- Actually, what's going on here is that destroying a building with the diamondback doesn't earn the critical (using the knife does, hoewever). I suspect that this one is a bug; how do you want to cover it? — Armisael 08:02, 19 August 2011 (PDT)
- But the kill feed says the Sapper destroyed it D: However, on closer look, you do get 2 crits out of it. You sap the teleporter, fire 2 shots at it, sapper breaks it and gives you one crit, then you immediately use that crit to shoot at where the teleporter used to be, then get another crit from the other end of the teleporter. So no, it's the sapper that gave you the crit :3 Not sure about other weapons then, and if they have inconsistent behavior I think it's better to just not demonstrate that — Wind 11:09, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=Zf7rkBw2oOg — Armisael 13:46, 19 August 2011 (PDT)
- Wait what you did get the crit butIcouldhaveswornyoudidn'tinthepreviousdemosoIwatcheditagainandmymindwasblownsolikewat but yes, that'll do. Thanks :3 — Wind 13:57, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=Zf7rkBw2oOg — Armisael 13:46, 19 August 2011 (PDT)
- I'm guessing the Teleporter part is to show that you only get one crit for sapping down both teleporter ends, but it isn't clear at the end if it's the gun or the sapper which destroys the teleporter without looking at the kill feed. I suggest shooting at the Teleporter a bit with the gun before sapping it, then sapping it and shows that the counter only increases once — Wind 22:02, 18 August 2011 (PDT)
Here's my attempt, please let me know if I missed anything. http://www.youtube.com/watch?v=RYVNbE1KIWw http://www.mediafire.com/?qlw8c5qk853doam--Mellotaku, The Sorcerous Shapeshifter 12:58, 19 August 2011 (PDT)
- This confirms that you do get two crits for the Teleporter :3 However, it doesn't show some of the stuff Armisael's demo shows, like the fact that you don't have to hold the Sapper in hand to get the crits, and that you don't get crits if the building gets destroyed by something else than the sapper while being sapped — Wind 13:41, 19 August 2011 (PDT)
- Sorry, Armisael got there first >: — Wind 13:59, 19 August 2011 (PDT)
- I encountered something interesting Wind, I destroyed the building with the knife, but it still got the crit.--Mellotaku, The Sorcerous Shapeshifter 14:08, 19 August 2011 (PDT)
- Yes, Armisael described that behavior above. I'm guessing the logic is that you'll get a crit as long as you don't destroy the building with the Diamondback — Wind 14:28, 19 August 2011 (PDT)
- I encountered something interesting Wind, I destroyed the building with the knife, but it still got the crit.--Mellotaku, The Sorcerous Shapeshifter 14:08, 19 August 2011 (PDT)
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)
Does this still need to be done? CelInfo's last comment above suggested completion, but it was from over a month ago and there's still no demonstration video on the Disguise Kit page. In case it's still needed, here -> http://www.youtube.com/watch?v=loE-JVHBDXY; lmk if it'll work for the Wiki. NSCoder 07:43, 25 April 2011 (UTC)
- Anyone? NSCoder 01:08, 6 May 2011 (UTC)
- Oh whoops, missed it D: Anyway, here goes:
- The extra voice commands may be funny, but please don't do that
- No viewmodel (why?)
- Needs a backpack view; I know you can't show the disguise kit, so simply show the spy stock backpack for a few seconds
- No disguise sound can be heard
- Needs to show how a friendly spy looks like to friendlies (has a mask with the class head on it) as opposed to an enemy spy
- Needs to demonstrate a lot more things:
- Can disguise as any class
- Can disguise as ally
- Disguising as friendly Spy removes the disguise completely
- Attacking removes disguise
- Sapper does not remove disguise
- Cloak does not remove disguise
- Show difference between Cloak->disguise and Disguise->Cloak
- Show that you can change your disguise weapon
- Show that running speed = min(Spy speed, disguised class speed)
- Needs to show taunts (both of them)
The older video comes close, as it shows most of those, so feel free to take inspiration from it. Thanks~ — Wind 04:12, 7 May 2011 (UTC)
I'm going to attempt a demonstration for this, but there's one thing I need to know first, when comparing the speeds, do I do it for all classes or just the fastest and the slowest?--Mellotaku 11:00, 26 July 2011 (PDT)
- Fastest and slowest. Slowest will show that the Spy does slow himself down to the speed of the slower class, and fastest will show that the Spy can't run faster when disguised as a class faster than him — Wind 18:10, 26 July 2011 (PDT)S
Hmm, no one seems to be doing this, the latest post was more than 2 weeks ago. Can I give it a try? TFHK 22:01, 14 August 2011 (PDT)
- Yes, certainly~ — Wind 22:12, 14 August 2011 (PDT)
- Great! Just a couple of questions though:
1. Can I use third person view for some parts, like comparing speeds when disguised? I saw that in the video of PastorOfMuppets that in his comparison of speeds we couldn't see the Heavy running alongside him. 2. How do I demonstrate that disguising as a friendly Spy removes the disguise entirely? Do I just disguise as a friendly Spy with the presense of a friendly Spy, and show that I don't disguise as him? TFHK 22:28, 14 August 2011 (PDT)
- Yes, you can use thirdperson if you like, and yes, that sounds fair for the Friendly Spy thing. There's something I'd like you to do first, though: do a quick, 10-second-or-so video of yourself killing the bots with any weapon, and upload that on youtube. This is because the Disguise Kit is a difficult and long demo, and this is your first time making weapon demos; it's to check if you can meet all the technical video requirements (720p, antialiasing, etc), to make sure that you don't do the Diguise Kit demo with a wrong graphics configuration, which would make all that effort go to waste >: Once that is out of the way, then you can do the Disguise Kit demo — Wind 23:29, 14 August 2011 (PDT)
- Uh, okay, how's this? http://www.youtube.com/watch?v=WuQ_9lIRjRo It's my first try on Fraps and demo recording... :P (Yeah I'll change the crosshair when I do the real demonstration) TFHK 02:32, 15 August 2011 (PDT)
- You have a custom crosshair and a default crosshair color o: See, this is why I asked for this video first, because otherwise you'd have recorded the whole Disguise Kit demo with a non-default cursor and then it would all have gone to waste because of this silly thing. But hey, now that's avoided :3 Make sure to use the default crosshair color and the default crosshair (which should change on a per-weapon basis). There's another thing too: you seem to have some sort of autobalancing ambient sound. If you listen closely to the start of the video, you can hear a slight "sssssssssss" in the background, the background sound of the map. However, as soon as you start shooting, it disappears completely. When you stop, it comes back after a while. I don't know what's causing this, perhaps a tf2 script that makes ambient noise quieter when you shoot, or perhaps Fraps trying to isolate ambient noise, or most likely some kind of driver setting (like Realtek's) that automatically tries to remove ambient noise from whatever it records. So, please try to find what's causing this, and do the same video again with that and the crosshair fixed. Thanks~ :3 — Wind 17:06, 15 August 2011 (PDT)
- Yeah I'll remove the crosshair, and I'll see what I can do with the sound. So basically I'm trying to get the background noise when I'm firing as well right? Correct me if I'm wrong. I don't think I've changed any TF2 scripts related to sound, nor on Fraps, so I'm guessing it's the Realtek settings, I have changed those before. Another thing: You see in the video that the Spy doesn't use the backstab animation on the Medic(just a slash), even when he's in the right position? The kill icon says that it wasn't a critical hit either. That kind of puzzles me. I've used all the scripts provided, but it's different from the Knife demonstration video. I also noticed that the damage it does is only twice the enemy's health, as opposed to six. Am I missing out on something here? TFHK 22:42, 15 August 2011 (PDT)
- Yes, disable anything that modifies the sound that comes from TF2 and that goes into the recording, to make sure the sound recorded is what TF2 actually sounds like. As for the animation, that's normal, because weaponref.cfg disables crits so that they don't interfere in the demo. In the case of the backstab, it's an exceptional case, so crits are turned back on in the knife demos. Don't worry about it for the disguise kit demo though — Wind 22:53, 15 August 2011 (PDT)
- The new video is being uploaded now, and two things: 1. I converted it back to the default crosshair and colour, but I don't know how big the default size is. I can't seem to find an option that sets back to the default size, so it may be too big (Frankly, I think it is) 2. I've turned off every possible audio functions that may be affecting the recording, but I think the sound is still similar. Are you sure that the background noise isn't supposed to be quieter when a weapon is being fired? Because wouldn't it be as noisy as the gunfire if it wasn't quieter? And I'm pretty sure everything's default now, and that's probably what TF2 actually sounds like. Thanks for being patient. :) TFHK 07:50, 16 August 2011 (PDT)
- Yes, disable anything that modifies the sound that comes from TF2 and that goes into the recording, to make sure the sound recorded is what TF2 actually sounds like. As for the animation, that's normal, because weaponref.cfg disables crits so that they don't interfere in the demo. In the case of the backstab, it's an exceptional case, so crits are turned back on in the knife demos. Don't worry about it for the disguise kit demo though — Wind 22:53, 15 August 2011 (PDT)
- Yeah I'll remove the crosshair, and I'll see what I can do with the sound. So basically I'm trying to get the background noise when I'm firing as well right? Correct me if I'm wrong. I don't think I've changed any TF2 scripts related to sound, nor on Fraps, so I'm guessing it's the Realtek settings, I have changed those before. Another thing: You see in the video that the Spy doesn't use the backstab animation on the Medic(just a slash), even when he's in the right position? The kill icon says that it wasn't a critical hit either. That kind of puzzles me. I've used all the scripts provided, but it's different from the Knife demonstration video. I also noticed that the damage it does is only twice the enemy's health, as opposed to six. Am I missing out on something here? TFHK 22:42, 15 August 2011 (PDT)
- You have a custom crosshair and a default crosshair color o: See, this is why I asked for this video first, because otherwise you'd have recorded the whole Disguise Kit demo with a non-default cursor and then it would all have gone to waste because of this silly thing. But hey, now that's avoided :3 Make sure to use the default crosshair color and the default crosshair (which should change on a per-weapon basis). There's another thing too: you seem to have some sort of autobalancing ambient sound. If you listen closely to the start of the video, you can hear a slight "sssssssssss" in the background, the background sound of the map. However, as soon as you start shooting, it disappears completely. When you stop, it comes back after a while. I don't know what's causing this, perhaps a tf2 script that makes ambient noise quieter when you shoot, or perhaps Fraps trying to isolate ambient noise, or most likely some kind of driver setting (like Realtek's) that automatically tries to remove ambient noise from whatever it records. So, please try to find what's causing this, and do the same video again with that and the crosshair fixed. Thanks~ :3 — Wind 17:06, 15 August 2011 (PDT)
- Here, I put a sample up (WARNING: The second half of the video is extremely loud) here. The second half has sound increased by 24 dB so that the background noise is clearly audible, but as you can see it doesn't fade away when shooting. It seems inaudible during the very shot, because the sound of the shot covers it, but you can hear it right again after the shot is fired, whereas in your video it comes back gradually over the seconds that follow the shot. And here's a screenshot of my unmodified crosshair settings :3 — Wind 12:41, 16 August 2011 (PDT)
- Really? Are you sure? Because I think I've turned off all... oh wait, here's another option: "Audio autobalancing". Oh! So that's what's been protecting from all those ear rapes from YouTube! Anyway, I've turned off the feature now, and so the audio and the crosshair are fine. Thanks so much for your patience! :D So am I all set? Link: http://www.youtube.com/watch?v=9CvbsubquDs TFHK 07:51, 17 August 2011 (PDT)
- There is a little slowdown during the first shot on the Pyro, not sure why, but try to avoid that happening during the real demo. Other than that, is all good, go nuts now :3 — Wind 10:57, 17 August 2011 (PDT)
- Ah, I'm all set to do the demo, but I'm just wondering which of the following I should include, and which I can leave out. I'm going to do all the stuff you mentioned above to the other person, but what about these other things: 1. Disguised spies can take tele, and use dispenser, 2. Collecting intelligence removes disguise, 3. Disguised spies cannot defend points, 4. Disguised spies as own team can cap points, 5. Voice commands while disguised will appear to be said by the disguise from enemy's POV, 6. Disguised Medics have ubercharge meter 7. Medics of both teams can heal (and ubercharge) me, 8. Disguised spies with full health can still take health kits if disguise is not at full health, 9. Reloading will make the disguise reload, 10. When lit on fire, the spy will emit team-coloured flames. Obviously I won't be doing all of them, but I don't know which ones I should do. Can you tell me which ones I should demonstrate? Just list the numbers, thanks! TFHK 06:19, 19 August 2011 (PDT)
- Holeh crap that's a lot of things~ Don't demonstrate #1, that is already demonstrated in the Teleporter demo and you don't need a disguise for that, so nothing to do with the Disguise Kit. #2 would be an interesting fact and easy to demonstrate, it's good to know too because otherwise you get shot at by the sentry while you thought you'd keep your disguise... #7 is also important and effective. The rest (#3, #4, #5, #6, #8, #9 and #10) are a bit more obscure and hard to demonstrate. If you can think of something, you're free to add them, but I think that would be a bit too much information. — Wind 11:09, 19 August 2011 (PDT)
- Ah, I'm all set to do the demo, but I'm just wondering which of the following I should include, and which I can leave out. I'm going to do all the stuff you mentioned above to the other person, but what about these other things: 1. Disguised spies can take tele, and use dispenser, 2. Collecting intelligence removes disguise, 3. Disguised spies cannot defend points, 4. Disguised spies as own team can cap points, 5. Voice commands while disguised will appear to be said by the disguise from enemy's POV, 6. Disguised Medics have ubercharge meter 7. Medics of both teams can heal (and ubercharge) me, 8. Disguised spies with full health can still take health kits if disguise is not at full health, 9. Reloading will make the disguise reload, 10. When lit on fire, the spy will emit team-coloured flames. Obviously I won't be doing all of them, but I don't know which ones I should do. Can you tell me which ones I should demonstrate? Just list the numbers, thanks! TFHK 06:19, 19 August 2011 (PDT)
- There is a little slowdown during the first shot on the Pyro, not sure why, but try to avoid that happening during the real demo. Other than that, is all good, go nuts now :3 — Wind 10:57, 17 August 2011 (PDT)
- Really? Are you sure? Because I think I've turned off all... oh wait, here's another option: "Audio autobalancing". Oh! So that's what's been protecting from all those ear rapes from YouTube! Anyway, I've turned off the feature now, and so the audio and the crosshair are fine. Thanks so much for your patience! :D So am I all set? Link: http://www.youtube.com/watch?v=9CvbsubquDs TFHK 07:51, 17 August 2011 (PDT)
Gotcha, no teleporter... so just to clarify, do I have to use the enemy dispenser when disguised? That should be the final question... TFHK 22:59, 19 August 2011 (PDT)
- Yes~ — Wind 23:05, 19 August 2011 (PDT)
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)
Machina
I'm supposing if anyone is doing a weapon demo of this that perhaps comparisons to the stock Sniper Rifle would be highly advisable, correct (ie penetration kills/headshots, the usage of scope, etc.)? -- 10:57, 19 August 2011 (PDT)
- Not everything needs to be a comparison; simply doing a penetration kill shows that the weapon can penetrate people, that's it. Same goes for being forced to use the scope; people know you can use the Sniper Rifle without being scoped. So no, I don't think any split-screen comparison needs to be done here; however, make sure to update weaponref.cfg, I've added the sniper full charge sound effect to it (tf_sniper_fullcharge_bell 1) — Wind 11:14, 19 August 2011 (PDT)
Rendering a demo for this; should be up soon. I faded out the music when I do the penetration kills so you can hear the fanfare it plays when you do get one. Also, the Sniper whispers things a bit in the video; is it important for people to hear that, since it's just the usual Sniper talk? -- 14:12, 19 August 2011 (PDT)
- Not sure the fade is necessary, if it's a fanfare then it's going to be loud enough to not need a fade. But hey, I have yet to hear said fanfare so you can put it there if you want. And no, for regular voice lines there's no need to fade it either — Wind 14:28, 19 August 2011 (PDT)
- Alrighty, it's uploaded. By the way, since the demo is also the first time I've used the Machina (not a Sniper Rifle, mind you), I could swear that the penetration fanfare sounds like the booms from Zack Hemsey's Mind Heist (aka the Inception trailer music), but enough jabber. Here's the YouTube video and the download link. -- 14:42, 19 August 2011 (PDT)
- Very important: turn off the automatically-rezoom-after-each-shot, because while it helps in-game, it makes the demo harder to watch and more confusing ("why is he rezooming for nothing"). For the Pyro, make sure to keep both shots as uncharged as possible. Last but no least, are you sure you're recording at 1280x720? It looks slightly upscaled and seems like antialiasing is off >: Turn it on for at least 2x, and increase the video's bitrate a bit too. Thanks :3 — Wind 14:53, 19 August 2011 (PDT)
- And there's another thing I just now noticed in addition to those things; my achievement progress things are sitting all pretty in the top-left corner. Silly progress things; what are you doing there? Re-recording it; I'll up the quality in the .avi codec that's recommended to use. (EDIT: Oh...never mind; they were never there in the first place; I guess that weaponref.cfg turns that off.) -- 15:04, 19 August 2011 (PDT)
- Very important: turn off the automatically-rezoom-after-each-shot, because while it helps in-game, it makes the demo harder to watch and more confusing ("why is he rezooming for nothing"). For the Pyro, make sure to keep both shots as uncharged as possible. Last but no least, are you sure you're recording at 1280x720? It looks slightly upscaled and seems like antialiasing is off >: Turn it on for at least 2x, and increase the video's bitrate a bit too. Thanks :3 — Wind 14:53, 19 August 2011 (PDT)
- Alrighty, it's uploaded. By the way, since the demo is also the first time I've used the Machina (not a Sniper Rifle, mind you), I could swear that the penetration fanfare sounds like the booms from Zack Hemsey's Mind Heist (aka the Inception trailer music), but enough jabber. Here's the YouTube video and the download link. -- 14:42, 19 August 2011 (PDT)
TAKE 2! I did turn off post-kill auto-scoping, in addition to changing the codec's quantizer from 18 to 15 and turning on the game's anti-aliasing (though it might have to do with my anti-aliasing NVIDIA settings; if so, one more attempt with those changed) . Let's see if that made a difference. Once again, YouTube video and download link. -- 17:04, 19 August 2011 (PDT)
- Yes, weaponref should hide those. If you use x264, you can generally use q12 for weapon demos, they're not too long videos so generally the file size doesn't get too crazy. Video still looks slightly blocky but probably not due to lack of antialiasing, make sure Fraps is not recording at half resolution or Vegas being in "Preview" quality render or that kind of thing... And if you can turn up antialiasing, turn it up (as long as framerate doesn't drop); same goes for all graphic options really. But this video looks fine as it is right now, so if you can increase the quality then please do, and if you can't then upload it to mediafire like this, it'll be fine :3 — Wind 18:39, 19 August 2011 (PDT)
Mantreads
Just a question but how will we showcase it's fall damage ability and the reduction of push force? The roof of the map is a tad too low and for the second effect to be showcased we'd need a Soldier to shoot at our feet. Denmax 14:06, 30 June 2011 (PDT)
- There should be enough height to fall from if you stand on the metal bars. Otherwise, just jump off from the roof of 2fort or something~ And yes, the second one needs a soldier to shoot at the feet. — Wind 14:23, 30 June 2011 (PDT)
- The bug section lists that the Mantreads currently only do 30 damage at max regardless of the fall distance. I recommend you to wait until this gets fixed, if you don't mind redoing part of the video from scratch afterwards. :3 — Zhnigo 06:18, 9 July 2011 (PDT)
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)
Also show that you get assists when the person you're healing kills someone (and teamkilling assists with enemy spies). Rocket Ship BBQ 10:11, 4 July 2011 (PDT)
Nessie's Nine Iron
I've wanted help out the wiki by demonstrating this weapon,and followed the instructions to do so to a T (as far as I can tell), but when I type in "exec weaponref.cfg", I get this error:
exec weaponref.cfg
Unknown command: Resource/UI/HudDamageAccount.res
Unknown command: { Unknown command: CDamageAccountPanel
Unknown command: {
Unknown command: fieldName
Unknown command: text_x
Unknown command: text_y
Unknown command: delta_item_end_y
Unknown command: PositiveColor
Unknown command: NegativeColor
Unknown command: delta_lifetime
Unknown command: delta_item_font
Unknown command: delta_item_font_big
Unknown command: }
Unknown command: }
Anybody know where I went wrong? (as an added note, i know this has nothing to do with the weapon, but I guess I might as well put it under this for the topic, so i can just go back and link the video when successful.)--Wellgolly 00:10, 7 July 2011 (PDT)
- You mixed up weaponref.cfg and HudDamageAccount.res :3 These "commands" are the text inside what should be HudDamageAccount.res. — Wind 20:57, 8 July 2011 (PDT)
- [1] Thanks, pally! --Wellgolly 23:00, 8 July 2011 (PDT)
I made one for this, check it out guys: http://www.youtube.com/watch?v=9_tjigv1Ty4 TheHatlessMan 12:27, 14 August 2011 (PDT)
- Is good, but as I said on IRC, the Eyelander demo is being redone to add the speed comparison thing. That means it'll have to be added here too, so keep the footage you have right now :3 — Wind 13:17, 14 August 2011 (PDT)
ohhhhhhhhhhhhhhhh, so, can I do eyelander`s? and then this??? if yes, give me instructions :> TheHatlessMan 15:45, 14 August 2011 (PDT)
- No, Zhingo just finished it right now :3 But the video he submitted is a very good template to follow, so you should be able to work on Nessie's Nine Iron now — Wind 17:33, 14 August 2011 (PDT)
Persian Persuader
Im working on this one... The Noble Scout (T/C) 14:02, 4 July 2011 (UTC)
- Download link and heres the Youtube: Pootis!. The Noble Scout (T/C) 18:26, 4 July 2011 (UTC)
- It's good so far, but the only problem is that you didn't show about the recharge time about how it recharges faster. Also you showcase the Persian Persuader too long in the loadout. And probably you should show that you get health from the taunt kill.Violencejr123(talk | contribs) 10:39, 4 July 2011 (PDT)
- I did get health from the Taunt Kill but you got to look closely... The Noble Scout (T/C) 19:27, 4 July 2011 (UTC)
- Same problems as the Bazaar Bargain's demo. Also:
- I did get health from the Taunt Kill but you got to look closely... The Noble Scout (T/C) 19:27, 4 July 2011 (UTC)
- It's good so far, but the only problem is that you didn't show about the recharge time about how it recharges faster. Also you showcase the Persian Persuader too long in the loadout. And probably you should show that you get health from the taunt kill.Violencejr123(talk | contribs) 10:39, 4 July 2011 (PDT)
- Download link and heres the Youtube: Pootis!. The Noble Scout (T/C) 18:26, 4 July 2011 (UTC)
- No need to taunt twice
- Visible slowdown during the tauntkill
- Audio glitch when being shot by the medic (on the first syringe hit)
- Sticky counter says "%A" in the corner of the screen
Here's my attempt at the Persian Persuader. http://www.youtube.com/watch?v=nc-Gku5NadA http://www.mediafire.com/?ihegdcxajtiwjv7--Mellotaku 19:16, 13 August 2011 (PDT)
- Very good. Just one thing: The ammo -> health conversion also applies for dropped weapons. Since this is an important in-game tactic, since that's where you get most of the health from in combat, I think it's worth adding an extra clip for that, in which you spawn an enemy, have him shoot at you in order to damage you, then kill him, stare at his dropped weapon for 1~2 seconds, then pick it up. If you want to be very thorough, you may also want to demonstrate that for buildings, although that's probably overkill. Up to you~ — Wind 19:20, 13 August 2011 (PDT)
- Alright, here's the second attempt. http://www.youtube.com/watch?v=_Kdh6jzpmpU http://www.mediafire.com/?7843pdperm4wz6a--Mellotaku 05:54, 14 August 2011 (PDT)
- Get more damage from the soldier~ It needs to show the full amount of HP you get from a dropped weapon. If your HP is higher than (175 - amount healed by dropped weapon), then it won't show it in full. So get hit by two rockets. Also, might want to take into consideration what Epic Eric said, particularly the third one :3 — Wind 10:04, 14 August 2011 (PDT)
- Ok, let's hope the third time is the charm. http://www.youtube.com/watch?v=mGbZ2908ZRY http://www.mediafire.com/?eqtyvtuvtf29qf9--Mellotaku, The Sorcerous Shapeshifter 11:24, 14 August
- Get more damage from the soldier~ It needs to show the full amount of HP you get from a dropped weapon. If your HP is higher than (175 - amount healed by dropped weapon), then it won't show it in full. So get hit by two rockets. Also, might want to take into consideration what Epic Eric said, particularly the third one :3 — Wind 10:04, 14 August 2011 (PDT)
- Alright, here's the second attempt. http://www.youtube.com/watch?v=_Kdh6jzpmpU http://www.mediafire.com/?7843pdperm4wz6a--Mellotaku 05:54, 14 August 2011 (PDT)
2011 (PDT)
- Please ignore the previous post, I just noticed a flaw that I need to fix.--Mellotaku, The Sorcerous Shapeshifter 11:30, 14 August 2011 (PDT)
- I'm guessing it's the two sections with ammo boxes, right? Keep the second, but put it at the place where the first section is (before the Soldier ammo part) — Wind 11:35, 14 August 2011 (PDT)
- Ok, here it is. http://www.youtube.com/watch?v=oRD1kArp_7I http://www.mediafire.com/?8f6tnnwwn7suvfl--Mellotaku, The Sorcerous Shapeshifter 12:35, 14 August 2011 (PDT)
- Thanks~ :3 — Wind 13:17, 14 August 2011 (PDT)
- Ok, here it is. http://www.youtube.com/watch?v=oRD1kArp_7I http://www.mediafire.com/?8f6tnnwwn7suvfl--Mellotaku, The Sorcerous Shapeshifter 12:35, 14 August 2011 (PDT)
- I'm guessing it's the two sections with ammo boxes, right? Keep the second, but put it at the place where the first section is (before the Soldier ammo part) — Wind 11:35, 14 August 2011 (PDT)
- Please ignore the previous post, I just noticed a flaw that I need to fix.--Mellotaku, The Sorcerous Shapeshifter 11:30, 14 August 2011 (PDT)
Besides what Wind said, here are my suggestions:
- Take it slowly, there's no need to hurry up. Take your time to kill each class (preferably kill the Pyro slowly, the Soldier fast and the Medic fast). Also slow down before going to the next class.
- This weapon has a large melee range; try to show it in your video.
- For the ammo-collecting part, try to show first you getting it with the Persuader, then for the medium, switch from the Persuader to the Grenade Launcher, as for the large, switch from the Persuader to the Stickybomb Launcher, to show you don't need to have it out to increase your life.
- Apart from that, nice job!
– Epic Eric (T | C) 19:24, 13 August 2011 (PDT)
Pip-Boy
Hi! I'm thinking of doing a Pip-Boy video, similar to the PDA, though I have no idea how to drop those ammo boxes? Is there a console command to do so? Mark (Talk) 09:12, 8 August 2011 (PDT)
- Ammo boxes can be spawned by typing ent_Create item_ammopack_full (or item_ammopack_medium, or item_ammopack_small). Be careful with the Pip-Boy demonstration, however; I'm not sure if that one's actually going to get done. There's some disagreement about it. — Armisael 09:25, 8 August 2011 (PDT)
- Thanks, though I guess I'll wait then. Did the discussion take place on the wiki? Mark (Talk) 11:14, 8 August 2011 (PDT)
- Both on IRC and on here (through edit summaries... not the most visible place, true), the rationale being "the PDA is a weapon, so it gets a demo; the Pip-Boy is not a weapon, so it doesn't get a demo". Now if someone did make a demonstration that was of the same quality as the PDA one, then it should probably still be put on the page, but I think energy would be better spent on other items first — Wind 21:28, 8 August 2011 (PDT)
- Agreed with above, for example, the maul, the postal pummeler, and the iron curtain are all essentially reskins of existing weapons, but get demonstrations because they are weapons, and the name of the project is weapon demonstration project. Woodledoodledoodle 17:56, 9 August 2011 (PDT)
- But the Teleporter, the Meet the Medic taunt, the Schadenfreunde and the Directors Vision aren't weapons yet they got demonstrations so why not the Pip-Boy? Don't see anything wrong about it. SpaceAnimator 08:48, 11 August 2011 (PDT)
- Agreed with above, for example, the maul, the postal pummeler, and the iron curtain are all essentially reskins of existing weapons, but get demonstrations because they are weapons, and the name of the project is weapon demonstration project. Woodledoodledoodle 17:56, 9 August 2011 (PDT)
- Both on IRC and on here (through edit summaries... not the most visible place, true), the rationale being "the PDA is a weapon, so it gets a demo; the Pip-Boy is not a weapon, so it doesn't get a demo". Now if someone did make a demonstration that was of the same quality as the PDA one, then it should probably still be put on the page, but I think energy would be better spent on other items first — Wind 21:28, 8 August 2011 (PDT)
- Thanks, though I guess I'll wait then. Did the discussion take place on the wiki? Mark (Talk) 11:14, 8 August 2011 (PDT)
Provided Mark doesn't get back to us on this, I have a Pip-Boy and decided to make one. Download it here. --Akuago220, The Jungle Expeditioner 22:26, 12 August 2011 (PDT)
- Ah, nvm then :). I'll see if there's a different one I can do though. Mark (Talk) 04:37, 13 August 2011 (PDT)
- Please use the number keys for switching weapons directly instead of the scroll wheel, as this reduces the chance of broken animations (when the PDA just pops on screen without any hand animation) and looks less confusing~ Thanks — Wind 10:20, 13 August 2011 (PDT)
I know it was ill-advised to make a video of the Pip-Boy, since it's just a skin of the PDA, but here's my attempt at such a thing. Here's the download link for it, too. SyKhotic 22:24, 16 August 2011 (PDT)
- You didn't run weaponrec.fg :( It should enable fastswitch so that the weapon switcher at the right doesn't show up unless you can't select the weapon. The demonstration also goes very fast for certain things; the point of the Pip-Boy is to make the PDA interface look different, so allow at least 3 seconds of not-walking-or-moving-the-camera-or-pressing-any-buttons-ness for both the build and the destruct PDA. Also, since it's just a "reskin" (same functionality, different look), try to make the demonstration an exact copy, more or less (more or less same building placement, more or less same crates, more or less same timing) — Wind 00:27, 17 August 2011 (PDT)
Saxxy
Dear god this one's gonna be long. Start looping you cp_steel folks; I you're going to need 7 or 8 iterations. — Armisael 02:46, 9 June 2011 (UTC)
- Oh god. How can we find Saxxy??? Hinaomi 16:12, 9 June 2011 (UTC)
Ok, first draft, yes there are several obvious problems with set up and the recording, the huddamageaccount and video size (which I personally am going to blame youtube for).
But, as a demonstration, did it come out fine? As in, is there anything I missed that I should include, or anything that should be changed, when I reshoot?
XXXXX
I'm already going to reshoot shortly after this post, with correct huddamageaccount and fix the resolution issue (Still blaming youtube, or maybe fraps, for that one). But I can easily make a new version after if any glaring flaws are found ;) Darthz01 17:01, 5 August 2011 (PDT)
- So yes, as you said there's a bunch of problems like huddamageaccount and the upscaled-ness of the video; there are some others, which you may have already meant by "obvious problems", but I'll list them anyway just to make sure:
- The framerate must be 30fps (the video must feel smooth)
- The lighting is off (very dark floor and dark map in general); watch other weapon demonstrations for a comparison
- Antialiasing may or may not be off (cannot tell because the video is upscaled), just make sure it's on and at least 2X
- There are structural problems regarding the fact that it's a multi-class weapon; it's usually done by making individual weapon demonstrations for each class, then appending them one after the other. Look at Shotgun or Pain Train for examples
There are some other things to correct inside the demonstrations themselves, however since this video is long as there's many classes to cover, it is better to first check if you can meet the technical requirements to make a weapon demonstration. To do that, simply focus on one class (Scout for example, since that is probably the shortest one to do) and just post that on youtube, no other classes involved. This allows to check if everything is up to par on the technical side, so that no time is spent recording the rest of the video if it's not going to be used :3 Hope this helps~ — Wind 17:14, 5 August 2011 (PDT)
Alright, redid it a little based on your suggestions. 2x AA, got the correct hud and fixed the resolution, altered the brightness, and made it a little more like the shotgun video layout. I redid the scout and uploaded, based on the shotgun, I would essentially make a similar video per class and put them one after another with loadout shots between.
http://www.youtube.com/watch?v=wTim96gJVdc
Darthz01 19:51, 5 August 2011 (PDT)
It still seems very laggy and not very smooth. Judgement Wind? SpaceAnimator 09:46, 6 August 2011 (PDT)
- I was looking at your video settings, Darthz, and I noticed that 1080p was an option. Was TF2 running at 1920x1080? If so, reducing the resolution to 1280x720 (even if you keep running the game fullscreen) will do wonders for your framerate. — Armisael
- It's mainly FRAPS, I can get 50-60 FPS normally on high-very high settings, but FRAPS kills it to like 15. Know any recorders that don't lag the heck out of a game?Darthz01 10:39, 6 August 2011 (PDT)
- Cutting your resolution to 720p means that FRAPS only has to record ~45% as much information. Since, as you mentioned, FRAPS is the framerate killer, this helps immensely. It turns out that the bottleneck in most machines when FRAPSing is the hard drive, because there simply is so much data being recorded. — Armisael 10:46, 6 August 2011 (PDT)
- I tried the Wegame recorder, seemed to work wonders. Gonna upload one from that now and see how it goes. Darthz01 10:55, 6 August 2011 (PDT)
- Ok, made one from the Wegame recorder, vid may still be processing but it looks a lot smoother than fraps: http://www.youtube.com/watch?v=BdOSYBQC-Q4
- Cutting your resolution to 720p means that FRAPS only has to record ~45% as much information. Since, as you mentioned, FRAPS is the framerate killer, this helps immensely. It turns out that the bottleneck in most machines when FRAPSing is the hard drive, because there simply is so much data being recorded. — Armisael 10:46, 6 August 2011 (PDT)
- It's mainly FRAPS, I can get 50-60 FPS normally on high-very high settings, but FRAPS kills it to like 15. Know any recorders that don't lag the heck out of a game?Darthz01 10:39, 6 August 2011 (PDT)
- Somehow I removed my own comment that I had written for the former video (the one recorded with Fraps), that said: "Sorry but the framerate is very sluggish D: And the lighting is the same (I didn't mean brightness, I meant the actual aspect of the map; check out how the floor looks in this screenshot, then compare with how it looks like in the video). I'm afraid your computer can't record fast enough and can't render the lights properly :( — Wind 21:56, 5 August 2011 (PDT)"
- Now for this one, sadly it's the same deal :( Framerate is better (but still not 30), video is not 720p, the 480p version looks upscaled like the first Fraps one did, and the lighting is still off (the floor has a dirt-like color) — Wind 12:22, 6 August 2011 (PDT)
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)
Possible to get a quick scene where we note the different sounds they make depending on level? -- Pilk (talk) 03:30, 12 June 2011 (UTC)
- Well, that'd be "automatically there" by simply doing the comparison thing. — Wind 18:37, 12 June 2011 (UTC)
Short Circuit
- So, this one's gonna hork down 1225 metal just to kill the pyro, and I'll want another 35 to disintegrate a rocket. Thoughts on where to get that much metal from? The widowmaker suffers from a similar issue by the time the demo gets to the medic, by the way. — Armisael 21:53, 18 August 2011 (PDT)
- Drop some large crates in the fenced area if possible, I suppose. Not sure how well that's gonna go... Just make sure you stare at them when taking them to make it obvious — Wind 22:02, 18 August 2011 (PDT)
- http://www.youtube.com/watch?v=qalDkAGHWJo — Armisael 08:02, 19 August 2011 (PDT)
- People want to see more than one rocket vanish, I'd assume :3 Shoot more rockets/grenades than just one — Wind 11:09, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=p_64c4EbByA That enough? — Armisael 13:46, 19 August 2011 (PDT)
- "This video is a duplicate of a previously uploaded video." D: — Wind 13:57, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=OrUs3MWNki8 Derp. — Armisael 14:33, 19 August 2011 (PDT)
- It uh... still only shows one rocket and one grenade. I meant to fire multiple rockets/grenades in a row. Although that concurrent-rockets clip is very cool and also helpful, so keep it there :3 Just make the soldier at 1:03 and the Demoman at 1:09 fire a few extra projectiles — Wind 14:53, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=9vKRP-FF4i8 — Armisael 15:32, 19 August 2011 (PDT)
- Dis vil vork, thanks~ :3 — Wind 18:39, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=9vKRP-FF4i8 — Armisael 15:32, 19 August 2011 (PDT)
- It uh... still only shows one rocket and one grenade. I meant to fire multiple rockets/grenades in a row. Although that concurrent-rockets clip is very cool and also helpful, so keep it there :3 Just make the soldier at 1:03 and the Demoman at 1:09 fire a few extra projectiles — Wind 14:53, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=OrUs3MWNki8 Derp. — Armisael 14:33, 19 August 2011 (PDT)
- "This video is a duplicate of a previously uploaded video." D: — Wind 13:57, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=p_64c4EbByA That enough? — Armisael 13:46, 19 August 2011 (PDT)
- People want to see more than one rocket vanish, I'd assume :3 Shoot more rockets/grenades than just one — Wind 11:09, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=qalDkAGHWJo — Armisael 08:02, 19 August 2011 (PDT)
- Drop some large crates in the fenced area if possible, I suppose. Not sure how well that's gonna go... Just make sure you stare at them when taking them to make it obvious — Wind 22:02, 18 August 2011 (PDT)
- http://www.youtube.com/watch?v=mCaTTbQLG58 Added the second clip. It might be worth noting that this refuses to target buildings. — Armisael 19:15, 19 August 2011 (PDT)
- Is fair~ — Wind 19:23, 19 August 2011 (PDT)
Splendid Screen
I'm currently editing and putting the demonstration together. Epicwaffles 18:03, 31 July 2011 (PDT)
Is the resolution good on this sample? http://www.youtube.com/watch?v=d-E7zmZ6SzE&feature=channel_video_title Epicwaffles 19:32, 31 July 2011 (PDT)
- Yes, but be careful, as you have a custom crosshair and don't have the custom HudDamageAccount.res :3 — Wind 19:41, 31 July 2011 (PDT)
Ahh, I'll make sure to get it to default ^__^ Epicwaffles 19:46, 31 July 2011 (PDT)
I need help for split screen, I know how to do it, but the hud keeps getting left out, how did the person split screen for the chargin targe video with the hud in tact? Epicwaffles 16:16, 1 August 2011 (PDT)
- It's using custom .res files, Armisael or Zhingo probably have it :3 — Wind 14:59, 2 August 2011 (PDT)
- Now on my user page. making me give away my secret stash of huds — Armisael 15:34, 2 August 2011 (PDT)
- Might even want to poot it on the project homepage, as it's a high-demand thing — Wind 15:38, 2 August 2011 (PDT)
- Now on the main page, right underneath the normal HUD links. — Armisael 16:28, 2 August 2011 (PDT)
- Thanks a lot,I appreciate the help and sorry for making you give up your stash Armisael xD Epicwaffles 16:40, 2 August 2011 (PDT)
- Now on the main page, right underneath the normal HUD links. — Armisael 16:28, 2 August 2011 (PDT)
- Might even want to poot it on the project homepage, as it's a high-demand thing — Wind 15:38, 2 August 2011 (PDT)
- Now on my user page. making me give away my secret stash of huds — Armisael 15:34, 2 August 2011 (PDT)
Widowmaker
http://www.youtube.com/watch?v=sFYPlLHYwKk — Armisael 08:02, 19 August 2011 (PDT)
- Come back into the fenced area to shoot the Medic >: This is important because it shows that this weapon isn't viable at long range. Being in the fenced area makes the medic be at a nice long range, which should illustrate that pretty well — Wind 11:09, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=lf6EibIVgpY — The preceding unsigned comment was added by Armisael (talk) • (contribs)
- Spy visible >.> — Wind 13:57, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=hM-Xd_Kgs3o Stupid luck-based demonstrations. This one and the winger; such a tight fit on the ammo. — Armisael 14:33, 19 August 2011 (PDT)
- Alright, please upload~ — Wind 14:53, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=hM-Xd_Kgs3o Stupid luck-based demonstrations. This one and the winger; such a tight fit on the ammo. — Armisael 14:33, 19 August 2011 (PDT)
- Spy visible >.> — Wind 13:57, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=lf6EibIVgpY — The preceding unsigned comment was added by Armisael (talk) • (contribs)
Need to be redone
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)
Also important: show animations for Spy disguised as another class placing a Sapper. – Epic Eric (T | C) 12:27, 4 August 2011 (PDT)
Eyelander
Eyelander needs to be redone. The current video does not adequately show the move speed bonus of the various head counts. It also does not show the bonus to the damage of the Chargin' Targe.
Radiant Void 02:46, 18 June 2011 (UTC)
- Yeah, and the current video has the old loadout pose (i.e. one handed) and there are new voice responses-SpaceAnimator 08:03, 18 June 2011 (UTC)
The "Chargin' Targe" part could probably be excluded. And I understand the logistical issue of displaying 5 screens at once, so maybe 0 heads / 2 heads / 3 heads / 5 heads?
Radiant Void 17:12, 18 June 2011 (UTC)
I'd like to reserve that. And the Nine Iron too, since they're identical. — Zhnigo 06:55, 24 July 2011 (PDT)
- I'm off overseas tomorrow and I never took the time do demonstrate it. So, sorry for that. :( I'm lifting the reserve. — Zhnigo 18:34, 27 July 2011 (PDT)
- Aww, baibai~ — Wind 18:55, 27 July 2011 (PDT)
http://www.youtube.com/watch?v=F9nn32RRhPo You were talking about a six-way split screen in the UHHHH section, so I threw together a possible format. I've cropped the top third off each shot to preserve the aspect ratio, but the screen is still kinda cluttered. — Armisael 16:47, 28 July 2011 (PDT)
- Well that's not too bad, though I was thinking about 3x2, not 2x3. Also try and get a cropped screen (with the UI interface moved inwards) so that the head count gets readable when viewed at the small (default) youtube player size. Not sure how it'll look, so try eet — Wind 21:10, 28 July 2011 (PDT)
- http://www.youtube.com/watch?v=v4bM_n0-wyI — Armisael 10:40, 29 July 2011 (PDT)
- Crop just a tiny bit more or (even better) make the HUD element of the head count bigger, because it's still hard to read >: But I do think it's a better screen separation this way — Wind 16:42, 29 July 2011 (PDT)
- Wow, are you even sure the 6-way splitscreen is really necessary? It's more of a gimmick than a comprehensible demonstration. Either way, I'll still try to fiddle around in the HUD files to get a bigger head counter. — Zhnigo 11:45, 6 August 2011 (PDT)
- Crop just a tiny bit more or (even better) make the HUD element of the head count bigger, because it's still hard to read >: But I do think it's a better screen separation this way — Wind 16:42, 29 July 2011 (PDT)
- http://www.youtube.com/watch?v=v4bM_n0-wyI — Armisael 10:40, 29 July 2011 (PDT)
- Well that's not too bad, though I was thinking about 3x2, not 2x3. Also try and get a cropped screen (with the UI interface moved inwards) so that the head count gets readable when viewed at the small (default) youtube player size. Not sure how it'll look, so try eet — Wind 21:10, 28 July 2011 (PDT)
Okay, I kinda have a way to enlarge the head counter now. Do the chargin' targe and spledid screen damge bonuses have to be demonstrated? If so, then in 6-way splitscreen too? — Zhnigo 08:24, 14 August 2011 (PDT)
- Not in a 6-split-screen way, no, it wouldn't be readable nor "followable". The 6-screen is for speed comparison only~ For shield bash damage, this should be part of the shields' demos, like the current Chargin' Targe demo — Wind 10:04, 14 August 2011 (PDT)
- Okay. Also, the eyelander bestows 15 hp to the user on kill, regardless of his current hp and maximum health. Is this obvious enough during the first, default scene where demo butchers 6 people in a row? The first four raise his health limit to the max and the last two (including the tauntkill spy) get him overhealed. Or should I film a separate cut where the demo kills someone while being at 1 hp and gets to 16 hp? — Zhnigo 11:19, 14 August 2011 (PDT)
- Nah, it's obvious enough from the 6 initial kills — Wind 11:22, 14 August 2011 (PDT)
- Okay. Also, the eyelander bestows 15 hp to the user on kill, regardless of his current hp and maximum health. Is this obvious enough during the first, default scene where demo butchers 6 people in a row? The first four raise his health limit to the max and the last two (including the tauntkill spy) get him overhealed. Or should I film a separate cut where the demo kills someone while being at 1 hp and gets to 16 hp? — Zhnigo 11:19, 14 August 2011 (PDT)
Well, here's the result: http://www.youtube.com/watch?v=7_C_7vYMzzA — Zhnigo 17:08, 14 August 2011 (PDT)
- That is most excellent. You've demonstrated stuff that I didn't even think of demonstrating that way (melee range) or stuff that I didn't think of at all (how the eye looks) and merged that with the steal-heads-from-other-demomen demo. And it also lets it say "Heads...." sometimes. Perfect, please upload~ — Wind 17:33, 14 August 2011 (PDT)
- Thanks! I took a little liberty with "headsss" sounds in post, figured you will like it. ^____^ Does that mean that I can now make idetical demos of the nine iron and the HHHHT? I've got it all recorded as in-game demos, so a simple model swap should do the trick. http://www.mediafire.com/?uy0r9mof1n6w9jo — Zhnigo 17:47, 14 August 2011 (PDT)
- Never thought about doing a model swap for identical demos. Try it, just to see how it works; I'm just not sure if they have exactly the same range or if they all say "Heads" too. Otherwise, TheHatlessMan wants to do Nessie's Nine Iron, so you may want to leave him to do that one. Also, for the other eyelander clones, freeze just one or two more seconds on the backpack view, as this one is a bit short. Not short enough to be worth re-uploading though, just make it a bit longer for the future ones :3 — Wind 18:00, 14 August 2011 (PDT)
- Could you upload the HUD files you used for the 6-way split-screen? — Wind 19:13, 19 August 2011 (PDT)
- Thanks! I took a little liberty with "headsss" sounds in post, figured you will like it. ^____^ Does that mean that I can now make idetical demos of the nine iron and the HHHHT? I've got it all recorded as in-game demos, so a simple model swap should do the trick. http://www.mediafire.com/?uy0r9mof1n6w9jo — Zhnigo 17:47, 14 August 2011 (PDT)
Golden Wrench
Done but needs to be redone (new sound + sprite)
- Seems like Valve added a new sound
and a spritefor whenever you turn an enemy into gold. – Epic Eric (T | C) 21:36, 15 June 2011 (UTC)- It's just the sound actually, but that doesn't mean it's less important to redo this. – Epic Eric (T | C) 17:08, 19 June 2011 (UTC)
- If they add some new sound. I think we need to redo it again. Hinaomi 17:01, 14 July 2011 (PDT)
- Does this actually need to be redone? If the only change is the addition of voice lines, then our current one is fine. — Armisael 10:58, 6 August 2011 (PDT)
- Yeah, and given the pain required in order to make that one demo, I think it's better not to redo it — Wind 12:22, 6 August 2011 (PDT)
- No, it's when you kill someone, it makes a 'clang' sound, like hitting cymbals on a drum kit. I still think it needs to be redone. Check the failed Saxxy demonstrations, you'll hear a sound when the person turns to gold. SpaceAnimator 13:36, 6 August 2011 (PDT)
- Oh I see. Then yes, it should be updated, if that is at all possible right now due to items_game.txt not fully functioning. If not, then maybe it's worth slapping those sounds directly on top of the pre-existing video. Loss of quality and everything, yes, but I think it'd be worth it — Wind 13:50, 6 August 2011 (PDT)
- No, it's when you kill someone, it makes a 'clang' sound, like hitting cymbals on a drum kit. I still think it needs to be redone. Check the failed Saxxy demonstrations, you'll hear a sound when the person turns to gold. SpaceAnimator 13:36, 6 August 2011 (PDT)
- If they add some new sound. I think we need to redo it again. Hinaomi 17:01, 14 July 2011 (PDT)
- It's just the sound actually, but that doesn't mean it's less important to redo this. – Epic Eric (T | C) 17:08, 19 June 2011 (UTC)
Horseless Headless Horsemann's Headtaker
Done but needs to be redone (now has taunt kill)
- This needs to be redone because it now uses the Decapitation taunt.
SpaceAnimator 11:30, 4 June 2011 (GMT)
- Can I do this? I have lv.64 UHHH but I didn't use widescreen moniter. Hinaomi
- As long as the video is 16:9 and of resolution larger than or equal to 1280x720, yes~ — Wind 18:32, 4 June 2011 (UTC)
While he does his version, I'll post mine. Download here. --Akuago220, The Jungle Expeditioner 00:35, 6 June 2011 (UTC)
- Needs more heads, like the Eyelander demo :3 Otherwise it doesn't show the "capped at 4 heads" thingy — Wind 01:25, 6 June 2011 (UTC)
- Here's V2 for you, then. Download here. --Akuago220, The Jungle Expeditioner 16:45, 6 June 2011 (UTC)
- Here's a "is good, thanks~" for you then :3 — Wind 00:49, 7 June 2011 (UTC)
- Here's V2 for you, then. Download here. --Akuago220, The Jungle Expeditioner 16:45, 6 June 2011 (UTC)
Unfortunately may have to be redone yet again; the version i watched does not adequately show the difference in speed between the various head counts. It also neglects to show the increase in damage to the Chargin' Targe.
Radiant Void 02:49, 18 June 2011 (UTC)
- Yeah, and the current video has the old loadout pose (i.e. one handed) and there are new voice responses-SpaceAnimator 08:03, 18 June 2011 (UTC)
Did my own. Didn't show Targe though. D: [2] Sandvich Heavinski 16:14, 21 June 2011 (UTC)
- As noted above, the video should show the speed difference between head counts >: other than that, this video is lacking music, is not in 720p, and uses a custom crosshair color D: — Wind 16:16, 21 June 2011 (UTC)
Before I go remake this, for the differences in speed, should I use 4 screens at once (0 heads, 1 head, 2 heads, and 3 heads)or do you guys have something else in mind? Also, for the targe, how about I put a soldier at the end of the room, have me run, then use the chargin' targe to make the demoman strike while at full charge? --Akuago220, The Jungle Expeditioner 20:44, 22 June 2011 (UTC)
- You know what, I decided to do that anyway. Hopefully that'll do. Download here. --Akuago220, The Jungle Expeditioner 11:46, 23 June 2011 (PDT)
- Aww D: I should have replied quicker... Showing 0, 1, 2 and 3 doesn't show what the highest speed gain from the weapon with 4 heads, which most players probably want to know. Sadly it's not possible to put 5 videos on a screen and have them fit nicely, so how about doing 6 (0, 1, 2, 3, 4, 5) so that not only the maximum speed gain is demonstrated (4 heads), but the speed cap also is (5 heads)? It will require cropping in order to fit in 16:9, but make sure that the head counter is visible on all of them. Also, remember that the Spy shouldn't be visible until it's tauntkill time D: So please run around in a different order so that he doesn't show up until it's time to kill him :3 — Wind 15:54, 23 June 2011 (PDT)
It was a pain trying out several combinations of cropping and cutting, but here's the end result. Download it here. --Akuago220, The Jungle Expeditioner 13:32, 1 August 2011 (PDT)
- You don't show the health difference, or the difference in charge damage with different numbers of heads. (Also, you realize that once you make one of these, you have to make all three?) — Armisael 13:37, 1 August 2011 (PDT)
I have recorded and collected together the footage for an attempt at tackling this one. Would only using two different head counts (highest and lowest, being 0 and 5) be alright for comparisons? The comparisons I recorded are: walking speed, charge speed, impact damage dealt, and health difference. I did record 6 variations on walking speed, but if I should record the others like that as well, I will. -- SyKhotic 15:12, 14 August 2011 (PDT)
- If I were you, I'd wait for the Eyelander demo to be redone and everything, then copy the segments from that one. The variation on health is shown during the initial headcutting at the beginning (just add more enemies to the map so that there's 6 heads to cut, including tauntkill). For walking speed, yes, 6 videos as Akuago did, but with a customized HUD so that the heads counter is more visible (see Eyelander section). Charge speed and impact damage are both shown in the Chargin' Targe demo, not here — Wind 15:37, 14 August 2011 (PDT)
- It seems that Zhingo has (maybe) finished the Eyelander demo, so, later this week, I'll probably use that template to record a demo of the Headtaker. Now, two things I need to ask before doing that. 1) - How would I go about using a custom HUD to show the speed differences and health counter depending on the head counter. And, 2) - How could one program a BOT to specifically attack other BOTS? -- SyKhotic 23:24, 16 August 2011 (PDT)
- Zhingo, can you upload the HUD files you used for the speed comparison part? (That should solve question 1). As for question 2, there is no way. You have to have the bot be facing the enemy bot and ready to fire, then have that bot fire; you can't say "hey bot, fire at this guy", but you can say "hey bot, fire straight in front of you". See the project page on how to do that, it's explained in the bot scripting section (bot_forcefireweapon) — Wind 00:27, 17 August 2011 (PDT)
- It seems that Zhingo has (maybe) finished the Eyelander demo, so, later this week, I'll probably use that template to record a demo of the Headtaker. Now, two things I need to ask before doing that. 1) - How would I go about using a custom HUD to show the speed differences and health counter depending on the head counter. And, 2) - How could one program a BOT to specifically attack other BOTS? -- SyKhotic 23:24, 16 August 2011 (PDT)
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)
Righteous Bison
Done, but needs to be re-done (show that arrows can be lit on fire)
- The current video doesn't show that the projectile of the Righteous Bison cannot be reflected. SpaceAnimator 13:53, 6 August 2011 (PDT)
- No, there's no need to show that :( Only show that something can be reflected if it can be reflected. I agree with the other two re-doing requests though — Wind 13:57, 6 August 2011 (PDT)
- This does need to be redone to show that the bison can light arrows on fire. — Armisael 19:19, 10 August 2011 (PDT)
- Also, the building damage comparison should show bison against player vs. bison against building, because that's what the 20% refers to. The bison isn't a shotgun. — Armisael 09:46, 11 August 2011 (PDT)
- 1) What class should I use the Bison on? 2) If it's not to be compared to the shotgun, which weapon is it supposed to be compared to? Or for the comparison segment, should both sides have me use the Bison?--Mellotaku, The Sorcerous Shapeshifter 16:15, 17 August 2011 (PDT)
- The thing is, you can't see damage numbers on buildings, so a player vs buildings damage comparison isn't very telling. While the shotgun shoots dispenser vs bison shoots dispenser doesn't show that the Bison's damage reduction is 80% compared to the Bison's regular player damage, it shows that there is a reduction in a meaningful way: how their ability to destroy buildings will be affected when choosing the Bison compared to the default. So yes, it's not rigorously demonstrating the reduction, but I think it is the best way to demonstrate it nonetheless. tl;dr: Don't change the building damage reduction part — Wind 16:31, 17 August 2011 (PDT)
Rocket Jumper
What parts of this actually need to be redone? Do we need to show a weapon-swapping pogoing soldier? — Armisael 14:08, 18 August 2011 (PDT)
- Not sure why this is under "needs to be redone" — Wind 21:56, 18 August 2011 (PDT)
- It was nerfed along with the sticky jumper so that you aren't immune to explosive self damage if you don't have the RJ out. It's only really relevant for the equalizer taunt or if you're pogoing and switching weapons at the same time. — Armisael 21:58, 18 August 2011 (PDT)
Sniper Rifle
The full charge is an advanced option not enabled by default. I don't think this needs to be redone. — Armisael 06:27, 19 August 2011 (PDT)
- OK fine >: But I'm still gonna add it to on in weaponref.cfg >.> — Wind 11:09, 19 August 2011 (PDT)
Sydney Sleeper
Same as above. — Armisael 06:27, 19 August 2011 (PDT)
Weapon Sets
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)
- I wonder if could be useful have a clip where the player, as a spun-up Sasha Heavy, has a Spy with/without the set decloak right behind him (demonstration with both IW and DR, of course). But I'm afraid you should have to do it with every minigun.--Kid Of The Century 09:42, 11 April 2011 (UTC)
- No, the Minigun noise would cover up the cloak sound... Which I guess is part of the point because there's often distracting sound in-game, but then players won't really hear the difference — Wind 18:49, 11 April 2011 (UTC)
- I wonder if could be useful have a clip where the player, as a spun-up Sasha Heavy, has a Spy with/without the set decloak right behind him (demonstration with both IW and DR, of course). But I'm afraid you should have to do it with every minigun.--Kid Of The Century 09:42, 11 April 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)
- I have the set and Wegame. Let's do this. Sandvich Heavinski 02:39, 21 June 2011 (UTC)
- I haven't used Wegame in a while, but last time I checked, the video quality was very poor. I hope they improved it~ — Wind 04:10, 21 June 2011 (UTC)
- http://www.youtube.com/watch?v=rv2epnizFtI I'm using a new video transcoder. Thoughts? — Armisael 14:08, 18 August 2011 (PDT)
- Video transcoder is gud :3 What is it? For the actual demo, the blinking should be demonstrated in the following order: Soldier touch, Soldier fire (probably with the same third person camera), then the first-person version of that (probably with another class to convey that it's a different clip, since a spy can't take 2 rockets) — Wind 21:56, 18 August 2011 (PDT)
- Transcoder is WinFF, a frontend for FFmpeg — The preceding unsigned comment was added by Armisael (talk) • (contribs)
- But which settings? — Wind 22:02, 18 August 2011 (PDT)
- I'm converting to the MPEG-4 H.264 video (super high quality) preset. — Armisael 22:04, 18 August 2011 (PDT)
- http://www.youtube.com/watch?v=ZRFuro7c3mo — Armisael 08:02, 19 August 2011 (PDT)
- Just had an idea o: Can you make the background music fade out a few seconds before the two cloaking sounds, then fade back in, then back out before the two other cloaking sounds, and back in again? It would make the noise comparison a bit more accurate — Wind 11:09, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=1kY66oYTtP0 — Armisael 13:46, 19 August 2011 (PDT)
- Perfect, thanks~ Please upload — Wind 13:57, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=1kY66oYTtP0 — Armisael 13:46, 19 August 2011 (PDT)
- Just had an idea o: Can you make the background music fade out a few seconds before the two cloaking sounds, then fade back in, then back out before the two other cloaking sounds, and back in again? It would make the noise comparison a bit more accurate — Wind 11:09, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=ZRFuro7c3mo — Armisael 08:02, 19 August 2011 (PDT)
- I'm converting to the MPEG-4 H.264 video (super high quality) preset. — Armisael 22:04, 18 August 2011 (PDT)
- But which settings? — Wind 22:02, 18 August 2011 (PDT)
- Transcoder is WinFF, a frontend for FFmpeg — The preceding unsigned comment was added by Armisael (talk) • (contribs)
- Video transcoder is gud :3 What is it? For the actual demo, the blinking should be demonstrated in the following order: Soldier touch, Soldier fire (probably with the same third person camera), then the first-person version of that (probably with another class to convey that it's a different clip, since a spy can't take 2 rockets) — Wind 21:56, 18 August 2011 (PDT)