Team Fortress Wiki talk:Weapon Demonstration/Archive 16
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Quick-Fix
I would like to try this. So, basically:
- Inventory, simple healing demonstration of a heavy getting hurt then healed, show distance healing beam can go, show healing beam can curve, how you can heal w/o looking at the target.
- Show 3-split screen w/ three heavies hurt <5, 10, >15 seconds ago (show ramp-up)
- Show 2-split of uber build rate compared w/ Medigun
- Show 3-split of healing a soldier repeatedly damaging himself, an idle soldier, and a soldier being healed by 2 medics (to show uber build rate)
- Show full uber and damaged medic and 1 heavy, 1 soldier (damaged). Pop uber w/o healing anyone, show how you don't get megahealed. Then heal heavy, show how you and heavy get megahealed. Have pyro airblast you to show push force resistance. Heal soldier, and get the heavy damaged, to show effect doesn't stay. Have soldier rocketjump to show it doesn't block self push forces. Have a sniper headshot heavy (while being healed), to show still can get killed.
And thats it. Tell me if I missed anything. :) Rocket Ship BBQ 11:34, 11 July 2011 (PDT)
- Wow, sure is going to be a long demo. Good luck if you're up to the task~ However, as you have never made a video demonstration before, and since this is a huge demo that will require effort and probably also bugging friends to help you record, it is better to first do a check-up for technical errors. Many first-timers, if I may call them so, pour energy into making a video but fail to meet a few technical requirements that cause them to have to re-record everything. As such, I strongly encourage you to first do another demonstration of a simple weapon (Fishcake, Detonator), or even remaking an old but easy one like the Syringe Gun. I hope this makes sense and I think it will save both of us quite some time — Wind 17:00, 11 July 2011 (PDT)
- Argh, Fraps won't record at anything higher than 15 fps :( I'm removing my reservation in case anyone else wants to do this. Also, I forgot to mention above to demonstrate you move at scout speed while healing one. Rocket Ship BBQ 21:01, 12 July 2011 (PDT)
- Wait, let me try Source recorder Rocket Ship BBQ 08:54, 13 July 2011 (PDT)
- No longer reserved by me, I realized I don't have the time Rocket Ship BBQ 16:57, 29 July 2011 (PDT)
- Argh, Fraps won't record at anything higher than 15 fps :( I'm removing my reservation in case anyone else wants to do this. Also, I forgot to mention above to demonstrate you move at scout speed while healing one. Rocket Ship BBQ 21:01, 12 July 2011 (PDT)
So I heard about the demonstation videos and made one for the Quick-Fix:
http://www.youtube.com/watch?v=2VVHbW2K-4I
If there's something wrong tell me and I'll try to fix it.DekoMan91 13:47, 1 August 2011 (PDT)
- There are quite a few things wrong :(
- Is that the default crosshair and default crosshair color? I'm not sure
- Antialiasing needs to be turned on
- Show the healing text
- Backpack part: Don't stay on the tooltip for this long (5 seconds should be enough), and don't rotate the model while recording
- No need to show that the Medigun can overheal, the Quick Fix part by itself is enough (on a related note, make sure to always run weaponref.cfg when recording; you didn't when using the Medigun, resulting in a different field of view setting)
- It doesn't demonstrate the healing rate ramp-up
- The speed gain from the Scout is demonstrated, but need to show that you lose the boost when you switch target or stop healing, etc
- The demonstration goes very fast. Wait more time before and after transitions
- Needs to demonstrate the immunity to movement-impairing effects How? Medic: "I HAVE NO IDEA" (No really, I don't really know. Probably Natascha firing at you during an Uber on one side and Natascha firing at you during not-an-Uber on the other side)
- Needs to show that you get megahealed when you're megahealing someone
- Difference in ubercharge rate is demonstrated, but both Medics need to stop healing at the same time (you can use the
wait
command to make this easier). Also, don't hesitate to heal for longer, to accentuate the difference
Still, a good first attempt :3 This, as said above, is a tough demo, and it being your first, it's quite a feat you did this already~ — Wind 14:59, 2 August 2011 (PDT)
- Alright. I'll try to include all this. Will post a new video when it's done. ;) DekoMan91 16:46, 2 August 2011 (PDT)
Ok, how's this? http://www.youtube.com/watch?v=9qn-DG1TpUg DekoMan91 07:09, 6 August 2011 (PDT)
- Not quite there yet~
- First, why is the map (the floor) so dark? It's supposed to look like this
- Healing-causes-you-to-take-the-speed-of-the-faster-class is good but too long (only need to show a bit of healing for each class, no need to do it twice)
- Charge speed comparison is good~
- Transitions are still too fast, especially at 1:16
- The "you get megahealed when you megaheal someone" and "don't get megahealed when you don't heal anyone" should be merged, since they are quite related. Probably a split-screen with both Medics starting at low health, and one with the Medic charging the soldier, and another one just ubering air. Make sure the transitions are long enough here too, because the viewer needs to realize that {it's a split screen / there's two medics / they have the quick-fix / they both have uber / one has a soldier in front of him / they both have low health} in the span of a single transition, so it can't be just one second long
- I'm not sure the Natascha part really did anything... First, need to the side in the direction of the Heavy (while walking sideways) so that the player can know it's Natascha, as not all players can tell that by sound.Then, for the actual effectiveness of the quick-fix, I'm not sure it actually did anything... Maybe it only works when you are megahealing someone as well
Before you change your video though, make sure to adjust your graphics settings in order to get the lighting like this, not dark — Wind 12:22, 6 August 2011 (PDT)
I'm in need for a server where I and a friend can join on tr_target_weaponred for the Natasha part. I just can't open a server where my friend can join because he's always getting errors and I tried everything (with HldsUpdateTool.exe, too). DekoMan91 18:16, 6 August 2011 (PDT)
- Just poke me on IRC :3 — Wind 19:52, 6 August 2011 (PDT)
Alright how about this one? http://www.gamefront.com/files/20648745/TF2_QF_Demo_V3.rar (PS: Youtube stopped uploading the video at 70% three times so I uploaded it to Gamefront for you to download and watch) DekoMan91 19:43, 7 August 2011 (PDT)
- Sadly, as my bandwidth is limited per month and I'm already over the monthly cap, I cannot really afford a 316 MB download :( Can someone download this and reupload a compressed version somewhere? Otherwise, this will have to wait until the 11th, as the cap resets the 11th of every month — Wind 20:32, 7 August 2011 (PDT)
- Oh that has to suck dude. Anyway I converted the video again but with less quality so now it's only 49 MB big and Youtube could finish the upload: http://www.youtube.com/watch?v=DH_AF5Cu3C8 DekoMan91 07:56, 8 August 2011 (PDT)
- Just one thing: The clip with the soldier at 1:54 now serves no purpose because it is already demonstrated earlier in the demo that megahealing nothing doesn't heal you. Just cut that clip out, and then it'll be perfect :3 — Wind 21:28, 8 August 2011 (PDT)
- Yay! So finally after all these problems it's done. Here you go: http://www.gamefront.com/files/20653387/TF2Wiki_QFDem_Final.rar (I also could reduce the video size from 300 MB to 140 MB without any noticeable quality drop :) DekoMan91 01:33, 9 August 2011 (PDT)
- Yay :3 But did you reduce the video size by reducing the bitrate? If so, please render it again with the higher bitrate. It's ok if it's big (as long as it's below youtube's 20 GB limit), as it will be uploaded by people with unlimited bandwidth. Of course, 20 GB would be overkill, but yeah, don't worry too much about it — Wind 16:11, 9 August 2011 (PDT)
- Yay! So finally after all these problems it's done. Here you go: http://www.gamefront.com/files/20653387/TF2Wiki_QFDem_Final.rar (I also could reduce the video size from 300 MB to 140 MB without any noticeable quality drop :) DekoMan91 01:33, 9 August 2011 (PDT)
- Just one thing: The clip with the soldier at 1:54 now serves no purpose because it is already demonstrated earlier in the demo that megahealing nothing doesn't heal you. Just cut that clip out, and then it'll be perfect :3 — Wind 21:28, 8 August 2011 (PDT)
- Oh that has to suck dude. Anyway I converted the video again but with less quality so now it's only 49 MB big and Youtube could finish the upload: http://www.youtube.com/watch?v=DH_AF5Cu3C8 DekoMan91 07:56, 8 August 2011 (PDT)
Well I don't want to let this conversation go forever so here's the full version without any changes http://www.gamefront.com/files/20660275/TF2_QF_Demo_V4_Final.rar.rar DekoMan91 19:13, 10 August 2011 (PDT)
- Don't worry, I was just curious. Thanks a lot :3 — Wind 19:18, 10 August 2011 (PDT)
Reserve Shooter
So here's what I have in mind for the Reserve Shooter:
- Show the weapon in the preview, then taunt.
- Shoot all the enemies.
- Show a comparison between weapon switch times including all the weapons when the Shotgun is active, and the Reserve Shooter is active, including the attack afterwards.
- Shoot an enemy into the air with the rocket launcher and show how the Reserve Shooter can hit him with minicrits.
- Have an enemy jump off a box, and have me shoot him with minicrits.
- Have an enemy jump off a box after I've had the Reserve Shooter out for 3 seconds, and have me shoot him to show they are not minicrits.
Let me know if I have missed anything, and let me know what is the best program for comparisons. — Mr. Tid 19:29, 1 July 2011 (PDT)
- Yes~
- Taunt only after killing all the enemies
- Show what happens when an enemy simply jumps with the spacebar by himself (does it minicrit?)
The program most people use here is Fraps. Source Recorder can also be used and can be used to render higher-quality demos, but cannot record the backpack part at the beginning, so Fraps is still required for that part. In any case, make sure it respects all the technical requirements listed on the project page. Thanks, and good lcuk~ :3 — Wind 20:01, 1 July 2011 (PDT)
- OK
The Project is done, including the editing. But, it's getting late and I won't be home tomorrow D: So I'll render and upload it in a couple of days.
Thanks — Mr. Tid 23:21, 1 July 2011 (PDT)
- Done :D
http://www.youtube.com/watch?v=_SO-cNhiCkw -- Download here - http://www.mediafire.com/?w8xbtbkw54565ap — Mr. Tid 11:18, 4 July 2011 (PDT)
- Not bad :3 Some things to change still, though :(
- Soldier model (in the middle) must have the Reserve Shooter equipped in the backpack view
- Custom crosshair color
- Don't forget to reload the rocket launcher after 1:08
- Volume not loud enough: While the music/in-game sounds balance is fine, the overall volume is too low. Increase both volumes a bit to match most of the weapon demonstrations currently on the channel~
That should be it — Wind 17:51, 4 July 2011 (PDT)
- ill get right on it -- thanks for the feedback — Mr. Tid 20:07, 4 July 2011 (PDT)
http://www.youtube.com/watch?v=tmFvV0ikbH8 Did you know that the soldier's weapons make it disgustingly easy to stitch together background music? You don't even need to try. Just hide the change behind a weapon firing, and it's impossible to hear. — Armisael 09:10, 28 July 2011 (PDT)
- Can you make the Soldier be propelled higher when demonstrating the minicrit thingy, and that way you can get two shots (to show the effect doesn't only work once) and is more clear? Also, make the last two bits side-by-side maybe :3 To show that it only happens when shooting quickly after switching. Does it work if you're switching from the shovel too? — Wind 21:10, 28 July 2011 (PDT)
- http://www.youtube.com/watch?v=JxNtbPfSJgs — Armisael 10:40, 29 July 2011 (PDT)
- There is a brutal change in audio volume at 1:10 for some reason (right when the rocket hits). Also, I think the airshot part should be before the fast-switching one, because I'd say more people care about that than the fast-switching property. Not sure about that though — Wind 16:42, 29 July 2011 (PDT)
- http://www.youtube.com/watch?v=spea0PAeJIg — Armisael 07:24, 30 July 2011 (PDT)
- The audio volume thing is still there D: It sounds different but it's still there. The rocket is fired, and as soon as it hits, the rest of the clip is at half-volume or something compared to the pre-rocket-hit part of the clip — Wind 14:26, 30 July 2011 (PDT)
- http://www.youtube.com/watch?v=qsq283gaYxs — Armisael 13:10, 1 August 2011 (PDT)
- Still has the same problem D: Amplify the sound by hand if you have to, but fix it *wind unhappy* — Wind 14:59, 2 August 2011 (PDT)
- That's what my game sounds like, I'm afraid. I think I'm going to have to step away from this one. — Armisael 15:34, 2 August 2011 (PDT)
- That's a shame >: I'll check if it's just you if/when I get one — Wind 15:38, 2 August 2011 (PDT)
- http://www.youtube.com/watch?v=EV1uSq4hL5M A week later, and I think it's louder. I have no idea what changed. — Armisael 07:14, 11 August 2011 (PDT)
- Still an audible change >: Would you mind lending zis to me? — Wind 15:09, 11 August 2011 (PDT)
- http://www.youtube.com/watch?v=WFZs5lU3q0c *crosses fingers* 18:26, 11 August 2011 (PDT)
- Yus :3 — Wind 19:39, 11 August 2011 (PDT)
- http://www.youtube.com/watch?v=WFZs5lU3q0c *crosses fingers* 18:26, 11 August 2011 (PDT)
- Still an audible change >: Would you mind lending zis to me? — Wind 15:09, 11 August 2011 (PDT)
- http://www.youtube.com/watch?v=EV1uSq4hL5M A week later, and I think it's louder. I have no idea what changed. — Armisael 07:14, 11 August 2011 (PDT)
- That's a shame >: I'll check if it's just you if/when I get one — Wind 15:38, 2 August 2011 (PDT)
- That's what my game sounds like, I'm afraid. I think I'm going to have to step away from this one. — Armisael 15:34, 2 August 2011 (PDT)
- Still has the same problem D: Amplify the sound by hand if you have to, but fix it *wind unhappy* — Wind 14:59, 2 August 2011 (PDT)
- http://www.youtube.com/watch?v=qsq283gaYxs — Armisael 13:10, 1 August 2011 (PDT)
- The audio volume thing is still there D: It sounds different but it's still there. The rocket is fired, and as soon as it hits, the rest of the clip is at half-volume or something compared to the pre-rocket-hit part of the clip — Wind 14:26, 30 July 2011 (PDT)
- http://www.youtube.com/watch?v=spea0PAeJIg — Armisael 07:24, 30 July 2011 (PDT)
- There is a brutal change in audio volume at 1:10 for some reason (right when the rocket hits). Also, I think the airshot part should be before the fast-switching one, because I'd say more people care about that than the fast-switching property. Not sure about that though — Wind 16:42, 29 July 2011 (PDT)
- http://www.youtube.com/watch?v=JxNtbPfSJgs — Armisael 10:40, 29 July 2011 (PDT)
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)
Here's a list of things that one of us should probably do in the demonstration... (And any split-screen should of course be in sync.)
- Have a split-screen for the first part. This can go in many ways. Should there simply be a two-split-screen of showing the build time and deploy time without hitting, a four-split-screen of showing the same but with the Wrenching on the last two, or, God forbid, a SIX-split-screen of showing the same as mentioned, but having the last two being Jagged? (Or simply have the first three parts be a two-split-screen with the said methods, or the first part being the standard time and the second part having Wrench and Jag) (Should both Entrance and Exit be demonstrated)
- Split-screen with regular build time (for level 1) and wrenched build time (level 1), that should be enough. Then, a 3-way split screen for deployment of each level. Only entrance necessary — Wind 00:00, 23 March 2011 (UTC)
- Have a three-split-screen of taking the Teleporter 3 times with each level (5 or 10 times would be tedious from the Level 1 Teleporter) to show the effectiveness, as you said, Wind. :D
- Indeed, but don't take the teleporter yourself (as the video above does). Have a queue of bots and/or friends take it sequentially as fast as possible, by standing on the entrance as soon as the previous person disappears — Wind 00:00, 23 March 2011 (UTC)
- If indeed putting NEXT to an enemy works, then have one where a non-Ubered enemy gets telefragged, and surprise the viewers by having an Ubered enemy be telefragged (because according to the Telefrag article, Ubered enemies can die from it).
- It does work. Telefragging should be shown for a normal enemy, an ubered enemy, and an ubering Medic — Wind 00:00, 23 March 2011 (UTC)
- Make another three-split-screen of the Spy sapping each level of the Teleporter, showing how long it takes until they get destroyed from an Electro Sapper (or is that purpose going to be for the Electro Sapper demonstration?)
- It should be in this demonstration indeed, otherwise the Sapper one is a bit long — Wind 00:00, 23 March 2011 (UTC)
I could be missing some, if so, remind me. =P (As for the Uber part, I just KNOW it will be possible, but just requires...a lot of scripting in theory) AbeX300 21:22, 22 March 2011 (UTC)
- To my surprise, I actually managed to pull all of these off (and a rotating demonstration), but the problem is, it's three minutes, two seconds, and 16 frames long, and there is obviously no "old film styled" music that is even at least a minute and half. How am I going to this... ._. AbeX300 23:32, 22 March 2011 (UTC)
- There are many such demos with lengths longer than a minute now, most of them are made with looping the central part of the cp_steel training track. Use Audacity or Vegas, both of them can do the trick. However, since this is a tough demo that I am sure will take at least 3~6 retakes (yeah, I know D:), don't bother with the music until the content is all right. So, please upload what you have right now first~ — Wind 00:00, 23 March 2011 (UTC)
- Alright, I decided to be a clever man and artificially lengthened the music: <removed> AbeX300 00:29, 23 March 2011 (UTC)
- Music is good but a lot of other things... aren't ><:
- Alright, I decided to be a clever man and artificially lengthened the music: <removed> AbeX300 00:29, 23 March 2011 (UTC)
- There are many such demos with lengths longer than a minute now, most of them are made with looping the central part of the cp_steel training track. Use Audacity or Vegas, both of them can do the trick. However, since this is a tough demo that I am sure will take at least 3~6 retakes (yeah, I know D:), don't bother with the music until the content is all right. So, please upload what you have right now first~ — Wind 00:00, 23 March 2011 (UTC)
- Never stretch the screen; crop it instead. As teleporter levels are hard to distinguish, you can write on the video as is done with the Rocket Jumper demo: TF2 secondary, in white, in the bottom left corner, thin outline, and fade in/out
- Can't hear the in-game audio, music is too loud
- The efficiency part is not just 2 for each level. It's as many as possible on all clips until two people can be teleported on the level 1. This allows the viewer to see how many more people can be teleported by increasing the level, which is the point of the efficiency comparison
- I should probably define a clear sequential plan for this, because this video seems to do a lot of things at the same time and is a bit hard to follow for a new player. I realize that this considerably cuts on creativity and will lengthen the video, but I think it is necessary given the complexity of this demonstration. Here goes:
- Clip one: Two-way split-screen. Build a teleporter (show the PDA and everything); one with wrench, one without
- Still in clip one, synchronized: Build teleporter exit; one with wrench, one without. To synchronize the two, you can make a bind with long
wait
commands so that the delays are the same in both versions - End of clip 1
- Still in clip one, synchronized: Build teleporter exit; one with wrench, one without. To synchronize the two, you can make a bind with long
- Clip 2: No split-screen. Take the teleporter in first person, to show what a teleporter actually does
- Still in clip 2: Have a bot take your teleporter, to show that teammates can take it
- Still in clip 2: Have a Spy sap the teleporter. Observer the sapper, then show that it is also on the other side of the teleporter
- Still in clip 2: Still in clip 2: Step on the teleporter and look at it, to show that you cannot use it while it is being sapped
- Still in clip 2: Unsap it, showing that it unsaps both ends
- Still in clip 2: Repair the entrance, then have the Spy drop a sapper again
- Still in clip 2: Unsap the exit, to show that it unsaps both ends; then repair it, to show that ti repairs both ends. While unsapping, make sure to leave the the leporter entrance in view
- Still in clip 2: Grab the teleporter entrance (as in right-click), show that this disables the other side
- Still in clip 2: Drop it somewhere else, take the teleporter when it is ready
- Still in clip 2: Grab the teleporter again (as in right-click)
- Still in clip 2: Drop it somewhere else, wrench it while it redeploys, and take it again
- End of clip 2
- Clip 3: 3-way split-screen. Upgrade your teleporter to level 2 on the second video, and level 3 on the third one. Have a bunch of friends in the server, out of view
- Still in clip 3, synchronized: Have friend 1 step on the teleporter on each video
- Still in clip 3: As soon as friend 1 is teleported (before the teleporter recharges), friend 2 steps on it and friend 3 takes friend 2's previous place (the queue advances)
- Still in clip 3: As soon as friend 2 is teleported (before the teleporter recharges), friend 3 steps on it and friend 4 takes friend 3's previous place (the queue advances)
- Still in clip 3: Rinse and repeat for {insert duration that it takes for two players to be teleported with a level 1 teleporter here} seconds
- End of clip 3
- Clip 4: 3-way split-screen. Have a working teleporter (with an off-screen exit), and an enemy Spy next to it
- Still in clip 4, synchronized: Have the Spy sap the 3 teleporters
- Still in clip 4: While the sapper is in place, move yourself around to have both the entrance and the exit in view. Careful when doing this, since the video will be severely cropped due to the 3-split-screen
- Still in clip 4: Wait for the teleporter to be destroyed in all videos, showing that both ends get destroyed
- End of clip 4
- Clip 5: No split-screen: Have a teleporter entrance+exit already built before the clip starts, and have an enemy somewhere visible on the map
- Clip 5: Have a bot walk (other than Medic or Heavy) and stop on your teleporter exit
- Still in clip 5: Take your teleporter, stare at the enemy's corpse
- End of clip 5
- Clip 6: No split-screen: Have a teleporter entrance+exit already built before the clip starts, and have a Charged Medic + Heavy somewhere visible on the map
- Clip 6: Have the Heavy walk and stop on your teleporter exit
- Still in clip 6: Unleash the ubercharge
- Still in clip 6: Take your teleporter, stare at the still-charging Medic, and at the Heavy's corpse
- End of clip 6
- Clip 7: No split-screen: Have a teleporter entrance+exit already built before the clip starts, and have a Charged Medic + Heavy somewhere visible on the map
- Clip 7: Have the Medic walk and stop on your teleporter exit
- Still in clip 7: Unleash the ubercharge
- Still in clip 7: Take your teleporter, stare at the Medic's corpse, and at the unfortunate Heavy
- End of clip 7
- Clip one: Two-way split-screen. Build a teleporter (show the PDA and everything); one with wrench, one without
Remember to leave at least 1~2 seconds at beginning and at the end of each of every bullet point (not just clips), and longer pauses between clips.
Yes, this is a very hard demonstration, and I don't expect one person to pull it off alone; ask for help/"recording buddies" if you need, record demo files, etc.; you will need them.
You may also want to do only one of the above clips, and upload the video in a lossless format for another person to pick it up. x264vfw has a lossless option, or you can use Huffyuv for the job :3 — Wind 01:53, 23 March 2011 (UTC)
- You shouldn't feel humiliated by this D: Making demos an iterative process, just like writing articles on the wiki. It does involve lots of work (drafts) getting scrapped in the end. >: — Wind 02:48, 23 March 2011 (UTC)
- Sorry I haven't responded, this looks like more work than I would want to go through. I un-reserve it (even though it looks like that has been done already). I just have one suggestion, don't forget that using a dispenser and a tele, you can get to places you couldn't before. Please do demonstrate that (don't forget moving the tele exit too). Brain-Storm.exe 23:54, 31 March 2011 (UTC)
Quick question. Can there be a video with a quick-fade or cut-away to make the video quicker? DennoCoil 21:42, 27 June 2011 (PDT)
- If necessary, I suppose — Wind 21:43, 27 June 2011 (PDT)
- And what of the Replay feature? If there are gonna be a example of Telefrags, I'm gonna need a disguised spy bot and a heavy bot to stand on the exit teleporter. It would be good to get a objective 3rd person view as well as first person view. DennoCoil 21:50, 27 June 2011 (PDT)
- http://www.youtube.com/watch?v=Q3tGM3Bai8I Testing the waters with a HUD. Video description has some thoughts. — Armisael 10:33, 5 August 2011 (PDT)
- Is gud :3 Only remark I have is to position the text a bit lower so that it looks aligned with the buildings HUD on the left, and a bit more to the right so that it doesn't touch the very edge of the video. Also, I realize that this isn't a complete video, but would like to point out that the last frame of the video (which is what shows up as background when the video is complete) only has one of the three parts. Just something to watch out for — Wind 17:01, 5 August 2011 (PDT)
- http://www.youtube.com/watch?v=ByGTqSMj6zE Any comments about the HUD/general configuration? The teleportation rate section can be refilmed if you so desire so that the engineers stay on the exit after their last teleport. — Armisael 10:58, 6 August 2011 (PDT)
- Nope, all gud — Wind 13:08, 6 August 2011 (PDT)
- http://www.youtube.com/watch?v=Hz23dbfSxUM Obviously, this is way too long. I can cut some time of the first clip by hitting the teleports with teh wrench, but it'll still come out too long. Thoughts on where to cut? — Armisael 10:00, 7 August 2011 (PDT)
- This isn't way too long actually, building demonstrations should be expected to take a while. There are problems with it, however~
- http://www.youtube.com/watch?v=Hz23dbfSxUM Obviously, this is way too long. I can cut some time of the first clip by hitting the teleports with teh wrench, but it'll still come out too long. Thoughts on where to cut? — Armisael 10:00, 7 August 2011 (PDT)
- Nope, all gud — Wind 13:08, 6 August 2011 (PDT)
- http://www.youtube.com/watch?v=ByGTqSMj6zE Any comments about the HUD/general configuration? The teleportation rate section can be refilmed if you so desire so that the engineers stay on the exit after their last teleport. — Armisael 10:58, 6 August 2011 (PDT)
- Is gud :3 Only remark I have is to position the text a bit lower so that it looks aligned with the buildings HUD on the left, and a bit more to the right so that it doesn't touch the very edge of the video. Also, I realize that this isn't a complete video, but would like to point out that the last frame of the video (which is what shows up as background when the video is complete) only has one of the three parts. Just something to watch out for — Wind 17:01, 5 August 2011 (PDT)
- Wrench animation broken in all of clip 1 (I know, it happens randomly, but you got it working in the other clips so it should be fixable)
- At 0:48, there's the "boop" sound when you rotate the Teleporter... It shouldn't happen (and it doesn't happen at 2:01), so maybe re-doing it will fix it. If it doesn't, override the sound file with a silent file or something
- At 1:31, move to the left a bit (while keeping the camera to let the two teleporter ends still be visible) so that the sniper's full body is fully visible all the way through
- At 2:23, try not to trigger the teleporter entrance
- Not sure that hauling speed needs to be demonstrated, as it's common to all buildings. Yet it's not demonstrated anywhere else, so... I dunno, leave it if you want to, but if you do, include the picking-up-the-building part so that the user know he's carrying a building (and not about to drop a new one with the PDA, which wouldn't slow his speed)
- Need to show that non-Spy enemies can't take it
- Not sure if that's intended to stay in the final take or not, but there's a very long pause after the backpack screen and a lack of one at the very end of the video (ends abruptly)
- When looking at buildings throughout clip 1, move your mouse lower down so that the blue label box thingy doesn't cover up most of the building's model like it does at 1:04. Similarly, when rotating the exit at 0:50, make sure the toolcase doesn't cover up most of the blueprint model
That should be it. Don't worry about duration :3 — Wind 10:51, 7 August 2011 (PDT)
- http://www.youtube.com/watch?v=FrBdzXyhLWE 20:54, 7 August 2011 (PDT)
- Wrench animation still broken in all of clip 1 :( By that, I mean the "tap on the hand" animation that plays when you're not swinging the wrench. The fact that enemies can't take it should probably also be demonstrate there too, right after showing that an ally and yourself can go through. There's also a 12-second-long staring contest with the Spy at 4:11 for some reason. That's all I got :3 — Wind 23:25, 7 August 2011 (PDT)
- http://www.youtube.com/watch?v=Xdj5ol0IThA — Armisael 14:02, 8 August 2011 (PDT)
- It says "This video is a duplicate of a previously uploaded video." — Wind 21:28, 8 August 2011 (PDT)
- http://www.youtube.com/watch?v=7Zhb91q3x1M That was silly of me. Uploaded an old file that I thought I had overwritten. — Armisael 07:27, 9 August 2011 (PDT)
- Sorrysorry I just thought of this just now but... It should demonstrate that you too can get telefragged by enemy spies. Since that's the most common occurence of telefrags, I think it's worth redoing the last clip for that. Pwease >: All the rest is perfect — Wind 16:11, 9 August 2011 (PDT)
- http://www.youtube.com/watch?v=czJ5VC0Ha_4 — Armisael 20:52, 9 August 2011 (PDT)
- Is good~ Please upload :3 — Wind 21:28, 9 August 2011 (PDT)
- http://www.youtube.com/watch?v=czJ5VC0Ha_4 — Armisael 20:52, 9 August 2011 (PDT)
- Sorrysorry I just thought of this just now but... It should demonstrate that you too can get telefragged by enemy spies. Since that's the most common occurence of telefrags, I think it's worth redoing the last clip for that. Pwease >: All the rest is perfect — Wind 16:11, 9 August 2011 (PDT)
- http://www.youtube.com/watch?v=7Zhb91q3x1M That was silly of me. Uploaded an old file that I thought I had overwritten. — Armisael 07:27, 9 August 2011 (PDT)
- It says "This video is a duplicate of a previously uploaded video." — Wind 21:28, 8 August 2011 (PDT)
- http://www.youtube.com/watch?v=Xdj5ol0IThA — Armisael 14:02, 8 August 2011 (PDT)
- Wrench animation still broken in all of clip 1 :( By that, I mean the "tap on the hand" animation that plays when you're not swinging the wrench. The fact that enemies can't take it should probably also be demonstrate there too, right after showing that an ally and yourself can go through. There's also a 12-second-long staring contest with the Spy at 4:11 for some reason. That's all I got :3 — Wind 23:25, 7 August 2011 (PDT)
- http://www.youtube.com/watch?v=FrBdzXyhLWE 20:54, 7 August 2011 (PDT)
Big Earner
Done, but needs to be re-done (accurately show amount of cloak gained on kill)
- At 0:28 the cloak gained on kill is demonstrated, but it looks to me like they simultaneously pick up the dropped Rocket Launcher, causing it to look more like 50% or 60% cloak gain instead of 30%. If someone else agrees, it should be moved to needs to be re-done. Desiderata03 06:47, 6 August 2011 (PDT)
- Unfortunately, it's nigh impossible to not pick up that metal. If you need ammo, the game automatically any source of it that's nearby in. Give it a try. — Armisael 08:23, 6 August 2011 (PDT)
- That, and it's also part of the game; when you kill someone, you get to pick up their weapon as ammo, thus as a Spy you can already regain cloak by killing even when not using the Enforcer. The Enforcer effectively increases this effect — Wind 12:22, 6 August 2011 (PDT)
- Despite it not happening often, it is possible to not pick up the weapon; simply stand on the right side (Soldier's left) and hit him at the max range, a not-so-good screenshot showing it is possible here(forgot to cloak once, explaining why there are multiple rocket launchers). Technically, it does affect gameplay, as you can possibly not pick it up, or kill a heavy with a Sandvich out (and get health instead of cloak). And Wind, I'm pretty sure you meant Big Earner instead of Enforcer. -Rocket Ship BBQ 11:57, 10 August 2011 (PDT)
- It definitely is possible to not pick it up, but why not pick it up if you can pick it up? And yes, I meant Big Earner, derp — Wind 16:17, 10 August 2011 (PDT)
Bushwacka
Done, but needs to be re-done (accurately show weakness to fire)
- The Bushwacka needs to be redone because it doesn't have a splitscreen showing to weakness to fire. The weakness to fire isn't shown very well in the current video. SpaceAnimator 13:53, 6 August 2011 (PDT)
Here's my take with a proper split-screen demonstration. Download it here. --Akuago220, The Jungle Expeditioner 21:58, 8 August 2011 (PDT)
- Half an hour later, it is still in conversion D: Come on youtube — Wind 22:28, 8 August 2011 (PDT)
- Well it looks like the video is watchable, so you can go see it now. --Akuago220, The Jungle Expeditioner 10:05, 9 August 2011 (PDT)
- Thanks, is good :3 — Wind 16:11, 9 August 2011 (PDT)
- Well it looks like the video is watchable, so you can go see it now. --Akuago220, The Jungle Expeditioner 10:05, 9 August 2011 (PDT)
Claidheamh Mòr
The video doesn't show the 2 second less charge recharge rate the weapon has. Balladofwindfishes 06:49, 1 August 2011 (PDT)
- It would seem that this effect no longer exists, conveniently eliminating the need for this weapon to be redone. 15:15, 11 August 2011 (PDT)
Crusader's Crossbow
Done, but needs to be re-done (show that the arrow can be reflected)
- The Crusader's Crossbow needs to be redone to show that the arrow can be reflected into the Medic to damage him and reflecting it into the Pyro's teamate to give him health (Medic shoots, Pyro reflects into another RED team member). SpaceAnimator 13:53, 6 August 2011 (PDT)
- How do you think that reflecting arrow to heal allies should best be demonstration? I'm think that I should either give a red medic the crossbow and have an allied pyro reflect the bolt into me, or just equip the solemn vow as a blu medic. — Armisael 07:27, 9 August 2011 (PDT)
- How about equipping the crossbow on the BLU Medic and firing, RED Pyro reflects it into damaged RED team member. Show the damaged RED member in his first person view looking at both Medic and Pyro. Tell me about this idea please. Thanks.
- How do you think that reflecting arrow to heal allies should best be demonstration? I'm think that I should either give a red medic the crossbow and have an allied pyro reflect the bolt into me, or just equip the solemn vow as a blu medic. — Armisael 07:27, 9 August 2011 (PDT)
— SpaceAnimator 10:36, 9 August 2011 (PDT)
- Dis vil vork (just make sure the RED team member isn't a Medic, or this may get even more confusing) — Wind 16:11, 9 August 2011 (PDT)
- http://www.youtube.com/watch?v=f3oNMxdnZDU — Armisael 20:52, 9 August 2011 (PDT)
- Forgot to show regular reflection D: Also, make the medic's video a tiny bit smaller and, more importantly, not completely against the edges of the screen — Wind 21:28, 9 August 2011 (PDT)
- http://www.youtube.com/watch?v=RWj5ltxQ420 — Armisael 08:49, 10 August 2011 (PDT)
- Cut the full-black-screen second half of the video, make the last reflection part wait a bit longer before closing the video (wait like 0.75 seconds after the medic is done reloading) and it'll be good :3 — Wind 16:17, 10 August 2011 (PDT)
- http://www.youtube.com/watch?v=Qp8QzxMhWdo — Armisael 17:48, 10 August 2011 (PDT)
- Thanks~ :3 — Wind 18:50, 10 August 2011 (PDT)
- http://www.youtube.com/watch?v=Qp8QzxMhWdo — Armisael 17:48, 10 August 2011 (PDT)
- Cut the full-black-screen second half of the video, make the last reflection part wait a bit longer before closing the video (wait like 0.75 seconds after the medic is done reloading) and it'll be good :3 — Wind 16:17, 10 August 2011 (PDT)
- http://www.youtube.com/watch?v=RWj5ltxQ420 — Armisael 08:49, 10 August 2011 (PDT)
- Forgot to show regular reflection D: Also, make the medic's video a tiny bit smaller and, more importantly, not completely against the edges of the screen — Wind 21:28, 9 August 2011 (PDT)
- http://www.youtube.com/watch?v=f3oNMxdnZDU — Armisael 20:52, 9 August 2011 (PDT)
- Dis vil vork (just make sure the RED team member isn't a Medic, or this may get even more confusing) — Wind 16:11, 9 August 2011 (PDT)
Loch-n-Load
Comparing the Loch-n-Load video with the Grenade Launcher video shows the LnL video is missing the "juggling" section, and the "reflected by airblast" section. Rocket Ship BBQ 22:07, 1 August 2011 (PDT)
Here's my attempt at the Loch-n-Load demonstration. http://www.youtube.com/watch?v=g3LwHvjxfl0 http://www.mediafire.com/?klizqm47rcvyqk4--Mellotaku 07:08, 5 August 2011 (PDT)
- All is perfect save one thing: Transitions are too quick >: Add half a second more at the end and beginning of every clip and it'll be perfect. If your clips don't span long enough to add an extra half a second at the beginning and end, then just leave the transition as it is (or stretch the first/last frame, if it doesn't look too bad). As a general advice, it's always good to keep a 5-second or so buffer of nothingness at the beginning and at the end of every recording, it helps a bunch when editing later :3 — Wind 17:01, 5 August 2011 (PDT)
- Alright, here's an updated version. http://www.youtube.com/watch?v=pGKf8XMAgNg http://www.mediafire.com/?wr5nhn5oflb48kz--Mellotaku 21:31, 5 August 2011 (PDT)
- Still fast, but it'll do. Thanks~ :3 — Wind 22:01, 5 August 2011 (PDT)
- Alright, here's an updated version. http://www.youtube.com/watch?v=pGKf8XMAgNg http://www.mediafire.com/?wr5nhn5oflb48kz--Mellotaku 21:31, 5 August 2011 (PDT)
- Unfortunately, there's no comparison of the projectile speed increase, and I think that means it gets to be redone. Hopefully you saved the footage? — Armisael 13:04, 11 August 2011 (PDT)
- Nah, this usually doesn't get demonstrated as a comparison (see: Direct Hit, Liberty Launcher) — Wind 13:05, 11 August 2011 (PDT)
Original
Done but needs to be redone (does not demonstrate different rocket firing mechanics)
We should have a quick demonstration of how the rockets fire from the center of your screen and you can't peek around walls like with the rocket launcher. Lilgreenman 17:57, 6 August 2011 (PDT)
- [1] Also, the part about the peek on walls is not really necessary. – Epic Eric (T | C) 18:01, 6 August 2011 (PDT)
- I'd say it is, we've redone demonstrations for less drastic changes than that. Lilgreenman 18:16, 6 August 2011 (PDT)
- Well the fact that they come out of the center of your screen is pretty obvious. The inability to peek around corners to shoot sentries and stuff, however, would indeed have quite some value. I'm just not sure if it's easy to demonstrate or not — Wind 19:52, 6 August 2011 (PDT)
- It'd be trivial to demonstration. Have a regular rocket launcher soldier and an original soldier placed at the same spot by a crate, and they both fire. One rocket clears, and the other goes kaboom. I'd whip one up if I had an original. — Armisael 20:13, 6 August 2011 (PDT)
- That would demonstrate the origin of rockets yes, but I don't think this needs to be compared. However, if this makes you unable to shoot sentries out of a corner without them targetting you, then that's something worth doing a comparison for — Wind 20:17, 6 August 2011 (PDT)
- It'd be trivial to demonstration. Have a regular rocket launcher soldier and an original soldier placed at the same spot by a crate, and they both fire. One rocket clears, and the other goes kaboom. I'd whip one up if I had an original. — Armisael 20:13, 6 August 2011 (PDT)
Here's my retake on it, hopefully properly demonstrating the rocket trajectory differences. Download link will be available soon. --Akuago220, The Jungle Expeditioner 20:12, 10 August 2011 (PDT)
- Thanks :3 Feel free to put the download link on the main page directly — Wind 20:19, 10 August 2011 (PDT)
Razorback
Done but needs to be redone (aspect ratio)
- Why does this need to be redone? - — The preceding unsigned comment was added by Awesomesauce (talk) • (contribs)
- 1. It's pillarboxed (the black bars on the sides). 2. There should be a shot from the sniper's view when he's backstabbed (it forces the sniper out of scope when it's activated). — Armisael 17:58, 29 May 2011 (UTC)
- Hi!I am new at this wiki, so i wan to redone it.I'll show, how spy backstabs snyper, and how spy backstabs snyper with razorback.Then, ill show how razorback forses snyper out of scope, when i'ts broken with a knife.Thank you!
- http://www.youtube.com/watch?v=ZRoGSpnSexw Not entirely sure I like this one. — Armisael 15:52, 3 August 2011 (PDT)
- Nah :( It should show both perspectives at the same time, like the current one does. Or maybe all three perspectives: One from the Spy's point of view in the top left corner, one from Sniper's point of view in the top right corner, and one showing all the action on the bottom half of the video. I think that'd make it quite short and easy to understand, yet shows everything that needs to be shown :3 — Wind 15:59, 3 August 2011 (PDT)
- http://www.youtube.com/watch?v=VqlUrP0hiNQ — Armisael 19:08, 4 August 2011 (PDT)
- The bottom part is off-sync; look at the moment the sniper's view starts moving, then compare that with the first moment that the sniper below starts moving. Otherwise it's all there and perfect :3 — Wind 22:35, 4 August 2011 (PDT)
- http://www.youtube.com/watch?v=ofZ7UChjN78 There's only a little TV magic in this one. — Armisael 07:52, 5 August 2011 (PDT)
- Thanks~ :3 — Wind 17:27, 5 August 2011 (PDT)
- http://www.youtube.com/watch?v=ofZ7UChjN78 There's only a little TV magic in this one. — Armisael 07:52, 5 August 2011 (PDT)
- The bottom part is off-sync; look at the moment the sniper's view starts moving, then compare that with the first moment that the sniper below starts moving. Otherwise it's all there and perfect :3 — Wind 22:35, 4 August 2011 (PDT)
- http://www.youtube.com/watch?v=VqlUrP0hiNQ — Armisael 19:08, 4 August 2011 (PDT)
- Nah :( It should show both perspectives at the same time, like the current one does. Or maybe all three perspectives: One from the Spy's point of view in the top left corner, one from Sniper's point of view in the top right corner, and one showing all the action on the bottom half of the video. I think that'd make it quite short and easy to understand, yet shows everything that needs to be shown :3 — Wind 15:59, 3 August 2011 (PDT)
Shortstop
Done, but needs to be re-done (show ammo is shared with Pistol) The current video doesn't show that it shares ammo with the Pistol. Rocket Ship BBQ 12:31, 7 August 2011 (PDT)
- http://www.youtube.com/watch?v=F8HULxhjZlw It's so nice to be doing easy little demos like this. — Armisael 08:34, 8 August 2011 (PDT)
- Thanks, please upload~ — Wind 21:28, 8 August 2011 (PDT)
Where to put the map
I try to load the tr_target_weaponref map from the console, but all I get is an error code. It downloads as a .rar file, but i changed it to a .bsp file in notepad. The file path I have is (C:\Program Files (x86)\Steam\steamapps\username\team fortress 2\tf\maps). I dont know what I am doing wrong. Please help Dr. Blutengott 14:03, 26 July 2011 (PDT)
- You need to decompress the rar file. Use winrar to extract the bsp. You have right filepath. — Armisael 14:28, 26 July 2011 (PDT)
- Thank you, i can access the map now, but all it shows me is black. i can see the hud, but not the enviroment. Dr. Blutengott 15:20, 26 July 2011 (PDT)
- Join BLU. — Armisael 15:21, 26 July 2011 (PDT)
- Thank you, i can access the map now, but all it shows me is black. i can see the hud, but not the enviroment. Dr. Blutengott 15:20, 26 July 2011 (PDT)
Problem With Recording
When using the source recorder, team fortress crashes. i can view the demo normally, but when i enter startmovie moviename avi, the program crashes. a codec menu should pop up, but it does not. i have recorded before in garrys mod, but i cannot get it to work. please help. Dr. Blutengott 20:57, 28 July 2011 (PDT)
- Yes. startmovie in TF2 has been broken in TF2 since the end of April. Sorry. — Armisael 21:01, 28 July 2011 (PDT)