Team Fortress Wiki talk:Weapon Demonstration/Archive 20
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Conscientious Objector
Reserved by Akuago220
Here's my attempt at it. Download it here. --Akuago220, The Jungle Expeditioner 10:20, 18 October 2011 (PDT)
- Scout part has quite a few misses... One or two misses after a kill is OK, but missing the middle isn't. Rest is good~ I'll write on the main page about how the item should not have anything applied to it for demonstration.
Two things though:
- Your videos' framerate has dropped over time >: Probably a result of TF2 getting bloated, or your computer getting bloated/old, or a combination of those. In any event, for your next demos, please either optimize your system to improve the framerate, or use Source Recorder, because it's starting to show D:
- This item looks like it uses the Saxxy positions for fingers and holding position and (old) taunts, so it might get changed like the Saxxy, especially the taunts
— Wind 12:35, 18 October 2011 (PDT)
http://www.youtube.com/watch?v=nrkfT5v7KG8 — Armisael (T | C) 21:20, 23 October 2011 (PDT)
- Is good, please upload~ — Wind 17:06, 24 October 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)
- Okay, I've almost got it all together, I just have one section left, which is to demonstrate that I can be healed by an enemy medic while disguised. But then I had some technical difficulties. 1. I prepare for the Medic's ubercharge and get it up to 100% before recording. That's fine, but then I start recording the demo (type "record weapontest" in the console), and then the medic's ubercharge meter goes back to 0% (and the fizzling sound it makes when it's 100% disappears as well). Yet it's not really 0%, because when I press "t" (I typed "bind "t" bot_forceattack2 1" before), he ubercharges himself, so that means it's just some demo recording bug. How do I fix that? 2.I can get the medic to heal me when disguised, but when he ubercharges he cuts off the healing and just ubercharges himself. Why is that? (I constantly pressed down "f" to let him use his primary attack, then while holding f I pressed t) Please help, I'm almost done... TFHK 07:17, 26 August 2011 (PDT)
- I'm afraid you'll require a human to help on the Medic's part then. To avoid the ubercharge issue, simply start the recording, then have him get charged, then start the real demonstration; later, in the video editor, remove the part where he gets charged. — Wind 11:47, 26 August 2011 (PDT)
- Ah, okay, I think I can get someone to help me out. But is it okay if he keeps his normal name, or should he change it to something like "Medic" or something? TFHK 22:12, 26 August 2011 (PDT)
- If he wants to, yes, if he doesn't, then it's ok anyway — Wind 00:12, 28 August 2011 (PDT)
- Ah, finally got a friend to do the medic part with me. However, when I do the reload bit while disguised (getting two enemy bots to mimic me), I see that the enemy bot doesn't do the whole reloading animation when disguised (he's disguised as a soldier), it just, like, cuts off part of the animation, yet the friendly spy does it nicely. So is this a visual/demo replay glitch, or does that happen when the spy's reload animation is shorter than the reolad animation of the class he's disguising as? (BTW, yes, it's all done, just putting all the pieces together in Vegas 10) TFHK 08:29, 30 August 2011 (PDT)
- I think that was normal behavior and that it was patched at some point to make the animation finish. Or maybe it just happens on enemy disguised spy bots... Anyway, as you said, the animation doesn't cut off if it's shorter, so just pick a class and a weapon that has a shorter reload animation. — Wind 18:31, 30 August 2011 (PDT)
- OK, IT'S FINALLY DONE! http://www.youtube.com/watch?v=ySIXygmiBBI tell me how it is, please X_X TFHK 04:51, 2 September 2011 (PDT)
- I think that was normal behavior and that it was patched at some point to make the animation finish. Or maybe it just happens on enemy disguised spy bots... Anyway, as you said, the animation doesn't cut off if it's shorter, so just pick a class and a weapon that has a shorter reload animation. — Wind 18:31, 30 August 2011 (PDT)
- Ah, finally got a friend to do the medic part with me. However, when I do the reload bit while disguised (getting two enemy bots to mimic me), I see that the enemy bot doesn't do the whole reloading animation when disguised (he's disguised as a soldier), it just, like, cuts off part of the animation, yet the friendly spy does it nicely. So is this a visual/demo replay glitch, or does that happen when the spy's reload animation is shorter than the reolad animation of the class he's disguising as? (BTW, yes, it's all done, just putting all the pieces together in Vegas 10) TFHK 08:29, 30 August 2011 (PDT)
- If he wants to, yes, if he doesn't, then it's ok anyway — Wind 00:12, 28 August 2011 (PDT)
(Edit: DARN, I couldn't list the video as unlisted... it's probably because I have too many strikes for copyright infringement materials. Stupid YouTube! It was still okay a while ago...)TFHK 06:59, 2 September 2011 (PDT)
- Well for a first try that's pretty darn good :3 Not perfect though:
- The fades-to-black are a bit too over-the-top (half a second is way enough)
- The Heavy speed thing should be before the Scout speed. You haven't demonstrated that the disguise kit affects walking speed, so showing the Scout first looks a bit weird. If you show the Heavy first, then people know that the disguise kit affects speed, so then the Scout demo makes sense
- At the 2:30 clip, in the very bottom left of the screen, there's a bit of a blue thingy. I'm guessing it's some part from the HUD that wasn't supposed to be on screen, so try moving it out of there
- For the you-can't-disguise-with-the-flag demo, also show that you can't disguise as friendly
- Throughout the video, never take your disguise kit and immediately disguise (1:32 for example). It makes it look like you're just scrolling through weapons. Take your time to disguise, make sure to have the kit open for at least a second
- Lastly, if you've got those as demos, try to render them at a higher framerate, as the video is a bit laggy, and make sure your Vegas project properties and rendering profile are both set to render at 30 fps. If you don't have them as demos, no big deal, keep the footage you have, just double-check both the rendering settings and the project properties
That's all :3 Good job nevertheless, and good luck~ — Wind 12:58, 2 September 2011 (PDT)
- Thanks for the comments, I'll go and correct those. I also noticed something: At 2:39 the medic's übercharge is displayed as "?bercharge"... actually, it's been like this for a long time, I just didn't bother fixing it. How to I correct that? :'( TFHK 22:01, 2 September 2011 (PDT)
- Oh, and did I take out the disguise kit too quickly at 1:13 as well?TFHK 22:03, 2 September 2011 (PDT)
- I... don't know, it doesn't do that for me :( Do you have modified HUD files other than HudDamageAccount.res, or modified strings files (tf_english.txt)? If so, delete them. And yes 1:13 was too fast — Wind 22:10, 2 September 2011 (PDT)
- Darn, I don't know what's up with my "ubercharge" being listed as "?bercharge". Maybe my chinese codec can only display english letters and not less commonly used accent letters. I couldn't find anything about that on the net either, so no use there. I wonder if someone can do that segment instead? (Gosh, Jaz is gonna be sad that I couldn't use his part...) Anyway, still working on the rest of the stuff TFHK 06:18, 4 September 2011 (PDT)
- I... don't know, it doesn't do that for me :( Do you have modified HUD files other than HudDamageAccount.res, or modified strings files (tf_english.txt)? If so, delete them. And yes 1:13 was too fast — Wind 22:10, 2 September 2011 (PDT)
- Oh, and did I take out the disguise kit too quickly at 1:13 as well?TFHK 22:03, 2 September 2011 (PDT)
- Thanks for the comments, I'll go and correct those. I also noticed something: At 2:39 the medic's übercharge is displayed as "?bercharge"... actually, it's been like this for a long time, I just didn't bother fixing it. How to I correct that? :'( TFHK 22:01, 2 September 2011 (PDT)
Hey, folks! PastorOfMuppets again. It's been a month since someone has posted on this weapon demo, and I was hoping to give it another shot. However, I was hoping to use the Replay system to actually record in HD. (I could find a way around this, but the Replay system seemed like the best way to record in-game footage.) Does anyone know how to put the Replay system into a self-made server? PastorOfMuppets 20:59, 8 October 2011 (PDT)
- Yes, but please don't use it. It doesn't show the HUD, for one, which is already a dealbreaker :( Sorry... — Wind 21:00, 8 October 2011 (PDT)
- No problem, my computer just has some trouble with .AVI format. I can still do the video, it will just be a few extra steps. I'll have the "first draft" done in the next few days. PastorOfMuppets 01:00, 9 October 2011 (PDT)
- Tell you what, guys, I probably won't be able to finish this demo due to overwhelming school work, but I figured that Wind said that most of my demos were okay, can I upload some of the separate video files that were okay? (without the background demo music, of course) For example, the speed demonstrations and stuff. I'll just be glad to provide some of the videos, even though I can't complete it. Would that be okay, Wind? TFHK 09:34, 9 October 2011 (PDT)
- Yes it would, although if you do, make sure you upload the lossless version, not the compressed version. Otherwise, people who want to include your videos in their work will have a doubly-compressed video, which looks very bad >: Or, if you still have the demo files, upload them instead, as they are much smaller.
- To anyone who is starting with a new video, however, I don't recommend using TFHK's videos directly. Use them as a reference point to copy, but do it on the _hdr map. That way there's the same good content as TFHK's, but on the better-looking map :3 — Wind 11:56, 9 October 2011 (PDT)
- Tell you what, guys, I probably won't be able to finish this demo due to overwhelming school work, but I figured that Wind said that most of my demos were okay, can I upload some of the separate video files that were okay? (without the background demo music, of course) For example, the speed demonstrations and stuff. I'll just be glad to provide some of the videos, even though I can't complete it. Would that be okay, Wind? TFHK 09:34, 9 October 2011 (PDT)
- No problem, my computer just has some trouble with .AVI format. I can still do the video, it will just be a few extra steps. I'll have the "first draft" done in the next few days. PastorOfMuppets 01:00, 9 October 2011 (PDT)
- http://www.youtube.com/watch?v=oCCLYgt-slA Figured I'd throw my hat into the ring. — Armisael (T | C) 20:38, 22 October 2011 (PDT)
- Pretty good :3 A bit worse than TFHK's demo for the sentry/dispenser part though. Make sure to better separate both things: First take out the sentry, then go by the dispenser, disguise, show health/ammo regen. Start with lower ammo too, so that it's more evident that there is ammo regen (more than just one ammo "click" sound). And keep looking at the dispenser while this happens.
- For speed comparisons, if you're going to disguise as an enemy (red), then the other side should be red too (red heavy/red scout).
- More amusingly, perhaps it would be fitting to include a clip at the end (probably in the same clip as the taunt one, after the taunt) with a thirdperson_mayamode view of the spy doing the spycrab walk. I dunno, just an idea, do it if you feel like it~ But if you do, make sure to do the whole clip outside of the wooden fence thingy — Wind 00:35, 23 October 2011 (PDT)
- http://www.youtube.com/watch?v=3fCJT49vdAg — Armisael (T | C) 08:21, 23 October 2011 (PDT)
- Aww, no spycrab? >: Also, just thought about this, but it should show that you can't pass through disguised spies. Have a friendly Heavy and an Enemy Spy standing next to each other, have the enemy Spy disguise himself as the friendly Heavy, then walk through one and then the other to show that you bump into him.
- For the first clip, it should also show at some point that you can disguise as ally. This is used in later parts of the demonstration, but we can't see how it looks like because there are no mimic bots. Additionally, for the first time you use the disguise kit in the first clip, keep it open long enough (4~5 seconds?) to let the viewer see everything — Wind 11:36, 23 October 2011 (PDT)
- http://www.youtube.com/watch?v=IG9swb7XM4A — Armisael (T | C) 14:11, 23 October 2011 (PDT)
- The disguise switch at 1:18 is way too quick :( Please always wait at least one full second per disguise. Rest is good~ — Wind 14:26, 23 October 2011 (PDT)
- http://www.youtube.com/watch?v=GbOZzzjV3jY The last two aren't quite a second long, but they're long enough to show what I'm doing. — Armisael (T | C) 16:03, 23 October 2011 (PDT)
- Armisael y u no do spycrab walk? SpaceAnimator 01:48, 24 October 2011 (PDT)
- Pretty sloppy music mixing between 1:20 and 1:30. Please upload the better-mixed version directly to the channel though :3 Also yes, spycrab would be nice~ — Wind 17:06, 24 October 2011 (PDT)
- http://www.youtube.com/watch?v=GbOZzzjV3jY The last two aren't quite a second long, but they're long enough to show what I'm doing. — Armisael (T | C) 16:03, 23 October 2011 (PDT)
- The disguise switch at 1:18 is way too quick :( Please always wait at least one full second per disguise. Rest is good~ — Wind 14:26, 23 October 2011 (PDT)
- http://www.youtube.com/watch?v=IG9swb7XM4A — Armisael (T | C) 14:11, 23 October 2011 (PDT)
- http://www.youtube.com/watch?v=3fCJT49vdAg — Armisael (T | C) 08:21, 23 October 2011 (PDT)
- http://www.youtube.com/watch?v=KqQY901vk8A It's on the wiki channel, but I figured I'd post it here anyways. — Armisael (T | C) 20:50, 24 October 2011 (PDT)
- I think spycrab walk doesn't make sense and doesn't have anything useful. Hinaomi 20:58, 24 October 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)
http://www.youtube.com/watch?v=5j7H26xnprM I know that this has the error beep when I rotate the building; I'll get it in post. Other comments? — Armisael (T | C) 06:54, 11 October 2011 (PDT)
- At 3:30 sound is disappear and I didn't see the lv.3 dispenser destroy. Hinaomi 08:27, 11 October 2011 (PDT)
- Well there's the obvious youtube cutoff, and the beeping sound, yes.
- There is also the annoying simultaneous sound of all 3 sappers at the same time; mute two clips or else it's just too annoying D: (but unmute them subtly to keep the dispenser destruction noise)
- At 0:53, try to get a single beam and stick to it (so that it doesn't go pssh ppssh pssh pssh 4 times)
- At 1:39, why teleport the Soldier there? Is it to show that it doesn't heal enemies? If so, then I think a better way to do that would be to get two obviously-injured heavies (with blood marks on them etc) on each team and have them run to the same dispenser, and see what happens. The facial animation corresponding to health, I think it'd be pretty funny, especially is both heavies look at you :3
- Need to show metal regeneration in a better way. It's fine to show stuff in the first clip (and kind of unavoidable anyway), but it should deserve its own clip, with a 3-way split-screen with each containing a metal-less engineer approaching a full dispenser, and staring at the screen. Then another same split-screen, except the dispenser is empty (to show that each tick mark is a different amount of metal depending on the medal, and that the recharge rate is the same). Make sure to move the buildings part of the engineer's HUD into the screen for those clips, because they show that you can see the metal level of the dispenser on there
- Show that a sapped dispenser doesn't fulfil its functions (can simply be done by reshooting the 3:05 clip while being injured, and making sure the dispenser is not full)
dis vil vork — Wind 12:00, 11 October 2011 (PDT)
- http://www.youtube.com/watch?v=Mv3dQDhyG_0 Aside from a little fumble-fingeredness with the spy in the first clip, how's it look? — Armisael (T | C) 20:45, 11 October 2011 (PDT)
- I know, magic tricks and teleporting heavies look cool and all, but please don't overdo it >: The heavy being teleported in there was kinda too much... They should get their own clip if possible :3 Also, they must not start at the dispenser. They should be away from it for a moment, so that you can actually see they're injured, and then run to the dispenser. You also need to stand much closer to them or else you can't see their injuredness >:
- Transitions are too quick for the most part (especially 3:27 and 3:35; the player must be able to see the differences, and that they have no metal, which doesn't exactly jump out in a second)
- 3:35's clip should start away from the dispenser so that there's time for the transition. That clip also suffers from the simultaneous sound effect, hopefully it's not hard to fix in this case because all 3 clips are exactly synchronised and produce the same sounds, so just mute 2.
- Small detail, but if you're going to reshoot clip 1, try not to stand in places where the lighting is poor (example at 0:25; the shotgun is just... weird and feels like wet wood). That's not really a terribly wrong thing, just saying to try to avoid it when reshooting
— Wind 21:03, 11 October 2011 (PDT)
- The teleportation was basically there to squeeze things into one clip so it runs faster. I certainly don't mind having shorter, less complicated clips to film. I'm thinking:
- The current first clip up through being shot at by the soldier, then just upgrade and move.
- A second clip showing the heavies doing their thing. That'll be much easier to bot_mimic in it's own clip.
- A third clip showing the spy. (unless you think that that can be folded into the first clip? I dunno.) — Armisael (T | C) 21:14, 11 October 2011 (PDT)
- Three clips vil vork — Wind 22:03, 11 October 2011 (PDT)
- I don't really like the red heavy, in retrospect. I'll probably cut that from the next iteration unless you object.
- What do you think about healing at every level of the dispenser in the first clip? It takes a while, but the other option is just sitting there hammering at it for 20 seconds straight.
- This should probably show that you can get metal from other engineer's dispensers. — Armisael (T | C) 17:22, 12 October 2011 (PDT)
- I don't object to cutting the red heavy, but then show more explicitly that it can't heal enemies. For example, during the spy disguise clip, have the spy remove his disguise while standing right next to the Dispenser so that you can clearly see the beam disappear. I saw the healing thing too, bit redundant but no much harm to do it either, so keep it in if you want... However there's a bad audio glitch at 1:51 :( And yes, yes it should show that, thanks for thinking about it. Lastly, during the last 3-way sapper clip, the relative volume of this segment is much higher than the preceding one due to there being 3 clips and all. I know you've already made adjustments to those so that they don't have the simultaneous audio effect thing, but can you multiply all of their volumes by a certain factor to bring it down to the same level as the previous clip? — Wind 20:36, 12 October 2011 (PDT)
- http://www.youtube.com/watch?v=hkKAEaUT8B0 — Armisael (T | C) 09:49, 13 October 2011 (PDT)
- All good, just missing the can-take-metal-from-friendly-engineers clip — Wind 10:35, 13 October 2011 (PDT)
- http://www.youtube.com/watch?v=QLvN8_QvPv8 — Armisael (T | C) 14:33, 13 October 2011 (PDT)
- The class loadout screen is visible at 1:55. Also, show the allied engineer building the dispenser (Or at least the end of the build). Will be less confusing :3 — Wind 21:35, 13 October 2011 (PDT)
- http://www.youtube.com/watch?v=0XzTPM24mQ8 That glitch was surprisingly difficult to iron out. — Armisael (T | C) 10:47, 15 October 2011 (PDT)
- Could you re-record just the backpack part to match the new stuff? Would be weird to release the video as-is when the backpack screen looks different. Other than that, the error sound is back at 0:11. In the metal-from-friendly-dispensers clip, make sure to use bot_mimic_yaw_offset to make the engineer face you instead of creepily turning his back on you... And make the building tooltip HUD thingy not hide the hand on the Dispenser's screen, so that you can see it being drained by you. — Wind 12:29, 15 October 2011 (PDT)
- http://www.youtube.com/watch?v=IaIk5NtXv7A — Armisael (T | C) 16:00, 15 October 2011 (PDT)
- I think you included the right (new) clip at 1:55, and forgot to remove the old one still there at 4:28... Also, make sure both the friendly engineer and the dispenser are still in view at all times to make it clearer >: This, of course, may make it hard to make sure the hand on the dispenser is visible. If you can't get both in view properly at the same time, then favour the hand being displayed (like the current clip) — Wind 23:29, 15 October 2011 (PDT)
- http://www.mediafire.com/?i9ng1ljjtyemd4a I screwed up several clips in that one. I think this one's better. — Armisael (T | C) 08:21, 16 October 2011 (PDT)
- I think you copy/pasted the wrong thing — Wind 19:12, 16 October 2011 (PDT)
- http://www.mediafire.com/?i9ng1ljjtyemd4a I screwed up several clips in that one. I think this one's better. — Armisael (T | C) 08:21, 16 October 2011 (PDT)
- I think you included the right (new) clip at 1:55, and forgot to remove the old one still there at 4:28... Also, make sure both the friendly engineer and the dispenser are still in view at all times to make it clearer >: This, of course, may make it hard to make sure the hand on the dispenser is visible. If you can't get both in view properly at the same time, then favour the hand being displayed (like the current clip) — Wind 23:29, 15 October 2011 (PDT)
- http://www.youtube.com/watch?v=IaIk5NtXv7A — Armisael (T | C) 16:00, 15 October 2011 (PDT)
- Could you re-record just the backpack part to match the new stuff? Would be weird to release the video as-is when the backpack screen looks different. Other than that, the error sound is back at 0:11. In the metal-from-friendly-dispensers clip, make sure to use bot_mimic_yaw_offset to make the engineer face you instead of creepily turning his back on you... And make the building tooltip HUD thingy not hide the hand on the Dispenser's screen, so that you can see it being drained by you. — Wind 12:29, 15 October 2011 (PDT)
- http://www.youtube.com/watch?v=0XzTPM24mQ8 That glitch was surprisingly difficult to iron out. — Armisael (T | C) 10:47, 15 October 2011 (PDT)
- The class loadout screen is visible at 1:55. Also, show the allied engineer building the dispenser (Or at least the end of the build). Will be less confusing :3 — Wind 21:35, 13 October 2011 (PDT)
- http://www.youtube.com/watch?v=hkKAEaUT8B0 — Armisael (T | C) 09:49, 13 October 2011 (PDT)
- http://www.youtube.com/watch?v=ckDiW4a_jXE Yeah. — Armisael (T | C) 19:14, 16 October 2011 (PDT)
- http://www.youtube.com/watch?v=kwk2_Gpglgk — Armisael (T | C) 21:24, 16 October 2011 (PDT)
- There is a huge volume change in the new clip. You can barely hear the wrench — Wind
- http://www.youtube.com/watch?v=X3Itdr6-JkM That was a bizarre glitch. Apparently the clip I recorded was quieter, which is weird, because I have volume 1 in weaponref.cfg. — Armisael (T | C) 16:53, 17 October 2011 (PDT)
- Another huge demonstration done~ Congratulations :3 — Wind 17:05, 17 October 2011 (PDT)
- http://www.youtube.com/watch?v=X3Itdr6-JkM That was a bizarre glitch. Apparently the clip I recorded was quieter, which is weird, because I have volume 1 in weaponref.cfg. — Armisael (T | C) 16:53, 17 October 2011 (PDT)
- There is a huge volume change in the new clip. You can barely hear the wrench — Wind
- http://www.youtube.com/watch?v=kwk2_Gpglgk — Armisael (T | C) 21:24, 16 October 2011 (PDT)
This doesn't show that overheal is maintained while standing next to a dispenser. Darkid 14:41, 20 October 2011 (PDT)
- I'm not sure that's really useful to demonstrate. But if Armisael thinks it is and is up to it, it's not too late to change it since it's not released yet — Wind 19:47, 20 October 2011 (PDT)
- http://www.youtube.com/watch?v=a8FMacy1AYU — Armisael (T | C) 17:50, 22 October 2011 (PDT)
Scottish Handshake
Reserved by Akuago220 Well, here's my SH demonstration. Download it here. --Akuago220, The Jungle Expeditioner 20:49, 16 October 2011 (PDT)
- Is good, thanks~ :3 — Wind 20:55, 16 October 2011 (PDT)
Atomizer
Done, but needs to be redone (show that the damage penalty doesn't apply to buildings)
- Here's my retake on it. Download here. --Akuago220, The Jungle Expeditioner 07:25, 23 September 2011 (PDT)
- Framerate is a bit choppy... But it's not too bad either, so is good~ Thanks :3 — Wind 13:56, 23 September 2011 (PDT)
Back Scratcher
Small health kits heal less
- Lastest patch reverted heal change on small health pack from 20% to 20.5%. So don't need to redone any more. Hinaomi 10:27, 22 October 2011 (PDT)
Battalion's Backup
New taunt
- Good luck for this one... It has a bad karma attached to it — Wind 21:35, 13 October 2011 (PDT)
- http://www.youtube.com/watch?v=YFhC74S1HGw Adventures in splitscreens. — Armisael (T | C) 19:00, 19 October 2011 (PDT)
- Need to receive at least one rocket in the face while not holding the weapon, to show that you don't need to hold it for the effect to be active — Wind 20:10, 19 October 2011 (PDT)
- http://www.youtube.com/watch?v=jiQRd2Uwu2w — Armisael (T | C) 21:07, 19 October 2011 (PDT)
- By "the effect" in "you don't need to hold it for the effect to be active", I mean the effect of the battalion's backup when it's been fired. In other words, eat a rocket while under the influence of the battalion's backup — Wind 21:30, 19 October 2011 (PDT)
- http://www.youtube.com/watch?v=tZvvXcXuHA8 — Armisael (T | C) 14:22, 20 October 2011 (PDT)
- Is good, please upload~ — Wind 19:47, 20 October 2011 (PDT)
- http://www.youtube.com/watch?v=tZvvXcXuHA8 — Armisael (T | C) 14:22, 20 October 2011 (PDT)
- By "the effect" in "you don't need to hold it for the effect to be active", I mean the effect of the battalion's backup when it's been fired. In other words, eat a rocket while under the influence of the battalion's backup — Wind 21:30, 19 October 2011 (PDT)
- http://www.youtube.com/watch?v=jiQRd2Uwu2w — Armisael (T | C) 21:07, 19 October 2011 (PDT)
- Need to receive at least one rocket in the face while not holding the weapon, to show that you don't need to hold it for the effect to be active — Wind 20:10, 19 October 2011 (PDT)
- http://www.youtube.com/watch?v=YFhC74S1HGw Adventures in splitscreens. — Armisael (T | C) 19:00, 19 October 2011 (PDT)
Bushwacka
Needs to be redone (show that there are other ways to achieve that crit)
On the comments on the current YouTube page, one said that it should show that the crit can be achieved by being under the effects of the Buff Banner, wacking a Scout under the effects of Crit-a-Cola, Heavy under the effects of Buffalo Steak Sanvich etc etc. SpaceAnimator 08:31, 23 October 2011 (PDT)
- Why yes, just like the weapon description says. It is unnecessary to show it for all ways to get minicrits, it's just repetitive and it would require each weapon that has this property to be redone every time they add a new way to get minicrits — Wind 11:36, 23 October 2011 (PDT)
Chargin' Targe
Done but needs to be redone (need to show charge recharge time)
I could do this, I figure I'd follow the original video except I'd add a segment that shows the recharge time? Also, I have a problem. When I type exec weaponref into the console it says that it couldnt be executed. Any help? AFlyingGuru 06:01, 18 September 2011 (PDT)
- No, you could integrate that in one of the clips. After the first charge of the video, just wait, not moving or moving the camera, until the meter recharges. Then the rest of the video should be the same as the current video. As for exec weaponref, you probably saved the file under another name, another extension (make sure to show extensions in Explorer...), or under another folder than the cfg folder) — Wind 11:23, 18 September 2011 (PDT)
- Alright, I fixed the cfg error. Now I'm just doubtful about the splitscreen. Do I just extract the entire "2-way splitscreen" folder into my tf folder? AFlyingGuru 05:53, 20 September 2011 (PDT)
- Extract
2-way splitscreens\splitscreen Demo - ammo & health\resource
and2-way splitscreens\splitscreen Demo - ammo & health\scripts
to your tf folder. It contains all the files you need to move the HUD elements into splitscreen position (it also contains the modified damage number, so it'll probably overwrite that file; they're identical, so no worries). To create the splitscreen itself, you'll just shoot to separate shots and then edit them together. — Armisael (T | C) 06:25, 20 September 2011 (PDT)
- Extract
- Alright, I fixed the cfg error. Now I'm just doubtful about the splitscreen. Do I just extract the entire "2-way splitscreen" folder into my tf folder? AFlyingGuru 05:53, 20 September 2011 (PDT)
- http://www.youtube.com/watch?v=1dTZkUuYJxU — Armisael (T | C) 21:25, 9 October 2011 (PDT)
- Is good except one thing: The simultaneous flare gun sound, annoying D: Just mute one clip only during the hit sound — Wind 12:00, 11 October 2011 (PDT)
- http://www.youtube.com/watch?v=lz4FOU4EHKM — Armisael (T | C) 14:13, 11 October 2011 (PDT)
- Is good, please upload~ — Wind 15:56, 11 October 2011 (PDT)
- http://www.youtube.com/watch?v=lz4FOU4EHKM — Armisael (T | C) 14:13, 11 October 2011 (PDT)
- Is good except one thing: The simultaneous flare gun sound, annoying D: Just mute one clip only during the hit sound — Wind 12:00, 11 October 2011 (PDT)
Crusader's Crossbow
New taunt
Reserved by Mellotaku
- I'll be blunt here, mellotaku. I'm not going to respect your claims to videos that I made when you haven't posted a video, have several reservations, and I have a bunch of footage I can reuse to crank them out really quickly. — Armisael (T | C) 05:11, 14 October 2011 (PDT)
- Give him a chance at least >: — Wind 13:25, 14 October 2011 (PDT)
http://www.youtube.com/watch?v=-4csbNWWewE — Armisael (T | C) 20:38, 14 October 2011 (PDT)
- Is good and has a fine backpack screen duration as-is. Please upload~ — Wind 23:17, 14 October 2011 (PDT)
Eviction Notice
Done but needs to be redone (updated cubemaps)
- No. If we were to compare that, then every single weapon demonstration would be a split-screen all the time — Wind 21:02, 25 September 2011 (PDT)
- Since no one here has tried to refute you (and since I was the original creator of the EN demonstration), permission to remove this section from the discussion page? --Akuago220, The Jungle Expeditioner 07:37, 5 October 2011 (PDT)
- It'll get swept up in the next archive. <whispered words> let it be </whispered words> — Armisael (T | C) 09:38, 5 October 2011 (PDT)
- This weapon needs to be remade anyway with improved cubemaps. The weapon looks black in the demonstration video and not the gold color the weapon really is. Balladofwindfishes 18:36, 6 October 2011 (PDT)
- Is good point — Wind 18:47, 6 October 2011 (PDT)
- Reasonable enough, here's my revision. Download here. --Akuago220, The Jungle Expeditioner 23:00, 8 October 2011 (PDT)
- Is good, thanks~ :3 — Wind 00:19, 9 October 2011 (PDT)
- This weapon needs to be remade anyway with improved cubemaps. The weapon looks black in the demonstration video and not the gold color the weapon really is. Balladofwindfishes 18:36, 6 October 2011 (PDT)
- It'll get swept up in the next archive. <whispered words> let it be </whispered words> — Armisael (T | C) 09:38, 5 October 2011 (PDT)
- Since no one here has tried to refute you (and since I was the original creator of the EN demonstration), permission to remove this section from the discussion page? --Akuago220, The Jungle Expeditioner 07:37, 5 October 2011 (PDT)
Enforcer
New viewmodel
Reserved by Mellotaku
http://www.youtube.com/watch?v=Im7WbRRDaJs http://www.mediafire.com/?uz5aorn7hu2gnd8--Mellotaku, The Sorcerous Shapeshifter 13:59, 17 October 2011 (PDT)
- The demonstration is good, but did the viewmodel actually change? It looks the same to me... (And Valve is still too lazy to fix the reload animation) — Wind 17:05, 17 October 2011 (PDT)
- I just saw it was up for a revision & I didn't see you disprove it so I just decided to handle it, if it doesn't need to be redone, I'll remove this.--Mellotaku, The Sorcerous Shapeshifter 17:49, 17 October 2011 (PDT)
- That would be my bad. I put this here because I (thought I) saw a viewmodel change for the enforcer in the manniversary update. Apparently there wasn't one. I apologize for your wasted time, mellotaku. — Armisael (T | C) 17:53, 17 October 2011 (PDT)
- I'm sorry, I didn't check :( But by seeing your demonstration, I didn't see any difference in viewmodel, so only then did I actually check. Still, the demonstration is on the newer map, so I don't mind replacing the existing one with this version. It would have to be done silently however (by putting the video unlisted for a week before making it public), otherwise people would complain about a demonstration being remade for no reason. Up to you~ — Wind 18:09, 17 October 2011 (PDT)
- Go right ahead Wind.--Mellotaku, The Sorcerous Shapeshifter 18:49, 17 October 2011 (PDT)
- I just saw it was up for a revision & I didn't see you disprove it so I just decided to handle it, if it doesn't need to be redone, I'll remove this.--Mellotaku, The Sorcerous Shapeshifter 17:49, 17 October 2011 (PDT)
Force-A-Nature
Done but needs to be redone (custom crosshair) SpaceAnimator 09:49, 16 September 2011 (PDT)
- You've all been busy, I see! ^^ Let me reserve that one for a moment. — Zhnigo 11:29, 16 September 2011 (PDT)
- More time taken rendering than filming. YT/MF. — Zhnigo 16:55, 16 September 2011 (PDT)
- Oh hey, that was my demo originally :3 Dunno how I had a custom crosshair... Anyway, is the part from 0:40 to 1:03 to show that the second-shot-fired-in-the-air doesn't have any self knockback? That's a good thing, but I think it should be placed at the end when the player knows how the self-knockback can be used in the first place. Demonstrating the you-can-use-it-to-come-back-and-cancel-a-jump-ness at 1:13 is also a good idea too. The vertical forcejump part needs to be redone, however; you should be able to go a bit higher with the first jump (see original demonstration), and make sure that the second jump is visibly separated from the second (again, see original demonstration) so that viewers know they still have a second jump, which is pretty useful to know. Last but not least, the new HDR version of the map should have much better lighting on top of those crates, no completely-black areas, so would you mind redoing it on that version? I think it'd look better. If you do, then you need to redo the entire demonstration (no mismatching the versions of the map within the same demo). Thanks~ — Wind 00:54, 17 September 2011 (PDT)
- Awwight, take two: YT/MF. — Zhnigo 09:24, 22 September 2011 (PDT)
- UPD: sorry, it's a bit broken, i was in a hurry. Fixing it... — Zhnigo 15:44, 22 September 2011 (PDT)
- That should work better: YT/MF. — Zhnigo 17:11, 22 September 2011 (PDT)
- The vertical jump is still not optimal >: This time it goes a bit backwards. You can tell if you got the jump perfect by looking at the direction you go; if you go completely upward, you got it. All the rest is very good~ — Wind 20:35, 22 September 2011 (PDT)
- I have just completed the Force-A-Nature demonstration video: http://www.youtube.com/watch?v=M2IqBLbRWvE. This is the first demonstraion video I have completed so please give me feedback.Glata 20:07, 24 September 2011 (PDT)
- It's a good first attempt, but...
- I have just completed the Force-A-Nature demonstration video: http://www.youtube.com/watch?v=M2IqBLbRWvE. This is the first demonstraion video I have completed so please give me feedback.Glata 20:07, 24 September 2011 (PDT)
- The vertical jump is still not optimal >: This time it goes a bit backwards. You can tell if you got the jump perfect by looking at the direction you go; if you go completely upward, you got it. All the rest is very good~ — Wind 20:35, 22 September 2011 (PDT)
- That should work better: YT/MF. — Zhnigo 17:11, 22 September 2011 (PDT)
- UPD: sorry, it's a bit broken, i was in a hurry. Fixing it... — Zhnigo 15:44, 22 September 2011 (PDT)
- Awwight, take two: YT/MF. — Zhnigo 09:24, 22 September 2011 (PDT)
- Oh hey, that was my demo originally :3 Dunno how I had a custom crosshair... Anyway, is the part from 0:40 to 1:03 to show that the second-shot-fired-in-the-air doesn't have any self knockback? That's a good thing, but I think it should be placed at the end when the player knows how the self-knockback can be used in the first place. Demonstrating the you-can-use-it-to-come-back-and-cancel-a-jump-ness at 1:13 is also a good idea too. The vertical forcejump part needs to be redone, however; you should be able to go a bit higher with the first jump (see original demonstration), and make sure that the second jump is visibly separated from the second (again, see original demonstration) so that viewers know they still have a second jump, which is pretty useful to know. Last but not least, the new HDR version of the map should have much better lighting on top of those crates, no completely-black areas, so would you mind redoing it on that version? I think it'd look better. If you do, then you need to redo the entire demonstration (no mismatching the versions of the map within the same demo). Thanks~ — Wind 00:54, 17 September 2011 (PDT)
- More time taken rendering than filming. YT/MF. — Zhnigo 16:55, 16 September 2011 (PDT)
- There's a lot missing :( Look at the current demonstration and at Zhnigo's demonstration and you'll see all those things that need to be demonstrated as well. Zhnigo's demonstration video is perfect except the vertical forcejump, so try to mimic that
- The video is not 16:9 (there are black borders at the top and the bottom of the screen)
- There is a pretty bad audio/video glitch between 0:20 and 0:23
- Forgot to reload at the end (before taunting)
- Forgot background music
But if I were you, I would do another demonstration first, a demonstration that no one is working on right now, like the Machina just below. That way there's no conflict between two videos at the same time~ Keep up the good work anyway — Wind 21:41, 24 September 2011 (PDT)
Sorry for the delay, after a couple dozen takes this is the closest I did to a perfect forcejump: YT. — Zhnigo 17:59, 1 October 2011 (PDT)
- Still going backwards a bit >: Here, use this instead (render it and replace your clip by that) :3 — Wind 20:47, 2 October 2011 (PDT)
Jarate
Done, but needs to be redone (need to show jar recharge time)
I wonder why no one has attempted this one yet. http://www.youtube.com/watch?v=AmmAPwXHCWk http://www.mediafire.com/?0lnf7h69wmc76kc--Mellotaku, The Sorcerous Shapeshifter 12:55, 4 October 2011 (PDT)
- I like how you combined it in the first clip :3 However, some clips feel like they go too fast:
- At 0:00, leave your mouse for at least 2 seconds over the weapon slot
- At 0:34, the jar recharges. This was to show recharge time, of course, but the only sign of that is the full meter and the (not very loud btw; try making the music quieter, or the game's sound louder) sound cue. Switching to the jarate when it's available would be a much clearer indicator that you can use it again :3
- At 0:40, don't kill the Spies. I know the original video does it, and that was probably a mistake on my part >: Killing them is unnecessary. It is better to just stare at them so that it shows "washing off" time for both. However, it may be useful to slash each spy just once, to demonstrate whether the minicrit sound plays or not.
- 0:57: The clip literally ends 1 second after the jarate hits >: Wait a little more before the end of the clip there
Still a good demo :3 And it's not much longer than the original one despite the added charge — Wind 13:38, 4 October 2011 (PDT)
http://www.youtube.com/watch?v=mYvLLUM87n4 Sigh. Funny you should say that, mellotaku... — Armisael (T | C) 17:18, 4 October 2011 (PDT)
- This shows quite some things that the current demo or Mellotaku's demo don't... Important ones like being able to extinguish yourself or reflecting it. Perhaps the merging of reflection + water washing is a bit counterproductive however, as it only lets the user see the jarate effect for a very small time and because it's easier to follow if it's not seen from a first person perspective. So I'd suggest splitting that into dedicated reflection and washing-it-off.
(Also, pleaseplease reserve weapons when you're working on them, for this very reason. Conflicts cause unnecessary frustration for all parties involved) — Wind 18:06, 4 October 2011 (PDT)
- http://www.youtube.com/watch?v=iwKqjgyFwsM Let's put that medic to good use. — Armisael (T | C) 05:54, 5 October 2011 (PDT)
- Can you let the jarate effect play a little longer? >: And get a bit closer to the engineer just before that clip. It's the main subject of the clip, so it kinda deserves more than that leetle screen space~ — Wind 19:53, 5 October 2011 (PDT)
- http://www.youtube.com/watch?v=h-YN1CvCmiU — Armisael (T | C) 06:54, 6 October 2011 (PDT)
- Good :3 But I saw you also added a Dispenser-engineer to show that too, but sadly the Sniper's scope hides the Engineer almost completely :( The engineers are also quite close, so it's not clear which engineer is being healed, or if the dispenser is healing just one or both engineers. So either try to part them a bit (while still being able to jarate them all) and have the scope is a non-blocking position, or use the previous (non-dispenser) clip — Wind 11:38, 6 October 2011 (PDT)
- http://www.youtube.com/watch?v=YYoCUhUjqNE — Armisael (T | C) 12:40, 6 October 2011 (PDT)
- All good, but why reorder the clips to make the spies so late? >: Jarate is meant to be a counter-spy weapon, its original place was fine — Wind 13:11, 6 October 2011 (PDT)
- I guess that's a difference of opinion on the use of jarate. I consider it a damage boosting weapon (thus making removing the jarate the most important thing). I cna redo it if you really want, but I rather doubt that anyone will care. — Armisael (T | C) 14:10, 6 October 2011 (PDT)
- Alright, upload as is~ — Wind 18:47, 6 October 2011 (PDT)
- I guess that's a difference of opinion on the use of jarate. I consider it a damage boosting weapon (thus making removing the jarate the most important thing). I cna redo it if you really want, but I rather doubt that anyone will care. — Armisael (T | C) 14:10, 6 October 2011 (PDT)
- All good, but why reorder the clips to make the spies so late? >: Jarate is meant to be a counter-spy weapon, its original place was fine — Wind 13:11, 6 October 2011 (PDT)
- http://www.youtube.com/watch?v=YYoCUhUjqNE — Armisael (T | C) 12:40, 6 October 2011 (PDT)
- Good :3 But I saw you also added a Dispenser-engineer to show that too, but sadly the Sniper's scope hides the Engineer almost completely :( The engineers are also quite close, so it's not clear which engineer is being healed, or if the dispenser is healing just one or both engineers. So either try to part them a bit (while still being able to jarate them all) and have the scope is a non-blocking position, or use the previous (non-dispenser) clip — Wind 11:38, 6 October 2011 (PDT)
- http://www.youtube.com/watch?v=h-YN1CvCmiU — Armisael (T | C) 06:54, 6 October 2011 (PDT)
- Can you let the jarate effect play a little longer? >: And get a bit closer to the engineer just before that clip. It's the main subject of the clip, so it kinda deserves more than that leetle screen space~ — Wind 19:53, 5 October 2011 (PDT)
- http://www.youtube.com/watch?v=iwKqjgyFwsM Let's put that medic to good use. — Armisael (T | C) 05:54, 5 October 2011 (PDT)
Machina
Done, but needs to be redone (show that the buildings stop penetration)
- http://www.youtube.com/watch?v=bb-88rfNWTI — Armisael (T | C) 16:00, 7 October 2011 (PDT)
The Medieval Medic
- http://www.youtube.com/watch?v=I_9KTosC--U New shading on the crossbow. — Armisael (T | C) 05:54, 5 October 2011 (PDT)
- Is all good, but one thing I've noticed in the comments and in general about this set is that it compensates for afterburn. So I think an extra split-screen segment to show that would be cool~ — Wind 19:53, 5 October 2011 (PDT)
- http://www.youtube.com/watch?v=PQi1XLv8CeU I really like the way that fire turned out. — Armisael (T | C) 21:26, 5 October 2011 (PDT)
- Yay~ Please upload — Wind 22:17, 5 October 2011 (PDT)
- http://www.youtube.com/watch?v=PQi1XLv8CeU I really like the way that fire turned out. — Armisael (T | C) 21:26, 5 October 2011 (PDT)
- Is all good, but one thing I've noticed in the comments and in general about this set is that it compensates for afterburn. So I think an extra split-screen segment to show that would be cool~ — Wind 19:53, 5 October 2011 (PDT)
Reserve Shooter
Done but needs to be redone (the Pyro can now use this weapon)
Reserved by Mellotaku
- http://www.youtube.com/watch?v=vhP-omODqw0 — Armisael (T | C) 11:18, 16 October 2011 (PDT)
- Audio glitch during the third shot at 1:34 (only the second half the sound is heard). The rest also sounds a bit weird, like the sound is inconsistent across shots... You may want to clear dat sound cache again. Rest is good~ — Wind 19:12, 16 October 2011 (PDT)
Righteous Bison
http://www.youtube.com/watch?v=e1rRNFA6adg — Armisael (T | C) 17:11, 13 October 2011 (PDT)
- See Ullapool Caber section about the backpack thing. Otherwise is all good~ — Wind 21:35, 13 October 2011 (PDT)
- http://www.youtube.com/watch?v=9o4XaAlJG1o — Armisael (T | C) 20:38, 14 October 2011 (PDT)
- Ah, that's unfortunate, the tooltip covers up the whole slot, so you can't see the icon. Didn't think about that issue... I'll add a clause to the guidelines saying that you need to move the mouse away before closing the menu in those cases — Wind 23:17, 14 October 2011 (PDT)
- http://www.youtube.com/watch?v=jwT9qQ_eAhs — Armisael (T | C) 09:35, 15 October 2011 (PDT)
- Thanks, please upload~ — Wind 12:29, 15 October 2011 (PDT)
- http://www.youtube.com/watch?v=jwT9qQ_eAhs — Armisael (T | C) 09:35, 15 October 2011 (PDT)
- Ah, that's unfortunate, the tooltip covers up the whole slot, so you can't see the icon. Didn't think about that issue... I'll add a clause to the guidelines saying that you need to move the mouse away before closing the menu in those cases — Wind 23:17, 14 October 2011 (PDT)
- http://www.youtube.com/watch?v=9o4XaAlJG1o — Armisael (T | C) 20:38, 14 October 2011 (PDT)
Sandman
Done but needs to be redone (No enemy Medic with enemy Soldier and enemy Pyro)
- How did this get past quality control? Oh wait, that's myself. — Wind 17:47, 13 September 2011 (PDT)
- http://www.youtube.com/watch?v=JGYiMhdt_sY . Let me know if you need the file. Thanks. Plumpkins 00:40, 15 September 2011 (PDT)
- Do you forget to show recharge time for ball? Hinaomi 20:25, 19 September 2011 (PDT)
- Yes, as I said there's a lot of things missing here that are in the current Sandman demo (the recharge time for the ball is demonstrated in the last segment on 2fort) — Wind 22:51, 19 September 2011 (PDT)
- http://www.youtube.com/watch?v=uK2Trok5cIw It's significantly more comprehensive now. However, it's also significantly longer. — Armisael (T | C) 17:14, 2 October 2011 (PDT)
- Is good content :3 But~
- It's not always clear how you recover the ball (especially the first two throws). For the first two, try to let the ball roll on the floor, stare at it before you pick it up (or while picking it up) instead of running into it
- All transitions are a bit too fast
- Comparison clip (1:44) has a lower contrast than the map in the clip after. It looks like tr_target_weaponref (non-hdr)... Or maybe you have the contrast problem due to prerendering
- Try to show ball reflection from multiple distances. You don't need to demonstrate a kill though, just a few hits will do
Is all~ :3 — Wind 20:47, 2 October 2011 (PDT)
- http://www.youtube.com/watch?v=zPgX9weK2mY — Armisael (T | C) 17:18, 4 October 2011 (PDT)
- I didn't specify it explicitly but the reflection thing should show movement speed slowdown as well >: Every time you get hit, move around a bit to show your reduced moving speed. In the same clip, when completely stunned, you can move the camera to give a better view.
- And that ball-that-disappears-right-before-you-pick-it-up is quite unfortunate but yeah, gonna have to reshoot that too — Wind 18:06, 4 October 2011 (PDT)
- http://www.youtube.com/watch?v=jGkx7-HEin0 — Armisael (T | C) 05:54, 5 October 2011 (PDT)
- Got a nice o dat indeed. Please upload~ — Wind 19:53, 5 October 2011 (PDT)
- http://www.youtube.com/watch?v=jGkx7-HEin0 — Armisael (T | C) 05:54, 5 October 2011 (PDT)
Shortstop
http://www.youtube.com/watch?v=EEmS01mcZlo — Armisael (T | C) 19:04, 13 October 2011 (PDT)
- All good, but see Ullapool Caber — Wind 21:35, 13 October 2011 (PDT)
- http://www.youtube.com/watch?v=GpgCDwZboGI — Armisael (T | C) 20:38, 14 October 2011 (PDT)
- I didn't notice this before D: (sorry), but you should show the ammo sharing the other way too (shoot Pistol, see Shortstop ammo decrease). Also, the backpack screen is too short (< 3 seconds) and has a slight audio glitch when it disappears (probably due to hard cutting both clips). Blend both clips sound-wise and that should fix it :3 — Wind 23:17, 14 October 2011 (PDT)
- http://www.youtube.com/watch?v=186A551yVVs — Armisael (T | C) 09:35, 15 October 2011 (PDT)
- Is good, please upload~ :3 — Wind 12:29, 15 October 2011 (PDT)
- http://www.youtube.com/watch?v=186A551yVVs — Armisael (T | C) 09:35, 15 October 2011 (PDT)
- I didn't notice this before D: (sorry), but you should show the ammo sharing the other way too (shoot Pistol, see Shortstop ammo decrease). Also, the backpack screen is too short (< 3 seconds) and has a slight audio glitch when it disappears (probably due to hard cutting both clips). Blend both clips sound-wise and that should fix it :3 — Wind 23:17, 14 October 2011 (PDT)
- http://www.youtube.com/watch?v=GpgCDwZboGI — Armisael (T | C) 20:38, 14 October 2011 (PDT)
Solemn Vow
http://www.youtube.com/watch?v=M57wX22rFvk — Armisael (T | C) 17:11, 13 October 2011 (PDT)
- All good too, but see Ullapool Caber — Wind 21:35, 13 October 2011 (PDT)
- http://www.youtube.com/watch?v=Jm6rtN7XPgs — Armisael (T | C) 20:38, 14 October 2011 (PDT)
- Backpack screen is too short due to cutting >: Please extend it a little bit. Other than that, is good~ — Wind 23:17, 14 October 2011 (PDT)
- http://www.youtube.com/watch?v=f9xRyVf7o5g I'm definitely still getting used to the new timing on the loadout screen. — Armisael (T | C) 09:35, 15 October 2011 (PDT)
- Is good, please upload~ — Wind 12:29, 15 October 2011 (PDT)
- http://www.youtube.com/watch?v=f9xRyVf7o5g I'm definitely still getting used to the new timing on the loadout screen. — Armisael (T | C) 09:35, 15 October 2011 (PDT)
- Backpack screen is too short due to cutting >: Please extend it a little bit. Other than that, is good~ — Wind 23:17, 14 October 2011 (PDT)
- http://www.youtube.com/watch?v=Jm6rtN7XPgs — Armisael (T | C) 20:38, 14 October 2011 (PDT)
Sticky Jumper
New projectile models
- http://www.youtube.com/watch?v=jhubw2WsmHE — Armisael (T | C) 16:00, 15 October 2011 (PDT)
- Most redone demonstration ever... Is good, please upload~ — Wind 23:29, 15 October 2011 (PDT)
Ullapool Caber
Done but needs to be redone due to the addition of a taunt in the October 13, 2011 Patch
- http://www.youtube.com/watch?v=5bEXBSN7UsA Guessing at protocol with the new backpack layout. — Armisael (T | C) 16:11, 13 October 2011 (PDT)
- Is good, but indeed, it's a shame there's not this convenient close button anymore (which would they take it away anyway?). The thing with the backpack is that it showed essential information about the weapon that needed to be shown to the viewer (worldmodel preview, icon, stats. slot). The intermediate, all-class screen is unecessary, as it shows no additional information. So please cut it out of the video~ (While you're at it, the console is displayed for one frame after clicking "Close"/"Cancel". This has always been the case and has never been grounds for refusing a video, but removing it is not a bad thing; however, now that this extra backpack screen must be removed, might as well remove that extra frame as well) — Wind 21:35, 13 October 2011 (PDT)
- I don't really think this needs to be cut out. It would take more editing (longer render times, probably larger filesizes), and it only takes a fraction of a second to click through. Also, I don't really feel comfortable systematically lying to viewers. — Armisael (T | C) 05:34, 14 October 2011 (PDT)
- It would have a smaller render time and a smaller filesize, since the video would be shorter. It's not lying, either, it's just skipping what they don't need to see because it brings no information to them D: Lying is misinformation. This is not misinformation, this is making it more convenient for them to watch what they want to know: what the weapons does and see it in action. You could argue that it's misinformation as to how the backpack screen works, but that's not what they're here to learn about, they're here to learn about a specific weapon. Regardless, I'll make this optional, because it is true that it makes editing slightly harder. Still, I know you out of all people are more than capable of doing such editing, so it'd be a shame if you didn't >: — Wind 13:25, 14 October 2011 (PDT)
- I don't really think this needs to be cut out. It would take more editing (longer render times, probably larger filesizes), and it only takes a fraction of a second to click through. Also, I don't really feel comfortable systematically lying to viewers. — Armisael (T | C) 05:34, 14 October 2011 (PDT)
- Is good, but indeed, it's a shame there's not this convenient close button anymore (which would they take it away anyway?). The thing with the backpack is that it showed essential information about the weapon that needed to be shown to the viewer (worldmodel preview, icon, stats. slot). The intermediate, all-class screen is unecessary, as it shows no additional information. So please cut it out of the video~ (While you're at it, the console is displayed for one frame after clicking "Close"/"Cancel". This has always been the case and has never been grounds for refusing a video, but removing it is not a bad thing; however, now that this extra backpack screen must be removed, might as well remove that extra frame as well) — Wind 21:35, 13 October 2011 (PDT)
- Just so that everyone is on the same page: As it turns out, the Escape key can exit out of the backpack with no extra steps. So the new rule is: Keep your mouse on the item, and press Esc after a while to go straight into the game (no mouse movement required). If you already have clips where this is not the case, simply cut them to make them match (in this case, cut from the first frame of mouse movement to the first frame where you are actually in-game) — Wind 13:58, 14 October 2011 (PDT)
- http://www.youtube.com/watch?v=MsU-5-dGB1M — Armisael (T | C) 20:38, 14 October 2011 (PDT)
- Is good, please upload~ — Wind 23:18, 14 October 2011 (PDT)
- http://www.youtube.com/watch?v=MsU-5-dGB1M — Armisael (T | C) 20:38, 14 October 2011 (PDT)
I decided to add some stuff like getting the grenade from the resupply locker, and a couple others. Here's the demo. It's a rough draft because I need you people to help me establish the guidelines about showcasing melee criticals. :3 There are basically two main variations: the critical hit either gets shown in a single cut with the regular run (that involves turning the crit boost on and off onscreen) or in a separate cut (that way the crit boost can be enabled offscreen in advance for a more consistent look). Each variation involves minor subvariants. This is, of course a totally unfinished work, so please suggest anything and everything. :3 — Zhnigo 15:04, 19 October 2011 (PDT)
- My personal logic about not showing getting the grenade from the locker was that everything refreshes at the locker. If we show the caber, then logically we ought also show the razorback, that it removes jarate/mad milk/fire, and further, that it replenishes ammo for all weapons. That seems a little much to me, at least. — Armisael (T | C) 15:33, 19 October 2011 (PDT)
- My personal logic about not showing the locker is that there is no locker in Valve's map. Also what Armisael said. Still, this video does contain some cool stuff currently not demonstrated, such as the possibility of blowing yourself up on demand (without an enemy) using walls or ceiling, and not exploding on teammates (possibly good to show it on a cloaked/disguised spy too). Also, let's forget about the crits stuff until all demos are done, as said below — Wind 20:10, 19 October 2011 (PDT)
- Shoudl I redo this one then to show what happens if you hit walls/floors? — Armisael (T | C) 14:22, 20 October 2011 (PDT)
- Yes, preferably — Wind 19:47, 20 October 2011 (PDT)
- Shoould I not redo this one even though I already started? D: — Zhnigo 04:31, 21 October 2011 (PDT)
- http://www.youtube.com/watch?v=c6AZR0kcI9E I had also already started it Zhnigo; I don't delete footage that's in the current version of a video. I have footage from videos I made months ago. — Armisael (T | C) 06:48, 21 October 2011 (PDT)
- What about the part about hitting teammates and about not being able to hit the ground when standing upright? Sorry if I'm nagging you, it's just that after two days I finally got srcdemo2 to work and now I'm itching to film something, be it the ullapool caber demo or any other one. :3 — Zhnigo 09:15, 21 October 2011 (PDT)
- http://www.youtube.com/watch?v=i78IpBKJI6M Then go film something and realize that the current release of srcdemo2 is too slow to be practical. Maybe the pain train or the SR? — Armisael (T | C) 13:56, 21 October 2011 (PDT)
- It's much faster than vanilla Source Recorder... But anyway, be on ground level when hitting the scout, else it's not obvious that you're hitting it. Also, purposefully miss a first strike at the ground by not being crouched, to show that you need to be crouched for this to work — Wind 22:39, 21 October 2011 (PDT)
- http://www.youtube.com/watch?v=i78IpBKJI6M Then go film something and realize that the current release of srcdemo2 is too slow to be practical. Maybe the pain train or the SR? — Armisael (T | C) 13:56, 21 October 2011 (PDT)
- What about the part about hitting teammates and about not being able to hit the ground when standing upright? Sorry if I'm nagging you, it's just that after two days I finally got srcdemo2 to work and now I'm itching to film something, be it the ullapool caber demo or any other one. :3 — Zhnigo 09:15, 21 October 2011 (PDT)
- http://www.youtube.com/watch?v=c6AZR0kcI9E I had also already started it Zhnigo; I don't delete footage that's in the current version of a video. I have footage from videos I made months ago. — Armisael (T | C) 06:48, 21 October 2011 (PDT)
- Shoould I not redo this one even though I already started? D: — Zhnigo 04:31, 21 October 2011 (PDT)
- Yes, preferably — Wind 19:47, 20 October 2011 (PDT)
- Anyways, take your pick. Or tell me what I did wrong.
- http://www.youtube.com/watch?v=8LPMngIETsY
- http://www.youtube.com/watch?v=UtZicoZoYwU — Armisael (T | C) 11:54, 22 October 2011 (PDT)
- I prefer the second one, but it is missing a crossfade between the two clips >: And yes, it did take me days to render it, because all the clips accumulate up to 10 minutes and I was rendering at 1750 fps. Source Recorder would probably have taken months to render at that kind of framerate (and would have taken multiple terabytes of storage). With a more normal use (1 minute clip, 450 fps), it's about as fast as vanilla Source Recorder with a fraps-y framerate (30) — Wind 12:58, 22 October 2011 (PDT)
- http://www.youtube.com/watch?v=Yeo6cA8rflQ Ah. I was comparing to FRAPS. — Armisael (T | C) 13:27, 22 October 2011 (PDT)
- Is good, please upload~ — Wind 14:05, 22 October 2011 (PDT)
- http://www.youtube.com/watch?v=Yeo6cA8rflQ Ah. I was comparing to FRAPS. — Armisael (T | C) 13:27, 22 October 2011 (PDT)
- I prefer the second one, but it is missing a crossfade between the two clips >: And yes, it did take me days to render it, because all the clips accumulate up to 10 minutes and I was rendering at 1750 fps. Source Recorder would probably have taken months to render at that kind of framerate (and would have taken multiple terabytes of storage). With a more normal use (1 minute clip, 450 fps), it's about as fast as vanilla Source Recorder with a fraps-y framerate (30) — Wind 12:58, 22 October 2011 (PDT)
Vita-Saw
Done but needs to be redone (Doesn't demonstrate the -10 health attribute or taunt)
It needs a split-screen comparison showing a Soldier or perhaps a Heavy killing the Medic. » Cooper Kid (blether·contreebs) 17:43, 13 September 2011 (PDT)
- I know this has nothing to do with the vitasaw,but production in tf2 has become quite slow recently — The preceding unsigned comment was added by Dinner101 (talk) • (contribs)
- wat — Wind 20:44, 20 September 2011 (PDT)
- Isn't there also a custom sound file in the Vitasaw taunt? CHINESE TIGER 10:35, 24 September 2011 (PDT)
- Yeah, the current one doesn't demonstrate the taunt either. » Cooper Kid (blether) • (contreebs) 16:29, 25 September 2011 (PDT)
- Isn't there also a custom sound file in the Vitasaw taunt? CHINESE TIGER 10:35, 24 September 2011 (PDT)
- http://www.youtube.com/watch?v=VJOs3TjlQ20 — Armisael (T | C) 14:48, 2 October 2011 (PDT)
- I approve. » Cooper Kid (blether) • (contreebs) 18:30, 2 October 2011 (PDT)
- Respawn screen is visible for like 1 or 2 frames at 0:38. Now, you can completely remove it if you want to, or you can keep it to show that it's after a respawn on the same game session; both approaches are fine, so pick one, but don't leave it for just 1 frame~ Last clip is also quite fast. Wait an extra second or two before firing — Wind 20:47, 2 October 2011 (PDT)
- http://www.youtube.com/watch?v=I6KdzkLaLSc Sandman demo will have to wait until tomorrow. — Armisael (T | C) 14:21, 3 October 2011 (PDT)
- Is good, please upload~ :3 — Wind 16:50, 3 October 2011 (PDT)
- http://www.youtube.com/watch?v=I6KdzkLaLSc Sandman demo will have to wait until tomorrow. — Armisael (T | C) 14:21, 3 October 2011 (PDT)
Widowmaker
http://www.youtube.com/watch?v=XKtHfVRz0-o — The preceding unsigned comment was added by Armisael (talk) • (contribs)
- Well hey, that sure cuts down on ammo crates to keep firing... Anyway, see note on the Ullapool Caber section — Wind 21:35, 13 October 2011 (PDT)
- http://www.youtube.com/watch?v=Nkj-NV6ShD8 — Armisael (T | C) 20:38, 14 October 2011 (PDT)
- All good, please upload~ — Wind 23:17, 14 October 2011 (PDT)
- http://www.youtube.com/watch?v=Nkj-NV6ShD8 — Armisael (T | C) 20:38, 14 October 2011 (PDT)
FOV
I think idle, shooting and reloading animations should be rendered on both FOV 54 and FOV 75 because on 75 sometimes it is possible to see what developers did not want to put (such as Heavy has no right arm while firing Sasha). SiPlus 00:40, 23 September 2011 (PDT)
- But why intentionally show what developers forgot to put? Sounds more like something for the bugs section of articles, not weapon demonstration videos. I'm also unsure at how it would be presented; changing the fov mid-demo would look weird, or doing 2 extra clips to show just those animations at both FOVs seem a bit extraneous. Not to mention it would also require redoing every weapon demonstration ever, which at this point isn't really feasible — Wind 13:56, 23 September 2011 (PDT)
- I think the point he tried to make is that currently the weaponref.cfg sets the viewmodel FOV to 65, and that way sometimes more of the weapon is shown than intended. This is very evident with melee weapons, when attacking you can notice that the character's arm disappears before the elbow. So yeah, I wonder why the viewmodel FOV is 65 and not the default 54. — Zhnigo 18:23, 1 October 2011 (PDT)
- In retrospect, it was indeed a bad decision. I was trying to get a fov that was as wide as possible get glitching with as few weapons as possible, but should have tested melee weapons more thoroughly, especially when firing. The idea was to show as much as possible, as long as it didn't look bad. It was a bad move, but now it's everywhere >: It would be kinda impossible to go back and redo every video just because of that — Wind 20:47, 2 October 2011 (PDT)
- Yep, but we can update the weaponref.cfg to include FOV 54 now, for all the future demos. Or not, for the sake of consistency. ^^ — Zhnigo 08:28, 4 October 2011 (PDT)
- In retrospect, it was indeed a bad decision. I was trying to get a fov that was as wide as possible get glitching with as few weapons as possible, but should have tested melee weapons more thoroughly, especially when firing. The idea was to show as much as possible, as long as it didn't look bad. It was a bad move, but now it's everywhere >: It would be kinda impossible to go back and redo every video just because of that — Wind 20:47, 2 October 2011 (PDT)
- I think the point he tried to make is that currently the weaponref.cfg sets the viewmodel FOV to 65, and that way sometimes more of the weapon is shown than intended. This is very evident with melee weapons, when attacking you can notice that the character's arm disappears before the elbow. So yeah, I wonder why the viewmodel FOV is 65 and not the default 54. — Zhnigo 18:23, 1 October 2011 (PDT)
Critical Melee Animation
Most melee weapons have a special animation for a critical hit, that doesn't appear in any of the videos. Shouldn't there be one critical swing in the end to show the difference? Now this is a suggestion that would need all melee weapon demonstrations to be re-done, so it's most likely too much effort for too little changes. LeGenD`RaGe 12:32, 13 October 2011 (PDT)
- By the time I thought about this, it was already too late to redo them >: Also, it is hard to reliably {not get crits on Pyro and Soldier} and {get a crit on Medic} — Wind 13:17, 13 October 2011 (PDT)
Wouldn't addcond 35 work? that gives you crits. (but the kritzkrieg noise plays in the background)Smurfton 23:02, 15 October 2011 (PDT)
- Indeed it would, and having a critical glow/sound only makes it more obvious. I'd say this is a good idea. A separate cut with an enemy heavy should work nice if we were to showcase this. — Zhnigo 05:14, 16 October 2011 (PDT)
- Or could add a heavy on the map by default to prevent the need for an extra clip. It'd be a good thing, I agree, I'm just... hesitant about marking all melee weapons ever for redo D: — Wind 19:12, 16 October 2011 (PDT)
- Although we should consider that most weapons are redone once per year anyway due to slightly changed models etc. I would say if a weapon has to be redone for whatever reason we could include this. This way we'll have most weapons done over the months. I doubt Heavy is the best choice though as critical hits by most melee weapons kill all classes except Soldier and Heavy. So I would get a Demoman, the class with the 3rd most HP. Then it's clear if it kills the Demoman it will automatically kill 7/9 classes. LeGenD`RaGe 03:38, 17 October 2011 (PDT)
- OK then, will do that, but only once all demonstrations ever are done because otherwise everyone is gonna jump on them and leave the never-done-before ones rotting >: — Wind 17:05, 17 October 2011 (PDT)
- Although we should consider that most weapons are redone once per year anyway due to slightly changed models etc. I would say if a weapon has to be redone for whatever reason we could include this. This way we'll have most weapons done over the months. I doubt Heavy is the best choice though as critical hits by most melee weapons kill all classes except Soldier and Heavy. So I would get a Demoman, the class with the 3rd most HP. Then it's clear if it kills the Demoman it will automatically kill 7/9 classes. LeGenD`RaGe 03:38, 17 October 2011 (PDT)
- Or could add a heavy on the map by default to prevent the need for an extra clip. It'd be a good thing, I agree, I'm just... hesitant about marking all melee weapons ever for redo D: — Wind 19:12, 16 October 2011 (PDT)
Weapon draw animation
Watching the Saxxy demo made me think of something. First, how did you achieve that cool motion blur effect, Wind? And second, why the hell is starting the demo with the weapon draw animation not implemented in the guidelines yet? It should totally be. — Zhnigo 12:07, 19 October 2011 (PDT)
- First, using this, and second, because that would require (relatively easy) video editing to cut the not-the-demonstrated-weapon-is-being-displayed part, while the weapon draw animation is not that important to show. Still, feel free to include them, there's nothing against having them (at the beginning, that is). Would be cool for knives though, hmm. — Wind 20:10, 19 October 2011 (PDT)