Team Fortress Wiki talk:Weapon Demonstration/Archive 29
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Baby Face's Blaster
Reserved by KarmaCharger
- i will do my best on it. Karmacharger 02:49 , 7 July 2012 (PDT)
Watch it here , it's my first time of my own idea so i'm not sure this is the best way to demonstration. Karmacharger 02:23 , 7/7/2012 (PDT)
- Is not bad, is not bad. In first clip, is the boost meter really supposed to be there? I think you left on splitscreen HUD so it's far away from the ammo count.
- Other than that, you could combine all the speed comparisons into a big one, like the one in Eyelander now for all the heads. Right now the video has 3 different speed demonstrations, and it is a bit too much. Combine that into two (for example, [scattergun vs baby face 0% boost vs baby face 100% boost] and [baby face 0% boost vs baby face 33% vs baby face 67% boost vs baby face 100% boost], or perhaps all six in one single comparison). You can also show whether boost gets emptied when you walk off a ledge (without jumping).
- Also you forgot to reload the Pistol.
- Also, your sound cache is also clogged it seems, for there was a crit sound when you swung the bat. Use the
snd_rebuildaudiocache
command in the console — Wind 19:16, 6 July 2012 (PDT)
http://www.youtube.com/watch?v=scj9wbtz7wA&feature=youtu.be Here's my go at it Mellotaku, The Sorcerous Shapeshifter 16:03, 6 July 2012 (PDT)
- Those two look amazingly similar! Wow, they're even the same length. Odd, that.
- Regardless, you should probably show that double-jumping (in mid air) will lose the charge, not necessarily just the first jump. I'd advocate shooting someone on a box, and falling + jumping. Damage doesn't need to be shown 3 times. E.g. one bat hit, one pistol shot, one scatter hit. Run a smaller distance (box to close wall) and switch weapons at each end point. The multiple speed comparisons are excessive, and I'd show only 1 of them-- comparing slowest (no charge) on left, normal (scattergun) in middle, and full charge on right. Be sure to set your position and angle for them so you hit the same spot on the hand icon.
- If possible, show that momentum isn't kept in jumps. Darkid (|) 18:43, 6 July 2012 (PDT)
- There are some pretty major audio/video synchronization issues here, as well as game lockups (especially in the last two clips, on the right side of the screen). Additionally, split-screen should be focused around the center (otherwise it is very dizzying). What I said to Karmacharger also applies here, except the "reloading the Pistol part"~ — Wind 19:16, 6 July 2012 (PDT)
- at the first clip the boost meter is already been far way , i didn't used any splitscreen HUD. also i don't really know what you talking about the "boost gets emptied when you walk off a ledge" bad english sorry. heres the fixed version. Karmacharger 03:00 , 7/7/2012 (PDT)
- By walking off a ledge, I mean that you should stand on a high object (like a crate), get boost by shooting at enemies, and then walk to the ground (but no jumping). — Wind 10:16, 7 July 2012 (PDT)
- So others clips is good? , okey so all i have to do is stand on the crate , and spawn a soldier down there and shoot him to get boost then i walk down (No jump) to show people the boost won't gone? well your english was too Great sometime i don't understand :( Karmacharger 02:10 , 7/8/2012 (PDT)
- Yes, that is what I mean. Yes the other clips are good~ — Wind 12:56, 7 July 2012 (PDT)
- http://www.youtube.com/watch?v=c2LKLe7KzUY Karmacharger 04:36 , 7/8/2012 (PDT)
- Is good, please upload~ — Wind 14:16, 7 July 2012 (PDT)
- Thanks! Karmacharger 01:52 , 7/8/2012 (PDT)
- Is good, please upload~ — Wind 14:16, 7 July 2012 (PDT)
- http://www.youtube.com/watch?v=c2LKLe7KzUY Karmacharger 04:36 , 7/8/2012 (PDT)
- Yes, that is what I mean. Yes the other clips are good~ — Wind 12:56, 7 July 2012 (PDT)
- So others clips is good? , okey so all i have to do is stand on the crate , and spawn a soldier down there and shoot him to get boost then i walk down (No jump) to show people the boost won't gone? well your english was too Great sometime i don't understand :( Karmacharger 02:10 , 7/8/2012 (PDT)
Escape Plan
Reserved by KarmaCharger
- I'll take this one on Gemini.exe 19:45, 27 June 2012 (PDT)
- I wouldn't do this one yet, the backpack icon for the weapon is different to the material used in game (backpack's is the old equalizer, in-game is the new texture) - it could be updated soon. Pigophone 00:54, 28 June 2012 (PDT)
- But it's the Equalizer who received the new texture. Why would it matter? 10:48, 28 June 2012 (PDT)
- Pig's right, it uses the old Equalizer Backpack icon, but uses the new Equalizer Model for the Blue team, and the old Model for the Red team. It also doesn't have the Kamikaze taunt, should it have it, nor blocks the Medic call like the Equalizer does. I'll hold off a little while on this, see if any updates change it, and if not I'll record the demos I've made Gemini.exe 20:28, 28 June 2012 (PDT)
- But it's the Equalizer who received the new texture. Why would it matter? 10:48, 28 June 2012 (PDT)
if no bady gonna to take this one , then let me do it if yes should i show Escape Plan taunt you won't get killed if you equiped the rocket jumper? Karmacharger 01:23 , 7/7/2012 (PDT)
- Go for it, but it uses the shovel taunt. And no, that's not necessary, as we didn't in the Equalizer one. Darkid (|) 11:57, 6 July 2012 (PDT)
- Done , The last 2 clip i wanted to show you can get heal from dispenser and health kit. also the at 0:44 why the scout goes faster then the soldier with 1 hp? i tired 3 times and the scout still goes fast then the soldier. Karmacharger 10:14 , 7/8/2012 (PDT)
- Not a bad idea to show dispenser/health pack, but then please put the health pack before the dispenser because it's a more common source of health than dispensers. The max speed is normal, as seen on the Escape Plan page; max speed is 96% as fast as a Scout, so still slower than a Scout. — Wind 12:41, 8 July 2012 (PDT)
- http://www.youtube.com/watch?v=a74uDcPfIv4 Karmacharger 06:50 , 7/8/2012 (PDT)
- Thanks, please upload~ — Wind 19:17, 8 July 2012 (PDT)
- Thanks 4 Accept , There you go. Karmacharger 12:03 , 7/9/2012 (PDT)
- Thanks, please upload~ — Wind 19:17, 8 July 2012 (PDT)
- http://www.youtube.com/watch?v=a74uDcPfIv4 Karmacharger 06:50 , 7/8/2012 (PDT)
- Not a bad idea to show dispenser/health pack, but then please put the health pack before the dispenser because it's a more common source of health than dispensers. The max speed is normal, as seen on the Escape Plan page; max speed is 96% as fast as a Scout, so still slower than a Scout. — Wind 12:41, 8 July 2012 (PDT)
Hitman's Heatmaker
Reserved by Armisael
- I think I'll do this one after it's released. Dogspajamas 09:28, 27 June 2012 (PDT)
- See above — Wind 17:30, 27 June 2012 (PDT)
- This means about 9 hours after the update, correct? Dogspajamas 20:28, 27 June 2012 (PDT)
- It's not a hard limit, what I really mean is "If it's not done by next time I review things but someone else has made a demonstration by then, then too bad for you" — Wind 20:48, 27 June 2012 (PDT)
- Here it is. http://youtu.be/WHJHqq9eqPs Dogspajamas 18:39, 29 June 2012 (PDT)
- It's not a hard limit, what I really mean is "If it's not done by next time I review things but someone else has made a demonstration by then, then too bad for you" — Wind 20:48, 27 June 2012 (PDT)
- This means about 9 hours after the update, correct? Dogspajamas 20:28, 27 June 2012 (PDT)
- See above — Wind 17:30, 27 June 2012 (PDT)
A few things~
- Volume balance is off (game volume too low compared to music). Watch other demonstrations for the correct volume
- While you do have to shoot at the target at the back for the demonstration, try not to make it be the same shot as the one you get "Focus" on, because it makes it look like that target is special. Shoot the ground or something instead, and then at some point later shoot the target
- Show if the crit glow stays on other weapons
- Second clip doesn't make much sense without being able to see the Focus meters. Bring them in the visible area of the HUD
- Why zoom in on an object so close? It looks really crappy, you can see the texture's pixels :( And again it makes it look like it's a special spot because it's a wooden target's head
- Random scout corpse on the ground in third clip
- Random sniper corpse on the ground in fourth clip
- That clip could also be merged into the first one, just add more bots
- Third and fourth clip have the ammo count at the wrong location of the screen
That's all I can find~ Video quality is good. — Wind 19:03, 29 June 2012 (PDT)
http://youtu.be/qwouMoCKiAA — Armisael (T | C) 18:29, 8 July 2012 (PDT)
- Sounds like you too have a broken audio cache, there are crit sounds on some hits. The Pyro clip is there to show that you get Focus from assists; it is clearer if you get the meter from almost full to full (as shown in Dogspajamas's demo), rather than from an empty meter to a-little-charged meter, because it's pretty hard to tell what changed on the screen. May also want to show more clearly that you can regain Focus as it goes, much like you can keep your uber for longer with the Ubersaw (ohgodijustrewatchedthatdemoandit'soneofthoseoldweaponrefmapandlowframeratedemosithurtsmetoseeitihopeit'sgoingtogetreplacedwithmeleemakeoversoon). — Wind 19:17, 8 July 2012 (PDT)
- http://youtu.be/Lc3ymDTsYeA — Armisael (T | C) 14:25, 9 July 2012 (PDT)
- Is good, please upload~ — Wind 20:35, 9 July 2012 (PDT)
- http://youtu.be/Lc3ymDTsYeA — Armisael (T | C) 14:25, 9 July 2012 (PDT)
Scorch Shot
Reserved by Lolpeste
- I'm gonna do it! --Lolpeste, The Best in Town 23:10, 27 June 2012 (PDT)
Note This flare gun works very, very differently than the other three. To repeat what I said on the talk page of the gun: ...The flare it's self, while lighting the target on hit for 15 damage, and knocking them back, the flare isn't destroyed, it bounces off of the player, falls to the ground, and explodes. So the explosion / light others on fire is not from the point of impact with a player, but from wherever the tumbling flare ends up. What needs to be tested is if the flare will bounce between players indeffently before exploding, or if on contact with a 2nd player it detonates then. Anyway the result of it is you can double hit someone if they are near a wall, 15 from the contact, and another 15 from the resulting explosion as they wouldn't be knocked back far enough. --Org 01:39, 28 June 2012 (PDT)
Okay, here it is! http://www.youtube.com/watch?v=Vi9IZaAMNso&feature=youtu.be — The preceding unsigned comment was added by Lolpeste (talk) • (contribs)
- I suggest killing the pyro by getting it up against that back area, then just killing it as same. Soldier should die to burn damage, and the medic should die to a ricochet. Try to keep the soldier and medic in view when they die. Since the taunt seems to be somewhat interesting, demonstrate in place first, then kill the spy? Don't reload via console commands. If you had not tried to kill both with impact damage, you would have enough ammo.
Will do! — The preceding unsigned comment was added by Lolpeste (talk) • (contribs)
Also, try using the normal crosshair instead of a custom one. JhonnyKiller45 15:58, 28 June 2012 (PDT)
- Some important notes~
- Wrong resolution (has black bars on the left and right sides of the video)
- No background music
- Frame rate is way below 30 frames per second
- Custom crosshair and crosshair color
- Show a death from burning
- Indeed, use natural sources for ammo (fallen weapons or prespawned crates) or try not to run out of ammo
- Don't taunt twice
I agree that you have to go out of the routine here for the first clip because of the massive knockback. The way and order you showed things is good~ But the video cannot be accepted until all the above can be corrected :( Good luck~ — Wind 18:15, 28 June 2012 (PDT)
- it's mine version http://www.youtube.com/watch?v=E11wg5J94YI Karmacharger 12:23 , 1 July 2012 (PDT)
- Sadly the Spy is visible before everyone dies. Either don't look at him when you go kill the Medic, or (preferably) try not to make the Medic bounce so far that he is not reachable anymore. Also, try showing all ways to kill with this weapon: On hit, on splash damage, and on afterburn.
- Also, the Scorch Shot's taunt is not lethal at long range but is lethal at short range, so you need to show both. I guess the best way to do this would be:
- Spawn another Spy somewhere else on the map that is hidden from the initial wooden place
- Do the demo normally until you kil lthe medic (making sure not to look at either spy)
- Go up close to one spy and tauntkill him in one shot
- Go at range to another spy and taunt, then watch until the afterburn ends
- Lastly, if you only need one ammo crate, then only spawn one ammo crate (not 2). That's all~ — Wind 22:52, 30 June 2012 (PDT)
- that medic always go so far when i shot him :l http://www.youtube.com/watch?v=UoRM1Jxeh1w Karmacharger 2:48 , 1 July 2012 (PDT)
- It's ok if he goes away, but this video still doesn't demonstrate the 3 ways of dying (all 3 deaths are on hit; need to show afterburn and splash damage death). Also, having both tauntkills in the same clip as described above would be good, because having the two tauntkills in separate clips is a bit awkward. Tauntkills were always done in the first clip, let's not break this tradition if we can help it~ — Wind 12:33, 1 July 2012 (PDT)
- For whatever reason the SS can also destroy stickies in a pretty respectable blast radius, so that needs to be shown (doesn't seem to be a bug) Balladofwindfishes 13:41, 2 July 2012 (PDT)
- it's kinda hard to do the 3 ways of dying , i'm not sure if i demonstrated it http://www.youtube.com/watch?v=rtIdplIfL70 Karmacharger 10:20 , 3 July 2012 (PDT)
- For whatever reason the SS can also destroy stickies in a pretty respectable blast radius, so that needs to be shown (doesn't seem to be a bug) Balladofwindfishes 13:41, 2 July 2012 (PDT)
- It's ok if he goes away, but this video still doesn't demonstrate the 3 ways of dying (all 3 deaths are on hit; need to show afterburn and splash damage death). Also, having both tauntkills in the same clip as described above would be good, because having the two tauntkills in separate clips is a bit awkward. Tauntkills were always done in the first clip, let's not break this tradition if we can help it~ — Wind 12:33, 1 July 2012 (PDT)
- that medic always go so far when i shot him :l http://www.youtube.com/watch?v=UoRM1Jxeh1w Karmacharger 2:48 , 1 July 2012 (PDT)
- Lastly, if you only need one ammo crate, then only spawn one ammo crate (not 2). That's all~ — Wind 22:52, 30 June 2012 (PDT)
- Seems like a good order, but the positioning seems a bit off. It should take 2 shots to get the pyro to the back wall, then 5 more shots to kill it. Soldier should take 1 shot and waited afterburn. (155 hp left). Make 5 shots, giving ~12 damage afterburn each time. That will kill the soldier on afterburn, with 4 ammo left. Grab the soldier's weapon, 12 ammo. Medic is tricky due to regen, but it can be ignored while the medic is being damaged. 15 from a shot, 30 afterburn, another 15, another 30. A last 15 and 30. The medic is now at 15 hp. Wait just a little bit (or reduce afterburn dmg slightly) and then finish the medic. Alternately, take ~18 afterburn and fire 4 shots. Be sure to get the medic stuck against a wall at this point. Darkid (|) 08:53, 3 July 2012 (PDT)
- Easy to say but hard to pull off. I think this demonstration is good, the only problem I have is that at one point you ran out of ammo (you should have taken the ammo pack before running out of ammo), but if you don't want to redo the demo, I think this is good enough to be submitted. What do you think? — Wind 21:41, 3 July 2012 (PDT)
- the first taunt kill i wanted to show if you get too close you will get yourself hit , also render with srcdemo2 http://www.youtube.com/watch?v=A-r22Qhvd_A Karmacharger 6:00 , 7 July 2012 (PDT)
- Very loud notification sound at 1:19-ish, I don't understand why 2 taunts are necessary even though you can hurt yourself. Also doesn't show flare jumping. rZ 08:23, 4 July 2012 (PDT)
- Don't forget to show that flare acts like a normal shot when the taunt missed or when the enemy is at medium/long range, also that flare will be fired to the player's crosshair. ANGEL_UNDEAD 10:09, 4 July 2012 (PDT)
- The video has been removed so I can't see it, but rZ probably didn't read the discussion above, and ANGEL_UNDEAD's comment is probably a little too specific (or not, you can decide). Do what you want to do but show both kinds of taunt and it'll be fine~ — Wind 20:41, 4 July 2012 (PDT)
- Video is Here Render With Srcdemo2 also added flare jumping clip and Airblasts clip. Karmacharger 11:50 , 5 July 2012 (PDT)
- Very good, the two other clips are good too. There is one thing to fix though: As you can see, the audio in the first clip is not synchronized at the end. This is due to a bug in Source Recorder when rendering at high framerates. The good news is that you can fix it without re-recording anything. Just do the following:
- Video is Here Render With Srcdemo2 also added flare jumping clip and Airblasts clip. Karmacharger 11:50 , 5 July 2012 (PDT)
- Very loud notification sound at 1:19-ish, I don't understand why 2 taunts are necessary even though you can hurt yourself. Also doesn't show flare jumping. rZ 08:23, 4 July 2012 (PDT)
- the first taunt kill i wanted to show if you get too close you will get yourself hit , also render with srcdemo2 http://www.youtube.com/watch?v=A-r22Qhvd_A Karmacharger 6:00 , 7 July 2012 (PDT)
- Easy to say but hard to pull off. I think this demonstration is good, the only problem I have is that at one point you ran out of ammo (you should have taken the ammo pack before running out of ammo), but if you don't want to redo the demo, I think this is good enough to be submitted. What do you think? — Wind 21:41, 3 July 2012 (PDT)
- Open SrcDemo2 and set it to "No video (audio only)"
- Activate SrcDemo2
- Open the game and set it to host_framerate 70 (70 is enough, it is not necessary to put it higher)
- Render the demo (the same .dem file as you used for the render in this video) normally
- Now you have a new .wav file that is in sync with the old video you recorded earlier, so you can use that .wav file instead of the old .wav file (but using the old video frames)
Do that, and it should fix the audio sync bug in this video in the first clip (other clips are fine). Thanks~ — Wind 21:17, 4 July 2012 (PDT)
- I feel horrible for pointing out more things, but the soldier does die to afterburn. If you were (Probably shouldn't, at this point) to redo it, you might consider for the "flare explosion range" aiming only slightly over to indicate the precise distance. (I.e first shot misses, move 2-5 pixels, second shot hits) Likewise, the medic getting lit and the pyro getting lost seem a shade sloppy--albeit this is extraordinarily hard to record. Darkid (|) 21:26, 4 July 2012 (PDT)
- The Soldier was supposed to die of afterburn — Wind 21:29, 4 July 2012 (PDT)
- The soldier is already die with afterburn at 0:58 , you want him burn a little long then die? Karmacharger 12:52 , 5 July 2012 (PDT)
- No, the video is good, I am just saying that to darkid — Wind 21:56, 4 July 2012 (PDT)
- KK , give me a little times to render that how long you will still being online? Karmacharger 12:58 , 5 July 2012 (PDT)
- Not long enough to publish the videos today anyway, so don't rush things~ — Wind 22:11, 4 July 2012 (PDT)
- i lost the first clip .dem again :/ but i re-record new ones and it's looks much better. Here Karmacharger 03:30 , 5 July 2012 (PDT)
- Try to get organized with .dem files, you need to upload them later anyway so it's better to keep them organized. Video is good, but the music is kind of badly looped near 1:31-1:33. That's the only problem left I think~ — Wind 18:30, 5 July 2012 (PDT)
- i lost the first clip .dem again :/ but i re-record new ones and it's looks much better. Here Karmacharger 03:30 , 5 July 2012 (PDT)
- Not long enough to publish the videos today anyway, so don't rush things~ — Wind 22:11, 4 July 2012 (PDT)
- KK , give me a little times to render that how long you will still being online? Karmacharger 12:58 , 5 July 2012 (PDT)
- No, the video is good, I am just saying that to darkid — Wind 21:56, 4 July 2012 (PDT)
- The soldier is already die with afterburn at 0:58 , you want him burn a little long then die? Karmacharger 12:52 , 5 July 2012 (PDT)
- The Soldier was supposed to die of afterburn — Wind 21:29, 4 July 2012 (PDT)
- I feel horrible for pointing out more things, but the soldier does die to afterburn. If you were (Probably shouldn't, at this point) to redo it, you might consider for the "flare explosion range" aiming only slightly over to indicate the precise distance. (I.e first shot misses, move 2-5 pixels, second shot hits) Likewise, the medic getting lit and the pyro getting lost seem a shade sloppy--albeit this is extraordinarily hard to record. Darkid (|) 21:26, 4 July 2012 (PDT)
i changed the music. Karmacharger 10:40 , 7/6/2012 (PDT)
- Is good, please upload~ — Wind 21:12, 5 July 2012 (PDT)
- Thanks 4 Accept There you go. Karmacharger 01:02 , 7/6/2012 (PDT)
Equalizer
Reserved by Armisael
I'm on it. Just know I'm recording it with Xfire. --Boynedmaster 10:13, 28 June 2012 (PDT)
- Are you sure you can use that to record a video that meets the video quality requirements? — Wind 18:15, 28 June 2012 (PDT)
http://youtu.be/inyScRHcnfk— Armisael (T | C) 21:22, 7 July 2012 (PDT)
- Show the taunt from the front, especially for the lumbricus lid one, otherwise we can't see the knucklecracking or what he is doing with the grenades. Also needs to show healing/uber block — Wind 21:26, 7 July 2012 (PDT)
- Wanted to say something? — Wind 12:41, 8 July 2012 (PDT)
- http://www.youtube.com/watch?v=5Wsx9QhqlGo Yeah. — Armisael (T | C) 12:43, 8 July 2012 (PDT)
- Need to show uber block, as mentioned earlier (in the same clip as the healing block). Also may want to show dispenser/health kit for consistency with the Escape Plan video above — Wind 12:55, 8 July 2012 (PDT)
- http://youtu.be/HQnPjvHxQ2g — Armisael (T | C) 16:20, 8 July 2012 (PDT)
- Put the two taunt clips after the first clip so that they're together with the spy tauntkill and upload fixed version directly. Thanks~ — Wind 19:17, 8 July 2012 (PDT)
- http://youtu.be/HQnPjvHxQ2g — Armisael (T | C) 16:20, 8 July 2012 (PDT)
- Need to show uber block, as mentioned earlier (in the same clip as the healing block). Also may want to show dispenser/health kit for consistency with the Escape Plan video above — Wind 12:55, 8 July 2012 (PDT)
- http://www.youtube.com/watch?v=5Wsx9QhqlGo Yeah. — Armisael (T | C) 12:43, 8 July 2012 (PDT)
- Wanted to say something? — Wind 12:41, 8 July 2012 (PDT)
Gloves of Running Urgently
Reserved by Armisael
I wish to help make this. Rocket Sticky Jumper Talk 05:58, 30 June 2012 (PDT)
http://youtu.be/jBpb4-GoISs — Armisael (T | C) 11:32, 8 July 2012 (PDT)
- I think the new mechanics for marked-for-death would be better demonstrated at the very beginning of the clip, with thirdperson_mayamode or something (like in the set demonstrations) as opposed to looking at another Heavy. This needs to be explained early in order to not confuse as to why is there a skull above the health meter and why is there another above the Heavy's head visible when taunting and slightly visible when jumping. May also want to put more variety in left/right punches, if anything... Rest is good~ — Wind 12:41, 8 July 2012 (PDT)
- http://youtu.be/2neHYKeR6aI — Armisael (T | C) 15:04, 8 July 2012 (PDT)
- Last clip is useless now that this is shown in the first clip. For the first clip, I meant to just show what triggered the mark-for-death on/off, not really a damage-taken comparison so soon, because that is already demonstrated later (clearer too, I think). — Wind 19:17, 8 July 2012 (PDT)
- http://youtu.be/LOkyxG2Y-qk — Armisael (T | C) 13:17, 9 July 2012 (PDT)
- Last clip is useless now that this is shown in the first clip. For the first clip, I meant to just show what triggered the mark-for-death on/off, not really a damage-taken comparison so soon, because that is already demonstrated later (clearer too, I think). — Wind 19:17, 8 July 2012 (PDT)
- http://youtu.be/2neHYKeR6aI — Armisael (T | C) 15:04, 8 July 2012 (PDT)
The Gas Jockey's Gear
Degreaser has new stats Reserved by Akuago220
And here's the revision of the set. Download it here. --Akuago220, The Jungle Expeditioner 16:30, 4 July 2012 (PDT)
- All good, thanks~ — Wind 20:41, 4 July 2012 (PDT)
This has crafting text on the backpack screen that should be removed. Also, is there a reason for the top-bottom splitscreen instead of a left-right splitscreen (for the bullet vulnerability clip)? There are a few places where top-bottom is better than left-right, but this isn't one of them. — Armisael (T | C) 05:54, 5 July 2012 (PDT)
- I missed the crafting text, indeed >: As for split-screens, you're right that left/right is generally better, but I don't think it's a reason to re-do a thing over. This being said, since this has not been published yet, it would be nice to fix those two things — Wind 18:30, 5 July 2012 (PDT)
- So which is it? If it's top-bottom (which is obviously useful for showing the damage counter + consistency), then I can fix that and let it upload right this second. If it's left-right, then you'll have to tell me which file to edit its coordinates so that the health counter is in the center (still need to show the viewers the difference in damage, nonetheless) because if that's the case, yes Wind, I will have to re-do that portion over. --Akuago220, The Jungle Expeditioner 13:13, 6 July 2012 (PDT)
- IIRC we have a "splitscreen hud" for the left-right one. Darkid (|) 13:34, 6 July 2012 (PDT)
- Hopefully this will please everyone. Download it here. --Akuago220, The Jungle Expeditioner 18:12, 6 July 2012 (PDT)
- Indeed, splitscreen HUD is made for this usage. Is good, thanks for the video~ — Wind 19:16, 6 July 2012 (PDT)
- Hopefully this will please everyone. Download it here. --Akuago220, The Jungle Expeditioner 18:12, 6 July 2012 (PDT)
- IIRC we have a "splitscreen hud" for the left-right one. Darkid (|) 13:34, 6 July 2012 (PDT)
- So which is it? If it's top-bottom (which is obviously useful for showing the damage counter + consistency), then I can fix that and let it upload right this second. If it's left-right, then you'll have to tell me which file to edit its coordinates so that the health counter is in the center (still need to show the viewers the difference in damage, nonetheless) because if that's the case, yes Wind, I will have to re-do that portion over. --Akuago220, The Jungle Expeditioner 13:13, 6 July 2012 (PDT)
Medieval Medic
Crusader's Crossbow has new stats
- Reserved by KarmaCharger
The current version also lacks a third-person view of the set's weapons as seen in most set demonstrations. -- ReadyAimFire 16:31, 4 July 2012 (PDT)
- http://www.youtube.com/watch?v=lXLpJOPBZXo Karmacharger 02:49 , 7 July 2012 (PDT)
- Just a heads up, you forgot to show the weapon models in third-person view. Refer to any current set demonstration if necessary.-- ReadyAimFire 17:21, 5 July 2012 (PDT)
- At 0:20, why is the soldier on the right a lot darker than the soldier on the right? You should spawn the bots in the exact same position by using bot_teleport. Also yes, need to show the weapons in third-person view like the other set demos. Last clip is good~ — Wind 18:30, 5 July 2012 (PDT)
- Fixed Both. Karmacharger 01:07 , 7/6/2012 (PDT)
- Thanks, please upload~ — Wind 19:16, 6 July 2012 (PDT)
- The medic are in different places in the flare gun shot, and as a result they drop to different healths immediately after being hit by the flare. Either that, or one of them is regenning instantaneously; either way, it's confusing. — Armisael (T | C) 19:40, 6 July 2012 (PDT)
- http://www.mediafire.com/?03xbeea9cob8voi Karmacharger 11:04 , 7/7/2012 (PDT)
- What Armisael is true, one medic goes to 117 HP but the other goes to 121. Can you fix that, please? You should always be using
getpos
/setpos
/bot_teleport
in both split-screen clips to make sure everything is exactly at the same location and aiming in the same direction. — Wind 10:16, 7 July 2012 (PDT)
- What Armisael is true, one medic goes to 117 HP but the other goes to 121. Can you fix that, please? You should always be using
- http://www.mediafire.com/?03xbeea9cob8voi Karmacharger 11:04 , 7/7/2012 (PDT)
- The medic are in different places in the flare gun shot, and as a result they drop to different healths immediately after being hit by the flare. Either that, or one of them is regenning instantaneously; either way, it's confusing. — Armisael (T | C) 19:40, 6 July 2012 (PDT)
- Thanks, please upload~ — Wind 19:16, 6 July 2012 (PDT)
- That's not a bot , it's a player used my 2nd pc to do that , but is there a way to allow bots equip item? Karmacharger 02:02 , 7/8/2012 (PDT)
- No, you can't make bots equip items. You can use
getpos
/setpos
to teleport the player though. — Wind 12:56, 7 July 2012 (PDT)- Okey same location same direction same damage 117 Hope this gonna to be prefect :) Karmacharger 04:48 , 7/8/2012 (PDT)
- Is good too, please upload~ — Wind 14:16, 7 July 2012 (PDT)
- There you go. Karmacharger 01:03 , 7/8/2012 (PDT)
- Is good too, please upload~ — Wind 14:16, 7 July 2012 (PDT)
- Okey same location same direction same damage 117 Hope this gonna to be prefect :) Karmacharger 04:48 , 7/8/2012 (PDT)
- No, you can't make bots equip items. You can use
Ubersaw
Needs to be redone to:
- Show the firing speed comparison between it and the Bonesaw. (20%) Uknownada 12:33, 7 July 2012 (PDT)
- Is that really necessary? — Wind 12:56, 7 July 2012 (PDT)
Well, aren't we supposed to show everything a weapon does in these demonstrations?--Uknownada 17:11, 7 July 2012 (PDT)
- No, not really. In this particular case though (firing speed increase), that is already demonstrated. It's just not demonstrated with a split-screen. SO the question is not whether it should be demonstrated or not, but rather whether demonstrating it with a split-screen would improve the demonstration enough to deserve redoing it — Wind 17:24, 7 July 2012 (PDT)
Okay then. Sorry, didn't quite know it would work that way. I guess doing a split screen isn't quite worth it. Thanks for explaining.--Uknownada 19:23, 7 July 2012 (PDT)
Atomizer
Reserved by KarmaCharger (Former), Mr. Vinderack
http://www.youtube.com/watch?v=c_Q8fspnNA4 Karmacharger 11:21 , 17 june 2012 (PST)
- Crowd cheer sound is cut at 0:32 >: — Wind 09:35, 17 June 2012 (PDT)
- http://www.youtube.com/watch?v=qmWjregFQt0 Karmacharger 06:48 , 17 June 2012 (PDT)
- I think this is the same video file... The sound is still cut at the same point — Wind 16:22, 17 June 2012 (PDT)
- http://www.youtube.com/watch?v=mGaxtfCrXOM My bad sorry. Karmacharger 01:32 , 18 June 2012 (PDT)
- Is good, please upload video and .dem's — Wind 18:41, 18 June 2012 (PDT)
- every clips is re-recorded with srcdemo so i have these .dem as you want. http://www.youtube.com/watch?v=5_5BikRkfTE Karmacharger 05:11 , 17 June 2012 (PDT)
- Is good~ By the way, you can still use Fraps to make videos, as long as you have .dem files with the video. And if you didn't record the .dem files because you didn't see the clause I added on the project page, then it's okay, just don't forget to record the .dem files next time. You don't need to re-record everything just for these files >: (but I still appreciate it if you do) — Wind 05:04, 19 June 2012 (PDT)
- http://www.mediafire.com/?z2amxdcglmj00e2 .dem files is uploaded. Karmacharger 09:24 , 19 June 2012 (PDT
- Thanks~ — Wind 17:47, 19 June 2012 (PDT)
- I don't even know if this is the correct way to reply (I apologize if not), but what about the slower speed of the Atomizer? In the old video, it was demonstrated, but in this it is missing. In no way am I insulting the creator, but I have a clip of this myself (I actually did the entire weapon demonstration, but Karma beat me to uploading it by like an hour). Mr. Vinderack 21:20, 19 June 2012 (PDT)
- It's demonstrated inconsistently. The current Atomizer demo doesn't show it, but weapons like Scottish Resistance do. Not sure if it's worth showing, but in any case I just realized that this demonstration is up for redo as well since it doesn't show that the damage penalty doesn't apply against building like the current demonstration does — Wind 21:55, 19 June 2012 (PDT)
- Oh, great, I forgot to mention I also recorded that. So, can I reserve this weapon demonstration? Or is it up for anyone to do? I have the entire thing finished, I just didn't upload it because I saw it was too late, so I would greatly appreciate if I could reserve this demonstration. Lastly, it is also fine if we can combine clips or something similar, but I also have a full weapon demonstration that meets the criteria. Mr. Vinderack 22:18, 19 June 2012 (PDT)
- Just post it~ Yes it is fine if you combine clips — Wind 05:33, 20 June 2012 (PDT)
- Here it is: http://www.youtube.com/watch?v=NUY0zD-6xY4 Mr. Vinderack 11:09, 20 June 2012 (PDT)
- Just post it~ Yes it is fine if you combine clips — Wind 05:33, 20 June 2012 (PDT)
- Oh, great, I forgot to mention I also recorded that. So, can I reserve this weapon demonstration? Or is it up for anyone to do? I have the entire thing finished, I just didn't upload it because I saw it was too late, so I would greatly appreciate if I could reserve this demonstration. Lastly, it is also fine if we can combine clips or something similar, but I also have a full weapon demonstration that meets the criteria. Mr. Vinderack 22:18, 19 June 2012 (PDT)
- Thanks~ — Wind 17:47, 19 June 2012 (PDT)
- http://www.mediafire.com/?z2amxdcglmj00e2 .dem files is uploaded. Karmacharger 09:24 , 19 June 2012 (PDT
- Is good~ By the way, you can still use Fraps to make videos, as long as you have .dem files with the video. And if you didn't record the .dem files because you didn't see the clause I added on the project page, then it's okay, just don't forget to record the .dem files next time. You don't need to re-record everything just for these files >: (but I still appreciate it if you do) — Wind 05:04, 19 June 2012 (PDT)
- every clips is re-recorded with srcdemo so i have these .dem as you want. http://www.youtube.com/watch?v=5_5BikRkfTE Karmacharger 05:11 , 17 June 2012 (PDT)
- Is good, please upload video and .dem's — Wind 18:41, 18 June 2012 (PDT)
- http://www.youtube.com/watch?v=mGaxtfCrXOM My bad sorry. Karmacharger 01:32 , 18 June 2012 (PDT)
- I think this is the same video file... The sound is still cut at the same point — Wind 16:22, 17 June 2012 (PDT)
- http://www.youtube.com/watch?v=qmWjregFQt0 Karmacharger 06:48 , 17 June 2012 (PDT)
- Is definitely not bad for a first video, but not perfect~
- Frame rate looks stutter-y, pretty sure this isn't constant 30fps
- Backpack slot tooltip is transluscent (happens when you change the game resolution after launching it)
- Clips are separate; that means you have to start in a reasonably fresh setting (no blood splattered everywhere, no weapons/corpses lying around, etc) in all clips (This includes the first clip)
- Taunt should be demonstrated at the end of the first clip, not at the end
- Jump comparison would benefit from a better trajectory (see the other Atomizer videos above). The perceived advantage from jumping a little farther on to ground is not the same as the one to be able to jump from way-high-up to way-high-up (if that made sense)
- The Dispenser damager thing is meant to show that the damage reduction of the Atomizer doesn't apply to hitting buildings. If you swing both bats at their maximum speeds (which are different), then the viewer cannot easily see that the damage reduction doesn't apply. If you swing both bats at the same speed, then the buildings are destroyed at the same time, which means that you dealt the same amount of damage to both
- What is the clip at 1:14 for, as opposed to the one that follows?
- 1:45 clip uses split-screen HUD for a full-screen video
That should be it :3 — Wind 17:13, 20 June 2012 (PDT)
- Okay, I'll get that done. However, I was wondering: The translucent thing for the tooltip, well... By default, my computer is 1680 x 1050, but it can handle 1920 x 1080. For some reason, though, I can't change the resolution via launch properties, and when I change the resolution in-game, either what shows up in the video happens, or the bottom of the tooltip goes offscreen, making the item set information not visible. Do you have any suggestions? I was pretty stumped as to what to do. Mr. Vinderack 18:20, 20 June 2012 (PDT)
- "my computer is 1680 x 1050, but it can handle 1920 x 1080": Then your monitor's native resolution is 1920 x 1080, so you should just have your desktop run at that resolution, and then the game should launch with that resolution as well — Wind 20:05, 20 June 2012 (PDT)
- Okay, will do. I'll have the demonstration done soon. Mr. Vinderack 20:20, 20 June 2012 (PDT)
- Done! http://www.youtube.com/watch?v=IWjPmWyg_Vc I put a lot of effort into this (I also used Source Recorder opposed to Fraps, so it should be at 30-33 fps), so I really hope it satisfies! Mr. Vinderack 10:08, 22 June 2012 (PDT)
- Is better, is better. But...
- Done! http://www.youtube.com/watch?v=IWjPmWyg_Vc I put a lot of effort into this (I also used Source Recorder opposed to Fraps, so it should be at 30-33 fps), so I really hope it satisfies! Mr. Vinderack 10:08, 22 June 2012 (PDT)
- Okay, will do. I'll have the demonstration done soon. Mr. Vinderack 20:20, 20 June 2012 (PDT)
- "my computer is 1680 x 1050, but it can handle 1920 x 1080": Then your monitor's native resolution is 1920 x 1080, so you should just have your desktop run at that resolution, and then the game should launch with that resolution as well — Wind 20:05, 20 June 2012 (PDT)
- The backpack view was recorded with Fraps I assume, which causes the color balance to be really off between that part of the video and the rest of it. Stare at the scout in the backpack view for a while, then skip ahead and look at the red color of the Soldier's uniform and you will see what I mean; it is sort of jarring once you notice it. However, in your video's case I can't really tell if it's Fraps being too contrasty or the game not being enough. I think it's a bit of both. In Fraps, make sure you enable lossless RGB capture. In your video editor's encoding settings, make sure your color profile doesn't clamp the color (it's quite common for it to happen when you export for formats like "DVD movie" or h264-encoded videos in general).
- I very rarely say this; in fact, I say too often the opposite, but... this is sort of too slow. The backpack view is kind of long, the pauses between hitting the players, etc. This isn't a terrible thing, and since most videos err on the fast side it's a refreshing change to see a slow-paced video; but this one is still too slow-paced. Remember that this goes on YouTube in the end, where attention span is what you can guess it is. Watch some published demonstrations to get an idea of how fast it should be. If in doubt, slower is better, but not too slow.
- Similarly, fades are a bit slow; half a second of fade is usually enough.
- Custom crosshair/custom crosshair color? Make sure you use the default cursor (which should change according to the weapon you're holding), and the default color.
- Shaky camera work during the taunt. Pick a camera angle early on in the taunt and stick to it. It is easier to watch, easier to understand, and the lesser screen video movement means better quality and less video artifacts.
- The jump clip starts too late, in the middle of the jump. Each clip needs intro and outro time, and this one is lacking intro time.
- Dispenser destruction clip still doesn't have exactly the same rhythm. If you have difficulty hitting at the same rhythm, have a song playing in the background and whack at the same rhythm, or you could enable the
wait
command and make an alias to do the whacking for you. - If you're going to use Source Recorder, may I do some shameless self-advertisement and advise you to use SrcDemo2 to be more gentle on your hard drive and yet record at framerates in the hundreds? However, if you've never used it before, I suggest not using it until you have a final set of .dem's ready and approved for publishing, then take the time to figure out how to use it and render a higher-quality video.
Thanks for the effort and keep it up :3 The first video is always the hardest, so good luck~ — Wind 19:35, 22 June 2012 (PDT)
- Thanks for all your patience, and sorry I have not been doing too well. I really am trying hard though. On a side note, I use Sony Vegas to edit these videos, but it doesn't accept a lot of codecs, including the H.264 .mp4s produced by Source Recorder when using h264. Since SrcDemo2 saves frames as .pngs, what do I use to combine them? VirtualDub? And also, what is it recommended I save the finished product as? Vegas is somewhat limited with that... Mr. Vinderack 20:37, 22 June 2012 (PDT)
- What I do is keep everything uncompressed, until the final encode - Export the frames as png, encode uncompressed with virtualdub, edit with Vegas or other programs, export from that program again uncompressed, then encode with x264vfw as per the official recommendations using virtualdub. Tedious, but it produces a good result. Pigophone 20:50, 22 June 2012 (PDT)
- There you have it; if you use Source Recorder's h264 codec, it does that color clamping that kills the quality. I suggest you use x264vfw as recommended on the weapon demonstration project page. It appears as a codec in Vegas's codec list. Vegas can also be used to turn series of PNGs into a video, just import the first PNG and check the checkbox at the bottom that says that this PNG is part of a sequence. Pigophone also makes a good point: always keep your work lossless until the final rendered file that you will upload. h264 is lossy (besides the unofficial and seldom-used lossless variant), so if you render that with Source Recorder and then import that into Vegas and render again, you've lost quality. To do lossless renders in Source Recoder, either use TGA's (which is Source Recorder's default format, and also what SrcDemo2 expects) or the vfw ("avi") mode and selecting a lossless codec from the list. — Wind 22:15, 22 June 2012 (PDT)
- Sorry, I've been a bit busy lately. I'll have this done by tomorrow. :) Mr. Vinderack 10:03, 30 June 2012 (PDT)
- hey wind , mind upload my video file first? after all this let's leave him a chance for the Pyro melee makeover. Karmacharger 10:55 , 4 July 2012 (PDT)
- OK, I agree. Sorry Mr. Vinderack >: — Wind 20:41, 4 July 2012 (PDT)
- This video is going to immediately be put back on the redo list, given that it doesn't show equal damage against buildings, and it only shows straight jumps (doesn't show that you can jump in circles), so uploading this seems rather silly. — Armisael (T | C) 05:54, 5 July 2012 (PDT)
- It is true that it is lacking the building damage thing, but jumping in circles isn't really that big of a thing to demonstrate (?) — Wind 18:30, 5 July 2012 (PDT)
- I actually meant that you can jump around an object in your path without touching the ground (i.e., jump left, jump forward, then jump right to get past a box). — Armisael (T | C) 04:31, 6 July 2012 (PDT)
- Don't worry about it. I just got really busy. Anyway, I have everything done, and I'm rendering today, so I would like to know if you still want to see it. If so, it'll be up in a few hours. And Armisael, I would think that's something you just figure out. It's not really exclusive to the weapon in the sense that we should show it as part of a demonstration, if you have any idea what I mean. Mr. Vinderack 10:03, 6 July 2012 (PDT)
- Yeah, I don't think it's that big of a thing to demonstrate. I'd guess that you could already do such tricks by jumping diagonally twice. Anyway, the demonstration should show that you can jump three times, and that's that. How you use them is all strategy, and that's not exactly what the weapon demonstration project is about (with the possible exception of the Degreaser showing fast weapon switch and attacking with other weapons) — Wind 19:16, 6 July 2012 (PDT)
- Fair enough. Either way, the current demo doesn't show the purple smoke, and I'm pretty sure that that is one of things we try to include. — Armisael (T | C) 19:40, 6 July 2012 (PDT)
- My demonstration shows that via third-person. I guess I'll upload it. Expect it in about two to four hours, if not very early tomorrow. Mr. Vinderack 19:57, 6 July 2012 (PDT)
- Uploading as I type this. Sorry it was a bit delayed, I ran into an issue (I forgot to disable custom crosshair when rendering, so I had to re-render all my hours of work). Anyway, the video is going up in x264fw, although it freaks out on Media Player Classic for some reason. Works fine on Windows Media Player. Mr. Vinderack 18:58, 7 July 2012 (PDT)
- My demonstration shows that via third-person. I guess I'll upload it. Expect it in about two to four hours, if not very early tomorrow. Mr. Vinderack 19:57, 6 July 2012 (PDT)
- Fair enough. Either way, the current demo doesn't show the purple smoke, and I'm pretty sure that that is one of things we try to include. — Armisael (T | C) 19:40, 6 July 2012 (PDT)
- Yeah, I don't think it's that big of a thing to demonstrate. I'd guess that you could already do such tricks by jumping diagonally twice. Anyway, the demonstration should show that you can jump three times, and that's that. How you use them is all strategy, and that's not exactly what the weapon demonstration project is about (with the possible exception of the Degreaser showing fast weapon switch and attacking with other weapons) — Wind 19:16, 6 July 2012 (PDT)
- Don't worry about it. I just got really busy. Anyway, I have everything done, and I'm rendering today, so I would like to know if you still want to see it. If so, it'll be up in a few hours. And Armisael, I would think that's something you just figure out. It's not really exclusive to the weapon in the sense that we should show it as part of a demonstration, if you have any idea what I mean. Mr. Vinderack 10:03, 6 July 2012 (PDT)
- I actually meant that you can jump around an object in your path without touching the ground (i.e., jump left, jump forward, then jump right to get past a box). — Armisael (T | C) 04:31, 6 July 2012 (PDT)
- It is true that it is lacking the building damage thing, but jumping in circles isn't really that big of a thing to demonstrate (?) — Wind 18:30, 5 July 2012 (PDT)
- This video is going to immediately be put back on the redo list, given that it doesn't show equal damage against buildings, and it only shows straight jumps (doesn't show that you can jump in circles), so uploading this seems rather silly. — Armisael (T | C) 05:54, 5 July 2012 (PDT)
- OK, I agree. Sorry Mr. Vinderack >: — Wind 20:41, 4 July 2012 (PDT)
- hey wind , mind upload my video file first? after all this let's leave him a chance for the Pyro melee makeover. Karmacharger 10:55 , 4 July 2012 (PDT)
- Sorry, I've been a bit busy lately. I'll have this done by tomorrow. :) Mr. Vinderack 10:03, 30 June 2012 (PDT)
Behold! My third version is complete! http://www.youtube.com/watch?v=oT4_7hl9LVw Mr. Vinderack 19:55, 7 July 2012 (PDT)
- Almost there~ Could you:
- Increase the volume (2x or so, compare to other weapon demonstration videos), making sure to increase the game sound volume and the music volume in equal proportions
- Demonstrate triple jumping on first person as well, perhaps for the same jump or perhaps for another (put that clip next to the third person jump one)
- Add like half a second of black at the end of the video so that youtube doesn't cut the ending sound
Should be complete after these changes. Thanks~ — Wind 21:17, 7 July 2012 (PDT)
- Sure! For once I don't have to redo the entire demonstration, so I will have this done by tomorrow. However, I wanted to know; since Armisael suggested it and I have a chance to anyway, does it matter if I demonstrate the triple jump's help in maneuvering obstacles in the first-person clip? Thanks! :> Mr. Vinderack 22:10, 7 July 2012 (PDT)
- Do what you want to do — Wind 22:57, 7 July 2012 (PDT)
- I decided against it. Here: http://www.youtube.com/watch?v=GmF-GWtJKsc Mr. Vinderack 18:16, 8 July 2012 (PDT)
- Is good, please upload~ Did you use srcdemo2 for this? It's needed to know whether to tag it as such or not. I think it is because there definitely is frame blending, but perhaps you did that by hand. — Wind 19:17, 8 July 2012 (PDT)
- Yes, I did. :D. Anyway, I can't upload to MediaFire because the file is bigger than 200 megabytes. Do you mind if I upload via FileDropper or something similar? Mr. Vinderack 19:31, 8 July 2012 (PDT)
- Is good, please upload~ Did you use srcdemo2 for this? It's needed to know whether to tag it as such or not. I think it is because there definitely is frame blending, but perhaps you did that by hand. — Wind 19:17, 8 July 2012 (PDT)
- I decided against it. Here: http://www.youtube.com/watch?v=GmF-GWtJKsc Mr. Vinderack 18:16, 8 July 2012 (PDT)
- Do what you want to do — Wind 22:57, 7 July 2012 (PDT)
- Sure! For once I don't have to redo the entire demonstration, so I will have this done by tomorrow. However, I wanted to know; since Armisael suggested it and I have a chance to anyway, does it matter if I demonstrate the triple jump's help in maneuvering obstacles in the first-person clip? Thanks! :> Mr. Vinderack 22:10, 7 July 2012 (PDT)
- That will be fine. — Armisael (T | C) 19:34, 8 July 2012 (PDT)
- Here it is! http://www.filefactory.com/file/1f14uz2klzod/n/Atomizer_Weapon_Demonstration_Final_Complete_TFWiki_Final_Complete_Version_avi Mr. Vinderack 20:21, 8 July 2012 (PDT)
- Could you pick one that doesn't cap download at 50 KB/s — Armisael (T | C) 20:28, 8 July 2012 (PDT)
- Probably a good idea. I think Sendspace will work... Expect a link soon enough. Mr. Vinderack 22:41, 8 July 2012 (PDT)
- To Mr. Vinderack , try upload the video file at here max file size upload is 2 GB , i'm sure that's good enough for you. Karmacharger 02:23 , 7/9/2012 (PDT)
- xD Look closely at my link. I just uploaded it there. Anyway, I'm uploading to Sendspace. Apparently, they have a temporary file size limit of 300 megabytes for free users, but they let my 325 megabytes go through (so far). Sorry I couldn't upload yesterday, was getting extremely late. Mr. Vinderack 10:21, 9 July 2012 (PDT)
- mine's file size is less then 50 MBs why? , i will tell you my render settings of sony vegas pro 9 (WMV , 30 fps , 1366x768 , Best quality) try these settings it's may help you. Karmacharger 01:37 , 7/10/2012 (PDT)
- Well, I rendered like Pigophone said, uncompressed. That's probably why, even compressed, the filesize is so huge. But I think it's worth it. The quality is pretty solid. Mr. Vinderack 10:47, 9 July 2012 (PDT)
- mine's file size is less then 50 MBs why? , i will tell you my render settings of sony vegas pro 9 (WMV , 30 fps , 1366x768 , Best quality) try these settings it's may help you. Karmacharger 01:37 , 7/10/2012 (PDT)
- xD Look closely at my link. I just uploaded it there. Anyway, I'm uploading to Sendspace. Apparently, they have a temporary file size limit of 300 megabytes for free users, but they let my 325 megabytes go through (so far). Sorry I couldn't upload yesterday, was getting extremely late. Mr. Vinderack 10:21, 9 July 2012 (PDT)
- To Mr. Vinderack , try upload the video file at here max file size upload is 2 GB , i'm sure that's good enough for you. Karmacharger 02:23 , 7/9/2012 (PDT)
- Probably a good idea. I think Sendspace will work... Expect a link soon enough. Mr. Vinderack 22:41, 8 July 2012 (PDT)
- Could you pick one that doesn't cap download at 50 KB/s — Armisael (T | C) 20:28, 8 July 2012 (PDT)
- Here it is! http://www.filefactory.com/file/1f14uz2klzod/n/Atomizer_Weapon_Demonstration_Final_Complete_TFWiki_Final_Complete_Version_avi Mr. Vinderack 20:21, 8 July 2012 (PDT)
Google Drive is a lifesaver. Here: https://docs.google.com/open?id=0B-zhruJXv1QkemZfRGwzZ21CRHc At the top-left, there should be a little bar labeled "File". Click it, and at the bottom select "Download." It will tell you it can't scan for viruses, and there will be a hyperlink to download anyway. I tested it myself, and I downloaded at about 4 mb/s. Mr. Vinderack, not as sober as you...thin..yah... 17:01, 9 July 2012 (PDT)
When will we move on to the next class for melee weapons?
Ctrl+F "pyro melee" on the project page — Armisael (T | C) 13:43, 3 July 2012 (PDT)