Talk:Unusual
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Lag During Taunts
I personally find that any unusual hats lag behind during taunts, but I didn't want to add this to bugs unless at least a few other people also experience this. da703337 || SuBun7 (talk) 21:44, 19 December 2025 (UTC)
- Do you mean the hats lag behind when taunting? I've never had that happen.
| s | GrampaSwood
(talk) (contribs) 22:33, 19 December 2025 (UTC)
- Yeah, that's it, happens on my laptop and PC, though I did install master-comfig years ago and don't know where it went in the files, so that could be it. da703337 || SuBun7 (talk) 05:10, 21 December 2025 (UTC)
Animated renders?
Something I always thought was kinda lacking about the preview images for all effects is that they are all static. For simple effects like Scorching Flames this is fine, but for many effects that have a wide variety of shapes, colors and movement in their animation, I don't think a static image does them any justice. They show nothing more than a single frame, which kinda leaves something to be desired.
To give some examples:
- Terror Watt / Kill-a-Watt: Is it lightning striking the player's head every few seconds or is it a constant electricity effect? Does it keep the shape shown in the image?
- Spiraling Lights / Twisting Lights: Shows a string of festive lights around the player's head, but what do they do? How do they move?
- Refracting Fractals / Iridescence / Prismatic Haze: These cycle through multiple colors. A static image simply can't demonstrate this.
- Vigorous Pulse / Thundering Spirit / Galvanic Defiance: Just looks like a render_rope mess around the player and doesn't really show anything beyond that. If I never saw these in action before I'd be very confused by what I was seeing.
- Butterfly Season: Doesn't give any information as to how the butterflies move.
- Void Crawlers: I made this render, but couldn't decide a good place to have the "crawlers" in because how are you supposed to show what's happening here?
- Morbidly Beast: Shows the faint rings around the player, but doesn't really show how those rings carry a distortion effect.
Simply by nature of unusual effects being animated, I feel this entire gallery could strongly benefit if the images showing them off were also animated. Is there a technical limitation that prevents this from being possible? SBA
(Talk) | (Contribs) 23:20, 25 January 2026 (UTC)
- GIFs on the Wiki are not really an option. They have to be really low quality to automatically play, they take even longer to load, and I can't imagine with the server issues we've already been suffering that we would want to increase it even more with a whole load of GIFs that have to be loaded. Besides that, redoing every single image is going to take absolutely ages and having to create the GIF is going to be an even less user-friendly experience. Ideally, they would all be short webms we can play like this, but realistically we can't support that (not right now anyway). And if we can, having someone actually redo all the images is going to be a huge effort that's likely going to take years and multiple editors to finish. The only reason this new system through in-game images is being set up is because of the complete unreliability of SFM and is more out of necessity than preference.
| s | GrampaSwood
(talk) (contribs) 23:25, 25 January 2026 (UTC)
- Here is the full collection of Summer 2023 effects I recorded, rendered and made into a gallery as a concept. Each clip is 5s, 60fps at 900x900. It took me 30 minutes to make these (24 out of 528 total effects). Mathematically they could all be done in the span of a month by a single person, not years. SBA
(Talk) | (Contribs) 01:42, 26 January 2026 (UTC)
- Here is the full collection of Summer 2023 effects I recorded, rendered and made into a gallery as a concept. Each clip is 5s, 60fps at 900x900. It took me 30 minutes to make these (24 out of 528 total effects). Mathematically they could all be done in the span of a month by a single person, not years. SBA
- None of these videos load for me, they just stay static on the first frame for over 20 seconds. Initially loading, it also didn't load a few of webms for me, which forced a refresh. Having to do all of this with possibly 500 videos (on top of having to load them in the first place) is likely going to put a massive strain on the system, or just fail outright (especially for readers with poor internet connections). That, plus it's not very easy to do for most users, I imagine (which is something I've tried to put extra emphasis on with the upcoming new method). The theoretical time it takes to do these is often not representative of what the real time is that it would be done in as well, nor that it even gets done in the first place.
| s | GrampaSwood
(talk) (contribs) 21:30, 26 January 2026 (UTC)
- None of these videos load for me, they just stay static on the first frame for over 20 seconds. Initially loading, it also didn't load a few of webms for me, which forced a refresh. Having to do all of this with possibly 500 videos (on top of having to load them in the first place) is likely going to put a massive strain on the system, or just fail outright (especially for readers with poor internet connections). That, plus it's not very easy to do for most users, I imagine (which is something I've tried to put extra emphasis on with the upcoming new method). The theoretical time it takes to do these is often not representative of what the real time is that it would be done in as well, nor that it even gets done in the first place.