Team Fortress Wiki talk:Weapon Demonstration

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Weapons that need to be done

Bootlegger Bootlegger

Pictogram wait.png Reserved by Mellotaku

Cloak and Dagger Cloak and Dagger

Pictogram wait.png Reserved by Dr. Huxley I've started out with a simplistic version of this. I show it in the loadout, then turn it on in First person. After waiting a few seconds to demonstrate the cloak doesn't drain when standing still, I walk around in a circle to show that it drains by moving. I walk over an ammopack both cloaked and uncloaked to demonstrate that picking up ammo doesn't recharge it. I walk around uncloaked a bit to show it recharges when moving uncloaked. Finally, I walk into an enemy medic to show that it will show an outline if you walk into an enemy. How's that? The preceding unsigned comment was added by Dr. Huxley (talk) • (contribs)

Take a look at the Invisibility Watch demo for things to show too. You need to show things like the Dispenser not recharging it, that it hides teleporter trails, etc. Also, make sure to demonstrate:
  • Drain speed is proportional to walking speed (move while crouching, move while jumping, etc)
  • When drained, the cloak does NOT auto-uncloak like the other watches, but stays in the "outline" mode (walk around cloaked until out of it, then keep running)
  • Has less cloak than the regular invisibility watch (Many people don't know this one for some reason); do a split-screen walking from one end of the room to the other (and back, if needed), with one side C&D and the other using the IW. Show that you can run farther in one charge with the IW, but you can still keep walking in "outline" mode with the C&D.

Wind 04:31, 16 March 2011 (UTC)

Righto, I'll redo that and keep that in mind. I don't see the need to almost completely redo the original Invis. Watch video though, but if that's what you mean, I'll do it. Dr. Huxley 04:55, 16 March 2011 (UTC)
Before you do that, please post the video you made so far, just to check if it meets the technical requirements. This is just a check, because if it doesn't, then both your and my time will go to waste D: — Wind 05:07, 16 March 2011 (UTC)

I think it should have triple splitscreen showing the draining amount when youre falling/jumping, running and crouch-walking. --SandeProElite 18:57, 3 May 2011 (UTC)

Here's my first draft at this video. I thought it might be good to 'throw everything in' so to speak, to make it easier to see which parts to cut; it's intentionally long. http://www.youtube.com/watch?v=sDWesVeLOYY i-ghost 23:03, 18 March 2011 (UTC)

The main aspect of the C&D is movement-dependent cloak drain/regen, and I feel that this video doesn't show that obviously enough. It is demonstrated at the beginning but quickly and without transition between "states". Take your time, wait at least 1 seconds before (and after, if it applies) changing direction/crouching/standing up, etc. Also, it needs to demonstrate that it regenerates while uncloaked+moving.
As for what should be cut, I think the teleporter destruction part can be left out, as well as the cloak+disguise demo from 1:20 to 1:50. Also a pretty important thing is to show the enemy's vision of the cloak; for the regular IW, it was fine to use the engineer's voice commands to indicate vision/not-vision, but here it is not because the spy can be either invisible, visible, or semi-visible, but what is shown here is from a BLU perspective, so we see the spy all the time. So what I'd suggest to do is to respawn the Engineer mid-demo (while you're not looking in his direction) and record things from his POV; then use that as the central video during the last part instead of a third person view. Yes, this requires him to be a human player or to use a SourceTV demo, but I believe it's worth it :3 Also, since it's a long demo, feel free to do it in multiple parts joined together with fades, too. It's frustrating it is when you do everything right except one small little thing at the end of the take... Doing it in multiple parts helps — Wind 00:54, 19 March 2011 (UTC)
I believe that two things are missing from your video.
The C&D decloaks slower than the normal invis watch, and it also makes more noise. Smurfton 18:52, 12 October 2011 (PDT)

Red Mini Sentry.png Combat Mini-Sentry Gun

splitscreen between 2 of any class, demonstrate how the minisentry builds faster, then have soldiers fire a few rockets at both sentries to demonstrate how the minisentry has less health. {{subst:EpicCombine}}

Also needs to demonstrate that it builds with full health, that it can't be upgraded, and that you can't repair it — Wind 19:13, 13 February 2011 (UTC)

hmmm... lemme try and formulate a plan here...

  • Start with splitscreen, one normal sentry and one mini-sentry still in their toolboxes.
  • synchronize videos to show how the mini-sentry builds faster
  • start hitting both sentries with wrench (first sentry upgrades to lvl 2, minisentry does nothing)
  • have soldier fire at both sentries from a distance; hit both sentries with wrench again(to demonstrate that the minisentry can't repair health)
  • just to show that it isn't useless, switch scene to a battle vid with the sentry in action with a splitscreen between normal sentry and minisentry; show scout shooting at sentry while it slowly builds and destroying it, while the minisentry builds fast enough that it can do some significant damage.
  • end movie

how about that? leave a tip when ya got the time. EpicCombine 01:53, 18 February 2011 (UTC)

My suggestion: horizontal splitscreen as you said, then...
  • Deploy sentries and leave them build by themselves to show building speed differences.
  • Spawn an enemy bot (Pyro?) and let the sentries kill him to show the firing rate/damage differences.
  • Spawn an enemy Scout bot ouside sentry range and let him destroy the sentries with the pistol. Mini-SG should go down first.
  • Reset the screen.
  • With an enemy Soldier bot already present, deploy the sentries. When they're still building have the Soldier shoot a rocket. Hopefully the SG will be destroyed, while the Mini-SG survives.
  • Reset the screen again.
  • Deploy sentries and once both fully operational, have a enemy disguised Spy sap them. Wait a little before whacking off the Sapper. After a bit start repair them both. Mini-SG will not be repaired, SG will be. Keep hitting to upgrade the stock SG, while the Mini-SG won't do anything and be left damaged.
What do you think?--Kid Of The Century 18:03, 18 February 2011 (UTC)
All good, but remember that building demos should include all levels. On top of the mini/regular comparisons, there should also be (not at the same time, but probably before) comparisons between sentry levels. Firepower, rotation speed difference (this should also be shown on the minisentry, since it rotates faster), sapping time difference, (reflectable (this has to be shown, yes)) rockets on level 3. Should also include some range demonstration (walking in and out of a sentry's range, showing the range sphere when building) — Wind 18:49, 18 February 2011 (UTC)

Dead Ringer Dead Ringer

Hello, guys! Now I'm working on Dead Ringer demonstration, and I have some questions about it:

  • what kind of the possibilities of Dead Ringer must be shown
  • there must be only 1'st person view or 1'st and 3'rd?

Well, thats all about what I want to ask you User-Gringo Perm.jpg Gringo perm 17:35, 12 February 2011 (UTC)

Alright:
  • First, that it doesn't make you invisible when you activate it
  • Can only be activated at full charge
  • Activates on hit
  • Doesn't remove teleporter trails (I think...)
  • Has "Super cloak" (doesn't show outline when bumping against enemies)
  • Makes loud sound on uncloak
  • Can be recharged by ammo pack and dispensers while cloaked but extra cloak time is not "Super cloak"
  • Disguising as an enemy makes you drop the spy corpse on trigger, while disguising as an ally makes you drop that class's corpse on death
  • Can be self-triggered by fall-damage
  • Can be used to extinguish fire

That's all I can think of~ And yes, there will probably have to be third-person views (and views from the enemy side, in order to show the corpse drop for example). This is a tough demo that I don't think can be pulled off using bots alone — Wind 18:55, 12 February 2011 (UTC)

I would also suggest that having really low HP (i.e. 1 or 2 HP) will not bail you out from heavy-hitting weapons, even with the Dead Ringer out. Maybe make an example of the Decloaking sound, noting that it's much mroe louder than the Invis Watch or Cloak & Dagger. Lancer anti-tank Rocket 11:00, 15 February 2011 (UTC)

hey guys i made the dead ringer movie if you find any mistakes pm me. if it's good tell me and i'll upload it. hope you'll like it :) Link.StrongTube1 13:39, 10 March 2011 (UTC)

First, please upload it to YouTube as unlisted like the submission guidelines say~
Second, this video has quite a lot of problems, some technical and some content-wise. I'll only list the technical ones first so that you focus on these first, because no video can be accepted if they don't fit those:
  • Video is letterboxed (has black bars on top and bottom)
  • Video looks scaled up (as if it were recorded at a lower resolution and enlarged)
  • Framerate is a bit sluggish sometimes, especially when a new model is loaded (getting killed, or taking out the dead ringer)
  • There is "www.fraps.com" on top of all the video
  • Knife crit animation not playing (though you shouldn't need to backstab anything in this video since it's demonstrating the watch, not the knife)

Wind 21:47, 10 March 2011 (UTC)

Well, here's my take on the Dead Ringer. Download here. --Akuago220, The Jungle Expeditioner 07:10, 19 September 2011 (PDT)
Pretty damn good :3 But as you can guess, it ain't perfect yet~
  • Framerate is low during the first few seconds. I'm guessing it's Fraps, it just starts recording stutter-y and then it gets better. Just wait a few seconds before starting your actual run-through
  • I think that's a custom crosshair color... Seems a bit darker than the default one. I may be wrong though
  • Turn on critical hits for this demo (tf_weapon_criticals 1) so that the backstab animation plays and the Knife viewmodel animation works (and cross your fingers that the bots aren't going to get crits during recording)
  • Something like the clip at 1:39 should be part of the first clip, too. Maybe get someone to be the Soldier so that you can have his POV. It's important the the viewer knows what the Dead ringer looks like to both parties early on, with all three disguise possibilities (no disguise, enemy disguise, friendly disguise). So, summary of the first clip: Get a human to be the soldier and recording. Get him to shoot at you with the dead ringer active but no disguise. Stare at your corpse, then back at him, let cloak run out. Wait for cloak to recharge completely, disguise as RED, re-activate the dead ringer. Soldier shoots again, perhaps this time he can also shoot a second time like the current clip, to show that rockets are still blocked and that you take (reduced) damage. While you're invisible, also try to pick up your fallen disguise weapon to get a boost. Uncloak when cloak depletes. Then, wait for full recharge again, disguise as BLU, activate dead ringer. Soldier shoots again (and reloads), and this time try to uncloak when the cloak meter is not fully depleted (to show that you can). Then move on with the Pyro and the Medic, like the current clip does quite well.
  • On every dead ringer activation, make sure to always take a moment to stare at your corpse, like you did at 1:12
  • This is just a minor aesthetic remark, but at 1:17, it's preferable if you switch in one shot (use the number keys) instead of scrolling through weapons
  • 2:27 is hilarious and perfect
  • Leave the teleporters at level 1 so that they emit less light. They're kind of obnoxiously bright at they are, which I'm guessing the map is to blame here as well
  • The same way the non-blink-ness of the cloak is demonstrated at 2:50, the blinkiness of the cloak should also be demonstrated when it's extended by dispensers or ammo packs. This could be merged with the last clip with the dispensers and teleporters. If it is merged, then might as well merge the non-blinkiness as well. You can do this in a single dead ringering, too: get shot at, poke him a bit to show it doesn't blink, let the cloak almost run out, run to the dispenser, get recharged a nice bit (at least 50%), then go back to the engineer and show that now it does blink.
  • Audio glitch at 4:17 (dead ringer noise is doubled)

That should be all~ The structure is nice, usage of the new map is nice, content is there. Good luck :3 — Wind 22:51, 19 September 2011 (PDT)

I see. Well here are two things I need to refute:

  • I've always had that crosshair color for all of my demonstrations, even the one for the Cow Mangler, yet you accepted that one just fine.
  • Getting my friend to send me a 300+ MB clip will deem too time-wasting on both of our parts. Maybe for the second clip, I can demonstrated all 3 different POV segments you suggested, with a Scout still to show the corpses in one piece rather than gibbed; the point of the first clip was just to show how the DR works, how it extinguishes fire, and what kind of ammo can replenish it.

That is all. I'll get back to it later today. --Akuago220, The Jungle Expeditioner 07:56, 20 September 2011 (PDT)

Well I'm probably wrong for the crosshair then~ You could have your friend send you a demo file instead of a recording, too. It'll be much smaller, and no loss of quality due to re-encoding it — Wind 20:44, 20 September 2011 (PDT)

High Five! High Five!

Possible list of stuff to show in the demonstration:

  • Show yourself lifting your hand and staying there for some time, then release the action key.
  • Have someone else prepare the High Five to show the HUD message.
    • Run to that person and taunt to initiate the high five.
  • Show respective Hi Five animations (could be done in two ways):
  1. Class X high-fives Class X (so it shows the 2 possible animations for each class).
  2. Class X high-fives Class Y (so only one of the animations for each class is shown, although it takes half less time).
  • Show message when trying to high-five and facing an obstacle.
  • Show message when trying to high-five and facing a gap.

 –  Epic Eric (T | C) 17:19, 24 October 2011 (PDT)

  • Seems straightforward. I'm gonna collaborate with a Skype friend of mine (since he has the High-Five Taunt) to work on this demonstration tomorrow. I think I'll go for (Class X high-fives Class X) option just to show all the animations. --Akuago220, The Jungle Expeditioner 20:53, 24 October 2011 (PDT)
There's a little hitch; I can't see the message to high-five someone when someone wants to get high-five'd, neither can my friend when I try to get him to high-five me. --Akuago220, The Jungle Expeditioner 16:34, 25 October 2011 (PDT)
D: — Wind 18:00, 26 October 2011 (PDT)

RED Level 3 Sentry Gun.png Sentry Gun

These are just some ideas i have:

  • There is a heavy (or any other class with fairly high health) and have the engineer build a sentry (without getting hit with the stock wrench to build faster) and show how long it takes to kill the target. As it is building the engineer aims to the target and the sentry so they are both in view. Have the sentry kill the target.
  • Upgrade the sentry to level 2, spawn that same class (in a different corner this time, to show you can move the sentry to a different place) and have it kill the target. Do the same with a level 3 sentry also.
  • Then show how someone ubered can not get hurt but can get slowed down and tossed back from the level 3 rockets.
  • Then show a scout under the effect of Bonk! Atomic Punch will not get hurt.
  • Then show how someone with jarate on them can get crit killed and change the sentry kill icon.
  • Then show how the sentry can get controlled by the wrangler.

Now for things that can fit in there somewhere:

  • Show how the sentry can build faster by hitting it with your wrench.
  • Show how the level 3 rockets can get reflected by a pyros compression blast (may need to use the wrangler to empty it of bullets.)
  • Have three different engineers holding a level 1 2 and 3 walk next to eachother to compare the speed of an engineer holding it. (Also while an engineer is holding a sentry have him get killed to show the icon of his death and the sentry gun he is holding.)
  • Maybe if there is enough time left, show how long it takes to kill each class (maybe excluding the class we used up there) Scout-spy.
This would take way too long and take into accounts too many items. Things like the Scout's Bonk and the jarate are best left to their own demo; not sure the jarate is worth demonstrating anyway. For every comparison, doing it sequentially would make the video way too long, so this really has to be a split-screen, even if it's a 3-way one (not sure how that'd look). See the Combat Mini-Sentry Gun section for the list of things that need to be demonstrated — Wind 04:07, 1 March 2011 (UTC)

Possible to get a quick scene where we note the different sounds they make depending on level? -- Pilk (talk) 03:30, 12 June 2011 (UTC)

Well, that'd be "automatically there" by simply doing the comparison thing. — Wind 18:37, 12 June 2011 (UTC)

I'll do it, if nobody minds. Also, shouldn't sentry control go under the category of the wrangler weapon demonstration? Smurfton 18:47, 12 October 2011 (PDT)

Yes it should~ Good luck if you want to attempt this demonstration, it is a very, very long one D: As it is your first video demonstration, too, I think you should either try something a bit easier and shorter, or at least do a 10-second test clip of the beginning of a demonstration for a simple weapon like the Scattergun. Just to test the video quality and if you've got it all set up right :3 — Wind 20:36, 12 October 2011 (PDT)

While it is my first weapon demonstration, I have recorded videos before, and they were fine. the only issue I'm having is that I can't seem to get TF2 to find the map. any help would be lovely :) Smurfton 17:20, 14 October 2011 (PDT)

The issue is not whether you have recorded videos or not; it's whether you and your machine can record them at the right settings (720p or higher, 16:9, 30fps, dx9, AA 2x or more) and that you have the proper modifications set in place (no custom stuff except HudDamageAccount.res). As for the map, it should work as long as you extract the 2 .bsp's into tf\maps (relaunch TF2 after that) — Wind 17:36, 14 October 2011 (PDT)

I figured it out. Smurfton 17:37, 14 October 2011 (PDT) Right now, my computer has [s]several[/s] a rediculous amount of raw, uncompressed videos of that quality on it, and as long as there aren't more than 5 people (which I will need for the bonk, jarate, buff banner (which affects sentries when the engy is buffed)) on the server, I should be fine...Smurfton 21:38, 14 October 2011 (PDT)

Well alright, if you're confident, then go ahead :3 — Wind 23:17, 14 October 2011 (PDT)

In case you are wondering how I am doing, here is the first part. I needed to cut the video at some parts during the carrying sentry speed comparison, and so I'm going to be doing that again. the first two scenes I'm happy with, though. I seriously have not edited this at all... http://www.youtube.com/watch?v=agglKMgEbZU please, tell me your thoughts. Smurfton

This... is dx8 :( Or at least the DirectX 8-style lighting shaders. This is why I asked for a sample before doing the whole thing >:
Other than that:
  • The shadow has a low resolution and hard filtering (especially visible at 3:00)
  • Antialiasing seems to be off (I may be wrong though and it may be due to video encoding artifacts making the video blockier than it really is, but in that case, increase the bitrate you're encoding at)
  • There is a "jump" in the video at 3:30~3:32
  • That clip is there twice
  • There is no transitions between clips (a 0.5 seconds crossfade would help)
  • That clip is there twice too

Those are the technical problems with the video. There are some content and presentational problems as well, but I'll enumerate them when you can show a clip with the correct quality settings :3 That way not all of those clips go to waste :( Sorry... — Wind 23:29, 15 October 2011 (PDT) I really thought that I had Anti-Aliasing on, but you were right, it was off. Darn. Also, when I demonstrate that players cannot walk through buildings, should I mention that bots can? Smurfton 16:10, 17 October 2011 (PDT)

It is unnecessary to demonstrate such a thing (and hard to really demonstrate, too, as the viewer might just think you've voluntarily stopped moving forward). But as I said, please show a short clip with those issues fixed before continuing >: — Wind 17:05, 17 October 2011 (PDT)
Sorry about not saying anything for a while. I've found my external keyboard, and I'll be using that to have a few more keys to bind... I'll do this properly next weekend, I hope. About collision with buildings, wouldn't that best be shown by standing on top of them? Smurfton 07:38, 24 October 2011 (PDT)
As I just said, it is unnecessary to demonstrate this — Wind 17:06, 24 October 2011 (PDT)

Unarmed Combat Unarmed Combat

Pictogram wait.png Reserved by Mellotaku

Wanga Prick Wanga Prick

Pictogram wait.png Reserved by Mellotaku

Need to be redone

Black Box Black Box

I think it should show that the Pyro does get the +15 health bonus. Currently you can see the tiny health crosses over the Pyro, but a short demonstration from the Pyro's view would be better imho. The preceding unsigned comment was added by LeGenD`RaGe (talk) • (contribs)

Not a very critical change but OK — Wind 20:50, 8 October 2011 (PDT)

Bazaar Bargain Bazaar Bargain

Pictogram comment.png Needs to be redone (only lose one head on miss)

Pictogram wait.png Reserved by Zhnigo There's been some talk on the BB talk page about the old demonstration being a bit too erratic, I'll consider that. — Zhnigo 09:32, 21 October 2011 (PDT)

There it is, in full motion-blurry glory. :3 YT/MF. Srcdemo may be slow, but I just can't resist the final clean look, and stable FPS too. Guess for me it's just quality over quantity. — Zhnigo 15:22, 23 October 2011 (PDT)

Just out of curiosity, what framerate was that rendered at? — Armisael (T | C) 16:08, 23 October 2011 (PDT)

30 fps * 20 blended frames = 600 host fps :3 — Zhnigo 17:16, 23 October 2011 (PDT)

Well doesn't dat look dandy. There is some pretty bad audio desync issue at the beginning though (look at the first shot on the pyro, he squeals 0.7 seconds after he gets shot). This is probably due to that bug in source recorder which causes the .wav files produced when rendering at high framerates to be slightly off-sync. To fix this, simply rerender the demo with a more normal framerate (but higher than the game's demo tick rate of 33, otherwise some sounds may get skipped completely) and use the .wav from that render. Also, if you're going to go the same router as the saxxy and show the draw weapon animation, cut out any frame that contain the old weapon. Looks like some remnant of his hand in the bottom left corner right when the loadout screen closes. That might be part of the animation though, so ignore this if that is the case — Wind 17:06, 24 October 2011 (PDT)

Buffalo Steak Sandvich Buffalo Steak Sandvich

Pictogram comment.png Weapon now has a cooldown even when used at full health. LeGenD`RaGe 07:32, 24 October 2011 (PDT)

Cow Mangler 5000 Cow Mangler 5000

Pictogram comment.png Done but needs to be redone (new effects)

It said in the October 27th 2011 patch that the effects had been updated.

Chargin' Targe Chargin' Targe

Pictogram comment.png Done but needs to be redone (need to show pyro can stop charge with air-blast, demoman still have charge left when stop with air-blast and can charge while mid-air)

It needs to redone again because It doesn't not show pyro can stop charge with air-blast and demoman still have charge left when stop with air-blast. I think split screen is good to do this work. Hinaomi 06:55, 25 October 2011 (PDT)
I forgot charge while mid-air too. Hinaomi 07:40, 25 October 2011 (PDT)
Is that really necessary? ._. — Wind 12:13, 25 October 2011 (PDT)
I think if you show that pyro can stop charge and demoman still have charge left, everyone will know the way to stop charging demoman. But If you think doesn't need to redone then... Just on you Wind. Hinaomi 22:22, 25 October 2011 (PDT)
I don't think showing the fact that the charge meter doesn't decrease fully is necessary, but demonstrating the you can stop charges like this would indeed be handy — Wind 18:00, 26 October 2011 (PDT)

Golden Wrench Golden Wrench

Pictogram comment.png Solid corpses, no moving parts, and update kill line

Gunboats Gunboats

Pictogram comment.png Needs to be redone (current video does not use splitscreen)

It needs to be redone because it would be better if a splitscreen was used to compare self damage from rocket jumps. Thoughts plz Wind :3 SpaceAnimator 11:07, 28 October 2011 (PDT)

Pain Train Pain Train

Pictogram comment.png New taunt

Persian Persuader Persian Persuader

Pictogram comment.png Can't get metal from dispensers, less health from dropped weapons

Pictogram wait.png Reserved by Mellotaku

Saxxy Saxxy

Pictogram comment.png New taunts Pictogram comment.png Reversed by Wind (this is gonna take a while) — Wind 21:35, 13 October 2011 (PDT)

Not only new taunt. Kill line is change for some class. Hinaomi 06:35, 23 October 2011 (PDT)

Scottish Resistance Scottish Resistance

Pictogram comment.png Done but needs to be redone (Custom crosshair)

Splendid Screen Splendid Screen

Pictogram comment.png Done but needs to be redone (need to show pyro can stop charge with air-blast, demoman still have charge left when stop with air-blast and can charge while mid-air)

It needs to redone again because It doesn't not show pyro can stop charge with air-blast and demoman still have charge left when stop with air-blast. I think split screen is good to do this work. Hinaomi 06:55, 25 October 2011 (PDT)
I forgot charge while mid-air too. Hinaomi 07:39, 25 October 2011 (PDT)
Again, is that really necessary? — Wind 12:13, 25 October 2011 (PDT)
I think if you show that pyro can stop charge and demoman still have charge left, everyone will know the way to stop charging demoman. But If you think doesn't need to redone then... Just on you Wind. Hinaomi 22:19, 25 October 2011 (PDT)

Wrangler Wrangler

Pictogram comment.png New taunt

http://www.youtube.com/watch?v=MwNaWwzaBoAKarmacharger] (T | C) 04:52, 23 October 2011 (PDT) i already show the new Wrangler taun in this video.

http://www.mediafire.com/?hh6d3ot1cj9f65qKarmacharger (T | C) 04:52, 23 October 2011 (PDT) here was the original video file , so everytings are fine.

Nice attempt, but there's quite a few things wrong about it >:
  • There are black bars on the left and right side of the video
  • Frame rate is poor (video is choppy); must be at least 30 fps
  • There is a large audio lag (look at the time between the moment the engineer drops the sentry on the ground, and the time the sentry building sound starts)
  • You don't have the custom HudDamageAccount.res specified on the project page
  • Try to demonstrate on tr_target_weaponref_hdr preferably
  • There is an audio cut at the end
  • Some things are not demonstrated (sentry jump). Look at the current Wrangler demonstration

Hope this helps :3 — Wind 15:23, 22 October 2011 (PDT)

http://www.youtube.com/watch?v=oM8Ivz113Zk ———— KarmaCharger (T | C) 10:14, 23 October 2011 (PDT) Thanks For Telling me the wrong way i did , so now i was remake again i changed quality into 1080p and fps are 30 , i used the tr_target_weaponref_hdr map to make it and the sentry jump are done too. sorry for bad english.

http://www.mediafire.com/?j3q7qn726o67om2 KarmaCharger (T | C) 10:14, 23 October 2011 (PDT) This was the original video fire , so i hopes you can download it and upload it to the Official TF2 Wiki YouTube channel.

This is much better~ But still not perfect :(
  • Framerate is the same as the previous video (too low). Maybe your computer is too slow to record it? If it is, then you'll have to use Source Recorder to create your videos so that the framerate is smooth
  • There is still an audio cut at the end of the video (make the audio fade out slowly before the end to avoid this
  • At 1:17, the engineer's dialogue is cut
  • You should also show the differences between wrangled sentries and non-wrangled sentries (same as the current Wrangler video at 0:34)
  • You should show that you can sentry-jump and take the sentry at the same time (same as the current Wrangler video at 0:57)
  • You should show the effect of the sentry shield (same as the current Wrangler video at 1:15)
  • The transitions between videos are a bit too fast. After each clip, wait a second or two before changing to the next clip; and at the beginning of each clip, wait a second or two before starting to move

Thanks, keep up the good work :3 — Wind 11:48, 23 October 2011 (PDT)

Hello , so i have a problem with saving the video file , the video is already done . i used the vegas pro 10 to make it at the last setup saving it as wmv . but i can't even save it as a full screen thats a 2 black bar in the left and right side in the video , i just try alot of setting but thats still same.. :( so how can i save it as the video was no black bar and full screen? The preceding unsigned comment was added by KarmaCharger (talk) • (contribs)

This means that either 1) your game or 2) your Vegas project settings or 3) your Vegas rendering settings or 4) a combination of the former have an aspect ratio that is not 16:9. If #1 is true, then your footage is not 16:9, so you will have to re-record it :( — Wind 12:13, 25 October 2011 (PDT)

hello , i have some problem with my pc , so i lost the video and DEM files....... so i quite this sorry. The preceding unsigned comment was added by KarmaCharger (talk) • (contribs)

:( — Wind 18:00, 26 October 2011 (PDT)