Team Fortress Wiki talk:Weapon Demonstration

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Needed

Loose Cannon Loose Cannon

Pictogram wait.png This demonstration has been reserved: Akuago220, The Jungle Expeditioner 16:21, 20 December 2012 (PST)

New weapons are release, if you want to make a weapon demonstration with this weapon, I can let you borrow mine. Painted Batter's Helmet C36C2D.pngMassacreJr 16:03, 20 December 2012 (PST)

I'll give it a shot. I think I can get it myself. --Akuago220, The Jungle Expeditioner 16:21, 20 December 2012 (PST)

Sorry it's taking a while; the 3-way split is tough to do in Sony Vegas, even with the cookie cutter effect (the split is to show that no matter how long you charge the bomb, it doesn't change when it blows up). The demonstration will contain elements from both the loch n load demo and the beggar's bazooka (i.e. charge damage). --Akuago220, The Jungle Expeditioner 20:11, 31 December 2012 (PST)

Pictogram question.png question Are you going to demonstrate that the cannonballs are round(ish, Source's physics engine doesn't have true spheres), and as such there is more control over controlling the bounce / roll of them than the stock grenades? --Org 13:20, 3 January 2013 (PST)
That's interesting, not sure how easy it would be to demonstrate though. With a vertical split-screen of grenade launcher vs loose cannon and showing how both projectiles tend to bounce? Even then I'm not sure it'll be very clear. But it's worth trying to demonstrate — Wind 13:31, 3 January 2013 (PST)
That'd be pretty clear in my mind: Put a soldier a ways away. Fire for shells from both, have them roll at the sniper. The GL hits maybe one or two with some crazy bounces, and all four LC shots hit. Soldier dies, obvious difference. Darkid (talk|contribs) 13:48, 3 January 2013 (PST)
With the low damage of rolling cannonballs I'd suggest one of the 125 classes. --Org 00:59, 5 January 2013 (PST)

Well, here's the first version of it, and yes, I'm aware of the crit sound. This is just to see what can be added/improved. --Akuago220, The Jungle Expeditioner 20:45, 5 January 2013 (PST)

Pictogram comment.png opinion I think you need to show the projectile speed (Hidden status: +50% projectile speed) and timing of the grenade. (Compare it with Grenade Launcher) User Hinaomi Hinaomi-sig.png Hinaomi (talk) • (contributions) 21:31, 5 January 2013 (PST)
Projectile speed is not consistently demonstrated so it can't really be imposed, but it is demonstrated in Direct Hit which is sort of the equivalent of this weapon (faster projectile, less effective on ground contact) for the other explosive-using class, so I guess it should be demonstrated here too. And yes that crit sound needs fixing. Rest is good~ — Wind 12:07, 9 January 2013 (PST)
vdc:Prop_sphere Looks like they could theoretically have used this. Probably didn't.--Henke37 06:44, 14 January 2013 (PST)
I did not know that. Just assumed since with all my time playing with Source games I never encountered anything that looked like a sphere and acted like a sphere. Alright for my own edification I'll open it up in the model viewer and see what the bomb's collision looks like. (When I get home that is) --Org 07:58, 15 January 2013 (PST)

Hopefully this will do it for you guys. --Akuago220, The Jungle Expeditioner 13:09, 17 January 2013 (PST)

Disregard that last post; I forgot to add a fade out effect for one scene. It is fixed, now. --Akuago220, The Jungle Expeditioner 21:05, 17 January 2013 (PST)
Is good, please upload~ (also nice youtube id, you almost got all uppercase) — Wind 21:53, 17 January 2013 (PST)

Whoa, whoa, whoa, hang on just a second. Shouldn't you also demonstrate that the "misfire" can be used as an explosive jump (like the Beggar's Bazooka)? --Hermit527 16:47, 22 January 2013 (PST)

I thought that, too, and when I gave it a shot, the misfire had little to no force to propel me up in the air nor make me travel a distance like the Beggar's Bazooka could. In other words, it wasn't worth demonstrating. In fact, it moved me in a direction that was far from the expected direction. --Akuago220, The Jungle Expeditioner 11:04, 23 January 2013 (PST)
Alright then, please upload~ — Wind 17:11, 24 January 2013 (PST)


Memory Maker Memory Maker

Pictogram wait.png This demonstration has been reserved: - Uufje 04:16, 21 December 2012 (PST)

If there's a special requirement for this item, I might need some help with the whole "item.txt" thing or whatever that file is to edit your inventory. --Akuago220, The Jungle Expeditioner 18:54, 29 November 2012 (PST)

There isn't a special requirement, should be similar to the Conscientious Objector I'd think — Wind 22:22, 29 November 2012 (PST)
Is this getting the same 'super high quality' treatment as the saxxy? — Armisael (T · C) 09:59, 1 December 2012 (PST)
No, also please don't use <br/> — Wind 14:44, 11 December 2012 (PST)

If anyone wants to do this, be my guest; I could never get that items.txt file to work properly anyway. --Akuago220, The Jungle Expeditioner 16:21, 20 December 2012 (PST)

I'll take it then, my items_game.txt works fine. - Uufje 04:16, 21 December 2012 (PST)

After a few upload problems (gotta love YouTube) it's done: http://www.youtube.com/watch?v=TRokXK0zlYg - Uufje 14:23, 28 December 2012 (PST)

Non jiggle at handle? :( User Hinaomi Hinaomi-sig.png Hinaomi (talk) • (contributions) 16:15, 28 December 2012 (PST)
I think we should kind of give up jigglebones unless a workable solution is found. — Wind 18:27, 28 December 2012 (PST)
Is good except one things: The fades between the classes are too long. Half a second is good. Should be a small readjustment — Wind 18:27, 28 December 2012 (PST)
I couldn't get jigglebones to work either, so unfortunately I had to scrap them. Anyway, here's one with half a second of fade: http://www.youtube.com/watch?v=XtoY7rLiiWw - Uufje 09:31, 29 December 2012 (PST)
Is good, please upload~ — Wind 13:09, 31 December 2012 (PST)
https://docs.google.com/file/d/0B4-2Xsrp3Z86ODQ4eTcwc3U3clk/edit - Uufje 09:26, 1 January 2013 (PST)
This file is not publicly downloadable — Wind 13:31, 3 January 2013 (PST)
Whoops! Fixed. - Uufje 13:36, 3 January 2013 (PST)
Please use lossy compression - the saxxy demo is the only one that goes up losslessly. — Armisael (T · C) 07:10, 5 January 2013 (PST)
Sorry, this should be better: https://docs.google.com/file/d/0B4-2Xsrp3Z86YW1LWVprR1lGSjQ/edit?pli=1 - Uufje 09:50, 5 January 2013 (PST)

Quäckenbirdt Quackenbirdt

Pictogram wait.png This demonstration has been reserved: - Uufje 03:22, 19 November 2012 (PST)

All it needs to do are same as Invisibility Watch. User Hinaomi Hinaomi-sig.png Hinaomi (talk) • (contributions) 16:13, 16 November 2012 (PST)

Quack quack. http://www.youtube.com/watch?v=Lev3Ez0GqKY - Uufje 07:28, 23 November 2012 (PST)


some issue i found out :

  • Loadout clip is too longer , make it 4-5 seconds.
  • at 0:15 the voice menu is still visible.
  • at 3:01 glitched popdown.
  • you should show wait for the clock recharge.

if you could render all the clips with srcdemo2 that would be nice. User Karmacharger Charger 2.png Karmacharger 4:03 , 11/26/2012 (PDT)

It would be nice but it's not a requirement. However, if you used Source Recorder for this (which you should) then you can afford rendering at a higher framerate than this. The current framerate is acceptable though; it's just that if you can do better, why not do better, right? Also, on this one you didn't have the spy disguise menu glitch. You may want to do whatever you did here to your other demo.

Now for other matters:

  • Glitchy box thing at 3:01 indeed
  • That clip goes too fast between different states (cloaking, moving, shooting). Do it more slowly, look at the regular cloak demonstration. It shows things both ways and it waits a few seconds between everything it demonstrates

The voice menu thing isn't a big issue since you are using voice commands to begin with. It's an issue when it appears at times when it shouldn't, but that's not the case here — Wind 21:40, 26 November 2012 (PST)

I don't use SrcDemo² for these long demonstrations because it would take super-long to record. I'll try to mess with the framerate for next videos though. Anyway, I hope this is better: http://youtu.be/9NXQwW7xVnQ - Uufje 15:14, 28 November 2012 (PST)
Such a demonstration should only take a couple of hours to render at a decent framerate. If you want, you can render a coarse version for review, and if approved render a higher-framerate version and submit that as original file (just make sure to double check that it rendered fine). Other than that, the cloak blink clip still doesn't show it in two directions and ends too early, killcam is barely finished moving >: The pacing is better but still a little fast — Wind 22:22, 29 November 2012 (PST)
Sorry this is taking so long but it's hard to find someone else with a Quackenbirdt. Is it really necessary to show it in both directions? I can fix the other things but if that's a requirement I don't think I'll be able to do this, unless someone here has one and is able to help me record that clip - Uufje 04:16, 21 December 2012 (PST)
Yes it's necessary, but it's not necessary to have a real Quackenbirdt to do it. You can get away with replacing the invisibility watch model with the Quackenbirdt model and that should do it — Wind 15:00, 22 December 2012 (PST)
Or if you're lazy to edit item.txt, just ask me to borrow it if you want. User Hinaomi Hinaomi-sig.png Hinaomi (talk) • (contributions) 17:04, 22 December 2012 (PST)

I bought one, it was just 1 ref. I hope this is better. The name is Quäckenbirdt instead of Quackenbirdt because the one I bought had that name... not sure why it was changed here on the wiki. I didn't change tf_english, so I believe this must be the correct name. http://www.youtube.com/watch?v=--nftm_Mj4Q - Uufje 13:36, 31 December 2012 (PST)

dat engineer is a pyro 2:03 --/_|theguy299|talk|contribs|_\ 05:50, 1 January 2013 (PST)
dat Spy is a Demo 2:50 - Uufje 06:09, 1 January 2013 (PST)
Is good, please upload~ — Wind 13:31, 3 January 2013 (PST)
https://docs.google.com/file/d/0B4-2Xsrp3Z86ekVwdWo0aHJsU2c/edit - Uufje 05:47, 4 January 2013 (PST)
Please use lossy compression - the saxxy demo is the only one that goes up losslessly. — Armisael (T · C) 07:10, 5 January 2013 (PST)
Sorry, this should be better: https://docs.google.com/file/d/0B4-2Xsrp3Z86XzJQWGhPT3pMbjg/edit?pli=1 - Uufje 09:50, 5 January 2013 (PST)

Rescue Ranger Rescue Ranger

Pictogram wait.png This demonstration has been reserved: - OrangeJuicePanda 10:39, 22 December 2012 (PST)

http://youtu.be/iIwyKwAXUXA OrangeJuicePanda 23:21, 28 December 2012 (PST)

Pictogram comment.png opinion I question the ordering of the clips--I feel that it would be more logical to display the hauling mechanic first, the primary fire (repairing) mechanic second, and the movement mechanic third. For the repair, you should not have 59 metal--200 or 0, pick one. You should also repair right-to-left, not bottom-to-top in the building list. You should also empty the ammo of the sentry gun first (to show that it does (not) repair ammo). In the hauling clip, you should demonstrate the required metal issue first, not last. I'd reccomend hauling a dispenser, and then trying to haul a sentry in the first clip. Try to only hit attack once, so it doesn't spam the "can't pickup" noise. You could do this after every metal pickup, until you hit or pass 130. Darkid (talk|contribs) 06:32, 29 December 2012 (PST)
Pictogram comment.png opinion Also, show that it can't remove sappers, can be airblasted. (Can it repair friendly sentries when airblasted?) Darkid (talk|contribs) 14:36, 29 December 2012 (PST)
Alright here goes~
  • First and most importantly, there is no backpack view. Did you forget that?
  • Second and also pretty important, the first two clips give no introduction time; the clip starts right away firing or picking up something before the viewer has time to realize what is going on. When making these videos, keep in mind that the person watching them is not you, and has no idea about what the weapon does or how it works or anything, so you can't just start firing during the initial fade-in transition at 0:00. Watch some other weapon demonstration videos to get a feel for the required timing, and try to reproduce it. Leave ample waits before and after each clip, especially during recording, and then later if they turn out to be too long (which is very unlikely) you can just trim them out
  • Transitions between are too slow (half a second is enough)
  • Video quality looks meh-ish, especially the crosshair. It looks pixely for some reason? Check if you can increase your encoding bitrate or something so that it doesn't come out like that
  • I am assuming this was recorded with Fraps because it doesn't have any frame blending, which is fine, but that means there's the possibility that you forgot to record .dem files since recording with Fraps doesn't require them, so I'd like to take this occasion to remind you that .dem files are required (though not for rendering)
  • The clips do seem out of order like Darkid mentioned
  • Inconsistency in how things are demonstrated: The moving mechanic is shown in 3 separate clips while the repairing mechanic is shown in a single clip. Try to use a single clip for each
  • Always start with either 0 or 200 metal as appropriate, and if a Dispenser is built, it's nicer if it's already full of metal (but that's not really required)
  • Remote moving mechanic clips:
    • Don't start at the other end of the room; start close enough to the building**s** you're going to carry and stare at them for a while, so that the viewer has time to recognize them and locate them (and yourself) within the room, then move into position (the position used in the current video is fine) and then grab one. Then move around with it because why not? That way you also get to show the marked-for-death thing that the last clip shows (which again is a bit out of order). Then drop the building and wait for it to finish building/upgrading.
    • Move on to next building, don't grab it from the same place that you grabbed the first one from, move around the room a little bit, drop it somewhere, watch it grow
    • Move on to teleporter, same deal, you can afford moving less since that has been demonstrated well enough by now (but don't stay completely static, it looks like you can't carry it anywhere)
    • Remove what is currently the last clip, since that will already have been demonstrated
  • Remove repairing mechanic clips:
    • Some things to consider: Starting with 0 metal would be good here, because it would show that you don't need any metal to repair things. Then you can move close to your dispenser to grab some metal and show that it doesn't change the repair rate at all
    • Don't fire at buildings from the same distance during the entire video. That will demonstrate whether the repair rate suffers from damage falloff or not, the same way the regular shots do
    • Maybe show that you can still repair things with the Wrench, not sure if worth demonstrating
    • Show whether it restores ammo or not, like darkid said (maybe in a separate clip)
    • Show whether it upgrades buildings or not (maybe in a separate clip)

That should do it~ Good luck, this is not such an easy demonstration — Wind 13:09, 31 December 2012 (PST)

Thanks for the response. I did not use fraps to record it, but instead I used Source Recorder, so I do have .dem files for it, and saved each frame seperately and used me video software to turn them into one file. (I know you can save it in H264 format but I think the quality through this method ends up looking better) Also I do not have any screen capture software as of right now so do you know of any free ones? As far as the clips go, having 59 metal was actually a mistake of mine when recording it. Other than that I will redo the other clips and make any other needed changes. OrangeJuicePanda 12:46, 3 January 2013 (PST)
If you did use Source Recorder then would you mind rendering at a higher framerate? That way it looks smoother when blended down to 30fps on youtube. Yes the quality is better if you don't save it with H264 directly. For screen capturing software, well, Fraps probably, and the usual alternatives (Dxtory etc). Make sure you use something that taps into DirectX for capture, not something that just takes a lot of screenshots (Camtasia Recorder does that for example) or else it won't look smooth — Wind 13:22, 3 January 2013 (PST)
I set host_framerate at 30 frames per second and render at 30 frames per second. Also what format should I render the video as?

The preceding unsigned comment was added by OrangeJuicePanda (talk) • (contribs)

Try setting host_framerate to 90 or 120 and that should already make quite some difference for not much extra render time. As for the format, anything that youtube accepts and correctly converts as HD and that isn't unreasonably large and that doesn't make youtube desynchronize audio/video and doesn't show too many artifacts and not interlaced and and and etc.. basically just put it on youtube, since that is where it will end up, and if it looks bad then change format — Wind 12:07, 9 January 2013 (PST)
In regards to the above suggestion that the last clip should be deleted, it seems to me like it would still be a good idea to demonstrate that the user is marked for death both when carrying things using the special ability AND when carrying buildings normally (at least I know that was something I didn't realize at first). It could probably be shown in the same clip as the teleporting/movement ability, just demonstrate that the gun can pull a sentry, dispenser, and teleporter, then using the wrench pick up the second teleporter normally to demonstrate a) it can still be done and b) it also marks you for death. I'm sure there are other and possibly better ways to demonstrate this but in my opinion it'd still be a good thing to include. -Mizuumi 13:22, 11 January 2013 (PST)
I guess so, but in that case it should be shown in third-person camera, otherwise it's hard to tell — Wind 18:03, 11 January 2013 (PST)

Alright, a few questions about this demonstration:

  • Should it be demonstrated that enemy buildings are still damaged by the bolt normally or is it safe to let that be assumed? And should the repair effect be demonstrated on another friendly engineer's building?
You could do all of those in the same clip, just have 3 dispensers up (yours, friendly, enemy). Shouldn't be a lot of extra time/effort — Wind 21:53, 17 January 2013 (PST)
  • The wrench demonstration doesn't show every one of its effects on every building, so is it safe to demonstrate the repair effect on one building, the carry effect on another, and let it be assumed that both abilities will carry over to every other building? Or does it need to be demonstrated on every building as in Panda's first upload?
Just one building is fine — Wind 21:53, 17 January 2013 (PST)
  • http://www.youtube.com/watch?v=3rDDsV7FQhw This clip is only of the first part demonstrating the weapon's damage and doesn't include the loadout screen or the background music, so it's faaar from finished, but is the quality acceptable as far as graphics, video, audio, and the demo itself? (I'm a little concerned in that department, specifically the somewhat-jerky mouse motion and, now that I look at some other clips again, the taunt portion, damn box getting in the way!)
Quality is fine, camerawork is fine as well — Wind 21:53, 17 January 2013 (PST)
  • I thought, given that the projectile's trajectory, speed, and trail are all reminiscent of the Huntsman, I'd demonstrate that headshots do no additional damage, but if that's deemed unnecessary and too distracting or something, I can redo it without.
Nah, not necessary — Wind 21:53, 17 January 2013 (PST)

Sorry for the question overload, I just thought I'd get second opinions on things I wasn't sure about before making the clips, recording and rendering take an awfully long time and I'd like not to need to redo more than I have to.

You'll get used to it :3 and hopefully that'll translate into faster turnaround timeWind 21:53, 17 January 2013 (PST)
Alright, thanks a bunch for the answers and feedback! I admit i haven't been in a huge rush to finish, but now that I've got most of my concerns answered I should be able to get it together soon.
There is at least one more thing, though, I thought I had the airblast clip figured out, but I need to have one clip from the perspective of a RED team member to show the effect on an enemy dispenser. I figured I'd just record the clip as a red pyro until I remembered that bots can't hold non-stock items, so the engineer would be stuck with the default shotgun. I looked at the Crusader's Crossbow video because the effect is similar in nature and found that they had a clip from a red heavy's point of view being shot with the airblasts, with the blu medic's view in the lower right corner. This seems like a good approach, but how did they manage to get the demo from both players' point of view? The only way I could think of would be running a private dedicated server with replays enabled, which I'm not sure it's possible for me to do. I suppose in a pinch I could connect the other computer in the house via LAN and show the viewpoint of the red engineer staring at the dispenser, though it's not a very elegant solution and that computer gets extremely poor performance/framerate in TF2, and I don't know whether that could possibly create inaccuracies in the demo file. If there's no other feasible way to work around it I'll try that, but I figured it wouldn't hurt to ask if there was any other way.
You indeed have to run a server and have two players (one of which can be you) join it. You don't have to have replays enabled, just need to have both players record their own demos. You can also run multiple instances of TF2 on the same computer if your PC can handle it, you can turn down the graphics a lot (and turn them back up again to render), you just have to be quick alt-tabbing I guess — Wind 17:11, 24 January 2013 (PST)
Also, is there a way to spawn buildings immediately on a given team (and maybe at a given health)? I've searched around and haven't managed to find anything that doesnt involve using sourcemod plugins on a dedicated server, so I'm guessing I'll probably just have to use bot engineers for constructing buildings that aren't mine, but again, never hurts to ask.
Not instantaneously, but you can make bots build buildings using bot_mimic — Wind 17:11, 24 January 2013 (PST)
Again, thanks for all your help, and sorry for the wait on this project. -Mizuumi 01:42, 19 January 2013 (PST)
There's no rush — Wind 17:11, 24 January 2013 (PST)
Deleted the first two questions because I think I kind of answered them myself, but I would still at least like to know if the test clip is passable, or if I should do anything differently with the demo or the video rendering. -Mizuumi 11:16, 16 January 2013 (PST)
In regards to the trajectory question, just change the damage demonstration to be similar to the huntsman (or the unscoped sniper rifle). Aim for the head, then the body. Darkid (talk|contribs) 08:08, 17 January 2013 (PST)
Not necessary — Wind 21:53, 17 January 2013 (PST)

Just an update to let anyone watching know that my computer has been busy rendering all the various clips for this demonstration for the past 3 days, I'm on the last clip, and I'm probably going to have to re-record the demo for it (which, coincidentally, is the most obnoxious one to record) thanks to those wonderful wacky demo system bugs that, overall, have probably doubled the amount of time I would've otherwise had to spend on this project. And odds are once the video is reviewed I'll have to re-record at least a few other sections as well, in retrospect I reeeally should've done low-quality test-renders first. BUT gripes aside, most importantly, just know I haven't abandoned this yet and progress is being made. -Mizuumi 03:14, 23 January 2013 (PST)


Alrighty, here goes, first edition of my attempt at this demonstration: http://www.youtube.com/watch?v=owZcdSH8nQo

There are already several problems I noticed and concerns and observations I have, but a bit too late:

  • Carry ability clip: Probably the biggest problem clip; the walk from the sentry back to the dispenser looks somewhat drunken; I should have stepped away from the dispenser before picking up the sentry instead of picking it up and walking away at the same time, it rushes the viewer and doesn't give them enough time to figure out what's going on; I should have moved around a bit when I picked up the sentry from close range, and some of the timings are a bit slow. A level 3 sentry was probably unnecessary as well, and just wastes time setting up for no real reason. If any clip is gonna have to be redone, it's this one.
You should have waited until you had a full 200 metal, step away from the dispenser, then grab it. The timing wasn't slow, it was fine, except the initial grabbing which is very fast (grabbing as soon as you get enough metal + start moving immediately is just too much). A level 3 sentry is fone too, there's no rush — Wind 17:11, 24 January 2013 (PST)
  • Damage side-by-side: The splitscreen HUD doesn't move the marked for death icon along with the health. Not a huge deal and I'm not sure I can fix it, but if necessary I could try recording with the ammo & health splitscreen HUD instead of the just-health one to see if that changes anything.
It probably won't. Either fix it or switch to third person so that the skull icon is visible. The timing is also too fast on this one, it's kinda hard to tell which side has the Rescue Ranger on the first watch (it may be obvious to you but that's because you made the video. Try to put yourself in the mindset of someone to whom all of those clips are new) and the rocket arrives a split second after the pickup (not enough time for the player to register why one dies but not the other) — Wind 17:11, 24 January 2013 (PST)
  • Repair clip: Not sure why I moved the cursor away from the dispenser at the end. Other than that, I'm fairly happy with this one.
You need to reload at the end of the clip. It's a silly rule but it still stands — Wind 17:11, 24 January 2013 (PST)
  • Ammo/upgrade demonstration: I thought an un-upgraded sentry dry-firing at an enemy would be the clearest way to demonstrate that neither ammo is refilled nor upgrades applied, at the risk of being a little obnoxious. It could use a teensy bit more rest time at the beginning when aiming between the sentry and the soldier, which would be no problem to fix in premiere.
This clip is fine~ — Wind 17:11, 24 January 2013 (PST)
  • Sapper demonstration: No real issues that I've noticed yet.
Looks good too~ — Wind 17:11, 24 January 2013 (PST)
  • Airblast demo 1: I'm iffy about my approach to this one. I didn't want to spend time setting up a dispenser in front of the eng after the first shot, and I didn't want to have to separate it into 2 clips, but to get the eng far enough away that the airblast doesn't push him and get the dispenser far enough back from there that the eng is out of range and doesn't immediately start getting healed, the pyro and dispenser have to be too far away to see in the same frame. If I redid this one, I would probably have the engineer just set up a dispenser in front of himself so I don't have to keep flipping views back and forth between them. Also, I wasn't sure whether it was necessary to watch the dispenser get destroyed completely, so I tried to leave enough hangtime when he first looks at the damaged building that the clip could be cut thee, but in retrospect it's probably important that one of the airblasted bolts hits the building while it actually is damaged.
  • Airblast demo 2: I used the other computer in the house to record from the red eng's point of view, and the poor performance of that computer does seem to have caused some minor problems, namely the sound of the wrench hitting his hand periodically repeats faster than it should, and from his view the blu engineer appears to twitch around a little bit. I cropped the blu perspective a little bit because a) his building hud display isn't important here and b) I didn't like the "Dispenser built by RED Engineer" box being covered up halfway by the other clip. I don't think the crop makes too big a difference, but if I'm wrong by all means tell me. I stupidly forgot to refill the pyro's ammo, so right after the last airblast (fortunately at least not before that) he runs out of ammo and switches to shotgun. This was a dumb oversight and I understand if it needs to be fixed.
Not a huge deal, these clips are good :3 — Wind 17:11, 24 January 2013 (PST)

Hah, I wish the wiki had a spoiler tag, I feel awkward leaving a huge block of text every time I come back to this page, but oh well. I'd be grateful if Wind and anybody else would watch the video, give some feedback, and tell me what needs to be redone! (I'll upload the demo files once I've got approval on a final version) —Mizuumi 13:28, 24 January 2013 (PST)

opinion Generally, you're doing the whole thing a bit fast, slow down after you do something with the mechanics of the weapon. Also, don't forget to reload at the end of each clip. Consider using teleporters for some clips (like #6) to show that it's all buildings.
Clip #1: Your view was a bit jerky, otherwise fine.
Clip #2: Look at the sentry, turn around, run straight to dispenser. Put the dispenser a bit to the side, or stop in front of it. Turn around, wait a beat, try to pick up sentry. It fails, so get 200 ammo and do it again. Wait a beat, do not go third person and place; do not fast-upgrade. It's just another confusing bit. Don't pickup and replace.
Yes — Wind 17:11, 24 January 2013 (PST)
Clip #3: Again, slower. Set the scene for a good second, pick up, wait a half second, then fire. Synchronize this if possible, using the wait command. It will look much nicer.
Synchronization is optional; the current clip is good enough in that aspect — Wind 17:11, 24 January 2013 (PST)
Clip #4: Speed was good this time. However, you could put the dispensers at different locations, and that would do the trick. That would be much more obvious, as it would take the same number of shots for each. Be sure to zero your metal for this clip.
Not really sure what you mean here — Wind 17:11, 24 January 2013 (PST)
Your dispenser is same position, friendly one is farther away. Demo's the falloff.
Clip #5: No need for a player there, and lower the health of the sentry too.
Having a player here helps pointing out the fact that the sentry is out of ammo. The HUD alone is a poor indication — Wind 17:11, 24 January 2013 (PST)
Clip #6: Wait until AFTER "dispenser down" to start reloading.
Not a big deal — Wind 17:11, 24 January 2013 (PST)
Clip #7: Don't start with the dispenser. As per Crusader's Crossbow, demo the simplest first, the airblast kill (suicide?). We already know you can't heal other team's dispensers (from #4), so don't demo it.
That is demo'd first. The reflect-to-dispenser thing is not really important but it's interesting enough, is good — Wind 17:11, 24 January 2013 (PST)
Kill icon isn't shown, I thought that was a requirement? I know we've been lax on it recently, though. Darkid (talk|contribs) 17:44, 24 January 2013 (PST)
Clip #8: Start with the dispenser burning. Record as the blue engie, looking at the dispenser. It won't stop burning, so this should be sufficient. Make sure to get both the pyro and dispenser in-shot. Darkid (talk|contribs) 14:31, 24 January 2013 (PST)
Current clip is fine, let's not demonstrate the bare minimum number of shots just because it's strictly sufficient — Wind 17:11, 24 January 2013 (PST)

Comments added inline on both your and darkid's comments. Not easy to follow though, but maybe easier than yet another big list? Regardless, good luck~ — Wind 17:11, 24 January 2013 (PST)

I agree with a lot of these critiques (and thank you for giving them!), though I will wait for the word from wind before I make any final decisions. A few points to raise:
  1. I agree the camerawork isn't perfect, I just don't know that it's worth another 3+ hours of render time to iron it out :V Again, I'll wait for the official word there.
  2. There was a reason for not immediately turning around from the sentry, but in retrospect it's not a very good one and what I meant to show isn't obvious at all. The third person view is for showing the marked for death effect fading in and out, as per the GRU. I know I've seen people who were unclear on whether the rescue ranger still allows you to pick up buildings normally and whether it still marks you when you do, so I don't think the picking up and redeploying should be omitted. I will probably stick with a level 1 or 2, since the extra redeploy time just makes things take longer (the same would apply to a level 2, but idonno, the dual-barrel sentries are just more aesthetically pleasing and visually clear from a distance)
  3. Using wait is an excellent idea here and I feel awfully stupid for forgetting it.
  4. Once again, here I had a reason at the time for not putting one blue dispenser further back, and once again in retrospect it was actually a really bad reason :V so I'll move one back for the next try. I was careful to zero my metal, though some does get picked up as I run past the dispensers, which won't be an issue when I redo it.
  5. Why lower the health? The repair mechanic has already been demonstrated by that point so I feel like that would just confuse things. I agree the soldier might not be necessary, unfortunately I didn't have a precedent to go on as the wrench demonstration does not include its ammo-replenishing ability. (Though just now I did check the sentry gun video, and it is demonstrated there, ammo not fully depleted, but it IS immediately after firing at an enemy)
  6. Even with auto-reload off, the weapon automatically reloads once the clip is depleted. I could only fire 3 bolts, though I feel like 4 is better for making it absolutely clear no damage is being done to the sapper. One thing in a similar vein to your complaint though, I do feel like perhaps I should've waited for "Spy sappin' my sentry!" to finish before firing the first shot.
  7. I'm not sure why the first and last complaints are being raised, since I didn't do either of those things, but if Wind would rather have me airblast kill the engineer first then do the dispenser in another clip then I'll do that.
  8. If it is necessary for me to redo my approach to this clip, that's how I'll do it, if only because it's a heck of a lot less pain for me, in recording, rendering, AND post-processing :P
- As for the note about using a teleporter somewhere, I do agree It's a good idea, the main reason I didn't is because the wrench demonstration never does and it was my precedent for a lot of this. I'm not sure about putting it in the sapper clip, though, maybe replace the friendly dispenser in the repair clip with a teleporter? I feel like it's more clear to demonstrate an effect that it DOES have on multiple kinds of buildings, rather than an ability it DOESN'T. (Side note - should the other end of the teleporter be up somewhere in the room so that the one being shown spins? It would help it stand out more, at least)
Mizuumi 17:42, 24 January 2013 (PST)
The above would make more sense in-line, or numbered so I know what you're referring to :) Yes, other tele should be in-room, visible. Probably. :/ I'd wait for wind's say-so here. Darkid (talk|contribs) 17:46, 24 January 2013 (PST)
Hmm, aren't they numbered? I was labeling everything #1,#2.. until I previewed and saw that the #s were automatically creating a numbered list, at least for me :o but I suppose wiki markup isn't really the most crucial thing to be discussing right now, lol -Mizuumi 17:59, 24 January 2013 (PST)
Ahah, oh boy, simultaneous comment edits, now I've gone and made a mess ;u; But in answer to Wind's comment about darkid's suggestion for #4, I'm pretty sure he means have one dispenser/building further back to demonstrate the lack of falloff instead of having them at the same distance and trekking across the room. Other than that, thanks for the notes! What do you think of the idea of putting a teleporter in somewhere? —Mizuumi 17:49, 24 January 2013 (PST)

Vaccinator Vaccinator

Pictogram wait.png This demonstration has been reserved: - Uufje 03:19, 2 January 2013 (PST)

Should it show the perspective of the healing target? The icon on the HUD? The icon shown over players? The Übercharge shield particle effect that other players see?--Henke37 06:44, 14 January 2013 (PST)
Yes. — Armisael (T · C) 07:50, 14 January 2013 (PST)

Alright, this is a very long and complicated one. I tried to show everything as clearly as possible. In retrospect, I don't really know if I should've included the overheal difference clip with the Medi Gun since that's already sort of shown in the Übercharge buildup clip. Anyway, I did my best, and here it is: http://www.youtube.com/watch?v=MrX19KlyZ1k - Uufje 13:58, 17 January 2013 (PST)

Yes, please cut out the overheal difference clip because the clip right after it subsumes it. Also, you didn't show the uber effect on the medic. You should record a set of three other demos for all damage types, but this time with the medic being shot (without an uber target present, to keep things simple and to show that it works without a heal target). Rest is pretty good~ — Wind 21:53, 17 January 2013 (PST)
http://www.youtube.com/watch?v=_Gnaj8nmQM0 - Uufje 11:59, 20 January 2013 (PST)

Do not forget to show whether or not you and your heal target can capture points, payloads and intelligences while under the effect of uber. --JacomeFelg 07:10, 19 January 2013 (PST)

They can capture objectives while under über effects; the Quick-Fix allows that too and doesn't include a clip about it so that's why it's left out in this demonstration too - Uufje 11:59, 20 January 2013 (PST)

This doesn't really demonstrate the effectiveness of the protection. It'd should be two-way split-screens between without-uber/with-uber for each type, like the previous clips (2:40 - 3:19). There's also something else this video doesn't demonstrate which I didn't think of before: whether or not you can view the damage type shield icon thing on enemy medics and patients. Currently it only shows it on the medic as spy, it would be nice to show a Heavy-Medic pair seen from a non-spy's perspective. Rest is good~ — Wind 17:11, 24 January 2013 (PST)

Cosmetics

Dead Little Buddy Dead Little Buddy

Pictogram comment.png Pyroland assists

Unknown Monkeynaut Unknown Monkeynaut

Pictogram comment.png Pyroland assists

Boo Balloon Boo Balloon

Pictogram comment.png Pyroland assists

Deadliest Duckling Deadliest Duckling

Pictogram comment.png Pyroland assists

Reindoonicorn Reindoonicorn

Pictogram comment.png Pyroland assists

Prize Plushy Prize Plushy

Pictogram comment.png Pyroland assists

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 8:38 , 1/22/2013 (PDT)

i don't have the item so need to wait until it tradable. User Karmacharger Charger 2.png Karmacharger 8:38 , 1/22/2013 (PDT)

Need to be redone

Back Scratcher Back Scratcher

Pictogram comment.png Should show if the health bonus/penalty stays while using other weapons.--Uknownada 20:18, 17 January 2013 (PST)

I guess that's a good thing to show. The equalizer's no-healing effect only applies when wielding it, so by contrast it would be a good idea to show that this isn't the case for this weapon — Wind 21:53, 17 January 2013 (PST)

Bonk! Atomic Punch Bonk! Atomic Punch

Pictogram comment.png Previous version has UI glitch saying "Reverting capture" in the last clip

Pictogram wait.png This demonstration has been reserved: - Uufje 05:47, 4 January 2013 (PST)

Weird. Already needs to be redone, again. How do I prevent this UI glitch? Ben10508 19:31, 22 October 2012 (PDT)

Yes, I caught it just before I was about to publish it... I don't know how to fix it, but Karmacharger had the same problem and he fixed it somehow so he should be able to tell you. — Wind 19:33, 22 October 2012 (PDT)

Used a different to demonstration the control point clip Ben10508 17:13, 25 October 2012 (PDT)

It doesn't show "Blocking capture" when you're blocking the capture :( You should probably start the deni with both players off the point, then move the Soldier on it and start the rendering at that point — Wind 13:05, 27 October 2012 (PDT)
I can record the clips, but I cannot render because of this different shading as said in the Enthusiasts Timepiece demonstration section. I guess I'll just wait it out. Ben10508 14:07, 27 October 2012 (PDT)

I am dropping this demonstration and the Enthusiasts Timepiece. Feel free to take my reservation. Ben10508 12:59, 14 December 2012 (PST)

http://www.youtube.com/watch?v=5pK_SL8x3Dk - Uufje 13:58, 17 January 2013 (PST)
Transitions are too long (half a second is fine). Wait a bit more at the end of the intelligence clip, currently the clip ends as soon as the voice clip ends (you can take some time back fro mthe transition, that way you shouldn't have to record anything more and the video duration is exactly the same). The cap point isn't showing "Reverting capture" which is good because it's what the redo is about, but it isn't showing "Blocking capture" either so it's not much of an improvement. Also, at 1:08, you're standing right on the edge of the point; that would be fine if the clip didn't have to be re-recorded for some other reason, but since it does have to be re-recorded, make sure you are more clearly away from the point when you step off of it
http://www.youtube.com/watch?v=wWIUCMWLT2A - Uufje 11:59, 20 January 2013 (PST)
Probably should have left it run for 2 more seconds for the cap to complete but oh well. Is good, please render at a higher framerate and upload~ — Wind 17:11, 24 January 2013 (PST)

Disguise Kit Disguise Kit

Hey, I think on the Disguise Kit weapon demonstration, it should show that when you disguise, hats, miscs and non-stock weapons will show up because for quite sometime when I first played TF2, I used to think spies can only disguise with the default loadout. --Navi 10:56, 8 January 2013 (PST)

I'd think most people who remember that have since then realized that this is not the case anymore. And for people who don't remember that, then this would be useless to demonstrate (and probably look confusing) — Wind 12:07, 9 January 2013 (PST)
Also, they haven't shown that you can be burned if you disguised as Pyro. --Navi 12:46, 8 January 2013 (PST)
That one I guess is a good thing to demonstrate, but by itself it isn't enough to deserve redoing the video. But something to keep in mind for next time I think — Wind 12:07, 9 January 2013 (PST)

Enthusiast's Timepiece Enthusiast's Timepiece

Pictogram comment.png Needs to show that you can't cap points or intel while cloaked.

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 1:40 , 1/12/2013 (PDT)
  • 1st time doing this, wish me luck ^_^ Scoot-teh-Destroyer 11:32, 2 October 2012 (PDT)
  • Any reccomend actions for the map I should use to demonstrate the inability to capture control points while invisible? I was thinking Dustbowl, but I think a king of the hill map would better suit it... Scoot-teh-Destroyer 06:54, 3 October 2012 (PDT)
  • k thx :3 Scoot-teh-Destroyer 08:01, 3 October 2012 (PDT)
  • ok I'll have it by the end of this weekend ;) Scoot-teh-Destroyer 06:16, 4 October 2012 (PDT)
    • Ok I have no idea why this is happening but my demos don't play smoothly (like other demos, especially the most recent ones) even though I followed all the rules and it was set on max graphics... I don't have a computer powerful enough to run TF2 in max settings, but the Demo page on the wiki says it doesn't matter... Is it my computer or how i rendered it which is causing this?
Define 'play smoothly' - if the video lags while playing it, it is most likely a compression issue. Recompress it. If you mean the video doesn't have frame blending from srcdemo2, then you've done something wrong. Pigophone 15:57, 4 October 2012 (PDT)
  • Did not have frame blending in my mind while doing it ill have it redone :p Scoot-teh-Destroyer 05:57, 5 October 2012 (PDT)
  • Ok one last issue and I will be able to record without any issues... I need Java for 32bit computers... Anybody got a link? I have a 64bit computer btw, so looking for 32bit Java is really hard on this computer. Scoot-teh-Destroyer 08:12, 6 October 2012 (PDT)
    • You can download Java here. Pick a JRE or a JDK (whichever), and then on the next page you can download it for Windows x86 (32-bit) or x64 (64-bit).
    • Since this is your first demo, I suggest that you first submit a sample clip (10 seconds or something) of whatever you want, just to check the video/audio quality. If you're going to use demo files and SrcDemo2 then it's a pretty good start, and it means you probably won't have to reshoot if the video ends up being bad in quality, but it's not the only thing that matters (video codec, quantizer settings, audio codec, A/V synchronization, etc.). So in order to check for all those things, I suggest submitting such a clip~ — Wind 16:08, 7 October 2012 (PDT)
  • Ok sure thing... I'll send a clip done with Srcdemo2 in a lil' :p. [edit] it's not launching... so right now im using vdub and a very high host_framerate for the sample :I. Scoot-teh-Destroyer 18:59, 7 October 2012 (PDT)
I think we should give Scoot-teh-Destroyer as much time as he needs because this is his first time doing a demonstration and it's even a Spy watch which is not the easiest thing to do Ben10508 19:30, 7 October 2012 (PDT)

I'm taking this demo because Scoot-teh-Destroyer seems to be having trouble. Ben10508 14:54, 22 October 2012 (PDT)

This may take just a bit longer, Spy watches are not too easy. Ben10508 13:01, 26 October 2012 (PDT)

I noticed that after the big Halloween update, my shading is different than usual. Not sure if this is happening to anyone else. Pretty sure it is because of the update and not my computer itself. Here is an example. I was working with Akuago for this. Ben10508 21:34, 26 October 2012 (PDT)
Something is definitely odd here. Maybe check if it's adjustable through from special variable, or perhaps postpone this until the event is over (reservation should stand) — Wind 13:05, 27 October 2012 (PDT)

My original shading is now back so I can now render the clips but I've noticed this flashing purple square thing at the bottom. Here is an example. I rendered and used the first clip. Ben10508 11:40, 6 November 2012 (PST)

I have that too... I solve it by setting up a map (by using the map command) first, the demo's played after that don't display the purple thingy anymore. - Uufje 15:47, 6 November 2012 (PST)
That's the wheel of fate HUD element, which causes problems with newer demos. You can either re-record the demo, or edit your HUD to move that element off-screen. — Armisael (T · C) 16:43, 6 November 2012 (PST)
@Ben10508 , to fix that flashing purple square you need to start a random map and play the demo again then the flashing purple square should be gone. User Karmacharger Charger 2.png Karmacharger 7:04 , 11/9/2012 (PDT)

I am dropping this demonstration and the Bonk! Atomic Punch demonstration. Feel free to take my reservation. Ben10508 12:59, 14 December 2012 (PST)

Everythings is finished but i got a problem about playing demos i belive image would be easy to explain , it doesn't show it while recording , only show when i play the demo (show for 16 seconds) , is there a console command to disable/hide that? as for the Invisibility Watch Demo the last clip it has the samething too , that's why i waited 16 seconds before i start the moment , hope you know how to get rid of that. User Karmacharger Charger 2.png Karmacharger 10:32 , 1/17/2013 (PDT)
I think you could fix that by doing a HUD edit but I don't really know what to edit. However, here's another idea:
  • Render the demo (with the thing showing for 16 seconds)
  • Do cl_drawhud 0
  • Render the demo again
  • Import both renders in Vegas on top of one another, on two video tracks. Put the cl_drawhud 0 version above the other one.
  • Add a mask to the top video track so that it only shows the part where the annoying HUD box would be in the first version

This way you should have a video with the HUD box in the middle removed.

Otherwise, just do the same as you did before (wait 16 seconds at the beginning of the demo) — Wind 21:53, 17 January 2013 (PST)

http://youtu.be/y-nYJ8c69Ng , i know there are graphic glitch. vegas pro keep render the samething over and over (like 7 times) just the part between Blu buildings clip to Red buildings clip but still let me know if i'm doing well. User Karmacharger Charger 2.png Karmacharger 1:51 , 1/25/2013 (PDT)
Looks all good except that graphic glitch~ — Wind 17:11, 24 January 2013 (PST)

Huo-Long Heater Huo-Long Heater

Pictogram comment.png Revving down sound effect is missing during demonstration of ring of flames (Seen at 1:17 in demonstration video).--Hermit527 19:50, 30 December 2012 (PST)

True but barely noticeable, not really a huge deal — Wind 13:09, 31 December 2012 (PST)

Shouldn't there be a three-screen comparison that shows the Minigun firing, the Heater firing, and the Heater revved, but not firing? It can show how long it takes for the ammo to drain without shooting compared with firing.--Uknownada 13:18, 14 January 2013 (PST)

Kritzkrieg Kritzkrieg

Pictogram comment.png The other two Medigun videos shows the longer a target has been hurt, the faster the heal rate. This one doesn't.--Uknownada 19:26, 17 September 2012 (PDT)

Pictogram wait.png This demonstration has been reserved: -- Ragnar Homsar - (Talk) 18:40, 15 December 2012 (PST)

If nobody minds, I'd like to do this one. Uufje 13:30, 19 October 2012 (PDT)

Here's my first demonstration. Sorry it took so long. I changed and added some other things as well to make it more like the Medi Gun demonstration. http://www.youtube.com/watch?v=eoSOv2Gc2QM - Uufje 04:30, 28 October 2012 (PDT)
It's pretty good given that it's your first demo, but sadly it isn't acceptable as it is >: Here's the reasons:
  • Too low framerate (minimum is 30fps). If you recorded .dem files (which is now a requirement) then you should only have to re-render them at a higher framerate using Source Recorder, otherwise you can use a capturing tool as long as it is fast enough to capture 30 or more unique frames per second (i.e. it shouldn't skip frames while pretending it didn't by repeating the last frame). Also make sure that your video editor isn't chopping away some frames while encoding
  • Video is interlaced (visible when the camera is rotating). This should be easily fixable in your video encoding settings
  • Some graphical artifacts (fuzzy textures, etc. as sometimes visible on the Medic's arm with the shadow moving around), probably the result of a low encoding bitrate (increase the video encoding bitrate to fix this)
  • Audio glitch ("ha, ha, ha, okto-o-o-berfest") at 1:58
  • Some lighting inconsistencies between the 3-way split-screen at 2:50 and the one at 3:30, especially around the red Pyro. I think this may be due to the Halloween lighting change released as part of the latest patch, which makes things look darker and different. If so, you should wait until it's reverted and render those .dem's again
  • Disguise menu reappears for a split second at 4:11. The same glitch happens again later in the clip

The clips themselves are pretty good and follow the general pacing nicely, which is not usually the case on someone's first demonstration. Good luck~ — Wind 15:07, 29 October 2012 (PDT)

Thanks! I'll fix the framerate and audio glitch, however, I can't see a bitrate option in my encoding settings, it still interlaces even when I turn that off, and I don't know how to fix the disguise menu glitch. Also, I personally can't discover any lighting problems in the split-screens; I recorded them before the Halloween event so that can't be the problem. If anyone can help me with those things, that would be much appreciated (message me on IRC if necessary). I know next to nothing about video stuff :P - Uufje 03:58, 31 October 2012 (PDT)
If it doesn't let you set a bitrate, it probably lets you set a quantizer or some sort of quality setting. If you can't find it, then use x264vfw as recommended on the project page. Same for interlacing, I can't think of a video editor that wouldn't let you adjust that :( I don't know how to fix the disguise problem, I don't know what causes it in the first place though. The lighting difference isn't a big deal, so it's alright if it stays the same as it is, it's just kind of odd — Wind 22:20, 31 October 2012 (PDT)
I use the x264vfw, it has a quantizer option so I'll change that. The problem with interlacing is that it has an interlacing option, but it still interlaces the video even when it's set to "off". Also, I'm having troubles with Source Recorder, it won't record into a video (instead of frames), it says I need QuickTime installed even when I have it installed... I know I can convert the frames into a video but recording it directly as a video would be easier. Lastly, I think the disguise thing might be caused due to latency issues, but the server I recorded on was in Spain, so that shouldn't generate so much latency as I live in the Netherlands (though I might be completely wrong about this, of course). - Uufje 15:58, 1 November 2012 (PDT)

Alright, I think I fixed everything... Especially the interlacing stuff was a big pain in the butt, but I think (hope) everything should be good now. I haven't re-rendered everything yet though, just the first part. I've uploaded it to YouTube for a quality check: http://www.youtube.com/watch?v=mxTHkXX4I9c - Uufje 13:09, 4 November 2012 (PST)

The video still doens't look good enough yet. It looks better though, and the lighting/color balance is a bit better too. Make sure not to turn the quantizer value down. The quantizer value is a measure of "acceptable quality loss"; thus, the smaller the quantizer, the less quality loss is acceptable. You can get an idea of whether the video has a better quality or not by comparing the file size, if unsure. If the only difference between the two videos is the quantizer value, then it should be a good metric
The clip still suffers from a poor framerate, which is partially compensated by the ghosting effect that is either a product of Fraps or Vegas (shot taken while the camera is rotating):

videoghosting_0.png

As you can see, this need fixing. It's likely to be the source material (Fraps recording?) being too low-framerate, and Vegas trying to stretch it to fit the 30fps it's asked to render the video as, by inserting frames between frame pairs and filling them with 50% the frame before, 50% the frame after. It may also be the opposite phenomenon: A good 30fps (or higher) source material, but with Vegas asked to render it at 24fps or something, thus it has to blend some frames together in order to make things fit in 24fps — Wind 14:10, 4 November 2012 (PST)
Well, I'm fairly sure I fixed the ghosting, but I've still got trouble with the Spy stuff. The disguise menu still reappears for a split second, and it even briefly shows the revolver equip animation. The Knife's crit animation is also messed up, it first shows partly the backstab animation, then a normal swing. Video to show what I'm talking about: http://www.youtube.com/watch?v=0rZMHxxKgK0 :( - Uufje 04:05, 19 November 2012 (PST)
Yes, that is glitchy alright. Don't know how to fix those, but I'm guessing you're using Fraps for recording this. Maybe rendering those demos with Source Recorder would make it not appear — Wind 16:54, 16 November 2012 (PST)
I use Source Recorder, and even when I play the demo without recording, it still shows up like this. Somebody else set up a server for me to record this with him, so it might be latency or whatever. I'll try to create my own server to rerender this clip, although I first need to set up port forwarding and the like for that to work, so it might take a while for me to figure it out - Uufje 04:05, 19 November 2012 (PST)

Power Up Canteen Power Up Canteen

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 3:13 , 10/21/2012 (PDT)

Uploaded video has some minor mistakes.

 · The video has to show, that you can attack while being Ubercharged. This part of a video makes a feeling, that you can't.
 · You can show, that it is available for all classes, but the demonstration itself could be made by Engineer only to short the time.
 · Video didn't show that Crits bottle increases Sentry's shooting speed. One more point for Engineer demonstration.
 · Video didn't show Medic's ability to share the effect.
What do you think about it? Limie Pie Painted Sign of the Wolf's School 32CD32.png 00:12, 24 September 2012 (PDT)

All important points - especially the Sentry firing speed one, as that isn't explained very well in-game. » Cooper Kid (blether) • (contreebs) 04:34, 24 September 2012 (PDT)
And it needs to be shown that "Building Upgrade" can do that building that is under the constructing can go to level 3 and don't have to construct no more. --InstantMan 16:40, 24 September 2012 (PDT)
@Cooper Kid, I think it really need to show because it'll appear when equipped Canteen with Crits, even it isn't explained very well. User Hinaomi Hinaomi-sig.png Hinaomi (talk) • (contributions) 07:49, 24 September 2012 (PDT)
First one isn't really important but if we're going to redo it, might as well fix that. Second one is to show which classes have access to which upgrades and for consistency with the way that multi-class items are demonstrated. It's not ideal but it's not too bad either. Third one and fourth one are pretty important.
While we're at it, two other things:
  • Someone in the comments says that while the instant-upgrade canteen is active, you can build new buildings and they will instantly be upgraded. Is that true?
  • Someone in the comments says that we should use the MvM music for this. I agree, it makes a nice change, same as using the saxxy music for Saxxy

Wind 18:45, 24 September 2012 (PDT)

also, it should show that upgrade canteens heal buildings, but do not restock ammo. Isildur4 09:38, 2 October 2012 (PDT)

Alright — Wind 16:08, 7 October 2012 (PDT)

i'm ready to redo this one , so wind could you tell me ALL the things need to show? i don't really want to miss something. User Karmacharger Charger 2.png Karmacharger 7:36 , 10/13/2012 (PDT)

Things i found out , that are probably should show in this redo:

  • Medic , "Share Canteens" you can share the effects of your Canteen to who you are currently healing
  • Engineer , using "Übercharge" you can uber your sentry too Only Sentry
  • Enguneer , using "Critical Hit Boost" can increase doubles firing rate of user's Sentry Gun for 5 seconds

Well that's all i found , did i missed something? User Karmacharger Charger 2.png Karmacharger 11:50 , 10/16/2012 (PDT)

Does the "ammo" one refill sentry ammo? If so, then that should be shown. Should also show that it refills engineer metal and spy cloak — Wind 21:03, 16 October 2012 (PDT)

No , it won't i tested in game. User Karmacharger Charger 2.png Karmacharger 1:41 , 10/17/2012 (PDT)

Pretty sorry for a loooong time because of holiday... anyway the video is almost finish it had some issue after i posted the video I'll tell you what kind of issue it is and also can you delete the .dem on here , I'll will re-upload again after the video get accepted. User Karmacharger Charger 2.png Karmacharger 3:52 , 10/30/2012 (PDT)

I may delete them once the new video is accepted, but it's alright to have multiple versions of the same demonstrations. That's why there's a date in the file names; that way you can get the .dem for a certain date. Useful when Valve decides to revert a weapon's behavior or something — Wind

heres the video 05:49 i know the sound is cut'd but the sound is fine when i play the demo first time how do i get rid of that? medic ammo refill clip the scout part i don't know why its lags but I'll re-record it. as for the sniper upgrade clip i don't know again why it show me the Building Upgrade... watch it and you will find out what i mean. User Karmacharger Charger 2.png Karmacharger 2:35 , 10/31/2012 (PDT)

For the medic ammo sharing clip, there is a too long wait at the beginning where nothing happens, and you should mute one of the two clips, otherwise we can hear the canteen being used twice at the same time. For the video in general, the audio loop is kind of bad (there's this point where it repeats and it's audible). It's also a very short music, but for a long video like this, you should use the longest song so that we don't hear the same thing over and over 22 times for 11 minutes. Use the cp_steel training song or something.
For the sound thing, I don't know, but you can just play the demo (not render, just play) and record the audio with Fraps or Audacity or something.
For the sniper clip, you should probably restart your game or reload the UI and then re-record the demo to get rid of this
For the engineer mini-sentry clip, you should use a vertical split-screen. It is hard to see what's happening with the big toolbox/sentry using a lot of screen space, and the robot heavy is only half visible because the screen is small. Also, why a minisentry? You should be able to show this with a normal level 1 sentry
Spy cloak... didn't recharge. Is the wiki wrong? (omg!) Also, does it recharge the sapper bar? Maybe it's worth showing that too, whether it does or doesn't — Wind 22:20, 31 October 2012 (PDT)
The reason why i use mini sentry was , because there is no way i can build a lvl 1 sentry before the wave started , after started i can but it won't let me add bots. and the "Weapon Demonstration Splitscreen HUDs_0" does not Include MvM Hud should it be update? sapper recharge bar i think it worth to show. User Karmacharger Charger 2.png Karmacharger 4:05 , 11/1/2012 (PDT)

i am back , sorry i can't make videos a while because my graphic card is Dead. I have to wait for the company fix the graphic card before i can work :( but I'll promise i will finish the work after that. User Karmacharger Charger 2.png Karmacharger 12:54 , 11/9/2012 (PDT)

Is alright — Wind 20:17, 13 November 2012 (PST)

Hope this is better. User Karmacharger Charger 2.png Karmacharger 5:52 , 11/27/2012 (PDT)

I think there are some interlacing issues going on :( This needs fixing in the video editor properties or render settings (Note that once you deinterlace, the file size needs to be doubled to keep the same amount of visual quality). Clips are good though~ — Wind 21:40, 26 November 2012 (PST)
By the way , in sony vegas pro 11 there are a option to turn that interlacing thingy off. once i set it to "none" then i'll start render the video after a short time , it gives me a error "Vegas pro has stopped working" i'll set the option to default. then render it again it is fine then... but the interlacing is still there. User Karmacharger Charger 2.png Karmacharger 11:26 , 11/28/2012 (PDT)
Well I'm sorry but you need to find some way of not having it >: Try to render to another video codec or something, or if you say that it crashes after a short time then maybe you can render the video in multiple small parts, and then glue them together — Wind 22:22, 29 November 2012 (PST)
http://youtu.be/cyuZZGx9Vxs just a preview User Karmacharger Charger 2.png Karmacharger 7:02 , 11/30/2012 (PDT)
Is good, though it doesn't seem as crisp as the previous version. Remember that deinterlacing means the video should be about twice the size of the previous version in order to maintain the same quality, so make sure you increwase the bitrate/lower the quantizer appropriately. Also, if you're going to render in multiple small parts and then put them back together, make sure you're either using a lossless codec for rendering the small parts, or using a lossy codec that you can directly concatenate streams of (which is to say, "[video stream 1] + [video stream 2] = [valid video stream]"). Otherwise you will reencode the same thing twice, which causes unecessary quality loss that would require to use an even higher bitrate/lower quantizer to counter — Wind 16:22, 30 November 2012 (PST)
http://youtu.be/RjDl20PL0VE User Karmacharger Charger 2.png Karmacharger 10:39 , 12/1/2012 (PDT)
  • While wery minor, you got hit at 01:45.
  • You didnt show that ammo canteen refills sentry ammo (if it does)

TheGuy299 06:24, 2 December 2012 (PST)

umm wind are you there? User Karmacharger Charger 2.png Karmacharger 11:22 , 12/10/2012 (PDT)
The sentry ammo one was already mentioned, it doesn't refill ammo, though the clip doesn't show it. It's ok not to show it but it would be better if it did (take the wrangler, waste a bit of sentry ammo, switch back to pistol, then do the clip). Also, at 9:19 the HUD says "Healing: Friendly Scout / 6 heavies". Rest is good~ — Wind 14:44, 11 December 2012 (PST)
at 9:19 i don't understand where the issue is , 6 heavies? you can see the samething in-game. at 8:01 it does the samething too. User Karmacharger Charger 2.png Karmacharger 8:18 , 12/12/2012 (PDT)
wut, I could have sworn it didn't show up in the other clips. Is good then — Wind 12:26, 15 December 2012 (PST)

Why using boxing heavies in the ubercharge clip, would be better with hitscan robots. - InstantMan 12:53, 16 December 2012 (PDT)

Good enough, what matters is that it's clear that the Scout is getting hit, which is the case here since there's a sound for it — Wind 14:41, 16 December 2012 (PST)

doesn't show that the upgrade canteen repairs damage to buildings (but does not refill ammo). also does not show that you do not need to keep the heal beam on a target for shared canteens, i suggest showing sharing a crit canteen to someone, then both of you shoot crits at the same time. also the spy clip started with $220 instead of $400. Isildur4 15:10, 16 December 2012 (PST)

http://youtu.be/c-0Prmi4V6M User Karmacharger Charger 2.png Karmacharger 10:57 , 12/17/2012 (PDT)
All good, please upload~ — Wind 15:00, 22 December 2012 (PST)
http://www.mediafire.com/#s7wvrvl2dufbr User Karmacharger Charger 2.png Karmacharger 3:06 , 12/24/2012 (PDT)
also can you remove the old power up canteen .dems? i need to upload the new ones. User Karmacharger Charger 2.png Karmacharger 3:09 , 12/24/2012 (PDT)
There is no need to remove them. You can upload new versions without deleting the old ones — Wind 08:25, 25 December 2012 (PST)
alright then uploaded. User Karmacharger Charger 2.png Karmacharger 3:32 , 12/28/2012 (PDT)

Pyrovision Goggles Pyrovision Goggles

Pictogram comment.png Domination and revenge in Pyroland.

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 12:01 , 12/1/2012 (PDT)
The Pyroland-incuding item demonstrations don't show everything there is about Pyroland, I'm not sure this really needed. But if someone feels like it, why not — Wind 19:16, 8 October 2012 (PDT)

If someone feels like it....well if you want to , I'll take this job for a start. How about it Wind? Irufort 12:15, 9 October 2012 (PDT)

i don't agree that is needed. User Karmacharger Charger 2.png Karmacharger 4:43 , 10/9/2012 (PDT)
If you feel like it then do it... However Karmacharger didn't record .dem files for this, so if you want to redo it then you have to redo everything :( Which is very long and very tedious to do. But if you do decide to do it, then make sure to record .dem files so that the next person won't have to restart from scratch — Wind 20:58, 10 October 2012 (PDT)
about the .dem it's not going to happen next time , anyway i was the previous demonstrator of this but i don't care feel free to take it. User Karmacharger Charger 2.png Karmacharger 12:32 , 10/11/2012 (PDT)

i think i should take care it myself , as for the Domination and revenge in Pyroland should i show it as split screen see what's different? and also what did i missed to show on the previous video. feel free to let me know. User Karmacharger Charger 2.png Karmacharger 7:43 , 10/13/2012 (PDT)

You said "feel free to take it" but now you say "i should take care it myself". Do you want to take this demonstration? — Wind 13:44, 13 October 2012 (PDT)
i'm sorry i just changed my mind. User Karmacharger Charger 2.png Karmacharger 12:39 , 10/14/2012 (PDT)

i done a example clip here http://youtu.be/vNC_qGtQkAg , hope it's the best way to demonstration it. User Karmacharger Charger 2.png Karmacharger 12:27 , 10/14/2012 (PDT)

Like the other clips in this demonstration, the split-screen clips shouldn't be played at the same time. They should have a delay so that both sounds can be heard separately, without the voice lines overlapping each other. Also, there's a big video glitch on the left clip at 0:10. Lastly, you should use something other than a Pyro's flamethrower in the first clip. It makes a lot of noise (both audio and on the interface) which overlaps the domination sound. Use something more subtle like a Spy with a revolver or a Pyro with a Fire Axe or something like that. Lastly, it'd be preferrable to reload after the voice line is complete so that the little reload noises don't mix with the voice line — Wind 13:44, 13 October 2012 (PDT)

Sorry for taking a large time , i was too busy with school stuffs But i am still working on it everydays. User Karmacharger Charger 2.png Karmacharger 10:01 , 10/19/2012 (PDT)

My pc keep getting blue screen again and again while rendering some clips clips , i'm getting afraid of this. User Karmacharger Charger 2.png Karmacharger 8:56 , 10/21/2012 (PDT)

:( dis is bad. Is it SrcDemo2 causing those blue screens? There is a bug in the dokan driver which can cause such a thing, so it's possible. It's when the following sequence happens:
  • Active SrcDemo2
  • SrcDemo2 crashes for some reason, or is otherwise killed from the process manager etc
  • You open the mountpoint folder using Windows Explorer or the Open dialog of an application, etc.
Then Dokan will try to talk to the application which owns the mountpoint folder, except that application (SrcDemo2) is ded before it had a chance to warn Dokan that it is ded. The Dokan driver doesn't like that, and it crashes.
There are ways around it, such as running "C:\Program Files ... \dokanctl.exe" /u "C:\Program Files ... \tf\srcdemo2" /f (fill in the ... as appropriate) on the command line, or (more simply) to reopen SrcDemo2 before looking at the mountpoint folder in Windows Explorer. This is because SrcDemo2 saves its mounpoint when it's running, and, when it starts, it looks at the mounpoint folder that it used the previous time, and it tries to forcefully unmount it before starting up. — Wind 19:10, 22 October 2012 (PDT)

i think now it's fine... , should i show all weapons on single classes or just the Primary one? (except scout) like the alien swarm , robro 3000 and balloonicorn demonstration. User Karmacharger Charger 2.png Karmacharger 9:25 , 10/23/2012 (PDT)

Up to you. The other demonstrations have only primary weapons, but the previous version of this demonstration has all weapons. I think it'd be nice to have one video where a viewer could see how any weapon looks in Pyroland, and this would be the ideal video for it. This being said, it is a lot of work to do so I can understand if you don't want to re-do everything. So do it if you want~ — Wind 13:05, 27 October 2012 (PDT)
Alright i will , also the new update they added a small pumpkin icon on each halloween items bp icon that only can equip during event. Pyroland items did the samething too , so should we redo the demonstrations of this reason? User Karmacharger Charger 2.png Karmacharger 5:00 , 10/28/2012 (PDT)
Nah. You should also hold off rendering the clips if you have the Halloween shading as well, but you can still record .dem files so that you can render them after the event — Wind 18:08, 27 October 2012 (PDT)
The video is finished but however it's get me failed everytime of render for no reason , once it reached to 10% and the vegas pro closed itself ._. does not matter which video format i choosed to render , i need a time to get rid of that so. User Karmacharger Charger 2.png Karmacharger 11:20 , 1/3/2012 (PDT)
What if you render a different part of the video? Does it crash then? ie does it crash when it's 10% because it's 10%, or does it crash there because there's a broken frame at 10% of the video, or...? That way you can figure out if it's a
  • broken rendered video issue
  • vegas issue
  • broken encoder issue (seems like this is not the case here)
  • disk full issue? if vegas doesn't have enough disk space to output the whole movie
Wind 13:22, 3 January 2013 (PST)

after a short time of render then i got this error

an error occurred while creating the media file "the name of my video". the reason for the error could not be determined.

and i don't think my disk is full (Local Disk C 112 GB free of 149 GB) , (Disk D 138 GB free of 299 GB) , if i render the small part of the video then it's works. i tired to reinstall the xvid codec and the vegas pro nothing works... But the only way to get it works is render as WMV but it's very glitchy which is (The audio the cut in the last 2 seconds of the video) i think you know that , well i'll try to get rid of that. User Karmacharger Charger 2.png Karmacharger 7:07 , 1/4/2013 (PDT)

http://youtu.be/BsRnvnmhX7c finaly got it working but i know there are 2 graphic glitch , well i don't wanna render 7th time. User Karmacharger Charger 2.png Karmacharger 6:51 , 1/7/2013 (PDT)

Alright~

  • Cool, now there's the resupply locker in the first clip
  • Soldier is holding the Shotgun at 2:31 (shouldn't that be rocket launcher?)
  • Render glitch in the transition at 4:14 and 4:56, you know about those but yes they need to be fixed >:

Thanks a lot for your patience, especially for this video which is really long. Hopefully now there are .dem files so that it'll be faster next time~ Can you poke me on IRC with teamviewer or VNC or something so that I can try other rendering settings, just to see if it is better — Wind 12:07, 9 January 2013 (PST)

Right arm is blocking it + hard to see the goggle if i choose rocket launcher that's why i choose shotgun but if you still want the rocket launcher i'll record it then. User Karmacharger Charger 2.png Karmacharger 6:40 , 1/10/2013 (PDT)
Alright then, shotgun is good~ — Wind 18:14, 9 January 2013 (PST)
http://youtu.be/TqOiRbyCdwU User Karmacharger Charger 2.png Karmacharger 2:00 , 1/10/2013 (PDT)
All good, please upload~ Also, congratulations on being the creator for the two longest demonstrations ever (Power Up Canteen and Pyrovision Goggles) — Wind 18:16, 11 January 2013 (PST)
had to upload as part , well thanks User Karmacharger Charger 2.png Karmacharger 1:26 , 1/12/2013 (PDT)
The link doesn't work >: — Wind 21:51, 11 January 2013 (PST)
doesn't work? huh.... part 1 , part 2 , part 3 , part 4 hope it work User Karmacharger Charger 2.png Karmacharger 2:40 , 1/12/2013 (PDT)

Saxxy Saxxy

Pictogram comment.png Special considerations: Must use Saxxy music at the beginning, must have the same video quality standard as current version (1080p, 30fps with 50fpf blendrate or higher, graphics settings maxed out, and uploaded in lossless format)
Pictogram wait.png This demonstration has been reserved:Armisael (T · C) 05:16, 23 October 2012 (PDT)

Question What is "50fpf blendrate"? User Karmacharger Charger 2.png Karmacharger 10:30 , 10/7/2012 (PDT)

50 frames per frame. Also, I don't think I will get the time to make this demonstration >: If someone is going to do this, I request that they upload (on mediafire or something) a video file containing Scout clips only, which matches all the conditions above, so that I can check the quality — Wind 16:08, 7 October 2012 (PDT)

I'll take it if you can't. Tell me if I can reserve it, though; I don't want to be in the wrong here. Mr. Vinderack, not as sober as you...thin..yah... 20:10, 7 October 2012 (PDT)

Reserved, but I left yours up there too just in case. Mr. Vinderack, not as sober as you...thin..yah... 06:02, 8 October 2012 (PDT)
Good luck, this is the one demonstration where I won't accept anything but perfection :3 — Wind 19:16, 8 October 2012 (PDT)

Still working on it. Large project, sorry it's taking a tad longer. Mr. Vinderack, not as sober as you...thin..yah... 20:25, 17 October 2012 (PDT)

Remember, I only wanna see the scout part first — Wind 19:51, 18 October 2012 (PDT)

Yeah, I was working on that. It should be done really soon. Mr. Vinderack, not as sober as you...thin..yah... 20:28, 18 October 2012 (PDT)

https://docs.google.com/open?id=0Bw22kQVEqp99b1hvTmNQNzhEcjA 100 fpf, lagarith encoded. 2.1 GB file. — Armisael (T · C) 05:16, 23 October 2012 (PDT)

Needs antialiasing around the 3D model in the backpack view (you can do that by forcing 16x AA in your gfx driver options). You may probably be able to increase the shadow map resolution further; it is showing some jaggedness (somewhat mitigated by the blurring filter over it). Not sure if the current version has it any higher, but check if you can make it higher anyway. Also, on a non-graphics point, make sure to show the equip animation when the clip starts, like the current version does (it might optional in other demos, but it's not in this one :3) — Wind 13:05, 27 October 2012 (PDT)
https://docs.google.com/open?id=0Bw22kQVEqp99SHJYQm5LbWw2c00 Backpack view (the old scout clip is the end bit). — Armisael (T · C) 14:43, 29 October 2012 (PDT)
Good, but still needs to show the equip animation — Wind 15:07, 29 October 2012 (PDT)
http://youtu.be/S3yNJ3dZjZY Low video quality content check (ie, 290 MB instead of 16-17 GB). — Armisael (T · C) 21:40, 31 October 2012 (PDT)
Unecessarily shaky camera right before taunting with both Pyro and Engineer. Happens a little for some other classes too, but not as much so they're fine (why does that happen though?). Also, please follow the new spy melee demonstration style for the spy part (backstab the Soldier). May be a good idea to not do the second clip, because the lack of knife raising animation makes that clip kind of pointless. (Also lookin the direction of the tauntkilled spy's corpse before ending the video) — Wind 22:56, 31 October 2012 (PDT)
http://youtu.be/Py4TNAHg0rA The shaking is the result of re-centering my mouse in preparation for the pan. My mouse can sense my mousepad a full half-inch in the air. — Armisael (T · C) 16:41, 1 November 2012 (PDT)
I have a binding on one of the buttons on the left side of my mouse that sets sensitivity to 0.0001 when held, and sets it back when released. When I recenter my mouse, I hold that button down while the mouse is moving, and that nullifies the shaking. You should do the same :3
Also, compare the red-ness of the Pyro and the brown-ness of the map around it at 2:09 and at 3:10. I think the Engineer clip is suffring from that color balance thing that keeps happening. May be true for the Dispenser building speed clip
Another nitpick: Please put a fade-to-black at the very end — Wind 14:10, 4 November 2012 (PST)


http://youtu.be/rd-VpeNsbVU Been a while. This a (lossily) compressed version of the final video (which is currently uploading - youtube estimates completion in 50-odd hours). If you see any issues with content, say something. Please. 16 GB is really really really big. — Armisael (T · C) 20:53, 29 November 2012 (PST)

Is that a new hit sound on the Scout? If so, when did that happen and why does it not apply to other classes?
Also, black screen from 1:28 to 1:33 and from 2:00 to 2:09
Crit sparkles not appearing during the Medic clip. Render bug or game bug?
Also, if you're not sure your connection can stay alive for that long, please poke me on IRC for the scp drop site where you could upload it in a resumable fashion. I can upload it from there to youtube in a few minutes because its connection is not download-biased like residential connections are — Wind 22:22, 29 November 2012 (PST)
The hit sound was my mistake - I forgot to turn off dingalings when I FRAPSed that audio.
Vegas apparently decided to add black screen for no discernable reason.
I don't see crit sparkles when I replay the medic demo, so game bug I guess.
My connection's rock solid, it's just slow. The fixed version is uploading now - youtube expects completion at ~6:30 pm EST on sunday. — Armisael (T · C) 13:09, 30 November 2012 (PST)
And my computer crashed this morning. New ETA is 7pm on tuesday. — Armisael (T · C) 10:04, 2 December 2012 (PST)

Any feedback on this? It (should've) been on your server for quite a while now. — Armisael (T · C) 21:26, 8 January 2013 (PST)

As I've said on IRC (I think it was there...) the upload was successful but youtube couldn't convert it. Are you sure it uploaded fine? On the server, it has a size of 17,330,205,696 bytes and a sha1sum of f2c905c239e5cad057a5d211cf48b2710ac7c628. I don't really want to download it to see if it is indeed corrupt, but I did run ffmpeg on the server and I saw this:
Input #0, avi, from 'Saxxy Demonstration.avi':
  Duration: 00:06:50.67, start: 0.000000, bitrate: 337592 kb/s
    Stream #0.0: Video: lagarith, 1920x1080, 29.97 fps, 29.97 tbr, 29.97 tbn, 29.97 tbc
    Stream #0.1: Audio: pcm_s16le, 44100 Hz, 2 channels, s16, 1411 kb/s
[lagarith @ 0x18832c0] Unsupported Lagarith frame type: 0x4

I don't think youtube accepts lagarith, does it? Try uploading a video to youtube with the same settings and resolution and everything but much shorter to your youtube account and see if it works. Additionally, it seems to have a frame type that ffmpeg doesn't support (this is a build from mid-2011), so maybe you used some new frame mode Lagarith recently got? As a consequence, I can't convert it to some other format on the server side.

I recommend re-encoding it with x264 in lossless mode, it'll be smaller in size than lagarith, and I know that youtube accepts it fine because I used it all the time for the portal 2 walkthrough thing — Wind 12:07, 9 January 2013 (PST)

That size and sha1 match what I have - I'll see what I can do, but it would appear that you have a version of the file just as valid as mine. FFMpeg didn't work for me either, though. — Armisael (T · C) 22:04, 11 January 2013 (PST)
New file going up - 5,768,348,482 bytes, with a sha1sum of e6a0a2678497d5b406f6d74e3ae040e7c6b68958 — Armisael (T · C) 19:56, 13 January 2013 (PST)
Upload done - same file size, same sha1sum. It's all yours. — Armisael (T · C) 21:46, 14 January 2013 (PST)
Youtube "successfully" converted it but...
Please try x264vfw again, I am sure that this will work at least :3 Poke me on IRC for VNC or teamiewer support or whatever if you need if you can't get it working with Vegas insertversionnumberhere, I wanna try my hand at it before I give up — Wind 21:53, 17 January 2013 (PST)
Sorry about not being on - I've been dealing with stability issues. I have managed to look around about vegas and x264vfw, and apparently x264vfw doesn't work with vegas 10. Since I use the stripped down consumer version of that, x264vfw doesn't work for me, so either I use an render to some other format out of vegas and then transcode, or I don't render to h264 at all. Any suggestions for transcoder, given that ffmpeg doesn't appear to have worked particularly well? — Armisael (T · C) 15:02, 19 January 2013 (PST)
Lagarith copy is up again - same filesize, same sha1sum. — Armisael (T · C) 20:33, 24 January 2013 (PST)

Tomislav Tomislav

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 1:37 , 1/12/2013 (PDT)

Pictogram comment.png Uses old map

Pictogram comment.png The weapon clips through the wooden barrier thing on taunt

Pictogram comment.png Bugged sound when releasing the fire button which got patched

Alright, let's do this. — Wind 18:03, 11 January 2013 (PST)
i'm not really sure the last clip is needed "+10% faster spin up time" i have no idea how to demonstrate that. User Karmacharger Charger 2.png Karmacharger 7:01 , 1/12/2013 (PDT)\
Spin up both miniguns and make them fire 5 shots? \theguy299\talk\contribs\ 06:10, 12 January 2013 (PST)
Btw i posted the video link idk why it's gone http://youtu.be/GSC8a3Fk4FQ User Karmacharger Charger 2.png Karmacharger 11:10 , 1/12/2013 (PDT)
On second thought I'm not sure if that was really worth it. The sound bug doesn't really happen in the current demonstration... and the wooden barrier clipping isn't a really big deal >: Sorry Karmacharger (but if the demonstration were to be completed, the second clip would need to show spin-up and spin-down, not just spin-down) — Wind 11:47, 12 January 2013 (PST)
http://youtu.be/coZEcL1Rw7U to be honest the second clip doesn't show anything... User Karmacharger Charger 2.png Karmacharger 7:09 , 1/14/2013 (PDT)
Like I said, this doesn't really need to be redone >: The current demonstration is fine. I'm sorry for wasting your time :( (But maybe you may want to upload the .dem's anyway so that we can use them later) — Wind 21:53, 17 January 2013 (PST)
Ehhh , That's fine at least it wasn't a 10 minutes long demonstration. Alright then uploaded the .dem files User Karmacharger Charger 2.png Karmacharger 2:30 , 1/18/2013 (PDT)

Questions and Proposals

Note: This section is for questions and proposals that aren't specific to a single weapon. If you think a demo ought to be remade, then make an entry for it in the Need to be Redone section above and it will be dealt with.

is anyone looking for longer version of each demonstration music?

5 minutes version of each songs , it is for these people who needed this. ending sound is another file so don't worry. User Karmacharger Charger 2.png Karmacharger 09:12 , 5 July 2012 (PDT)

http://www.mediafire.com/?3o4xsap1s51k253. Here is a 10 minute version of it if anyone needs this Ben10508 09:22, 24 August 2012 (PDT)

Are there any other video recorders besides Wegame or Fraps?

Wegames isn't working for me, as it won't record properly, and I can't spend money on Fraps. Any other alternatives? --Enthers. (I find this work intriguing. How about yourself, sir?) 21:33, 17 June 2012 (PDT)

dxtory maybe, but it's not free and haven't tried it. I used to use Taksi years ago (very very long ago), it probably doesn't work with recent games though. Otherwise, this is the Internet, so I'm sure you can find ways around barriers — Wind 22:09, 17 June 2012 (PDT)
But if I use any other video recorder, is that allowed? Do I need to use the full version of fraps? --Enthers. (I find this work intriguing. How about yourself, sir?) 22:35, 17 June 2012 (PDT)
you can find the cracked version of fraps , search on youtube make sure many peoples commented it's work. i'm also using the cracked version. User Karmacharger Charger 2.png Karmacharger 06:48 , 17 June 2012 (PDT)
The only reason the full version of fraps is required is that it includes a watermark at the top of the video, which is unacceptable. Any screen recorder can be used, as long as no traits are left. The preceding unsigned comment was added by Pigophone (talk) • (contribs) 07:23, 18 June 2012
I use Bandicam myself, works well. --Org 22:40, 12 July 2012 (PDT)

You could try Unregistered Hypercam2. That always works fantastically.--Uknownada 20:51, 8 September 2012 (PDT)

Doesn't it put that annoying watermark I see on a lot of youtube videos? — Wind 01:30, 9 September 2012 (PDT)

Mann vs Machine stats

Should something be added, or a separate set of videos be made, to display the different effects that different sappers have on the robots in MvM mode? I'm not sure how it would be done, but it's just a thought. Onyyx 05:18, 27 August 2012 (PDT)

Someone talked about this before~~~~. User Hinaomi Hinaomi-sig.png Hinaomi (talk) - (contributions) 05:32, 27 August 2012 (PDT)
It's an entirely valid point - I should've moved that discussion here when I archived anyways. I've changed the title to a more general topic - should we demonstrate MvM stats for weapons, and if so, how? Part of the normal video? A new series? — Armisael (T | C) 06:21, 27 August 2012 (PDT)

IF we do start a new series with MVM, would we have to show upgrades and stuff? Ben10508 13:15, 27 August 2012 (PDT)

To avoid redoing massive amounts of work, I think it shouldn't be in the regular videos. Perhaps a single video per class about MvM, or per class+slot (Scout primary, Scout secondary, etc.) Anyway, let's not worry about that until the main demos are done — Wind 16:56, 27 August 2012 (PDT)

Issue: srcdemo2 not launching

Has happened to me and a few others who dream to be part of this project. I have both Java 32 and 64-bit installed, a good computer able to play at a stable 30fps without host_framerate on max settings, and noticed some weapons need to be re-filmed. Upon clicking the icon nothing appears, no window, no message, nothing. However, it does show on the processes panel on my computer. I've waited hours many times, but usually results to nothing. Scoot-teh-Destroyer 06:56, 9 January 2013 (PST)

Please run it in debug mode and show the output~ — Wind 12:07, 9 January 2013 (PST)

Need some help with Map Download

I've tried downloading the map and placing it in tf/maps but won't show up- Megamann

Did you uncompress it (ie did you put the .bsp file in there, not the .7z file containing it)? Did you restart the game after doing so? Are you sure you extracted it in the correct steamapps subfolder (the one of the account running TF2)? etc — Wind 13:09, 31 December 2012 (PST)

Mann vs. Machine Music

I was browsing the upgrade station article and I discovered an unused upgrade song. I think we should use this with any Mann vs Machine related demonstrations. --The preceding unsigned comment was added by OrangeJuicePanda (talk) • (contribs) 07:30, 31 December 2012

New To The Wiki, But I would Like To Help Out

Hello. As I said in the headline, I'm pretty new here. I don't know much about the demonstrations (Despite how many I have watched), but I was thinking that maybe I could make a demonstration myself. There are some problems I've encountered, though. 1: I have no method of recording the game. And besides Windows Live Movie Maker, I don't have any methods of editing. I would use Fraps, but I don't have money to spare. 2: I' not sure if I should bother with the demonstration. See, the demonstration I'm thinking about is the Festive Ubersaw. I've seen the demonstration and I know what I should do, plus I was thinking about adding some things: 1: I would have a heavy and medic pair. The enemy medic would deploy his Uber, and then I would taunt-kill the heavy, to show he could be stunned while invulnerable. 2: I would be any class with a enemy Festive-Ubersaw medic, with a friendly spy in the backstab position behind the medic. The medic would taunt-kill me, but right after he would put in his saw (I should be stunned at this point), the medic would be killed, and I would be safe. But the reason I'm asking you guys is this: Should I really make a Festive demonstration? Should I just re-do the Ubersaw demonstration with the things I was thinking about adding? Or should I not do anything, since "The Ubersaw demonstration is fine how it is, and we don't need any demonstrations of Festive weapons"? Lilchris9 19:03, 10 January 2013 (PST)

Festive demos aren't necessary, as they mimic the stock in functionality. Furthermore, you can use Source Recorder to create movie files (freeware). See the project page for more info about that. Sorry, it's just that every festive weapon would be a LOT of re-dos. Darkid (talk|contribs) 19:19, 10 January 2013 (PST)
Source Recorder is not freeware, but it comes with TF2 so it's as good as that. — Wind 18:03, 11 January 2013 (PST)
As for the festive demo proposal, it wouldn't be necessary like darkid already said, and it also should not differ from the Ubersaw one (same weapon, same stats, almost-same look, so why would they have different demonstrations?). Thus, those additions shouldn't be presented as additions to a festive version of the demonstration, but as additions to the plain Ubersaw demo. And in that light yes, I think they are worth pursuing, especially that second one because it does tend to happen in crowded games. If anything, it shows how much time you stay stunned after the Medic dies. Not sure if the first one makes it worth recreating the demonstration, but if it has to get recreated, might as well include that — Wind 18:03, 11 January 2013 (PST)

Oh, I'll be more than happy to do a few of those myself Lilchris9 15:22, 11 January 2013 (PST)

Demo movie won't record loadout screen

I'm trying to work on a demonstration video (if only for the sake of practice learning how to use the demo system, the weapon's already been reserved so I doubt I'l be finishing first) but among the dozens of problems I've encountered there's one I can't figure out. When I record a demo and display the loadout screen for a few seconds, playing back the demo in tf2 shows the loadout screen coming up and then play resumes like I recorded it, but when I export to TGA+WAV, in the exported files the place where the loadout screen should have been is missing. It's not like it shows the player sitting idle for a few seconds while the screen should've been up, there's just a hole in the recording, you can see a slight jump in the idle animations as the movie skips over the loadout and the actual demonstration begins far more quickly than I recorded it. The audio has that chunk of time missing as well.

So does anyone have any clue what could be causing this, and is there a way to fix it? I recorded the demo in dx8 mode using Chris' maxframes config, but used dx98 and a modified maxquality config for the exporting, if that means anything. It didn't cause any other problems but I'm at a loss as to what else it could be.

And if there isn't a fix, would it be acceptable to edit in a still screenshot of the loadout screen and tooltip at the beginning of the video instead? The idle animation on the screen wouldn't be able to play, obviously, but it's better than no loadout screen at all.

-Mizuumi 17:44, 11 January 2013 (PST)

There is no fix for this. Source Recorder only records the fact that you opened your loadout, it doesn't record what you do in it. You have to use a screen recorder for the loadout part, most people use Fraps for it. Sorry but a static loadout screenshot is not acceptable; that wouldn't look too good and would be inconsistent with all the previously-published demonstrations — Wind 18:03, 11 January 2013 (PST)
Hmm, alright, I'll look into screen-recording software then I suppose. Thanks for the info.
Also, my understanding is that right now neither exporting movies to avi nor h264 work at the moment, is that correct? It just takes up a lot of room to temporarily save that many images so if there IS still a way to compress the files directly during the export and I'm just too dumb/bad at googling to find it, it would be a nice thing to know. -Mizuumi 06:54, 12 January 2013 (PST)
Why yes, I just happen to have created just the thing you describeWind 11:47, 12 January 2013 (PST)
Hahaa this is perfect (once I figured out how to get it working), thanks a ton! Definitely gonna use this for demo recording from now on. Aaand I suppose if the person with the Rescue Ranger demonstration reserved doesn't post any updates by the time I get around to the rest of this, you can expect to see some test videos from me in the future. -Mizuumi 07:18, 13 January 2013 (PST)