Difference between revisions of "Team Fortress Wiki talk:Weapon Demonstration"

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::Sure! For once I don't have to redo the entire demonstration, so I will have this done by tomorrow. However, I wanted to know; since Armisael suggested it and I have a chance to anyway, does it matter if I demonstrate the triple jump's help in maneuvering obstacles in the first-person clip? Thanks! :> [[User:Mr. Vinderack|Mr. Vinderack]] 22:10, 7 July 2012 (PDT)
 
::Sure! For once I don't have to redo the entire demonstration, so I will have this done by tomorrow. However, I wanted to know; since Armisael suggested it and I have a chance to anyway, does it matter if I demonstrate the triple jump's help in maneuvering obstacles in the first-person clip? Thanks! :> [[User:Mr. Vinderack|Mr. Vinderack]] 22:10, 7 July 2012 (PDT)
 
:::Do what you want to do — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:57, 7 July 2012 (PDT)
 
:::Do what you want to do — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:57, 7 July 2012 (PDT)
 +
::::I decided against it. Here: http://www.youtube.com/watch?v=GmF-GWtJKsc [[User:Mr. Vinderack|Mr. Vinderack]] 18:16, 8 July 2012 (PDT)
  
 
=Cosmetics=
 
=Cosmetics=

Revision as of 01:16, 9 July 2012


Needed

Baby Face's Blaster Baby Face's Blaster

Pictogram comment.png Reserved by KarmaCharger

i will do my best on it. User Karmacharger Charger 2.png Karmacharger 02:49 , 7 July 2012 (PDT)

Watch it here , it's my first time of my own idea so i'm not sure this is the best way to demonstration. User Karmacharger Charger 2.png Karmacharger 02:23 , 7/7/2012 (PDT)

Is not bad, is not bad. In first clip, is the boost meter really supposed to be there? I think you left on splitscreen HUD so it's far away from the ammo count.
Other than that, you could combine all the speed comparisons into a big one, like the one in Eyelander now for all the heads. Right now the video has 3 different speed demonstrations, and it is a bit too much. Combine that into two (for example, [scattergun vs baby face 0% boost vs baby face 100% boost] and [baby face 0% boost vs baby face 33% vs baby face 67% boost vs baby face 100% boost], or perhaps all six in one single comparison). You can also show whether boost gets emptied when you walk off a ledge (without jumping).
Also you forgot to reload the Pistol.
Also, your sound cache is also clogged it seems, for there was a crit sound when you swung the bat. Use the snd_rebuildaudiocache command in the console — Wind 19:16, 6 July 2012 (PDT)

http://www.youtube.com/watch?v=scj9wbtz7wA&feature=youtu.be Here's my go at it Mellotaku, The Sorcerous Shapeshifter 16:03, 6 July 2012 (PDT)

Those two look amazingly similar! Wow, they're even the same length. Odd, that.
Regardless, you should probably show that double-jumping (in mid air) will lose the charge, not necessarily just the first jump. I'd advocate shooting someone on a box, and falling + jumping. Damage doesn't need to be shown 3 times. E.g. one bat hit, one pistol shot, one scatter hit. Run a smaller distance (box to close wall) and switch weapons at each end point. The multiple speed comparisons are excessive, and I'd show only 1 of them-- comparing slowest (no charge) on left, normal (scattergun) in middle, and full charge on right. Be sure to set your position and angle for them so you hit the same spot on the hand icon.
If possible, show that momentum isn't kept in jumps. Darkid (Item icon Magistrate's Mullet.png|Item icon Stereoscopic Shades.png) 18:43, 6 July 2012 (PDT)
There are some pretty major audio/video synchronization issues here, as well as game lockups (especially in the last two clips, on the right side of the screen). Additionally, split-screen should be focused around the center (otherwise it is very dizzying). What I said to Karmacharger also applies here, except the "reloading the Pistol part"~ — Wind 19:16, 6 July 2012 (PDT)
at the first clip the boost meter is already been far way , i didn't used any splitscreen HUD. also i don't really know what you talking about the "boost gets emptied when you walk off a ledge" bad english sorry. heres the fixed version. User Karmacharger Charger 2.png Karmacharger 03:00 , 7/7/2012 (PDT)
By walking off a ledge, I mean that you should stand on a high object (like a crate), get boost by shooting at enemies, and then walk to the ground (but no jumping). — Wind 10:16, 7 July 2012 (PDT)
So others clips is good? , okey so all i have to do is stand on the crate , and spawn a soldier down there and shoot him to get boost then i walk down (No jump) to show people the boost won't gone? well your english was too Great sometime i don't understand :( User Karmacharger Charger 2.png Karmacharger 02:10 , 7/8/2012 (PDT)
Yes, that is what I mean. Yes the other clips are good~ — Wind 12:56, 7 July 2012 (PDT)
http://www.youtube.com/watch?v=c2LKLe7KzUY User Karmacharger Charger 2.png Karmacharger 04:36 , 7/8/2012 (PDT)
Is good, please upload~ — Wind 14:16, 7 July 2012 (PDT)
Thanks! User Karmacharger Charger 2.png Karmacharger 01:52 , 7/8/2012 (PDT)

Beggar's Bazooka Beggar's Bazooka

I'll take the Bazooka video, make sure to demonstrate all varieties of charged fire, rocket jump, taunt, misfire.

Anybody know a good video editor? Mine isn't that great. Gilgamesh 11:55, 5 July 2012 (EST)

Use Sony Vegas Pro 9 The Greatest Video Editor in my option , try it out. User Karmacharger Charger 2.png Karmacharger 01:50 , 6 July 2012 (PDT)
Thanks, will try it! Gilgamesh 11:55, 5 July 2012 (EST)
No Problem , Hope you can make a great demonstration also try use srcdemo2. User Karmacharger Charger 2.png Karmacharger 01:23 , 7/7/2012 (PDT)

Preliminary version of video - a bit rusty at editing, having trouble with fade. Also, need to find music clip used in videos.

Link


I know there's a slight stutter in the video, and will need to repair. If I need more precise jumps, also possible, but I would prefer to leave the jumps segment the way it is. I used single shots for the pyro, doubles for the soldier, triple for the medic. This, I think, showed off the projectile deviation, as well as the damage falloff.

Let me know what else I need to fix; if there's someone who can do a final polishing edit on this, I'd really appreciate it!

- Gilgamesh 19:08, 6 July 2012 (EST)
Quality is very bad. See below for some music to use. The quality is too low. The fps is too low. And the contrast seems high, but that might be my monitor. Show overloading in first clip, probably. E.g: Hit pyro (one rocket) Hit pyro (2 more rockets). Load 3 for soldier. Overload 4 for medic, and kill. The last rocket on the target is fine.
Audio desync at 1:02. Feel free to use health packs for that segment, just be clear that you're using them. Not clear what is happening in last clip. Forgot to show "no dispenser reload". Gib the dispenser and pick up its gibs to show normal reload. Darkid (Item icon Magistrate's Mullet.png|Item icon Stereoscopic Shades.png) 18:43, 6 July 2012 (PDT)
i uploaded the longer version of these background musics There you go. User Karmacharger Charger 2.png Karmacharger 01:23 , 7/7/2012 (PDT)
What the above said; also it's missing fades between clips (instead of hard cuts), and please start clips looking horizontally (not at your feet), otherwise it's kind of hard to follow. The way things are demonstrated is quite good though, and I do agree that you need another clip to show the splash damage caused by the overloading. You also need to show that you can't take ammo from Dispensers, dropped weapons, or supply cabinets (use any map with a supply cabinet).
May also want to show the additional projectile deviation but this is sort of hard to show. I think it is already well-demonstrated in the video by looking at where the rocket that was meant for the wooden target went, but if you were to redo the clip then maybe you wouldn't have had such a large deviation. So if you do redo that first clip, make sure that you get a large deviation on that shot — Wind 19:16, 6 July 2012 (PDT)

Figured out source of bad quality; hopefully fixed. I eliminated the locked framerate and upped the graphics settings. Almost done with next version of video; however, having trouble spawning dispenser. What is the command for this? Gilgamesh 10:08, 7 July 2012 (EST)

There's no command for this, you have to spawn an engineer bot and have him build the dispenser — Wind 10:16, 7 July 2012 (PDT)


I have done the first entry of the video, or in your case, demonstration: Clickie Link
Remember: It's first time for me making a demonstration video.
Killicon flyswatter.png iDromlexer 14:05, 8 July 2012 (PDT)
Alright, here goes~
  • Nonstandard HUD, elements in different positions
  • Brightness is very different from most demonstrations. Watch other existing demonstrations and you'll notice that they are much less bright than your video is. Look at the soldier's palm when he is reloading, it's almost pure yellow under some angles (like when firing at the soldier). Perhaps you modified your gamma settings or are using an encoder which flattens the colorspace of the video?
  • Relative volume is off (game volume is very quiet compared to music volume)
  • Music is looping awkwardly (use continuous loops)
  • Missing the "schwomp" sound of loading a rocket into the bazooka (?)
  • Wooden target should be the last thing fired at
  • Need to fire at the Medic normally; the point of having 3 enemies is to show damage drop-off as a function of target distance. Removing the Medic from this removes a data point. The overloading explosion needs to be demonstrated in another clip
  • Like all rocket launchers, need to show rocket jumping, rocket reflection, etc.

That should be it~ Please focus on fixing the technical problems first (as opposed to the content problems) and submit a revised version of that, just to see if it can be recorded alright. Thanks~ — Wind 14:32, 8 July 2012 (PDT)

Escape Plan Escape Plan

Pictogram comment.png Reserved by KarmaCharger

I'll take this one on Gemini.exe 19:45, 27 June 2012 (PDT)
I wouldn't do this one yet, the backpack icon for the weapon is different to the material used in game (backpack's is the old equalizer, in-game is the new texture) - it could be updated soon. Pigophone 00:54, 28 June 2012 (PDT)
But it's the Equalizer who received the new texture. Why would it matter? 10:48, 28 June 2012 (PDT)
Pig's right, it uses the old Equalizer Backpack icon, but uses the new Equalizer Model for the Blue team, and the old Model for the Red team. It also doesn't have the Kamikaze taunt, should it have it, nor blocks the Medic call like the Equalizer does. I'll hold off a little while on this, see if any updates change it, and if not I'll record the demos I've made Gemini.exe 20:28, 28 June 2012 (PDT)

if no bady gonna to take this one , then let me do it if yes should i show Escape Plan taunt you won't get killed if you equiped the rocket jumper? User Karmacharger Charger 2.png Karmacharger 01:23 , 7/7/2012 (PDT)

Go for it, but it uses the shovel taunt. And no, that's not necessary, as we didn't in the Equalizer one. Darkid (Item icon Magistrate's Mullet.png|Item icon Stereoscopic Shades.png) 11:57, 6 July 2012 (PDT)
Done , The last 2 clip i wanted to show you can get heal from dispenser and health kit. also the at 0:44 why the scout goes faster then the soldier with 1 hp? i tired 3 times and the scout still goes fast then the soldier. User Karmacharger Charger 2.png Karmacharger 10:14 , 7/8/2012 (PDT)
Not a bad idea to show dispenser/health pack, but then please put the health pack before the dispenser because it's a more common source of health than dispensers. The max speed is normal, as seen on the Escape Plan page; max speed is 96% as fast as a Scout, so still slower than a Scout. — Wind 12:41, 8 July 2012 (PDT)
http://www.youtube.com/watch?v=a74uDcPfIv4 User Karmacharger Charger 2.png Karmacharger 06:50 , 7/8/2012 (PDT)

Hitman's Heatmaker Hitman's Heatmaker

Pictogram comment.png Reserved by Armisael

I think I'll do this one after it's released. Dogspajamas 09:28, 27 June 2012 (PDT)
See above — Wind 17:30, 27 June 2012 (PDT)
This means about 9 hours after the update, correct? Dogspajamas 20:28, 27 June 2012 (PDT)
It's not a hard limit, what I really mean is "If it's not done by next time I review things but someone else has made a demonstration by then, then too bad for you" — Wind 20:48, 27 June 2012 (PDT)
Here it is. http://youtu.be/WHJHqq9eqPs Dogspajamas 18:39, 29 June 2012 (PDT)

A few things~

  • Volume balance is off (game volume too low compared to music). Watch other demonstrations for the correct volume
  • While you do have to shoot at the target at the back for the demonstration, try not to make it be the same shot as the one you get "Focus" on, because it makes it look like that target is special. Shoot the ground or something instead, and then at some point later shoot the target
  • Show if the crit glow stays on other weapons
  • Second clip doesn't make much sense without being able to see the Focus meters. Bring them in the visible area of the HUD
  • Why zoom in on an object so close? It looks really crappy, you can see the texture's pixels :( And again it makes it look like it's a special spot because it's a wooden target's head
  • Random scout corpse on the ground in third clip
  • Random sniper corpse on the ground in fourth clip
  • That clip could also be merged into the first one, just add more bots
  • Third and fourth clip have the ammo count at the wrong location of the screen

That's all I can find~ Video quality is good. — Wind 19:03, 29 June 2012 (PDT)

Pretty Boy's Pocket Pistol Pretty Boy's Pocket Pistol

Pictogram comment.png Reserved by Akuago220

I'll take a crack at this. --Akuago220, The Jungle Expeditioner 16:58, 27 June 2012 (PDT)
See above — Wind 17:30, 27 June 2012 (PDT)
And there we have it. Download it here. --Akuago220, The Jungle Expeditioner 12:37, 29 June 2012 (PDT)
Is good, but should also show whether the crits stay on if you switch weapons, much like the Cleaner's Carbine — Wind 19:03, 29 June 2012 (PDT)
Wind, the Pocket Pistol does NOT have that 3-second kill attribute the Carbine does. That crit portion was to fill the whole ""Wait 2 seconds, still staring at the Medic but this time with your weapon glowing, then kill the medic, still holding ⇧ Shift" criteria (unless you can point me where in those instructions, I now have to switch weapons after crit-killing the Medic). --Akuago220, The Jungle Expeditioner 19:45, 29 June 2012 (PDT)
Derp, that's what I get for checking the Carbine's attributes and then looking at the next one and assuming it's a clone of it but for the Scout. But those crit instructions are for melee weapons only (that's why they are under the "Melee makeover" section under the list that says "The procedure is slightly different" :3 For non-melee weapons, just use the regular procedure, no crits or extra staring periods or anything — Wind 19:53, 29 June 2012 (PDT)
There we go, fixed. Download it here. --Akuago220, The Jungle Expeditioner 06:17, 30 June 2012 (PDT)
Looks to me like there are some random crits (although the damage doesn't change, and those should be disabled using the cfg, weird) Pigophone 06:33, 30 June 2012 (PDT)
It's a common glitch in SrcDemo, and as far as I'm aware of, there's no way around it. --Akuago220, The Jungle Expeditioner 07:18, 30 June 2012 (PDT)
You probably mean source recorder, as all srcdemo2 does is record data from that. Can you try re-recording and see if it still happens? If it does, can you upload the .dem file? Does it happen during demo playback or demo rendering? Otherwise, you could replace the crit sounds in the game files to make them disappear — Wind 13:19, 30 June 2012 (PDT)
When I play it back, there are no crit sounds emitting. After I render it, then I hear crit sounds in the wav file. Render this yourself and see what I mean. --Akuago220, The Jungle Expeditioner 14:50, 30 June 2012 (PDT)
Then use fraps to record the audio and overlay that onto the srcdemo2 clip. — Armisael (T | C) 14:51, 30 June 2012 (PDT)
It didn't do crit sounds for me when rendering. Try clearing your sound cache maybe, by typing snd_rebuildaudiocache in the console. Or you can use Armisael's workaround too — Wind 15:13, 30 June 2012 (PDT)
They didn't occur when rendering, they were heard after they rendered. In any case, using that snd command fixed it up after all. Download it here. --Akuago220, The Jungle Expeditioner 19:07, 30 June 2012 (PDT)
Yes, that's what I meant, since the game has no sound when it's rendering. Anyway, video is good, thanks~ — Wind 22:52, 30 June 2012 (PDT)
I watched the video and read some feedback on YouTube and one user pointed out that the following isn't demonstrated:
  • There is no comparison for fall damage with the Pistol and the Pretty Boy's Pocket Pistol. Meaning, viewers don't know if the Scout would take fall damage with the regular Pistol equipped if a player was to fall from that distance.
  • The HP difference isn't demonstrated at all.
  • This one is my recommendation but when demonstrating the fire vulnerability difference, rather than killing both Scouts, let them both live to demonstrate the vulnerability and the HP differences after surviving afterburn.

Just some feedback I've seen and would like to leave for discussion. -- ReadyAimFire 08:22, 3 July 2012 (PDT)

I agree that this would be nice to have, and while we're at it, doing the fall damage comparison from the top of Watchtower, like in the Mantreads demo. This being said, I did accept this demo as such so I can't blame Akuago for the lack of those things, but yeah >: Sorry — Wind 21:41, 3 July 2012 (PDT)
No worries. We'll get 'em next time. -- ReadyAimFire 16:26, 4 July 2012 (PDT)

Scorch Shot Scorch Shot

Pictogram comment.png Reserved by Lolpeste

I'm gonna do it! --Lolpeste, The Best in Town 23:10, 27 June 2012 (PDT)

Pictogram comment.png Note This flare gun works very, very differently than the other three. To repeat what I said on the talk page of the gun: ...The flare it's self, while lighting the target on hit for 15 damage, and knocking them back, the flare isn't destroyed, it bounces off of the player, falls to the ground, and explodes. So the explosion / light others on fire is not from the point of impact with a player, but from wherever the tumbling flare ends up. What needs to be tested is if the flare will bounce between players indeffently before exploding, or if on contact with a 2nd player it detonates then. Anyway the result of it is you can double hit someone if they are near a wall, 15 from the contact, and another 15 from the resulting explosion as they wouldn't be knocked back far enough. --Org 01:39, 28 June 2012 (PDT)

Okay, here it is! http://www.youtube.com/watch?v=Vi9IZaAMNso&feature=youtu.be The preceding unsigned comment was added by Lolpeste (talk) • (contribs)

I suggest killing the pyro by getting it up against that back area, then just killing it as same. Soldier should die to burn damage, and the medic should die to a ricochet. Try to keep the soldier and medic in view when they die. Since the taunt seems to be somewhat interesting, demonstrate in place first, then kill the spy? Don't reload via console commands. If you had not tried to kill both with impact damage, you would have enough ammo.

Will do! The preceding unsigned comment was added by Lolpeste (talk) • (contribs)

Also, try using the normal crosshair instead of a custom one. JhonnyKiller45 15:58, 28 June 2012 (PDT)

Some important notes~
  • Wrong resolution (has black bars on the left and right sides of the video)
  • No background music
  • Frame rate is way below 30 frames per second
  • Custom crosshair and crosshair color
  • Show a death from burning
  • Indeed, use natural sources for ammo (fallen weapons or prespawned crates) or try not to run out of ammo
  • Don't taunt twice

I agree that you have to go out of the routine here for the first clip because of the massive knockback. The way and order you showed things is good~ But the video cannot be accepted until all the above can be corrected :( Good luck~ — Wind 18:15, 28 June 2012 (PDT)

it's mine version http://www.youtube.com/watch?v=E11wg5J94YI User Karmacharger Charger 2.png Karmacharger 12:23 , 1 July 2012 (PDT)
Sadly the Spy is visible before everyone dies. Either don't look at him when you go kill the Medic, or (preferably) try not to make the Medic bounce so far that he is not reachable anymore. Also, try showing all ways to kill with this weapon: On hit, on splash damage, and on afterburn.
Also, the Scorch Shot's taunt is not lethal at long range but is lethal at short range, so you need to show both. I guess the best way to do this would be:
  • Spawn another Spy somewhere else on the map that is hidden from the initial wooden place
  • Do the demo normally until you kil lthe medic (making sure not to look at either spy)
  • Go up close to one spy and tauntkill him in one shot
  • Go at range to another spy and taunt, then watch until the afterburn ends
Lastly, if you only need one ammo crate, then only spawn one ammo crate (not 2). That's all~ — Wind 22:52, 30 June 2012 (PDT)
that medic always go so far when i shot him :l http://www.youtube.com/watch?v=UoRM1Jxeh1w User Karmacharger Charger 2.png Karmacharger 2:48 , 1 July 2012 (PDT)
It's ok if he goes away, but this video still doesn't demonstrate the 3 ways of dying (all 3 deaths are on hit; need to show afterburn and splash damage death). Also, having both tauntkills in the same clip as described above would be good, because having the two tauntkills in separate clips is a bit awkward. Tauntkills were always done in the first clip, let's not break this tradition if we can help it~ — Wind 12:33, 1 July 2012 (PDT)
For whatever reason the SS can also destroy stickies in a pretty respectable blast radius, so that needs to be shown (doesn't seem to be a bug) Balladofwindfishes 13:41, 2 July 2012 (PDT)
it's kinda hard to do the 3 ways of dying , i'm not sure if i demonstrated it http://www.youtube.com/watch?v=rtIdplIfL70 User Karmacharger Charger 2.png Karmacharger 10:20 , 3 July 2012 (PDT)
Seems like a good order, but the positioning seems a bit off. It should take 2 shots to get the pyro to the back wall, then 5 more shots to kill it. Soldier should take 1 shot and waited afterburn. (155 hp left). Make 5 shots, giving ~12 damage afterburn each time. That will kill the soldier on afterburn, with 4 ammo left. Grab the soldier's weapon, 12 ammo. Medic is tricky due to regen, but it can be ignored while the medic is being damaged. 15 from a shot, 30 afterburn, another 15, another 30. A last 15 and 30. The medic is now at 15 hp. Wait just a little bit (or reduce afterburn dmg slightly) and then finish the medic. Alternately, take ~18 afterburn and fire 4 shots. Be sure to get the medic stuck against a wall at this point. Darkid (Item icon Magistrate's Mullet.png|Item icon Stereoscopic Shades.png) 08:53, 3 July 2012 (PDT)
Easy to say but hard to pull off. I think this demonstration is good, the only problem I have is that at one point you ran out of ammo (you should have taken the ammo pack before running out of ammo), but if you don't want to redo the demo, I think this is good enough to be submitted. What do you think? — Wind 21:41, 3 July 2012 (PDT)
the first taunt kill i wanted to show if you get too close you will get yourself hit , also render with srcdemo2 http://www.youtube.com/watch?v=A-r22Qhvd_A User Karmacharger Charger 2.png Karmacharger 6:00 , 7 July 2012 (PDT)
Very loud notification sound at 1:19-ish, I don't understand why 2 taunts are necessary even though you can hurt yourself. Also doesn't show flare jumping. rZ 08:23, 4 July 2012 (PDT)
Don't forget to show that flare acts like a normal shot when the taunt missed or when the enemy is at medium/long range, also that flare will be fired to the player's crosshair. Killicon deflect flaming arrowhs.png ANGEL_UNDEAD 10:09, 4 July 2012 (PDT)
The video has been removed so I can't see it, but rZ probably didn't read the discussion above, and ANGEL_UNDEAD's comment is probably a little too specific (or not, you can decide). Do what you want to do but show both kinds of taunt and it'll be fine~ — Wind 20:41, 4 July 2012 (PDT)
Video is Here Render With Srcdemo2 also added flare jumping clip and Airblasts clip. User Karmacharger Charger 2.png Karmacharger 11:50 , 5 July 2012 (PDT)
Very good, the two other clips are good too. There is one thing to fix though: As you can see, the audio in the first clip is not synchronized at the end. This is due to a bug in Source Recorder when rendering at high framerates. The good news is that you can fix it without re-recording anything. Just do the following:
  • Open SrcDemo2 and set it to "No video (audio only)"
  • Activate SrcDemo2
  • Open the game and set it to host_framerate 70 (70 is enough, it is not necessary to put it higher)
  • Render the demo (the same .dem file as you used for the render in this video) normally
  • Now you have a new .wav file that is in sync with the old video you recorded earlier, so you can use that .wav file instead of the old .wav file (but using the old video frames)

Do that, and it should fix the audio sync bug in this video in the first clip (other clips are fine). Thanks~ — Wind 21:17, 4 July 2012 (PDT)

I feel horrible for pointing out more things, but the soldier does die to afterburn. If you were (Probably shouldn't, at this point) to redo it, you might consider for the "flare explosion range" aiming only slightly over to indicate the precise distance. (I.e first shot misses, move 2-5 pixels, second shot hits) Likewise, the medic getting lit and the pyro getting lost seem a shade sloppy--albeit this is extraordinarily hard to record. Darkid (Item icon Magistrate's Mullet.png|Item icon Stereoscopic Shades.png) 21:26, 4 July 2012 (PDT)
The Soldier was supposed to die of afterburn — Wind 21:29, 4 July 2012 (PDT)
The soldier is already die with afterburn at 0:58 , you want him burn a little long then die? User Karmacharger Charger 2.png Karmacharger 12:52 , 5 July 2012 (PDT)
No, the video is good, I am just saying that to darkid — Wind 21:56, 4 July 2012 (PDT)
KK , give me a little times to render that how long you will still being online? User Karmacharger Charger 2.png Karmacharger 12:58 , 5 July 2012 (PDT)
Not long enough to publish the videos today anyway, so don't rush things~ — Wind 22:11, 4 July 2012 (PDT)
i lost the first clip .dem again :/ but i re-record new ones and it's looks much better. Here User Karmacharger Charger 2.png Karmacharger 03:30 , 5 July 2012 (PDT)
Try to get organized with .dem files, you need to upload them later anyway so it's better to keep them organized. Video is good, but the music is kind of badly looped near 1:31-1:33. That's the only problem left I think~ — Wind 18:30, 5 July 2012 (PDT)

i changed the music. User Karmacharger Charger 2.png Karmacharger 10:40 , 7/6/2012 (PDT)

Is good, please upload~ — Wind 21:12, 5 July 2012 (PDT)
Thanks 4 Accept There you go. User Karmacharger Charger 2.png Karmacharger 01:02 , 7/6/2012 (PDT)

Need to be redone

Cozy Camper Cozy Camper

Pictogram comment.png Reserved by Ben10508

Detonator Detonator

Pictogram comment.png Reserved by Akuago220

Needs to be redone to:

  • Show the world impact explosion does nothing to enemies
  • Destroys sticky bombs

--Org 02:54, 7 July 2012 (PDT)

Hopefully this will do it. Download it here. --Akuago220, The Jungle Expeditioner 10:58, 8 July 2012 (PDT)
Watch the medic burn, then get ammo. Split up spy kill into different clip. Use normal positions for airblast; why weren't the flares damaging you? If possible, make the medic kill more obviously due to afterburn. Darkid (Item icon Magistrate's Mullet.png|Item icon Stereoscopic Shades.png) 11:32, 8 July 2012 (PDT)
Indeed, watch until the afterburn ends before moving to get the ammo. No need to split up spy kill imo, but flare jumping can indeed be made into its own clip if you want, but it's also fine as it is right now in the first clip. The sticky bomb part is unclear, as it looks like you're firing directly at the sticky bomb, and that it's the collision of the flare projectile with the sticky bomb that destroys it. Aim a little higher so that it's clear that it's the explosion that kills the sticky bomb, and that a direct hti is not necessary. Darkid: the flares were not damaging him because he was making them explode before they could go back completely. That's a good thing to show, and it is easier to see when there's no wooden barrier in the way, so the positions are fine here — Wind 12:41, 8 July 2012 (PDT)

Equalizer Equalizer

Pictogram comment.png Reserved by Armisael

I'm on it. Just know I'm recording it with Xfire. --Boynedmaster 10:13, 28 June 2012 (PDT)

Are you sure you can use that to record a video that meets the video quality requirements? — Wind 18:15, 28 June 2012 (PDT)

http://youtu.be/inyScRHcnfk— Armisael (T | C) 21:22, 7 July 2012 (PDT)

Show the taunt from the front, especially for the lumbricus lid one, otherwise we can't see the knucklecracking or what he is doing with the grenades. Also needs to show healing/uber block — Wind 21:26, 7 July 2012 (PDT)
Wanted to say something? — Wind 12:41, 8 July 2012 (PDT)
http://www.youtube.com/watch?v=5Wsx9QhqlGo Yeah. — Armisael (T | C) 12:43, 8 July 2012 (PDT)
Need to show uber block, as mentioned earlier (in the same clip as the healing block). Also may want to show dispenser/health kit for consistency with the Escape Plan video above — Wind 12:55, 8 July 2012 (PDT)
http://youtu.be/HQnPjvHxQ2gArmisael (T | C) 16:20, 8 July 2012 (PDT)

Gloves of Running Urgently Gloves of Running Urgently

Pictogram comment.png Reserved by Armisael

I wish to help make this. Nemesis RED.pngRocket Sticky Jumper Talk 05:58, 30 June 2012 (PDT)

http://youtu.be/jBpb4-GoISsArmisael (T | C) 11:32, 8 July 2012 (PDT)

I think the new mechanics for marked-for-death would be better demonstrated at the very beginning of the clip, with thirdperson_mayamode or something (like in the set demonstrations) as opposed to looking at another Heavy. This needs to be explained early in order to not confuse as to why is there a skull above the health meter and why is there another above the Heavy's head visible when taunting and slightly visible when jumping. May also want to put more variety in left/right punches, if anything... Rest is good~ — Wind 12:41, 8 July 2012 (PDT)
http://youtu.be/2neHYKeR6aIArmisael (T | C) 15:04, 8 July 2012 (PDT)

Backpack The Gas Jockey's Gear Bundle.png The Gas Jockey's Gear

Pictogram comment.png Degreaser has new stats Pictogram comment.png Reserved by Akuago220

And here's the revision of the set. Download it here. --Akuago220, The Jungle Expeditioner 16:30, 4 July 2012 (PDT)

All good, thanks~ — Wind 20:41, 4 July 2012 (PDT)

This has crafting text on the backpack screen that should be removed. Also, is there a reason for the top-bottom splitscreen instead of a left-right splitscreen (for the bullet vulnerability clip)? There are a few places where top-bottom is better than left-right, but this isn't one of them. — Armisael (T | C) 05:54, 5 July 2012 (PDT)

I missed the crafting text, indeed >: As for split-screens, you're right that left/right is generally better, but I don't think it's a reason to re-do a thing over. This being said, since this has not been published yet, it would be nice to fix those two things — Wind 18:30, 5 July 2012 (PDT)
So which is it? If it's top-bottom (which is obviously useful for showing the damage counter + consistency), then I can fix that and let it upload right this second. If it's left-right, then you'll have to tell me which file to edit its coordinates so that the health counter is in the center (still need to show the viewers the difference in damage, nonetheless) because if that's the case, yes Wind, I will have to re-do that portion over. --Akuago220, The Jungle Expeditioner 13:13, 6 July 2012 (PDT)
IIRC we have a "splitscreen hud" for the left-right one. Darkid (Item icon Magistrate's Mullet.png|Item icon Stereoscopic Shades.png) 13:34, 6 July 2012 (PDT)
Hopefully this will please everyone. Download it here. --Akuago220, The Jungle Expeditioner 18:12, 6 July 2012 (PDT)
Indeed, splitscreen HUD is made for this usage. Is good, thanks for the video~ — Wind 19:16, 6 July 2012 (PDT)

Backpack The Medieval Medic Bundle.png Medieval Medic

Pictogram comment.png Crusader's Crossbow has new stats

Pictogram comment.png Reserved by KarmaCharger

The current version also lacks a third-person view of the set's weapons as seen in most set demonstrations. -- ReadyAimFire 16:31, 4 July 2012 (PDT)

http://www.youtube.com/watch?v=lXLpJOPBZXo User Karmacharger Charger 2.png Karmacharger 02:49 , 7 July 2012 (PDT)
Just a heads up, you forgot to show the weapon models in third-person view. Refer to any current set demonstration if necessary.-- ReadyAimFire 17:21, 5 July 2012 (PDT)
At 0:20, why is the soldier on the right a lot darker than the soldier on the right? You should spawn the bots in the exact same position by using bot_teleport. Also yes, need to show the weapons in third-person view like the other set demos. Last clip is good~ — Wind 18:30, 5 July 2012 (PDT)
Fixed Both. User Karmacharger Charger 2.png Karmacharger 01:07 , 7/6/2012 (PDT)
Thanks, please upload~ — Wind 19:16, 6 July 2012 (PDT)
The medic are in different places in the flare gun shot, and as a result they drop to different healths immediately after being hit by the flare. Either that, or one of them is regenning instantaneously; either way, it's confusing. — Armisael (T | C) 19:40, 6 July 2012 (PDT)
http://www.mediafire.com/?03xbeea9cob8voi User Karmacharger Charger 2.png Karmacharger 11:04 , 7/7/2012 (PDT)
What Armisael is true, one medic goes to 117 HP but the other goes to 121. Can you fix that, please? You should always be using getpos/setpos/bot_teleport in both split-screen clips to make sure everything is exactly at the same location and aiming in the same direction. — Wind 10:16, 7 July 2012 (PDT)
That's not a bot , it's a player used my 2nd pc to do that , but is there a way to allow bots equip item? User Karmacharger Charger 2.png Karmacharger 02:02 , 7/8/2012 (PDT)
No, you can't make bots equip items. You can use getpos/setpos to teleport the player though. — Wind 12:56, 7 July 2012 (PDT)
Okey same location same direction same damage 117 Hope this gonna to be prefect :) User Karmacharger Charger 2.png Karmacharger 04:48 , 7/8/2012 (PDT)
Is good too, please upload~ — Wind 14:16, 7 July 2012 (PDT)
There you go. User Karmacharger Charger 2.png Karmacharger 01:03 , 7/8/2012 (PDT)

Unarmed Combat Unarmed Combat

Fraps still won't allow the jigglebone prefect :( , is there any other recorder with "No Lags?" User Karmacharger Charger 2.png Karmacharger 8:50 , 4 July 2012 (PDT)

There's the Source Recorder (records .TGAs that later have to be put togheter transformed into an .AVI file). You can check this post from '09 on SPUF. kill 20:32, 4 July 2012 (PDT)
That's what SrcDemo2 requires, so if he tried SrcDemo2 then he tried that too, by proxy. Also we have help pages on the wiki itself about thatWind 20:41, 4 July 2012 (PDT)
It's not fraps doing that, fraps doesn't communicate with the game in any way. The fact that jigglebones don't work is because at some point in the game, the frame rate dropped under a threshold that the source engine considers "too low", at which point it disables jigglebones because it thinks that it will increase framerate. No, I don't know of any good recorder, but you did manage to get them working when you did the Holy Mackerel demo recently. Do what you did in that video and that's it~ — Wind 20:41, 4 July 2012 (PDT)
The unarmed combat is significantly more finicky than the holy mackerel. Always has been. — Armisael (T | C) 20:45, 4 July 2012 (PDT)

Ubersaw Ubersaw

Needs to be redone to:

  • Show the firing speed comparison between it and the Bonesaw. (20%) Uknownada 12:33, 7 July 2012 (PDT)
Is that really necessary? — Wind 12:56, 7 July 2012 (PDT)

Well, aren't we supposed to show everything a weapon does in these demonstrations?--Uknownada 17:11, 7 July 2012 (PDT)

No, not really. In this particular case though (firing speed increase), that is already demonstrated. It's just not demonstrated with a split-screen. SO the question is not whether it should be demonstrated or not, but rather whether demonstrating it with a split-screen would improve the demonstration enough to deserve redoing it — Wind 17:24, 7 July 2012 (PDT)

Okay then. Sorry, didn't quite know it would work that way. I guess doing a split screen isn't quite worth it. Thanks for explaining.--Uknownada 19:23, 7 July 2012 (PDT)

Scout Melee makeovers

Atomizer Atomizer

Pictogram comment.png Reserved by KarmaCharger (Former), Mr. Vinderack

http://www.youtube.com/watch?v=c_Q8fspnNA4 User Karmacharger Charger 2.png Karmacharger 11:21 , 17 june 2012 (PST)

Crowd cheer sound is cut at 0:32 >: — Wind 09:35, 17 June 2012 (PDT)
http://www.youtube.com/watch?v=qmWjregFQt0 User Karmacharger Charger 2.png Karmacharger 06:48 , 17 June 2012 (PDT)
I think this is the same video file... The sound is still cut at the same point — Wind 16:22, 17 June 2012 (PDT)
http://www.youtube.com/watch?v=mGaxtfCrXOM My bad sorry. User Karmacharger Charger 2.png Karmacharger 01:32 , 18 June 2012 (PDT)
Is good, please upload video and .dem's — Wind 18:41, 18 June 2012 (PDT)
every clips is re-recorded with srcdemo so i have these .dem as you want. http://www.youtube.com/watch?v=5_5BikRkfTE User Karmacharger Charger 2.png Karmacharger 05:11 , 17 June 2012 (PDT)
Is good~ By the way, you can still use Fraps to make videos, as long as you have .dem files with the video. And if you didn't record the .dem files because you didn't see the clause I added on the project page, then it's okay, just don't forget to record the .dem files next time. You don't need to re-record everything just for these files >: (but I still appreciate it if you do) — Wind 05:04, 19 June 2012 (PDT)
http://www.mediafire.com/?z2amxdcglmj00e2 .dem files is uploaded. User Karmacharger Charger 2.png Karmacharger 09:24 , 19 June 2012 (PDT
Thanks~ — Wind 17:47, 19 June 2012 (PDT)
I don't even know if this is the correct way to reply (I apologize if not), but what about the slower speed of the Atomizer? In the old video, it was demonstrated, but in this it is missing. In no way am I insulting the creator, but I have a clip of this myself (I actually did the entire weapon demonstration, but Karma beat me to uploading it by like an hour). Mr. Vinderack 21:20, 19 June 2012 (PDT)
It's demonstrated inconsistently. The current Atomizer demo doesn't show it, but weapons like Scottish Resistance do. Not sure if it's worth showing, but in any case I just realized that this demonstration is up for redo as well since it doesn't show that the damage penalty doesn't apply against building like the current demonstration does — Wind 21:55, 19 June 2012 (PDT)
Oh, great, I forgot to mention I also recorded that. So, can I reserve this weapon demonstration? Or is it up for anyone to do? I have the entire thing finished, I just didn't upload it because I saw it was too late, so I would greatly appreciate if I could reserve this demonstration. Lastly, it is also fine if we can combine clips or something similar, but I also have a full weapon demonstration that meets the criteria. Mr. Vinderack 22:18, 19 June 2012 (PDT)
Just post it~ Yes it is fine if you combine clips — Wind 05:33, 20 June 2012 (PDT)
Here it is: http://www.youtube.com/watch?v=NUY0zD-6xY4 Mr. Vinderack 11:09, 20 June 2012 (PDT)
Is definitely not bad for a first video, but not perfect~
  • Frame rate looks stutter-y, pretty sure this isn't constant 30fps
  • Backpack slot tooltip is transluscent (happens when you change the game resolution after launching it)
  • Clips are separate; that means you have to start in a reasonably fresh setting (no blood splattered everywhere, no weapons/corpses lying around, etc) in all clips (This includes the first clip)
  • Taunt should be demonstrated at the end of the first clip, not at the end
  • Jump comparison would benefit from a better trajectory (see the other Atomizer videos above). The perceived advantage from jumping a little farther on to ground is not the same as the one to be able to jump from way-high-up to way-high-up (if that made sense)
  • The Dispenser damager thing is meant to show that the damage reduction of the Atomizer doesn't apply to hitting buildings. If you swing both bats at their maximum speeds (which are different), then the viewer cannot easily see that the damage reduction doesn't apply. If you swing both bats at the same speed, then the buildings are destroyed at the same time, which means that you dealt the same amount of damage to both
  • What is the clip at 1:14 for, as opposed to the one that follows?
  • 1:45 clip uses split-screen HUD for a full-screen video

That should be it :3 — Wind 17:13, 20 June 2012 (PDT)

Okay, I'll get that done. However, I was wondering: The translucent thing for the tooltip, well... By default, my computer is 1680 x 1050, but it can handle 1920 x 1080. For some reason, though, I can't change the resolution via launch properties, and when I change the resolution in-game, either what shows up in the video happens, or the bottom of the tooltip goes offscreen, making the item set information not visible. Do you have any suggestions? I was pretty stumped as to what to do. Mr. Vinderack 18:20, 20 June 2012 (PDT)
"my computer is 1680 x 1050, but it can handle 1920 x 1080": Then your monitor's native resolution is 1920 x 1080, so you should just have your desktop run at that resolution, and then the game should launch with that resolution as well — Wind 20:05, 20 June 2012 (PDT)
Okay, will do. I'll have the demonstration done soon. Mr. Vinderack 20:20, 20 June 2012 (PDT)
Done! http://www.youtube.com/watch?v=IWjPmWyg_Vc I put a lot of effort into this (I also used Source Recorder opposed to Fraps, so it should be at 30-33 fps), so I really hope it satisfies! Mr. Vinderack 10:08, 22 June 2012 (PDT)
Is better, is better. But...
  • The backpack view was recorded with Fraps I assume, which causes the color balance to be really off between that part of the video and the rest of it. Stare at the scout in the backpack view for a while, then skip ahead and look at the red color of the Soldier's uniform and you will see what I mean; it is sort of jarring once you notice it. However, in your video's case I can't really tell if it's Fraps being too contrasty or the game not being enough. I think it's a bit of both. In Fraps, make sure you enable lossless RGB capture. In your video editor's encoding settings, make sure your color profile doesn't clamp the color (it's quite common for it to happen when you export for formats like "DVD movie" or h264-encoded videos in general).
  • I very rarely say this; in fact, I say too often the opposite, but... this is sort of too slow. The backpack view is kind of long, the pauses between hitting the players, etc. This isn't a terrible thing, and since most videos err on the fast side it's a refreshing change to see a slow-paced video; but this one is still too slow-paced. Remember that this goes on YouTube in the end, where attention span is what you can guess it is. Watch some published demonstrations to get an idea of how fast it should be. If in doubt, slower is better, but not too slow.
  • Similarly, fades are a bit slow; half a second of fade is usually enough.
  • Custom crosshair/custom crosshair color? Make sure you use the default cursor (which should change according to the weapon you're holding), and the default color.
  • Shaky camera work during the taunt. Pick a camera angle early on in the taunt and stick to it. It is easier to watch, easier to understand, and the lesser screen video movement means better quality and less video artifacts.
  • The jump clip starts too late, in the middle of the jump. Each clip needs intro and outro time, and this one is lacking intro time.
  • Dispenser destruction clip still doesn't have exactly the same rhythm. If you have difficulty hitting at the same rhythm, have a song playing in the background and whack at the same rhythm, or you could enable the wait command and make an alias to do the whacking for you.
  • If you're going to use Source Recorder, may I do some shameless self-advertisement and advise you to use SrcDemo2 to be more gentle on your hard drive and yet record at framerates in the hundreds? However, if you've never used it before, I suggest not using it until you have a final set of .dem's ready and approved for publishing, then take the time to figure out how to use it and render a higher-quality video.

Thanks for the effort and keep it up :3 The first video is always the hardest, so good luck~ — Wind 19:35, 22 June 2012 (PDT)

Thanks for all your patience, and sorry I have not been doing too well. I really am trying hard though. On a side note, I use Sony Vegas to edit these videos, but it doesn't accept a lot of codecs, including the H.264 .mp4s produced by Source Recorder when using h264. Since SrcDemo2 saves frames as .pngs, what do I use to combine them? VirtualDub? And also, what is it recommended I save the finished product as? Vegas is somewhat limited with that... Mr. Vinderack 20:37, 22 June 2012 (PDT)
What I do is keep everything uncompressed, until the final encode - Export the frames as png, encode uncompressed with virtualdub, edit with Vegas or other programs, export from that program again uncompressed, then encode with x264vfw as per the official recommendations using virtualdub. Tedious, but it produces a good result. Pigophone 20:50, 22 June 2012 (PDT)
There you have it; if you use Source Recorder's h264 codec, it does that color clamping that kills the quality. I suggest you use x264vfw as recommended on the weapon demonstration project page. It appears as a codec in Vegas's codec list. Vegas can also be used to turn series of PNGs into a video, just import the first PNG and check the checkbox at the bottom that says that this PNG is part of a sequence. Pigophone also makes a good point: always keep your work lossless until the final rendered file that you will upload. h264 is lossy (besides the unofficial and seldom-used lossless variant), so if you render that with Source Recorder and then import that into Vegas and render again, you've lost quality. To do lossless renders in Source Recoder, either use TGA's (which is Source Recorder's default format, and also what SrcDemo2 expects) or the vfw ("avi") mode and selecting a lossless codec from the list. — Wind 22:15, 22 June 2012 (PDT)
Sorry, I've been a bit busy lately. I'll have this done by tomorrow. :) Mr. Vinderack 10:03, 30 June 2012 (PDT)
hey wind , mind upload my video file first? after all this let's leave him a chance for the Pyro melee makeover. User Karmacharger Charger 2.png Karmacharger 10:55 , 4 July 2012 (PDT)
OK, I agree. Sorry Mr. Vinderack >: — Wind 20:41, 4 July 2012 (PDT)
This video is going to immediately be put back on the redo list, given that it doesn't show equal damage against buildings, and it only shows straight jumps (doesn't show that you can jump in circles), so uploading this seems rather silly. — Armisael (T | C) 05:54, 5 July 2012 (PDT)
It is true that it is lacking the building damage thing, but jumping in circles isn't really that big of a thing to demonstrate (?) — Wind 18:30, 5 July 2012 (PDT)
I actually meant that you can jump around an object in your path without touching the ground (i.e., jump left, jump forward, then jump right to get past a box). — Armisael (T | C) 04:31, 6 July 2012 (PDT)
Don't worry about it. I just got really busy. Anyway, I have everything done, and I'm rendering today, so I would like to know if you still want to see it. If so, it'll be up in a few hours. And Armisael, I would think that's something you just figure out. It's not really exclusive to the weapon in the sense that we should show it as part of a demonstration, if you have any idea what I mean. Mr. Vinderack 10:03, 6 July 2012 (PDT)
Yeah, I don't think it's that big of a thing to demonstrate. I'd guess that you could already do such tricks by jumping diagonally twice. Anyway, the demonstration should show that you can jump three times, and that's that. How you use them is all strategy, and that's not exactly what the weapon demonstration project is about (with the possible exception of the Degreaser showing fast weapon switch and attacking with other weapons) — Wind 19:16, 6 July 2012 (PDT)
Fair enough. Either way, the current demo doesn't show the purple smoke, and I'm pretty sure that that is one of things we try to include. — Armisael (T | C) 19:40, 6 July 2012 (PDT)
My demonstration shows that via third-person. I guess I'll upload it. Expect it in about two to four hours, if not very early tomorrow. Mr. Vinderack 19:57, 6 July 2012 (PDT)
Uploading as I type this. Sorry it was a bit delayed, I ran into an issue (I forgot to disable custom crosshair when rendering, so I had to re-render all my hours of work). Anyway, the video is going up in x264fw, although it freaks out on Media Player Classic for some reason. Works fine on Windows Media Player. Mr. Vinderack 18:58, 7 July 2012 (PDT)

Behold! My third version is complete! http://www.youtube.com/watch?v=oT4_7hl9LVw Mr. Vinderack 19:55, 7 July 2012 (PDT)

Almost there~ Could you:
  • Increase the volume (2x or so, compare to other weapon demonstration videos), making sure to increase the game sound volume and the music volume in equal proportions
  • Demonstrate triple jumping on first person as well, perhaps for the same jump or perhaps for another (put that clip next to the third person jump one)
  • Add like half a second of black at the end of the video so that youtube doesn't cut the ending sound

Should be complete after these changes. Thanks~ — Wind 21:17, 7 July 2012 (PDT)

Sure! For once I don't have to redo the entire demonstration, so I will have this done by tomorrow. However, I wanted to know; since Armisael suggested it and I have a chance to anyway, does it matter if I demonstrate the triple jump's help in maneuvering obstacles in the first-person clip? Thanks! :> Mr. Vinderack 22:10, 7 July 2012 (PDT)
Do what you want to do — Wind 22:57, 7 July 2012 (PDT)
I decided against it. Here: http://www.youtube.com/watch?v=GmF-GWtJKsc Mr. Vinderack 18:16, 8 July 2012 (PDT)

Cosmetics

Alien Swarm Parasite Alien Swarm Parasite

Balloonicorn Balloonicorn

Bird-Man of Aberdeen Bird-Man of Aberdeen

Pictogram comment.png Reserved by Akuago220

For demonstrations for the following items: Alien Swarm Parasite, Triboniophorus Tyrannus, Teddy Roosebelt, Pocket Medic, Cremator's Conscience, Bird-Man of Aberdeen, and Balloonicorn, I recommend this format (NOTE: Pyrovisions goggles are needed for the demonstration):

  • Go into thirdperson, showing the item, then back to firstperson.
  • Kill the Pyro with the Melee Weapon
  • Kill the Soldier with the Secondary Weapon
  • Kill the Medic with the Primary weapon
  • (ENGINEER Only): Perhaps killing an enemy with sentries of all levels, including the mini-sentry.
  • Next clip, go to thridperson, still have the item, but no Pyrovision goggles. Kill an enemy, showing that it only works in Pyrovision.

Hopefully this format will be helpful to all demonstrators. --Akuago220, The Jungle Expeditioner 21:39, 7 July 2012 (PDT)

Cremator's Conscience Cremator's Conscience

Infernal Orchestrina Infernal Orchestrina

Pictogram comment.png Reserved by Mellotaku

Pocket Medic Pocket Medic

Pictogram comment.png Reserved by Ben10508

Pyrovision Goggles Pyrovision Goggles

Pictogram comment.png Reserved by KarmaCharger

Perhaps this misc. item could use a demonstration to show the changes it makes to map textures, voices, gibs, pickups, and the ability to see the Rainblower and Lollichop. -- ReadyAimFire 07:37, 2 July 2012 (PDT)
Is possible — Wind 11:48, 2 July 2012 (PDT)

Perhaps the various miscs that give assists in pyroland should be folded into this demo? — Armisael (T | C) 05:31, 8 July 2012 (PDT)

I guess that may be a good idea, although it would mean that we need to revisit this demo every time they add a new item with those characteristics, which may or may not happen frequently — Wind 12:41, 8 July 2012 (PDT)

Well i think i have a plan in it , let me give it a try. User Karmacharger Charger 2.png Karmacharger 09:32 , 7/8/2012 (PDT)

should i demonstration this with the map as pyroland texture? User Karmacharger Charger 2.png Karmacharger 06:49 , 7/9/2012 (PDT)

Teddy Roosebelt Teddy Roosebelt

Triboniophorus Tyrannus Triboniophorus Tyrannus

Questions and Proposals

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)

When will we move on to the next class for melee weapons?

Ctrl+F "pyro melee" on the project pageArmisael (T | C) 13:43, 3 July 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

How do you enable split screen for demonstrations?

Ctrl+F "split" on the project pageWind 21:59, 2 July 2012 (PDT)

Well that only shows you what to do with the HUD. How about actually getting the split screen to work. I don't know this stuff because I'm new at making demonstrations — Ben10508 06:35, 3 July 2012 (PDT)
Record multiple times and put the shots together in a video editor. — Armisael (T | C) 07:04, 3 July 2012 (PDT)

Which video editor do you use? — Ben10508 07:34, 3 July 2012 (PDT)

That's up to personal preference. I use vegas 10, but any decent video editor will let you do splitscreens. — Armisael (T | C) 07:58, 3 July 2012 (PDT)

Can you put a download link for vegas 10? — Ben10508 08:20, 3 July 2012 (PDT)

It's not exactly free, but Sony VegasWind 21:41, 3 July 2012 (PDT)

Is it the Seminar Series or can I also get Vegas Pro 11? Ben10508 08:14, 4 July 2012 (PDT)

Well, I was making a video using split screen but the split screen is not the kind in the weapon demonstrations because the ones in the demonstrations are full screen but mine have big black bars on the top and bottom of the video. Someone help me please? Ben10508 10:02, 4 July 2012 (PDT)

Sorry but that is pretty vague and I don't know what video editor you're using :( Please consult its manual and/or google first, otherwise describe the situation in detail here or in a help forum for your video editor or something. This page is not the best place for video editing help — Wind 20:41, 4 July 2012 (PDT)

Noted well, might as well not use split screen :P Ben10508 20:48, 4 July 2012 (PDT)

If you use Sony Vegas, you can use "Track Motion" on two separate layers of video, moving on to the far right, and the other to the far left. If you don't understand, look it up on YouTube. It's a great method, but hard to explain without a tutorial video. Mr. Vinderack 11:32, 6 July 2012 (PDT)

Thanks Ben10508 20:19, 6 July 2012 (PDT)

No problem. I forgot to mention that you'll probably have to crop your photos to fit as well. If you need any more help, just ask. Mr. Vinderack 18:26, 7 July 2012 (PDT)

How to give yourself an item?

I heard that giving yourself an item doesn't work anymore even if you check "read only" in your game files. Is there a way to actually give yourself an item (without using the "itemtest" menu or map)? Xeoxer 09:54, 20 June 2012 (PDT)

Team_Fortress_Wiki:Weapon_Demonstration#Making_items_game.txt_actually_workArmisael (T | C) 10:04, 20 June 2012 (PDT)
Incidentally, do we have a policy on this? Given that the demos generated using this technique aren't particularly useful for uploads. — Armisael (T | C) 06:29, 27 June 2012 (PDT)
Not sure, I guess they would be useful if you did the same items_game.txt replacements, but then that process may take longer than just redoing the clip from scratch — Wind 17:31, 27 June 2012 (PDT)