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

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m ({{icon item|Beggar's Bazooka|16px}} Beggar's Bazooka)
({{icon item|Scorch Shot|16px}} Scorch Shot)
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The cardboard soldier target was not shot. This is particularly important to demonstrate as we need to show how the shot arcs over a distance. I think. [[User:TFHK|TFHK]] 10:02, 12 July 2012 (PDT)
 
The cardboard soldier target was not shot. This is particularly important to demonstrate as we need to show how the shot arcs over a distance. I think. [[User:TFHK|TFHK]] 10:02, 12 July 2012 (PDT)
 
:Well the arc is kind of demonstrated in each shot since it is very strong, so I don't think it is worth redoing, especially since this first clip is very hard to do — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:24, 13 July 2012 (PDT)
 
:Well the arc is kind of demonstrated in each shot since it is very strong, so I don't think it is worth redoing, especially since this first clip is very hard to do — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:24, 13 July 2012 (PDT)
 +
:: At 0:21 it plays the crit sound effect and it doesn't show that the Scorch Shot can destroy stickies, so it might need to be redone anyway. [[User:Balladofwindfishes|Balladofwindfishes]] 18:58, 15 July 2012 (PDT)
  
 
=={{icon item|Unarmed Combat|16px}} [[Unarmed Combat]]==
 
=={{icon item|Unarmed Combat|16px}} [[Unarmed Combat]]==

Revision as of 01:58, 16 July 2012


Needed

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)

Here's the new verison
I also found out that I forgot to adjust the dB-volume in Vegas Pro 11. So, check if the video and clips are okay or not. So in case I can fix the sound if it's approved. Killicon flyswatter.png iDromlexer 05:07, 9 July 2012 (PDT)
That first clip was perfect. However, the others weren't. For dispensers, lose the ammo off-screen and then walk up to the dispenser. Make the dispenser level 1 or level 3, don't have it partially upgraded. Be sure to hide the engineer somewhere. No need to show what the stock does. Be sure to show that ammo packs still grant ammo. For the rocket jumping technique, see the basics as outlined in the Rocket Launcher video--again, no need for comparison. Be sure that you clear out the level, (and restore your health) before you jump. It would be sufficient to show 1-rocket jumping, 3-rocket jumping (two will fire while in air), and height. Feel free to stick health packs in the map where you think you may get injured. Darkid (Item icon Backwards Ballcap.png|Item icon Rogue's Col Roule.png) 06:06, 9 July 2012 (PDT)

Thanks for helping with this. I was having trouble with the bot scripting. I have a video - however, I think yours is better. Guess I'll practice with the video editor for awhile before attempting this again. Thanks! Gilgamesh 9:16, 9 July 2012 (EST)

Maybe, for me. It's your turn to try out since I want to take a nap and have to go on a vacation tomorrow. Good luck practicing your video editor. :) Killicon flyswatter.png iDromlexer 06:55, 9 July 2012 (PDT)
Better but not perfect~
  • Loadout screen has transparent tooltip. This happens when you try opening your backpack ater changing the game's resolution after you launched the game. Don't change the resolution (have it already be the good resolution when it starts) to fix this.
  • The "clip ending" sound can still be heard at 0:37 and at 1:13 (faintly, after the rocket loading sounds)
  • Still missing fades between clips
  • No need to show that the dispenser refills rocket launcher rocket. I think the viewer knows that already
  • No need to show rocket jumping with the regular rocket launcher either
  • Rocket jumping should be demonstrated a lot slower and it more detail. Look at the demonstrations of Rocket Launcher or Rocket Jumper, etc. They start slow, with a transition time from the previous clip, they have the soldier looking horizontally (not at the ground), not in a corner, and they just jump around. No really quick trick jumps necessary, just some relaxed rocket jumping is enough. This weapon is a bit of an exception in that you can rocket jump harder with multiple rockets, so maybe you should do multiple clips (one with regular demonstration with always one rocket, another with two rockets, another with three, and it's okay if you self-destroy really fast.)

Thanks~ — Wind 20:35, 9 July 2012 (PDT)

Thanks to Idromlexer's good process design, I've got another video. Better quality, better process. However, my YouTube account is in Google-induced limbo (they lost my password), so it may take me awhile to upload. I've got the video, though!

UPDATE: Got it. Here's the link. MAKE SURE TO SET QUALITY TO 1080p; otherwise, it'll look just as bad as the first version: http://youtu.be/80OCCLrNKPE

Gilgamesh 16:14, 10 July 2012 (EST)

Getting there~
  • You are using the split-screen HUD for non-split-screen clips. This is especially bad in the last clip where it overlaps with the payload HUD elements
  • Rocket jumping pacing is good, but you can go a lot higher than in the two/three rockets clips. It seems weird to rocket jump lower when using more rockets
  • Don't forget to reload the shotgun in the Dispenser clip
  • Make fades slightly shorter (half a second is long enough), and add extra transition time before and after each fade. Watch other demonstrations to get a feeling for this; you'll notice that there's always a 1.5~3 seconds period of waiting, then a short fade, then another period of waiting, and then the other clip starts. This makes it easyer for the viewer to know what is happening; it may seem clear to the person who made the video, but for people who have never seen the video before, things like the transition at 1:56-1:58 is too much change to take in in so little time: new map, new cart silhouettes, new clock at the top, new paylod HUD elements, and the soldier already in the process of loading the weapon; the viewer wouldn't know what to focus on, and before they figure it out, the clip is over.

Hope this helps~ — Wind 18:34, 10 July 2012 (PDT)

New video! No split HUD, shotgun reloaded, more transition time, changed map to 2fort to allow for higher rocket jumps - in last video, warehouse ceiling capped this. Hope this one is better! REMEMBER: SET TO 1080p!

Link: http://youtu.be/u1ogmbvVYEU Gilgamesh 16:16, 11 July 2012 (EST)

Few things:
  • I don't know if it counts, but your loadout is in loadout slot C. It might be a good idea to change that to A.
  • When Wind said longer transitions, he didn't mean make the transitions longer. He meant, right before and after switching clips, stay still for a little while so what just happened and what is happening (respectively) have the chance to sink in for the viewer. Conversely, Wind suggested to make the fades shorter.
  • On the rocket jumping clip, start at full health for every clip. You start out with 133 on the third clip.
  • I don't know if it's just me, but it doesn't seem like you're going a lot higher when using more rockets for rocket jumping.
  • The Dispenser infobox says "Dispenser built by Friendly."
  • On the first shotgun clip, perhaps you don't need to, but I would start out with a full clip.
  • The music at the end sounds like it got cut off or was transitioned poorly.

Good effort! Mr. Vinderack, not as sober as you...thin..yah... 13:56, 11 July 2012 (PDT)

Why did you rocket jump on 2fort? :( (@Mr. Vinderack: It's normal not to jump much higher with 2 or 3 rockets since the second/third rocket hit the ground when you're already away from it). I just said that you can jump a lot higher than what was shown in the previous video, because i nthe previous video the rocket jump was not high for the 2/3 rockets clips, and that this was counterintuitive; it should at least be as high as the first clip with 1 rocket. That 1-rocket clip (on tr_target_weaponref_hdr) was all good though >: Just do the same thing but with 2 and with 3 rockets.
Transition periods are better, but indeed, shorten the fades a little bit like Mr. Vinderack said. Starting at full health and ammo is also a good thing (that includes the Shotgun ammo clip where you started with 1 shot left and 19 rockets).
All the other clips are good~ So, re-redo rocket jumping, shorter fades, and starting with full ammo/HP each time. That should be it~ — Wind 18:54, 11 July 2012 (PDT)

Will do. Working on it now, should be up before noon. - Gilgamesh 9:49, 12 July 2012 (EST)

Here we go. Started with full shotgun clip, faded music, switched rocket jump to warehouse, cut fade time in half, bazooka now in loadout A, tried to show difference in jump forces. I was jumping in 2fort to remove the ceiling cap from the warehouse. There's not really much of a height difference in the rocket jumps, but the difference IS more obvious in the angled jumps. Oh, and Friendly changed his name to Engineer. Less social, more accurate.

LINK: http://youtu.be/19ohuDdAfRM Gilgamesh 13:15, 12 July 2012 (EST) (Thanks for all the help!)

I don't see any major problems. Things that I don't think really need to be fixed, but should be kept in mind for next time:
  • Friendly Engineer is social and accurate. Most likely you were having trouble with the space in his name. Just do this to create a bot with spaces in its name: bot -team *team* -class *class* -name "*name1* *name2*"
  • The second to last clip, in which you grab ammo from an ammo box, seems to have a low volume compared to the other clips.
  • Music is a bit botched at the end.

None of these are really that big a deal, and I'd say this video is acceptable. If you want to redo these things, that's fine too (I commend you), but I don't think you have to. Mr. Vinderack, not as sober as you...thin..yah... 10:43, 12 July 2012 (PDT)

Sound issues are relatively easy to fix - I'll check on these. I watched another video with a dispenser, and the dispenser was built by "Engineer," so I went with that.

Thanks for reviewing these for me! I'm just waiting for Wind's approval. Gilgamesh 15:54, 12 July 2012 (EST)

What Vinderack said. The volume of the clip needs to be fixed, the other things are nice-to-have's if you can — Wind 22:24, 13 July 2012 (PDT)

Well, this is it. Should be the final version. I watched several different versions of the low volume clip and couldn't really tell the difference, so I simply upped the volume for that clip. Also, at the end, I nixed the music fade - it now transitions directly to the "end" sound.

Link: http://youtu.be/goUTrsRrXq4

Gilgamesh 7:21, 15 July 2012 (EST)

I just noticed that unlike the other rocket-jumping clips, the single-rocket rocket-jumping clip uses the split-screen HUD even though it's not a split-screen clip. Should have noticed this earlier, sorry... Also, the ending sound is still not really good. The sound ending of the previous version was better, I think (not sure since the video has been removed now) — Wind 10:27, 15 July 2012 (PDT)

No problem - already had another single jump clip, just in case. And by "sound is bad," what specifically is the problem? On the earlier clip, I had it fade at the end. On this one, I removed that. Should the music end, and then the "end" sound play, or should I overlay the "end" sound with the end of the music? Gilgamesh 16:32, 15 July 2012 (EST)

There's a sudden jump in the music just before the final "tchak" sound plays. Check out the end of already-published demos and the difference should be pretty clear — Wind 13:52, 15 July 2012 (PDT)

This should be better - got rid of the skip. Kept the volume up on that one iffy clip, too, and changed to rocket jump normal HUD.


LINK: http://youtu.be/5D2xnrQ2gXY

Thanks for putting up with all these sound issues... Gilgamesh 18:10, 15 July 2012 (EST)

Wow, we all forgot airblast. You should show a reflect+reflect kill clip. Darkid (Item icon Backwards Ballcap.png|Item icon Rogue's Col Roule.png) 15:58, 15 July 2012 (PDT)

Need to be redone

Cozy Camper Cozy Camper

Pictogram comment.png Reserved by Armisael

http://youtu.be/9r4kyNXgpr0
Two questions. Should I show that the knockback resistance doesn't apply to airblast? How long should the regen clip last (I don't think anyone wants to watch over a minute and a half of health regen)? — Armisael (T | C) 12:26, 15 July 2012 (PDT)
More transition time on pretty much everything please :3 Yes, you should show an airblast, whether it applies or not, because it's a rather important use case of any "reduces knock back" weapon. You can probably get away with showing the health regen up to 63 HP (50% health) or so if it's the last clip — Wind 13:52, 15 July 2012 (PDT)
http://youtu.be/ZW-O_46rD08Armisael (T | C) 15:44, 15 July 2012 (PDT)

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)
Well, this should do it this time. Decided to split the detonator-jumping to its own clip for the sake of less frustration on me, anyway. Download it here. --Akuago220, The Jungle Expeditioner 15:19, 9 July 2012 (PDT)
Hud blinked for a moment near 0:54~0:56. Rendering error perhaps? hud_reloadscheme during the demo? Also, missed the first jump to get out of the wooden barrier. Rest of the demo is good~ — Wind 20:35, 9 July 2012 (PDT)
Sorry for the wait; I found out why I couldn't load a map by myself; had to opt out of Steam beta. Anyway, this should hopefully do it. Download it here. --Akuago220, The Jungle Expeditioner 06:43, 15 July 2012 (PDT)
Is good, thanks~ — Wind 10:27, 15 July 2012 (PDT)

Equalizer Equalizer

Where's the CRITS? User Hinaomi Hinaomi-sig.png Hinaomi (talk) - (contributions) 05:05, 11 July 2012 (PDT)
http://youtu.be/qCgiKeQp6KQArmisael (T | C) 15:44, 11 July 2012 (PDT)
Sorry but I think we should show the crits damage at all heath (so we spawn more bots) User Hinaomi Hinaomi-sig.png Hinaomi (talk) - (contributions) 16:44, 11 July 2012 (PDT)
Indeed, since this one has damage scaling with health, perhaps crit damage should be demonstrated for multiple healths. Maybe do two 3-kill clips, one with crits and one without? Dunno. — Wind 18:54, 11 July 2012 (PDT)
http://youtu.be/GtS10vpYfAQArmisael (T | C) 14:04, 12 July 2012 (PDT)
Is good, please upload~ — Wind 22:24, 13 July 2012 (PDT)

Escape Plan Escape Plan

Pictogram comment.png Reserved by KarmaCharger

Where's the CRITS? User Hinaomi Hinaomi-sig.png Hinaomi (talk) - (contributions) 05:05, 11 July 2012 (PDT)
Okey , i will redo it. User Karmacharger Charger 2.png Karmacharger 01:54 , 7/13/2012 (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)

http://youtu.be/4cezyN6TrCoArmisael (T | C) 19:26, 9 July 2012 (PDT)

There are no problems with this demonstrations, but I would like to allow a week or so in case Akuago wants to redo the demonstration himself instead — Wind 20:35, 9 July 2012 (PDT)

Scorch Shot Scorch Shot

The cardboard soldier target was not shot. This is particularly important to demonstrate as we need to show how the shot arcs over a distance. I think. TFHK 10:02, 12 July 2012 (PDT)

Well the arc is kind of demonstrated in each shot since it is very strong, so I don't think it is worth redoing, especially since this first clip is very hard to do — Wind 22:24, 13 July 2012 (PDT)
At 0:21 it plays the crit sound effect and it doesn't show that the Scorch Shot can destroy stickies, so it might need to be redone anyway. Balladofwindfishes 18:58, 15 July 2012 (PDT)

Unarmed Combat Unarmed Combat

Pictogram comment.png Reserved by Spam90675

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)

I got this guys, finally get the full Fraps version. Spam90675 07:33, 12 July 2012 (PDT)

You paid for it? ...Uh...well, if you did pay for it (and didn't "bypass a barrier"), I sure hope you know your computer is fast enough to handle 30+ fps on Fraps, because otherwise all that money will have been spent for nothing, and you'll have to use Source Recorder and SrcDemo2. If you just "bypassed a barrier," then have fun testing. Remember to read the requirements and guidelines for uploading a video. Mr. Vinderack, not as sober as you...thin..yah... 07:43, 12 July 2012 (PDT)
I did, my laptop is brand new and top of te line, but I have one problem - Forced crits don't activate when I hold down Shift. I downloaded the right config, I checked multiple times, but it won't work. Someone mind explaining why? Spam90675 07:57, 12 July 2012 (PDT)
You paid for it or bypassed a barrier? And also, make sure you're holding down the left shift. Mr. Vinderack, not as sober as you...thin..yah... 07:59, 12 July 2012 (PDT)
I'd rather not get into it too much, as it isn't really your business, but I have the full version of Fraps. Also, I am making sure, it just doesn't work. EDIT: Turns out the commands "+critsplease" and "-critsplease" aren't recognized. Anybody know the reason why? Spam90675 08:01, 12 July 2012 (PDT)
If you look at the bottom of the page, you'll see all of us are completely fine with cracked. I'm just concerned if you paid for it, because there's a large possibility it won't even work for the weapon demonstration. Stating that you didn't pay for it is okay. Anyway, regarding the crits not working, is everything else from weaponref.cfg working (i.e. is sv_cheats on 1, tf_weapon_criticals on 0, etc.)? Mr. Vinderack, not as sober as you...thin..yah... 08:16, 12 July 2012 (PDT)

EDIT: The problem has been fixed via Steam chat. Also, Spam is going to be using Source Recorder and SrcDemo2, as jigglebones didn't work with Fraps for him either.

Jigglebones won't work in srcdemo2; I can guarantee you that. You need to use FRAPS (or some other screen capture program) and cl_jiggle_bone_framerate_cutoff 1. — Armisael (T | C) 09:21, 12 July 2012 (PDT)
Really? Jigglebones doesn't? That is unfortunate. Okay, I'll keep that in mind. Mr. Vinderack, not as sober as you...thin..yah... 10:05, 12 July 2012 (PDT)

http://www.youtube.com/watch?v=5Gvp9Lpp_vk - Youtube link - just finished the video. If Jigglebones version is needed, please tell me. The preceding unsigned comment was added by Spam90675 (talk) • (contribs)

Few things:
  • Quality seems a bit on the low side for high definition.
  • Very fast-paced video. Slow it down a bit next time.
  • During the Soldier segment, try to attack at a consistent rate. Waiting before the second hit is generally used for the Pyro segment.
  • This might just be me, but if I am correct, as of the Pyromania Update, the Unarmed Combat should now have a taunt. If not, then disregard this.

Good for a first try! Mr. Vinderack, not as sober as you...thin..yah... 21:30, 12 July 2012 (PDT)

Actually, my first try was worse. However, since I uploaded that video, I made a new version, that includes jigglebones as well as the taunt. When the weapon turns inside out at the forced crits in this video, that's part of the actual weapon bug. Try it out yourself, if you'd like. http://www.youtube.com/watch?v=3hJadUrsWk4 Spam90675 22:36, 12 July 2012 (PDT)
I will check it out soon. A bit busy right now. Mr. Vinderack, not as sober as you...thin..yah... 23:03, 12 July 2012 (PDT)
This looks like upscaled-to-720p video. Are you sure you recorded at the right resolution and didn't set Fraps to record at half-size? Sound also sounds distorted. Perhaps you have some sort of audio driver program that modifies your sound to increase the bass or the treble or something, but this certainly doesn't sound like most demonstrations do. Also, jigglebones are .required, and this definitely won't do :( It's very hard to get them to work, but it is possible, or at least has been despite being hit-and-miss. Framerate looks a little pokey too — Wind 22:24, 13 July 2012 (PDT)
You watched the second version, right? The second version has jigglebones and (I think) fixed audio. Also, I have Fraps set to 60 FPS, full size, and loop uffer every 30 seconds. Anything I should change there? Spam90675 00:17, 14 July 2012 (PDT)
Yes, the second versiob has jigglebones but they're clearly not behaving correctly. Fraps isn't at fault for low framerate, Fraps just takes what it can get, and if it can't get enough frames, then... it can't get enough frames. So the framerate won't be 60 even fi it's set to 60. 60 is just the maximum number of frames that fraps tries to take every second. — Wind 11:52, 14 July 2012 (PDT)

Pyro melee makeover

Back Scratcher Back Scratcher

Pictogram comment.png No special changes.Wind 20:11, 10 July 2012 (PDT)

Pictogram comment.png Reserved by Karma Charger
http://youtu.be/oH8mI2HAYvU User Karmacharger Charger 2.png Karmacharger 12:52 , 7/14/2012 (PDT)
Great, asides from one thing:
  • The Dispenser clip...I don't know how many people willl have the patience to watch through the whole thing. I fiercely recommend using a level three Dispenser, because that was almost tedious.

Asides from that, I didn't catch anything. Mr. Vinderack, not as sober as you...thin..yah... 10:02, 13 July 2012 (PDT)

I don't think so, lv 1 dispenser is showing how slow when heal with with lowest heal rate. User Hinaomi Hinaomi-sig.png Hinaomi (talk) - (contributions) 10:22, 13 July 2012 (PDT)
That's definitely true, but on YouTube the attention span is tiny. I commend Karma for actually going through with this, but unfortunately I don't think his work will be appreciated by very many YouTubers... Mr. Vinderack, not as sober as you...thin..yah... 10:27, 13 July 2012 (PDT)
It's at the end of the video, so viewers who get bored can just stop watching. Also, you'd be surprised by how much commenters enjoy these sorts of things. Go look at the current backscratcher demo (which has the same clip). — Armisael (T | C) 10:32, 13 July 2012 (PDT)
Fair enough. My only concern now is for the viewers who do not realize it is the last clip, but I guess they can just power through it if they get bored. xD. Mr. Vinderack, not as sober as you...thin..yah... 11:31, 13 July 2012 (PDT)
It's that way already, it can be that way again. However please make sure both views look exactly the same, since that is possible here; simply make the dispenser and use setpos to position yourself at the same position on both clips, and move forward as much as possible towards the dispenser (without changing aim). That way you have exactly the same view, and it looks better~ It's not a very big deal here because the point get across anyway, but if you can do it then why not — Wind 22:24, 13 July 2012 (PDT)
http://youtu.be/2hADwmYmg2U User Karmacharger Charger 2.png Karmacharger 10:32 , 7/15/2012 (PDT)
That's not really what I asked about the dispensers but I guess the two clips are similar enough now. Please upload~ — Wind 10:27, 15 July 2012 (PDT)

Fire Axe Fire Axe

Pictogram comment.png No special changes.Wind 20:11, 10 July 2012 (PDT)

Pictogram comment.png Reserved by Armisael

http://www.youtube.com/watch?v=nabghhhE4oQ&feature=youtu.be Here is mine --Mellotaku, The Sorcerous Shapeshifter 20:26, 10 July 2012 (PDT)

The audio is really out of sync, and the in-game sound is extremely hard to hear over the music. Mr. Vinderack, not as sober as you...thin..yah... 10:01, 11 July 2012 (PDT)
My videos have begun to do that lately, I may need to switch to Source Demo --Mellotaku, The Sorcerous Shapeshifter 12:06, 11 July 2012 (PDT)
I definitely recommend switching over to Source Recorder and SrcDemo2. The quality is a thousand times better. On a side note, I'm going to make a version of this with Source Filmmaker just for fun. I'll post it here, perhaps for future reference, but if not, it'll just be a cool video to see. Mr. Vinderack, not as sober as you...thin..yah... 12:11, 11 July 2012 (PDT)
What Vinderack said. Those are the only flaws though; the framerate could be better but is acceptable — Wind 18:54, 11 July 2012 (PDT)

http://youtu.be/QRmORoQQWzsArmisael (T | C) 14:52, 13 July 2012 (PDT)

I see nothing wrong with it. Mr. Vinderack, not as sober as you...thin..yah... 17:35, 13 July 2012 (PDT)
That's wonderful. (You don't need to comment on every video). — Armisael (T | C) 17:38, 13 July 2012 (PDT)
Is good, please upload~ — Wind 22:24, 13 July 2012 (PDT)

Homewrecker Homewrecker

Pictogram comment.png No special changes.Wind 20:11, 10 July 2012 (PDT)

Pictogram comment.png Reserved by Mr. Vinderack

Done. http://www.youtube.com/watch?v=AZS-TCb8xXQ Sorry if it's a bit fast. Mr. Vinderack, not as sober as you...thin..yah... 23:57, 12 July 2012 (PDT)

Try not to be so twitchy with the camera in the first clip; long and slow and (more importantly) constant-speed camera movements are better than twitchy camera swings followed by another one to correct for the twitchiness error of the former. Also put the Spy in better view in the sapper clip. Is all~ (Also you don't have to go back to the middle of the map to taunt) — Wind 22:24, 13 July 2012 (PDT)
Alright, I'll get these done. And yeah, I noticed the first clip was not very polished. Sorry. Mr. Vinderack, not as sober as you...thin..yah... 22:30, 13 July 2012 (PDT)

Maul Maul

Pictogram comment.png No special changes.Wind 20:11, 10 July 2012 (PDT)

Had this saved up for quite a while, now. Download it here. --Akuago220, The Jungle Expeditioner 20:20, 10 July 2012 (PDT)

Is good, thanks~ — Wind 20:24, 10 July 2012 (PDT)

I really hate to be the one to do this, but...

  • The first hit on the soldier has the audio of a crit.
  • Right when you activate and deactivate the crit boost, the chat menu blinks briefly.
  • The split-screen HUD isn't used for the split-screen phrase.

If you guys already settled something, sorry. But in case you really did miss this stuff, that's why I pointed it out. Mr. Vinderack, not as sober as you...thin..yah... 10:10, 11 July 2012 (PDT)

I did hear that crit but it seems it's happening more often for pretty much everyone so I just ignored it >: But if you can fix it then do fix it. The chat menu is a good catch, not a major issue but also something to fix if possible. Using the split-screen HUD is not a requirement in split-screen clips that don't involve the player's health. — Wind 18:54, 11 July 2012 (PDT)
Okay, I see. I think I know the crit problem though. When rendering, it is possible to have tf_weapon_criticals on 1 (and other anti-attributes of weaponref.cfg, such as sv_cheats on 0, for that matter) and have random crit audio be recorded as the render occurs. Even if the demo itself had no crits, they can still be generated during rendering due to the way they are created. This is an easy fix: Simply re-record the audio and make sure tf_weapon_criticals is on 0. Personally, I like to use exec weaponref every single time I render just to be safe. As for the chat menu, I don't know what it is, but I think it's probably a rendering problem as well. Mr. Vinderack, not as sober as you...thin..yah... 19:01, 11 July 2012 (PDT)
Also, craft text in the backpack. — Armisael (T | C) 19:27, 11 July 2012 (PDT)
Well, nice to now know the days of needing just one approval have all but faded to memory and that anyone can be a judge and turn down a video. A simple addition of a judging section stating that even if one person says yes, any random user can now judge a demonstration for quality would be too hard to do for future reference & notification (it's done for whenever multiple people make a demonstration for a single weapon; it seems like the same method's being incorporated when it's just one user making a demonstration)? Just saying. /rant Here's the revised version. Download it here. --Akuago220, The Jungle Expeditioner 12:20, 12 July 2012 (PDT)
Rant: Sorry...just trying to make things better for the overall project (and for its viewers). :(
Video: Still does the weird chat menu blink thing, but I don't really think it's necessary to have to redo, mainly because it doesn't look like a problem that can be easily identified. Mr. Vinderack, not as sober as you...thin..yah... 12:28, 12 July 2012 (PDT)
You just need my approval, I'd consider the others to be early-reviewers that point out some flaws that I may point out as well but do it before I get a chance to (so you can fix it faster) or provide suggestions. For those purposes, such reviews are valuable, but they are not final nor required to act upon >:
Anyway, for the video, no problems here but the split-screen for the Sapper clip shown in the Homewrecker demo above is a good idea I think, so may want to do the same for consistency between the two weapons since they're reskins of one another. Yes, I know, changing requirements are bad. but I didn't predict this change because I didn't think of showing it that way >: — Wind 22:24, 13 July 2012 (PDT)
I am so sorry Akuago. D: Mr. Vinderack, not as sober as you...thin..yah... 23:14, 13 July 2012 (PDT)
Well, hopefully this will keep the "consistency" of the Homewrecker demonstration. Download it here. --Akuago220, The Jungle Expeditioner 14:58, 15 July 2012 (PDT)

Powerjack Powerjack

Pictogram comment.png Put the Sniper away from the Medic on the right side of the map, so that the crit hit on the Medic is more isolated from the others. The Medic should be killed last with the crit, not before the Sniper.Wind 20:11, 10 July 2012 (PDT)

http://youtu.be/XOFgpdtur9kArmisael (T | C) 02:49, 11 July 2012 (PDT)
For the last clip, can you find a more stock-ish weapon for this? Otherwise, is good — Wind 18:54, 11 July 2012 (PDT)
(Turns out there is no such thing) Is good then, please upload~ — Wind 22:24, 13 July 2012 (PDT)

Sharpened Volcano Fragment Sharpened Volcano Fragment

Pictogram comment.png No special changes.Wind 20:11, 10 July

http://www.youtube.com/watch?v=dWrCYvtuffk I already got it Ben10508 20:44, 11 July 2012 (PDT)

...This is awkward. I mean no offense by this, but you're kind of...supposed to respect reservations. If you wanted the weapon that badly, you should have asked Mellotaku first. As for the video, it's a good layout and demonstration, but the quality is really choppy. Like I said, Source Recorder and SrcDemo2 are a must for these weapon demonstrations. Fraps just doesn't cut it most of the time. That is all. Mr. Vinderack, not as sober as you...thin..yah... 20:58, 11 July 2012 (PDT)
No, they are certainly preferred (because they tend to produce better results) but they are not requirements for any demonstration (except the Saxxy demonstration) and are sometimes necessary. I'm sure that's what you meant to say, but you said it in a way that made it look absolute, and that there was no question about it. — Wind 22:24, 13 July 2012 (PDT)

Ahh, sorry. I already had it done, why not, know know? *chuckles faintly* I sent Mellotaku an apology message on his talk page. Also, I don't really see what's wrong with the quality, I think it's fine Ben10508 21:15, 11 July 2012 (PDT)

Firstly and most importantly, thank you for understanding the reservation system. I am glad to not have to start an argument. As for the quality, watch a recent weapon demonstration (Scout and Soldier melee makeovers) to see what I mean. Your quality is definitely not bad, but I don't think it's 30 or more frames per second. I should probably also make it clear that by quality I mainly meant framerate. xD. Anyway, trust me, you will not regret using Source Recorder and SrcDemo2. I will definitely help as much as it takes, because those tools produce magical results (and by the way, Wind was the one who made SrcDemo2 :P). If you have any more questions, don't be afraid to ask. I'm friendly, and so is everyone else (hopefully). Mr. Vinderack, not as sober as you...thin..yah... 21:50, 11 July 2012 (PDT)

Thanks for your understanding. I'll take your word for using the other recording softwares. Didn't know Wind made SrcDemo2 :0. For now can we use this video? For my later one's, I'll use Source Recorder next time. Ben10508 21:58, 11 July 2012 (PDT)

You'll have to ask Wind. I try to help around a lot, but I'm not actually in charge of the project (I'm flattered you thought I was, though. Thanks! :) ). Also, I bet he's fine with it, but you might want to get Mellotaku's approval too, just in case. Mr. Vinderack, not as sober as you...thin..yah... 22:15, 11 July 2012 (PDT)

Ha, I already knew that Wind was like, God here xD. The preceding unsigned comment was added by Ben10508 (talk) • (contribs)

So you know Ben, the reservation system exists to help minor contributors like you. If no one respected reservations and multiple people submitted videos for the same weapon, the experienced, major contributors would make higher quality demos much faster than the new contributors, and the new people would never get a video in. Ignoring other peoples' reservations is a good way to get other people to ignore yours. — Armisael (T | C) 07:47, 12 July 2012 (PDT)
Indeed. Just so we're on the same page, don't take any of this harshly. Just think of it as a first-time experience, and keep it in mind if the situation ever comes up again. Mr. Vinderack, not as sober as you...thin..yah... 07:49, 12 July 2012 (PDT)

Well yeah this is my first time making this mistake. I'll try not to the this again. I'm still waiting for Mellotaku to reply to my apology. Thanks Ben10508 08:03, 12 July 2012 (PDT)

Framerate is indeed a little choppy but acceptable, but there's also:
  • First clip ends too soon (it's supposed to end after the camera finished zooming in)
  • At 0:48, you're a bit far from the heavy, to the extent that if the viewer has sound off he would think you just missed the Heavy. Also, for such clips, it is usually best to show the Spy disguising during the clip, not starting the clip while the Spy is already disguised, much like you did for the spy cloaking in the next clip (starting with the cloak already on would be awkward). Additionally, you started in a position where the weapon viewmodel completely covered up the Heavy on the left. This is bad because the first few seconds o pause at the beginning of a clip are there to help the viewer see where he is and what's where and what is happening, so having only half of the elements of the scene visible hinders this.
  • Since the Medic dies in one hit (how unfortunate) with crits, I guess you need another enemy with higher HP to show the afterburn on crit. Although I guess the fire on Medic's corpse partially demonstrates that... The preceding unsigned comment was added by Wind (talk) • (contribs)

Third Degree Third Degree

Pictogram comment.png Need to show crit on both an isolated bot (Medic or not), and on a chain.Wind 20:11, 10 July 2012 (PDT)

Pictogram comment.png Reserved by Armisael
http://youtu.be/HZ2wdS5p6bMArmisael (T | C) 14:51, 11 July 2012 (PDT)
The proper hit sound is missing in the first clip >: Rest is good — Wind 18:54, 11 July 2012 (PDT)
Pictogram question.png Question Is the Medic die-no-damage-to-target always the case, or is it an edge case with that Y configuration? --Org 22:26, 12 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

Pictogram comment.png Reserved by Ben10508

Infernal Orchestrina Infernal Orchestrina

Pocket Medic Pocket Medic

Pictogram comment.png Reserved by Ben10508

http://www.youtube.com/watch?v=xB36oViBTO8 got it! Ben10508 21:20, 9 July 2012 (PDT)

Very nice! It's not really my job, but since I'm here, I'll point out a few things:
  • Quality could probably be upped a bit.
  • On the second phrase of the video, in which you show the Pocket Medic being used without the Pyrovision Goggles, I would recommend moving the mouse off the Pocket Medic briefly. The description covers up the slot where the Pyrovision Goggles would go, so although it can be inferred, it isn't exactly clear that you're not wearing Pyrovision Goggles from the loadout screen.

Much better than my first try. Good job! Mr. Vinderack, not as sober as you...thin..yah... 21:27, 9 July 2012 (PDT)

Thanks for the advice! I'll get right to it. Ben10508 21:48, 9 July 2012 (PDT)

Haha, no problem. :> I'd advise you to also wait for Wind to reply before finalizing, though. The preceding unsigned comment was added by Mr. Vinderack (talk) • (contribs)
The demonstration is kind of backwards, showing with goggles first and then without. It should show the common/default state first, and then show what happens with the goggles on. This does mean a longer demonstration since now both the nogoggles the goggles parts need to each have the usual 3 kills, but that's okay. Also do consider using Source Recorder to get a higher quality video and a more consistent framerate. More importantly, don't forget to reload according to the guidelines (ctrl+f reloading on project page). Fades to backpack view are a bit long, and the time you stay in the backpack view is a bit short. Is all, thanks~ — Wind 18:34, 10 July 2012 (PDT)

Hmm, well that's quite a lot of stuff to fix but I'll do it. I'm using Fraps to record my screen, usually it's smooth but I think it was just that time it lagged a bit and as you can see Wind, no more black bars :D Ben10508 09:42, 11 July 2012 (PDT)

That's normal to have to redo a lot of stuff. I had to make four demonstrations before I got accepted. Regarding Fraps, I actually doubt it was lag. I used Fraps for my very first demonstration, and it produced a similar video. Then, I switched to Source Recorder and eventually used SrcDemo2. That's how I got my quality to be pretty great, so I really do recommend using Source Recorder and SrcDemo2. If you need any help, I'll definitely be willing if you're going to do it. A quality demonstration is a good demonstration. Mr. Vinderack, not as sober as you...thin..yah... 10:19, 11 July 2012 (PDT)

http://www.youtube.com/watch?v=es3aWo6Q9dE fixed Ben10508 20:29, 11 July 2012 (PDT)

Much better than the first one. However:
  • Though not a huge problem, the looping of the music is quite botched. I recommend using Karmacharger's version of the long demonstration video music (see near-bottom).

That's actually the only thing I see wrong. The quality could be a bit better, but I would say it's acceptable. Mr. Vinderack, not as sober as you...thin..yah... 08:20, 12 July 2012 (PDT)

Alrighty then Ben10508 08:54, 12 July 2012 (PDT)

Also, when I put the Pyrovision goggles on, it doesn't look like in what the demonstration for the Rainblower looks like. Someone help? Ben10508 12:41, 13 July 2012 (PDT)

Okay, clearly I didn't think this through when I said to show the default state first, because the viewer won't really know what to look for in that clip until afterwards in the second part. So, sorry about that but err... My bad. However, now that I think about it more, maybe it would best be demonstrated as a split-screen, with the default on the left and the pyrovision on the right. That way the killfeed difference is easier to notice, rather than having those elements spaced by a large time gap of a few dozen seconds where it's easy to forget what's different. So I'd say try doing that; put an enemy in front of you and kill him in both modes (with same starting positions, getpos/setpos/bot_teleport with the prmary weapon, and do that again (in other clips) for secondary and melee. Then do the same for the Heavy. I think that should make it much clearer~ (Make sure to use the split-screen HUD with the kill feed showing properly on a left/right split-screen).
Also yes, it should show pyrovision elements other than the balloons and the modified voice line choices. — Wind 22:24, 13 July 2012 (PDT)

I figured out to get the split screen to work but does both the screens have to have the same actions at the SAME EXACT time? I think that'll be a little hard to do that. Plus, how come when I put the Pyrovision Goggles on, it's not like what's it's supposed to be like? The preceding unsigned comment was added by Ben10508 (talk) • (contribs)

It's not as hard as you think. Just make the clips' content start at the same time and trim them to be the same length. The entire process only takes about 45 seconds for each clip, so it will take approximately two and a half minutes to synchronize all the clips. If you really need help or still do not understand, though, I will make a tutorial video on the concept (and maybe even the entire weapon demonstration process). Ask me if you need any more help or if you need the video. Mr. Vinderack, not as sober as you...thin..yah... 01:48, 14 July 2012 (PDT)

Well, I can make the lengths of both the videos the same, but say that I have two videos and they demonstration a weapon. I fire the weapon err gun whatever, I fire the gun at different times. Do you get what I'm trying to say? Ben10508 01:59, 14 July 2012 (PDT)

Yes, and I did when I responded. Apparently you didn't understand me though. I will make the video; expect it either later today or tomorrow. Mr. Vinderack, not as sober as you...thin..yah... 11:04, 14 July 2012 (PDT)
...This is awkward. I mean no offense by this, but you're kind of...supposed to respect reservations.
Does that ring any bells? — Armisael (T | C) 11:13, 14 July 2012 (PDT)
Read above. I'm making a tutorial, not the demo lol. Mr. Vinderack, not as sober as you...thin..yah... 11:36, 14 July 2012 (PDT)

Mr. Vinderack, you scared me, Armisael, you saved me, Mr. Vinderack, you saved me even more, lol Ben10508 18:31, 14 July 2012 (PDT)

If I do split screen for this, how will I show the backpack view? Ben10508 08:53, 15 July 2012 (PDT)

Do a full-screen backpack view with the item equipped, and then put labels on each side of the screen as done on the Mantreads demo (make sure to use the same font, same color, same size, but possible different location since the pyrovision frame thingy around the edge of the screen may make the label unreadable) — Wind 10:27, 15 July 2012 (PDT)

So how about this, I show a backpack view without the goggles, the go into third person with no bots. Then I do the same but with the goggles, then do a split screen thing? Oh and, whenever I put on the goggles, I never see the Pyrovision frame and everything else, just the balloons and the altered voice clips. Also, how do I get the Team Fortress 2 styled font? Ben10508 13:32, 15 July 2012 (PDT)

Yes, that beginning sequence would work. The fonts are already in the game files, in tf/resource as described on the Fonts article, which also has download links to those fonts. — Wind 13:52, 15 July 2012 (PDT)

Alright cool but what about the pyrovision thing? Ben10508 15:13, 15 July 2012 (PDT)

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)
On and off through split-screen, probably. Not sure how though, try something and we'll see~ — Wind 19:17, 8 July 2012 (PDT)
i may take about 2 days to do this , because it's too many clips need to record. So the scout - spy third-person view clip i have to record it without .dem because when i play the .dem file it's won't show the goggle model or hats. but others clip will be used with srcdemo2. User Karmacharger Charger 2.png Karmacharger 01:41 , 7/10/2012 (PDT)
Hats that aren't showing up in demos are almost certainly set to "loadondemand" "1" in the schema. You'll need to change that to a 0 to get those hats to show up. — Armisael (T | C) 10:47, 9 July 2012 (PDT)
if yes , then i just lost the .dem file because i seen it's won't show the model so i just deleted them , wind can it be accept without the first scout - spy third-person .dem? User Karmacharger Charger 2.png Karmacharger 03:06 , 7/10/2012 (PDT)
It's fine to not have .dem's for this, it's not a lot of motion and not very hard to re-act if needed. But if you can use srcdemo2 with Armisael's fix, then use it — Wind 20:35, 9 July 2012 (PDT)
Heres the video. Not really sure this is the best way to do it , well all clips is without .dem as you said it's fine. User Karmacharger Charger 2.png Karmacharger 01:21 , 7/13/2012 (PDT)
I don't think having a demonstration for every single weapon is necessary - I think you should only show what has changed, e.g. gibs, fire particles, player sounds, materials, sprite changes (e.g. grass - the map might need to be modified to show this). For player sounds, not all classes need to be shown, its obvious that it applies to all classes. Finally, on a side note, your spy backstab animation didn't work. Pigophone 00:19, 13 July 2012 (PDT)
but i still have to wait for wind's reply. User Karmacharger Charger 2.png Karmacharger 03:39 , 7/13/2012 (PDT)
That is some very good work on the synchronization, making sure that the left clip's sound doesn't overlap with the second clip's sound. Some things:
  • At the end of the Demo clip at 4:16, the left clip goes to black before the right clip goes to black.
  • In the Sniper clip, on the left you didn't rezoom after shooting, but on the right you rezoomed.
  • Missed two pistol shots in the left clip of the Spy demo, and one on the right. Don't show the backstab animation thing by walking back and forth, this is unecessary (this is not a how-the-knife-works demo). Just backstab the pyro~
  • Re-enable critical hits for both spy clips, otherwise the backstab animation doesn't work (knife swings horizontally)
  • Demo sound comparison clip on the right is really not centered
  • Camera moves during sound comparison clip of the medic, on the left. Medic is also not centered in that clip
  • Add a "map exploration" clip where you have the viewmodel and the HUD hidden (cl_drawhud 0, r_drawviewmodel 0), and look around the map and check out objects of interest that look different like the car tires, the cart, the crates, the wooden sign, etc. Doing it as a split-screen may be hard if you have to walk around at exactly the same time, so if it's too difficult then maybe it could just be a sequence of short clips where you stare at one spot for 2 seconds or so and then next clip for the next spot, and so on.
  • Lastly, please reorder the clips so that they are in this order:
    • Scout backpack view
    • Scout thirdperson world view
    • Split-screen map exploration clip
    • All 3 health pack comparison clips
    • All 3 ammo box comparison clips
    • Scout killing clip
    • Scout voice comparison clip
    • Soldier backpack view
    • Soldier thirdperson world view
    • Soldier killing clip
    • Soldier voice comparison clip
    • Pyro backpack view
    • Pyro thirdperson world view
    • Pyro killing clip
    • Pyro voice comparison clip
    • etc.
This ensures that the viewer can see all the important detail as soon as possible with the scout, and then if they don't want to see it for all other classes then they can close the video and they wouldn't have missed anything important.
Good work on doing all of those clips, that is quite a lot of them. Thanks~ — Wind 22:24, 13 July 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)

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)

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 one 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)