This demonstration has been reserved:Obilisk 05:33, 17 August 2014 (PDT)
How's this? The minigun ends quite abruptly in the second clip, however this small issue is also evident on the mad milk demonstration, so I didn't try fix it. The pop up in the loadout screen as you can tell, covers the scout's face. Would you prefer me to have the cursor on the weapon first then show the scout or leave it as it is now? Obilisk 03:38, 20 August 2014 (PDT)
Don't switch to the scattergun at 0:41. In thje 1:05 clip, move closer (but still keeping all enemies in view) so that it's easier to see who's milk'd and who isn't. It may be clear when seen in-game in fullscreen but it isn't when displayed in a tiny video player on a webpage, which is where it will end up in the end. Water clip: The bread is still wiggling around on the engineer's head, so it's not obvious that the effect is gone. Fire at the engineer to make it clear. Loadout view is fine, as is the minigun in the second clip. — Wind 17:15, 22 August 2014 (PDT)
Alright, how's this? I couldn't fix the problem after the taunt in the first clip (The milk appears to be frozen) I think this is a bug on valve's end. Tell me what you think though. Obilisk 02:47, 26 August 2014 (PDT)
Yeah, it does that on some weapons. Is good, please upload~ — Wind 15:28, 6 September 2014 (PDT)
I'd like to make a video, but my snack attack is Strange quality. Can I still make a video?
 --Gaby5011 (talk) 13:25, 6 July 2014 (PDT)
According to the Project Page: "Having the item you want to demonstrate in either Normal or Vintage quality" So I'm pretty sure Strange quality is excluded. Obilisk 06:07, 9 July 2014 (PDT)
The project page is quite unclear at that line. First, it says "Having the item you want to demonstrate in either Normal or Vintage quality.", and later, it's just "Otherwise, use whichever one you have.". Klopapierrolle (talk) 11:47, 18 July 2014 (PDT)
The whole sentence is "Having the item you want to demonstrate in either Normal or Vintage quality (no name tag, no description tag, no craft number, no gifted weapons, and no Community weapons); If you have both a Vintage and a Unique variant of the weapon, use the Unique variant. Otherwise, use whichever one you have". The "Otherwise" part is referring to the sentence just before it, "If you have both a Vintage and a Unique variant of the weapon, use the Unique variant". Thus, it means "If you don't have both a Vintage and a Unique variant of the weapon, use whichever one you have". I removed the third sentence entirely since it's already made clear by the first two sentences. — Wind 20:21, 19 July 2014 (PDT)
Sorry Wonda, I have removed your reservation due to no work being done on it after a month. Although I have finished the demonstration - During the second clip if you look closely you can see that the Scout is holding a sapper. After countless attempts to fix this I had no luck, it seems to do it after a undisguised spy saps and changes class. Does anyone have a solution? Otherwise this is all I can do. Obilisk 06:15, 13 August 2014 (PDT)
In the second clip, your crosshair is closer to the spy than to the dispenser. It looks as if you're trying to hit the spy yet are hitting the dispenser by accident. Move the crosshair closer (but make sure to keep everything in view, as the current demo does). The scout's sapper is mostly hidden by the scattergun so it's alright, I don't think anyone's going to notice. — Wind 17:42, 17 August 2014 (PDT)
Alright how's this? I changed the position slightly in the second clip, making the sapper a bit more noticable but still hidden. Obilisk 05:09, 19 August 2014 (PDT)
The spy is too close to the dispenser, and this hides part of the sapper placement animation on most classes. There was nothing wrong with the placement in the last video, just needed to move the camera a bit more towards the dispenser so that it was clear you were hitting the dispenser rather than the spy. — Wind 17:15, 22 August 2014 (PDT)
Video volume is way too low (compare by playing an existing demonstration with the same volume settings). Rendering glitch in the sniper loadout clip (there's some red glitch on one frame by 4:37 during the transition). Spy clip has the Spy wielding the knife for some reason (should be primary, revolver). Rest is good~ — Wind 15:00, 13 September 2014 (PDT)
Hope that this is good. I guess that turning up the volume x2 was enough, I'll change it if it's not. (: — Klopapierrolle (talk) 08:59, 19 September 2014 (PDT)
Is good, please upload~ — Wind 21:24, 20 September 2014 (PDT)
The loadout clip needs to be much longer, give the viewers time to read the description for the weapon.
In the loadout clip there is also a white border around the popup, to fix this I think you can just re record the loadout screen.
Personally I think that after each of your clips you should give a bit of time before the transition, although this could just be me.
At 1:00 the footage is paused before it plays for a splitscreen. Also do you have the splitscreens the wrong way around? I'm pretty sure the left footage shows the "Full turning control" Which is for the Tide turner, not the Chargin' Targe.
Not sure if it's just Youtube, but there appears to be black bars to the left and right of the video until 1:00.
In all of your splitscreen clips the hud appears to be skewed to the right. Are you sure you're using the 2 way splitscreen HUD? I think you may be using the 3 way splitscreen HUD.
Personally I think you should sync up the flamethrower shooting in the splitscreen clip (have both the flamethrowers shoot at the exact same time) , and have it maybe only shoot once. What I suggest to is have a Pyro shoot a flaregun instead of the flamethrower, doing so will be much easier to sync up and give you a much more accurate result of showing the fire resistance.
Maybe give a bit more time at the end before it ends. It seems to basically instantly end as soon as the Soldier kills you.
You should maybe show that you can shoot the Grenade launcher while charging, and show if it lets you charge again after a kill with it?
The font you use during the splitscreen clips should the the TF2 Font. This can be found in the tf/resource. It's called "tf2secondary"
Not sure if it's only a Chargin' Targe ability, but perhaps show if you can kill with a shield bash? Also you could maybe show that the more heads you have with the Eyelander the more damage your shield bash does?
These are just what I spotted. You may want to wait for Wind's response, he may disagree with some of the points I've made :) . Obilisk 05:46, 27 June 2014 (PDT)
Agree with all Obilisk said. Also, your volume is weird; I think it's clipped quite a bit, and the ambient sound is also much louder in every clip after every transition until the moment something else happens like a charge or a shot. The splitscreen is also shrinked to fit rather than cropped — Wind 15:59, 28 June 2014 (PDT)
How's this the footage I recorded came out quite blurry on the impact charges, however the same blurry effect is evident on the splendid screen demonstration so I decided to leave it as it is. Also, should I change the Charge turn comparison? I was considering doing it like the current Bootlegger and Ali Wee Booties demonstration but did it differently, is it alright now or should I change it? Lastly, do you think it would be also necessary showing killing a enemy while charging with the Grenade Launcher lets you charge again? Or should I leave this out as it is assumed? Obilisk 06:14, 6 August 2014 (PDT)
I think it's worth showing a kill with the grenade launcher at the end of the charge. The clip that shows the grenade launcher not critting at the end of the charge suggests that the grenade launcher isn't affected by the shield, so it's worth showing that this effect applies for the kill-at-the-end-of-charge attribute. Also, the ending sound is cut off. — Wind 17:02, 10 August 2014 (PDT)
Cut the first screen where it shows you got the item. Otherwise we'd need to have that screen for every demonstration, meaning someone would need to buy the item for every demo and only have one shot at recording it.
At 1:06, the cosmetic slot's background color stays in the "hovered" state even though your mouse has left it.
Rest is good~ — Wind 15:00, 13 September 2014 (PDT)
Video quality actually looks pretty good in this one. Don't know if you used different settings than the other videos. There's still some aliasing visible on the pillars a little bit, low anisotropic filtering, and the Pyro's flamethrower looks low-polygon-y (try increasing model quality in the settings), but overall this is good. There's still some things to fix in the music (there are some split-second audio cuts at 0:38, 0:46, 0:59), and there's a weird black cursor thing next to the soldier in the left clip at 0:56. — Wind 15:59, 28 June 2014 (PDT)
This demonstration has been reserved:Obilisk 05:15, 8 September 2014 (PDT)
Watch Also as a side note, do you think it would be worth showing that backstabbing a scout under the influence of Bonk! Or backstabbing a sniper with the razorback gives a guaranteed crit? I know they aren't stock weapons, but it still seems like it could be worth showing, at least the Razorback clip, otherwise, tell me what you think. Obilisk 07:24, 10 September 2014 (PDT)
Nah, it's an interaction with non-stock weapon and it's probably a bug too so it'd have to be redone if/when fixed. Also, you forgot to turn on crits in the last clip, which makes the Spy perform the slashing animation rather than the backstabbing one. — Wind 15:00, 13 September 2014 (PDT)
Ah, I was wondering why it wasn't doing the proper stab animation. Cool, here it is now. Also I'm, not sure if it's crucial or not, but it appears that at 2:23 the Diamondback's crit colour seems much more bold than it usually is. I'm not sure if it's a bug or perhaps the lighting on the weapon, but I wasn't able to find a way to fix it. Is it alright how it is?Obilisk 07:54, 14 September 2014 (PDT)
Yeah that looks weird. Try giving yourself crits and spending them at the beginning of the clip and then cutting that part out from the final video. — Wind 21:24, 20 September 2014 (PDT)
Alright it turns out that the reason the colour is like that is because of the lighting. The light from the right is behind the pole, resulting in a sort of shade appearing over me. I can redo this in different positions if this is really an issue. Obilisk 03:41, 21 September 2014 (PDT)
If it's natural from the lighting then there's nothing wrong with it. Please upload~ — Wind 14:31, 5 October 2014 (PDT)
RED heavy switches to minigun for no reason at 1:46. Also, first clip should demonstrate that the weapon always crits from behind. It's currently shown only on a the jarate'd demoman which is not conclusive. — Wind 21:24, 20 September 2014 (PDT)
Woops, can't believe I forgot to show the behind punches hah, how is it nowObilisk 06:36, 21 September 2014 (PDT)
The heavy isn't actually looking at the spy during the tauntkill for some reason. — Wind 14:31, 5 October 2014 (PDT)
Watch Ah alright, I just assumed that with the current demonstration I would get away with the heavy looking the wrong way, haha. Should be all good now. Obilisk 01:28, 6 October 2014 (PDT)
Is good, please upload~ — Wind 18:10, 10 October 2014 (PDT)
Show movement speed comparison of shooting, spinning and walking.
This demonstration has been reserved:Obilisk 01:04, 30 June 2014 (PDT)
Watch I ended up having to record the footage in Fraps, due to the fact srcdemo2 having a problem showing the correct spin down animations, however I do still have the .dem file. Tell me what you think! Obilisk 08:14, 2 July 2014 (PDT)
Would I need to redo this again due to the recent update? "Winding up via secondary attack now counts toward reducing the one-second accuracy penalty" Obilisk 06:10, 9 July 2014 (PDT)
Either way I have redone it. Watch Is this version better than my previous? Also have they changed the spin up animation? It seems to be much slower to spin up. I'm not sure if this is just my computer being weird though. Obilisk 05:23, 26 July 2014 (PDT)
It looks fine to me. However, and this is silly because the original demo doesn't show it either, but this doesn't demonstrate the fact that you walk slower when this is spinning. Welp. That's sort of a basic fact about the weapon that needs to be demonstrated. Please add a 3-way split-screen walking speed comparison (minigun normal, minigun with right-click held down, minigun firing). Probably going to need to redo all the other minigun demos because of this. — Wind 16:37, 28 July 2014 (PDT)
Alright how's this? Sorry again for the delay, I've been a bit busy with Uni recently. WatchObilisk 20:04, 1 August 2014 (PDT)
The three clips aren't very well synced. Check Akuago's Iron Curtain demo — Wind 16:54, 2 August 2014 (PDT)
I thought so to. Awesome, Akuago has a excellent way of demonstrating the speed comparion. Take a look now. WatchObilisk 04:37, 3 August 2014 (PDT)
Still not synced? The minigun isn't getting spun up at the same time (though the arrival is, which is weird) — Wind 17:02, 10 August 2014 (PDT)
Ok should be allllllll good now . WatchObilisk 02:13, 12 August 2014 (PDT)
Is good, please upload~ — Wind 17:42, 17 August 2014 (PDT)
Maybe move back when you taunt, so the Tomislav doesn't clip with the small wall on front of the Heavy.
Not sure if it's just me, but your crosshair seems to be very hard to see.
If you look closely at 0:40, you can see that you have the Power up Canteen equipped.
Maybe give a tiny bit more time on the loadout clip, personally I think it's just a tad too short.
Not sure if it needs to be shown but the reason the demonstration needed a redo is because now there's a damage and accuracy ramp-up. I think you may need to show this?
I'm not sure how you would show the damage and accuracy ramp up, maybe have a splitscreen of the Tomislav 'deployed' and shooting an enemy, as well as the other screen showing you spinning up and shooting. (If that makes sense, although I'm still not sure if this needs to be shown properly.)
You may want to wait for Wind's response. Good luck Obilisk 06:09, 26 June 2014 (PDT)
What Obilisk said except the ramp up thing. Since this applies to all miniguns, there's no need to demonstrate it here, and I'm also not sure how to demonstrate it anyway. This vide looks good quality-wise except maybe the low-poly Pyro and the lack of anisotropic filter on the floor marks again, but other than that it's pretty crisp — Wind 15:59, 28 June 2014 (PDT)
I removed the demonstration due to nothing new being posted about it in over a month. I did it here though, tell me what you think. Watch Ignore the sudden flash of black (if it happens to you) It is just youtube being annoying. Obilisk 01:44, 27 July 2014 (PDT)
Is good, but need to show the walking speed thing (See minigun section). — Wind 16:37, 28 July 2014 (PDT)
Watch How's this? I'm not sure if the last clip is out of sync by a tiny millisecond, haha, but take a look. Obilisk 04:04, 30 July 2014 (PDT)
Indeed, same syncing issue as the minigun demo :( Sync them to the frame where the camera starts moving. — Wind 16:54, 2 August 2014 (PDT)
Watch Righto, how's this? The spin up times may be a bit out of sync but the demonstration still manages to show the movement speed comparison. Obilisk 06:08, 4 August 2014 (PDT)
Is good, please upload~ — Wind 17:02, 10 August 2014 (PDT)