I think it's good but in the Description Screen why do you put the v.chargein' targe in? Hinaomi 16:54, 14 July 2011 (PDT)
Because it's required in order to charge? o_O
Anyway, the main reason people use them booties (or are more interested in learning about, at least) is their ability to turn more, so I think this should go first. However, the only way to know if you have them on or not is the health display, which is not very obvious and would be even less obvious if that part was made to be the first one (which, I assume, is why you made it second). However, how about making it split-screen (which would hide the health display, yes), and adding text on it to make it clear? You can add text if you make it subtle yet visible, as the rocket jumper demo does (at 0:49). Use the same font, also in white, with a fade effect, somewhere in the bottom left or bottom right of each screen, and this should be fine :3 Same goes for the health comparison, put some text on it too~
Also, since both screens of the damage comparison have the rockets perfectly synced to one another, the rocket firing sound clips and slightly echoes too, which, while not being wrong, isn't comfortable to listen to. Could you mute one of the clips (the one where he doesn't die)? That should make it easier to listen to :3 — Wind 17:37, 14 July 2011 (PDT)
Arrrright, I'll get to it. :3 — Zhnigo 22:14, 15 July 2011 (PDT)
Here goes, YT and MF. I've used the same font and color that achievement tracker uses, since that's what usually hangs up in the upper left corner of the hud. Also wow, 28 seconds, that's short. — Zhnigo 01:41, 16 July 2011 (PDT)
Muted the wrong clip :( As I said, mute the one where he doesn't die — Wind 11:40, 16 July 2011 (PDT)
Wow, I'm a retard! :D YT/MF. — Zhnigo 17:49, 17 July 2011 (PDT)
Sadly, Akuago220 got there first :( The video is also not 16:9 and has green text as damage. The Force-a-Nature part isn't necessary either (also, lol, tradeplaza?) It does, however, demonstrate an important point that Akuago220's video doesn't show: the weapon doesn't need to be held in order to triple-jump. I am thus going to open this weapon again for new submissions~ — Wind
I was about to say "Noooo don't turn around while jumping whyyyyy" but then I saw this and I was like "wut". But yes, while it is a good thing to demonstrate (the purple trail), you should also make a "regular" version where you jump straight instead, and put it before the turning-around one. Also, the video suffers from artifacts when moving around in the first part; please increase the bitrate or choose a better codec (or both) if you can~ You can render at lower settings for youtube so that you can upload them fast, but if you can render a higher-bitrate version when uploading to mediafire, that'd be pretty cool :3 — Wind 17:37, 14 July 2011 (PDT)
Just got one and I'd like to reserve it. I intend to demonstrate the differences in charge rate in a splitscreen with a regular rifle. :3 — Zhnigo 08:45, 27 June 2011 (PDT)
Alright~ (Keep the reservations on the talk page btw) — Wind 16:35, 27 June 2011 (PDT)
Phew. Apparently although the head counter seems to max out at seven, it indeed DOES go up beyond it. You don't get any more charge speed bonuses, but this allows you to score several bodyshots without the charge speed falling, as long as the counter is seven or above. I'm at a loss of how to showcase that, and I'm not sure if it's even a legit feature or a bug. — Zhnigo 12:50, 2 July 2011 (PDT)
Probably best to not show it at all then — Wind 13:58, 2 July 2011 (PDT)
Poor audio quality (has a little "sssssssss" to it); make sure your audio recording settings correspond to your audio output (stereo/surround/etc), that you don't have low sound quality enabled in TF2, and that your output settings use PCM audio
Audio volume is not balanced (music is too loud compared to in-game sounds)
Not using the custom HudDamageAccount.res on project page to make damage numbers yellow
Doesn't show the bazaar's charging property up to its max (see Zhingo's demo)
Backpack sequence too long (5~8 seconds total, including pressing the closing button, should be enough)
Cursor must be visible in backpack view — Wind 17:51, 4 July 2011 (PDT)
The second version on youtube and mediafire. Actually I thought the transparent tooltips were part of the new interface. :3 — Zhnigo 12:51, 4 July 2011 (PDT)
Uh... Just click on the youtube video link and I'm sure you'll figure out what the problem is, Zhnigo D: — Wind 17:51, 4 July 2011 (PDT)
...wow. That loud noise even scared me for a second. Sorry. How did that even happen? Anyway, I hope Vegas won't play any more tricks on me, I like it better than Premiere. V3 on youtube and mediafire. — Zhnigo 21:03, 5 July 2011 (PDT)
Thanks~ :3 Sorry for misspelling your name too. — Wind 21:10, 5 July 2011 (PDT)
Unless somebody else wants to do this one I'll do it after I get a good Enforcer demonstration done. I just have a couple of questions about how it should be done - is it necessary to do a splitscreen with the regular rocket launcher to compare rocket speed, or will it be clear enough simply from a typical weapon demonstration? Also, in the rocket launcher demonstration it has a clip of the rockets being airblasted back - is this necessary? Rainbow Dash 16:26, 27 June 2011 (PDT)
It is not necessary to do a split-screen for rocket speed; it is however necessary to do the reflection thing. There's commands to help you with that on the project page — Wind 16:41, 27 June 2011 (PDT)
Someone else can have this one, messing with bots is a lot more time consuming and I was just borrowing the Liberty Launcher. I have recorded a full demonstration but I seriously doubt it's of high enough quality to go on the Wiki, so I'm not going to bother editing the clips and uploading the video. My apologies for saying I would do it and then not following it up, I underestimated how much time it would take to work with bots and shouldn't have tried to do such a video with a borrowed weapon. Rainbow Dash 19:08, 29 June 2011 (PDT)
Aww, that is unfortunate :( — Wind 11:27, 30 June 2011 (PDT)
Welp, the day after I resigned from this I got a Liberty Launcher random drop. I gave it a few days to see if anybody else picked it up after my resignation so I wouldn't be treading on their toes, but it doesn't look like it, so I'll be trying this again. Rainbow Dash 02:46, 3 July 2011 (PDT)
Audio glitch when doing the last strike on the soldier :( Rest is good~ — Wind 21:52, 1 July 2011 (PDT)
I think that for this video, and for the regular Axtinguisher, we should show the "No-crits-against-non-burning-players" thing by having a Medic Kritz the Pyro while s/he attacks an enemy. Just my 2 cents. Lilgreenman 23:05, 1 July 2011 (PDT)
I think that this needs to demonstrate the fact that the Soda Popper doesn't gain hype while you have other weapons out, which is a very important aspect to using it - if you put it away when it's at 99% charge, you can switch to it as soon as you're near an enemy and have your minicrits ready. The Soda Popper has drastically reduced effectiveness if you just waste your hype by not doing this, so I think it's important to show that it can do it. Sorry to butt in on this, by the way, I just felt compelled to comment since I had already planned my demonstration of this out (but hadn't got around to doing it because of trying to get the Enforcer video done). Rainbow Dash 13:43, 27 June 2011 (PDT)
Poor sound quality :( It's noticeable with the hit sound, or when it says "Ha ha, vat a bloodbath". It has that bad-sound fuzz to it, as if the sound had clipped while recorded and then artificially lowered in volume. Also, show the other classes' health at the beginning to highlight the effect, rather than just the Pyro — Wind 16:35, 27 June 2011 (PDT)
Your damage indicators aren't right, and you reload at times other than empty clip. Also, it's a little rude to take a video that other people are actively working on (at least, have posted in the last few days). — Armisael 11:32, 27 June 2011 (PDT)
No, it's fine; Nightelf5007 has worked on videos in batch, so it's natural that there are such conflicts. The points that Armisael stand, though. Also, this does show that it is possible to kill everyone and shoot the target at the back without artificially regaining ammo, so thanks for that :3 — Wind 16:35, 27 June 2011 (PDT)
Done but needs to be redone (show healing range)
That's it, the current video doesn't demonstrate the healing range (they say it's the same as that of a medigun). I wonder if that's a reason enough to redo this demonstration. — Zhnigo 00:21, 16 July 2011 (PDT)
Nah, don't think it's that important. Otherwise, we'd need to demonstrate the range of the Buff Banner, the Concheror, the Battalion's Backup, the Kritzkrieg, the Medigun, the Quick Fix, etc. — Wind 00:33, 16 July 2011 (PDT)
Done but needs to be redone (audio response)
The Sniper now says "Stab Stab Stab!" when taunting with the Huntsman. Needs to be put into the current demonstration. [UGS 2nd]Lancer@nti-tankRocket 12:40, 19 May 2011 (UTC)
Backpack view is too quick D: Should last at least 3~4 seconds. The shake isn't visible enough; if you wait about 5 more seconds, he shakes a lot more visibly, at the current demonstration shows. So take your time~ — Wind 02:15, 30 May 2011 (UTC)
Sorry, I didn't notice that unless my final re-watch once it was uploaded, but in the menu, the "head" slot looks like it is selected. Just re-record the backpack part without that :3 (This being said, if you deleted the original footage and need to redo it from scratch, then please walk a bit around the corpse at the end to show that it is indeed pinned to the crate) — Wind 18:49, 2 July 2011 (PDT)
What do you mean by the 'head' slot is selected? When I watch the video it looks completely normal. — Armisael 04:11, 8 July 2011 (PDT)
It has the "hovered" background, the same background color as the primary slot — Wind 20:57, 8 July 2011 (PDT)
Given the duration of the video, you should be able to cut/lengthen things around in order to get the badwater training song perfect in there :3 That way there's this nice "snap" sound at the end~ (And in case you didn't notice that before: yes, I ask more demanding with you than with others <3 I appreciate your patience, and I will make sure you get a proper reward for all your work soon.) — Wind 21:31, 19 July 2011 (PDT)
http://www.youtube.com/watch?v=Cyhq22w60-E I had to rerecord the lead bit in order to crush the video down to fit hydro's music; hopefully it isn't too fast. (And what would that reward be? A saxxy, so I can leave again for two weeks and then start on that demo?) — Armisael 22:23, 19 July 2011 (PDT)
That works too, thanks~ :3 And nah, no Saxxy — Wind 23:14, 19 July 2011 (PDT)
The wrangler has to be redone. It does not show the increase firing speed of a wrangled sentry vs a non wrangled one. It also does not show that the engineer can use level 3 sentry rockets to rocket jump.
 Theres my version. The only problem is: i used the Guide how to make a demonstration. so it does not include the suggestions from Radiant Void.
There will be another video up soon featuring Voids suggestions.
New video featuring voids suggestions is done and will be uploaded this evening or tomorrow.
Make sure that it demonstrate everything that the current Wrangler demo demonstrates, too~ This includes all sentry levels, self-damage, and shield strength. The video you posted also has black bars on top and bottom, looks squeezed, and seems to have a custom crosshair. Make sure to fix all of these :3 — Wind 14:12, 6 July 2011 (PDT)
something got wrong when rendering. Anyway i still have my editing program open and i am still able to put in new shots. As for the crosshair, Its not costum its a official Team fortress crosshair selected from the options menu.
Fixed the Black bars at bottom, I used wrong rendering settings.
Jelknab 14:51, 6 July 2011 (PDT)
It is a custom crosshair in that it is not the default one; the default looks like a "+", as present in the current Wrangler demonstration. Selecting "Default" from the crosshair list will make it use a different crosshair for each weapon, whereas selecting a particular crosshair from the menu will override every weapon's crosshair with it — Wind 16:43, 6 July 2011 (PDT)
Fine I will start from scratch, using the defould croshair.
btw,i got over 50 gb of Failed shots now:3. I trought thatwas interesting to tell.Jelknab 23:02, 6 July 2011 (PDT)
Yeah, the first weapon demonstration is always the hardest >: Don't give up though~ Good luck — Wind 23:08, 6 July 2011 (PDT)
New video is up, i hope this one is good enough!.NEW VIDEO. Jelknab 08:53, 7 July 2011 (PDT)
This goes way too quickly for a new player to follow what is happening D: Look at the rhythm of the existing Wrangler demo. Visible upgrading, slow camera movements, slow steps, and leaving a few seconds before and after each transition.
Damage comparison part should be the opposite (Wrangler on right), and do not rescale the video (crop it instead). This requires some tricky filming because you can only work with the middle half of the screen, but after practice it's possible :3 Also, there is a white bar in the middle, please remove it~
Shield demonstration should be a comparison as well. To make the Sentry Gun not kill the soldier, simply Wrangle it to let it run out of bullets/rockets, and then start recording, with the bot, the sentry, and the camera in the same position for both sides of the comparison
Sentry jumping is a good thing to show, that the original demonstration indeed doesn't show. You might also want to show sentry jump + pickup the sentry while jumping; tricky, but it shows that it's possible
(Also, in the backpack part, the Engineer's model in the middle must be holding the Wrangler. You can make him to do that by re-equipping the Wrangler).
On the technical side, this is much better, but just one little thing that should be easy enough to fix: the in-game volume is too low compared to the music. Raise the in-game volume a bit so that it is clearly dominant over the music, since it is more important. Thanks~ — Wind 20:57, 8 July 2011 (PDT)
there we go again, i will fix that when my team fortress is installed again(had to remove steam since my Team Fortress was stuck at 99%).
*Slower and more clear
*louder in-game sound
*Splitsceen of soldier shooting a wangled and a unwrangled sentry
*Splitscreen of a soldier shooting a wrangled and unwrangled sentry
*A shot where i pick the sentry up before jumping
*All in-game clips do now have +12 DB making it louder.
*The splitscreen parts aren't rescaled anymore, Instead I used crob to make them fit.
All right, almost there :3 One thing I should have mentioned earlier is rockets for level 3; the first part only shows the gattling gun. Spawn a few more bots, kill one with the gun only, one with the rockets only, and one with both at the same time, so that you can show they can be fired independently. For the comparison, please move the sentry outside of the area so that it is more visible, mute the clip on the left during the Soldier-shooting-at-sentry thing (I didn't realize how annoying those sounds would be). Then, that should be it :3 — Wind 14:44, 10 July 2011 (PDT)
i'm going to rage so bad if this still isnt good  — The preceding unsigned comment was added byJelknab (talk) • (contribs)
Well actually... The part about the level 3 being able to shoot both rockets and minigun was meant to replace the "level 3" demo at 0:33 D: It seems a bit redundant, because this 3-clips sequence is showing firepower per level, and since rockets are part of the sentry's firepower, they should be shown in that comparison in the level 3 bit; no need to make it its own clip. Sorry if I was unclear about that D: So, to be clear: Level 1 shoots soldier, level 2 shoots soldier again, level 3 shoots soldier with minigun only, then shoots pyro with rockets only, then shoots Medic with both at the same time. All the rest is perfect~ Keep at it — Wind 17:00, 11 July 2011 (PDT)
Same comments as the other ones (especially this one since two of the items are only visible in third-person view, so it should be a lot slower). Also, what is that red dot? I've never seen it "on my face" in-game (only on walls), and we've just tested this on a vanilla server and it doesn't show. Is there an option to turn it on, is it a server setting, or a server mod? — Wind 00:38, 2 March 2011 (UTC)
I have no idea. I didn't do anything to the server, so I was a little confused. I assume I should run the DDS on the 'default' sniper for this demo? Armisael 02:05, 2 March 2011 (UTC)
Nope Nah, people should know that a fully-charged headshot kills anything. It might be interesting to show a heavy and a set sniper side-by-side getting headshot though... — Wind 02:34, 2 March 2011 (UTC)
Try show the effect a bit more :3 Two headshots for example, especially at 1 HP. Maybe show the ambassador/huntsman too, if you feel like it — Wind 16:26, 20 July 2011 (PDT)
Fair enough. What do you think a good health to be at would be? I should definitely shoe what happens at 1 health (the croc-o-style sniper still dies), but what do you feel would be another useful one? It should be less that 102, because that's what the amby does on a headshot. — Armisael
2 HP :3 I dunno, anything that's between 2 and 30 or so, to make it quite obvious. — Wind 17:59, 20 July 2011 (PDT)