If it's alright I'd like to try my hand at making a weapon demonstration as well. If someone can make a better demonstration than me, though that's fine too. Kray 18:06, 1 January 2012 (PST)
http://www.youtube.com/watch?v=LkrCkGCsk9s This is my version , this weapon is Cannot carry buildings so i don't know how to Demonstration this , when i click mouse2 than this will teleporter me to the spawn place. just tell me if you have an idea of this :0 Karmacharger 03:47 , 6 January 2012 (PST)
Maybe it can be done as a split-screen with the regular Wrench on one side and the Eureka Effect on the other, the npressing right-click for the regular wrench, but not pressing anything in the other effect, playing the "no target" sound of the medigun or something appropriate. Or perhaps it's better not to show it altogether... Not sure.
Anyway, this demonstration doesn't show health regeneration on teleport. You should add it to the clip at 1:15; have a soldier be on the side and take a rocket from him to take some damage, then show that you have no mental, then teleport. — The preceding unsigned comment was added byWindPower (talk) • (contribs) 13:27, 6 January 2012 (PST)
are you wind? you forget to put name in the sign :3 , but i can do the split-screen (1 side with regular wrench other side Eureka Effect) 2 clip click mouse2 at sametime so thats good? and the health regeneration on teleport i will fix. Karmacharger 03:19 , 7 January 2012 (PST)
I don't know, it is not obvious that mouse2 triggers the teleport. Do what you want to do, both solutions should work — Wind 23:24, 6 January 2012 (PST)
In the damage+ammo restoration clip, have a soldier fire a rocket at you (he should fire at you in the video, not before recording). That way, it is easier to notice that you are damaged~ Also, add the ending sound thingy if you can. Rest is good~ — Wind 13:41, 7 January 2012 (PST)
Hey , i fixed both so my video and the file is uploading this take very long , and now i have to go . so after about 6 hours i will back here and send the link of the videos and files. Karmacharger 11:11 , 8 January 2012 (PST)
well i can do this again making videos are my favourite job :p , so how about Poke dispenser? the sentry will shoot the soldier when i put it :( is there a commands can make the sentry wont fire? Karmacharger 07:03 , 9 January 2012 (PST)
Just don't place soldier in sentry range, simple. Hinaomi 04:07, 9 January 2012 (PST)
Oh right, I didn't think about that, lol. Maybe do it near the fence in the back of the room (in front of the demoman cardboard statue) with the sentry on one side of the fence and the soldier on another. Or do it at the regular spot but with a Dispenser, although I think a sentry is better — Wind 18:54, 9 January 2012 (PST)
already added the little ending sound thingy but after the video have been saved i can't hear that ending sound thingy :/ so would you accept that? http://www.youtube.com/watch?v=JbbBM9yF55A and may i ask , have you add effect in your golden wrench demo when editing? that effect called Motion Blur i think. Karmacharger 05:56 , 10 January 2012 (PST)
That's probably the "cutoff" that youtube sometimes does to video. Just add one second of black screen at the end of the video to work around it.
As for the demo, that's not exactly where I meant :( Although now that I think about it, maybe it would be better to put the soldier on one side of the wooden spawning fence thingy (where you spawn) and the sentry on another. Not sure if the sentry can see the soldier through it, and it should make both the soldier and the sentry visible enough. Or swap the sentry and the soldier from their current position if you have to; what's important is that it's quick and obvious to get to the sentry from the moment you respawn.
Also, try re-ordering the clips so that the Eureka-Effect-only clips (health/metal regen, intel capture, cannot move buildings) are shown before the regular wrench clips (upgrade/repair/sapper), but after the first normal clip of course.
As for the "effect" in the Golden Wrench demonstration, that's not an effect, that's simply the result of capturing more frames per second than what Fraps typically lets you. It was done using SrcDemo2, as was the Saxxy demonstration and the recent demonstrations by Armisael and Akuago220. I do recommend using it if you can, as it results in better-looking videos, but it is not a requirement. For this demonstration in particular (the Eureka Wrench), you should finish it using Fraps, otherwise you would need to re-record everything from scratch — Wind 15:43, 10 January 2012 (PST)
i will do that again but you know my english was very bad... so can you easily tell me what to do? sorry about that. well i just downloaded the srcdemo2 and i don't really know how to use it.. Karmacharger 09:11 , 13 January 2012 (PST)
Like I said, finish this demonstration with Fraps first. Only use SrcDemo2 for future demonstrations, if you want to use it~ There's a guide in the Steam thread (section "How to use"). If you don't know what Source Recorder is, then you will need to learn how to use it firstbefore trying SrcDemo2. If you need more help than that, ask me on IRC (this talk page is meant to be only about demonstrations) — Wind 11:28, 13 January 2012 (PST)
Just two little things: The first wrench hit has no sound at 0:53, and the last one is unnecessary at 1:08. Don't swing it when it won't have any effect, and make sure it always does the wrench hit sound. All the other clips are good~ — Wind 16:06, 17 January 2012 (PST)
Just so you know, you have audio lag. -- Swedish Translator 13:00, 19 January 2012 (PST)
This is true, there is some audi olag throught the video. For example, look at 0:22: the engineer starts teleporting, the screen turns white, then comes back to normal, and only a second later there is the teleport sound. Same at 2:40. All clips are good though, just need to shift the audio a bit in your video editor to get them synchronized :3 — Wind 14:09, 19 January 2012 (PST)
..... why don't you tell me it before :( , fine i re-record all clips. Karmacharger 10:01 , 20 January 2012 (PST)
No you don't need to re-record anything, just slide the audio track a bit to the left in your video editor. If you can't, then upload the original video that you have for http://www.youtube.com/watch?v=woxiY7K6aLs and I'll do it. — Wind 18:15, 19 January 2012 (PST)
There is still a little delay, but that one is not disturbing, so is good~ However, in the first clip, the loadout screen is a bit too short (2 seconds). Can you make it longer by 2 or 3 more seconds? All the rest is fine — Wind 23:24, 20 January 2012 (PST)
Da, the loadout screen is good now. However, I just noticed that the splitscreen at 0:26 isn't exactly 50%/50%, and the dispenser on the right is not in the middle of the portion of the screen. Since you use Vegas, you can turn on the "snap" function in the clip boundary editor, which will help you align and select it precisely. Once that is fixed, you can upload directly to mediafire, no need to upload on youtube~ — Wind 12:36, 21 January 2012 (PST)
you mean low volume at 0:26 right side of the splitscreen? Karmacharger 09:31 , 22 January 2012 (PST)
You need to turn on critical hits for this one, otherwise the crit animation won't play (tf_weapon_criticals 1 after running weaponref.cfg). Other than that, no, the first part is an accurate demonstration. Just wait a little longer at the end before the fade starts (the fade should not start until the camera is fully returned to first person), and don't make the fade obnoxiously long (half a second is more than enough). Also, when tauntkilling with the Heavy's POW taunt, try to go as far away as possible from the Spy to show the maximum range of the taunt. Make sure the Heavy is also correctly angled so that it looks correct in third person view (it wasn't the case here). Those are all minor details, however~
What is not a minor detail is that you forgot to run weaponref.cfg in the second clip (otherwise that clock would not be there). Make sure to turn on critical hits after that as well. That clip should also show that this effect applies to you as well (get the other heavy to punch you). This will also demonstrate what it looks like to get punched by these — Wind 17:58, 22 December 2011 (PST)
http://youtu.be/_iQsedSmGHs Punching someone in the back does not trigger a critical animation. It may be worth showing that full crits activate the effect, but minicrits do not. Thoughts? — Armisael (T | C) 09:33, 12 January 2012 (PST)
cough — Armisael (T | C) 15:33, 13 January 2012 (PST)
Need to show that it's based on crits first. As it is now, the video makes it look like it makes the other person laugh because they're being punched in the back or because they wear the same weapon. I suggest making a regular first clip (no laughing, regular tauntkill on the spy), then another clip with:
Execute weaponref, teleport back all bots
Have a KritzKrieg medic fully charged healing you
Enemy players: Regular stock Soldier, regular Stock Pyro, and Holiday-Punch-wearing Heavy, all lined up.
Make sure tf_weapons_criticals is 1
Have Medic kritz you, punch the soldier once from the front to show that it makes no damage
When Soldier is in the middle of his laughter, punch again to show that it doesn't trigger a second, new laugh animation and that it doesn't do any damage either
When Soldier is done laughing, punch again shortly while still being kritz'd to re-start the laughter
Once Kritz end but Soldier is laughing for the second time, punch him to death from the front to show that you can deal damage while the other is laughing as long as you don't have crits
With the Pyro, use the same procedure except that instead of being kritz'd, punch her in the back. The second punch in the middle of the first laughter will show that you can't do damage from the back at any time, even if it doesn't look like a crit. The last punches (from the front, during the second laughter) will show that both laughters, regardless of how they were induced, still leave the victim vulnerable from the front
You know what to do with the Holiday Punch heavy, do the same as it currently is. May want to throw in a tauntkill-while-the-other-is-laughing to show that tauntkills work on laughing victims, if you feel like it
That may show a lot of things, some of which may be unnecessary to show, but in this format I think it'd be quick enough to convey all of this in a reasonable amount of time. If you want to trim things or to not follow that entirely in case you have a better idea, feel free :3 — Wind 18:44, 13 January 2012 (PST)
I am willing to donate my Manmelter to the cause if someone is willing to return it after they have finished testing it. Please contact me if you wish to test it, and please give me something to hold onto to guarantee that I will get it back. I PROMISE on my life to give you the item back after you give me back my Manmelter. My Steam tag is ostk822 (I will appear as Ostmosis).
All good, thanks~ (But it's likely that it will have to be redone if the kill icon changes to something other than the Flare Gun's one) — Wind 12:51, 28 December 2011 (PST)
I think why we doesn't compare projectile speed like direct hit and liberty launcher? Hinaomi 22:29, 7 January 2012 (PST)
It is demonstrated, re-watch the Liberty Launcher and Direct Hit demos. However, given that the default Pyro secondary is the shotgun, it's kinda hard to demonstrate this for the Manmelter. Maybe Manmelter vs Flare Gun, but that's entering The Danger Zone (dun dun duuuun) — Wind 08:38, 8 January 2012 (PST)
Considering that the manmelter's description directly refers to the flare gun, I don't think this'd be too much of a stretch. Very few weapons directly refer to other, non-stock weapons, so this policy wouldn't really open us up to that much more work. — Armisael (T | C) 10:00, 10 January 2012 (PST)
That's a good point. Alright then~ — Wind 14:01, 10 January 2012 (PST)
There is a heavy (or any other class with fairly high health) and have the engineer build a sentry (without getting hit with the stock wrench to build faster) and show how long it takes to kill the target. As it is building the engineer aims to the target and the sentry so they are both in view. Have the sentry kill the target.
Upgrade the sentry to level 2, spawn that same class (in a different corner this time, to show you can move the sentry to a different place) and have it kill the target. Do the same with a level 3 sentry also.
Then show how someone ubered can not get hurt but can get slowed down and tossed back from the level 3 rockets.
Then show how someone with jarate on them can get crit killed and change the sentry kill icon.
Then show how the sentry can get controlled by the wrangler.
Now for things that can fit in there somewhere:
Show how the sentry can build faster by hitting it with your wrench.
Show how the level 3 rockets can get reflected by a pyros compression blast (may need to use the wrangler to empty it of bullets.)
Have three different engineers holding a level 1 2 and 3 walk next to eachother to compare the speed of an engineer holding it. (Also while an engineer is holding a sentry have him get killed to show the icon of his death and the sentry gun he is holding.)
Maybe if there is enough time left, show how long it takes to kill each class (maybe excluding the class we used up there) Scout-spy.
This would take way too long and take into accounts too many items. Things like the Scout's Bonk and the jarate are best left to their own demo; not sure the jarate is worth demonstrating anyway. For every comparison, doing it sequentially would make the video way too long, so this really has to be a split-screen, even if it's a 3-way one (not sure how that'd look). See the Combat Mini-Sentry Gun section for the list of things that need to be demonstrated — Wind 04:07, 1 March 2011 (UTC)
Possible to get a quick scene where we note the different sounds they make depending on level? -- Pilk(talk) 03:30, 12 June 2011 (UTC)
Well, that'd be "automatically there" by simply doing the comparison thing. — Wind 18:37, 12 June 2011 (UTC)
I'll do it, if nobody minds. Also, shouldn't sentry control go under the category of the wrangler weapon demonstration? Smurfton 18:47, 12 October 2011 (PDT)
Yes it should~ Good luck if you want to attempt this demonstration, it is a very, very long one D: As it is your first video demonstration, too, I think you should either try something a bit easier and shorter, or at least do a 10-second test clip of the beginning of a demonstration for a simple weapon like the Scattergun. Just to test the video quality and if you've got it all set up right :3 — Wind 20:36, 12 October 2011 (PDT)
While it is my first weapon demonstration, I have recorded videos before, and they were fine. the only issue I'm having is that I can't seem to get TF2 to find the map. any help would be lovely :) Smurfton 17:20, 14 October 2011 (PDT)
The issue is not whether you have recorded videos or not; it's whether you and your machine can record them at the right settings (720p or higher, 16:9, 30fps, dx9, AA 2x or more) and that you have the proper modifications set in place (no custom stuff except HudDamageAccount.res). As for the map, it should work as long as you extract the 2 .bsp's into tf\maps (relaunch TF2 after that) — Wind 17:36, 14 October 2011 (PDT)
I figured it out. Smurfton 17:37, 14 October 2011 (PDT)
Right now, my computer has [s]several[/s] a rediculous amount of raw, uncompressed videos of that quality on it, and as long as there aren't more than 5 people (which I will need for the bonk, jarate, buff banner (which affects sentries when the engy is buffed)) on the server, I should be fine...Smurfton 21:38, 14 October 2011 (PDT)
Well alright, if you're confident, then go ahead :3 — Wind 23:17, 14 October 2011 (PDT)
In case you are wondering how I am doing, here is the first part. I needed to cut the video at some parts during the carrying sentry speed comparison, and so I'm going to be doing that again. the first two scenes I'm happy with, though. I seriously have not edited this at all... http://www.youtube.com/watch?v=agglKMgEbZU please, tell me your thoughts. Smurfton
This... is dx8 :( Or at least the DirectX 8-style lighting shaders. This is why I asked for a sample before doing the whole thing >:
Other than that:
The shadow has a low resolution and hard filtering (especially visible at 3:00)
Antialiasing seems to be off (I may be wrong though and it may be due to video encoding artifacts making the video blockier than it really is, but in that case, increase the bitrate you're encoding at)
There is a "jump" in the video at 3:30~3:32
That clip is there twice
There is no transitions between clips (a 0.5 seconds crossfade would help)
That clip is there twice too
Those are the technical problems with the video. There are some content and presentational problems as well, but I'll enumerate them when you can show a clip with the correct quality settings :3 That way not all of those clips go to waste :( Sorry... — Wind 23:29, 15 October 2011 (PDT)
I really thought that I had Anti-Aliasing on, but you were right, it was off. Darn. Also, when I demonstrate that players cannot walk through buildings, should I mention that bots can? Smurfton 16:10, 17 October 2011 (PDT)
It is unnecessary to demonstrate such a thing (and hard to really demonstrate, too, as the viewer might just think you've voluntarily stopped moving forward). But as I said, please show a short clip with those issues fixed before continuing >: — Wind 17:05, 17 October 2011 (PDT)
Sorry about not saying anything for a while. I've found my external keyboard, and I'll be using that to have a few more keys to bind... I'll do this properly next weekend, I hope. About collision with buildings, wouldn't that best be shown by standing on top of them? Smurfton 07:38, 24 October 2011 (PDT)
As I just said, it is unnecessary to demonstrate this — Wind 17:06, 24 October 2011 (PDT)
A nice try and quite a daring one to tackle on this long demonstration as your first. However, it's almost impossible to get everything right on the first try, and I'm afraid that applies to this video too >:
First and most visible flaws are:
Video is stretched; looks like it was recorded at 4:3 and then stretched to 16:9
Video quality is low; very blocky and blurry, hard to read text even at 720p. This is most likely due to low quality settings when encoding the video, or because the video was recorded at a non-HD resolution and then upscaled to fit 1280x720
HudDamageAccount.res is not installed; see the project page (ctrl+f HudDamageAccount), hence the red damage numbers
These are the primary ones that need to be fixed for any weapon demonstration. There are also some flaws about this specific demonstration itself (Sentry Gun), but as it is your first demonstration I think it is preferable that you first take a quick quality check before spending a lot of time recording long demos like this :3 So could you fix the 3 above points, then record a short 10-second clip of any weapon demonstration, just to check if the quality is OK? Thanks — Wind 14:44, 20 January 2012 (PST)
Yes, the video quality is terrible. Transitions too. Low quality -> faster workflow. This is a rough draft.
I don't demonstrate ammo in any meaningful fashion. Thoughts on showing that?
I forgot to repair the sentry after it was sapped to show that it can be repaired.
I forgot to show that rockets could be reflected. That'll go in it's own clip.
I didn't put in the 'level x' headers in the 3-way splitscreens.
No, I don't know what fixed the metal counter bug.
Other thoughts? — Armisael (T | C) 21:34, 24 January 2012 (PST)
First, don't get metal from nowhere when possible >: I suggest building a dispenser, letting it fill, and going to it for metal, or dropping crates prior to starting the demo and using them. Also try to have the sentries not fire while being unpacked. It's just luck, I know, but try~ Or (maybe only for #3) put a Dispenser between the sentry and the enemy, so you can both prevent it from firing and demonstrating the viewblocking the dispenser causes.
Then there's the clip at 2:29 that ends prety sharply, not sure if that's just because it's a draft or if clip ends there (add more seconds)
For ammo capacity, perhaps finding a dispenser/sentry placement that makes the sentry fire continuously at the dispenser would work. Also show that repairing the sentry refills ammo, of course, that's an important thing to show. Probably not worth to demonstrating rocket ammo up to the end, because it takes a while, but worth it to let it run long enough to show how rockets deplete slower than boolets.
For sentry turn speed, it may be worth it to show how long you can turn around each level as a scout (or maybe a slower class so that it ends eventually)
Need to demonstrate that the sentry can shoot at you and can easily be lethal. Not sure how best to show it, probably better from a thirdperson view or from a spy's first person view. Up to you, but it needs to be in there~
Also, need to demonstrate range better. At the beginning, move back and forth a bit to show the blue "range sphere" moves with you and sometimes contains the soldier, sometimes not. Then once the sentry is built, have the soldier move back and forth between the range to show the reaction of the sentry and the range as viewed from the attacker's perspective (using picture in picture to show the soldier's perspective), which is kind of more important than from the engineer's perspective. Of course this means the soldier is damaged so you can't reuse it for level 1 damage demonstration, so get a fourth enemy in the map I suppose~ (May want to switch the classes too; soldier doesn't have to be the one demonstrating range)
Oh and you were right, a spy disguised as a spy is better~ — Wind 15:50, 25 January 2012 (PST)
Forgot to throw in the backpack shot again, but I feel fairly confident that I'll be able to figure that one out.
I tried to fold the range and the reflection shots together. Not sure it worked; we may want to show range for all 3 levels and give it its own shot.
Were you thinking about showing turn speed in the 3-way split screen? If so, how? I don't see enough screen space for that.
Self killing with the sentry is shown in the first person, but I think it works reasonably well.
The order of shots is really uncertain after the first one or two. Preferences?
Other thoughts? — Armisael (T | C) 21:24, 25 January 2012 (PST)
[2012-01-26 00:34:28] <WindPower> Armisael: range + reflection in one shot is gud
[2012-01-26 00:34:39] <WindPower> Turning the blueprints in clip 1 is not, it looks weird so early in the demonstration
[2012-01-26 00:36:42] <WindPower> Don't let it empty all rockets, takes too long; instead: let it empty all boolet, let it throw a few rockets, repair it to show it recovers bullets, let it run out of them again, destroy dispenser, show that it only kills the spy with rockets
[2012-01-26 00:36:49] <WindPower> Something like that
[2012-01-26 00:37:35] <WindPower> As for showing running around the sentry, I think it would be doable with a 3-way split screen if the camera is top-down
[2012-01-26 00:37:56] <WindPower> Not sure how to implement that exactly but yeah
[2012-01-26 00:38:07] <WindPower> At 5:20, do not hit the sentry with the knife
[2012-01-26 00:38:47] <WindPower> Last two clips (spy, sapper) should be shown before reflection demo I think
[2012-01-26 00:38:58] <WindPower> That's all I got
[2012-01-26 00:39:05] <Armisael> i tried to put the reflection early because it also shows range
[2012-01-26 00:39:15] <Armisael> and i feel that range is somewhat important
[2012-01-26 00:39:23] <WindPower> Well yeah but sapper kinda is too
[2012-01-26 00:39:29] <Armisael> fair enough
[2012-01-26 00:39:29] <WindPower> Definitely more important than ammo
[2012-01-26 00:39:58] <Armisael> also, didn't we do the blueprint rotation before the first build in the disp and tele vids?
[2012-01-26 00:40:28] <WindPower> I'm talking about when you drop it when it's level 2 or 3
[2012-01-26 00:40:51] <WindPower> You can show that you can rotate it if you want, but dropping it at an angle from the enemy looks awkward
[2012-01-26 00:41:00] <Armisael> kk
All three sentries turn at the same rate, so I don't actually think we need the top down clip in there. I left it in just in case; doesn't hurt anything at this stage.
Still needs Level X headers.
I have all these shots saved as demos, so I can get exactly the same takes when I SrcDemo2 this. If you see any content problems, speak up. — Armisael (T | C) 11:17, 26 January 2012 (PST)
I do think the last clip should be in there, if only because it looks pretty cool :3 And it makes the demo have a nice duration of exactly 5 minutes. Is good. No problems with content either, just try not to change the duration of the video when you add fade transitions. (Also needs music, obviously) — Wind 15:39, 26 January 2012 (PST)
At 4:40, there's the sentry deployment sound playing a bit early. Probably a glitch, maybe a re-render or a re-record will fix this~
Also, I'm sorry I didn't mention that before, but for the ammo-depletion clip, could you move just a little bit to the right so that you can see a bit of the side of the dispenser as it is being fired at? This is because the hitbox for the dispnser is quite larger than the model, and as a result the sparks bouncing away from it as it is getting shot look very far away from where the model is, which kinda makes it look like the floor or the fence behind it is getting shot at. Additionally, try to destroy the dispenser just a fraction of a second after a rocket shot, that way players have a longer time to register that the dispenser is dead before the spy dies (otherwise the two events are in quick succession). Also it would be preferable if the destruction PDA draw animation worked; I know it's finicky but since you only have to use it once in this clip it should be feasiable. Last but not least, maybe you should have the Spy taunt (or spycrab taunt) while waiting for the sentry ammo to run out. It's funny, but it's also quite helpful in the sense that it shows the Spy is tricking the Sentry Gun, and is not in danger while doing so :3
Thanks for your patience and perseverance (I probably don't say that often enough). — Wind 18:49, 27 January 2012 (PST)
http://youtu.be/Mi2-4D5Iy3k Compared to the dispenser demo, this one's been a breeze. By the way, the extra 0:11 came from the inclusion of the build speed comparison, which had somehow managed to slip out of the previous takes. — Armisael (T | C) 22:14, 27 January 2012 (PST)
Perfect except one thing, can you add one extra second at the end of the ammo clip at 4:43? It ends a bit harshly (Upload result directly) — Wind 22:24, 27 January 2012 (PST)
From 0:18 onwards you can see the metal count changes come up slowly. This is a longstanding bug in demos; to avoid it, you have to first have your metal count changed during that life, then future metal count changes will work as normal — Wind 18:13, 23 January 2012 (PST)
Similar to my new "interesting fact": The Market Gardener also crits when jumping off enemy rockets, or by using a combination of own and enemy rockets. I tested this in MGE and bball. This should be added to the video, would maybe require someone who is able to perfom air-strafing. — The preceding unsigned comment was added byLeGenD`RaGe (talk) • (contribs) 21:29, 12 January 2012
Do you really, really think this matters enough to warrant a re-do? — Wind 13:38, 13 January 2012 (PST)
Not sure, 99% of players probably think this weapon is useless anyways. LeGenD`RaGe 06:41, 14 January 2012 (PST)
Really not necessary to redo. Because it's hard to use, or you think it's not? Hinaomi 06:54, 14 January 2012 (PST)
It requires a lot of skill, that's true. LeGenD`RaGe 10:35, 14 January 2012 (PST)
The audio lag is not fixed >: Look at the Soldier's mouth between 0:21 and 0:24 for example, it closes before the pain sounds are finished — Wind 10:52, 15 January 2012 (PST)
Lag? :( i really don't know how thats happened , you mean the audio slow? Karmacharger 01:32 , 16 January 2012 (PST)
I mean that you hear sounds later than they actually happen in the video. Look at the moments when you hit the Pyro for example; you see the blood spilling out of the Pyro yet you hear the sound only a bit later >: It's not too bad but it is noticeable. You should be able to re-sync them properly in a video editor — Wind 16:15, 16 January 2012 (PST)
Well, I'm gonna go ahead and try out this demo. It's got to be easier than the disguise kit. :P TFHK 22:59, 15 January 2012 (PST)
You can, but Karmacharger is already working on it >: — Wind 16:20, 16 January 2012 (PST)
Is there no taunt? If so, please upload~ (Mellotaku, if you can still do a version on the hdr map and/or with better framerate, you can still do so if done before this is uploaded) — Wind
Wind, I have no idea if I'll be able to finish it. Something really bad has happened here at home & I need to handle it. I'll try to do the demonstrations I have reserved when I can, but this really needs to be attended to first.--Mellotaku, The Sorcerous Shapeshifter 15:19, 8 November 2011 (PST)
May I ask, what did you use to record this demo? Spam90675 11:26, 11 November 2011 (PST)
The jiggle bones are not jiggling. If you mess around with cl_jiggle_bone_framerate_cutoff you can force them to jiggle all day long. Jiggle_bones#Notes --Org 18:33, 18 November 2011 (PST)
That's actually helpful. Mind if I add this to the console commands list on the main page? — Zhnigo 22:47, 19 November 2011 (PST)
I think it need to redone because BLU skin that unused before now in-use.Hinaomi 00:44, 25 November 2011 (PST)
No patch to make it BLU on BLU team :( Hinaomi 19:59, 4 December 2011 (PST)
http://www.youtube.com/watch?v=MBJIRrQE_Rg , the spy arm jiggling have a little lag when i start record thats still lag of the arm i just try multiple recording programs all same only 1 is batter "bandicam" , the arm is not jiggling when using source recorder :( Karmacharger 01:26, 8 January 2012 (PST)
Yes indeed, it makes this demonstration hard to do. However, maybe you can improve it by opening the backpack view, then closing it and not moving for ~15 seconds, then actually start hitting people (and cut that part from the final video). Also, that demonstration goes way too fast D: Slow down a little, take your time to hit people, and wait a little longer after the Medic's death before ending the video~ — Wind 13:41, 7 January 2012 (PST)
Thanks For Telling , so you wont mind if the spy arm lagging? Karmacharger 12:44, 8 January 2012 (PST)
No, because if you wait as described above, the lag shouldn't happen, right? — Wind 20:50, 7 January 2012 (PST)
Done but needs to be redone (Doesn't show its bauble can bleed on cloak spy and doesn't show the sound when hit in long rage like Sandman.)
I have this item but my pc resolution is 1024x768 and my monitor best on that resolution. What should I need to do if I do this demonstration.
PS. I'm using windows 7. Hinaomi 08:58, 17 December 2011 (PST)
Is that your maximum resolution? If it is, then I'm afraid you can't make videos :( Videos must be at least 720p in 16:9 ratio, which means 720 pixels high and 720 * 16 / 9 = 1280 pixels wide. If your monitor cannot handle that resolution or a higher one, then the game will refuse to launch at that resolution, which means you can't make videos :( Sorry — Wind 11:43, 17 December 2011 (PST)
Ok, I have the way to change my resolution, but I don't sure is it work on Fraps. Hinaomi 19:00, 17 December 2011 (PST)
You can't change resolution to something higher than what your monitor supports... Unless you have some pretty fancy graphics drivers that let you do that and extend the OS-visible screen region beyond the physical monitor, I doubt you can overcome this limitation. But you can try if you want to :3 — Wind 00:03, 18 December 2011 (PST)
I can't do this now, sorry Wind. :( Hinaomi 15:46, 18 December 2011 (PST)
I have this item, and my pc resolution is 1920x1080, but after i download the maps, there is a problem when i extract them as the maps don't work ("Not a valid .bsp file") and they seem to have no size ( 0 kb) (i think it is an extracting problem) What can i do? Gamer360 18:35, 17 December 2011 (PST)
Read the "The Highland Hound" section, someone had the same problem. You're probably using an old version of WinRAR — Wind 00:03, 18 December 2011 (PST)
Ok, i updated my version of WinRAR, and the maps work now. What should i do in the video? Gamer360 07:14, 18 December 2011 (PST)
Just follow the standard demonstration process as described on the project page. This weapon doesn't really have anything special beyond the projectile-launching abilities, so it should be similar to Sandman's demo — Wind 13:46, 18 December 2011 (PST)
I have the item. I could probably do this weapon demonstration if one is delayed. I could help for other demonstrations too. I just need help on editing game files. Stvn0603 16:30, 29 December 2011 (PST)stvn0603
What do you need help with? — Wind 17:24, 29 December 2011 (PST)
Getting onto the game files. I wish there was a forum or page on this wiki on how to edit the game files, because it makes me clueless. A nice tutorial video link wouldn't be so bad either. Stvn0603 14:15, 30 December 2011 (PST)stvn0603
Just use GCFScape and open "team fortress 2 content.gcf" located in the steamapps folder. — Wind 14:47, 30 December 2011 (PST)
Trying to find the right website for the GCFScape. Stvn0603 14:49, 30 December 2011 (PST)stvn0603
I've encountered a problem. I'm not entirely sure what to do once i've accessed the game files. I have now gotten the folder plus the content on the .gcf program, but now i dont know what to do from here. I either need a step by step process, a video guide, or if you dont have those, i might have to do this on my own. I'm very sorry :(. Stvn0603 15:01, 30 December 2011 (PST)stvn0603
You only need to extract the training songs (they're in tf/sound/misc). That's the only files you should need from the .gcf, the rest of the file modifications are all done using Windows Explorer in steamapps/your_account_name/team fortress 2/tf. There's no video tutorial available for it, sorry >: But for the GCF extraction, it's just like a regular .zip file extraction, just drag and drop files out of GCFScape. For the other file modifications, it's just a matter of saving map files (.bsp) and text files to the correct directory:
Both .bsp files go in tf/maps
weaponref.cfg goes in tf/cfg
HudDamageAccount.res goes in tf/resource/ui — Wind 21:09, 30 December 2011 (PST)
Intro is way too long (5 seconds should be enough, not 19). Just cut a bit from the beginning.
In the clip with the Pyro reflection, it's not obvious that the ball was reflected (it looks more like you fired it at the wooden wall and it came back at you instantly). It would help to move the Pyro further away so that the ball gets some screen time.
Video looks upscaled or has aliasing issues (or both?). Make sure to record at 720p or more, and to turn on antialiasing. If both of those things are already ok and set in that video, then it's probably a bad encoding codec or settings causing the blockiness. Use the recommended x264vfw encoder with a quantizer of 14 or less for near-lossless renders.
Not sure this is tr_target_weaponref or tr_target_weaponref_hdr. Use the latter if possible, but it's okay if you don't (but don't mix both maps in the same demonstration video)
That should do it~ And please keep discussions about demonstrations on this page, not individual talk pages — Wind 01:29, 1 January 2012 (PST)
Thanks for the tips. I'll snip the intro and move the Pyro back. The map is in fact tr_target_weaponref_hdr. Also, I did record it both at 720p and 2X antialiasing. However, I did not use the encoder. Perhaps you could describe the encoding process a little more in depth for me. Thanks. More Gun 21:24, 1 January 2012 (PST)
Just install x264vfw, select it as a video codec in your video editor (should show up as x264vfw in the list), go in the options, select "Quantizer-based approach", and set it to 14 or lower. — Wind 21:34, 1 January 2012 (PST)
That is some very clever timing to show both recharing time and all 3 possible types of death. However the same comment applies for the second clip: if possible, try to place the Pyro further to give the ball some more screen time — Wind 13:20, 11 January 2012 (PST)
Not sure why you remade the first clip >: It was fine... You added the "ball pick up" thing, but at a time that ruins the flow >: Maybe demonstrate that before launching it on the Soldier? That should do it and you get to keep all the good timing that you had in the first iteration. Also, step away from the Soldier when throwing the ball at him (again like you did in the first iteration >.>). And there's a slight audio glitch at 1:10. Second clip is good though :3 — Wind 17:47, 11 January 2012 (PST)