I've started out with a simplistic version of this. I show it in the loadout, then turn it on in First person. After waiting a few seconds to demonstrate the cloak doesn't drain when standing still, I walk around in a circle to show that it drains by moving. I walk over an ammopack both cloaked and uncloaked to demonstrate that picking up ammo doesn't recharge it. I walk around uncloaked a bit to show it recharges when moving uncloaked. Finally, I walk into an enemy medic to show that it will show an outline if you walk into an enemy. How's that? — The preceding unsigned comment was added byDr. Huxley (talk) • (contribs)
Take a look at the Invisibility Watch demo for things to show too. You need to show things like the Dispenser not recharging it, that it hides teleporter trails, etc. Also, make sure to demonstrate:
Drain speed is proportional to walking speed (move while crouching, move while jumping, etc)
When drained, the cloak does NOT auto-uncloak like the other watches, but stays in the "outline" mode (walk around cloaked until out of it, then keep running)
Has less cloak than the regular invisibility watch (Many people don't know this one for some reason); do a split-screen walking from one end of the room to the other (and back, if needed), with one side C&D and the other using the IW. Show that you can run farther in one charge with the IW, but you can still keep walking in "outline" mode with the C&D.
Righto, I'll redo that and keep that in mind. I don't see the need to almost completely redo the original Invis. Watch video though, but if that's what you mean, I'll do it. Dr. Huxley 04:55, 16 March 2011 (UTC)
Before you do that, please post the video you made so far, just to check if it meets the technical requirements. This is just a check, because if it doesn't, then both your and my time will go to waste D: — Wind 05:07, 16 March 2011 (UTC)
I think it should have triple splitscreen showing the draining amount when youre falling/jumping, running and crouch-walking. --SandeProElite 18:57, 3 May 2011 (UTC)
Here's my first draft at this video. I thought it might be good to 'throw everything in' so to speak, to make it easier to see which parts to cut; it's intentionally long. http://www.youtube.com/watch?v=sDWesVeLOYYi-ghost 23:03, 18 March 2011 (UTC)
The main aspect of the C&D is movement-dependent cloak drain/regen, and I feel that this video doesn't show that obviously enough. It is demonstrated at the beginning but quickly and without transition between "states". Take your time, wait at least 1 seconds before (and after, if it applies) changing direction/crouching/standing up, etc. Also, it needs to demonstrate that it regenerates while uncloaked+moving.
As for what should be cut, I think the teleporter destruction part can be left out, as well as the cloak+disguise demo from 1:20 to 1:50. Also a pretty important thing is to show the enemy's vision of the cloak; for the regular IW, it was fine to use the engineer's voice commands to indicate vision/not-vision, but here it is not because the spy can be either invisible, visible, or semi-visible, but what is shown here is from a BLU perspective, so we see the spy all the time. So what I'd suggest to do is to respawn the Engineer mid-demo (while you're not looking in his direction) and record things from his POV; then use that as the central video during the last part instead of a third person view. Yes, this requires him to be a human player or to use a SourceTV demo, but I believe it's worth it :3 Also, since it's a long demo, feel free to do it in multiple parts joined together with fades, too. It's frustrating it is when you do everything right except one small little thing at the end of the take... Doing it in multiple parts helps — Wind 00:54, 19 March 2011 (UTC)
I believe that two things are missing from your video.
The C&D decloaks slower than the normal invis watch, and it also makes more noise. Smurfton 18:52, 12 October 2011 (PDT)
I'm pretty sure you're talking about the Dead Ringer. ^^ — Zhnigo 12:05, 13 December 2011 (PST)
The C&D makes a different noise when uncloaking compared to the default invisibility watch. I think it's a little louder, but I'm not sure. Upgrade 17:13, 8 March 2012 (PST)
I need to show the cloak/disguise interaction somewhere, but I'm not sure about when.
No need, the Disguise Kit should show that. I know the IW shows that too and that's unnecessary — Wind 18:09, 10 April 2012 (PDT)
Glitchy pistol reload in first clip; arena HUD in the jump clip
Need to show a comparison of recharge rates when cloaked/uncloaked and moving/not-moving when uncloaked. Not sure how to set up the shot (ie, be at 0 charge at the beginning of the shot).
Be at almost-0 charge, deplete it, demonstrate rates — Wind 18:09, 10 April 2012 (PDT)
Other thoughts? — Armisael (T | C) 17:22, 10 April 2012 (PDT)
Need to show the actual crouching motion in the 1:19 clip
Not obvious which one is the invis. watch in the comparison clip; put labels. Also, keep running past the cloak depleting fully to show how the two cloaks behave differently when they run out — Wind 18:09, 10 April 2012 (PDT)
http://youtu.be/7NpkGJ38_Sk I didn't bother to fix the pistol reload, because I couldn't be bothered fiddling with it. It'll require a rerecord, and while easy, it's annoying to set up. Thoughts? — Armisael (T | C) 20:56, 10 April 2012 (PDT)
The cloak recharge rates clips should perhaps be in a 3-way split-screen (may want to fiddle with the viewmodel offset to get the cloak meter visible; seeing them serially makes it kinda confusing, and while it is possible to draw the conclusion that rating while not moving while cloaked = rate while moving while not cloaked, it requires deduction rather than being in plain sight
Invis watch comparison clip turns too fast; there is room for less aggressive turning, which will make the movement of the scene less distracting
I think this is it (besides scout pistol thing)~ — Wind 19:21, 11 April 2012 (PDT)
Still haven't gotten around to the pistol reload. I'll do it tomorrow; I wanted to get this draft out tonight.
Forgot the labels for the IW/CND clip
Is the CnD sufficiently on screen for the recharge rate clip? It's close; thought I'd ask.
I'm using the two way splitscreen HUD for the 3-way comparison clip. I'll use the 3-way one used in the building demos in later drafts. — Armisael (T | C) 21:03, 11 April 2012 (PDT)
Good, now after all the above are fixed and it has some real editing and some music on it I think is done~ (Also, since the first clip is gonna be redone, might want to walk on that ammo pack once uncloaked to show tha you can't restore cloak when uncloaked. Either that or don't stare at it at the end of the video, cause it looks like you're gonna pick it up but then you don't) — Wind 21:16, 11 April 2012 (PDT)
Is good, please upload~ — Wind 12:57, 13 April 2012 (PDT)
The video was very good, nice job :D but may I make a suggestion? Can you also show that the "half-cloak" of the cloak and dagger (As in cloaked status when the meter is drained) does NOT prevent sentries from shooting you? Would that be necessary? Because I think it's quite a useful fact... TFHK 23:40, 15 April 2012 (PDT)
Hey, I never noticed this... but I agree. It is a kind of obscure scenario, but when (if) it does happen, then I can see how it would be really confusing for the player as to what happened. It should be shown so that people know. — Wind 13:13, 16 April 2012 (PDT)
Done but need to redone (Need Pyro's client view that can get heal when hit enemy with reflect Black Box's rocket)
I think it should show that the Pyro does get the +15 health bonus. Currently you can see the tiny health crosses over the Pyro, but a short demonstration from the Pyro's view would be better imho. — The preceding unsigned comment was added byLeGenD`RaGe (talk) • (contribs)
Not a very critical change but OK — Wind 20:50, 8 October 2011 (PDT)
To point out--this is tricky, since it requires two players to do the recording. ≥My two cents≤ 04:32, 17 February 2012 (PST)
Also the clip at 0:08 is not very clear that damaging more than two players will grant the user +15 health per enemy hit. Upgrade 19:19, 15 March 2012 (PDT)
At 0:45 why don't Pyro and Soldier are Engineer and Sniper? And our request is Pyro's client view, not tiny heal from Soldier's. Hinaomi 08:47, 28 April 2012 (PDT)
Not sure what Hinaomi is saying for 0:45, I don't see a Sniper or an Engineer... However, it is true that the reflect clip should be from the Pyro's perspective in order to show the health gain on the HUD. Doing it from the soldier's perspective is bad because you can't see the health gain — Wind 11:26, 28 April 2012 (PDT)
In another Soldier's Primary Weapon clip (Exept Direct Hit), the victims are Demoman and Engineer instread of Soldier and Pyro (I forget it's Demoman, not Sniper). Hinaomi 11:35, 28 April 2012 (PDT)
I really don't think it matters which bots are used in the airshots clip, as long as they don't die in one hit. — Armisael (T | C) 11:41, 28 April 2012 (PDT)
Demonstrates what it needs to, but could be shorter... You don't have to show that it can be charged through damage dealt and damage received separately for example. May want to include the building in there too. Could also show whether you can gain charge from dealing damage to buildings too, and if you can gain charge by taking damage from buildings (sentry) since they now play a role in healing — Wind 21:47, 25 April 2012 (PDT)
Can see the main menu for one single frame somewhere between 0:44 and 0:45. Also, you can still condense that, for example by showing the taunt during the first Concheror activation (instead of standing around from 0:55 to 1:03). Then, for the second activation, don't show anything (just activate the Concheror, wait a few seconds, and then fade to next clip) — Wind 12:50, 26 April 2012 (PDT)
First clip is not 16:9 (has black bars), and the timing is still way too fast >: Wait a few more seconds in the loadout view and in thirdperson mode. Additional periods of waiting would be good the beginning and end for all others, clips but they're not as bad. Thanks~ — Wind 20:08, 19 April 2012 (PDT)
This better? YouTube - The quality looks kinda bad because I had to save time and uploaded a lower quality version of the video. So don't worry, if you want the download, it'll be the same video but with perfect quality.
Eh, here's the Download anyway. — Zippy 18:46, 22 April 2012 (PDT)
Is good, thanks~ — Wind 18:34, 23 April 2012 (PDT)
From comment in youtube, why Huntman knockback part, rocket didn't hit sniper? And why don't you walk until end? Hinaomi 06:39, 24 April 2012 (PDT)
The rocket didn't hit the non-Cozy-Camper sniper because he was knocked back (That's sort of the point). And walking to the end would be way too long — Wind 11:01, 24 April 2012 (PDT)
When are you gonna upload it? Zippy 10:24, 29 April 2012 (PDT)
I assume that wind's hoping to get the black box demo in before this week's push. It's the only reason I can think of for not pushing yesterday. — Armisael (T | C) 11:09, 29 April 2012 (PDT)
No longer maintains overheal
That was demonstrated in the video, so I guess you'll just have to cut that part out.
Additional question: While you're at it, should we put the cursor at the PDA icon in the beginning of the video now? Because, you know, dispensers are built with the PDA... TFHK 00:18, 18 April 2012 (PDT)
Lack of transition at 2:16. Also, you should Fraps those 3-way comparison clips. Not only would you not have to deal with broken metal counters, but it would also be more correct, as the little indicator on the dispenser would move smoothly instead of jumping into place due to the high framerate (that animation takes a fixed number of frames rather than a fixed time, which is why if you render at a higher framerate then the animation is almost instant) — Wind 12:08, 10 May 2012 (PDT)
The point (which was not discussed here but on irc) is that they can be merged into one demo such that the total time is less than the sum of the times two separate demos, much like the Equalizer/Limbricus Lid deal.
As for your video, it has a lower framerate, is very very fast (slow down, watch the existing videos to get a feel for the appropriate rhythm) and you're holding the wrong PDA at 0:34 (point is to show that you can't destroy it). So sorry but Armisael wins this one~ — Wind 10:27, 8 April 2012 (PDT)
I have no problem with "losing" (if you can call it like that). My problem was that the music was only 46 seconds long so I had t make my video exactly 46 seconds long too... --Avox 11:09, 8 April 2012 (PDT)
Since the tooltip covers up the weapon slot in the loadout view, you need to mouse your mouse away from the weapon slot for a moment after the tooltip is shown in order to show the weapon slot (also, current duration is a bit fast).
Rocket missed at 0:50
The Soldier rocket blast/Pyro reflection comparison splitscreen clips have mismatched roles. Transitions around these clips a bit fast too
At 2:48, the scout is pretty much invisible. Would be better if he were on the other side of the screen, or if the beam is made within the clip rather than already there when the clip starts
May want to demonstrate whether the anti-push-ness also applies to the patient
Some good additions though, and clearer presentation of existing stuff as well — Wind 21:52, 12 May 2012 (PDT)
Rocket still missed. Demonstrate the anti-knockback on the patient would probably be more evident on a pyro airblast rather than a rocket explosion. Clip at 2:21 is very quick (need more time in order to understand what is different). Glitch in the 3:06-3:08 transition. Is all~ — Wind 20:23, 13 May 2012 (PDT)
New tauntsNot reserved by Wind but must have video quality that is on par with or better than the current Saxxy demonstration. This is a weapon awarded for making good videos, so it has to be good too — Wind 11:24, 28 January 2012 (PST)
Not only new taunt. Kill line is change for some class. Hinaomi 06:35, 23 October 2011 (PDT)
Should not have reloaded at 0:47 (only at the end of the clip). For the clip to show that you can explode enemy stickybombs, make sure that you don't destroy them all in one shot (to show that it destroys stickybombs only in a certain area). Also, for the jumping part, Sticky Jumper shows that it is possible to jump all the way across with only one sticky bomb. Can this be done with the Scottish Resistance? If yes, then you should do it~ — Wind 15:26, 5 February 2012 (PST)
hey wind.... i don't think i can making videos easily now because i had a problem with fraps so this won't work at my pc idk why :/ , anything else i can use with recording? Karmacharger 04.05 , 2-9-2012 (PST)
I'll save wind the ignominy of promoting his own software and say that SrcDemo2 is what all the cool kids use. — Armisael (T | C) 11:31, 9 February 2012 (PST)
What Armisael said certain'y wouldn't hurt (in fact it would help), but I highly recommend doing demos with Source Recorder exclusively first, as it will be easier (less things to learn at once) — Wind 15:56, 9 February 2012 (PST)
i used it before , when i trying to save my demo as avi file it said " AVI is no longer supported! Make sure QuickTime is installed and use "h264" - if you install QuickTime, you will need to reboot before using startmovie. " these are red text. i already installed quicktime and h264 then reboot and try again startmovie test avi and this the same error i will get :( if save with Startmovie test raw it work for me , is this the only way i can save? Karmacharger 12.44 , 2-10-2012 (PST)
Yes. SrcDemo2 basically converts those .tga (raw) frames as they get saved, that's how it can convert the output to .png frames — Wind 20:56, 9 February 2012 (PST)
my video is making now and sorry for taking too long hope you won't care. Karmacharger 02.23 , 20-2-2012 (PST)
There's no rush~ — Wind 12:37, 20 February 2012 (PST)
This job is very hard in my option my pc running alot of problems. i leave this project for other person. sorry about it , i was want the wiki cap this is the reason why i'm here. just wanted to say sorry for let you waiting :( Karmacharger 07.00 , 03-5-2012 (PST)
The current video does not show that the stickies can be destroyed by bullets. Also, neither this nor the default stickybomb launcher show that the bombs can be destroyed using melee weapons, not that it is usually a good idea. I believe there was a patch relating to that effect. Upgrade 11:51, 9 March 2012 (PST)
The bullet part is indeed important, and since it is demonstrated in the Stickybomb Launcher video (as well as pushing/airblasting) then it should be demonstrated here as well — Wind 12:07, 9 March 2012 (PST)
Very good demo :3 But missing the bullet thing that Upgrade just talked about. It's not in any Stickybomb launcher demo yet, but could you add it somewhere? Basically need to show that stickies can be destroyed by bullets. Preferably demonstrated from the non-Demoman's perspective (scout using his pistol for example) — Wind 18:34, 23 April 2012 (PDT)
Those are all good clips, and I guess it makes it more consistent to demonstrate it from the demo's perspective if we're gonna show all 3 scout+soldier+pyro. Thanks, please upload~ — Wind 11:08, 24 April 2012 (PDT)
http://www.mediafire.com/?bo2b97s89abvet9 Thanks for accept and 1 question , in the Weapon Demonstratio project page in "Need to be redone" the list i saw a Quick-Fix , Übersaw , Concheror , Blutsauger. so why they are not listed in here? i would like to Demonstration them if they are needed. Thanks Karmacharger 06.49 , 25-4-2012 (PST)
Because nobody created a section for them on this page. Create it if you need it — Wind 19:35, 24 April 2012 (PDT)
Still not stepping on it >: I mean that she should step on the bombs when they explode to show that they don't do damage — Wind 11:26, 28 April 2012 (PDT)
Do we really need to show the absence of a bug? Jumper stickies not dealing any damage is the expected behavior. — Armisael (T | C) 11:35, 28 April 2012 (PDT)
I don't know if it's a bug or not really, but if it's not then I prefered the previous version because the jump in that clip was cooler >.> So if you still have that one, upload it, otherwise upload the latest — Wind 11:45, 28 April 2012 (PDT)
Like I said, no need to show the second ubercharge all the way through (although on second thought, you may want to do that, but let it go while holding the Ubersaw so that it shows the draining blue liquid thing on the viewmodel). Also, the ubercharge meter and text appear grayed out in the second clip until there is full uber, and the clip ends a bit abruptly — Wind 19:32, 26 April 2012 (PDT)
Why can't anyone put up a video about the saxton hale mask? I think that since it has an effect, it should be demonstrated... — The preceding unsigned comment was added byTsvetoslav (talk) • (contribs) 12:13, 22 November 2011 (PST)
Support Yes, there should be one imo. —Rocket Ship BBQ(•) 13:11, 22 November 2011 (PST)
I agree that this should get a quite short demonstration video because I didn't know that the Saxton mask had the ability to stop boos from ghosts and the Horseless Headless Horseman and this wiki's job is to spread the information on the game(and trust me videos help). --CaptainSneaky 12:41, 27 November 2011 (PST)
Nope.avi I think no. Because if we do, unusal hat, jigglebone hat and effect hat (e.g. Mining light have light bright when in the dark room, earbud has note effect etc.) must do demonstration too. And I think hats don't have anything interest, have only cosmetics. Hinaomi 15:02, 22 November 2011 (PST)
Unusuals don't change any real game play only the effects of the hat (same goes for earbuds). Lastly a moving piece of the hat or the entire hat moving doesn't make a huge difference in gameplay. --CaptainSneaky 12:41, 27 November 2011 (PST)
Support Resurrecting a somewhat idle topic, but I agree that those two hats should show the immunity feature. --Org 23:12, 29 March 2012 (PDT)
Support I guess it does fall under the same category as the Pip-Boy or things like that, so why not — Wind 12:02, 30 March 2012 (PDT)
If everybody say yes, let do it. But quick question, should we wait for Halloween? :) Hinaomi 08:30, 6 April 2012 (PDT)
How to give yourself an item by editing game files?
I don't own weapons that I wanna demonstrate. It says on Project Page that it's possible to edit game files to give yourself the weapon. How? Please, answer me. Slicezor 14:28, 24 March 2012 (PDT)
It used to be the case, now it's harder because the game constantly fetches the schema from the steam servers. You have to prevent it from doing that (disconnect from the Internet or use your firewall to block hl2.exe) and edit items_game.txt to change what item corresponds to what. As for how to edit that, search for items_game.txt on the web and you'll find plenty of results — Wind 11:11, 25 March 2012 (PDT)
I actually now about this editor. I use it for editing attributes to weapons I OWN for offline testing. But, Wind said it's hard to give yourself that weapon. Slicezorr 01:55, 4 April 2012 (PDT)
OK, I'll try that, but is it possible to use those items on multiplayer, or just on new game? Xeoxer 10:23, 28 March 2012 (PDT)
If you don't have items_game.txt in your scripts file, you'll have to extract it from your GCF using gcfscape. tf2 content.gcf/tf/scripts/items/items_game.txt.
items_game is, in my experience, entirely nonfunctional in multiplayer without extensive sourcemod support, and is, at best, barely functional in singleplayer on a local server. Even that requires some funny tricks with your internet connection, if I recall correctly. Ultimately, it's not a particularly effective method of gaining access to an item; you're usually better off simply getting the item the usual ways. — Armisael (T | C) 11:27, 28 March 2012 (PDT)
Wrenches, Sledgehammers, Sappers, and Teleporters.
I think the Engie's wrench and wrench like devices, as well as both of the Pyro's hammers, should be redone to show that:
That the Engineer removes sappers on both sides of the teleporter and
That is worth showing yes, but redoing all the engineer wrenches would take forever (especially the Golden Wrench which is a real pain to do) for little benefit. Perhaps this should instead be shown all in the sledgehammer clips as a split-screen of engineer vs pyro both destroying a sapper on one side of a teleporter instead — Wind 12:02, 30 March 2012 (PDT)
Works for me. Doubly so since the sledges are the edge case, not the rule. --Org 13:01, 30 March 2012 (PDT)
Evidently the sledges destroy both sappers, so this isn't needed. The more you know. — Armisael (T | C) 06:57, 2 April 2012 (PDT)
See I knew I should of tested this before I opened my mouth. I wonder when that change snuck in.--Org 22:46, 2 April 2012 (PDT)
This article Disguise has a video from someone on youtube. No official wiki video. So could someone make a more informative video with item test like for weapons? Thanks in advance. Btw i added into the article that it needs a new video. TheDoctor 06:13, 6 April 2012 (PDT)
Wait, why don't we put Disguise Kit demonstration video in that page? Hinaomi 08:29, 6 April 2012 (PDT)
It has been done. — Armisael (T | C) 09:29, 6 April 2012 (PDT)
Making a splitscreen video
I am currently making a video for the Cloak and Dagger. In order to compare it to the default watch, I need to make a split screen video, but how? I installed all the scripts from the package but nothing has changed... --Avox 12:53, 6 April 2012 (PDT)
You probably didn't add the splitscreen correctly. You'll want to drag the scripts and resource folders from HUD Storage\2-way splitscreens\splitscreen Demo - <pick one> into \Steam\steamapps\<username>\team fortress 2\tf, then restart tf2 (or enter hud_reloadscheme in console). — Armisael (T | C) 14:42, 6 April 2012 (PDT)
Horseless Headless Horsemann's Head Hat Demonstration
Make a demonstration video for the above item too, because it has the same effect as the Saxton Hale Mask!!!
Yes, or perhaps in a combined "Horseless Headless Horsemann taunt demonstration" which would show all affected hats in one shot — Wind 18:34, 23 April 2012 (PDT)
The Equalizer's video.
I really think that at the beginning of the video, you should show the damage parameters of the shovel ( 65 dmg and 88 dmg ) and the health needed for such an amount of damage to apply, just to compare the weapon with a stock shovel.--Hawk18727 07:49, 3 May 2012 (PDT)
Nope No weapon demonstrations do damage comparisons and let us not go there, otherwise every weapon demonstration (except stock weapons) would be a split-screen — Wind 10:51, 3 May 2012 (PDT)
The preceding discussion is preserved as an archive. Please do not modify it. Subsequent comments should be made in a new section.