I would hate to burst your bubble, but this demonstration has been done already (right under this section). I recommend to check if the section of the weapon already exists on this page before reserving, because unfortunately right now your effort is for naught. - Uufje 12:43, 27 April 2013 (PDT)
There are also numerous problems with your video, such as not being 16:9, not being HD< having a green bar at the right of the video, having a custom crosshair color, not having the custom HUD installed, and some audio glitches. Sorry :( — Wind 19:56, 2 May 2013 (PDT)
opinion I question the ordering of the clips--I feel that it would be more logical to display the hauling mechanic first, the primary fire (repairing) mechanic second, and the movement mechanic third. For the repair, you should not have 59 metal--200 or 0, pick one. You should also repair right-to-left, not bottom-to-top in the building list. You should also empty the ammo of the sentry gun first (to show that it does (not) repair ammo). In the hauling clip, you should demonstrate the required metal issue first, not last. I'd reccomend hauling a dispenser, and then trying to haul a sentry in the first clip. Try to only hit attack once, so it doesn't spam the "can't pickup" noise. You could do this after every metal pickup, until you hit or pass 130. Darkid (|) 06:32, 29 December 2012 (PST)
opinion Also, show that it can't remove sappers, can be airblasted. (Can it repair friendly sentries when airblasted?) Darkid (|) 14:36, 29 December 2012 (PST)
Alright here goes~
First and most importantly, there is no backpack view. Did you forget that?
Second and also pretty important, the first two clips give no introduction time; the clip starts right away firing or picking up something before the viewer has time to realize what is going on. When making these videos, keep in mind that the person watching them is not you, and has no idea about what the weapon does or how it works or anything, so you can't just start firing during the initial fade-in transition at 0:00. Watch some other weapon demonstration videos to get a feel for the required timing, and try to reproduce it. Leave ample waits before and after each clip, especially during recording, and then later if they turn out to be too long (which is very unlikely) you can just trim them out
Transitions between are too slow (half a second is enough)
Video quality looks meh-ish, especially the crosshair. It looks pixely for some reason? Check if you can increase your encoding bitrate or something so that it doesn't come out like that
I am assuming this was recorded with Fraps because it doesn't have any frame blending, which is fine, but that means there's the possibility that you forgot to record .dem files since recording with Fraps doesn't require them, so I'd like to take this occasion to remind you that .dem files are required (though not for rendering)
The clips do seem out of order like Darkid mentioned
Inconsistency in how things are demonstrated: The moving mechanic is shown in 3 separate clips while the repairing mechanic is shown in a single clip. Try to use a single clip for each
Always start with either 0 or 200 metal as appropriate, and if a Dispenser is built, it's nicer if it's already full of metal (but that's not really required)
Remote moving mechanic clips:
Don't start at the other end of the room; start close enough to the building**s** you're going to carry and stare at them for a while, so that the viewer has time to recognize them and locate them (and yourself) within the room, then move into position (the position used in the current video is fine) and then grab one. Then move around with it because why not? That way you also get to show the marked-for-death thing that the last clip shows (which again is a bit out of order). Then drop the building and wait for it to finish building/upgrading.
Move on to next building, don't grab it from the same place that you grabbed the first one from, move around the room a little bit, drop it somewhere, watch it grow
Move on to teleporter, same deal, you can afford moving less since that has been demonstrated well enough by now (but don't stay completely static, it looks like you can't carry it anywhere)
Remove what is currently the last clip, since that will already have been demonstrated
Remove repairing mechanic clips:
Some things to consider: Starting with 0 metal would be good here, because it would show that you don't need any metal to repair things. Then you can move close to your dispenser to grab some metal and show that it doesn't change the repair rate at all
Don't fire at buildings from the same distance during the entire video. That will demonstrate whether the repair rate suffers from damage falloff or not, the same way the regular shots do
Maybe show that you can still repair things with the Wrench, not sure if worth demonstrating
Show whether it restores ammo or not, like darkid said (maybe in a separate clip)
Show whether it upgrades buildings or not (maybe in a separate clip)
That should do it~ Good luck, this is not such an easy demonstration — Wind 13:09, 31 December 2012 (PST)
Thanks for the response. I did not use fraps to record it, but instead I used Source Recorder, so I do have .dem files for it, and saved each frame seperately and used me video software to turn them into one file. (I know you can save it in H264 format but I think the quality through this method ends up looking better) Also I do not have any screen capture software as of right now so do you know of any free ones? As far as the clips go, having 59 metal was actually a mistake of mine when recording it. Other than that I will redo the other clips and make any other needed changes. OrangeJuicePanda 12:46, 3 January 2013 (PST)
If you did use Source Recorder then would you mind rendering at a higher framerate? That way it looks smoother when blended down to 30fps on youtube. Yes the quality is better if you don't save it with H264 directly. For screen capturing software, well, Fraps probably, and the usual alternatives (Dxtory etc). Make sure you use something that taps into DirectX for capture, not something that just takes a lot of screenshots (Camtasia Recorder does that for example) or else it won't look smooth — Wind 13:22, 3 January 2013 (PST)
I set host_framerate at 30 frames per second and render at 30 frames per second. Also what format should I render the video as?
Try setting host_framerate to 90 or 120 and that should already make quite some difference for not much extra render time. As for the format, anything that youtube accepts and correctly converts as HD and that isn't unreasonably large and that doesn't make youtube desynchronize audio/video and doesn't show too many artifacts and not interlaced and and and etc.. basically just put it on youtube, since that is where it will end up, and if it looks bad then change format — Wind 12:07, 9 January 2013 (PST)
In regards to the above suggestion that the last clip should be deleted, it seems to me like it would still be a good idea to demonstrate that the user is marked for death both when carrying things using the special ability AND when carrying buildings normally (at least I know that was something I didn't realize at first). It could probably be shown in the same clip as the teleporting/movement ability, just demonstrate that the gun can pull a sentry, dispenser, and teleporter, then using the wrench pick up the second teleporter normally to demonstrate a) it can still be done and b) it also marks you for death. I'm sure there are other and possibly better ways to demonstrate this but in my opinion it'd still be a good thing to include. -Mizuumi 13:22, 11 January 2013 (PST)
I guess so, but in that case it should be shown in third-person camera, otherwise it's hard to tell — Wind 18:03, 11 January 2013 (PST)
Alright, a few questions about this demonstration:
Should it be demonstrated that enemy buildings are still damaged by the bolt normally or is it safe to let that be assumed? And should the repair effect be demonstrated on another friendly engineer's building?
You could do all of those in the same clip, just have 3 dispensers up (yours, friendly, enemy). Shouldn't be a lot of extra time/effort — Wind 21:53, 17 January 2013 (PST)
The wrench demonstration doesn't show every one of its effects on every building, so is it safe to demonstrate the repair effect on one building, the carry effect on another, and let it be assumed that both abilities will carry over to every other building? Or does it need to be demonstrated on every building as in Panda's first upload?
Just one building is fine — Wind 21:53, 17 January 2013 (PST)
http://www.youtube.com/watch?v=3rDDsV7FQhw This clip is only of the first part demonstrating the weapon's damage and doesn't include the loadout screen or the background music, so it's faaar from finished, but is the quality acceptable as far as graphics, video, audio, and the demo itself? (I'm a little concerned in that department, specifically the somewhat-jerky mouse motion and, now that I look at some other clips again, the taunt portion, damn box getting in the way!)
Quality is fine, camerawork is fine as well — Wind 21:53, 17 January 2013 (PST)
I thought, given that the projectile's trajectory, speed, and trail are all reminiscent of the Huntsman, I'd demonstrate that headshots do no additional damage, but if that's deemed unnecessary and too distracting or something, I can redo it without.
Nah, not necessary — Wind 21:53, 17 January 2013 (PST)
Sorry for the question overload, I just thought I'd get second opinions on things I wasn't sure about before making the clips, recording and rendering take an awfully long time and I'd like not to need to redo more than I have to.
You'll get used to it :3 and hopefully that'll translate into faster turnaround time — Wind 21:53, 17 January 2013 (PST)
Alright, thanks a bunch for the answers and feedback! I admit i haven't been in a huge rush to finish, but now that I've got most of my concerns answered I should be able to get it together soon.
There is at least one more thing, though, I thought I had the airblast clip figured out, but I need to have one clip from the perspective of a RED team member to show the effect on an enemy dispenser. I figured I'd just record the clip as a red pyro until I remembered that bots can't hold non-stock items, so the engineer would be stuck with the default shotgun. I looked at the Crusader's Crossbow video because the effect is similar in nature and found that they had a clip from a red heavy's point of view being shot with the airblasts, with the blu medic's view in the lower right corner. This seems like a good approach, but how did they manage to get the demo from both players' point of view? The only way I could think of would be running a private dedicated server with replays enabled, which I'm not sure it's possible for me to do. I suppose in a pinch I could connect the other computer in the house via LAN and show the viewpoint of the red engineer staring at the dispenser, though it's not a very elegant solution and that computer gets extremely poor performance/framerate in TF2, and I don't know whether that could possibly create inaccuracies in the demo file. If there's no other feasible way to work around it I'll try that, but I figured it wouldn't hurt to ask if there was any other way.
You indeed have to run a server and have two players (one of which can be you) join it. You don't have to have replays enabled, just need to have both players record their own demos. You can also run multiple instances of TF2 on the same computer if your PC can handle it, you can turn down the graphics a lot (and turn them back up again to render), you just have to be quick alt-tabbing I guess — Wind 17:11, 24 January 2013 (PST)
Also, is there a way to spawn buildings immediately on a given team (and maybe at a given health)? I've searched around and haven't managed to find anything that doesnt involve using sourcemod plugins on a dedicated server, so I'm guessing I'll probably just have to use bot engineers for constructing buildings that aren't mine, but again, never hurts to ask.
Not instantaneously, but you can make bots build buildings using bot_mimic — Wind 17:11, 24 January 2013 (PST)
Again, thanks for all your help, and sorry for the wait on this project. -Mizuumi 01:42, 19 January 2013 (PST)
There's no rush — Wind 17:11, 24 January 2013 (PST)
Deleted the first two questions because I think I kind of answered them myself, but I would still at least like to know if the test clip is passable, or if I should do anything differently with the demo or the video rendering. -Mizuumi 11:16, 16 January 2013 (PST)
In regards to the trajectory question, just change the damage demonstration to be similar to the huntsman (or the unscoped sniper rifle). Aim for the head, then the body. Darkid (|) 08:08, 17 January 2013 (PST)
Just an update to let anyone watching know that my computer has been busy rendering all the various clips for this demonstration for the past 3 days, I'm on the last clip, and I'm probably going to have to re-record the demo for it (which, coincidentally, is the most obnoxious one to record) thanks to those wonderful wacky demo system bugs that, overall, have probably doubled the amount of time I would've otherwise had to spend on this project. And odds are once the video is reviewed I'll have to re-record at least a few other sections as well, in retrospect I reeeally should've done low-quality test-renders first.
BUT gripes aside, most importantly, just know I haven't abandoned this yet and progress is being made. -Mizuumi 03:14, 23 January 2013 (PST)
There are already several problems I noticed and concerns and observations I have, but a bit too late:
Carry ability clip: Probably the biggest problem clip; the walk from the sentry back to the dispenser looks somewhat drunken; I should have stepped away from the dispenser before picking up the sentry instead of picking it up and walking away at the same time, it rushes the viewer and doesn't give them enough time to figure out what's going on; I should have moved around a bit when I picked up the sentry from close range, and some of the timings are a bit slow. A level 3 sentry was probably unnecessary as well, and just wastes time setting up for no real reason. If any clip is gonna have to be redone, it's this one.
You should have waited until you had a full 200 metal, step away from the dispenser, then grab it. The timing wasn't slow, it was fine, except the initial grabbing which is very fast (grabbing as soon as you get enough metal + start moving immediately is just too much). A level 3 sentry is fone too, there's no rush — Wind 17:11, 24 January 2013 (PST)
Damage side-by-side: The splitscreen HUD doesn't move the marked for death icon along with the health. Not a huge deal and I'm not sure I can fix it, but if necessary I could try recording with the ammo & health splitscreen HUD instead of the just-health one to see if that changes anything.
It probably won't. Either fix it or switch to third person so that the skull icon is visible. The timing is also too fast on this one, it's kinda hard to tell which side has the Rescue Ranger on the first watch (it may be obvious to you but that's because you made the video. Try to put yourself in the mindset of someone to whom all of those clips are new) and the rocket arrives a split second after the pickup (not enough time for the player to register why one dies but not the other) — Wind 17:11, 24 January 2013 (PST)
Repair clip: Not sure why I moved the cursor away from the dispenser at the end. Other than that, I'm fairly happy with this one.
You need to reload at the end of the clip. It's a silly rule but it still stands — Wind 17:11, 24 January 2013 (PST)
Ammo/upgrade demonstration: I thought an un-upgraded sentry dry-firing at an enemy would be the clearest way to demonstrate that neither ammo is refilled nor upgrades applied, at the risk of being a little obnoxious. It could use a teensy bit more rest time at the beginning when aiming between the sentry and the soldier, which would be no problem to fix in premiere.
This clip is fine~ — Wind 17:11, 24 January 2013 (PST)
Sapper demonstration: No real issues that I've noticed yet.
Looks good too~ — Wind 17:11, 24 January 2013 (PST)
Airblast demo 1: I'm iffy about my approach to this one. I didn't want to spend time setting up a dispenser in front of the eng after the first shot, and I didn't want to have to separate it into 2 clips, but to get the eng far enough away that the airblast doesn't push him and get the dispenser far enough back from there that the eng is out of range and doesn't immediately start getting healed, the pyro and dispenser have to be too far away to see in the same frame. If I redid this one, I would probably have the engineer just set up a dispenser in front of himself so I don't have to keep flipping views back and forth between them. Also, I wasn't sure whether it was necessary to watch the dispenser get destroyed completely, so I tried to leave enough hangtime when he first looks at the damaged building that the clip could be cut thee, but in retrospect it's probably important that one of the airblasted bolts hits the building while it actually is damaged.
Airblast demo 2: I used the other computer in the house to record from the red eng's point of view, and the poor performance of that computer does seem to have caused some minor problems, namely the sound of the wrench hitting his hand periodically repeats faster than it should, and from his view the blu engineer appears to twitch around a little bit. I cropped the blu perspective a little bit because a) his building hud display isn't important here and b) I didn't like the "Dispenser built by RED Engineer" box being covered up halfway by the other clip. I don't think the crop makes too big a difference, but if I'm wrong by all means tell me. I stupidly forgot to refill the pyro's ammo, so right after the last airblast (fortunately at least not before that) he runs out of ammo and switches to shotgun. This was a dumb oversight and I understand if it needs to be fixed.
Not a huge deal, these clips are good :3 — Wind 17:11, 24 January 2013 (PST)
Hah, I wish the wiki had a spoiler tag, I feel awkward leaving a huge block of text every time I come back to this page, but oh well. I'd be grateful if Wind and anybody else would watch the video, give some feedback, and tell me what needs to be redone! (I'll upload the demo files once I've got approval on a final version) —Mizuumi 13:28, 24 January 2013 (PST)
opinion Generally, you're doing the whole thing a bit fast, slow down after you do something with the mechanics of the weapon. Also, don't forget to reload at the end of each clip. Consider using teleporters for some clips (like #6) to show that it's all buildings.
Clip #1: Your view was a bit jerky, otherwise fine.
Clip #2: Look at the sentry, turn around, run straight to dispenser. Put the dispenser a bit to the side, or stop in front of it. Turn around, wait a beat, try to pick up sentry. It fails, so get 200 ammo and do it again. Wait a beat, do not go third person and place; do not fast-upgrade. It's just another confusing bit. Don't pickup and replace.
Clip #3: Again, slower. Set the scene for a good second, pick up, wait a half second, then fire. Synchronize this if possible, using the wait command. It will look much nicer.
Synchronization is optional; the current clip is good enough in that aspect — Wind 17:11, 24 January 2013 (PST)
Clip #4: Speed was good this time. However, you could put the dispensers at different locations, and that would do the trick. That would be much more obvious, as it would take the same number of shots for each. Be sure to zero your metal for this clip.
Not really sure what you mean here — Wind 17:11, 24 January 2013 (PST)
Your dispenser is same position, friendly one is farther away. Demo's the falloff.
Clip #5: No need for a player there, and lower the health of the sentry too.
Having a player here helps pointing out the fact that the sentry is out of ammo. The HUD alone is a poor indication — Wind 17:11, 24 January 2013 (PST)
Clip #6: Wait until AFTER "dispenser down" to start reloading.
Not a big deal — Wind 17:11, 24 January 2013 (PST)
Clip #7: Don't start with the dispenser. As per Crusader's Crossbow, demo the simplest first, the airblast kill (suicide?). We already know you can't heal other team's dispensers (from #4), so don't demo it.
That is demo'd first. The reflect-to-dispenser thing is not really important but it's interesting enough, is good — Wind 17:11, 24 January 2013 (PST)
Kill icon isn't shown, I thought that was a requirement? I know we've been lax on it recently, though. Darkid (|) 17:44, 24 January 2013 (PST)
Clip #8: Start with the dispenser burning. Record as the blue engie, looking at the dispenser. It won't stop burning, so this should be sufficient. Make sure to get both the pyro and dispenser in-shot. Darkid (|) 14:31, 24 January 2013 (PST)
Current clip is fine, let's not demonstrate the bare minimum number of shots just because it's strictly sufficient — Wind 17:11, 24 January 2013 (PST)
Comments added inline on both your and darkid's comments. Not easy to follow though, but maybe easier than yet another big list? Regardless, good luck~ — Wind 17:11, 24 January 2013 (PST)
I agree with a lot of these critiques (and thank you for giving them!), though I will wait for the word from wind before I make any final decisions. A few points to raise:
I agree the camerawork isn't perfect, I just don't know that it's worth another 3+ hours of render time to iron it out :V Again, I'll wait for the official word there.
There was a reason for not immediately turning around from the sentry, but in retrospect it's not a very good one and what I meant to show isn't obvious at all. The third person view is for showing the marked for death effect fading in and out, as per the GRU. I know I've seen people who were unclear on whether the rescue ranger still allows you to pick up buildings normally and whether it still marks you when you do, so I don't think the picking up and redeploying should be omitted. I will probably stick with a level 1 or 2, since the extra redeploy time just makes things take longer (the same would apply to a level 2, but idonno, the dual-barrel sentries are just more aesthetically pleasing and visually clear from a distance)
Using wait is an excellent idea here and I feel awfully stupid for forgetting it.
Once again, here I had a reason at the time for not putting one blue dispenser further back, and once again in retrospect it was actually a really bad reason :V so I'll move one back for the next try. I was careful to zero my metal, though some does get picked up as I run past the dispensers, which won't be an issue when I redo it.
Why lower the health? The repair mechanic has already been demonstrated by that point so I feel like that would just confuse things. I agree the soldier might not be necessary, unfortunately I didn't have a precedent to go on as the wrench demonstration does not include its ammo-replenishing ability. (Though just now I did check the sentry gun video, and it is demonstrated there, ammo not fully depleted, but it IS immediately after firing at an enemy)
Even with auto-reload off, the weapon automatically reloads once the clip is depleted. I could only fire 3 bolts, though I feel like 4 is better for making it absolutely clear no damage is being done to the sapper. One thing in a similar vein to your complaint though, I do feel like perhaps I should've waited for "Spy sappin' my sentry!" to finish before firing the first shot.
I'm not sure why the first and last complaints are being raised, since I didn't do either of those things, but if Wind would rather have me airblast kill the engineer first then do the dispenser in another clip then I'll do that.
If it is necessary for me to redo my approach to this clip, that's how I'll do it, if only because it's a heck of a lot less pain for me, in recording, rendering, AND post-processing :P
- As for the note about using a teleporter somewhere, I do agree It's a good idea, the main reason I didn't is because the wrench demonstration never does and it was my precedent for a lot of this. I'm not sure about putting it in the sapper clip, though, maybe replace the friendly dispenser in the repair clip with a teleporter? I feel like it's more clear to demonstrate an effect that it DOES have on multiple kinds of buildings, rather than an ability it DOESN'T. (Side note - should the other end of the teleporter be up somewhere in the room so that the one being shown spins? It would help it stand out more, at least)
The above would make more sense in-line, or numbered so I know what you're referring to :) Yes, other tele should be in-room, visible. Probably. :/ I'd wait for wind's say-so here. Darkid (|) 17:46, 24 January 2013 (PST)
Hmm, aren't they numbered? I was labeling everything #1,#2.. until I previewed and saw that the #s were automatically creating a numbered list, at least for me :o but I suppose wiki markup isn't really the most crucial thing to be discussing right now, lol -Mizuumi 17:59, 24 January 2013 (PST)
Ahah, oh boy, simultaneous comment edits, now I've gone and made a mess ;u; But in answer to Wind's comment about darkid's suggestion for #4, I'm pretty sure he means have one dispenser/building further back to demonstrate the lack of falloff instead of having them at the same distance and trekking across the room. Other than that, thanks for the notes! What do you think of the idea of putting a teleporter in somewhere? —Mizuumi 17:49, 24 January 2013 (PST)
This is really starting to be impossible to read or follow. This time I try not-inline:
Camerawork is fine. Not really strict on that except in the Saxxy demo or when it's really really bad or when it's a Portal walkthrough
Alright then, keep the redeploying thing but still do the rest.
Yes, move the other dispenser back
No need to lower the health, and the player is a good thing. Keep this clip as it is
Current clip is fine as well
I don't think the weapon has a reflect kill icon from looking at the Wiki page, so might as well leave it out for not wanting to redo the demo once that gets changed... Or perhaps we should show it for the sake of correctness and perhaps to shame Valve a bit. Do what you want
Current clip is fine again
The teleporter thing can be in its own clip or merged in the second clip. Make sure both ends are there and have one or two enemies fire at both ends of the teleporter, to show whether it repairs both ends of the teleporter — Wind 12:54, 30 January 2013 (PST)
Sorry to interrupt, but is this video going to come out? It's been 5 months since the weapon was released. Maybe this one should have another person to record it? 23:39, 12 April 2013 (PDT)
I don't think anyone's considered that reservation active in months - it's just that no one's tried it. I would've, but I've been drowned in redos recently. — Armisael (T · C) 09:30, 13 April 2013 (PDT)
http://youtu.be/G4vkgyPrTic The last clip had to be recorded in slow-motion, since I can't react quickly enough to pull those reflects off that reliably - I think it may have caused some slight graphical errors. — Armisael (T · C) 17:48, 22 April 2013 (PDT)
The Engineer at 2:30 looks like he is repairing the dispenser, which he is not. Last clip is fine, although it's almost impossible to hear the engineer fire. Maybe if he is a bit closer it will be better, but that would probably make the clip even harder to record. Maybe you can try recording the audio from the engineer's PoV demo and then adding that audio on top of the existing clip (with a lower volume obviously, to make it sound natural) — Wind 16:00, 25 April 2013 (PDT)
This demonstration has been reserved: - Uufje 03:19, 2 January 2013 (PST)
Should it show the perspective of the healing target? The icon on the HUD? The icon shown over players? The Übercharge shield particle effect that other players see?--Henke37 06:44, 14 January 2013 (PST)
Yes. — Armisael (T · C) 07:50, 14 January 2013 (PST)
Alright, this is a very long and complicated one. I tried to show everything as clearly as possible. In retrospect, I don't really know if I should've included the overheal difference clip with the Medi Gun since that's already sort of shown in the Übercharge buildup clip. Anyway, I did my best, and here it is: http://www.youtube.com/watch?v=MrX19KlyZ1k - Uufje 13:58, 17 January 2013 (PST)
Yes, please cut out the overheal difference clip because the clip right after it subsumes it. Also, you didn't show the uber effect on the medic. You should record a set of three other demos for all damage types, but this time with the medic being shot (without an uber target present, to keep things simple and to show that it works without a heal target). Rest is pretty good~ — Wind 21:53, 17 January 2013 (PST)
Do not forget to show whether or not you and your heal target can capture points, payloads and intelligences while under the effect of uber. --JacomeFelg 07:10, 19 January 2013 (PST)
They can capture objectives while under über effects; the Quick-Fix allows that too and doesn't include a clip about it so that's why it's left out in this demonstration too - Uufje 11:59, 20 January 2013 (PST)
This doesn't really demonstrate the effectiveness of the protection. It'd should be two-way split-screens between without-uber/with-uber for each type, like the previous clips (2:40 - 3:19). There's also something else this video doesn't demonstrate which I didn't think of before: whether or not you can view the damage type shield icon thing on enemy medics and patients. Currently it only shows it on the medic as spy, it would be nice to show a Heavy-Medic pair seen from a non-spy's perspective. Rest is good~ — Wind 17:11, 24 January 2013 (PST)
This weapon got patched yesterday, so it's taking a little longer - Uufje 02:58, 1 March 2013 (PST)
You don't do a splitscreen showing the damage resistance the medic gets for being set to the right type while not ubered.
This demonstration doesn't note that crits ignore the resistance. It may be a bug, but if so, it's a long-standing one and one that really should be noted.
You have a '<not-bound>' in the disguise kit menu in the last clip.
Just some thought on my part - use them as you will — Armisael (T · C) 06:19, 18 March 2013 (PDT)
The clip at 4:00 doesn't have the ubercharge effect. Is it because of the fire effect cancelling it out? If not, needs to be fixed.
Video quality is not bad but could be better. I think you need to increase the bitrate. To get a feeling for what I am talking about, check out the ubercharge label at the bottom-left in this video (watch in 720p) and compare it with the ubercharge label in your video (also in 720p). You'll see that the text is a lot blurrier on your version; possibly because it is being upscaled, possibly because the bitrate is too low, possibly both. This is pretty important for this video because it makes the ubercharge number 90~4) hard to read.
What Armisael said. Sorry, I know I said two-way split-screen for the medic's own resistance >: But now that I see it, I agree with Armisael that it should be 3-way like the patient's resistance clips are
Good luck, this is a tough demo — Wind 22:47, 19 March 2013 (PDT)
The Übercharge effect disappears when you get hit by flames. It's a bug, so I can't do anything about it.- Uufje 05:12, 20 March 2013 (PDT)
Does anybody know what causes this? It's healing, but it doesn't show the healing beam properly... - Uufje 05:39, 27 March 2013 (PDT)
I'm guessing it's because you start recording while you were healing. Start when you're not healing, heal, and optionally cut the non-healing part in post — Wind 22:25, 29 March 2013 (PDT)
I'm still having the problem mentioned above. The clips have been rerecorded, and the Medic starts healing after the recording starts, but it still looks the same. The person I was recording with (who played the Vaccinator medic) said everything was alright on his end. I can't seem to solve it. Here are the demo's, can anyone take a look at them? - Uufje 08:14, 12 April 2013 (PDT)
Yeah, they're messed up for me. Dunno why, though. — Armisael (T · C) 09:30, 13 April 2013 (PDT)
I'll probably need someone else to play Vaccinator medic or Kritz medic/Buff Banner soldier, then. I'd appreciate it if someone here wants to do it, add me on Steam (uufje) if you do. - Uufje 03:11, 19 April 2013 (PDT)
Alright, Hinaomi helped me with the clips, and everything looks fine. I should have my new version of the demonstration ready today. - Uufje 05:27, 19 April 2013 (PDT)
Is it really necessary to do a video for every single item that shares this gimmick? Wouldn't it be simpler to show this for one or two items in the Pyrovision Goggles demonstration video and list the items that do so on the wikia? --JacomeFelg 03:58, 28 January 2013 (PST)
Probably, but now that it's started then it kinda makes more sense to continue than to suddenly delete all videos but one.
Also the Team Fortress Wiki is not hosted on wikia — Wind 12:54, 30 January 2013 (PST)
In the loadout view, The Pyrovision Goggles was in its hovered state at the beginning of the clip (it has a lighter background) even though it is not being hovered, visible at 0:13. Also, somehow something pretty bad happened to the left part of the Sniper Rifle and Kukri clips (only the left part). Their framerate seems pretty stuttery, even though individual frames look fine. Might want to rerender those — Wind 16:29, 6 April 2013 (PDT)
Sorry but it looks the same :( The backpack view is fixed but the framerates of the left part of the Sniper Rifle and Kukri clips are still lagging pretty badly. You may need to re-record these — Wind 21:55, 11 April 2013 (PDT)
Okay, now individually the clips are all good and smooth. However, if you compare them side by side, then it's clear that they were not rendered the same way:
The left one has no frameblending, whereas the right one has quite a bit of it. As such, even though both clips would be just fine by themselves, watching them side by side with different render settings like that makes it clear that they aren't the same... Render all clips with or without frame blending, but don't mix them together in the same video — Wind 22:32, 18 April 2013 (PDT)
Need to show that the jarate's effect will be shorten like Medi Gun.
Does this qualify as a reason? The amputator behaves just like any other healing beam source. — Armisael (T · C) 20:03, 19 April 2013 (PDT)
Let's not do that — Wind 16:00, 25 April 2013 (PDT)
I tested on Normal server, Jarate's effect was shorten. Also its healing mechanic similar the Medi gun more than Health kit like Crossbow. Rikka Takanashi (talk) • (contributions) 17:38, 25 April 2013 (PDT)
Disagree, and that wouldn't be a valid reason to redo the demonstration anyway — Wind 16:29, 6 April 2013 (PDT)
Few clips such as third person jumping and attacking the Heavy should be removed.Hermit527 7:07, 6 April 2013 (PST)
Third person clip is meant to show the purple jump trail, although it does a poor job at it. It should feature more jumps, perhaps one where the scout jump backwards, in order to be more visible — Wind 16:29, 6 April 2013 (PDT)
Might as well take a shot at it. I have the appropriate tools now. Hermit527 21:44, 6 April 2013 (PST)
Here it is. http://www.youtube.com/watch?v=a125xtXtW6s I'm not very satisfied with showing the first-person triple jump due to the fact that the weapon is barely visible. This is my first demonstration so please leave feedback. Hermit527 21:57, 6 April 2013 (PST)
In my opinion, first part is a little bit too slow. Second part, I think don't use split screen. Just use normal screen and switch to Scattergun and Pistol. Third part is good. But wait for Wind to answer about this. Rikka Takanashi (talk) • (contributions) 00:41, 7 April 2013 (PDT)
First part is fine. Second part can indeed be done sequentially, but if you want to keep it split-screen then please offset the viewmodel a little bit so that it is more visible (you can do this with the viewmodel_offset_x command, and it should work on existing demos too so you don't need to rerender) — Wind 21:55, 11 April 2013 (PDT)
I'm not seeing the viewmodel_offset commands, wind. I think those were removed from the game, possibly a while ago. — Armisael (T · C) 09:30, 13 April 2013 (PDT)
I'm using them in the portal 2 walkthroughs >: Surely there's some alternative? Portal 2 also has demo_viewmodel_offset_xyz commands, maybe those are there too. Anyway, the video is sequential now so it doesn't matter. Please upload~ — Wind 22:32, 18 April 2013 (PDT)
Akuago, So you can make the jigglebone jiggle, maybe I need to add many wep those not jiggle to redone section? Rikka Takanashi (talk) • (contributions) 08:50, 6 April 2013 (PDT)
We've always had the ability to record jigglebones. cl_jigglebone_framerate_cutoff 1 lets you get them as long as you're pulling at least 1 fps. The problem is that we can't get them using source recorder (and that the unarmed combat evidently has terrible jigglebones - but that's another matter). — Armisael (T · C) 08:53, 6 April 2013 (PDT)
If you upload a 60fps video file to youtube, youtube will chop off every other frame and only serve a 30fps video (right-click on the video player -> show video info). Thus, if you want to put a 60fps on there, you need to do the same thing SrcDemo2 does (blend it down to 30 frames per second). For a 60fps video, that just means merging every odd frame with the corresponding even frame to get a blended 30 frames per second video — Wind 16:29, 6 April 2013 (PDT)
@ Hinaomi and Wind: I didn't use SrcDemo for that demonstration. I did it the old fashioned way with fraps (though I do have the .dem files in case anyone wants a go with it via SrcDemo) and just went with it. Besides, it should be sufficient enough, seeing as how the jigglebones are clearly shown without any stuttering. --Akuago220, The Jungle Expeditioner 21:32, 6 April 2013 (PDT)
I know you didn't use SrcDemo, I'm saying that for the 60fps to be worth it, you need to blend the video down to 30fps prior to uploading it. Otherwise, YouTube ignores half of the frames of the 60fps video, and the final video on youtube would be exactly the same as you would have if you had recorded a plain 30fps video. I agree that the current video is alright and doesn't stutter (and therefore would be acceptable), but if you have a 60fps version, then you would get a smoother version by blending it down to 30fps — Wind 21:50, 6 April 2013 (PDT)
I've been holding off on uploading this until I got confirmation one way or the other - I'd just like to know if the current version is final. — Armisael (T · C) 08:07, 12 April 2013 (PDT)
Well I already tried making the frames blend in 30 fps with 60fps and 90 fps videos and all of them had ghosting effects rather than blended frame effects, so unless anyone knows of a way to blend frames smoothly outside of resampling (since when I tried it, nothing changed), then go ahead and upload my current version; Wind said there wasn't a problem, anyway. --Akuago220, The Jungle Expeditioner 07:15, 15 April 2013 (PDT)
Don't show the fact that you can't switch to the steak sandvich in the first clip, for consistency with the other sandvich clips. Would be nice to switch back to the steak sandvich after picking up the little health pack, just like the other sandvich clips as well — Wind 22:32, 18 April 2013 (PDT)
Uploaded per IRC discussion. — Armisael (T · C) 13:49, 19 April 2013 (PDT)
...First time I look at "Needs to show the blast damage penalty regardless of which weapon you're holding", I understood that it's Explosive ressistance. Rikka Takanashi (talk) • (contributions) 19:27, 11 April 2013 (PDT)
Writeline , i've removed your reservation because past week without video link sorry. Karmacharger 10:34 , 4/12/2013 (PDT)
This kinda suffers from the same issue as the Atomizer on a 3-way splitscreen because the viewmodel is not very visible. On this one however, the little paper knot thing on the candy cane and the fact that it doesn't look like a bat at all makes it clearer which is which, so I guess it's alright. Please upload~ — Wind 22:32, 18 April 2013 (PDT)
Should show the Health comparison between the Eyelander and the default. This applies to all the other reskins.Hermit527 7:29, 6 April 2013 (PST)
That would need to be done for other health levels as well. Not sure if it's worth it, considering that means a lot of new clips for little value. Please poot votes here~ — Wind 16:29, 6 April 2013 (PDT)
I think it would better to just demonstrate with 0 and 4 heads. The Demoman would probably be dead from a rocket with one head or two, unless using the Direct Hit for the other health levels. Hermit527 18:10, 6 April 2013 (PST)
I really don't think it's necessary - at some point we have to assume our viewers aren't total idiots and are willing to either look at the wiki article or notice how the weapon works. If we 'are' going to do this, then we should definitely do it at all health levels - the choice between stock and the DH and falloff provides a sufficiently fine gradation to create a difference at all health levels. — Armisael (T · C) 18:25, 6 April 2013 (PDT)
What about showing that the increased speed for each head still applies regardless of which weapon is being used. --InstantMan 11:47, 7 April 2013 (PDT)
It should also show the speed comparison to the Scout. Since the Escape Plan demonstrates this, I thought it would be good for the Eyelander as well. Hermit527 5:10, 10 April 2013 (PST)
Is there a verdict on this series yet? — Armisael (T · C) 08:07, 12 April 2013 (PDT)
Well the above is mostly opinions on new things to add, rather than opinions on whether the health comparison should be done. Let's rephrase and do this again:
Do you think this video (and that of all other reskins as well) need to be redone for any reason (yes or no), and if yes, what should change? — Wind 22:32, 18 April 2013 (PDT)
Alright, leaving this as "no redo" then — Wind 19:56, 2 May 2013 (PDT)
What about showing that the speed you got from the heads still applies regardless of which weapon is being used. InstantMan 19:54, 27 April 2013 (PDT)
That is arguably already shown if you consider that the effects (health+speed) come together. Health obviously stays regardless of which weapon is being used (otherwise that would be a lot of redos), thus speed does as well — Wind 19:56, 2 May 2013 (PDT)
Should show that the bullet vulnerability is applied regardless of which weapon is being used.Hermit527 21:54, 17 March 2013 (PST)
This demonstration has been reserved: - Uufje 07:39, 15 April 2013 (PDT)
Alright. This can be added as a third screen at 0:28. While we're at it, might as well add a third screen to the point capture clip as well (have pain train equipped, wait for a bit, equip rocket launcher, step on point). Same deal for demoman — Wind 22:47, 19 March 2013 (PDT)
Unfortunately, I do not have the adequate tools to redo the demonstration so I would appreciate it if someone else could do it. Hermit527 15:41, 20 March 2013 (PST)
I'd be glad to. Writeline 15:12, 4 April 2013 (PDT)
I'm Still doing this demonstration, and I'm almost done.Jhay 19:49, 4 April 2013 (PDT)
Sorry, pal. But you didn't have any update about your demonstration in a week, Jhay. So I removed your reservation because it listed in the rules that "The reservation is only valid for a week", so Writeline can do this demo because your reservation ended. Rikka Takanashi (talk) • (contributions) 20:20, 4 April 2013 (PDT)
To be honest, Let Jhay finish his part first. If he's almost done, then lets see the end result first. Instead of just scrapping it all. Ashes 20:25, 4 April 2013 (PDT)
Please don't try to upset the reservation system. It's worked quite well for quite some time, and I rather not see a return to the days of free-for-all video posting. — Armisael (T · C) 21:22, 4 April 2013 (PDT)
Sorry Jhay :( But please upload what you have done so far, in order to see if you've made some mistakes, so that you can avoid doing them in future demonstrations — Wind 16:29, 6 April 2013 (PDT)
I'll try and fix them as fast as i can. But, thanks for sorting it out :D Jhay 19:56, 8 April 2013 (PDT)
You don't need to, since this video won't be used. It's jsut useful for you so that you can avoid these mistakes in future demos~
What Hinaomi said (except the "too slow" part)
First clip of both Soldier and Demoman: You are using the split-screen HUD on a non-split-screen clip
Non-proportional rescaling at 0:33
Lack of transition and transition times (clips start, switch, and end abruptly)
Framerate is below 30 fps
Hope this helps for future demos :3 — Wind 21:55, 11 April 2013 (PDT)
For some reason, the render of it is showing the crit dialog in the message box. What's with this? Does this not have to be there for this to be accepted? I AM using source recorder. Writeline 08:24, 6 April 2013 (PDT)
What do you mean by "crit dialog"? — Wind 16:29, 6 April 2013 (PDT)
The view of the split-screens are a little to the right, otherwise the melee weapon would be invisible. I modified most of the HUD in accordance to this, although I couldn't figure out a way to move the control point elements. http://www.youtube.com/watch?v=ZEnqkxWjZpw - Uufje 11:39, 17 April 2013 (PDT)
Please mute the audio of the middle clip of both point captures, to avoid the annoying voice effect resulting from the soldier/demoman saying the same thing at the same time. No need to upload to youtube, upload the result directly~ — Wind 22:32, 18 April 2013 (PDT)
This demonstration has been reserved: — Armisael (T · C) 08:20, 5 April 2013 (PDT)
Needs to show that the melee vulnerable still applies regardless of which weapon is being used. --InstantMan 15:11, 4 April 2013 (PDT)
I think it should be Needs to show that the melee vulnerable applies only Powerjack. (+20% melee vulnerable when active) Rikka Takanashi (talk) • (contributions) 09:38, 4 April 2013 (PDT)
Please have one clip for the stock pyro (3-way split-screen: pyro with fire axe, pyro with powerjack, pyro with powerjack but switches away from it), and wait a little longer before the demoman starts to swing his axe — Wind 16:29, 6 April 2013 (PDT)
Hermit527: Please don't immediately re-reserve a demo after the time period expires - the point of the reservation system is to prevent a demo from getting stuck on one person.
Hinaomi: While the reservation guidelines state a one week period, you should probably wait a week and a half before removing the reservation entirely. Someone who's interested in doing the demo themselves can run the math in their head and overwrite it themselves. That'll give people a little more time without disrupting the current reservation. — Armisael (T · C) 09:30, 13 April 2013 (PDT)
Needs to show the Jarate effect can be applied when Spy disguises as a teammate (in the video, it's an enemy).
No, not necessary — Wind 17:33, 2 April 2013 (PDT)
The scoping comparison is hard to figure out. Maybe add a "ding" when they're charged?--Uknownada 12:32, 1 April 2013 (PDT)
This however is a good suggestion, it would make it easier to feel the difference in the 0:47 clip. Still, by itself, it probably wouldn't be enough for a redo, but since it's on the old map I'll accept it :3
Also, may want to show that the piss washes off faster when sitting next to a dispenser, much like it already shows that you can get rid of it by going into water — Wind 17:33, 2 April 2013 (PDT)
This demonstration has been reserved: — Armisael (T · C) 20:52, 2 April 2013 (PDT)
Would it be more effective to show that detail on a Heavy? A Medic that lost 55 health can easily be killed by one grenade, anyways. It doesn't really show the mini-crit effect with a Medic very much. My opinion, though.--Uknownada 22:38, 9 April 2013 (PDT)
I figured the crit sound, the crit highlight in the kill feed, and the 'minicrit' text that appeared over the medic's head would be sufficient. Also, a medic down 55 health is just barely within the range of a single grenade. — Armisael (T · C) 16:30, 11 April 2013 (PDT)
At 1:16, right after the unzoom, there is one glitchy frame (you see the screen flash for a split second). Rest is good~ — Wind 21:55, 11 April 2013 (PDT)
Does anyone know where I can get the Splitscreen HUD in case of double or triple screen demonstrations? Hermit527 7:53, 7 April 2013 (PST)
Recently, we've had a lot of video go up for redo on the grounds that they didn't make it explicitly clear that some effect was an active or passive one. I was wondering what the limit on this was. Should we show all damage vulnerabilities? All health changes? How about random crits? I imagine nearly every video could be redone for something along these lines - are we prepared to do that? If so, can we organize it instead of letting them drip through in random fits and spurts? — Armisael (T · C) 20:08, 8 April 2013 (PDT)
Only passive effects (random crits is not a passive effect), and not health changes because that is obvious from just looking at the HUD (see: Pretty Boy's Pocket Pistol). Damage vulns are good to demonstrate. The rest is probably best left to case-by-case — Wind 21:55, 11 April 2013 (PDT)
Demonstration Already Ready
If by any chance somebody suggests a weapon to redo, but before they suggest it they already record the whole demonstration, would it be re-uploaded?--Uknownada 20:05, 19 April 2013 (PDT)
If the redo reason is reasonable, yes. If it isn't, then they would have wasted quite a lot of time. Should probably allow some extra time for the original demonstrator to get their say however. It would be pretty evil for someone to find a flaw in a demonstration, and then not tell anyone about it until they have a fixed version ready so that they can be faster than anyone else — Wind 16:00, 25 April 2013 (PDT)
The preceding discussion is preserved as an archive. Please do not modify it. Subsequent comments should be made in a new section.