The link brought me to my own videos manager page Karmacharger 12:22 AM 6/25/2014 (PDT)
My god im stupid >.< This one should work: Watch The clip also shows how the airstrike works in conjunction with the BASE jumper.
It looks like you didn't record in HD, you might just have stretched the video from 4:3 (probably 640x480px) to 16:9 (1280x720px) in your rendering program. You can avoid that by having the instance of your game opened in 1280x720px (normal video-options).(:
Try to make a smooth soundtrack transition. The music stops and the repeats itself very abrupt at 1:05-1:10.
I don't think the combination with the B.A.S.E.-Jumper and the Air Strike is needed. (Since the demonstration of melee demoman weapons don't include the shields either)
Yeah, thanks. Im gonna do some tests while recording 16:9, because the editing program i use doesnt show the same preview as on a youtube video. Also, ive never actually done sound loops before, so i have to do some experiments with that aswell. Thanks again for the feedback!
Needs to demonstrate blast radius reduction. It should also demonstrate fire rate while in the air from non-self-rocket-jumping (ie jumping from high ground and getting pushed upwards by an enemy rocket) — Wind 16:37, 28 July 2014 (PDT)
The two demos are inconsistent in the first vs third person perspectives. I think both should have the format of:
Do a rocket/sticky jump, all in first person, land.
Switch to third person camera
Do a regular rocket/sticky jump, all in first person, land. (Maybe throw the sticky a little earlier in first person if it's too hard to do in third person)
Switch to first person camera
Equip the other weapon and do another rocket/sticky jump, to show that you can use it with any weapon
Show regular jumps, fall-from-above, airblasts, etc.
This goes for both classes, similar to previous multi-class demos — Wind 15:56, 21 June 2014 (PDT)
Quick preview for soldier clips I'm not entirely sure i'm doing it right and it takes too long render, i'll do the samething for the demoman clips if i done it correct for the soldier Karmacharger 1:07 AM 6/23/2014 (PDT)
No need to show third person at the beginning, since the full-third-person jump already shows everything. Also, wrong reloads (reloaded before end of clip while still having rockets). Also, you shouldn't shoe the arena tip bubble. Rest is good~ — Wind 15:59, 28 June 2014 (PDT)
I don't see the "parachute open" icon above the HP meter. Is the HUD outdated? ToomaiGlittershine 11:31, 2 July 2014 (PDT)
Oh s***, probably it was the demonstration.vpk outdated Karmacharger 1:49 PM 7/3/2014 (PDT)
The demonstration.vpk outdated anyway but i can re-render all the clips just for that parachute open icon and it's going to be the same as the second video i posted Karmacharger 11:32 PM 7/3/2014 (PDT)
In my opinion you show the item and do the pre-shooting for too long. You should shorten that time --That Martin Guy (talk) 11:20, 23 June 2014 (PDT)
Still way aliased (or perhaps too low encoding bitrate?), as seen here. Anisotropic filtering is important too; you can see that it's low as well on the orange/black stripes on the floor where it creates a checkerboard pattern because it's low. You should increase your graphics settings when rendering, and also increase your video encoding bitrate so that there's less loss at that level too. Since you have a lot of demos and are encoding them with the same settings, I suggest getting one video right before redoing the others, to avoid wasting time rendering all of them. As for the backpack time and pre-shooting time, I think they're just fine, no need to change them. All is good, just need better video quality — Wind 15:59, 28 June 2014 (PDT)
It seems like I have to turn on 4xAA that it doesn't look too aliased. I'll be recording with 4xAnisotropic-filtering tomorrow. (: Klopapierrolle (talk) 06:05, 30 June 2014 (PDT)
This is good but let's wait one more week to see if Klopapierrolle has it by then — Wind 15:18, 13 July 2014 (PDT)
I haven't started with that demo due to trying to fix the quality problems listed above, so I'm a bit glad that Karma was faster than me. I guess it would be quite pointless if I made another one; but I could ofc. do that, if you want. :) — Klopapierrolle (talk) 19:50, 13 July 2014 (PDT)
Sure, you can add me on steam and i'll give you some tips to improve the quality and stuffs. Karmacharger 12:30 PM 7/14/2014 (PDT)
This demonstration has been reserved:Obilisk 20:22, 18 May 2014 (PDT)
This was marked as needing a redo for quality on the main page over a month ago, but it never made it here. Does it actually? — Armisael (T · C) 07:16, 24 March 2014 (PDT)
I can see a few minor errors with this video. Maybe it does need a redo? Obilisk (talk) 18:25, 24 March 2014 (PDT)
I guess it if's the frame-rate form the Pyroland section being less than stellar, I can redo it now that I own a stronger computer. --Akuago220, The Jungle Expeditioner (talk) 21:07, 27 March 2014 (PDT)
Eh, the current video isn't that bad. But Obilisk's version is better, so let's go with that since I didn't say anything about not doing a redo (though I should have). Please upload~ — Wind 13:23, 26 May 2014 (PDT)
Oh I didn't realise. Oh well it has been done haha DownloadObilisk 02:27, 27 May 2014 (PDT)
This demonstration has been reserved:Obilisk 04:55, 4 May 2014 (PDT)
Well, I just noticed that this didn't show that +3 hp regen effect only apply when hold the weapons. Rikka Takanashi (talk) • (contributions) 16:36, 9 March 2014 (PDT)
The description is pretty explicit about that though (unlike on other items). Maybe we can get away not showing it. But if someone wants to redo it, go for it — Wind 14:00, 16 March 2014 (PDT)
Upon several tests I believe I have found out that holding out another weapon with the amputator equiped (Eg the Syringe gun or the Medi-gun) wont actually regenerate as much health as you do holding out the amputator. Not sure if this is just chance but after a few tests they all show the same result. Obilisk 04:55, 4 May 2014 (PDT)
That's what the message above says — Wind 15:56, 4 May 2014 (PDT)
Oops I missread it, haha. Obilisk 19:37, 4 May 2014 (PDT)
Here's the finished video. Watch Also I have a small suggestion for the video, although I already uploaded it, do you think it would be necessary to show two more clips showing if the Amputator heals spies disguised as teammates, and if the Amputator overheals teammates? I could show after taunting with the heavies doing another taunt to show that there's no overheal. What do you think? Obilisk 08:15, 5 May 2014 (PDT)
Sounds good. No problems with current version of the demo — Wind 21:39, 11 May 2014 (PDT)
Here's the current version of the demonstration with the extra parts. Tell me what you think WatchObilisk 08:01, 15 May 2014 (PDT)
Sound mixing could be better but it's not too bad. Is good, please upload~ — Wind 16:03, 18 May 2014 (PDT)
Does mini-crit damage from the front and full crit damage from behind to burning enemies
This demonstration has been reserved:Obilisk 06:11, 19 June 2014 (PDT)
Watch Here's the finished demonstration. Tell me what you think. Obilisk 03:56, 20 June 2014 (PDT)
It's not clear that the last hit is a full crit besides the sound (which isn't obvious). Can you step back after you make the hit so that the crit message is visible? You should also show a hit from the side. The description says "100% crits, but mini-crits from the front" which, if interpreted literally, would mean "full crits from the side". — Wind 15:56, 21 June 2014 (PDT)
The Scout was holding the Scattergun on the loadout screen. While I don't contribute to the weapon demonstration project, I'm pretty the class has to be holding the weapon you're demonstrating on the loadout screen. --♠ TNM_ (♣T♣C♣) ♠-- 12:18, 23 June 2014 (PDT)
TNM is right, however there are a few other problems you may want to fix.
The Scattergun is highlighted in the loadout sceen.
The loadout clip should be a bit longer.
In the loadout clip you should have your mouse cursor showing.
You shouldn't have the 3D player model HUD enabled during the demonstration. Revert to the completely default TF2 HUD. I'm pretty sure you can easily change this in the Advanced options.
After your first hit on the Pyro, give a bit more time before you swing again at him.
Try stare at the Pyro's corpse a bit longer before moving onto the Soldier.
Also stare at the Medic's corpse for a bit longer before taunting.
Not sure if this is curcial, but you may want to add a Fade in and Fade out effect for the video, it makes it look much better.
Just remember, as the rules for the demonstrations suggest, it's not a race, take your time doing the demonstration. Use the current Bat demonstration as a guideline, you can easily compare it to your video and see what you need to improve on. Current Video
This may seem like a heavy load, but it's not too hard to fix once you get your bearings right. :) Obilisk 03:03, 24 June 2014 (PDT)
In the loadout clip, when you have the cursor on the bat there's a border around the 'popup' message saying BAT. Compare the loadout clip to the current Bat demonstration and you'll see they look different. I think you can fix this by restarting tf2 and recording again.
Personally I think your crosshair is very faint, not sure if it's just me but it is hard to see.
Other than that it looks pretty good to me. :) Obilisk 06:15, 26 June 2014 (PDT)
All good except video quality; see comment in the Classic section. I think you should try redoing this demo only to get the video quality right, because this demo short and simple so it's quick and easy to iterate on — Wind 15:59, 28 June 2014 (PDT)
https://youtu.be/4pjyECFqErc 4xAA, 16xAnsiotropic-Filtering, highest texture-quality and highest Bitrate-Encoding. If there are still quality issues, I guess I gotta wait until I buy a new monitor (for 1080p) and a new PC. :) — Klopapierrolle (talk) 10:58, 6 July 2014 (PDT)
Alright, looks better but the framerate feels choppy at times. This will do, but consider using SrcDemo2 for future demos so that framerate isn't an issue. Please upload the video and the .dem files (email me for the upload password) — Wind 15:18, 13 July 2014 (PDT)
Download I'll be using it for the next demos, thank you. As you said, it's much healthier for my PC and the framerate. :) — Klopapierrolle (talk) 19:37, 13 July 2014 (PDT)
No longer crits randomlyThis demonstration has been reserved:Obilisk 05:00, 19 June 2014 (PDT)
Take a look. In the first clip after the taunt it automatically switched to the Sniper Rifle, it seems to be like this since the Love & War update. (It switches to your primary after taunting with a melee.) It is possible to switch to the melee after the taunt but it usually glitches up the footage, hence the reason I left it as it is. If this is a problem I can try fix it. Obilisk 04:52, 27 June 2014 (PDT)
Not a problem. Is good, please upload~ — Wind 15:59, 28 June 2014 (PDT)
This demonstration has been reserved: — Armisael (T · C) 06:40, 17 May 2014 (PDT)
I have a suggestion on showing the build speed difference between a mini that's freshly built vs one that's already built but being redeployed. Maybe the same can be done to the normal sentry, but level one only. -SwordM13X24
I suppose it makes sense but for the mini-sentry only, as it has the property that its building speed is not increased by hitting it with the Gunslinger. The other buildings behave all the same so there's no need to show it for them — Wind 17:29, 29 September 2013 (PDT)
Kinda hard to see the droplets, especially on lower quality video. Maybe get closer to the spy when he comes out of the water, or record from thirdperson? See Karmacharger's invis watch demonstration. — Wind 17:20, 14 June 2014 (PDT)
http://youtu.be/TEwXcAbZeA0 Hopefully this is a little more visible. I don't like the way it's shown in the invisibility watch since it doesn't show what it looks like to the enemy team (the entire point of the clip, in my opinion), and because cloaking/uncloaking in knee-deep water cuts off your lower legs. — Armisael (T · C) 10:30, 15 June 2014 (PDT)
Is good, please upload~ — Wind 15:56, 21 June 2014 (PDT)
You should be aware that there's an audio bug when reflecting rockets on listen servers. If you don't want to engage in some heavy wizardry (if not black magic), you'll save yourself some heartache by not trying this one just yet. — Armisael (T · C) 05:22, 9 June 2014 (PDT)
I see, thanks for the warning. I'll hold off on this one, then. - Uufje 08:36, 12 June 2014 (PDT)
Fire axe didn't make a hit sound. That's OK if that's just an artifact of the fast switching, not OK if it's just transient. Same during weapon transition speed comparison clip. Rest is good~ — Wind 15:56, 21 June 2014 (PDT)
This demonstration has been reserved:Obilisk 04:16, 12 June 2014 (PDT)
After several attempts of trying, it seems that the Pyro will not do the 'feminine' taunt. As a result I cannot show both of the taunts for the Pyro. I think this is on valves end, unless anyone has a way around it? Obilisk 03:25, 17 June 2014 (PDT)
It's a known bug. Valve broke it. If it makes you feel better, we're probably going to have to redo all the action taunts after this update anyways. — Armisael (T · C) 05:15, 17 June 2014 (PDT)
Yeah it appears they fixed it on this update, but yes, it'll need a redo anyways because of the update. Obilisk 20:25, 18 June 2014 (PDT)
Sound cut at 0:41, 1:16, 1:51. The windows "waiting cursor" thingy appears for a split second in the sniper backpack view.
That's wierd, I did use the 10 minute music footage though, it must have been badly edited as a repeat haha, it should be all good now. WatchObilisk 21:41, 28 June 2014 (PDT)
Please move the camera at the intended angle such that you see the face through the picture frame for each taunt when possible. Doesn't have to be exactly aligned, but at least don't place it such that the hands hide the eyes or the facial expression. Also, there's a video encoding glitch during engineer backpack view — Wind 16:04, 5 July 2014 (PDT)
Alright, I redid all of the footage. Take a look now. WatchObilisk 07:21, 7 July 2014 (PDT)
Is good, please upload~ — Wind 15:18, 13 July 2014 (PDT)
This demonstration has been reserved:Obilisk 03:57, 30 June 2014 (PDT)
You should pull down a fresh copy of the splitscreen huds before you record the disguised side of the splitscreen - I've updated it so that the disguising animation stays on-screen. Hopefully the update to the taunts doesn't force you to pull down a new copy in another four days anyways. — Armisael (T · C) 20:18, 16 June 2014 (PDT)
Will do. We'll see what the new update brings, I guess. - Uufje 11:56, 17 June 2014 (PDT)
Here's the finished video. Sorry for the delay, been busy IRL. - I did not script the split screen at the end, resulting in the splitscreen not syncing with the shoot and reload, tell me what you think though. Obilisk 02:12, 9 July 2014 (PDT)
Please sync the splitscreen. Rest is good~ — Wind 15:18, 13 July 2014 (PDT)
Alright how's This both of the audios for the split screen were playing simultaneously but I think it sounds alright? You be the judge. Obilisk 05:21, 14 July 2014 (PDT)
Is good, please upload~ — Wind 20:21, 19 July 2014 (PDT)
There's some weird lighting blink effect on the wrench during the comparison clips (see 2:20 for example). Maybe move somewhere else in the map for those clips? Also, 3:50 shows you unable to upgrade the sentry, yet the metal counter says 200.
In the loadout screen there is a white border around the pop up saying "Fire Axe" Obilisk 04:48, 27 June 2014 (PDT)
What Obilisk said. This video looks okay aliasing-wise, but could still benefit from higher bitrate. The framerate suffers at some points as well. It's not too bad so no need to try and increase the framerate, but in the future you can use SrcDemo2 and record at arbitrarily-high framerates. It'd also let you turn the video quality up as much as you like during rendering — Wind 15:59, 28 June 2014 (PDT)
Thought I may as well get this one out of the way. WatchObilisk 21:39, 26 July 2014 (PDT)
Is good, please upload~ — Wind 16:37, 28 July 2014 (PDT)
See post in discussion section below for reasoning
This demonstration has been reserved:Obilisk 05:51, 6 May 2014 (PDT)
Take a look! Watch Also please note that the video playback footage for the degroot keep scene was glitched. For some reason when playing back the recording the fire emmiter wouldn't show up on the torch. In the end I used fraps and recorded a demo at the same time, to get a .dem file, so I was not able to use srcdemo2 on the degroot keep footage. Obilisk 07:53, 16 May 2014 (PDT)
I also saw that particular bug. I didn't even bother recording the demo (given that it's almost trivially easy to reproduce and that the demo wouldn't be useful for later recording. — Armisael (T · C) 14:58, 16 May 2014 (PDT)
Oh, awesome so it's not just me! Haha. Hmm come to think of it you are right I should'a just stuck with Fraps for that clip, but oh well. Obilisk 19:17, 16 May 2014 (PDT)
The fraps clip has a visibly-lower framerate. It should be alright since it's so short. Is good, please upload~ — Wind 16:03, 18 May 2014 (PDT)
Oh right. I will look into my Fraps settings for next time. DownloadObilisk 18:19, 18 May 2014 (PDT)
That's the link for the amputator demo. Got your copy-pastes mixed up? — Armisael (T · C) 18:20, 18 May 2014 (PDT)
That's not really what I meant. I meant that instead of getting killed by the second reflected grenade, let it roll on the floor and then walk onto it and get killed by it. But the clip you've added is good too, it shows that the pyro can be hit by the reflected grenades as well. Missing transition at 1:27.
http://youtu.be/LoxdQBZD680 The single-puff approach doesn't work for the phlog, since the flame particle doesn't become visible until you shoot at least two. — Armisael (T · C) 16:54, 1 June 2014 (PDT)
Is good, please upload~ — Wind 15:02, 8 June 2014 (PDT)
Reserve shooter equipped? Also, music mixing could use some improvement — Wind 15:56, 21 June 2014 (PDT)
Oops, how did I miss the Reserve Shooter? Also, it's a little odd you would mention music mixing; I downloaded those music files ages ago from here, so they've probably been used here for quite a while. I've included a different music file now, this one should sound better. https://www.youtube.com/watch?v=iiZpQQliUP0 - Uufje 05:21, 22 June 2014 (PDT)
Is good, please upload~ — Wind 15:59, 28 June 2014 (PDT)
This demonstration has been reserved: — Armisael (T · C) 19:58, 12 May 2014 (PDT)
More bad editing. I'm sorry :(.
Anyway, if I'm correct, the Solemn Vow uses the all class melee animations, instead of the Medic's Bonesaw animations. Even though there might not be a visual difference, it's probably a good idea to redo the Solemn Vow demonstration to accommodate the fixed all class animations Valve recently patched. KevinWongyWongy (talk) 11:29, 10 May 2014 (PDT)
This demonstration has been reserved:Obilisk 18:47, 28 May 2014 (PDT)
Like the FC/Huntsman, this is a demo I believe that could do with a significant rehaul.
1. The demonstration could do with some more consistency for the first section. The original demo is:
LVL 1 Sentry: Kills Soldier, Pyro, Medic
LVL 2 Sentry: Kills Soldier, Pyro, Medic
LVL 3 Sentry: Kills Soldier, Medic, Pyro
I propose that like the other demos, it should be Pyro, Soldier, Medic.
2. Have the Mini Sentry demoed as well. Firstly, after the LVL 1 Wrangled Sentry is demoed, the Engineer should perform the taunt. After LVL 2 and 3 are demoed, the loadout screen should reappear, showing the Gunslinger equipped. A Mini Sentry is built, and kills the bots.
3. Shows that the Sentry's firing rate is doubled (I suggest having a Heavy, a Sentry being freshly deployed on one screen, and the other screen, a Wrangled Sentry, demonstrated how long it takes to kill the Heavy, for all 4 types preferably)
4. A Spy sapping a Sentry disables the Wrangler shield. Also, does the Cow Mangler 5000's alt-fire disable Wrangled Sentries?
5. Not sure if this is relevant in the Wrangler demo, or if it should be shown only in the Homewrecker/Maul demos, but is there a damage reduction when using this melee on a Wrangled Sentry?
6. Sentry jumping using the Mini Sentry.
7. The effects of stun while the Wrangler is the active weapon keeps the Sentry in its Wrangled state.
There might be something else I missed, I'll update this if I feel there's anything that's relevant. KevinWongyWongy (talk) 12:34, 19 May 2014 (PDT)
Really minor, not worth a redo on its own
That'd be a non-stock weapon interaction with a non-stock weapon, which the demonstrations try to steer clear of to avoid having to do too much maintenance when new weapons come out or existing weapons change.
Yes. Only one level should suffice, probably level 1 because the time difference is longer.
Sapper yes, Cow Mangler no for reason mentioned in #2.
See #2 again.
See #2 again.
Too obscure and not very useful to be worth demonstrating IMO.
So yes to redo for #3 and #4. Might as well fix #1 while we're at it — Wind 13:23, 26 May 2014 (PDT)
Sorry for the massive delay, but here is the finished video. With the additional work of having to sync up the audio with the clip with the srcdemo2 but it made the job longer. Watch There are a few clips in the video which I think may need some tweaking of the position and such, but you be the judge. Obilisk 06:39, 4 June 2014 (PDT)
You forgot item #1 (kill order), might as well fix it since this is getting redone. Might need to move to another position to aim from in order to target the pyro more easily. Also, don't be so shy with the level 2 gun (killing the first enemy with burst shots is enough, the other two can be killed with continuous fire).
The clip with the time-to-shield-deactivation is mistimed. You synchronized "left engineer unequips wrangler" with "right engineer starts getting shot", but it should be "left engineer unequips wrangler" with "right engineer dies".
The clip with the shield resistance should be filmed from the same angle, so that you have the same view. Use getpos/setpos/setang. Make sure both the soldier and the sentry are completely in view (currently the right clip has the rocket launcher and the sentry cut off). Also, fire rockets at a constant rate factoring for rocket reload time (like the current demonstration).
HUD glitch during sapper clip? The sapper icon doesn't appear, there's only a small white-red rectangle where it should be. Also try to do that one from the same position and angle.
Good luck, this isn't an easy demo~ — Wind 15:02, 8 June 2014 (PDT)
Alright here's the video now. The clip with the soldier shooting the sentry may be unusable. upon rendering and editing I realized that the back of the rocket launcher pops out of the frame to the left. Is the footage redundant? Your call. watchObilisk 21:42, 11 June 2014 (PDT)
Video glitch after the level 2 clip
Mute the audio from one of the sapper clips. They're identical, and having them play at the same time sounds weird
Righto, should be all good now. WatchObilisk 20:50, 14 June 2014 (PDT)
It seems the Sentry damage has been modified in the latest update. Should I redo the shooting clips of this demonstration? Obilisk 04:49, 19 June 2014 (PDT)
I don't believe that the sentry's damage wasn't really modified in any case except when wrangling, so yes. — Armisael (T · C) 17:49, 20 June 2014 (PDT)
Well it appears the viewmodel has changed for the wrangler, so either way I'm going to have to redo the demonstration. Obilisk 05:45, 21 June 2014 (PDT)
Here's the current demonstration, I re-rendered the old footage as I did not see a point in recording new ones, as I tested the wrangler and did not see a shooting / damage difference. Also the recent update changed the wrangler so it does less damage the further the target is from the sentry pass the sentry's range. Is this worth showing? It's a bit hard to show also since there is not much space in tr_target, and I'm not sure if I should show it or not, since the first 3 clips kinda show that the further the target it, the less damage you do. However, correct me if I'm wrong. Obilisk 03:08, 24 June 2014 (PDT)
No need to show this more than it already is. Is good, please upload~ — Wind 15:59, 28 June 2014 (PDT)
Is there a way how you can extend the demonstration-soundtracks without having to edit them in programs like audacity, etc.?
I think Karmacharger made a pack of premade extended versions, but I failed to put the link on the main project page. Doing it by yourself is probably still a good idea if you can because it lets you see if you can make it fit your video's precise duration depending on which music you choose and which time you choose to mix the tracks together — Wind 15:56, 21 June 2014 (PDT)
Some of the console variables seem like they would benefit from demonstration videos. Would it be relevant?--Henke37 (talk) 05:28, 21 April 2014 (PDT)
Can you give some examples that would need to be demonstrated (that can't be done with a pictures but can be done with a video without any text)? — Armisael (T · C) 06:33, 21 April 2014 (PDT)
Hmm, the vdc:sv_tags page lists a few interesting ones. mp_stalemate_enable, mp_fadetoblack, mp_friendlyfire and sv_gravity look like they are suitable.--Henke37 (talk) 06:30, 4 May 2014 (PDT)
This out of this project's scope, and I'm not sure it belongs on this wiki, either. It sounds more like something for the VDC wiki. Maybe we could do it for some TF2-specific/only-useful-in-TF2 variables, but that line is pretty blurry — Wind 15:56, 4 May 2014 (PDT)
Is WeGame alive?
I've been looking around, and based in the link provided on the wiki page, it seems like WeGame is no longer alive. The link no longer works on this page as does other reputable tech sites that link it. And the only place it seems like a download is possible is through a 3rd party downloader (ie: softsonic) that doesn't work too well to start with. Is there another program that would be a good replacement for the Demonstration project such as Camstudio? Thanks DC64 (talk) 19:06, 28 April 2014 (PDT)
Most rendering for the project is done using the built-in video renderer combined with TF2. This doesn't work for technical demonstrations (which is what you're interested in, right?) - for menus, FRAPS, Mirillis Action, and nvidia Shadowplay seem to be the solutions that have been used recently (this isn't to say that those are the only options, just the ones that definitely work). — Armisael (T · C) 06:51, 29 April 2014 (PDT)
Great! Thanks for the input. Do you mind if I change the WeGame link to Nvidia Shadowplay since it is also a free download? DC64 (talk) 15:58, 30 April 2014 (PDT)
Shadowplay isn't quite free - you have to have a fairly new nvidia graphics card to use it. Ultimately though, this is Wind's call, since he's the head of the project. — Armisael (T · C) 17:16, 30 April 2014 (PDT)
People can use whatever they want, those links are just there if they have no idea where to start. I created a new section on the project page to list screen recording programs, feel free to add anything that works for you to this list. — Wind 15:56, 4 May 2014 (PDT)
I apologize if this looks funny, however, I am new to the Wiki, and since I lack a understanding of page coding, a lot of this is simple reverse engineering of existing code. Also, since the FC/Huntsman are the same statistically, I feel it is easier to combine the two together for the time being.
My opinion is that both the Fortified Compound and Huntsman demonstrations need to be redone:
1. Demonstrate that the arrows can clash with hostile projectiles (i.e a rocket) and continue to fly. Not sure if a single Soldier demo is sufficient, or if a Demoman/Wrangled Sentry etc is necessary.
2. Demonstrate in the main demonstration that Pomson 6000 Engineers and Righteous Bison Soldiers can also provide a source of fire to the arrow. I read somewhere that apparently a fully charged Cow Mangler 5000 can also light arrows on fire, though I need clarification on this.
3. Demonstrate that a lit arrow can interfere with a Spy's cloak (and perhaps disguise)
4. Demonstrate in Degroot Keep that the torches also allow the arrow to be lit.
5. Demonstrate a Pyro deflected bodyshot kill.
6. Demonstrate a Pyro deflected headshot kill.
7. Demonstrate a Pyro deflected lit arrow bodyshot kill.
8. Demonstrate a Pyro deflected lit arrow headshot kill.
9. Demonstrate a flaming arrow having no degenerative effect on Pyros
10. Demonstrate a flaming arrow:
(A) Killing a player with a lit arrow bodyshot instantly (by that, I mean the arrow impact kills the bot).
(B) Killing a player with a lit arrow bodyshot via afterburn.
(C) Killing a player with a flaming arrow headshot, that kills the bot by afterburn.
11. Show that the arrow is "doused," when entering a body of water (though is it necessary to show that the arrow is still mechanically "lit," and able to set enemies on fire, despite that being considered a bug? KevinWongyWongy (talk) 13:04, 4 May 2014 (PDT)
Re: 1: This happens pretty much never in-game. There isn't value in demonstrating it.
Re: 2: This is better demonstrated in the Pomson/Righteous Bison videos. This avoids having to update the Huntsman/Fortified Compound videos every time a new fire weapon is added.
Re: 3: Yeah, that'd probably be fine.
Re: 4: That too.
Re: 5-8, 10: The fact that pyros can reflect arrows is already demonstrated. There is no need to show every single type of reflect out there other than showing off all the killicons.
Re: 9: That is not a property of the flaming arrow, that is a property of the Pyro, which happens no matter what flame weapon is used.
Re: 11: Dousing would be OK to show, probably better not to show the glitch you mention though (never tried it myself) — Wind 15:56, 4 May 2014 (PDT)
I also have a suggestion to demonstrate, although it isn't crucial, do you think we could show that the taunt kill can be interrupted? And that the player receiving the taunt kill can survive? Obilisk 06:15, 8 May 2014 (PDT)
Well, that would mean that the Ubersaw/Gunslinger/any other weapon that can stun while taunt killing would have to be redone. KevinWongyWongy (talk) 08:25, 10 May 2014 (PDT)
That's getting into obscure-ish territory and would require redoing a bunch of demos, so probably not worth it. — Wind 21:39, 11 May 2014 (PDT)
Not sure if this should go here, but should the Fortified Compound article be updated with the following text after noting it functions identically to the Huntsman, "however, it does not function as a substitute for the Dual-Purpose Fruit, and as such, equipping the Fortified Compound with the corresponding hat does not bring up the item set bonus, and the Fortified Compound does not function as a substitute for the Fruit Shoot crafting blueprint." Technically, in the actual game, the bonus has no effect- however, one could at least argue that the Fortified Compound not being able to be used in replacement of the Fruit Shoot blueprint does technically effect it. KevinWongyWongy (talk) 08:38, 18 May 2014 (PDT)
If you think the article should be updated, go ahead and change it. You don't need permission to edit almost any article in the wiki - the weapon demonstration project is unusual in that respect. On a formatting note, most people put their signature (the ~~~~) at the end of their post, not the beginning. — Armisael (T · :::C) 14:02, 18 May 2014 (PDT)
Are we going to redo any of the tool/item demonstrations anytime soon? The youtube channel associated with those demonstrations seems very out of date. Obilisk 04:40, 27 May 2014 (PDT)
Feel free to give them a shot. — Wind 15:02, 8 June 2014 (PDT)
Just some input for a couple of redos.
Apologies for the workload applied due to the redone Pyro demos- just wanted to have some input on a couple of TF2 items.
1. I personally think the Holiday Punch could be redone for the "Heavy vs Heavy," demo. Like the Half-Zatoichi demo, it should be shown if the laugh taunt is still activated if the Holiday Punch is not the active weapon.
2. Grenade Launcher could also be redone, since on the Youtube video, there's a notice which shows that the Spy was accidentally killed due to splash damage.
3. The Original seems to have a glitch where the video bugs out slightly at 0:31.
4. For the Bootie Time and Jingle Belt, there could be a demo regarding the small noises made while the item is equipped.
5. The High Five Taunt has been updated so now you can use it in situations where you previously couldn't, including in front of enemies.
6. For the Scorch Shot demo, it might be worth showing what happens if a Pyro deflects the taunt kill projectile. Both at the Pyro at a distance and at close range.
7. Oh, and before I forget, the flare gun demos could be redone to show the "slient reload even if weapon is not active," like the Crusader's Crossbow. Also, I would suggest "show enemy Spy is burned by flares," but that might not be relevant enough.
8. For the Cloak and Dagger demo, it might be worthwhile to show the increased recharge time compared to the stock Invis Watch, and maybe the Dead Ringer as well. Also, how water can make a Spy's cloak visible.
9. Sharpened Volcano Fragment cannot set enemies on fire underwater.
Ha. I don't know how that demo managed to live 3 years anyway. Yes
No, let's not go there
Taken care of
That seems to be underway already
I don't think it's a good idea to show recharge time side by side. The watches recharge under different circumstances, and they don't serve the same purpose (so a full charge on one cloak doesn't mean the same thing to the player as a full charge on another cloak). Apples vs oranges. The water thing is good though
No. The current flamethrower redos are to show that those weapons can't be used underwater (unlike the Volcano Fragment), rather than to show that enemies can't get on fire when they're in water. It should be obvious enough to the player that the weapon can't put enemies on fire if they're in water
Thanks for your diligence in watching out for all of these things — Wind 15:02, 8 June 2014 (PDT)
Compression Blast bug
After several attempts of doing the Backburner demonstration it appears there is a bug with the compression blast when reflecting a rocket. Upon a successful reflect the Backburner appears to make the sound of a fire afterburn. It seems this bug happens with every weapon but the stock flamethrower. Here's an example of what I'm talking about. I'm not sure if this is a bug on Valve's end or not, but does anyone perhaps have a solution? Obilisk 17:51, 28 May 2014 (PDT)
I also see that bug, and have confirmed it with several other people. Either it's valve fault, or it's a really easy bug to cause. — Armisael (T · C) 17:26, 29 May 2014 (PDT)
Alright, I may have a toy around and see if I can find a way around this bug, otherwise it must be Valve's end. Obilisk 03:46, 30 May 2014 (PDT)
Is there any .psd (or .pdn) file for the thumbnails? I see that some videos that have been made already lacks a thumbnail. Thanks. ▪ - 08:32, 4 June 2014 (PDT)
I do believe that it's not needed. Only putting the weapon icon on the center of TF2 Logo is fine. Thanks! Now, onto two more questions. Can I make the thumbnail even that I haven't made the demonstration video? And secondly, the image for it, do I use the same image as the "2D Image" from the uberbox of the item page? ▪ - 15:55, 8 June 2014 (PDT)
Yes you can make thumbnails for any demonstration, but you have to use HLMV to get high-resolution pictures to put in them. — Wind 17:20, 14 June 2014 (PDT)
Yep, I know about HLMV, however, my image was WAY too small compared to the video thumbnail: Imgur . This also reminds me, is there any way to get rid of the bottom bar? (The one that shows Render/Sequence/Model/Flex/Physics/Bones/Attachments/IKRule/Events), so I can take a bigger screenshot. Thanks. ▪ - 19:57, 14 June 2014 (PDT)
Not that I know of. If I recall correctly, both RagnarHomsar and Armisael use the nvidia driver's settings to make their screen have a really huge virtual resolution (that the graphics card then scales down to fit on the real monitor), take a picture there, and then go back to the normal resolution when done. If you don't have an nvidia graphics card, you'll probably find a way to do that anyway by googling around — Wind 15:56, 21 June 2014 (PDT)
If a weapon comes up for a redo and you made the previous demonstration, do you have 2 days or a week to override someone else's reservation? The main page is unclear on this point, and I'm curious. — Armisael (T · C) 21:31, 14 June 2014 (PDT)
To add to that, does the 48 hours (or a week) start right when the weapon gets updated, or when the weapon gets added to this page? - Uufje 03:16, 15 June 2014 (PDT)
Now with the taunt system, wouldn't all taunt showcases need to be redone? It seems like a ton of effort for such a small deal, but at least for the action taunts it could be redone. --DoubleThinking (talk) 03:37, 20 June 2014 (PDT)
From what I remember, I believe all of the action taunts are being redone already since the backpack icon was updated. Obilisk 20:17, 20 June 2014 (PDT)
Yes, but no need to redo those that were already updated with new backpack icons. The taunt menu isn't really worth the effort — Wind 15:56, 21 June 2014 (PDT)
Bit confused about how to do these
I have been wanting to try and contribute to the weapon demonstration project, but I don't really understand a few parts:
16:9 Resoloution: I'm not sure whether this means the video has to be at a 16:9 res or the game has to be at a 16:9 res while recording. That may not make any sense, so to simplify it basically I record the video in TF2 at my native resoloution (1366x768), and after that's done, I use a handy tool called EyeFrame Converter to downscale the video to a 1280x720 .mp4 (my editing software, Lightworks, makes the usual avi files produced by my recording software stutter), then export the video with the same resolution at 60 FPS as a web-friendly mp4 file.
Uploading to MediaFire: Well, I guess I do slightly understand this. I'm asking about this because I don't have a MediaFire account, but I do have a Dropbox account, and I'd rather not upload my files to a site which has advertisements.
Requirement of .dem files: Honestly, I do not understand Source demos at all. That's probably because I never use them, and I don't need to anyway as I have a separate recording software which works fine for me. Also, It kinda sucks for me as well because I really don't like emailing people I don't know in real life :(
Preferred Format: Lightworks outputs mp4 files. I'm asking if those would do as I can't change the output format because I'm using the free version of it.
Oh damnit, I didn't get the summary right. Sorry about that, I didn't use the new section button. --♠ TNM_ (♣T♣C♣) ♠-- 12:52, 22 June 2014 (PDT)
16:9 Resolution: The final video will be uploaded to youtube, which shows black bars unless the video is 16:9. So the final video must be 16:9. Given that, it follows that the game has to be running at 16:9 while rendering to avoid having to stretch the picture to match the final video size.
Uploading to MediaFire: Use whichever method that allows you to upload large files and isn't too painful for others to download. Mediafire is only a suggestion.
Requirement of .dem files: Please get familiar with them. I don't know why you're talking about emailing people; there's documentation about how to use .dem files on the internet already, including on this wiki, so you shouldn't need to email anyone for help.
Preferred Format: Use whichever format accepted by youtube and that doesn't visibly degrade quality too much. — Wind 15:40, 13 July 2014 (PDT)
The preceding discussion is preserved as an archive. Please do not modify it. Subsequent comments should be made in a new section.