Description
When generating a key visualization video, Shift (walk) and Ctrl (crouch)
correctly show as pressed/held during the clip, but W/A/S/D never register
as pressed at any point — they remain static throughout, even during rounds
with clear, sustained movement.
Command used
python key-visualization.py "2.dem" "DNDeveloper" "dummy_path" -r "1"
Environment
- OS: Windows
- Python: 3.12.3
- Install method: pip install demoparser2 pandas numpy opencv-python
- FFmpeg: installed via
ffdl install --add-path, confirmed working
(video renders successfully otherwise)
Expected behavior
WASD keys should show as pressed/held corresponding to actual player
movement during the round, similar to how Shift/Ctrl are correctly
detected.
Actual behavior
WASD overlay remains static for the entire clip. Confirmed the player
was moving during the selected round (not standing still) — movement
is visible in the video/gameplay itself, just not reflected in the
key overlay.
Additional context
Given Shift/Ctrl are detected correctly (simple boolean flags:
is_walking, duck_amount) while WASD is not, this may point to an
issue in the velocity-to-input-direction logic specifically — e.g.
the view-angle (yaw) transform used to convert world-space velocity
into relative WASD direction, or a threshold that isn't being met.
Happy to share a short demo clip or the round in question if useful
for reproducing.
Description
When generating a key visualization video, Shift (walk) and Ctrl (crouch)
correctly show as pressed/held during the clip, but W/A/S/D never register
as pressed at any point — they remain static throughout, even during rounds
with clear, sustained movement.
Command used
python key-visualization.py "2.dem" "DNDeveloper" "dummy_path" -r "1"
Environment
ffdl install --add-path, confirmed working(video renders successfully otherwise)
Expected behavior
WASD keys should show as pressed/held corresponding to actual player
movement during the round, similar to how Shift/Ctrl are correctly
detected.
Actual behavior
WASD overlay remains static for the entire clip. Confirmed the player
was moving during the selected round (not standing still) — movement
is visible in the video/gameplay itself, just not reflected in the
key overlay.
Additional context
Given Shift/Ctrl are detected correctly (simple boolean flags:
is_walking, duck_amount) while WASD is not, this may point to an
issue in the velocity-to-input-direction logic specifically — e.g.
the view-angle (yaw) transform used to convert world-space velocity
into relative WASD direction, or a threshold that isn't being met.
Happy to share a short demo clip or the round in question if useful
for reproducing.