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My spy doesn't become invisible when taking damage. Why?

(I posted this on /tf2, but found out that this channel is more indicated for these questions. I appreciate all help!)
I added the config + launch options of Stabby stabby that you can find in here to my autoexec.cfg. Specifically, I only added this and all the spy parts were ignored.
However, when I take some damage using the Dead Ringer I don't become invisible (though the cloak meter decreases and others don't see me). When using the invis watch I also don't become invisible (again, to myself).
Could someone please help me fix this such that I see myself invisible again? Thanks!
Below I show my autoexec.cfg, I hope you can help me!
viewmodel_fov 105 fov_desired 90 r_drawviewmodel 1 closecaption 1 alias "disablereload" "-reload; "***disabled reload***"" alias "resetcfg" "unbind "shift"; bind "mouse1" "+attack";bind "mouse2" "+attack2";bind "mwheelup" "invprev";bind "mwheeldown" "invnext";unbind "mouse3";unbind "mouse4";bind "C" "voice_menu_3";-reload;-forward; bind "1" "slot1"; bind "2" "slot2"; bind "3" "slot3"; bind "4" "slot4"; echo "*** DEFAULT CONFIG LOADED ***"" bind "p" "resetcfg" bind "k" "kill" //bind "l" "bind "1" "slot1"; bind "2" "slot2"; bind "3" "slot3"; bind "4" "slot4"" bind "w" "+forward" bind "s" "+back" bind "a" "+moveleft" bind "d" "+moveright" bind "6" "spec_mode" bind "shift" "+duck" bind "7" "load_itempreset 0;" bind "8" "load_itempreset 1;" bind "9" "load_itempreset 2;" bind "0" "load_itempreset 3;" //Comms alias "meddown" "say_team "med died""; alias "PositionSap" "say_team ">>>In position to SAP Sentry, waiting push<<<""; alias "PositionCombo" "say_team ">In position to attack combo, waiting push<""; bind "F9" "meddown" bind "F10" "PositionCombo" bind "F11" "PositionSap" fps_max 0 // Networking Variables cl_updaterate 66.666666 cl_cmdrate 66.666666 cl_interp_ratio 1.000000 cl_interp 0.152 rate 100000.000000 cl_smooth 0 cl_smoothtime 0.01 cl_pred_optimize "2" // Mouse settings (no accel) m_customaccel_exponent 0 m_customaccel_max 0 m_customaccel_scale 0 m_filter 0 m_forward 1 m_mouseaccel1 0 m_mouseaccel2 0 m_mousespeed 1 m_customaccel 0 m_rawinput 1 // Multicore Rendering Values--MAKE SURE YOU SET MAT_QUE_MODE # to the appropriate number for your CPU's cores mat_queue_mode "4" host_thread_mode "1" // set to "1" for Dual Core CPU's cl_threaded_bone_setup "1" cl_threaded_client_leaf_system "0" r_threaded_client_shadow_manager "1" r_threaded_particles "1" r_threaded_renderables "1" r_queued_decals "0" r_queued_post_processing "1" studio_queue_mode 1 mp_usehwmmodels "-1" mp_usehwmvcds "-1" snd_mix_async "1" snd_mixahead .1 snd_async_fullyasync 1 snd_async_spew_blocking 1 // Scoreboard/net_graph/show-respawn times script/blocky textures script--REMOVE "mat_filterlightmaps" if you don't want blockiness! bind "tab" "+scoreboard" alias +scoreboard "+showscores;net_graph 4;mat_filterlightmaps 1;mat_filtertextures 1" alias -scoreboard "-showscores;net_graph 0;mat_filterlightmaps 0;mat_filtertextures 0" cl_software_cursor 0 // set to "1" for a skinned cusor in the menu screen cl_autoreload 1 hud_saytext_time 2 // sets chat to flash briefly. Adjust to liking. cl_hud_minmode 0 hud_combattext_batching 1 hud_combattext_batching_window 2.0 // sums up damage done in last 2 seconds. Adjust to liking. tf_hud_show_servertimelimit 1 cl_hud_playerclass_playermodel_showed_confirm_dialog "1" // shows 3D player viewmodel--very useful for spy // Sound Settings developer 1 soundinfo snd_legacy_surround 0 snd_surround_speakers 0 windows_speaker_config 2 dsp_enhance_stereo 1 snd_disable_mixer_duck 0 snd_pitchquality 1 dsp_slow_cpu 1 soundinfo developer 0 // Ding sound play "hitsound.wav" tf_dingalingaling "1" tf_dingaling_wav_override "hitsound.wav" tf_dingaling_pitchmaxdmg "150" tf_dingaling_pitchmindmg "30" mat_vsync 0 // v-sync causes significant input lag. mat_phong 0 // Turns off "phong" (the white lighting shading) r_staticprop_lod 3 dsp_water 0 cl_jiggle_bone_framerate_cutoff 0 r_drawflecks 0 r_maxnewsamples 2 r_maxsampledist 1 tracer_extra 0 mat_levelflush 1 tracer_extra 0 in_usekeyboardsampletime 0 mat_levelflush 1 net_graphtext 1 r_hunkalloclightmaps "0" r_lightcache_zbuffercache "0" r_lod 2 r_rootlod 2 mat_picmip 2 mat_mipmaptextures 0 r_flex 0 r_eyegloss 0 r_eyemove 0 r_eyeshift_x 0 r_eyeshift_y 0 r_eyeshift_z 0 r_eyes 0 r_eyesize 0 blink_duration 0 r_teeth 0 violence_agibs 1 violence_hgibs 1 cl_ragdoll_collide "1" cl_ragdoll_forcefade "0" cl_ragdoll_fade_time "15" cl_ragdoll_physics_enable "1" r_ragdoll_pronecheck_distance g_ragdoll_fadespeed 600 g_ragdoll_lvfadespeed 100 ragdoll_sleepaftertime "5.0f" cl_show_splashes 1 mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0) mat_filtertextures "0" // def. "1" // low 0 # Filter textures on(1)/off(0) mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0) mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0) mat_aaquality 0 // low 0 cl_ejectbrass 0 muzzleflash_light 0 cl_muzzleflash_dlight_1st 0 cl_new_impact_effects 0 cl_rumblescale 0 cl_debugrumble 0 mat_reduceparticles 1 cl_detailfade "0" // def. "400" # Distance across which detail props fade in cl_detaildist "0" // def. "1200" # Distance at which detail props are no longer visible r_drawdetailprops "0" // def. "1" # 0=Off, 1=Normal, 2=Wireframe cl_phys_props_enable "1" // def. "1" # Physical Props on(1)/off(0) cl_phys_props_max "5" // def. "300" # Count of physical Props props_break_max_pieces "0" // def. "-1" # Maximum prop breakable piece count (-1 = model default), like gibs of exploding players ;) Count(1-n)/off(0) r_propsmaxdist "1" // def. "1200" # Behind this distance they are not rendered mat_reducefillrate "1" // def. "" # Shaderthruput 0 = High (better Quality), 1 = Low (more fps) tf_particles_disable_weather "1" // def. "0" # Rain like on sawmill on(0)/off(1) lod_TransitionDist "0" // def. "800" # When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality mp_decals "0" // def. "200" # Count of Decals used for Multiplayer r_decal_cullsize "0" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing r_decals "0" // def. "2048" # Count of Decals used by the entire SourceEngine r_drawmodeldecals "0" // def. "" # Render decals on the Models on(1)/off(0) r_maxmodeldecal "0" // def. "32" # Count of Decals to Render on the Models mat_hdr_level "0" // def. "" # Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps. mat_autoexposure_max "0" // def. "2" # HDR Setting | 0-20 Sets the brightest (maximum) exposure that will be reached. mat_autoexposure_min "0" // def. "0.5" # HDR Setting | 0-20 Where 0 is darkest (minimum) exposure level that will be reached. mat_bloomscale "0" // def. "1" # Adjustment of the Bloomeffect mat_disable_bloom "1" // def. "0" # Bloom on(0)/off(1) mat_motion_blur_enabled "0" // def. "" # Motion Blur on(1)/off(0) mat_use_compressed_hdr_textures "1" // def. "1" mat_fastspecular "0" // def. "1" # Faster Spec but lower Quality on(1)/off(0) mat_filterlightmaps "1" // def. "1" # Filtering ligthmaps on(1)/off(0) mat_specular "0" // def. "1" # Specular highlight on(1)/off(0) r_dynamic "0" // def. "1" # Dynamic lighting of Enviroment on(1)/off(0) r_lightaverage "0" // def. "1" # light averaging on(1)/off(0) r_maxdlights "0" // def. "1" # Determines the maximum number of dynamic lights visible on the screen. r_PhysPropStaticLighting "0" // def. "1" r_occlusion "1" // def. "1" r_worldlights "0" // def. "4" mat_disable_lightwarp "1" // def. "0" r_flashlightdepthtexture "0" // def. "1" r_shadowrendertotexture "2" // def. "" was "2" r_shadowmaxrendered "9" // def. "" "r_flashlightupdatedepth" = "0" r_flashlightrenderworld 0 r_flashlightscissor 0 r_flashlightdepthres 1 nb_shadow_dist = "200" mat_envmapsize "8" // def. "128" # EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality mat_envmaptgasize "8" // def. "32" # UNKOWN -> EnviromentMap Size for Skybox ? Greater value better Imagequality (max 512 ?) mat_mipmaptextures "1" // def. "1" # Mipmapping on(1)/off(0) r_avglight 0 r_ambientboost 0 r_ambientfactor 0 r_ambientmin 0 mat_max_worldmesh_vertices 512 r_lod 2 r_rootlod 2 mat_picmip 2 mat_mipmaptextures 0 r_flex 0 cl_show_splashes 1 mat_antialias "0" // def. "" // low 2 # Anti-aliasing on(1,2,4,8)/off(0) mat_filtertextures "0" // def. "1" // low 0 # Filter textures on(1)/off(0) mat_forceaniso "0" // def. "" // low 1 # Anisotropic filtering on(1,2,4,8,16)/off(0) mat_trilinear "0" // def. "" // low 1 # Trilinear filtering on(1)/off(0) mat_aaquality 0 // low 0 mat_parallaxmap "0" // def. "0" cl_ejectbrass 0 muzzleflash_light 0 cl_muzzleflash_dlight_1st 0 cl_new_impact_effects 0 cl_rumblescale 0 cl_debugrumble 0 mat_reduceparticles 1 r_3dnow 0 r_3dsky 0 mat_forcemanagedtextureintohardware 0 cl_forcepreload 1 rope_shake 0 rope_smooth 0 rope_wind_dist 0 rope_collide 0 rope_subdiv 0 rope_smooth_enlarge 0 rope_smooth_maxalpha 0 rope_smooth_maxalphawidth 0 rope_smooth_minalpha 0 rope_smooth_minwidth 0 rope_averagelight 0 r_ropetranslucent 0 r_queued_ropes 1 cc_subtitles 1 cl_downloadfilter "nosounds" cl_allowdownload 0 cl_allowupload 1 commentary 0 overview_mode 0 adsp_debug 0 cl_clearhinthistory 1 cl_showhelp 0 cl_debugrumble "0" cl_rumblescale "0" r_waterforceexpensive 0 mat_wateroverlaysize 1 r_cheapwaterend 200 r_cheapwaterstart 300 cl_detaildist 0 cl_detailfade 0 cl_drawmonitors 0 cl_ejectbrass 0 cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones cl_new_impact_effects 0 cl_show_splashes 1 func_break_max_pieces 0 glow_outline_effect_enable 1 // Cart glow effect. lod_transitiondist 0 mat_antialias 0 mat_bumpmap 1 mat_colcorrection_disableentities 1 mat_colorcorrection 0 mat_disable_bloom 1 mat_disable_fancy_blending 1 mat_disable_lightwarp 1 mat_envmapsize 8 mat_envmaptgasize 8 mat_filtertextures 0 mat_forceaniso 1 mat_hdr_level 0 mat_max_worldmesh_vertices 512 mat_monitorgamma 2.0 mat_motion_blur_enabled 0 mat_parallaxmap 0 mat_picmip 2 mat_reducefillrate 1 mat_reduceparticles 1 mat_trilinear 0 mat_wateroverlaysize 1 mp_decals 1 r_3dsky 0 r_ambientboost 0 r_ambientfactor 0 r_ambientmin 0 r_avglight 0 r_cheapwaterend 1 r_cheapwaterstart 1 r_decals 1 r_decalstaticprops 0 r_decal_cullsize 15 r_drawdetailprops 0 r_drawmodeldecals 0 r_drawflecks 0 r_dynamic 0 r_forcewaterleaf 1 r_lightaverage 0 r_maxnewsamples 2 r_maxsampledist 1 r_propsmaxdist 0 r_renderoverlayfragment 0 r_staticprop_lod 4 r_waterdrawreflection 0 r_waterdrawrefraction 1 r_waterforceexpensive 0 r_waterforcereflectentities 0 rope_averagelight 0 rope_collide 0 rope_rendersolid 0 rope_shake 0 rope_smooth 0 rope_subdiv 0 rope_wind_dist 0 tf_particles_disable_weather 1 tracer_extra 0 violence_ablood 1 violence_hblood 1 mat_clipz 1 mat_forcehardwaresync 0 mat_levelflush 1 mat_vsync 0 r_fastzreject -1 wait 10; sv_cheats 1 
submitted by sosippus to tf2scripthelp

Panasonic announces AF100A - Price reductions to follow? Link to source in comments.

From http://www.personal-view.com/talks/discussion/5106/panasonic-ag-af100a-topic
"Panasonic Introduces The AG-AF100A Series Micro Four Thirds Camera Recorder Featuring Full HD Progressive Recording And 10 Bit 4:2:2 Camera Live Output Via SDI Terminal
Osaka, Japan (November 5th, 2012) — Panasonic Corporation will release the new AG-AF100A Series Memory Card Camera Recorder in November 2012.
The AG-AF100A Series is the professional HD camera recorder with a Micro Four Thirds mount. As with the conventional model AG-AF100 Series, AG-AF100A Series can use a wide range of lenses including Micro Four Thirds compatible DSLR (Digital Single Lens Reflex) lenses and Cinema lenses with a mount adapter. AG-AF100A Series also features two-channel XLR audio input terminals and more functions to meet the professional needs.
In addition to the professional high quality PH mode (average approx. 21Mbps, maximum 24Mbps), AG-AF100A Series complies with the AVCHD ver. 2.0 (AVCHD Progressive) standard in its new PS mode (average approx. 25Mbps, maximum 28Mbps) for recording, playing and outputting (via HDMI only) Full-HD progressive (1080/59.94p, 1080/50p) images. The PS/PH modes support uncompressed 16 bit LPCM 2-channel audio recording.
The AG-AF100A Series can newly output HD signals with 10 bit 4:2:2 quality via the camera’s live output function and record onto the external devices, such as P2 Recorder, compatible with 10 bit high quality recording through SDI. P2 Recorder also syncs Rec Start/Stop with the AG-AF100A series trigger.
The AG-AF100A Series is newly equipped with the expand focus assist function, which enlarges the center of the displayed image, and 2.39:1 (cinema scope size) safety zone marker.
The AG-AF100A Series will be available in November 2012 at an open price in Japan."
It will be interesting to see what happens to the price of the AF100/101 after this release, along with Panasonic's other camcorders. Are they going to take the same track as RED? What are your thoughts?
submitted by Earz4life to Filmmakers

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