Demos
What are demos???
- Eida was able to generate demos on specific maps he built and uploaded, although this took time. (EMInterloper3)
- This includes multiple demo types, including type 5 and type 3
- Therefore demos can't just be recordings of memories, they were actively being generated
- Demos can repeat: the INTERLOPE command can return an identical demo multiple times
- Demos are described as "committed" by the INTERLOPE command Commit Numbers usually with a ##-##-## format (that isn't a date), but sometimes "TODAY" in the case of Type 7 demos
- Server messages in demo files suggest demos are stored in The Repo
- Demos come from connecting directly to the repo instead of using the interface, and directly accessing the repo is discouraged
Type 1
Very short demo of random inputs. Characterized by camera spinning due to mouse inputs. "Twisting"
Distribution: 90% (I1)
Implemented as usercmds with angle info
Type 2
"Stuck in the sky", spawns out of bounds and dies
Implemented as usercmds
Type 4
Real gameplay
Common in portal specifically (IL2), uncommon elsewhere
#todo The Portal 2 Type 4 demos seem to behave as if the AI has no clue how to interact with the new puzzle elements
Type 3
"Aimless gameplay". Poor play, or nonsense fooling around, but not obviously junk
Implemented as move commands
IL1 6:28
COMMITTED 11-02-18
Stairwell, revealed in ILF to be historical Anomi gameplay
IL4 42:10
No message
This is actually the gameplay of an SFM tutorial
Anomi comments "Why does this one look familiar? that's a weird one"
tf data43
Trumpets and banging over voice chat
Type 5
True type 5s are from first-person with DMNPC > Natural full-body kinematics and VR perspective. Initial viewmodel (named husk in higuy) is left visibly at the spawn point.
Type 5b demos may or may not contain a DMNPC at all, and are characterized by a noclip, editor-style POV. These are Whiteroom and Longtrap.
Demo replay does not perfect match initial generation (missing models, materials) (IL2)
Type 6
Begins with the Tuesday manifest.
Characterized by containing gameplay of the player teleporting and rapidly flying around a map, aiming at an object of interest with machine-like precision, affecting elements within the game such as deleting objects and killing NPCs. It's clear that these are not human players in these demos. Anomidae describes the movement akin to using tools like Source Filmmaker or Hammer.
The player in these demos will often automatically lock their camera onto moving objects and delete them. In the case that the moving object is not deleted (sometimes caused by the player seemingly accidentally mistaking an moving texture for an object) the player will sometimes start spamming deletion sounds while the camera flickers in place.
Extremely common starting with the tuesday manifest
Anomi says similar to the hammer editor, or SFM
#theory This can't be Umbrella Man behavior. Has different noises, different behavior. Type 6s do remote deletion, UMs do Model Mutilation
#theory This is some kind of machine learning identification system. Look how mad it gets at kleiner: https://gaq9.com/demos?demo=ep2_data49
tf2 data7
Typical entity deletions
tf data52
POV of the blue scout from eida
Unfortunately this demo just captures the blue scout. Inspecting the demo shows no other player activity to examine and navigating to the umbrella man spot shows nothing there either.
tf2 data86
DOD data104
Deletes an NPC, then starts a void trip by modifying noclipspeed.
Floting point issues on viewmodel
Type 7

Exclusive to ILF
Player spawned in a random location with the cubemap debug tool. A bell plays on repeat.
The player is standing still, holding the cubemap reflection test weapon (weapon_cubemap).
- Anomi's description
- sitting in place
- holding a cubemap test weapon
- Bell sounds on repeat
- either short or quite long
Type 7 demos read as "COMMITTED TODAY" in the console when pulled