Difference between revisions of "Team Fortress Wiki:Weapon Demonstration"

From Team Fortress Wiki
Jump to: navigation, search
(Soldier melee makeover)
 
(830 intermediate revisions by 73 users not shown)
Line 1: Line 1:
The '''Weapon Demonstration''' project's goal is to build a complete library of videos demonstrating the various aspects of all weapons in ''Team Fortress 2''.
+
{| style="clear:both; background:none; color:black;"
 +
| width="60%" style="border:1px solid #a3b0bf; padding:1em 1em 1em 1em; background-color:#FFFCF7" valign="top"|
 +
<span style="font-size:16pt">'''Weapon Demonstration Project'''</span>
 +
[[File:Thats a wrap.png|left|40px]]
 +
The '''Weapon Demonstration''' project's goal is to build a complete library of videos demonstrating the various aspects of all weapons, game mechanics, tools, and taunts in ''Team Fortress 2''.
  
* '''The idea''': To have one consistent video style demonstrating how weapons work.
+
* '''The idea''': To have one consistent video style demonstrating how weapons, game mechanics, tools and taunts work.
* '''The objective''': To demonstrate how weapons work; firing animation, reloading animation, projectile trajectory, speed, damage, and simply viewmodel.
+
* '''The objective''': To demonstrate how everything works: viewmodels, animations, special abilities, etc.
* '''The benefits''': Consistent, one video per page (quiets those wanting to add their own video), looks good.
+
* '''The benefits''': Consistent, one video per page, looks good.
  
== Reference video ==
+
Anyone who meets the requirements can make a demonstration video that is needed for an item and submit the video for review, if the video meets the standard and is approved by the project reviewers, your video will be uploaded to the Official TF2 Wiki Channel on [https://www.youtube.com/user/OfficialTF2Wiki/videos YouTube] and [https://space.bilibili.com/531557387 Bilibili]. Check [[#Making a demonstration video|the section]] below for detailed requirements and a guide on how to make a demonstration video. You may also find the demonstration video that is needed or needs to be redone on this page. Feel free to ask any questions before starting making the demonstration on the [[Team_Fortress_Wiki_Talk:Weapon_Demonstration|talk page]].
Following the structure of the following video should give you a basic idea of what is expected.
 
  
{{youtube|xmZAVhl9UlM|width=800|hd=1}}
+
'''Project reviewers''': [[User:Ashe|Ashe]], [[User:GrampaSwood|GrampaSwood]]. A video only needs approval from one Project reviewer for publication. While anyone can provide feedback on anyone else's video, only the Project reviewers may give the final stamp of approval for video publication.
  
''See [[Winger]] for an embedding example.''
+
__TOC__
  
== Guidelines ==
+
| width="40%" style="border:1px solid #a3b0bf; padding:1em 1em 1em 1em; background-color:#FFFCF7" valign="top"|
=== Requirements ===
+
<b><font style="font-size:130%">Reference video<br></font></b>
* Being able to run TF2 at a resolution of either 1280x720 or 1920x1080 (16:9 ratio), at more than 30 frames per second, on medium settings or higher, with DirectX 9, and at least 2x antialiasing.
 
* [http://www.fraps.com/ Fraps] (full version only) or [http://www.wegame.com/download WeGame] (for recording either in-game footage or the Backpack), or Source Recorder exclusively for in-game footage: [http://upload.gaiatools.com/files/tr_target_weaponref_hdr_0.7z tr_target_weaponref_hdr], [http://wiki.teamfortress.com/w/images/a/ab/Weapon_demonstration_config.txt weaponref.cfg], and [http://wiki.teamfortress.com/w/images/6/67/Weapon_demonstration_HudDamageAccount.txt HudDamageAccount.res].
 
* Having the item you want to demonstrate in either Normal or Vintage quality (no name tag, no description tag, no craft number, no gifted weapons, and no Community weapons); If you have both a Vintage and a Unique variant of the weapon, use the Unique variant. Otherwise, use whichever one you have. If the weapon has multiple styles, use the default one (the one that is selected when the weapon drops). If the weapon can be sprayed on, don't spray anything on it.
 
:{{c|Note}} If you edit your game files to demonstrate a weapon, there must not be any way to tell that you did so (identical item level, plausible quality, same attributes, non-photoshopped loadout screen).
 
  
=== Preparation ===
+
Following the structure of the following videos should give you a basic idea of what is expected. Visit the [https://www.youtube.com/user/OfficialTF2Wiki/videos Official TF2 Wiki YouTube Channel] for more videos.
* The video should be recorded on [http://upload.gaiatools.com/files/tr_target_weaponref_hdr_0.7z tr_target_weaponref_hdr]. Download the map and put it in your maps folder.
 
* The configuration file to use is available [http://wiki.teamfortress.com/w/images/a/ab/Weapon_demonstration_config.txt here]. Save it as <code>weaponref.cfg</code> in your <code>cfg</code> folder.
 
* Disable any custom HUD you may have; download [http://wiki.teamfortress.com/w/images/6/67/Weapon_demonstration_HudDamageAccount.txt this file] and save it as <code>HudDamageAccount.res</code> in your <code>resource/ui</code> folder (create it if it doesn't already exist).
 
** Some demonstration videos may require a splitscreen. If yours does, download [http://upload.gaiatools.com/files/Weapon%20Demonstration%20Splitscreen%20HUDs_0.7z this file]. Extract the <code>resource</code> and <code>scripts</code> folders from whichever HUD you need to your <code>tf</code> folder. Note: these HUDs contain the same <code>HudDamageAccount.res</code> as above.
 
* No skins, no custom models, and no custom sounds.
 
* Disable the Steam overlay or go offline; quiet all background applications that would interfere with the recording.
 
* Open TF2, open the console, and then type: <code>map tr_target_weaponref_hdr</code>. Wait for the map to load.
 
* Once the map has loaded, pick the class corresponding to the weapon you want to demonstrate.
 
* Edit the loadout to remove all headgear and Misc. items. Pick '''all stock weapons''' (except the weapon to demonstrate, obviously); possible exceptions are weapons that are meant to be demonstrated together (for example, Jarate + Bushwacka).
 
* Wait for the setup time to finish and verify that your new loadout has been equipped (by taunting).
 
* Open the console (press <code>{{Key|`}}</code>) and type <code>exec weaponref</code>. Four bots will spawn: A Pyro in front of you, a Soldier on the right side at mid-range, a Medic on the left side at long-range, and a Spy behind the crates on the left side (not visible by default). Re-executing the file will respawn all the bots at the correct location, in case you mess up. Pressing {{Key|F}} makes the bots fire. Pressing {{Key|N}} toggles "noclip".
 
* Open your Backpack, click the weapon you want to demonstrate, and press "Keep" so that your avatar equips it in the loadout preview. Rotate the loadout preview to show off the weapon.
 
* Move your mouse over the weapon slot and wait for the tooltip to appear.
 
* '''Always''' have auto-reloading disabled; reload only when out of ammo; always let the reload animation finish completely, reloading everything. Take your time.
 
  
=== Recording ===
+
<b>Weapon<br></b>
* '''Start recording''', but don't move your mouse until you have had the time to read all the attributes on the tooltip. The mouse cursor must be visible on the recording.
+
{{youtube|S-72clXbUDs|width=300|hd=1}}
* Without moving your mouse off of the item slot, press Esc to close the backpack.
+
 
** If the weapon's tooltip covers up part of or the entirety of the weapon slot (which is the case for weapons with large descriptions), move your mouse away from the slot to let the viewer see the weapon's icon for 2 seconds, and then press Esc.
+
<b>Taunt<br></b>
* Demonstrate the weapon. There are exceptions, but the process generally goes like this:
+
{{youtube|qmZSEp3jjx0|width=300|hd=1}}
 +
 
 +
<b>Tool<br></b>
 +
{{youtube|G1_MBB-cwUg|width=300|hd=1}}
 +
|}
 +
 
 +
{| style="clear:both; background:none;" width="100%"
 +
| width="60%" style="border:1px solid #dfdfdf; padding:1em 1em 1em 1em; background-color:#f5faff; font-size:100%;" valign=top|
 +
{| class="collapsible collapsed" width="100%"
 +
! colspan="1" class="header" align="left"|
 +
==Making a demonstration video==
 +
|-
 +
|
 +
===Requirements===
 +
* Being able to run TF2 at a resolution of 1920x1080 or higher (must be 16:9 ratio), at more than 60 frames per second, on high settings, with DirectX 9, HDR enabled, and at least 2x multisample anti-aliasing (MSAA), and recording with any [[#Useful information|screen recording programs]] at the same time.
 +
** Preferably, you should use [https://comfig.app/ mastercomfig] with at least the "High" preset with the following changes: Shadows: Medium or High, Lighting: High, Model quality: Ultra (to avoid model LOD "jump", more noticeable in Medic's lab coat), Texture quality: Very High or Ultra, Player Model: Disabled, Contracts: Disabled, Match HUD: Disabled, HUD Achievements: Disabled, no modifying anything in the Weapons tab.
 +
** In TF2's [https://help.steampowered.com/faqs/view/7D01-D2DD-D75E-2955 launch options], use {{code|-dxlevel 95}} and {{code|-no_texture_stream}} (disables [[Ultra high settings#Disable_Texture_Streaming|texture streaming]]).
 +
* Having the item you want to demonstrate. No name tag, no description tag, no craft number, no gifted item, and no Community quality. Item quality preference will be Normal > Unique > Vintage or Genuine > Other quality. Exceptions can be made for items that cannot exist in any of these qualities. If an item is more abundant or more easily obtainable in a different quality than these (e.g. Haunted quality for Halloween items), that alternate quality is also acceptable. If the item can have a decal applied, don't use a decal on it.
 +
:{{c|Note:}} If you edit your game's files there must not be any way for viewers to tell that you did so (identical item level, plausible quality, same attributes, non-visibly-edited loadout screen). This guide will not provide any help on doing that.
 +
* Some knowledge about TF2, [[Bots#Puppet bots|Puppet bots]], console commands, how to use any screen recording software, and video editing software.
 +
 
 +
===Preparation===
 +
#'''Reserve the item demonstration first on the talk page!''' Check [[#Talk page reservations|Talk page reservations section]] for how and why. If you don't have a Team Fortress Wiki account yet, you would probably want to register one now at the top right corner of the page.
 +
#Download necessary custom files: [https://drive.google.com/file/d/1FpTukmmMYeXzArZqMOcK8o8aIqBJ2jHf/view?usp=sharing weaponref.zip] . This can be extracted using [https://www.7-zip.org 7zip], [https://www.win-rar.com/ WinRAR], or with Windows built-in file explorer. The content of the folder go into {{code|<your team fortress 2 folder>/tf/custom}}.
 +
#Set your game to appropriate graphic settings.
 +
#Disable any custom files you may have, such as custom HUDs, custom configs, sounds, models; the included <code>demonstration_hud</code> folder will override custom HUDs. The only exception are mastercomfig's files (the VPK and the CFG files)
 +
#Make a backup of your {{code|tf/cfg}} folder! Several cvars will be changed when executing the required config files (for example, the value of {{code|cl_hud_playerclass_use_playermodel}}, the 3D character in the HUD, will be overwritten to use the 2D character), and you may want to keep your preferences. Once you are done with recording the clips, you can delete your cfg folder and replace it with the backup.
 +
#<span style="color: #B20000;">'''Disable the Steam overlay or go offline'''</span>; quiet or quit all background applications that may interfere with the recording, specially ones that have overlays (such as Discord, Mumble or TeamSpeak) or notification sounds (such as Discord or WhatsApp). If using Nvidia, remove the Instant Replay icon. Ignoring this step can ruin some or all of your recordings.
 +
#The video should be recorded on <code>tr_karma_wiki</code> (preferred), <code>tr_karma_event_wiki</code> (for Halloween-related items only), or <code>tr_target_weaponref_hdr</code> (legacy, still acceptable if reusing <code>.dem</code> replays recorded on it. Legacy link with the map: [http://weaponref.wiki.tf/weaponref.7z weaponref.7z]). All maps are included in the download. Open the console and type: <code>map tr_karma_wiki</code>, <code>map tr_karma_event_wiki</code>, or <code>map tr_target_weaponref_hdr</code>.
 +
<!-- #In the Backpack, select <code>Show quality color borders</code>, or use the command <code>cl_showbackpackrarities 1</code>. ALREADY MANAGED BY THE CFG -->
 +
#Once the map has loaded, pick the class corresponding to the item you want to demonstrate.
 +
#Before doing the demonstration, use the <code>A</code> loadout. Make sure the only thing equipped is the item that you want to demonstrate (possible exceptions are items that are meant to be demonstrated together, for example, Jarate + Bushwacka). Leave all other item slots with the default item that comes in these slots or empty. If you are demonstrating a taunt, equip it in the first slot and leave all others spaces empty. If you are demonstrating an item set, only equip the pertinent items.
 +
#Wait for the setup time to finish and verify that your new loadout has been equipped (by taunting).
 +
#Open the console ([[List of default keys|default key]]: {{Key|`}}) and type <code>exec demonstration_basic</code>. The config file will change some of your settings to meet recording standard, such as FOV, HUD settings, etc., and some server cvars.<!--
 +
--><br>If you execute the <code>tr_karma_4bots</code> config file, four bots should spawn: A Pyro in front of you, a Soldier on the right side at mid-range, a Medic on the left side at long-range, and a Spy behind the crates on the left side (not visible by default). Re-executing the file will respawn all the bots at the correct location, in case you mess up. Pressing {{Key|F}} makes the bots fire.
 +
#'''Open your Loadout, click the item you want to demonstrate, and equip it again so that your avatar equips it in the loadout preview'''. Rotate it to show off the item.
 +
#Move your mouse over the item slot and wait for the tooltip to appear.
 +
 
 +
Things to consider:
 +
* '''Always''' have auto-reloading disabled (<code>cl_autoreload 0</code>).
 +
* Some demonstration videos may require a split-screen. Try running the game in a window at a half-width (<code>-w 960 -h 1080 -windowed -noborder</code>, for 1920x1080 screens) or third-width resolution (<code>-w 640 -h 1080 -windowed -noborder</code>). If you use [[Source Recorder]], you can record a demo at normal full resolution, then relaunch the game at half-width resolution and render the demo from it.
 +
** Some HUD elements may break with third-width resolution. If so, ask for help in the Talk page.
 +
* If the item you will demonstrate has a holiday restriction (e.g. Halloween / Full Moon), set {{code|tf_forced_holiday}} to the proper value in order to use that item. See [[#Useful information|below]] for a list of values. Specifically, use {{code|tf_forced_holiday 8}} (Full Moon) for Halloween-restricted items.
 +
 
 +
===Recording===
 +
* '''Start recording''' in your screen recording software. Don't move your mouse until you have had the time to read all the attributes. The mouse cursor must be visible on the recording.
 +
* Without moving your mouse off of the item slot, press {{key|ESC}} to close the backpack.
 +
** If the item's tooltip covers up part of or the entirety of the item slot (which is the case for items with large descriptions), move your mouse away from the slot to let the viewer see the item's icon for 2 seconds, and then press {{key|ESC}}.
 +
** Optional: you may switch away and then back to the weapon (make sure to let all animations play out in full) to demonstrate the holstering and equipping animations.
 +
* Demonstrate the item. There are exceptions, but the process generally goes like this for non-melee weapons:
 
** Wait a few seconds doing nothing.
 
** Wait a few seconds doing nothing.
 +
** If the weapon has an inspection animation, perform it, and then wait another second after the animation ends before moving on.
 
** Shoot once at the Pyro. Wait a bit.
 
** Shoot once at the Pyro. Wait a bit.
 
** Finish off the Pyro.
 
** Finish off the Pyro.
 
** Kill the Soldier. If the weapon is a melee weapon, you can jump out of the initial zone.
 
** Kill the Soldier. If the weapon is a melee weapon, you can jump out of the initial zone.
** Kill the Medic.
+
** Kill the Medic. If you are using a melee weapon, give yourself crits by pressing {{Key|Shift}} while hitting the Medic.
** If you are demonstrating a non-melee weapon, try to shoot the cardboard target at the far back.
+
** If you are demonstrating a non-melee weapon, try to shoot the wooden target at the far back.
** If the weapon has a Kill taunt, use it on the Spy (he is hiding behind one of the crates). The Spy must not show up on the video until the time to tauntkill him has come.
+
** Reloading: Reload only when the demonstrated weapon is fully out of ammo, or when it's the end of the first clip. Always let the reload animation finish completely. This rule doesn't apply to non-demonstrated weapons, to other players/bots involved in the demonstration, and to clips other than the first (Pyro+Soldier+Medic) one.
** If the weapon has resistance/vulnerability to fire/explosive/bullets/etc., show a splitscreen with and without the items equipped. (See the [[Chargin' Targe]] video for an example.)
+
** After the final reload, taunt, and then wait for the camera to move '''all the way back''' to the first-person perspective.
** Once done, reload completely, taunt, and then wait for the camera to move '''all the way back''' to the first-person perspective.
+
*** If the weapon has a Kill taunt, use it on the Spy (he is hiding behind one of the crates). The Spy must not show up on the video until the time to taunt kill him has come.
* '''End the recording.'''
+
* For melee weapons, the procedure is slightly different: Pyro and Soldier are the same, but once they are dead, you must:
 
 
=== Post-processing ===
 
* You may not modify the contrast, speed, size, etc. of the video.
 
* Add one of the <code>training_vid_*.mp3</code> files in <code>team fortress 2 content.gcf -> tf -> sound -> misc</code>. If necessary, adjust the relative volumes between music and in-game sounds to match the ratio of the reference video. The default volume should be okay though.
 
* Convert your video to a web-friendly format: It is recommended that you use [http://sourceforge.net/projects/x264vfw/ x264vfw], single-pass, quantizer-based with q being '''smaller than or equal to 20'''.
 
 
 
== Melee weapons makeover guidelines ==
 
Starting June 16th 2012, '''all melee weapon demonstration videos are to be redone''' in order to demonstrate criticals on them (different animation, more damage).
 
 
 
The [http://wiki.teamfortress.com/w/images/a/ab/Weapon_demonstration_config.txt?asdf configuration file] has been updated to include a new bind on {{Key|Shift}} which will make you crit as long as {{Key|Shift}} is held.
 
 
 
The new demonstrations are subject to the stricter guidelines described above, as well as a few melee-specific ones:
 
* Must use <code>tr_target_weaponref_hdr</code>, not <code>tr_target_weaponref</code>.
 
* Once the final version of the demonstration is accepted, '''.dem files must be provided''' for each clip in the demonstration (See [[#Submission|Submission]] for how to upload those).
 
* The procedure is slightly different: Pyro and Soldier are the same, but once they are dead, you must:
 
 
** Walk to the Medic
 
** Walk to the Medic
 
** Stop walking when you are close enough to be able to hit the Medic
 
** Stop walking when you are close enough to be able to hit the Medic
Line 75: Line 95:
 
** (Wait one more second)
 
** (Wait one more second)
 
** Taunt as usual
 
** Taunt as usual
** '''If the weapon cannot crit randomly, but can crit under certain circumstances''' ([[Gunslinger]]), then you are free to do whatever you want as long as you make it crit at least once, whether that is during the first (main) clip or not.
+
** '''If the weapon cannot crit randomly but can crit under certain circumstances''' ([[Gunslinger]]), then you are free to do whatever you want as long as you make it crit at least once, whether that is during the first (main) clip or not.
** '''If the weapon can crit randomly and can also crit under certain circumstances''' ([[Sun on a Stick]]), then show both the crit on the Medic as described above, and the special-circumstances crit using any way you want.
+
** '''If the weapon can crit randomly and can also crit under certain circumstances''' ([[Sun on a Stick]]), then show both the crit on the Medic as described above and the special-circumstances crit using any way you want.
** '''If the weapon cannot crit by itself in any way but needs an external source of crits (Kritzkrieg etc)''' ([[Southern Hospitality]]), then the demonstration should only be remade if the map used in the existing demonstration isn't <code>tr_target_weaponref_hdr</code>. In these rare cases, use the standard procedure for the Medic, no special considerations.
+
** '''If the weapon cannot crit by itself in any way but can be made to crit with an external source ([[Kritzkrieg]] etc)''' ([[Southern Hospitality]]), then don't show crits. Just kill the Medic without crits.
* One class at a time: First, only Scout melee weapons will be up for being redone, then Soldier, then Pyro, etc., finishing by Spy melee weapons and then multi-class/all-class melee weapons.
+
* For items that are equippable by multiple classes:
* Videos will only be published once all weapons of a class have been fully redone. They will be published as "Unlisted" and will stay that way until at least a week has been elapsed.
+
** For weapons, demonstrate the weapon on each class individually, and concatenate the videos, including a backpack view for each class.
* All non-melee weapon demonstrations must be given priority. The melee makeover is not as important as demonstrating new weapons.
+
** For cosmetics with gameplay effects (usually just changing the killfeed) which work the same way across all classes, demonstrate in full for one class only, and then have each subsequent class only show the loadout view and the in-game view of the cosmetic. No need to re-demonstrate the gameplay effect.
* All melee weapons released after June 16th 2012 must be given priority, even if they do not belong to the class currently having its melee weapon demonstrations redone. Other than that, those new melee weapons are subject to the new guidelines, not the old ones.
+
* If the weapon has resistance/vulnerability to fire/explosive/bullets/etc., show a split-screen with and without the items equipped (and if necessary, equipped but holstered). (See the [[Chargin' Targe]] video for an example.)
* Demonstrations may still use whatever tool to record, and the minimum video quality has not changed (720p or more, 30fps or more, 16:9). However, use of [[Help:Recording demos#Movie Creation Tutorial|Source Recorder]] to record at higher (90fps or more) framerates is encouraged, and such higher-quality versions will consistently be favored whenever there is a conflict between two versions.
+
* If the item has other attributes, do what you feel is best to demonstrate the effect of that attribute.
* Some melee weapon demonstrations made prior to June 16th 2012 already meet those criteria (Demoman melee weapons, for example). These will not need to be redone.
+
* '''End the recording'''.
  
=== Reference videos for melee makeover ===
+
===Post-processing===
{{youtube|Zoxjz2bN3kk|width=800|hd=1}}
+
* You may not modify the contrast, speed, size, etc. of the video.
 +
* Add one of the <code>training_vid_*.mp3</code> files extracted from {{code|.../steam/steamapps/common/Team Fortress 2/tf/tf2_sound_misc_dir.vpk → sound → misc}}. If necessary, adjust the relative volumes between music and in-game sounds to match the ratio of the reference video. The default volume should be okay though. You can also use [https://drive.google.com/drive/folders/1qA_cADqpKxrlNDrBpgHYE2ZOmgVJUriz?usp=sharing this set of pre-lengthened music files] ([https://www.mediafire.com/download/y0gjm9yekjj6zzx/Demonstration+Music+v2.rar MediaFire mirror]) by [[User:Karmacharger|Karmacharger]].
 +
* Edit your video so it's just like the video already on the channel. Add fade out effects to the end of the video, at the start of the video, and before and after every scene transition.
 +
* Export/Convert your video to a web-friendly format: It is recommended that you use HEVC/h265 compression. '''Only 60 FPS videos are accepted''' (FPS are capped to 60 in YouTube).
  
== Submission ==
+
===Submission===
Please upload your video to [http://www.youtube.com/ YouTube] as "Unlisted". Then provide the URL of the video to the [[Team Fortress Wiki talk:Weapon Demonstration|Talk page]]. '''Keep the original video file''' as you will have to upload it to some file hosting service (preferably [http://www.mediafire.com/ MediaFire]) in order for it to be uploaded to Team Fortress Wiki's [http://www.youtube.com/officialtf2wiki Official TF2 Wiki YouTube channel].
+
When the video is finished, upload it to a file hosting service ([https://drive.google.com/ Google Drive] is preferred, as it allows for viewing the video before downloading). If you do not have a file hosting service that can preview videos, please upload your video to [https://www.youtube.com/ YouTube] as "Unlisted". Then provide the URL of the video or file sharing host to the [[Team Fortress Wiki talk:Weapon Demonstration|Talk page]] by pasting the link after <code>| video = </code>. Make sure to not include any other comments after that, just the link. If it's uploaded to YouTube '''keep the original video file''' as you will have to upload it to some file hosting service in order for it to be uploaded to Official TF Wiki channels.
  
Once the final version of the demonstration is accepted, '''.dem files must be provided''' for each clip in the demonstration. Check out [[Help:Recording demos]] for help on how to do that, though the only commands you need are <code>record somefilename</code> and <code>stop</code>. The demos should be uploaded [http://weaponref.wiki.tf/ here]. Please [[Special:EmailUser/WindPower|email WindPower]] to get a password.
+
When you've pasted the link, make sure to change the <code>| status =</code> from {{code|nodemo}} to {{code|review needed}}.
 +
 
 +
<!-- Once the final version of the demonstration is accepted by a project reviewer, '''.dem files must be provided''' for each clip in the demonstration. Check out [[Help:Recording demos]] for help on how to do that, though the only commands you need are <code>record somefilename</code> and <code>stop</code>. The demos should be uploaded [https://weaponref.wiki.tf/ here]. Please [[Special:EmailUser/WindPower|email WindPower]] to get a password.-->
 +
|}
 +
 
 +
{| class="collapsible collapsed" width="100%"
 +
! colspan="1" class="header" align="left"|
 +
 
 +
==Talk page reservations==
 +
|-
 +
|
 +
On the [[Team Fortress Wiki talk:Weapon Demonstration|talk page]], anyone can reserve a demonstration that is either needed or to be redone. A reservation is only meant to serve as an indication that someone is already working on a demonstration, in order to avoid conflicts and frustration later when multiple people have both worked on their own versions of the same demonstration, and only one version can be kept. As such, anyone is free to override reservations as long as they don't mind having to scrap their version if the person who reserved the demonstration posts their version reasonably soon.
 +
 
 +
Some conditions must be met in order to reserve a demonstration:
 +
* There must not be another valid reservation on the demonstration
 +
* The item must not have been released in the past week (this condition doesn't apply if the item is up for redo in less than a week)
 +
* The reservation is only valid for two weeks after being posted on the talk page
 +
* One person may not hold more than 4 reservations at a time unless all of their reservations apply to closely-related items for which the demonstrations would have a lot of overlap (for example, five reskins of the same item)
 +
* For demonstrations that need to be redone and that have been up for redo for less than a week, the creator of the previous version may override any reservation on that demonstration and have their reservation take priority. To do this, the creator must explicitly post within 48 hours of the section appearing on the talk page and must have less than 4 other active reservations.
 +
* If you have had less than 5 demonstration videos approved in the past, you can only reserve demonstrations for items that have been released for over 2 weeks. This is to ensure that new demonstrations primarily get done by demonstrators who already know how to create a video meeting all the requirements, thus having quick review time.
 +
 
 +
To reserve a demonstration, please write <code><nowiki>~~~~</nowiki></code> after the <code>| reservation =</code> . If the section does not exist, you may create it using {{tl|Demo Header}} and {{tl|DemoEntry}}. Make sure your signature contains your Wiki username.
 +
|}
 +
 
 +
{| class="collapsible collapsed" width="100%"
 +
! colspan="1" class="header" align="left"|
  
 
==Useful information==
 
==Useful information==
Below is a list of console commands that might help when demonstrating more complex weapon behaviors. Most of these work only when <code>sv_cheats</code> has been set to 1.
+
|-
 +
|
 +
Below is a list of console commands that might help when demonstrating more complex behaviors. Most of these work only when <code>sv_cheats</code> has been set to 1.
 +
 
 +
=== Map chat commands ===
 +
As of March 2024, {{code|tr_karma_wiki}} and {{code|tr_karma_event_wiki}} includes [[VScript]]s that can be used via the chat typing the following commands. Remember that the chat is hidden if you executed demonstration_basic.cfg and can only be seen if you open it.
 +
* {{code|!demo}} - Enables the same server settings for demonstration from the demonstratin_basic.cfg file.
 +
* {{code|!c}} - Toggles a critical boost on the user.
 +
* {{code|!n}} - Toggles {{code|noclip}} on the user.
 +
* {{code|!p}} - Spawns a certain ammo or health pack at the player's crosshair. Usage: {{code|!p <<PACK>>}}. {{code|PACK}} can be: {{code|al}}: ammo large, {{code|am}}: ammo medium, {{code|as}}: ammo small, {{code|hl}}: health large, {{code|hm}}: health medium, {{code|hs}}: health small, {{code|clear}}: delete all packs.
 +
* {{code|!r}} - Regenerates the player (gives health and ammo).
 +
* {{code|!clear}} - Deletes ragdolls and weapons on ground.
 +
 
 +
You can bind a key to one of the commands as follows: {{code|bind "kp_end" "say !c"}}.
  
=== General console commands ===
+
=== Setting up a server ===
 +
Setting up a server can be very easily done by using a simple launch option command, {{code|-enablefakeip}}. This uses an IP that's already port forwarded, removing any need for this to be done manually, allowing players to connect to your game. To set up a server this way, do the following steps:
 +
# Paste {{code|-enablefakeip}} in your ''Team Fortress 2'''s launch options.
 +
# Launch ''Team Fortress 2''.
 +
# Type in console {{code|sv_lan 0}}.
 +
# Launch a server using the {{code|map}} command in console, for example {{code|map tr_karma}}.
 +
# Disconnect entirely from this server, as a bug currently prevents connection to the item servers.
 +
# Re-launch the server using the {{code|map}} command in console.
 +
# Look up the IP in the console, it should be something like {{code|FakeIP allocation succeeded: XXX.XXX.XX.XX:XXXXX, XXXXX}}, the numbers before the comma are the IP + the port. For example, if the console puts out {{code|FakeIP allocation succeeded: 169.254.11.69:36680, 36681}}, then other players will have to type {{code|connect 169.254.11.69:36680}} into their console to connect. <!-- NOTE: These IPs belong to Valve IIRC, this IP was used in a genuine example and is not a real person's IP. Posting it here is no danger. -->
 +
 
 +
===General console commands===
 
*<code>bind ''<key> <command>''</code> - Binds a key to a command. Use this to use one of the below commands without opening the console window (for final take) if you don't want to edit it out.
 
*<code>bind ''<key> <command>''</code> - Binds a key to a command. Use this to use one of the below commands without opening the console window (for final take) if you don't want to edit it out.
 
*<code>impulse 101</code> - Restores the player's health and ammo.
 
*<code>impulse 101</code> - Restores the player's health and ammo.
Line 103: Line 174:
 
*<code>setpos ''<x y z>''</code> - Teleports the player to a given position. Use the numbers acquired from <code>getpos</code> to place yourself into that same exact position.
 
*<code>setpos ''<x y z>''</code> - Teleports the player to a given position. Use the numbers acquired from <code>getpos</code> to place yourself into that same exact position.
 
*<code>setang ''<x y z>''</code> - Sets the view angle of the player, akin to <code>setpos</code>. Use with the numbers from <code>getpos</code> to make your crosshair point the exact same way. The <code><z></code> parameter should be left at 0, or else the camera will appear to be tilting onto its side.
 
*<code>setang ''<x y z>''</code> - Sets the view angle of the player, akin to <code>setpos</code>. Use with the numbers from <code>getpos</code> to make your crosshair point the exact same way. The <code><z></code> parameter should be left at 0, or else the camera will appear to be tilting onto its side.
*<code>ent_create ''<entity name>''</code> - Spawns a Health pack or Ammo box at the player's crosshair when used with entity names <code>item_ammopack_small</code>, <code>item_ammopack_medium</code>, <code>item_ammopack_full</code>, <code>item_healthkit_small</code>, <code>item_healthkit_medium</code>, or <code>item_healthkit_full</code>.
+
*<code>ent_create ''<entity name>''</code> - Spawns a health kit or ammo box at the player's crosshair when used with entity names <code>item_ammopack_small</code>, <code>item_ammopack_medium</code>, <code>item_ammopack_full</code>, <code>item_healthkit_small</code>, <code>item_healthkit_medium</code>, or <code>item_healthkit_full</code>.
:To make the process easier, you can use [http://pastebin.com/f3JhawHY this script], which binds the spawning of Health packs and Ammo boxes to {{Key|Numpad}} keys.
+
::If in tr_karma, you can use the !p chat command instead. If not, you can use [http://pastebin.com/f3JhawHY this script], which binds the spawning of health kits and ammo boxes to {{Key|Numpad}} keys.
*<code>changelevel ''<map name>''</code> - Changes the current map without rebooting the server, as opposed to the <code>map</code> command. You can use it with the name of the current map to reload the map, cleaning it of bodies, excess blood, and bullet marks.
+
*<code>mp_restartgame 1</code> - Restarts the map without rebooting the server, as opposed to the <code>map</code> command. You can use it with the name of the current map to reload the map, cleaning it of bodies, excess blood, and bullet marks.
:Example: <code>changelevel tr_target_weaponref_hdr</code>
 
 
*<code>r_cleardecals</code> - Clears all decals (blood and bullet holes) from the map.
 
*<code>r_cleardecals</code> - Clears all decals (blood and bullet holes) from the map.
*<code>addcond 35</code> - Places the player under a permanent crit boost.
+
*<code>cl_jiggle_bone_framerate_cutoff</code> - the minimum framerate at which the item's jigglebones still work. It is set to 20 FPS by default, lower it to the desired value if you're rendering at low FPS.
*<code>cl_jiggle_bone_framerate_cutoff</code> - the minimum framerate at which the weapon's jigglebones still work. It's set to 45 fps by default, lower it to the desired value if you're rendering at low FPS.
+
*<code>ent_fire team_round_timer addtime ''<number>''</code> - Adds time to the timer of the round. Can be used with a negative number to remove time instead.
 +
*<code>cl_yawspeed ''<value>''</code> - Adjusts left/right turning (yaw) speed. Value should be changed to match the duration of a taunt (if infinite, simply set to a value that feels right). Use in combination with a {{code|+right}} and {{code|+left}} keybind to smoothly rotate the camera around your class.
 +
*<code>tf_use_match_hud 0</code> - Disables the team information HUD on the top of the screen.
 +
*<code>hud_reloadscheme</code> - Refreshes the TF2 HUD.
 +
*{{code|tf_forced_holiday}} <0-11> - Forces holiday mode (0: default; 1: TFBirthday; 2: Halloween; 3: Christmas; 8: FullMoon)
  
=== Bot scripting commands ===
+
===Bot scripting commands===
*<code>bot -team -class -name</code> - Adds a puppet bot with the specified parameters. For the sake of consistency, the bots' names must correspond with their classes, with a prefix "Friendly" if it's on the BLU team, and have a single-digit postfix if there is more than one bot of the same class on the given team. This command is not to be confused with <code>addbot</code>, which adds an AI-controlled bot instead of a puppet bot.
+
*<code>bot -team XX -class XX -name XX</code> - Adds a [[Bots#Puppet bots|puppet bot]] with the specified parameters. For the sake of consistency, the bots' names must correspond with their classes, with a prefix '''"Friendly"''' if it is on the BLU team, and have a single-digit postfix if there is more than one bot of the same class on the given team. This command is not to be confused with <code>addbot</code>, which adds an AI-controlled bot instead of a puppet bot.
 
:Example: <code>bot -team blu -class medic -name "Friendly Medic"; bot -team red -class heavy -name "Heavy 1"; bot -team red -class heavy name "Heavy 2"</code>
 
:Example: <code>bot -team blu -class medic -name "Friendly Medic"; bot -team red -class heavy -name "Heavy 1"; bot -team red -class heavy name "Heavy 2"</code>
 
*<code>bot_command ''<bot name>'' ''<console command>''</code> - Makes the specified bot perform the specified command. Particularly useful for making engineer bots enter build mode.
 
*<code>bot_command ''<bot name>'' ''<console command>''</code> - Makes the specified bot perform the specified command. Particularly useful for making engineer bots enter build mode.
Line 118: Line 192:
 
*<code>bot_mimic ''<0 or 1>''</code> - Makes all the bots mimic the player's actions.
 
*<code>bot_mimic ''<0 or 1>''</code> - Makes all the bots mimic the player's actions.
 
:Example: In order to make a Spy disguise, you need to perform the keystrokes for disguising while playing as a Spy and having the mimic option enabled. Similarly, the only way to make Engineer bots rotate buildings is to press {{Key|Mouse2}} with the mimic option on. Note that Engineer bots will not mimic you creating buildings as an Engineer, you must use <code>bot_command ''<bot name>'' build ''<number>''</code> instead.
 
:Example: In order to make a Spy disguise, you need to perform the keystrokes for disguising while playing as a Spy and having the mimic option enabled. Similarly, the only way to make Engineer bots rotate buildings is to press {{Key|Mouse2}} with the mimic option on. Note that Engineer bots will not mimic you creating buildings as an Engineer, you must use <code>bot_command ''<bot name>'' build ''<number>''</code> instead.
*<code>bot_mimic_yaw_offset ''<angle from 0 to 360>''</code> - Makes the bots face in a direction this angle from the player while mimicking his actions. By default it's set to <code>180</code> so bots face the player.
+
*<code>bot_mimic_yaw_offset ''<angle from 0 to 360>''</code> - Makes the bots face in a direction this angle from the player while the <code>bot_mimic</code> is active. By default it is set to <code>180</code> so each bot faces the player when stared at.
 
*<code>bot_dontmove ''<0 or 1>''</code> - Allows or prevents all bots from moving. Takes priority over <code>bot_mimic</code>.
 
*<code>bot_dontmove ''<0 or 1>''</code> - Allows or prevents all bots from moving. Takes priority over <code>bot_mimic</code>.
 
*<code>bot_refill</code> - Restores ammo and health for all bots.
 
*<code>bot_refill</code> - Restores ammo and health for all bots.
Line 124: Line 198:
 
*<code>cc_bot_selectweapon ''<name> <slot>''</code> - Forces a bot to switch to a specified weapon slot.
 
*<code>cc_bot_selectweapon ''<name> <slot>''</code> - Forces a bot to switch to a specified weapon slot.
 
:Example: <code>cc_bot_selectweapon heavy 2</code> will make a bot named "Heavy" switch to his Fists.
 
:Example: <code>cc_bot_selectweapon heavy 2</code> will make a bot named "Heavy" switch to his Fists.
*<code>bot_forcefireweapon ''<weapon name>''</code> - Makes all the bots fire the specified weapon if they possess it. This can be used to make only one bot fire his weapon, instead of all the bots when using the <code>bot_forceattack</code> command. If the weapon name is invalid, all bots will stop firing. Scout and Engineer pistols are regarded as different weapons, and so are Soldier, Pyro, Heavy, and Engineer shotguns. See [[List_of_useful_console_commands#weapon_commands|this page]] for a full list of valid weapon names.
+
*<code>bot_forcefireweapon ''<weapon name>''</code> - Makes all the bots fire the specified weapon if they possess it. This can be used to make only one bot fire its weapon instead of all the bots when using the <code>bot_forceattack</code> command. If the weapon name is invalid, all bots will stop firing. Scout and Engineer pistols are regarded as different weapons, and so are Soldier, Pyro, Heavy, and Engineer shotguns. See [[List_of_useful_console_commands#weapon_commands|this page]] for a full list of valid weapon names.
 
:Example:  
 
:Example:  
 
:<code>alias "+rocket" "bot_forcefireweapon tf_weapon_rocketlauncher";</code>
 
:<code>alias "+rocket" "bot_forcefireweapon tf_weapon_rocketlauncher";</code>
Line 132: Line 206:
 
:<code>bind f +flame;</code>
 
:<code>bind f +flame;</code>
 
:<code>bind t +rocket</code>
 
:<code>bind t +rocket</code>
:{{c|Note}} Bots cannot equip non-stock weapons or items. If you need an enemy character to use an unlockable weapon, you'll need a second human player to play as that character. Feel free to ask for cooperation on the discussion page.
+
*<code>bot_mirror "x"</code> if you replace <code>x</code> with the name of a bot it will force that bot to mirror whatever items you have equipped allowing them to hold non-stock items such as the Sandvich.
 
*<code>bot_forceattack ''<0 or 1>''</code> - Make all bots perform their primary attack (<code>+attack</code>)
 
*<code>bot_forceattack ''<0 or 1>''</code> - Make all bots perform their primary attack (<code>+attack</code>)
 
*<code>bot_forceattack2 ''<0 or 1>''</code> - Make all bots perform their secondary attack (<code>+attack2</code>)
 
*<code>bot_forceattack2 ''<0 or 1>''</code> - Make all bots perform their secondary attack (<code>+attack2</code>)
Line 140: Line 214:
 
::<code>bind key +cloak</code>
 
::<code>bind key +cloak</code>
  
{{c|Note}} You cannot alias or bind a bot action to a key if the bot's name has spaces in it. This can be avoided by creating a config file containing the desired commands and binding the execution of said file to a key.
+
{{c|Note:}} You cannot alias or bind a bot action to a key if the bot's name has spaces in it. This can be avoided by creating a config file containing the desired commands and binding the execution of said file to a key.
 
:Example:
 
:Example:
 
:<code>bind p "bot_teleport Friendly Spy x y z x1 y1 z1"</code> - Wrong.
 
:<code>bind p "bot_teleport Friendly Spy x y z x1 y1 z1"</code> - Wrong.
:<code>bind p "exec action.cfg"</code> while the file <code>action.cfg</code> contains <code>bot_teleport Friendly Spy x y z x1 y1 z1</code> - Correct.
+
:<code>bind p "exec action.cfg"</code> while the file <code>action.cfg</code> contains <code>bot_teleport "Friendly Spy" x y z x1 y1 z1</code> - Correct.
 
 
=== Making items_game.txt actually work ===
 
TF2 tries on startup to synchronize its schema (in '''tf/scripts/items/items_game.txt''') with the following URL:
 
<pre><nowiki>http://media.steampowered.com/apps/440/scripts/items/items_game.some_hash.txt</nowiki></pre>
 
 
 
If you want to use a customized item schema, you need to block it from doing that. This can be done with your firewall or by adding the following lines to your [[w:Hosts (file)|hosts file]]:
 
<pre><nowiki>127.0.0.1 media.steampowered.com
 
::1      media.steampowered.com</nowiki></pre>
 
 
 
Don't forget to remove those lines once you are done.
 
 
 
== Weapons ==
 
=== Needed ===
 
* {{icon item|Baby Face's Blaster|16px}} [[Baby Face's Blaster]]
 
* {{icon item|Beggar's Bazooka|16px}} [[Beggar's Bazooka]]
 
* {{icon item|Cleaner's Carbine|16px}} [[Cleaner's Carbine]]
 
* {{icon item|Hitman's Heatmaker|16px}} [[Hitman's Heatmaker]]
 
* {{icon item|Pretty Boy's Pocket Pistol|16px}} [[Pretty Boy's Pocket Pistol]]
 
* {{icon item|Scorch Shot|16px}} [[Scorch Shot]]
 
  
=== Need to redone ===
+
=== List of screen recording programs ===
''Melee makeover is underway.''
+
These programs have been successfully used to create demonstrations videos in the past.
==== Scout melee makeover ====
 
* {{icon item|Atomizer|16px}} [[Atomizer]]
 
* {{icon item|Unarmed Combat|16px}} [[Unarmed Combat]]
 
  
==== Soldier melee makeover ====
+
* '''[[Help:Recording demos|Source Recorder]]''' is part of TF2, and should be used for in-game footage when doing so has no visible side-effects.
* {{icon item|Shovel|16px}} [[Shovel]] - {{c|done|Uploaded, unlisted}}
+
** Although not required, '''[https://code.google.com/archive/p/srcdemo2/ SrcDemo²]''' can be used with it to make it less painful to record smooth high-framerate footage.
* {{icon item|Equalizer|16px}} [[Equalizer]]
+
* '''[https://obsproject.com/ Open Broadcaster Software]'''. Remember to adjust the video quality settings in ''Output'' -> ''Recording'' -> Recording Quality = High Quality (refrain to use higher values, as it will increase file sizes unnecessarily) and in ''Video''.
* {{icon item|Disciplinary Action|16px}} [[Disciplinary Action]] - {{c|done|Uploaded, unlisted}}
+
* '''[https://fraps.com Fraps]''' (full version only, require purchase)
 +
* '''[https://www.nvidia.com/en-us/geforce/geforce-experience/shadowplay/ ShadowPlay]''' from Nvidia's Geforce Experience (Nvidia graphics card required)
 +
* '''[https://support.microsoft.com/en-us/windows/record-a-game-clip-on-your-pc-with-xbox-game-bar-2f477001-54d4-1276-9144-b0416a307f3c Xbox Game Bar]''' (Windows 10 built-in)
 +
|}
 +
|}
  
=== Done ===
+
{{Team Fortress Wiki:Weapon Demonstration/List}}
<!-- Do not remove melee weapons from this list, even if they are in the "makeover" section. -->
 
* {{icon item|Ali Baba's Wee Booties|16px}} [[Ali Baba's Wee Booties]]
 
* {{icon item|Ambassador|16px}} [[Ambassador]]
 
* {{icon item|Amputator|16px}} [[Amputator]]
 
* {{icon item|Apoco-Fists|16px}} [[Apoco-Fists]]
 
* {{icon item|Atomizer|16px}} [[Atomizer]]
 
* {{icon item|Axtinguisher|16px}} [[Axtinguisher]]
 
* {{icon item|Back Scratcher|16px}} [[Back Scratcher]]
 
* {{icon item|Backburner|16px}} [[Backburner]]
 
* {{icon item|Bat|16px}} [[Bat]]
 
* {{icon item|Battalion's Backup|16px}} [[Battalion's Backup]]
 
* {{icon item|Bazaar Bargain|16px}} [[Bazaar Bargain]]
 
* {{icon item|Big Earner|16px}} [[Big Earner]]
 
* {{icon item|Big Kill|16px}} [[Big Kill]]
 
* {{icon item|Black Box|16px}} [[Black Box]]
 
* {{icon item|Black Rose|16px}} [[Black Rose]]
 
* {{icon item|Blutsauger|16px}} [[Blutsauger]]
 
* {{icon item|Bombinomicon|16px}} [[Bombinomicon]]
 
* {{icon item|Bonk! Atomic Punch|16px}} [[Bonk! Atomic Punch]]
 
* {{icon item|Bonesaw|16px}} [[Bonesaw]]
 
* {{icon item|Bootlegger|16px}} [[Bootlegger]]
 
* {{icon item|Boston Basher|16px}} [[Boston Basher]]
 
* {{icon item|Bottle|16px}} [[Bottle]]
 
* {{icon item|Brass Beast|16px}} [[Brass Beast]]
 
* {{icon item|Buff Banner|16px}} [[Buff Banner]]
 
* {{icon item|Buffalo Steak Sandvich|16px}} [[Buffalo Steak Sandvich]]
 
* {{icon item|Bushwacka|16px}} [[Bushwacka]]
 
* {{icon item|Candy Cane|16px}} [[Candy Cane]]
 
* {{icon item|Chargin' Targe|16px}} [[Chargin' Targe]]
 
* {{icon item|Circular Circlesaw|16px}} [[Team Fortress Wiki:April Fools' Day/2012/Circular Circlesaw|Circular Circlesaw]]
 
* {{icon item|Claidheamh Mòr|16px}} [[Claidheamh Mòr]]
 
* {{icon item|Cloak and Dagger|16px}} [[Cloak and Dagger]]
 
* [[File:Red_Mini_Sentry.png|16px|link=Combat Mini-Sentry Gun]] [[Combat Mini-Sentry Gun]]
 
* {{icon item|Concheror|16px}} [[Concheror]]
 
* {{icon item|Conniver's Kunai|16px}} [[Conniver's Kunai]]
 
* {{icon item|Conscientious Objector|16px}} [[Conscientious Objector]]
 
* {{icon item|Cow Mangler 5000|16px}} [[Cow Mangler 5000]]
 
* {{icon item|Cozy Camper|16px}} [[Cozy Camper]]
 
* {{icon item|Crit-a-Cola|16px}} [[Crit-a-Cola]]
 
* {{icon item|Crusader's Crossbow|16px}} [[Crusader's Crossbow]]
 
* {{icon item|Dalokohs Bar|16px}} [[Dalokohs Bar]]
 
* {{icon item|Darwin's Danger Shield|16px}} [[Darwin's Danger Shield]]
 
* {{icon item|Dead Ringer|16px}} [[Dead Ringer]]
 
* {{icon item|Degreaser|16px}} [[Degreaser]]
 
* {{icon item|Detonator|16px}} [[Detonator]]
 
* {{icon item|Diamondback|16px}} [[Diamondback]]
 
* {{icon item|Direct Hit|16px}} [[Direct Hit]]
 
* {{icon item|Director's Vision|16px}} [[Director's Vision]]
 
* {{icon item|Disciplinary Action|16px}} [[Disciplinary Action]]
 
* [[File:Lvl3dispenser.png|14px|link=Dispenser]] [[Dispenser]]
 
* {{icon item|Disguise Kit|16px}} [[Disguise Kit]]
 
* {{icon item|Electro Sapper|16px}} [[Electro Sapper]]
 
* {{icon item|Enforcer|16px}} [[Enforcer]]
 
* {{icon item|Enthusiast's Timepiece|16px}} [[Enthusiast's Timepiece]]
 
* {{icon item|Equalizer|16px}} [[Equalizer]]
 
* {{icon item|Eureka Effect|16px}} [[Eureka Effect]]
 
* {{icon item|Eviction Notice|16px}} [[Eviction Notice]]
 
* {{icon item|Eyelander|16px}} [[Eyelander]]
 
* {{icon item|Family Business|16px}} [[Family Business]]
 
* {{icon item|Fan O'War|16px}} [[Fan O'War]]
 
* {{icon item|Fire Axe|16px}} [[Fire Axe]]
 
* {{icon item|Fishcake|16px}} [[Fishcake]]
 
* {{icon item|Fists|16px}} [[Fists]]
 
* {{icon item|Fists of Steel|16px}} [[Fists of Steel]]
 
* {{icon item|Flamethrower|16px}} [[Flamethrower]]
 
* {{icon item|Flare Gun|16px}} [[Flare Gun]]
 
* {{icon item|Force-A-Nature|16px}} [[Force-A-Nature]]
 
* {{icon item|Frontier Justice|16px}} [[Frontier Justice]]
 
* {{icon item|Frying Pan|16px}} [[Frying Pan]]
 
* {{icon item|Golden Wrench|16px}} [[Golden Wrench]]
 
* {{icon item|Gloves of Running Urgently|16px}} [[Gloves of Running Urgently]]
 
* {{icon item|Grenade Launcher|16px}} [[Grenade Launcher]]
 
* {{icon item|Gunboats|16px}} [[Gunboats]]
 
* {{icon item|Gunslinger|16px}} [[Gunslinger]]
 
* {{icon item|Half-Zatoichi|16px}} [[Half-Zatoichi]]
 
* {{icon item|High Five!|16px}} [[High Five!]]
 
* {{icon item|Horseless Headless Horsemann's Head|16px}} [[Horseless Headless Horsemann's Head]]
 
* {{icon item|Horseless Headless Horsemann's Headtaker|16px}} [[Horseless Headless Horsemann's Headtaker]]
 
* {{icon item|Holiday Punch|16px}} [[Holiday Punch]]
 
* {{icon item|Holy Mackerel|16px}} [[Holy Mackerel]]
 
* {{icon item|Homewrecker|16px}} [[Homewrecker]]
 
* {{icon item|Huntsman|16px}} [[Huntsman]]
 
* {{icon item|Invisibility Watch|16px}} [[Invisibility Watch]]
 
* {{icon item|Iron Curtain|16px}} [[Iron Curtain]]
 
* {{icon item|Jag|16px}} [[Jag]]
 
* {{icon item|Jarate|16px}} [[Jarate]]
 
* {{icon item|Killing Gloves of Boxing|16px}} [[Killing Gloves of Boxing]]
 
* {{icon item|Knife|16px}} [[Knife]]
 
* {{icon item|Kritzkrieg|16px}} [[Kritzkrieg]]
 
* {{icon item|Kukri|16px}} [[Kukri]]
 
* {{icon item|L'Etranger|16px}} [[L'Etranger]]
 
* {{icon item|Liberty Launcher|16px}} [[Liberty Launcher]]
 
* {{icon item|Loch-n-Load|16px}} [[Loch-n-Load]]
 
* {{icon item|Lugermorph|16px}} [[Lugermorph]]
 
* {{icon item|Machina|16px}} [[Machina]]
 
* {{icon item|Mad Milk|16px}} [[Mad Milk]]
 
* {{icon item|Manmelter|16px}} [[Manmelter]]
 
* {{icon item|Mantreads|16px}} [[Mantreads]]
 
* {{icon item|Market Gardener|16px}} [[Market Gardener]]
 
* {{icon item|Maul|16px}} [[Maul]]
 
* {{icon item|Medi Gun|16px}} [[Medi Gun]]
 
* {{icon item|Meet the Medic (taunt)|16px}} [[Meet the Medic (Taunt)]]
 
* {{icon item|Minigun|16px}} [[Minigun]]
 
* {{icon item|Natascha|16px}} [[Natascha]]
 
* {{icon item|Nessie's Nine Iron|16px}} [[Nessie's Nine Iron]]
 
* {{icon item|Original|16px}} [[Original]]
 
* {{icon item|Overdose|16px}} [[Overdose]]
 
* {{icon item|Pain Train|16px}} [[Pain Train]]
 
* {{icon item|PDA Build|16px}} [[PDA]]
 
* {{icon item|Persian Persuader|16px}} [[Persian Persuader]]
 
* {{icon item|Phlogistinator|16px}} [[Phlogistinator]]
 
* {{icon item|Pistol|16px}} [[Pistol]]
 
* {{icon item|Pomson 6000|16px}} [[Pomson 6000]]
 
* {{icon item|Postal Pummeler|16px}} [[Postal Pummeler]]
 
* {{icon item|Powerjack|16px}} [[Powerjack]]
 
* {{icon item|Quick-Fix|16px}} [[Quick-Fix]]
 
* {{icon item|Razorback|16px}} [[Razorback]]
 
* {{icon item|Reserve Shooter|16px}} [[Reserve Shooter]]
 
* {{icon item|Revolver|16px}} [[Revolver]]
 
* {{icon item|Righteous Bison|16px}} [[Righteous Bison]]
 
* {{icon item|Rocket Jumper|16px}} [[Rocket Jumper]]
 
* {{icon item|Rocket Launcher|16px}} [[Rocket Launcher]]
 
* {{icon item|Sandman|16px}} [[Sandman]]
 
* {{icon item|Sandvich|16px}} [[Sandvich]]
 
* {{icon item|Sapper|16px}} [[Sapper]]
 
* {{icon item|Saxton Hale Mask|16px}} [[Saxton Hale Mask]]
 
* {{icon item|Saxxy|16px}} [[Saxxy]]
 
* {{icon item|Scattergun|16px}} [[Scattergun]]
 
* {{icon item|Schadenfreude|16px}} [[Schadenfreude]]
 
* {{icon item|Scotsman's Skullcutter|16px}} [[Scotsman's Skullcutter]]
 
* {{icon item|Scottish Handshake|16px}} [[Scottish Handshake]]
 
* {{icon item|Scottish Resistance|16px}} [[Scottish Resistance]]
 
* [[File:RED_Level_3_Sentry_Gun.png|16px|link=Sentry Gun]] [[Sentry Gun]]
 
* {{icon item|Shahanshah|16px}} [[Shahanshah]]
 
* {{icon item|Sharp Dresser|16px}} [[Sharp Dresser]]
 
* {{icon item|Sharpened Volcano Fragment|16px}} [[Sharpened Volcano Fragment]]
 
* {{icon item|Short Circuit|16px}} [[Short Circuit]]
 
* {{icon item|Shortstop|16px}} [[Shortstop]]
 
* {{icon item|Shotgun|16px}} [[Shotgun]]
 
* {{icon item|Shovel|16px}} [[Shovel]]
 
* {{icon item|Sniper Rifle|16px}} [[Sniper Rifle]]
 
* {{icon item|Soda Popper|16px}} [[Soda Popper]]
 
* {{icon item|Solemn Vow|16px}} [[Solemn Vow]]
 
* {{icon item|Southern Hospitality|16px}} [[Southern Hospitality]]
 
* {{icon item|Splendid Screen|16px}} [[Splendid Screen]]
 
* {{icon item|Spy-cicle|16px}} [[Spy-cicle]]
 
* {{icon item|Sticky Jumper|16px}} [[Sticky Jumper]]
 
* {{icon item|Stickybomb Launcher|16px}} [[Stickybomb Launcher]]
 
* {{icon item|Submachine Gun|16px}} [[Submachine Gun]]
 
* {{icon item|Sun-on-a-Stick|16px}} [[Sun-on-a-Stick]]
 
* {{icon item|Sydney Sleeper|16px}} [[Sydney Sleeper]]
 
* {{icon item|Syringe Gun|16px}} [[Syringe Gun]]
 
* [[File:telespin.png|16px|link=Teleporter]] [[Teleporter]]
 
* [[File:Item_icon_Brundle_Bundle.png|16px|link=The Brundle Bundle]] [[The Brundle Bundle]]
 
* [[File:Backpack Sniper Bundle.png|16px|link=The Croc-o-Style Kit]] [[The Croc-o-Style Kit]]
 
* [[File:Backpack Demoman Bundle.png|16px|link=]] [[The Expert's Ordnance]]
 
* [[File:Item_icon_FrankenHeavy.png|16px|link=The Highland Hound]] [[The FrankenHeavy]]
 
* [[File:Backpack Pyro Bundle.png|16px|link=The Gas Jockey's Gear]] [[The Gas Jockey's Gear]]
 
* [[File:Backpack Heavy Bundle.png|16px|link=]] [[The Hibernating Bear]]
 
* [[File:Item_icon_Highland_Hound.png|16px|link=The Highland Hound]] [[The Highland Hound]]
 
* [[File:Backpack Spy Bundle.png|16px|link=The Saharan Spy]] [[The Saharan Spy]]
 
* [[File:Backpack Scout Bundle.png|16px|link=The Special Delivery]] [[The Special Delivery]]
 
* [[File:Backpack Soldier Bundle.png|16px|link=The Tank Buster]] [[The Tank Buster]]
 
* [[File:Item_icon_Tin_Soldier.png|16px|link=The Tin Soldier]] [[The Tin Soldier]]
 
* {{icon item|Three-Rune Blade|16px}} [[Three-Rune Blade]]
 
* {{icon item|Third Degree|16px}} [[Third Degree]]
 
* {{icon item|Tomislav|16px}} [[Tomislav]]
 
* [[File:Backpack Medic Bundle.png|16px|link=]] [[The Medieval Medic]]
 
* {{icon item|Tribalman's Shiv|16px}} [[Tribalman's Shiv]]
 
* {{icon item|Übersaw|16px}} [[Übersaw]]
 
* {{icon item|Ullapool Caber|16px}} [[Ullapool Caber]]
 
* {{icon item|Unarmed Combat|16px}} [[Unarmed Combat]]
 
* {{icon item|Vita-Saw|16px}} [[Vita-Saw]]
 
* {{icon item|Wanga Prick|16px}} [[Wanga Prick]]
 
* {{icon item|Warrior's Spirit|16px}} [[Warrior's Spirit]]
 
* {{icon item|Widowmaker|16px}} [[Widowmaker]]
 
* {{icon item|Winger|16px}} [[Winger]]
 
* {{icon item|Wrangler|16px}} [[Wrangler]]
 
* {{icon item|Wrap Assassin|16px}} [[Wrap Assassin]]
 
* {{icon item|Wrench|16px}} [[Wrench]]
 
* {{icon item|Your Eternal Reward|16px}} [[Your Eternal Reward]]
 

Latest revision as of 01:09, 2 November 2024

Weapon Demonstration Project

Thats a wrap.png

The Weapon Demonstration project's goal is to build a complete library of videos demonstrating the various aspects of all weapons, game mechanics, tools, and taunts in Team Fortress 2.

  • The idea: To have one consistent video style demonstrating how weapons, game mechanics, tools and taunts work.
  • The objective: To demonstrate how everything works: viewmodels, animations, special abilities, etc.
  • The benefits: Consistent, one video per page, looks good.

Anyone who meets the requirements can make a demonstration video that is needed for an item and submit the video for review, if the video meets the standard and is approved by the project reviewers, your video will be uploaded to the Official TF2 Wiki Channel on YouTube and Bilibili. Check the section below for detailed requirements and a guide on how to make a demonstration video. You may also find the demonstration video that is needed or needs to be redone on this page. Feel free to ask any questions before starting making the demonstration on the talk page.

Project reviewers: Ashe, GrampaSwood. A video only needs approval from one Project reviewer for publication. While anyone can provide feedback on anyone else's video, only the Project reviewers may give the final stamp of approval for video publication.

Reference video

Following the structure of the following videos should give you a basic idea of what is expected. Visit the Official TF2 Wiki YouTube Channel for more videos.

Weapon

Taunt

Tool

Key

  • T (Talk): Link to talk page section
  • D (thumbnail Download): Direct link to the thumbnail image. Turns red when there is no thumbnail uploaded. How to make thumbnails.
  • U (thumbnail Upload): Link to thumbnail upload page. The file name and description are automatically populated; only the image file needs to be selected from the user's computer.

Due to MediaWiki limitations, D and U need to be both displayed at all times, even though they are mutually exclusive.

Needed Demonstrations

Taunts

Tools

Mechanics

Action

Demonstrations that need to be redone

Done