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

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{{Team Fortress Wiki:Weapon Demonstration/Talk archives}}
 
{{Team Fortress Wiki:Weapon Demonstration/Talk archives}}
 
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= Needed =
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{{clr}}
== {{icon item|Loose Cannon|16px}} [[Loose Cannon]] ==
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= Tools =
{{Reservation|[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 16:21, 20 December 2012 (PST)}}
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== {{Demo Header|Chemistry Set}} ==
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{{DemoEntry
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| begin
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| status = review needed
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| reservation = [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 11:06, 1 August 2024 (UTC) <!-- Due to the more "special" status of this chemistry set, this reservation lasts indefinitely until the user themselves or a weapon reviewer removes it. -->
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| changes =
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| video = https://drive.google.com/file/d/1FnZhpTuOcL4AZ88gamf0nqwYCA4qRdqm/view?usp=sharing
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}}
  
New weapons are release, if you want to make a weapon demonstration with this weapon, I can let you borrow mine. [[File:Painted Batter's Helmet C36C2D.png|16px|]][[User:MassacreJr|<span style="font-size:13px;line-height:16px;font-family:TF2 Build;sans-serif;" class="genuine">MassacreJr</span>]] 16:03, 20 December 2012 (PST)
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<div class="mw-collapsible mw-collapsed" style="width:100%">
:I'll give it a shot. I think I can get it myself. --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 16:21, 20 December 2012 (PST)
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Old discussion (2020)
Sorry it's taking a while; the 3-way split is tough to do in Sony Vegas, even with the cookie cutter effect (the split is to show that no matter how long you charge the bomb, it doesn't change when it blows up). The demonstration will contain elements from both the loch n load demo and the beggar's bazooka (i.e. charge damage). --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 20:11, 31 December 2012 (PST)
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<div class="mw-collapsible-content" style="width:100%; text-align:left">
:{{c|?|<small>question</small>}} Are you going to demonstrate that the cannonballs are round(ish, Source's physics engine doesn't have true spheres), and as such there is more control over controlling the bounce / roll of them than the stock grenades? --[[User:Org|Org]] 13:20, 3 January 2013 (PST)
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Hi, just made a vid demonstration about Chemistry kit. https://www.youtube.com/watch?v=R2uEkaw6Jbs&feature=youtu.be
::That's interesting, not sure how easy it would be to demonstrate though. With a vertical split-screen of grenade launcher vs loose cannon and showing how both projectiles tend to bounce? Even then I'm not sure it'll be very clear. But it's worth trying to demonstrate — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:31, 3 January 2013 (PST)
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What should i do next? ~ Fokus 03.06.2020 16:50 GMT+2
:::That'd be pretty clear in my mind: Put a soldier a ways away. Fire for shells from both, have them roll at the sniper. The GL hits maybe one or two with some crazy bounces, and all four LC shots hit. Soldier dies, obvious difference. [[User:Darkid|<span style="color:red">Darkid</span>]] ([[Image:Item icon Spine-Chilling Skull.png|21px|link=User_talk:Darkid|alt=talk]]|[[Image:Item icon Stocking Stuffer.png|21px|link=Special:Contributions/Darkid|alt=contribs]]) 13:48, 3 January 2013 (PST)
 
::::With the low damage of rolling cannonballs I'd suggest one of the 125 classes. --[[User:Org|Org]] 00:59, 5 January 2013 (PST)
 
Well, [http://youtu.be/PVnbqBBTEis here's the first version of it, and yes, I'm aware of the crit sound.] This is just to see what can be added/improved. --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 20:45, 5 January 2013 (PST)
 
:::::{{c|!|{{tooltip|<small>opinion</small>|This is my opinion, don't feel obliged to make any changes until WindPower tells you to.}}}} I think you need to show the projectile speed (Hidden status: +50% projectile speed) and timing of the grenade. (Compare it with Grenade Launcher) [[File:User Hinaomi Hinaomi-sig.png]] [[User:Hinaomi|Hinaomi]] <small>([[User talk:Hinaomi|talk]]) • ([[Special:Contributions/Hinaomi|contributions]])</small> 21:31, 5 January 2013 (PST)
 
::::::Projectile speed is not consistently demonstrated so it can't really be imposed, but it is demonstrated in [[Direct Hit]] which is sort of the equivalent of this weapon (faster projectile, less effective on ground contact) for the other explosive-using class, so I guess it should be demonstrated here too. And yes that crit sound needs fixing. Rest is good~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:07, 9 January 2013 (PST)
 
:: [[vdc:Prop_sphere]] Looks like they could theoretically have used this. Probably didn't.--[[User:Henke37|Henke37]] 06:44, 14 January 2013 (PST)
 
::: I did not know that. Just assumed since with all my time playing with Source games I never encountered anything that looked like a sphere and acted like a sphere. Alright for my own edification I'll open it up in the model viewer and see what the bomb's collision looks like. (When I get home that is) --[[User:Org|Org]] 07:58, 15 January 2013 (PST)
 
[http://youtu.be/ppbsnjbDFPE Hopefully this will do it for you guys.] --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 13:09, 17 January 2013 (PST)
 
:Disregard that last post; I forgot to add a fade out effect for one scene. [http://www.youtube.com/watch?v=UQDElEHWkT4 It is fixed, now.] --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 21:05, 17 January 2013 (PST)
 
::Is good, please upload~ (also nice youtube id, you almost got all uppercase) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:53, 17 January 2013 (PST)
 
Whoa, whoa, whoa, hang on just a second. Shouldn't you also demonstrate that the "misfire" can be used as an explosive jump (like the Beggar's Bazooka)? --[[User:Hermit527|Hermit527]] 16:47, 22 January 2013 (PST)
 
:I thought that, too, and when I gave it a shot, the misfire had little to no force to propel me up in the air nor make me travel a distance like the Beggar's Bazooka could. In other words, it wasn't worth demonstrating. In fact, it moved me in a direction that was far from the expected direction. --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 11:04, 23 January 2013 (PST)
 
::Alright then, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
 
  
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:Hi there,
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: You now have to wait for [[User:WindPower|WindPower]] to respond. He usually does this every week on Sundays, though he's very busy nowadays.
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: My advice on your video is: Don't start in the Main Menu, start in the backpack (first page) instead. Make sure your backpack's page is also clear of other stuff, so when you finished using the chemistry set it doesnt go to the third page and you'll have to drag it from there. Show yourself using the Chemistry Set, too, it's part of its functionality. Your video also seems to have a delay between sound and the video.
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: It also lacks editing.<br>[[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 15:05, 3 June 2020 (UTC)
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:::> he's very busy nowadays
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:::You give me too much credit. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 05:44, 8 July 2020 (UTC)
  
== {{icon item|Memory Maker|16px}} [[Memory Maker]] ==
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::Hi, thanks for tips. I fixed the video, now it should be much better. https://www.youtube.com/watch?v=-fgON6QQ6Mk&feature=youtu.be <br />
{{Reservation|- [[User:Uufje|Uufje]] 04:16, 21 December 2012 (PST)}}
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::[[User:Fokuskii|Fokuskii]] ([[User talk:Fokuskii|talk]]) 23:53, 3 June 2020 (UTC)
  
If there's a special requirement for this item, I might need some help with the whole "item.txt" thing or whatever that file is to edit your inventory. --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 18:54, 29 November 2012 (PST)
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:::The same problem applies with the backpack. It should start on the first page (that's empty except for the required items). The section where you hover over the chemistry set is too long, perhaps make it 1 or 2 seconds. The same thing applies to the end, show the strangifier being applied. It also lacks fading (A lot of these things can be fixed with simple editing, but I think the pages thing will have to be done with a new one :\)<br>[[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 13:10, 4 June 2020 (UTC)
:There isn't a special requirement, should be similar to the [[Conscientious Objector]] I'd think — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:22, 29 November 2012 (PST)
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:::The video should also be 1080p (your first version was 1080p but the second version is 720p). Agreed with all other comments — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 05:44, 8 July 2020 (UTC)
:Is this getting the same 'super high quality' treatment as the saxxy? — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 09:59, 1 December 2012 (PST)
 
::No, also please don't use <nowiki><br/></nowiki> — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:44, 11 December 2012 (PST)
 
If anyone wants to do this, be my guest; I could never get that items.txt file to work properly anyway. --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 16:21, 20 December 2012 (PST)
 
:I'll take it then, my items_game.txt works fine. - [[User:Uufje|Uufje]] 04:16, 21 December 2012 (PST)
 
After a few upload problems (gotta love YouTube) it's done: http://www.youtube.com/watch?v=TRokXK0zlYg - [[User:Uufje|Uufje]] 14:23, 28 December 2012 (PST)
 
::Non jiggle at handle? :( [[File:User Hinaomi Hinaomi-sig.png]] [[User:Hinaomi|Hinaomi]] <small>([[User talk:Hinaomi|talk]]) • ([[Special:Contributions/Hinaomi|contributions]])</small> 16:15, 28 December 2012 (PST)
 
:::I think we should kind of give up jigglebones unless a workable solution is found. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:27, 28 December 2012 (PST)
 
::Is good except one things: The fades between the classes are too long. Half a second is good. Should be a small readjustment — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:27, 28 December 2012 (PST)
 
:::I couldn't get jigglebones to work either, so unfortunately I had to scrap them. Anyway, here's one with half a second of fade: http://www.youtube.com/watch?v=XtoY7rLiiWw - [[User:Uufje|Uufje]] 09:31, 29 December 2012 (PST)
 
::::Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:09, 31 December 2012 (PST)
 
:::::https://docs.google.com/file/d/0B4-2Xsrp3Z86ODQ4eTcwc3U3clk/edit - [[User:Uufje|Uufje]] 09:26, 1 January 2013 (PST)
 
::::::This file is not publicly downloadable — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:31, 3 January 2013 (PST)
 
:::::::Whoops! Fixed. - [[User:Uufje|Uufje]] 13:36, 3 January 2013 (PST)
 
::::::::Please use lossy compression - the saxxy demo is the only one that goes up losslessly. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 07:10, 5 January 2013 (PST)
 
:::::::::Sorry, this should be better: https://docs.google.com/file/d/0B4-2Xsrp3Z86YW1LWVprR1lGSjQ/edit?pli=1 - [[User:Uufje|Uufje]] 09:50, 5 January 2013 (PST)
 
  
== {{icon item|Quäckenbirdt|16px}} [[Quackenbirdt]] ==
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I have both an alt and a professor speks chemistry set for this demonstration, I just have yet to find the password to the account...<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 21:36, 12 November 2023 (UTC)
{{Reservation|- [[User:Uufje|Uufje]] 03:22, 19 November 2012 (PST)}}
 
:All it needs to do are same as Invisibility Watch. [[File:User Hinaomi Hinaomi-sig.png]] [[User:Hinaomi|Hinaomi]] <small>([[User talk:Hinaomi|talk]]) ([[Special:Contributions/Hinaomi|contributions]])</small> 16:13, 16 November 2012 (PST)
 
Quack quack. http://www.youtube.com/watch?v=Lev3Ez0GqKY - [[User:Uufje|Uufje]] 07:28, 23 November 2012 (PST)
 
  
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Hey, was wondering if this was still open? I can do a possible version with a collector chemistry kit but not sure if it matters if it's strangifier or collector's. [[User:God&#39;sWrath|God&#39;sWrath]] ([[User talk:God&#39;sWrath|talk]]) 01:15, 16 February 2024 (UTC)
  
some issue i found out :
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:It's still open, although a collector's kit may be too large as it would require showing all 100 items added.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 11:13, 16 February 2024 (UTC)
  
*Loadout clip is too longer , make it 4-5 seconds.
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::Ah, alright so what if I show a strangifier first and add a section for the collector's where I only put 1 in but I put disclaimer stating it's x amount of x items and not 1 item for a collector's kit? So video doesn't drag out. [[User:God&#39;sWrath|God&#39;sWrath]] ([[User talk:God&#39;sWrath|talk]]) 03:41, 17 February 2024 (UTC)
*at 0:15 the voice menu is still visible.
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:::Just pick a simpler, cheaper chemistry set like in the first video · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 05:15, 17 February 2024 (UTC)
*at 3:01 glitched popdown.
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</div></div>
*you should show wait for the clock recharge.
 
  
if you could render all the clips with srcdemo2 that would be nice. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 4:03  ,  11/26/2012 (PDT)
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I've reserved this but I've been thinking it over and I'm not sure if it's really necessary. The [[Strangifier]] demonstration shows the exact same process of completing a chemistry set to acquire a strangifier and then applying it to the item. Both demonstrations would bassically be the same. Do we really need two demonstrations showing the exact same thing? Or what should this demonstration do to be different from the Strangifier demonstration? [[User:Mediarch|<font color="ec5c69">'''Mediarch'''</font>]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|<font color="ec5c69">'''Talk'''</font>]][[User:Mediarch|<font color="#ff66cc"> </font>]][[Special:Contributions/Mediarch|<font color="ec5c69">'''My Edits'''</font>]] 22:01, 29 May 2024 (UTC)
  
It would be nice but it's not a requirement. However, if you used Source Recorder for this (which you should) then you can afford rendering at a higher framerate than this. The current framerate is acceptable though; it's just that if you can do better, why not do better, right? Also, on this one you didn't have the spy disguise menu glitch. You may want to do whatever you did here to your other demo.
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:I'm about to craft some of my handshake chem sets. I have two clean ones but I'd rather not craft them and use my partial ones instead. One of these partial ones requires 198. I am thinking I can show a clean one, open it, fill in the first page (drag half, double click half) then do a fade cut where I've swapped to the 198 one on the last page with all the other pages filled in and actually craft that one instead. Within the crafting window there would not be any difference since the input page count for both is 17, there is just 6 on the last page instead of 8 but you would not notice this unless you did the math. If this is acceptable, do you want me to showcase the 4 pages of handshakes required for crafting it or just the 1st page with the chem set and 49 shakes? [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 03:39, 31 July 2024 (UTC)
  
Now for other matters:
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::A demonstration would have to show each individual one being dragged in. However, if you can smoothly transition the clips in a way that makes it seem like all were filled in on the same one and there's no difference, then that would be fine too, as long as the illusion of it being one chemistry set is there.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 12:43, 31 July 2024 (UTC)
* Glitchy box thing at 3:01 indeed
 
* That clip goes too fast between different states (cloaking, moving, shooting). Do it more slowly, look at the regular cloak demonstration. It shows things both ways and it waits a few seconds between everything it demonstrates
 
  
The voice menu thing isn't a big issue since you are using voice commands to begin with. It's an issue when it appears at times when it shouldn't, but that's not the case here — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:40, 26 November 2012 (PST)
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:::Double click doesn't even work, don't know why I thought it did. Will probably get to this in 2 weeks after my finals. [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 11:07, 1 August 2024 (UTC)
:I don't use SrcDemo² for these long demonstrations because it would take super-long to record. I'll try to mess with the framerate for next videos though. Anyway, I hope this is better: http://youtu.be/9NXQwW7xVnQ - [[User:Uufje|Uufje]] 15:14, 28 November 2012 (PST)
 
::Such a demonstration should only take a couple of hours to render at a decent framerate. If you want, you can render a coarse version for review, and if approved render a higher-framerate version and submit that as original file (just make sure to double check that it rendered fine). Other than that, the cloak blink clip still doesn't show it in two directions and ends too early, killcam is barely finished moving >: The pacing is better but still a little fast — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:22, 29 November 2012 (PST)
 
:::Sorry this is taking so long but it's hard to find someone else with a Quackenbirdt. Is it really necessary to show it in both directions? I can fix the other things but if that's a requirement I don't think I'll be able to do this, unless someone here has one and is able to help me record that clip - [[User:Uufje|Uufje]] 04:16, 21 December 2012 (PST)
 
::::Yes it's necessary, but it's not necessary to have a real Quackenbirdt to do it. You can get away with replacing the invisibility watch model with the Quackenbirdt model and that should do it — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:00, 22 December 2012 (PST)
 
:::::Or if you're lazy to edit item.txt, just ask me to borrow it if you want. [[File:User Hinaomi Hinaomi-sig.png]] [[User:Hinaomi|Hinaomi]] <small>([[User talk:Hinaomi|talk]]) • ([[Special:Contributions/Hinaomi|contributions]])</small> 17:04, 22 December 2012 (PST)
 
I bought one, it was just 1 ref. I hope this is better. The name is Quäckenbirdt instead of Quackenbirdt because the one I bought had that name... not sure why it was changed here on the wiki. I didn't change tf_english, so I believe this must be the correct name. http://www.youtube.com/watch?v=--nftm_Mj4Q - [[User:Uufje|Uufje]] 13:36, 31 December 2012 (PST)
 
:dat engineer is a pyro 2:03 --/_|[[User:TheGuy299|theguy299]]|[[User talk:TheGuy299|talk]]|[[Special:Contributions/TheGuy299|contribs]]|_\ 05:50, 1 January 2013 (PST)
 
::dat Spy is a Demo 2:50 - [[User:Uufje|Uufje]] 06:09, 1 January 2013 (PST)
 
:Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:31, 3 January 2013 (PST)
 
::https://docs.google.com/file/d/0B4-2Xsrp3Z86ekVwdWo0aHJsU2c/edit - [[User:Uufje|Uufje]] 05:47, 4 January 2013 (PST)
 
:::Please use lossy compression - the saxxy demo is the only one that goes up losslessly. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 07:10, 5 January 2013 (PST)
 
::::Sorry, this should be better: https://docs.google.com/file/d/0B4-2Xsrp3Z86XzJQWGhPT3pMbjg/edit?pli=1 - [[User:Uufje|Uufje]] 09:50, 5 January 2013 (PST)
 
  
== {{icon item|Rescue Ranger|16px}} [[Rescue Ranger]] ==
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::::Example of transition previously described https://www.youtube.com/watch?v=R_ROeqQWSgU Would obviously craft in the real thing and hover over the item in my first page. [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 05:57, 5 August 2024 (UTC)
{{Reservation|- [[User:OrangeJuicePanda|OrangeJuicePanda]] 10:39, 22 December 2012 (PST)}}
 
  
http://youtu.be/iIwyKwAXUXA [[User:OrangeJuicePanda|OrangeJuicePanda]] 23:21, 28 December 2012 (PST)
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:::::Double click [https://github.com/ValveSoftware/Source-1-Games/issues/5216 indeed does not work]. However, I think you should show every single one being filled in. I get you want to use your mostly-crafted one already, but I think the way to go here would be to try and transition mid-craft, rather than fading like that. This way, it requires a precise setup and some editing, but it can be done.
:{{c|!|{{tooltip|<small>opinion</small>|This is my opinion, don't feel obliged to make any changes until WindPower tells you to.}}}} I question the ordering of the clips--I feel that it would be more logical to display the hauling mechanic first, the primary fire (repairing) mechanic second, and the movement mechanic third. For the repair, you should not have 59 metal--200 or 0, pick one. You should also repair right-to-left, not bottom-to-top in the building list. You should also empty the ammo of the sentry gun first (to show that it does (not) repair ammo). In the hauling clip, you should demonstrate the required metal issue first, not last. I'd reccomend hauling a dispenser, and then trying to haul a sentry in the first clip. Try to only hit attack once, so it doesn't spam the "can't pickup" noise. You could do this after every metal pickup, until you hit or pass 130. [[User:Darkid|<span style="color:red">Darkid</span>]] ([[Image:Item icon Texas Slim's Dome Shine.png|21px|link=User_talk:Darkid|alt=talk]]|[[Image:Item icon Rogue's Col Roule.png|21px|link=Special:Contributions/Darkid|alt=contribs]]) 06:32, 29 December 2012 (PST)
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:::::For this reason, I think you should try and get the transition approved first. The way I would do this is film the backpack + dragging in, then at a certain page (preferably one where you need to click on the next page of Handshakes as you're filling it out) you stop. Then you take your partially-filled one, record yourself with the exact same mouse position (you can do this using autoclicker, for example, which has a built-in "click at location" button) clicking to the next page of Handshakes, then once you've finished putting them all in drag your mouse off-screen and wait ~0.5 seconds. This way, you can simply do the actual crafting part afterwards, once we approve this transition.
::{{c|!|{{tooltip|<small>opinion</small>|This is my opinion, don't feel obliged to make any changes until WindPower tells you to.}}}} Also, show that it can't remove sappers, can be airblasted. (Can it repair friendly sentries when airblasted?) [[User:Darkid|<span style="color:red">Darkid</span>]] ([[Image:Item icon Texas Slim's Dome Shine.png|21px|link=User_talk:Darkid|alt=talk]]|[[Image:Item icon Rogue's Col Roule.png|21px|link=Special:Contributions/Darkid|alt=contribs]]) 14:36, 29 December 2012 (PST)
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:::::If done right, this should look like one seamless take, but not use your other clean chemistry sets.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 00:18, 13 August 2024 (UTC)
  
:Alright here goes~
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:::::: https://www.youtube.com/watch?v=JlDW77LISq0 Transition is between 39s and 42s [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 09:06, 17 August 2024 (UTC)
* First and most importantly, there is no backpack view. Did you forget that?
 
* Second and also pretty important, the first two clips give no introduction time; the clip starts right away firing or picking up something before the viewer has time to realize what is going on. When making these videos, keep in mind that the person watching them is not you, and has no idea about what the weapon does or how it works or anything, so you can't just start firing during the initial fade-in transition at 0:00. Watch some other weapon demonstration videos to get a feel for the required timing, and try to reproduce it. Leave ample waits before and after each clip, especially during recording, and then later if they turn out to be too long (which is very unlikely) you can just trim them out
 
* Transitions between are too slow (half a second is enough)
 
* Video quality looks meh-ish, especially the crosshair. It looks pixely for some reason? Check if you can increase your encoding bitrate or something so that it doesn't come out like that
 
* I am assuming this was recorded with Fraps because it doesn't have any frame blending, which is fine, but that means there's the possibility that you forgot to record .dem files since recording with Fraps doesn't require them, so I'd like to take this occasion to remind you that .dem files are required (though not for rendering)
 
* The clips do seem out of order like Darkid mentioned
 
* Inconsistency in how things are demonstrated: The moving mechanic is shown in 3 separate clips while the repairing mechanic is shown in a single clip. Try to use a single clip for each
 
* Always start with either 0 or 200 metal as appropriate, and if a Dispenser is built, it's nicer if it's already full of metal (but that's not really required)
 
* Remote moving mechanic clips:
 
** Don't start at the other end of the room; start close enough to the building**s** you're going to carry and stare at them for a while, so that the viewer has time to recognize them and locate them (and yourself) within the room, then move into position (the position used in the current video is fine) and then grab one. Then move around with it because why not? That way you also get to show the marked-for-death thing that the last clip shows (which again is a bit out of order). Then drop the building and wait for it to finish building/upgrading.
 
** Move on to next building, don't grab it from the same place that you grabbed the first one from, move around the room a little bit, drop it somewhere, watch it grow
 
** Move on to teleporter, same deal, you can afford moving less since that has been demonstrated well enough by now (but don't stay completely static, it looks like you can't carry it anywhere)
 
** Remove what is currently the last clip, since that will already have been demonstrated
 
* Remove repairing mechanic clips:
 
** Some things to consider: Starting with 0 metal would be good here, because it would show that you don't need any metal to repair things. Then you can move close to your dispenser to grab some metal and show that it doesn't change the repair rate at all
 
** Don't fire at buildings from the same distance during the entire video. That will demonstrate whether the repair rate suffers from damage falloff or not, the same way the regular shots do
 
** Maybe show that you can still repair things with the Wrench, not sure if worth demonstrating
 
** Show whether it restores ammo or not, like darkid said (maybe in a separate clip)
 
** Show whether it upgrades buildings or not (maybe in a separate clip)
 
That should do it~ Good luck, this is not such an easy demonstration — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:09, 31 December 2012 (PST)
 
:Thanks for the response. I did not use fraps to record it, but instead I used Source Recorder, so I do have .dem files for it, and saved each frame seperately and used me video software to turn them into one file. (I know you can save it in H264 format but I think the quality through this method ends up looking better) Also I do not have any screen capture software as of right now so do you know of any free ones? As far as the clips go, having 59 metal was actually a mistake of mine when recording it. Other than that I will redo the other clips and make any other needed changes. [[User:OrangeJuicePanda|OrangeJuicePanda]] 12:46, 3 January 2013 (PST)
 
::If you did use Source Recorder then would you mind rendering at a higher framerate? That way it looks smoother when blended down to 30fps on youtube. Yes the quality is better if you don't save it with H264 directly. For screen capturing software, well, Fraps probably, and the usual alternatives (Dxtory etc). Make sure you use something that taps into DirectX for capture, not something that just takes a lot of screenshots (Camtasia Recorder does that for example) or else it won't look smooth — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:22, 3 January 2013 (PST)
 
:::I set host_framerate at 30 frames per second and render at 30 frames per second. Also what format should I render the video as?
 
<small>— ''The preceding unsigned comment was added by'' '''[[User:OrangeJuicePanda|OrangeJuicePanda]]''' ([[User talk:OrangeJuicePanda|talk]]) • ([[Special:Contributions/OrangeJuicePanda|contribs]]) </small>
 
::::Try setting host_framerate to 90 or 120 and that should already make quite some difference for not much extra render time. As for the format, anything that youtube accepts and correctly converts as HD and that isn't unreasonably large and that doesn't make youtube desynchronize audio/video and doesn't show too many artifacts and not interlaced and and and etc.. basically just put it on youtube, since that is where it will end up, and if it looks bad then change format — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:07, 9 January 2013 (PST)
 
:In regards to the above suggestion that the last clip should be deleted, it seems to me like it would still be a good idea to demonstrate that the user is marked for death both when carrying things using the special ability AND when carrying buildings normally (at least I know that was something I didn't realize at first). It could probably be shown in the same clip as the teleporting/movement ability, just demonstrate that the gun can pull a sentry, dispenser, and teleporter, then using the wrench pick up the second teleporter normally to demonstrate a) it can still be done and b) it also marks you for death. I'm sure there are other and possibly better ways to demonstrate this but in my opinion it'd still be a good thing to include. -[[User:Mizuumi|Mizuumi]] 13:22, 11 January 2013 (PST)
 
::I guess so, but in that case it should be shown in third-person camera, otherwise it's hard to tell — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:03, 11 January 2013 (PST)
 
  
Alright, a few questions about this demonstration:
+
:::::::Looks good, though the video lags a bit around that time as well, so it would have to be re-recorded.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 21:49, 29 August 2024 (UTC)
*Should it be demonstrated that enemy buildings are still damaged by the bolt normally or is it safe to let that be assumed? And should the repair effect be demonstrated on another friendly engineer's building?
+
{{DemoEntry|end}}
::You could do all of those in the same clip, just have 3 dispensers up (yours, friendly, enemy). Shouldn't be a lot of extra time/effort — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:53, 17 January 2013 (PST)
 
*The wrench demonstration doesn't show every one of its effects on every building, so is it safe to demonstrate the repair effect on one building, the carry effect on another, and let it be assumed that both abilities will carry over to every other building? Or does it need to be demonstrated on every building as in  Panda's first upload?
 
::Just one building is fine — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:53, 17 January 2013 (PST)
 
* http://www.youtube.com/watch?v=3rDDsV7FQhw This clip is only of the first part demonstrating the weapon's damage and doesn't include the loadout screen or the background music, so it's faaar from finished, but is the quality acceptable as far as graphics, video, audio, and the demo itself? (I'm a little concerned in that department, specifically the somewhat-jerky mouse motion and, now that I look at some other clips again, the taunt portion, damn box getting in the way!)
 
::Quality is fine, camerawork is fine as well — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:53, 17 January 2013 (PST)
 
*I thought, given that the projectile's trajectory, speed, and trail are all reminiscent of the Huntsman, I'd demonstrate that headshots do no additional damage, but if that's deemed unnecessary and too distracting or something, I can redo it without.
 
::Nah, not necessary — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:53, 17 January 2013 (PST)
 
  
Sorry for the question overload, I just thought I'd get second opinions on things I wasn't sure about before making the clips, recording and rendering take an awfully long time and I'd like not to need to redo more than I have to.
+
== {{anchor|Ring}}{{Demo Header|Something Special For Someone Special}} (Tool) ==
:You'll get used to it :3 and hopefully that'll translate into faster [[w:turnaround time|turnaround time]] [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:53, 17 January 2013 (PST)
+
{{DemoEntry
::Alright, thanks a bunch for the answers and feedback! I admit i haven't been in a huge rush to finish, but now that I've got most of my concerns answered I should be able to get it together soon.
+
| begin
 +
| status = nodemo
 +
| reservation = [[User:Mediarch|<font color="ec5c69">'''Mediarch'''</font>]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|<font color="ec5c69">'''Talk'''</font>]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[Special:Contributions/Mediarch|<font color="ec5c69">'''My Edits'''</font>]] 00:29, 2 May 2024 (UTC) <!-- Due to the more "special" status of the ring, this reservation lasts indefinitely until the user themselves or a weapon reviewer removes it. -->
 +
| video =
 +
}}
  
::There is at least one more thing, though, I ''thought'' I had the airblast clip figured out, but I need to have one clip from the perspective of a RED team member to show the effect on an enemy dispenser. I figured I'd just record the clip as a red pyro until I remembered that bots can't hold non-stock items, so the engineer would be stuck with the default shotgun. I looked at the Crusader's Crossbow video because the effect is similar in nature and found that they had a clip from a red heavy's point of view being shot with the airblasts, with the blu medic's view in the lower right corner. This seems like a good approach, but how did they manage to get the demo from both players' point of view? The only way I could think of would be running a private dedicated server with replays enabled, which I'm not sure it's possible for me to do. I suppose in a pinch I could connect the other computer in the house via LAN and show the viewpoint of the red engineer staring at the dispenser, though it's not a very elegant solution and that computer gets extremely poor performance/framerate in TF2, and I don't know whether that could possibly create inaccuracies in the demo file. If there's no other feasible way to work around it I'll try that, but I figured it wouldn't hurt to ask if there was any other way.
+
<div class="mw-collapsible mw-collapsed" style="width:100%">
:::You indeed have to run a server and have two players (one of which can be you) join it. You don't have to have replays enabled, just need to have both players record their own demos. You can also run multiple instances of TF2 on the same computer if your PC can handle it, you can turn down the graphics a lot (and turn them back up again to render), you just have to be quick alt-tabbing I guess — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
+
Old discussion (2019)
 +
<div class="mw-collapsible-content" style="width:100%; text-align:left">
 +
Hi. I know this item is quite expensive for someone to make a demonstration, but I was thinking, a video showcasing how the item works (which the purchaser's choose they person), and then, on the same video, showing the chosen player's screen perspective, showing the option to accept the proposal, and after that, showing the notification on the Main Menu for the accepted proposal.
 +
<br>Considering the high cost that would be making this demonstration, I wonder if Valve could gives us a hand and supply one for our demonstrations purposes, as long we delete both rings after doing the full video.
 +
<br>It seems that the process is mostly the same as the [[Gift Wrap]], but I have no idea how are the things when someone receives that Gift. We also lack a proper Gift Wrap video, apparently. [[File:Gabrielwoj Signature Icon.png|15px|link=User:Gabrielwoj]] - [[File:Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 19:26, 16 July 2019 (UTC)
 +
: Keep dreaming, valve won't even fix server issues much less give us free items. If you are planning to make a demonstration though, better ask windpower for some super detailed instructions to make sure it's right the first time. [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 21:37, 18 July 2019 (UTC)
 +
::Well, they have the ability to both give and delete items, it could work? Yes. Will it happen? We don't know. If there's anything we can do, is ask for someone who plans on buying one legitimately and asking them for help. Last time that the item got in 50% off, a lot of people bought one, so. [[File:Gabrielwoj Signature Icon.png|15px|link=User:Gabrielwoj]] - [[File:Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 20:01, 19 July 2019 (UTC)
 +
:::If you give it some time, I could save up to get it and try to make it. <br>[[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 20:16, 19 July 2019 (UTC)
 +
:I offer to give a 50 USD Steam gift card to anyone who has already gotten an item demonstration video approved and uploaded in order to make this demonstration, and then another 50 USD Steam gift card upon video approval. I'm not sure what the price of the item is in other currencies but I'll also match that if possible as long as it's not too much more expensive. Please make sure to record both sides (sender account and receiver account). — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:00, 21 July 2019 (UTC)
 +
::Well, I guess we should start discussing how should it be done. Firstly, I think the Gifter should be named "Scout" and the Recipient be "Miss Pauling". Scout has the [https://steamcdn-a.akamaihd.net/steamcommunity/public/images/avatars/c7/c718b0c234a3f5ff5fc8f0b99c3f64f0de4ccefe_full.jpg Scout avatar] (184x184 version from Steam), while Miss Pauling can use [https://i.imgur.com/bBLbzuP.png this]. I think the name could be something along what Scout would say, my suggestion, name it as "You are really frickin' sweet". That'd go nice, eh?
 +
::Secondly, I don't know who's going to be the Recipient. Should we create a Steam account just for that, or should we rely with another Video Demonstration Creator to do a collab? [[File:Gabrielwoj Signature Icon.png|15px|link=User:Gabrielwoj]] - [[File:Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 23:55, 21 July 2019 (UTC)
 +
::<br> well how about we can hit two birds with one store and do the ring and the Upgrade to Premium Gift from the same two account?, First the two account would demostrate the Upgrade to Premium Gift which the sender should buy it from the store and send to the receiver who don't have premium. them Recycle the same account to do the ring. We could make a story out of it as well from friendship when a user gifted the premium to the other use then after few days they both got engaged via the sender would give the ring. It won't end up a awkward situation. but for this situation we need 4 people to do the ring tho 2 sender reciever, 2 regular tf2 player to recieved the message one in the tf2 main menu and the other while in-game[[User:Jomarcenter|Jomarcenter]] ([[User talk:Jomarcenter|talk]]) 14:27, 28 August 2019 (UTC)
 +
::::That's a cute story, but let's keep the demonstration to just one item (the ring), not the Upgrade to Premium Gift on top of it. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:17, 1 September 2019 (UTC)
 +
:::: I don't know what you're talking about, wind. Story time is clearly more important than the actual video. (but in all seriousness the two '''accounts''' would be okay to reuse right?) [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 04:52, 4 September 2019 (UTC)
 +
:::::Yeah, sure, it would just be two separate videos — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:39, 8 September 2019 (UTC)
 +
:::<br> I kind of thought the role playing names were unnnecessary to begin with, and could also cause confusion as to whether or not those texts always appear in game. But if WP or thed feels that's the best way to do it without commercializing it then oh well for me.
 +
::: The two steam accounts would be kinda hard to sync up (and would also be a waste of $100), i'm willing to be proposed to if no one else will :) [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 01:06, 25 July 2019 (UTC)
 +
::::No need for roleplaying. It's cool if you want to do it but totally optional. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 06:26, 29 July 2019 (UTC)
 +
</div></div>
  
::Also, is there a way to spawn buildings immediately on a given team (and maybe at a given health)? I've searched around and haven't managed to find anything that doesnt involve using sourcemod plugins on a dedicated server, so I'm guessing I'll probably just have to use bot engineers for constructing buildings that aren't mine, but again, never hurts to ask.
+
I guess I should give an update on this. I'm still up for doing this one. The plan was to do it with Cheddar but currently a lot of the community wanted to boycott spending money on the game because of the bot situation so Cheddar wanted to delay this until....idk when. Valve just banned the majority of the bots and new bot hosting accounts are getting banned as they're being created so I think now is as good as time as any to do this demo. But I can't do it by myself so I need to talk with Cheddar_ and see if he's still available for it or I need an assistant who's willing to help with it. [[User:Mediarch|<font color="ec5c69">'''Mediarch'''</font>]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|<font color="ec5c69">'''Talk'''</font>]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[Special:Contributions/Mediarch|<font color="ec5c69">'''My Edits'''</font>]] 11:17, 29 June 2024 (UTC)
:::Not instantaneously, but you can make bots build buildings using bot_mimic — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
+
:I get that you don't agree with the decision but the sassy "delayed until Idk I guess" comments are pretty annoying. No one can see in the future as to when stuff like this will cool down. If I say something like "do it in a week" and it's still an issue in a week, you would've been upset too.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 11:59, 29 June 2024 (UTC)
 +
:: I'm not trying to be sassy. I'm not complaining. Sorry if it comes off that way. That's not my intention. It's just been nearly two full months with zero communication about the status of the demonstration. Reservations are technically only valid for two weeks so I simply wanted to make sure that everyone knew that I was still planning to do it. [[User:Mediarch|<font color="ec5c69">'''Mediarch'''</font>]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|<font color="ec5c69">'''Talk'''</font>]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[Special:Contributions/Mediarch|<font color="ec5c69">'''My Edits'''</font>]] 12:41, 29 June 2024 (UTC)
 +
:::I could be of assistance.  It seems that all of the bots are gone, so might as well do it now before anything else happens again.
 +
:::[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 03:34, 30 October 2024 (UTC)
 +
{{DemoEntry|end}}
  
::Again, thanks for all your help, and sorry for the wait on this project. -[[User:Mizuumi|Mizuumi]] 01:42, 19 January 2013 (PST)
+
== [[File:Mannpower Powerup King.png|16px|link=Mannpower]] [[Mannpower]] powerups ==
:::There's no rush — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
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{{DemoEntry
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| begin
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| status = nodemo
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| reservation =
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| changes = {{c|Demonstrate all powerups.}}<br>{{c|Show you can switch to the Grappling Hook under the effects of the Knockout powerup.}}
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| video =
 +
}}
  
:Deleted the first two questions because I think I kind of answered them myself, but I would still at least like to know if the test clip is passable, or if I should do anything differently with the demo or the video rendering. -[[User:Mizuumi|Mizuumi]] 11:16, 16 January 2013 (PST)
+
Hello, I had a question about preforming/recording this demonstration. Mannpower has a domination mechanic (Not to be confused with [[Domination|dominations]]), this mechanic works by when a player has many more kills than other players on the enemy team, and so that player gets nerfs on their power ups. I'm guessing I would have to demonstrate this in the video, however I do not know how to activate it. I have not been able to activate this on myself in tr_karma, however even if I did, the player who is dominating does not get the message on their screen showing that they are dominating. The only effects the player who is dominating sees is they are marked for death if they have a power up, and a nerf on that power up for that player. I don't know how I would go about demonstrating the effects of domination mechanic, considering the viewer wouldn't know that being marked for death with a power up means you are dominating. If I were to get the domination mechanic to work, should I just show the class as marked for death, or something else? [[User:Andrew360|<span style="font-family:TF2 Build; color:#038d3a ">Andrew360</span>]] [[File:Edit_icon.png|20px|link=Special:Contributions/Andrew360]] [[File:Taunt Rancho Relaxo.png|25px|link=User_talk:Andrew360]] 01:51, 12 July 2022 (UTC)
::In regards to the trajectory question, just change the damage demonstration to be similar to the huntsman (or the unscoped sniper rifle). Aim for the head, then the body. [[User:Darkid|<span style="color:red">Darkid</span>]] ([[Image:Item icon Bolt Action Blitzer.png|21px|link=User_talk:Darkid|alt=talk]]|[[Image:Item icon Blighted Beak.png|21px|link=Special:Contributions/Darkid|alt=contribs]]) 08:08, 17 January 2013 (PST)
 
:::Not necessary — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:53, 17 January 2013 (PST)
 
  
Just an update to let anyone watching know that my computer has been busy rendering all the various clips for this demonstration for the past 3 days, I'm on the last clip, and I'm probably going to have to re-record the demo for it (which, coincidentally, is the most obnoxious one to record) thanks to those wonderful wacky demo system bugs that, overall, have probably doubled the amount of time I would've otherwise had to spend on this project. And odds are once the video is reviewed I'll have to re-record at least a few other sections as well, in retrospect I reeeally should've done low-quality test-renders first.
+
:This does sound hard to demonstrate. If you enable third-person mode, do you see the skull icon above the player's head in the 3D world (not on the HUD)? If so, here's a structure that might work:
BUT gripes aside, most importantly, just know I haven't abandoned this yet and progress is being made. -[[User:Mizuumi|Mizuumi]] 03:14, 23 January 2013 (PST)
 
  
 +
* Spawn enough enemies on the map such that you can reach domination status, and still have enough enemies left over to show that the effect isn't about killing *all* other enemies.
 +
* Start the demonstration in first-person mode.
 +
* Switch to third-person mode.
 +
* Kill enough enemies such that domination status appears.
 +
* Highlight the correlation between the third-person skull icon and the HUD one, for example by zooming in on both at once, or drawing a red box around both or something.
  
Alrighty, here goes, first edition of my attempt at this demonstration: http://www.youtube.com/watch?v=owZcdSH8nQo
+
Now you've established that "skull on HUD" = "having killed enough enemies".
  
There are already several problems I noticed and concerns and observations I have, but a bit too late:
+
Now, demonstrate each powerup one by one. For each powerup, do a split-screen, with the left being non-dominating, and the right being already-in-dominating status. Pick up the powerup on both clips and demonstrate the effect. The skull icon being visible on the clip on the right should be enough of a hint that this is the cause. If not obvious enough, you can draw attention to it at the beginning of the clip, such as by drawing a red box over it or something.
*Carry ability clip: Probably the biggest problem clip; the walk from the sentry back to the dispenser looks somewhat drunken; I should have stepped away from the dispenser before picking up the sentry instead of picking it up and walking away at the same time, it rushes the viewer and doesn't give them enough time to figure out what's going on; I should have moved around a bit when I picked up the sentry from close range, and some of the timings are a bit slow. A level 3 sentry was probably unnecessary as well, and just wastes time setting up for no real reason. If any clip is gonna have to be redone, it's this one.
 
::You should have waited until you had a full 200 metal, step away from the dispenser, then grab it. The timing wasn't slow, it was fine, except the initial grabbing which is very fast (grabbing as soon as you get enough metal + start moving immediately is just too much). A level 3 sentry is fone too, there's no rush — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
 
  
*Damage side-by-side: The splitscreen HUD doesn't move the marked for death icon along with the health. Not a huge deal and I'm not sure I can fix it, but if necessary I could try recording with the ammo & health splitscreen HUD instead of the just-health one to see if that changes anything.
+
Hope this helps. I suggest doing a test demo with just one or two powerups demonstrated and posting it here first before doing all the work it would take to get this all done for all powerups, as there are a lot. (Perhaps each powerup should have its own video? That's a separate question...)
::It probably won't. Either fix it or switch to third person so that the skull icon is visible. The timing is also too fast on this one, it's kinda hard to tell which side has the Rescue Ranger on the first watch (it may be obvious to you but that's because you made the video. Try to put yourself in the mindset of someone to whom all of those clips are new) and the rocket arrives a split second after the pickup (not enough time for the player to register why one dies but not the other) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
 
  
*Repair clip: Not sure why I moved the cursor away from the dispenser at the end. Other than that, I'm fairly happy with this one.
+
— [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:39, 31 July 2022 (UTC)
::You need to reload at the end of the clip. It's a silly rule but it still stands — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
 
  
*Ammo/upgrade demonstration: I thought an un-upgraded sentry dry-firing at an enemy would be the clearest way to demonstrate that neither ammo is refilled nor upgrades applied, at the risk of being a little obnoxious. It could use a teensy bit more rest time at the beginning when aiming between the sentry and the soldier, which would be no problem to fix in premiere.
+
:I might try my hand at this, but only after I finish my other demonstrations and receive feedback and corrections for them. [[User:Po1yb1ank|Po1yb1ank]] ([[User talk:Po1yb1ank|talk]]) 23:56, 14 December 2023 (UTC)
::This clip is fine~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
 
  
*Sapper demonstration: No real issues that I've noticed yet.
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{{DemoEntry|end}}
::Looks good too~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
 
  
*Airblast demo 1: I'm iffy about my approach to this one. I didn't want to spend time setting up a dispenser in front of the eng after the first shot, and I didn't want to have to separate it into 2 clips, but to get the eng far enough away that the airblast doesn't push him and get the dispenser far enough back from there that the eng is out of range and doesn't immediately start getting healed, the pyro and dispenser have to be too far away to see in the same frame. If I redid this one, I would probably have the engineer just set up a dispenser in front of himself so I don't have to keep flipping views back and forth between them. Also, I wasn't sure whether it was necessary to watch the dispenser get destroyed completely, so I tried to leave enough hangtime when he first looks at the damaged building that the clip could be cut thee, but in retrospect it's probably important that one of the airblasted bolts hits the building while it actually is damaged.
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== {{Demo Header|Enchantment: Eternaween|icon=Backpack Enchantment Eternaween.png}} ==
*Airblast demo 2: I used the other computer in the house to record from the red eng's point of view, and the poor performance of that computer does seem to have caused some minor problems, namely the sound of the wrench hitting his hand periodically repeats faster than it should, and from his view the blu engineer appears to twitch around a little bit. I cropped the blu perspective a little bit because a) his building hud display isn't important here and b) I didn't like the "Dispenser built by RED Engineer" box being covered up halfway by the other clip. I don't think the crop makes too big a difference, but if I'm wrong by all means tell me. I stupidly forgot to refill the pyro's ammo, so right after the last airblast (fortunately at least not before that) he runs out of ammo and switches to shotgun. This was a dumb oversight and I understand if it needs to be fixed.
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{{DemoEntry
::Not a huge deal, these clips are good :3 — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
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Hah, I wish the wiki had a spoiler tag, I feel awkward leaving a huge block of text every time I come back to this page, but oh well. I'd be grateful if Wind and anybody else would watch the video, give some feedback, and tell me what needs to be redone! (I'll upload the demo files once I've got approval on a final version) —[[User:Mizuumi|Mizuumi]] 13:28, 24 January 2013 (PST)
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{{DemoEntry|end}}
:<small>{{tooltip|opinion|Don't feel obliged to make any of these changes unless wind says so.}}</small> Generally, you're doing the whole thing a bit fast, slow down after you do something with the mechanics of the weapon. Also, don't forget to reload at the end of each clip. Consider using teleporters for some clips (like #6) to show that it's all buildings.
 
:Clip #1: Your view was a bit jerky, otherwise fine.
 
:Clip #2: Look at the sentry, turn around, run straight to dispenser. Put the dispenser a bit to the side, or stop in front of it. Turn around, wait a beat, try to pick up sentry. It fails, so get 200 ammo and do it again. Wait a beat, do not go third person and place; do not fast-upgrade. It's just another confusing bit. Don't pickup and replace.
 
::Yes — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
 
:Clip #3: Again, slower. Set the scene for a good second, pick up, wait a half second, then fire. Synchronize this if possible, using the <code>wait</code> command. It will look much nicer.
 
::Synchronization is optional; the current clip is good enough in that aspect — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
 
:Clip #4: Speed was good this time. However, you could put the dispensers at different locations, and that would do the trick. That would be much more obvious, as it would take the same number of shots for each. Be sure to zero your metal for this clip.
 
::Not really sure what you mean here — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
 
:::Your dispenser is same position, friendly one is farther away. Demo's the falloff.
 
<small>— ''The preceding unsigned comment was added by'' '''[[User:Darkid|Darkid]]''' ([[User talk:Darkid|talk]]) • ([[Special:Contributions/Darkid|contribs]]) </small>
 
:Clip #5: No need for a player there, and lower the health of the sentry too.
 
::Having a player here helps pointing out the fact that the sentry is out of ammo. The HUD alone is a poor indication — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
 
:Clip #6: Wait until AFTER "dispenser down" to start reloading.
 
::Not a big deal — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
 
:Clip #7: Don't start with the dispenser. As per [[Crusader's Crossbow]], demo the simplest first, the airblast kill (suicide?). We already know you can't heal other team's dispensers (from #4), so don't demo it.
 
::That is demo'd first. The reflect-to-dispenser thing is not really important but it's interesting enough, is good — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
 
:::Kill icon isn't shown, I thought that was a requirement? I know we've been lax on it recently, though. [[User:Darkid|<span style="color:red">Darkid</span>]] ([[Image:Item icon Tough Guy's Toque.png|21px|link=User_talk:Darkid|alt=talk]]|[[Image:Item icon Outback Intellectual.png|21px|link=Special:Contributions/Darkid|alt=contribs]]) 17:44, 24 January 2013 (PST)
 
:Clip #8: Start with the dispenser burning. Record as the blue engie, looking at the dispenser. It won't stop burning, so this should be sufficient. Make sure to get both the pyro and dispenser in-shot. [[User:Darkid|<span style="color:red">Darkid</span>]] ([[Image:Item icon Tough Guy's Toque.png|21px|link=User_talk:Darkid|alt=talk]]|[[Image:Item icon Outback Intellectual.png|21px|link=Special:Contributions/Darkid|alt=contribs]]) 14:31, 24 January 2013 (PST)
 
::Current clip is fine, let's not demonstrate the bare minimum number of shots just because it's strictly sufficient — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
 
  
Comments added inline on both your and darkid's comments. Not easy to follow though, but maybe easier than yet another big list? Regardless, good luck~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
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= Action =
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== {{Demo Header|Fancy Spellbook}} ==
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::I agree with a lot of these critiques (and thank you for giving them!), though I will wait for the word from wind before I make any final decisions. A few points to raise:
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{{DemoEntry|end}}
::# I agree the camerawork isn't perfect, I just don't know that it's worth another 3+ hours of render time to iron it out :V Again, I'll wait for the official word there.
 
::# There was a reason for not immediately turning around from the sentry, but in retrospect it's not a very good one and what I meant to show isn't obvious at all. The third person view is for showing the marked for death effect fading in and out, as per the GRU. I know I've seen people who were unclear on whether the rescue ranger still allows you to pick up buildings normally and whether it still marks you when you do, so I don't think the picking up and redeploying should be omitted. I will probably stick with a level 1 or 2, since the extra redeploy time just makes things take longer (the same would apply to a level 2, but idonno, the dual-barrel sentries are just more aesthetically pleasing and visually clear from a distance)
 
::# Using wait is an excellent idea here and I feel awfully stupid for forgetting it.
 
::# Once again, here I had a reason at the time for not putting one blue dispenser further back, and once again in retrospect it was actually a really bad reason :V so I'll move one back for the next try. I was careful to zero my metal, though some does get picked up as I run past the dispensers, which won't be an issue when I redo it.
 
::# Why lower the health? The repair mechanic has already been demonstrated by that point so I feel like that would just confuse things. I agree the soldier might not be necessary, unfortunately I didn't have a precedent to go on as the wrench demonstration does not include its ammo-replenishing ability. (Though just now I did check the sentry gun video, and it is demonstrated there, ammo not fully depleted, but it IS immediately after firing at an enemy)
 
::# Even with auto-reload off, the weapon automatically reloads once the clip is depleted. I could only fire 3 bolts, though I feel like 4 is better for making it absolutely clear no damage is being done to the sapper. One thing in a similar vein to your complaint though, I do feel like perhaps I should've waited for "Spy sappin' my sentry!" to finish before firing the first shot.
 
::# I'm not sure why the first and last complaints are being raised, since I didn't do either of those things, but if Wind would rather have me airblast kill the engineer first then do the dispenser in another clip then I'll do that.
 
::# If it is necessary for me to redo my approach to this clip, that's how I'll do it, if only because it's a heck of a lot less pain for me, in recording, rendering, AND post-processing :P
 
:::- As for the note about using a teleporter somewhere, I do agree It's a good idea, the main reason I didn't is because the wrench demonstration never does and it was my precedent for a lot of this. I'm not sure about putting it in the sapper clip, though, maybe replace the friendly dispenser in the repair clip with a teleporter? I feel like it's more clear to demonstrate an effect that it DOES have on multiple kinds of buildings, rather than an ability it DOESN'T. (Side note - should the other end of the teleporter be up somewhere in the room so that the one being shown spins? It would help it stand out more, at least)
 
::—[[User:Mizuumi|Mizuumi]] 17:42, 24 January 2013 (PST)
 
:::The above would make more sense in-line, or numbered so I know what you're referring to :) Yes, other tele should be in-room, visible. Probably. :/ I'd wait for wind's say-so here. [[User:Darkid|<span style="color:red">Darkid</span>]] ([[Image:Item icon Tough Guy's Toque.png|21px|link=User_talk:Darkid|alt=talk]]|[[Image:Item icon Outback Intellectual.png|21px|link=Special:Contributions/Darkid|alt=contribs]]) 17:46, 24 January 2013 (PST)
 
::::Hmm, aren't they numbered? I was labeling everything #1,#2.. until I previewed and saw that the #s were automatically creating a numbered list, at least for me :o but I suppose wiki markup isn't really the most crucial thing to be discussing right now, lol -[[User:Mizuumi|Mizuumi]] 17:59, 24 January 2013 (PST)
 
  
:Ahah, oh boy, simultaneous comment edits, now I've gone and made a mess ;u; But in answer to Wind's comment about darkid's suggestion for #4, I'm pretty sure he means have one dispenser/building further back to demonstrate the lack of falloff instead of having them at the same distance and trekking across the room. Other than that, thanks for the notes! What do you think of the idea of putting a teleporter in somewhere? —[[User:Mizuumi|Mizuumi]] 17:49, 24 January 2013 (PST)
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== {{Demo Header|Fireproof Secret Diary}} ==
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:This is really starting to be impossible to read or follow. This time I try not-inline:
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{{DemoEntry|end}}
:# Camerawork is fine. Not really strict on that except in the Saxxy demo or when it's really really bad or when it's a Portal walkthrough
 
:# Alright then, keep the redeploying thing but still do the rest.
 
:# -
 
:# Yes, move the other dispenser back
 
:# No need to lower the health, and the player is a good thing. Keep this clip as it is
 
:# Current clip is fine as well
 
:# I don't think the weapon has a reflect kill icon from looking at the Wiki page, so might as well leave it out for not wanting to redo the demo once that gets changed... Or perhaps we should show it for the sake of correctness and perhaps to shame Valve a bit. Do what you want
 
:# Current clip is fine again
 
:The teleporter thing can be in its own clip or merged in the second clip. Make sure both ends are there and have one or two enemies fire at both ends of the teleporter, to show whether it repairs both ends of the teleporter — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:54, 30 January 2013 (PST)
 
  
== {{icon item|Vaccinator|16px}} [[Vaccinator]] ==
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== {{Demo Header|Kritz or Treat Canteen}} ==
{{Reservation|- [[User:Uufje|Uufje]] 03:19, 2 January 2013 (PST)}}
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{{DemoEntry
: Should it show the perspective of the healing target? The icon on the HUD? The icon shown over players? The Übercharge shield particle effect that other players see?--[[User:Henke37|Henke37]] 06:44, 14 January 2013 (PST)
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| begin
::Yes. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 07:50, 14 January 2013 (PST)
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Alright, this is a very long and complicated one. I tried to show everything as clearly as possible. In retrospect, I don't really know if I should've included the overheal difference clip with the Medi Gun since that's already sort of shown in the Übercharge buildup clip. Anyway, I did my best, and here it is: http://www.youtube.com/watch?v=MrX19KlyZ1k - [[User:Uufje|Uufje]] 13:58, 17 January 2013 (PST)
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{{DemoEntry|end}}
:Yes, please cut out the overheal difference clip because the clip right after it subsumes it. Also, you didn't show the uber effect on the medic. You should record a set of three other demos for all damage types, but this time with the medic being shot (without an uber target present, to keep things simple and to show that it works without a heal target). Rest is pretty good~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:53, 17 January 2013 (PST)
 
::http://www.youtube.com/watch?v=_Gnaj8nmQM0 - [[User:Uufje|Uufje]] 11:59, 20 January 2013 (PST)
 
  
Do not forget to show whether or not you and your heal target can capture points, payloads and intelligences while under the effect of uber. --[[User:JacomeFelg|JacomeFelg]] 07:10, 19 January 2013 (PST)
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== [[File:Heavyhumiliation.png|16px|link=Match outcomes]] [[Match outcomes]] ==
:They can capture objectives while under über effects; the Quick-Fix allows that too and doesn't include a clip about it so that's why it's left out in this demonstration too - [[User:Uufje|Uufje]] 11:59, 20 January 2013 (PST)
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This doesn't really demonstrate the effectiveness of the protection. It'd should be two-way split-screens between without-uber/with-uber for each type, like the previous clips (2:40 - 3:19). There's also something else this video doesn't demonstrate which I didn't think of before: whether or not you can view the damage type shield icon thing on enemy medics and patients. Currently it only shows it on the medic as spy, it would be nice to show a Heavy-Medic pair seen from a non-spy's perspective. Rest is good~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
+
So there's a bit of a problem with showing the other angles with this demonstration, as you can't actually rotate the camera. Despite it being in third person, you cannot change the angle of the camera nor use +left or +right to make only the camera move. Any attempt to move the camera either doesn't work or makes the character move along with the camera. My original plan for this demonstration was the following:
 +
* Show a split screen with a player on RED team on one screen and player on BLU team on the other screen
 +
** The RED player would capture the intelligence on 2Fort, and the other screen would show the BLU player in humiliation after they lose
 +
*** This part would repeat for each class
 +
* It would then cut to tr_karma where I would rotate the camera around the class when they're standing, crouching, running, etc
 +
* After this I would move on to the next class until all of them are done<br>
 +
However I can't do this because I can't rotate the camera, does anyone have any ideas on how to rotate or have other ideas of how to demonstration and show the different angles? <br>[[User:Andrew360|<span style="font-family:TF2 Build; color:#038d3a ">Andrew360</span>]] [[File:Edit_icon.png|20px|link=Special:Contributions/Andrew360]] [[File:Taunt Rancho Relaxo.png|25px|link=User_talk:Andrew360]] 22:47, 6 February 2023 (UTC)
 +
 
 +
::How about just use the RED player to see the BLU humiliation animation. Like:
 +
::''RED player is the main camera, BLU player is a bot/a smaller pip/split screen in the video''
 +
::#BLU player stands beside the intel point
 +
::#RED player captures the intel and win the game
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::#BLU player enters humiliation
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::#RED player look at the BLU player
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::#BLU player moves around to show off the humiliation animation.
 +
::I feel like this also shows off the concept of "match outcomes", make the whole story connected via one team wins and see another team loses with humiliation animations. Do we have to use tr_karma map for demonstration? Is this demonstration video about "match outcomes" or "humiliation animations"?--[[User:AlexT|<span style="background:linear-gradient(#D1EEFC, #81F3FD);border:1px #99F3FD solid;color:#007FFF;border-radius:8px">'''Alex'''</span>]]┋[[User talk:AlexT|<span style="color: #FF6600;">'''T'''</span>]] 03:19, 7 February 2023 (UTC)
 +
 
 +
:Simply using {{code|thirdperson_mayamode}} it would be possible to show off these animations from a stationary angle (turning your character rather than camera, although tr_karma/tr_target have no winning objective, so you'd need a different map for it (I suggest [[Thunder Mountain]] and standing in first BLU's spawn so it's still somewhat related to the tr_target map, using {{code|mp_bonusroundtime}} to extend the time at the end and just capping the first point).<br>[[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 11:01, 7 February 2023 (UTC)
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 +
::I'm a bit confused on what you mean on the capping part, as you say to stay in BLU spawn, but also cap the point to win which would make BLU would win and RED would be in humiliation. Do you mean to make the time run out so RED wins instead? <br> [[User:Andrew360|<span style="font-family:TF2 Build; color:#038d3a ">Andrew360</span>]] [[File:Edit_icon.png|20px|link=Special:Contributions/Andrew360]] [[File:Taunt Rancho Relaxo.png|25px|link=User_talk:Andrew360]] 23:24, 7 February 2023 (UTC)
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 +
:::Either works. Just any way to make the classes go into the humiliation pose. I personally wouldn't mind it that much if RED was in BLU spawn, but it's up to you.<br>[[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 12:33, 8 February 2023 (UTC)
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 +
::::I went in game to test out thirdperson_mayamode, and it does not work, as for some reason the losing animation isn't considered as in "thirdperson" by the game I think. Does anyone else have any other ideas? Only other way I can think of is using SourceTV, however I don't know how to set that up. <br> [[User:Andrew360|<span style="font-family:TF2 Build; color:#038d3a ">Andrew360</span>]] [[File:Edit_icon.png|20px|link=Special:Contributions/Andrew360]] [[File:Taunt Rancho Relaxo.png|25px|link=User_talk:Andrew360]] 01:15, 12 February 2023 (UTC)
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{{DemoEntry|end}}
  
 
= Taunts =
 
= Taunts =
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== {{Demo Header|Crushing Defeat}} ==
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{{DemoEntry
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| status = review needed
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| reservation = [[User:Decimate|Decimate]] ([[User talk:Decimate|talk]]) 10:56, 21 October 2024 (UTC)
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| video = https://drive.google.com/file/d/1lp002wgm5LqejROByLUDs8phSj7XLH7o/view?usp=sharing
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}}
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I would say it is a little bit too fast, but this is just my opinion, let the moderators decide.<br>[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 17:06, 22 October 2024 (UTC)
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{{DemoEntry|end}}
  
== {{icon item|Shred Alert|16px}} [[Shred Alert]] ==
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== {{Demo Header|Peace Out}} ==
{{Reservation|[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 09:55, 14 February 2013 (PST)}}
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I got it pre-ordered so I'll cover this once the item comes out. --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 09:55, 14 February 2013 (PST)
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== {{Demo Header|Commending Clap}} ==
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{{DemoEntry
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| begin
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| reservation = [[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 17:13, 11 October 2024 (UTC)
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| video = https://drive.google.com/file/d/1WKJM8eyVsJ2SmWnZHpNT5eqpziRvbiqh/view?usp=drive_link
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}}
  
= Cosmetics =
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The transitions between classes need a little work. You can see the inventory including the other taunts like Conga and Killer Joke when you first click on the taunt for a couple frames. For the outro I usually fade out the game audio so the ambient noise fades as the screen fades out. Other than that I think it looks good but I'm not a mod or anything just my two cents. Also, I would probably wait for the taunt to be tradable just so the text isn't on there. [[User:Mediarch|{{font color|ec5c69|'''Mediarch'''}}]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|{{font color|ff66cc| ♥ }}]][[User talk:Mediarch|{{font color|ec5c69|'''Talk'''}}]][[User:Mediarch|{{font color|ff66cc| ♥ }}]][[Special:Contributions/Mediarch|{{font color|ec5c69|'''My Edits'''}}]] 22:45, 27 October 2024 (UTC)
  
Is it really necessary to do a video for every single item that shares this gimmick? Wouldn't it be simpler to show this for one or two items in the Pyrovision Goggles demonstration video and list the items that do so on the wikia? --[[User:JacomeFelg|JacomeFelg]] 03:58, 28 January 2013 (PST)
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{{DemoEntry|end}}
:Probably, but now that it's started then it kinda makes more sense to continue than to suddenly delete all videos but one.
 
:Also the Team Fortress Wiki is not hosted on wikia — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:54, 30 January 2013 (PST)
 
  
== {{icon item|Dead Little Buddy|16px}} [[Dead Little Buddy]] ==
+
== {{Demo Header|Punchline}} ==
{{c| Pyroland assists}}
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{{DemoEntry
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| begin
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| reservation = [[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] • [[Special:Contributions/Cheddar|<font color="#193940">'''Contribs'''</font>]] 16:52, 7 November 2024 (UTC)
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| video = https://drive.google.com/file/d/1rU0tPt9mXMDmFYOszNOdW9KKiuTyUtd1/view?usp=sharing
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}}
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{{DemoEntry|end}}
  
== {{icon item|Unknown Monkeynaut|16px}} [[Unknown Monkeynaut]] ==
+
= Need to be redone =
{{c| Pyroland assists}}
 
  
== {{icon item|Boo Balloon|16px}} [[Boo Balloon]] ==
+
== {{Demo Header|Fortified Compound}} ==
{{c| Pyroland assists}}
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{{DemoEntry
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| begin
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| status = nodemo
 +
| reservation = [[User:GrampaSwood|GrampaSwood]] 15-10-2024 18:00
 +
| changes = {{c|Update to use post-Jungle Inferno afterburn damage (4 dmg/tick for 7.5 seconds, previously 3 dmg/tick for 10 seconds).}}
 +
| video =
 +
}}
  
== {{icon item|Deadliest Duckling|16px}} [[Deadliest Duckling]] ==
+
{{DemoEntry|end}}
{{c| Pyroland assists}}
 
  
== {{icon item|Reindoonicorn|16px}} [[Reindoonicorn]] ==
+
== {{Demo Header|Crusader's Crossbow}} ==
{{c| Pyroland assists}}
+
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Ubercharge gain rate is reduced in the same way that the Medi Gun's healing (and therefore, Ubercharge build rate) is - it is based on the last time the target was in combat.}}<br>{{c|Does not show that if you try to heal up an enemy Spy, Über is not built.}}<br>{{c|Does not show that if you heal an enemy player through a Pyro's reflect, Über is built.}}
 +
| video =
 +
}}
  
== {{icon item|Prize Plushy|16px}} [[Prize Plushy]] ==
+
I removed the clip from the previous demonstration when the medic is building his übercharge with the crossbow, the actual changes make it way too long. [https://youtu.be/Ssaodg-dl7g Video] — [[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) 14:44, 11 September 2019 (UTC)
{{c| Pyroland assists}}
+
:The picture-in-picture clip is too large and covers the center of the main video's vision. So when the heavy/spy turns to see the medic, it just doesn't show up on the screen. Please decrease the size of the picture-in-picture — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 00:38, 16 September 2019 (UTC)
:{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 8:38  , 1/22/2013 (PDT)}}
+
::[https://www.youtube.com/watch?v=g6asv69_x0o&feature=youtu.be Second try] — [[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) 06:45, 25 September 2019 (UTC)
 +
:::The Minigun is still hiding the medic when he's firing... — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 00:07, 30 September 2019 (UTC)
 +
::::''*sigh*'' Thedop's demonstration has been in hiatus for two years. Maybe I can make my own demonstration if Thedop doesn't mind. — [[User:Exaskliri|Exaskliri]] <sub>(they/them)</sub> ([[User talk:Exaskliri|talk]] | [[Special:Contributions/Exaskliri|contribs]]) 06:43, 14 April 2022 (UTC)
 +
:::::Demonstration reservations are only valid for 2 weeks. If the reservation tag remains on a video and no action has happened since, you can ignore the reservation and replace it with a reservation of your own. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 00:33, 24 April 2022 (UTC)
 +
::::::Oh, and by the way, don't forget to add a demonstration of healing afterburn (probably the most common type of status effect). [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 23:17, 16 June 2022 (UTC)
 +
::::::: Definitely doable for making an entry about using Crossbow at point blank range to both hit enemies and heal teammates. [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 21:06, 25 June 2022 (UTC)
  
i don't have the item so need to wait until it tradable. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 8:38  ,  1/22/2013 (PDT)
+
I'm going to at least make an attempt at this since the last discussion regarding the Crossbow demonstration was two years ago. Any advice would be appreciated, since this is my first wiki contribution. (And yes, I know how to edit) [[User:Jk6419|Jk6419]] ([[User talk:Jk6419|talk]]) 02:25, 27 August 2024 (UTC)
:Without .Dem for this demonstration would that be fine? i can replace the item to teddy roosevelt. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 7:29  ,  1/26/2013 (PDT)
+
:Due to IRL responsibilities that have recently popped up, I am removing my reservation. My apologies. [[User:Jk6419|Jk6419]] ([[User talk:Jk6419|talk]]) 04:12, 29 August 2024 (UTC)
::Alright, you can do it without .dems — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:54, 30 January 2013 (PST)
+
{{DemoEntry|end}}
:::http://youtu.be/cd33QGezgd0 , [http://www.mediafire.com/?eroc1n1rkl5u91g Download link] [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 6:37  ,  2/1/2013 (PDT)
 
::::Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:03, 7 February 2013 (PST)
 
:::::lol i did :) [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 4:29 ,  2/8/2013 (PDT)
 
::::::derp — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:51, 11 February 2013 (PST)
 
  
= Need to be redone=
+
== {{Demo Header|Holiday Punch}} ==
== {{icon item|Back Scratcher|16px}} [[Back Scratcher]] ==
+
{{DemoEntry
{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 4:06 ,  2/11/2013 (PDT)}}
+
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Does not demonstrate that disguised spies do not laugh from Holiday Punch.}}<br>{{c|Does not demonstrate interaction between cloaked spies and Holiday Punch crits.}}
 +
  | video =
 +
}}
  
{{c|Note|Should show if the health bonus/penalty stays while using other weapons.}}--[[User:Uknownada|Uknownada]] 20:18, 17 January 2013 (PST)
+
I kind of felt Holiday Punch could possibly be redone such that it demonstrates its interaction with cloaked and disguised spies. [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 08:11, 17 March 2020 (UTC)
:I guess that's a good thing to show. The equalizer's no-healing effect only applies when wielding it, so by contrast it would be a good idea to show that this isn't the case for this weapon — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:53, 17 January 2013 (PST)
+
:Not very practical, but sure, if anyone's up for it — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 04:11, 24 April 2020 (UTC)
::So need to redo this? [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 11:31  , 2/1/2013 (PDT)
+
::Not sure if I have to create a new section for the Holiday Punch or add information on an already existing one, but there's several things that probably should also be demonstrated:
:::I guess so, since the demonstration as it stands implies the health bonus/penalty only stays when the weapon is being used.--[[User:Uknownada|Uknownada]] 14:25, 5 February 2013 (PST)
+
::{{c|Demonstrate that enemies underwater doesn't laugh on the back / critical hits, which therefore, they don't receive damage}} (The map used for demonstrations does not have water, though)
:::Yes — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:03, 7 February 2013 (PST)
+
::{{c|Demonstrate that punching an enemy at the back / doing a critical hit on an enemy that is jumping / is on the air, has no effect, and does no damage}}
::::is it how should i do? [http://youtu.be/0eR7_gumrZI Example Clip] [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 7:13  ,  2/8/2013 (PDT)
+
::{{c|Demonstrate that it's possible to tickle enemies that are being Ubercharged, possibly include both the patient and the Medic being tickled}}
:::::Pretty much. Don't forget the dispenser part.--[[User:Uknownada|Uknownada]] 19:37, 8 February 2013 (PST)
+
::* Tickle the patient first, show that it's still in the effects of Uber, and tickle the Medic second, that would probably be more ideal, so it shows that when a Medic is tickled, his target loses the healing / ubercharge
:I hope nobody minds if I try out this one. I didn't see a reservation so I wasn't sure if you were doing it for sure. If you are then feel free to disregard my reservation and do it anyway, thanks. [[User:Shougunner|Shougunner]] 16:14, 10
+
::* Perhaps also demonstrate the Quick-Fix ubercharge, since it mentions it blocks "movement-impairing effects", which isn't the case for the Holiday Punch (I'm pretty sure you can still get tickled with the Quick-Fix uber)
:::::Maybe you should show the non-BackScratcher case as well in a 3-way split-screen. That way it's all in one shot. Also, at the beginning of both clips, the timer is seen for one frame at the top and a Pyro corpse dropping on the floor can be heard. Make sure these are cut out from the final recording — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:51, 11 February 2013 (PST)February 2013 (PST)
+
::{{c|Demonstrate that a Scout with the effects of Bonk! can be tickled}}
::nobody minds? but i would mind because i am the previous owner of this demonstration so i had to take it sorry. but please read the project rules again before reserve something. Thank you. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 4:09  , 2/11/2013 (PDT)
+
::{{c|Demonstrate that a Soldier with the Battalion's Backup active, as well his teammates receiving the Backup effect, can still be tickled}}
:::There was no reservation so I had no reason to assume I was in the wrong. [[User:Shougunner|Shougunner]] 12:51, 11 February 2013 (PST)
+
:: A few other ones that I am unsure about:
::::The rule about the previous owner say that the demonstration must only have been up for redo for less than a week. Karmacharger posted later than a week after this was up for redo, so there is no "previous owner" rule anymore. So yes, he should have posted a reservation mark, but so should you. You posted one but you removed it, probably because you assumed he was working on it, and indeed he is now since he has recently posted a video link in this section. So I guess that makes it his demonstration now >: Sorry Shougunner. As you haven't created a video demonstration before, however, you may still post what you've already done so far here, just to see if it matches the level of quality expected from video demonstrations — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:51, 11 February 2013 (PST)
+
::{{c|Demonstrate that it's not possible to tickle robots and giant robots on MVM}} (I don't think we often make MVM-related stuff on these demonstrations, unless it's an unique mechanic like the Projectile Shield)
:::::Here's a sample of what I was doing. In retrospect it doesn't look as fluid as I hoped. Also there's no HD or post editing (such as split screens) http://youtu.be/wN4lBfDPeew [[User:Shougunner|Shougunner]] 14:07, 12 February 2013 (PST)
+
::{{c|Demonstrate that an enemy who is taunting does not get tickled, and that it receives no damage on critical hits}} [[File:User Gabrielwoj Signature Icon.png|15px|Headphones style when?|link=User:Gabrielwoj]] - [[File:User Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] [[File:User Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:User Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 04:23, 24 April 2022 (UTC)
Things i noticed:
+
:::The <code>tr_karma_rc1</code> map has water (see [[Sydney Sleeper]] demonstration [https://youtu.be/95qD-3XF8ws?t=132 here]). I use that map for demonstrations, as it is preferred (according to the Weapon Demonstration page). — [[User:Exaskliri|Exaskliri]] <sub>({{gender:Exaskliri|he/him|she/her|they/them}})</sub> ([[User talk:Exaskliri|talk]] | [[Special:Contributions/Exaskliri|contribs]]) 09:23, 24 April 2022 (UTC)
*Cursor should be moved to the item at the first place just like other demonstrations
+
:::No to the Quick-Fix + Bonk + Battalion's Backup things; as the project page states, non-stock item interactions are usually not demonstrated, in order to avoid having a full explosion of weapon interactions to demonstrate. The Quick Fix one also sounds like a bug, so usually that isn't worth demonstrating either because it has marginal utility and may eventually get patched, which would just create more video work later down the line. But all the other points are good to demonstrate, so +1 that a redo is in order for this one — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 04:49, 12 May 2022 (UTC)
*The second clip you're doing too slow
 
*You should learn how to use split-screen on Sony Vegas pro [http://youtu.be/B08eV8X6TKQ heres the tutorial] , if you are using other video editor software search for tutorial then
 
*and your video should be at least 720p or 1080p
 
  
pretty much that's all i guess. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 3:08  ,  2/13/2013 (PDT)
+
I have an idea on how the new video might be represented:
  
http://youtu.be/sQmEZDdWDIU [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:29  , 2/14/2013 (PDT)
+
'''Part 1: The Main Gang (Pyro, Soldier, Medic, Spy)'''
 +
*Do the same actions as was done in the original video
  
== {{icon item|Bonk! Atomic Punch|16px}} [[Bonk! Atomic Punch]] ==
+
'''Part 2: Basic Interactions'''
{{c|Note|Previous version has UI glitch saying "Reverting capture" in the last clip}}
+
Do the same actions as was done in the original video, demonstrating Kritzkrieg on Soldier (via friendly Medic) and Jarate on Demoman (via friendly Sniper), plus another for Medic interactions.
  
{{Reservation|- [[User:Uufje|Uufje]] 05:47, 4 January 2013 (PST)}}
+
'''Part 2a:'''
 +
# Approach friendly Kritzkrieg Medic, who has full charge
 +
# Get charged with the Kritzkrieg buff
 +
# Keep punching the enemy Soldier until the buff wears off
 +
# Punch again while the buff is off, and keep doing it until the Soldier dies
  
Weird. Already needs to be redone, again. How do I prevent this UI glitch? [[User:Ben10508|Ben10508]] 19:31, 22 October 2012 (PDT)
+
'''Part 2b:'''
:Yes, I caught it just before I was about to publish it... I don't know how to fix it, but Karmacharger had the same problem and he fixed it somehow so he should be able to tell you. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:33, 22 October 2012 (PDT)
+
# Approach friendly Sniper holding Jarate
 +
# Let the Sniper throw Jarate at the enemy Demoman
 +
# Attack the Demoman normally while he is Jarated
 +
# Attack the Demoman from behind while he is Jarated
 +
# Kill the Demoman normally again while he is Jarated
  
[http://youtu.be/_Px7FR0oRbE Used a different to demonstration the control point clip] [[User:Ben10508|Ben10508]] 17:13, 25 October 2012 (PDT)
+
'''Part 2c:'''
:It doesn't show "Blocking capture" when you're blocking the capture :( You should probably start the deni with both players off the point, then move the Soldier on it and start the rendering at that point — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:05, 27 October 2012 (PDT)
+
# '''(This is where the new stuff begins)''' Approach an enemy Medic who is healing a <s>friendly</s> enemy Scout with his Medi Gun
::I can record the clips, but I cannot render because of this different shading as said in the Enthusiasts Timepiece demonstration section. I guess I'll just wait it out. [[User:Ben10508|Ben10508]] 14:07, 27 October 2012 (PDT)
+
# Attack the Scout from the front and behind
 +
# Enemy Medic activate Medi Gun invulnerability
 +
# Do the same as Step 2 onto Scout except while Übercharged
 +
# Do the same as Step 4 except on Medic
  
I am dropping this demonstration and the Enthusiasts Timepiece. Feel free to take my reservation. [[User:Ben10508|Ben10508]] 12:59, 14 December 2012 (PST)
+
'''Part 3: Versus Mittens Heavy'''
 +
# Approach the enemy Mittens Heavy
 +
# Attack the Mittens Heavy with your Holiday Punch. Watch him laugh.
 +
# Let the Mittens Heavy attack you with his Holiday Punch. Watch yourself laugh.
 +
# Mittens Heavy will swap out Holiday Punch for Minigun.
 +
# Attack the Heavy with your Holiday Punch.
 +
# Swap your Holiday Punch for the Shotgun
 +
# Mittens Heavy will swap out Minigun for Holiday Punch
 +
# Let the Mittens Heavy attack you with his Holiday Punch.
 +
# '''(This is where the new stuff begins)''' Jump, and while mid-air let the Mittens Heavy attack you with his Holiday Punch. There should be no laugh.
 +
# Go behind the Mitten Heavy's back
 +
# Let the Mittens Heavy jump, and attack the Mittens Heavy with your Holiday Punch. There should be no laugh.
  
:http://www.youtube.com/watch?v=5pK_SL8x3Dk - [[User:Uufje|Uufje]] 13:58, 17 January 2013 (PST)
+
'''Part 4: Spy Interactions'''
::Transitions are too long (half a second is fine). Wait a bit more at the end of the intelligence clip, currently the clip ends as soon as the voice clip ends (you can take some time back fro mthe transition, that way you shouldn't have to record anything more and the video duration is exactly the same). The cap point isn't showing "Reverting capture" which is good because it's what the redo is about, but it isn't showing "Blocking capture" either so it's not much of an improvement. Also, at 1:08, you're standing right on the edge of the point; that would be fine if the clip didn't have to be re-recorded for some other reason, but since it does have to be re-recorded, make sure you are more clearly away from the point when you step off of it
+
View from the Heavy's and Spy's points of view, with a smaller video on the top-right (or something like that) for the Spy's point of view.
:::http://www.youtube.com/watch?v=wWIUCMWLT2A - [[User:Uufje|Uufje]] 11:59, 20 January 2013 (PST)
+
# Approach the enemy Spy
::::Probably should have left it run for 2 more seconds for the cap to complete but oh well. Is good, please render at a higher framerate and upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
+
# Let the enemy Spy cloak
:::::I rendered it at 60 FPS. YouTube must have screwed something up :V Anyway, here's the file: https://docs.google.com/uc?id=0B4-2Xsrp3Z86U2d4djRZM3ZyeW8&export=download - [[User:Uufje|Uufje]] 02:53, 25 January 2013 (PST)
+
# Attack the Spy with your Holiday Punch from behind. There should be no laugh.
::::::The problem is that you didn't blend them down to 30fps. Please render at something like 90 or 120 fps or more (not 60fps, otherwise you get [http://i.imgur.com/K48UUka.jpg this] which still happens at higher framerate but not to the same extent), and then blend it down to 30, otherwise youtube will cut the extra frames and it'd just be extra render time for naught — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:54, 30 January 2013 (PST)
+
# Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)
:::::::I don't know how to blend down, is that an option in Sony Vegas? I used the exact same recording and rendering procedure as with the Memory Maker (except I used SrcDemo² for the Memory Maker and stock Source Recorder for this one), so I was surprised this wasn't acceptable yet. - [[User:Uufje|Uufje]] 13:14, 2 February 2013 (PST)
+
# Attack the Spy with your Holiday Punch from behind. There should be no laugh.
::::::::Vegas has an option to blend down which is called resampling, it's in the clip properties. Not sure why you would want to use Vegas for that though, since SrcDemo does the blending (that's really all it does, and it does it well). The Memory Maker demonstration has [http://upload.gaiatools.com/files/blending_0.png quite a bit of blending on it], I count about 12 frames per frame or so (i.e. 360 fps). In any case it clearly has a lot more than this video — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:03, 7 February 2013 (PST)
 
  
== {{icon item|Disguise Kit|16px}} [[Disguise Kit]] ==
+
'''Part 5: Taunts and Water'''
Hey, I think on the Disguise Kit weapon demonstration, it should show that when you disguise, hats, miscs and non-stock weapons will show up because for quite sometime when I first played TF2, I used to think spies can only disguise with the default loadout. --[[User:Navi|Navi]] 10:56, 8 January 2013 (PST)
+
# Let the enemy Engineer taunt from his Shotgun. It should be the one where he dances around.
::I'd think most people who remember that have since then realized that this is not the case anymore. And for people who don't remember that, then this would be useless to demonstrate (and probably look confusing) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:07, 9 January 2013 (PST)
+
# While the enemy Engineer is taunting, attack him from behind with the Holiday Punch. There should be no laugh.
:Also, they haven't shown that you can be burned if you disguised as [[Pyro]]. --[[User:Navi|Navi]] 12:46, 8 January 2013 (PST)
+
# Repeat Steps 1 and 2 except attack him from the front.
::That one I guess is a good thing to demonstrate, but by itself it isn't enough to deserve redoing the video. But something to keep in mind for next time I think — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:07, 9 January 2013 (PST)
+
# The enemy Engineer runs to the water. Follow him into the water.
 +
# Attack him from behind with the Holiday Punch. There should be no laugh.
  
== {{icon item|Enthusiast's Timepiece|16px}} [[Enthusiast's Timepiece]] ==
+
'''Part 6: Robots'''
{{c|Note|Needs to show that you can't cap points or intel while cloaked.}}
+
# Approach an enemy Robot, preferably the Holiday Punch Heavy Robot.
:{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 1:40  ,  1/12/2013 (PDT)}}
+
# Attack him with your Holiday Punch from the front, and then attack him from behind. There should be no laugh.
  
* 1st time doing this, wish me luck ^_^ [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] 11:32, 2 October 2012 (PDT)
+
<s>[[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 02:49, 8 June 2022 (UTC)</s> <s>[[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 02:51, 8 June 2022 (UTC)</s> [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 10:08, 8 June 2022 (UTC)
* Any reccomend actions for the map I should use to demonstrate the inability to capture control points while invisible? I was thinking Dustbowl, but I think a king of the hill map would better suit it... [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] 06:54, 3 October 2012 (PDT)
+
:Very detailed, nice. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:48, 19 June 2022 (UTC)
** Do what the Medi Gun demo does and use [[Badlands]]. -- [[User:RagnarHomsar|Ragnar Homsar]] - ([[User_talk:RagnarHomsar|Talk]]) 08:00, 3 October 2012 (PDT)
+
::By the way, I also think that it would be helpful to add a section dedicating to observing a duration comparison for all [[Schadenfreude]] taunts. I have a feeling that the length of the taunt has an impact on gameplay of the Holiday Punch. So maybe we could do a section where 9 Holiday Punch Heavies simultaneously attack one of each class, which demonstrates the time it would take to get out of the forced animation. [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 01:41, 22 June 2022 (UTC)
* k thx :3 [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] 08:01, 3 October 2012 (PDT)
+
:::Might be cool if only for the comedy of it all. [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:39, 31 July 2022 (UTC)
* ok I'll have it by the end of this weekend ;) [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] 06:16, 4 October 2012 (PDT)
+
::::On "Part 4 - Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)", why not make the Spy disguise as the Heavy, and make sure that the Holiday Punch is active? The Spy won't be able to laugh, but I wonder if you (the player), would laugh. In case that happens, then it would be important to also showcase trying to punch the Spy from behind without having him with the Holiday Punch active. [[File:User Gabrielwoj Signature Icon.png|15px|Headphones style when?|link=User:Gabrielwoj]] - [[File:User Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:User Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:User Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 03:19, 18 February 2023 (UTC)
**Ok I have no idea why this is happening but my demos don't play smoothly (like other demos, especially the most recent ones) even though I followed all the rules and it was set on max graphics... I don't have a computer powerful enough to run TF2 in max settings, but the Demo page on the wiki says it doesn't matter... Is it my computer or how i rendered it which is causing this?
+
:::::Actually, never mind. For some reason I thought you also laughed with who you just punched that is also wearing the mittens (it commonly happens when both Heavies hold their left clicks after being tickled). But, the Spy wearing the Holiday Punch may be the best scenario here, so it shows that the disguise is not lost (although make sure to show also without the mittens active, and, when the mittens is active for Spy, punch him from the back, then punch him from the front). [[File:User Gabrielwoj Signature Icon.png|15px|Headphones style when?|link=User:Gabrielwoj]] - [[File:User Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:User Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:User Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 13:08, 18 February 2023 (UTC)
:::Define 'play smoothly' - if the video lags while playing it, it is most likely a compression issue. Recompress it. If you mean the video doesn't have frame blending from srcdemo2, then you've done something wrong. [[User:Pigophone|Pigophone]] 15:57, 4 October 2012 (PDT)
+
{{DemoEntry|end}}
*Did not have frame blending in my mind while doing it ill have it redone :p [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] 05:57, 5 October 2012 (PDT)
 
*Ok one last issue and I will be able to record without any issues... I need Java for 32bit computers... Anybody got a link? I have a 64bit computer btw, so looking for 32bit Java is really hard on this computer. [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] 08:12, 6 October 2012 (PDT)
 
** You can download Java [http://www.oracle.com/technetwork/java/javase/downloads/index.html here]. Pick a JRE or a JDK (whichever), and then on the next page you can download it for Windows x86 (32-bit) or x64 (64-bit).
 
** Since this is your first demo, I suggest that you first submit a sample clip (10 seconds or something) of whatever you want, just to check the video/audio quality. If you're going to use demo files and SrcDemo2 then it's a pretty good start, and it means you probably won't have to reshoot if the video ends up being bad in quality, but it's not the only thing that matters (video codec, quantizer settings, audio codec, A/V synchronization, etc.). So in order to check for all those things, I suggest submitting such a clip~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:08, 7 October 2012 (PDT)
 
*Ok sure thing... I'll send a clip done with Srcdemo2 in a lil' :p. [edit] it's not launching... so right now im using vdub and a very high host_framerate for the sample :I. [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] 18:59, 7 October 2012 (PDT)
 
:I think we should give Scoot-teh-Destroyer as much time as he needs because this is his first time doing a demonstration and it's even a Spy watch which is not the easiest thing to do [[User:Ben10508|Ben10508]] 19:30, 7 October 2012 (PDT)
 
  
I'm taking this demo because Scoot-teh-Destroyer seems to be having trouble. [[User:Ben10508|Ben10508]] 14:54, 22 October 2012 (PDT)
+
== {{Demo Header|Power Up Canteen}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|doesn't show Canteen Specialist upgrades like Battery Canteens demo does}}
 +
| video =
 +
}}
  
This may take just a bit longer, Spy watches are not too easy. [[User:Ben10508|Ben10508]] 13:01, 26 October 2012 (PDT)
+
I feel like I can do a demonstration for this one. But my canteen is a crafted version so it has my username on it. Is that acceptable ? [[User:Kaezle|Kaezle]] ([[User talk:Kaezle|talk]]) 04:21, 25 August 2019 (UTC)
:I noticed that after the big Halloween update, my shading is different than usual. Not sure if this is happening to anyone else. Pretty sure it is because of the update and not my computer itself. [http://imgur.com/uoWQn Here is an example]. I was working with Akuago for this. [[User:Ben10508|Ben10508]] 21:34, 26 October 2012 (PDT)
+
: If you right click on it you should be able to remove that. [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 06:22, 25 August 2019 (UTC)
::Something is definitely odd here. Maybe check if it's adjustable through from special variable, or perhaps postpone this until the event is over (reservation should stand) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:05, 27 October 2012 (PDT)
+
::I think the stock version (Normal quality) should be used over the Unique one, considering all players have it. [[File:User Gabrielwoj Signature Icon.png|15px|link=User:Gabrielwoj]] - [[File:User Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:User Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:User Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 04:23, 14 August 2021 (UTC)
 +
{{DemoEntry|end}}
  
My original shading is now back so I can now render the clips but I've noticed this flashing purple square thing at the bottom. [http://youtu.be/tSgxZkhxh78 Here is an example.] I rendered and used the first clip. [[User:Ben10508|Ben10508]] 11:40, 6 November 2012 (PST)
+
== {{Demo Header|Chargin' Targe}}, {{Demo Header|Tide Turner}}, and {{Demo Header|Splendid Screen}} ==
:I have that too... I solve it by setting up a map (by using the <code>map</code> command) first, the demo's played after that don't display the purple thingy anymore. - [[User:Uufje|Uufje]] 15:47, 6 November 2012 (PST)
+
{{DemoEntry
::That's the wheel of fate HUD element, which causes problems with newer demos. You can either re-record the demo, or edit your HUD to move that element off-screen. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 16:43, 6 November 2012 (PST)
+
| begin
:@Ben10508 , to fix that flashing purple square you need to start a random map and play the demo again then the flashing purple square should be gone. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 7:04  ,  11/9/2012 (PDT)
+
| status = review needed
 +
  | reservation = [[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 13:01, 18 July 2024 (UTC)
 +
| changes = {{c|Should be redone to show that charging with the shields remove debuffs}}
 +
| video = https://drive.google.com/file/d/1P9-IDAoG6cQU53pGsFpNgGPxK3Di9uP-/view?usp=sharing
 +
}}
  
I am dropping this demonstration and the Bonk! Atomic Punch demonstration. Feel free to take my reservation. [[User:Ben10508|Ben10508]] 12:59, 14 December 2012 (PST)
+
Should these be redone to show that they remove debuffs such as Jarate, bleeding, afterburn, etc.? If so, which effects should I specifically show?<br>[[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 08:31, 25 June 2020 (UTC)
 +
:{{c|yes}}, the effects that should show are just some of them, not all
 +
:* Soaking, Jarate is preferable as it make the screen yellow tint.
 +
:* Fire, simple burn from Flamethrower.
 +
:* Bleeding, from Southern Hospitality?
 +
:* Mark for death, from Fan O'War
 +
:I think those are all. [[File:User Hinaomi Hinaomi-sig.png|link=User:Hinaomi]] [[User:Hinaomi|Rikka Takanashi]] <small>([[User talk:Hinaomi|talk]]) • ([[Special:Contributions/Hinaomi|contributions]])</small> 12:47, 25 June 2020 (UTC)
 +
::Yes, that would all be good. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 05:44, 8 July 2020 (UTC)
  
:Everythings is finished but i got a problem about playing demos [http://img208.imageshack.us/img208/5138/70352705.jpg i belive image would be easy to explain] , it doesn't show it while recording , only show when i play the demo (show for 16 seconds) , is there a console command to disable/hide that? as for the Invisibility Watch Demo the last clip it has the samething too , that's why i waited 16 seconds before i start the moment , hope you know how to get rid of that. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 10:32  ,  1/17/2013 (PDT)
+
I think the Eyelander clip should probably be synced up better, or go one after another. I think the flame stuff should be done using the Flamethrower instead, as getting killed shows "Pyro carrying Cheddar's", try to also get a clip with a Pyro firing their Flamethrower and you charging through it, showing that if you get hit after the charge starts the debuffs don't get removed. Otherwise, looks good.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 13:41, 31 July 2024 (UTC)
::I think you could fix that by doing a HUD edit but I don't really know what to edit. However, here's another idea:
 
* Render the demo (with the thing showing for 16 seconds)
 
* Do <code>cl_drawhud 0</code>
 
* Render the demo again
 
* Import both renders in Vegas on top of one another, on two video tracks. Put the cl_drawhud 0 version above the other one.
 
* Add a mask to the top video track so that it only shows the part where the annoying HUD box would be in the first version
 
This way you should have a video with the HUD box in the middle removed.
 
  
Otherwise, just do the same as you did before (wait 16 seconds at the beginning of the demo) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:53, 17 January 2013 (PST)
+
:Looks good, only missing the clip with the mid-charge debuff being applied. You can do this using Jarate too if you find that easier (since it has splash).<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 15:36, 5 August 2024 (UTC)
:http://youtu.be/y-nYJ8c69Ng , i know there are graphic glitch. vegas pro keep render the samething over and over (like 7 times) just the part between Blu buildings clip to Red buildings clip but still let me know if i'm doing well. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 1:51  ,  1/25/2013 (PDT)
 
::Looks all good except that graphic glitch~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:11, 24 January 2013 (PST)
 
:::it might be takes a while to get a perfect version but i'll try my best [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 4:31  ,  1/25/2013 (PDT)
 
::::http://youtu.be/6GAM4NhrVQA , i belived adding fades is only the way to get rid of the glitchs. For some reason WMV format works perfectly also disabled resample for each clip so that my video won't have motion after the render. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 1:22  ,  1/26/2013 (PDT)
 
:::::Not sure what you mean by disabling resampling. If you used SrcDemo2 then your video frames should already be 30fps which should be the same as your video export options, thus not resampling needs to happen, which means having it on or off shouldn't change anything. But anyway, that video is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:54, 30 January 2013 (PST)
 
::::::[http://www.mediafire.com/?4aaqt1bsmxihcsw Part one] , [http://www.mediafire.com/?t741x7n74qwfgof Part two]. the resample is a motion blur something like that on sony vegas , for example watch the Red-Tape Recorder Demo i'm sure you've noticed motion blur in every single part [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 1:31  ,  1/31/2013 (PDT)
 
:::::::I know what resampling is, I just don't see what effect it would have if you have a 30fps clip within a 30fps video. Resampling is the process of blending frames together to go from a higher framerate to a lower framerate, or interpolating frames in order to go from a lower framerate to a higher framerate. But resampling from a framerate to the same framerate shouldn't do anything, it would simply be a frame-by-frame copy. As such, I don't see why that would change anything if you render pre-blended 30fps clips in the first place. But hey if it procudes a good video then alright — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:53, 30 January 2013 (PST)
 
  
== {{icon item|Half-Zatoichi|16px}} [[Half-Zatoichi]] ==
+
::Looks good, the only thing I would change (if the demo needs other changes) is to have the Jarate in the second Jarate clip be thrown on you mid-way through the charge, rather than at the start (but after you already started charging).<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:31, 16 August 2024 (UTC)
{{Reservation|[[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 18:40, 14 February 2013 (PST)}}
+
:::The fire overlay doesn't appear in the fire clip · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 03:27, 21 October 2024 (UTC)
*{{c|Note|Shows red team skins on blue.}}
+
{{DemoEntry|end}}
*{{c|Note|Shows that it one-hits enemies actively weilding, but does not show not one-hitting enemies that have it in their loadout, but not actively weilded.}}
 
:Today's patch fixed the wrong sleeve color bug. The current video shows the user dying in one hit with it out. Just add on after that him surviving one hit with the rl out, then switch to shotgun, and survive that hit, then switch to zatoichi and die. [[User:Isildur4|Isildur4]] 17:19, 14 February 2013 (PST)
 
I'll take this on. Yeah, I'm back...again. Lol. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 18:40, 14 February 2013 (PST)
 
  
=={{icon item|Huo-Long Heater|16px}} [[Huo-Long Heater]]==  
+
== {{Demo Header|Quick-Fix}} ==
{{c|Revving down sound effect is missing during demonstration of ring of flames (Seen at 1:17 in demonstration video).}}--[[User:Hermit527|Hermit527]] 19:50, 30 December 2012 (PST)
+
{{DemoEntry
:True but barely noticeable, not really a huge deal — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:09, 31 December 2012 (PST)
+
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes =
 +
| video =
 +
}}
  
Shouldn't there be a three-screen comparison that shows the Minigun firing, the Heater firing, and the Heater revved, but not firing? It can show how long it takes for the ammo to drain without shooting compared with firing.--[[User:Uknownada|Uknownada]] 13:18, 14 January 2013 (PST)
+
<div class="mw-collapsible mw-collapsed" style="width:100%">
 +
Old reservation (29 April 2021)
 +
<div class="mw-collapsible-content" style="width:100%; text-align:left">
  
=={{icon item|Kritzkrieg|16px}} [[Kritzkrieg]]==
+
{{c|What I've done in addition to the existing one (the timestamp in the parentheses are the old/new ones):}}
{{c|The other two Medigun videos shows the longer a target has been hurt, the faster the heal rate. This one doesn't.}}--[[User:Uknownada|Uknownada]] 19:26, 17 September 2012 (PDT)
+
# ([https://youtu.be/mWbjD7LjtVg?t=74 1:14]/[https://youtu.be/hj5FuFVFV2U?t=84 1:24]) On the first scene demonstrating the Quick-Fix's basic functions, I did the same as the old one, plus damaging myself and the patient Heavy while being Ubered, demonstrating that the Quick-Fix's Uber doesn't reduce incoming damage. I also damaged myself (the Medic) twice instead of once.
 +
# ([https://youtu.be/mWbjD7LjtVg?t=129 2:09]/[https://youtu.be/hj5FuFVFV2U?t=159 2:39]) When demonstrating the Quick-Fix's heal rate in comparison to the stock [[Medi Gun]], while mostly the same, I used a recently-injured Heavy, so that the heal rate (for each medigun) is at the slowest. I used an offscreen pistol Engineer (hence why the starting HP is 14), teleport commands, and <code>r_cleardecals</code>, so it should look neat.
 +
# ([https://youtu.be/mWbjD7LjtVg?t=137 2:17]/[https://youtu.be/hj5FuFVFV2U?t=181 3:01]) I demonstrated the knockback immunity from Quick-Fix's Uber the same way, but now there's health and Ubercharge HUD.
 +
# ([https://youtu.be/mWbjD7LjtVg?t=176 2:56]/[https://youtu.be/hj5FuFVFV2U?t=227 3:47]) I did the "mirror blast jumping" part outdoors, although it might not look neat. I'm sorry.
 +
# ([https://youtu.be/mWbjD7LjtVg?t=206 3:26]/[https://youtu.be/hj5FuFVFV2U?t=257 4:17]) I demonstrated crit healing (after the recipient doesn't take damage for 10-15 seconds) with the Quick-Fix's Uber in addition to the non-Uber Quick-Fix. Yes, the 3x healing rate Uber stacks with the crit heal.
 +
# ([https://youtu.be/mWbjD7LjtVg?t=233 3:53]/[https://youtu.be/hj5FuFVFV2U?t=416 6:56]) I redid the "Uber build rate comparison on different HP threshold" because the old one didn't have the Quick-Fix as the second healing beam, hence it doesn't explain if the second healing beam alone would slow down the Quick-Fix's Uber build rate (the Quick-Fix has 125% maximum overheal, lower than the usual Uber build rate penalty at 142.5% overheal).
 +
# ([https://youtu.be/mWbjD7LjtVg?t=266 4:26]/[https://youtu.be/hj5FuFVFV2U?t=306 5:06]) I demonstrated the Quick-Fix maximum overheal limit and decay rate on Scout vs. Heavy as well as comparing it to the stock [[Medi Gun]]'s overheal in addition to the "maintain overheal above 125%" that the old video demonstrated. For the last part, I only used one Heavy, as the aforementioned added demonstrations make up for that, and I maintained the overheal above and below 142.5% overheal (Uber build rate comparison) as well as healing the Heavy when the overheal goes down below 125%.
 +
# ([https://youtu.be/mWbjD7LjtVg?t=286 4:46]/[https://youtu.be/hj5FuFVFV2U?t=512 8:32]) For the "healing disguised Spy" part, I have two enemy bots (Heavy and Demoman) so that the Spy doesn't disguise as a Demoman named "Medic". Both bots are injured, so my disguise will be healed, too.
 +
{{c|The new ones (the timestamps refer to the new demonstration):}}
 +
# ([https://youtu.be/hj5FuFVFV2U?t=459 7:39]) Demonstrating stock [[Medi Gun]]'s Uber vs. Quick-Fix's Uber (the latter doesn't reduce incoming damage, but prevents incoming knockback unlike the former) and the fact that they have same duration (barring the stock's lingering effect). Also has Quick-Fix's Uber without incoming rockets to demonstrate that the duration is the same.
 +
# ([https://youtu.be/hj5FuFVFV2U?t=478 7:58]) Ubering multiple teammates at the same time drain faster than Ubering a single teammate alone. Also, only the aforementioned Ubering multiple teammates drains Uber faster; Ubering an injured teammate drains at the same rate as Ubering a healthy teammate (fully overhealed) and not healing someone when Ubered.
 +
<br>
  
{{Reservation|-- [[User:RagnarHomsar|Ragnar Homsar]] - ([[User_talk:RagnarHomsar|Talk]]) 18:40, 15 December 2012 (PST)}}
+
:I did the "Uber draining when dropped" part, but both mediguns show "Dropped by Exaskliri." Is it allowed? I gave the bot the Quick-Fix via bot_mirror command. https://youtu.be/0ZlwvHZrjdU [[User:Exaskliri|Exaskliri]] ([[User talk:Exaskliri|talk]]) 04:27, 30 April 2021 (UTC)
 +
::Nothing you can do about that, that's just how it shows. Shouldn't be too noticeable and there's no point in going through the trouble of setting up a server and getting a buddy to join only so it doesn't show. Though the confusion on where the quick-fix actually is should be redone so it doesn't look like you are looking for it.<br>[[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 10:37, 30 April 2021 (UTC)
 +
:# I just did the "mirroring the explosive jump" part, though I don't think it looks neat. Is it OK? https://youtu.be/NQo1iTxQSEA [[User:Exaskliri|Exaskliri]] ([[User talk:Exaskliri|talk]]) 03:31, 3 May 2021 (UTC)
 +
:# Just finished the whole demonstration. I just need to attach the segments. [[User:Exaskliri|Exaskliri]] ([[User talk:Exaskliri|talk]]) 15:15, 4 May 2021 (UTC)
 +
:# Just finished <s>uploading</s> re-uploading the new Quick-Fix demonstration video to YouTube and MediaFire.
 +
::# https://youtu.be/hj5FuFVFV2U
 +
::# https://www.mediafire.com/file/kx7kbaik5vwpwyj/Quick-Fix_Weapon_Demonstration_Video.mp4/file
 +
:::[[User:Exaskliri|Exaskliri]] ([[User talk:Exaskliri|talk]]) 08:08, 6 May 2021 (UTC)
 +
:::: I don't see any problems, except for the the explosive jumps scenes, that looks a bit laggy, and in general the quality, that seems to be more like a rendering issue, though shouldn't be a problem · [[User:Ashe|Ashe]] ([[User talk:Ashe|talk]]) 04:40, 5 May 2021 (UTC)
 +
: I'm fixing the video right now (quieting projector sound, incorrect fade out time, etc.). Gotta reupload soon. [[User:Exaskliri|Exaskliri]] ([[User talk:Exaskliri|talk]]) 10:39, 5 May 2021 (UTC)
 +
: Just uploaded the fixed version of the [[Quick-Fix]] demonstration video. [[User:Exaskliri|Exaskliri]] ([[User talk:Exaskliri|talk]]) 13:01, 5 May 2021 (UTC)
 +
::This is spectacular work, thanks a lot! Just two comments, none of which should require a lot of work to fix hopefully:
 +
* Video quality also seems to have the same artifacts as the Winger demonstration. Please increase the bitrate. Unlike the Winger demonstration, I understand that a demonstration this long could take forever and use a lot of bandwidth to upload twice (to YouTube and to MediaFire), so if the video quality is approved for the Winger demonstration is good enough and you've used the same settings for re-rendering this demonstration, feel free to just upload the higher-quality Quick Fix demonstration to MediaFire only, in order to avoid having to upload the huge file twice.
 +
* There is an audio/video glitch at 9:56 - 9:57.
 +
— [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 05:46, 10 May 2021 (UTC)
 +
:::You finally responded! Thank you so much. The video/audio glitch is from the .dem recording, so I had to conduct another play, especially since it involves another player. [[User:Exaskliri|Exaskliri]] ([[User talk:Exaskliri|talk]]) 15:12, 10 May 2021 (UTC)
 +
::::Alright. Can you upload the new version? — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 04:40, 1 June 2021 (UTC)
 +
</div></div>
 +
{{DemoEntry|end}}
  
If nobody minds, I'd like to do this one. [[User:Uufje|Uufje]] 13:30, 19 October 2012 (PDT)
+
== {{Demo Header|Kritzkrieg}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = review needed
 +
| reservation = [[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 22:37, 14 August 2024 (UTC)
 +
| changes = {{c|Does not show that Kritz Über does not prevent capping or carrying the Intelligence.}}<br>{{c|Does not show health of patients, overheal is not shown properly.}}
 +
| video = https://drive.google.com/file/d/1QdVc1nL_l3qRdnedua3f7UX96dMA4wj5/view?usp=drive_link
 +
}}
 +
I think I'll take this one! [[User:Greenfox|Greenfox]] ([[User talk:Greenfox|talk]]) 20:51, 22 October 2022 (UTC)
  
:Here's my first demonstration. Sorry it took so long. I changed and added some other things as well to make it more like the Medi Gun demonstration. http://www.youtube.com/watch?v=eoSOv2Gc2QM - [[User:Uufje|Uufje]] 04:30, 28 October 2012 (PDT)
+
:Please sign your comments using <nowiki>~~~~</nowiki>.<br>[[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 20:56, 22 October 2022 (UTC)
::It's pretty good given that it's your first demo, but sadly it isn't acceptable as it is >: Here's the reasons:
 
* Too low framerate (minimum is 30fps). If you recorded .dem files (which is now a requirement) then you should only have to re-render them at a higher framerate using Source Recorder, otherwise you can use a capturing tool as long as it is fast enough to capture 30 or more '''unique''' frames per second (i.e. it shouldn't skip frames while pretending it didn't by repeating the last frame). Also make sure that your video editor isn't chopping away some frames while encoding
 
* Video is interlaced (visible when the camera is rotating). This should be easily fixable in your video encoding settings
 
* Some graphical artifacts (fuzzy textures, etc. as sometimes visible on the Medic's arm with the shadow moving around), probably the result of a low encoding bitrate (increase the video encoding bitrate to fix this)
 
* Audio glitch ("ha, ha, ha, okto-o-o-berfest") at 1:58
 
* Some lighting inconsistencies between the 3-way split-screen at 2:50 and the one at 3:30, especially around the red Pyro. I think this may be due to the Halloween lighting change released as part of the latest patch, which makes things look darker and different. If so, you should wait until it's reverted and render those .dem's again
 
* Disguise menu reappears for a split second at 4:11. The same glitch happens again later in the clip
 
The clips themselves are pretty good and follow the general pacing nicely, which is not usually the case on someone's first demonstration. Good luck~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:07, 29 October 2012 (PDT)
 
:Thanks! I'll fix the framerate and audio glitch, however, I can't see a bitrate option in my encoding settings, it still interlaces even when I turn that off, and I don't know how to fix the disguise menu glitch. Also, I personally can't discover any lighting problems in the split-screens; I recorded them before the Halloween event so that can't be the problem. If anyone can help me with those things, that would be much appreciated (message me on IRC if necessary). I know next to nothing about video stuff :P - [[User:Uufje|Uufje]] 03:58, 31 October 2012 (PDT)
 
::If it doesn't let you set a bitrate, it probably lets you set a quantizer or some sort of quality setting. If you can't find it, then use x264vfw as recommended on the project page. Same for interlacing, I can't think of a video editor that wouldn't let you adjust that :( I don't know how to fix the disguise problem, I don't know what causes it in the first place though. The lighting difference isn't a big deal, so it's alright if it stays the same as it is, it's just kind of odd — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:20, 31 October 2012 (PDT)
 
:::I use the x264vfw, it has a quantizer option so I'll change that. The problem with interlacing is that it has an interlacing option, but it still interlaces the video even when it's set to "off". Also, I'm having troubles with Source Recorder, it won't record into a video (instead of frames), it says I need QuickTime installed even when I have it installed... I know I can convert the frames into a video but recording it directly as a video would be easier. Lastly, I think the disguise thing might be caused due to latency issues, but the server I recorded on was in Spain, so that shouldn't generate so much latency as I live in the Netherlands (though I might be completely wrong about this, of course). - [[User:Uufje|Uufje]] 15:58, 1 November 2012 (PDT)
 
  
Alright, I think I fixed everything... Especially the interlacing stuff was a big pain in the butt, but I think (hope) everything should be good now. I haven't re-rendered everything yet though, just the first part. I've uploaded it to YouTube for a quality check: http://www.youtube.com/watch?v=mxTHkXX4I9c - [[User:Uufje|Uufje]] 13:09, 4 November 2012 (PST)
+
sorry! [[User:Greenfox|Greenfox]] ([[User talk:Greenfox|talk]]) 06:27, 23 October 2022 (UTC)
:The video still doens't look good enough yet. It looks better though, and the lighting/color balance is a bit better too. Make sure not to turn the quantizer value down. The quantizer value is a measure of "acceptable quality loss"; thus, the smaller the quantizer, the less quality loss is acceptable. You can get an idea of whether the video has a better quality or not by comparing the file size, if unsure. If the only difference between the two videos is the quantizer value, then it should be a good metric
 
:The clip still suffers from a poor framerate, which is partially compensated by the ghosting effect that is either a product of Fraps or Vegas (shot taken while the camera is rotating):
 
  
http://upload.gaiatools.com/files/videoghosting_0.png
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:Could anyone give me advice on how to do this demo?  For one thing, [https://youtu.be/PbByxTR2c5s?t=69 this] part of the video isn't possible with the new map, and I am not sure what to do.
 +
:[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 00:37, 22 August 2024 (UTC)
  
:As you can see, this need fixing. It's likely to be the source material (Fraps recording?) being too low-framerate, and Vegas trying to stretch it to fit the 30fps it's asked to render the video as, by inserting frames between frame pairs and filling them with 50% the frame before, 50% the frame after. It may also be the opposite phenomenon: A good 30fps (or higher) source material, but with Vegas asked to render it at 24fps or something, thus it has to blend some frames together in order to make things fit in 24fps — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:10, 4 November 2012 (PST)
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::Off the top of my head, you could use the wooden separator near the back of the room. So long as its clear the beam disconnects because something is physically between you and the healing target, it shouldn't matter.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 01:10, 22 August 2024 (UTC)
::Well, I'm fairly sure I fixed the ghosting, but I've still got trouble with the Spy stuff. The disguise menu still reappears for a split second, and it even briefly shows the revolver equip animation. The Knife's crit animation is also messed up, it first shows partly the backstab animation, then a normal swing. Video to show what I'm talking about: http://www.youtube.com/watch?v=0rZMHxxKgK0 :( - [[User:Uufje|Uufje]] 04:05, 19 November 2012 (PST)
 
:::Yes, that is glitchy alright. Don't know how to fix those, but I'm guessing you're using Fraps for recording this. Maybe rendering those demos with Source Recorder would make it not appear — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:54, 16 November 2012 (PST)
 
::::I use Source Recorder, and even when I play the demo without recording, it still shows up like this. Somebody else set up a server for me to record this with him, so it might be latency or whatever. I'll try to create my own server to rerender this clip, although I first need to set up port forwarding and the like for that to work, so it might take a while for me to figure it out - [[User:Uufje|Uufje]] 04:05, 19 November 2012 (PST)
 
  
=={{icon item|Power Up Canteen|16px}} [[Power Up Canteen]]==
+
:::Also, I'm trying to make a script to make the bots move, like in the part where the soldier is Übercharged, for example.
{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 3:13  , 10/21/2012 (PDT)}}
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:::[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 18:06, 22 August 2024 (UTC)
  
[https://www.youtube.com/watch?v=D92u65nNMC0 Uploaded video] has some minor mistakes.
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::::It's easier to just ask someone for help.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 18:08, 22 August 2024 (UTC)
  
{{md}}The video has to show, that you can attack while being Ubercharged. This part of a video makes a feeling, that you can't.<br>
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:::::I am asking for help.
{{md}}You can show, that it is available for all classes, but the demonstration itself could be made by Engineer only to short the time.<br>
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:::::[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 19:41, 22 August 2024 (UTC)
{{md}}Video didn't show that Crits bottle increases Sentry's shooting speed. One more point for Engineer demonstration.<br>
 
{{md}}Video didn't show Medic's ability to share the effect.<br>
 
What do you think about it? '''[[User:GordonFrohman|<span style="color:#32CD32;font-size:15px;font-family:'TF2 Build';text-shadow:#000000 1px 1px 0px;">Limie Pie</span>]]''' [[Image:Painted Sign of the Wolf's School 32CD32.png|25px|link=User:GordonFrohman]] 00:12, 24 September 2012 (PDT)
 
:All important points - especially the Sentry firing speed one, as that isn't explained very well in-game. {{User:Cooper Kid/Signature}} 04:34, 24 September 2012 (PDT)
 
  
::And it needs to be shown that "Building Upgrade" can do that building that is under the constructing can go to level 3 and don't have to construct no more. --[[User:InstantMan|InstantMan]] 16:40, 24 September 2012 (PDT)
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::::::I believe they mean asking someone to join the server to make some clips easier to get.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 05:34, 23 August 2024 (UTC)
:::@Cooper Kid, I think it really need to show because it'll appear when equipped Canteen with Crits, even it isn't explained very well. [[File:User Hinaomi Hinaomi-sig.png]] [[User:Hinaomi|Hinaomi]] <small>([[User talk:Hinaomi|talk]]) • ([[Special:Contributions/Hinaomi|contributions]])</small> 07:49, 24 September 2012 (PDT)
 
:First one isn't really important but if we're going to redo it, might as well fix that. Second one is to show which classes have access to which upgrades and for consistency with the way that multi-class items are demonstrated. It's not ideal but it's not too bad either. Third one and fourth one are pretty important.
 
:While we're at it, two other things:
 
* Someone in the comments says that while the instant-upgrade canteen is active, you can build new buildings and they will instantly be upgraded. Is that true?
 
* Someone in the comments says that we should use the MvM music for this. I agree, it makes a nice change, same as using the saxxy music for [[Saxxy]]
 
[[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:45, 24 September 2012 (PDT)
 
  
also, it should show that upgrade canteens heal buildings, but do not restock ammo. [[User:Isildur4|Isildur4]] 09:38, 2 October 2012 (PDT)
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:What map should I use to demonstrate capping the points?
:Alright — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:08, 7 October 2012 (PDT)
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:[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 03:32, 5 September 2024 (UTC)
  
i'm ready to redo this one , so wind could you tell me ALL the things need to show? i don't really want to miss something. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 7:36  , 10/13/2012 (PDT)
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::Every other Medi Gun demonstration uses Badlands, so just use that.
 +
::'''EDIT''': Clarification, [[Badlands (Control Point)]] specifically should be used, not the KOTH version.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 12:57, 5 September 2024 (UTC)
  
Things i found out , that are probably should show in this redo:
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{{DemoEntry|end}}
  
* Medic , "Share Canteens" you can share the effects of your Canteen to who you are currently healing
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== Trading demonstration ==
* Engineer , using "Übercharge" you can uber your sentry too Only Sentry
+
{{DemoEntry
* Enguneer , using "Critical Hit Boost" can increase doubles firing rate of user's Sentry Gun for 5 seconds
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| begin
 +
| status = nodemo
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| reservation =
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| changes = {{c|Doesn't show the "Requires Steam Guard verification" window}}
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| video =
 +
}}
 +
We can make the same Medic and Heavy conversation joke.
 +
:Alright, it seems that Steam won't allow me to change the Trading window language for some reason, so i'm leaving this to a English-speaker user · [[User:Ashe|Ashe]] ([[User talk:Ashe|talk]]) 04:55, 27 February 2022 (UTC)
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:I don't think we should redo this just for this reason; there may be more UI changes to that process in the future, and it seems unnecessary. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 00:33, 24 April 2022 (UTC)
 +
::I think it's necessary.  It's the little things that count anyway.  If I could do it, should I record the footage of me verifying the trade on my phone?
 +
::[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 03:28, 30 October 2024 (UTC)
 +
{{DemoEntry|end}}
  
Well that's all i found , did i missed something? [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 11:50 , 10/16/2012 (PDT)
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== {{Demo Header|Teleporters|icon=RED Teleporter.png}} ==
:Does the "ammo" one refill sentry ammo? If so, then that should be shown. Should also show that it refills engineer metal and spy cloak — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:03, 16 October 2012 (PDT)
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{{DemoEntry
 +
| begin
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| status = nodemo
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| reservation = [[User:GrampaSwood|GrampaSwood]], 7-8-2024 17:03 CEST
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  | changes = {{c|Needs to show the updated metal cost.}}
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| video =
 +
}}
 +
I think the current demo is a bit messy, so I'm making a new order:
 +
First clip (showing basic things, requires 3 people):
 +
* Build entrance (no speeding up), watch it fully unfold.
 +
* Build exit (speeding it up). Take Teleporter once it's fully built.
 +
* Fully upgrade to level 3 using 3 pre-spawned full ammo boxes. Upgrade to Level 2 on the Exit, and upgrade to Level 3 on the Entrance (showing both sides share upgrades).
 +
* Friendly takes the Tele, enemy player (non-Spy) tries to take the Tele, then an enemy Spy tries to take the Tele (undisguised).
 +
Second clip:
 +
* Third screens: left screen shows Tele Entrance being selected from PDA, middle screen shows Tele being selected from PDA, right screen has Tele pre-built and picks it up. All 3 put it down, left stares at it, middle hits it, right stares at it (showing off build speed vs wrench hitting vs redeploying).
 +
Third clip (requires 2 people):
 +
* Third screens: Level 1, 2, and 3 from left to right. Shows friendly player getting teleported, then walks back to entrance and waits for another teleport. Do this for 3 teleports in total. Alternatively, we take another 2 people. They stand in a line and take Teleporter as I watch. Tele brings them to an off-screen place, and I (Engineer) stop on it last. Both teammates look at the Engi, say a thank you voice line. The last bit is only for a bit of humour, so I can understand if we just take the first option only.
 +
Fourth clip:
 +
* Either a single screen (my preference) or one-third screens: Spy walks on Tele undisguised, gets teleported. Walks back to Entrance, disguises, gets teleported. Walks back to Entrance, takes Disguise off, then cloaks and stands on Tele.
 +
Fifth clip:
 +
* Spy saps Tele Exit, stand on Tele (showing no teleporting), remove Sapper, repair Tele (shows both sides get healed at the same time). Switch sides, Spy saps Entrance, remove Sapper.
 +
Sixth clip:
 +
* Third screens: Spy saps Tele, wait until it dies. Level 1, 2, and 3 from left to right.
 +
Seventh clip (requires 2/3 people):
 +
* Enemy Heavy stands on Tele Exit, I go through (killing him). I walk back in front of Entrance, Medic with Über pops it on patient (who walks on Tele), I go through (killing him). Medic stands on Exit (with Über still), I kill him. If possible, the first Übered player should have respawned by now as a Spy, noclipped out of frame, then walks onto Tele entrance, going through and telefragging me (Engi).
  
No , it won't i tested in game. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 1:41  ,  10/17/2012 (PDT)
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Optional extra clips:
 +
Eureka Effect clip:
 +
* Half screen: left has stock, right has Eureka Effect. Both build Tele, grab one of the 2 large ammo boxes in front of them, and start upgrading their Teles. Eureka Effect finishes first as it only needs 200, Stock requires 400.
 +
Setup time clip:
 +
* Shows extra fast upgrading of Teles.
  
Pretty sorry for a loooong time because of holiday... anyway the video is almost finish it had some issue after i posted the video I'll tell you what kind of issue it is and also can you delete the .dem on  [http://weaponref.wiki.tf/files/ here] , I'll will re-upload again after the video get accepted. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 3:52  ,  10/30/2012 (PDT)
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If I missed anything, let me know, but this should be all.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 15:03, 7 August 2024 (UTC)
:I may delete them once the new video is accepted, but it's alright to have multiple versions of the same demonstrations. That's why there's a date in the file names; that way you can get the .dem for a certain date. Useful when Valve decides to revert a weapon's behavior or something — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]]
 
  
[http://youtu.be/2JL_OetSTIo heres the video] 05:49 i know the sound is cut'd but the sound is fine when i play the demo first time how do i get rid of that? medic ammo refill clip the scout part i don't know why its lags but I'll re-record it. as for the sniper upgrade clip i don't know again why it show me the Building Upgrade... watch it and you will find out what i mean. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 2:35  ,  10/31/2012 (PDT)
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:I think this covers pretty much all there is for teleporters. <br>[[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 15:57, 7 August 2024 (UTC)
:For the medic ammo sharing clip, there is a too long wait at the beginning where nothing happens, and you should mute one of the two clips, otherwise we can hear the canteen being used twice at the same time. For the video in general, the audio loop is kind of bad (there's this point where it repeats and it's audible). It's also a very short music, but for a long video like this, you should use the longest song so that we don't hear the same thing over and over 22 times for 11 minutes. Use the cp_steel training song or something.
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{{DemoEntry|end}}
:For the sound thing, I don't know, but you can just play the demo (not render, just play) and record the audio with Fraps or Audacity or something.
 
:For the sniper clip, you should probably restart your game or reload the UI and then re-record the demo to get rid of this
 
:For the engineer mini-sentry clip, you should use a vertical split-screen. It is hard to see what's happening with the big toolbox/sentry using a lot of screen space, and the robot heavy is only half visible because the screen is small. Also, why a minisentry? You should be able to show this with a normal level 1 sentry
 
:Spy cloak... didn't recharge. Is the wiki wrong? (omg!) Also, does it recharge the sapper bar? Maybe it's worth showing that too, whether it does or doesn't — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:20, 31 October 2012 (PDT)
 
  
::The reason why i use mini sentry was , because there is no way i can build a lvl 1 sentry before the wave started , after started i can but it won't let me add bots. and the "Weapon Demonstration Splitscreen HUDs_0" does not Include MvM Hud should it be update? sapper recharge bar i think it worth to show. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 4:05 , 11/1/2012 (PDT)
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== {{Demo Header|Amputator}} ==
 +
{{DemoEntry
 +
| begin
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| status = nodemo
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| reservation =  
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  | changes = {{c|Does not show damage against players vs stock}}
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  | video =
 +
}}
  
i am back , sorry i can't make videos a while because my graphic card is Dead. I have to wait for the company fix the graphic card before i can work :( but I'll promise i will finish the work after that. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:54  ,  11/9/2012 (PDT)
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I recorded most of this but medic's health regen is completely random as far I can tell. I can't get the clips to line up so I can properly demonstrate the increased health regen so I'm removing my reservation for the time being. I might try again some other time to brute force it but it doesn't seem promising [[User:Mediarch|'''Mediarch''']] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> </font>]][[User talk:Mediarch|'''Talk''']][[User:Mediarch|<font color="#ff66cc"> </font>]][[Special:Contributions/Mediarch|'''My Edits''']] 18:34, 28 March 2024 (UTC)
:Is alright — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:17, 13 November 2012 (PST)
 
  
[http://youtu.be/GAi3RwewhPw Hope this is better.] [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 5:52  ,  11/27/2012 (PDT)
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:Not having them be synced up is fine as long as it's clear that the Amputator goes faster.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 18:55, 28 March 2024 (UTC)
:I think there are some [http://upload.gaiatools.com/files/interlacingcanteen_0.png interlacing issues] going on :( This needs fixing in the video editor properties or render settings (Note that once you deinterlace, the file size needs to be doubled to keep the same amount of visual quality). Clips are good though~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:40, 26 November 2012 (PST)
 
::By the way , in sony vegas pro 11 there are a option to turn that interlacing thingy off. once i set it to "none" then i'll start render the video after a short time , it gives me a error "Vegas pro has stopped working" i'll set the option to default. then render it again it is fine then... but the interlacing is still there. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 11:26  ,  11/28/2012 (PDT)
 
:::Well I'm sorry but you need to find some way of not having it >: Try to render to another video codec or something, or if you say that it crashes after a short time then maybe you can render the video in multiple small parts, and then glue them together — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:22, 29 November 2012 (PST)
 
::::http://youtu.be/cyuZZGx9Vxs just a preview [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 7:02  ,  11/30/2012 (PDT)
 
:::::Is good, though it doesn't seem as crisp as the previous version. Remember that deinterlacing means the video should be about twice the size of the previous version in order to maintain the same quality, so make sure you increwase the bitrate/lower the quantizer appropriately. Also, if you're going to render in multiple small parts and then put them back together, make sure you're either using a lossless codec for rendering the small parts, or using a lossy codec that you can directly concatenate streams of (which is to say, "[video stream 1] + [video stream 2] = [valid video stream]"). Otherwise you will reencode the same thing twice, which causes unecessary quality loss that would require to use an even higher bitrate/lower quantizer to counter — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:22, 30 November 2012 (PST)
 
:http://youtu.be/RjDl20PL0VE [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 10:39  ,  12/1/2012 (PDT)
 
*While wery minor, you got hit at 01:45.
 
*You didnt show that ammo canteen refills sentry ammo (if it does)
 
[[User:TheGuy299|TheGuy299]] 06:24, 2 December 2012 (PST)
 
::umm wind are you there? [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 11:22  ,  12/10/2012 (PDT)
 
:The sentry ammo one was already mentioned, it doesn't refill ammo, though the clip doesn't show it. It's ok not to show it but it would be better if it did (take the wrangler, waste a bit of sentry ammo, switch back to pistol, then do the clip). Also, at 9:19 the HUD says "Healing: Friendly Scout / 6 heavies". Rest is good~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:44, 11 December 2012 (PST)
 
::at 9:19 i don't understand where the issue is , 6 heavies? you can see the samething in-game. at 8:01 it does the samething too. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 8:18 ,  12/12/2012 (PDT)
 
:::wut, I could have sworn it didn't show up in the other clips. Is good then — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:26, 15 December 2012 (PST)
 
  
Why using boxing heavies in the ubercharge clip, would be better with hitscan robots. - [[User:InstantMan|InstantMan]] 12:53, 16 December 2012 (PDT)
+
:: That's not the issue I'm having. It's the part where you're showing that it only regenerates faster while you are actively holding the amputator itself. The original video has a 3-way splitscreen with the left side being Amputator, the middle having the Amputator equipped but switched to hold the medi gun, and the right holding the stock bonesaw. I can't the medi gun side and bonesaw side to sync up so it looks like one of them is slightly faster than the other. One of the two is always slightly faster or slower which makes it really difficult to properly demonstrate that part. Even the actual health you gain each tick is slightly variable from what I can tell. I had 6 different clips and synched them all up and they all finished at different times and would have different health values despite all other variables being equal. All 6 clips started at the same time but all 6 of them have different HP https://imgur.com/3NVTjSG. My only thought for a fix is I could try to cheat and essentially just crop the health bar from one of the clips and paste it onto the other so that way they are perfectly synced up. It'd have to be a seamless edit though which is pretty hard to do. [[User:Mediarch|'''Mediarch''']] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|'''Talk''']][[User:Mediarch|<font color="#ff66cc"> </font>]][[Special:Contributions/Mediarch|'''My Edits''']] 19:15, 28 March 2024 (UTC)
:Good enough, what matters is that it's clear that the Scout is getting hit, which is the case here since there's a sound for it — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:41, 16 December 2012 (PST)
 
  
doesn't show that the upgrade canteen repairs damage to buildings (but does not refill ammo). also does not show that you do not need to keep the heal beam on a target for shared canteens, i suggest showing sharing a crit canteen to someone, then both of you shoot crits at the same time. also the spy clip started with $220 instead of $400. [[User:Isildur4|Isildur4]] 15:10, 16 December 2012 (PST)
+
:::I'd argue that so long as there is a reasonably larger difference in time between when the Amputator while held reaches full health to the Bonesaw and Medi-Gun clips, even with a minor difference between the latter two the point should get across. Syncing them up would be difficult unless you used a config file to automate the clip upon spawn, as AFAIK Medic regenerates health based on a set timer even while at full health, meaning health can start being restored seemingly inconsistent to when he takes damage.<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 00:26, 9 August 2024 (UTC)
:http://youtu.be/c-0Prmi4V6M [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 10:57  ,  12/17/2012 (PDT)
+
{{DemoEntry|end}}
::All good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:00, 22 December 2012 (PST)
 
:::http://www.mediafire.com/#s7wvrvl2dufbr [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 3:06  ,  12/24/2012 (PDT)
 
::::also can you remove the old power up canteen .dems? i need to upload the new ones. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 3:09  ,  12/24/2012 (PDT)
 
:::::There is no need to remove them. You can upload new versions without deleting the old ones — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 08:25, 25 December 2012 (PST)
 
::::::alright then uploaded. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 3:32  ,  12/28/2012 (PDT)
 
  
== {{icon item|Pyrovision Goggles|16px}} [[Pyrovision Goggles]] ==
+
== {{Demo Header|Thermal Thruster}} ==
{{c|Domination and revenge in Pyroland.}}
+
{{DemoEntry
:{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:01  , 12/1/2012 (PDT)}}
+
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Video doesn't show the increased knockback while using the item}}
 +
| video =
 +
}}
 +
This video was created when the rule was just "at least 30 fps". Now, the knockback clips are a bit random and doesn't properly show the actual effect. Maybe the demonstrator can show it by placing a pyro aiming upwards and make it airblast them. The clips would be in badwater roof, the left clip without the thermal just falling off from it and the right clip, jumping with the thermal onto the pyro. · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 17:18, 28 March 2024 (UTC)
 +
{{DemoEntry|end}}
  
:The Pyroland-incuding item demonstrations don't show everything there is about Pyroland, I'm not sure this really needed. But if someone feels like it, why not — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:16, 8 October 2012 (PDT)
+
== {{Demo Header|Natascha}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Needs to show that when an enemy is being healed by a medi gun or other source (like a dispenser) they're immune to the slowdown.}}
 +
| video =
 +
}}
 +
{{DemoEntry|end}}
  
If someone feels like it....well if you want to , I'll take this job for a start. How about it Wind? [[User:Irufort|Irufort]] 12:15, 9 October 2012 (PDT)
+
== {{Demo Header|Ubersaw}} ==
:i don't agree that is needed. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 4:43  ,  10/9/2012 (PDT)
+
{{DemoEntry
:If you feel like it then do it... However Karmacharger didn't record .dem files for this, so if you want to redo it then you have to redo everything :( Which is very long and very tedious to do. But if you do decide to do it, then make sure to record .dem files so that the next person won't have to restart from scratch — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:58, 10 October 2012 (PDT)
+
| begin
:about the .dem it's not going to happen next time , anyway i was the previous demonstrator of this but i don't care feel free to take it. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:32  ,  10/11/2012 (PDT)
+
| status = nodemo
 +
| reservation = [[User talk:Myrmxa|Myrmxa]] 19:56, 2 August 2024 (UTC)
 +
| changes = {{c|Needs swing speed penalty compared to stock.}}
 +
| video =
 +
}}
 +
I don't think it's necessary to show the Spy stabbing you during the Über, I would change that to just holding out the Ubersaw and watching it drain. It looks a bit awkward running into the Spy attacking like that. I also can't tell if the video is too low FPS or if it's just Google Drive, so [[User:Ashe|Ashe]] will have to be the judge of that. Other than that, looks good.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 15:36, 5 August 2024 (UTC)
 +
:Looks like the FPS is good, I do think the ÜberCharge bit should be changed, however.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 20:30, 5 August 2024 (UTC)
 +
Added updated ver. [[User:Myrmxa|Myrmxa]] ([[User talk:Myrmxa|talk]]) 19:47, 6 August 2024 (UTC)
 +
:The sound is very quiet. In the first clip, I would wait until the entire ÜberCharge is over before doing the taunt (hold out the Ubersaw to watch the liquid drain). Another clip already shows that you hitting someone mid-ÜberCharge extends the duration.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:31, 16 August 2024 (UTC)
 +
{{DemoEntry|end}}
  
i think i should take care it myself , as for the Domination and revenge in Pyroland should i show it as split screen see what's different? and also what did i missed to show on the previous video. feel free to let me know. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 7:43  ,  10/13/2012 (PDT)
+
== {{Demo Header|Machina}}, {{Demo Header|Shooting Star}} ==
:You said "feel free to take it" but now you say "i should take care it myself". Do you want to take this demonstration? — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:44, 13 October 2012 (PDT)
+
{{DemoEntry
::i'm sorry i just changed my mind. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:39  , 10/14/2012 (PDT)
+
| begin
 +
| status = review needed
 +
| reservation = [[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 15:22, 8 August 2024 (UTC)
 +
| changes = {{c|Does not show fully charged damage vs stock.}}
 +
| video = https://drive.google.com/file/d/13gRuCMB48SoDTubbzI04_syOSzdxwACT/view?usp=sharing
 +
| video-text = Machina
 +
| video-extra = [https://drive.google.com/file/d/1z5PQoM1oHC1676HDUSMlYvpmuqhBMi7_/view?usp=sharing Shooting Star]
 +
}}
 +
Might as well add in the Shooting Star too. If possible, during the fully charged damage segment, show side-by-side that the Machina can't fire while unscoped. [[User:Andreng|Andreng]] ([[User talk:Andreng|talk]]) 13:23, 15 July 2024 (UTC)
 +
:Looks good.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:31, 16 August 2024 (UTC)
 +
::I'm not convinced to the dmg comparison clip. I think it would be better if you make a comparison with a Demo instead. To make the Machina kill the demo with one shot, try to damage it with one shot of the smg · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 20:52, 8 October 2024 (UTC)
 +
{{DemoEntry|end}}
  
i done a example clip here http://youtu.be/vNC_qGtQkAg , hope it's the best way to demonstration it. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:27  , 10/14/2012 (PDT)
+
== {{Demo Header|Ap-Sap}}, {{Demo Header|Snack Attack}}, {{Demo Header|Red-Tape Recorder}} ==
:Like the other clips in this demonstration, the split-screen clips shouldn't be played at the same time. They should have a delay so that both sounds can be heard separately, without the voice lines overlapping each other. Also, there's a big video glitch on the left clip at 0:10. Lastly, you should use something other than a Pyro's flamethrower in the first clip. It makes a lot of noise (both audio and on the interface) which overlaps the domination sound. Use something more subtle like a Spy with a revolver or a Pyro with a Fire Axe or something like that. Lastly, it'd be preferrable to reload after the voice line is complete so that the little reload noises don't mix with the voice line — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:44, 13 October 2012 (PDT)
+
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation = [[User:Dessensce|Dessensce]] ([[User talk:Dessensce|talk]]) 06:05, 30 August 2024 (UTC)
 +
| changes = {{c|Does not show Sapped Sentry Guns take 33% less damage from the Spy who applied the Sapper.}}
 +
| video =
 +
}}
 +
{{DemoEntry|end}}
  
Sorry for taking a large time , i was too busy with school stuffs But i am still working on it everydays. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 10:01 , 10/19/2012 (PDT)
+
== {{Demo Header|Battery Canteens}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =  
 +
  | changes = {{c|Needs Canteen Specialist's time bonus for canteens shown.}}
 +
  | video =
 +
}}
 +
{{DemoEntry|end}}
  
My pc keep getting blue screen again and again while rendering some clips clips , i'm getting afraid of this. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 8:56  ,  10/21/2012 (PDT)
+
== {{Demo Header|Neon Annihilator}} ==
:<nowiki>:</nowiki>( dis is bad. Is it SrcDemo2 causing those blue screens? There is a bug in the dokan driver which can cause such a thing, so it's possible. It's when the following sequence happens:
+
{{DemoEntry
* Active SrcDemo2
+
| begin
* SrcDemo2 crashes for some reason, or is otherwise killed from the process manager etc
+
| status = nodemo
* You open the mountpoint folder using Windows Explorer or the Open dialog of an application, etc.
+
| reservation = [[User:GrampaSwood|GrampaSwood]]
:Then Dokan will try to talk to the application which owns the mountpoint folder, except that application (SrcDemo2) is ded before it had a chance to warn Dokan that it is ded. The Dokan driver doesn't like that, and it crashes.
+
| changes = {{c|Needs to show critical hits from the gas passer and damage vs stock.}}
:There are ways around it, such as running <code>"C:\Program Files ... \dokanctl.exe" /u "C:\Program Files ... \tf\srcdemo2" /f</code> (fill in the <code>...</code> as appropriate) on the command line, or (more simply) to '''reopen SrcDemo2 before looking at the mountpoint folder in Windows Explorer'''. This is because SrcDemo2 saves its mounpoint when it's running, and, when it starts, it looks at the mounpoint folder that it used the previous time, and it tries to forcefully unmount it before starting up. [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:10, 22 October 2012 (PDT)
+
| video =
 +
}}
 +
I've added an additional clip showing damage vs players being lower. I added a clip of the Jarate + Gas Passer too. In the Sniper clip in the sewers I also show that the Neon Annihilator changes to a damaged state. I'm also concerned about the third and second to last clips having a bit of a fast transition to the next clip. Otherwise, it should be good. Also note that [[User:Cheddar|Cheddar]] played the Engineer and had trouble getting out of the water.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 14:39, 3 August 2024 (UTC)
 +
:The old version of the Engineer wetness clips with the outdoor lakes seemed to work better with smoothness of the comparisons. [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 10:38, 12 August 2024 (UTC)
 +
::I think that's simply because of how awkward one of the clips is about getting out of the water. I can definitely improve it if needed.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:37, 15 August 2024 (UTC)
 +
:::I think it is worth redoing the clips. Preferably, I think the water should be that pond like in the other Neon Annihilation video. [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 05:18, 16 August 2024 (UTC)
 +
::::I don't know which map that was on, I have a feeling it is Watchtower, though. I think I can redo the clip just fine on tr_karma, but with a smoother exit from the water.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:31, 16 August 2024 (UTC)
 +
::::It is indeed watchtower. Also, please update your tr_karma map · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 17:53, 4 October 2024 (UTC)
 +
:::::This was recorded before you told me to update it before, so it should be up-to-date in any future demos.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 16:46, 15 October 2024 (UTC)
 +
{{DemoEntry|end}}
  
i think now it's fine... , should i show all weapons on single classes or just the Primary one? (except scout) like the alien swarm , robro 3000 and balloonicorn demonstration. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 9:25 , 10/23/2012 (PDT)
+
== {{Demo Header|Classic}} ==
:Up to you. The other demonstrations have only primary weapons, but the previous version of this demonstration has all weapons. I think it'd be nice to have one video where a viewer could see how any weapon looks in Pyroland, and this would be the ideal video for it. This being said, it is a lot of work to do so I can understand if you don't want to re-do everything. So do it if you want~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:05, 27 October 2012 (PDT)
+
{{DemoEntry
:Alright i will , also the new update they added a small pumpkin icon on each halloween items bp icon that only can equip during event. Pyroland items did the samething too , so should we redo the demonstrations of this reason? [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 5:00 ,  10/28/2012 (PDT)
+
  | begin
::Nah. You should also hold off rendering the clips if you have the Halloween shading as well, but you can still record .dem files so that you can render them after the event — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:08, 27 October 2012 (PDT)
+
  | status = nodemo
:The video is finished but however it's get me failed everytime of render for no reason , once it reached to 10% and the vegas pro closed itself ._. does not matter which video format i choosed to render , i need a time to get rid of that so. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 11:20  ,  1/3/2012 (PDT)
+
| reservation =  
::What if you render a different part of the video? Does it crash then? ie does it crash when it's 10% because it's 10%, or does it crash there because there's a broken frame at 10% of the video, or...? That way you can figure out if it's a
+
  | changes = {{c|Does not demonstrate damage comparison compared to stock. [Both quickscope and fully charged]}}<br />{{c|Does not demonstrate jumping while scoping.}}
* broken rendered video issue
+
  | video =
* vegas issue
+
}}
* broken encoder issue (seems like this is not the case here)
 
* disk full issue? if vegas doesn't have enough disk space to output the whole movie
 
  — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:22, 3 January 2013 (PST)
 
  
after a short time of render then i got this  error
+
'''Part 1: The Main Gang (Pyro, Soldier, Medic)'''
  
an error occurred while creating the media file "the name of my video".
+
Start with the Pyro, Soldier, and Medic, plus the enemy Sniper as shown in [https://www.youtube.com/watch?v=o2tK4HASL-I the current video].
the reason for the error could not be determined.
+
# Inspect the rifle
 +
# Scope the rifle without manually charging. Pause for a few seconds.
 +
# Charge the rifle to full while scoped. Pause for a few seconds.
 +
# Let go of the charge while scoped. The Sniper should make a shot in the process.
 +
# Pause for a few seconds and unscope.
 +
# Charge the rifle to full while unscoped. Pause for a few seconds.
 +
# Let go of the charge while unscoped. The Sniper should make a shot in the process.
 +
# Shoot the Pyro with a quickshot bodyshot at the middle of his body, where there is little chance of accidentally hitting the headshot hitbox. Specifically, aim at his middle flame grenade.
 +
# Move the crosshair to Pyro's head.
 +
# Shoot the Pyro's head with a quickshot "headshot".
 +
# Shoot the Pyro's head again, but with a partially charged "headshot".
 +
# Aim at Soldier's head, and kill him with a fully charged unscoped headshot.
 +
# Aim at enemy Sniper's head, and kill him with a fully charged scoped headshot
 +
# Aim at Medic's head, and attack him with a scoped partially charged "headshot"
 +
# Move the crosshair to Medic's body, specifically slightly to the left of his lower visible button right above his glove.
 +
# Kill the Medic with a fully charged scoped bodyshot.
 +
# Aim for the wooden Soldier target with a non-scoped headshot.
 +
# Aim for the wooden Soldier target with a scoped fully charged headshot.
 +
# Taunt.
  
and i don't think my disk is full (Local Disk C 112 GB free of 149 GB) , (Disk D 138 GB free of 299 GB) , if i render the small part of the video then it's works.
+
'''Part 2 – Sniper Movement 1'''
i tired to reinstall the xvid codec and the vegas pro nothing works... But the only way to get it works is render as WMV but it's very glitchy which is (The audio the cut in the last 2 seconds of the video) i think you know that , well i'll try to get rid of that. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 7:07  ,  1/4/2013 (PDT)
 
:http://youtu.be/BsRnvnmhX7c finaly got it working but i know there are 2 graphic glitch , well i don't wanna render 7th time. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 6:51  ,  1/7/2013 (PDT)
 
  
Alright~
+
Three split videos of Sniper, left and middle with Classic, right with Sniper Rifle. This will demonstrate that charging slows down the player.
* Cool, now there's the resupply locker in the first clip
 
* Soldier is holding the Shotgun at 2:31 (shouldn't that be rocket launcher?)
 
* Render glitch in the transition at 4:14 and 4:56, you know about those but yes they need to be fixed >:
 
Thanks a lot for your patience, especially for this video which is really long. Hopefully now there are .dem files so that it'll be faster next time~ Can you poke me on IRC with teamviewer or VNC or something so that I can try other rendering settings, just to see if it is better — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:07, 9 January 2013 (PST)
 
  
:[http://cloud-2.steampowered.com/ugc/615006791173921110/85035D40E078684631FCF79555BAB00F5CF7239F/ Right arm is blocking it + hard to see the goggle if i choose rocket launcher] that's why i choose shotgun but if you still want the rocket launcher i'll record it then. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 6:40  ,  1/10/2013 (PDT)
+
# Begin charging the middle Classic. Also begin charging the normal Sniper Rifle.
::Alright then, shotgun is good~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:14, 9 January 2013 (PST)
+
# Move forward to the garage door.
:::http://youtu.be/TqOiRbyCdwU [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 2:00  ,  1/10/2013 (PDT)
 
::::All good, please upload~ Also, congratulations on being the creator for the two longest demonstrations ever (Power Up Canteen and Pyrovision Goggles) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:16, 11 January 2013 (PST)
 
:::::[http://www.mediafire.com/#go9d78pk84oja had to upload as part] , well thanks  [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 1:26  ,  1/12/2013 (PDT)
 
::::::The link doesn't work >: — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:51, 11 January 2013 (PST)
 
:::::::doesn't work? huh.... [http://www.mediafire.com/?rd27m5lan9e55t9 part 1] , [http://www.mediafire.com/?k2g4p50soi85si3 part 2] , [http://www.mediafire.com/?bl3rdclo1vl7vu2 part 3] , [http://www.mediafire.com/?iysjill4xy568ay part 4] hope it work [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 2:40  ,  1/12/2013 (PDT)
 
  
=={{icon item|Rocket Jumper|16px}} [[Rocket Jumper]]==
+
'''Part 3 – Sniper Movement 2'''
{{c|Needs to show that you can survive the kamikaze taunt with this equiped.}}
 
  
=={{icon item|Saxxy|16px}} [[Saxxy]]==
+
Two split videos of Sniper, both with Classic. This will demonstrate that releasing a charge returns the speed back to normal.
{{c|Note|Special considerations: Must use Saxxy music at the beginning, must have the same video quality standard as current version (1080p, 30fps with 50fpf blendrate or higher, graphics settings [[portal:File:Portal_2_walkthrough_config.cfg|maxed out]], and uploaded in lossless format)}}
 
<br/>{{reservation|— [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 05:16, 23 October 2012 (PDT)}}
 
  
'''Question''' What is "50fpf blendrate"? [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 10:30  ,  10/7/2012 (PDT)
+
# Begin charging the right-hand side.
:50 frames per frame. Also, I don't think I will get the time to make this demonstration >: If someone is going to do this, I request that they upload (on mediafire or something) a video file containing Scout clips only, which matches all the conditions above, so that I can check the quality — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:08, 7 October 2012 (PDT)
+
# For the right-hand camera, release the charged shot by shooting at anywhere in front.
I'll take it if you can't. Tell me if I can reserve it, though; I don't want to be in the wrong here. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 20:10, 7 October 2012 (PDT)
+
# Move forward to the garage door, with no charged shots on either of them.
:Reserved, but I left yours up there too just in case. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 06:02, 8 October 2012 (PDT)
 
::Good luck, this is the one demonstration where I won't accept anything but perfection :3 — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:16, 8 October 2012 (PDT)
 
Still working on it. Large project, sorry it's taking a tad longer. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 20:25, 17 October 2012 (PDT)
 
:Remember, I only wanna see the scout part first — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:51, 18 October 2012 (PDT)
 
Yeah, I was working on that. It should be done really soon. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 20:28, 18 October 2012 (PDT)
 
  
https://docs.google.com/open?id=0Bw22kQVEqp99b1hvTmNQNzhEcjA 100 fpf, lagarith encoded. 2.1 GB file. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 05:16, 23 October 2012 (PDT)
+
'''Part 4 – Scope and Cancelling'''
:Needs antialiasing around the 3D model in the backpack view (you can do that by forcing 16x AA in your gfx driver options). You may probably be able to increase the shadow map resolution further; it is [http://upload.gaiatools.com/files/badshadow_0.png showing some jaggedness] (somewhat mitigated by the blurring filter over it). Not sure if the current version has it any higher, but check if you can make it higher anyway. Also, on a non-graphics point, make sure to show the equip animation when the clip starts, like the current version does (it might optional in other demos, but it's not in this one :3) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:05, 27 October 2012 (PDT)
 
::https://docs.google.com/open?id=0Bw22kQVEqp99SHJYQm5LbWw2c00 Backpack view (the old scout clip is the end bit). — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 14:43, 29 October 2012 (PDT)
 
:::Good, but still needs to show the equip animation — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:07, 29 October 2012 (PDT)
 
::::http://youtu.be/S3yNJ3dZjZY Low video quality content check (ie, 290 MB instead of 16-17 GB). — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 21:40, 31 October 2012 (PDT)
 
:::::Unecessarily shaky camera right before taunting with both Pyro and Engineer. Happens a little for some other classes too, but not as much so they're fine (why does that happen though?). Also, please follow the new spy melee demonstration style for the spy part (backstab the Soldier). May be a good idea to not do the second clip, because the lack of knife raising animation makes that clip kind of pointless. (Also lookin the direction of the tauntkilled spy's corpse before ending the video) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:56, 31 October 2012 (PDT)
 
:http://youtu.be/Py4TNAHg0rA The shaking is the result of re-centering my mouse in preparation for the pan. My mouse can sense my mousepad a full half-inch in the air. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 16:41, 1 November 2012 (PDT)
 
::I have a binding on one of the buttons on the left side of my mouse that sets <code>sensitivity</code> to 0.0001 when held, and sets it back when released. When I recenter my mouse, I hold that button down while the mouse is moving, and that nullifies the shaking. You should do the same :3
 
::Also, compare the red-ness of the Pyro and the brown-ness of the map around it at 2:09 and at 3:10. I think the Engineer clip is suffring from that color balance thing that keeps happening. May be true for the Dispenser building speed clip
 
::Another nitpick: Please put a fade-to-black at the very end — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:10, 4 November 2012 (PST)
 
  
<br/>http://youtu.be/rd-VpeNsbVU Been a while. This a (lossily) compressed version of the final video (which is currently uploading - youtube estimates completion in 50-odd hours). If you see any issues with content, say something. Please. 16 GB is really really really big.  — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 20:53, 29 November 2012 (PST)
+
Be at a tall location, enough for room to jump up and down. When doing the switching of weapons, make sure the weapon switch menu is visible, not just performing a quickswitch.
:Is that a new hit sound on the Scout? If so, when did that happen and why does it not apply to other classes?
 
:Also, black screen from 1:28 to 1:33 and from 2:00 to 2:09
 
:Crit sparkles not appearing during the Medic clip. Render bug or game bug?
 
:Also, if you're not sure your connection can stay alive for that long, please poke me on IRC for the scp drop site where you could upload it in a resumable fashion. I can upload it from there to youtube in a few minutes because its connection is not download-biased like residential connections are — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:22, 29 November 2012 (PST)
 
::The hit sound was my mistake - I forgot to turn off dingalings when I FRAPSed that audio.
 
::Vegas apparently decided to add black screen for no discernable reason.
 
::I don't see crit sparkles when I replay the medic demo, so game bug I guess.
 
::My connection's rock solid, it's just slow. The fixed version is uploading now - youtube expects completion at ~6:30 pm EST on sunday. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 13:09, 30 November 2012 (PST)
 
:::And my computer crashed this morning. New ETA is 7pm on tuesday. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 10:04, 2 December 2012 (PST)
 
  
Any feedback on this? It (should've) been on your server for quite a while now. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 21:26, 8 January 2013 (PST)
+
# Aim straight.
:As I've said on IRC (I think it was there...) the upload was successful but youtube couldn't convert it. Are you sure it uploaded fine? On the server, it has a size of 17,330,205,696 bytes and a sha1sum of f2c905c239e5cad057a5d211cf48b2710ac7c628. I don't really want to download it to see if it is indeed corrupt, but I did run ffmpeg on the server and I saw this:
+
# Charge the Classic to full, and then switch to the SMG. Switch back to the Classic.
 +
# Repeat Step 2 but switch to the Kukri, then back to the Classic.
 +
# Scope and jump.
 +
# Unscope the Classic.
 +
# Charge the Classic and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.
 +
# Charge the Classic to full and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.
 +
# Charge the Classic while scoped and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.
  
Input #0, avi, from 'Saxxy Demonstration.avi':
+
'''Part 5 – Fall, Land, and Shoot'''
  Duration: 00:06:50.67, start: 0.000000, bitrate: 337592 kb/s
 
    Stream #0.0: Video: lagarith, 1920x1080, 29.97 fps, 29.97 tbr, 29.97 tbn, 29.97 tbc
 
    Stream #0.1: Audio: pcm_s16le, 44100 Hz, 2 channels, s16, 1411 kb/s
 
[lagarith @ 0x18832c0] Unsupported Lagarith frame type: 0x4
 
  
I don't think youtube accepts lagarith, does it? Try uploading a video to youtube with the same settings and resolution and everything but much shorter to your youtube account and see if it works.
+
At the bottom of the ground is a Heavy. You will jump down and charge your shot as you fall from mid-air, then shoot the Heavy once you're on the ground.
Additionally, it seems to have a frame type that ffmpeg doesn't support (this is a build from mid-2011), so maybe you used some new frame mode Lagarith recently got? As a consequence, I can't convert it to some other format on the server side.
 
  
I recommend re-encoding it with x264 in lossless mode, it'll be smaller in size than lagarith, and I know that youtube accepts it fine because I used it all the time for the portal 2 walkthrough thing — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:07, 9 January 2013 (PST)
+
# Charge the Classic.
:That size and sha1 match what I have - I'll see what I can do, but it would appear that you have a version of the file just as valid as mine. FFMpeg didn't work for me either, though. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 22:04, 11 January 2013 (PST)
+
# Fall while still charging.
::New file going up - 5,768,348,482 bytes, with a sha1sum of e6a0a2678497d5b406f6d74e3ae040e7c6b68958 — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 19:56, 13 January 2013 (PST)
+
# Shoot at the Heavy while you are on the ground, still with your charged shot ready. If done correctly, Heavy should be able to be dealt more than 50 damage.
:::Upload done - same file size, same sha1sum. It's all yours. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 21:46, 14 January 2013 (PST)
 
::::Youtube "successfully" converted it [http://www.youtube.com/watch?v=Yrd03ikneDw but]...
 
::::Please try x264vfw again, I am sure that this will work at least :3 Poke me on IRC for VNC or teamiewer support or whatever if you need if you can't get it working with Vegas insertversionnumberhere, I wanna try my hand at it before I give up — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:53, 17 January 2013 (PST)
 
:::::Sorry about not being on - I've been dealing with stability issues. I have managed to look around about vegas and x264vfw, and apparently x264vfw doesn't work with vegas 10. Since I use the stripped down consumer version of that, x264vfw doesn't work for me, so either I use an render to some other format out of vegas and then transcode, or I don't render to h264 at all. Any suggestions for transcoder, given that ffmpeg doesn't appear to have worked particularly well? — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 15:02, 19 January 2013 (PST)
 
:Lagarith copy is up again - same filesize, same sha1sum. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 20:33, 24 January 2013 (PST)
 
  
=={{icon item|Tomislav|16px}} [[Tomislav]]==
+
'''Part 6 – Fall and Mid-Air Shoot'''
:{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 1:37  ,  1/12/2013 (PDT)}}
 
{{c|Uses old map}}
 
  
{{c|The weapon clips through the wooden barrier thing on taunt}}
+
At the bottom of the ground is a Heavy. You will jump down and charge your shot as you fall from mid-air, then shoot the Heavy mid-air.
  
{{c|Bugged sound when releasing the fire button which got patched}}
+
# Charge the Classic.
:Alright, let's do this. [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:03, 11 January 2013 (PST)
+
# Fall while still charging.
::i'm not really sure the last clip is needed "+10% faster spin up time" i have no idea how to demonstrate that. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 7:01  , 1/12/2013 (PDT)\
+
# Attempt to shoot at the Heavy while in mid-air. If done correctly, Heavy shouldn't be shot because the bullet was not actually shot.
:::Spin up both miniguns and make them fire 5 shots? \[[User:TheGuy299|theguy299]]\[[User talk:TheGuy299|talk]]\[[Special:Contributions/TheGuy299|contribs]]\ 06:10, 12 January 2013 (PST)
+
 
::::Btw i posted the video link idk why it's gone http://youtu.be/GSC8a3Fk4FQ [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 11:10  ,  1/12/2013 (PDT)
+
'''Part 7 - Damage Comparisons, Non-Charged'''
::::On second thought I'm not sure if that was really worth it. The sound bug doesn't really happen in the current demonstration... and the wooden barrier clipping isn't a really big deal >: Sorry Karmacharger (but if the demonstration were to be completed, the second clip would need to show spin-up and spin-down, not just spin-down) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 11:47, 12 January 2013 (PST)
+
 
:::::http://youtu.be/coZEcL1Rw7U to be honest the second clip doesn't show anything... [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 7:09  ,  1/14/2013 (PDT)
+
Comparisons with shooting a Heavy near the garage door. Have four clips, top is Classic, and bottom is normal Sniper Rifle. Top-left is Classic quickscope bodyshot, top-right is Classic quickscope "headshot", bottom-left is normal Sniper Rifle quickscope bodyshot, and bottom-right is normal Sniper Rifle quickscope "headshot".
::::::Like I said, this doesn't really need to be redone >: The current demonstration is fine. I'm sorry for wasting your time :( (But maybe you may want to upload the .dem's anyway so that we can use them later) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:53, 17 January 2013 (PST)
+
 
:::::::Ehhh , That's fine at least it wasn't a 10 minutes long demonstration. Alright then uploaded the .dem files [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 2:30 1/18/2013 (PDT)
+
# Start from the "natural" aiming position, and specifically point towards the head if the clip is a quickscope "headshot".
 +
# Shoot the Heavy off cooldown, with the listed comparisons involved.
 +
 
 +
(Heavy is chosen because, unlike the Pyro, the 45 versus 50 damage actually makes a difference to who dies first; Pyro dies in four shots with both rifles for quickscope bodyshots, as opposed to Heavy who dies in 6 with 50 damage and 7 with 45 damage.)
 +
 
 +
'''Part 8 - Damage Comparisons, Charged'''
 +
 
 +
Comparisons with shooting a Heavy near the garage door. Have four clips, top is Classic, and bottom is normal Sniper Rifle. Top-left is Classic full bodyshot, top-right is Classic full headshot, bottom-left is normal Sniper Rifle full bodyshot, and bottom-right is normal Sniper Rifle full headshot.
 +
 
 +
(Heavy is chosen because he is killed with three shots from Classic full bodyshots, but two shots with normal Sniper Rifle full bodyshots.)
 +
 
 +
# Scope from all rifles and charge them immediately (or automatically in the case of normal Sniper Rifle)
 +
# Shoot the Heavy off cooldown, with the listed comparisons involved.
 +
 
 +
For the damage comparisons, Medic could also be used, as a normal quickscope bodyshot takes 3 hits to kill him, or 4 with Classic quickscope bodyshots, and for full bodyshots just either 1 or 2 hits. The light classes won't work, neither for the moderately bulky classes like Pyro and Demo. Soldier also doesn't work for the full bodyshot stage, as he dies in 2 shots for both types.
 +
 
 +
There's also the interaction with cancelling a charge in water, but not sure if that specific interaction is necessary to demonstrate.
 +
 
 +
[[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 06:33, 16 August 2024 (UTC)
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Reserve Shooter}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Needs to show damage against targets launched airborne via their own explosives, Thermal Thruster and Grappling Hook.}}
 +
| video =
 +
}}
 +
Forgot to add this here after checking the existing demonstration for reference on how best to handle the Direct Hit's airshot clips on tr_karma_wiki, only to see some clips were also absent for this weapon too.
 +
<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 07:02, 16 August 2024 (UTC)
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Battin' A Thousand}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Show the taunt with Scout's different melees similar to the [[Roar O'War]] demonstration.}}
 +
| video =
 +
}}
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Southern Hospitality}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Update to show post-Jungle Inferno afterburn damage.}}
 +
| video =
 +
}}
 +
Noticed this while watching the existing demonstration. Currently it shows afterburn inflicts 3 damage per tick (4 with SH), when it is now 4 damage per tick (5 with SH).<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 00:51, 15 September 2024 (UTC)
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Invis Watch}}, {{Demo Header|Cloak and Dagger}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Update to show post-Jungle Inferno afterburn damage.}}
 +
| video =
 +
}}
 +
 
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Quäckenbirdt}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Needs to include afterburn time and damage comparison.}}
 +
| video =
 +
}}
 +
While I was checking over the invis watches to see which ones included the updated afterburn damage, I realized this demonstration was missing the comparison entirely.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 01:07, 15 September 2024 (UTC)
 +
 
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Warrior's Spirit}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation = [[User:Scorchshotgaming|Scorchshotgaming]]
 +
| changes = {{c|Does not show damage against players vs stock}}
 +
| video =
 +
}}
 +
Question, how exactly should I show the damage difference? [[User:Scorchshotgaming|Scorchshotgaming]] ([[User talk:Scorchshotgaming|talk]]) 17:48, 16 October 2024 (UTC)
 +
 
 +
:The same way other damage penalty/bonus weapons do.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 17:52, 16 October 2024 (UTC)
 +
{{DemoEntry|end}}
 +
 
 +
::I am still having the bug where my game freezes. Maybe I can’t do this demo after all. [[User:Scorchshotgaming|Scorchshotgaming]] ([[User talk:Scorchshotgaming|talk]]) 18:01, 16 October 2024 (UTC)
 +
 
 +
= [[Main Page (Classic)|Team Fortress Classic]] =
 +
== [[File:TFC Crowbar.PNG|16px]]{{Demo Header|Crowbar (Classic)}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation = [[User:Lolimsogreat21|Lolimsogreat21]]
 +
| changes = {{c|Demonstrate damage and maximum range}}
 +
| video =
 +
}}
 +
{{DemoEntry|end}}
 +
 
 +
== [[File:TFC p nailgun.png|16px]]{{Demo Header|Nailgun (Classic)}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation = [[User:Lolimsogreat21|Lolimsogreat21]]
 +
  | changes = {{c|Demonstrate damage at close, mid and long range}} <br /> {{c|Demonstrate accuracy and the effects of recoil}}
 +
  | video =
 +
}}
 +
{{DemoEntry|end}}
  
 
=Questions and Proposals=
 
=Questions and Proposals=
 
'''Note: This section is for questions and proposals that aren't specific to a single weapon. If you think a demo ought to be remade, then make an entry for it in the [[Team_Fortress_Wiki_talk:Weapon_Demonstration#Need_to_be_redone|Need to be Redone]] section above and it will be dealt with.'''
 
'''Note: This section is for questions and proposals that aren't specific to a single weapon. If you think a demo ought to be remade, then make an entry for it in the [[Team_Fortress_Wiki_talk:Weapon_Demonstration#Need_to_be_redone|Need to be Redone]] section above and it will be dealt with.'''
==is anyone looking for longer version of each demonstration music?==
 
5 minutes version of each songs , [http://www.mediafire.com/?7qt1g25vta7aw6q it is for these people who needed this. ]  ending sound is another file so don't worry. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 09:12  ,  5 July 2012 (PDT)
 
  
http://www.mediafire.com/?3o4xsap1s51k253. Here is a 10 minute version of it if anyone needs this [[User:Ben10508|Ben10508]] 09:22, 24 August 2012 (PDT)
+
== [[File:Item icon Voodoo-Cursed Heavy Soul.png|20px|link=Zombie Infection]] [[Zombie Infection]] Zombies ==
 +
{{c|Zombies have different abillities than normal players}}.
 +
 
 +
Hello, I am Slimyboi500.  I will be doing the demostrations for each zombie in Zombie Infection.
 +
 
 +
Why, you may ask?  Unlike normal gamemodes, the [[BLU]] team (or in this case, the zombies), have different [[Zombie_Infection#Zombie_abilities|abillities]] than normal:
 +
 
 +
*[[Scout]]: Speed Demon
 +
*[[Soldier]]: Pounce
 +
*[[Pyro]]: Hellspawn
 +
*[[Demoman]]: Blast Charge
 +
*[[Heavy]]: The Tank
 +
*[[Engineer]]: EMP Grenade
 +
*[[Medic]]: Heal
 +
*[[Sniper]]: Spit
 +
*[[Spy]]: Reveal
 +
 
 +
They also have different effects, like different amounts of [[health]] and [[speed]].  The zombies only can use melee attacks however, which makes it harder to kill.
 +
 
 +
Let me know if it's a good idea or not.
 +
----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 17:35, 27 October 2023 (UTC)
 +
 
 +
:If we're doing this, I think there should be a demonstration made for each gamemode, rather than just Zombie Infection. Although ZI has gotten an introduction video now that shows off the mode pretty well, so I don't believe it is necessary.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 17:53, 27 October 2023 (UTC)
 +
 
 +
::The introduction is missing a few key details, such as not showing the Soldier or Heavy's abilities.  I feel like it would be a good idea.  Such as like there should be a demo for VSH.
 +
::----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 18:12, 27 October 2023 (UTC)
 +
 
 +
:::It doesn't show each ability, but it does overall show the gamemode very well and I think does a sufficient job. Although, again, if we are making demonstrations for this, I think one should be made for each gamemode.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 18:18, 27 October 2023 (UTC)
 +
 
 +
::::Yes, I think there should be one for each gamemode.
 +
::::----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 19:41, 27 October 2023 (UTC)
 +
 
 +
:::::Remember to also indent your signature and to keep your answers above the hidden comment.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 19:51, 27 October 2023 (UTC)
 +
 
 +
::::::Still, is that a yes on the idea?
 +
::::::----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 20:28, 27 October 2023 (UTC)
 +
 
 +
{{Outdent|6}} I'm voting no, but other people might be in favour of it. [[User:Profiteer|Profiteer]] was, for example, so I'm waiting for more input.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 20:35, 27 October 2023 (UTC)
 +
 
 +
:I vote yes for the Zombie Infection zombies (as well Saxton Hale on VSH), but not for other gamemodes. I consider these zombies kinda like "new weapons". They all have different abilities, passives, first-person views, etc. I'm not quite sure if there needs to be a demonstration regarding the human part (only if demonstrated humans being infected by zombies upon dying), and perhaps the only thing related to humans would be that zombies drop small healthkits (because it's related to them, the zombies). A showcase of each zombie class, its ability, and some human interactions like being infected by them, and, killing them as humans, would probably be a nifty video package. [[File:User Gabrielwoj Signature Icon.png|15px|Headphones style when?|link=User:Gabrielwoj]] - [[File:User Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:User Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:User Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 22:34, 27 October 2023 (UTC)
 +
 
 +
:: I'm all in for ZI and VSH demos, but a significant issue would be future balance patches to the modes. Each balance patch so far has significantly changed the zombies, and if we had already made the demo, we would have to redo the video for each one of these updates, which would result in multiple uploads of the same video over and over again and a lot of work (and given how we can barely keep up with the current demos in the [[#Need_to_be_redone|backlog]]...). Maybe instead of a gamemode demonstration, we could simply do a "zombie class demonstration" ("Zombie Sniper", etc.) and a "mechanics demonstration" (weapon modifications, gamemode-specific elements). This way, if a zombie is changed, we wouldn't have to redo the entire video. — [[User:Tark|<span style="font-weight:bold;color: #5BC236">Tark</span>]] 22:51, 27 October 2023 (UTC)
 +
 
 +
::: I will do the demo as soon as I get enough votes for it
 +
::: ----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 18:42, 15 November 2023 (UTC)
 +
 
 +
::::Voting yes for the demo, ZI and VSH seems stable...for now at least[[User:Profiteer|Profiteer(奸商)the tryhard]] ([[User talk:Profiteer|talk]]) 11:05, 21 November 2023 (UTC)
 +
:::::Voting yes for ZI and VSH videos. Videos per zombie for ZI is a good idea. Now, we'll have to wait for the upcoming ZI update, in which I think will be the last one with gameplay changes? · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 23:39, 8 October 2024 (UTC)
 +
 
 +
::::::The only issue is that the maps aren't fitted well for demos, and I can't find out how to turn into zombies on normal maps.  The same goes for VSH too.
 +
::::::[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 00:51, 9 October 2024 (UTC)
 +
 
 +
{{Outdent|6}} The VScript would have to be ported over, as well as all the assets. Alternatively, doing all of this on an existing map of those game modes.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 00:55, 9 October 2024 (UTC)
 +
 
 +
== Flippin' Awesome and Skullcracker in VSH ==
 +
When Saxton Hale used [[Flippin' Awesome]] or [[Skullcracker]], the other mercenary participating the taunt will be [[VS_Saxton_Hale_Mode#cite_ref-10|taunt killed]], is this something worth remaking the taunt demonstration? Or we just keep the current taunt demonstration, but add this feature into the VSH demonstration? --[[User:AlexT|<span style="background:linear-gradient(#D1EEFC, #81F3FD);border:1px #99F3FD solid;color:#007FFF;border-radius:8px">'''Alex'''</span>]]┋[[User talk:AlexT|<span style="color: #FF6600;">'''T'''</span>]] 18:31, 22 July 2023 (UTC)
 +
 
 +
:I think a VSH demonstration would be better, as it may be confusing why Saxton Hale is suddenly there when he's not normally playable.<br>[[File:BLU Wiki Cap.png|20px|link=Wiki Cap]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 19:52, 22 July 2023 (UTC)
 +
 
 +
::Yes, a demonstration regarding VSH, showing all Hale's abilities, and some unique taunt interactions, would be the most ideal (including his default taunt kill). That one would probably be more lengthy, and some things would probably require to be discussed beforehand. Like Mercs being able to wall climb (which is applied to even stock weaponry), should that be shown too? [[File:User Gabrielwoj Signature Icon.png|15px|Headphones style when?|link=User:Gabrielwoj]] - [[File:User Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:User Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:User Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 20:31, 22 July 2023 (UTC)
 +
 
 +
:::I think maybe a demonstration for every game mode could be in order, as a sort of semi-tutorial created by us. A VSH one would fit that too.<br>[[File:BLU Wiki Cap.png|20px|link=Wiki Cap]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 08:33, 23 July 2023 (UTC)
 +
 
 +
== Configs for partner taunt demonstrations ==
 +
I've created some configs for partner taunt demonstrations. It automatically spawns 2 bots, places you in the starting position, and has another small command ("teleport") to input after it to teleport both the bots to the right position. It binds H and J to the bots performing taunts, H = BLU bot does taunt, J = RED bot does taunt. They're all class-specific and automatically kick any other bots there. There's no way (right now) that I know of to update the weaponref.zip, so if anyone needs it I can forward you a zip of the files. Just let me know on my talk page (or if you know of a way to update weaponref).<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:56, 13 November 2023 (UTC)
 +
 
 +
== New tr_karma and requirements ==
 +
I've been working in the past week in fixing some issues tr_karma has and some new guidelines. The changes to tr_karma are:
 +
* Increased lightmap quality in the interiors
 +
* Fixed a "checkerboard" texture in the gas cylinder, the ceiling fan and the cardboard boxes
 +
* Added chat scripts to enable noclip (!n in the chat), regenerate (!r), spawn an ammo pack (!am) and enable demonstration server settings (!demo) (these commands are available also in the new tr_karma_basic.cfg)
 +
* Fixed the func_buttons in the wood targets only working once, thus displaying the hit particle once
 +
* Removed Tough Break cases and the Gargoyle prop as they didn't fit the ambience
 +
* Removed the mining cart prop in the rails due of a lighting issue
 +
* Repacked the map, reducing the map size from ~91 MB to ~18 MB
 +
The link to the download and new proposed guidelines are [[User:Ashe/Sandbox2|here]]. Check them out and give feedback · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 16:38, 13 December 2023 (UTC)
 +
 
 +
== Issues with tr_krama and tr_krama_event ==
 +
 
 +
When I start a local server and load tr_krama/tr_krama_event, it won't load (probably because it doesn't exsit) lights/shadow making the map super bright, this only happens on 2 krama maps, I tried to download a modified version of tr_krama on workshop and it worked perfectly, pretty sure something is missing in the map file from weaponref.zip.[[User:Profiteer|<font color="8470FF">Profiteer]] the tryhard ([[User talk:Profiteer|talk]]|[[Special:Contributions/Profiteer|contribute]])</font> 05:59, 10 March 2024 (UTC)
 +
 
 +
:It works fine on my end.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 10:11, 10 March 2024 (UTC)
 +
::Join the IRC to help you @Profiteer · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 21:33, 16 March 2024 (UTC)
 +
:::@Profiteer do you have HDR enabled? · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 16:50, 23 March 2024 (UTC)
 +
 
 +
== Question about 2D and 3D player models ==
 +
 
 +
A question I've had for a while about weapon demonstrations is, is there a specific reason that 2D player images in the HUD are standard rather than the 3D player model (be it for performance, consistency, or any other reason), also considering that 3D player models are enabled by default? The 3D model could also generally be more useful for certain cosmetics or demonstrations. [[User:Scorchshotgaming|Scorchshotgaming]] ([[User talk:Scorchshotgaming|talk]]) 16:47, 8 April 2024 (UTC)
 +
 
 +
: they're buggy, eat up frame rate on a lot of systems, and aren't really necessary. I don't think they really add anything of value to the videos so my vote would be to keep them disabled. [[User:Mediarch|'''Mediarch''']] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|'''Talk''']][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[Special:Contributions/Mediarch|'''My Edits''']] 16:50, 8 April 2024 (UTC)
 +
 
 +
::As far as I know, there's no real reason that we prefer one over the other. 3D models are enabled by default, but it may have just been something that was done for a while and became the standard.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 16:57, 8 April 2024 (UTC)
 +
 
 +
:::Fair point, it would obviously be a massive hassle to redo every demonstration with a 2D player model. Also for some people I suppose keeping them off improves framerate. [[User:Scorchshotgaming|Scorchshotgaming]] ([[User talk:Scorchshotgaming|talk]]) 19:59, 8 April 2024 (UTC)
 +
::::I'm pretty sure it's because when they were added to the game, it caused lag to a lot of people. The recent 64 bits update fixed the 3d character using a lot of cpu and now it shouldn't affect fps (although i guess modern pcs didn't have issue with it anyways) · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 15:21, 3 May 2024 (UTC)
 +
 
 +
== Mastercomfig question ==
 +
 
 +
I am planning to make a demonstration, and the recommended requirements state that Mastercomfig High/Ultra is preferrable. However, I highly doubt my PC is able to run Mastercomfig High/Ultra properly and all the other high graphics settings. Is it acceptable if I use Mastercomfig Medium High and use average graphics settings? May look slightly lower quality than a typical reservation, but I don't think much will be affected. [[User:Scorchshotgaming|Scorchshotgaming]] ([[User talk:Scorchshotgaming|talk]]) 21:44, 18 April 2024 (UTC)
 +
 
 +
:Ultra is preferable, but setting your game to all max settings should suffice.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 21:45, 18 April 2024 (UTC)
 +
 
 +
::Well, I'll look through some configurations, and if I find one that looks high enough quality without sacrificing my computer's performance I will use it (my PC is not too high spec, to say the least). My demonstration is for the Cleaner's Carbine; once you review it tell me your thoughts. For me this is especially important because I will need to screen record this too. [[User:Scorchshotgaming|Scorchshotgaming]] ([[User talk:Scorchshotgaming|talk]]) 21:48, 18 April 2024 (UTC)
 +
 
 +
== Closed Captions/Subtitles ==
 +
 
 +
Random thought today for a low priority task: creating subtitle files to explain what is being demonstrated during the videos. Potentially beneficial for new players; for example, and what made me think of this, during the [https://www.youtube.com/watch?v=pzaDV6NNHXs pomson] video we're shown a spy POV getting hit by the pomson to demonstrate the cloak drain, which is only noticed if the player is looking at the cloak HUD element, which is pretty easy to miss (imo), especially if you're new and have no idea what's going on and are just looking at the engie firing the shot.
 +
 
 +
<strike>Looking at [https://support.google.com/youtube/answer/2734698?hl=en#zippy=%2Cadvanced-file-formats youtube supported formats] I'd reckon TTML is probably the way to go since it supports positioning (important imo) and styling (not very important imo). I've found [https://github.com/SubtitleEdit/subtitleedit this open source] editor which supports TTML and offers a built in video-from-url import for syncing.</strike> - After messing around for a bit, positioning seems very disconnected between the previews in that app and actually uploading the files to youtube, although once the proper settings are found it should be a breeze to copy paste the templates before submitting, might investigate after finals done next week if I can remember.
 +
 
 +
On the admin side of things, seems like it's about 5 clicks to add a subtitle file. [https://www.youtube.com/watch?v=mnKOX2PaQZY Subtitle editor permissions] exist so it doesn't have to only be one person officially implementing these (which is what uploads appears to be if I'm not mistaken). Potentially the actual subtitle file contents could be put into this project's page as subpages e.g. [[Weapon Demonstration/Subtitles/Pomson 6000]] [[Weapon Demonstration/Subtitles/Pomson 6000/es]] and then create a category to mark them as ready to upload/update. [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 19:31, 27 June 2024 (UTC)
 +
 
 +
:Investigation has been made, a combination of the subtitling software [https://aegisub.org/ aegisub] and a corresponding [https://github.com/arcusmaximus/YTSubConverter converter] app work wonderfully. No positioning nonsense like all the other editors I could find and they offer style + positional templates so everything can be standardized. I've uploaded an [https://www.youtube.com/watch?v=W_7Nhmng61c example] for half of the pomson demo (creating templates and finding the software wore me out too much to finish it rn). 240p bc I have .1kbps upload and can't be arsed waiting to upload HD. [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 06:27, 1 July 2024 (UTC)
 +
 
 +
:: The issue is actually uploading the subtitles. I've actually uploaded subtitles for all intro videos back when we uploaded the zombie infection one and it was such a pain... I took me ''days''. YouTube has a way to bulk upload them, but it seems limited to business accounts, which we are not and can't apply for.
 +
:: A request that is very frequent, and something that I've done a few times, is adding timestamps for when something happens in a video ([https://www.youtube.com/watch?v=pN-cAG3kW2I&lc=Ugzg0JWOWoTusUnnkqJ4AaABAg.9x1ptkjgJ8x9y19le2sD_i c this video] - a commenter asked to add timestamps for each minigun). I think we could do that more often out of courtesy (it actually does help), but not as a requirement for demos. — [[User:Tark|<span style="font-weight:bold;color: #5BC236">Tark</span>]] 17:41, 4 July 2024 (UTC)
 +
 
 +
::: As mentioned, there is a separate permission for subtitles. Seems like you can also upload the subtitles from an [https://developers.google.com/youtube/v3/docs/captions/insert API]. Potentially this can be combined with the subtitle page idea and have a bot with a subtitle permission yt account to automatically upload them from the wiki. [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 18:37, 4 July 2024 (UTC)
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::::I personally don't like the idea of describing it with text, as I'm afraid we or the people might get reliant on it, rather than the textless demonstration. Plus, it'll likely become outdated very fast.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 19:25, 4 July 2024 (UTC)
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 +
== Achievement Demonstrations on the official TF Wiki YouTube channel ==
 +
 
 +
Weapon demonstrations are very helpful in letting newer players know how a weapon fires or how an unlock's attributes affect standard gameplay, while keeping older players up-to-date on balance changes. But what if we assisted players of all kinds in learning how to earn TF2's 520 [[achievements]]? Introducing [https://www.drive.google.com/drive/u/5/folders/1yN_aq-13yxwwgsZrs0LbnkKCk1f3YZfE Achievement Demonstrations]! ([https://www.youtube.com/watch?v=kJGNf5H5IRU Video])
 +
=== ''"Why demonstrate achievements?"'' ===
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TF2 has '''hundreds''' of achievements, with many having rather ''vague'' descriptions. Thus, actively attempting to earn them may seem daunting to many players. Demonstration videos would provide clarity and encouragement to both newcomers and achievement hunters alike.
 +
=== ''"How should achievements be demonstrated?"'' ===
 +
Any achievements showcased should be earned in intended ways, utilizing simplest methods. [[Strategy#Achievement_strategies|This page]] should serve as a general guide. Weapon unlocks and cosmetics should be avoided unless essential to earning the achievement. General achievements that are earnable by any class should feature the [[Scout]] by default. Demonstrations should be primarily versus [[bots]], though versing another player will be necessary at times.
 +
* '''''[[Taunts#Kill_taunts|Taunt kill]] and [[Deathcam]]-related achievements:''''' Should feature the victim's Deathcam perspective of the player earning the achievement.
 +
* '''''Achievements involving performance of a repetitive task over a lengthy period of time:''''' Should be presented with a fade effect representing a time lapse, with only the start and earning of the achievement needed to be shown.
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* '''''[[Achievement_items|Milestone achievements]]:''''' Could be accomplished with either a brief compilation of the prerequisite achievements being earned, or with a simple showing of only the final achievement popup, along with the associated achievement item being claimed from the notifications menu.
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* '''''Achievements requiring Steam friends:''''' These will require alt accounts or coordination amongst contributors.
 +
* '''''Unobtainable achievements (ie certain [[Replay_achievements|Replay achievements]]):''''' Should be presented with a note informing watchers the achievement is currently unable to be earned.
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* '''''[[Achievements#Joke_achievements|Joke achievements]]:''''' A demonstration should not be necessary for these.
 +
=== ''"Where should achievements be demonstrated?"'' ===
 +
Achievements should generally be showcased on tr_karma_wiki, tr_karma_event_wiki, or a variant edited in [[Valve_Hammer_Editor|Hammer]] with altered bot spawn locations.
 +
* '''''[[Arena]] achievements:''''' arena_karma_wiki.
 +
* '''''[[Capture the Flag]] achievements:''''' ctf_karma_wiki.
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* '''''[[Control point]] achievements:''''' cp_karma_wiki.
 +
* '''''[[King of the Hill]] achievements:''''' koth_karma_wiki.
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* '''''[[Mann_vs._Machievements|MvM achievements]]:''''' mvm_karma_wiki. Can utilize custom waves.
 +
* '''''[[Payload]] achievements:''''' pl_karma_wiki.
 +
* '''''[[List_of_maps|Map]]-specific achievements:''''' The official map associated with the achievement. MvM maps can utilize custom waves.
 +
* '''''Event-related achievements:''''' tr_karma_event_wiki or an edited variant.
 +
* '''''[[Replay]] achievements:''''' Should only use replays taken from one of the maps listed above.
 +
[[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 19:43, 27 June 2024 (UTC)
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: {{c|con}} My personal vote on this would be a no. I just don't see the need and it would feel spammy. The majority of achievements are pretty self explanitory. The few that are vague are thouroughly explained in the [[Obtaining General achievements|"Obtaining Achievements"]] type pages. This would be a massive ammount of work to produce and aprove all of these for what feels like very little to no gain in my opinion. Producing hundreds of videos explaining basic things feels like a huge waste of energy. I could maybe see an argument for making "official guides" for some of the more convoluted achievements but the wiki definitely shouldn't be making hundreds of videos covering basic stuff like "Destroy 3 teleporter entrances". [[User:Mediarch|<font color="ec5c69">'''Mediarch'''</font>]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|<font color="ec5c69">'''Talk'''</font>]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[Special:Contributions/Mediarch|<font color="ec5c69">'''My Edits'''</font>]] 20:15, 27 June 2024 (UTC)
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:: Time and energy are non-factors as I am entirely willing to solo produce these if needed. And even basic achievements have their nuances. Per your example, does "Destroy 3 teleporter entrances" include ones that are being constructed? What about ones that are being sapped? Do destruction assists count? Et cetera. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 20:39, 27 June 2024 (UTC)
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:::I've heard that quite a few times about different projects, this is not something you will finish, trust me. I personally don't believe these add much value, some achievements are very self-explanatory, and the how-to is exactly why we have these pages. It's a neat idea, but there's too much that would go into these (including needing to pretty much reset all your achievements each time). If a project is going to be made, it needs to be accessible for everyone, or at least more than a few people willing to reset all their achievements.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 22:17, 27 June 2024 (UTC)
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::::It took only a few hours to make/edit the 5 example videos, the rest of the time I spent working on this project was spent planning and mapping (I had to learn how to use Hammer). Realistically, it would only take a few months for me to complete them all, and that's just with one person working on them. As for resetting achievements, [https://github.com/gibbed/SteamAchievementManager Steam Achievement Manager] is a facilitative way to modify your Steam achievement progress at will. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 23:18, 27 June 2024 (UTC)
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:::::And to refute the idea that a lot of the achievements are ''"too basic,"'' this same logic could apply just as much to any other demonstrations: [[weapons]] can simply be playtested by anyone booting up the game and firing them a few times, [[taunts]] can be freely previewed in the [[Mann Co. Store]], all the [[Cosmetic_item|cosmetic]] videos exist simply to show they can earn assists, and so on. Meanwhile, a great deal of achievements are rather specific or obtuse in how to actually earn them and would greatly benefit from a video demonstration. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 23:43, 27 June 2024 (UTC)
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{{Outdent|5}}There is no real refuting here, this is people giving their opinion. The issue is that, yeah, it's possible to do this on your own, but if you're going to have to make 520 videos you're going to give up at some point. As for Steam Achievement Manager, that's an outside program that may or may not be considered a cheat by Valve (at the very least, we don't wanna rely on this program to have to reset specific achievements). Weapons can be playtested, unless you don't have them. Taunts can be previewed in the store, except it doesn't show off M1/M2, and doesn't show off a full taunt (intro, loop, exit). Cosmetic demonstrations aren't being made anymore because they're all the same, so we scrapped them.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:58, 27 June 2024 (UTC)
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:SAM is moreso a debugging tool than a cheat. I'm certain most people use it to earn bugged achievements that wouldn't activate for them for whatever reason. That argument aside, I am more than willing to continue working on this project if given a greenlight, or in the case the greenlight only comes after a certain trust is built, I'd still be working on it until then. I'll provide updates, including more videos, more maps, thumbnails, etc. The only achievements I might need outside help with are the ones which require multiple Steam friends. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 00:13, 28 June 2024 (UTC)
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::It's not much of a debugging tool, but there are in-game features to reset achievements, too, which is what we would use instead. The Wiki being official means if we officially require people to use that program, it's a form of endorsement, which is not something we want. Many achievement demonstrations would also simply not be interesting or very hard to demonstrate (winning 142 rounds of a map, collect 1 million MvM credits/killing 1 million robots, destroying 100 enemy stickybombs with the Scottish Resistance). Some would also not be a proper demonstration: Winning a map without losing a control point on Hydro or winning a round of Well within 5 minutes would just consist of either regular gameplay or an empty server where you run on control points. The former is too much for a demonstration, and the latter is not demonstrating anything. Also note, this is the last message I'll leave here (but I will still watch the conversation) as I don't want the convo being stopped by a constant back-and-forth and possibly have people not engage in the conversation because of it.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 00:29, 28 June 2024 (UTC)
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:::I can see the rationale behind wanting to use the more 'official' means of resetting achievements, and I will aim to utilize that from now on. As far as whether or not an achievement is demonstrated ''"properly,"'' this is entirely subjective, as achievements can be earned in a variety of ways outside the intended/idealistic means; I merely wish to provide an example of the most basic methods which anyone can reliably follow. Whether or not a demonstration is ''"interesting"'' is also subjective. I appreciate the earnest provision of your viewpoints and criticisms, and I too shall disengage from this back-and-forth to allow more opinions to be shared. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 00:43, 28 June 2024 (UTC)
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:::: I really don't see the issue with using SAM or any other tool to lock/unlock the achievements as needed for the demo... The argument that we'd be endorsing it is quite absurd, this would be behind-the-scenes stuff.
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:::: That said, it is unreasonable to make over 500 videos and some achievements would be hard to demonstrate (progress ones, for example). I wouldn't be against making a "walkthrough" for some very specific achievements like the Merasmus TV one, but that wouldn't really fall under this project (it would just be an addition to the strategy page). — [[User:Tark|<span style="font-weight:bold;color: #5BC236">Tark</span>]] 17:55, 4 July 2024 (UTC)
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:[https://drive.google.com/drive/u/5/folders/1yN_aq-13yxwwgsZrs0LbnkKCk1f3YZfE I've updated] the Achievement Demonstrations folder with better organization and 50 more demonstrations! This took a little under 2 weeks. All newly-added demonstrations have been listed in '''''changelog.txt'''''. Feel free to give them a glance! (''Note: all future project updates will be addressed via the changelog until project completion.'') [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 21:30, 23 July 2024 (UTC)
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<!-- ~~~~ -->
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== Update status on the Team Fortress Classis demonstration project ==
  
== Are there any other video recorders besides Wegame or Fraps? ==
+
Some of you here may remember when two years ago, a user by the name of [[User:Anonymus0|@Anonymus0]] decided to make a proposal about doing Weapon Demonstration videos about the Team Fortress Classic weapons. Although the wiki had no such infrastructure to support the newfound idea (Tfc demonstration maps, guidelines, rules etc.) the proposal still received mass support; thus prompting me, as well as a number of other editors, most notably [[User:Yossef|Yossef]], to collaborate together on turning this young idea into reality. However, despite some early success in recording, due to Yossef's family situation coupled with my vanning interest in the wiki, the project died down....up until now.
Wegames isn't working for me, as it won't record properly, and I can't spend money on Fraps. Any other alternatives? --[[User:Enthers|Enthers]]. (''I find this work intriguing. How about yourself, sir?'') 21:33, 17 June 2012 (PDT)
 
:[http://dxtory.com/ dxtory] maybe, but it's not free and haven't tried it. I used to use [http://taksi.sourceforge.net/ Taksi] years ago (very very long ago), it probably doesn't work with recent games though. Otherwise, this is the Internet, so I'm sure you can find ways around barriers — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:09, 17 June 2012 (PDT)
 
::But if I use any other video recorder, is that allowed? Do I need to use the full version of fraps? --[[User:Enthers|Enthers]]. (''I find this work intriguing. How about yourself, sir?'') 22:35, 17 June 2012 (PDT)
 
:::you can find the cracked version of fraps , search on youtube make sure many peoples commented it's work. i'm also using the cracked version. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 06:48  , 17 June 2012 (PDT)
 
:::The only reason the full version of fraps is required is that it includes a watermark at the top of the video, which is unacceptable. Any screen recorder can be used, as long as no traits are left. <small>— ''The preceding unsigned comment was added by'' '''[[User:Pigophone|Pigophone]]''' ([[User talk:Pigophone|talk]]) • ([[Special:Contributions/Pigophone|contribs]]) 07:23, 18 June 2012</small>
 
:I use [http://www.bandicam.com/ Bandicam] myself, works well. --[[User:Org|Org]] 22:40, 12 July 2012 (PDT)
 
You could try Unregistered Hypercam2. That always works fantastically.--[[User:Uknownada|Uknownada]] 20:51, 8 September 2012 (PDT)
 
:Doesn't it put that annoying watermark I see on a lot of youtube videos? — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 01:30, 9 September 2012 (PDT)
 
  
== Mann vs Machine stats ==
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Because now, I would like to announce that the first major hurdle in making Tfc demonstration weapons, namely that of getting a proper demonstration map, has been overcome! For that reason, I will present you 4 different demonstration maps that I had created.  Why 4, you may ask? Well I knew that as a very much novice map maker, I could not possibly make a good demonstration map from the first try; so I decided to make multiple different maps and ultimately let you, *the community*, collectively decide which of the presented maps should be used for demonstrations. This of course means that any criticism, praise, suggestions and comments about the upcoming maps is very much appreciated and wanted. It must also be noted that many of the maps shown here are not complete. In fact, this is a deliberate choice, as I first wanted to get community feedback about the overall layout and "feel" of the map, before decorating them with details and whatnot. Anyway, here are the maps:
Should something be added, or a separate set of videos be made, to display the different effects that different sappers have on the robots in MvM mode? I'm not sure how it would be done, but it's just a thought. [[User:Onyyx|Onyyx]] 05:18, 27 August 2012 (PDT)
 
:Someone [http://wiki.teamfortress.com/wiki/Team_Fortress_Wiki_talk:Weapon_Demonstration/Archive_32#Sapper talked] about this before<nowiki>~~~~</nowiki>. [[File:Hinaomi-sig.png]] [[User:Hinaomi|Hinaomi]] <small>([[User talk:Hinaomi|talk]]) - ([[Special:Contributions/Hinaomi|contributions]])</small> 05:32, 27 August 2012 (PDT)
 
::It's an entirely valid point - I should've moved that discussion here when I archived anyways. I've changed the title to a more general topic - should we demonstrate MvM stats for weapons, and if so, how? Part of the normal video? A new series? — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 06:21, 27 August 2012 (PDT)
 
  
IF we do start a new series with MVM, would we have to show upgrades and stuff? [[User:Ben10508|Ben10508]] 13:15, 27 August 2012 (PDT)
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1st map is called Wind_tunnel, and its demonstration video can be found [https://www.youtube.com/watch?v=H-JTrTQfCJY here]. 2nd map is called backup_final ''(keep in mind that these names are only temporary, the chosen map will be renamed into tr_lolim)'' and its demonstration video is [https://www.youtube.com/watch?v=ls2gSuL8UeA here]. 3rd map's name is tr_karma, which you can see [https://www.youtube.com/watch?v=rmQq4fRJy4U here]. And finally, the 4th one is called tr_lol_test_tfc and can be found [https://www.youtube.com/watch?v=UJu0naNRJNc here].
:To avoid redoing massive amounts of work, I think it shouldn't be in the regular videos. Perhaps a single video per class about MvM, or per class+slot (Scout primary, Scout secondary, etc.) Anyway, let's not worry about that until the main demos are done — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:56, 27 August 2012 (PDT)
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The maps are chronologically ordered, meaning that the first map ''Wind tunnel'' is oldest/earliest one that I created, while ''tr_lol'' is my final one. As you can see, ''Wind tunnel'' and ''Backup final'' are the most completed maps, featuring an outdoors obstacle course section, a pit, as well as a grenade testing range. However, the other two maps shouldn't be judged for their lack of such things, since the outdoors part can easily be copied from the other two and added on. Of much, '''much''' greater importance to me is knowing whether the main testing chamber/firing range, as well as the overall layout/architecture is of satisfactory enough quality to be used for a professional and official setting like the Team Fortress Wiki.  Further more, here are the wireframe overviews of some of the maps listed: [[File:User Lolimsogreat2 tfc1.png|15px]] (Wind Tunnel), [[File:User Lolimsogreat21 tfc2.png|15px]] (tr_karma), [[File:User Lolimsogreat21 tfc3.png|15px]] (tr_lol)
  
== Issue: srcdemo2 not launching ==
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Once again, I leave it up to the community to decide which of these maps is the most valuable one; or if my mapping skills are that bad, if none of them are worth while, in which case I will happily scrap all 4 maps and start over again. This time, hopefully, it wont take me 2 years to finish a new batch :D. As for download links, I didn't provide them since once again; the maps are not finished and are expected to undergo many revisions, both as I and the community see fit. However, if someone really wants to see/edit these early maps for themselves, they can contact me in private and I can provide both the .bsp and the .quark (the map making engine) file.
  
Has happened to me and a few others who dream to be part of this project. I have both Java 32 and 64-bit installed, a good computer able to play at a stable 30fps without host_framerate on max settings, and noticed some weapons need to be re-filmed. Upon clicking the icon nothing appears, no window, no message, nothing. However, it does show on the processes panel on my computer. I've waited hours many times, but usually results to nothing. [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] 06:56, 9 January 2013 (PST)
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Anyway, although the largest hurdle for this project has hopefully been overcome, there are still more technical problems that prevent me from just pumping out TFC demonstrations, they are as follows:
:Please run it in debug mode and show the output~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:07, 9 January 2013 (PST)
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* '''Lack of proper bot programs''': It is true that online, you can find many bot programs compactable with tfc, however none of them can be used for demonstration purposes. Namely, all of those programs are combat bots. The ones which move around and shoot you. Even worse, except for the command to spawn them and change their difficulty, they cannot be in anyway controlled or manually manipulated. I eventually took one of these programs and delved into its files, where I erased the waypoints the bots use to move around. This fixed the problem of them moving around, since now when they spawn, they get permanently locked into place. However they still lock on and target hostile bots and players, and they keep trying to "escape" their prison by constantly hopping in place. I'm contemplating picking up programming and simply creating a bot program myself, but that will certainly take time.
 +
* '''No damage indicators''': Tfc doesn't display any damage numbers when you damage someone. I haven't found any mods that seem to add them, meaning that the only way to know the damage you dealt is to use the console. However, I do not know could this be presented in a video format.
  
== Need some help with Map Download ==
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That seems to be it. While I wait for community feedback, I will continue to try and find workarounds/fixes for these problems. Thank you for your attention :D! [[User:Lolimsogreat21|Lolimsogreat21]] ([[User talk:Lolimsogreat21|talk]]) 09:09, 29 July 2024 (UTC)Lolimsogreat21
  
I've tried downloading the map and placing it in tf/maps but won't show up- Megamann
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:I'm not going to lie, this project has been entirely stagnant so there's clearly not much interest from anyone actually involved in the project. It's easy to say "yeah this is a great idea", but then when it comes to actually doing it, others have to figure it out. The maps were the least of our worries, as they can be made easily, and definitely not the biggest hurdle. The bots and damage numbers will most likely require game modification to work, or at least a good knowledge of the game (for the bots). Otherwise, it'll always have to be two people, which requires servers too. This just seems like way too much work to figure it out, so I think if this hasn't been solved in 3 months I might just indefinitely shut it down.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 13:22, 29 July 2024 (UTC)
:Did you uncompress it (ie did you put the .bsp file in there, not the .7z file containing it)? Did you restart the game after doing so? Are you sure you extracted it in the correct steamapps subfolder (the one of the account running TF2)? etc — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:09, 31 December 2012 (PST)
 
  
== Mann vs. Machine Music ==
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::As fascinating as it is, and the work is appreciated, I feel as if it's just far too much work from a recording an editing standpoint, especially without damage numbers and everything that TF2 has its gonna be pretty hard to record any sort of demonstration unless you go through the whole process of manually adding numbers to the video to indicate damage. Unfortunately I don't believe most would be able to cope with all that work. <br>[[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 13:33, 29 July 2024 (UTC)
  
I was browsing the upgrade station article and I discovered [http://www.youtube.com/watch?v=VnXGVeaQy-E an unused upgrade song]. I think we should use this with any Mann vs Machine related demonstrations. <small>--''The preceding unsigned comment was added by'' [[User:OrangeJuicePanda|OrangeJuicePanda]] ([[User talk:OrangeJuicePanda|talk]]) • ([[Special:Contributions/OrangeJuicePanda|contribs]]) 07:30, 31 December 2012</small>
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:::I can see that the general outlook on this project is quite pessimistic, which I can understand perfectly. However, there have been more developments that I've made this week, which could bring this proposal one more step closer to realization. Namely, the [https://developer.valvesoftware.com/wiki/Foxbot Foxbot] bot program, which almost certainly isn't intended for the purposes I'm trying to shoehorn it into, is actually quite a bit more flexible then I initially thought and reported to you. Turns out that with some careful and delicate usage of the waypoint system, it is possible to (crudely) manipulate and somewhat exert control over the bots. Couple this with the skilfull usage of something called ''waypoint tags'', and I managed to actually bug out the bot's navigation, to the point where they become completely docile and unmoving, ready to be used for demonstration purposes. Finally, the command {{code|botsdontshoot}} ensures that they won't target me, allowing me to even control the direction they are facing.  While this setup cannot be saved, meaning that every time I load a map I need to do the whole procedure again, it works perfectly and looks something like [https://youtu.be/4aBWMRW6rHo this]  
  
== New To The Wiki, But I would Like To Help Out ==
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:::Only minor issue still remaining is that when the bots get killed, they will respawn back into their "unbugged" state and start jumping and moving about. Since the command {{code|mp_respawn_time}} doesn't work, and there is no way to stop them from respawning, I simply solved the issue by disabling chat messages and then binding one of my keys to the kick command and immediately kicking the bot upon death; if I'm fast enough they wont even get to respawn. (In the video they did, hence the loud obnoxious sound in the background). Finally, the Foxbots have a couple of tricks up their sleeves over their tf2 counterparts, namely the {{code|botcam}} command, which allows me to see from the pov of the bots, which could be immensely useful in demonstrations, but I've yet to do extensive testing on it.
Hello. As I said in the headline, I'm pretty new here. I don't know much about the demonstrations (Despite how many I have watched), but I was thinking that maybe I could make a demonstration myself. There are some problems I've encountered, though.
 
1: I have no method of recording the game. And besides Windows Live Movie Maker, I don't have any methods of editing. I would use Fraps, but I don't have money to spare.
 
2: I' not sure if I should bother with the demonstration.
 
See, the demonstration I'm thinking about is the Festive Ubersaw. I've seen the demonstration and I know what I should do, plus I was thinking about adding some things:
 
1: I would have a heavy and medic pair. The enemy medic would deploy his Uber, and then I would taunt-kill the heavy, to show he could be stunned while invulnerable.
 
2: I would be any class with a enemy Festive-Ubersaw medic, with a friendly spy in the backstab position behind the medic. The medic would taunt-kill me, but right after he would put in his saw (I should be stunned at this point), the medic would be killed, and I would be safe.
 
But the reason I'm asking you guys is this: Should I really make a Festive demonstration? Should I just re-do the Ubersaw demonstration with the things I was thinking about adding? Or should I not do anything, since "The Ubersaw demonstration is fine how it is, and we don't need any demonstrations of Festive weapons"? [[User:Lilchris9|Lilchris9]] 19:03, 10 January 2013 (PST)
 
:Festive demos aren't necessary, as they mimic the stock in functionality. Furthermore, you can use Source Recorder to create movie files (freeware). See the project page for more info about that. Sorry, it's just that every festive weapon would be a LOT of re-dos. [[User:Darkid|<span style="color:red">Darkid</span>]] ([[Image:Item icon Party Hat.png|21px|link=User_talk:Darkid|alt=talk]]|[[Image:Item icon Siberian Sophisticate.png|21px|link=Special:Contributions/Darkid|alt=contribs]]) 19:19, 10 January 2013 (PST)
 
::Source Recorder is not freeware, but it comes with TF2 so it's as good as that. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:03, 11 January 2013 (PST)
 
:As for the festive demo proposal, it wouldn't be necessary like darkid already said, and it also should not differ from the Ubersaw one (same weapon, same stats, almost-same look, so why would they have different demonstrations?). Thus, those additions shouldn't be presented as additions to a festive version of the demonstration, but as additions to the plain Ubersaw demo. And in that light yes, I think they are worth pursuing, especially that second one because it does tend to happen in crowded games. If anything, it shows how much time you stay stunned after the Medic dies. Not sure if the first one makes it worth recreating the demonstration, but if it has to get recreated, might as well include that — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:03, 11 January 2013 (PST)
 
Oh, I'll be more than happy to do a few of those myself [[User:Lilchris9|Lilchris9]] 15:22, 11 January 2013 (PST)
 
  
== Demo movie won't record loadout screen ==
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:::I consider the bot issue solved, leaving only the damage numbers remaining, however things got complicated here. Turns out, I was wrong in believing that the console shows damage received by other players, or if it does, I don't know how to get it do that. This not only means that there are no damage numbers shown during the actual testing, but there is no record kept of the damage another player received at a given moment, from which damage numbers could then be extrapolated and edited in during the post production. This is actually fine for most weapons. There is no damage falloff in tfc, meaning that a single shot from, say the nailgun, will always do the exact amount of damage at all ranges. Meaning that as long as all shots hit their target, I can simply count the amount of ammo a weapon consumed and then add in damage numbers. The real trouble makers are the Shotguns and the Assault gun, who fire multiple pellets/buletts per single ammo, and have a wide spread, making it impossible to know the exact damage dealt unless at extremely close ranges, where every shot is expected to connect. I'll still looking for a solution to this, so wish me luck. [[User:Lolimsogreat21|Lolimsogreat21]] ([[User talk:Lolimsogreat21|talk]]) 22:12, 4 August 2024 (UTC)Lolimsogreat21
I'm trying to work on a demonstration video (if only for the sake of practice learning how to use the demo system, the weapon's already been reserved so I doubt I'l be finishing first) but among the dozens of problems I've encountered there's one I can't figure out. When I record a demo and display the loadout screen for a few seconds, playing back the demo in tf2 shows the loadout screen coming up and then play resumes like I recorded it, but when I export to TGA+WAV, in the exported files the place where the loadout screen should have been is missing. It's not like it shows the player sitting idle for a few seconds while the screen should've been up, there's just a hole in the recording, you can see a slight jump in the idle animations as the movie skips over the loadout and the actual demonstration begins far more quickly than I recorded it. The audio has that chunk of time missing as well.
 
  
So does anyone have any clue what could be causing this, and is there a way to fix it? I recorded the demo in dx8 mode using Chris' maxframes config, but used dx98 and a modified maxquality config for the exporting, if that means anything. It didn't cause any other problems but I'm at a loss as to what else it could be.
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::::This sounds like a ton of effort, and definitely not worth it nor easy to get into for the average person. It's possible, but having to rely on the bots being bugged out and having to do this every single time to do something. This is just too much effort, unless it can be done easily I don't see much of a point.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:11, 4 August 2024 (UTC)
  
And if there isn't a fix, would it be acceptable to edit in a still screenshot of the loadout screen and tooltip at the beginning of the video instead? The idle animation on the screen wouldn't be able to play, obviously, but it's better than no loadout screen at all.
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::::: Well If ease of demonstration is such a problem, there might be a way to remedy it quite easily. Checking out the [https://apg-clan.org/vbdownloads.php?do=download&downloadid=980/ Foxbot download site], it seems that a {{code|botdontmove}} command, which is something that would drastically cut down on the setup process, is actually on the developer's to-do list. And since the last update to foxbot came out in July of this year, it isn't out of the question that the next update could also arrive relatively soon, at least sooner then your 3 month deadline... However, in my opinion, there is no reason to wait any further. I have the maps, I have the (semi-functioning) bots and I can demonstrate 12 out of the 19 weapons (not counting the grenades) by simply guessing the damage numbers with reasonable accuracy. So unless someone gets any army of alternative accounts, or multiple players are willing to come together for a demonstration (which clearly won't happen and is very expensive), then this is the way the cookie will crumble. [[User:Lolimsogreat21|Lolimsogreat21]] ([[User talk:Lolimsogreat21|talk]]) 11:40, 18 August 2024 (UTC)Lolimsogreat21
  
-[[User:Mizuumi|Mizuumi]] 17:44, 11 January 2013 (PST)
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::::::Unforutnately, the way the cookie will crumble is the project being scrapped. Damage numbers are is the biggest thing to show here, if they're based on a guess and not going to be natively supported, the project will just be scrapped instead. The reason to wait is because the whole purpose of these videos is to show off the weapons, if you can't show off the damage properly with damage numbers that are entirely accurate instead of a "guess with reasonable accuracy" then we're not doing it yet. Even if you know the damage entirely, having to individually add these for each weapon is way too much effort.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 12:47, 18 August 2024 (UTC)
  
:There is no fix for this. Source Recorder only records the fact that you opened your loadout, it doesn't record what you do in it. You have to use a screen recorder for the loadout part, most people use Fraps for it. Sorry but a static loadout screenshot is not acceptable; that wouldn't look too good and would be inconsistent with all the previously-published demonstrations — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:03, 11 January 2013 (PST)
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::::::: Alright alright, I can see that I didn't express myself clearly enough/forgot to say something important, so forgive me please. Namely, there is ''a way'' to see how much damage you've dealt someone in tfc, and that is to hop into the spectator team and hover over other players, which will display their armour and health. So in theoryyyyy (say when demonstrating the shotgun); you can pop one shot into the opponent, hop into spectator and see how much health is left and then go back to blue team, use some kind of autoclicker/script in order to return to the same mouse position, and repeat the whole process again. Afterwards, you can simply cut out the whole "you checking the bots' health" in order to make it appear as if the shotgun was firing continuously, and use the knowledge to add in damage numbers (simply extrapolate the damage by seeing how much of bot's health was left in every incriment of firing from their base health). Is this very difficult to do, yes. But like all the other things in this project, what matters is that it's possible, atleast to me. Now, is this a genuine and native demonstration? No. Does it involve pulling a bit of wool over the viewer's eyes? Yes. But judging from the talk at demonstration for [[Team Fortress Wiki talk:Weapon Demonstration#Chemistry Set|Chemistry set]], it seems that the wiki is fine with using illusions in order to make something appear to happen rather then actually happen. So I see no problem with it.
  
::Hmm, alright, I'll look into screen-recording software then I suppose. Thanks for the info.
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:::::::Anyway, here is the prototype of the first Nailgun demonstration, damage numbers and all included. [https://www.youtube.com/watch?v=Z6M8yjxNdOU] [[User:Lolimsogreat21|Lolimsogreat21]] ([[User talk:Lolimsogreat21|talk]]) 20:08, 19 August 2024 (UTC)Lolimsogreat21
  
::Also, my understanding is that right now neither exporting movies to avi nor h264 work at the moment, is that correct? It just takes up a lot of room to temporarily save that many images so if there IS still a way to compress the files directly during the export and I'm just too dumb/bad at googling to find it, it would be a nice thing to know. -[[User:Mizuumi|Mizuumi]] 06:54, 12 January 2013 (PST)
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{{Outdent|8}}There's a difference between "pulling a bit of wool over the viewer's eyes" to save on costs, and having to manually add in each damage number, move each of them, and do that for every single time there's damage. The font and music don't really match up, as they're both meant for TF2. As much as I'd like this to succeed, having to (after EVERY shot) hop into spectator to find out how much damage was done and writing it down to then edit it is too much effort. Even if something ''is'' possible, like I've mentioned a few times, if it requires as much tedious work as having to shoot once, go to spectator, view health, note down health, return back to position, and repeat it's just not worth it. We've seen this with cosmetic items that had Pyroland assists, no one wants to do them, it piles up, and eventually we just scrapped them entirely.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 21:15, 19 August 2024 (UTC)
:::Why yes, I just happen to have created [https://srcdemo2.googlecode.com/ just the thing you describe] [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 11:47, 12 January 2013 (PST)
 
  
::::Hahaa this is perfect (once I figured out how to get it working), thanks a ton! Definitely gonna use this for demo recording from now on. Aaand I suppose if the person with the Rescue Ranger demonstration reserved doesn't post any updates by the time I get around to the rest of this, you can expect to see some test videos from me in the future. -[[User:Mizuumi|Mizuumi]] 07:18, 13 January 2013 (PST)
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== Timestamps on all videos ==
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As the name suggests I'm interested in providing new/updated timestamps for the majority of the existing wiki videos where it may be applicable, as well as making any new ones when new videos get uploaded. I would create a doc with all videos listed along with timestamps written down for each of them. <br>-- [[User:Nemesis07|Nemesis07]] ([[User talk:Nemesis07|talk]]) 23:37, 25 September 2024 (UTC)
 +
:Timestamps could be good. However, the weapon demonstration videos don't really have a structured order so it could be tedious to make timestamps for those videos. I only added them to some videos like the medic mvm shield · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 03:57, 26 September 2024 (UTC)
 +
::I sorta agree with Ashe. I don't think timestamps are really necessary for most videos. The majority of demonstrations are really short (2:00 or less in most cases) so I don't think there would be a big benefit to timestamps for every single segment. Seems like more work than it would be worth for most demonstrations. [[User:Mediarch|{{font color|ec5c69|'''Mediarch'''}}]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|{{font color|ff66cc| ♥ }}]][[User talk:Mediarch|{{font color|ec5c69|'''Talk'''}}]][[User:Mediarch|{{font color|ff66cc| ♥ }}]][[Special:Contributions/Mediarch|{{font color|ec5c69|'''My Edits'''}}]] 14:06, 26 September 2024 (UTC)
  
== Trading mechanics? ==
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== Getting existing playlists up-to-date and adding new ones ==
Would love to do one of these! Just like the photos on the trading page! Would need to add some friends on my alt and change the names to classes, as well as having stock avatars (e.g Engineer, Medic, etc.). The actual trade would just be the Heavy + Medic trading class specific items to each other (Medic has Sandvich, Heavy has Kritzkrieg). If we need a scene demonstrating the quality colors in chat (e.g Vintage, Unusual, etc.), I can change my name + avatar to resemble the Gentle Manne of Leisure. [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] 07:40, 7 February 2013 (PST)
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Currently the channel only has a couple of playlists that doesn't include all of the videos, I'm interested in helping create additional playlists for all of the videos to potentially make it easier to find certain videos. <br>-- [[User:Nemesis07|Nemesis07]] ([[User talk:Nemesis07|talk]]) 23:37, 25 September 2024 (UTC)
:I think you talk about trading demonstration, right? It's belong to [[Team Fortress Wiki:Technical Demonstration]], not this page. [[File:User Hinaomi Hinaomi-sig.png]] [[User:Hinaomi|Hinaomi]] <small>([[User talk:Hinaomi|talk]]) • ([[Special:Contributions/Hinaomi|contributions]])</small> 08:02, 7 February 2013 (PST)
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:People dont' really use playlists, and the ones that currently exist are for group of "unique" videos. Making a playlist for all the weapons or per-class wouldn't make sense · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 03:55, 26 September 2024 (UTC)
:This [https://www.youtube.com/watch?v=ZT3j8pb_KyU has already been done] unfortunately — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:03, 7 February 2013 (PST)
 

Latest revision as of 09:49, 9 November 2024

Contents

Tools

Chemistry Set Chemistry Set

Pictogram wait.png This demonstration has been reserved: Jh34ghu43gu (talk) 11:06, 1 August 2024 (UTC)
Demonstration link

Pictogram info.png  Status: Review needed

Old discussion (2020)

Hi, just made a vid demonstration about Chemistry kit. https://www.youtube.com/watch?v=R2uEkaw6Jbs&feature=youtu.be What should i do next? ~ Fokus 03.06.2020 16:50 GMT+2

Hi there,
You now have to wait for WindPower to respond. He usually does this every week on Sundays, though he's very busy nowadays.
My advice on your video is: Don't start in the Main Menu, start in the backpack (first page) instead. Make sure your backpack's page is also clear of other stuff, so when you finished using the chemistry set it doesnt go to the third page and you'll have to drag it from there. Show yourself using the Chemistry Set, too, it's part of its functionality. Your video also seems to have a delay between sound and the video.
It also lacks editing.
GrampaSwood (talk) 15:05, 3 June 2020 (UTC)
> he's very busy nowadays
You give me too much credit. — Wind 05:44, 8 July 2020 (UTC)
Hi, thanks for tips. I fixed the video, now it should be much better. https://www.youtube.com/watch?v=-fgON6QQ6Mk&feature=youtu.be
Fokuskii (talk) 23:53, 3 June 2020 (UTC)
The same problem applies with the backpack. It should start on the first page (that's empty except for the required items). The section where you hover over the chemistry set is too long, perhaps make it 1 or 2 seconds. The same thing applies to the end, show the strangifier being applied. It also lacks fading (A lot of these things can be fixed with simple editing, but I think the pages thing will have to be done with a new one :\)
GrampaSwood (talk) 13:10, 4 June 2020 (UTC)
The video should also be 1080p (your first version was 1080p but the second version is 720p). Agreed with all other comments — Wind 05:44, 8 July 2020 (UTC)

I have both an alt and a professor speks chemistry set for this demonstration, I just have yet to find the password to the account...
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 21:36, 12 November 2023 (UTC)

Hey, was wondering if this was still open? I can do a possible version with a collector chemistry kit but not sure if it matters if it's strangifier or collector's. God'sWrath (talk) 01:15, 16 February 2024 (UTC)

It's still open, although a collector's kit may be too large as it would require showing all 100 items added.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 11:13, 16 February 2024 (UTC)
Ah, alright so what if I show a strangifier first and add a section for the collector's where I only put 1 in but I put disclaimer stating it's x amount of x items and not 1 item for a collector's kit? So video doesn't drag out. God'sWrath (talk) 03:41, 17 February 2024 (UTC)
Just pick a simpler, cheaper chemistry set like in the first video · Ashe (talk) 05:15, 17 February 2024 (UTC)

I've reserved this but I've been thinking it over and I'm not sure if it's really necessary. The Strangifier demonstration shows the exact same process of completing a chemistry set to acquire a strangifier and then applying it to the item. Both demonstrations would bassically be the same. Do we really need two demonstrations showing the exact same thing? Or what should this demonstration do to be different from the Strangifier demonstration? Mediarch User Mediarch PFP.pngTalkMy Edits 22:01, 29 May 2024 (UTC)

I'm about to craft some of my handshake chem sets. I have two clean ones but I'd rather not craft them and use my partial ones instead. One of these partial ones requires 198. I am thinking I can show a clean one, open it, fill in the first page (drag half, double click half) then do a fade cut where I've swapped to the 198 one on the last page with all the other pages filled in and actually craft that one instead. Within the crafting window there would not be any difference since the input page count for both is 17, there is just 6 on the last page instead of 8 but you would not notice this unless you did the math. If this is acceptable, do you want me to showcase the 4 pages of handshakes required for crafting it or just the 1st page with the chem set and 49 shakes? Jh34ghu43gu (talk) 03:39, 31 July 2024 (UTC)
A demonstration would have to show each individual one being dragged in. However, if you can smoothly transition the clips in a way that makes it seem like all were filled in on the same one and there's no difference, then that would be fine too, as long as the illusion of it being one chemistry set is there.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 12:43, 31 July 2024 (UTC)
Double click doesn't even work, don't know why I thought it did. Will probably get to this in 2 weeks after my finals. Jh34ghu43gu (talk) 11:07, 1 August 2024 (UTC)
Example of transition previously described https://www.youtube.com/watch?v=R_ROeqQWSgU Would obviously craft in the real thing and hover over the item in my first page. Jh34ghu43gu (talk) 05:57, 5 August 2024 (UTC)
Double click indeed does not work. However, I think you should show every single one being filled in. I get you want to use your mostly-crafted one already, but I think the way to go here would be to try and transition mid-craft, rather than fading like that. This way, it requires a precise setup and some editing, but it can be done.
For this reason, I think you should try and get the transition approved first. The way I would do this is film the backpack + dragging in, then at a certain page (preferably one where you need to click on the next page of Handshakes as you're filling it out) you stop. Then you take your partially-filled one, record yourself with the exact same mouse position (you can do this using autoclicker, for example, which has a built-in "click at location" button) clicking to the next page of Handshakes, then once you've finished putting them all in drag your mouse off-screen and wait ~0.5 seconds. This way, you can simply do the actual crafting part afterwards, once we approve this transition.
If done right, this should look like one seamless take, but not use your other clean chemistry sets.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 00:18, 13 August 2024 (UTC)
https://www.youtube.com/watch?v=JlDW77LISq0 Transition is between 39s and 42s Jh34ghu43gu (talk) 09:06, 17 August 2024 (UTC)
Looks good, though the video lags a bit around that time as well, so it would have to be re-recorded.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 21:49, 29 August 2024 (UTC)

Something Special For Someone Special Something Special For Someone Special (Tool)

Pictogram wait.png This demonstration has been reserved: Mediarch User Mediarch PFP.pngTalkMy Edits 00:29, 2 May 2024 (UTC)

Pictogram comment.png Status: No demonstration submitted

Old discussion (2019)

Hi. I know this item is quite expensive for someone to make a demonstration, but I was thinking, a video showcasing how the item works (which the purchaser's choose they person), and then, on the same video, showing the chosen player's screen perspective, showing the option to accept the proposal, and after that, showing the notification on the Main Menu for the accepted proposal.
Considering the high cost that would be making this demonstration, I wonder if Valve could gives us a hand and supply one for our demonstrations purposes, as long we delete both rings after doing the full video.
It seems that the process is mostly the same as the Gift Wrap, but I have no idea how are the things when someone receives that Gift. We also lack a proper Gift Wrap video, apparently. User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 19:26, 16 July 2019 (UTC)

Keep dreaming, valve won't even fix server issues much less give us free items. If you are planning to make a demonstration though, better ask windpower for some super detailed instructions to make sure it's right the first time. Naleksuh (talk) 21:37, 18 July 2019 (UTC)
Well, they have the ability to both give and delete items, it could work? Yes. Will it happen? We don't know. If there's anything we can do, is ask for someone who plans on buying one legitimately and asking them for help. Last time that the item got in 50% off, a lot of people bought one, so. User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 20:01, 19 July 2019 (UTC)
If you give it some time, I could save up to get it and try to make it.
GrampaSwood (talk) 20:16, 19 July 2019 (UTC)
I offer to give a 50 USD Steam gift card to anyone who has already gotten an item demonstration video approved and uploaded in order to make this demonstration, and then another 50 USD Steam gift card upon video approval. I'm not sure what the price of the item is in other currencies but I'll also match that if possible as long as it's not too much more expensive. Please make sure to record both sides (sender account and receiver account). — Wind 23:00, 21 July 2019 (UTC)
Well, I guess we should start discussing how should it be done. Firstly, I think the Gifter should be named "Scout" and the Recipient be "Miss Pauling". Scout has the Scout avatar (184x184 version from Steam), while Miss Pauling can use this. I think the name could be something along what Scout would say, my suggestion, name it as "You are really frickin' sweet". That'd go nice, eh?
Secondly, I don't know who's going to be the Recipient. Should we create a Steam account just for that, or should we rely with another Video Demonstration Creator to do a collab? User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 23:55, 21 July 2019 (UTC)

well how about we can hit two birds with one store and do the ring and the Upgrade to Premium Gift from the same two account?, First the two account would demostrate the Upgrade to Premium Gift which the sender should buy it from the store and send to the receiver who don't have premium. them Recycle the same account to do the ring. We could make a story out of it as well from friendship when a user gifted the premium to the other use then after few days they both got engaged via the sender would give the ring. It won't end up a awkward situation. but for this situation we need 4 people to do the ring tho 2 sender reciever, 2 regular tf2 player to recieved the message one in the tf2 main menu and the other while in-gameJomarcenter (talk) 14:27, 28 August 2019 (UTC)
That's a cute story, but let's keep the demonstration to just one item (the ring), not the Upgrade to Premium Gift on top of it. — Wind 22:17, 1 September 2019 (UTC)
I don't know what you're talking about, wind. Story time is clearly more important than the actual video. (but in all seriousness the two accounts would be okay to reuse right?) Naleksuh (talk) 04:52, 4 September 2019 (UTC)
Yeah, sure, it would just be two separate videos — Wind 23:39, 8 September 2019 (UTC)

I kind of thought the role playing names were unnnecessary to begin with, and could also cause confusion as to whether or not those texts always appear in game. But if WP or thed feels that's the best way to do it without commercializing it then oh well for me.
The two steam accounts would be kinda hard to sync up (and would also be a waste of $100), i'm willing to be proposed to if no one else will :) Naleksuh (talk) 01:06, 25 July 2019 (UTC)
No need for roleplaying. It's cool if you want to do it but totally optional. — Wind 06:26, 29 July 2019 (UTC)

I guess I should give an update on this. I'm still up for doing this one. The plan was to do it with Cheddar but currently a lot of the community wanted to boycott spending money on the game because of the bot situation so Cheddar wanted to delay this until....idk when. Valve just banned the majority of the bots and new bot hosting accounts are getting banned as they're being created so I think now is as good as time as any to do this demo. But I can't do it by myself so I need to talk with Cheddar_ and see if he's still available for it or I need an assistant who's willing to help with it. Mediarch User Mediarch PFP.pngTalkMy Edits 11:17, 29 June 2024 (UTC)

I get that you don't agree with the decision but the sassy "delayed until Idk I guess" comments are pretty annoying. No one can see in the future as to when stuff like this will cool down. If I say something like "do it in a week" and it's still an issue in a week, you would've been upset too.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 11:59, 29 June 2024 (UTC)
I'm not trying to be sassy. I'm not complaining. Sorry if it comes off that way. That's not my intention. It's just been nearly two full months with zero communication about the status of the demonstration. Reservations are technically only valid for two weeks so I simply wanted to make sure that everyone knew that I was still planning to do it. Mediarch User Mediarch PFP.pngTalkMy Edits 12:41, 29 June 2024 (UTC)
I could be of assistance. It seems that all of the bots are gone, so might as well do it now before anything else happens again.
User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 03:34, 30 October 2024 (UTC)

Mannpower Powerup King.png Mannpower powerups

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Demonstrate all powerups.
Pictogram comment.png Show you can switch to the Grappling Hook under the effects of the Knockout powerup.

Pictogram comment.png Status: No demonstration submitted

Hello, I had a question about preforming/recording this demonstration. Mannpower has a domination mechanic (Not to be confused with dominations), this mechanic works by when a player has many more kills than other players on the enemy team, and so that player gets nerfs on their power ups. I'm guessing I would have to demonstrate this in the video, however I do not know how to activate it. I have not been able to activate this on myself in tr_karma, however even if I did, the player who is dominating does not get the message on their screen showing that they are dominating. The only effects the player who is dominating sees is they are marked for death if they have a power up, and a nerf on that power up for that player. I don't know how I would go about demonstrating the effects of domination mechanic, considering the viewer wouldn't know that being marked for death with a power up means you are dominating. If I were to get the domination mechanic to work, should I just show the class as marked for death, or something else? Andrew360 Edit icon.png Taunt Rancho Relaxo.png 01:51, 12 July 2022 (UTC)

This does sound hard to demonstrate. If you enable third-person mode, do you see the skull icon above the player's head in the 3D world (not on the HUD)? If so, here's a structure that might work:
  • Spawn enough enemies on the map such that you can reach domination status, and still have enough enemies left over to show that the effect isn't about killing *all* other enemies.
  • Start the demonstration in first-person mode.
  • Switch to third-person mode.
  • Kill enough enemies such that domination status appears.
  • Highlight the correlation between the third-person skull icon and the HUD one, for example by zooming in on both at once, or drawing a red box around both or something.

Now you've established that "skull on HUD" = "having killed enough enemies".

Now, demonstrate each powerup one by one. For each powerup, do a split-screen, with the left being non-dominating, and the right being already-in-dominating status. Pick up the powerup on both clips and demonstrate the effect. The skull icon being visible on the clip on the right should be enough of a hint that this is the cause. If not obvious enough, you can draw attention to it at the beginning of the clip, such as by drawing a red box over it or something.

Hope this helps. I suggest doing a test demo with just one or two powerups demonstrated and posting it here first before doing all the work it would take to get this all done for all powerups, as there are a lot. (Perhaps each powerup should have its own video? That's a separate question...)

Wind 21:39, 31 July 2022 (UTC)

I might try my hand at this, but only after I finish my other demonstrations and receive feedback and corrections for them. Po1yb1ank (talk) 23:56, 14 December 2023 (UTC)

Backpack Enchantment Eternaween.png Enchantment: Eternaween

Pictogram wait.png This demonstration has been reserved: No one

Pictogram comment.png Status: No demonstration submitted

Action

Fancy Spellbook Fancy Spellbook

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Pictogram comment.png Same as above, with the exception that the particle effects that emit on the hand are different.

Pictogram comment.png Status: No demonstration submitted

Fireproof Secret Diary Fireproof Secret Diary

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Same as above, with the exception that the particle effects that emit on the hand are different.

Pictogram comment.png Status: No demonstration submitted

Kritz or Treat Canteen Kritz or Treat Canteen

Pictogram wait.png This demonstration has been reserved: No one

Pictogram comment.png Status: No demonstration submitted

Heavyhumiliation.png Match outcomes

Pictogram wait.png This demonstration has been reserved: No one

Pictogram comment.png Status: No demonstration submitted

So there's a bit of a problem with showing the other angles with this demonstration, as you can't actually rotate the camera. Despite it being in third person, you cannot change the angle of the camera nor use +left or +right to make only the camera move. Any attempt to move the camera either doesn't work or makes the character move along with the camera. My original plan for this demonstration was the following:

  • Show a split screen with a player on RED team on one screen and player on BLU team on the other screen
    • The RED player would capture the intelligence on 2Fort, and the other screen would show the BLU player in humiliation after they lose
      • This part would repeat for each class
  • It would then cut to tr_karma where I would rotate the camera around the class when they're standing, crouching, running, etc
  • After this I would move on to the next class until all of them are done

However I can't do this because I can't rotate the camera, does anyone have any ideas on how to rotate or have other ideas of how to demonstration and show the different angles?
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 22:47, 6 February 2023 (UTC)

How about just use the RED player to see the BLU humiliation animation. Like:
RED player is the main camera, BLU player is a bot/a smaller pip/split screen in the video
  1. BLU player stands beside the intel point
  2. RED player captures the intel and win the game
  3. BLU player enters humiliation
  4. RED player look at the BLU player
  5. BLU player moves around to show off the humiliation animation.
I feel like this also shows off the concept of "match outcomes", make the whole story connected via one team wins and see another team loses with humiliation animations. Do we have to use tr_karma map for demonstration? Is this demonstration video about "match outcomes" or "humiliation animations"?--AlexT 03:19, 7 February 2023 (UTC)
Simply using thirdperson_mayamode it would be possible to show off these animations from a stationary angle (turning your character rather than camera, although tr_karma/tr_target have no winning objective, so you'd need a different map for it (I suggest Thunder Mountain and standing in first BLU's spawn so it's still somewhat related to the tr_target map, using mp_bonusroundtime to extend the time at the end and just capping the first point).
GrampaSwood (talk) 11:01, 7 February 2023 (UTC)
I'm a bit confused on what you mean on the capping part, as you say to stay in BLU spawn, but also cap the point to win which would make BLU would win and RED would be in humiliation. Do you mean to make the time run out so RED wins instead?
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 23:24, 7 February 2023 (UTC)
Either works. Just any way to make the classes go into the humiliation pose. I personally wouldn't mind it that much if RED was in BLU spawn, but it's up to you.
GrampaSwood (talk) 12:33, 8 February 2023 (UTC)
I went in game to test out thirdperson_mayamode, and it does not work, as for some reason the losing animation isn't considered as in "thirdperson" by the game I think. Does anyone else have any other ideas? Only other way I can think of is using SourceTV, however I don't know how to set that up.
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 01:15, 12 February 2023 (UTC)

Taunts

Crushing Defeat Crushing Defeat

Pictogram wait.png This demonstration has been reserved: Decimate (talk) 10:56, 21 October 2024 (UTC)
Demonstration link

Pictogram info.png  Status: Review needed

I would say it is a little bit too fast, but this is just my opinion, let the moderators decide.
User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 17:06, 22 October 2024 (UTC)

Peace Out Peace Out

Pictogram wait.png This demonstration has been reserved: No one

Pictogram comment.png Status: No demonstration submitted

Commending Clap Commending Clap

Pictogram wait.png This demonstration has been reserved: User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 17:13, 11 October 2024 (UTC)
Demonstration link

Pictogram info.png  Status: Review needed

The transitions between classes need a little work. You can see the inventory including the other taunts like Conga and Killer Joke when you first click on the taunt for a couple frames. For the outro I usually fade out the game audio so the ambient noise fades as the screen fades out. Other than that I think it looks good but I'm not a mod or anything just my two cents. Also, I would probably wait for the taunt to be tradable just so the text isn't on there. Mediarch User Mediarch PFP.pngTalkMy Edits 22:45, 27 October 2024 (UTC)

Punchline Punchline

Pictogram wait.png This demonstration has been reserved: CheddarTalkContribs 16:52, 7 November 2024 (UTC)
Demonstration link

Pictogram info.png  Status: Review needed

Need to be redone

Fortified Compound Fortified Compound

Pictogram wait.png This demonstration has been reserved: GrampaSwood 15-10-2024 18:00
Pictogram comment.png Update to use post-Jungle Inferno afterburn damage (4 dmg/tick for 7.5 seconds, previously 3 dmg/tick for 10 seconds).

Pictogram comment.png Status: No demonstration submitted

Crusader's Crossbow Crusader's Crossbow

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Ubercharge gain rate is reduced in the same way that the Medi Gun's healing (and therefore, Ubercharge build rate) is - it is based on the last time the target was in combat.
Pictogram comment.png Does not show that if you try to heal up an enemy Spy, Über is not built.
Pictogram comment.png Does not show that if you heal an enemy player through a Pyro's reflect, Über is built.

Pictogram comment.png Status: No demonstration submitted

I removed the clip from the previous demonstration when the medic is building his übercharge with the crossbow, the actual changes make it way too long. VideoThedop (talk) 14:44, 11 September 2019 (UTC)

The picture-in-picture clip is too large and covers the center of the main video's vision. So when the heavy/spy turns to see the medic, it just doesn't show up on the screen. Please decrease the size of the picture-in-picture — Wind 00:38, 16 September 2019 (UTC)
Second tryThedop (talk) 06:45, 25 September 2019 (UTC)
The Minigun is still hiding the medic when he's firing... — Wind 00:07, 30 September 2019 (UTC)
*sigh* Thedop's demonstration has been in hiatus for two years. Maybe I can make my own demonstration if Thedop doesn't mind. — Exaskliri (they/them) (talk | contribs) 06:43, 14 April 2022 (UTC)
Demonstration reservations are only valid for 2 weeks. If the reservation tag remains on a video and no action has happened since, you can ignore the reservation and replace it with a reservation of your own. — Wind 00:33, 24 April 2022 (UTC)
Oh, and by the way, don't forget to add a demonstration of healing afterburn (probably the most common type of status effect). Qwertyxp2000 (talk) 23:17, 16 June 2022 (UTC)
Definitely doable for making an entry about using Crossbow at point blank range to both hit enemies and heal teammates. Qwertyxp2000 (talk) 21:06, 25 June 2022 (UTC)

I'm going to at least make an attempt at this since the last discussion regarding the Crossbow demonstration was two years ago. Any advice would be appreciated, since this is my first wiki contribution. (And yes, I know how to edit) Jk6419 (talk) 02:25, 27 August 2024 (UTC)

Due to IRL responsibilities that have recently popped up, I am removing my reservation. My apologies. Jk6419 (talk) 04:12, 29 August 2024 (UTC)

Holiday Punch Holiday Punch

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Does not demonstrate that disguised spies do not laugh from Holiday Punch.
Pictogram comment.png Does not demonstrate interaction between cloaked spies and Holiday Punch crits.

Pictogram comment.png Status: No demonstration submitted

I kind of felt Holiday Punch could possibly be redone such that it demonstrates its interaction with cloaked and disguised spies. Qwertyxp2000 (talk) 08:11, 17 March 2020 (UTC)

Not very practical, but sure, if anyone's up for it — Wind 04:11, 24 April 2020 (UTC)
Not sure if I have to create a new section for the Holiday Punch or add information on an already existing one, but there's several things that probably should also be demonstrated:
Pictogram comment.png Demonstrate that enemies underwater doesn't laugh on the back / critical hits, which therefore, they don't receive damage (The map used for demonstrations does not have water, though)
Pictogram comment.png Demonstrate that punching an enemy at the back / doing a critical hit on an enemy that is jumping / is on the air, has no effect, and does no damage
Pictogram comment.png Demonstrate that it's possible to tickle enemies that are being Ubercharged, possibly include both the patient and the Medic being tickled
  • Tickle the patient first, show that it's still in the effects of Uber, and tickle the Medic second, that would probably be more ideal, so it shows that when a Medic is tickled, his target loses the healing / ubercharge
  • Perhaps also demonstrate the Quick-Fix ubercharge, since it mentions it blocks "movement-impairing effects", which isn't the case for the Holiday Punch (I'm pretty sure you can still get tickled with the Quick-Fix uber)
Pictogram comment.png Demonstrate that a Scout with the effects of Bonk! can be tickled
Pictogram comment.png Demonstrate that a Soldier with the Battalion's Backup active, as well his teammates receiving the Backup effect, can still be tickled
A few other ones that I am unsure about:
Pictogram comment.png Demonstrate that it's not possible to tickle robots and giant robots on MVM (I don't think we often make MVM-related stuff on these demonstrations, unless it's an unique mechanic like the Projectile Shield)
Pictogram comment.png Demonstrate that an enemy who is taunting does not get tickled, and that it receives no damage on critical hits Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 04:23, 24 April 2022 (UTC)
The tr_karma_rc1 map has water (see Sydney Sleeper demonstration here). I use that map for demonstrations, as it is preferred (according to the Weapon Demonstration page). — Exaskliri (they/them) (talk | contribs) 09:23, 24 April 2022 (UTC)
No to the Quick-Fix + Bonk + Battalion's Backup things; as the project page states, non-stock item interactions are usually not demonstrated, in order to avoid having a full explosion of weapon interactions to demonstrate. The Quick Fix one also sounds like a bug, so usually that isn't worth demonstrating either because it has marginal utility and may eventually get patched, which would just create more video work later down the line. But all the other points are good to demonstrate, so +1 that a redo is in order for this one — Wind 04:49, 12 May 2022 (UTC)

I have an idea on how the new video might be represented:

Part 1: The Main Gang (Pyro, Soldier, Medic, Spy)

  • Do the same actions as was done in the original video

Part 2: Basic Interactions Do the same actions as was done in the original video, demonstrating Kritzkrieg on Soldier (via friendly Medic) and Jarate on Demoman (via friendly Sniper), plus another for Medic interactions.

Part 2a:

  1. Approach friendly Kritzkrieg Medic, who has full charge
  2. Get charged with the Kritzkrieg buff
  3. Keep punching the enemy Soldier until the buff wears off
  4. Punch again while the buff is off, and keep doing it until the Soldier dies

Part 2b:

  1. Approach friendly Sniper holding Jarate
  2. Let the Sniper throw Jarate at the enemy Demoman
  3. Attack the Demoman normally while he is Jarated
  4. Attack the Demoman from behind while he is Jarated
  5. Kill the Demoman normally again while he is Jarated

Part 2c:

  1. (This is where the new stuff begins) Approach an enemy Medic who is healing a friendly enemy Scout with his Medi Gun
  2. Attack the Scout from the front and behind
  3. Enemy Medic activate Medi Gun invulnerability
  4. Do the same as Step 2 onto Scout except while Übercharged
  5. Do the same as Step 4 except on Medic

Part 3: Versus Mittens Heavy

  1. Approach the enemy Mittens Heavy
  2. Attack the Mittens Heavy with your Holiday Punch. Watch him laugh.
  3. Let the Mittens Heavy attack you with his Holiday Punch. Watch yourself laugh.
  4. Mittens Heavy will swap out Holiday Punch for Minigun.
  5. Attack the Heavy with your Holiday Punch.
  6. Swap your Holiday Punch for the Shotgun
  7. Mittens Heavy will swap out Minigun for Holiday Punch
  8. Let the Mittens Heavy attack you with his Holiday Punch.
  9. (This is where the new stuff begins) Jump, and while mid-air let the Mittens Heavy attack you with his Holiday Punch. There should be no laugh.
  10. Go behind the Mitten Heavy's back
  11. Let the Mittens Heavy jump, and attack the Mittens Heavy with your Holiday Punch. There should be no laugh.

Part 4: Spy Interactions View from the Heavy's and Spy's points of view, with a smaller video on the top-right (or something like that) for the Spy's point of view.

  1. Approach the enemy Spy
  2. Let the enemy Spy cloak
  3. Attack the Spy with your Holiday Punch from behind. There should be no laugh.
  4. Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)
  5. Attack the Spy with your Holiday Punch from behind. There should be no laugh.

Part 5: Taunts and Water

  1. Let the enemy Engineer taunt from his Shotgun. It should be the one where he dances around.
  2. While the enemy Engineer is taunting, attack him from behind with the Holiday Punch. There should be no laugh.
  3. Repeat Steps 1 and 2 except attack him from the front.
  4. The enemy Engineer runs to the water. Follow him into the water.
  5. Attack him from behind with the Holiday Punch. There should be no laugh.

Part 6: Robots

  1. Approach an enemy Robot, preferably the Holiday Punch Heavy Robot.
  2. Attack him with your Holiday Punch from the front, and then attack him from behind. There should be no laugh.

Qwertyxp2000 (talk) 02:49, 8 June 2022 (UTC) Qwertyxp2000 (talk) 02:51, 8 June 2022 (UTC) Qwertyxp2000 (talk) 10:08, 8 June 2022 (UTC)

Very detailed, nice. — Wind 22:48, 19 June 2022 (UTC)
By the way, I also think that it would be helpful to add a section dedicating to observing a duration comparison for all Schadenfreude taunts. I have a feeling that the length of the taunt has an impact on gameplay of the Holiday Punch. So maybe we could do a section where 9 Holiday Punch Heavies simultaneously attack one of each class, which demonstrates the time it would take to get out of the forced animation. Qwertyxp2000 (talk) 01:41, 22 June 2022 (UTC)
Might be cool if only for the comedy of it all. — Wind 21:39, 31 July 2022 (UTC)
On "Part 4 - Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)", why not make the Spy disguise as the Heavy, and make sure that the Holiday Punch is active? The Spy won't be able to laugh, but I wonder if you (the player), would laugh. In case that happens, then it would be important to also showcase trying to punch the Spy from behind without having him with the Holiday Punch active. Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 03:19, 18 February 2023 (UTC)
Actually, never mind. For some reason I thought you also laughed with who you just punched that is also wearing the mittens (it commonly happens when both Heavies hold their left clicks after being tickled). But, the Spy wearing the Holiday Punch may be the best scenario here, so it shows that the disguise is not lost (although make sure to show also without the mittens active, and, when the mittens is active for Spy, punch him from the back, then punch him from the front). Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 13:08, 18 February 2023 (UTC)

Power Up Canteen Power Up Canteen

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Doesn't show Canteen Specialist upgrades like Battery Canteens demo does

Pictogram comment.png Status: No demonstration submitted

I feel like I can do a demonstration for this one. But my canteen is a crafted version so it has my username on it. Is that acceptable ? Kaezle (talk) 04:21, 25 August 2019 (UTC)

If you right click on it you should be able to remove that. Naleksuh (talk) 06:22, 25 August 2019 (UTC)
I think the stock version (Normal quality) should be used over the Unique one, considering all players have it. User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 04:23, 14 August 2021 (UTC)

Chargin' Targe Chargin' Targe , Tide Turner Tide Turner , and Splendid Screen Splendid Screen

Pictogram wait.png This demonstration has been reserved: CheddarTalk 13:01, 18 July 2024 (UTC)
Pictogram comment.png Should be redone to show that charging with the shields remove debuffs
Demonstration link

Pictogram info.png  Status: Review needed

Should these be redone to show that they remove debuffs such as Jarate, bleeding, afterburn, etc.? If so, which effects should I specifically show?
GrampaSwood (talk) 08:31, 25 June 2020 (UTC)

Pictogram tick.png Yes, the effects that should show are just some of them, not all
  • Soaking, Jarate is preferable as it make the screen yellow tint.
  • Fire, simple burn from Flamethrower.
  • Bleeding, from Southern Hospitality?
  • Mark for death, from Fan O'War
I think those are all. User Hinaomi Hinaomi-sig.png Rikka Takanashi (talk) • (contributions) 12:47, 25 June 2020 (UTC)
Yes, that would all be good. — Wind 05:44, 8 July 2020 (UTC)

I think the Eyelander clip should probably be synced up better, or go one after another. I think the flame stuff should be done using the Flamethrower instead, as getting killed shows "Pyro carrying Cheddar's", try to also get a clip with a Pyro firing their Flamethrower and you charging through it, showing that if you get hit after the charge starts the debuffs don't get removed. Otherwise, looks good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 13:41, 31 July 2024 (UTC)

Looks good, only missing the clip with the mid-charge debuff being applied. You can do this using Jarate too if you find that easier (since it has splash).
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 15:36, 5 August 2024 (UTC)
Looks good, the only thing I would change (if the demo needs other changes) is to have the Jarate in the second Jarate clip be thrown on you mid-way through the charge, rather than at the start (but after you already started charging).
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:31, 16 August 2024 (UTC)
The fire overlay doesn't appear in the fire clip · Ashe (talk) 03:27, 21 October 2024 (UTC)

Quick-Fix Quick-Fix

Pictogram wait.png This demonstration has been reserved: No one

Pictogram comment.png Status: No demonstration submitted

Old reservation (29 April 2021)

Pictogram comment.png What I've done in addition to the existing one (the timestamp in the parentheses are the old/new ones):

  1. (1:14/1:24) On the first scene demonstrating the Quick-Fix's basic functions, I did the same as the old one, plus damaging myself and the patient Heavy while being Ubered, demonstrating that the Quick-Fix's Uber doesn't reduce incoming damage. I also damaged myself (the Medic) twice instead of once.
  2. (2:09/2:39) When demonstrating the Quick-Fix's heal rate in comparison to the stock Medi Gun, while mostly the same, I used a recently-injured Heavy, so that the heal rate (for each medigun) is at the slowest. I used an offscreen pistol Engineer (hence why the starting HP is 14), teleport commands, and r_cleardecals, so it should look neat.
  3. (2:17/3:01) I demonstrated the knockback immunity from Quick-Fix's Uber the same way, but now there's health and Ubercharge HUD.
  4. (2:56/3:47) I did the "mirror blast jumping" part outdoors, although it might not look neat. I'm sorry.
  5. (3:26/4:17) I demonstrated crit healing (after the recipient doesn't take damage for 10-15 seconds) with the Quick-Fix's Uber in addition to the non-Uber Quick-Fix. Yes, the 3x healing rate Uber stacks with the crit heal.
  6. (3:53/6:56) I redid the "Uber build rate comparison on different HP threshold" because the old one didn't have the Quick-Fix as the second healing beam, hence it doesn't explain if the second healing beam alone would slow down the Quick-Fix's Uber build rate (the Quick-Fix has 125% maximum overheal, lower than the usual Uber build rate penalty at 142.5% overheal).
  7. (4:26/5:06) I demonstrated the Quick-Fix maximum overheal limit and decay rate on Scout vs. Heavy as well as comparing it to the stock Medi Gun's overheal in addition to the "maintain overheal above 125%" that the old video demonstrated. For the last part, I only used one Heavy, as the aforementioned added demonstrations make up for that, and I maintained the overheal above and below 142.5% overheal (Uber build rate comparison) as well as healing the Heavy when the overheal goes down below 125%.
  8. (4:46/8:32) For the "healing disguised Spy" part, I have two enemy bots (Heavy and Demoman) so that the Spy doesn't disguise as a Demoman named "Medic". Both bots are injured, so my disguise will be healed, too.

Pictogram comment.png The new ones (the timestamps refer to the new demonstration):

  1. (7:39) Demonstrating stock Medi Gun's Uber vs. Quick-Fix's Uber (the latter doesn't reduce incoming damage, but prevents incoming knockback unlike the former) and the fact that they have same duration (barring the stock's lingering effect). Also has Quick-Fix's Uber without incoming rockets to demonstrate that the duration is the same.
  2. (7:58) Ubering multiple teammates at the same time drain faster than Ubering a single teammate alone. Also, only the aforementioned Ubering multiple teammates drains Uber faster; Ubering an injured teammate drains at the same rate as Ubering a healthy teammate (fully overhealed) and not healing someone when Ubered.


I did the "Uber draining when dropped" part, but both mediguns show "Dropped by Exaskliri." Is it allowed? I gave the bot the Quick-Fix via bot_mirror command. https://youtu.be/0ZlwvHZrjdU Exaskliri (talk) 04:27, 30 April 2021 (UTC)
Nothing you can do about that, that's just how it shows. Shouldn't be too noticeable and there's no point in going through the trouble of setting up a server and getting a buddy to join only so it doesn't show. Though the confusion on where the quick-fix actually is should be redone so it doesn't look like you are looking for it.
GrampaSwood (talk) 10:37, 30 April 2021 (UTC)
  1. I just did the "mirroring the explosive jump" part, though I don't think it looks neat. Is it OK? https://youtu.be/NQo1iTxQSEA Exaskliri (talk) 03:31, 3 May 2021 (UTC)
  2. Just finished the whole demonstration. I just need to attach the segments. Exaskliri (talk) 15:15, 4 May 2021 (UTC)
  3. Just finished uploading re-uploading the new Quick-Fix demonstration video to YouTube and MediaFire.
  1. https://youtu.be/hj5FuFVFV2U
  2. https://www.mediafire.com/file/kx7kbaik5vwpwyj/Quick-Fix_Weapon_Demonstration_Video.mp4/file
Exaskliri (talk) 08:08, 6 May 2021 (UTC)
I don't see any problems, except for the the explosive jumps scenes, that looks a bit laggy, and in general the quality, that seems to be more like a rendering issue, though shouldn't be a problem · Ashe (talk) 04:40, 5 May 2021 (UTC)
I'm fixing the video right now (quieting projector sound, incorrect fade out time, etc.). Gotta reupload soon. Exaskliri (talk) 10:39, 5 May 2021 (UTC)
Just uploaded the fixed version of the Quick-Fix demonstration video. Exaskliri (talk) 13:01, 5 May 2021 (UTC)
This is spectacular work, thanks a lot! Just two comments, none of which should require a lot of work to fix hopefully:
  • Video quality also seems to have the same artifacts as the Winger demonstration. Please increase the bitrate. Unlike the Winger demonstration, I understand that a demonstration this long could take forever and use a lot of bandwidth to upload twice (to YouTube and to MediaFire), so if the video quality is approved for the Winger demonstration is good enough and you've used the same settings for re-rendering this demonstration, feel free to just upload the higher-quality Quick Fix demonstration to MediaFire only, in order to avoid having to upload the huge file twice.
  • There is an audio/video glitch at 9:56 - 9:57.

Wind 05:46, 10 May 2021 (UTC)

You finally responded! Thank you so much. The video/audio glitch is from the .dem recording, so I had to conduct another play, especially since it involves another player. Exaskliri (talk) 15:12, 10 May 2021 (UTC)
Alright. Can you upload the new version? — Wind 04:40, 1 June 2021 (UTC)

Kritzkrieg Kritzkrieg

Pictogram wait.png This demonstration has been reserved: User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 22:37, 14 August 2024 (UTC)
Pictogram comment.png Does not show that Kritz Über does not prevent capping or carrying the Intelligence.
Pictogram comment.png Does not show health of patients, overheal is not shown properly.
Demonstration link

Pictogram info.png  Status: Review needed

I think I'll take this one! Greenfox (talk) 20:51, 22 October 2022 (UTC)

Please sign your comments using ~~~~.
GrampaSwood (talk) 20:56, 22 October 2022 (UTC)

sorry! Greenfox (talk) 06:27, 23 October 2022 (UTC)

Could anyone give me advice on how to do this demo? For one thing, this part of the video isn't possible with the new map, and I am not sure what to do.
User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 00:37, 22 August 2024 (UTC)
Off the top of my head, you could use the wooden separator near the back of the room. So long as its clear the beam disconnects because something is physically between you and the healing target, it shouldn't matter.
Kibblekip T | C 01:10, 22 August 2024 (UTC)
Also, I'm trying to make a script to make the bots move, like in the part where the soldier is Übercharged, for example.
User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 18:06, 22 August 2024 (UTC)
It's easier to just ask someone for help.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 18:08, 22 August 2024 (UTC)
I am asking for help.
User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 19:41, 22 August 2024 (UTC)
I believe they mean asking someone to join the server to make some clips easier to get.
Kibblekip T | C 05:34, 23 August 2024 (UTC)
What map should I use to demonstrate capping the points?
User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 03:32, 5 September 2024 (UTC)
Every other Medi Gun demonstration uses Badlands, so just use that.
EDIT: Clarification, Badlands (Control Point) specifically should be used, not the KOTH version.
Kibblekip T | C 12:57, 5 September 2024 (UTC)

Trading demonstration

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Doesn't show the "Requires Steam Guard verification" window

Pictogram comment.png Status: No demonstration submitted

We can make the same Medic and Heavy conversation joke.

Alright, it seems that Steam won't allow me to change the Trading window language for some reason, so i'm leaving this to a English-speaker user · Ashe (talk) 04:55, 27 February 2022 (UTC)
I don't think we should redo this just for this reason; there may be more UI changes to that process in the future, and it seems unnecessary. — Wind 00:33, 24 April 2022 (UTC)
I think it's necessary. It's the little things that count anyway. If I could do it, should I record the footage of me verifying the trade on my phone?
User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 03:28, 30 October 2024 (UTC)

RED Teleporter.png Teleporters

Pictogram wait.png This demonstration has been reserved: GrampaSwood, 7-8-2024 17:03 CEST
Pictogram comment.png Needs to show the updated metal cost.

Pictogram comment.png Status: No demonstration submitted

I think the current demo is a bit messy, so I'm making a new order: First clip (showing basic things, requires 3 people):

  • Build entrance (no speeding up), watch it fully unfold.
  • Build exit (speeding it up). Take Teleporter once it's fully built.
  • Fully upgrade to level 3 using 3 pre-spawned full ammo boxes. Upgrade to Level 2 on the Exit, and upgrade to Level 3 on the Entrance (showing both sides share upgrades).
  • Friendly takes the Tele, enemy player (non-Spy) tries to take the Tele, then an enemy Spy tries to take the Tele (undisguised).

Second clip:

  • Third screens: left screen shows Tele Entrance being selected from PDA, middle screen shows Tele being selected from PDA, right screen has Tele pre-built and picks it up. All 3 put it down, left stares at it, middle hits it, right stares at it (showing off build speed vs wrench hitting vs redeploying).

Third clip (requires 2 people):

  • Third screens: Level 1, 2, and 3 from left to right. Shows friendly player getting teleported, then walks back to entrance and waits for another teleport. Do this for 3 teleports in total. Alternatively, we take another 2 people. They stand in a line and take Teleporter as I watch. Tele brings them to an off-screen place, and I (Engineer) stop on it last. Both teammates look at the Engi, say a thank you voice line. The last bit is only for a bit of humour, so I can understand if we just take the first option only.

Fourth clip:

  • Either a single screen (my preference) or one-third screens: Spy walks on Tele undisguised, gets teleported. Walks back to Entrance, disguises, gets teleported. Walks back to Entrance, takes Disguise off, then cloaks and stands on Tele.

Fifth clip:

  • Spy saps Tele Exit, stand on Tele (showing no teleporting), remove Sapper, repair Tele (shows both sides get healed at the same time). Switch sides, Spy saps Entrance, remove Sapper.

Sixth clip:

  • Third screens: Spy saps Tele, wait until it dies. Level 1, 2, and 3 from left to right.

Seventh clip (requires 2/3 people):

  • Enemy Heavy stands on Tele Exit, I go through (killing him). I walk back in front of Entrance, Medic with Über pops it on patient (who walks on Tele), I go through (killing him). Medic stands on Exit (with Über still), I kill him. If possible, the first Übered player should have respawned by now as a Spy, noclipped out of frame, then walks onto Tele entrance, going through and telefragging me (Engi).

Optional extra clips: Eureka Effect clip:

  • Half screen: left has stock, right has Eureka Effect. Both build Tele, grab one of the 2 large ammo boxes in front of them, and start upgrading their Teles. Eureka Effect finishes first as it only needs 200, Stock requires 400.

Setup time clip:

  • Shows extra fast upgrading of Teles.

If I missed anything, let me know, but this should be all.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 15:03, 7 August 2024 (UTC)

I think this covers pretty much all there is for teleporters.
CheddarTalk 15:57, 7 August 2024 (UTC)

Amputator Amputator

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Does not show damage against players vs stock

Pictogram comment.png Status: No demonstration submitted

I recorded most of this but medic's health regen is completely random as far I can tell. I can't get the clips to line up so I can properly demonstrate the increased health regen so I'm removing my reservation for the time being. I might try again some other time to brute force it but it doesn't seem promising Mediarch User Mediarch PFP.pngTalkMy Edits 18:34, 28 March 2024 (UTC)

Not having them be synced up is fine as long as it's clear that the Amputator goes faster.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 18:55, 28 March 2024 (UTC)
That's not the issue I'm having. It's the part where you're showing that it only regenerates faster while you are actively holding the amputator itself. The original video has a 3-way splitscreen with the left side being Amputator, the middle having the Amputator equipped but switched to hold the medi gun, and the right holding the stock bonesaw. I can't the medi gun side and bonesaw side to sync up so it looks like one of them is slightly faster than the other. One of the two is always slightly faster or slower which makes it really difficult to properly demonstrate that part. Even the actual health you gain each tick is slightly variable from what I can tell. I had 6 different clips and synched them all up and they all finished at different times and would have different health values despite all other variables being equal. All 6 clips started at the same time but all 6 of them have different HP https://imgur.com/3NVTjSG. My only thought for a fix is I could try to cheat and essentially just crop the health bar from one of the clips and paste it onto the other so that way they are perfectly synced up. It'd have to be a seamless edit though which is pretty hard to do. Mediarch User Mediarch PFP.pngTalkMy Edits 19:15, 28 March 2024 (UTC)
I'd argue that so long as there is a reasonably larger difference in time between when the Amputator while held reaches full health to the Bonesaw and Medi-Gun clips, even with a minor difference between the latter two the point should get across. Syncing them up would be difficult unless you used a config file to automate the clip upon spawn, as AFAIK Medic regenerates health based on a set timer even while at full health, meaning health can start being restored seemingly inconsistent to when he takes damage.
Kibblekip (talk) 00:26, 9 August 2024 (UTC)

Thermal Thruster Thermal Thruster

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Video doesn't show the increased knockback while using the item

Pictogram comment.png Status: No demonstration submitted

This video was created when the rule was just "at least 30 fps". Now, the knockback clips are a bit random and doesn't properly show the actual effect. Maybe the demonstrator can show it by placing a pyro aiming upwards and make it airblast them. The clips would be in badwater roof, the left clip without the thermal just falling off from it and the right clip, jumping with the thermal onto the pyro. · Ashe (talk) 17:18, 28 March 2024 (UTC)

Natascha Natascha

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Needs to show that when an enemy is being healed by a medi gun or other source (like a dispenser) they're immune to the slowdown.

Pictogram comment.png Status: No demonstration submitted

Ubersaw Ubersaw

Pictogram wait.png This demonstration has been reserved: Myrmxa 19:56, 2 August 2024 (UTC)
Pictogram comment.png Needs swing speed penalty compared to stock.

Pictogram comment.png Status: No demonstration submitted

I don't think it's necessary to show the Spy stabbing you during the Über, I would change that to just holding out the Ubersaw and watching it drain. It looks a bit awkward running into the Spy attacking like that. I also can't tell if the video is too low FPS or if it's just Google Drive, so Ashe will have to be the judge of that. Other than that, looks good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 15:36, 5 August 2024 (UTC)

Looks like the FPS is good, I do think the ÜberCharge bit should be changed, however.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 20:30, 5 August 2024 (UTC)

Added updated ver. Myrmxa (talk) 19:47, 6 August 2024 (UTC)

The sound is very quiet. In the first clip, I would wait until the entire ÜberCharge is over before doing the taunt (hold out the Ubersaw to watch the liquid drain). Another clip already shows that you hitting someone mid-ÜberCharge extends the duration.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:31, 16 August 2024 (UTC)

Machina Machina , Shooting Star Shooting Star

Pictogram wait.png This demonstration has been reserved: CheddarTalk 15:22, 8 August 2024 (UTC)
Pictogram comment.png Does not show fully charged damage vs stock.
Machina Shooting Star

Pictogram info.png  Status: Review needed

Might as well add in the Shooting Star too. If possible, during the fully charged damage segment, show side-by-side that the Machina can't fire while unscoped. Andreng (talk) 13:23, 15 July 2024 (UTC)

Looks good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:31, 16 August 2024 (UTC)
I'm not convinced to the dmg comparison clip. I think it would be better if you make a comparison with a Demo instead. To make the Machina kill the demo with one shot, try to damage it with one shot of the smg · Ashe (talk) 20:52, 8 October 2024 (UTC)

Ap-Sap Ap-Sap , Snack Attack Snack Attack , Red-Tape Recorder Red-Tape Recorder

Pictogram wait.png This demonstration has been reserved: Dessensce (talk) 06:05, 30 August 2024 (UTC)
Pictogram comment.png Does not show Sapped Sentry Guns take 33% less damage from the Spy who applied the Sapper.

Pictogram comment.png Status: No demonstration submitted

Battery Canteens Battery Canteens

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Needs Canteen Specialist's time bonus for canteens shown.

Pictogram comment.png Status: No demonstration submitted

Neon Annihilator Neon Annihilator

Pictogram wait.png This demonstration has been reserved: GrampaSwood
Pictogram comment.png Needs to show critical hits from the gas passer and damage vs stock.

Pictogram comment.png Status: No demonstration submitted

I've added an additional clip showing damage vs players being lower. I added a clip of the Jarate + Gas Passer too. In the Sniper clip in the sewers I also show that the Neon Annihilator changes to a damaged state. I'm also concerned about the third and second to last clips having a bit of a fast transition to the next clip. Otherwise, it should be good. Also note that Cheddar played the Engineer and had trouble getting out of the water.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 14:39, 3 August 2024 (UTC)

The old version of the Engineer wetness clips with the outdoor lakes seemed to work better with smoothness of the comparisons. Qwertyxp2000 (talk) 10:38, 12 August 2024 (UTC)
I think that's simply because of how awkward one of the clips is about getting out of the water. I can definitely improve it if needed.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:37, 15 August 2024 (UTC)
I think it is worth redoing the clips. Preferably, I think the water should be that pond like in the other Neon Annihilation video. Qwertyxp2000 (talk) 05:18, 16 August 2024 (UTC)
I don't know which map that was on, I have a feeling it is Watchtower, though. I think I can redo the clip just fine on tr_karma, but with a smoother exit from the water.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:31, 16 August 2024 (UTC)
It is indeed watchtower. Also, please update your tr_karma map · Ashe (talk) 17:53, 4 October 2024 (UTC)
This was recorded before you told me to update it before, so it should be up-to-date in any future demos.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 16:46, 15 October 2024 (UTC)

Classic Classic

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Does not demonstrate damage comparison compared to stock. [Both quickscope and fully charged]
Pictogram comment.png Does not demonstrate jumping while scoping.

Pictogram comment.png Status: No demonstration submitted

Part 1: The Main Gang (Pyro, Soldier, Medic)

Start with the Pyro, Soldier, and Medic, plus the enemy Sniper as shown in the current video.

  1. Inspect the rifle
  2. Scope the rifle without manually charging. Pause for a few seconds.
  3. Charge the rifle to full while scoped. Pause for a few seconds.
  4. Let go of the charge while scoped. The Sniper should make a shot in the process.
  5. Pause for a few seconds and unscope.
  6. Charge the rifle to full while unscoped. Pause for a few seconds.
  7. Let go of the charge while unscoped. The Sniper should make a shot in the process.
  8. Shoot the Pyro with a quickshot bodyshot at the middle of his body, where there is little chance of accidentally hitting the headshot hitbox. Specifically, aim at his middle flame grenade.
  9. Move the crosshair to Pyro's head.
  10. Shoot the Pyro's head with a quickshot "headshot".
  11. Shoot the Pyro's head again, but with a partially charged "headshot".
  12. Aim at Soldier's head, and kill him with a fully charged unscoped headshot.
  13. Aim at enemy Sniper's head, and kill him with a fully charged scoped headshot
  14. Aim at Medic's head, and attack him with a scoped partially charged "headshot"
  15. Move the crosshair to Medic's body, specifically slightly to the left of his lower visible button right above his glove.
  16. Kill the Medic with a fully charged scoped bodyshot.
  17. Aim for the wooden Soldier target with a non-scoped headshot.
  18. Aim for the wooden Soldier target with a scoped fully charged headshot.
  19. Taunt.

Part 2 – Sniper Movement 1

Three split videos of Sniper, left and middle with Classic, right with Sniper Rifle. This will demonstrate that charging slows down the player.

  1. Begin charging the middle Classic. Also begin charging the normal Sniper Rifle.
  2. Move forward to the garage door.

Part 3 – Sniper Movement 2

Two split videos of Sniper, both with Classic. This will demonstrate that releasing a charge returns the speed back to normal.

  1. Begin charging the right-hand side.
  2. For the right-hand camera, release the charged shot by shooting at anywhere in front.
  3. Move forward to the garage door, with no charged shots on either of them.

Part 4 – Scope and Cancelling

Be at a tall location, enough for room to jump up and down. When doing the switching of weapons, make sure the weapon switch menu is visible, not just performing a quickswitch.

  1. Aim straight.
  2. Charge the Classic to full, and then switch to the SMG. Switch back to the Classic.
  3. Repeat Step 2 but switch to the Kukri, then back to the Classic.
  4. Scope and jump.
  5. Unscope the Classic.
  6. Charge the Classic and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.
  7. Charge the Classic to full and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.
  8. Charge the Classic while scoped and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.

Part 5 – Fall, Land, and Shoot

At the bottom of the ground is a Heavy. You will jump down and charge your shot as you fall from mid-air, then shoot the Heavy once you're on the ground.

  1. Charge the Classic.
  2. Fall while still charging.
  3. Shoot at the Heavy while you are on the ground, still with your charged shot ready. If done correctly, Heavy should be able to be dealt more than 50 damage.

Part 6 – Fall and Mid-Air Shoot

At the bottom of the ground is a Heavy. You will jump down and charge your shot as you fall from mid-air, then shoot the Heavy mid-air.

  1. Charge the Classic.
  2. Fall while still charging.
  3. Attempt to shoot at the Heavy while in mid-air. If done correctly, Heavy shouldn't be shot because the bullet was not actually shot.

Part 7 - Damage Comparisons, Non-Charged

Comparisons with shooting a Heavy near the garage door. Have four clips, top is Classic, and bottom is normal Sniper Rifle. Top-left is Classic quickscope bodyshot, top-right is Classic quickscope "headshot", bottom-left is normal Sniper Rifle quickscope bodyshot, and bottom-right is normal Sniper Rifle quickscope "headshot".

  1. Start from the "natural" aiming position, and specifically point towards the head if the clip is a quickscope "headshot".
  2. Shoot the Heavy off cooldown, with the listed comparisons involved.

(Heavy is chosen because, unlike the Pyro, the 45 versus 50 damage actually makes a difference to who dies first; Pyro dies in four shots with both rifles for quickscope bodyshots, as opposed to Heavy who dies in 6 with 50 damage and 7 with 45 damage.)

Part 8 - Damage Comparisons, Charged

Comparisons with shooting a Heavy near the garage door. Have four clips, top is Classic, and bottom is normal Sniper Rifle. Top-left is Classic full bodyshot, top-right is Classic full headshot, bottom-left is normal Sniper Rifle full bodyshot, and bottom-right is normal Sniper Rifle full headshot.

(Heavy is chosen because he is killed with three shots from Classic full bodyshots, but two shots with normal Sniper Rifle full bodyshots.)

  1. Scope from all rifles and charge them immediately (or automatically in the case of normal Sniper Rifle)
  2. Shoot the Heavy off cooldown, with the listed comparisons involved.

For the damage comparisons, Medic could also be used, as a normal quickscope bodyshot takes 3 hits to kill him, or 4 with Classic quickscope bodyshots, and for full bodyshots just either 1 or 2 hits. The light classes won't work, neither for the moderately bulky classes like Pyro and Demo. Soldier also doesn't work for the full bodyshot stage, as he dies in 2 shots for both types.

There's also the interaction with cancelling a charge in water, but not sure if that specific interaction is necessary to demonstrate.

Qwertyxp2000 (talk) 06:33, 16 August 2024 (UTC)

Reserve Shooter Reserve Shooter

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Needs to show damage against targets launched airborne via their own explosives, Thermal Thruster and Grappling Hook.

Pictogram comment.png Status: No demonstration submitted

Forgot to add this here after checking the existing demonstration for reference on how best to handle the Direct Hit's airshot clips on tr_karma_wiki, only to see some clips were also absent for this weapon too.
Kibblekip T | C 07:02, 16 August 2024 (UTC)

Battin' A Thousand Battin' A Thousand

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Show the taunt with Scout's different melees similar to the Roar O'War demonstration.

Pictogram comment.png Status: No demonstration submitted

Southern Hospitality Southern Hospitality

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Update to show post-Jungle Inferno afterburn damage.

Pictogram comment.png Status: No demonstration submitted

Noticed this while watching the existing demonstration. Currently it shows afterburn inflicts 3 damage per tick (4 with SH), when it is now 4 damage per tick (5 with SH).
Kibblekip T | C 00:51, 15 September 2024 (UTC)

Invis Watch Invis Watch , Cloak and Dagger Cloak and Dagger

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Update to show post-Jungle Inferno afterburn damage.

Pictogram comment.png Status: No demonstration submitted

Quäckenbirdt Quäckenbirdt

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Needs to include afterburn time and damage comparison.

Pictogram comment.png Status: No demonstration submitted

While I was checking over the invis watches to see which ones included the updated afterburn damage, I realized this demonstration was missing the comparison entirely.
Kibblekip T | C 01:07, 15 September 2024 (UTC)

Warrior's Spirit Warrior's Spirit

Pictogram wait.png This demonstration has been reserved: Scorchshotgaming
Pictogram comment.png Does not show damage against players vs stock

Pictogram comment.png Status: No demonstration submitted

Question, how exactly should I show the damage difference? Scorchshotgaming (talk) 17:48, 16 October 2024 (UTC)

The same way other damage penalty/bonus weapons do.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 17:52, 16 October 2024 (UTC)
I am still having the bug where my game freezes. Maybe I can’t do this demo after all. Scorchshotgaming (talk) 18:01, 16 October 2024 (UTC)

Team Fortress Classic

TFC Crowbar.PNGCrowbar (Classic) Crowbar (Classic)

Pictogram wait.png This demonstration has been reserved: Lolimsogreat21
Pictogram comment.png Demonstrate damage and maximum range

Pictogram comment.png Status: No demonstration submitted

TFC p nailgun.pngNailgun (Classic) Nailgun (Classic)

Pictogram wait.png This demonstration has been reserved: Lolimsogreat21
Pictogram comment.png Demonstrate damage at close, mid and long range
Pictogram comment.png Demonstrate accuracy and the effects of recoil

Pictogram comment.png Status: No demonstration submitted

Questions and Proposals

Note: This section is for questions and proposals that aren't specific to a single weapon. If you think a demo ought to be remade, then make an entry for it in the Need to be Redone section above and it will be dealt with.

Item icon Voodoo-Cursed Heavy Soul.png Zombie Infection Zombies

Pictogram comment.png Zombies have different abillities than normal players.

Hello, I am Slimyboi500. I will be doing the demostrations for each zombie in Zombie Infection.

Why, you may ask? Unlike normal gamemodes, the BLU team (or in this case, the zombies), have different abillities than normal:

They also have different effects, like different amounts of health and speed. The zombies only can use melee attacks however, which makes it harder to kill.

Let me know if it's a good idea or not.


Slimyboi500 (talk) User Slimyboi500 Profile.jpg 17:35, 27 October 2023 (UTC)

If we're doing this, I think there should be a demonstration made for each gamemode, rather than just Zombie Infection. Although ZI has gotten an introduction video now that shows off the mode pretty well, so I don't believe it is necessary.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 17:53, 27 October 2023 (UTC)
The introduction is missing a few key details, such as not showing the Soldier or Heavy's abilities. I feel like it would be a good idea. Such as like there should be a demo for VSH.
----Slimyboi500 (talk) User Slimyboi500 Profile.jpg 18:12, 27 October 2023 (UTC)
It doesn't show each ability, but it does overall show the gamemode very well and I think does a sufficient job. Although, again, if we are making demonstrations for this, I think one should be made for each gamemode.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 18:18, 27 October 2023 (UTC)
Yes, I think there should be one for each gamemode.
----Slimyboi500 (talk) User Slimyboi500 Profile.jpg 19:41, 27 October 2023 (UTC)
Remember to also indent your signature and to keep your answers above the hidden comment.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 19:51, 27 October 2023 (UTC)
Still, is that a yes on the idea?
----Slimyboi500 (talk) User Slimyboi500 Profile.jpg 20:28, 27 October 2023 (UTC)

──────────────────────────────────────────────────────────────────────────────────────────────────── I'm voting no, but other people might be in favour of it. Profiteer was, for example, so I'm waiting for more input.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 20:35, 27 October 2023 (UTC)

I vote yes for the Zombie Infection zombies (as well Saxton Hale on VSH), but not for other gamemodes. I consider these zombies kinda like "new weapons". They all have different abilities, passives, first-person views, etc. I'm not quite sure if there needs to be a demonstration regarding the human part (only if demonstrated humans being infected by zombies upon dying), and perhaps the only thing related to humans would be that zombies drop small healthkits (because it's related to them, the zombies). A showcase of each zombie class, its ability, and some human interactions like being infected by them, and, killing them as humans, would probably be a nifty video package. Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 22:34, 27 October 2023 (UTC)
I'm all in for ZI and VSH demos, but a significant issue would be future balance patches to the modes. Each balance patch so far has significantly changed the zombies, and if we had already made the demo, we would have to redo the video for each one of these updates, which would result in multiple uploads of the same video over and over again and a lot of work (and given how we can barely keep up with the current demos in the backlog...). Maybe instead of a gamemode demonstration, we could simply do a "zombie class demonstration" ("Zombie Sniper", etc.) and a "mechanics demonstration" (weapon modifications, gamemode-specific elements). This way, if a zombie is changed, we wouldn't have to redo the entire video. — Tark 22:51, 27 October 2023 (UTC)
I will do the demo as soon as I get enough votes for it
----Slimyboi500 (talk) User Slimyboi500 Profile.jpg 18:42, 15 November 2023 (UTC)
Voting yes for the demo, ZI and VSH seems stable...for now at leastProfiteer(奸商)the tryhard (talk) 11:05, 21 November 2023 (UTC)
Voting yes for ZI and VSH videos. Videos per zombie for ZI is a good idea. Now, we'll have to wait for the upcoming ZI update, in which I think will be the last one with gameplay changes? · Ashe (talk) 23:39, 8 October 2024 (UTC)
The only issue is that the maps aren't fitted well for demos, and I can't find out how to turn into zombies on normal maps. The same goes for VSH too.
User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 00:51, 9 October 2024 (UTC)

──────────────────────────────────────────────────────────────────────────────────────────────────── The VScript would have to be ported over, as well as all the assets. Alternatively, doing all of this on an existing map of those game modes.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 00:55, 9 October 2024 (UTC)

Flippin' Awesome and Skullcracker in VSH

When Saxton Hale used Flippin' Awesome or Skullcracker, the other mercenary participating the taunt will be taunt killed, is this something worth remaking the taunt demonstration? Or we just keep the current taunt demonstration, but add this feature into the VSH demonstration? --AlexT 18:31, 22 July 2023 (UTC)

I think a VSH demonstration would be better, as it may be confusing why Saxton Hale is suddenly there when he's not normally playable.
BLU Wiki Cap.png | s | GrampaSwood (talk) 19:52, 22 July 2023 (UTC)
Yes, a demonstration regarding VSH, showing all Hale's abilities, and some unique taunt interactions, would be the most ideal (including his default taunt kill). That one would probably be more lengthy, and some things would probably require to be discussed beforehand. Like Mercs being able to wall climb (which is applied to even stock weaponry), should that be shown too? Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 20:31, 22 July 2023 (UTC)
I think maybe a demonstration for every game mode could be in order, as a sort of semi-tutorial created by us. A VSH one would fit that too.
BLU Wiki Cap.png | s | GrampaSwood (talk) 08:33, 23 July 2023 (UTC)

Configs for partner taunt demonstrations

I've created some configs for partner taunt demonstrations. It automatically spawns 2 bots, places you in the starting position, and has another small command ("teleport") to input after it to teleport both the bots to the right position. It binds H and J to the bots performing taunts, H = BLU bot does taunt, J = RED bot does taunt. They're all class-specific and automatically kick any other bots there. There's no way (right now) that I know of to update the weaponref.zip, so if anyone needs it I can forward you a zip of the files. Just let me know on my talk page (or if you know of a way to update weaponref).
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:56, 13 November 2023 (UTC)

New tr_karma and requirements

I've been working in the past week in fixing some issues tr_karma has and some new guidelines. The changes to tr_karma are:

  • Increased lightmap quality in the interiors
  • Fixed a "checkerboard" texture in the gas cylinder, the ceiling fan and the cardboard boxes
  • Added chat scripts to enable noclip (!n in the chat), regenerate (!r), spawn an ammo pack (!am) and enable demonstration server settings (!demo) (these commands are available also in the new tr_karma_basic.cfg)
  • Fixed the func_buttons in the wood targets only working once, thus displaying the hit particle once
  • Removed Tough Break cases and the Gargoyle prop as they didn't fit the ambience
  • Removed the mining cart prop in the rails due of a lighting issue
  • Repacked the map, reducing the map size from ~91 MB to ~18 MB

The link to the download and new proposed guidelines are here. Check them out and give feedback · Ashe (talk) 16:38, 13 December 2023 (UTC)

Issues with tr_krama and tr_krama_event

When I start a local server and load tr_krama/tr_krama_event, it won't load (probably because it doesn't exsit) lights/shadow making the map super bright, this only happens on 2 krama maps, I tried to download a modified version of tr_krama on workshop and it worked perfectly, pretty sure something is missing in the map file from weaponref.zip.Profiteer the tryhard (talk|contribute) 05:59, 10 March 2024 (UTC)

It works fine on my end.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 10:11, 10 March 2024 (UTC)
Join the IRC to help you @Profiteer · Ashe (talk) 21:33, 16 March 2024 (UTC)
@Profiteer do you have HDR enabled? · Ashe (talk) 16:50, 23 March 2024 (UTC)

Question about 2D and 3D player models

A question I've had for a while about weapon demonstrations is, is there a specific reason that 2D player images in the HUD are standard rather than the 3D player model (be it for performance, consistency, or any other reason), also considering that 3D player models are enabled by default? The 3D model could also generally be more useful for certain cosmetics or demonstrations. Scorchshotgaming (talk) 16:47, 8 April 2024 (UTC)

they're buggy, eat up frame rate on a lot of systems, and aren't really necessary. I don't think they really add anything of value to the videos so my vote would be to keep them disabled. Mediarch User Mediarch PFP.pngTalkMy Edits 16:50, 8 April 2024 (UTC)
As far as I know, there's no real reason that we prefer one over the other. 3D models are enabled by default, but it may have just been something that was done for a while and became the standard.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 16:57, 8 April 2024 (UTC)
Fair point, it would obviously be a massive hassle to redo every demonstration with a 2D player model. Also for some people I suppose keeping them off improves framerate. Scorchshotgaming (talk) 19:59, 8 April 2024 (UTC)
I'm pretty sure it's because when they were added to the game, it caused lag to a lot of people. The recent 64 bits update fixed the 3d character using a lot of cpu and now it shouldn't affect fps (although i guess modern pcs didn't have issue with it anyways) · Ashe (talk) 15:21, 3 May 2024 (UTC)

Mastercomfig question

I am planning to make a demonstration, and the recommended requirements state that Mastercomfig High/Ultra is preferrable. However, I highly doubt my PC is able to run Mastercomfig High/Ultra properly and all the other high graphics settings. Is it acceptable if I use Mastercomfig Medium High and use average graphics settings? May look slightly lower quality than a typical reservation, but I don't think much will be affected. Scorchshotgaming (talk) 21:44, 18 April 2024 (UTC)

Ultra is preferable, but setting your game to all max settings should suffice.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 21:45, 18 April 2024 (UTC)
Well, I'll look through some configurations, and if I find one that looks high enough quality without sacrificing my computer's performance I will use it (my PC is not too high spec, to say the least). My demonstration is for the Cleaner's Carbine; once you review it tell me your thoughts. For me this is especially important because I will need to screen record this too. Scorchshotgaming (talk) 21:48, 18 April 2024 (UTC)

Closed Captions/Subtitles

Random thought today for a low priority task: creating subtitle files to explain what is being demonstrated during the videos. Potentially beneficial for new players; for example, and what made me think of this, during the pomson video we're shown a spy POV getting hit by the pomson to demonstrate the cloak drain, which is only noticed if the player is looking at the cloak HUD element, which is pretty easy to miss (imo), especially if you're new and have no idea what's going on and are just looking at the engie firing the shot.

Looking at youtube supported formats I'd reckon TTML is probably the way to go since it supports positioning (important imo) and styling (not very important imo). I've found this open source editor which supports TTML and offers a built in video-from-url import for syncing. - After messing around for a bit, positioning seems very disconnected between the previews in that app and actually uploading the files to youtube, although once the proper settings are found it should be a breeze to copy paste the templates before submitting, might investigate after finals done next week if I can remember.

On the admin side of things, seems like it's about 5 clicks to add a subtitle file. Subtitle editor permissions exist so it doesn't have to only be one person officially implementing these (which is what uploads appears to be if I'm not mistaken). Potentially the actual subtitle file contents could be put into this project's page as subpages e.g. Weapon Demonstration/Subtitles/Pomson 6000 Weapon Demonstration/Subtitles/Pomson 6000/es and then create a category to mark them as ready to upload/update. Jh34ghu43gu (talk) 19:31, 27 June 2024 (UTC)

Investigation has been made, a combination of the subtitling software aegisub and a corresponding converter app work wonderfully. No positioning nonsense like all the other editors I could find and they offer style + positional templates so everything can be standardized. I've uploaded an example for half of the pomson demo (creating templates and finding the software wore me out too much to finish it rn). 240p bc I have .1kbps upload and can't be arsed waiting to upload HD. Jh34ghu43gu (talk) 06:27, 1 July 2024 (UTC)
The issue is actually uploading the subtitles. I've actually uploaded subtitles for all intro videos back when we uploaded the zombie infection one and it was such a pain... I took me days. YouTube has a way to bulk upload them, but it seems limited to business accounts, which we are not and can't apply for.
A request that is very frequent, and something that I've done a few times, is adding timestamps for when something happens in a video (c this video - a commenter asked to add timestamps for each minigun). I think we could do that more often out of courtesy (it actually does help), but not as a requirement for demos. — Tark 17:41, 4 July 2024 (UTC)
As mentioned, there is a separate permission for subtitles. Seems like you can also upload the subtitles from an API. Potentially this can be combined with the subtitle page idea and have a bot with a subtitle permission yt account to automatically upload them from the wiki. Jh34ghu43gu (talk) 18:37, 4 July 2024 (UTC)
I personally don't like the idea of describing it with text, as I'm afraid we or the people might get reliant on it, rather than the textless demonstration. Plus, it'll likely become outdated very fast.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 19:25, 4 July 2024 (UTC)

Achievement Demonstrations on the official TF Wiki YouTube channel

Weapon demonstrations are very helpful in letting newer players know how a weapon fires or how an unlock's attributes affect standard gameplay, while keeping older players up-to-date on balance changes. But what if we assisted players of all kinds in learning how to earn TF2's 520 achievements? Introducing Achievement Demonstrations! (Video)

"Why demonstrate achievements?"

TF2 has hundreds of achievements, with many having rather vague descriptions. Thus, actively attempting to earn them may seem daunting to many players. Demonstration videos would provide clarity and encouragement to both newcomers and achievement hunters alike.

"How should achievements be demonstrated?"

Any achievements showcased should be earned in intended ways, utilizing simplest methods. This page should serve as a general guide. Weapon unlocks and cosmetics should be avoided unless essential to earning the achievement. General achievements that are earnable by any class should feature the Scout by default. Demonstrations should be primarily versus bots, though versing another player will be necessary at times.

  • Taunt kill and Deathcam-related achievements: Should feature the victim's Deathcam perspective of the player earning the achievement.
  • Achievements involving performance of a repetitive task over a lengthy period of time: Should be presented with a fade effect representing a time lapse, with only the start and earning of the achievement needed to be shown.
  • Milestone achievements: Could be accomplished with either a brief compilation of the prerequisite achievements being earned, or with a simple showing of only the final achievement popup, along with the associated achievement item being claimed from the notifications menu.
  • Achievements requiring Steam friends: These will require alt accounts or coordination amongst contributors.
  • Unobtainable achievements (ie certain Replay achievements): Should be presented with a note informing watchers the achievement is currently unable to be earned.
  • Joke achievements: A demonstration should not be necessary for these.

"Where should achievements be demonstrated?"

Achievements should generally be showcased on tr_karma_wiki, tr_karma_event_wiki, or a variant edited in Hammer with altered bot spawn locations.

  • Arena achievements: arena_karma_wiki.
  • Capture the Flag achievements: ctf_karma_wiki.
  • Control point achievements: cp_karma_wiki.
  • King of the Hill achievements: koth_karma_wiki.
  • MvM achievements: mvm_karma_wiki. Can utilize custom waves.
  • Payload achievements: pl_karma_wiki.
  • Map-specific achievements: The official map associated with the achievement. MvM maps can utilize custom waves.
  • Event-related achievements: tr_karma_event_wiki or an edited variant.
  • Replay achievements: Should only use replays taken from one of the maps listed above.

$ɪʀ ₱ʀɪᴢᴇ (talk) 19:43, 27 June 2024 (UTC)

Pictogram minus.png Con My personal vote on this would be a no. I just don't see the need and it would feel spammy. The majority of achievements are pretty self explanitory. The few that are vague are thouroughly explained in the "Obtaining Achievements" type pages. This would be a massive ammount of work to produce and aprove all of these for what feels like very little to no gain in my opinion. Producing hundreds of videos explaining basic things feels like a huge waste of energy. I could maybe see an argument for making "official guides" for some of the more convoluted achievements but the wiki definitely shouldn't be making hundreds of videos covering basic stuff like "Destroy 3 teleporter entrances". Mediarch User Mediarch PFP.pngTalkMy Edits 20:15, 27 June 2024 (UTC)
Time and energy are non-factors as I am entirely willing to solo produce these if needed. And even basic achievements have their nuances. Per your example, does "Destroy 3 teleporter entrances" include ones that are being constructed? What about ones that are being sapped? Do destruction assists count? Et cetera. $ɪʀ ₱ʀɪᴢᴇ (talk) 20:39, 27 June 2024 (UTC)
I've heard that quite a few times about different projects, this is not something you will finish, trust me. I personally don't believe these add much value, some achievements are very self-explanatory, and the how-to is exactly why we have these pages. It's a neat idea, but there's too much that would go into these (including needing to pretty much reset all your achievements each time). If a project is going to be made, it needs to be accessible for everyone, or at least more than a few people willing to reset all their achievements.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 22:17, 27 June 2024 (UTC)
It took only a few hours to make/edit the 5 example videos, the rest of the time I spent working on this project was spent planning and mapping (I had to learn how to use Hammer). Realistically, it would only take a few months for me to complete them all, and that's just with one person working on them. As for resetting achievements, Steam Achievement Manager is a facilitative way to modify your Steam achievement progress at will. $ɪʀ ₱ʀɪᴢᴇ (talk) 23:18, 27 June 2024 (UTC)
And to refute the idea that a lot of the achievements are "too basic," this same logic could apply just as much to any other demonstrations: weapons can simply be playtested by anyone booting up the game and firing them a few times, taunts can be freely previewed in the Mann Co. Store, all the cosmetic videos exist simply to show they can earn assists, and so on. Meanwhile, a great deal of achievements are rather specific or obtuse in how to actually earn them and would greatly benefit from a video demonstration. $ɪʀ ₱ʀɪᴢᴇ (talk) 23:43, 27 June 2024 (UTC)

────────────────────────────────────────────────────────────────────────────────────────────────────There is no real refuting here, this is people giving their opinion. The issue is that, yeah, it's possible to do this on your own, but if you're going to have to make 520 videos you're going to give up at some point. As for Steam Achievement Manager, that's an outside program that may or may not be considered a cheat by Valve (at the very least, we don't wanna rely on this program to have to reset specific achievements). Weapons can be playtested, unless you don't have them. Taunts can be previewed in the store, except it doesn't show off M1/M2, and doesn't show off a full taunt (intro, loop, exit). Cosmetic demonstrations aren't being made anymore because they're all the same, so we scrapped them.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:58, 27 June 2024 (UTC)

SAM is moreso a debugging tool than a cheat. I'm certain most people use it to earn bugged achievements that wouldn't activate for them for whatever reason. That argument aside, I am more than willing to continue working on this project if given a greenlight, or in the case the greenlight only comes after a certain trust is built, I'd still be working on it until then. I'll provide updates, including more videos, more maps, thumbnails, etc. The only achievements I might need outside help with are the ones which require multiple Steam friends. $ɪʀ ₱ʀɪᴢᴇ (talk) 00:13, 28 June 2024 (UTC)
It's not much of a debugging tool, but there are in-game features to reset achievements, too, which is what we would use instead. The Wiki being official means if we officially require people to use that program, it's a form of endorsement, which is not something we want. Many achievement demonstrations would also simply not be interesting or very hard to demonstrate (winning 142 rounds of a map, collect 1 million MvM credits/killing 1 million robots, destroying 100 enemy stickybombs with the Scottish Resistance). Some would also not be a proper demonstration: Winning a map without losing a control point on Hydro or winning a round of Well within 5 minutes would just consist of either regular gameplay or an empty server where you run on control points. The former is too much for a demonstration, and the latter is not demonstrating anything. Also note, this is the last message I'll leave here (but I will still watch the conversation) as I don't want the convo being stopped by a constant back-and-forth and possibly have people not engage in the conversation because of it.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 00:29, 28 June 2024 (UTC)
I can see the rationale behind wanting to use the more 'official' means of resetting achievements, and I will aim to utilize that from now on. As far as whether or not an achievement is demonstrated "properly," this is entirely subjective, as achievements can be earned in a variety of ways outside the intended/idealistic means; I merely wish to provide an example of the most basic methods which anyone can reliably follow. Whether or not a demonstration is "interesting" is also subjective. I appreciate the earnest provision of your viewpoints and criticisms, and I too shall disengage from this back-and-forth to allow more opinions to be shared. $ɪʀ ₱ʀɪᴢᴇ (talk) 00:43, 28 June 2024 (UTC)
I really don't see the issue with using SAM or any other tool to lock/unlock the achievements as needed for the demo... The argument that we'd be endorsing it is quite absurd, this would be behind-the-scenes stuff.
That said, it is unreasonable to make over 500 videos and some achievements would be hard to demonstrate (progress ones, for example). I wouldn't be against making a "walkthrough" for some very specific achievements like the Merasmus TV one, but that wouldn't really fall under this project (it would just be an addition to the strategy page). — Tark 17:55, 4 July 2024 (UTC)
I've updated the Achievement Demonstrations folder with better organization and 50 more demonstrations! This took a little under 2 weeks. All newly-added demonstrations have been listed in changelog.txt. Feel free to give them a glance! (Note: all future project updates will be addressed via the changelog until project completion.) $ɪʀ ₱ʀɪᴢᴇ (talk) 21:30, 23 July 2024 (UTC)


Update status on the Team Fortress Classis demonstration project

Some of you here may remember when two years ago, a user by the name of @Anonymus0 decided to make a proposal about doing Weapon Demonstration videos about the Team Fortress Classic weapons. Although the wiki had no such infrastructure to support the newfound idea (Tfc demonstration maps, guidelines, rules etc.) the proposal still received mass support; thus prompting me, as well as a number of other editors, most notably Yossef, to collaborate together on turning this young idea into reality. However, despite some early success in recording, due to Yossef's family situation coupled with my vanning interest in the wiki, the project died down....up until now.

Because now, I would like to announce that the first major hurdle in making Tfc demonstration weapons, namely that of getting a proper demonstration map, has been overcome! For that reason, I will present you 4 different demonstration maps that I had created. Why 4, you may ask? Well I knew that as a very much novice map maker, I could not possibly make a good demonstration map from the first try; so I decided to make multiple different maps and ultimately let you, *the community*, collectively decide which of the presented maps should be used for demonstrations. This of course means that any criticism, praise, suggestions and comments about the upcoming maps is very much appreciated and wanted. It must also be noted that many of the maps shown here are not complete. In fact, this is a deliberate choice, as I first wanted to get community feedback about the overall layout and "feel" of the map, before decorating them with details and whatnot. Anyway, here are the maps:

1st map is called Wind_tunnel, and its demonstration video can be found here. 2nd map is called backup_final (keep in mind that these names are only temporary, the chosen map will be renamed into tr_lolim) and its demonstration video is here. 3rd map's name is tr_karma, which you can see here. And finally, the 4th one is called tr_lol_test_tfc and can be found here. The maps are chronologically ordered, meaning that the first map Wind tunnel is oldest/earliest one that I created, while tr_lol is my final one. As you can see, Wind tunnel and Backup final are the most completed maps, featuring an outdoors obstacle course section, a pit, as well as a grenade testing range. However, the other two maps shouldn't be judged for their lack of such things, since the outdoors part can easily be copied from the other two and added on. Of much, much greater importance to me is knowing whether the main testing chamber/firing range, as well as the overall layout/architecture is of satisfactory enough quality to be used for a professional and official setting like the Team Fortress Wiki. Further more, here are the wireframe overviews of some of the maps listed: User Lolimsogreat2 tfc1.png (Wind Tunnel), User Lolimsogreat21 tfc2.png (tr_karma), User Lolimsogreat21 tfc3.png (tr_lol)

Once again, I leave it up to the community to decide which of these maps is the most valuable one; or if my mapping skills are that bad, if none of them are worth while, in which case I will happily scrap all 4 maps and start over again. This time, hopefully, it wont take me 2 years to finish a new batch :D. As for download links, I didn't provide them since once again; the maps are not finished and are expected to undergo many revisions, both as I and the community see fit. However, if someone really wants to see/edit these early maps for themselves, they can contact me in private and I can provide both the .bsp and the .quark (the map making engine) file.

Anyway, although the largest hurdle for this project has hopefully been overcome, there are still more technical problems that prevent me from just pumping out TFC demonstrations, they are as follows:

  • Lack of proper bot programs: It is true that online, you can find many bot programs compactable with tfc, however none of them can be used for demonstration purposes. Namely, all of those programs are combat bots. The ones which move around and shoot you. Even worse, except for the command to spawn them and change their difficulty, they cannot be in anyway controlled or manually manipulated. I eventually took one of these programs and delved into its files, where I erased the waypoints the bots use to move around. This fixed the problem of them moving around, since now when they spawn, they get permanently locked into place. However they still lock on and target hostile bots and players, and they keep trying to "escape" their prison by constantly hopping in place. I'm contemplating picking up programming and simply creating a bot program myself, but that will certainly take time.
  • No damage indicators: Tfc doesn't display any damage numbers when you damage someone. I haven't found any mods that seem to add them, meaning that the only way to know the damage you dealt is to use the console. However, I do not know could this be presented in a video format.

That seems to be it. While I wait for community feedback, I will continue to try and find workarounds/fixes for these problems. Thank you for your attention :D! Lolimsogreat21 (talk) 09:09, 29 July 2024 (UTC)Lolimsogreat21

I'm not going to lie, this project has been entirely stagnant so there's clearly not much interest from anyone actually involved in the project. It's easy to say "yeah this is a great idea", but then when it comes to actually doing it, others have to figure it out. The maps were the least of our worries, as they can be made easily, and definitely not the biggest hurdle. The bots and damage numbers will most likely require game modification to work, or at least a good knowledge of the game (for the bots). Otherwise, it'll always have to be two people, which requires servers too. This just seems like way too much work to figure it out, so I think if this hasn't been solved in 3 months I might just indefinitely shut it down.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 13:22, 29 July 2024 (UTC)
As fascinating as it is, and the work is appreciated, I feel as if it's just far too much work from a recording an editing standpoint, especially without damage numbers and everything that TF2 has its gonna be pretty hard to record any sort of demonstration unless you go through the whole process of manually adding numbers to the video to indicate damage. Unfortunately I don't believe most would be able to cope with all that work.
CheddarTalk 13:33, 29 July 2024 (UTC)
I can see that the general outlook on this project is quite pessimistic, which I can understand perfectly. However, there have been more developments that I've made this week, which could bring this proposal one more step closer to realization. Namely, the Foxbot bot program, which almost certainly isn't intended for the purposes I'm trying to shoehorn it into, is actually quite a bit more flexible then I initially thought and reported to you. Turns out that with some careful and delicate usage of the waypoint system, it is possible to (crudely) manipulate and somewhat exert control over the bots. Couple this with the skilfull usage of something called waypoint tags, and I managed to actually bug out the bot's navigation, to the point where they become completely docile and unmoving, ready to be used for demonstration purposes. Finally, the command botsdontshoot ensures that they won't target me, allowing me to even control the direction they are facing. While this setup cannot be saved, meaning that every time I load a map I need to do the whole procedure again, it works perfectly and looks something like this
Only minor issue still remaining is that when the bots get killed, they will respawn back into their "unbugged" state and start jumping and moving about. Since the command mp_respawn_time doesn't work, and there is no way to stop them from respawning, I simply solved the issue by disabling chat messages and then binding one of my keys to the kick command and immediately kicking the bot upon death; if I'm fast enough they wont even get to respawn. (In the video they did, hence the loud obnoxious sound in the background). Finally, the Foxbots have a couple of tricks up their sleeves over their tf2 counterparts, namely the botcam command, which allows me to see from the pov of the bots, which could be immensely useful in demonstrations, but I've yet to do extensive testing on it.
I consider the bot issue solved, leaving only the damage numbers remaining, however things got complicated here. Turns out, I was wrong in believing that the console shows damage received by other players, or if it does, I don't know how to get it do that. This not only means that there are no damage numbers shown during the actual testing, but there is no record kept of the damage another player received at a given moment, from which damage numbers could then be extrapolated and edited in during the post production. This is actually fine for most weapons. There is no damage falloff in tfc, meaning that a single shot from, say the nailgun, will always do the exact amount of damage at all ranges. Meaning that as long as all shots hit their target, I can simply count the amount of ammo a weapon consumed and then add in damage numbers. The real trouble makers are the Shotguns and the Assault gun, who fire multiple pellets/buletts per single ammo, and have a wide spread, making it impossible to know the exact damage dealt unless at extremely close ranges, where every shot is expected to connect. I'll still looking for a solution to this, so wish me luck. Lolimsogreat21 (talk) 22:12, 4 August 2024 (UTC)Lolimsogreat21
This sounds like a ton of effort, and definitely not worth it nor easy to get into for the average person. It's possible, but having to rely on the bots being bugged out and having to do this every single time to do something. This is just too much effort, unless it can be done easily I don't see much of a point.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:11, 4 August 2024 (UTC)
Well If ease of demonstration is such a problem, there might be a way to remedy it quite easily. Checking out the Foxbot download site, it seems that a botdontmove command, which is something that would drastically cut down on the setup process, is actually on the developer's to-do list. And since the last update to foxbot came out in July of this year, it isn't out of the question that the next update could also arrive relatively soon, at least sooner then your 3 month deadline... However, in my opinion, there is no reason to wait any further. I have the maps, I have the (semi-functioning) bots and I can demonstrate 12 out of the 19 weapons (not counting the grenades) by simply guessing the damage numbers with reasonable accuracy. So unless someone gets any army of alternative accounts, or multiple players are willing to come together for a demonstration (which clearly won't happen and is very expensive), then this is the way the cookie will crumble. Lolimsogreat21 (talk) 11:40, 18 August 2024 (UTC)Lolimsogreat21
Unforutnately, the way the cookie will crumble is the project being scrapped. Damage numbers are is the biggest thing to show here, if they're based on a guess and not going to be natively supported, the project will just be scrapped instead. The reason to wait is because the whole purpose of these videos is to show off the weapons, if you can't show off the damage properly with damage numbers that are entirely accurate instead of a "guess with reasonable accuracy" then we're not doing it yet. Even if you know the damage entirely, having to individually add these for each weapon is way too much effort.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 12:47, 18 August 2024 (UTC)
Alright alright, I can see that I didn't express myself clearly enough/forgot to say something important, so forgive me please. Namely, there is a way to see how much damage you've dealt someone in tfc, and that is to hop into the spectator team and hover over other players, which will display their armour and health. So in theoryyyyy (say when demonstrating the shotgun); you can pop one shot into the opponent, hop into spectator and see how much health is left and then go back to blue team, use some kind of autoclicker/script in order to return to the same mouse position, and repeat the whole process again. Afterwards, you can simply cut out the whole "you checking the bots' health" in order to make it appear as if the shotgun was firing continuously, and use the knowledge to add in damage numbers (simply extrapolate the damage by seeing how much of bot's health was left in every incriment of firing from their base health). Is this very difficult to do, yes. But like all the other things in this project, what matters is that it's possible, atleast to me. Now, is this a genuine and native demonstration? No. Does it involve pulling a bit of wool over the viewer's eyes? Yes. But judging from the talk at demonstration for Chemistry set, it seems that the wiki is fine with using illusions in order to make something appear to happen rather then actually happen. So I see no problem with it.
Anyway, here is the prototype of the first Nailgun demonstration, damage numbers and all included. [1] Lolimsogreat21 (talk) 20:08, 19 August 2024 (UTC)Lolimsogreat21

────────────────────────────────────────────────────────────────────────────────────────────────────There's a difference between "pulling a bit of wool over the viewer's eyes" to save on costs, and having to manually add in each damage number, move each of them, and do that for every single time there's damage. The font and music don't really match up, as they're both meant for TF2. As much as I'd like this to succeed, having to (after EVERY shot) hop into spectator to find out how much damage was done and writing it down to then edit it is too much effort. Even if something is possible, like I've mentioned a few times, if it requires as much tedious work as having to shoot once, go to spectator, view health, note down health, return back to position, and repeat it's just not worth it. We've seen this with cosmetic items that had Pyroland assists, no one wants to do them, it piles up, and eventually we just scrapped them entirely.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 21:15, 19 August 2024 (UTC)

Timestamps on all videos

As the name suggests I'm interested in providing new/updated timestamps for the majority of the existing wiki videos where it may be applicable, as well as making any new ones when new videos get uploaded. I would create a doc with all videos listed along with timestamps written down for each of them.
-- Nemesis07 (talk) 23:37, 25 September 2024 (UTC)

Timestamps could be good. However, the weapon demonstration videos don't really have a structured order so it could be tedious to make timestamps for those videos. I only added them to some videos like the medic mvm shield · Ashe (talk) 03:57, 26 September 2024 (UTC)
I sorta agree with Ashe. I don't think timestamps are really necessary for most videos. The majority of demonstrations are really short (2:00 or less in most cases) so I don't think there would be a big benefit to timestamps for every single segment. Seems like more work than it would be worth for most demonstrations. Mediarch User Mediarch PFP.pngTalkMy Edits 14:06, 26 September 2024 (UTC)

Getting existing playlists up-to-date and adding new ones

Currently the channel only has a couple of playlists that doesn't include all of the videos, I'm interested in helping create additional playlists for all of the videos to potentially make it easier to find certain videos.
-- Nemesis07 (talk) 23:37, 25 September 2024 (UTC)

People dont' really use playlists, and the ones that currently exist are for group of "unique" videos. Making a playlist for all the weapons or per-class wouldn't make sense · Ashe (talk) 03:55, 26 September 2024 (UTC)