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}}
 
__NOTOC__
 
__NOTOC__
 
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{{clr}}
 
= Needed =
 
= Needed =
=={{icon item|Bad_Pipes|16px}} [[Bad Pipes]]==
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== {{Demo Header|Cremators Condolences}} ==
 
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{{DemoEntry
Since you think it may be unnecessary for us to make a Katozsky kick demonstration, do you think a demonstration for the Bad Pipes and Bucking Bronco taunts are unnecessary too? They both seem to have videos already from Valve them self. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 19:57, 2 January 2016 (PST)
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| begin
:Yes, unecessary. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:21, 3 January 2016 (PST)
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| status = approved
 
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| 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>]] 22:10, 28 July 2024 (UTC)
=={{icon item|Batsaber|16px}} [[Batsaber]]==
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| video = https://drive.google.com/file/d/1J6ww65x4gnIgzqsUHGVnTnwnQvOTQx16/view?usp=sharing
{{Reservation|[[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 22:32, 7 October 2015 (PDT)}}
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}}
:I've got a legit one, I'll give it a shot. :) [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 22:32, 7 October 2015 (PDT)
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It's missing the spin at the 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>]]) 13:41, 31 July 2024 (UTC)
:: Good to hear! I'd suggest making sure the loadout view shows that the item is tradable, I think currently all of the new reskins are marked with a "untradable" tag. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 23:23, 7 October 2015 (PDT)
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:The spinning is too fast, it should sync with the taunt duration · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 17:13, 1 August 2024 (UTC)
::: Yeah, the Bat's currently untradeable since I got those crates from the Comm. Market. I'll deal with that part last. [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 04:06, 8 October 2015 (PDT)
 
::::Gonna do a test render soon. What should I do for the Bat's inspect animation? It's currently bugged but they'll eventually patch it of course. [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 21:08, 8 October 2015 (PDT)
 
:::::Trying to rediscover how to use Srcdemo2, but haven't been successful. [https://www.youtube.com/watch?v=ShEXK_5Cjwk&feature=youtu.be| Here's the rough test] for the video just to test the format. Will probably spend more time waiting for the vaporization animations to complete before moving onto the next target. [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 21:43, 8 October 2015 (PDT)
 
 
 
::::: So far it's looking pretty good. I'd suggest making the following changes:
 
::::* In your loadout, after you give time for the viewers to read the description of the item, move your mouse so they can see the Scout.
 
::::* After you hit the Pyro with the first swing allow a tiny bit more time to stare at him before jumping over the barrier and continuing.
 
::::* Allow more time to watch the corpses disappear, also let at least most of the Scout's quote finish when you kill the Soldier before moving on to the Medic.
 
::::* After killing the medic wait for a tiny bit longer still showing the crits, then let them disappear and then taunt.
 
::::* Also, in the lower right of your screen while hitting the Medic a icon appears several times.
 
::::* Also, VERY picky for me to say, but since you're re-recording the clip I'd suggest kicking the Spy from the server, as he's not needed for this clip.
 
 
 
::::Very good demonstration attempt dude, only a few small changes need to be made. If you haven't been already, watch the current [https://www.youtube.com/watch?v=Zoxjz2bN3kk Bat Demonstration] and use it as a reference, try mimic it as close as possible. (The delays, intervals of swings etc) and your clip will look much nicer. Also, regarding your first question, are you referring to the skin inspection animation? If so, they are not required for the wiki's demonstrations. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 03:26, 9 October 2015 (PDT)
 
 
 
I looked into it, and it appears that as default, at least with exec'ing weaponref the numbers stack. Place "hud_combattext_batching 0" into your console and it should fix the problem,
 
 
 
EDIT: Disregard what I said about the damage stacking, I'm just not used to it taking effect on the Scout's melee, since usually it doesn't stack on melee as they're not firing fast enough. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 05:13, 9 October 2015 (PDT)
 
:All of what Obilisk said, plus:
 
* If you can set your recording program to show your mouse cursor, please do so in the loadout view. It's not a hard rule but most demonstrations have it visible. If you can't then no big deal.
 
* Hide the Spy; he's visible a few times in the clip. The most effective way to do that is to do what Obilisk said (kick the spy).
 
* The weapon selection HUD is visible for a split-second right after taunting.
 
Also if you need help with SrcDemo2 please ask~ Though your current recording setup and video quality is very nice as-is. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:13, 10 October 2015 (PDT)
 
 
 
:[https://www.youtube.com/watch?v=m9peUIsMcFs&feature=youtu.be Here's the latest test demo.] I'll be sure to do one more similar to this when the item is actually tradable. On another note, Nvidia Shadowplay seems to have no setting to show the mouse cursor, so I believe showing it on the loadout screen will be impossible. Seem to not be able to launch SrcDemo2 at all, not even the software will launch. I'll just stick with my current setup for now. [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 15:26, 11 October 2015 (PDT)
 
:: Clip is looking very good Scoot! My one suggestion to make the clip perfect would be to after killing the medic not release the crits instantly, rather wait a tiny bit then release. Very nit picky but it would make the clip great, though since it's not too noticable Wind may let it slide. My suggestion for the mouse cursor would either be manually edit the mouse cursor (Yes, a struggle :S) Or perhaps try recording with another software. Although I remember some old demonstrations in the past not having a cursor so you'd want to wait for Wind's reply on that. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 02:27, 12 October 2015 (PDT)
 
:::It's fine. Feel free to address both or either detail (mouse cursor and crit thing) if you want, or don't. Just needs music now~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:13, 18 October 2015 (PDT)
 
::::I'll probably have a final version ready later this week. [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 16:21, 19 October 2015 (PDT)
 
:::::Anybody have a link to the extended demonstration music and the reel sound effect that plays @ the end? Can't find em' anywhere. [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 10:06, 24 October 2015 (PDT)
 
::::::[http://www.mediafire.com/?7qt1g25vta7aw6q] Credit: [[User:Karmacharger]]. WindPower, please poot on main page (you forgot last time). [[User:Darkid|<span style="color:red">Darkid</span>]] ([[User talk:Darkid|<span style="color:blue">Talk</span>]] | [[Special:Contributions/Darkid|<span style="color:grey">Contribs</span>]]) 10:28, 24 October 2015 (PDT)
 
:::::::Don't use/put that one, it has bad musics mixing. Use/put this one instead: http://www.mediafire.com/download/y0gjm9yekjj6zzx/Demonstration+Music+v2.rar [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 2:46 AM 10/25/2015 (PDT)
 
::::::::{{c|Done}} [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:23, 25 October 2015 (PDT)
 
 
 
:Been dealing with hardware issues/school. Should have a version w/ music done by the end of this week hopefully. Apologies. [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 09:08, 9 November 2015 (PST)
 
 
 
::Going to finish it in the next days or so. Learning how to deal with adding the music. [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 16:02, 2 January 2016 (PST)
 
::: Cool, if you need a hand [http://steamcommunity.com/profiles/76561198020614225/ hit me up with a friend request.] Are you still planning on finishing the C.A.P.P.E.R anytime soon? <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 20:00, 2 January 2016 (PST)
 
 
 
::::Alright, sounds good. I'll be tackling the C.A.P.P.E.R demo once I get the Batsaber one out of the way. [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 11:36, 4 January 2016 (PST)
 
 
 
:[https://youtu.be/rrBSAW9b-AI Here's what I've got.] [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 14:26, 4 January 2016 (PST)
 
::Both the in-game volume and the music volume are pretty low compared to other demos, but that's ok because they're lower by mostly the same amount. Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:54, 10 January 2016 (PST)
 
:::[http://www.mediafire.com/download/80633y14t2ba8h4/batsaber+demo.mp4 Download][[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 14:08, 11 January 2016 (PST)
 
 
 
=={{icon item|Bucking_Bronco|16px}} [[Bucking Bronco]] ==
 
 
 
This demonstration is unnecessary, as stated above by Wind. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 22:59, 3 January 2016 (PST)
 
 
 
=={{icon item|Burstchester|16px}} [[Burstchester]] ==
 
{{reservation/sandbox}} <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 18:13, 31 December 2015 (PST)
 
  
[https://www.youtube.com/watch?v=KDj4qNKpRns&feature=youtu.be How's this?] It seems Valve didn't add lip sync for most of the classes which is a shame. Oh well, tell me whatcha think. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 21:39, 1 January 2016 (PST)
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:: should be slower now [[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>]] 18:17, 1 August 2024 (UTC)
:Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:21, 3 January 2016 (PST)
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:::Looks good. Thanks · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 00:59, 2 August 2024 (UTC)
:: [http://www.mediafire.com/download/4fg2czuur0g80a0/Burstchester+demonstration.wmv Download] <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 16:50, 3 January 2016 (PST)
 
  
=={{icon item|C.A.P.P.E.R|16px}} [[C.A.P.P.E.R]] ==
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{{DemoEntry|end}}
{{Reservation| [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 06:07, 9 October 2015 (PDT)}}
 
:Guess I'll do this one too. [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 06:07, 9 October 2015 (PDT)
 
  
=={{icon item|Giger_Counter|16px}} [[Giger Counter]] ==
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== {{Demo Header|Straight Shooter Tutor}} ==
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{{DemoEntry
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| begin
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| status = approved
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| reservation = [[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 07:37, 28 July 2024 (UTC)
 +
| video = https://drive.google.com/file/d/157UKvB4lHsGjvlWM582VybaNUaByots_/view?usp=sharing
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}}
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Looks good, though the only thing I would change is to keep spinning until the front in the end, but if you don't wanna do that feel free to change this to approved status.<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)
  
=={{icon item|Shooting_Star|16px}} [[Shooting Star]] ==
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:Is 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>]]) 21:28, 3 August 2024 (UTC)
 +
::Looks good. Thanks · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 03:17, 4 August 2024 (UTC)
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{{DemoEntry|end}}
  
{{Reservation/sandbox}} <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 04:47, 6 January 2016 (PST)
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== {{Demo Header|Unleashed Rage}} ==
: I just traded up mine, so I guess I'll try it.
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{{DemoEntry
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| begin
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| status = approved
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| 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>]] 13:47, 27 July 2024 (UTC)
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| changes =
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| video = https://drive.google.com/file/d/1K8OMFgKP6OpiEG-7YUUd1N3xsrVsnkcI/view?usp=sharing
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}}
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Looks good, but it's missing the spin. Are the facial animations broken? Soldier, Heavy, Sniper, and Spy don't seem to open their mouth when screaming in-game (I know the loadout is bugged).<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)
  
: Alright, another [https://youtu.be/ANBF6YtPONI rough edit]. Pre-SrcDemo2 and loadout screen. I think the Scout and Engi on top of each other might need to be fixed, but for some odd reason, a shoulder shot was considered by the game to be a "headshot", so I'm not quite sure about that one. [[User:Punishment Fatal|Punishment Fatal]] ([[User talk:Punishment Fatal|talk]]) 18:28, 18 October 2015 (PDT)
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:should be better now [[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>]] 20:08, 1 August 2024 (UTC)
:: Looks very good, but yeah I'd suggest moving the scout. Try aiming a bit lower, maybe around his chest area, as I believe killing the Scout and Engineer simultaneously in that part is meant to show penetrating targets without a headshot. Otherwise though, I'd say you should try srcdemo2 it! <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 03:56, 20 October 2015 (PDT)
 
:::Also aim lower on the Medic. Aim for the tummy, not the shoulders. Other than that, there's also the obvious (needs loadout screen, higher quality like Obilisk said etc.). — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:23, 25 October 2015 (PDT)
 
:::: I unfortunately must remove my reservation. My Shooting Star has been sold and my computer does not want to co-operate well with any recording program. [[User:Punishment Fatal|Punishment Fatal]] ([[User talk:Punishment Fatal|talk]]) 23:54, 4 January 2016 (PST)
 
  
 
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::Is 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>]]) 21:28, 3 August 2024 (UTC)
[https://www.youtube.com/watch?v=bOiaiWrU9Ps&feature=youtu.be How's this?] <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 00:21, 8 January 2016 (PST)
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::Looks good. Thanks · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 03:17, 4 August 2024 (UTC)
:Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:54, 10 January 2016 (PST)
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{{DemoEntry|end}}
:: [http://www.mediafire.com/download/j2zhx707zsyyubu/Shooting+Star+demonstration.wmv Download] <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 02:01, 11 January 2016 (PST)
 
 
 
=={{icon item|Kazotsky Kick|16px}} [[The Kazotsky Kick]]==
 
:I think Valve beat our asses on this one. Not sure if we should still do it, because it'd be weird to have two videos on the same page. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:47, 26 September 2015 (PDT)
 
 
 
=={{icon item|Grappling Hook|16px}} [[Grappling Hook]]==
 
 
 
(I mean, if nothing else, it ''is'' able to kill players.) [[User:Dogman15|Dogman15]] ([[User talk:Dogman15|talk]]) 02:26, 24 December 2014 (PST)
 
: I don't know, but, Grappling Hook is having several changes each update, so every time an update releases, it would be need to re-made the entire video. In my opinion, I would wait until Mannpower to release it completely before doing a Weapon Demonstration video. [[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]] 08:37, 16 March 2015 (PDT)
 
:: Yeah I agree with Gabrielwoj, otherwise we'd be constantly doing this demonstration :(  <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 13:32, 17 March 2015 (PDT)
 
:: Today's update says Mannpower is no longer in Beta. So would now be a good time to do this? [[User:Awesome144|Awesome144]] ([[User talk:Awesome144|talk]]) 18:12, 28 October 2015 (PDT)
 
:::Yes. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:48, 1 November 2015 (PST)
 
 
 
I should have this done soon; I've been sick for a week, so that's why it's taking longer than normal. - [[User:Uufje|Uufje]] 14:13, 19 December 2015 (PST)
 
:Sorry for the massive delay. I've tried to get it done between being sick and my internet crapping out. https://youtu.be/q3h_aMTkcuU - [[User:Uufje|Uufje]] 07:20, 20 January 2016 (PST)
 
::There are some kind of long pauses when I imagine you're pressing some binds to set things up in the Sniper+Spy clip. Try to shorten that.
 
::In that same clip, it's not immediately obvious if you're following the hooked person or if your own movement makes the other person move (until later in the clip when the spy moves behind an object). Try to show movement from the target in clear sight when you aren't yet fully attached to them, or perhaps show it while you're up in the air (by having the target be on the crates or something) to make it clear it's not you walking. It's also not clear if you can use your other weapons.
 
::Also, since this is an all-class weapon you need to show it for all classes. I suggest repeating showing a short fly-around clip around the same itinerary. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:36, 24 January 2016 (PST)
 
 
 
=={{icon item|Mannrobics|16px}} [[Mannrobics]] ==
 
 
 
==[[Image:Pumpkinbomb.png|16px]] [[Pumpkin bomb]]==
 
:does it really need a video?  [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 4:52 AM 10/19/2014 (PDT)
 
::Not really. That or the other mechanics would need videos too (ghosts, halloween bosses, spells, etc) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:59, 27 October 2014 (PDT)
 
 
 
=={{icon item|Soldier's Requiem|16px}} [[Soldier's Requiem]]==
 
 
 
{{Reservation/sandbox}} <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 17:29, 6 November 2015 (PST)
 
 
 
I did two seperate versions of this demonstration. One with the original demonstration music, and one with the Haunted Fortress 2 music. [https://www.youtube.com/watch?v=3PrK_2N7j5Q&feature=youtu.be Version 1] and [https://www.youtube.com/watch?v=YI98tJpGwRg&feature=youtu.be Version 2] Tell me which one you prefer, I just thought it could be cool having the Halloween music for a Halloween taunt, I tried the demonstration with the latest halloween music, but it sounded a bit too intense in my opinion, so I kept to just the 2010 Halloween music. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 17:56, 6 November 2015 (PST)
 
:The Halloween music is nice but unfortunately it doesn't really fit with a video fo this short duration. You're forced to cut the music rather abruptly. On this basis I'd prefer the non-halloween version for this, or maybe you could taunt a few more times if the voice lines keep being unique and it allows you to cut the music at a more appropriate point. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:11, 8 November 2015 (PST)
 
:: Ah alright. I don't think it'd be worth showing it over and over, as I don't believe it'd be neccessary for the viewers, and may be a bit boring. [https://www.mediafire.com/?9abu6mp7py3j7n1 Download with normal music.] It would be cool to put the music on the Zoomin' Broom taunt though! <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 21:39, 8 November 2015 (PST)
 
 
 
=={{icon item|Zoomin' Broom|16px}} [[Zoomin' Broom]]==
 
{{Reservation/sandbox}} <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[User:Derpspy|<span style="text-decoration:">Derpspy</span>]]</span> 16:17, 15 December 2015 (GMT)
 
  
 
= Tools =
 
= Tools =
 +
== {{Demo Header|Chemistry Set}} ==
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{{DemoEntry
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| begin
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| status = nodemo
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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 =
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}}
  
=={{icon item|Gift Wrap|16px}} [[Gift Wrap]]==
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<div class="mw-collapsible mw-collapsed" style="width:100%">
:Does this still need to be done? I can do it. ~[[User:Hi5TBone|<span style="font-weight:bold;">Hi5TBone</span>]] 4:45 PM 6/12/2015 (CST)
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Old discussion (2020)
:: No one seems to have touched it, so go ahead. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 05:11, 13 June 2015 (PDT)
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<div class="mw-collapsible-content" style="width:100%; text-align:left">
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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
  
=={{icon item|Upgrade to Premium Gift|16px}} [[Upgrade to Premium Gift]]==
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:Hi there,
:I'm not quite sure if this one is necessary [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 9:12 PM 8/24/2014 (PDT)
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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.
::Nah, probably not unless someone just happens to run upon that item — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:59, 27 October 2014 (PDT)
+
: 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.<br>[[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 15:05, 3 June 2020 (UTC)
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:::> he's very busy nowadays
 +
:::You give me too much credit. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 05:44, 8 July 2020 (UTC)
  
=={{icon item|Strange Count Transfer Tool|16px}} [[Strange Count Transfer Tool]]==
+
::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 />
 +
::[[User:Fokuskii|Fokuskii]] ([[User talk:Fokuskii|talk]]) 23:53, 3 June 2020 (UTC)
  
{{Reservation| [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 06:30, 12 January 2016 (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)
 +
:::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)
  
With the release of the Tough Break Update, it would be a good idea to get this done ASAP. --[[File:User Dr. Scaphandre Golden Ghastly Gibus.png|50px|link=User talk:Dr. Scaphandre]] [[User:Dr. Scaphandre|<font color="FFDF00"><big>''Dr. Scaphandre''</big></font>]] 11:17, 23 December 2015 (PST)
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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)
 
 
I'm down. Was thinking doing it once between a normal strange wep and a strange skin, and then doing the process again but in reverse. [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 06:28, 12 January 2016 (PST)
 
:OK. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:11, 18 January 2016 (PST)
 
  
=={{icon item|Gun Mettle and Tough Break Festivizer|16px}} [[Gun Mettle and Tough Break Festivizer]]==
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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)
{{Reservation | [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 20:22, 18 January 2016 (PST)}}
 
  
:Do we need this? I'm totally down for doing it. [[User:Scoot-teh-Destroyer|Scoot-teh-Destroyer]] ([[User talk:Scoot-teh-Destroyer|talk]]) 06:34, 12 January 2016 (PST)
+
: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)
::Yes. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:11, 18 January 2016 (PST)
 
  
= Cosmetics =
+
::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)
=={{icon item|Boston Boom-Bringer|16px}} [[Boston Boom-Bringer]] ==
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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)
 +
</div></div>
  
{{c|Demonstration of how the sound effect works}}
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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)
  
Pardon me if I'm putting in the wrong place, but I noticed that [[Infernal Orchestrina]] includes the demonstration. I know that was for a pyroland item, but what if the Boston Boom-Bringer had a demonstration video where it shows the sound effect that is played when taunting? Just like the Orchestrina had (albeit the Pyroland thing). There is several sound effects, though, so all of them has to be played. [[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]] 21:32, 26 March 2015 (PDT)
+
: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)
:Infernal Orchestrina was demonstrated because it turns pyroland vision on by itself, not because of the sound effect it adds. This item has no such dramatic change, so no need to demonstrate — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:08, 29 March 2015 (PDT)
 
::Alright, thanks. [[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]] 15:12, 29 March 2015 (PDT)
 
  
=={{icon item|Sucker Slug|16px}} [[Sucker Slug]] ==
+
::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)
{{c| Show assists in Pyroland}}
 
  
= Need to be redone=
+
:::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)
=={{icon item|Air_Strike|16px}} [[Air Strike]]==
 
{{c|Reduced blast radius by 20% when rocket jumping}}
 
  
=={{icon item|Amputator|16px}} [[Amputator]]==
+
::::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)
  
{{c|Healing done with the taunt now grants small amounts of ÜberCharge}}
+
:::::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.
:{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 8:26 PM 1/8/2016 (PDT)}}
+
:::::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.
::https://youtu.be/gsDnIiicaEI I only realized that the texts for the 3 split screen part are missing after the render... I can add that in the final srcdemo2 version if you want [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 10:49 PM 1/8/2016 (PDT)
+
:::::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)
:::Either add it or change the viewmodel fov such that the saws are clearly visible and distinguishable. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:54, 10 January 2016 (PST)
 
::::I go with texts, https://www.youtube.com/watch?v=14mGg68_MwM [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 9:26 PM 1/15/2016 (PDT)
 
:::::Is good, please SrcDemo2~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:11, 18 January 2016 (PST)
 
::::::I think you meant please upload, that was rendered in srcdemo2. :) [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 8:57 PM 1/19/2016 (PDT)
 
:::::::Yes — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:36, 24 January 2016 (PST)
 
  
=={{icon item|Axtinguisher|16px}} [[Axtinguisher]]==
+
:::::: 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)
 +
{{DemoEntry|end}}
  
{{c|33% Damage penalty}}
+
== {{anchor|Ring}}{{Demo Header|Something Special For Someone Special}} (Tool)==
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{{DemoEntry
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| begin
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| status = nodemo
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| 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)
 +
| video =
 +
}}
  
{{c|20% Slower attack speed}}
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<div class="mw-collapsible mw-collapsed" style="width:100%">
 +
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)
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: 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>
  
{{c|75% Slower switch-to speed}}
+
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)
 +
: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)
  
=={{icon item|Baby Face's Blaster|16px}} [[Baby Face's Blaster]]==
+
{{DemoEntry|end}}
{{c|Added Boost reduction on taking damage.}}
 
  
{{c|Increased amount of Boost lost on air jump}}
+
== [[File:Mannpower Powerup King.png|16px|link=Mannpower]] [[Mannpower]] powerups ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Demonstrate all powerups.}}<br>{{c|Show you can switch to the Grappling Hook under the effects of the Knockout powerup.}}
 +
| video =
 +
}}
  
{{Reservation|[[User:Jimbo Jones|Jimbo Jones]] ([[User talk:Jimbo Jones|talk]]) 09:27, 29 August 2015 (PDT)}} I'll do it. I've been noticing the demonstrations have been falling behind, we should get stuff done. [[User:Jimbo Jones|Jimbo Jones]] ([[User talk:Jimbo Jones|talk]]) 09:27, 29 August 2015 (PDT)
+
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)
  
Alright, I got the first version of the demo here: http://youtu.be/MJAqQuEUVls. Sorry it looks a bit stretched, I selected to not maintain the aspect ratio while in Sony Vegas. Otherwise it would have gotten a 4:3 ratio. If you need demo files, I'll be happy to provide the downloads. [[User:Jimbo Jones|Jimbo Jones]] ([[User talk:Jimbo Jones|talk]]) 12:24, 31 August 2015 (PDT)
+
: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:
:Sorry, but the ratio requirement is there because it should be respected... Stretching the video doesn't help. Similarly:
 
* The video must run in DirectX 9+ mode or OpenGL (yours is running in DirectX 8 or 7 mode, you can tell by the lack of reflective cartoon-y shaders on the characters and the non-dynamic lighting of the map). You can change this by running the game with the <code>-dxlevel 95</code> flag.
 
* Framerate is choppy
 
* The video is cut on the sides (ammo HUD counter and kill notices are chopped off)
 
* Video and audio glitch while taunting at 0:57
 
Please see if you can get the video quality up to the requirements first before making large demonstration efforts. If you can't run TF2 at better settings than that then I'm afraid you can't really make demonstration videos :( — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:21, 9 September 2015 (PDT)
 
  
Don't worry, I got a new widescreen laptop with way more graphical capabilities. I'll be able to turn in the demonstration in much better quality and I won't have to stretch it.
+
* 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.
Now that I look at the video, I agree that it isn't demonstration quality. [[User:Jimbo Jones|Jimbo Jones]] ([[User talk:Jimbo Jones|talk]]) 20:45, 12 September 2015 (PDT)
+
* 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.
  
DEMONSTRATION REQUEST:
+
Now you've established that "skull on HUD" = "having killed enough enemies".
I've got a rough draft right here, of Baby Face post-Gun Mettle. Feedback welcome. Edited with Sony Vegas, 720p WMV. The video does not have the thumbnail, I'd expect that to be added in post. https://youtu.be/UuM1zwVTEwo [[User:PePeToads|PePeToads]] ([[User talk:PePeToads|talk]]) 03:01, 15 October 2015 (PDT)
 
  
Not a bad attempt PePeToads, however Jimbo Jones has reserved this demonstration, so only he should be working on it. Either way I have still watched your video and these are what I picked up on.
+
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.
  
* The loadout text popup has a white border. Try restarting your game, usually it fixes it.
+
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...)
* Overall the loadout view seems a bit low quality, the Scout appears to be very pixel-y.
 
* Please use the default TF2 crosshair.
 
* A bit too long of a delay between the shots at the Pyro.
 
* You shouldn't reload until you have emptied your magazine in the first clip.
 
* After shooting the Medic you should shoot the wooden target at the back.
 
* Though the second clip is interesting, overall it'd be much more effective showing it how the [https://www.youtube.com/watch?v=Ry1XU_U-KuU current demonstration does. ]
 
* Music looping needs work, primarily noticeable at 1:00 and 2:00. It's also too loud, the gameplay should be louder than the music.
 
* The double jumping clip again, would be demonstrated better if it's more like the current demonstration. Also, if the bots don't have a purpose (Both the Medic and the Soldier don't appear to in this clip) I'd suggest kicking them from the server.
 
* The splitscreen should show more than just two. It'd be worth seeing the speed comparison when the Boost bar is at different levels. The current demonstration has a 6 way splitscreen, so I'd suggest going with that, and also, if doing a 2 way I'd suggest having them next to each other rather than on top.
 
* At the end of the demonstration I'd suggest having the fade out a bit faster.
 
* Just a side note, when uploading your preview to Youtube, please make them unlisted.
 
  
Overall not bad for an attempt at this demonstration. However, in the future keep an eye out for demonstrations that have been reserved. If you're unsure on how the discussion page works and whatnot, check the [https://wiki.teamfortress.com/wiki/Team_Fortress_Wiki:Weapon_Demonstration Project page] for the basic rules and guidelines. The suggestions I have made are mine though, and Wind may have a different opinion on a few of them. However, since this demonstration is reserved from another user, considering a video from someone else would not be considered unless the demonstration has been unreserved. Currently there are plenty of demonstrations that need to be done though, so feel free to take a stab at one that no one has touched. :) <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 04:10, 15 October 2015 (PDT)
+
— [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:39, 31 July 2022 (UTC)
  
How would I go about looping the music better? I didn't want to just have the whole file played over and over, but I couldn't get the loop to be seamless [[User:PePeToads|PePeToads]] ([[User talk:PePeToads|talk]]) 08:12, 15 October 2015 (PDT)
+
: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)
:: [http://www.mediafire.com/download/y0gjm9yekjj6zzx/Demonstration_Music_v2.rar Here] you can download the extended version. It's outrageous in length, so it should be able to fit any demonstration, no matter how long. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 01:16, 16 October 2015 (PDT)
 
:::Unfortunately I can't double-check this because the video has been deleted off youtube :( In the future please upload as unlisted and feel free to delete (or not delete) once all approved. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:13, 18 October 2015 (PDT)
 
  
Don't worry people, I haven't gone to sleep on this, I want to assure it's absolutely consistent for the wiki. [[User:Jimbo Jones|Jimbo Jones]] ([[User talk:Jimbo Jones|talk]]) 20:49, 27 October 2015 (PDT)
+
{{DemoEntry|end}}
:Take your time — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:48, 1 November 2015 (PST)
 
  
I'm remade it: https://youtu.be/xxJNRqj2Bbw, it is good? This my first demonstration and sorry for my idiot skill in sony vegas. [[User:Evil PanCake|Evil PanCake]] ([[User talk:Evil PanCake|talk]]) 00:11, 22 November 2015 (PST)
+
== {{Demo Header|Enchantment: Eternaween|icon=Backpack Enchantment Eternaween.png}} ==
:A few things:
+
{{DemoEntry
* Please install the HUD override. The damage numbers are small and red in the video.
+
| begin
* Transitions should be plain fades (here there's this brightening-to-white effect going on)
+
| status = nodemo
* Split-screen should have each clip be centered. You can use the split-screen HUD override to show the boost meter in the right place.
+
| reservation =
* The boost reduction is best shown by showing it by speed. For example, do a split-screen with both scouts at one end of the map and full boost. Add a level 1 sentry hidden on the side in one clip. Show its presence at the beginning of the clip. Then show both scouts running to the other end of the map. The scout will get hit so he will arrive later.
+
| changes =
* The demonstration doesn't show how to acquire boost. It's just one shot at the very beginning that gives you full boost. Look at the [https://www.youtube.com/watch?v=Ry1XU_U-KuU existing demonstration] that cycles through all weapons to show the rate at which you can acquire boost.
+
| video =
* The speed comparison can be a 6-way split-screen (see existing demonstration)
+
}}
* The ways to lose boost are defined more precisely in the existing demonstration (double-jumping from falling or rocket blast)
 
— [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:23, 22 November 2015 (PST)
 
  
=={{icon item|Backburner|16px}} [[Backburner]]==
+
{{DemoEntry|end}}
  
{{c|Extinguishing allies now grants +20hp}}
+
= Action =
 +
== {{Demo Header|Fancy Spellbook}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Same as above, with the exception that the particle effects that emit on the hand are different.}}
 +
| video =
 +
}}
  
=={{icon item|Blutsauger|16px}} [[Blutsauger]]==
+
{{DemoEntry|end}}
:{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:44 AM 1/6/2016 (PDT)}}
 
::https://youtu.be/xD9BHGR-58w i know i have done this one before. But i accidently deleted the video file... so i wanna make sure it have no problem before i upload it to the wiki channel. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:46 AM 1/6/2016 (PDT)
 
:::Is still good. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:54, 10 January 2016 (PST)
 
  
=={{icon item|Beggar's_Bazooka|16px}} [[Beggar's Bazooka]]==
+
== {{Demo Header|Fireproof Secret Diary}} ==
{{c|Decreased blast radius by 20%}}
+
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Same as above, with the exception that the particle effects that emit on the hand are different.}}
 +
| video =
 +
}}
  
=={{icon item|Bushwacka|16px}} [[Bushwacka]]==
+
{{DemoEntry|end}}
{{c|Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active}}
 
  
{{Reservation|[[User:Akuago220|Akuago220, The Jungle Expeditioner]] ([[User talk:Akuago220|talk]]) 06:47, 3 July 2015 (PDT)}}
+
== {{Demo Header|Kritz or Treat Canteen}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| video =
 +
}}
  
=={{icon item|Chargin'_Targe|16px}} [[Chargin' Targe]]==
+
{{DemoEntry|end}}
  
{{c|Reduced blast resistance from 40% to 30%}}
+
== [[File:Heavyhumiliation.png|16px|link=Match outcomes]] [[Match outcomes]] ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| video =
 +
}}
  
{{c|Removed fire immunity}}
+
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)
  
=={{icon item|Claidheamh Mor|16px}} [[Claidheamh Mór]]==
+
::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
 +
::#BLU player enters humiliation
 +
::#RED player look at the BLU player
 +
::#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)
  
{{c|Changed 25 charge on charge kill to 25 charge on melee kill}}
+
: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)
  
{{c|Removed charge duration bonus}}
+
::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)
  
{{c|Now restores 25 health on kill}}
+
:::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)
  
{{c|Removed health penalty}}
+
::::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)
 +
{{DemoEntry|end}}
  
{{c|Now increases damage taken while active by 15%}}
+
= Need to be redone =
  
=={{icon item|Cleaner's_Carbine|16px}} [[Cleaner's Carbine]]==
+
== {{Demo Header|Huntsman}}, {{Demo Header|Fortified Compound}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation = [[User:GrampaSwood|GrampaSwood]] 20-8-2024 15:37 CEST
 +
| 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 =
 +
}}
  
{{c|Reduced firing rate penalty from 35% to 20%}}
+
Personally I would also full-charge bodyshot the Medic, as full-charge headshotting both the Medic and Sniper like in the existing demonstrations feels redundant.<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 22:48, 10 August 2024 (UTC)
 +
{{DemoEntry|end}}
  
{{c|Added 'CRIKEY' meter which is filled by dealing damage}}
+
== {{Demo Header|Crusader's Crossbow}} ==
 +
{{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 =
 +
}}
  
{{c|Mini-crits now activated when Crikey meter is full with alt-fire}}
+
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)
 +
: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)
 +
::[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)
 +
{{DemoEntry|end}}
  
=={{icon item|Cloak and Dagger|16px}} [[Cloak and Dagger]]==
+
== {{Demo Header|Holiday Punch}} ==
{{c|Can now pick up ammo kits for cloak meter while visible.}}
+
{{DemoEntry
 +
| 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|While invisible, Spy receives 20% less damage from all damage sources}}
+
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)
 +
: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)
 +
::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:
 +
::{{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)
 +
::{{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}}
 +
::{{c|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)
 +
::{{c|Demonstrate that a Scout with the effects of Bonk! can be tickled}}
 +
::{{c|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:
 +
::{{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)
 +
::{{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)
 +
:::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)
 +
:::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)
  
{{c|While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)}}
+
I have an idea on how the new video might be represented:
  
{{c| HUD now displays "Motion" rather than "Cloak"}}
+
'''Part 1: The Main Gang (Pyro, Soldier, Medic, Spy)'''
 +
*Do the same actions as was done in the original video
  
=={{icon item|Concheror|16px}} [[Concheror]]==
+
'''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.
  
{{c| Now gives +4 HP per second.}}
+
'''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
  
{{c| Reneration rate is decreased if player has been recently damaged.}}
+
'''Part 2b:'''
 +
# 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
  
=={{icon item|Cozy_Camper|16px}} [[Cozy Camper]]==
+
'''Part 2c:'''
 +
# '''(This is where the new stuff begins)''' Approach an enemy Medic who is healing a <s>friendly</s> enemy Scout with his Medi Gun
 +
# 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
  
{{c| Now gives +4 HP per second.}}
+
'''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.
  
{{c| Reneration rate is decreased if player has been recently damaged.}}
+
'''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.
 +
# Approach the enemy Spy
 +
# Let the enemy Spy cloak
 +
# Attack the Spy with your Holiday Punch from behind. There should be no laugh.
 +
# Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)
 +
# Attack the Spy with your Holiday Punch from behind. There should be no laugh.
  
=={{icon item|Crusader's Crossbow|16px}} [[Crusader's Crossbow]]==
+
'''Part 5: Taunts and Water'''
{{c|Updated description to better detail the weapon's features.}}
+
# Let the enemy Engineer taunt from his Shotgun. It should be the one where he dances around.
 +
# While the enemy Engineer is taunting, attack him from behind with the Holiday Punch. There should be no laugh.
 +
# Repeat Steps 1 and 2 except attack him from the front.
 +
# 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.
  
{{c|Healing a player with an arrow now grants a small amount of ÜberCharge}}
+
'''Part 6: Robots'''
 +
# Approach an enemy Robot, preferably the Holiday Punch Heavy Robot.
 +
# Attack him with your Holiday Punch from the front, and then attack him from behind. There should be no laugh.
  
Updated once again, needs a redo. [[User:InstantMan|InstantMan]] ([[User talk:InstantMan|talk]]) 17:31, 10 August 2015 (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)
:When the redo happens, please don't use pl_badwater for showing the reflect heal. [[User:Darkid|<span style="a.new">Darkid</span>]] ([[User talk:Darkid|<span style="a.link">Talk</span>]] | [[Special:Contributions/Darkid|<span style="a.visited">Contribs</span>]]) 16:17, 20 March 2016 (PDT)
+
:Very detailed, nice. [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 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.  [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 01:41, 22 June 2022 (UTC)
 +
:::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)
 +
::::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)
 +
:::::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)
 +
{{DemoEntry|end}}
  
=={{icon item|Dead Ringer|16px}} [[Dead Ringer]]==
+
== {{Demo Header|Original}} ==
{{c|Cloak mechanism has been overhauled (see patch notes)}}
+
{{DemoEntry
 +
| begin
 +
| status = approved
 +
| reservation = [[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 10:03, 5 August 2024 (UTC)
 +
| changes = {{c|Missing new reload sound}}
 +
| video = https://drive.google.com/file/d/11UG_SuD4cvga1xc_GkzHm5LrP_Xxl1sc/view?usp=sharing
 +
}}
 +
Old Reservation (5th January 2024)
  
=={{icon item|Degreaser|16px}} [[Degreaser]]==
+
I'd say this is an incredibly low priority one, may not even be worth redoing.<br>[[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 11:23, 17 January 2023 (UTC)
  
{{c|No longer boosts all-around switch speed. Instead, boosts switch-to speed by 60% and switch-from speed by 30%.}}
+
I hope I've done this correctly, I am just beginning to get to work setting up to film my demonstration — [[User:MudkipOnYT|MudkipOnYT]] ([[User talk:MudkipOnYT|talk]]) 18:23, 5 April 2024 (UTC)
  
{{c|Removed damage penalty}}
+
[https://drive.google.com/file/d/1AFvw7WW2T2ND179t1MBsemdeGDrhApZV/view?usp=share_link Here is the link] to my finished demonstration, I noticed other users who uploaded to Google Drive being told by the Moderators that their videos were in 30FPS. This one is at 60FPS, it just doesn't play at 60FPS in the Google Drive embedded player, it must be downloaded. Awaiting feedback! — [[User:MudkipOnYT|MudkipOnYT]] ([[User talk:MudkipOnYT|talk]]) 12:10, 6 April 2024 (UTC)
 +
:In the firing angle demonstrations, wait for about 3 seconds before commencing the firing. The rightwards angle demonstration is a bit too quick. Same with the frontal angle demonstration. Also, for the rocket jumping demonstration, don't wiggle around the screen so much during those idle phases; 1:29-1:31 are quite noticeably obvious. [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 22:03, 22 April 2024 (UTC)
  
{{c|Increased Airblast cost by 25%}}
+
::Yeah I notice all of that now, can just go and re-record it at some point, I also interrupted the reload animation at the beginning. - [[User:MudkipOnYT|MudkipOnYT]] ([[User talk:MudkipOnYT|talk]]) 10:05, 23 April 2024 (UTC)
  
{{c|Increased afterburn penalty to from 25% to 66%}}
+
Looks good, though the last rocket jump is a bit awkward. No need to redo... just saying get better scrub.<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 good. Thanks · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 12:51, 13 August 2024 (UTC)
 +
{{DemoEntry|end}}
  
=={{icon item|Diamondback|16px}} [[Diamondback]]==
+
== {{Demo Header|Power Up Canteen}} ==
{{c|Spy no longer smacks himself in the face while reloading a revolver}}
+
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|doesn't show Canteen Specialist upgrades like Battery Canteens demo does}}
 +
| video =
 +
}}
  
Eh why not i'll go ahead and do one  
+
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)
<small>— ''The preceding unsigned comment was added by'' '''[[User:Griffin|Griffin]]''' ([[User talk:Griffin|talk]]) ([[Special:Contributions/Griffin|contribs]]) </small>
+
: 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)
 +
::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}}
  
=={{icon item|Disguise Kit|16px}} [[Disguise Kit]]==
+
== {{Demo Header|Self-Aware Beauty Mark}} ==
{{c| Disguise kit menu appearance has been updated.}}
+
{{DemoEntry
 +
| begin
 +
| status = approved
 +
| reservation = [[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 15:27, 4 August 2024 (UTC)
 +
| changes = {{c|Updated description. (Also handy for putting out a fire)}}<br>{{c|Extinguish an ally reduces the cooldown by 20%}}
 +
| video = https://drive.google.com/file/d/14i-Nu5VH613AOgw7gf89rNqjYegC2cSu/view?usp=sharing
 +
}}
 +
[https://imgur.com/a/4bwI65r A funny bug] but i think i better waiting for Valve to fix it. - '''[[User:Thedop|Thedop]]''' 10:35, 12 October 2018 (UTC+1)
  
{{c|Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds}}
+
Hey there, I decided I'd help out on this
:{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 9:24 PM 1/1/2016 (PDT)}}
+
Hopefully around Jan 8-9 would be where I have everything for this demonstration. [[User:KingK|KingK]] ([[User talk:KingK|talk]]) 04:16, 6 January 2024 (UTC)
:Is this still needed? I didn't notice any significant changes from before(If any) [[User:JamesCatty|JamesCatty]] ([[User talk:JamesCatty|talk]]) 12:10, 30 October 2014 (PDT)
 
: Yes, I believe so. "Modified the Disguise Kit menu. It now has a Spy Mask icon in the upper-left corner and a white line above the class portraits." - Quoted from the June 11th patch. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 18:01, 30 October 2014 (PDT)
 
:: Alrighty, I guess I will go ahead and do it when I get time (a few hours) [[User:JamesCatty|JamesCatty]] ([[User talk:JamesCatty|talk]]) 18:15, 30 October 2014 (PDT)
 
  
Would it be worth also showing that being undisguised and invisible won't let you use an enemy dispenser, but being disguised and invisible will?  <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 03:27, 10 February 2015 (PST)
+
Alright I got it all right here.
:The cloak demonstrations already show this but it's not a bad idea to show it here too — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:24, 16 February 2015 (PST)
 
::Challenge Accepted. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 9:25 PM 1/1/2016 (PDT)
 
:::https://www.youtube.com/watch?v=3A9FDIjvYIY Well it's not that hard though. I know it's not perfect, tell me what you think [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 4:43 PM 1/2/2016 (PDT)
 
::::At 1:43 when i take out the Sapper, it starts with low-res texture then gradually become high-res. Yeah, the Tough Break update does it again. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 9:17 PM 1/3/2016 (PDT)
 
:::::What if you take the sapper out pre-recording? — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:21, 3 January 2016 (PST)
 
::::::It won't work, everytime you take out certain weapons, it always starts with low-res textures...Well i guess wait until Valve fix this one. Other than that, everything else are good? [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 2:18 PM 1/4/2016 (PDT)
 
:::::::Yes. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:54, 10 January 2016 (PST)
 
:::::::This will do https://www.youtube.com/watch?v=JZWEYZFHWDA [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 9:07 PM 3/4/2016 (PDT)
 
::::::::Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:08, 13 March 2016 (PDT)
 
  
=={{icon item|Enthusiast's Timepiece|16px}} [[Enthusiast's Timepiece]]==
+
[https://www.youtube.com/watch?v=JM1TOt4zxiw Video]
{{c|While invisible, Spy receives 20% less damage from all damage sources}}
+
- [[User:KingK|KingK]] ([[User talk:KingK|talk]]) 03:51, 10 January 2024 (UTC)
  
{{c|While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)}}
+
:Seems like your graphics settings aren't on the max, the windows on tr_karma also seem to be bugged. For the first clip, your kill sound should be turned off. For the second clip, make sure to switch all the bots back to the Shotgun. For the third clip, the clip is quite laggy and the sound suddenly increases halfway through. Fourth clip looks fine, albeit with some quality issues as mentioned before. For the first Spy clip, make sure to wait until he's fully invisible to throw the Jarate on him. Splitting up the cloaked and disguised Spy clip like this is better imo, rather than having it be one clip like the original. In the clip where you extinguish 3 teammates, it's fine to just use a single Heavy for that rather than 3 teammates. Maybe 3 clips at the same time would also be suitable for this: one to show off no extinguish, one to show off 1 extinguish, and one to show off extinguishing 2 teammates. It would show that 1 ally extinguished and 2 allies extinguished equally reduces the cooldown.
  
=={{icon item|Eviction_Notice|16px}} [[Eviction Notice]]==
+
:Other than that, remember to stand still between each clip. It seems like this was most notable on the clip with you and the Heavy being extinguished. The minimum acceptable video quality would be 1080p 60fps, perhaps recording only at that resolution rather than 4k will help with running the game a bit smoother, as currently some clips are very laggy even on 1080p.<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>]]) 11:48, 10 January 2024 (UTC)
  
{{c|Now provides 15% move speed bonus}}
 
  
{{c|Now increases damage taken by 20%}}
+
::Aight will get working on it, Thanks Grampa Swood  [[User:KingK|KingK]] ([[User talk:KingK|talk]]) 11:52, 10 January 2024 (UTC)
 +
::Here's the newly updated video
 +
::[https://www.youtube.com/watch?v=9_3_hfEnpB4 Video]
 +
::[[User:KingK|KingK]] ([[User talk:KingK|talk]]) 15:54, 12 January 2024 (UTC)
  
=={{icon item|Family Business|16px}} [[Family Business]]==
+
:::The video still looks laggy. It was not recorded at 60 fps. Also your antialiasing settings are still low. Use 4x or 8x.
 +
:::The video still has some problems. General: You wait too much between clips. When using half/third width clips don't disabled the HUD. I know that sometimes the elements look out of place but that can be fixed by editing the hud. First clip: The jar being misplaced is not your fault, but I think I can send a fix here. Second clip: The demoman should hit his 2 pipes instead of trying to kill the medic with rollers. 4th clip: I think you recorded the clips with normal width. Use half-width. 5th clip: The spy clips are now similar to the mad milk video. That's good, however, don't separate the spy clips. Record the clip in one shot. 6th clip: wait a bit before extinguishing yourself and the heavy. 7th clip: again, don't hide the hud. Final clip: It still shows the match hud bar. You can fix this by reloading the hud using hud_reloadscheme. · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 22:30, 24 January 2024 (UTC)
 +
::::For a future demonstrator, you will have to use [https://drive.google.com/file/d/1KPm9JCk4YI4zQO-MvJaJphnhx4JcTfU6/view?usp=sharing these files] that override the allclass animations of the sniper so the self aware appears at it should in the loadout. Use it only for the loadout. It also includes a fix for the mutated milk loadout pose too · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 18:20, 7 June 2024 (UTC)
 +
:::::There was a mistake with the arm pose. I've updated the drive link. Please update just the loadout part with the new fix · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 15:27, 5 August 2024 (UTC)
  
{{c|Added a new reload animation that does not block crosshair}}
+
Looks good, though the Beauty Mark has a special animation that plays if you hold the inspect button. I think it's worth showing that off (he shakes the can). The Spy that cloaked and jumped in the water did a really good job, btw. Very handsome, 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>]]) 15:36, 5 August 2024 (UTC)
  
{{Reservation/sandbox}}<span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 02:49, 27 March 2016 (PDT)
+
:Is 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>]]) 16:12, 5 August 2024 (UTC)
 +
::Looks good. Thanks · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 19:38, 5 August 2024 (UTC)
  
=={{icon item|Fishcake|16px}} [[Fishcake]]==
+
{{DemoEntry|end}}
  
{{Reservation|[[User:Kobias|kobias]] ([[User talk:Kobias|talk]]) 12:55, 16 September 2015 (PDT)}}
+
== {{Demo Header|Chargin' Targe}}, {{Demo Header|Tide Turner}}, and {{Demo Header|Splendid Screen}} ==
 +
{{DemoEntry
 +
| begin
 +
| 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
 +
}}
  
 +
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)
  
{{c|Now has 10 second cool down on use}}
+
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)
  
{{c|Can now overheal up to 400hp}}
+
: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)
  
{{c|Can be thrown (alt-fire) as a small medkit for other players to use}}
+
::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)
 +
{{DemoEntry|end}}
  
{{c|Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit}}
+
== {{Demo Header|Quick-Fix}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes =
 +
| video =
 +
}}
  
=={{icon item|Fists_of_Steel|16px}} [[Fists of Steel]]==
+
<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">
  
{{c|Removed deploy time penalty}}
+
{{c|What I've done in addition to the existing one (the timestamp in the parentheses are the old/new ones):}}
{{c|Added penalty of increased holster time by 100%}}
+
# ([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>
  
=={{icon item|Flamethrower|16px}} [[Flamethrower]]==
+
: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}}
  
{{c|Extinguishing allies now grants +20hp}}
+
== {{Demo Header|Eyelander}}, {{Demo Header|Nessie's Nine Iron}}, {{Demo Header|Horseless Headless Horsemann's Headtaker}}, and {{Demo Header|Half-Zatoichi}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = approved
 +
| reservation = [[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 18:35, 3 July 2024 (UTC)
 +
| changes = {{c|Show slower deploy and holster comparision.}}
 +
| video = https://drive.google.com/file/d/1vs7Q4T4RS0YK84e6p83JL6n1yGYy6d5Y/view?usp=sharing
 +
| video-text = Eyelander
 +
| video-extra = [https://drive.google.com/file/d/1gN2oGqc8LyIJrdMLZixe5F_wKogqA0l0/view?usp=sharing Nine-Iron], [https://drive.google.com/file/d/1NMvfY5OuaB30twGRSuzUct40YA-YVWjF/view?usp=sharing Horseless Headless Horsemann's Headtaker], [https://drive.google.com/file/d/1_AqDewmwf5eB0f8xpgnFYT9knZR5ViVf/view?usp=sharing Half-Zatoichi]
 +
}}
 +
The other swords shows the comparision except for the above ones. [[User:ThunderRunner|ThunderRunner]] ([[User talk:ThunderRunner|talk]]) 08:54, 18 December 2021 (UTC)
  
{{reservation/sandbox}} <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 20:39, 2 January 2016 (PST)
+
I think I am capable of doing demonstrations again.  As someone on the wiki that doesn't get credited for shit, I think these might upper my reputation.<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/]] 04:32, 19 April 2024 (UTC)
  
Sorry about the delay, [https://www.youtube.com/watch?v=vGOUn09yGm4&feature=youtu.be how's this?] I airblased the heavy twice to ensure viewers see the +20 taking effect however I did not show what happens if you are at full health and get +20 (show that it doesn't overheal.) Is this worth showing? <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 05:18, 10 January 2016 (PST)
+
:What edits/contributions have you made that you did not get credited for?<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>]]) 05:13, 19 April 2024 (UTC)
:No need. Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:54, 10 January 2016 (PST)
 
:: [http://www.mediafire.com/download/sjb42wqtzr4j28c/Flamethrower+Demonstration.wmv Download] <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 02:00, 11 January 2016 (PST)
 
  
=={{icon item|Force-A-Nature|16px}} [[Force-A-Nature]]==
+
::Oh, I dunno, [https://wiki.teamfortress.com/w/index.php?title=Soldier_Robot&diff=3568960&oldid=3552448 this], [https://wiki.teamfortress.com/w/index.php?title=Template:Item_set_infobox&diff=3618268&oldid=3565663 this], and [https://wiki.teamfortress.com/w/index.php?title=Ghost&diff=3649086&oldid=3401209 especially] [https://wiki.teamfortress.com/w/index.php?title=Saw_blade&diff=3649104&oldid=3314666 these].
{{c|Updated description to better detail the weapon's features.}}
+
::----[[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/]] 15:57, 19 April 2024 (UTC)
::I'll try my hand at it. I've gotten most of the clips down. I just need to put the 2 demos together and get a screen recorder for the loadout.--[[User:Punishment Fatal|Punishment Fatal]] ([[User talk:Punishment Fatal|talk]]) 23:18, 10 October 2015 (PDT)
 
::Edit: I have the demos, but I'm having trouble compressing them. Quicktime doesn't want to let me work in h264 and the tga's have some sort of stop at certain frames when I didn't have in them in the game. How can I use a program that can smooth out the tga's or use a different format while recording a movie to extract the video and audio without stuttering or 1,000 files flooding my TF2?
 
::: If you're talking about bringing the images together to form a clip, personally I use [http://virtualdub.sourceforge.net/ Virtualdub.] After you srcdemo2 and use Virtualdub you can delete all the images you used, as you will have the video. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 01:21, 11 October 2015 (PDT)
 
:::: Yeah, I was using Virtualdub as well. It's just when I was watching the tgas compiled together, I noticed that at certain tgas the game completely halted and froze as if my game was stuttering though in the demo itself there was no visible sign of any framerate drop. [[User:Punishment Fatal|Punishment Fatal]] ([[User talk:Punishment Fatal|talk]]) 01:26, 11 October 2015 (PDT)
 
:::: I've also seemed to have encountered another problem. Everytime I try to open SrcDemo2, it just loads and stops immediately even without opening a window to let me troubleshoot the problem. Do you know how to work around this? Also, should I use OBS for recording the loadout or do you recommend some other program? [[User:Punishment Fatal|Punishment Fatal]] ([[User talk:Punishment Fatal|talk]]) 03:47, 11 October 2015 (PDT)
 
::::: Throw me a friend request, I can help out. [http://www.steamcommunity.com/id/obilisk/ Add me.] <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 05:48, 11 October 2015 (PDT)
 
:::::: Alright, I found the problem for Virtualdub. It stuttered since it wasn't an actual player and didn't load all the frames together. However, when I exported the frames, it reduced the quality quite a bit. Is there any way I can keep the quality while converting? [[User:Punishment Fatal|Punishment Fatal]] ([[User talk:Punishment Fatal|talk]]) 13:10, 11 October 2015 (PDT)
 
:::::: Edit: Nevermind, only Windows Media player was showing the quality as blocky. Windows Movie Maker shows it as normal. [[User:Punishment Fatal|Punishment Fatal]] ([[User talk:Punishment Fatal|talk]]) 13:36, 11 October 2015 (PDT)
 
::::::: Alright, here's the [https://youtu.be/SkybTkQ4YXM rough edit] for the Demonstration. I haven't added a loadout option yet or rendered it in SrcDemo2, but I want to hear your guys' critique. (Also thanks again to Obilisk for sending me the training vid music). [[User:Punishment Fatal|Punishment Fatal]] ([[User talk:Punishment Fatal|talk]]) 19:26, 12 October 2015 (PDT)
 
  
: Overall It's looking pretty good so far Punishment Fatal. My only suggestions would be to perhaps not fire two shots every time you intend to shoot. From the looks of your demonstration it seems compulsory to always fire both barrels. I'd say maybe just shoot one shot when you know the other won't be shooting at anything. ( An example is at 0:40 when you kill the medic, one of your shots go to waste. Try killing him with just the amount of bullets you need to, and again straight after, you should only shoot the backboard once.)  Also, the ending sound should merge with the original demonstration music, rather than cutting to no music then bringing it in.  Otherwise, as I said, looking good! <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 04:16, 15 October 2015 (PDT)
+
:::On all of these edits you are credited just fine. How did you expect to be credited?<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>]]) 16:00, 19 April 2024 (UTC)
  
: Here's the [https://www.youtube.com/watch?v=G3x1uctWuBQ&feature=youtu.be fixed edit]. Again, it's pre SrcDemo2 and loadout since I'm still trying to get SrcDemo to work (Dokanlibrary doesn't want to work for me on Windows 8) and I'm trying to decide which program to use for the loadout screen (would OBS be the best option?).
+
::::Wikicheivments?  I never got another one since [[User talk:Slimyboi500/Arch1#Wikichievement unlocked|November]].  [[User:Mediarch|Mediarch]] is [[User talk:Mediarch#Wikichievement unlocked.21|getting]] [[User talk:Mediarch#Wikichievement Unlocked.21 2|all]] [[User talk:Mediarch#Wikichievement Unlocked.21 3|the]] [[User talk:Mediarch#Wikichievement unlocked.21 4|fame]] [[User talk:Mediarch#C .3E 7|and glory]].  I just don't wanna think I'm the odd one out.
 +
::::----[[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/]] 16:15, 19 April 2024 (UTC)
  
:: The clips you have provided are looking very nice. Though, not sure about the blurred transition, I'd say try avoid the blur and just have a transition if possible. Personally I use Fraps to record loadout views, can't say I've experienced much with other programs though I'm sure any one of them would do the trick. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 05:10, 18 October 2015 (PDT)
+
::::: Slimy, you don't need Wikichievements on a wiki. The point of it is to inform, not be popular. Also, Mediarch has been constantly doing this sort of thing, pretty consistently too. Just look at the recent changes. Besides, your contributions don't warrant most of the stuff Medi has, n' you've already got a decent amount of Wikichieves. — [[User:Payn|payn.]] [[File:Beggar's Bazooka.png|30px|link=User:Payn]] [[User talk:Payn|Talk]] [[File:Speech voice.png|25px|link=User talk:Payn]] [[Special:Contributions/Payn|Contribs]] [[File:Market Gardener.png|30px|link=Special:Contributions/Payn]] 00:02, 13 May 2024 (UTC)
  
:What Obilisk said, plus:
+
Looks good, waiting for the other demos to put it on approved (putting it to "nodemo" for now).<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>]]) 20:49, 13 July 2024 (UTC)
* Audio and video appear desynced. Check the shot sounds vs video during the first clip at 0.5x speed.
 
* Make sure to reload at least once with only one shot fired to show both shells being thrown out. This can be done with the medic if you end on a single shell left, or otherwise after shooting the back board with a single shot.
 
* Don't twitch-jump (1:40). See [https://www.youtube.com/watch?v=HPFTBw7owko current demonstration]. You don't need to twitch, just need to be looking at the right angle while jumping.
 
* Framerate is choppy (SrcDemo2 would fix it, and if that doesn't work, plain Source Recorder still should)
 
[[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:13, 18 October 2015 (PDT)
 
  
: I must unfortunately remove my reservation. My computer does not want to co-operate well with any recording program and I no longer have the free time I once had to continue with the videos. [[User:Punishment Fatal|Punishment Fatal]] ([[User talk:Punishment Fatal|talk]]) 23:55, 4 January 2016 (PST)
+
:On the Half-Zatoichi one, I would add a clip showing it heals half HP (so just start at 1 HP and kill someone) and then I would add another clip that shows you can't switch off of the weapon with 50 HP or less (just use no fast switch there). The rest are 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)
 +
::All looks good now. Thanks · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 20:15, 31 July 2024 (UTC)
 +
{{DemoEntry|end}}
  
=={{icon item|Frontier Justice|16px}} [[Frontier Justice]]==
+
== {{Demo Header|Kritzkrieg}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| 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 =
 +
}}
 +
I think I'll take this one! [[User:Greenfox|Greenfox]] ([[User talk:Greenfox|talk]]) 20:51, 22 October 2022 (UTC)
  
{{c| Updated description}}
+
: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)
  
=={{icon item|Gloves_of_Running_Urgently|16px}} [[Gloves of Running Urgently]]==
+
sorry! [[User:Greenfox|Greenfox]] ([[User talk:Greenfox|talk]]) 06:27, 23 October 2022 (UTC)
 +
{{DemoEntry|end}}
  
{{c|Increased holster time penalty}}
+
== Trading demonstration ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Doesn't show the "Requires Steam Guard verification" window}}
 +
| 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)
 +
: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)
 +
{{DemoEntry|end}}
  
{{Reservation | [[User:Azelka|Azelka]] ([[User talk:Azelka|talk]]) 23:16, 23 January 2016 (PST)}}
+
== {{Demo Header|Teleporters|icon=RED Teleporter.png}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation = [[User:GrampaSwood|GrampaSwood]], 7-8-2024 17:03 CEST
 +
| changes = {{c|Needs to show the updated metal cost.}}
 +
| 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).
  
=={{icon item|Golden Wrench|16px}} [[Golden Wrench]]==
+
Optional extra clips:
{{c|Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)}}
+
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.
  
{{c|Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)}}
+
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)
  
{{c|Building pick up speed penalty reduced from 25% to 10%}}
+
: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)
 +
{{DemoEntry|end}}
  
{{c|Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)}}
+
== {{Demo Header|Amputator}} ==
:The only way i can get the Golden Wrench, Golden Pan and Saxxy is to use a plugin called [TF2Items Giveweapon] for Sourcemod and install it in a Dedicated server. With that plugin you can give yourself any weapon. So the problem is, any recorded demos in a Dedicated server with plugins installed the movement will not be smooth, exactly what happened to my Mini-Sentry video, and the clips where the movement are not smoother was recorded in my Dedicated server. Well i don't know what causes the problem and i can't figure it out. I recorded a video of it: https://www.youtube.com/watch?v=AiWA7MdoRLk That would be really nice if Valve can actually borrow these just for recording demonstrations :> [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 1:09 AM 8/14/2015 (PDT)
+
{{DemoEntry
::The demo doesn't look that bad to me. Another way you could do this is by playing on a custom server with that mode and with <code>host_timescale 0.1</code>. Record both the demo and fraps at the same time. Then speed up the video 10x with frameblending and you'll get something that's a bit like SrcDemo2 would give you (it's equivalent to 10 fpf and 360 shutter angle). Then you can play the demo at <code>demo_timescale 1.0</code> to get the audio out of it. Merge it into one video, add the backpack view, then add in the pre-echo'd versions of the Golden Wrench sound lines. It's not easy but can be done. This demonstration is a one-of-a-kind and it's hard to make, yes. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:56, 16 August 2015 (PDT)
+
| begin
:::[https://www.youtube.com/watch?v=qIqjTOShnEg Wow, it actually worked!] It just a test, i used "Smart resample" for the clip, and speed it up x10. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:30 AM 9/26/2015 (PDT)
+
| status = nodemo
::::Video looks good but the audio is badly synced. The hit sound should start just a few frames before the hit happens. An easier way to sync is to look at the enemy's lips and do lipsyncing on their "ow" voice lines. Also (I know it's just a test but just putting it out there just in case), remember to add in all the golden wrench voice lines on each kill. 4 enemies, 4 lines. You can make this easier by overwriting the engineer .wav files with blank audio, that way he doesn't accidentally speak when killing. Then you can add the 4 golden wrench voice lines later. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:45, 26 September 2015 (PDT)
+
| 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>]] 04:11, 31 May 2024 (UTC)
 +
| changes = {{c|Does not show damage against players vs stock}}
 +
| video =
 +
}}
  
=={{icon item|Golden Frying Pan|16px}} [[Golden Frying Pan]]==
+
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)
{{c|Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)}}
 
  
{{c|Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)}}
+
: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)
  
{{c|Building pick up speed penalty reduced from 25% to 10%}}
+
:: 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)
  
{{c|Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)}}
+
:::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)
 +
{{DemoEntry|end}}
  
Yes, for the Engineer it functions as a Wrench, and all the Wrench things are demonstrated in this video. - [[User:Uufje|Uufje]] 01:40, 3 July 2015 (PDT)
+
== {{Demo Header|Direct Hit}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = review needed
 +
| reservation = [[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 10:53, 7 August 2024 (UTC)
 +
| changes = {{c|Does not show splash damage size compared to stock. No damage comparison to stock. You can airshot a soldier that rocket jumps.}}
 +
| video = https://drive.google.com/file/d/1G3g7DNhLA-j1Va3MAVWOC2ow_GOAUPgk/view?usp=sharing
 +
}}
 +
I've wanted to contribute a weapon demonstration before and felt this was a good one to do, so I hope it is okay to reserve this for now while I prepare the clips and video. The weapon stats explicitly mentions it also mini-crits against targets launched airborne via the Grappling Hook and Thermal Thruster; would (either of) these be worth including alongside the rocket jumping Soldier airshot?<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 10:53, 7 August 2024 (UTC)
  
=={{icon item|Horseless Headless Horsemann's Headtaker|16px}} [[Horseless Headless Horsemann's Headtaker]]==
+
:I forgot to suggest actually; given the other Soldier primary weapons also showcase airshot clips, I feel it would be reasonable to show a comparison between the stock and Direct Hit for this due to the Mini-Crit stat. Would it be best to only do it for the clip of the Direct Hit launching the enemy airborne, or for multiple (or none) of the clips.<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 11:02, 7 August 2024 (UTC)
  
{{c|Updated description to better detail the weapon's features.}}
+
::There's no need for the comparison imo, just a clip of an airshot is good. I also think it's also worth including the Grappling Hook and Thermal Thruster as they're specifically mentioned.<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>]]) 12:17, 7 August 2024 (UTC)
  
=={{icon item|Half-Zatoichi|16px}} [[Half-Zatoichi]]==
+
:::Trying to get the airshot clip ft. Grappling Hook wasn't working, and after a little searching I found out that Mannpower mode disabled (mini-)crits caused by being launched airborne in 2020, and the Direct Hit's weapon statistics were never updated to address that it does not work with Grappling Hooks anymore. I'm unsure if I should include the Grappling Hook in the demonstration or not due to this, though it may be good to add to the Bugs list on the weapon page regardless. This same issue exists for the Reserve Shooter as well.<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 01:53, 8 August 2024 (UTC)
  
{{c|increased holster and deploy time and increased range}}
+
::::I've uploaded the demonstration video; I've opted to include the Grappling Hook airshot anyway as it is explicitly mentioned in the weapon description. I've also included damage to buildings, as it is a common use case for the Direct Hit and felt was relevant to the demonstration.<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 00:04, 9 August 2024 (UTC)
  
{{c|Honorbound changed. Deals 50 self damage on holster if no kill was made. Cannot be holstered if player is below 50 life and no kill was made.}}
+
::::: Should also include an splash damage radius comparison between stock Rocket Launcher and Direct Hit. [[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>]] 00:54, 9 August 2024 (UTC)
  
{{c|100% life restore on kill changed to 50% health gain on kill that can result in overheal}}
+
{{Outdent|6}} Felt like I had forgotten something, I even already had the clips for it! Updated demonstration link to add splash damage radius comparison.<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 02:42, 9 August 2024 (UTC)
  
{{c|No random crits}}
+
:The clip where a Demoman was shot mid-air first before the series of other interactions with blast/air conditions doesn't feel right. There seems to be no clip where Demoman launched himself with a stickybomb. I would perhaps use a Medic for this one, and/or add a separate clip with Demoman launching himself with a stickybomb. But that's just my personal feedback. [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 10:29, 12 August 2024 (UTC)
  
=={{icon item|Huo-Long Heater|16px}} [[Huo-Long Heater]]==
+
::I did consider it initially, but felt it would be redundant as the stat is only listed vaguely as "launched airborne by explosions", and the first two airshot clips feel sufficient for that already.<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> 20:04, 12 August 2024 (UTC)
  
{{c|Updated description to better detail the weapon's features.}}
+
:::I agree with the first two airshot clips being sufficient. I think the building clip is unnecessary, as we don't show that for other damage bonus/penalty attributes. I'm also missing a clip of you rocket jumping and the effect the damage bonus has on your HP (or the lack thereof). Other than that, if the video gets approved it would be best if you also made a version without the Grappling Hook clip, and then also sent that over. That way if they ever fix the attribute we don't need to redo the whole video or edit 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>]]) 23:31, 16 August 2024 (UTC)
  
=={{icon item|Jag|16px}} [[Jag]]==
+
::::I've posted an updated version removing the building destruction clips and added some rocket jump comparison clips (they can be seen near the end of the video, just before the airblasting clip).<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> 02:24, 17 August 2024 (UTC)
{{c|With the change to Base Construction boost, Jag bonus has improved.}}
+
{{DemoEntry|end}}
  
{{c|Added +15% swing speed.}}
+
== {{Demo Header|Pomson 6000}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = approved
 +
| 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/]] 19:52, 24 July 2024 (UTC)
 +
| changes = {{c|October 21, 2016 Patch - Fixed the Pomson 6000 playing the Shotgun reload sound.}}
 +
| video = https://drive.google.com/file/d/1lhGBkYwkPdjl4P1xSbXfOAV7WmwLrqSP/view?usp=sharing
 +
}}
  
{{c|Added 20% repair penalty. Repairs will give up to 80hp per swing instead 100hp per swing.}}
+
This time, I am actually going to work hard on this one.<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/]] 19:52, 24 July 2024 (UTC)
  
{{c|Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)}}
+
:I don't know why but I can't do demonstrations with other people.  Maybe it's because the item servers are down?
 +
:[[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/]] 22:07, 29 July 2024 (UTC)
  
{{c|Building pick up speed penalty reduced from 25% to 10%}}
+
::They shouldn't be, what's the issue?<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>]]) 22:11, 29 July 2024 (UTC)
  
{{c|Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)}}
+
:::I can't seem to get someone to help me record in my server.  I'm doing a side-by-side recording like [https://youtu.be/pzaDV6NNHXs?t=45 this], but my assistant can't seem to join my server, and neither can I join his.
 +
:::[[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/]] 23:17, 29 July 2024 (UTC)
  
{{c|Added damage penalty against buildings. Now takes 3 hits to destroy a Sapper.)}}
+
::::Are you using {{code|-enablefakeip}} in launch options and {{code|sv_lan}} set to {{code|0}} before making 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>]]) 23:19, 29 July 2024 (UTC)
:{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:03 AM 3/12/2016 (PDT)}}
 
  
=={{icon item|Jarate|16px}} [[Jarate]]==
+
The only issue I can see with this demo is that the clips with the double view are a bit unnecessary, it seems like they can be shown off with just the Engi's view too, as the views after that are already showing off Medic's pov. Other than that, the video looks slightly laggy on my end, but I'm not sure if that's a problem just on my end so [[User:Ashe|Ashe]] will have to be the judge on that.<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)
 +
:Video didn't look laggy for me. Looks good. Thanks · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 14:51, 15 August 2024 (UTC)
 +
::Nvm, the video is 30 fps. I thought that swood was talking about a video glitch. Please upload the video in 60 fps · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 05:59, 16 August 2024 (UTC)
 +
:::Looks good, [[User:Kibblekip|Kibblekip]] confirmed the video is 60 FPS so imo it's good to go. Though I do think that for the future, perhaps it's best to have the first Spy cloak clip feature 2 Spies. One that gets shot and one that doesn't.<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}}
  
{{c|Extinguishing an ally now reduces the cool down by 20%}}
+
== {{Demo Header|Thermal Thruster}} ==
:{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 2:11 PM 1/6/2016 (PDT)}}
+
{{DemoEntry
::https://www.youtube.com/watch?v=IJmoSQV3bYc [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 8:16 PM 1/6/2016 (PDT)
+
| begin
:::Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:54, 10 January 2016 (PST)
+
| status = nodemo
::::srcdemo2 version https://www.youtube.com/watch?v=rWqEMYxj8uw [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 10:33 PM 1/19/2016 (PDT)
+
| reservation =
:::::Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:36, 24 January 2016 (PST)
+
| 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}}
  
=={{icon item|Loose Cannon|16px}} [[Loose Cannon]]==
+
== {{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}}
  
{{c|Updated description to better detail the weapon's features.}}
+
== {{Demo Header|Soda Popper}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = approved
 +
| reservation = [[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 02:31, 8 August 2024 (UTC)
 +
| changes = {{c|Needs to show Hype build on disguised spies.}}
 +
| video = https://drive.google.com/file/d/1RxBkPNKYuPxRs7Lb7aBNroFKXtkoejWC/view?usp=sharing
 +
}}
 +
I'd also like to better indicate both the distance and height that can be achieved in separate clips, as I feel the original demonstation does not fully showcase the capabilities of the Soda Popper's Hype gauge in the last clip alone. Would it be good to also include Hype build on invisible Spies, or would only disguised Spies be necessary?<br> [[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 02:31, 8 August 2024 (UTC)
  
{{c|Reduced projectile speed}}
+
:Something I only considered just before I got to video editing is that the Soda Popper's increased fire rate and reduced reload speed stats appear to be directly in reference to the FaN rather than the Scattergun, thoughts on including a comparison between the two? (probably side-by-side clips of shooting a Heavy, probably from far enough away that it doesn't trigger the FaN's knockback)<br> [[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 19:38, 8 August 2024 (UTC)
  
{{c|Reduced cannon impact damage from 60 to 50. Damage also scales with distance.}}
+
::I would say compare it to the FaN's fire speed, ignore the scattergun, and if you're worried about knock back try and do it against the back wall of tr_karma. <br>[[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 19:42, 8 August 2024 (UTC)
  
{{c|Reduced knockback from cannon hit. Knockback strength is now similar to airblast.}}
+
::Just compare to all 3. Scattergun, Force-A-Nature, and Soda Popper in one clip. Also make sure to inspect the Force-A-Nature before starting the clip.<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>]]) 19:49, 8 August 2024 (UTC)
  
{{reservation/sandbox}} <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[User:Derpspy|<span style="text-decoration:">Derpspy</span>]]</span> 16:49, 15 December 2015 (GMT)
+
:::If I do all three the HUD breaks due to the Soda Popper's 'Hype' HUD clipping over the health bar. Is there a way I'd be able to fix this? If not I'll only be able to compare two of them at once, to which I'd probably do the FaN and Soda Popper and ignore the Scattergun.<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 10:15, 9 August 2024 (UTC)
  
=={{icon item|Mad Milk|16px}} [[Mad Milk]]==
+
:::Unless you're using a custom HUD or playing in 4:3, the Hype meter shouldn't be anywhere near the health bar, instead it should be near the ammunition count. (You should use the default HUD + a 16:9 resolution, at least 1366x768 or 1600x900 when making demonstration videos) [[User:JupiterSphere|<span style="color:#ffbb57">JupiterSphere</span>]] ( ◡‿◡ *) ⊱✿⊰ [[User talk:JupiterSphere|<span style="color:#b97ecf">Talk To Me!</span>]] ⊱✿⊰ 11:07, 9 August 2024 (UTC)
{{c|Updated description. (Also handy for putting out a fire)}}
 
{{c|Extinguish an ally reduces the cooldown by 20%)}}
 
:{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 5:44 PM 1/7/2016 (PDT)}}
 
::The "Extinguish an ally reduces the cooldown by 20%" does nothing... i'm not sure why. i've reported it to Valve [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 5:45 PM 1/7/2016 (PDT)
 
  
=={{icon item|Manmelter|16px}} [[Manmelter]]==
+
::::This is unfortunately not an option if they need to compare 2 or 3 clips in one go.<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>]]) 11:11, 9 August 2024 (UTC)
  
{{c|Updated description to better detail the weapon's features.}}
+
Demonstration added. I used separate clips to show the Soda Popper's Hype gauge usage both for primarily horizontal and vertical movement separately, as I felt this gives a better idea of how it can be utilized.<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 01:29, 10 August 2024 (UTC)
  
=={{icon item|Market_Gardener|16px}} [[Market Gardener]]==
+
:Looks good. I think the initial clip doesn't need the Hype jumps, though. No need to redo for that.<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)
  
{{c|20% Attack Speed penalty}}
+
::Aye yeah, I mostly included that given it was in the existing demonstration; didn't know why it was in that either but felt it was safer to include just incase.<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> 23:36, 16 August 2024 (UTC)
 +
{{DemoEntry|end}}
  
=={{icon item|Minigun|16px}} [[Minigun]]==  
+
== {{Demo Header|Widowmaker}} ==
{{c|Viewmodel has been updated.}}
+
{{DemoEntry
:{{Reservation|[[User:Luigifan656|Luigifan656]] ([[User talk:Luigifan656|talk]]) 15:43, 29 July 2015 (PDT)}}
+
| begin
Is this here good? https://youtu.be/GUFxZuTWU1o [[User:Luigifan656|Luigifan656]] ([[User talk:Luigifan656|talk]]) 06:31, 30 July 2015 (PDT)
+
| status = approved
:I personally noticed a few things:
+
| reservation = [[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 17:47, 1 August 2024 (UTC)
* Quality I think could use some improvement, try increasing your bitrate or quantizer settings when rendering the final video.
+
| changes = {{c|Needs to show that metal is not gained when shooting disguised spies.}}
* A minor thing, but usually the mouse pointer is already pointing at the backpack icon when the video starts.
+
| video = https://drive.google.com/file/d/1piTu5LUbcjsD5vgPdGs5-tH5pgYJQCxJ/view?usp=sharing
* The splitscreen scene looks weird, doesn't look like you centered and cropped the clips well enough. I'm assuming you meant to make a three-way splitscreen, try fiddling around until you can make three equally wide clips next to each other.
+
}}
* The music ends too soon, the "clack" ending sound should be at the very end.
+
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)
This is not an official review, but it should give you something to work with before Wind returns. Good luck - [[User:Uufje|Uufje]] 07:52, 30 July 2015 (PDT)
+
{{DemoEntry|end}}
  
I am nearly done now, but I can't seem to find a training video mp3 that is as long as my demonstration. [[User:Luigifan656|Luigifan656]] ([[User talk:Luigifan656|talk]]) 10:10, 30 July 2015 (PDT)
+
== {{Demo Header|Ubersaw}} ==
:You can find extended music here: http://www.mediafire.com/download/y0gjm9yekjj6zzx/Demonstration+Music+v2.rar - [[User:Uufje|Uufje]] 13:35, 30 July 2015 (PDT)
+
{{DemoEntry
 +
| begin
 +
| 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}}
  
Is this here better? https://youtu.be/94Jt9uwb1uU [[User:Luigifan656|Luigifan656]] ([[User talk:Luigifan656|talk]]) 14:27, 30 July 2015 (PDT)
+
== {{Demo Header|Machina}}, {{Demo Header|Shooting Star}} ==
 +
{{DemoEntry
 +
| 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/1co1dYQorbjHtGUaI15pppyzHasE6HwiP/view?usp=sharing
 +
| video-text = Machina
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| video-extra = [https://drive.google.com/file/d/1c84xblZSWBwVeDRwXt8BLy6-fKSyOEco/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)
 +
{{DemoEntry|end}}
  
: Hi Luigifan656, first clip looks good to me, though the second clip needs some work.
+
== {{Demo Header|Ap-Sap}}, {{Demo Header|Snack Attack}}, {{Demo Header|Red-Tape Recorder}} ==
* Generally speaking, the hud needs to be present in all 3 splitscreens, two of yours appear to be cropped. However, with this specific splitscreen you don't even need the hud present at all, as the splitscreens are comparing the speed rather than the health or ammo.
+
{{DemoEntry
* Please give more time for the transition.
+
| begin
* Start the splitscreen from a stationary potision, rather than having the heavies already running. (Basically try get the clip to be as identical as the [https://www.youtube.com/watch?t=47&v=_YF2L0vty3U original demonstration] )
+
| status = nodemo
* During the splitscreen there is no sound. I'd suggest having the shooting clip's sound play as well as the far left sound's play.
+
| reservation =  
* You should swap the splitscreen order, having the shooting clip on the far right and the spinning clip in the middle.
+
| changes = {{c|Does not show Sapped Sentry Guns take 33% less damage from the Spy who applied the Sapper.}}
* Don't end the splitscreen clip so suddenly, give some time then unspin the miniguns. (Again, try mimic the original demonstration.)
+
| video =
* Also, are you running a german version of the game? When you shoot the enemies they appear to spark. Not sure if this is an issue or not, but worth noting.
+
}}
 +
{{DemoEntry|end}}
  
Overall, good attempt at your demonstration dude, the first clip looks spot on to me, though the splitscreens do need some work. I know it seems like a mouthful, splitscreens can be a pain, but most of them are a easy fix. - This is only my opinion, so it'd be worth waiting for Wind's response. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 19:54, 30 July 2015 (PDT)
+
== {{Demo Header|Battery Canteens}} ==
:Yeah, the splitscreens don't seem to be centered. The middle clip is good, since the minigun is exactly in the middle, but the other two are still off. Try to fiddle around and make the right and left clips look like the middle one. - [[User:Uufje|Uufje]] 00:37, 31 July 2015 (PDT)
+
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Needs Canteen Specialist's time bonus for canteens shown.}}
 +
| video =  
 +
}}
 +
{{DemoEntry|end}}
  
This is better I think: https://youtu.be/qDKNgbImsZ4 oh, and I am playing on the german version of the game. I hope that isn't bad. [[User:Luigifan656|Luigifan656]] ([[User talk:Luigifan656|talk]]) 07:37, 31 July 2015 (PDT)
+
== {{Demo Header|Neon Annihilator}} ==
: Hmmm what is it? http://prntscr.com/7z90rp <span style="background:#ffffff;border:1px solid #000000;padding:0em 0.5em;font-family:Arial Black; color:#000000">[[User:Radist|RADIST]]&nbsp;|&nbsp;[[User talk:Radist|T]]&nbsp;|&nbsp;[[Special:Contributions/Radist|C]]</span> 07:43, 31 July 2015 (PDT)
+
{{DemoEntry
Oh, I think Sony Vegas corrupted the file. Weird that I didn't see it when I edited it.  
+
| begin
 +
| status = review needed
 +
| reservation = [[User:GrampaSwood|GrampaSwood]]
 +
| changes = {{c|Needs to show critical hits from the gas passer and damage vs stock.}}
 +
| video = https://drive.google.com/file/d/1BxRKhQF-q-Eok_0mp2ywX1fyxYN51Zp5/view?usp=sharing
 +
}}
 +
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)
 +
{{DemoEntry|end}}
  
This? https://www.youtube.com/watch?v=1zF0H-HOHHQ&feature=youtu.be [[User:Luigifan656|Luigifan656]] ([[User talk:Luigifan656|talk]]) 13:33, 31 July 2015 (PDT)
+
== {{Demo Header|Unleashed Rage}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = approved
 +
| reservation = [[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'''}}]] 03:54, 14 August 2024 (UTC)
 +
| changes = {{c|Updated Taunt: Unleashed Rage to fix incorrect outro timing.}}
 +
| video = https://drive.google.com/file/d/14cIlo8fDcPzlpRRc0NMtwEQ9f4egI6nV/view?usp=sharing
 +
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)
 +
}}
 +
{{DemoEntry|end}}
  
Still a few things you need to fix up Luigifan656,
+
== {{Demo Header|Unusualifier}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = review needed
 +
| reservation = [[User:GrampaSwood|GrampaSwood]] 15-8-2024 18:24 CEST
 +
| changes = {{c|Current video has the shadowplay icon in the bottom right while showing the taunt}}
 +
| video = https://drive.google.com/file/d/19RfUgNWl0wqtreBRHC7OZA-TjqLmpApo/view?usp=sharing
 +
}}
 +
I've matched the sound and everything up to the old one, the only noticeable thing is maybe a jump in background ambience as tr_target_weaponref_hdr uses a different ambience. I can re-record on there if 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>]]) 13:19, 20 August 2024 (UTC)
 +
{{DemoEntry|end}}
  
* The splitscreen position and sizes are still a bit off. To get 3 splitscreens even, have the far left track motion as "-640", the middle clip as "0" and the far right as "640" You then want to crop each clip to the size of "640" Doing so will have all three perfectly even.
+
== {{Demo Header|Classic}} ==
* The right clip is out of sync. It should sync perfectly with the middle clip. (Starting of the walk and ending of the walk should be perfeclty synced for the two.)
+
{{DemoEntry
* The far left clip appears to lag/jolt at 0:48.
+
| begin
* There are bullet holes present in your clips all over the walls. To clear them simply type "r_cleardecals" in the console.
+
| status = nodemo
* You should allow the miniguns to fully spin down before ending the demonstration. Also, the fade to black for each clip should be synced.
+
| reservation =
* Also, I don't think the transitions between the clips should fade completely to black, to make them easily merge simply just place one clip over the other with a 0:15 transition. It should look [http://s4.postimg.org/qp9invil9/example.png like this.] <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 00:54, 1 August 2015 (PDT)
+
| changes = {{c|Does not demonstrate damage comparison compared to stock. [Both quickscope and fully charged]}}<br />{{c|Does not demonstrate jumping while scoping.}}<br />{{c|Does not demonstrate cancelling a charge by switching weapons}}
 +
| video =
 +
}}
  
Feel free to wait for Wind's responce, I'm not sure what his opinion is about the minigun spin ups, as he may want them to be walking then spin and walk (Like the original minigun demonstrations are currently) Again though, it's very close to looking nice. Keep it up! <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 00:54, 1 August 2015 (PDT)
+
'''Part 1: The Main Gang (Pyro, Soldier, Medic)'''
  
:Oh hi. Thanks for iterating pretty quickly on this demonstration. Here's my opinion:
+
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].
* All of what Obilisk said applies (including spin and walk)
+
# Inspect the rifle
* For Minigun-like weapon demonstrations, it's customary to move a little bit forward in the spawning wooden box so that you are right up against the front wooden barrier during the first clip. This way, in this position, the minigun firing effect won't clip against the top wooden barrier. Do so before starting to record (don't move while recording).
+
# Scope the rifle without manually charging. Pause for a few seconds.
* There is some lag (or perhaps just a jittery mouse) around 0:20-0:23
+
# Charge the rifle to full while scoped. Pause for a few seconds.
— [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:50, 2 August 2015 (PDT)
+
# 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.
  
Sorry that it took so long, but I hope this is better now: https://youtu.be/OyQibzGLowA [[User:Luigifan656|Luigifan656]] ([[User talk:Luigifan656|talk]]) 15:43, 9 August 2015 (PDT)
+
'''Part 2 – Sniper Movement 1'''
  
:Hey Luigifan656,
+
Three split videos of Sniper, left and middle with Classic, right with Sniper Rifle. This will demonstrate that charging slows down the player.
  
:Another good attempt at the demonstration, but there's still a few things:
+
# Begin charging the middle Classic. Also begin charging the normal Sniper Rifle.
 +
# Move forward to the garage door.
  
:* In my opinion you spend just a little too long shooting the pyro. After the 4th or so 'burst' you can increase the fire rate a bit to finish him off, however this may be alright as it is.
+
'''Part 3 – Sniper Movement 2'''
:* Your splitscreen doesn't appear to be even nor centered, each of the clips should have the crosshair in the middle.
 
:* Your far left splitscreen appears to have a black crosshair, try keep all the colours consistant throughout the demonstration.
 
:* The miniguns need to spin up completely in sync.
 
:* Again, try have the heavy's start in a stationary position, then move all at once and then spin up the miniguns. (Just like the original Minigun demonstration.)
 
  
 +
Two split videos of Sniper, both with Classic. This will demonstrate that releasing a charge returns the speed back to normal.
  
:Overall, again VERY close Luigi, just a few things. Since you said you're using Sony Vegas I made you a quick video on how to get the clips perfectly placed for a 3 way splitscreen. Note this is on Sony Vegas 12.0 [https://www.youtube.com/watch?v=qGVBtgS3KCA&feature=youtu.be Watch here.] Ignore the glitches at the end, it's just Sony Vegas not liking to preview it properly. Wind hopefully will be checking the talk page within the next few days, so you should be able to get his opinion soon as well. Hang tight. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 05:35, 10 August 2015 (PDT)
+
# Begin charging the right-hand side.
::I don't have anything to add to what Obilisk said except that no need to worry about #1 (shooting the pyro too long). Nice Vegas tutorial :3 — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:56, 16 August 2015 (PDT)
+
# For the right-hand camera, release the charged shot by shooting at anywhere in front.
 +
# Move forward to the garage door, with no charged shots on either of them.
  
=={{Icon item|Natascha|16px}} [[Natascha]]==
+
'''Part 4 – Scope and Cancelling'''
  
{{Reservation|[[User:Dodosbirds|Dodosbirds]] ([[User talk:Dodosbirds|talk]]) 16:02, 5 December 2015 (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.
  
{{c|Added 20% damage resistance while spun up}}
+
# Aim straight.
 +
# 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.
  
{{c|Stun amount now has distance falloff. Decreases starting at 512hu down to zero stun at 1536Hu}}
+
'''Part 5 – Fall, Land, and Shoot'''
  
=={{icon item|Necro Smasher|16px}} [[Necro Smasher]]==
+
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.
{{Reservation|[[User:HolyShift|HolyShift]] [[User talk:HolyShift|(talk)]] 11:38, 22 December 2015 (PST)}}<br/>
 
{{c|Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)}}
 
  
{{c|Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)}}
+
# Charge the Classic.
+
# Fall while still charging.
{{c|Building pick up speed penalty reduced from 25% to 10%}}
+
# 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.
  
{{c|Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)}}
+
'''Part 6 – Fall and Mid-Air Shoot'''
  
Yes, for the Engineer it functions as a Wrench, and all the Wrench things are demonstrated in this video. - [[User:Uufje|Uufje]] 01:40, 3 July 2015 (PDT)
+
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.
  
=={{icon item|Nostromo Napalmer|16px}} [[Nostromo Napalmer]]==
+
# Charge the Classic.
 +
# Fall while still charging.
 +
# 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.
  
{{c|Extinguishing allies now grants +20hp}}
+
'''Part 7 - Damage Comparisons, Non-Charged'''
  
=={{icon item|Overdose|16px}} [[Overdose]]==
+
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".
  
{{c|Updated description to better detail the weapon's features.}}
+
# 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.
  
=={{icon item|Panic Attack|16px}} [[Panic Attack]]==
+
(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.)
  
{{c|No longer auto-fires when fully loaded. Shots can be held and released at will.}}
+
'''Part 8 - Damage Comparisons, Charged'''
  
=={{icon item|Persian Persuader|16px}} [[Persian Persuader]]==
+
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.
  
{{c|Updated description to better detail the weapon's features.}}
+
(Heavy is chosen because he is killed with three shots from Classic full bodyshots, but two shots with normal Sniper Rifle full bodyshots.)
  
{{c|Removed ammo pickups granting health instead of ammo}}
+
# 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.
  
{{c|Added penalties of reduced primary and secondary ammo}}
+
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.
  
{{c|Ammo pickups now replenish charge}}
+
There's also the interaction with cancelling a charge in water, but not sure if that specific interaction is necessary to demonstrate.
  
{{c|Now gains charge meter on hit}}
+
[[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 06:33, 16 August 2024 (UTC)
 +
{{DemoEntry|end}}
  
=={{icon item|Phlogistinator|16px}} [[Phlogistinator]]==
+
== {{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}}
  
{{c|Removed 10% damage penalty.}}
 
  
{{c|When activating 'MMMPH', the taunting Pyro gains temporary invulnerability and immunity to knockback effects.}}
+
== {{Demo Header|Time Out Therapy}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = review needed
 +
| reservation = [[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'''}}]] 23:52, 16 August 2024 (UTC)
 +
| changes = {{c|Materials were updated on [[September 16, 2021 Patch]] and the mug is now team-colored, the cross is red or blue.}}
 +
| video = https://drive.google.com/file/d/1j6o3h6FxdVT1xKTjtkTgL2QWXNbCtLdz/view?usp=sharing
 +
}}
 +
[[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]] 23:43, 16 August 2024 (UTC)
 +
{{DemoEntry|end}}
  
{{c|No longer restores player to max health on MMMPH activate. }}
+
== {{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}}
  
{{c|Increased amount of damage required to fill MMMPH meter to 300 from 225. }}
+
== {{Demo Header|Meet the Medic (taunt)}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = review needed
 +
| reservation = [[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'''}}]] 03:40, 19 August 2024 (UTC)
 +
| changes = {{c|Show the taunt with all of the mediguns similar to the [[Roar O'War]] demonstration.}}
 +
| video = https://drive.google.com/file/d/1wDpb_Mr7nQisgm0-JP0YblljmHDWUT_1/view?usp=sharing
 +
}}
 +
{{DemoEntry|end}}
  
I'd recommend no one reserving this demonstration yet. Seems like a weapon Valve should nerf... Hopefully soon. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 22:32, 25 December 2015 (PST)
+
= [[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}}
  
: Cool, weapon has had a minor nerf. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 20:27, 20 January 2016 (PST)
+
== [[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}}
  
:: They should do a miner movement speed. Like -10% movement speed. [[User:TTheenderr|I&#39;m the real TTheenderr]] ([[User talk:TTheenderr|talk]]) 08:07, 8 February 2016 (PST)
+
=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.'''
  
=={{icon item|Pomson 6000|16px}} [[Pomson 6000]]==
+
== [[File:Item icon Voodoo-Cursed Heavy Soul.png|20px|link=Zombie Infection]] [[Zombie Infection]] Zombies ==
 +
{{c|Zombies have different abillities than normal players}}.
  
{{c|Über and Cloak drain decreases over distance from target.}}
+
Hello, I am Slimyboi500.  I will be doing the demostrations for each zombie in Zombie Infection.
  
=={{icon item|Power Up Canteen|16px}} [[Power Up Canteen]]==
+
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:
{{c|doesn't show Canteen Specialist upgrades like Battery Canteens demo does}} [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] 10:04, 26 June 2014 (PDT)
 
  
=={{icon item|Pretty_Boy's_Pocket_Pistol|16px}} [[Pretty Boy's Pocket Pistol]]==
+
*[[Scout]]: Speed Demon
 +
*[[Soldier]]: Pounce
 +
*[[Pyro]]: Hellspawn
 +
*[[Demoman]]: Blast Charge
 +
*[[Heavy]]: The Tank
 +
*[[Engineer]]: EMP Grenade
 +
*[[Medic]]: Heal
 +
*[[Sniper]]: Spit
 +
*[[Spy]]: Reveal
  
{{c|Increased health recovered on hit from +3 to +5}}
+
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.
  
=={{icon item|Quick-Fix|16px}} [[Quick-Fix]]==
+
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)
  
{{c|Updated description to better detail the weapon's features.}}
+
: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)
  
=={{icon item|Quickiebomb Launcher|16px}} [[Quickiebomb Launcher]]==
+
:::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)
  
{{c|Damage is now increased based on charge amount when the bomb is fired}}
+
::::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)
  
{{c|Fizzle time increased from 2 seconds to 4 seconds}}
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:::::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)
  
=={{icon item|Rainblower|16px}} [[Rainblower]]==
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::::::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)
  
{{c|Extinguishing allies now grants +20hp}}
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{{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)
  
{{Reservation|[[User:USERNAME|weatherman115]] 08:48, 20 March 2016 (PDT)}}
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: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'll convince my friend to get in game and see what I can do. [[User:USERNAME|weatherman115]] 08:48, 20 March 2016 (PDT)
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:: 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)
  
=={{icon item|Rescue_Ranger|16px}} [[Rescue Ranger]]==
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::: 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)
  
{{c|Healing per bolt reduced from 75 to 60}}
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::::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)
 +
<!-- ~~~~ FIRM here for edits that aren't questions -->
  
=={{icon item|Reserve_Shooter|16px}} [[Reserve Shooter]]==
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== 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)
  
{{c|Now boosts switch-to speed by 20% and switch-from speed by 15%}}
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: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)
  
{{c|Now only mini-crits blastsjump, knockback airblast and grapple targets.}}
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::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)
  
=={{icon item|Robo-Sandvich|16px}} [[Robo-Sandvich]]==
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:::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)
  
{{c|Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit}}
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== Configs for partner taunt demonstrations ==
:As far as I know since I still have the Robo-Sandvich, Valve didn't update the description to include the note about its attributes like Sandvich. No need to be redone (for now). [[File:User Hinaomi Hinaomi-sig.png|link=User:Hinaomi]] [[User:Hinaomi|Rikka Takanashi]] <small>([[User talk:Hinaomi|talk]]) ([[Special:Contributions/Hinaomi|contributions]])</small> 16:33, 10 July 2015 (PDT)
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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)
  
=={{icon item|Rocket Jumper|16px}} [[Rocket Jumper]]==
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== 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
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* Fixed a "checkerboard" texture in the gas cylinder, the ceiling fan and the cardboard boxes
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* 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)
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* Fixed the func_buttons in the wood targets only working once, thus displaying the hit particle once
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* Removed Tough Break cases and the Gargoyle prop as they didn't fit the ambience
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* Removed the mining cart prop in the rails due of a lighting issue
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* 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)
  
{{c|Updated description to better detail the weapon's features.}}
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== Issues with tr_krama and tr_krama_event ==
  
=={{icon item|Sandvich|16px}} [[Sandvich]]==
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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)
  
{{c|Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit}}
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: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)
  
=={{icon item|Sapper|16px}} [[Sapper]]==
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== Question about 2D and 3D player models ==
{{c|Decreased the damage penalty on Sentries sapped by the Spy from -66% to -33%}}
 
  
=={{icon item|Saxxy|16px}} [[Saxxy]]==
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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)
:{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 2:05 PM 10/31/2015 (PDT)}}
 
{{c|Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)}}
 
  
{{c|Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)}}
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: 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)
  
{{c|Building pick up speed penalty reduced from 25% to 10%}}
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::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)
  
{{c|Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)}}
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:::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)
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::::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)
  
Yes, for the Engineer it functions as a Wrench, and all the Wrench things are demonstrated in this video. - [[User:Uufje|Uufje]] 01:40, 3 July 2015 (PDT)
+
== Mastercomfig question ==
:Sorry for not posting videos recently, it's about my Youtube channel again. I decided to take 1-2 months break from my channel, and focus on getting work done here. To be honest Wind, i never got a chance to say this, if it wasn't you kind enough to help me with my first Valve Rocket Launcher video, my channel would never reach that number of subscribers, it just totally changed my life. I will make you a promise, i will NEVER quit posting videos right here, i own that to you, maybe even more. Anyway, i wanna post more videos on my channel first before taking a break, hopefully 2-3 more weeks i will be back, no more videos delay this time. Thank you for making my life possible Wind. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 11:38 PM 12/15/2015 (PDT)
 
::Chill out and take your time :) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:59, 20 December 2015 (PST)
 
:::https://www.youtube.com/watch?v=vGL81tmXi90 It seems like Source Recorder is in good mood for me. The lags always depended on your luck, it lags whenever it feels like it, so you just have to keep recording over and over until you get the smooth demos. Each clip i recorded probably a hundred times, and I have other .dems recorded aswell. I have to cut the ending during the last part of the video, because my pc gets really hot.
 
  
:::Srcdemo2 render settings:
+
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)
:::60 Fps
 
:::80 Motion blur
 
:::360 degrees
 
:::0.150 gaussian
 
:::host_framerate 4800
 
  
:::Can go a little more higher if you want, it's gonna take a while though. So let me know what you think. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 1:55 PM 1/25/2016 (PDT)
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: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)
::::Quality is good. The clip has a critical hit sound on the first hit, and no taunt. Is the "no taunt" due to "your pc gets really hot"? That shouldn't really be a reason to stop though. Your PC should shut itself down if it really starts overheating. Or did you mean that it was running out of some resource (RAM?)?
 
::::Good luck :3 — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:38, 31 January 2016 (PST)
 
:::::https://www.youtube.com/watch?v=gwgGqF2bnWE I hope this is good enough, each clip i probably recorded a hundred times, well there you have it. I know there are some bits of laggy movements, but this is the best i can record...sorry about that. I also know the video ends too soon, i hope that isn't a big problem :> [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 4:57 PM 2/28/2016 (PDT)
 
::::::One thing i forget to point out is that the Spy part, the hit sound plays before the swing sound, i've asked one of my friend who has a real Saxxy, and he said it's normal. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 11:44 PM 2/29/2016 (PDT)
 
:::::::Yeah, that sounds really off-sync. Bleh. Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:08, 13 March 2016 (PDT)
 
  
=={{icon item|Scorch Shot|16px}} [[Scorch Shot]]==
+
::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)
{{c|Reduced damage penalty from -50% to -35%}}
 
  
{{c|Now has increased knock back on burning targets}}
+
== Closed Captions/Subtitles ==
  
{{c|Increased the blast radius from flares from 92Hu to 110Hu}}
+
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.
  
{{c|Hits and explosions always minicrit burning targets}}
+
<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.
  
=={{icon item|Soda Popper|16px}} [[Soda Popper]]==
+
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)
{{c|Updated description to better detail the weapon's features.}}
 
  
{{Reservation|[[User:USERNAME|weatherman115]] 08:07, 3 March 2016 (PST)}}
+
: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)
  
Still need a normal zip of the demonstration map, but I'll grab OBS and see what I can do. I'll make a concept video or something in the meantime. [[User:USERNAME|weatherman115]] 08:07, 3 March 2016 (PST)
+
:: 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)
  
Finally have the map file. I'll grab Source Recorder when I get home and get to it as soon as I can.  I'm going to be busy this weekend, so I'll have to get demos recorded as quickly as possible.  [[User:USERNAME|weatherman115]] 13:26, 17 March 2016 (PDT)
+
::: 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)
:How's this? https://mega.nz/#!kg4WUBgC!8QxDHFVBDD7X6rd44ICSxM4kz5RijGXVOOV7SyQ5J6c [[User:USERNAME|weatherman115]] 16:45, 17 March 2016 (PDT)
 
:Forgot the hype thing.  Apparently it's a bit choppy.  https://mega.nz/#!l1JUmDjb!899la7wcDdEEiO_V9c5wSUyoM2ucIEg8u3wXhGSiXXI  [[User:USERNAME|weatherman115]] 17:00, 17 March 2016 (PDT)
 
::As specified on the [[Team Fortress Wiki:Weapon Demonstration#Submission|project page]], you need to upload the video to YouTube in unlisted mode. This is because what matters isn't how good your video looks on its own, but how good it looks after YouTube conversion, since that's where it'll end up being seen. For the same reason, it also needs to be all in one video, not just adding new videos for missing clips.
 
::Now regarding the videos themselves: they are both very choppy. The minimum requirement is 30fps without frame drops, with 60fps being better. Are you using Source Recorder? It should let you record at any framerate without slowdown, as long as you do it from source demo files (not playing+recording live).
 
::You also need background music, and the modified HUD files to show damage numbers better. The video contents are good though, timing-wise and content-wise. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:39, 20 March 2016 (PDT)
 
:::1. I think my friend has a Youtube channel, so I'll get in touch with them.
 
:::2. I was actually using OBS.  I think it was my proccesor or the anticheat hook that made it choppy.
 
:::3. I didn't add in background music because I had to leave early the next day for to visit relatives, so I had to get something out.  Also, I was a bit on edge on downloading the hud, although I can probably remove it later.  I have to leave again this next weekend, so I'll get to it as soon as I can.  [[User:USERNAME|weatherman115]] 04:29, 21 March 2016 (PDT)
 
:::They don't have a youtube channel.  Darn.  I'll try to get a Youtube channel up without my IT buddy yelling at me for making an account without their OK.  [[User:USERNAME|weatherman115]] 13:25, 21 March 2016 (PDT)
 
::::Are you doing all this on a work computer or something? — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:09, 27 March 2016 (PDT)
 
  
=={{icon item|Short Circuit|16px}} [[Short Circuit]]==
+
::::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)
{{c|Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire}}
 
  
{{c|Cannot pick up buildings when the Short Circuit is deployed}}
+
== Achievement Demonstrations on the official TF Wiki YouTube channel ==
  
=={{icon item|Shotgun|16px}} [[Shotgun]]==
+
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?"'' ===
 +
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.
 +
* '''''[[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.
 +
* '''''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.
 +
* '''''[[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.
 +
* '''''[[Control point]] achievements:''''' cp_karma_wiki.
 +
* '''''[[King of the Hill]] achievements:''''' koth_karma_wiki.
 +
* '''''[[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)
  
{{c|Added a new reload animation on the Heavy that does not block crosshair}}
+
: {{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)
:{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 11:57 PM 3/11/2016 (PDT)}}
+
:: 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)
::https://www.youtube.com/watch?v=FxoZdVbKqpY [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:56 AM 3/13/2016 (PDT)
 
:::Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:08, 13 March 2016 (PDT)
 
  
=={{icon item|Southern Hospitality|16px}} [[Southern Hospitality]]==
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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)
{{c|Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)}}
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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:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 23:18, 27 June 2024 (UTC)
 +
:::::And to refute the idea that a lot of the achievements are ''"too basic,"'' this same logic could apply just as much to any other demonstrations: [[weapons]] can simply be playtested by anyone booting up the game and firing them a few times, [[taunts]] can be freely previewed in the [[Mann Co. Store]], all the [[Cosmetic_item|cosmetic]] videos exist simply to show they can earn assists, and so on. Meanwhile, a great deal of achievements are rather specific or obtuse in how to actually earn them and would greatly benefit from a video demonstration. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 23:43, 27 June 2024 (UTC)
  
{{c|Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)}}
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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)
 +
: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)
  
{{c|Building pick up speed penalty reduced from 25% to 10%}}
+
::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)
 +
:::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)
  
{{c|Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)}}
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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.
:{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:02 AM 3/12/2016 (PDT)}}
+
:::: 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)
  
=={{icon item|Splendid Screen|16px}} [[Splendid Screen]]==
+
:[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)
  
{{c|Updated description to better detail the weapon's features.}}
+
<!-- ~~~~ -->
  
{{c|Removed the ability to deal charge impact damage at any range}}
+
== Update status on the Team Fortress Classis demonstration project ==
  
{{c|Recharge rate increased by 50%}}
+
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.
  
{{c|Increased blast resistance from 15% to 20%}}
+
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:
  
=={{icon item|Spy-cicle|16px}} [[Spy-cicle]]==
+
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].
 +
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)
  
{{c| No longer displays Fire immunity shield when fire immunity is triggered}}
+
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.
  
=={{icon item|Tide Turner|16px}} [[Tide Turner]]==
+
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:
{{c|Self damage will no longer decrease charge when charging}}
+
* '''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.
  
{{c|Fall damage will no longer decrease charge when charging}}
+
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
  
{{c|Amount of charge taken away on damage when charging reduced from 3 to 1 per point of damage}}
+
: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)
  
{{c|Now grants mini-crit instead of full-crit on charge bash}}
+
::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)
  
{{c|Reduced resistances to 15%}}
+
:::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]
  
=={{icon item|Tomislav|16px}} [[Tomislav]]==
+
:::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.
{{c|Now 20% more accurate (less spread)}}
 
  
{{c|Increased spin up bonus from 10% to 20%}}
+
:::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
  
{{Reservation|[[User:Jimbo Jones|Jimbo Jones]] ([[User talk:Jimbo Jones|talk]]) 18:26, 31 August 2015 (PDT)}}
+
::::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)
  
=={{icon item|Ullapool Caber|16px}} [[Ullapool Caber]]==
+
::::: 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
{{c|Reduced explosion base damage from 100 to 75}}
 
 
 
{{c|Reduced damage ramp up bonus for close range attacks. Now is the same as other explosive weapons.}}
 
 
 
{{c|Base melee damage increased from 35 to 55}}
 
 
 
{{c|Added 20% fire rate penalty}}
 
 
 
{{c|Added 100% switch-to time penalty}}
 
 
 
{{Reservation|[[File:Killicon rescue ranger.png|80px]] [[User:Bruss48|<span style="color:black;">'''Bruss48'''</span>]] <sub>([[User talk:Bruss48|T]] | [[Special:Contributions/Bruss48|C]])</sub> [[File:Killicon sentry3.png]] 14:05, 20 January 2016 (PST)}}
 
 
 
:I'll see how this one goes. I found a video editor called Lightworks and I'll see if I can edit the clips with it.
 
<small>— ''The preceding unsigned comment was added by'' '''[[User:Bruss48|Bruss48]]''' ([[User talk:Bruss48|talk]]) • ([[Special:Contributions/Bruss48|contribs]]) </small>
 
 
 
::This is taking a lot longer than I would've hoped. The editing program didn't end up working for me, but I have the clips recorded. I'll try to download Adobe Premiere or something to edit the clips in. [[File:Killicon rescue ranger.png|80px]] [[User:Bruss48|<span style="color:black;">'''Bruss48'''</span>]] <sub>([[User talk:Bruss48|T]] | [[Special:Contributions/Bruss48|C]])</sub> [[File:Killicon sentry3.png]] 15:30, 1 February 2016 (PST)
 
 
 
:::I'm crying right now for how bad this looks. https://www.youtube.com/watch?v=r9t_GuBO1pA [[File:Killicon rescue ranger.png|80px]] [[User:Bruss48|<span style="color:black;">'''Bruss48'''</span>]] <sub>([[User talk:Bruss48|T]] | [[Special:Contributions/Bruss48|C]])</sub> [[File:Killicon sentry3.png]] 20:04, 9 February 2016 (PST)
 
::::Yeah, you definitely need to work on video quality here. The content is mostly good otherwise but please focus on getting a nice-quality video first, without the black borders and at a better resolution. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:36, 27 February 2016 (PST)
 
 
 
=={{icon item|Vaccinator|16px}} [[Vaccinator]]==
 
{{c|Resistance and Über mechanism changed, see patch notes.}}
 
 
 
{{c|Removed 10% health regeneration on proper resist}}
 
 
 
{{c|Added slight ÜberCharge build on proper resist}}
 
 
 
{{c|Increased ÜberCharge rate from +50% to +67%}}
 
 
 
{{c|Reduced overhealed ÜberCharge build rate penalty to 33% from 66%. As this penalty is applied after the base increase, healing an overhealed patient is now 33% more effective.}}
 
 
 
=={{icon item|Warrior's_Spirit|16px}} [[Warrior's Spirit]]==
 
 
 
{{c|Now heals 50 health on kill}}
 
 
 
{{c|Damage received and dealt increased by 30%}}
 
 
 
{{c|Removed health penalty}}
 
:{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 11:15 PM 1/3/2016 (PDT)}}
 
::https://youtu.be/KQMO9MuoJes [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:22 AM 1/4/2016 (PDT)
 
:::My lord, you missed this one [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 9:09 PM 1/19/2016 (PDT)
 
::::Is good, please srcdemo2~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:36, 24 January 2016 (PST)
 
:::::https://www.youtube.com/watch?v=V922kZAJucQ [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 9:49 PM 1/26/2016 (PDT)
 
::::::Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:38, 31 January 2016 (PST)
 
 
 
=={{icon item|Wrangler|16px}} [[Wrangler]]==
 
{{c|Ammo and Repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active}}
 
:{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:29 AM 1/4/2016 (PDT)}}
 
::same deal with the low-res blueprint, i wanna wait until Valve fix the bug [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:13 AM 1/6/2016 (PDT)
 
:::OK. If it's not fixed within a month let's do it anyway. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:54, 10 January 2016 (PST)
 
::::https://www.youtube.com/watch?v=xB7za20uN0A [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:27 AM 3/12/2016 (PDT)
 
:::::The sentry build animation is really choppy :( — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:08, 13 March 2016 (PDT)
 
::::::Should be all good now https://www.youtube.com/watch?v=7-4s3WIWpD0 [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 10:27 PM 3/17/2016 (PDT)
 
:::::::Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:39, 20 March 2016 (PDT)
 
 
 
=={{icon item|Wrap Assassin|16px}} [[Wrap Assassin]]==
 
 
 
{{reservation/sandbox}} <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 01:41, 28 December 2015 (PST)
 
 
 
The festive presents players drop and lights around the maps make it so we may have to wait for the event to be over to retain the 'vanilla' TF2 look. I'll try find a workaround, but if not, for now we may have to wait until January to do these demonstrations. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 01:41, 28 December 2015 (PST)
 
 
 
{{c|Ornament now shatters on all impacts dealing a small amount of damage in a small radius. Bleed effect still only applies to a target that is struck directly.}}
 
 
 
{{c|Ball recharge rate increased by 25%}}
 
 
 
{{c|Damage penalty reduced from -70% to -65%}}
 
 
 
 
 
So it turns out changing the date to like 2009 fixes the festive issue. [https://www.youtube.com/watch?v=3yDtiNTUZAA&feature=youtu.be How's this?] Do you think the clip with the Engineer and Sniper is too long? I just wanted to show the ball's damage to the player in detail. I could shorten it though if you like. Also, not sure if it's just me but I couldn't get the Pyro the reflect the ball. Maybe valve just forgot to add the reflect attribute back in, but for now it's been left out. If it gets put back in I can easily add the clip. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 18:04, 31 December 2015 (PST)
 
:Video is set to private. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:21, 3 January 2016 (PST)
 
:: Woops, [https://www.youtube.com/watch?v=3yDtiNTUZAA unlisted now.] <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 16:20, 3 January 2016 (PST)
 
:::You could cut the last part showing all 3 players getting hit. I think we get it. Also if the reflect isn't working then that's certainly worth demonstrating. If that stops being true then it's going to be a redo whether or not this version of the demo shows the reflect not working or not~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:40, 3 January 2016 (PST)
 
:::: [https://www.youtube.com/watch?v=6VuVj-T8SpQ&feature=youtu.be How's this?] I drastically reduced the self inflicted pain of the weapon clip showing only that it has a damage radius on the ground, and hitting an opponent close range will make them bleed, but not you. Also! After trying many more times it turns out you can reflect the Wrap assassin, it is just very difficult. For some reason it doesn't appear to function the same as a Rocket and requires much more timing and skill to reflect. Long story short, standing on front of the barrier also helped a lot to get the reflect. Tell me whatcha think!
 
:::::Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:54, 10 January 2016 (PST)
 
:::::: [http://www.mediafire.com/download/texau5btrrab2m6/Wrap+assassin.wmv Download] <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 02:01, 11 January 2016 (PST)
 
 
 
=={{icon item|Wrench|16px}} [[Wrench]]==
 
{{c|Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)}}
 
 
 
{{c|Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)}}
 
 
 
{{c|Building pick up speed penalty reduced from 25% to 10%}}
 
 
 
{{c|Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)}}
 
:{{Reservation|[[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 5:48 PM 1/2/2016 (PDT)}}
 
::https://youtu.be/cjjzEqWjPqM some low-res textures, god dang it valve [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 10:52 PM 1/3/2016 (PDT)
 
:::The dispenser blueprint looks terrible. Can you improve it? Maybe build a dispenser off-recording and then record and build a new dispenser? — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:21, 3 January 2016 (PST)
 
::::I don't think i can, even i take out for a few mins, it will starts with low-res if i take it out again. I've reported the bug to Valve, hopefully they will fix it. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:05 AM 1/6/2016 (PDT)
 
:::::This should do: https://www.youtube.com/watch?v=mSedjinC0xk [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 8:25 PM 2/29/2016 (PDT)
 
::::::Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:08, 13 March 2016 (PDT)
 
 
 
=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.'''
 
  
So it appears that the weapon switch speed for every class has increased from 0.67 to 0.5 seconds. Are we going to have to redo all the demonstrations where weapon switching is present? <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 23:00, 25 December 2015 (PST)
+
::::::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)
:No, that's probably too much. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:29, 27 December 2015 (PST)
 
  
Is there any particular reason we don't allow Collector's quality items to be used in demonstrations? [[User:Hail Fellow Well Met|Hail Fellow Well Met]] ([[User talk:Hail Fellow Well Met|talk]]) 23:38, 11 January 2016 (PST)
+
::::::: 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.
: My assumption would be that Collector's quality is rather rare, and as such unrecognizable for most players, since Unique and Vintage have been around for ages all players by now should be able to recognize those. Although as far as I know we haven't talked about including Collector's quality in the suitable list for the Loadout screen, maybe now, being a year and a bit after the Collector's quality has been added, Wind may allow it. Let's see what he says. In my opinion the colour hurts my eyes haha. <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 05:09, 12 January 2016 (PST)
 
::It's definitely not the quality most people watching the video would have the item in. And if they do, then they would already know there's no difference between Collector and non-Collector. The reverse is not as likely.
 
::I also don't think disallowing Collector's quality items prevents people from contributing to these videos. Surely if you manage to get a Collector's item you can also manage to get a non-Collector version of it.
 
::More generally, the allowed qualities the "common" ones such that they are recognizable by most people and don't put up a barrier for contribution. It also prevents the temptation people may have to show off their rare item when they have a non-rare version of it. And having a small restricted set keeps videos consistent. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:11, 18 January 2016 (PST)
 
  
I'm thinking of doing one of the weapons here, but my graphics card is confused as to whether or not it can record video. Could I record the demos and upload the demos for recording? [[User:USERNAME|weatherman115]] 08:11, 2 February 2016 (PST)
+
:::::::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
:That's not the hard part of the work (the demo rendering/cutting/adding backpack view/music mixing/transitions/muxing/uploading to youtube/etc process is significant) and the review process would be pretty awkward if the responsibility is shared between two people, so I don't think that kind of system would work very well. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:46, 6 February 2016 (PST)
 
::I knew there was going to be a problem.  I'll see if I can get my card to record video, although I'm afraid that it will break the card.  But frankly, it's worked before, so it shouldn't be a problem.
 
  
::...I would put my graphic card name here, but I'm away from my computer and I can't check from anywhere other than there.  I do remember that it's an AMD. [[User:USERNAME|weatherman115]] 07:36, 8 February 2016 (PST)
+
{{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)
::Found it. It's a Radeon HD 5900 Series.  [[User:USERNAME|weatherman115]] 15:09, 8 February 2016 (PST)
 
:::Can you find the precise number? 5900 is a wide series. I'm pretty sure they're all good enough to use Source Recorder at 7250p or higher though so I don't think you should have problem rendering as long as you have the correct drivers. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:36, 27 February 2016 (PST)
 
::::I was actually thinking of using OBS, but that sounds good.  Where can I download it?
 
::::Also, can I have a non-7zip file of the demonstration map?  I don't want to download any more software, and I'm pretty sure Windows 10 can't unzip .7z files. [[User:USERNAME|weatherman115]] 06:28, 2 March 2016 (PST)
 
:::::Here's the extracted map file: http://weaponref.wiki.tf/tr_target_weaponref_hdr.bsp — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:08, 13 March 2016 (PDT)
 
::::::Been way too long since I last checked my account, completely forgot about this.  I'm on mobile right now, plus I've got life stuff to do, so I'll get to it as soon as I can.  Thanks! [[User:USERNAME|weatherman115]] 13:17, 17 March 2016 (PDT)
 
::::::For the demonstration config, how do I reset my settings after recording?  I'm a very competitive player, so being able to restore my settings would be great.  [[User:USERNAME|weatherman115]] 14:45, 17 March 2016 (PDT)
 
:::::::The Source engine configuration file language is very limited. It doesn't have any kind of state-keeping, so there is no way for a config file to be able to undo itself. The only way to have an easy "undo" is rather to have a config file that sets the options you want. Then you can alternate between the two config files in order to switch between one or the other. There's no way for the demonstration-specific config file to figure out what your previous configuration was, so it can't provide a way to undo itself either. Sorry :( [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:39, 20 March 2016 (PDT)
 

Latest revision as of 13:37, 20 August 2024

Contents

Needed

Cremators Condolences Cremators Condolences

Pictogram wait.png This demonstration has been reserved: Mediarch User Mediarch PFP.pngTalkMy Edits 22:10, 28 July 2024 (UTC)
Demonstration link

Pictogram tick.png  Status: Demonstration approved

It's missing the spin at the end.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 13:41, 31 July 2024 (UTC)

The spinning is too fast, it should sync with the taunt duration · Ashe (talk) 17:13, 1 August 2024 (UTC)
should be slower now Mediarch User Mediarch PFP.pngTalkMy Edits 18:17, 1 August 2024 (UTC)
Looks good. Thanks · Ashe (talk) 00:59, 2 August 2024 (UTC)

Straight Shooter Tutor Straight Shooter Tutor

Pictogram wait.png This demonstration has been reserved: CheddarTalk 07:37, 28 July 2024 (UTC)
Demonstration link

Pictogram tick.png  Status: Demonstration approved

Looks good, though the only thing I would change is to keep spinning until the front in the end, but if you don't wanna do that feel free to change this to approved status.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 13:41, 31 July 2024 (UTC)

Is good!
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 21:28, 3 August 2024 (UTC)
Looks good. Thanks · Ashe (talk) 03:17, 4 August 2024 (UTC)

Unleashed Rage Unleashed Rage

Pictogram wait.png This demonstration has been reserved: Mediarch User Mediarch PFP.pngTalkMy Edits 13:47, 27 July 2024 (UTC)
Demonstration link

Pictogram tick.png  Status: Demonstration approved

Looks good, but it's missing the spin. Are the facial animations broken? Soldier, Heavy, Sniper, and Spy don't seem to open their mouth when screaming in-game (I know the loadout is bugged).
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 13:41, 31 July 2024 (UTC)

should be better now Mediarch User Mediarch PFP.pngTalkMy Edits 20:08, 1 August 2024 (UTC)
Is good!
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 21:28, 3 August 2024 (UTC)
Looks good. Thanks · Ashe (talk) 03:17, 4 August 2024 (UTC)

Tools

Chemistry Set Chemistry Set

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

Pictogram comment.png Status: No demonstration submitted

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)

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)

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

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

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)

Need to be redone

Huntsman Huntsman , Fortified Compound Fortified Compound

Pictogram wait.png This demonstration has been reserved: GrampaSwood 20-8-2024 15:37 CEST
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

Personally I would also full-charge bodyshot the Medic, as full-charge headshotting both the Medic and Sniper like in the existing demonstrations feels redundant.
Kibblekip (talk) 22:48, 10 August 2024 (UTC)

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)

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)

Original Original

Pictogram wait.png This demonstration has been reserved: CheddarTalk 10:03, 5 August 2024 (UTC)
Pictogram comment.png Missing new reload sound
Demonstration link

Pictogram tick.png  Status: Demonstration approved

Old Reservation (5th January 2024)

I'd say this is an incredibly low priority one, may not even be worth redoing.
GrampaSwood (talk) 11:23, 17 January 2023 (UTC)

I hope I've done this correctly, I am just beginning to get to work setting up to film my demonstration — MudkipOnYT (talk) 18:23, 5 April 2024 (UTC)

Here is the link to my finished demonstration, I noticed other users who uploaded to Google Drive being told by the Moderators that their videos were in 30FPS. This one is at 60FPS, it just doesn't play at 60FPS in the Google Drive embedded player, it must be downloaded. Awaiting feedback! — MudkipOnYT (talk) 12:10, 6 April 2024 (UTC)

In the firing angle demonstrations, wait for about 3 seconds before commencing the firing. The rightwards angle demonstration is a bit too quick. Same with the frontal angle demonstration. Also, for the rocket jumping demonstration, don't wiggle around the screen so much during those idle phases; 1:29-1:31 are quite noticeably obvious. Qwertyxp2000 (talk) 22:03, 22 April 2024 (UTC)
Yeah I notice all of that now, can just go and re-record it at some point, I also interrupted the reload animation at the beginning. - MudkipOnYT (talk) 10:05, 23 April 2024 (UTC)

Looks good, though the last rocket jump is a bit awkward. No need to redo... just saying get better scrub.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 15:36, 5 August 2024 (UTC)

Looks good. Thanks · Ashe (talk) 12:51, 13 August 2024 (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)

Self-Aware Beauty Mark Self-Aware Beauty Mark

Pictogram wait.png This demonstration has been reserved: CheddarTalk 15:27, 4 August 2024 (UTC)
Pictogram comment.png Updated description. (Also handy for putting out a fire)
Pictogram comment.png Extinguish an ally reduces the cooldown by 20%
Demonstration link

Pictogram tick.png  Status: Demonstration approved

A funny bug but i think i better waiting for Valve to fix it. - Thedop 10:35, 12 October 2018 (UTC+1)

Hey there, I decided I'd help out on this Hopefully around Jan 8-9 would be where I have everything for this demonstration. KingK (talk) 04:16, 6 January 2024 (UTC)

Alright I got it all right here.

Video - KingK (talk) 03:51, 10 January 2024 (UTC)

Seems like your graphics settings aren't on the max, the windows on tr_karma also seem to be bugged. For the first clip, your kill sound should be turned off. For the second clip, make sure to switch all the bots back to the Shotgun. For the third clip, the clip is quite laggy and the sound suddenly increases halfway through. Fourth clip looks fine, albeit with some quality issues as mentioned before. For the first Spy clip, make sure to wait until he's fully invisible to throw the Jarate on him. Splitting up the cloaked and disguised Spy clip like this is better imo, rather than having it be one clip like the original. In the clip where you extinguish 3 teammates, it's fine to just use a single Heavy for that rather than 3 teammates. Maybe 3 clips at the same time would also be suitable for this: one to show off no extinguish, one to show off 1 extinguish, and one to show off extinguishing 2 teammates. It would show that 1 ally extinguished and 2 allies extinguished equally reduces the cooldown.
Other than that, remember to stand still between each clip. It seems like this was most notable on the clip with you and the Heavy being extinguished. The minimum acceptable video quality would be 1080p 60fps, perhaps recording only at that resolution rather than 4k will help with running the game a bit smoother, as currently some clips are very laggy even on 1080p.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 11:48, 10 January 2024 (UTC)


Aight will get working on it, Thanks Grampa Swood KingK (talk) 11:52, 10 January 2024 (UTC)
Here's the newly updated video
Video
KingK (talk) 15:54, 12 January 2024 (UTC)
The video still looks laggy. It was not recorded at 60 fps. Also your antialiasing settings are still low. Use 4x or 8x.
The video still has some problems. General: You wait too much between clips. When using half/third width clips don't disabled the HUD. I know that sometimes the elements look out of place but that can be fixed by editing the hud. First clip: The jar being misplaced is not your fault, but I think I can send a fix here. Second clip: The demoman should hit his 2 pipes instead of trying to kill the medic with rollers. 4th clip: I think you recorded the clips with normal width. Use half-width. 5th clip: The spy clips are now similar to the mad milk video. That's good, however, don't separate the spy clips. Record the clip in one shot. 6th clip: wait a bit before extinguishing yourself and the heavy. 7th clip: again, don't hide the hud. Final clip: It still shows the match hud bar. You can fix this by reloading the hud using hud_reloadscheme. · Ashe (talk) 22:30, 24 January 2024 (UTC)
For a future demonstrator, you will have to use these files that override the allclass animations of the sniper so the self aware appears at it should in the loadout. Use it only for the loadout. It also includes a fix for the mutated milk loadout pose too · Ashe (talk) 18:20, 7 June 2024 (UTC)
There was a mistake with the arm pose. I've updated the drive link. Please update just the loadout part with the new fix · Ashe (talk) 15:27, 5 August 2024 (UTC)

Looks good, though the Beauty Mark has a special animation that plays if you hold the inspect button. I think it's worth showing that off (he shakes the can). The Spy that cloaked and jumped in the water did a really good job, btw. Very handsome, too.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 15:36, 5 August 2024 (UTC)

Is good!
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 16:12, 5 August 2024 (UTC)
Looks good. Thanks · Ashe (talk) 19:38, 5 August 2024 (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)

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)

Eyelander Eyelander , Nessie's Nine Iron Nessie's Nine Iron , Horseless Headless Horsemann's Headtaker Horseless Headless Horsemann's Headtaker , and Half-Zatoichi Half-Zatoichi

Pictogram wait.png This demonstration has been reserved: CheddarTalk 18:35, 3 July 2024 (UTC)
Pictogram comment.png Show slower deploy and holster comparision.
Eyelander Nine-Iron, Horseless Headless Horsemann's Headtaker, Half-Zatoichi

Pictogram tick.png  Status: Demonstration approved

The other swords shows the comparision except for the above ones. ThunderRunner (talk) 08:54, 18 December 2021 (UTC)

I think I am capable of doing demonstrations again. As someone on the wiki that doesn't get credited for shit, I think these might upper my reputation.
----User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 04:32, 19 April 2024 (UTC)

What edits/contributions have you made that you did not get credited for?
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 05:13, 19 April 2024 (UTC)
Oh, I dunno, this, this, and especially these.
----User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 15:57, 19 April 2024 (UTC)
On all of these edits you are credited just fine. How did you expect to be credited?
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 16:00, 19 April 2024 (UTC)
Wikicheivments? I never got another one since November. Mediarch is getting all the fame and glory. I just don't wanna think I'm the odd one out.
----User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 16:15, 19 April 2024 (UTC)
Slimy, you don't need Wikichievements on a wiki. The point of it is to inform, not be popular. Also, Mediarch has been constantly doing this sort of thing, pretty consistently too. Just look at the recent changes. Besides, your contributions don't warrant most of the stuff Medi has, n' you've already got a decent amount of Wikichieves. — payn. Beggar's Bazooka.png Talk Speech voice.png Contribs Market Gardener.png 00:02, 13 May 2024 (UTC)

Looks good, waiting for the other demos to put it on approved (putting it to "nodemo" for now).
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 20:49, 13 July 2024 (UTC)

On the Half-Zatoichi one, I would add a clip showing it heals half HP (so just start at 1 HP and kill someone) and then I would add another clip that shows you can't switch off of the weapon with 50 HP or less (just use no fast switch there). The rest are good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 13:41, 31 July 2024 (UTC)
All looks good now. Thanks · Ashe (talk) 20:15, 31 July 2024 (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.

Pictogram comment.png Status: No demonstration submitted

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)

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)

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: Mediarch User Mediarch PFP.pngTalkMy Edits 04:11, 31 May 2024 (UTC)
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)

Direct Hit Direct Hit

Pictogram wait.png This demonstration has been reserved: Kibblekip (talk) 10:53, 7 August 2024 (UTC)
Pictogram comment.png Does not show splash damage size compared to stock. No damage comparison to stock. You can airshot a soldier that rocket jumps.
Demonstration link

Pictogram info.png  Status: Review needed

I've wanted to contribute a weapon demonstration before and felt this was a good one to do, so I hope it is okay to reserve this for now while I prepare the clips and video. The weapon stats explicitly mentions it also mini-crits against targets launched airborne via the Grappling Hook and Thermal Thruster; would (either of) these be worth including alongside the rocket jumping Soldier airshot?
Kibblekip (talk) 10:53, 7 August 2024 (UTC)

I forgot to suggest actually; given the other Soldier primary weapons also showcase airshot clips, I feel it would be reasonable to show a comparison between the stock and Direct Hit for this due to the Mini-Crit stat. Would it be best to only do it for the clip of the Direct Hit launching the enemy airborne, or for multiple (or none) of the clips.
Kibblekip (talk) 11:02, 7 August 2024 (UTC)
There's no need for the comparison imo, just a clip of an airshot is good. I also think it's also worth including the Grappling Hook and Thermal Thruster as they're specifically mentioned.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 12:17, 7 August 2024 (UTC)
Trying to get the airshot clip ft. Grappling Hook wasn't working, and after a little searching I found out that Mannpower mode disabled (mini-)crits caused by being launched airborne in 2020, and the Direct Hit's weapon statistics were never updated to address that it does not work with Grappling Hooks anymore. I'm unsure if I should include the Grappling Hook in the demonstration or not due to this, though it may be good to add to the Bugs list on the weapon page regardless. This same issue exists for the Reserve Shooter as well.
Kibblekip (talk) 01:53, 8 August 2024 (UTC)
I've uploaded the demonstration video; I've opted to include the Grappling Hook airshot anyway as it is explicitly mentioned in the weapon description. I've also included damage to buildings, as it is a common use case for the Direct Hit and felt was relevant to the demonstration.
Kibblekip (talk) 00:04, 9 August 2024 (UTC)
Should also include an splash damage radius comparison between stock Rocket Launcher and Direct Hit. Mediarch User Mediarch PFP.pngTalkMy Edits 00:54, 9 August 2024 (UTC)

──────────────────────────────────────────────────────────────────────────────────────────────────── Felt like I had forgotten something, I even already had the clips for it! Updated demonstration link to add splash damage radius comparison.
Kibblekip (talk) 02:42, 9 August 2024 (UTC)

The clip where a Demoman was shot mid-air first before the series of other interactions with blast/air conditions doesn't feel right. There seems to be no clip where Demoman launched himself with a stickybomb. I would perhaps use a Medic for this one, and/or add a separate clip with Demoman launching himself with a stickybomb. But that's just my personal feedback. Qwertyxp2000 (talk) 10:29, 12 August 2024 (UTC)
I did consider it initially, but felt it would be redundant as the stat is only listed vaguely as "launched airborne by explosions", and the first two airshot clips feel sufficient for that already.
Kibblekip T | C 20:04, 12 August 2024 (UTC)
I agree with the first two airshot clips being sufficient. I think the building clip is unnecessary, as we don't show that for other damage bonus/penalty attributes. I'm also missing a clip of you rocket jumping and the effect the damage bonus has on your HP (or the lack thereof). Other than that, if the video gets approved it would be best if you also made a version without the Grappling Hook clip, and then also sent that over. That way if they ever fix the attribute we don't need to redo the whole video or edit it.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:31, 16 August 2024 (UTC)
I've posted an updated version removing the building destruction clips and added some rocket jump comparison clips (they can be seen near the end of the video, just before the airblasting clip).
Kibblekip T | C 02:24, 17 August 2024 (UTC)

Pomson 6000 Pomson 6000

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 19:52, 24 July 2024 (UTC)
Pictogram comment.png October 21, 2016 Patch - Fixed the Pomson 6000 playing the Shotgun reload sound.
Demonstration link

Pictogram tick.png  Status: Demonstration approved

This time, I am actually going to work hard on this one.
User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 19:52, 24 July 2024 (UTC)

I don't know why but I can't do demonstrations with other people. Maybe it's because the item servers are down?
User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 22:07, 29 July 2024 (UTC)
They shouldn't be, what's the issue?
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 22:11, 29 July 2024 (UTC)
I can't seem to get someone to help me record in my server. I'm doing a side-by-side recording like this, but my assistant can't seem to join my server, and neither can I join his.
User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 23:17, 29 July 2024 (UTC)
Are you using -enablefakeip in launch options and sv_lan set to 0 before making it?
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:19, 29 July 2024 (UTC)

The only issue I can see with this demo is that the clips with the double view are a bit unnecessary, it seems like they can be shown off with just the Engi's view too, as the views after that are already showing off Medic's pov. Other than that, the video looks slightly laggy on my end, but I'm not sure if that's a problem just on my end so Ashe will have to be the judge on that.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 15:36, 5 August 2024 (UTC)

Video didn't look laggy for me. Looks good. Thanks · Ashe (talk) 14:51, 15 August 2024 (UTC)
Nvm, the video is 30 fps. I thought that swood was talking about a video glitch. Please upload the video in 60 fps · Ashe (talk) 05:59, 16 August 2024 (UTC)
Looks good, Kibblekip confirmed the video is 60 FPS so imo it's good to go. Though I do think that for the future, perhaps it's best to have the first Spy cloak clip feature 2 Spies. One that gets shot and one that doesn't.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:31, 16 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

Soda Popper Soda Popper

Pictogram wait.png This demonstration has been reserved: Kibblekip (talk) 02:31, 8 August 2024 (UTC)
Pictogram comment.png Needs to show Hype build on disguised spies.
Demonstration link

Pictogram tick.png  Status: Demonstration approved

I'd also like to better indicate both the distance and height that can be achieved in separate clips, as I feel the original demonstation does not fully showcase the capabilities of the Soda Popper's Hype gauge in the last clip alone. Would it be good to also include Hype build on invisible Spies, or would only disguised Spies be necessary?
Kibblekip (talk) 02:31, 8 August 2024 (UTC)

Something I only considered just before I got to video editing is that the Soda Popper's increased fire rate and reduced reload speed stats appear to be directly in reference to the FaN rather than the Scattergun, thoughts on including a comparison between the two? (probably side-by-side clips of shooting a Heavy, probably from far enough away that it doesn't trigger the FaN's knockback)
Kibblekip (talk) 19:38, 8 August 2024 (UTC)
I would say compare it to the FaN's fire speed, ignore the scattergun, and if you're worried about knock back try and do it against the back wall of tr_karma.
CheddarTalk 19:42, 8 August 2024 (UTC)
Just compare to all 3. Scattergun, Force-A-Nature, and Soda Popper in one clip. Also make sure to inspect the Force-A-Nature before starting the clip.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 19:49, 8 August 2024 (UTC)
If I do all three the HUD breaks due to the Soda Popper's 'Hype' HUD clipping over the health bar. Is there a way I'd be able to fix this? If not I'll only be able to compare two of them at once, to which I'd probably do the FaN and Soda Popper and ignore the Scattergun.
Kibblekip (talk) 10:15, 9 August 2024 (UTC)
Unless you're using a custom HUD or playing in 4:3, the Hype meter shouldn't be anywhere near the health bar, instead it should be near the ammunition count. (You should use the default HUD + a 16:9 resolution, at least 1366x768 or 1600x900 when making demonstration videos) ♡ JupiterSphere ♡ ( ◡‿◡ *) ⊱✿⊰ Talk To Me! ⊱✿⊰ 11:07, 9 August 2024 (UTC)
This is unfortunately not an option if they need to compare 2 or 3 clips in one go.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 11:11, 9 August 2024 (UTC)

Demonstration added. I used separate clips to show the Soda Popper's Hype gauge usage both for primarily horizontal and vertical movement separately, as I felt this gives a better idea of how it can be utilized.
Kibblekip (talk) 01:29, 10 August 2024 (UTC)

Looks good. I think the initial clip doesn't need the Hype jumps, though. No need to redo for that.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:31, 16 August 2024 (UTC)
Aye yeah, I mostly included that given it was in the existing demonstration; didn't know why it was in that either but felt it was safer to include just incase.
Kibblekip T | C 23:36, 16 August 2024 (UTC)

Widowmaker Widowmaker

Pictogram wait.png This demonstration has been reserved: CheddarTalk 17:47, 1 August 2024 (UTC)
Pictogram comment.png Needs to show that metal is not gained when shooting disguised spies.
Demonstration link

Pictogram tick.png  Status: Demonstration approved

Looks good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 15:36, 5 August 2024 (UTC)

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)

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

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

Pictogram info.png  Status: Review needed

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)

Unleashed Rage Unleashed Rage

Pictogram wait.png This demonstration has been reserved: Mediarch User Mediarch PFP.pngTalkMy Edits 03:54, 14 August 2024 (UTC)
Pictogram comment.png Updated Taunt: Unleashed Rage to fix incorrect outro timing.
[https://drive.google.com/file/d/14cIlo8fDcPzlpRRc0NMtwEQ9f4egI6nV/view?usp=sharing Looks good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:31, 16 August 2024 (UTC) Demonstration link]

Pictogram tick.png  Status: Demonstration approved

Unusualifier Unusualifier

Pictogram wait.png This demonstration has been reserved: GrampaSwood 15-8-2024 18:24 CEST
Pictogram comment.png Current video has the shadowplay icon in the bottom right while showing the taunt
Demonstration link

Pictogram info.png  Status: Review needed

I've matched the sound and everything up to the old one, the only noticeable thing is maybe a jump in background ambience as tr_target_weaponref_hdr uses a different ambience. I can re-record on there if necessary.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 13:19, 20 August 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 Does not demonstrate cancelling a charge by switching weapons

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)


Time Out Therapy Time Out Therapy

Pictogram wait.png This demonstration has been reserved: Mediarch User Mediarch PFP.pngTalkMy Edits 23:52, 16 August 2024 (UTC)
Pictogram comment.png Materials were updated on September 16, 2021 Patch and the mug is now team-colored, the cross is red or blue.
Demonstration link

Pictogram info.png  Status: Review needed

Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 23:43, 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

Meet the Medic (taunt) Meet the Medic (taunt)

Pictogram wait.png This demonstration has been reserved: Mediarch User Mediarch PFP.pngTalkMy Edits 03:40, 19 August 2024 (UTC)
Pictogram comment.png Show the taunt with all of the mediguns similar to the Roar O'War demonstration.
Demonstration link

Pictogram info.png  Status: Review needed

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)

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)