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

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(Needed)
(Timestamps on all videos: my opinion)
 
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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 =
 
 
 
=={{icon item|Dueling Banjo|16px}} [[Dueling Banjo]]==
 
 
 
I'm pretty sure we need to add the Banjo, I haven't seen talk about it.
 
I DID make a demonstration for it, but MrJohnson undid it saying it wasn't approved by Wind. (I apologize for that)
 
Now that I clarified that, Can I have permission to publish the Banjo demo?
 
 
 
=={{icon item|Dragon's Fury|16px}} [[Dragon's Fury]]==
 
{{Reservation|Thedop}} ([[User talk:Thedop|talk]])
 
 
 
Well, since the weapon was recently patched. I think it might be the a good occasion to do the WD, tell me if something is wrong/missing.
 
:Video: https://www.youtube.com/watch?v=zAdq2iyEVTs&feature=youtu.be - [[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) 00:20, 04 April 2018 (GTM +1)
 
 
 
=={{icon item|Second Banana|16px}} [[Second Banana]]==
 
{{Reservation|Naleksuh}} ([[User talk:Naleksuh|talk]]) 21:12, 27 November 2017 (PST)
 
:Is this version okay? https://www.youtube.com/watch?v=O_GpgxqkO-M [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 00:12, 4 January 2018 (PST)
 
::All OK. Please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 02:57, 5 March 2018 (UTC)
 
 
 
=={{icon item|Hot Hand|16px}} [[Hot Hand]]==
 
{{Reservation|Thedop}} ([[User talk:Thedop|talk]])
 
::I'll take this up since nobody seems to have claimed it yet. [[User:Scoottehbesht|Scoottehbesht]] ([[User talk:Scoottehbesht|talk]]) 23:50, 1 November 2017 (PDT)
 
:::Yes, unlike the gas passer I don't actually ''have'' the hot hand, so I left it for someone else. [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 20:08, 8 November 2017 (PST)
 
::::Video :https://www.youtube.com/watch?v=yPxweftr1Xc&feature=youtu.be. - [[User:Naleksuh|Thedop]] ([[User talk:Thedop|talk]]) 10:52, 8 April 2018 (UTC +1)
 
 
 
=={{icon item|Gas Passer|16px}} [[Gas Passer]]==
 
::Also taking this one up, will tackle most of these demos this weekend. [[User:Scoottehbesht|Scoottehbesht]] ([[User talk:Scoottehbesht|talk]]) 00:00, 2 November 2017 (PDT)
 
:::Naleksuh is already pretty far along this demo. He pointed in the wrong section but there's some discussion about it below under "New Demonstrations (jungle inferno)". — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:55, 3 November 2017 (PDT)
 
 
 
=={{icon item|Boiling Point|16px}} [[Boiling Point]]==
 
::I have a copy of this item and can do a demonstration for this one if it is needed. Smissmas 2016 did not include any taunt demo vids. [[User:Scoottehbesht|Scoottehbesht]] ([[User talk:Scoottehbesht|talk]]) 21:07, 11 September 2017 (PDT)
 
:::Yes please~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:39, 29 October 2017 (PDT)
 
 
 
=={{icon item|Table Tantrum|16px}} [[Table Tantrum]]==
 
::Same here with this one. [[User:Scoottehbesht|Scoottehbesht]] ([[User talk:Scoottehbesht|talk]]) 21:07, 11 September 2017 (PDT)
 
:::Yes please~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:39, 29 October 2017 (PDT)
 
:::: It's been a while since he was last active, so it doesn't look like he will be able to make it anytime soon. Anyways, I have this item, so I might be able to make a little bit later.  [[User:Graysocks|Graysocks]] ([[User talk:Graysocks|talk]]) 16:57, 20 March 2018 (UTC)
 
 
 
=={{icon item|Bad Pipes|16px}} [[Bad Pipes]]==
 
::When they release new taunts in future, i may only do single classes taunt, or all classes taunt that isn't a group taunt like Conga. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 6:59 PM 8/26/2016 (PDT)
 
:::OK — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:40, 4 September 2016 (PDT)
 
 
 
=={{icon item|Bucking Bronco|16px}} [[Bucking Bronco ]]==
 
I will do this taunt demonstration. {{Reservation|[[User:Monkey Squirts|Monkey Squirts]] ([[User talk:Monkey Squirts|talk]]) 12:06, 23 July 2017 (PDT)}}
 
 
 
I finished the demonstration. I edited the video, added music, and applied the thumbnail to the video. If any of the staff just wants me to upload the raw footage instead or wants me to make any changes, then let me know.
 
Then I'll take this version down and change it or I'll upload the raw footage back up here.
 
https://www.youtube.com/watch?v=XiUs6xtrbg4&feature=youtu.be [[User:Monkey Squirts|Monkey Squirts]] ([[User talk:Monkey Squirts|talk]]) 22:31, 23 July 2017 (PDT)
 
:The video is fine, but the Engineer isn't saying any of the voice lines for some reason...? — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 09:24, 2 August 2017 (PDT)
 
 
 
I believe I accidentally made the music a little too loud. Should I edit it to make the engineer a little louder? (Sorry for late response) [[User:Monkey Squirts|Monkey Squirts]] ([[User talk:Monkey Squirts|talk]]) 00:42, 8 August 2017 (PDT)
 
:As long the music isn't louder than the in-game volume. Take this demonstration video for example: https://www.youtube.com/watch?v=8HJnW0GLDVE [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 10:02 AM 8/18/2017 (PDT)
 
::What matters is that neither of them clip, and that the relative volumes match the other videos. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:39, 29 October 2017 (PDT)
 
 
 
=={{icon item|Mannrobics|16px}} [[Mannrobics]] ==
 
Whoever does this one, it would be really cool if you could get all nine classes to do the Mouse1 dance at the same time, in sync. [[User:Dogman15|Dogman15]] ([[User talk:Dogman15|talk]]) 01:09, 14 July 2016 (PDT)
 
:It's gonna takes forever just to get 9 players to do that, no for this. Since Valve officially made a video for this taunt, i don't think it's necessary for us to do so. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 6:57 PM 8/26/2016 (PDT)
 
::Alright — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:40, 4 September 2016 (PDT)
 
 
 
=={{icon item|Zoomin' Broom|16px}} [[Zoomin' Broom]]==
 
 
 
=={{icon item|Second Rate Sorcery|16px}} [[Second Rate Sorcery]]==
 
 
 
=={{icon item|Victory Lap|16px}} [[Victory Lap]]==
 
 
 
{{Reservation|VasyaTheWizard}} ([[User talk:VasyaTheWizard|talk]])
 
 
 
I have the video for this done, just waiting for someone to make the thumbnail so I can upload the video.
 
 
 
Got WikiPan to do the thumbnail, video is here: https://www.youtube.com/watch?v=RgqAbH6mErw& [[User:VasyaTheWizard|VasyaTheWizard]] ([[User talk:VasyaTheWizard|talk]]) 17:59, 6 June 2018 (UTC)
 
 
 
Did Wiki Pan ever upload it to the Project Page? if not, i got another victory lap thumbnail prepared.
 
[[File:User MrJohnson Signature.png|link=User:MrJohnson]] [[User:MrJohnson|MrJohnson]] ([[User talk:MrJohnson|talk]]) 05:36, 2 August 2018 (UTC)
 
 
 
=={{icon item|Skating Scorcher|16px}} [[Skating Scorcher]]==
 
 
 
=={{icon item|Trackman's Touchdown|16px}} [[Trackman's Touchdown]]==
 
 
 
 
 
=={{icon item|Luxury Lounge|16px}} [[Luxury Lounge]]==
 
 
 
I have this item, so I might end up making this demo a bit later. [[User:Graysocks|Graysocks]] ([[User talk:Graysocks|talk]]) 08:08, 5 May 2018 (UTC)
 
 
 
The last talk about this was over a month ago, so I made the video: https://www.youtube.com/watch?v=S3ijWhyqZGU& As far as I understand, I need to wait for approval on this. [[User:VasyaTheWizard|VasyaTheWizard]] ([[User talk:VasyaTheWizard|talk]]) 15:53, 6 June 2018 (UTC)
 
 
 
 
= Tools =
 
= Tools =
=={{icon item|Unusualifier|16px}} [[Unusualifier]]==
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== {{Demo Header|Chemistry Set}} ==
I found one of these in a crate so I thought I might as well do it if it's needed o: [[File:User Bojjob Userlink.png|link=User:Bojjob]] 02:52, 30 November 2017 (PST)
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{{DemoEntry
:Can someone tell me how this looks? https://www.youtube.com/watch?v=uuDYBYtSIj4<br>
+
| begin
:Thanks :3 [[File:User Bojjob Userlink.png|link=User:Bojjob]] 02:03, 2 December 2017 (PST)
+
| status = review needed
::You've got black bars all around your video :( If you've still got the raw footage you might be able to edit it to get rid of those bars without losing too much quality.
+
| 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. -->
::Also, ideally it'd be nice to show the taunt in-game as well. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:13, 5 December 2017 (PST)
+
| changes =
:::Yeah, i've still got the raw footage haha<br>
+
| video = https://drive.google.com/file/d/1FnZhpTuOcL4AZ88gamf0nqwYCA4qRdqm/view?usp=sharing
:::Unfourtunately i wont be able to show it in game coz i lost it to a scammer ;-; [[File:User Bojjob Userlink.png|link=User:Bojjob]] 04:07, 6 December 2017 (PST)
+
}}
  
=={{icon item|Gift Wrap|16px}} [[Gift Wrap]]==
+
<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)
+
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)
+
<div class="mw-collapsible-content" style="width:100%; text-align:left">
 +
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)
 +
:::> 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)}}
+
:::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)
 
  
::Very late update but I will work on this soon if we are still taking submissions. [[User:Scoottehbesht|Scoottehbesht]] ([[User talk:Scoottehbesht|talk]]) 21:08, 11 September 2017 (PDT)
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::Ah, alright so what if I show a strangifier first and add a section for the collector's where I only put 1 in but I put disclaimer stating it's x amount of x items and not 1 item for a collector's kit? So video doesn't drag out. [[User:God&#39;sWrath|God&#39;sWrath]] ([[User talk:God&#39;sWrath|talk]]) 03:41, 17 February 2024 (UTC)
 +
:::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>
  
= Cosmetics =
+
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)
  
=={{icon item|Aristotle|16px}} [[Aristotle]] ==
+
: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)
{{Reservation|Thedop}} ([[User talk:Thedop|talk]])
 
  
{{c| Show assists in Pyroland}}
+
::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)
  
Video https://www.youtube.com/watch?v=duO1_zuTnGs&t=5s - [[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) 12:01, 23 April 2018 (UTC +1)
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:::Double click doesn't even work, don't know why I thought it did. Will probably get to this in 2 weeks after my finals. [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 11:07, 1 August 2024 (UTC)
  
:That video you linked is the wrong one. It was really the demo you made for the "private maggot muncher" item. [[User:Graysocks|Graysocks]] ([[User talk:Graysocks|talk]]) 08:59, 9 May 2018 (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. [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 05:57, 5 August 2024 (UTC)
:: Indeed, it has been rectified. [[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) 14:13, 21 May 2018 (UTC +1)
 
  
=={{icon item|Boston Boom-Bringer|16px}} [[Boston Boom-Bringer]] ==
+
:::::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.
 +
:::::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.<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)
  
{{c|Demonstration of how the sound effect works}}
+
:::::: 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)
  
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)
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:::::::Looks good, though the video lags a bit around that time as well, so it would have to be re-recorded.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 21:49, 29 August 2024 (UTC)
: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)
+
{{DemoEntry|end}}
::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|Croaking Hazard|16px}} [[Croaking Hazard]] ==
+
== {{anchor|Ring}}{{Demo Header|Something Special For Someone Special}} (Tool) ==
{{c| Show assists in Pyroland}}
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{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation = [[User:Mediarch|<font color="ec5c69">'''Mediarch'''</font>]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|<font color="ec5c69">'''Talk'''</font>]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[Special:Contributions/Mediarch|<font color="ec5c69">'''My Edits'''</font>]] 00:29, 2 May 2024 (UTC) <!-- Due to the more "special" status of the ring, this reservation lasts indefinitely until the user themselves or a weapon reviewer removes it. -->
 +
| video =
 +
}}
  
=={{icon item|Metal Slug|16px}} [[Metal Slug]] ==
+
<div class="mw-collapsible mw-collapsed" style="width:100%">
{{c| Show assists in Pyroland}}
+
Old discussion (2019)
 +
<div class="mw-collapsible-content" style="width:100%; text-align:left">
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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.
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<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.
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<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)
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::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)
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:::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)
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: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)
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::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?
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::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)
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::<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)
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::::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)
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:::: 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)
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:::::Yeah, sure, it would just be two separate videos — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:39, 8 September 2019 (UTC)
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:::<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.
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::: 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)
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::::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)
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</div></div>
  
=={{icon item|Private Maggot Muncher|16px}} [[Private Maggot Muncher]] ==
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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)
{{Reservation|Thedop}} ([[User talk:Thedop|talk]])
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: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)
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:: 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)
  
{{c| Show assists in Pyroland}}
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{{DemoEntry|end}}
  
Video https://www.youtube.com/watch?v=rvhlNNGyKq4&feature=youtu.be - [[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) 22:03, 17 April 2018 (UTC +1)
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== [[File:Mannpower Powerup King.png|16px|link=Mannpower]] [[Mannpower]] powerups ==
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{{DemoEntry
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| begin
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| status = nodemo
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| reservation =
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| changes = {{c|Demonstrate all powerups.}}<br>{{c|Show you can switch to the Grappling Hook under the effects of the Knockout powerup.}}
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| video =
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}}
  
=={{icon item|Sucker Slug|16px}} [[Sucker Slug]] ==
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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)
{{c| Show assists in Pyroland}}
 
  
=={{icon item|Tropical Toad|16px}} [[Tropical Toad]] ==
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: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:
  
{{c| Show assists in Pyroland}}
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* 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.
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* Start the demonstration in first-person mode.
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* Switch to third-person mode.
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* Kill enough enemies such that domination status appears.
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* 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.
  
I actually have this item. I may try to make a demo video for this later on. [[User:Graysocks|Graysocks]] ([[User talk:Graysocks|talk]]) 07:43, 16 February 2018 (UTC)
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Now you've established that "skull on HUD" = "having killed enough enemies".
  
= Need to be redone=
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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.
  
=={{icon item|Ambassador|16px}} [[Ambassador]]==
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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...)
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]])  
 
  
{{c|Critical damage is affected by range.}}
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— [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:39, 31 July 2022 (UTC)
  
Video: https://youtu.be/fRhbop733P4 - [[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]]) 16:48, 06 January 2018 (UTC+1)
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: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)
  
:All good. Please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 02:57, 5 March 2018 (UTC)
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{{DemoEntry|end}}
::http://www.mediafire.com/file/v4wv01htdbrvzrl/dededemonstration.mp4 - [[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) 20:27, 12 March 2018 (UTC+1)
 
  
=={{icon item|Atomizer|16px}} [[Atomizer]]==
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== {{Demo Header|Enchantment: Eternaween|icon=Backpack Enchantment Eternaween.png}} ==
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]])
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{{DemoEntry
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| begin
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| status = nodemo
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| reservation =
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| changes =
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| video =
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}}
  
{{c|Triple jump doesn't deal damage to you anymore.}}
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{{DemoEntry|end}}
  
{{c|No longer has attack speed penalty.}}
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= Action =
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== {{Demo Header|Fancy Spellbook}} ==
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{{DemoEntry
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| begin
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| status = nodemo
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| reservation =
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| changes = {{c|Same as above, with the exception that the particle effects that emit on the hand are different.}}
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| video =
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}}
  
{{c|Only Grants triple jump when deployed.}}
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{{DemoEntry|end}}
  
{{c|Weapon minicrits while airborne.}}
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== {{Demo Header|Fireproof Secret Diary}} ==
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{{DemoEntry
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| begin
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| status = nodemo
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| reservation =
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| changes = {{c|Same as above, with the exception that the particle effects that emit on the hand are different.}}
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| video =
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}}
  
{{c|Weapon deploys 50% slower.}}
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{{DemoEntry|end}}
  
Video : https://www.youtube.com/watch?v=O6uzGJ7OBSE&feature=youtu.be - [[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) 14:08, 04 April 2018 (UTC+1)
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== {{Demo Header|Kritz or Treat Canteen}} ==
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{{DemoEntry
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| begin
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| status = nodemo
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| reservation =
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| video =
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}}
  
=={{icon item|Axtinguisher|16px}} [[Axtinguisher]]==
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{{DemoEntry|end}}
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]])
 
  
{{c| No longer deals full crits to burning targets}}
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== [[File:Heavyhumiliation.png|16px|link=Match outcomes]] [[Match outcomes]] ==
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{{DemoEntry
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| begin
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| status = nodemo
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| reservation =
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| video =
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}}
  
{{c| Mini-crits burning targets and extinguishes them.}}
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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:
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* Show a split screen with a player on RED team on one screen and player on BLU team on the other screen
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** The RED player would capture the intelligence on 2Fort, and the other screen would show the BLU player in humiliation after they lose
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*** This part would repeat for each class
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* It would then cut to tr_karma where I would rotate the camera around the class when they're standing, crouching, running, etc
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* After this I would move on to the next class until all of them are done<br>
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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)
  
{{c| Damage increases based on remaining duration of afterburn}}
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::How about just use the RED player to see the BLU humiliation animation. Like:
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::''RED player is the main camera, BLU player is a bot/a smaller pip/split screen in the video''
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::#BLU player stands beside the intel point
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::#RED player captures the intel and win the game
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::#BLU player enters humiliation
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::#RED player look at the BLU player
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::#BLU player moves around to show off the humiliation animation.
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::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| Killing blows on burning players grant a speed boost.}}
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: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| Weapon holsters 35% slower.}}
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::I'm a bit confused on what you mean on the capping part, as you say to stay in BLU spawn, but also cap the point to win which would make BLU would win and RED would be in humiliation. Do you mean to make the time run out so RED wins instead? <br> [[User:Andrew360|<span style="font-family:TF2 Build; color:#038d3a ">Andrew360</span>]] [[File:Edit_icon.png|20px|link=Special:Contributions/Andrew360]] [[File:Taunt Rancho Relaxo.png|25px|link=User_talk:Andrew360]] 23:24, 7 February 2023 (UTC)
  
This one seems like it is going to be hard (or at least complex) to make a demonstration of, due to all the traits there are. [[User:Graysocks|Graysocks]] ([[User talk:Graysocks|talk]]) 16:55, 29 March 2018 (UTC)
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:::Either works. Just any way to make the classes go into the humiliation pose. I personally wouldn't mind it that much if RED was in BLU spawn, but it's up to you.<br>[[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 12:33, 8 February 2023 (UTC)
:I give it a try. Video : https://www.youtube.com/watch?v=NPUIYNrZgJQ&feature=youtu.be - [[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) 23:27, 05 April 2018 (UTC+1)
 
  
=={{icon item|B.A.S.E. Jumper|16px}} [[Base Jumper]]==
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::::I went in game to test out thirdperson_mayamode, and it does not work, as for some reason the losing animation isn't considered as in "thirdperson" by the game I think. Does anyone else have any other ideas? Only other way I can think of is using SourceTV, however I don't know how to set that up. <br> [[User:Andrew360|<span style="font-family:TF2 Build; color:#038d3a ">Andrew360</span>]] [[File:Edit_icon.png|20px|link=Special:Contributions/Andrew360]] [[File:Taunt Rancho Relaxo.png|25px|link=User_talk:Andrew360]] 01:15, 12 February 2023 (UTC)
{{c|Reduced amount of air control while deployed by 50%.}}
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{{DemoEntry|end}}
  
=={{icon item|Bonk! Atomic Punch|16px}} [[Bonk! Atomic Punch]]==
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= Need to be redone =
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]])
 
  
{{c|Apply a slow effect to the player after phasing wears off, based on the amount of damage they absorbed, from -25% at low damage, to -50% at 200+ damage.}}
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== {{Demo Header|Huntsman}}, {{Demo Header|Fortified Compound}} ==
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{{DemoEntry
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| begin
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| status = review needed
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| reservation = [[User:GrampaSwood|GrampaSwood]] 20-8-2024 15:37 CEST
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| changes = {{c|Update to use post-Jungle Inferno afterburn damage (4 dmg/tick for 7.5 seconds, previously 3 dmg/tick for 10 seconds).}}
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| video = https://drive.google.com/file/d/19Ymk8-fu1Ddcl5jSatVN_5ZEjTrQ4V07/view?usp=sharing
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}}
  
{{c|The slow effect lasts 5 seconds }}
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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)
  
Video: https://www.youtube.com/watch?v=MRmsFSkD2Fk&feature=youtu.be - [[User:Thedop|Thedop]] 18:28, 17 April 2018 (UTC+1)
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:Its probably just me, but I feel like the pacing of the first clip is too fast. Everything else looks good though.<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> 23:40, 26 August 2024 (UTC)
  
=={{icon item|Bottle|16px}} [[Bottle]]==
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::Could be, I had to redo it >11 times due to several factors, so at some point I might've just wanted to rush through it. I can easily redo.<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>]]) 23:44, 26 August 2024 (UTC)
{{Reservation|[[User:That Martin Guy|That Martin Guy]] ([[User talk:That Martin Guy|talk]]) 13:13, 26 July 2018 (UTC)}}
 
  
{{c|Does not show that its models break on critical hits.}}
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:::Its ''probably'' not necessary, but might be worth it anyway? Can't blame you if you did rush through after that many redos though, my condolences.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 00:05, 27 August 2024 (UTC)
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{{DemoEntry|end}}
  
[https://www.youtube.com/watch?v=JI6TH5BR458&feature=youtu.be Video][[User:That Martin Guy|That Martin Guy]] ([[User talk:That Martin Guy|talk]]) 13:41, 26 July 2018 (UTC)
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== {{Demo Header|Crusader's Crossbow}} ==
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{{DemoEntry
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| begin
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| status = nodemo
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| reservation =
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| changes = {{c|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 =
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}}
  
=={{icon item|Bread Bite|16px}} [[Bread Bite]]==
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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)
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: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)
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::[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)
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:::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)
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::::''*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)
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:::::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)
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::::::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)
  
{{c| No longer marks user for death}}
+
I'm going to at least make an attempt at this since the last discussion regarding the Crossbow demonstration was two years ago. Any advice would be appreciated, since this is my first wiki contribution. (And yes, I know how to edit) [[User:Jk6419|Jk6419]] ([[User talk:Jk6419|talk]]) 02:25, 27 August 2024 (UTC)
 +
:Due to IRL responsibilities that have recently popped up, I am removing my reservation. My apologies. [[User:Jk6419|Jk6419]] ([[User talk:Jk6419|talk]]) 04:12, 29 August 2024 (UTC)
 +
{{DemoEntry|end}}
  
{{c| Removed 25% damage penalty}}
+
== {{Demo Header|Holiday Punch}} ==
 +
{{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|Maximum Health drains by 10 per second when this item is active, to a minimum of 100}}
+
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)
  
=={{icon item|Buffalo Steak Sandvich|16px}} [[Buffalo Steak Sandvich]]==
+
I have an idea on how the new video might be represented:
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]]) - 14:53, 22 April 2018 (UTC+1)
 
  
{{c|Reduced damage taken penalty from +25% to +20%.}}
+
'''Part 1: The Main Gang (Pyro, Soldier, Medic, Spy)'''
 +
*Do the same actions as was done in the original video
  
{{c|Increased effect duration from 15s to 16s.}}
+
'''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|Fixed some of the Heavy's edible secondary items not having the model update when the item is eaten.}}
+
'''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
  
Not huge changes but still, video : https://www.youtube.com/watch?v=XjR1nNggiGs&feature=youtu.be - [[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]]) 14:53, 22 April 2018 (UTC+1)
+
'''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|Cleaner's Carbine|16px}} [[Cleaner's Carbine]]==
+
'''Part 2c:'''
{{Reservation|[[User:That Martin Guy|That Martin Guy]] ([[User talk:That Martin Guy|talk]]) 01:39, 21 July 2018 (UTC)}}
+
# '''(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|Taunt was not shown.}}
+
'''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.
  
I would like to work on this, but I cannot get the hud to work. [https://imgur.com/a/6Nxihgx This is the contents of my tf/custom folder], [https://imgur.com/a/YIafdS5 and this is what it looks like in game].
+
'''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.
  
As you can see the alive players at the top of the hud can be seen, and the damage numbers are red instead of yellow.
+
'''Part 5: Taunts and Water'''
[[User:That Martin Guy|That Martin Guy]] ([[User talk:That Martin Guy|talk]]) 01:49, 21 July 2018 (UTC)
+
# Let the enemy Engineer taunt from his Shotgun. It should be the one where he dances around.
:All fixed now. Casual HUD and contract progress should now be disabled upon executing <code>weaponref</code>, colors are now forced to yellow as well. You can get the edited version [https://drive.google.com/uc?authuser=0&id=1xSDvkrASZq-6MatwsZpX_47yR3HCr9YJ&export=download here].
+
# While the enemy Engineer is taunting, attack him from behind with the Holiday Punch. There should be no laugh.
:'''Known issues'''
+
# Repeat Steps 1 and 2 except attack him from the front.
:Upon leaving the server/quitting tf2, the Casual HUD's border may still be present. To fix this open up the console and type <code>tf_use_match_hud 1</code>, close the console, re-open it and type <code>tf_use_match_hud 0</code>. Please let me know if you encounter any other issues. — [[User:Wookipan|<font color="DB9C1F">'''Wookipan'''</font>]] <small>'''('''[[User_talk:Wookipan|talk]]''' | '''[[Special:Contributions/Wookipan|contribs]]''')'''</small> 13:58, 25 July 2018 (UTC)
+
# 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.
  
Video done. [https://youtu.be/7Y-hCBGksBA Link here]. [[User:That Martin Guy|That Martin Guy]] ([[User talk:That Martin Guy|talk]]) 12:35, 26 July 2018 (UTC)
+
'''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.
  
=={{icon item|Crit-a-Cola|16px}} [[Crit-a-Cola]]==
+
<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)
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]])
+
: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}}
  
{{c|Each attack while active adds Marked-For-Death debuff for 5 seconds. Effect does not stack.}}
+
== {{Demo Header|Power Up Canteen}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|doesn't show Canteen Specialist upgrades like Battery Canteens demo does}}
 +
| video =
 +
}}
  
{{c|Removed Marked-For-Death when effect expires.}}
+
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)
 +
: 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}}
  
{{c|Removed +25% move speed bonus.}}
+
== {{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
 +
}}
  
{{c|Removed +10% damage taken penalty.}}
+
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)
  
The last clip is suppose to show that the Marked-For-Death effect is still here even after the cola effect is over.  
+
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)
:Video: https://www.youtube.com/watch?v=TathkQ1Rn34&feature=youtu.be - '''[[User:Thedop|Thedop]]''' 12:54, 03 May 2018 (UTC+1)
 
  
=={{icon item|Crusader's_Crossbow|16px}} [[Crusader's Crossbow]]==
+
: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|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.}}  
+
::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|Does not show that if you try to heal up an enemy Spy, Über is not built.}}
+
== {{Demo Header|Quick-Fix}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes =
 +
| video =
 +
}}
  
{{c|Does not show that if you heal an enemy player through a Pyro's reflect, Über is built.}}
+
<div class="mw-collapsible mw-collapsed" style="width:100%">
 +
Old reservation (29 April 2021)
 +
<div class="mw-collapsible-content" style="width:100%; text-align:left">
  
=={{icon item|Dead Ringer|16px}} [[Dead Ringer]]==
+
{{c|What I've done in addition to the existing one (the timestamp in the parentheses are the old/new ones):}}
 +
# ([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>
  
{{c|Ammo kits and Dispensers no longer refill the Spy's cloak meter.}}
+
: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}}
  
=={{icon item|Darwin's Danger Shield|16px}} [[Darwin's Danger Shield]]==
+
== {{Demo Header|Kritzkrieg}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = review needed
 +
| reservation = [[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 22:37, 14 August 2024 (UTC)
 +
| changes = {{c|Does not show that Kritz Über does not prevent capping or carrying the Intelligence.}}<br>{{c|Does not show health of patients, overheal is not shown properly.}}
 +
| video = https://drive.google.com/file/d/1QdVc1nL_l3qRdnedua3f7UX96dMA4wj5/view?usp=drive_link
 +
}}
 +
I think I'll take this one! [[User:Greenfox|Greenfox]] ([[User talk:Greenfox|talk]]) 20:51, 22 October 2022 (UTC)
  
{{c|Added afterburn immunity.}}
+
: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)
  
{{c|Added +50% fire resist.}}
+
sorry! [[User:Greenfox|Greenfox]] ([[User talk:Greenfox|talk]]) 06:27, 23 October 2022 (UTC)
  
{{c|Removed +25 max health on wearer}}
+
:Could anyone give me advice on how to do this demo?  For one thing, [https://youtu.be/PbByxTR2c5s?t=69 this] part of the video isn't possible with the new map, and I am not sure what to do.
 +
:[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 00:37, 22 August 2024 (UTC)
  
{{c|Removed 20% explosive damage vulnerability on wearer}}
+
::Off the top of my head, you could use the wooden separator near the back of the room. So long as its clear the beam disconnects because something is physically between you and the healing target, it shouldn't matter.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 01:10, 22 August 2024 (UTC)
  
{{c|Removed +15% bullet damage resistance on wearer}}
+
:::Also, I'm trying to make a script to make the bots move, like in the part where the soldier is Übercharged, for example.
 +
:::[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 18:06, 22 August 2024 (UTC)
  
=={{icon item|Enforcer|16px}} [[Enforcer]]==
+
::::It's easier to just ask someone for help.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 18:08, 22 August 2024 (UTC)
  
{{c|Does not show the resistance-piercing property against some items or effects (Wrangler shields, Battalion's Backup, Fists of Steel, Spy invisibility passive resistance, The Dead Ringer, Brass Beast and Natascha).}}
+
:::::I am asking for help.
 +
:::::[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 19:41, 22 August 2024 (UTC)
  
No idea if this is necessary but the last WD is showing the Spy killing a Sniper equipped with the Darwin's Danger Shield (outdated since JI) so i through i might be interesting to show the damage difference on all resistance effects. - '''[[User:Thedop|Thedop]]''' 13:37, 03 May 2018 (UTC+1)
+
::::::I believe they mean asking someone to join the server to make some clips easier to get.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 05:34, 23 August 2024 (UTC)
  
=={{icon item|Eviction_Notice|16px}} [[Eviction Notice]]==
+
:What map should I use to demonstrate capping the points?
 +
:[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 03:32, 5 September 2024 (UTC)
  
{{c|No longer grants a 20% damage vulnerability}}
+
::Every other Medi Gun demonstration uses Badlands, so just use that.
 +
::'''EDIT''': Clarification, [[Badlands (Control Point)]] specifically should be used, not the KOTH version.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 12:57, 5 September 2024 (UTC)
  
{{c|Maximum Health drains by 5 when this item is active, to a minimum of 100}}
+
{{DemoEntry|end}}
  
=={{icon item|Enthusiast's Timepiece|16px}} [[Enthusiast's Timepiece]]==
+
== Trading demonstration ==
{{c|While invisible, Spy receives 20% less damage from all damage sources}}
+
{{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}}
  
{{c|While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)}}
+
== {{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|Family Business|16px}} [[Family Business]]==
+
Optional extra clips:
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]]) - 21:11, 28 November 2017 (UTC+1)
+
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|Added new sounds for the Family Business}}
+
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)
  
Same thing as the Winger, video : https://youtu.be/d73k2tcMfXU <small>— ''The preceding unsigned comment was added by'' '''[[User:Thedop|Thedop]]''' ([[User talk:Thedop|talk]]) ([[Special:Contributions/Thedop|contribs]]) </small>
+
: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)
:Forgot to reload at the end of each clip (before taunting in the first one). Sorry, small detail but videos are consistent on this... — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:13, 5 December 2017 (PST)
+
{{DemoEntry|end}}
::For sure, version 2 : https://youtu.be/nRNwhjc_ihY — '''[[User:Thedop|Thedop]]''' 14:15, 7 December 2017 (UTC+1)
 
:::Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 02:57, 5 March 2018 (UTC)
 
::::http://www.mediafire.com/file/vxk96yzaia4dhdo/Test.mp4 - '''[[User:Thedop|Thedop]]''' 00:55, 13 March 2018 (UTC+1)
 
  
=={{icon item|Flare Gun|16px}} [[Flare Gun]]==
+
== {{Demo Header|Amputator}} ==
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]])
+
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Does not show damage against players vs stock}}
 +
| video =
 +
}}
  
{{c|Flare guns now apply 7.5 seconds of afterburn (down from 10 seconds).}}
+
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|Per-tick afterburn damage increased to 4, for a total of 8 damage per-second.}}
+
: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)
  
Something weird happened in the last part (Bot Pyro's name on Death Cam), tell me if it has to be redone.
+
:: 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)
:Video : https://www.youtube.com/watch?v=ODHeNrbb9aY&feature=youtu.be - [[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) - 14:53, 26 April 2018 (UTC+1)
 
  
=={{icon item|Fists of Steel|16px}} [[Fists of Steel]]==
+
:::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)
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]])
+
{{DemoEntry|end}}
  
{{c| Added -40% maximum overheal on wearer}}
+
== {{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/1NwXwLslxOq9fB379gEYE-d0UUBv64-eR/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)
  
{{c| Added -40% health from healers on wearer}}
+
: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)
  
Video : https://www.youtube.com/watch?v=v-nY9A6mskA - [[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) - 14:53, 26 April 2018 (UTC+1)
+
::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|Flying Guillotine|16px}} [[Flying Guillotine]]==
+
:::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)
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]])
 
  
{{c|Removed crit vs stunned players}}
+
::::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|Removed mini-crits at long range}}
+
::::: 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|Long range hits reduce recharge (by 1.5 seconds)}}
+
{{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)
  
Also animations and sounds changes. Video : https://www.youtube.com/watch?v=AtGDhnh0qrk&feature=youtu.be - 09:29, 23 April 2018 (UTC+1)
+
: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|Force-A-Nature|16px}} [[Force-A-Nature]]==
+
::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)
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]]) - 17:48, 24 May 2018 (UTC+1)
 
  
{{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)
  
::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)
+
::::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)
::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)
+
:::::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>]]) 21:46, 29 August 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?).
+
::::::@Kibblekip In the section where you compare the dmg radious, make it so the rocket launcher clip goes first and then the direct hit, so that it looks less confusing~. Also, idk about the grappling hook thing. It would be better to remove the clip. I'm pretty sure Valve at some point is going to remove that attribute from the direct hit · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 17:45, 14 September 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)
+
{{Outdent|7}}I've removed the Grappling Hook clip and added a delay between the Rocket Launcher and Direct Hit clip, as I assume this is what you was asking for.<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> 20:26, 14 September 2024 (UTC)
 +
{{DemoEntry|end}}
  
:What Obilisk said, plus:
+
== {{Demo Header|Thermal Thruster}} ==
* Audio and video appear desynced. Check the shot sounds vs video during the first clip at 0.5x speed.
+
{{DemoEntry
* 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.
+
| begin
* 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.
+
| status = nodemo
* Framerate is choppy (SrcDemo2 would fix it, and if that doesn't work, plain Source Recorder still should)
+
| reservation =
[[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:13, 18 October 2015 (PDT)
+
| 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}}
  
: 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)
+
== {{Demo Header|Natascha}} ==
::This is probably the first time i said this, I don't think i can do this one, because the second clip is a nightmare to record, always missed the jump, and can't double-jump for whatever reason some times. Beside it only has the description updated [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 11:01 PM 6/14/2016 (PDT)
+
{{DemoEntry
:::You might want to use [[Wind's config|my config]] which makes it really easy (just middle-click while aiming slightly downwards). Or if you just want the jump alias:
+
| begin
<pre>alias "+a_mouse3" "slot1; +jump; +duck; +attack"
+
| status = nodemo
alias "-a_mouse3" "-duck; -jump; -attack"
+
| reservation =
bind "mouse3" "+a_mouse3"
+
| 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.}}
</pre>
+
| video =
— [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:41, 26 June 2016 (PDT)
+
}}
 +
{{DemoEntry|end}}
  
I added a new clip to show the damage difference between the FaN and the Scattergun at close range.
+
== {{Demo Header|Soda Popper}} ==
:Video : https://www.youtube.com/watch?v=4Whc8bWzRZ0&feature=youtu.be - '''[[User:Thedop|Thedop]]''' 17:48, 24 May 2018 (UTC+1)
+
{{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/11AiAqEHRY1Uma0i1_APTQCx3xgSS30H4/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)
  
=={{icon item|Frontier Justice|16px}} [[Frontier Justice]]==
+
: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)
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]]) - 17:29, 7 April 2018 (UTC+1)
 
  
{{c|Added new sounds for the Frontier Justice.}}
+
::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)
  
Video : https://www.youtube.com/watch?v=6E9H-9ArzpY&feature=youtu.be. - '''[[User:Thedop|Thedop]]''' 17:29, 7 April 2018 (UTC+1)
+
::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)
  
=={{icon item|Gloves of Running Urgently|16px}} [[Gloves of Running Urgently]]==
+
:::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)
{{c| No longer marks user for death}}
 
  
{{c| Removed 25% damage penalty}}
+
:::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|Maximum Health drains by 10 per second when this item is active, to a minimum of 100}}
+
::::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)
  
=={{icon item|Huo-Long Heater|16px}} [[Huo-Long Heater]]==
+
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)
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]]) - 17:29, 8 December 2017 (UTC+1)
 
  
{{c|Updated description to better detail the weapon's features.}}
+
: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|Added +25% increased damage vs. burning players}}
+
::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)
  
{{c|Added -10% damage}}
+
:::I should have answered before. For the 3 clips section, please modify the huditemeffectmeter_sodapopper.res file and move the meter above the ammo. Now, this scene is kinda confusing, so make 2 scenes, in the first show only the increased firing speed (vs the scattergun) and in the second only the increased reload speed (vs the fan) · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 02:49, 25 August 2024 (UTC)
  
{{c|Reduced ammo drain to -4/sec (from -6)}}
+
::::As in have a scene with the Scattergun & Soda Popper (firing speed), a scene with the FaN & Soda Popper (reload speed), and then the three guns together like it is currently (aside from edited HUD)? Personally I feel the existing trio of clips gets the stat differences across reasonably enough, but if you feel it would be more appropriate to have them separated first I'll do that, sure.<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> 19:22, 25 August 2024 (UTC)
  
{{c|Reduced pulse damage from Ring of Fire to 12 (from 15) due to increased damage vs. burning}}
+
:::::I've uploaded an updated version that showcases the firing speed and the reload speed separately, and re-did the 3 clips section to fix the HUD (and to not inspect the FaN, as it was already shown and inspected earlier). I hope this suffices.<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> 22:31, 25 August 2024 (UTC)
  
Here is my try for the updated version of this WD, just some notes before :
+
::::::Remove the 3 clip section. It is no longer necessary · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 17:47, 30 August 2024 (UTC)
* (Second clip) the HLH's afterburn seems to applied the damage bonus against burning players to only one target (in occurence the Soldier in the second clip) while the others only receive -15 instead of -20.
 
* I don't know if the fifth clip is correctly showing the damage difference between non-burning/burning targets, tell me if the Pyro is necessary or not.
 
* Some miniguns deployement are not synchronised but they always start firing at the same moment, again tell me if it's need to be redone.
 
Video : https://www.youtube.com/watch?v=MnAwgaSccZc
 
- '''[[User:Thedop|Thedop]]''' 17:29, 8 December 2017 (UTC+1)
 
:The pyro video is useful but the pyro did too much damage for the comparison to be useful IMO. I think the bonus is intended to be used by having the HLH's own fire-setting effect to boost its own damage. Here in the video, the pyro did 67 HP of damage to the BLU heavy (since the RED heavy's damage total is shown to be 233), which is a significant headstart that the other clip didn't have. I think either have a pyro with a short puff of flame (no more than ~30 HP of initial burn damage) would be better. Alternatively, you could have 2 clips with no pyroes, and instead have the two heavies be at the same distance from each other, but have one of them be out of reach of the flames (for example by standing on top of the cart) while the other is in reach of the flames. That way one clip shows the damage with the fire boost and the HLH's own fire damage, while the other clip only has minigun bullet damage.
 
:Also, last clip doesn't really need to go all the way down to 0 ammo... Ending it a few seconds after the other 2 clips are out of ammo is fine. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 02:57, 5 March 2018 (UTC)
 
::This isn't the WD but a sample of it, to know if the damage comparison is correctly showed here (i did it with your own idea) https://www.youtube.com/watch?v=vDFkNwpuLhw&list=UUOHZkAAJplnc__J9RS42I4w&index=1 '''[[User:Thedop|Thedop]]''' 14:02, 1 April 2018 (UTC+1)
 
  
=={{icon item|Mad Milk|16px}} [[Mad Milk]]==
+
{{Outdent|7}}I've updated the demonstration to remove said section.<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> 20:06, 30 August 2024 (UTC)
{{c|Updated description. (Also handy for putting out a fire)}}
+
:Looks good. Thanks · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 18:39, 1 September 2024 (UTC)
{{c|Extinguish an ally reduces the cooldown by 20%)}}
+
{{DemoEntry|end}}
:{{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|Mantreads|16px}} [[Mantreads]]==
+
== {{Demo Header|Widowmaker}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = approved
 +
| reservation = [[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 17:47, 1 August 2024 (UTC)
 +
| changes = {{c|Needs to show that metal is not gained when shooting disguised spies.}}
 +
| video = https://drive.google.com/file/d/1piTu5LUbcjsD5vgPdGs5-tH5pgYJQCxJ/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>]]) 15:36, 5 August 2024 (UTC)
 +
:Looks good. Thanks · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 17:51, 30 August 2024 (UTC)
 +
{{DemoEntry|end}}
  
{{c|+75% push-force reduction now includes airblast.}}
+
== {{Demo Header|Ubersaw}} ==
 +
{{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}}
  
{{c|Increased air control when blast jumping by 200%.}}
+
== {{Demo Header|Machina}}, {{Demo Header|Shooting Star}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = approved
 +
| 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
 +
| 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}}
  
{{c|Added a unique particle effect whenever a player performs a "Stomp" attack on another player with the Mantreads.}}
+
== {{Demo Header|Ap-Sap}}, {{Demo Header|Snack Attack}}, {{Demo Header|Red-Tape Recorder}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation = [[User:Dessensce|Dessensce]] ([[User talk:Dessensce|talk]]) 06:05, 30 August 2024 (UTC)
 +
| changes = {{c|Does not show Sapped Sentry Guns take 33% less damage from the Spy who applied the Sapper.}}
 +
| video =
 +
}}
 +
{{DemoEntry|end}}
  
=={{icon item|Minigun|16px}} [[Minigun]]==  
+
== {{Demo Header|Battery Canteens}} ==
:{{Reservation|[[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) 19:54, 11 April 2018 (UTC +1)}}
+
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Needs Canteen Specialist's time bonus for canteens shown.}}
 +
| video =
 +
}}
 +
{{DemoEntry|end}}
  
{{c|The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty only be removed after 1 second of firing. }}
+
== {{Demo Header|Neon Annihilator}} ==
 +
{{DemoEntry
 +
| 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}}
  
{{c|Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun up beyond one second, and fire in bursts, damage and accuracy will remain at 100%.}}
+
== {{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)
 +
:Looks good. Thanks · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 22:29, 10 September 2024 (UTC)
 +
{{DemoEntry|end}}
  
{{c|Viewmodel has been updated.}}
+
== {{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}}
  
Is this here good? https://youtu.be/GUFxZuTWU1o [[User:Luigifan656|Luigifan656]] ([[User talk:Luigifan656|talk]]) 06:31, 30 July 2015 (PDT)
+
== {{Demo Header|Classic}} ==
:I personally noticed a few things:
+
{{DemoEntry
* Quality I think could use some improvement, try increasing your bitrate or quantizer settings when rendering the final video.
+
| begin
* A minor thing, but usually the mouse pointer is already pointing at the backpack icon when the video starts.
+
| status = nodemo
* 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.
+
| reservation =
* The music ends too soon, the "clack" ending sound should be at the very end.
+
| changes = {{c|Does not demonstrate damage comparison compared to stock. [Both quickscope and fully charged]}}<br />{{c|Does not demonstrate jumping while scoping.}}
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)
+
| video =
 +
}}
  
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)
+
'''Part 1: The Main Gang (Pyro, Soldier, Medic)'''
: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)
 
  
Is this here better? https://youtu.be/94Jt9uwb1uU [[User:Luigifan656|Luigifan656]] ([[User talk:Luigifan656|talk]]) 14:27, 30 July 2015 (PDT)
+
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].
 +
# Inspect the rifle
 +
# Scope the rifle without manually charging. Pause for a few seconds.
 +
# Charge the rifle to full while scoped. Pause for a few seconds.
 +
# Let go of the charge while scoped. The Sniper should make a shot in the process.
 +
# Pause for a few seconds and unscope.
 +
# Charge the rifle to full while unscoped. Pause for a few seconds.
 +
# Let go of the charge while unscoped. The Sniper should make a shot in the process.
 +
# Shoot the Pyro with a quickshot bodyshot at the middle of his body, where there is little chance of accidentally hitting the headshot hitbox. Specifically, aim at his middle flame grenade.
 +
# Move the crosshair to Pyro's head.
 +
# Shoot the Pyro's head with a quickshot "headshot".
 +
# Shoot the Pyro's head again, but with a partially charged "headshot".
 +
# Aim at Soldier's head, and kill him with a fully charged unscoped headshot.
 +
# Aim at enemy Sniper's head, and kill him with a fully charged scoped headshot
 +
# Aim at Medic's head, and attack him with a scoped partially charged "headshot"
 +
# Move the crosshair to Medic's body, specifically slightly to the left of his lower visible button right above his glove.
 +
# Kill the Medic with a fully charged scoped bodyshot.
 +
# Aim for the wooden Soldier target with a non-scoped headshot.
 +
# Aim for the wooden Soldier target with a scoped fully charged headshot.
 +
# Taunt.
  
: Hi Luigifan656, first clip looks good to me, though the second clip needs some work.
+
'''Part 2 – Sniper Movement 1'''
* 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.
 
* Please give more time for the transition.
 
* 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] )
 
* 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.
 
* You should swap the splitscreen order, having the shooting clip on the far right and the spinning clip in the middle.
 
* Don't end the splitscreen clip so suddenly, give some time then unspin the miniguns. (Again, try mimic the original demonstration.)
 
* 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.
 
  
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)
+
Three split videos of Sniper, left and middle with Classic, right with Sniper Rifle. This will demonstrate that charging slows down the player.
: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)
 
  
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)
+
# Begin charging the middle Classic. Also begin charging the normal Sniper Rifle.
: 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)
+
# Move forward to the garage door.
Oh, I think Sony Vegas corrupted the file. Weird that I didn't see it when I edited it.  
 
  
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)
+
'''Part 3 – Sniper Movement 2'''
  
Still a few things you need to fix up Luigifan656,
+
Two split videos of Sniper, both with Classic. This will demonstrate that releasing a charge returns the speed back to normal.
  
* 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.
+
# Begin charging the right-hand side.
* 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.)
+
# For the right-hand camera, release the charged shot by shooting at anywhere in front.
* The far left clip appears to lag/jolt at 0:48.
+
# Move forward to the garage door, with no charged shots on either of them.
* There are bullet holes present in your clips all over the walls. To clear them simply type "r_cleardecals" in the console.
 
* You should allow the miniguns to fully spin down before ending the demonstration. Also, the fade to black for each clip should be synced.
 
* 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)
 
  
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 4 – Scope and Cancelling'''
  
:Oh hi. Thanks for iterating pretty quickly on this demonstration. Here's my opinion:
+
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.
* All of what Obilisk said applies (including spin and walk)
 
* 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).
 
* There is some lag (or perhaps just a jittery mouse) around 0:20-0:23
 
— [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:50, 2 August 2015 (PDT)
 
  
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)
+
# 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.
  
:Hey Luigifan656,
+
'''Part 5 – Fall, Land, and Shoot'''
  
:Another good attempt at the demonstration, but there's still a few things:
+
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.
  
:* 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.
+
# Charge the Classic.
:* Your splitscreen doesn't appear to be even nor centered, each of the clips should have the crosshair in the middle.
+
# Fall while still charging.
:* Your far left splitscreen appears to have a black crosshair, try keep all the colours consistant throughout the demonstration.
+
# 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.
:* 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.)
 
  
 +
'''Part 6 – Fall and Mid-Air Shoot'''
  
: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)
+
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.
::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)
 
  
My first weapon demonstration video [https://www.youtube.com/watch?v=DXCeGb_MBWs&feature=youtu.be Watch here] - [[User:Ratatoullite|<span style="font-weight:bold;">Ratatoullite</span>]] 21:29, 12 May 2016 (GMT -3)
+
# Charge the Classic.
:"This video has been removed by the user." :( [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 1:44 AM 5/21/2016 (PDT)
+
# 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.
  
Heya,Denis here yet again,Minigun presentation 2nd vid - https://youtu.be/qdOdIwsHx3I xB33 03:18, 5 March 2017 (PST)
+
'''Part 7 - Damage Comparisons, Non-Charged'''
:Hi Denis. Please make sure to use <nowiki>~~~~</nowiki> (4 tildes) rather than <nowiki>~~~</nowiki> (3 tildes) when signing your posts, such that your username shows up.
 
:For this actual demonstration, 2 things to note:
 
* After killing the Medic, you didn't shoot at the cardboard target at the back
 
* At the very end, there is a sudden volume increase for some reason
 
The rest is good~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:53, 5 March 2017 (PST)
 
  
Denis here yet again,fixed version - https://www.youtube.com/watch?v=TaGNJIGn0AE xB33 03:44, 6 March 2017 (PST)
+
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".
:Thanks for the updated video. Is good, but MOCOLONI's video below adds more useful clips that are worth integrating into this video as well. Please either do so, or don't if MOCOLONI already has a video available, otherwise this would be duplicated effort. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:24, 7 May 2017 (PDT)
 
  
————————————————————————————————————————————————————————————————
+
# Start from the "natural" aiming position, and specifically point towards the head if the clip is a quickscope "headshot".
 +
# Shoot the Heavy off cooldown, with the listed comparisons involved.
  
Hi. Here's my version for the c_model Minigun: https://www.youtube.com/watch?v=gGN-77khK-E [[User:MOCOLONI|MOCOLONI]] ([[User talk:MOCOLONI|talk]]) 09:05, 5 March 2017 (PST)
+
(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.)
:Hi MOCOLONI and thanks for doing a demonstration video. A few things to fix up in this video:
 
* For the Minigun demonstration, you need to step close to the edge of the little wooden enclosure so that the muzzleflash doesn't flash through the wooden plank. This is a bug in the minigun's muzzleflash thing. Check the [https://www.youtube.com/watch?v=_YF2L0vty3U current minigun video] to see where to stand.
 
* The damage numbers should be big and yellow rather than the default small red text. Please install weaponref.7z (link on the [[Team Fortress Wiki:Weapon Demonstration|main project page]]) which should contain a HUD override to change these.
 
* The aiming cursor seems a bit thin. Is this the default setting? Maybe your graphics settings are causing some aliasing; make sure you have antialiasing and anisotropic filtering enabled and turned up.
 
Thanks~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:53, 5 March 2017 (PST)
 
:Hi WindP, thanks for the feedback. I've made some improvements: ([https://youtu.be/LSoCycMhqa4 new video] '''|''' <s>[https://www.youtube.com/watch?v=2pDMoDZOKUk old video (March 7)]</s>)
 
*I increased the crosshair from value "16" to "32".
 
*There was no better place to showcase the Minigun's muzzle flash than the new one on the video; others (closer) would make the weapon to get through the enclosure when taunting, so I had to balance it between the visibility of the muzzle flash and the clipping-through when taunting.
 
*I added some new footage to the video that weren't present in the latest one, including the damage/accuracy ramp-up added in the [[Love & War Update|'Love & War']] update, and the Sentries' based-on-level resistances against the Minigun from the [[Gun Mettle Update|'Gun Mettle']] update.
 
*Improved the brightness (actually just "set it to default" since my video editor was always automatically manipulating it, making it look darker)
 
*The video is now available at 1080p resolution
 
[[User:MOCOLONI|MOCOLONI]] ([[User talk:MOCOLONI|talk]]) 07:16, 16 March 2017 (PDT)
 
  
:Hi MOCOLONI. Both you and xB33 created videos for this weapon, so only one of them can be uploaded... So please only submit a fixed version if xB33 hasn't posted one already, in order to avoid duplicating effort. Regarding your video:
+
'''Part 8 - Damage Comparisons, Charged'''
* The Minigun crits when shooting at the back for some reason; it shouldn't (see current version of the demonstration)
 
* The damage/accuracy ramp-up doesn't really show much of a difference at the distance you demonstrated it. I think it would be more obvious from further away.
 
— [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:24, 7 May 2017 (PDT)
 
  
 +
Comparisons with shooting a Heavy near the garage door. Have four clips, top is Classic, and bottom is normal Sniper Rifle. Top-left is Classic 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.
  
:Hey WindP, thanks for replying. I didn't quite understand what you mean by 'upload a fixed version of xB33 hasn't posted one already'. While for the rest:
+
(Heavy is chosen because he is killed with three shots from Classic full bodyshots, but two shots with normal Sniper Rifle full bodyshots.)
* I added crits just to demonstrate how it looks and sounds like, just like some old demonstration videos did (although this time I didn't damage anyone with them).
 
* Which one of the ramp-up's clips are you talking about (vs. Player / vs. Sentry)? Although I think you're referring to both, I'd keep the one with the Sentries since it's apparent it deals less damage per shot depending on the Level, and the more the're upgraded, the more damage they absorb before getting destroyed.
 
::I meant "upload a fixed version **if** xB33 hasn't posted one already", sorry for the typo. As for the damage ramp-up, I was talking about the Sentry. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:17, 28 May 2017 (PDT)
 
  
:Please let me know whether I should keep improving the video. Thanks,
+
# Scope from all rifles and charge them immediately (or automatically in the case of normal Sniper Rifle)
[[User:MOCOLONI|MOCOLONI]] ([[User talk:MOCOLONI|talk]]) 04:25, 8 May 2017 (PDT)
+
# 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.
  
:Well, it seems many users tried to create the WD for it since 2015 but none got "accepted" and the last work on it is from 2017 pre-Jungle Inferno. I taking the reservation for it with a video which include the changes made by [[User:MOCOLONI|MOCOLONI]] ([[User talk:MOCOLONI|talk]]), but if any older Minigun's WD maker is willing to doing it again well they can and i will remove my reservation. Again if something is wrong/missing, tell me. (PS : the old reservation were by [[User:Vp999|Vp999]] ([[User talk:Vp999|talk]]))
+
There's also the interaction with cancelling a charge in water, but not sure if that specific interaction is necessary to demonstrate.
::Video : https://www.youtube.com/watch?v=yWJi_tZUbhY&feature=youtu.be - [[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) 19:54, 11 April 2018 (UTC +1)
 
  
=={{icon item|Nostromo_Napalmer|16px}} [[Nostromo Napalmer]]==
+
[[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 06:33, 16 August 2024 (UTC)
{{c|Does not show bonus damage dealt to or taken from players with the [[Isolationist Pack]] equpped.}}
+
{{DemoEntry|end}}
First come, first served - I'm not interested in re-doing this one myself.
 
[[User:Kzig|Kzig]] ([[User talk:Kzig|talk]]) 04:12, 16 July 2017 (PDT)
 
  
=={{icon item|Panic Attack|16px}} [[Panic Attack]]==
+
== {{Demo Header|Reserve Shooter}} ==
{{c|Increased switch speed by 50%.}}
+
{{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|Increased number of pellets by 50%.}}
+
== {{Demo Header|Time Out Therapy}} ==
 +
{{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'''}}]] 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)
 +
: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>]]) 21:46, 29 August 2024 (UTC)
 +
::Looks good. Thanks · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 21:38, 14 September 2024 (UTC)
 +
{{DemoEntry|end}}
  
{{c|Decreased damage by 30%.}}
+
== {{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|Fires a wide, fixed shot pattern.}}
+
== {{Demo Header|Meet the Medic (taunt)}} ==
 +
{{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'''}}]] 03:40, 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
 +
}}
 +
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>]]) 21:46, 29 August 2024 (UTC)
 +
:Looks good. Thanks · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 21:48, 21 September 2024 (UTC)
 +
{{DemoEntry|end}}
  
{{c|Shot pattern grows with successive shots but resets after the player stops firing or reloads.}}
+
== {{Demo Header|Southern Hospitality}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Update to show post-Jungle Inferno afterburn damage.}}
 +
| video =
 +
}}
 +
Noticed this while watching the existing demonstration. Currently it shows afterburn inflicts 3 damage per tick (4 with SH), when it is now 4 damage per tick (5 with SH).<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 00:51, 15 September 2024 (UTC)
 +
{{DemoEntry|end}}
  
Video: https://www.youtube.com/watch?v=UsN6SMUoxgc&feature=youtu.be - '''[[User:Thedop|Thedop]]''' ([[User talk:Thedop|talk]]) 17:32, 10 January 2018 (UTC+1)
+
== {{Demo Header|Invis Watch}}, {{Demo Header|Cloak and Dagger}} ==
:Random gift drop at 02:56 :(
+
{{DemoEntry
:All the rest is good. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 02:57, 5 March 2018 (UTC)
+
| begin
::Aaaaand they changed it. Will doing another video later. - '''[[User:Thedop|Thedop]]''' ([[User talk:Thedop|talk]]) 18:32, 29 March 2018 (UTC+1)
+
| status = nodemo
:::And here we go, again tell me if something is wrong in it. Video : https://www.youtube.com/watch?v=vDtA3exxs8I - '''[[User:Thedop|Thedop]]''' ([[User talk:Thedop|talk]]) 09:32, 07 April 2018 (UTC+1)
+
| reservation =
 +
| changes = {{c|Update to show post-Jungle Inferno afterburn damage.}}
 +
| video =
 +
}}
  
=={{icon item|Postal Pummeler|16px}} [[Postal Pummeler]]==
+
{{DemoEntry|end}}
  
{{c| No longer deals full crits to burning targets}}
+
== {{Demo Header|Quäckenbirdt}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Needs to include afterburn time and damage comparison.}}
 +
| video =
 +
}}
 +
While I was checking over the invis watches to see which ones included the updated afterburn damage, I realized this demonstration was missing the comparison entirely.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 01:07, 15 September 2024 (UTC)
  
{{c| Mini-crits burning targets and extinguishes them.}}
+
{{DemoEntry|end}}
  
{{c| Damage increases based on remaining duration of afterburn}}
+
== {{Demo Header|Warrior's Spirit}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Does not show damage against players vs stock}}
 +
| video =
 +
}}
 +
{{DemoEntry|end}}
  
{{c| Killing blows on burning players grant a speed boost.}}
+
= [[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}}
  
{{c| Weapon holsters 35% slower.}}
+
== [[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}}
  
=={{icon item|Powerjack|16px}} [[Powerjack]]==
+
=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.'''
{{c|Reduced health gained on kill from +75hp to +25hp.}}
 
 
 
{{c|The Powerjack's health gain on kill can no longer overheal.}}
 
 
 
=={{icon item|Power Up Canteen|16px}} [[Power Up Canteen]]==
 
{{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]]==
 
 
 
{{c|Increased health recovered on hit from +3 to +5}}
 
 
 
Heya,Denis here with fixed version - https://youtu.be/gO6NEI-pmHw xB33 07:56, 7 March 2017 (PST)
 
:Hi xB33:
 
* At 0:14, the pistol was reloaded despite the clip not being empty
 
* On the fall damage part, it would have been better to show both Scouts holding the Pretty Boy's Pocket Pistol, and then have one switch away from it before jumping. The current video doesn't show that both Scouts have the Pretty Boy's Pocket Pistol.
 
* Same comment for the damage vuln part. All scouts should start with their slot 2 weapon (with 1 having the regular pistol, and 2 with the Pretty Boy's Pocket Pistol), and then one of the 2 that have the Pretty Boy's Pocket Pistol should switch away to another weapon.
 
* For the damage vuln part, it's not clear that the Pyro fired his/her flamethrower. It would be more clear if the pyro was placed a bit further back (but still in flamethrower range).
 
* Only one damage vuln clip is necessary, not 3
 
— [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:24, 7 May 2017 (PDT)
 
 
 
=={{icon item|Razorback|16px}} [[Razorback]]==
 
{{Reservation|[[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) 19:19, 12 April 2018 (UTC +1)}}
 
 
 
{{c|-100% maximum overheal on wearer}}
 
 
 
{{c|The Razorback Regenerates after 30 seconds}}
 
 
 
The rendering on the 3-cameras part isn't great, tell me if i should rework on it.
 
:Video https://www.youtube.com/watch?v=b17gLYA6_84&feature=youtu.be(a new one since the recent patch which fixed the über rate with the Razorback) - '''[[User:Thedop|Thedop]]''' 14:57, 15 April 2018 (UTC+1)
 
 
 
=={{icon item|Reserve Shooter|16px}} [[Reserve Shooter]]==
 
 
 
{{c|Attacks on targets knocked into the air by Pyro airblast no longer mini-crit.}}
 
 
 
=={{icon item|Rescue Ranger|16px}} [[Rescue Ranger]]==
 
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]])
 
 
 
{{c|Ranged repairs now consume metal at a 4-to-1 health-to-metal ratio (previously consumed no metal)}}
 
 
 
{{c|Changed weapon description}}
 
 
 
Video: https://www.youtube.com/watch?v=AGboZGH839E&feature=youtu.be - '''[[User:Thedop|Thedop]]''' 16:59, 02 May 2018 (UTC+1)
 
 
 
=={{icon item|Righteous Bison|16px}} [[Righteous Bison]]==
 
{{c|Fixed a bug causing players to be hit by the same projectile multiple times, causing the damage dealt to vary wildly}}
 
 
 
{{c|Per-shot damage has been increased to compensate, resulting in slightly more damage on average}}
 
 
 
{{c|Slowed projectile by 30%}}
 
 
 
{{c|Projectile damage reduced by 25% for each enemy penetrated}}
 
:Such a terrible weapon now, i don't think we should redo this one first, wait until Valve buff it back to the way it should be. Again the entire community is complaining about this weapon right now. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 6:32 PM 10/3/2016 (PDT)
 
::OK. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:54, 9 October 2016 (PDT)
 
:::Well, they buffed back, no need to redone. [[File:User Hinaomi Hinaomi-sig.png|link=User:Hinaomi]] [[User:Hinaomi|Rikka Takanashi]] <small>([[User talk:Hinaomi|talk]]) • ([[Special:Contributions/Hinaomi|contributions]])</small> 23:53, 9 November 2017 (PST)
 
 
 
=={{icon item|Robo-Sandvich|16px}} [[Robo-Sandvich]]==
 
 
 
{{c|Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit}}
 
: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)
 
 
 
=={{icon item|Sandman|16px}} [[Sandman]]==
 
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]])
 
 
 
{{c|Long-range ball impacts no longer remove the victim's ability to fire their weapon but the victim is still slowed.}}
 
 
 
{{c|Max range balls now do 50% increased damage from a base of 15.}}
 
 
 
{{c|The flight time required to trigger the max effect has been reduced by 20%.}}
 
 
 
{{c|Ball regeneration time reduced to 10 seconds.}}
 
 
 
Lot of new changes for the Sandman, so i decided to give it a try. There is still some fixes to be done in the video but i wanted to know if the new changes were correctly explained. Video : https://youtu.be/9GPPiIHsTXQ - '''[[User:Thedop|Thedop]]''' ([[User talk:Thedop|talk]]) 01:27, 14 November 2017 (UTC+1)
 
:Looks like a pretty good structure to me, except the second clip. Details:
 
:*There's a dead RED heavy corpse where the sniper is standing at 0:55. That being said I think you could remove that clip entirely, since the clip after it covers everything that this clip covers IMO
 
:*Non-default crosshair used for the sniper at 1:20.
 
:*There's some sort of audio glitch at 1:59, maybe a mic pop or something?
 
:*There's no slowdown status indicator on the heavy/medic/scout splitscreen. HUD bug? Not sure if it's fixable though... if not then whatever.
 
:*There is a dead RED Pyro corpse at 2:47.
 
— [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:34, 26 November 2017 (PST)
 
::Second try : https://youtu.be/22fHG7qGibA - '''[[User:Thedop|Thedop]]''' ([[User talk:Thedop|talk]]) 21:50, 02 December 2017 (UTC+1)
 
:::All good except one little thing: the projector sound at the end got cut off. Should be easy to fix by adding a half-second of black screen at the end of the video so that youtube doesn't cut it off. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:13, 5 December 2017 (PST)
 
::::Alright, it wasn't a problem with Youtube but with Vegas (i started the ending sound too late). I hope it's fixed now : https://youtu.be/jujoCLhBOIk - '''[[User:Thedop|Thedop]]''' 12:53, 06 December 2017 (UTC+1)
 
:::::All good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 02:57, 5 March 2018 (UTC)
 
::::::http://www.mediafire.com/file/wgo511i53xb23od/Sandman%20Demonstration%203.mp4 - '''[[User:Thedop|Thedop]]''' 12:53, 12 March 2018
 
 
 
=={{icon item|Sandvich|16px}} [[Sandvich]]==
 
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]])
 
 
 
{{c|Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit}}
 
 
 
Video : https://www.youtube.com/watch?v=bd8cJiavY90&feature=youtu.be - '''[[User:Thedop|Thedop]]''' 00:15, 16 April 2018 (UTC+1)
 
 
 
=={{icon item|Scotsman's Skullcutter|16px}} [[Scotsman's Skullcutter]]==
 
 
 
{{c|Increased deploy and holster time penalty.}}
 
 
 
=={{icon item|Scottish Handshake|16px}} [[Scottish Handshake]]==
 
{{Reservation|[[User:That Martin Guy|That Martin Guy]] ([[User talk:That Martin Guy|talk]]) 15:06, 26 July 2018 (UTC)}}
 
 
 
{{c|Does not show that its models break on critical hits.}}
 
 
 
[https://www.youtube.com/watch?v=vtpHKJp3CBY Link to video] [[User:That Martin Guy|That Martin Guy]] ([[User talk:That Martin Guy|talk]]) 15:37, 26 July 2018 (UTC)
 
  
=={{icon item|Sharpened Volcano Fragment|16px}} [[Sharpened Volcano Fragment]]==
+
== [[File:Item icon Voodoo-Cursed Heavy Soul.png|20px|link=Zombie Infection]] [[Zombie Infection]] Zombies ==
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]])
+
{{c|Zombies have different abillities than normal players}}.
  
{{c|Fixed the afterburn duration for the Sharpened Volcano Fragment.}}
+
Hello, I am Slimyboi500.  I will be doing the demostrations for each zombie in Zombie Infection.
  
Nothing huge but the afterburn damage and duration were changed since JI, i also included a building damage clip.
+
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:
:Video: https://www.youtube.com/watch?v=LLi-ypZYRu8&feature=youtu.be - '''[[User:Thedop|Thedop]]''' 10:22, 03 May 2018 (UTC+1)
 
  
=={{icon item|Short Circuit|16px}}[[Short Circuit]]==
+
*[[Scout]]: Speed Demon
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]])
+
*[[Soldier]]: Pounce
 +
*[[Pyro]]: Hellspawn
 +
*[[Demoman]]: Blast Charge
 +
*[[Heavy]]: The Tank
 +
*[[Engineer]]: EMP Grenade
 +
*[[Medic]]: Heal
 +
*[[Sniper]]: Spit
 +
*[[Spy]]: Reveal
  
{{c| Not up to date with the secondary fire change, damage doesn't look correct either}}
+
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.
  
{{c| Alt-fire attack changed to launch a medium-range, projectile-destroying energy ball. Requires 65 metal.}}
+
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)
  
Formerly reserved by DarkerBit
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: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)
  
https://www.youtube.com/watch?v=_s-ZhvSErds&feature=youtu.be
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::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.
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::----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 18:12, 27 October 2023 (UTC)
  
I done did it [[User:DarkerBit|DarkerBit]] ([[User talk:DarkerBit|talk]]) 12:16, 16 June 2017 (PDT)
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:::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)
  
:Hi DarkerBit, thanks for the demonstration. Couple of things to fix:
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::::Yes, I think there should be one for each gamemode.
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::::----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 19:41, 27 October 2023 (UTC)
  
* Damage numbers show up in small red text; they should show up in big yellow text (see current [[Short Circuit]] demonstration). Make sure to apply the HUD override file (demonstration.vpk) as listed on the project page.
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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)
* At 0:52, all characters shouted their "game start" voice clip; this usually means the recording started too early. Please make sure to wait long enough for that voice clip to not play.
 
* Please show both fire modes (primary and alt) in the first clip rather than in separate clips. Shoot a few sparse shots at the pyro (of both types), then spam the soldier with primary, then spam medic with secondary.
 
* Make sure to show the range and auto-aiming of both fire modes; right now both clips show it from point blank and with full accuracy
 
* Transitions: please wait a little bit before/after each clip transition and avoid moving the camera during them (see existing demos for examples)
 
* The projectile destruction clip shows all projectiles being destroyed at the last second. The weapon has more range than that, so make sure to demonstrate how far away it can destroy projectiles from
 
* In the sentry clip, I think you have the enemy's alt-fire bound to the spacebar; try binding to another key that doesn't cause your own character to move so that there's no weird jumping going on
 
* Taunting at 2:32: funny but unnecessary (it's a long demonstration so better avoid that)
 
* 2:40: somehow the first stickybomb glitched through the floor here...?
 
* 2:48: random crits and console spam happened for some reason. Same at 03:10
 
* Demoman clip in general has both characters moving a lot, which makes it hard to follow what's going on. Check the existing demo which shows the demoman spamming the BLU spawning box instead, which is easy to follow and has all the stickies and pipes contained into a small unchanging area
 
* Also, optionally, see if you can remove the aliasing on the loadout screen at the beginning. The engineer's silhouette is very pixel-y, but the [https://www.youtube.com/watch?v=yOrjaumD-38 existing demo] doesn't have this problem. I think this can only be fixed via driver override (e.g. open the AMD/NVIDIA control panel and set TF2 to force antialiasing).
 
  
Thanks~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:57, 18 June 2017 (PDT)
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::::::Still, is that a yes on the idea?
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::::::----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 20:28, 27 October 2023 (UTC)
  
:Thank you for your critisism, the sentry clip was actually another player, and he was firing when i jumped, as bots dont have the wrangler.
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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)
  
:I really should unbind shift, because of the crits error.
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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 am going to remake this demonstration now, with hopefully better quality.
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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)
  
:The reason theres such a quality difference between the loadout screen and ingame footage is because I recorded the loadout screen in fraps but the rest was rendered with the Source Recorder.
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::: I will do the demo as soon as I get enough votes for it
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::: ----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 18:42, 15 November 2023 (UTC)
  
:I have no clue why the sticky glitched through the floor, and I am going to remmake it completely anyway.
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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)
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<!-- ~~~~ FIRM here for edits that aren't questions -->
  
:I am currently recreating this demonstration following your advice, and hopefully it will turn out better.
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== Flippin' Awesome and Skullcracker in VSH ==
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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)
  
Thank you for your tips! --[[User:DarkerBit|DarkerBit]] ([[User talk:DarkerBit|talk]]) 04:51, 20 June 2017 (PDT)
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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)
  
:I am unable to make the demonstration due to private reasons.
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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)
  
:Feel free to reserve this, as I am going to unreserve it.
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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)
  
[[User:DarkerBit|DarkerBit]] ([[User talk:DarkerBit|talk]]) 13:25, 28 June 2017 (PDT)
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== Configs for partner taunt demonstrations ==
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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)
  
:I hope all the changes are correctly showed here: https://www.youtube.com/watch?v=I4EO0MwlwrE&feature=youtu.be - '''[[User:Thedop|Thedop]]''' 20:19, 18 April 2018 (UTC+1)
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== New tr_karma and requirements ==
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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:
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* 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
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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)
  
=={{icon item|Spy-cicle|16px}} [[Spy-cicle]]==
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== Issues with tr_krama and tr_krama_event ==
  
{{c| No longer displays Fire immunity shield when fire immunity is triggered}}
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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)
Hey im new to this but is it ok if I will give it a try?  It might take a while but my first won't be my best :D [[User:Sugarmuff1n|Sugarmuff1n]] ([[User talk:Sugarmuff1n|talk]]) 19:40, 18 November 2016 (PST)
 
:Go for it. If this is your first time doing TF2 videos you might want to read [[Source Recorder]] and perhaps do only one clip of the demonstration first just as a video quality check. Good luck~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:20, 20 November 2016 (PST)
 
  
=={{icon item|Sun-on-a-Stick|16px}} [[Sun-on-a-Stick]]==
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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)
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::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)
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:::@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)
  
{{c|Take 25% less damage from fire while deployed}}
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== Question about 2D and 3D player models ==
  
Heya,Denis here - https://www.youtube.com/watch?v=iNqmVnP7bCk&feature=youtu.be xB33 09:02, 5 March 2017 (PST)
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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)
:Hi Denis. Thanks for the video. Just one thing: it's not clear that the third view in the split-screen at 0:40 has the sun-on-a-stick equipped. I think the clip should start with the sun-on-a-stick/bat already equipped and held in hand, and then in one of the clips you can switch to scattergun. It would make it more obvious as to what's going on. Thanks~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:53, 5 March 2017 (PST)
 
  
Ey,Denis here,fixed version - https://youtu.be/WsGc9AOABlc xB33 08:21, 6 March 2017 (PST)
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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)
:Hmm, nope, the split-screen part looks the same as the previous video. :(
 
:To be clear:
 
* Left clip: Starts with Sun-on-a-Stick in hand, keeps it all the way through
 
* Middle clip: Starts with Bat in hand, keeps it all the way through
 
* Right clip: Starts with Sun-on-a-Stick in hand, switches to Scattergun before getting flamethrower'd
 
  
This is a similar comment as the one on the Pretty Boy's Pocket Pistol. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:24, 7 May 2017 (PDT)
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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)
::Nice one Denis. Also, could the switch from Scattergun to Sun-on-a-Stick be for showcasing the deploy animation? ⇒[[File:Leaderboard class spy.png|16px|link=]] [[User:Anyar|<span style="font-size: 16px; font-family: TF2 Build">Anyar</span>]] ([[User_talk:Anyar|talk]]/[[Special:Contributions/Anyar|contributions]]/[[User:Anyar/No|giveaway]]) 19:21, 7 May 2017 (PDT)
 
:::No need to showcase the deploy animation. Nice to do but not a requirement. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:17, 28 May 2017 (PDT)
 
  
=={{icon item|Sydney Sleeper|16px}} [[Sydney Sleeper]]==
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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)
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]])
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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)
  
{{c|Fully-charged body shots and headshots no longer splash Jarate on players around the target.}}
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== Mastercomfig question ==
  
{{c|Reduced length of on-hit Jarate to 2 to 5 seconds (from 2 to 8 seconds)}}
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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)
  
{{c|Added: "Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second".}}
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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)
  
(Older version)
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::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)
:This weapon might ended up in the same way as Phlogistinator, this weapon has received many complains about the buff, so i highly suggest not to touch it until Valve did something about it. Because it's op right now [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 8:24 PM 8/9/2016 (PDT)
 
  
Heya,Denis here with my 1st video,fixed Sydney Sleeper - https://youtu.be/Ag0tmj5B1mA xB33 03:14, 5 March 2017 (PST)
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== Closed Captions/Subtitles ==
:Is good. Please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:53, 5 March 2017 (PST)
 
  
(New version Post Jungle Inferno)
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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.
:Video: https://www.youtube.com/watch?v=asr6n7gt3ME&feature=youtu.be - [[User:Thedop|Thedop]] 13:34, 11 April 2018 (UTC +1)
 
  
=={{icon item|Vita-Saw|16px}} [[Vita-Saw]]==
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<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.
{{Reservation|Naleksuh}} ([[User talk:Naleksuh|talk]])
 
  
{{c|Added Organs collecting concept. Each hit with the Vita-Saw harvests the victim's organs. Preserves 15% ubercharge(sic) per Organ harvested on-death. Effect caps at 60% total ubercharge.}}
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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)
  
=={{icon item|Wanga Prick|16px}} [[Wanga Prick]]==
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: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)
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]]) 19 April 2018
 
  
{{c|+33 cloak drain rate}}
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:: 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.
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:: 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)
  
{{c|Normal disguises require (and consume) a full cloak meter}}
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::: 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)
  
:Video : https://www.youtube.com/watch?v=0kCcaLIrW_U&feature=youtu.be - '''[[User:Thedop|Thedop]]''' ([[User talk:Thedop|talk]]) 10:38, 19 April 2018
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::::I personally don't like the idea of describing it with text, as I'm afraid we or the people might get reliant on it, rather than the textless demonstration. Plus, it'll likely become outdated very fast.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 19:25, 4 July 2024 (UTC)
  
=={{icon item|Winger|16px}} [[Winger]]==
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== Achievement Demonstrations on the official TF Wiki YouTube channel ==
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]])
 
  
Since new sounds were added, i decided to redone the WD for the Winger. I tried to making it identical to the previous WD. Tell me first if a new demonstration is needed and if true, any problems to report (sorry english isn't my mother tongue) video : https://youtu.be/wHVeReXhHp0 <small>— ''The preceding unsigned comment was added by'' '''[[User:Thedop|Thedop]]''' ([[User talk:Thedop|talk]]) • ([[Special:Contributions/Thedop|contribs]]) </small>
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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])
:A new demonstration is indeed needed, and yours is perfect. I'm impressed, as it's pretty rare to get it right on the first try~ Please upload the original video file somewhere so that it may be reuploaded to the wiki's youtube channel. [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:47, 8 November 2017 (PST)
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=== ''"Why demonstrate achievements?"'' ===
::Upload link: http://www.mediafire.com/file/glcbcbx8epq6p0f/winger_weapon_demonstration.mp4 <small>— ''The preceding unsigned comment was added by'' '''[[User:Thedop|Thedop]]''' ([[User talk:Thedop|talk]]) • ([[Special:Contributions/Thedop|contribs]]) </small>
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TF2 has '''hundreds''' of achievements, with many having rather ''vague'' descriptions. Thus, actively attempting to earn them may seem daunting to many players. Demonstration videos would provide clarity and encouragement to both newcomers and achievement hunters alike.
 +
=== ''"How should achievements be demonstrated?"'' ===
 +
Any achievements showcased should be earned in intended ways, utilizing simplest methods. [[Strategy#Achievement_strategies|This page]] should serve as a general guide. Weapon unlocks and cosmetics should be avoided unless essential to earning the achievement. General achievements that are earnable by any class should feature the [[Scout]] by default. Demonstrations should be primarily versus [[bots]], though versing another player will be necessary at times.
 +
* '''''[[Taunts#Kill_taunts|Taunt kill]] and [[Deathcam]]-related achievements:''''' Should feature the victim's Deathcam perspective of the player earning the achievement.
 +
* '''''Achievements involving performance of a repetitive task over a lengthy period of time:''''' Should be presented with a fade effect representing a time lapse, with only the start and earning of the achievement needed to be shown.
 +
* '''''[[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)
  
=={{icon item|Your Eternal Reward|16px}} [[Your Eternal Reward]]==
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: {{c|con}} My personal vote on this would be a no. I just don't see the need and it would feel spammy. The majority of achievements are pretty self explanitory. The few that are vague are thouroughly explained in the [[Obtaining General achievements|"Obtaining Achievements"]] type pages. This would be a massive ammount of work to produce and aprove all of these for what feels like very little to no gain in my opinion. Producing hundreds of videos explaining basic things feels like a huge waste of energy. I could maybe see an argument for making "official guides" for some of the more convoluted achievements but the wiki definitely shouldn't be making hundreds of videos covering basic stuff like "Destroy 3 teleporter entrances". [[User:Mediarch|<font color="ec5c69">'''Mediarch'''</font>]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|<font color="ec5c69">'''Talk'''</font>]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[Special:Contributions/Mediarch|<font color="ec5c69">'''My Edits'''</font>]] 20:15, 27 June 2024 (UTC)
{{Reservation|[[User:Thedop|Thedop]]}} ([[User talk:Thedop|talk]]) 17:50, 09 November 2017
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:: Time and energy are non-factors as I am entirely willing to solo produce these if needed. And even basic achievements have their nuances. Per your example, does "Destroy 3 teleporter entrances" include ones that are being constructed? What about ones that are being sapped? Do destruction assists count? Et cetera. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 20:39, 27 June 2024 (UTC)
  
{{c|+33 cloak drain rate}}
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:::I've heard that quite a few times about different projects, this is not something you will finish, trust me. I personally don't believe these add much value, some achievements are very self-explanatory, and the how-to is exactly why we have these pages. It's a neat idea, but there's too much that would go into these (including needing to pretty much reset all your achievements each time). If a project is going to be made, it needs to be accessible for everyone, or at least more than a few people willing to reset all their achievements.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 22:17, 27 June 2024 (UTC)
 
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::::It took only a few hours to make/edit the 5 example videos, the rest of the time I spent working on this project was spent planning and mapping (I had to learn how to use Hammer). Realistically, it would only take a few months for me to complete them all, and that's just with one person working on them. As for resetting achievements, [https://github.com/gibbed/SteamAchievementManager Steam Achievement Manager] is a facilitative way to modify your Steam achievement progress at will. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 23:18, 27 June 2024 (UTC)
{{c|Normal disguises require (and consume) a full cloak meter}}
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:::::And to refute the idea that a lot of the achievements are ''"too basic,"'' this same logic could apply just as much to any other demonstrations: [[weapons]] can simply be playtested by anyone booting up the game and firing them a few times, [[taunts]] can be freely previewed in the [[Mann Co. Store]], all the [[Cosmetic_item|cosmetic]] videos exist simply to show they can earn assists, and so on. Meanwhile, a great deal of achievements are rather specific or obtuse in how to actually earn them and would greatly benefit from a video demonstration. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 23:43, 27 June 2024 (UTC)
 
 
:I have some problems to show the cloak drain rate between the knife and YER, i can't manage to install the splitscreen hud. Any way to fix it? - '''[[User:Thedop|Thedop]]'''
 
::You can try setting your game launch options to, for example, "<code>-width 960 -height 1080 -window</code>". That will make the game run in a window at 960x1080 resolution, so the HUD elements will be correctly positioned. If you use [[Source Recorder]] for videos, you can actually record yourself in normal resolution, then restart the game in 960x1080 and render the demo using that. I will add this to the non-talk version of this page. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:31, 9 November 2017 (PST)
 
:::Video : https://youtu.be/9hzetfcouxI. By the way, i realise now [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) is actually working on this WD too. I have no intent to creating any conflit, i still decided to finishing it but he  has the priority on it. Anyway, i wanted to talk about the last part of the video (about the disguise consume rate), and have some feedback on it (if it's understandable, fully showing the malus, etc). Also i friend of mine helped me do doing some parts, i hope it can't be seen too much. - '''[[User:Thedop|Thedop]]''' 02:51, 11 November 2017 (UTC+1)
 
:Didn't see anything weird. All good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:55, 11 November 2017 (PST)
 
::Why did you not show the critical hit? Critical hit facestabs and backstabs are two different things. [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 20:38, 11 November 2017 (PST)
 
:::Well for two reasons :
 
* I mostly based the WD over the previous one (https://www.youtube.com/watch?v=WGsw42Wgec8), the creator didn't show the critical hit damage for the YER on the Medic.
 
* The knife don't realise random critical hit, and being in the situation where you manage to doing one (Kritz uber, Halloween buff) are rare normally. Also, i think it's  still more important to show the backstab's hitbox (on the Medic again) than the knife crit damage. But, i ain't the one who deciding this so it's up to the admins to reconsider if showing the crit damage with the knifes is needed. (sorry for my english skill )
 
:::Upload link : https://www.mediafire.com/file/k4v4aqma0zz8g1g/Demonstration_YER.mp4 - '''[[User:Thedop|Thedop]]''' ([[User talk:Thedop|talk]]) 12:46, 12 November 2017
 
::::If you watch the first remake though, you will see a sniper has been added. It's not like you have a limited allotment of 4 bots and you must decide what to do with them :P
 
::::besides, you made this when I was already making it, so it shouldn't even exist 👌[[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 00:31, 14 November 2017 (PST)
 
:::::You didn't put a {{tl|Reservation}} template (while Thedop did), so not much room for complaints. The knife demos generally don't have non-backstab critical hits shown. As per the "For melee weapon" section of the non-talk version of this page: "If the weapon cannot crit randomly, but can crit under certain circumstances, then you are free to do whatever you want as long as you make it crit at least once", which means showing a backstab is enough. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:34, 26 November 2017 (PST)
 
::::::Just because it's TECHNICALLY a critical hit doesn't mean it's actually a crit.
 
::::::And I didn't know there was a "magic template", I thought reserving it was reserving it. [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 21:12, 27 November 2017 (PST)
 
:::::::Can you explain the difference between a "critical hit" and a "crit"?
 
:::::::As for reservations, it doesn't really need to use the magic template, but there needs to be some note in the weapon-specific section. This talk page is too large to expect others to read all of its sections in order to determine who is working on what weapon, that's why each weapon has its own section under which both reservation status and video attempts can be together. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:13, 5 December 2017 (PST)
 
::::::::Hey, just occured to me. Maybe we should show the combo of Your Eternal Reward + Cloak and Dagger which shows how you can disguise while cloaked, but not with the invis watch. [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 18:02, 11 December 2017 (PST)
 
:::::::::As much as I'd like that, this opens up the whole can of worms of dealing with non-default weapon interactions, which is a lot. To keep the set of demonstrations to do small, so far these interactions have not been demonstrated. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 02:57, 5 March 2018 (UTC)
 
 
 
=Flamethrowers=
 
Note: I decided to put the Flamethrowers aside from the "Need to be redone" chapter because most of them sharing the same changes from the Jungle Inferno Update - '''[[User:Thedop|Thedop]]''' ([[User talk:Thedop|talk]]) 10:38, 03 May 2018
 
 
 
{{c|Flamethrowers no longer apply maximum-duration afterburn on contact. Afterburn duration is now based on how long the target is in contact with direct flames.}}
 
 
 
{{c|Flame damage per second now ramps up based on density of flame encountered, up to 200%.}}
 
 
 
{{c|New particle effects.}}
 
 
 
{{c|Airblast: Total push force slightly increased.}}
 
 
 
{{c|Flame damage per second now ramps up based on density of flame encountered, up to 200%.}}
 
 
 
=={{icon item|Backburner|16px}} [[Backburner]]==
 
 
 
=={{icon item|Degreaser|16px}} [[Degreaser]]==
 
 
 
=={{icon item|Flame Thrower|16px}} [[Flame Thrower]]==
 
{{Reservation|IAmQuiteHorny}} ([[User talk:IAmQuiteHorny|talk]])
 
Gonna pitch in my help... a lot of outdated videos right now so I'm guessing you need the manpower. No need to worry, my Wiki username won't be in the video :)
 
 
 
=={{icon item|Nostromo_Napalmer|16px}} [[Nostromo Napalmer]]==
 
 
 
=={{icon item|Phlogistinator|16px}} [[Phlogistinator]]==
 
 
 
=={{icon item|Rainblower|16px}} [[Rainblower]]==
 
 
 
=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)
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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)
:No, that's probably too much. [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:29, 27 December 2015 (PST)
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:SAM is moreso a debugging tool than a cheat. I'm certain most people use it to earn bugged achievements that wouldn't activate for them for whatever reason. That argument aside, I am more than willing to continue working on this project if given a greenlight, or in the case the greenlight only comes after a certain trust is built, I'd still be working on it until then. I'll provide updates, including more videos, more maps, thumbnails, etc. The only achievements I might need outside help with are the ones which require multiple Steam friends. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 00:13, 28 June 2024 (UTC)
  
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)
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::It's not much of a debugging tool, but there are in-game features to reset achievements, too, which is what we would use instead. The Wiki being official means if we officially require people to use that program, it's a form of endorsement, which is not something we want. Many achievement demonstrations would also simply not be interesting or very hard to demonstrate (winning 142 rounds of a map, collect 1 million MvM credits/killing 1 million robots, destroying 100 enemy stickybombs with the Scottish Resistance). Some would also not be a proper demonstration: Winning a map without losing a control point on Hydro or winning a round of Well within 5 minutes would just consist of either regular gameplay or an empty server where you run on control points. The former is too much for a demonstration, and the latter is not demonstrating anything. Also note, this is the last message I'll leave here (but I will still watch the conversation) as I don't want the convo being stopped by a constant back-and-forth and possibly have people not engage in the conversation because of it.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 00:29, 28 June 2024 (UTC)
: 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)
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:::I can see the rationale behind wanting to use the more 'official' means of resetting achievements, and I will aim to utilize that from now on. As far as whether or not an achievement is demonstrated ''"properly,"'' this is entirely subjective, as achievements can be earned in a variety of ways outside the intended/idealistic means; I merely wish to provide an example of the most basic methods which anyone can reliably follow. Whether or not a demonstration is ''"interesting"'' is also subjective. I appreciate the earnest provision of your viewpoints and criticisms, and I too shall disengage from this back-and-forth to allow more opinions to be shared. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 00:43, 28 June 2024 (UTC)
::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)
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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.
: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)
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:::: That said, it is unreasonable to make over 500 videos and some achievements would be hard to demonstrate (progress ones, for example). I wouldn't be against making a "walkthrough" for some very specific achievements like the Merasmus TV one, but that wouldn't really fall under this project (it would just be an addition to the strategy page). — [[User:Tark|<span style="font-weight:bold;color: #5BC236">Tark</span>]] 17:55, 4 July 2024 (UTC)
::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)
+
:[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)
::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)
 
  
== Frontier Justice ==
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<!-- ~~~~ -->
  
{{Reservation|[[User:Perkzitos|Perkzitos]] ([[User talk:Perkzitos|talk]]) 13:10, 23 September 2016 (PDT)}}
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== Update status on the Team Fortress Classis demonstration project ==
:[https://youtu.be/_Q1O93qntDw Click here to acess the Video] <small>— ''The preceding unsigned comment was added by'' '''[[User:Perkzitos|Perkzitos]]''' ([[User talk:Perkzitos|talk]]) • ([[Special:Contributions/Perkzitos|contribs]]) </small>
 
::Hi Perkzitos and thanks for creating this demonstration. Here's what I've found:
 
  
* Video quality is poor. [http://upload.gaiatools.com/files/vlcsnap-Frontier%20Justice%20%28720p_30fps_H264-192kbit_AAC%29.mp4-%40-00_00_00-00001_0.png Here's a screenshot from the beginning of the video] (downloaded at its highest 720p quality); check the item description text. Now compare it to the [http://upload.gaiatools.com/files/vlcsnap-Weapon%20Demonstration_%20Frontier%20Justice%20%281080p_60fps_H264-128kbit_AAC%29.mp4-%40-00_00_01-00002_0.png same screenshot from the current version of the demonstration]. As you can see, there is a big picture quality regression which makes the text harder to read. You should increase the video bitrate and, if possible, resolution.
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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.
* Poor graphics quality: your video has [http://upload.gaiatools.com/files/vlcsnap-Frontier%20Justice%20%28720p_30fps_H264-192kbit_AAC%29.mp4-%40-00_00_04-00003_0.png jaggy edges] which don't appear in the [http://upload.gaiatools.com/files/vlcsnap-Weapon%20Demonstration_%20Frontier%20Justice%20%281080p_60fps_H264-128kbit_AAC%29.mp4-%40-00_00_05-00005_0.png current demonstration]. This is usually due to low or no antialiasing (for jaggy edges) and low or no anisotropic filtering (for jaggy/checkerboardy textures such as that orange-black stripe pattern on the floor or the metallic grid behind the cardboard soldier in the back).
 
* Low model quality: Compare the sentry blueprint: [http://upload.gaiatools.com/files/vlcsnap-Frontier%20Justice%20%28720p_30fps_H264-192kbit_AAC%29.mp4-%40-00_00_58-00006_0.png your version] vs [http://upload.gaiatools.com/files/vlcsnap-Weapon%20Demonstration_%20Frontier%20Justice%20%281080p_60fps_H264-128kbit_AAC%29.mp4-%40-00_00_56-00007_0.png current version]
 
* Audio is mono. It should be stereo.
 
* Low audio quality. You can feel that by just listening to the gunshots or the background music; they sound more "radio-y" than the current demonstration does. If you compare spectrograms, your audio encoding settings [http://upload.gaiatools.com/files/Frontier%20Justice%20%28720p_30fps_H264-192kbit_AAC%29_0.png cuts out audio frequencies above 11.5 kHz], while [http://upload.gaiatools.com/files/Weapon%20Demonstration_%20Frontier%20Justice%20%281080p_60fps_H264-128kbit_AAC%29_0.png the current demonstration does not].
 
* Lack of video transitions. Please add 0.5-second fades between clips, otherwise it looks like you're teleporting between clips.
 
* Please show that other weapons don't get crits. The current demonstration shows this by switching to other weapons before using up the crits on the Heavy.
 
* Audio glitch near the end of the video at about 1:42, the audio cuts out.
 
  
To address the audio issues, it's probably just a matter of editing your audio encoding settings to higher quality. For the video issues, see if your computer can handle running the game on higher-quality graphics settings (with antialias, anisotropic filtering, etc.). If it can't, you will probably need to use [[Source Recorder]] in order to render demos at higher quality.
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Because now, I would like to announce that the first major hurdle in making Tfc demonstration weapons, namely that of getting a proper demonstration map, has been overcome! For that reason, I will present you 4 different demonstration maps that I had created. Why 4, you may ask? Well I knew that as a very much novice map maker, I could not possibly make a good demonstration map from the first try; so I decided to make multiple different maps and ultimately let you, *the community*, collectively decide which of the presented maps should be used for demonstrations. This of course means that any criticism, praise, suggestions and comments about the upcoming maps is very much appreciated and wanted. It must also be noted that many of the maps shown here are not complete. In fact, this is a deliberate choice, as I first wanted to get community feedback about the overall layout and "feel" of the map, before decorating them with details and whatnot. Anyway, here are the maps:
  
Hope this helps and good luck~ I can help with some of the above if you need. [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:46, 24 September 2016 (PDT)
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1st map is called Wind_tunnel, and its demonstration video can be found [https://www.youtube.com/watch?v=H-JTrTQfCJY here]. 2nd map is called backup_final ''(keep in mind that these names are only temporary, the chosen map will be renamed into tr_lolim)'' and its demonstration video is [https://www.youtube.com/watch?v=ls2gSuL8UeA here]. 3rd map's name is tr_karma, which you can see [https://www.youtube.com/watch?v=rmQq4fRJy4U here]. And finally, the 4th one is called tr_lol_test_tfc and can be found [https://www.youtube.com/watch?v=UJu0naNRJNc here].
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The maps are chronologically ordered, meaning that the first map ''Wind tunnel'' is oldest/earliest one that I created, while ''tr_lol'' is my final one. As you can see, ''Wind tunnel'' and ''Backup final'' are the most completed maps, featuring an outdoors obstacle course section, a pit, as well as a grenade testing range. However, the other two maps shouldn't be judged for their lack of such things, since the outdoors part can easily be copied from the other two and added on. Of much, '''much''' greater importance to me is knowing whether the main testing chamber/firing range, as well as the overall layout/architecture is of satisfactory enough quality to be used for a professional and official setting like the Team Fortress Wiki.  Further more, here are the wireframe overviews of some of the maps listed: [[File:User Lolimsogreat2 tfc1.png|15px]] (Wind Tunnel), [[File:User Lolimsogreat21 tfc2.png|15px]] (tr_karma), [[File:User Lolimsogreat21 tfc3.png|15px]] (tr_lol)
  
Hey Wind! I maked a new video, please check!<br>[https://youtu.be/aA3ygLJS43k Click here] - [[User:Perkzitos|Perkzitos]] ([[User talk:Perkzitos|talk]]) 18:55, 30 September 2016 (PDT)
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Once again, I leave it up to the community to decide which of these maps is the most valuable one; or if my mapping skills are that bad, if none of them are worth while, in which case I will happily scrap all 4 maps and start over again. This time, hopefully, it wont take me 2 years to finish a new batch :D. As for download links, I didn't provide them since once again; the maps are not finished and are expected to undergo many revisions, both as I and the community see fit. However, if someone really wants to see/edit these early maps for themselves, they can contact me in private and I can provide both the .bsp and the .quark (the map making engine) file.  
:Thanks for the new video. It is better, but still not perfect:
 
* The video is encoded with [https://en.wikipedia.org/wiki/Interlaced_video interlacing]. Look at the little artifacts that show up whenever something is moving fast on-screen, like [http://upload.gaiatools.com/files/vlcsnap-Frontier%20Justice%20%28720p_30fps_H264-192kbit_AAC%29.mp4-%40-00_00_17-00001_0.png firing the weapon] or [http://upload.gaiatools.com/files/vlcsnap-Frontier%20Justice%20%28720p_30fps_H264-192kbit_AAC%29.mp4-%40-00_00_50-00002_0.png moving the camera] This should be a matter of switching it to "deinterlaced" in the video rendering settings. Once you have done that, also make sure to **double the bitrate** in order to conserve the same level of quality (deinterlaced video takes up 2x more space to maintain the same level of quality).
 
* Model quality has not improved; again compare the sentry "ghost" blueprint model in [http://upload.gaiatools.com/files/vlcsnap-Frontier%20Justice%20%28720p_30fps_H264-192kbit_AAC%29.mp4-%40-00_01_07-00003_0.png your video] compared to the [http://upload.gaiatools.com/files/vlcsnap-Weapon%20Demonstration_%20Frontier%20Justice%20%281080p_60fps_H264-128kbit_AAC%29.mp4-%40-00_00_56-00007_0.png existing video]. This can be fixed in the TF2 graphics settings (model quality).
 
* There are still a few isotropic filtering artifacts on the orange-black stripes on the map floor, but I am not sure if those are from still-too-low anisotropic filtering or from low bitrate. Try increasing both anisotropic filtering and video bitrate.
 
  
Video contents are otherwise all good. Keep it up~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:44, 2 October 2016 (PDT)
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Anyway, although the largest hurdle for this project has hopefully been overcome, there are still more technical problems that prevent me from just pumping out TFC demonstrations, they are as follows:
 +
* '''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! [[User:Lolimsogreat21|Lolimsogreat21]] ([[User talk:Lolimsogreat21|talk]]) 09:09, 29 July 2024 (UTC)Lolimsogreat21
  
== New Map and Musics For Demonstration ==
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:I'm not going to lie, this project has been entirely stagnant so there's clearly not much interest from anyone actually involved in the project. It's easy to say "yeah this is a great idea", but then when it comes to actually doing it, others have to figure it out. The maps were the least of our worries, as they can be made easily, and definitely not the biggest hurdle. The bots and damage numbers will most likely require game modification to work, or at least a good knowledge of the game (for the bots). Otherwise, it'll always have to be two people, which requires servers too. This just seems like way too much work to figure it out, so I think if this hasn't been solved in 3 months I might just indefinitely shut it down.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 13:22, 29 July 2024 (UTC)
  
Glad you like the tr_karma map, it has everything, a swimming pool, a pit hole, trees, and birds. I assume you've played the map to see how it looks like. For new musics, i mixed the projector music with the official TF2 soundtrack, two examples: https://www.youtube.com/watch?v=sYIblqJNSDM and https://www.youtube.com/watch?v=xdC7L2o_1Y0 I think we definitely should use them too, the current ones are getting old and boring. If you like, i'll upload them here. Also for the config and bots spawning, do you still want the starting bots to be Pyro, Soldier, Medic, and Spy? in my videos, the bots are Demoman, Heavy, Sniper, and Scout. if you want the same setup for the bots, i'll change them, then upload the config file here. Oh yeah last thing, a halloween themed version for the tr_karma will be released soon, since Scream Fortress will be here soon, if there's any new weapons released, can i use that halloween tr_karma to demonstrate? [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:11 AM 10/5/2016 (PDT)
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::As fascinating as it is, and the work is appreciated, I feel as if it's just far too much work from a recording an editing standpoint, especially without damage numbers and everything that TF2 has its gonna be pretty hard to record any sort of demonstration unless you go through the whole process of manually adding numbers to the video to indicate damage. Unfortunately I don't believe most would be able to cope with all that work. <br>[[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 13:33, 29 July 2024 (UTC)
:https://www.dropbox.com/s/lwfowqne4qsld0x/Tr_karma%20and%20night%20%28with%20config%29.rar?dl=0 tr_karma and tr_karma_night, also included config for bots, new bots setup and the old one. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 4:02 PM 10/8/2016 (PDT)
 
::Thanks for the maps. I'm getting some [https://i.imgur.com/nPWnjpf.jpg skybox issues] with the night version.
 
::Yes, the bots should be the same and spaced the same way such that videos using either maps stay comparable in terms of distance falloff and time-to-kill-each-bot.
 
::For halloween: Yes, as long as it also has a halloween background music as well to complement it. I think this would mark a nice point to transition to the regular tr_karma for demos after that point too (meaning that we keep doing tr_target_weaponref_hdr demos until halloween, then make tr_karma_halloween demos, then make tr_karma demos). — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:54, 9 October 2016 (PDT)
 
  
== New Demonstrations (jungle inferno) ==
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:::I can see that the general outlook on this project is quite pessimistic, which I can understand perfectly. However, there have been more developments that I've made this week, which could bring this proposal one more step closer to realization. Namely, the [https://developer.valvesoftware.com/wiki/Foxbot Foxbot] bot program, which almost certainly isn't intended for the purposes I'm trying to shoehorn it into, is actually quite a bit more flexible then I initially thought and reported to you. Turns out that with some careful and delicate usage of the waypoint system, it is possible to (crudely) manipulate and somewhat exert control over the bots. Couple this with the skilfull usage of something called ''waypoint tags'', and I managed to actually bug out the bot's navigation, to the point where they become completely docile and unmoving, ready to be used for demonstration purposes. Finally, the command {{code|botsdontshoot}} ensures that they won't target me, allowing me to even control the direction they are facing.  While this setup cannot be saved, meaning that every time I load a map I need to do the whole procedure again, it works perfectly and looks something like [https://youtu.be/4aBWMRW6rHo this]
  
These is my first demonstrations, so I can imagine 1000 errors...  
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:::Only minor issue still remaining is that when the bots get killed, they will respawn back into their "unbugged" state and start jumping and moving about. Since the command {{code|mp_respawn_time}} doesn't work, and there is no way to stop them from respawning, I simply solved the issue by disabling chat messages and then binding one of my keys to the kick command and immediately kicking the bot upon death; if I'm fast enough they wont even get to respawn. (In the video they did, hence the loud obnoxious sound in the background). Finally, the Foxbots have a couple of tricks up their sleeves over their tf2 counterparts, namely the {{code|botcam}} command, which allows me to see from the pov of the bots, which could be immensely useful in demonstrations, but I've yet to do extensive testing on it.
  
[https://www.youtube.com/watch?v=yT4uldBfLFk Thermal Thruster]<br/>
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:::I consider the bot issue solved, leaving only the damage numbers remaining, however things got complicated here. Turns out, I was wrong in believing that the console shows damage received by other players, or if it does, I don't know how to get it do that. This not only means that there are no damage numbers shown during the actual testing, but there is no record kept of the damage another player received at a given moment, from which damage numbers could then be extrapolated and edited in during the post production. This is actually fine for most weapons. There is no damage falloff in tfc, meaning that a single shot from, say the nailgun, will always do the exact amount of damage at all ranges. Meaning that as long as all shots hit their target, I can simply count the amount of ammo a weapon consumed and then add in damage numbers. The real trouble makers are the Shotguns and the Assault gun, who fire multiple pellets/buletts per single ammo, and have a wide spread, making it impossible to know the exact damage dealt unless at extremely close ranges, where every shot is expected to connect. I'll still looking for a solution to this, so wish me luck. [[User:Lolimsogreat21|Lolimsogreat21]] ([[User talk:Lolimsogreat21|talk]]) 22:12, 4 August 2024 (UTC)Lolimsogreat21
[https://www.youtube.com/watch?v=jiBhdiJgpgM Gas Passer]<br/>
 
[https://www.youtube.com/watch?v=RZIzw1tix-o Your Eternal Reward]<br/>
 
[https://www.youtube.com/watch?v=W1gODf-L2v4 Cow Mangler 5000]<br/>
 
[https://www.youtube.com/watch?v=PrvUcsrrRgE The Second Banana]<br/>
 
[https://www.youtube.com/watch?v=J7DafC64yQw The Vita-saw]<br/>
 
[https://www.youtube.com/watch?v=6k08OXssODU The B.A.S.E jumper]<br/>
 
[https://www.youtube.com/watch?v=ha_EWzo0hlc Pretty Boy's Pocket Pistol (this is a super-update, because embarassingly, it was never redone since the LAST update)]<br/>
 
I am currently remaking:
 
*Atomizer
 
*Rescue Ranger
 
*Flamethrower'''s'''<br/>
 
Please let me know if there are any problems. [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 14:16, 21 October 2017 (PDT)
 
  
::Thanks wind, i'll get right on it (in order ;). Can I add you on steam or something where you're more active so I can reach you more often? [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 14:40, 29 October 2017 (PDT)
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::::This sounds like a ton of effort, and definitely not worth it nor easy to get into for the average person. It's possible, but having to rely on the bots being bugged out and having to do this every single time to do something. This is just too much effort, unless it can be done easily I don't see much of a point.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:11, 4 August 2024 (UTC)
:::I'm not on Steam very often but I am on the [[IRC]] channel as <code>WindPower[m]</code> — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:02, 29 October 2017 (PDT)
 
::::With an [m] eh? I guess that explains why I didn't get a reply back when I pmed only <code>WindPower</code> [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 15:05, 29 October 2017 (PDT)
 
  
:Review for https://www.youtube.com/watch?v=D62WLzm4tS4:
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::::: Well If ease of demonstration is such a problem, there might be a way to remedy it quite easily. Checking out the [https://apg-clan.org/vbdownloads.php?do=download&downloadid=980/ Foxbot download site], it seems that a {{code|botdontmove}} command, which is something that would drastically cut down on the setup process, is actually on the developer's to-do list. And since the last update to foxbot came out in July of this year, it isn't out of the question that the next update could also arrive relatively soon, at least sooner then your 3 month deadline... However, in my opinion, there is no reason to wait any further. I have the maps, I have the (semi-functioning) bots and I can demonstrate 12 out of the 19 weapons (not counting the grenades) by simply guessing the damage numbers with reasonable accuracy. So unless someone gets any army of alternative accounts, or multiple players are willing to come together for a demonstration (which clearly won't happen and is very expensive), then this is the way the cookie will crumble. [[User:Lolimsogreat21|Lolimsogreat21]] ([[User talk:Lolimsogreat21|talk]]) 11:40, 18 August 2024 (UTC)Lolimsogreat21
:* Video quality is much better. Not perfect though. Some tips to improve further if you want to explore:
 
::* Use tr_karma instead of tr_target_weaponref, it has slightly better lighting.
 
::* Try starting the game with <code>-dxlevel 98</code> as launch option (in Steam, right-click on TF2 in the library, "Properties", "Set launch options")
 
::* Use some console commands to improve graphics quality further, for example using [https://github.com/tf2configs/tf2configs/blob/master/maxquality this] or [https://github.com/EntranceJew/tf2-fps-configs/blob/master/cfg/cinema.cfg this one]. This will probably make the game too slow to play normally, but you can run it before rendering a demo so that it only applies during demo rendering.
 
::* See if you can also do 60fps. Yes, you will need to '''double the bitrate''' to keep the same video quality at 60fps.
 
:* It's OK for the demo files to have bots randomly die at the beginning, but it's not OK to have that shown in the video, nor to have their ragdolls randomly littered across the floor, nor to hear the ragdoll sounds. If your demo file has this "everybody dies" problem, you can either decide to wait it out (and cut the waiting part in your video editor later), or you can bind <code>bot_teleport</code> to make the bots go away at first, then start recording the demo, then <code>bot_teleport</code> them back after the recording has started. That way the ragdolls will be somewhere else off-screen.
 
:* 1:18 - unnecessary jump
 
:* 1:28: missing fade transition, & need more padding before/after transition (see other demonstration videos to get an idea on the timing)
 
  
Rest is good~ This is much closer to perfect. [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:57, 31 October 2017 (PDT)
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::::::Unforutnately, the way the cookie will crumble is the project being scrapped. Damage numbers are is the biggest thing to show here, if they're based on a guess and not going to be natively supported, the project will just be scrapped instead. The reason to wait is because the whole purpose of these videos is to show off the weapons, if you can't show off the damage properly with damage numbers that are entirely accurate instead of a "guess with reasonable accuracy" then we're not doing it yet. Even if you know the damage entirely, having to individually add these for each weapon is way too much effort.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 12:47, 18 August 2024 (UTC)
  
:Also, https://www.youtube.com/watch?v=Zr09nYzHemA shows that the gas passer does resupply at the resupply locker, what's up with that? — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:03, 31 October 2017 (PDT)
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::::::: Alright alright, I can see that I didn't express myself clearly enough/forgot to say something important, so forgive me please. Namely, there is ''a way'' to see how much damage you've dealt someone in tfc, and that is to hop into the spectator team and hover over other players, which will display their armour and health. So in theoryyyyy (say when demonstrating the shotgun); you can pop one shot into the opponent, hop into spectator and see how much health is left and then go back to blue team, use some kind of autoclicker/script in order to return to the same mouse position, and repeat the whole process again. Afterwards, you can simply cut out the whole "you checking the bots' health" in order to make it appear as if the shotgun was firing continuously, and use the knowledge to add in damage numbers (simply extrapolate the damage by seeing how much of bot's health was left in every incriment of firing from their base health). Is this very difficult to do, yes. But like all the other things in this project, what matters is that it's possible, atleast to me. Now, is this a genuine and native demonstration? No. Does it involve pulling a bit of wool over the viewer's eyes? Yes. But judging from the talk at demonstration for [[Team Fortress Wiki talk:Weapon Demonstration#Chemistry Set|Chemistry set]], it seems that the wiki is fine with using illusions in order to make something appear to happen rather then actually happen. So I see no problem with it.
:Wind, are you sure -dxlevel 98 is a good idea? It [https://youtu.be/Bc7cyes7RnE completely ruined] the quality. [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 22:24, 8 November 2017 (PST)
 
::Yeah, that looks pretty bad. Go lower until you find a value that looks better. I think the valid directX 9.x ones are -dxlevel 98, 95, 91, and 90. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:31, 9 November 2017 (PST)
 
:::98 is what I used in that video though. To me it would make sense to go higher, but I trust you more than myself. i'll try it on 90 and upload that to youtube. [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 22:52, 9 November 2017 (PST)
 
::::OK, [https://www.youtube.com/watch?v=Rkj2I-RlCKs this] is what I now have. unless there is something you see, I myself can't find any problems so if you don't have any objections I may proceed to add music and the other clips. [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 12:42, 10 November 2017 (PST)
 
::::Video quality is quite nice. Get rid of the BLU pyro ragdoll at the beginning (unfortunately that will probably require a new recording, since you started moving too early on this one to be able to just cut off the beginning out), add the backpack view, add some BGM, and it'll all be good~
 
::::I'll be away for all of next week (work trip), won't be able to review other demos for a while. Feel free to start working on the other demos in the meantime, as this level of quality is good to go for other demos — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:55, 11 November 2017 (PST)
 
:::::I attempted to cut him out, but obviously I failed at that.
 
:::::I will attempt to finish gas passer and maybe 1 or 2 or other but I'll stop at that, don't want a repeat of last time. [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 19:36, 11 November 2017 (PST)
 
:[https://youtu.be/Uui00iuKHSk Here is what I made] for the gas passer.
 
:I am now going to be making the second banana, and base jumper! [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 22:46, 11 November 2017 (PST)
 
::The clip 1:02 starts a bit too quickly. The camera is already moving while the crossfade isn't complete yet... The Spy tauntkill clip transition is a bit buggy (there's a frame skip in there, and the background noise clips out). That being said, the Spy tauntkill should be in the first clip preferably. You can do the tauntkill before throwing it on the medic to avoid the long resupply delay, which avoids the need for having a separate tauntkill clip. I think it'd be nice to do it anyway if only so that there's no inconsistency in the kill effect (tauntkill clip has the halloween soul-sucking thing going on, but the rest of the clip doesn't).
 
::Video quality is good, feel free to proceed with the others. Please use the {{tl|Reservation}} tag :) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:34, 26 November 2017 (PST)
 
:::Gas Passer Link https://mega.nz/#!oSZyjSxK!HACBbguEOf-sODGJD5OruILqhe_BqoSrsX6INS63j5o [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 16:26, 11 December 2017 (PST)
 
::::"File is no longer available" :( Sorry, I was slow to try to download it... — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 02:57, 5 March 2018 (UTC)
 
  
== Question about innacurate demonstration videos. ==
+
:::::::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
  
When the a demo video isn't accurate due to patch changes and such, should it still be displayed on the Item page? or should it be commented out until it is updated? [[User:Graysocks|Graysocks]] ([[User talk:Graysocks|talk]]) 23:06, 26 October 2017 (PDT)
+
{{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)
:It should be updated instantly, as I am trying to do above. But windpower is inactive and I can't get em uploaded. [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 16:08, 27 October 2017 (PDT)
 
::Ideally it would be updated instantly, but like you said you can't upload them. In addition there are also other ones that are innacurate now, and making the videos will take some more time. So that's why I'm wondering what should be done while the videos are inaccurate. [[User:Graysocks|Graysocks]] ([[User talk:Graysocks|talk]]) 23:06, 27 October 2017 (PDT)
 
:::I'm not really sure. I was considering just replacing the links with my own videos, but I'm not sure how much windpower would like that. Am still waiting on a reply back from him. For now I guess, just leave it how it is. Better to have a partial demonstration than nothing--stats are shown at begin so they can tell if it's old or not. [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 10:11, 29 October 2017 (PDT)
 
:Oh hi. I'm here and I try to check this page every weekend or so (sometimes I skip weeks but yeah...). When a video is inaccurate, typically the weapon still retains most of its previous behaviour, and also its appearance (3D model in the game), so the old video still has some value. The {{tl|Weapon Demonstration}} template actually supports an "out of date" mode where it will display a disclaimer for outdated videos (see the last line of {{tl|Weapon Demonstration}}, where it says "scattergun-outdate"). That will display an autotranslated "out-of-date" disclaimer on all pages including this video. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:39, 29 October 2017 (PDT)
 
:: So I guess I will add that "out-of-date" disclaimed to the out of date videos that I find. [[User:Graysocks|Graysocks]] ([[User talk:Graysocks|talk]]) 00:50, 7 December 2017 (PST)
 
::: Well, I tried that out and it doesn't seem to work. I even looked in the history of the page to make sure I was doing it correctly. I'm not sure what the issue is. The out of date notice doesn't show up with the videos. [[User:Graysocks|Graysocks]] ([[User talk:Graysocks|talk]]) 05:49, 7 December 2017 (PST)
 
:::: I checked again a day or so ago, and the out of date notice shows up now. It looks like it takes quite some time to appear. I'll go add it on the other out of date videos I find now. [[User:Graysocks|Graysocks]] ([[User talk:Graysocks|talk]]) 21:20, 22 December 2017 (PST)
 
  
== IRC ==
+
== Timestamps on all videos ==
 +
As the name suggests I'm interested in providing new/updated timestamps for the majority of the existing wiki videos where it may be applicable, as well as making any new ones when new videos get uploaded. I would create a doc with all videos listed along with timestamps written down for each of them. <br>-- [[User:Nemesis07|Nemesis07]] ([[User talk:Nemesis07|talk]]) 23:37, 25 September 2024 (UTC)
 +
:Timestamps could be good. However, the weapon demonstration videos don't really have a structured order so it could be tedious to make timestamps for those videos. I only added them to some videos like the medic mvm shield · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 03:57, 26 September 2024 (UTC)
 +
::I sorta agree with Ashe. I don't think timestamps are really necessary for most videos. The majority of demonstrations are really short (2:00 or less in most cases) so I don't think there would be a big benefit to timestamps for every single segment. Seems like more work than it would be worth for most demonstrations. [[User:Mediarch|{{font color|ec5c69|'''Mediarch'''}}]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|{{font color|ff66cc| ♥ }}]][[User talk:Mediarch|{{font color|ec5c69|'''Talk'''}}]][[User:Mediarch|{{font color|ff66cc| ♥ }}]][[Special:Contributions/Mediarch|{{font color|ec5c69|'''My Edits'''}}]] 14:06, 26 September 2024 (UTC)
  
:Is everyone here emotionally attatched to IRC? because I lose all my messages upon restart and if wind wouldn't mind, I wish weapon demos could be discussed on alternative chat sites (Discord, slac, etc).
+
== Getting existing playlists up-to-date and adding new ones ==
:however, I am still relatively new here so I understand if the answer is "deal with it". [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 21:13, 9 November 2017 (PST)
+
Currently the channel only has a couple of playlists that doesn't include all of the videos, I'm interested in helping create additional playlists for all of the videos to potentially make it easier to find certain videos. <br>-- [[User:Nemesis07|Nemesis07]] ([[User talk:Nemesis07|talk]]) 23:37, 25 September 2024 (UTC)
::The IRC channel dates back to 2010 or so. People are used to it being there. I would also not want to move it to a proprietary chat service like Slack or Discord.
+
:People dont' really use playlists, and the ones that currently exist are for group of "unique" videos. Making a playlist for all the weapons or per-class wouldn't make sense · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 03:55, 26 September 2024 (UTC)
::You can use [https://riot.im/app/ Riot.im] to join channel <code>#freenode_#tfwiki:matrix.org</code> and it will join the #tfwiki Freenode IRC channel through matrix.org, which will keep your messages and will stay connected if you leave.
 
::In the future I plan to set up a proper Matrix version of #tfwiki, which can then automatically bridge users from IRC, Slack, Discord, XMPP, and other protocols together into one virtual channel. I've [https://github.com/ThePortalWiki/pwiki-matrix already started setting it up] for #pwiki (the Portal Wiki's IRC channel). — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:31, 9 November 2017 (PST)
 
:::Also, there is a web log of past messages in the channel at https://irc.biringa.com/channel/tfwiki (older logs are available using the top right button on that page). — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:35, 9 November 2017 (PST)
 
:::Yeah, that was kinda what I was expecting for #tfwiki, hence the preemptive "deal with it". however, that stuff cant log pms tho, and my concern is every time I get disconnected I have no idea what you said to me and lost all our record. is there an app for that too xdd <small>— ''The preceding unsigned comment was added by'' '''[[User:Naleksuh|Naleksuh]]''' ([[User talk:Naleksuh|talk]]) • ([[Special:Contributions/Naleksuh|contribs]]) </small>
 
::::riot.im will log PMs if you create an account. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 00:20, 10 November 2017 (PST)
 

Latest revision as of 14:07, 26 September 2024

Contents

Tools

Chemistry Set Chemistry Set

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

Pictogram info.png  Status: Review needed

Old discussion (2020)

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

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

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

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

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

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

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

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

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

Pictogram comment.png Status: No demonstration submitted

Old discussion (2019)

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

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

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

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

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

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

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).
Demonstration link

Pictogram info.png  Status: Review needed

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)

Its probably just me, but I feel like the pacing of the first clip is too fast. Everything else looks good though.
Kibblekip T | C 23:40, 26 August 2024 (UTC)
Could be, I had to redo it >11 times due to several factors, so at some point I might've just wanted to rush through it. I can easily redo.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:44, 26 August 2024 (UTC)
Its probably not necessary, but might be worth it anyway? Can't blame you if you did rush through after that many redos though, my condolences.
Kibblekip T | C 00:05, 27 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)

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

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

Holiday Punch Holiday Punch

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

Pictogram comment.png Status: No demonstration submitted

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

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

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

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

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

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

Part 2a:

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

Part 2b:

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

Part 2c:

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

Part 3: Versus Mittens Heavy

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

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

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

Part 5: Taunts and Water

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

Part 6: Robots

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

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

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

Power Up Canteen Power Up Canteen

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

Pictogram comment.png Status: No demonstration submitted

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

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

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

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

Pictogram info.png  Status: Review needed

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

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

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

Looks good, only missing the clip with the mid-charge debuff being applied. You can do this using Jarate too if you find that easier (since it has splash).
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 15:36, 5 August 2024 (UTC)
Looks good, the only thing I would change (if the demo needs other changes) is to have the Jarate in the second Jarate clip be thrown on you mid-way through the charge, rather than at the start (but after you already started charging).
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:31, 16 August 2024 (UTC)

Quick-Fix Quick-Fix

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

Pictogram comment.png Status: No demonstration submitted

Old reservation (29 April 2021)

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

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

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

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


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

Wind 05:46, 10 May 2021 (UTC)

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

Kritzkrieg Kritzkrieg

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

Pictogram info.png  Status: Review needed

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

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

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

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

Trading demonstration

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

Pictogram comment.png Status: No demonstration submitted

We can make the same Medic and Heavy conversation joke.

Alright, it seems that Steam won't allow me to change the Trading window language for some reason, so i'm leaving this to a English-speaker user · Ashe (talk) 04:55, 27 February 2022 (UTC)
I don't think we should redo this just for this reason; there may be more UI changes to that process in the future, and it seems unnecessary. — Wind 00:33, 24 April 2022 (UTC)

RED Teleporter.png Teleporters

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

Pictogram comment.png Status: No demonstration submitted

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

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

Second clip:

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

Third clip (requires 2 people):

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

Fourth clip:

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

Fifth clip:

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

Sixth clip:

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

Seventh clip (requires 2/3 people):

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

Optional extra clips: Eureka Effect clip:

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

Setup time clip:

  • Shows extra fast upgrading of Teles.

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

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

Amputator Amputator

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

Pictogram comment.png Status: No demonstration submitted

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

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

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)
Looks good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 21:46, 29 August 2024 (UTC)
@Kibblekip In the section where you compare the dmg radious, make it so the rocket launcher clip goes first and then the direct hit, so that it looks less confusing~. Also, idk about the grappling hook thing. It would be better to remove the clip. I'm pretty sure Valve at some point is going to remove that attribute from the direct hit · Ashe (talk) 17:45, 14 September 2024 (UTC)

────────────────────────────────────────────────────────────────────────────────────────────────────I've removed the Grappling Hook clip and added a delay between the Rocket Launcher and Direct Hit clip, as I assume this is what you was asking for.
Kibblekip T | C 20:26, 14 September 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)
I should have answered before. For the 3 clips section, please modify the huditemeffectmeter_sodapopper.res file and move the meter above the ammo. Now, this scene is kinda confusing, so make 2 scenes, in the first show only the increased firing speed (vs the scattergun) and in the second only the increased reload speed (vs the fan) · Ashe (talk) 02:49, 25 August 2024 (UTC)
As in have a scene with the Scattergun & Soda Popper (firing speed), a scene with the FaN & Soda Popper (reload speed), and then the three guns together like it is currently (aside from edited HUD)? Personally I feel the existing trio of clips gets the stat differences across reasonably enough, but if you feel it would be more appropriate to have them separated first I'll do that, sure.
Kibblekip T | C 19:22, 25 August 2024 (UTC)
I've uploaded an updated version that showcases the firing speed and the reload speed separately, and re-did the 3 clips section to fix the HUD (and to not inspect the FaN, as it was already shown and inspected earlier). I hope this suffices.
Kibblekip T | C 22:31, 25 August 2024 (UTC)
Remove the 3 clip section. It is no longer necessary · Ashe (talk) 17:47, 30 August 2024 (UTC)

────────────────────────────────────────────────────────────────────────────────────────────────────I've updated the demonstration to remove said section.
Kibblekip T | C 20:06, 30 August 2024 (UTC)

Looks good. Thanks · Ashe (talk) 18:39, 1 September 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)

Looks good. Thanks · Ashe (talk) 17:51, 30 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 tick.png  Status: Demonstration approved

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

Pictogram comment.png Status: No demonstration submitted

Battery Canteens Battery Canteens

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

Pictogram comment.png Status: No demonstration submitted

Neon Annihilator Neon Annihilator

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

Pictogram tick.png  Status: Demonstration approved

Looks good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:31, 16 August 2024 (UTC)

Looks good. Thanks · Ashe (talk) 22:29, 10 September 2024 (UTC)

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 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 tick.png  Status: Demonstration approved

Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 23:43, 16 August 2024 (UTC)

Looks good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 21:46, 29 August 2024 (UTC)
Looks good. Thanks · Ashe (talk) 21:38, 14 September 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 tick.png  Status: Demonstration approved

Looks good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 21:46, 29 August 2024 (UTC)

Looks good. Thanks · Ashe (talk) 21:48, 21 September 2024 (UTC)

Southern Hospitality Southern Hospitality

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

Pictogram comment.png Status: No demonstration submitted

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

Invis Watch Invis Watch , Cloak and Dagger Cloak and Dagger

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

Pictogram comment.png Status: No demonstration submitted

Quäckenbirdt Quäckenbirdt

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

Pictogram comment.png Status: No demonstration submitted

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

Warrior's Spirit Warrior's Spirit

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

Pictogram comment.png Status: No demonstration submitted

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)

Timestamps on all videos

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

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

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

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

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