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

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m (sry my bad was wrong about concheror, overlooked the end of the video/wasn't shown, sry again.)
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{{Team Fortress Wiki:Weapon Demonstration/Talk archives}}
 
{{Team Fortress Wiki:Weapon Demonstration/Talk archives}}
 
 
__NOTOC__
 
__NOTOC__
= Weapons that need to be done =
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{{clr}}
== {{icon item|Apoco-Fists|16px}} [[Apoco-Fists]] ==
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= Tools =
{{c|wait|Reserved by Sokair}}
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== {{Demo Header|Chemistry Set}} ==
I'm thinking that I / we show the melee damage, killing the bots, same starting objective. Then, being Kritz'd by addcond 11, kill the bots again, then mini crit'd, killing the bots. [[User:Sokair|Sokair]] 16:58, 11 November 2011 (PST)
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{{DemoEntry
: Just normally kill the Pyro and Soldier, then before hurting the medic, use that "addcond 11" command (bind it to a key), then attack him with crits. However, it's best to wait for it to get patched; it still has the sounds and kill taunt of the Fists. --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 22:10, 12 November 2011 (PST)
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| begin
: Well, seeing as the Apoco-Fists seem to no longer be craftable, [http://youtu.be/Vt8Qf_2imbY I was lucky enough to craft one before the patch & decided to do a demonstration with it.] If good, I'll post the upload link here. --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 18:35, 21 November 2011 (PST)
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| status = review needed
::The crit thingy should be shown in a separate clip that starts with you having crits from the start, to make it clear that this is artificial and not an effect of the weapon suddenly giving you crits in the middle of action.
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| reservation = [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 11:06, 1 August 2024 (UTC) <!-- Due to the more "special" status of this chemistry set, this reservation lasts indefinitely until the user themselves or a weapon reviewer removes it. -->
::Also, this is a relatively short demo, so it is a good occasion to work on that framerate :3 It is getting problematic... :( As you can see in [http://www.youtube.com/all_comments?v=MIUjoPTYIm0 the comments of the latest Cow Mangler video], peopel are starting to notice it ("The framerate on this pains me"). I suggest you either try to:
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| changes =  
* Trim as much as possible from what is running on your system while recording
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| video = https://drive.google.com/file/d/1FnZhpTuOcL4AZ88gamf0nqwYCA4qRdqm/view?usp=sharing
* Dedicate a hard drive to record or at least defragment the hard drive you record on in order to clear up some continuous writing space so that Fraps can write quickly
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}}
* Turn to another recording solution, especially [[Help:Recording demos|Source Recorder]] like [[User:Zhingo]] is doing, since that can give you effectively unlimited framerate regardless of how good your computer is. And people do notice it, as seen in the [http://www.youtube.com/all_comments?v=kMmSgD276P4 comments of the Bootlegger video] ("Dayum that's some good quality, son.").
 
— [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:05, 21 November 2011 (PST)
 
::: Well, [http://youtu.be/1xZws_wgyLg here my second attempt at it.] [http://www.mediafire.com/?2aofmhvjbm6i4ft Download it here.] By the way, the next time you want to properly refute my quality:
 
  
* Compare the particle-heavy weapon that is the CM 5000 to the non-noisy demonstrations I've done in the past (which are listed on my userpage.)
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<div class="mw-collapsible mw-collapsed" style="width:100%">
* Find a demonstration of mine that does not only have one complainer about my quality (and I don't mean get your friends to suddenly comment just to back you up at near-equal time intervals)
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Old discussion (2020)
* If you're going to compare my quality to someone else's, do remember to use one that obviously does not use the SrcDemo method like Zhingo did with his (seriously, it was an unequal comparison, admittedly. ಠ_ಠ) --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 19:37, 24 November 2011 (PST)
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<div class="mw-collapsible-content" style="width:100%; text-align:left">
:[http://www.youtube.com/all_comments?v=RyLmG90vYhg This one] has two such comments ("needs to be redone(big lag)" / "Horrible Frame rate. :o"). It isn't particle-heavy either... It's a small sample, true, but people notice these things. Additionally, [http://www.youtube.com/watch?v=9uXvxYA5dQU here is a frame count of 4 seconds of the Apoco-Fists demo, slowed down by 16x]. The total frame count amounts to 112 frames, out of the expected 120 for 4 seconds of 30fps footage. That's 28 fps, which isn't too bad, but it's still lower than the minimum.
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Hi, just made a vid demonstration about Chemistry kit. https://www.youtube.com/watch?v=R2uEkaw6Jbs&feature=youtu.be
:I'm sorry if I come off as aggressive about this. I wouldn't refuse this video just because it's 28 fps instead of 30, and I could accept this video as it is now without problems. However, since the Fists "Pow! Haha" taunt is probably just something they forgot to remove, this demo will probably need to be redone soon, so I think it's a good occasion for you to try something new :3
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What should i do next? ~ Fokus 03.06.2020 16:50 GMT+2
:Of course comparing Fraps to Source Recorder (+SrcDemo) isn't fair, because it's not the same tool. It's not a comparison, it's simply to show that people (at least commenters, admittedly) notice these things, which means they are worth pursuing. Both the Fraps and the Source Recorder methods have the same end goal, and you can get both methods working if you spend the time learning them. One method is not free and produces laggy results, the other method is free and doesn't produce laggy results regardless of hardware. So why not give it a try? — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:22, 24 November 2011 (PST)
 
  
== {{icon item|Cloak and Dagger|16px}} [[Cloak and Dagger]] ==
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:Hi there,
I've started out with a simplistic version of this. I show it in the loadout, then turn it on in First person. After waiting a few seconds to demonstrate the cloak doesn't drain when standing still, I walk around in a circle to show that it drains by moving. I walk over an ammopack both cloaked and uncloaked to demonstrate that picking up ammo doesn't recharge it. I walk around uncloaked a bit to show it recharges when moving uncloaked. Finally, I walk into an enemy medic to show that it will show an outline if you walk into an enemy. How's that? <small>— ''The preceding unsigned comment was added by'' '''[[User:Dr. Huxley|Dr. Huxley]]''' ([[User talk:Dr. Huxley|talk]]) • ([[Special:Contributions/Dr. Huxley|contribs]]) </small>
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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.
:Take a look at the [[Invisibility Watch]] demo for things to show too. You need to show things like the Dispenser not recharging it, that it hides teleporter trails, etc. Also, make sure to demonstrate:
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: My advice on your video is: Don't start in the Main Menu, start in the backpack (first page) instead. Make sure your backpack's page is also clear of other stuff, so when you finished using the chemistry set it doesnt go to the third page and you'll have to drag it from there. Show yourself using the Chemistry Set, too, it's part of its functionality. Your video also seems to have a delay between sound and the video.
* Drain speed is proportional to walking speed (move while crouching, move while jumping, etc)
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: It also lacks editing.<br>[[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 15:05, 3 June 2020 (UTC)
* When drained, the cloak does NOT auto-uncloak like the other watches, but stays in the "outline" mode (walk around cloaked until out of it, then keep running)
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:::> he's very busy nowadays
* Has less cloak than the regular invisibility watch (Many people don't know this one for some reason); do a split-screen walking from one end of the room to the other (and back, if needed), with one side C&D and the other using the IW. Show that you can run farther in one charge with the IW, but you can still keep walking in "outline" mode with the C&D.
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:::You give me too much credit. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 05:44, 8 July 2020 (UTC)
[[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 04:31, 16 March 2011 (UTC)
 
:: Righto, I'll redo that and keep that in mind. I don't see the need to almost completely redo the original Invis. Watch video though, but if that's what you mean, I'll do it. [[User:Dr. Huxley|Dr. Huxley]] 04:55, 16 March 2011 (UTC)
 
:::Before you do that, please post the video you made so far, just to check if it meets the technical requirements. This is just a check, because if it doesn't, then both your and my time will go to waste D: — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 05:07, 16 March 2011 (UTC)
 
I think it should have triple splitscreen showing the draining amount when youre falling/jumping, running and crouch-walking. --[[User:SandeProElite|SandeProElite]] 18:57, 3 May 2011 (UTC)
 
  
Here's my first draft at this video. I thought it might be good to 'throw everything in' so to speak, to make it easier to see which parts to cut; it's intentionally long. http://www.youtube.com/watch?v=sDWesVeLOYY [[User:I-ghost|i-ghost]] 23:03, 18 March 2011 (UTC)
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::Hi, thanks for tips. I fixed the video, now it should be much better. https://www.youtube.com/watch?v=-fgON6QQ6Mk&feature=youtu.be <br />
:The main aspect of the C&D is movement-dependent cloak drain/regen, and I feel that this video doesn't show that obviously enough. It is demonstrated at the beginning but quickly and without transition between "states". Take your time, wait at least 1 seconds before (and after, if it applies) changing direction/crouching/standing up, etc. Also, it needs to demonstrate that it regenerates while uncloaked+moving.
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::[[User:Fokuskii|Fokuskii]] ([[User talk:Fokuskii|talk]]) 23:53, 3 June 2020 (UTC)
:As for what should be cut, I think the teleporter destruction part can be left out, as well as the cloak+disguise demo from 1:20 to 1:50. Also a pretty important thing is to show the enemy's vision of the cloak; for the regular IW, it was fine to use the engineer's voice commands to indicate vision/not-vision, but here it is not because the spy can be either invisible, visible, or semi-visible, but what is shown here is from a BLU perspective, so we see the spy all the time. So what I'd suggest to do is to respawn the Engineer mid-demo (while you're not looking in his direction) and record things from his POV; then use that as the central video during the last part instead of a third person view. Yes, this requires him to be a human player or to use a SourceTV demo, but I believe it's worth it :3 Also, since it's a long demo, feel free to do it in multiple parts joined together with fades, too. It's frustrating it is when you do everything right except one small little thing at the end of the take... Doing it in multiple parts helps — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 00:54, 19 March 2011 (UTC)
 
:I believe that two things are missing from your video.
 
::The C&D decloaks slower than the normal invis watch, and it also makes more noise. [[User:Smurfton|Smurfton]] 18:52, 12 October 2011 (PDT)
 
  
== [[File:Red_Mini_Sentry.png|16px]] [[Combat Mini-Sentry Gun]] ==
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:::The same problem applies with the backpack. It should start on the first page (that's empty except for the required items). The section where you hover over the chemistry set is too long, perhaps make it 1 or 2 seconds. The same thing applies to the end, show the strangifier being applied. It also lacks fading (A lot of these things can be fixed with simple editing, but I think the pages thing will have to be done with a new one :\)<br>[[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 13:10, 4 June 2020 (UTC)
splitscreen between 2 of any class, demonstrate how the minisentry builds faster, then have soldiers fire a few rockets at both sentries to demonstrate how the minisentry has less health. {{subst:EpicCombine}}
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:::The video should also be 1080p (your first version was 1080p but the second version is 720p). Agreed with all other comments — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 05:44, 8 July 2020 (UTC)
:Also needs to demonstrate that it builds with full health, that it can't be upgraded, and that you can't repair it — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:13, 13 February 2011 (UTC)
 
  
hmmm... lemme try and formulate a plan here...
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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)
*Start with splitscreen, one normal sentry and one mini-sentry still in their toolboxes.
 
*synchronize videos to show how the mini-sentry builds faster
 
*start hitting both sentries with wrench (first sentry upgrades to lvl 2, minisentry does nothing)
 
*have soldier fire at both sentries from a distance; hit both sentries with wrench again(to demonstrate that the minisentry can't repair health)
 
*just to show that it isn't useless, switch scene to a battle vid with the sentry in action with a splitscreen between normal sentry and minisentry; show scout shooting at sentry while it slowly builds and destroying it, while the minisentry builds fast enough that it can do some significant damage.
 
*end movie
 
  
how about that? leave a tip when ya got the time. [[User:EpicCombine|EpicCombine]] 01:53, 18 February 2011 (UTC)
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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)
  
:My suggestion: horizontal splitscreen as you said, then...
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:It's still open, although a collector's kit may be too large as it would require showing all 100 items added.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 11:13, 16 February 2024 (UTC)
:*Deploy sentries and leave them build by themselves to show building speed differences.
 
:*Spawn an enemy bot (Pyro?) and let the sentries kill him to show the firing rate/damage differences.
 
:*Spawn an enemy Scout bot ouside sentry range and let him destroy the sentries with the pistol. Mini-SG should go down first.
 
:*Reset the screen.
 
:*With an enemy Soldier bot already present, deploy the sentries. When they're still building have the Soldier shoot a rocket. Hopefully the SG will be destroyed, while the Mini-SG survives.
 
:*Reset the screen again.
 
:*Deploy sentries and once both fully operational, have a enemy disguised Spy sap them. Wait a little before whacking off the Sapper. After a bit start repair them both. Mini-SG will not be repaired, SG will be. Keep hitting to upgrade the stock SG, while the Mini-SG won't do anything and be left damaged.
 
:What do you think?--[[User:Kid Of The Century|Kid Of The Century]] 18:03, 18 February 2011 (UTC)
 
:All good, but remember that building demos should include all levels. On top of the mini/regular comparisons, there should also be (not at the same time, but probably before) comparisons between sentry levels. Firepower, rotation speed difference (this should also be shown on the minisentry, since it rotates faster), sapping time difference, (reflectable (this has to be shown, yes)) rockets on level 3. Should also include some range demonstration (walking in and out of a sentry's range, showing the range sphere when building) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:49, 18 February 2011 (UTC)
 
  
== {{icon item|Dead Ringer|16px}} [[Dead Ringer]] ==
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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)
{{c|wait|Reserved by Spam90675}}
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:::Just pick a simpler, cheaper chemistry set like in the first video · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 05:15, 17 February 2024 (UTC)
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</div></div>
  
Hello, guys! Now I'm working on Dead Ringer demonstration, and I have some questions about it:
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I've reserved this but I've been thinking it over and I'm not sure if it's really necessary. The [[Strangifier]] demonstration shows the exact same process of completing a chemistry set to acquire a strangifier and then applying it to the item. Both demonstrations would bassically be the same. Do we really need two demonstrations showing the exact same thing? Or what should this demonstration do to be different from the Strangifier demonstration? [[User:Mediarch|<font color="ec5c69">'''Mediarch'''</font>]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> </font>]][[User talk:Mediarch|<font color="ec5c69">'''Talk'''</font>]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[Special:Contributions/Mediarch|<font color="ec5c69">'''My Edits'''</font>]] 22:01, 29 May 2024 (UTC)
* what kind of the possibilities of [[Dead Ringer]] must be shown
 
* there must be only 1'st person view or 1'st and 3'rd?
 
Well, thats all about what I want to ask you [[File:User-Gringo_Perm.jpg|40px|link=User:Gringo_perm]] [[User:Gringo perm|<span style="text-shadow:black 1px 2px 2px;font-size:13px; line-height:16px;font-family:TF2 Build, Verdana, Geneva, sans-serif;" class="qua_community">Gringo perm</span>]] 17:35, 12 February 2011 (UTC)
 
:Alright:
 
* First, that it doesn't make you invisible when you activate it
 
* Can only be activated at full charge
 
* Activates on hit
 
* Doesn't remove teleporter trails (I think...)
 
* Has "Super cloak" (doesn't show outline when bumping against enemies)
 
* Makes loud sound on uncloak
 
* Can be recharged by ammo pack and dispensers while cloaked but extra cloak time is not "Super cloak"
 
* Disguising as an enemy makes you drop the spy corpse on trigger, while disguising as an ally makes you drop that class's corpse on death
 
* Can be self-triggered by fall-damage
 
* Can be used to extinguish fire
 
That's all I can think of~ And yes, there will probably have to be third-person views (and views from the enemy side, in order to show the corpse drop for example). This is a tough demo that I don't think can be pulled off using bots alone — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:55, 12 February 2011 (UTC)
 
  
I would also suggest that having really low HP (i.e. 1 or 2 HP) will not bail you out from heavy-hitting weapons, even with the Dead Ringer out. Maybe make an example of the Decloaking sound, noting that it's much mroe louder than the Invis Watch or Cloak & Dagger. [[User:Lancer anti-tank Rocket|Lancer anti-tank Rocket]] 11:00, 15 February 2011 (UTC)
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:I'm about to craft some of my handshake chem sets. I have two clean ones but I'd rather not craft them and use my partial ones instead. One of these partial ones requires 198. I am thinking I can show a clean one, open it, fill in the first page (drag half, double click half) then do a fade cut where I've swapped to the 198 one on the last page with all the other pages filled in and actually craft that one instead. Within the crafting window there would not be any difference since the input page count for both is 17, there is just 6 on the last page instead of 8 but you would not notice this unless you did the math. If this is acceptable, do you want me to showcase the 4 pages of handshakes required for crafting it or just the 1st page with the chem set and 49 shakes? [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 03:39, 31 July 2024 (UTC)
  
hey guys i made the dead ringer movie
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::A demonstration would have to show each individual one being dragged in. However, if you can smoothly transition the clips in a way that makes it seem like all were filled in on the same one and there's no difference, then that would be fine too, as long as the illusion of it being one chemistry set is there.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 12:43, 31 July 2024 (UTC)
if you find any mistakes pm me.
 
if it's good tell me and i'll upload it.
 
hope you'll like it :)
 
[http://www.megaupload.com/?d=XHN01BJI Link.]  
 
[[User:StrongTube1|StrongTube1]] 13:39, 10 March 2011 (UTC)
 
:First, please upload it to YouTube as unlisted like the submission guidelines say~
 
:Second, this video has quite a lot of problems, some technical and some content-wise. I'll only list the technical ones first so that you focus on these first, because no video can be accepted if they don't fit those:
 
* Video is letterboxed (has black bars on top and bottom)
 
* Video looks scaled up (as if it were recorded at a lower resolution and enlarged)
 
* Framerate is a bit sluggish sometimes, especially when a new model is loaded (getting killed, or taking out the dead ringer)
 
* There is "www.fraps.com" on top of all the video
 
* Knife crit animation not playing (though you shouldn't need to backstab anything in this video since it's demonstrating the watch, not the knife)
 
[[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:47, 10 March 2011 (UTC)
 
  
:Well, [http://www.youtube.com/watch?v=OpTkfjupHDE here's my take on the Dead Ringer.] [http://www.megaupload.com/?d=PTLR9OE9 Download here.] --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 07:10, 19 September 2011 (PDT)
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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)
::Pretty damn good :3 But as you can guess, it ain't perfect yet~
 
* Framerate is low during the first few seconds. I'm guessing it's Fraps, it just starts recording stutter-y and then it gets better. Just wait a few seconds before starting your actual run-through
 
* I think that's a custom crosshair color... Seems a bit darker than the default one. I may be wrong though
 
* Turn on critical hits for this demo (tf_weapon_criticals 1) so that the backstab animation plays and the Knife viewmodel animation works (and cross your fingers that the bots aren't going to get crits during recording)
 
* Something like the clip at 1:39 should be part of the first clip, too. Maybe get someone to be the Soldier so that you can have his POV. It's important the the viewer knows what the Dead ringer looks like to both parties early on, with all three disguise possibilities (no disguise, enemy disguise, friendly disguise). So, summary of the first clip: Get a human to be the soldier and recording. Get him to shoot at you with the dead ringer active but no disguise. Stare at your corpse, then back at him, let cloak run out. Wait for cloak to recharge completely, disguise as RED, re-activate the dead ringer. Soldier shoots again, perhaps this time he can also shoot a second time like the current clip, to show that rockets are still blocked and that you take (reduced) damage. While you're invisible, also try to pick up your fallen disguise weapon to get a boost. Uncloak when cloak depletes. Then, wait for full recharge again, disguise as BLU, activate dead ringer. Soldier shoots again (and reloads), and this time try to uncloak when the cloak meter is not fully depleted (to show that you can). Then move on with the Pyro and the Medic, like the current clip does quite well.
 
* On every dead ringer activation, make sure to always take a moment to stare at your corpse, like you did at 1:12
 
* This is just a minor aesthetic remark, but at 1:17, it's preferable if you switch in one shot (use the number keys) instead of scrolling through weapons
 
* 2:27 is hilarious and perfect
 
* Leave the teleporters at level 1 so that they emit less light. They're kind of obnoxiously bright at they are, which I'm guessing the map is to blame here as well
 
* The same way the non-blink-ness of the cloak is demonstrated at 2:50, the blinkiness of the cloak should also be demonstrated when it's extended by dispensers or ammo packs. This could be merged with the last clip with the dispensers and teleporters. If it is merged, then might as well merge the non-blinkiness as well. You can do this in a single dead ringering, too: get shot at, poke him a bit to show it doesn't blink, let the cloak almost run out, run to the dispenser, get recharged a nice bit (at least 50%), then go back to the engineer and show that now it does blink.
 
* Audio glitch at 4:17 (dead ringer noise is doubled)
 
That should be all~ The structure is nice, usage of the new map is nice, content is there. Good luck :3 — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:51, 19 September 2011 (PDT)
 
  
I see. Well here are two things I need to refute:
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::::Example of transition previously described https://www.youtube.com/watch?v=R_ROeqQWSgU Would obviously craft in the real thing and hover over the item in my first page. [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 05:57, 5 August 2024 (UTC)
  
* I've always had that crosshair color for all of my demonstrations, even the one for the Cow Mangler, yet you accepted that one just fine.
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:::::Double click [https://github.com/ValveSoftware/Source-1-Games/issues/5216 indeed does not work]. However, I think you should show every single one being filled in. I get you want to use your mostly-crafted one already, but I think the way to go here would be to try and transition mid-craft, rather than fading like that. This way, it requires a precise setup and some editing, but it can be done.
* Getting my friend to send me a 300+ MB clip will deem too time-wasting on both of our parts. Maybe for the second clip, I can demonstrated all 3 different POV segments you suggested, with a Scout still to show the corpses in one piece rather than gibbed; the point of the first clip was just to show how the DR works, how it extinguishes fire, and what kind of ammo can replenish it.
+
:::::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)
  
That is all. I'll get back to it later today. --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 07:56, 20 September 2011 (PDT)
+
:::::: 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)
:Well I'm probably wrong for the crosshair then~ You could have your friend send you a demo file instead of a recording, too. It'll be much smaller, and no loss of quality due to re-encoding it — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:44, 20 September 2011 (PDT)
 
  
 +
:::::::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)
 +
{{DemoEntry|end}}
  
 +
== {{anchor|Ring}}{{Demo Header|Something Special For Someone Special}} (Tool) ==
 +
{{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 =
 +
}}
  
I made a Dead Ringer Demonstration myself. Here is the [http://www.youtube.com/watch?v=UbxT7wOnV64&feature=youtube_gdata link]. I realize that the training video music is not in the video, but I can fix that if somebody tells me how to put it in. It's a mystery to me how I'm supposed to get in to the file it's in. [[User:Spam90675|Spam90675]] 13:50, 29 October 2011 (PDT)
+
<div class="mw-collapsible mw-collapsed" style="width:100%">
:The video is private, I cannot see it — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:02, 29 October 2011 (PDT)
+
Old discussion (2019)
 +
<div class="mw-collapsible-content" style="width:100%; text-align:left">
 +
Hi. I know this item is quite expensive for someone to make a demonstration, but I was thinking, a video showcasing how the item works (which the purchaser's choose they person), and then, on the same video, showing the chosen player's screen perspective, showing the option to accept the proposal, and after that, showing the notification on the Main Menu for the accepted proposal.
 +
<br>Considering the high cost that would be making this demonstration, I wonder if Valve could gives us a hand and supply one for our demonstrations purposes, as long we delete both rings after doing the full video.
 +
<br>It seems that the process is mostly the same as the [[Gift Wrap]], but I have no idea how are the things when someone receives that Gift. We also lack a proper Gift Wrap video, apparently. [[File:Gabrielwoj Signature Icon.png|15px|link=User:Gabrielwoj]] - [[File:Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 19:26, 16 July 2019 (UTC)
 +
: Keep dreaming, valve won't even fix server issues much less give us free items. If you are planning to make a demonstration though, better ask windpower for some super detailed instructions to make sure it's right the first time. [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 21:37, 18 July 2019 (UTC)
 +
::Well, they have the ability to both give and delete items, it could work? Yes. Will it happen? We don't know. If there's anything we can do, is ask for someone who plans on buying one legitimately and asking them for help. Last time that the item got in 50% off, a lot of people bought one, so. [[File:Gabrielwoj Signature Icon.png|15px|link=User:Gabrielwoj]] - [[File:Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 20:01, 19 July 2019 (UTC)
 +
:::If you give it some time, I could save up to get it and try to make it. <br>[[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 20:16, 19 July 2019 (UTC)
 +
:I offer to give a 50 USD Steam gift card to anyone who has already gotten an item demonstration video approved and uploaded in order to make this demonstration, and then another 50 USD Steam gift card upon video approval. I'm not sure what the price of the item is in other currencies but I'll also match that if possible as long as it's not too much more expensive. Please make sure to record both sides (sender account and receiver account). — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:00, 21 July 2019 (UTC)
 +
::Well, I guess we should start discussing how should it be done. Firstly, I think the Gifter should be named "Scout" and the Recipient be "Miss Pauling". Scout has the [https://steamcdn-a.akamaihd.net/steamcommunity/public/images/avatars/c7/c718b0c234a3f5ff5fc8f0b99c3f64f0de4ccefe_full.jpg Scout avatar] (184x184 version from Steam), while Miss Pauling can use [https://i.imgur.com/bBLbzuP.png this]. I think the name could be something along what Scout would say, my suggestion, name it as "You are really frickin' sweet". That'd go nice, eh?
 +
::Secondly, I don't know who's going to be the Recipient. Should we create a Steam account just for that, or should we rely with another Video Demonstration Creator to do a collab? [[File:Gabrielwoj Signature Icon.png|15px|link=User:Gabrielwoj]] - [[File:Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 23:55, 21 July 2019 (UTC)
 +
::<br> well how about we can hit two birds with one store and do the ring and the Upgrade to Premium Gift from the same two account?, First the two account would demostrate the Upgrade to Premium Gift which the sender should buy it from the store and send to the receiver who don't have premium. them Recycle the same account to do the ring. We could make a story out of it as well from friendship when a user gifted the premium to the other use then after few days they both got engaged via the sender would give the ring. It won't end up a awkward situation. but for this situation we need 4 people to do the ring tho 2 sender reciever, 2 regular tf2 player to recieved the message one in the tf2 main menu and the other while in-game[[User:Jomarcenter|Jomarcenter]] ([[User talk:Jomarcenter|talk]]) 14:27, 28 August 2019 (UTC)
 +
::::That's a cute story, but let's keep the demonstration to just one item (the ring), not the Upgrade to Premium Gift on top of it. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:17, 1 September 2019 (UTC)
 +
:::: I don't know what you're talking about, wind. Story time is clearly more important than the actual video. (but in all seriousness the two '''accounts''' would be okay to reuse right?) [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 04:52, 4 September 2019 (UTC)
 +
:::::Yeah, sure, it would just be two separate videos — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:39, 8 September 2019 (UTC)
 +
:::<br> I kind of thought the role playing names were unnnecessary to begin with, and could also cause confusion as to whether or not those texts always appear in game. But if WP or thed feels that's the best way to do it without commercializing it then oh well for me.
 +
::: The two steam accounts would be kinda hard to sync up (and would also be a waste of $100), i'm willing to be proposed to if no one else will :) [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 01:06, 25 July 2019 (UTC)
 +
::::No need for roleplaying. It's cool if you want to do it but totally optional. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 06:26, 29 July 2019 (UTC)
 +
</div></div>
  
Oops, here's a retry. [http://www.youtube.com/watch?v=UbxT7wOnV64 Link] [[User:Spam90675|Spam90675]] 14:13, 29 October 2011 (PDT)
+
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)
:Still private ._.; Try accessing it after logging out — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:16, 29 October 2011 (PDT)
+
:I get that you don't agree with the decision but the sassy "delayed until Idk I guess" comments are pretty annoying. No one can see in the future as to when stuff like this will cool down. If I say something like "do it in a week" and it's still an issue in a week, you would've been upset too.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 11:59, 29 June 2024 (UTC)
 +
:: I'm not trying to be sassy. I'm not complaining. Sorry if it comes off that way. That's not my intention. It's just been nearly two full months with zero communication about the status of the demonstration. Reservations are technically only valid for two weeks so I simply wanted to make sure that everyone knew that I was still planning to do it. [[User:Mediarch|<font color="ec5c69">'''Mediarch'''</font>]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|<font color="ec5c69">'''Talk'''</font>]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[Special:Contributions/Mediarch|<font color="ec5c69">'''My Edits'''</font>]] 12:41, 29 June 2024 (UTC)
 +
:::I could be of assistance.  It seems that all of the bots are gone, so might as well do it now before anything else happens again.
 +
:::[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 03:34, 30 October 2024 (UTC)
 +
{{DemoEntry|end}}
  
One more try. [http://www.youtube.com/watch?v=UbxT7wOnV64 Link] [[User:Spam90675|Spam90675]] 14:19, 29 October 2011 (PDT)
+
== {{Demo Header|Enchantment: Eternaween|icon=Backpack Enchantment Eternaween.png}} ==
:Nice try, but quite lacking >:
+
{{DemoEntry
* Video is not HD. Must be at least 720p
+
| begin
* Criticals are off. If you are going to backstab people, you need to turn them on after running weaponref.cfg, so that the backstab animation plays correctly
+
| status = nodemo
* HudDamageAccount.res is not installed
+
| reservation =
* The Dead Ringer has no taunt, so don't taunt
+
| changes =
* Don't do unnecessary movement (crouching/jumping/weapon switching) when there is no reason to do so
+
| video =
* Have the mouse cursor shown in the backpack screen
+
}}
* I highly recommend following Akuago's video above. It shows a lot more information
 
Good luck :3 — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:34, 29 October 2011 (PDT)
 
  
Alright, I'll make sure to try and fix everything. What should I do between the time it takes for the Ringer to refill? And how woudl I put an Ammo box in the map? [[User:Spam90675|Spam90675]] 14:38, 29 October 2011 (PDT)
+
{{DemoEntry|end}}
:Using the <code>ent_create</code> command. Read the [[Team Fortress Wiki:Weapon Demonstration|project page]], it has all the commands you need. But right now, it'd be better if you could just record a 10-seconds-ish clip of pretty much anything, just to make sure that you can record in HD and with the right graphics settings, so that all your work doesn't go to waste if you can't :3 After that, folow Akuago's video (taking into consideration all the points I wrote about it just above) and it should be good — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:54, 29 October 2011 (PDT)
 
  
I have two minor problems: The mouse cursor won't show up normally, so I need to know what to do to make it show up. There is nothing ont he page that describes how to have it appear or the fact that it has to be there. The other thing is that WeGame won't upload in any higher resolution unless I pay for the membership. I can upload it to Youtube in 720, so that isn't a problem. I just need to know if the resolution it's at right now is okay. [[User:Spam90675|Spam90675]] 15:51, 29 October 2011 (PDT)
+
= Action =
:The resolution you uploaded at is (something)x360. The resolution you must upload at (and record at, obviously) is any 16:9 resolution that has at least 720 vertical lines. I cannot know if the resolution you are recording at is okay, because all I can see is what youtube says.
+
== {{Demo Header|Fancy Spellbook}} ==
:I don't know how to show the mouse cursor in WeGame, as no one really uses that because of the usually horrible quality it has... It's not written on the page that the cursor has to be there, but it does mention mouse movement, so that kind of implies it. I'll edit and make that more explicit — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:22, 29 October 2011 (PDT)
+
{{DemoEntry
Thank you for informing me about all this, I am currently trying out everything to make the video better, and now the only problem I have is the Cursor, which is minor at best. I'll probably republish the video when I finish improving it. Also, if anybody has any information on how to get the cursor to show up in the meantime, it'd be great. [[User:Spam90675|Spam90675]] 16:27, 29 October 2011 (PDT)
+
| begin
::It's ok if you can't, it's not a huge deal — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:42, 29 October 2011 (PDT)
+
| status = nodemo
:Well, I finished a better version of the video, that covers the following in order:
+
| reservation =
*Can't be activated unless damage is done
+
| changes = {{c|Same as above, with the exception that the particle effects that emit on the hand are different.}}
*When Damage is done, cloak is created
+
| video =
*Corpse is created when cloak is triggered
+
}}
*Can sustain massive damage while cloaked
 
*Cloak length
 
*When disguised as a Friendly, Corpse will be of the Class disguised as
 
*Cloak can be filled while being used
 
*When at low health, still possible to be killed
 
*Can sustain massive damage (again)
 
*Can not attack when out
 
The video is still being processed. Here is a link to the [http://www.mediafire.com/?nk8k3ld6p9u6i7f download]. I'll try and fix the cursor problem if and when I found out how, otherwise, I think I did pretty good, aside from the stall in-between disguising as a Teammate and being hit by flames. Also, I would like to Reserve making this video, so I don't have to worry about someone else making a better version if I have to fix mine. [[User:Spam90675|Spam90675]] 17:39, 29 October 2011 (PDT)
 
  
:Oh, look, the video finally finished uploading. [http://www.youtube.com/watch?v=VvpVupfkhpk Link]. I realize that it is still at 360p, but I am going to fix that as soon as possible. [[User:Spam90675|Spam90675]] 18:04, 29 October 2011 (PDT)
+
{{DemoEntry|end}}
::This is better in terms of coverage, could be better in terms of rhythm (take it slow~ Look at other weapon demonstration to get an idea of how slow you should be while demonstrating); but right now I'd like you to focus on the video quality only. The reason is that since the final video should be HD, there is no need to make a big effort improving on the existing video until quality is up to par :3 So just make a random clip (~10 seconds) with the required quality before doing anything else — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:33, 29 October 2011 (PDT)
 
Well, I fixed the problem with Quality, earlier it wasn't working with me, but now the video is in 720p. [http://www.youtube.com/watch?v=jZfkf2kyXA4 Link]. All I need to do now in terms of major problems is figure out how to get the TF2 Instruction Mp3s and put them into the video. Is there possibly someone who has a link to download the first one? [[User:Spam90675|Spam90675]] 18:45, 29 October 2011 (PDT)
 
:This is not real 720p :( It looks very blurry compared to real 720p. Look at [http://www.youtube.com/watch?v=lylZ4y_dMA0&hd=1 another weapon demonstration] in 720p and compare to your video and you will notice that this one is much clearer. This can be caused by one or both of the following:
 
* Your rendering settings are very low in terms of quality or bitrate, causing the video to have the required resolution but sub-par quality
 
* Your footage is not 720p in the first place, but is being stretched up to 720p
 
— [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:57, 29 October 2011 (PDT)
 
::As I said before, WeGame requires you to pay for a membership to use the best Definition. Unless someone either has a way to get it to it's best resolution or lend me the money, that's as best as it's going to get. [[User:Spam90675|Spam90675]] 20:11, 29 October 2011 (PDT)
 
:::I thought that was for uploading only... Well, that's some poor marketing decision they made then. Guess you gotta go with something else~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:55, 29 October 2011 (PDT)
 
::::Well, if you watch the video in 720p, it's much less blurry. Otherwise, I'm not sure how to get it to work well. How do you get your Demo videos so polished? Do you use a certain capture device?
 
:::::Most people here use Fraps, as mentioned on the project page. Otherwise, you can use TF2's built-in Source Recorder. And yes, I was comparing both videos' 720p versions, of course — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:14, 29 October 2011 (PDT)
 
::::::Well then, I have two questions: 1. Do you actually need a Full version of Fraps that is paid for? If so, then you can only make videos if you can afford the Movie capture upgrades. The second question is: is it possible to explain that you can use the Source filmmaker and how to use it on the Project page? Meanwhile, seeing as nobody else has followed up on this, I might as well put the "Reserved by *me*" thingy up there. I don't plan on giving this up until I get the job done.
 
:::::::You do have to use the full version of Fraps, because the non-full one is limited to 30 seconds and puts a "www.fraps.com" label at the top of the video. You cannot use Source Filmmaker, as it is not included in TF2 anymore. You can use Source Recorder however; there's a full explanation [[Help:recording demos|here]] — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:25, 29 October 2011 (PDT)
 
  
== [[File:RED_Level_3_Sentry_Gun.png|16px]] [[Sentry Gun]] ==
+
== {{Demo Header|Fireproof Secret Diary}} ==
These are just some ideas i have:
+
{{DemoEntry
* There is a heavy (or any other class with fairly high health) and have the engineer build a sentry (without getting hit with the stock wrench to build faster) and show how long it takes to kill the target. As it is building the engineer aims to the target and the sentry so they are both in view. Have the sentry kill the target.
+
| begin
* Upgrade the sentry to level 2, spawn that same class (in a different corner this time, to show you can move the sentry to a different place) and have it kill the target. Do the same with a level 3 sentry also.
+
| status = nodemo
* Then show how someone ubered can not get hurt but can get slowed down and tossed back from the level 3 rockets.
+
| reservation =
* Then show a scout under the effect of [[Bonk! Atomic Punch]] will not get hurt.
+
| changes = {{c|Same as above, with the exception that the particle effects that emit on the hand are different.}}
* Then show how someone with jarate on them can get crit killed and change the sentry kill icon.
+
| video =
* Then show how the sentry can get controlled by the [[wrangler]].
+
}}
  
Now for things that can fit in there somewhere:
+
{{DemoEntry|end}}
* Show how the sentry can build faster by hitting it with your wrench.
 
* Show how the level 3 rockets can get reflected by a pyros compression blast (may need to use the wrangler to empty it of bullets.)
 
* Have three different engineers holding a level 1 2 and 3 walk next to eachother to compare the speed of an engineer holding it. (Also while an engineer is holding a sentry have him get killed to show the icon of his death and the sentry gun he is holding.)
 
* Maybe if there is enough time left, show how long it takes to kill each class (maybe excluding the class we used up there) Scout-spy.
 
:This would take way too long and take into accounts too many items. Things like the Scout's Bonk and the jarate are best left to their own demo; not sure the jarate is worth demonstrating anyway. For every comparison, doing it sequentially would make the video way too long, so this really has to be a split-screen, even if it's a 3-way one (not sure how that'd look). See the [[#Combat Mini-Sentry Gun|Combat Mini-Sentry Gun section]] for the list of things that need to be demonstrated — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 04:07, 1 March 2011 (UTC)
 
  
Possible to get a quick scene where we note the different sounds they make depending on level? -- [[User:Pilk|Pilk]] <sub>([[User talk:Pilk|talk]])</sub> 03:30, 12 June 2011 (UTC)
+
== {{Demo Header|Kritz or Treat Canteen}} ==
:Well, that'd be "automatically there" by simply doing the comparison thing. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:37, 12 June 2011 (UTC)
+
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| video =
 +
}}
  
I'll do it, if nobody minds. Also, shouldn't sentry control go under the category of the wrangler weapon demonstration? [[User:Smurfton|Smurfton]] 18:47, 12 October 2011 (PDT)
+
{{DemoEntry|end}}
:Yes it should~ Good luck if you want to attempt this demonstration, it is a very, very long one D: As it is your first video demonstration, too, I think you should either try something a bit easier and shorter, or at least do a 10-second test clip of the beginning of a demonstration for a simple weapon like the [[Scattergun]]. Just to test the video quality and if you've got it all set up right :3 — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:36, 12 October 2011 (PDT)
 
  
While it is my first weapon demonstration, I have recorded videos before, and they were fine. the only issue I'm having is that I can't seem to get TF2 to find the map. any help would be lovely :) [[User:Smurfton|Smurfton]] 17:20, 14 October 2011 (PDT)
+
= Taunts =
:The issue is not whether you have recorded videos or not; it's whether you and your machine can record them at the right settings (720p or higher, 16:9, 30fps, dx9, AA 2x or more) and that you have the proper modifications set in place (no custom stuff except HudDamageAccount.res). As for the map, it should work as long as you extract the 2 .bsp's into tf\maps (relaunch TF2 after that) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:36, 14 October 2011 (PDT)
+
== {{Demo Header|Crushing Defeat}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = review needed
 +
| reservation = [[User:Decimate|Decimate]] ([[User talk:Decimate|talk]]) 10:56, 21 October 2024 (UTC)
 +
| video = https://drive.google.com/file/d/1lp002wgm5LqejROByLUDs8phSj7XLH7o/view?usp=sharing
 +
}}
 +
I would say it is a little bit too fast, but this is just my opinion, let the moderators decide.<br>[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 17:06, 22 October 2024 (UTC)
 +
{{DemoEntry|end}}
  
I figured it out. [[User:Smurfton|Smurfton]] 17:37, 14 October 2011 (PDT)
+
== {{Demo Header|Commending Clap}} ==
Right now, my computer has [s]several[/s] a rediculous amount of raw, uncompressed videos of that quality on it, and as long as there aren't more than 5 people (which I will need for the bonk, jarate, buff banner (which affects sentries when the engy is buffed)) on the server, I should be fine...[[User:Smurfton|Smurfton]] 21:38, 14 October 2011 (PDT)
+
{{DemoEntry
:Well alright, if you're confident, then go ahead :3 — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:17, 14 October 2011 (PDT)
+
| 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/]] 17:13, 11 October 2024 (UTC)
 +
| video = https://drive.google.com/file/d/10myEFFh8ZKP9gl1ORlQl7eeSbXggTlMJ/view?usp=drive_link
 +
}}
  
In case you are wondering how I am doing, here is the first part. I needed to cut the video at some parts during the carrying sentry speed comparison, and so I'm going to be doing that again. the first two scenes I'm happy with, though. I seriously have not edited this at all... http://www.youtube.com/watch?v=agglKMgEbZU please, tell me your thoughts. [[User:Smurfton|Smurfton]]
+
The transitions between classes need a little work. You can see the inventory including the other taunts like Conga and Killer Joke when you first click on the taunt for a couple frames. For the outro I usually fade out the game audio so the ambient noise fades as the screen fades out. Other than that I think it looks good but I'm not a mod or anything just my two cents. Also, I would probably wait for the taunt to be tradable just so the text isn't on there. [[User:Mediarch|{{font color|ec5c69|'''Mediarch'''}}]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|{{font color|ff66cc| ♥ }}]][[User talk:Mediarch|{{font color|ec5c69|'''Talk'''}}]][[User:Mediarch|{{font color|ff66cc| ♥ }}]][[Special:Contributions/Mediarch|{{font color|ec5c69|'''My Edits'''}}]] 22:45, 27 October 2024 (UTC)
:This... is dx8 :( Or at least the DirectX 8-style lighting shaders. This is why I asked for a sample before doing the whole thing >:
 
:Other than that:
 
* The shadow has a low resolution and hard filtering (especially visible at 3:00)
 
* Antialiasing seems to be off (I may be wrong though and it may be due to video encoding artifacts making the video blockier than it really is, but in that case, increase the bitrate you're encoding at)
 
* There is a "jump" in the video at 3:30~3:32
 
* That clip is there twice
 
* There is no transitions between clips (a 0.5 seconds crossfade would help)
 
* That clip is there twice too
 
Those are the technical problems with the video. There are some content and presentational problems as well, but I'll enumerate them when you can show a clip with the correct quality settings :3 That way not all of those clips go to waste :( Sorry... — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:29, 15 October 2011 (PDT)
 
I really thought that I had Anti-Aliasing on, but you were right, it was off. Darn. Also, when I demonstrate that players cannot walk through buildings, should I mention that bots can? [[User:Smurfton|Smurfton]] 16:10, 17 October 2011 (PDT)
 
:It is unnecessary to demonstrate such a thing (and hard to really demonstrate, too, as the viewer might just think you've voluntarily stopped moving forward). But as I said, please show a short clip with those issues fixed before continuing >: — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:05, 17 October 2011 (PDT)
 
::Sorry about not saying anything for a while. I've found my external keyboard, and I'll be using that to have a few more keys to bind... I'll do this properly next weekend, I hope. About collision with buildings, wouldn't that best be shown by standing on top of them? [[User:Smurfton|Smurfton]] 07:38, 24 October 2011 (PDT)
 
:::As I just said, it is unnecessary to demonstrate this — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:06, 24 October 2011 (PDT)
 
  
== [[File:Item_icon_Sharp_Dresser.png|16px|link=Sharp Dresser]] [[Sharp Dresser]] ==
+
{{DemoEntry|end}}
  
{{c|wait|Reserved by Spam90675}}
+
== {{Demo Header|Punchline}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = review needed
 +
| reservation = [[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] • [[Special:Contributions/Cheddar|<font color="#193940">'''Contribs'''</font>]] 16:52, 7 November 2024 (UTC)
 +
| video = https://drive.google.com/file/d/1rU0tPt9mXMDmFYOszNOdW9KKiuTyUtd1/view?usp=sharing
 +
}}
 +
{{DemoEntry|end}}
  
I figure the tutorial should be similar to the knife. As soon as I can get a recorder that shows the mouse cursor, I'll start up with the video. If someone could tell me what recorder to use for free, I'd be sure to credit them. [[User:Spam90675|Spam90675]] 17:02, 27 November 2011 (PST)
+
== {{Demo Header|Fore-Head Slice}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| video =
 +
}}
 +
{{DemoEntry|end}}
  
[LINK REMOVED] Well, if you don't mind using cracked software, i've been using a cracked version of Fraps. I'm not sure if i'm allowed to post links like this and if i'm not I apologize. At first this didn't work for me so you might have to install the official trial of fraps first. Hope I helped! [[User:Monocle Man|Monocle Man]] 09:05, 2 December 2011 (PST)
+
== {{Demo Header|Curtain Call}} ==
:Please don't post that again and read the [[Team Fortress Wiki:Terms of Use|Terms of Use]] before posting — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:35, 2 December 2011 (PST)
+
{{DemoEntry
::Alright, now that I know about this I'll make sure not to post anything like this in future. I figure I should read a bit more of the terms of use next time :P lol - [[User:Monocle Man|Monocle Man]] 01:37, 3 December 2011 (PST)
+
| begin
 +
| status = nodemo
 +
| reservation =
 +
| video =
 +
}}
 +
{{DemoEntry|end}}
  
== {{icon item|Wanga Prick|16px}} [[Wanga Prick]] ==
+
== {{Demo Header|Peace!}} ==
{{c|wait|Reserved by Mellotaku}}
+
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation = [[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 17:05, 12 December 2024 (UTC)
 +
| video =
 +
}}
 +
{{DemoEntry|end}}
  
 
= Need to be redone =
 
= Need to be redone =
=={{icon item|Black Box|16px}} [[Black Box]]==
 
{{c|Done but need to redone (Need pyro view that can get heal when hit enemy with reflect Black Box's rocket)}}
 
I think it should show that the Pyro does get the +15 health bonus. Currently you can see the tiny health crosses over the Pyro, but a short demonstration from the Pyro's view would be better imho. <small>— ''The preceding unsigned comment was added by'' '''[[User:LeGenD`RaGe|LeGenD`RaGe]]''' ([[User talk:LeGenD`RaGe|talk]]) • ([[Special:Contributions/LeGenD`RaGe|contribs]]) </small>
 
:Not a very critical change but OK — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:50, 8 October 2011 (PDT)
 
  
=={{icon item|Bonk! Atomic Punch|16px}} [[Bonk! Atomic Punch]]==
+
== {{Demo Header|Fortified Compound}} ==
{{c|Done but need to redone (Doesn't show recharge time)}}
+
{{DemoEntry
:If we change to show recharge times? Old video doesn't show recharge time like Mad Milk and Jarate. [[User:Hinaomi|Hinaomi]] [[File:Killicon_unarmed_combat.png]] 19:36, 21 November 2011 (PST)
+
| begin
::That on the other hand is a good reason to redo it. I say yes~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:49, 21 November 2011 (PST)
+
| status = nodemo
:::::::Hey, no hard feelings. :(  —[[File:User Rocket Ship BBQ Awesomepyro.png|24px]][[User:Rocket Ship BBQ|Rocket Ship BBQ]]([[File:Speech voice.png|20px|link=User talk:Rocket Ship BBQ]]•[[File:Intel neutral pickedup.png|20px|link=Special:Contributions/Rocket Ship BBQ]]) 19:37, 21 November 2011 (PST)
+
| reservation = [[User:GrampaSwood|GrampaSwood]] 15-10-2024 18:00
 +
| changes = {{c|Update to use post-Jungle Inferno afterburn damage (4 dmg/tick for 7.5 seconds, previously 3 dmg/tick for 10 seconds).}}
 +
| video =
 +
}}
 +
 
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Crusader's Crossbow}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Ubercharge gain rate is reduced in the same way that the Medi Gun's healing (and therefore, Ubercharge build rate) is - it is based on the last time the target was in combat.}}<br>{{c|Does not show that if you try to heal up an enemy Spy, Über is not built.}}<br>{{c|Does not show that if you heal an enemy player through a Pyro's reflect, Über is built.}}
 +
| video =
 +
}}
 +
 
 +
I removed the clip from the previous demonstration when the medic is building his übercharge with the crossbow, the actual changes make it way too long. [https://youtu.be/Ssaodg-dl7g Video] — [[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) 14:44, 11 September 2019 (UTC)
 +
:The picture-in-picture clip is too large and covers the center of the main video's vision. So when the heavy/spy turns to see the medic, it just doesn't show up on the screen. Please decrease the size of the picture-in-picture — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 00:38, 16 September 2019 (UTC)
 +
::[https://www.youtube.com/watch?v=g6asv69_x0o&feature=youtu.be Second try] — [[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) 06:45, 25 September 2019 (UTC)
 +
:::The Minigun is still hiding the medic when he's firing... — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 00:07, 30 September 2019 (UTC)
 +
::::''*sigh*'' Thedop's demonstration has been in hiatus for two years. Maybe I can make my own demonstration if Thedop doesn't mind. — [[User:Exaskliri|Exaskliri]] <sub>(they/them)</sub> ([[User talk:Exaskliri|talk]] | [[Special:Contributions/Exaskliri|contribs]]) 06:43, 14 April 2022 (UTC)
 +
:::::Demonstration reservations are only valid for 2 weeks. If the reservation tag remains on a video and no action has happened since, you can ignore the reservation and replace it with a reservation of your own. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 00:33, 24 April 2022 (UTC)
 +
::::::Oh, and by the way, don't forget to add a demonstration of healing afterburn (probably the most common type of status effect). [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 23:17, 16 June 2022 (UTC)
 +
::::::: Definitely doable for making an entry about using Crossbow at point blank range to both hit enemies and heal teammates. [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 21:06, 25 June 2022 (UTC)
 +
 
 +
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}}
 +
 
 +
== {{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 =
 +
}}
 +
 
 +
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)
 +
 
 +
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:'''
 +
# 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
 +
 
 +
'''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
 +
 
 +
'''Part 2c:'''
 +
# '''(This is where the new stuff begins)''' Approach an enemy Medic who is healing a <s>friendly</s> enemy Scout with his Medi Gun
 +
# Attack the Scout from the front and behind
 +
# Enemy Medic activate Medi Gun invulnerability
 +
# Do the same as Step 2 onto Scout except while Übercharged
 +
# Do the same as Step 4 except on Medic
 +
 
 +
'''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.
 +
 
 +
'''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.
 +
 
 +
'''Part 5: Taunts and Water'''
 +
# Let the enemy Engineer taunt from his Shotgun. It should be the one where he dances around.
 +
# While the enemy Engineer is taunting, attack him from behind with the Holiday Punch. There should be no laugh.
 +
# Repeat Steps 1 and 2 except attack him from the front.
 +
# The enemy Engineer runs to the water. Follow him into the water.
 +
# Attack him from behind with the Holiday Punch. There should be no laugh.
 +
 
 +
'''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.
 +
 
 +
<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)
 +
: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}}
 +
 
 +
== {{Demo Header|Power Up Canteen}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|doesn't show Canteen Specialist upgrades like Battery Canteens demo does}}
 +
| video =
 +
}}
 +
 
 +
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}}
 +
 
 +
== {{Demo Header|Chargin' Targe}}, {{Demo Header|Tide Turner}}, and {{Demo Header|Splendid Screen}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = review needed
 +
| reservation = [[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 13:01, 18 July 2024 (UTC)
 +
| changes = {{c|Should be redone to show that charging with the shields remove debuffs}}
 +
| video = https://drive.google.com/file/d/1P9-IDAoG6cQU53pGsFpNgGPxK3Di9uP-/view?usp=sharing
 +
}}
 +
 
 +
Should these be redone to show that they remove debuffs such as Jarate, bleeding, afterburn, etc.? If so, which effects should I specifically show?<br>[[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 08:31, 25 June 2020 (UTC)
 +
:{{c|yes}}, the effects that should show are just some of them, not all
 +
:* Soaking, Jarate is preferable as it make the screen yellow tint.
 +
:* Fire, simple burn from Flamethrower.
 +
:* Bleeding, from Southern Hospitality?
 +
:* Mark for death, from Fan O'War
 +
:I think those are all. [[File:User Hinaomi Hinaomi-sig.png|link=User:Hinaomi]] [[User:Hinaomi|Rikka Takanashi]] <small>([[User talk:Hinaomi|talk]]) • ([[Special:Contributions/Hinaomi|contributions]])</small> 12:47, 25 June 2020 (UTC)
 +
::Yes, that would all be good. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 05:44, 8 July 2020 (UTC)
 +
 
 +
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)
 +
 
 +
: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)
 +
 
 +
::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)
 +
:::The fire overlay doesn't appear in the fire clip · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 03:27, 21 October 2024 (UTC)
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Quick-Fix}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes =
 +
| video =
 +
}}
 +
 
 +
<div class="mw-collapsible mw-collapsed" style="width:100%">
 +
Old reservation (29 April 2021)
 +
<div class="mw-collapsible-content" style="width:100%; text-align:left">
 +
 
 +
{{c|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>
 +
 
 +
: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}}
 +
 
 +
== {{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)
 +
 
 +
: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)
 +
 
 +
sorry! [[User:Greenfox|Greenfox]] ([[User talk:Greenfox|talk]]) 06:27, 23 October 2022 (UTC)
 +
 
 +
: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)
 +
 
 +
::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)
 +
 
 +
:::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)
 +
 
 +
::::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)
 +
 
 +
:::::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)
 +
 
 +
::::::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)
 +
 
 +
: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)
 +
 
 +
::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)
 +
 
 +
{{DemoEntry|end}}
 +
 
 +
== Trading demonstration ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Doesn't show the "Requires Steam Guard verification" window}}
 +
| video =
 +
}}
 +
We can make the same Medic and Heavy conversation joke.
 +
:Alright, it seems that Steam won't allow me to change the Trading window language for some reason, so i'm leaving this to a English-speaker user · [[User:Ashe|Ashe]] ([[User talk:Ashe|talk]]) 04:55, 27 February 2022 (UTC)
 +
:I don't think we should redo this just for this reason; there may be more UI changes to that process in the future, and it seems unnecessary. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 00:33, 24 April 2022 (UTC)
 +
::I think it's necessary.  It's the little things that count anyway.  If I could do it, should I record the footage of me verifying the trade on my phone?
 +
::[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 03:28, 30 October 2024 (UTC)
 +
{{DemoEntry|end}}
 +
 
 +
== {{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).
 +
 
 +
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.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 15:03, 7 August 2024 (UTC)
 +
 
 +
:I think this covers pretty much all there is for teleporters. <br>[[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 15:57, 7 August 2024 (UTC)
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Amputator}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Does not show damage against players vs stock}}
 +
| video =
 +
}}
 +
 
 +
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)
 +
 
 +
: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)
 +
 
 +
:: 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)
 +
 
 +
:::I'd argue that so long as there is a reasonably larger difference in time between when the Amputator while held reaches full health to the Bonesaw and Medi-Gun clips, even with a minor difference between the latter two the point should get across. Syncing them up would be difficult unless you used a config file to automate the clip upon spawn, as AFAIK Medic regenerates health based on a set timer even while at full health, meaning health can start being restored seemingly inconsistent to when he takes damage.<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 00:26, 9 August 2024 (UTC)
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Thermal Thruster}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Video doesn't show the increased knockback while using the item}}
 +
| video =
 +
}}
 +
This video was created when the rule was just "at least 30 fps". Now, the knockback clips are a bit random and doesn't properly show the actual effect. Maybe the demonstrator can show it by placing a pyro aiming upwards and make it airblast them. The clips would be in badwater roof, the left clip without the thermal just falling off from it and the right clip, jumping with the thermal onto the pyro. · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 17:18, 28 March 2024 (UTC)
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Natascha}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Needs to show that when an enemy is being healed by a medi gun or other source (like a dispenser) they're immune to the slowdown.}}
 +
| video =
 +
}}
 +
{{DemoEntry|end}}
 +
 
 +
== {{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}}
 +
 
 +
== {{Demo Header|Machina}}, {{Demo Header|Shooting Star}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = review needed
 +
| reservation = [[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 15:22, 8 August 2024 (UTC)
 +
| changes = {{c|Does not show fully charged damage vs stock.}}
 +
| video = https://drive.google.com/file/d/13gRuCMB48SoDTubbzI04_syOSzdxwACT/view?usp=sharing
 +
| video-text = Machina
 +
| video-extra = [https://drive.google.com/file/d/1z5PQoM1oHC1676HDUSMlYvpmuqhBMi7_/view?usp=sharing Shooting Star]
 +
}}
 +
Might as well add in the Shooting Star too. If possible, during the fully charged damage segment, show side-by-side that the Machina can't fire while unscoped. [[User:Andreng|Andreng]] ([[User talk:Andreng|talk]]) 13:23, 15 July 2024 (UTC)
 +
:Looks good.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:31, 16 August 2024 (UTC)
 +
::I'm not convinced to the dmg comparison clip. I think it would be better if you make a comparison with a Demo instead. To make the Machina kill the demo with one shot, try to damage it with one shot of the smg · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 20:52, 8 October 2024 (UTC)
 +
{{DemoEntry|end}}
 +
 
 +
== {{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}}
 +
 
 +
== {{Demo Header|Battery Canteens}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Needs Canteen Specialist's time bonus for canteens shown.}}
 +
| video =
 +
}}
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Classic}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Does not demonstrate damage comparison compared to stock. [Both quickscope and fully charged]}}<br />{{c|Does not demonstrate jumping while scoping.}}
 +
| video =
 +
}}
 +
 
 +
'''Part 1: The Main Gang (Pyro, Soldier, Medic)'''
 +
 
 +
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.
 +
 
 +
'''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.
 +
 
 +
# Begin charging the middle Classic. Also begin charging the normal Sniper Rifle.
 +
# 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.
 +
 
 +
# Begin charging the right-hand side.
 +
# For the right-hand camera, release the charged shot by shooting at anywhere in front.
 +
# Move forward to the garage door, with no charged shots on either of them.
 +
 
 +
'''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.
 +
 
 +
# 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.
 +
 
 +
'''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.
 +
 
 +
# Charge the Classic.
 +
# Fall while still charging.
 +
# 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.
 +
 
 +
# Charge the Classic.
 +
# Fall while still charging.
 +
# Attempt to shoot at the Heavy while in mid-air. If done correctly, Heavy shouldn't be shot because the bullet was not actually shot.
 +
 
 +
'''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".
 +
 
 +
# Start from the "natural" aiming position, and specifically point towards the head if the clip is a quickscope "headshot".
 +
# Shoot the Heavy off cooldown, with the listed comparisons involved.
 +
 
 +
(Heavy is chosen because, unlike the Pyro, the 45 versus 50 damage actually makes a difference to who dies first; Pyro dies in four shots with both rifles for quickscope bodyshots, as opposed to Heavy who dies in 6 with 50 damage and 7 with 45 damage.)
 +
 
 +
'''Part 8 - Damage Comparisons, Charged'''
 +
 
 +
Comparisons with shooting a Heavy near the garage door. Have four clips, top is Classic, and bottom is normal Sniper Rifle. Top-left is Classic full bodyshot, top-right is Classic full headshot, bottom-left is normal Sniper Rifle full bodyshot, and bottom-right is normal Sniper Rifle full headshot.
 +
 
 +
(Heavy is chosen because he is killed with three shots from Classic full bodyshots, but two shots with normal Sniper Rifle full bodyshots.)
 +
 
 +
# Scope from all rifles and charge them immediately (or automatically in the case of normal Sniper Rifle)
 +
# Shoot the Heavy off cooldown, with the listed comparisons involved.
 +
 
 +
For the damage comparisons, Medic could also be used, as a normal quickscope bodyshot takes 3 hits to kill him, or 4 with Classic quickscope bodyshots, and for full bodyshots just either 1 or 2 hits. The light classes won't work, neither for the moderately bulky classes like Pyro and Demo. Soldier also doesn't work for the full bodyshot stage, as he dies in 2 shots for both types.
 +
 
 +
There's also the interaction with cancelling a charge in water, but not sure if that specific interaction is necessary to demonstrate.
 +
 
 +
[[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 06:33, 16 August 2024 (UTC)
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Reserve Shooter}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Needs to show damage against targets launched airborne via their own explosives, Thermal Thruster and Grappling Hook.}}
 +
| video =
 +
}}
 +
Forgot to add this here after checking the existing demonstration for reference on how best to handle the Direct Hit's airshot clips on tr_karma_wiki, only to see some clips were also absent for this weapon too.
 +
<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 07:02, 16 August 2024 (UTC)
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Battin' A Thousand}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Show the taunt with Scout's different melees similar to the [[Roar O'War]] demonstration.}}
 +
| video =
 +
}}
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Southern Hospitality}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Update to show post-Jungle Inferno afterburn damage.}}
 +
| video =
 +
}}
 +
Noticed this while watching the existing demonstration. Currently it shows afterburn inflicts 3 damage per tick (4 with SH), when it is now 4 damage per tick (5 with SH).<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 00:51, 15 September 2024 (UTC)
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Invis Watch}}, {{Demo Header|Cloak and Dagger}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Update to show post-Jungle Inferno afterburn damage.}}
 +
| video =
 +
}}
 +
 
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Quäckenbirdt}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Needs to include afterburn time and damage comparison.}}
 +
| video =
 +
}}
 +
While I was checking over the invis watches to see which ones included the updated afterburn damage, I realized this demonstration was missing the comparison entirely.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 01:07, 15 September 2024 (UTC)
 +
 
 +
{{DemoEntry|end}}
 +
 
 +
== {{Demo Header|Warrior's Spirit}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation = [[User:Scorchshotgaming|Scorchshotgaming]]
 +
| changes = {{c|Does not show damage against players vs stock}}
 +
| video =
 +
}}
 +
Question, how exactly should I show the damage difference? [[User:Scorchshotgaming|Scorchshotgaming]] ([[User talk:Scorchshotgaming|talk]]) 17:48, 16 October 2024 (UTC)
 +
 
 +
:The same way other damage penalty/bonus weapons do.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 17:52, 16 October 2024 (UTC)
 +
{{DemoEntry|end}}
 +
 
 +
::I am still having the bug where my game freezes. Maybe I can’t do this demo after all. [[User:Scorchshotgaming|Scorchshotgaming]] ([[User talk:Scorchshotgaming|talk]]) 18:01, 16 October 2024 (UTC)
 +
 
 +
= Other =
 +
== [[File:Mannpower Powerup King.png|16px|link=Mannpower]] [[Mannpower]] powerups ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Demonstrate all powerups.}}<br>{{c|Show you can switch to the Grappling Hook under the effects of the Knockout powerup.}}
 +
| video =
 +
}}
 +
 
 +
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)
 +
 
 +
: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...)
 +
 
 +
— [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 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. [[User:Po1yb1ank|Po1yb1ank]] ([[User talk:Po1yb1ank|talk]]) 23:56, 14 December 2023 (UTC)
 +
 
 +
{{DemoEntry|end}}
 +
 
 +
== [[File:Heavyhumiliation.png|16px|link=Match outcomes]] [[Match outcomes]] ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| video =
 +
}}
 +
 
 +
So there's a bit of a problem with showing the other angles with this demonstration, as you can't actually rotate the camera. Despite it being in third person, you cannot change the angle of the camera nor use +left or +right to make only the camera move. Any attempt to move the camera either doesn't work or makes the character move along with the camera. My original plan for this demonstration was the following:
 +
* Show a split screen with a player on RED team on one screen and player on BLU team on the other screen
 +
** The RED player would capture the intelligence on 2Fort, and the other screen would show the BLU player in humiliation after they lose
 +
*** This part would repeat for each class
 +
* It would then cut to tr_karma where I would rotate the camera around the class when they're standing, crouching, running, etc
 +
* After this I would move on to the next class until all of them are done<br>
 +
However I can't do this because I can't rotate the camera, does anyone have any ideas on how to rotate or have other ideas of how to demonstration and show the different angles? <br>[[User:Andrew360|<span style="font-family:TF2 Build; color:#038d3a ">Andrew360</span>]] [[File:Edit_icon.png|20px|link=Special:Contributions/Andrew360]] [[File:Taunt Rancho Relaxo.png|25px|link=User_talk:Andrew360]] 22:47, 6 February 2023 (UTC)
 +
 
 +
::How about just use the RED player to see the BLU humiliation animation. Like:
 +
::''RED player is the main camera, BLU player is a bot/a smaller pip/split screen in the video''
 +
::#BLU player stands beside the intel point
 +
::#RED player captures the intel and win the game
 +
::#BLU player enters humiliation
 +
::#RED player look at the BLU player
 +
::#BLU player moves around to show off the humiliation animation.
 +
::I feel like this also shows off the concept of "match outcomes", make the whole story connected via one team wins and see another team loses with humiliation animations. Do we have to use tr_karma map for demonstration? Is this demonstration video about "match outcomes" or "humiliation animations"?--[[User:AlexT|<span style="background:linear-gradient(#D1EEFC, #81F3FD);border:1px #99F3FD solid;color:#007FFF;border-radius:8px">'''Alex'''</span>]]┋[[User talk:AlexT|<span style="color: #FF6600;">'''T'''</span>]] 03:19, 7 February 2023 (UTC)
 +
 
 +
: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)
 +
 
 +
::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)
 +
 
 +
:::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 went in game to test out thirdperson_mayamode, and it does not work, as for some reason the losing animation isn't considered as in "thirdperson" by the game I think. Does anyone else have any other ideas? Only other way I can think of is using SourceTV, however I don't know how to set that up. <br> [[User:Andrew360|<span style="font-family:TF2 Build; color:#038d3a ">Andrew360</span>]] [[File:Edit_icon.png|20px|link=Special:Contributions/Andrew360]] [[File:Taunt Rancho Relaxo.png|25px|link=User_talk:Andrew360]] 01:15, 12 February 2023 (UTC)
 +
{{DemoEntry|end}}
 +
 
 +
== [[File:Item icon Saxton.png|32px|link=Versus Saxton Hale]] [[Versus Saxton Hale]] ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation = [[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 22:55, 3 December 2024 (UTC)
 +
| video =
 +
}}
 +
 
 +
{{DemoEntry|end}}
 +
 
 +
== [[File:Item icon Voodoo-Cursed Heavy Soul.png|32px|link=Zombie Infection]] [[Zombie Infection]] Zombies ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation = [[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 22:55, 3 December 2024 (UTC)
 +
| video =
 +
}}
 +
 
 +
{{DemoEntry|end}}
 +
 
 +
=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.'''
 +
 
 +
== [[File:Item icon Voodoo-Cursed Heavy Soul.png|20px|link=Zombie Infection]] [[Zombie Infection]] Zombies ==
 +
{{c|Zombies have different abillities than normal players}}.
 +
 
 +
Hello, I am Slimyboi500.  I will be doing the demostrations for each zombie in Zombie Infection.
 +
 
 +
Why, you may ask?  Unlike normal gamemodes, the [[BLU]] team (or in this case, the zombies), have different [[Zombie_Infection#Zombie_abilities|abillities]] than normal:
 +
 
 +
*[[Scout]]: Speed Demon
 +
*[[Soldier]]: Pounce
 +
*[[Pyro]]: Hellspawn
 +
*[[Demoman]]: Blast Charge
 +
*[[Heavy]]: The Tank
 +
*[[Engineer]]: EMP Grenade
 +
*[[Medic]]: Heal
 +
*[[Sniper]]: Spit
 +
*[[Spy]]: Reveal
 +
 
 +
They also have different effects, like different amounts of [[health]] and [[speed]].  The zombies only can use melee attacks however, which makes it harder to kill.
 +
 
 +
Let me know if it's a good idea or not.
 +
----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 17:35, 27 October 2023 (UTC)
 +
 
 +
:If we're doing this, I think there should be a demonstration made for each gamemode, rather than just Zombie Infection. Although ZI has gotten an introduction video now that shows off the mode pretty well, so I don't believe it is necessary.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 17:53, 27 October 2023 (UTC)
 +
 
 +
::The introduction is missing a few key details, such as not showing the Soldier or Heavy's abilities.  I feel like it would be a good idea.  Such as like there should be a demo for VSH.
 +
::----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 18:12, 27 October 2023 (UTC)
 +
 
 +
:::It doesn't show each ability, but it does overall show the gamemode very well and I think does a sufficient job. Although, again, if we are making demonstrations for this, I think one should be made for each gamemode.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 18:18, 27 October 2023 (UTC)
 +
 
 +
::::Yes, I think there should be one for each gamemode.
 +
::::----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 19:41, 27 October 2023 (UTC)
 +
 
 +
:::::Remember to also indent your signature and to keep your answers above the hidden comment.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 19:51, 27 October 2023 (UTC)
 +
 
 +
::::::Still, is that a yes on the idea?
 +
::::::----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 20:28, 27 October 2023 (UTC)
 +
 
 +
{{Outdent|6}} I'm voting no, but other people might be in favour of it. [[User:Profiteer|Profiteer]] was, for example, so I'm waiting for more input.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 20:35, 27 October 2023 (UTC)
 +
 
 +
:I vote yes for the Zombie Infection zombies (as well Saxton Hale on VSH), but not for other gamemodes. I consider these zombies kinda like "new weapons". They all have different abilities, passives, first-person views, etc. I'm not quite sure if there needs to be a demonstration regarding the human part (only if demonstrated humans being infected by zombies upon dying), and perhaps the only thing related to humans would be that zombies drop small healthkits (because it's related to them, the zombies). A showcase of each zombie class, its ability, and some human interactions like being infected by them, and, killing them as humans, would probably be a nifty video package. [[File:User Gabrielwoj Signature Icon.png|15px|Headphones style when?|link=User:Gabrielwoj]] - [[File:User Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:User Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:User Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 22:34, 27 October 2023 (UTC)
 +
 
 +
:: I'm all in for ZI and VSH demos, but a significant issue would be future balance patches to the modes. Each balance patch so far has significantly changed the zombies, and if we had already made the demo, we would have to redo the video for each one of these updates, which would result in multiple uploads of the same video over and over again and a lot of work (and given how we can barely keep up with the current demos in the [[#Need_to_be_redone|backlog]]...). Maybe instead of a gamemode demonstration, we could simply do a "zombie class demonstration" ("Zombie Sniper", etc.) and a "mechanics demonstration" (weapon modifications, gamemode-specific elements). This way, if a zombie is changed, we wouldn't have to redo the entire video. — [[User:Tark|<span style="font-weight:bold;color: #5BC236">Tark</span>]] 22:51, 27 October 2023 (UTC)
 +
 
 +
::: I will do the demo as soon as I get enough votes for it
 +
::: ----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 18:42, 15 November 2023 (UTC)
 +
 
 +
::::Voting yes for the demo, ZI and VSH seems stable...for now at least[[User:Profiteer|Profiteer(奸商)the tryhard]] ([[User talk:Profiteer|talk]]) 11:05, 21 November 2023 (UTC)
 +
:::::Voting yes for ZI and VSH videos. Videos per zombie for ZI is a good idea. Now, we'll have to wait for the upcoming ZI update, in which I think will be the last one with gameplay changes? · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 23:39, 8 October 2024 (UTC)
 +
 
 +
::::::The only issue is that the maps aren't fitted well for demos, and I can't find out how to turn into zombies on normal maps.  The same goes for VSH too.
 +
::::::[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 00:51, 9 October 2024 (UTC)
 +
 
 +
{{Outdent|6}} The VScript would have to be ported over, as well as all the assets. Alternatively, doing all of this on an existing map of those game modes.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 00:55, 9 October 2024 (UTC)
 +
 
 +
== Flippin' Awesome and Skullcracker in VSH ==
 +
When Saxton Hale used [[Flippin' Awesome]] or [[Skullcracker]], the other mercenary participating the taunt will be [[VS_Saxton_Hale_Mode#cite_ref-10|taunt killed]], is this something worth remaking the taunt demonstration? Or we just keep the current taunt demonstration, but add this feature into the VSH demonstration? --[[User:AlexT|<span style="background:linear-gradient(#D1EEFC, #81F3FD);border:1px #99F3FD solid;color:#007FFF;border-radius:8px">'''Alex'''</span>]]┋[[User talk:AlexT|<span style="color: #FF6600;">'''T'''</span>]] 18:31, 22 July 2023 (UTC)
 +
 
 +
:I think a VSH demonstration would be better, as it may be confusing why Saxton Hale is suddenly there when he's not normally playable.<br>[[File:BLU Wiki Cap.png|20px|link=Wiki Cap]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 19:52, 22 July 2023 (UTC)
 +
 
 +
::Yes, a demonstration regarding VSH, showing all Hale's abilities, and some unique taunt interactions, would be the most ideal (including his default taunt kill). That one would probably be more lengthy, and some things would probably require to be discussed beforehand. Like Mercs being able to wall climb (which is applied to even stock weaponry), should that be shown too? [[File:User Gabrielwoj Signature Icon.png|15px|Headphones style when?|link=User:Gabrielwoj]] - [[File:User Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:User Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:User Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 20:31, 22 July 2023 (UTC)
 +
 
 +
:::I think maybe a demonstration for every game mode could be in order, as a sort of semi-tutorial created by us. A VSH one would fit that too.<br>[[File:BLU Wiki Cap.png|20px|link=Wiki Cap]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 08:33, 23 July 2023 (UTC)
 +
 
 +
== Configs for partner taunt demonstrations ==
 +
I've created some configs for partner taunt demonstrations. It automatically spawns 2 bots, places you in the starting position, and has another small command ("teleport") to input after it to teleport both the bots to the right position. It binds H and J to the bots performing taunts, H = BLU bot does taunt, J = RED bot does taunt. They're all class-specific and automatically kick any other bots there. There's no way (right now) that I know of to update the weaponref.zip, so if anyone needs it I can forward you a zip of the files. Just let me know on my talk page (or if you know of a way to update weaponref).<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:56, 13 November 2023 (UTC)
 +
 
 +
== New tr_karma and requirements ==
 +
I've been working in the past week in fixing some issues tr_karma has and some new guidelines. The changes to tr_karma are:
 +
* Increased lightmap quality in the interiors
 +
* Fixed a "checkerboard" texture in the gas cylinder, the ceiling fan and the cardboard boxes
 +
* Added chat scripts to enable noclip (!n in the chat), regenerate (!r), spawn an ammo pack (!am) and enable demonstration server settings (!demo) (these commands are available also in the new tr_karma_basic.cfg)
 +
* Fixed the func_buttons in the wood targets only working once, thus displaying the hit particle once
 +
* Removed Tough Break cases and the Gargoyle prop as they didn't fit the ambience
 +
* Removed the mining cart prop in the rails due of a lighting issue
 +
* Repacked the map, reducing the map size from ~91 MB to ~18 MB
 +
The link to the download and new proposed guidelines are [[User:Ashe/Sandbox2|here]]. Check them out and give feedback · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 16:38, 13 December 2023 (UTC)
 +
 
 +
== Issues with tr_krama and tr_krama_event ==
 +
 
 +
When I start a local server and load tr_krama/tr_krama_event, it won't load (probably because it doesn't exsit) lights/shadow making the map super bright, this only happens on 2 krama maps, I tried to download a modified version of tr_krama on workshop and it worked perfectly, pretty sure something is missing in the map file from weaponref.zip.[[User:Profiteer|<font color="8470FF">Profiteer]] the tryhard ([[User talk:Profiteer|talk]]|[[Special:Contributions/Profiteer|contribute]])</font> 05:59, 10 March 2024 (UTC)
 +
 
 +
:It works fine on my end.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 10:11, 10 March 2024 (UTC)
 +
::Join the IRC to help you @Profiteer · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 21:33, 16 March 2024 (UTC)
 +
:::@Profiteer do you have HDR enabled? · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 16:50, 23 March 2024 (UTC)
 +
 
 +
== Question about 2D and 3D player models ==
 +
 
 +
A question I've had for a while about weapon demonstrations is, is there a specific reason that 2D player images in the HUD are standard rather than the 3D player model (be it for performance, consistency, or any other reason), also considering that 3D player models are enabled by default? The 3D model could also generally be more useful for certain cosmetics or demonstrations. [[User:Scorchshotgaming|Scorchshotgaming]] ([[User talk:Scorchshotgaming|talk]]) 16:47, 8 April 2024 (UTC)
 +
 
 +
: they're buggy, eat up frame rate on a lot of systems, and aren't really necessary. I don't think they really add anything of value to the videos so my vote would be to keep them disabled. [[User:Mediarch|'''Mediarch''']] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|'''Talk''']][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[Special:Contributions/Mediarch|'''My Edits''']] 16:50, 8 April 2024 (UTC)
 +
 
 +
::As far as I know, there's no real reason that we prefer one over the other. 3D models are enabled by default, but it may have just been something that was done for a while and became the standard.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 16:57, 8 April 2024 (UTC)
 +
 
 +
:::Fair point, it would obviously be a massive hassle to redo every demonstration with a 2D player model. Also for some people I suppose keeping them off improves framerate. [[User:Scorchshotgaming|Scorchshotgaming]] ([[User talk:Scorchshotgaming|talk]]) 19:59, 8 April 2024 (UTC)
 +
::::I'm pretty sure it's because when they were added to the game, it caused lag to a lot of people. The recent 64 bits update fixed the 3d character using a lot of cpu and now it shouldn't affect fps (although i guess modern pcs didn't have issue with it anyways) · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 15:21, 3 May 2024 (UTC)
 +
 
 +
== Mastercomfig question ==
 +
 
 +
I am planning to make a demonstration, and the recommended requirements state that Mastercomfig High/Ultra is preferrable. However, I highly doubt my PC is able to run Mastercomfig High/Ultra properly and all the other high graphics settings. Is it acceptable if I use Mastercomfig Medium High and use average graphics settings? May look slightly lower quality than a typical reservation, but I don't think much will be affected. [[User:Scorchshotgaming|Scorchshotgaming]] ([[User talk:Scorchshotgaming|talk]]) 21:44, 18 April 2024 (UTC)
 +
 
 +
:Ultra is preferable, but setting your game to all max settings should suffice.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 21:45, 18 April 2024 (UTC)
 +
 
 +
::Well, I'll look through some configurations, and if I find one that looks high enough quality without sacrificing my computer's performance I will use it (my PC is not too high spec, to say the least). My demonstration is for the Cleaner's Carbine; once you review it tell me your thoughts. For me this is especially important because I will need to screen record this too. [[User:Scorchshotgaming|Scorchshotgaming]] ([[User talk:Scorchshotgaming|talk]]) 21:48, 18 April 2024 (UTC)
 +
 
 +
== Closed Captions/Subtitles ==
 +
 
 +
Random thought today for a low priority task: creating subtitle files to explain what is being demonstrated during the videos. Potentially beneficial for new players; for example, and what made me think of this, during the [https://www.youtube.com/watch?v=pzaDV6NNHXs pomson] video we're shown a spy POV getting hit by the pomson to demonstrate the cloak drain, which is only noticed if the player is looking at the cloak HUD element, which is pretty easy to miss (imo), especially if you're new and have no idea what's going on and are just looking at the engie firing the shot.
 +
 
 +
<strike>Looking at [https://support.google.com/youtube/answer/2734698?hl=en#zippy=%2Cadvanced-file-formats youtube supported formats] I'd reckon TTML is probably the way to go since it supports positioning (important imo) and styling (not very important imo). I've found [https://github.com/SubtitleEdit/subtitleedit this open source] editor which supports TTML and offers a built in video-from-url import for syncing.</strike> - After messing around for a bit, positioning seems very disconnected between the previews in that app and actually uploading the files to youtube, although once the proper settings are found it should be a breeze to copy paste the templates before submitting, might investigate after finals done next week if I can remember.
 +
 
 +
On the admin side of things, seems like it's about 5 clicks to add a subtitle file. [https://www.youtube.com/watch?v=mnKOX2PaQZY Subtitle editor permissions] exist so it doesn't have to only be one person officially implementing these (which is what uploads appears to be if I'm not mistaken). Potentially the actual subtitle file contents could be put into this project's page as subpages e.g. [[Weapon Demonstration/Subtitles/Pomson 6000]] [[Weapon Demonstration/Subtitles/Pomson 6000/es]] and then create a category to mark them as ready to upload/update. [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 19:31, 27 June 2024 (UTC)
 +
 
 +
:Investigation has been made, a combination of the subtitling software [https://aegisub.org/ aegisub] and a corresponding [https://github.com/arcusmaximus/YTSubConverter converter] app work wonderfully. No positioning nonsense like all the other editors I could find and they offer style + positional templates so everything can be standardized. I've uploaded an [https://www.youtube.com/watch?v=W_7Nhmng61c example] for half of the pomson demo (creating templates and finding the software wore me out too much to finish it rn). 240p bc I have .1kbps upload and can't be arsed waiting to upload HD. [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 06:27, 1 July 2024 (UTC)
 +
 
 +
:: The issue is actually uploading the subtitles. I've actually uploaded subtitles for all intro videos back when we uploaded the zombie infection one and it was such a pain... I took me ''days''. YouTube has a way to bulk upload them, but it seems limited to business accounts, which we are not and can't apply for.
 +
:: A request that is very frequent, and something that I've done a few times, is adding timestamps for when something happens in a video ([https://www.youtube.com/watch?v=pN-cAG3kW2I&lc=Ugzg0JWOWoTusUnnkqJ4AaABAg.9x1ptkjgJ8x9y19le2sD_i c this video] - a commenter asked to add timestamps for each minigun). I think we could do that more often out of courtesy (it actually does help), but not as a requirement for demos. — [[User:Tark|<span style="font-weight:bold;color: #5BC236">Tark</span>]] 17:41, 4 July 2024 (UTC)
 +
 
 +
::: As mentioned, there is a separate permission for subtitles. Seems like you can also upload the subtitles from an [https://developers.google.com/youtube/v3/docs/captions/insert API]. Potentially this can be combined with the subtitle page idea and have a bot with a subtitle permission yt account to automatically upload them from the wiki. [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 18:37, 4 July 2024 (UTC)
 +
 
 +
::::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)
 +
 
 +
== Achievement Demonstrations on the official TF Wiki YouTube channel ==
 +
 
 +
Weapon demonstrations are very helpful in letting newer players know how a weapon fires or how an unlock's attributes affect standard gameplay, while keeping older players up-to-date on balance changes. But what if we assisted players of all kinds in learning how to earn TF2's 520 [[achievements]]? Introducing [https://www.drive.google.com/drive/u/5/folders/1yN_aq-13yxwwgsZrs0LbnkKCk1f3YZfE Achievement Demonstrations]! ([https://www.youtube.com/watch?v=kJGNf5H5IRU Video])
 +
=== ''"Why demonstrate achievements?"'' ===
 +
TF2 has '''hundreds''' of achievements, with many having rather ''vague'' descriptions. Thus, actively attempting to earn them may seem daunting to many players. Demonstration videos would provide clarity and encouragement to both newcomers and achievement hunters alike.
 +
=== ''"How should achievements be demonstrated?"'' ===
 +
Any achievements showcased should be earned in intended ways, utilizing simplest methods. [[Strategy#Achievement_strategies|This page]] should serve as a general guide. Weapon unlocks and cosmetics should be avoided unless essential to earning the achievement. General achievements that are earnable by any class should feature the [[Scout]] by default. Demonstrations should be primarily versus [[bots]], though versing another player will be necessary at times.
 +
* '''''[[Taunts#Kill_taunts|Taunt kill]] and [[Deathcam]]-related achievements:''''' Should feature the victim's Deathcam perspective of the player earning the achievement.
 +
* '''''Achievements involving performance of a repetitive task over a lengthy period of time:''''' Should be presented with a fade effect representing a time lapse, with only the start and earning of the achievement needed to be shown.
 +
* '''''[[Achievement_items|Milestone achievements]]:''''' Could be accomplished with either a brief compilation of the prerequisite achievements being earned, or with a simple showing of only the final achievement popup, along with the associated achievement item being claimed from the notifications menu.
 +
* '''''Achievements requiring Steam friends:''''' These will require alt accounts or coordination amongst contributors.
 +
* '''''Unobtainable achievements (ie certain [[Replay_achievements|Replay achievements]]):''''' Should be presented with a note informing watchers the achievement is currently unable to be earned.
 +
* '''''[[Achievements#Joke_achievements|Joke achievements]]:''''' A demonstration should not be necessary for these.
 +
=== ''"Where should achievements be demonstrated?"'' ===
 +
Achievements should generally be showcased on tr_karma_wiki, tr_karma_event_wiki, or a variant edited in [[Valve_Hammer_Editor|Hammer]] with altered bot spawn locations.
 +
* '''''[[Arena]] achievements:''''' arena_karma_wiki.
 +
* '''''[[Capture the Flag]] achievements:''''' ctf_karma_wiki.
 +
* '''''[[Control point]] achievements:''''' cp_karma_wiki.
 +
* '''''[[King of the Hill]] achievements:''''' koth_karma_wiki.
 +
* '''''[[Mann_vs._Machievements|MvM achievements]]:''''' mvm_karma_wiki. Can utilize custom waves.
 +
* '''''[[Payload]] achievements:''''' pl_karma_wiki.
 +
* '''''[[List_of_maps|Map]]-specific achievements:''''' The official map associated with the achievement. MvM maps can utilize custom waves.
 +
* '''''Event-related achievements:''''' tr_karma_event_wiki or an edited variant.
 +
* '''''[[Replay]] achievements:''''' Should only use replays taken from one of the maps listed above.
 +
[[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 19:43, 27 June 2024 (UTC)
 +
 
 +
: {{c|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)
 +
:: 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)
 +
 
 +
:::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)
 +
::::It took only a few hours to make/edit the 5 example videos, the rest of the time I spent working on this project was spent planning and mapping (I had to learn how to use Hammer). Realistically, it would only take a few months for me to complete them all, and that's just with one person working on them. As for resetting achievements, [https://github.com/gibbed/SteamAchievementManager Steam Achievement Manager] is a facilitative way to modify your Steam achievement progress at will. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 23:18, 27 June 2024 (UTC)
 +
:::::And to refute the idea that a lot of the achievements are ''"too basic,"'' this same logic could apply just as much to any other demonstrations: [[weapons]] can simply be playtested by anyone booting up the game and firing them a few times, [[taunts]] can be freely previewed in the [[Mann Co. Store]], all the [[Cosmetic_item|cosmetic]] videos exist simply to show they can earn assists, and so on. Meanwhile, a great deal of achievements are rather specific or obtuse in how to actually earn them and would greatly benefit from a video demonstration. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 23:43, 27 June 2024 (UTC)
 +
 
 +
{{Outdent|5}}There is no real refuting here, this is people giving their opinion. The issue is that, yeah, it's possible to do this on your own, but if you're going to have to make 520 videos you're going to give up at some point. As for Steam Achievement Manager, that's an outside program that may or may not be considered a cheat by Valve (at the very least, we don't wanna rely on this program to have to reset specific achievements). Weapons can be playtested, unless you don't have them. Taunts can be previewed in the store, except it doesn't show off M1/M2, and doesn't show off a full taunt (intro, loop, exit). Cosmetic demonstrations aren't being made anymore because they're all the same, so we scrapped them.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:58, 27 June 2024 (UTC)
 +
:SAM is moreso a debugging tool than a cheat. I'm certain most people use it to earn bugged achievements that wouldn't activate for them for whatever reason. That argument aside, I am more than willing to continue working on this project if given a greenlight, or in the case the greenlight only comes after a certain trust is built, I'd still be working on it until then. I'll provide updates, including more videos, more maps, thumbnails, etc. The only achievements I might need outside help with are the ones which require multiple Steam friends. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 00:13, 28 June 2024 (UTC)
 +
 
 +
::It's not much of a debugging tool, but there are in-game features to reset achievements, too, which is what we would use instead. The Wiki being official means if we officially require people to use that program, it's a form of endorsement, which is not something we want. Many achievement demonstrations would also simply not be interesting or very hard to demonstrate (winning 142 rounds of a map, collect 1 million MvM credits/killing 1 million robots, destroying 100 enemy stickybombs with the Scottish Resistance). Some would also not be a proper demonstration: Winning a map without losing a control point on Hydro or winning a round of Well within 5 minutes would just consist of either regular gameplay or an empty server where you run on control points. The former is too much for a demonstration, and the latter is not demonstrating anything. Also note, this is the last message I'll leave here (but I will still watch the conversation) as I don't want the convo being stopped by a constant back-and-forth and possibly have people not engage in the conversation because of it.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 00:29, 28 June 2024 (UTC)
 +
:::I can see the rationale behind wanting to use the more 'official' means of resetting achievements, and I will aim to utilize that from now on. As far as whether or not an achievement is demonstrated ''"properly,"'' this is entirely subjective, as achievements can be earned in a variety of ways outside the intended/idealistic means; I merely wish to provide an example of the most basic methods which anyone can reliably follow. Whether or not a demonstration is ''"interesting"'' is also subjective. I appreciate the earnest provision of your viewpoints and criticisms, and I too shall disengage from this back-and-forth to allow more opinions to be shared. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 00:43, 28 June 2024 (UTC)
  
=={{icon item|Buffalo Steak Sandvich|16px}} [[Buffalo Steak Sandvich]]==
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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.
{{c|Weapon now has a cooldown even when used at full health.}} [[User:LeGenD`RaGe|LeGenD`RaGe]] 07:32, 24 October 2011 (PDT)
+
:::: That said, it is unreasonable to make over 500 videos and some achievements would be hard to demonstrate (progress ones, for example). I wouldn't be against making a "walkthrough" for some very specific achievements like the Merasmus TV one, but that wouldn't really fall under this project (it would just be an addition to the strategy page). [[User:Tark|<span style="font-weight:bold;color: #5BC236">Tark</span>]] 17:55, 4 July 2024 (UTC)
  
=={{icon item|Claidheamh Mòr|16px}} [[Claidheamh Mòr]]==
+
:[https://drive.google.com/drive/u/5/folders/1yN_aq-13yxwwgsZrs0LbnkKCk1f3YZfE I've updated] the Achievement Demonstrations folder with better organization and 50 more demonstrations! This took a little under 2 weeks. All newly-added demonstrations have been listed in '''''changelog.txt'''''. Feel free to give them a glance! (''Note: all future project updates will be addressed via the changelog until project completion.'') [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 21:30, 23 July 2024 (UTC)
{{c|Done but need to redone (Doesn't show the health penalty)}} [[User:Darkid|Darkid]] 11:26, 20 November 2011 (PST)
 
:Edit icon and make clear why it need to redone. [[User:Hinaomi|Hinaomi]] [[File:Killicon_unarmed_combat.png]] 19:31, 21 November 2011 (PST)
 
  
== {{icon item|Pain Train|16px}} [[Pain Train]] ==
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<!-- ~~~~ -->
{{c|New taunt}}
 
  
http://www.youtube.com/watch?v=kjMKW494B8Q [[File:ModestScout.png|25px]] [[User:Zafir168|<b><i>Zafir168</i></b>]] 10:55, 2 November 2011 (PDT)
+
== Update status on the Team Fortress Classis demonstration project ==
:This doesn't follow the new rules due to the updated backpack D: (You have to press escape, without moving the mouse; check the project page). Test on tr_target_weaponref_hdr too, preferably. There is also a music discrepancy at 0:54 (use a single, continuous track). Rest is good :3 — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:15, 2 November 2011 (PDT)
 
http://www.youtube.com/watch?v=PFNaIiFEjuQ I used the old version of the map because it's not necessary to use the hdr one. [[File:ModestScout.png|25px]] [[User:Zafir168|<b><i>Zafir168</i></b>]] 07:50, 3 November 2011 (PDT)
 
:There is a sound glitch at 0:46~0:47 (last hit on the medic). Also, the comment on the video is accurate; you should switch to a weapon that is not the Pain Train in order to show that the faster cap speed applies when the weapon is not out. I'm pretty sure your first video showed it that way o_O
 
:As for the map, it is necessary if you can run it:
 
::*Open TF2, open the console, and then type: map tr_target_weaponref_hdr. Wait for the map to load.
 
::**If the game runs too slowly and the framerate is not smooth enough, type map tr_target_weaponref to use the lower-quality version of the map.
 
:So please use tr_target_weaponref_hdr, unless the framerate suffers >: — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:47, 3 November 2011 (PDT)
 
The Soldier's hand has a huge invisible part near the elbow. Wind, let's establish the default viewmodel FOV at 54, pretty please? ^^ — [[User:Zhnigo|Zhnigo]] 15:05, 3 November 2011 (PDT)
 
:{{c|Nope}} >: — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 16:47, 3 November 2011 (PDT)
 
Pain train station in play town <:]. And I tried the map but the fps was below 25 so I needed to stick with the older version. http://www.youtube.com/watch?v=Zk8melCyNzc [[File:ModestScout.png|25px]] [[User:Zafir168|<b><i>Zafir168</i></b>]] 10:30, 4 November 2011 (PDT)
 
:Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 11:37, 5 November 2011 (PDT)
 
http://www.mediafire.com/?u6fu2iap3iw6pmi [[File:ModestScout.png|25px]] [[User:Zafir168|<b><i>Zafir168</i></b>]] 15:32, 5 November 2011 (PDT)
 
:Sorry, I didn't catch two things :(
 
# Don't show the spy
 
# As demo, swing the Pain Train once after doing the taunt to trigger the line, like the [[Bottle]] demo does — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:09, 17 November 2011 (PST)
 
  
== {{icon item|Persian Persuader|16px}} [[Persian Persuader]] ==
+
Some of you here may remember when two years ago, a user by the name of [[User:Anonymus0|@Anonymus0]] decided to make a proposal about doing Weapon Demonstration videos about the Team Fortress Classic weapons. Although the wiki had no such infrastructure to support the newfound idea (Tfc demonstration maps, guidelines, rules etc.) the proposal still received mass support; thus prompting me, as well as a number of other editors, most notably [[User:Yossef|Yossef]], to collaborate together on turning this young idea into reality. However, despite some early success in recording, due to Yossef's family situation coupled with my vanning interest in the wiki, the project died down....up until now.
{{c|Can't get metal from dispensers, less health from dropped weapons}}
 
  
{{c|wait|Reserved by Mellotaku}}
+
Because now, I would like to announce that the first major hurdle in making Tfc demonstration weapons, namely that of getting a proper demonstration map, has been overcome! For that reason, I will present you 4 different demonstration maps that I had created.  Why 4, you may ask? Well I knew that as a very much novice map maker, I could not possibly make a good demonstration map from the first try; so I decided to make multiple different maps and ultimately let you, *the community*, collectively decide which of the presented maps should be used for demonstrations. This of course means that any criticism, praise, suggestions and comments about the upcoming maps is very much appreciated and wanted. It must also be noted that many of the maps shown here are not complete. In fact, this is a deliberate choice, as I first wanted to get community feedback about the overall layout and "feel" of the map, before decorating them with details and whatnot. Anyway, here are the maps:
  
== {{icon item|Saxxy|16px}} [[Saxxy]] ==
+
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].
{{c|New taunts}}
+
The maps are chronologically ordered, meaning that the first map ''Wind tunnel'' is oldest/earliest one that I created, while ''tr_lol'' is my final one. As you can see, ''Wind tunnel'' and ''Backup final'' are the most completed maps, featuring an outdoors obstacle course section, a pit, as well as a grenade testing range. However, the other two maps shouldn't be judged for their lack of such things, since the outdoors part can easily be copied from the other two and added on. Of much, '''much''' greater importance to me is knowing whether the main testing chamber/firing range, as well as the overall layout/architecture is of satisfactory enough quality to be used for a professional and official setting like the Team Fortress Wiki.  Further more, here are the wireframe overviews of some of the maps listed: [[File:User Lolimsogreat2 tfc1.png|15px]] (Wind Tunnel), [[File:User Lolimsogreat21 tfc2.png|15px]] (tr_karma), [[File:User Lolimsogreat21 tfc3.png|15px]] (tr_lol)
{{c|Reversed by Wind}} (this is gonna take a while) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:35, 13 October 2011 (PDT)
 
:Not only new taunt. Kill line is change for some class. [[User:Hinaomi|Hinaomi]] 06:35, 23 October 2011 (PDT)
 
  
== {{icon item|Scottish Resistance|16px}} [[Scottish Resistance]] ==
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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.
{{c|Done but needs to be redone (Custom crosshair)}}
 
{{c|Reserved by Shadow6548}}
 
  
== {{icon item|Unarmed Combat|16px}} [[Unarmed Combat]] ==
+
Anyway, although the largest hurdle for this project has hopefully been overcome, there are still more technical problems that prevent me from just pumping out TFC demonstrations, they are as follows:
{{c|Needs to be redone (BLU skin now in-use)}}
+
* '''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.
{{c|wait|Reserved by Mellotaku}}
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* '''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.
  
While he's working on his version, here's mine. http://www.youtube.com/watch?v=GiX8jQju-aE
+
That seems to be it. While I wait for community feedback, I will continue to try and find workarounds/fixes for these problems. Thank you for your attention :D! [[User:Lolimsogreat21|Lolimsogreat21]] ([[User talk:Lolimsogreat21|talk]]) 09:09, 29 July 2024 (UTC)Lolimsogreat21
I used the older version of the map because the hdr one slowed down my fps. [[File:ModestScout.png|25px]] [[User:Zafir168|<b><i>Zafir168</i></b>]] 13:02, 8 November 2011 (PST)
 
:Is there no taunt? If so, please upload~ (Mellotaku, if you can still do a version on the hdr map and/or with better framerate, you can still do so if done before this is uploaded) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]]
 
::Wind, I have no idea if I'll be able to finish it. Something really bad has happened here at home & I need to handle it. I'll try to do the demonstrations I have reserved when I can, but this really needs to be attended to first.--[[User:Mellotaku|Mellotaku, The Sorcerous Shapeshifter]] 15:19, 8 November 2011 (PST)
 
http://www.youtube.com/watch?v=Pr_EN1FfLpE The item has no taunt. [[File:ModestScout.png|25px]] [[User:Zafir168|<b><i>Zafir168</i></b>]] 06:08, 9 November 2011 (PST)
 
:Well, the framerate in that video is not good, but it's pretty much the same as the previous video if I recall, so this version is better~ Please upload :3 — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:00, 9 November 2011 (PST)
 
http://www.mediafire.com/?xjsdahfctlakpfc [[File:ModestScout.png|25px]] [[User:Zafir168|<b><i>Zafir168</i></b>]] 05:03, 10 November 2011 (PST)
 
::May I ask, what did you use to record this demo? [[User:Spam90675|Spam90675]] 11:26, 11 November 2011 (PST)
 
The jiggle bones are not jiggling.  If you mess around with <code>cl_jiggle_bone_framerate_cutoff</code> you can force them to jiggle all day long.  [[Jiggle_bones#Notes]] --[[User:Org|Org]] 18:33, 18 November 2011 (PST)
 
:That's actually helpful. Mind if I add this to the console commands list on the main page? — [[User:Zhnigo|Zhnigo]] 22:47, 19 November 2011 (PST)
 
:I think it need to redone because BLU skin that unused before now in-use. [[User:Hinaomi|Hinaomi]] [[File:Killicon_unarmed_combat.png]] 00:44, 25 November 2011 (PST)
 
  
== {{icon item|Warrior's Spirit|16px}} [[Warrior's Spirit]] ==
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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)
{{c|Weapon does not demonstrate health penalty}} [[User:Darkid|Darkid]] 04:30, 17 November 2011 (PST)
 
:http://www.youtube.com/watch?v=Rk5yPOShLOA — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 17:18, 1 December 2011 (PST)
 
::Loadout screen is a bit too long~ Also, the hands freeze at 0:29, kind of like the Wrench animation sometimes in your previous demos — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:21, 1 December 2011 (PST)
 
:::All weapons using that taunt lock up that way when I taunt with them for a few seconds. I tested this on an alternate account, and saw the same effect. Can you confirm this effect? — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 12:37, 2 December 2011 (PST)
 
::::You're right, it freezes for a second after the taunt. I take that comment back~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:58, 2 December 2011 (PST)
 
  
== {{icon item|Wrangler|16px}} [[Wrangler]] ==
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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)
{{c|New taunt}}
 
  
http://www.youtube.com/watch?v=MwNaWwzaBoA — [http://wiki.teamfortress.com/wiki/User:Karmacharger Karmacharger]] (T | C) 04:52, 23 October 2011 (PDT)
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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]
i already show the new Wrangler taun in this video.
 
  
http://www.mediafire.com/?hh6d3ot1cj9f65q — [http://wiki.teamfortress.com/wiki/User:Karmacharger Karmacharger] (T | C) 04:52, 23 October 2011 (PDT)
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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.
here was the original video file , so everytings are fine.
 
:Nice attempt, but there's quite a few things wrong about it >:
 
* There are black bars on the left and right side of the video
 
* Frame rate is poor (video is choppy); must be at least 30 fps
 
* There is a large audio lag (look at the time between the moment the engineer drops the sentry on the ground, and the time the sentry building sound starts)
 
* You don't have the custom HudDamageAccount.res specified on the project page
 
* Try to demonstrate on tr_target_weaponref_hdr preferably
 
* There is an audio cut at the end
 
* Some things are not demonstrated (sentry jump). Look at the current [[Wrangler]] demonstration
 
Hope this helps :3 — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:23, 22 October 2011 (PDT)
 
  
http://www.youtube.com/watch?v=oM8Ivz113Zk ———— [http://steamcommunity.com/id/wayofsamurai KarmaCharger] (T | C) 10:14, 23 October 2011 (PDT)
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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
Thanks For Telling me the wrong way i did , so now i was remake again i changed quality into 1080p and fps are 30 , i used the tr_target_weaponref_hdr map to make it and the sentry jump are done too. sorry for bad english.
 
  
http://www.mediafire.com/?j3q7qn726o67om2 [http://steamcommunity.com/id/wayofsamurai KarmaCharger] (T | C) 10:14, 23 October 2011 (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)
This was the original video fire , so i hopes you can download it and upload it to the Official TF2 Wiki YouTube channel.
 
:This is much better~ But still not perfect :(
 
* Framerate is the same as the previous video (too low). Maybe your computer is too slow to record it? If it is, then you'll have to use [[Help:Recording demos|Source Recorder]] to create your videos so that the framerate is smooth
 
* There is still an audio cut at the end of the video (make the audio fade out slowly before the end to avoid this
 
* At 1:17, the engineer's dialogue is cut
 
* You should also show the differences between wrangled sentries and non-wrangled sentries (same as the [http://www.youtube.com/watch?v=DIKQDOP65jg current Wrangler video] at 0:34)
 
* You should show that you can sentry-jump and take the sentry at the same time (same as the [http://www.youtube.com/watch?v=DIKQDOP65jg current Wrangler video] at 0:57)
 
* You should show the effect of the sentry shield (same as the [http://www.youtube.com/watch?v=DIKQDOP65jg current Wrangler video] at 1:15)
 
* The transitions between videos are a bit too fast. After each clip, wait a second or two before changing to the next clip; and at the beginning of each clip, wait a second or two before starting to move
 
Thanks, keep up the good work :3 — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 11:48, 23 October 2011 (PDT)
 
  
Hello , so i have a problem with saving the video file , the video is already done . i used the vegas pro 10 to make it at the last setup saving it as wmv . but i can't even save it as a full screen thats a 2 black bar in the left and right side in the video , i just try alot of setting but thats still same.. :( so how can i save it as the video was no black bar and full screen? <small>— ''The preceding unsigned comment was added by'' '''[[User:Karmacharger|KarmaCharger]]''' ([[User talk:Karmacharger|talk]]) • ([[Special:Contributions/Karmacharger|contribs]]) </small>
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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
:This means that either 1) your game or 2) your Vegas project settings or 3) your Vegas rendering settings or 4) a combination of the former have an aspect ratio that is not 16:9. If #1 is true, then your footage is not 16:9, so you will have to re-record it :( — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:13, 25 October 2011 (PDT)
 
  
hello , i have some problem with my pc , so i lost the video and DEM files....... so i quite this sorry. <small>— ''The preceding unsigned comment was added by'' '''[[User:KarmaCharger|KarmaCharger]]''' ([[User talk:KarmaCharger|talk]]) • ([[Special:Contributions/KarmaCharger|contribs]]) </small>
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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)
:<nowiki>:</nowiki>( [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:00, 26 October 2011 (PDT)
 
  
=Cosmetics=
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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.
== {{icon item|Bombinomicon|16px}} [[Bombinomicon]] ==
 
Actually I'm kinda surprised this ended up on our to-do list. To the point: do we need to demonstrate it on all nine classes? Should every class be just shot to death or can I get creative? — [[User:Zhnigo|Zhnigo]] 19:48, 12 November 2011 (PST)
 
:Kinda falls under the same scope as the [[Pip-Boy]] demonstration... Not sure it needs to be demonstrated, but if someone's up for it, then why not. But yes, it would need to be all 9 classes. It's not a formal weapon demonstration, so you can get creative and stuff. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 00:26, 13 November 2011 (PST)
 
::Why do we need to do one for all 9 classes? It's not unique to each, right? My thoughts are to:
 
::- Show the backpack description
 
::- Show death by hitscan. (Sniper headshot)
 
::- Show death by projectile. (Soldier or Demoman)
 
::- Show death which is supposed to trigger unique death. (CM2K, Eternal Reward, etc.)[[User:Mariofan38|Mariofan38]] 11:34, 19 November 2011 (PST)
 
:::It doesn't strictly need to be shown for all classes, but it would be better if it was. It's a visual effect only, so the demonstration has no education value; only aesthetic value. So I'd favor showing the effect thoroughly instead of "just what is needed" (which is a desirable thing for weapon demonstrations). Still, it's open to both possibilities (all classes or a few classes only) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:39, 20 November 2011 (PST)
 
  
==[[File:Item_icon_FrankenHeavy.png|16px|link=The Highland Hound]] [[The FrankenHeavy]]==
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:::::::Anyway, here is the prototype of the first Nailgun demonstration, damage numbers and all included. [https://www.youtube.com/watch?v=Z6M8yjxNdOU] [[User:Lolimsogreat21|Lolimsogreat21]] ([[User talk:Lolimsogreat21|talk]]) 20:08, 19 August 2024 (UTC)Lolimsogreat21
  
==[[File:Item_icon_Highland_Hound.png|16px|link=The Highland Hound]] [[The Highland Hound]]==
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{{Outdent|8}}There's a difference between "pulling a bit of wool over the viewer's eyes" to save on costs, and having to manually add in each damage number, move each of them, and do that for every single time there's damage. The font and music don't really match up, as they're both meant for TF2. As much as I'd like this to succeed, having to (after EVERY shot) hop into spectator to find out how much damage was done and writing it down to then edit it is too much effort. Even if something ''is'' possible, like I've mentioned a few times, if it requires as much tedious work as having to shoot once, go to spectator, view health, note down health, return back to position, and repeat it's just not worth it. We've seen this with cosmetic items that had Pyroland assists, no one wants to do them, it piles up, and eventually we just scrapped them entirely.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 21:15, 19 August 2024 (UTC)
  
==[[File:Item_icon_Tin_Soldier.png|16px|link=The Tin Soldier]] [[The Tin Soldier]]==
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As of right now, doing anything with Team Fortress Classic is too difficult. I've archived the topics, perhaps in the future when it's easier we will attempt it again.<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>]]) 18:01, 2 December 2024 (UTC)
  
=Proposals=
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== Timestamps on all videos ==
== Hat Demonstration: Saxton Hale Mask ==
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As the name suggests I'm interested in providing new/updated timestamps for the majority of the existing wiki videos where it may be applicable, as well as making any new ones when new videos get uploaded. I would create a doc with all videos listed along with timestamps written down for each of them. <br>-- [[User:Nemesis07|Nemesis07]] ([[User talk:Nemesis07|talk]]) 23:37, 25 September 2024 (UTC)
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: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)
  
Why can't anyone put up a video about the saxton hale mask? I think that since it has an effect, it should be demonstrated... <small>— ''The preceding unsigned comment was added by'' '''[[User:Tsvetoslav|Tsvetoslav]]''' ([[User talk:Tsvetoslav|talk]]) • ([[Special:Contributions/Tsvetoslav|contribs]]) 12:13, 22 November 2011 (PST)</small>
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== Getting existing playlists up-to-date and adding new ones ==
:{{c|support}} Yes, there should be one imo. —[[File:User Rocket Ship BBQ Awesomepyro.png|24px]][[User:Rocket Ship BBQ|Rocket Ship BBQ]]([[File:Speech voice.png|20px|link=User talk:Rocket Ship BBQ]]•[[File:Intel neutral pickedup.png|20px|link=Special:Contributions/Rocket Ship BBQ]]) 13:11, 22 November 2011 (PST)
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Currently the channel only has a couple of playlists that doesn't include all of the videos, I'm interested in helping create additional playlists for all of the videos to potentially make it easier to find certain videos. <br>-- [[User:Nemesis07|Nemesis07]] ([[User talk:Nemesis07|talk]]) 23:37, 25 September 2024 (UTC)
::I agree that this should get a quite short demonstration video because I didn't know that the Saxton mask had the ability to stop boos from ghosts and the Horseless Headless Horseman and this wiki's job is to spread the information on the game(and trust me videos help). --[[User:CaptainSneaky|CaptainSneaky ]] 12:41, 27 November 2011 (PST)
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:People dont' really use playlists, and the ones that currently exist are for group of "unique" videos. Making a playlist for all the weapons or per-class wouldn't make sense · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 03:55, 26 September 2024 (UTC)
:{{c|Nope.avi}} I think no. Because if we do, unusal hat, jigglebone hat and effect hat (e.g. Mining light have light bright when in the dark room, earbud has note effect etc.) must do demonstration too. And I think hats don't have anything interest, have only cosmetics. [[User:Hinaomi|Hinaomi]] [[File:Killicon_unarmed_combat.png]] 15:02, 22 November 2011 (PST)
 
::That hat, and the [[Horseless Headless Horsemann's Head]], renders players immune to the stun of the [[ghost]].—[[File:User Rocket Ship BBQ Awesomepyro.png|24px]][[User:Rocket Ship BBQ|Rocket Ship BBQ]]([[File:Speech voice.png|20px|link=User talk:Rocket Ship BBQ]]•[[File:Intel neutral pickedup.png|20px|link=Special:Contributions/Rocket Ship BBQ]]) 15:05, 22 November 2011 (PST)
 
::Unusuals don't change any real game play only the effects of the hat (same goes for earbuds). Lastly a moving piece of the hat or the entire hat moving doesn't make a huge difference in gameplay. --[[User:CaptainSneaky|CaptainSneaky ]] 12:41, 27 November 2011 (PST)
 

Latest revision as of 17:05, 12 December 2024

Contents

Tools

Chemistry Set Chemistry Set

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

Pictogram info.png  Status: Review needed

Old discussion (2020)

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

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

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

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

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

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

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

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

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

Pictogram comment.png Status: No demonstration submitted

Old discussion (2019)

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

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

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

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

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

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

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

Taunts

Crushing Defeat Crushing Defeat

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

Pictogram info.png  Status: Review needed

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

Commending Clap Commending Clap

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

Pictogram info.png  Status: Review needed

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

Punchline Punchline

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

Pictogram info.png  Status: Review needed

Fore-Head Slice Fore-Head Slice

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

Pictogram comment.png Status: No demonstration submitted

Curtain Call Curtain Call

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

Pictogram comment.png Status: No demonstration submitted

Peace! Peace!

Pictogram wait.png This demonstration has been reserved: User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 17:05, 12 December 2024 (UTC)

Pictogram comment.png Status: No demonstration submitted

Need to be redone

Fortified Compound Fortified Compound

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

Pictogram comment.png Status: No demonstration submitted

Crusader's Crossbow Crusader's Crossbow

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

Pictogram comment.png Status: No demonstration submitted

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

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

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

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

Holiday Punch Holiday Punch

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

Pictogram comment.png Status: No demonstration submitted

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

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

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

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

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

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

Part 2a:

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

Part 2b:

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

Part 2c:

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

Part 3: Versus Mittens Heavy

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

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

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

Part 5: Taunts and Water

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

Part 6: Robots

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

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

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

Power Up Canteen Power Up Canteen

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

Pictogram comment.png Status: No demonstration submitted

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

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

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

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

Pictogram info.png  Status: Review needed

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

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

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

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

Quick-Fix Quick-Fix

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

Pictogram comment.png Status: No demonstration submitted

Old reservation (29 April 2021)

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

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

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

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


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

Wind 05:46, 10 May 2021 (UTC)

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

Kritzkrieg Kritzkrieg

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

Pictogram info.png  Status: Review needed

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

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

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

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

Trading demonstration

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

Pictogram comment.png Status: No demonstration submitted

We can make the same Medic and Heavy conversation joke.

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

RED Teleporter.png Teleporters

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

Pictogram comment.png Status: No demonstration submitted

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

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

Second clip:

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

Third clip (requires 2 people):

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

Fourth clip:

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

Fifth clip:

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

Sixth clip:

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

Seventh clip (requires 2/3 people):

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

Optional extra clips: Eureka Effect clip:

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

Setup time clip:

  • Shows extra fast upgrading of Teles.

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

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

Amputator Amputator

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

Pictogram comment.png Status: No demonstration submitted

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

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

Thermal Thruster Thermal Thruster

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

Pictogram comment.png Status: No demonstration submitted

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

Natascha Natascha

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

Pictogram comment.png Status: No demonstration submitted

Ubersaw Ubersaw

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

Pictogram comment.png Status: No demonstration submitted

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

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

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

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

Machina Machina , Shooting Star Shooting Star

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

Pictogram info.png  Status: Review needed

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

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

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

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

Pictogram comment.png Status: No demonstration submitted

Battery Canteens Battery Canteens

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

Pictogram comment.png Status: No demonstration submitted

Classic Classic

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

Pictogram comment.png Status: No demonstration submitted

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

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

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

Part 2 – Sniper Movement 1

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

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

Part 3 – Sniper Movement 2

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

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

Part 4 – Scope and Cancelling

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

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

Part 5 – Fall, Land, and Shoot

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

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

Part 6 – Fall and Mid-Air Shoot

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

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

Part 7 - Damage Comparisons, Non-Charged

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

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

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

Part 8 - Damage Comparisons, Charged

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

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

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

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

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

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

Reserve Shooter Reserve Shooter

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

Pictogram comment.png Status: No demonstration submitted

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

Battin' A Thousand Battin' A Thousand

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

Pictogram comment.png Status: No demonstration submitted

Southern Hospitality Southern Hospitality

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

Pictogram comment.png Status: No demonstration submitted

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

Invis Watch Invis Watch , Cloak and Dagger Cloak and Dagger

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

Pictogram comment.png Status: No demonstration submitted

Quäckenbirdt Quäckenbirdt

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

Pictogram comment.png Status: No demonstration submitted

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

Warrior's Spirit Warrior's Spirit

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

Pictogram comment.png Status: No demonstration submitted

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

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

Other

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)

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)

Item icon Saxton.png Versus Saxton Hale

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 22:55, 3 December 2024 (UTC)

Pictogram comment.png Status: No demonstration submitted

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

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 22:55, 3 December 2024 (UTC)

Pictogram comment.png Status: No demonstration submitted

Questions and Proposals

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

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

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

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

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

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

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


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

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

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

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

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

Flippin' Awesome and Skullcracker in VSH

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

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

Configs for partner taunt demonstrations

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

New tr_karma and requirements

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

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

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

Issues with tr_krama and tr_krama_event

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

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

Question about 2D and 3D player models

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

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

Mastercomfig question

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

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

Closed Captions/Subtitles

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

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

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

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

Achievement Demonstrations on the official TF Wiki YouTube channel

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

"Why demonstrate achievements?"

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

"How should achievements be demonstrated?"

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

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

"Where should achievements be demonstrated?"

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

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

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

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

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

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


Update status on the Team Fortress Classis demonstration project

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

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

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

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

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

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

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

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

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

As of right now, doing anything with Team Fortress Classic is too difficult. I've archived the topics, perhaps in the future when it's easier we will attempt it again.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 18:01, 2 December 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)