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

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({{Icon weapon|weapon=Persian Persuader|icon-size=16x16px}} Persian Persuader)
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Here's my attempt at the Persian Persuader. http://www.youtube.com/watch?v=nc-Gku5NadA http://www.mediafire.com/?ihegdcxajtiwjv7--[[User:Mellotaku|Mellotaku]] 19:16, 13 August 2011 (PDT)
 
Here's my attempt at the Persian Persuader. http://www.youtube.com/watch?v=nc-Gku5NadA http://www.mediafire.com/?ihegdcxajtiwjv7--[[User:Mellotaku|Mellotaku]] 19:16, 13 August 2011 (PDT)
 +
:Very good. Just one thing: The ammo -> health conversion also applies for dropped weapons. Since this is an important in-game tactic, since that's where you get most of the health from in combat, I think it's worth adding an extra clip for that, in which you spawn an enemy, have him shoot at you in order to damage you, then kill him, stare at his dropped weapon for 1~2 seconds, then pick it up. If you want to be very thorough, you may also want to demonstrate that for buildings, although that's probably overkill. Up to you~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:20, 13 August 2011 (PDT)
  
 
=={{Icon weapon|weapon=Pip-Boy|icon-size=16x16px}} [[Pip-Boy]]==
 
=={{Icon weapon|weapon=Pip-Boy|icon-size=16x16px}} [[Pip-Boy]]==

Revision as of 02:20, 14 August 2011


Weapons that need to be done

Item icon Cloak and Dagger.png Cloak and Dagger

Pictogram wait.png Reserved by Dr. Huxley 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? The preceding unsigned comment was added by Dr. Huxley (talk) • (contribs)

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:
  • Drain speed is proportional to walking speed (move while crouching, move while jumping, etc)
  • 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)
  • 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.

Wind 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. 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: — Wind 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. --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 i-ghost 23:03, 18 March 2011 (UTC)

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.
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 — Wind 00:54, 19 March 2011 (UTC)

Red Mini Sentry.png Combat Mini-Sentry Gun

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}}

Also needs to demonstrate that it builds with full health, that it can't be upgraded, and that you can't repair it — Wind 19:13, 13 February 2011 (UTC)

hmmm... lemme try and formulate a plan here...

  • 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. EpicCombine 01:53, 18 February 2011 (UTC)

My suggestion: horizontal splitscreen as you said, then...
  • 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?--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) — Wind 18:49, 18 February 2011 (UTC)

Item icon Dead Ringer.png Dead Ringer

Hello, guys! Now I'm working on Dead Ringer demonstration, and I have some questions about it:

  • 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 User-Gringo Perm.jpg Gringo perm 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 — Wind 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. Lancer anti-tank Rocket 11:00, 15 February 2011 (UTC)

hey guys i made the dead ringer movie if you find any mistakes pm me. if it's good tell me and i'll upload it. hope you'll like it :) Link.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)

Wind 21:47, 10 March 2011 (UTC)

Item icon Disguise Kit.png Disguise Kit

Plan: Likely requires first person view, third person view, and enemy third person view. Have the disguised Spy use an enemy teleporter. First try to use enemy teleporter without disguise, and run in front of a sentry. Take damage, get out, teleport, get in the front of the sentry to show that it don't target you, use teleporter...

Here you are, folks: http://www.youtube.com/watch?v=UfSawVLyEPI It may not be in HD, but I do not have editing software that can produce any better than 480p. If someone else would be able to do that, I would be more than willing to send them the files. PastorOfMuppets 04:35, 14 February 2011 (UTC)

Scratch that: The files aren't in HD either. :/ PastorOfMuppets 05:11, 14 February 2011 (UTC)

Sorry... D: — Wind 00:01, 15 February 2011 (UTC)

I could try to do it, but I would need the map for testing. And the upper link isn't working for me.--CeInfo 15:14, 14 March 2011 (UTC)

Try it again~ — Wind 21:28, 14 March 2011 (UTC)

I did something that shows the basic: disguised you don't get killed by sentries, you can be healed by a dispenser, if you remove your disguise it stops... Here it is: <Video deleted> --CeInfo 17:50, 15 March 2011 (UTC)

There are some technical problems with this video that must be fixed before any video can be accepted: mouse is hidden in backpack view (don't hide it); lack of "click" sound when closing the backpack view; custom crosshair and crosshair color (use the default); achievements being displayed on-screen (running weaponref.cfg will hide them; never not run weaponref.cfg); the Dispenser seems to have been built by nobody (it says "Dispenser built by "); and some frame slowdowns (for example, there seem to be a few stuttering's while jumping and walking toward the fence between 0:06 and 0:11, or the knife drawing animation right after selecting a disguise at 0:16), which might be fixed if you lower the graphics settings. The video seems to be 1080p, which is a very good thing, but since the minimum requirement is 720p, it's better to have a smooth 720p video than a stuttery 1080p one.
Since those are all technical problems, please make a short (10~15 seconds) video sample with those things fixed (to show that you can create videos matching the requirements), before moving on to expanding the contents of the video. This is to save your time (and mine) in case this is not the case, hope you understand :) Thanks~ — Wind 04:31, 16 March 2011 (UTC)
So, good enough? Altrough I don't know if I should've dismark the "Fill black bars" box...--CeInfo 18:40, 16 March 2011 (UTC)

Does this still need to be done? CelInfo's last comment above suggested completion, but it was from over a month ago and there's still no demonstration video on the Disguise Kit page. In case it's still needed, here -> http://www.youtube.com/watch?v=loE-JVHBDXY; lmk if it'll work for the Wiki. NSCoder 07:43, 25 April 2011 (UTC)

Anyone? NSCoder 01:08, 6 May 2011 (UTC)
Oh whoops, missed it D: Anyway, here goes:
  • The extra voice commands may be funny, but please don't do that
  • No viewmodel (why?)
  • Needs a backpack view; I know you can't show the disguise kit, so simply show the spy stock backpack for a few seconds
  • No disguise sound can be heard
  • Needs to show how a friendly spy looks like to friendlies (has a mask with the class head on it) as opposed to an enemy spy
  • Needs to demonstrate a lot more things:
    • Can disguise as any class
    • Can disguise as ally
    • Disguising as friendly Spy removes the disguise completely
    • Attacking removes disguise
    • Sapper does not remove disguise
    • Cloak does not remove disguise
    • Show difference between Cloak->disguise and Disguise->Cloak
    • Show that you can change your disguise weapon
    • Show that running speed = min(Spy speed, disguised class speed)
  • Needs to show taunts (both of them)

The older video comes close, as it shows most of those, so feel free to take inspiration from it. Thanks~ — Wind 04:12, 7 May 2011 (UTC)

I'm going to attempt a demonstration for this, but there's one thing I need to know first, when comparing the speeds, do I do it for all classes or just the fastest and the slowest?--Mellotaku 11:00, 26 July 2011 (PDT)

Fastest and slowest. Slowest will show that the Spy does slow himself down to the speed of the slower class, and fastest will show that the Spy can't run faster when disguised as a class faster than him — Wind 18:10, 26 July 2011 (PDT)S

Lvl3dispenser.png Dispenser

How about this:

First: Heavy before Dispenser and he keeps shootin to show his ammo is refilled all the time.
Second: Heavy get shots from Soldier Rockets and will be healed. First Level 1 then 2 and 3 Dispenser to show difference speed(underline the speed of healin maybe).
Third: Dispenser Health shown and will be destroyed
Fourth: Engineer behind Dispenser Repairin it and Heavy before it, how a dispenser can work as an active weapon or stuff. The preceding unsigned comment was added by Godlike11219 (talk) • (contribs)
This doesn't really show the difference between levels.
    • (3-way split-screen, probably in a 2x2 square with a Dispenser image on the blank spot or something) 3 Heavies go to 1 boolet left. Recording start, and they all get rocket'd 3 times or so, then walk to dispenser and show how fast ammo and health is replenished at the same time for all levels. After all ammo is replenished, they can start shooting again to show how a heavy+dispenser can very well replace a sentry
    • Dispenser health differences can be shown by putting a sapper on them at the same time. This shows health difference, as sapping damage is proportional to time, and it also shows, you know, sapping time (which is the most important destruction duration to know)

Wind 07:16, 13 February 2011 (UTC)

Item icon Mantreads.png Mantreads

Just a question but how will we showcase it's fall damage ability and the reduction of push force? The roof of the map is a tad too low and for the second effect to be showcased we'd need a Soldier to shoot at our feet. Denmax 14:06, 30 June 2011 (PDT)

There should be enough height to fall from if you stand on the metal bars. Otherwise, just jump off from the roof of 2fort or something~ And yes, the second one needs a soldier to shoot at the feet. — Wind 14:23, 30 June 2011 (PDT)
The bug section lists that the Mantreads currently only do 30 damage at max regardless of the fall distance. I recommend you to wait until this gets fixed, if you don't mind redoing part of the video from scratch afterwards. :3 — Zhnigo 06:18, 9 July 2011 (PDT)

Item icon Medi Gun.png Medi Gun

ok, so here's what i'm thinkin:

  • start off showing medigun in inventory
  • exit out of inventory
  • have 2 freindly heavies and one enemy soldier
  • have soldier kill 1st heavy (don't use medigun on this one)
  • on 2nd heavy use medigun and demonstrate how the healing can help save teammates and win the fight
  • fade into next scene
  • ubercharge is at 100%
  • activate it on heavy
  • have soldier shoot rockets at heavy, have medic looking at heavy to demonstrate how he isn't losing health
  • end movie

(almost finished with the critacola and Medic Pack set, all i need to do is find a good program to do splitscreen and i'm set. All i got is wmm atm, any suggestions would be greatly appreciated.)
Pictogram wait.png Reserved by Gringo perm

Sony Vegas, it's what all the cool kids use. The Medigun demo needs a lot more information than that, however:
  • Show how healing rate is affected by time since injury
  • Show UberCharge rate buildup depends on healing rate
  • Show that you can keep healing even when not looking at the person
  • Show that you can uber multiple people and show the difference in UberCharge drain rate
  • Show how the medic himself is invulnerable to damage
  • Show that allies (and enemy spies) can read the UberCharge meter
  • Show overheal:
    • Show that overheal depends on base class health (takes more time to overheal a Heavy than a Scout)
    • Show that overheal drains over time at a fixed rate
    • Show overheal effect

As you can see it's a lot more complex — Wind 19:13, 13 February 2011 (UTC)

Note: It might be a good idea to wait until Valve pushes the healing HUD text on the current version of TF2 before doing a Medigun demo. — Wind 05:23, 11 March 2011 (UTC)

Also show that you get assists when the person you're healing kills someone (and teamkilling assists with enemy spies). Rocket Ship BBQ 10:11, 4 July 2011 (PDT)

Item icon Nessie's Nine Iron.png Nessie's Nine Iron

I've wanted help out the wiki by demonstrating this weapon,and followed the instructions to do so to a T (as far as I can tell), but when I type in "exec weaponref.cfg", I get this error:


exec weaponref.cfg

Unknown command: Resource/UI/HudDamageAccount.res

Unknown command: { Unknown command: CDamageAccountPanel

Unknown command: {

Unknown command: fieldName

Unknown command: text_x

Unknown command: text_y

Unknown command: delta_item_end_y

Unknown command: PositiveColor

Unknown command: NegativeColor

Unknown command: delta_lifetime

Unknown command: delta_item_font

Unknown command: delta_item_font_big

Unknown command: }

Unknown command: }


Anybody know where I went wrong? (as an added note, i know this has nothing to do with the weapon, but I guess I might as well put it under this for the topic, so i can just go back and link the video when successful.)--Wellgolly 00:10, 7 July 2011 (PDT)

You mixed up weaponref.cfg and HudDamageAccount.res :3 These "commands" are the text inside what should be HudDamageAccount.res. — Wind 20:57, 8 July 2011 (PDT)
[1] Thanks, pally! --Wellgolly 23:00, 8 July 2011 (PDT)

Item icon Persian Persuader.png Persian Persuader

Im working on this one... Stunned.png The Noble Scout (T/C) 14:02, 4 July 2011 (UTC)

Download link and heres the Youtube: Pootis!.Stunned.png The Noble Scout (T/C) 18:26, 4 July 2011 (UTC)
It's good so far, but the only problem is that you didn't show about the recharge time about how it recharges faster. Also you showcase the Persian Persuader too long in the loadout. And probably you should show that you get health from the taunt kill.Violencejr123(talk | contribs) 10:39, 4 July 2011 (PDT)
I did get health from the Taunt Kill but you got to look closely...Stunned.png The Noble Scout (T/C) 19:27, 4 July 2011 (UTC)
Same problems as the Bazaar Bargain's demo. Also:
  • No need to taunt twice
  • Visible slowdown during the tauntkill
  • Audio glitch when being shot by the medic (on the first syringe hit)
  • Sticky counter says "%A" in the corner of the screen

Here's my attempt at the Persian Persuader. http://www.youtube.com/watch?v=nc-Gku5NadA http://www.mediafire.com/?ihegdcxajtiwjv7--Mellotaku 19:16, 13 August 2011 (PDT)

Very good. Just one thing: The ammo -> health conversion also applies for dropped weapons. Since this is an important in-game tactic, since that's where you get most of the health from in combat, I think it's worth adding an extra clip for that, in which you spawn an enemy, have him shoot at you in order to damage you, then kill him, stare at his dropped weapon for 1~2 seconds, then pick it up. If you want to be very thorough, you may also want to demonstrate that for buildings, although that's probably overkill. Up to you~ — Wind 19:20, 13 August 2011 (PDT)

Item icon Pip-Boy.png Pip-Boy

Hi! I'm thinking of doing a Pip-Boy video, similar to the PDA, though I have no idea how to drop those ammo boxes? Is there a console command to do so? Mark (Talk) 09:12, 8 August 2011 (PDT)

Ammo boxes can be spawned by typing ent_Create item_ammopack_full (or item_ammopack_medium, or item_ammopack_small). Be careful with the Pip-Boy demonstration, however; I'm not sure if that one's actually going to get done. There's some disagreement about it. — Armisael 09:25, 8 August 2011 (PDT)
Thanks, though I guess I'll wait then. Did the discussion take place on the wiki? Mark (Talk) 11:14, 8 August 2011 (PDT)
Both on IRC and on here (through edit summaries... not the most visible place, true), the rationale being "the PDA is a weapon, so it gets a demo; the Pip-Boy is not a weapon, so it doesn't get a demo". Now if someone did make a demonstration that was of the same quality as the PDA one, then it should probably still be put on the page, but I think energy would be better spent on other items first — Wind 21:28, 8 August 2011 (PDT)
Agreed with above, for example, the maul, the postal pummeler, and the iron curtain are all essentially reskins of existing weapons, but get demonstrations because they are weapons, and the name of the project is weapon demonstration project. Woodledoodledoodle 17:56, 9 August 2011 (PDT)
But the Teleporter, the Meet the Medic taunt, the Schadenfreunde and the Directors Vision aren't weapons yet they got demonstrations so why not the Pip-Boy? Don't see anything wrong about it. SpaceAnimator 08:48, 11 August 2011 (PDT)

Provided Mark doesn't get back to us on this, I have a Pip-Boy and decided to make one. Download it here. --Akuago220, The Jungle Expeditioner 22:26, 12 August 2011 (PDT)

Ah, nvm then :). I'll see if there's a different one I can do though. Mark (Talk) 04:37, 13 August 2011 (PDT)
Please use the number keys for switching weapons directly instead of the scroll wheel, as this reduces the chance of broken animations (when the PDA just pops on screen without any hand animation) and looks less confusing~ Thanks — Wind 10:20, 13 August 2011 (PDT)

Item icon Saxxy.png Saxxy

Dear god this one's gonna be long. Start looping you cp_steel folks; I you're going to need 7 or 8 iterations. — Armisael 02:46, 9 June 2011 (UTC)

Oh god. How can we find Saxxy??? Hinaomi 16:12, 9 June 2011 (UTC)
One of the wiki people won one, so he can do it. Alternatively, items_game. — Armisael 22:11, 9 June 2011 (UTC)
I got one, I'll do it...still wish I had a wiki cap though (Hint Hint) Darthz01 12:58, 5 August 2011 (PDT)


Ok, first draft, yes there are several obvious problems with set up and the recording, the huddamageaccount and video size (which I personally am going to blame youtube for). But, as a demonstration, did it come out fine? As in, is there anything I missed that I should include, or anything that should be changed, when I reshoot?

XXXXX

I'm already going to reshoot shortly after this post, with correct huddamageaccount and fix the resolution issue (Still blaming youtube, or maybe fraps, for that one). But I can easily make a new version after if any glaring flaws are found ;) Darthz01 17:01, 5 August 2011 (PDT)

So yes, as you said there's a bunch of problems like huddamageaccount and the upscaled-ness of the video; there are some others, which you may have already meant by "obvious problems", but I'll list them anyway just to make sure:
  • The framerate must be 30fps (the video must feel smooth)
  • The lighting is off (very dark floor and dark map in general); watch other weapon demonstrations for a comparison
  • Antialiasing may or may not be off (cannot tell because the video is upscaled), just make sure it's on and at least 2X
  • There are structural problems regarding the fact that it's a multi-class weapon; it's usually done by making individual weapon demonstrations for each class, then appending them one after the other. Look at Shotgun or Pain Train for examples

There are some other things to correct inside the demonstrations themselves, however since this video is long as there's many classes to cover, it is better to first check if you can meet the technical requirements to make a weapon demonstration. To do that, simply focus on one class (Scout for example, since that is probably the shortest one to do) and just post that on youtube, no other classes involved. This allows to check if everything is up to par on the technical side, so that no time is spent recording the rest of the video if it's not going to be used :3 Hope this helps~ — Wind 17:14, 5 August 2011 (PDT)


Alright, redid it a little based on your suggestions. 2x AA, got the correct hud and fixed the resolution, altered the brightness, and made it a little more like the shotgun video layout. I redid the scout and uploaded, based on the shotgun, I would essentially make a similar video per class and put them one after another with loadout shots between.

http://www.youtube.com/watch?v=wTim96gJVdc

Darthz01 19:51, 5 August 2011 (PDT)

It still seems very laggy and not very smooth. Judgement Wind? SpaceAnimator 09:46, 6 August 2011 (PDT)

I was looking at your video settings, Darthz, and I noticed that 1080p was an option. Was TF2 running at 1920x1080? If so, reducing the resolution to 1280x720 (even if you keep running the game fullscreen) will do wonders for your framerate. — Armisael
It's mainly FRAPS, I can get 50-60 FPS normally on high-very high settings, but FRAPS kills it to like 15. Know any recorders that don't lag the heck out of a game?Darthz01 10:39, 6 August 2011 (PDT)
Cutting your resolution to 720p means that FRAPS only has to record ~45% as much information. Since, as you mentioned, FRAPS is the framerate killer, this helps immensely. It turns out that the bottleneck in most machines when FRAPSing is the hard drive, because there simply is so much data being recorded. — Armisael 10:46, 6 August 2011 (PDT)
I tried the Wegame recorder, seemed to work wonders. Gonna upload one from that now and see how it goes. Darthz01 10:55, 6 August 2011 (PDT)
Ok, made one from the Wegame recorder, vid may still be processing but it looks a lot smoother than fraps: http://www.youtube.com/watch?v=BdOSYBQC-Q4
Somehow I removed my own comment that I had written for the former video (the one recorded with Fraps), that said: "Sorry but the framerate is very sluggish D: And the lighting is the same (I didn't mean brightness, I meant the actual aspect of the map; check out how the floor looks in this screenshot, then compare with how it looks like in the video). I'm afraid your computer can't record fast enough and can't render the lights properly :( — Wind 21:56, 5 August 2011 (PDT)"
Now for this one, sadly it's the same deal :( Framerate is better (but still not 30), video is not 720p, the 480p version looks upscaled like the first Fraps one did, and the lighting is still off (the floor has a dirt-like color) — Wind 12:22, 6 August 2011 (PDT)

RED Level 3 Sentry Gun.png Sentry Gun

These are just some ideas i have:

  • 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.
  • 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.
  • Then show how someone ubered can not get hurt but can get slowed down and tossed back from the level 3 rockets.
  • Then show a scout under the effect of Bonk! Atomic Punch will not get hurt.
  • Then show how someone with jarate on them can get crit killed and change the sentry kill icon.
  • Then show how the sentry can get controlled by the wrangler.

Now for things that can fit in there somewhere:

  • 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 section for the list of things that need to be demonstrated — Wind 04:07, 1 March 2011 (UTC)

Possible to get a quick scene where we note the different sounds they make depending on level? -- Pilk (talk) 03:30, 12 June 2011 (UTC)

Well, that'd be "automatically there" by simply doing the comparison thing. — Wind 18:37, 12 June 2011 (UTC)

Item icon Splendid Screen.png Splendid Screen

I'm currently editing and putting the demonstration together. Killicon_backstab.png Epicwaffles 18:03, 31 July 2011 (PDT)

Is the resolution good on this sample? http://www.youtube.com/watch?v=d-E7zmZ6SzE&feature=channel_video_title Killicon_backstab.png Epicwaffles 19:32, 31 July 2011 (PDT)

Yes, but be careful, as you have a custom crosshair and don't have the custom HudDamageAccount.res :3 — Wind 19:41, 31 July 2011 (PDT)

Ahh, I'll make sure to get it to default ^__^ Killicon_backstab.png Epicwaffles 19:46, 31 July 2011 (PDT)

I need help for split screen, I know how to do it, but the hud keeps getting left out, how did the person split screen for the chargin targe video with the hud in tact? Killicon_backstab.png Epicwaffles 16:16, 1 August 2011 (PDT)

It's using custom .res files, Armisael or Zhingo probably have it :3 — Wind 14:59, 2 August 2011 (PDT)
Now on my user page. making me give away my secret stash of hudsArmisael 15:34, 2 August 2011 (PDT)
Might even want to poot it on the project homepage, as it's a high-demand thing — Wind 15:38, 2 August 2011 (PDT)
Now on the main page, right underneath the normal HUD links. — Armisael 16:28, 2 August 2011 (PDT)
Thanks a lot,I appreciate the help and sorry for making you give up your stash Armisael xD Killicon_backstab.png Epicwaffles 16:40, 2 August 2011 (PDT)

Need to be redone

Item icon Electro Sapper.png Electro Sapper

Pictogram comment.png Done, but needs to be re-done (show building disabled-ness) First time editing a post, so I hope I'm doing it right. :3 Anyways, I'm pretty sure I can make it to show the disabled-ness by sapping the buildings and then trying to interact with them. For example, sapping a Sentry then undisguising in front of it to show it wouldn't shoot. Nooph 21:54, 24 February 2011 (EST)

Or trying to get cloak from a Dispenser being sapped, or not being able to use a teleporter that's being sapped (might want to use a teammate for that: have a level 3 teleporter, have him take it, wait for recharge, sap, demonstrate that he can't use it anymore, unsap, and then he can.) — Wind 18:47, 25 February 2011 (UTC)
I just realized that TF2 can't go into antialiasing mode for me. Is there any way to force it, like in the Console or the launch options? Nooph 06:49, 26 February 2011 (UTC)
Use mat_antialiasing (or mat_antialias maybe) — Wind 16:33, 26 February 2011 (UTC)
I can't record smoothly enough. Can't do it :( Nooph 22:54, 1 March 2011 (UTC)
I suppose I can do it then, the original video seems to cover all aspects fine other than forgetting to show the disabledness of the sentry. Maybe with a small addition showing a teammate helping taking it down. Ailure 17:38, 13 March 2011 (UTC)
Alright, I'm in the planning stage and hopefully have something soon. I try to incorperate all the things covered in the orginal video plus the suggestions done here. :) Ailure 18:41, 13 March 2011 (UTC)

Also important: show animations for Spy disguised as another class placing a Sapper.  –  Duel RED.png Epic Eric Duel BLU.png (T | C) 12:27, 4 August 2011 (PDT)

Item icon Eyelander.png Eyelander

Eyelander needs to be redone. The current video does not adequately show the move speed bonus of the various head counts. It also does not show the bonus to the damage of the Chargin' Targe.


Radiant Void 02:46, 18 June 2011 (UTC)

Yeah, and the current video has the old loadout pose (i.e. one handed) and there are new voice responses-SpaceAnimator 08:03, 18 June 2011 (UTC)

The "Chargin' Targe" part could probably be excluded. And I understand the logistical issue of displaying 5 screens at once, so maybe 0 heads / 2 heads / 3 heads / 5 heads?

Radiant Void 17:12, 18 June 2011 (UTC)

I'd like to reserve that. And the Nine Iron too, since they're identical. — Zhnigo 06:55, 24 July 2011 (PDT)

I'm off overseas tomorrow and I never took the time do demonstrate it. So, sorry for that. :( I'm lifting the reserve. — Zhnigo 18:34, 27 July 2011 (PDT)
Aww, baibai~ — Wind 18:55, 27 July 2011 (PDT)

http://www.youtube.com/watch?v=F9nn32RRhPo You were talking about a six-way split screen in the UHHHH section, so I threw together a possible format. I've cropped the top third off each shot to preserve the aspect ratio, but the screen is still kinda cluttered. — Armisael 16:47, 28 July 2011 (PDT)

Well that's not too bad, though I was thinking about 3x2, not 2x3. Also try and get a cropped screen (with the UI interface moved inwards) so that the head count gets readable when viewed at the small (default) youtube player size. Not sure how it'll look, so try eet — Wind 21:10, 28 July 2011 (PDT)
http://www.youtube.com/watch?v=v4bM_n0-wyIArmisael 10:40, 29 July 2011 (PDT)
Crop just a tiny bit more or (even better) make the HUD element of the head count bigger, because it's still hard to read >: But I do think it's a better screen separation this way — Wind 16:42, 29 July 2011 (PDT)
Wow, are you even sure the 6-way splitscreen is really necessary? It's more of a gimmick than a comprehensible demonstration. Either way, I'll still try to fiddle around in the HUD files to get a bigger head counter. — Zhnigo 11:45, 6 August 2011 (PDT)

Item icon Golden Wrench.png Golden Wrench

Pictogram comment.png Done but needs to be redone (new sound + sprite)

Seems like Valve added a new sound and a sprite for whenever you turn an enemy into gold.  –  Duel RED.png Epic Eric Duel BLU.png (T | C) 21:36, 15 June 2011 (UTC)
It's just the sound actually, but that doesn't mean it's less important to redo this.  –  Duel RED.png Epic Eric Duel BLU.png (T | C) 17:08, 19 June 2011 (UTC)
If they add some new sound. I think we need to redo it again. Hinaomi 17:01, 14 July 2011 (PDT)
Does this actually need to be redone? If the only change is the addition of voice lines, then our current one is fine. — Armisael 10:58, 6 August 2011 (PDT)
Yeah, and given the pain required in order to make that one demo, I think it's better not to redo it — Wind 12:22, 6 August 2011 (PDT)
No, it's when you kill someone, it makes a 'clang' sound, like hitting cymbals on a drum kit. I still think it needs to be redone. Check the failed Saxxy demonstrations, you'll hear a sound when the person turns to gold. SpaceAnimator 13:36, 6 August 2011 (PDT)
Oh I see. Then yes, it should be updated, if that is at all possible right now due to items_game.txt not fully functioning. If not, then maybe it's worth slapping those sounds directly on top of the pre-existing video. Loss of quality and everything, yes, but I think it'd be worth it — Wind 13:50, 6 August 2011 (PDT)

Item icon Horseless Headless Horsemann's Headtaker.png Horseless Headless Horsemann's Headtaker

Pictogram comment.png Done but needs to be redone (now has taunt kill)

This needs to be redone because it now uses the Decapitation taunt.

SpaceAnimator 11:30, 4 June 2011 (GMT)

Can I do this? I have lv.64 UHHH but I didn't use widescreen moniter. Hinaomi
As long as the video is 16:9 and of resolution larger than or equal to 1280x720, yes~ — Wind 18:32, 4 June 2011 (UTC)

While he does his version, I'll post mine. Download here. --Akuago220, The Jungle Expeditioner 00:35, 6 June 2011 (UTC)

Needs more heads, like the Eyelander demo :3 Otherwise it doesn't show the "capped at 4 heads" thingy — Wind 01:25, 6 June 2011 (UTC)
Here's V2 for you, then. Download here. --Akuago220, The Jungle Expeditioner 16:45, 6 June 2011 (UTC)
Here's a "is good, thanks~" for you then :3 — Wind 00:49, 7 June 2011 (UTC)

Unfortunately may have to be redone yet again; the version i watched does not adequately show the difference in speed between the various head counts. It also neglects to show the increase in damage to the Chargin' Targe.

Radiant Void 02:49, 18 June 2011 (UTC)

Yeah, and the current video has the old loadout pose (i.e. one handed) and there are new voice responses-SpaceAnimator 08:03, 18 June 2011 (UTC)

Did my own. Didn't show Targe though. D: [2] Sandvich Heavinski 16:14, 21 June 2011 (UTC)

As noted above, the video should show the speed difference between head counts >: other than that, this video is lacking music, is not in 720p, and uses a custom crosshair color D: — Wind 16:16, 21 June 2011 (UTC)

Before I go remake this, for the differences in speed, should I use 4 screens at once (0 heads, 1 head, 2 heads, and 3 heads)or do you guys have something else in mind? Also, for the targe, how about I put a soldier at the end of the room, have me run, then use the chargin' targe to make the demoman strike while at full charge? --Akuago220, The Jungle Expeditioner 20:44, 22 June 2011 (UTC)

You know what, I decided to do that anyway. Hopefully that'll do. Download here. --Akuago220, The Jungle Expeditioner 11:46, 23 June 2011 (PDT)
Aww D: I should have replied quicker... Showing 0, 1, 2 and 3 doesn't show what the highest speed gain from the weapon with 4 heads, which most players probably want to know. Sadly it's not possible to put 5 videos on a screen and have them fit nicely, so how about doing 6 (0, 1, 2, 3, 4, 5) so that not only the maximum speed gain is demonstrated (4 heads), but the speed cap also is (5 heads)? It will require cropping in order to fit in 16:9, but make sure that the head counter is visible on all of them. Also, remember that the Spy shouldn't be visible until it's tauntkill time D: So please run around in a different order so that he doesn't show up until it's time to kill him :3 — Wind 15:54, 23 June 2011 (PDT)

It was a pain trying out several combinations of cropping and cutting, but here's the end result. Download it here. --Akuago220, The Jungle Expeditioner 13:32, 1 August 2011 (PDT)

You don't show the health difference, or the difference in charge damage with different numbers of heads. (Also, you realize that once you make one of these, you have to make all three?) — Armisael 13:37, 1 August 2011 (PDT)

Item icon Natascha.png Natascha

Pictogram comment.png Done but needs to be redone (changed stats, new animations)

http://www.youtube.com/watch?v=DGDWmIXQU24 Your Enemy 17:41, 16 February 2011 (UTC)

This is good but~
  • Your name is "Your Enemy". While I respect people choosing their own name, it would be nice if you picked another name, because seeing "Your Enemy (Natascha) Pyro" on the killfeed is confusing
  • The damage comparison part has several flaws:
    • The screen should be split vertically so that damage numbers are visible, which is pretty important since we're comparing damage here
    • The font should be TF2 secondary in white with a faint black outline and appearing with a fade effect; see Rocket Jumper's demo at 0:50
    • The Pyro gets killed instantly since he is close. You should kill a farther target to make the different more visible
  • Slowdown effect is now proportional to distance. The demo must show this by showing slowdown for multiple ranges
  • I also suggest to stay in the wooden thingy when demonstrating slowdown so that you don't actually move from the spot you are firing (which would mess up the range)
  • Try having the target move in a perpendicular direction to your line of sight when demonstrating slowdown. I know it's not easy, just saying

That's it~ — Wind 00:56, 17 February 2011 (UTC)

Thanks, I'll see what I can do. Your Enemy 15:24, 17 February 2011 (UTC)

http://www.youtube.com/watch?v=vKhF5q3dYoQ Your Enemy 13:43, 20 February 2011 (UTC)

This is perfect content-wise, but some technical details:
  • In-game sound quality is low (has a fuzz to it)
  • There are no transitions between clips (use a little fade)

Slowdown is very well demonstrated though — Wind 18:28, 20 February 2011 (UTC)

Here, http://www.youtube.com/watch?v=MimzMKr2NTw Your Enemy 09:22, 21 February 2011 (UTC)

Yes, this is good. Please upload the original. Thanks~ — Wind 17:44, 21 February 2011 (UTC)

http://www.mediafire.com/?qvl9dl4ww34p3tc Your Enemy 18:58, 21 February 2011 (UTC)

(Marked as "need to be redone" due to low audio quality complaints) — Wind 04:38, 24 February 2011 (UTC)


http://www.youtube.com/watch?v=NBL_9rJJeuQ I don't like my slow as much as YE's, but the sound quality and splitscreen are better in my opinion. Anyways, thoughts? -Armisael 19:24, 27 February 2011 (UTC)

Muzzleflash glitch is there D: Also, the slowdown is indeed a bit less good. In the second slowdown, the Soldier should start walking right when the heavy starts firing boolets to be consistent with the other 2. In the third part, the Soldier shouldn't hit the barrels but escape like YE's video — Wind 04:07, 1 March 2011 (UTC)


Should someone edit the weapon demonstration video template to indicate that videos are out of date? Because this one isn't just misformatted; it's downright wrong. -Armisael 11:01, 14 March 2011 (UTC)

Well that could be done, but could you... do the demo instead, pretty please? :3 — Wind 12:29, 14 March 2011 (UTC)

Righteous Bison Righteous Bison

Pictogram comment.png Done, but needs to be re-done (show that arrows can be lit on fire)

The current video doesn't show that the projectile of the Righteous Bison cannot be reflected. SpaceAnimator 13:53, 6 August 2011 (PDT)
No, there's no need to show that :( Only show that something can be reflected if it can be reflected. I agree with the other two re-doing requests though — Wind 13:57, 6 August 2011 (PDT)
This does need to be redone to show that the bison can light arrows on fire. — Armisael 19:19, 10 August 2011 (PDT)
Also, the building damage comparison should show bison against player vs. bison against building, because that's what the 20% refers to. The bison isn't a shotgun. — Armisael 09:46, 11 August 2011 (PDT)

Item icon Rocket Jumper.png Rocket Jumper

Weapon Sets

Backpack The Saharan Spy Bundle.png The Saharan Spy

Could go with this. Got a new Fez yesterday. Already got L'etranger and Your Eternal Reward too so there's no messy File Editing. Lancer anti-tank Rocket 17:46, 16 February 2011 (UTC)

Getting around it? I can do it otherwise, what I have in mind is basically showing decloaking with dead ringer and invisibility watch side by side, and then show the increased flicker by bumping into a enemy on purpose. As a little bonus, show how it looks like from the perspective of the enemy. Ailure 11:20, 14 March 2011 (UTC)
Yes indeed, though the decloaking would need to be explicitly not in sync so that both sounds can be heard separately — Wind 12:29, 14 March 2011 (UTC)
Aah, good point. I think a second or so of desync should work then. I probably play around with it as soon i get to it to see what looks best. Ailure 17:51, 14 March 2011 (UTC)
I wonder if could be useful have a clip where the player, as a spun-up Sasha Heavy, has a Spy with/without the set decloak right behind him (demonstration with both IW and DR, of course). But I'm afraid you should have to do it with every minigun.--Kid Of The Century 09:42, 11 April 2011 (UTC)
No, the Minigun noise would cover up the cloak sound... Which I guess is part of the point because there's often distracting sound in-game, but then players won't really hear the difference — Wind 18:49, 11 April 2011 (UTC)

I have the set and Wegame. Let's do this. Sandvich Heavinski 02:39, 21 June 2011 (UTC)

I haven't used Wegame in a while, but last time I checked, the video quality was very poor. I hope they improved it~ — Wind 04:10, 21 June 2011 (UTC)