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

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:I don't object to cutting the red heavy, but then show more explicitly that it can't heal enemies. For example, during the spy disguise clip, have the spy remove his disguise while standing right next to the Dispenser so that you can clearly see the beam disappear. I saw the healing thing too, bit redundant but no much harm to do it either, so keep it in if you want... However there's a bad audio glitch at 1:51 :( And yes, yes it should show that, thanks for thinking about it. Lastly, during the last 3-way sapper clip, the relative volume of this segment is much higher than the preceding one due to there being 3 clips and all. I know you've already made adjustments to those so that they don't have the simultaneous audio effect thing, but can you multiply all of their volumes by a certain factor to bring it down to the same level as the previous clip? — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:36, 12 October 2011 (PDT)
 
:I don't object to cutting the red heavy, but then show more explicitly that it can't heal enemies. For example, during the spy disguise clip, have the spy remove his disguise while standing right next to the Dispenser so that you can clearly see the beam disappear. I saw the healing thing too, bit redundant but no much harm to do it either, so keep it in if you want... However there's a bad audio glitch at 1:51 :( And yes, yes it should show that, thanks for thinking about it. Lastly, during the last 3-way sapper clip, the relative volume of this segment is much higher than the preceding one due to there being 3 clips and all. I know you've already made adjustments to those so that they don't have the simultaneous audio effect thing, but can you multiply all of their volumes by a certain factor to bring it down to the same level as the previous clip? — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:36, 12 October 2011 (PDT)
 
::http://www.youtube.com/watch?v=hkKAEaUT8B0 — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 09:49, 13 October 2011 (PDT)
 
::http://www.youtube.com/watch?v=hkKAEaUT8B0 — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 09:49, 13 October 2011 (PDT)
 +
:::All good, just missing the can-take-metal-from-friendly-engineers clip — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 10:35, 13 October 2011 (PDT)
  
 
== [[File:RED_Level_3_Sentry_Gun.png|16px]] [[Sentry Gun]] ==
 
== [[File:RED_Level_3_Sentry_Gun.png|16px]] [[Sentry Gun]] ==

Revision as of 17:35, 13 October 2011


Weapons that need to be done

Cloak and Dagger 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)
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. Smurfton 18:52, 12 October 2011 (PDT)

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)

Dead Ringer 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)

Well, here's my take on the Dead Ringer. Download here. --Akuago220, The Jungle Expeditioner 07:10, 19 September 2011 (PDT)
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 — Wind 22:51, 19 September 2011 (PDT)

I see. Well here are two things I need to refute:

  • 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.
  • 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.

That is all. I'll get back to it later today. --Akuago220, The Jungle Expeditioner 07:56, 20 September 2011 (PDT)

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 — Wind 20:44, 20 September 2011 (PDT)

Disguise Kit 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

Hmm, no one seems to be doing this, the latest post was more than 2 weeks ago. Can I give it a try? TFHK 22:01, 14 August 2011 (PDT)

Yes, certainly~ — Wind 22:12, 14 August 2011 (PDT)
Great! Just a couple of questions though:

1. Can I use third person view for some parts, like comparing speeds when disguised? I saw that in the video of PastorOfMuppets that in his comparison of speeds we couldn't see the Heavy running alongside him. 2. How do I demonstrate that disguising as a friendly Spy removes the disguise entirely? Do I just disguise as a friendly Spy with the presense of a friendly Spy, and show that I don't disguise as him? TFHK 22:28, 14 August 2011 (PDT)

Yes, you can use thirdperson if you like, and yes, that sounds fair for the Friendly Spy thing. There's something I'd like you to do first, though: do a quick, 10-second-or-so video of yourself killing the bots with any weapon, and upload that on youtube. This is because the Disguise Kit is a difficult and long demo, and this is your first time making weapon demos; it's to check if you can meet all the technical video requirements (720p, antialiasing, etc), to make sure that you don't do the Diguise Kit demo with a wrong graphics configuration, which would make all that effort go to waste >: Once that is out of the way, then you can do the Disguise Kit demo — Wind 23:29, 14 August 2011 (PDT)
Uh, okay, how's this? http://www.youtube.com/watch?v=WuQ_9lIRjRo It's my first try on Fraps and demo recording... :P (Yeah I'll change the crosshair when I do the real demonstration) TFHK 02:32, 15 August 2011 (PDT)
You have a custom crosshair and a default crosshair color o: See, this is why I asked for this video first, because otherwise you'd have recorded the whole Disguise Kit demo with a non-default cursor and then it would all have gone to waste because of this silly thing. But hey, now that's avoided :3 Make sure to use the default crosshair color and the default crosshair (which should change on a per-weapon basis). There's another thing too: you seem to have some sort of autobalancing ambient sound. If you listen closely to the start of the video, you can hear a slight "sssssssssss" in the background, the background sound of the map. However, as soon as you start shooting, it disappears completely. When you stop, it comes back after a while. I don't know what's causing this, perhaps a tf2 script that makes ambient noise quieter when you shoot, or perhaps Fraps trying to isolate ambient noise, or most likely some kind of driver setting (like Realtek's) that automatically tries to remove ambient noise from whatever it records. So, please try to find what's causing this, and do the same video again with that and the crosshair fixed. Thanks~ :3 — Wind 17:06, 15 August 2011 (PDT)
Yeah I'll remove the crosshair, and I'll see what I can do with the sound. So basically I'm trying to get the background noise when I'm firing as well right? Correct me if I'm wrong. I don't think I've changed any TF2 scripts related to sound, nor on Fraps, so I'm guessing it's the Realtek settings, I have changed those before. Another thing: You see in the video that the Spy doesn't use the backstab animation on the Medic(just a slash), even when he's in the right position? The kill icon says that it wasn't a critical hit either. That kind of puzzles me. I've used all the scripts provided, but it's different from the Knife demonstration video. I also noticed that the damage it does is only twice the enemy's health, as opposed to six. Am I missing out on something here? TFHK 22:42, 15 August 2011 (PDT)
Yes, disable anything that modifies the sound that comes from TF2 and that goes into the recording, to make sure the sound recorded is what TF2 actually sounds like. As for the animation, that's normal, because weaponref.cfg disables crits so that they don't interfere in the demo. In the case of the backstab, it's an exceptional case, so crits are turned back on in the knife demos. Don't worry about it for the disguise kit demo though — Wind 22:53, 15 August 2011 (PDT)
The new video is being uploaded now, and two things: 1. I converted it back to the default crosshair and colour, but I don't know how big the default size is. I can't seem to find an option that sets back to the default size, so it may be too big (Frankly, I think it is) 2. I've turned off every possible audio functions that may be affecting the recording, but I think the sound is still similar. Are you sure that the background noise isn't supposed to be quieter when a weapon is being fired? Because wouldn't it be as noisy as the gunfire if it wasn't quieter? And I'm pretty sure everything's default now, and that's probably what TF2 actually sounds like. Thanks for being patient. :) TFHK 07:50, 16 August 2011 (PDT)
Here, I put a sample up (WARNING: The second half of the video is extremely loud) here. The second half has sound increased by 24 dB so that the background noise is clearly audible, but as you can see it doesn't fade away when shooting. It seems inaudible during the very shot, because the sound of the shot covers it, but you can hear it right again after the shot is fired, whereas in your video it comes back gradually over the seconds that follow the shot. And here's a screenshot of my unmodified crosshair settings :3 — Wind 12:41, 16 August 2011 (PDT)
Really? Are you sure? Because I think I've turned off all... oh wait, here's another option: "Audio autobalancing". Oh! So that's what's been protecting from all those ear rapes from YouTube! Anyway, I've turned off the feature now, and so the audio and the crosshair are fine. Thanks so much for your patience! :D So am I all set? Link: http://www.youtube.com/watch?v=9CvbsubquDs TFHK 07:51, 17 August 2011 (PDT)
There is a little slowdown during the first shot on the Pyro, not sure why, but try to avoid that happening during the real demo. Other than that, is all good, go nuts now :3 — Wind 10:57, 17 August 2011 (PDT)
Ah, I'm all set to do the demo, but I'm just wondering which of the following I should include, and which I can leave out. I'm going to do all the stuff you mentioned above to the other person, but what about these other things: 1. Disguised spies can take tele, and use dispenser, 2. Collecting intelligence removes disguise, 3. Disguised spies cannot defend points, 4. Disguised spies as own team can cap points, 5. Voice commands while disguised will appear to be said by the disguise from enemy's POV, 6. Disguised Medics have ubercharge meter 7. Medics of both teams can heal (and ubercharge) me, 8. Disguised spies with full health can still take health kits if disguise is not at full health, 9. Reloading will make the disguise reload, 10. When lit on fire, the spy will emit team-coloured flames. Obviously I won't be doing all of them, but I don't know which ones I should do. Can you tell me which ones I should demonstrate? Just list the numbers, thanks! TFHK 06:19, 19 August 2011 (PDT)
Holeh crap that's a lot of things~ Don't demonstrate #1, that is already demonstrated in the Teleporter demo and you don't need a disguise for that, so nothing to do with the Disguise Kit. #2 would be an interesting fact and easy to demonstrate, it's good to know too because otherwise you get shot at by the sentry while you thought you'd keep your disguise... #7 is also important and effective. The rest (#3, #4, #5, #6, #8, #9 and #10) are a bit more obscure and hard to demonstrate. If you can think of something, you're free to add them, but I think that would be a bit too much information. — Wind 11:09, 19 August 2011 (PDT)

Gotcha, no teleporter... so just to clarify, do I have to use the enemy dispenser when disguised? That should be the final question... TFHK 22:59, 19 August 2011 (PDT)

Yes~ — Wind 23:05, 19 August 2011 (PDT)
Okay, I've almost got it all together, I just have one section left, which is to demonstrate that I can be healed by an enemy medic while disguised. But then I had some technical difficulties. 1. I prepare for the Medic's ubercharge and get it up to 100% before recording. That's fine, but then I start recording the demo (type "record weapontest" in the console), and then the medic's ubercharge meter goes back to 0% (and the fizzling sound it makes when it's 100% disappears as well). Yet it's not really 0%, because when I press "t" (I typed "bind "t" bot_forceattack2 1" before), he ubercharges himself, so that means it's just some demo recording bug. How do I fix that? 2.I can get the medic to heal me when disguised, but when he ubercharges he cuts off the healing and just ubercharges himself. Why is that? (I constantly pressed down "f" to let him use his primary attack, then while holding f I pressed t) Please help, I'm almost done... TFHK 07:17, 26 August 2011 (PDT)
I'm afraid you'll require a human to help on the Medic's part then. To avoid the ubercharge issue, simply start the recording, then have him get charged, then start the real demonstration; later, in the video editor, remove the part where he gets charged. — Wind 11:47, 26 August 2011 (PDT)
Ah, okay, I think I can get someone to help me out. But is it okay if he keeps his normal name, or should he change it to something like "Medic" or something? TFHK 22:12, 26 August 2011 (PDT)
If he wants to, yes, if he doesn't, then it's ok anyway — Wind 00:12, 28 August 2011 (PDT)
Ah, finally got a friend to do the medic part with me. However, when I do the reload bit while disguised (getting two enemy bots to mimic me), I see that the enemy bot doesn't do the whole reloading animation when disguised (he's disguised as a soldier), it just, like, cuts off part of the animation, yet the friendly spy does it nicely. So is this a visual/demo replay glitch, or does that happen when the spy's reload animation is shorter than the reolad animation of the class he's disguising as? (BTW, yes, it's all done, just putting all the pieces together in Vegas 10) TFHK 08:29, 30 August 2011 (PDT)
I think that was normal behavior and that it was patched at some point to make the animation finish. Or maybe it just happens on enemy disguised spy bots... Anyway, as you said, the animation doesn't cut off if it's shorter, so just pick a class and a weapon that has a shorter reload animation. — Wind 18:31, 30 August 2011 (PDT)
OK, IT'S FINALLY DONE! http://www.youtube.com/watch?v=ySIXygmiBBI tell me how it is, please X_X TFHK 04:51, 2 September 2011 (PDT)

(Edit: DARN, I couldn't list the video as unlisted... it's probably because I have too many strikes for copyright infringement materials. Stupid YouTube! It was still okay a while ago...)TFHK 06:59, 2 September 2011 (PDT)

Well for a first try that's pretty darn good :3 Not perfect though:
  • The fades-to-black are a bit too over-the-top (half a second is way enough)
  • The Heavy speed thing should be before the Scout speed. You haven't demonstrated that the disguise kit affects walking speed, so showing the Scout first looks a bit weird. If you show the Heavy first, then people know that the disguise kit affects speed, so then the Scout demo makes sense
  • At the 2:30 clip, in the very bottom left of the screen, there's a bit of a blue thingy. I'm guessing it's some part from the HUD that wasn't supposed to be on screen, so try moving it out of there
  • For the you-can't-disguise-with-the-flag demo, also show that you can't disguise as friendly
  • Throughout the video, never take your disguise kit and immediately disguise (1:32 for example). It makes it look like you're just scrolling through weapons. Take your time to disguise, make sure to have the kit open for at least a second
  • Lastly, if you've got those as demos, try to render them at a higher framerate, as the video is a bit laggy, and make sure your Vegas project properties and rendering profile are both set to render at 30 fps. If you don't have them as demos, no big deal, keep the footage you have, just double-check both the rendering settings and the project properties

That's all :3 Good job nevertheless, and good luck~ — Wind 12:58, 2 September 2011 (PDT)

Thanks for the comments, I'll go and correct those. I also noticed something: At 2:39 the medic's übercharge is displayed as "?bercharge"... actually, it's been like this for a long time, I just didn't bother fixing it. How to I correct that? :'( TFHK 22:01, 2 September 2011 (PDT)
Oh, and did I take out the disguise kit too quickly at 1:13 as well?TFHK 22:03, 2 September 2011 (PDT)
I... don't know, it doesn't do that for me :( Do you have modified HUD files other than HudDamageAccount.res, or modified strings files (tf_english.txt)? If so, delete them. And yes 1:13 was too fast — Wind 22:10, 2 September 2011 (PDT)
Darn, I don't know what's up with my "ubercharge" being listed as "?bercharge". Maybe my chinese codec can only display english letters and not less commonly used accent letters. I couldn't find anything about that on the net either, so no use there. I wonder if someone can do that segment instead? (Gosh, Jaz is gonna be sad that I couldn't use his part...) Anyway, still working on the rest of the stuff TFHK 06:18, 4 September 2011 (PDT)

Hey, folks! PastorOfMuppets again. It's been a month since someone has posted on this weapon demo, and I was hoping to give it another shot. However, I was hoping to use the Replay system to actually record in HD. (I could find a way around this, but the Replay system seemed like the best way to record in-game footage.) Does anyone know how to put the Replay system into a self-made server? PastorOfMuppets 20:59, 8 October 2011 (PDT)

Yes, but please don't use it. It doesn't show the HUD, for one, which is already a dealbreaker :( Sorry... — Wind 21:00, 8 October 2011 (PDT)
No problem, my computer just has some trouble with .AVI format. I can still do the video, it will just be a few extra steps. I'll have the "first draft" done in the next few days. PastorOfMuppets 01:00, 9 October 2011 (PDT)
Tell you what, guys, I probably won't be able to finish this demo due to overwhelming school work, but I figured that Wind said that most of my demos were okay, can I upload some of the separate video files that were okay? (without the background demo music, of course) For example, the speed demonstrations and stuff. I'll just be glad to provide some of the videos, even though I can't complete it. Would that be okay, Wind? TFHK 09:34, 9 October 2011 (PDT)
Yes it would, although if you do, make sure you upload the lossless version, not the compressed version. Otherwise, people who want to include your videos in their work will have a doubly-compressed video, which looks very bad >: Or, if you still have the demo files, upload them instead, as they are much smaller.
To anyone who is starting with a new video, however, I don't recommend using TFHK's videos directly. Use them as a reference point to copy, but do it on the _hdr map. That way there's the same good content as TFHK's, but on the better-looking map :3 — Wind 11:56, 9 October 2011 (PDT)

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)

http://www.youtube.com/watch?v=5j7H26xnprM I know that this has the error beep when I rotate the building; I'll get it in post. Other comments? — Armisael (T | C) 06:54, 11 October 2011 (PDT)

At 3:30 sound is disappear and I didn't see the lv.3 dispenser destroy. Hinaomi 08:27, 11 October 2011 (PDT)
I blame youtube. — Armisael (T | C) 11:32, 11 October 2011 (PDT)
Well there's the obvious youtube cutoff, and the beeping sound, yes.
  • There is also the annoying simultaneous sound of all 3 sappers at the same time; mute two clips or else it's just too annoying D: (but unmute them subtly to keep the dispenser destruction noise)
  • At 0:53, try to get a single beam and stick to it (so that it doesn't go pssh ppssh pssh pssh 4 times)
  • At 1:39, why teleport the Soldier there? Is it to show that it doesn't heal enemies? If so, then I think a better way to do that would be to get two obviously-injured heavies (with blood marks on them etc) on each team and have them run to the same dispenser, and see what happens. The facial animation corresponding to health, I think it'd be pretty funny, especially is both heavies look at you :3
  • Need to show metal regeneration in a better way. It's fine to show stuff in the first clip (and kind of unavoidable anyway), but it should deserve its own clip, with a 3-way split-screen with each containing a metal-less engineer approaching a full dispenser, and staring at the screen. Then another same split-screen, except the dispenser is empty (to show that each tick mark is a different amount of metal depending on the medal, and that the recharge rate is the same). Make sure to move the buildings part of the engineer's HUD into the screen for those clips, because they show that you can see the metal level of the dispenser on there
  • Show that a sapped dispenser doesn't fulfil its functions (can simply be done by reshooting the 3:05 clip while being injured, and making sure the dispenser is not full)

dis vil vork — Wind 12:00, 11 October 2011 (PDT)

http://www.youtube.com/watch?v=Mv3dQDhyG_0 Aside from a little fumble-fingeredness with the spy in the first clip, how's it look? — Armisael (T | C) 20:45, 11 October 2011 (PDT)
  • I know, magic tricks and teleporting heavies look cool and all, but please don't overdo it >: The heavy being teleported in there was kinda too much... They should get their own clip if possible :3 Also, they must not start at the dispenser. They should be away from it for a moment, so that you can actually see they're injured, and then run to the dispenser. You also need to stand much closer to them or else you can't see their injuredness >:
  • Transitions are too quick for the most part (especially 3:27 and 3:35; the player must be able to see the differences, and that they have no metal, which doesn't exactly jump out in a second)
  • 3:35's clip should start away from the dispenser so that there's time for the transition. That clip also suffers from the simultaneous sound effect, hopefully it's not hard to fix in this case because all 3 clips are exactly synchronised and produce the same sounds, so just mute 2.
  • Small detail, but if you're going to reshoot clip 1, try not to stand in places where the lighting is poor (example at 0:25; the shotgun is just... weird and feels like wet wood). That's not really a terribly wrong thing, just saying to try to avoid it when reshooting

Wind 21:03, 11 October 2011 (PDT)

The teleportation was basically there to squeeze things into one clip so it runs faster. I certainly don't mind having shorter, less complicated clips to film. I'm thinking:
  • The current first clip up through being shot at by the soldier, then just upgrade and move.
  • A second clip showing the heavies doing their thing. That'll be much easier to bot_mimic in it's own clip.
  • A third clip showing the spy. (unless you think that that can be folded into the first clip? I dunno.) — Armisael (T | C) 21:14, 11 October 2011 (PDT)
Three clips vil vork — Wind 22:03, 11 October 2011 (PDT)
http://www.youtube.com/watch?v=AJVlNeM-eKA
  • I don't really like the red heavy, in retrospect. I'll probably cut that from the next iteration unless you object.
  • What do you think about healing at every level of the dispenser in the first clip? It takes a while, but the other option is just sitting there hammering at it for 20 seconds straight.
  • This should probably show that you can get metal from other engineer's dispensers. — Armisael (T | C) 17:22, 12 October 2011 (PDT)
I don't object to cutting the red heavy, but then show more explicitly that it can't heal enemies. For example, during the spy disguise clip, have the spy remove his disguise while standing right next to the Dispenser so that you can clearly see the beam disappear. I saw the healing thing too, bit redundant but no much harm to do it either, so keep it in if you want... However there's a bad audio glitch at 1:51 :( And yes, yes it should show that, thanks for thinking about it. Lastly, during the last 3-way sapper clip, the relative volume of this segment is much higher than the preceding one due to there being 3 clips and all. I know you've already made adjustments to those so that they don't have the simultaneous audio effect thing, but can you multiply all of their volumes by a certain factor to bring it down to the same level as the previous clip? — Wind 20:36, 12 October 2011 (PDT)
http://www.youtube.com/watch?v=hkKAEaUT8B0Armisael (T | C) 09:49, 13 October 2011 (PDT)
All good, just missing the can-take-metal-from-friendly-engineers clip — Wind 10:35, 13 October 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)

I'll do it, if nobody minds. Also, shouldn't sentry control go under the category of the wrangler weapon demonstration? Smurfton 18:47, 12 October 2011 (PDT)

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 — Wind 20:36, 12 October 2011 (PDT)

Need to be redone

Atomizer Atomizer

Pictogram comment.png Done, but needs to be redone (show that the damage penalty doesn't apply to buildings)

Here's my retake on it. Download here. --Akuago220, The Jungle Expeditioner 07:25, 23 September 2011 (PDT)
Framerate is a bit choppy... But it's not too bad either, so is good~ Thanks :3 — Wind 13:56, 23 September 2011 (PDT)

Black Box Black Box

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. {{subst:void|This template should always be substituted. Please change {{Unsigned}} to {{subst:Unsigned}}}}The preceding unsigned comment was added by LeGenD`RaGe (talk) • (contribs) 2024-11-30, 04:52 UTC

Not a very critical change but OK — Wind 20:50, 8 October 2011 (PDT)

Chargin' Targe Chargin' Targe

Pictogram comment.png Done but needs to be redone (need to show charge recharge time)

I could do this, I figure I'd follow the original video except I'd add a segment that shows the recharge time? Also, I have a problem. When I type exec weaponref into the console it says that it couldnt be executed. Any help? AFlyingGuru 06:01, 18 September 2011 (PDT)

No, you could integrate that in one of the clips. After the first charge of the video, just wait, not moving or moving the camera, until the meter recharges. Then the rest of the video should be the same as the current video. As for exec weaponref, you probably saved the file under another name, another extension (make sure to show extensions in Explorer...), or under another folder than the cfg folder) — Wind 11:23, 18 September 2011 (PDT)
Alright, I fixed the cfg error. Now I'm just doubtful about the splitscreen. Do I just extract the entire "2-way splitscreen" folder into my tf folder? AFlyingGuru 05:53, 20 September 2011 (PDT)
Extract 2-way splitscreens\splitscreen Demo - ammo & health\resource and 2-way splitscreens\splitscreen Demo - ammo & health\scripts to your tf folder. It contains all the files you need to move the HUD elements into splitscreen position (it also contains the modified damage number, so it'll probably overwrite that file; they're identical, so no worries). To create the splitscreen itself, you'll just shoot to separate shots and then edit them together. — Armisael (T | C) 06:25, 20 September 2011 (PDT)
http://www.youtube.com/watch?v=1dTZkUuYJxUArmisael (T | C) 21:25, 9 October 2011 (PDT)
Is good except one thing: The simultaneous flare gun sound, annoying D: Just mute one clip only during the hit sound — Wind 12:00, 11 October 2011 (PDT)
http://www.youtube.com/watch?v=lz4FOU4EHKMArmisael (T | C) 14:13, 11 October 2011 (PDT)
Is good, please upload~ — Wind 15:56, 11 October 2011 (PDT)

Eviction Notice Eviction Notice

Pictogram comment.png Done but needs to be redone (updated cubemaps)

No. If we were to compare that, then every single weapon demonstration would be a split-screen all the time — Wind 21:02, 25 September 2011 (PDT)
Since no one here has tried to refute you (and since I was the original creator of the EN demonstration), permission to remove this section from the discussion page? --Akuago220, The Jungle Expeditioner 07:37, 5 October 2011 (PDT)
It'll get swept up in the next archive. <whispered words> let it be </whispered words> — Armisael (T | C) 09:38, 5 October 2011 (PDT)
This weapon needs to be remade anyway with improved cubemaps. The weapon looks black in the demonstration video and not the gold color the weapon really is. Balladofwindfishes 18:36, 6 October 2011 (PDT)
Is good point — Wind 18:47, 6 October 2011 (PDT)
Reasonable enough, here's my revision. Download here. --Akuago220, The Jungle Expeditioner 23:00, 8 October 2011 (PDT)
Is good, thanks~ :3 — Wind 00:19, 9 October 2011 (PDT)

Force-A-Nature Force-A-Nature

Pictogram comment.png Done but needs to be redone (custom crosshair) SpaceAnimator 09:49, 16 September 2011 (PDT)

You've all been busy, I see! ^^ Let me reserve that one for a moment. — Zhnigo 11:29, 16 September 2011 (PDT)
More time taken rendering than filming. YT/MF. — Zhnigo 16:55, 16 September 2011 (PDT)
Oh hey, that was my demo originally :3 Dunno how I had a custom crosshair... Anyway, is the part from 0:40 to 1:03 to show that the second-shot-fired-in-the-air doesn't have any self knockback? That's a good thing, but I think it should be placed at the end when the player knows how the self-knockback can be used in the first place. Demonstrating the you-can-use-it-to-come-back-and-cancel-a-jump-ness at 1:13 is also a good idea too. The vertical forcejump part needs to be redone, however; you should be able to go a bit higher with the first jump (see original demonstration), and make sure that the second jump is visibly separated from the second (again, see original demonstration) so that viewers know they still have a second jump, which is pretty useful to know. Last but not least, the new HDR version of the map should have much better lighting on top of those crates, no completely-black areas, so would you mind redoing it on that version? I think it'd look better. If you do, then you need to redo the entire demonstration (no mismatching the versions of the map within the same demo). Thanks~ — Wind 00:54, 17 September 2011 (PDT)
Awwight, take two: YT/MF. — Zhnigo 09:24, 22 September 2011 (PDT)
UPD: sorry, it's a bit broken, i was in a hurry. Fixing it... — Zhnigo 15:44, 22 September 2011 (PDT)
That should work better: YT/MF. — Zhnigo 17:11, 22 September 2011 (PDT)
The vertical jump is still not optimal >: This time it goes a bit backwards. You can tell if you got the jump perfect by looking at the direction you go; if you go completely upward, you got it. All the rest is very good~ — Wind 20:35, 22 September 2011 (PDT)
I have just completed the Force-A-Nature demonstration video: http://www.youtube.com/watch?v=M2IqBLbRWvE. This is the first demonstraion video I have completed so please give me feedback.Glata 20:07, 24 September 2011 (PDT)
It's a good first attempt, but...
  • There's a lot missing :( Look at the current demonstration and at Zhnigo's demonstration and you'll see all those things that need to be demonstrated as well. Zhnigo's demonstration video is perfect except the vertical forcejump, so try to mimic that
  • The video is not 16:9 (there are black borders at the top and the bottom of the screen)
  • There is a pretty bad audio/video glitch between 0:20 and 0:23
  • Forgot to reload at the end (before taunting)
  • Forgot background music

But if I were you, I would do another demonstration first, a demonstration that no one is working on right now, like the Machina just below. That way there's no conflict between two videos at the same time~ Keep up the good work anyway — Wind 21:41, 24 September 2011 (PDT)

Sorry for the delay, after a couple dozen takes this is the closest I did to a perfect forcejump: YT. — Zhnigo 17:59, 1 October 2011 (PDT)

Still going backwards a bit >: Here, use this instead (render it and replace your clip by that) :3 — Wind 20:47, 2 October 2011 (PDT)

Jarate Jarate

Pictogram comment.png Done, but needs to be redone (need to show jar recharge time)

I wonder why no one has attempted this one yet. http://www.youtube.com/watch?v=AmmAPwXHCWk http://www.mediafire.com/?0lnf7h69wmc76kc--Mellotaku, The Sorcerous Shapeshifter 12:55, 4 October 2011 (PDT)

I like how you combined it in the first clip :3 However, some clips feel like they go too fast:
  • At 0:00, leave your mouse for at least 2 seconds over the weapon slot
  • At 0:34, the jar recharges. This was to show recharge time, of course, but the only sign of that is the full meter and the (not very loud btw; try making the music quieter, or the game's sound louder) sound cue. Switching to the jarate when it's available would be a much clearer indicator that you can use it again :3
  • At 0:40, don't kill the Spies. I know the original video does it, and that was probably a mistake on my part >: Killing them is unnecessary. It is better to just stare at them so that it shows "washing off" time for both. However, it may be useful to slash each spy just once, to demonstrate whether the minicrit sound plays or not.
  • 0:57: The clip literally ends 1 second after the jarate hits >: Wait a little more before the end of the clip there

Still a good demo :3 And it's not much longer than the original one despite the added charge — Wind 13:38, 4 October 2011 (PDT)


http://www.youtube.com/watch?v=mYvLLUM87n4 Sigh. Funny you should say that, mellotaku... — Armisael (T | C) 17:18, 4 October 2011 (PDT)

This shows quite some things that the current demo or Mellotaku's demo don't... Important ones like being able to extinguish yourself or reflecting it. Perhaps the merging of reflection + water washing is a bit counterproductive however, as it only lets the user see the jarate effect for a very small time and because it's easier to follow if it's not seen from a first person perspective. So I'd suggest splitting that into dedicated reflection and washing-it-off.

(Also, pleaseplease reserve weapons when you're working on them, for this very reason. Conflicts cause unnecessary frustration for all parties involved) — Wind 18:06, 4 October 2011 (PDT)

http://www.youtube.com/watch?v=iwKqjgyFwsM Let's put that medic to good use. — Armisael (T | C) 05:54, 5 October 2011 (PDT)
Can you let the jarate effect play a little longer? >: And get a bit closer to the engineer just before that clip. It's the main subject of the clip, so it kinda deserves more than that leetle screen space~ — Wind 19:53, 5 October 2011 (PDT)
http://www.youtube.com/watch?v=h-YN1CvCmiUArmisael (T | C) 06:54, 6 October 2011 (PDT)
Good :3 But I saw you also added a Dispenser-engineer to show that too, but sadly the Sniper's scope hides the Engineer almost completely :( The engineers are also quite close, so it's not clear which engineer is being healed, or if the dispenser is healing just one or both engineers. So either try to part them a bit (while still being able to jarate them all) and have the scope is a non-blocking position, or use the previous (non-dispenser) clip — Wind 11:38, 6 October 2011 (PDT)
http://www.youtube.com/watch?v=YYoCUhUjqNEArmisael (T | C) 12:40, 6 October 2011 (PDT)
All good, but why reorder the clips to make the spies so late? >: Jarate is meant to be a counter-spy weapon, its original place was fine — Wind 13:11, 6 October 2011 (PDT)
I guess that's a difference of opinion on the use of jarate. I consider it a damage boosting weapon (thus making removing the jarate the most important thing). I cna redo it if you really want, but I rather doubt that anyone will care. — Armisael (T | C) 14:10, 6 October 2011 (PDT)
Alright, upload as is~ — Wind 18:47, 6 October 2011 (PDT)

Machina Machina

Pictogram comment.png Done, but needs to be redone (show that the buildings stop penetration)

http://www.youtube.com/watch?v=bb-88rfNWTIArmisael (T | C) 16:00, 7 October 2011 (PDT)

Backpack The Medieval Medic Bundle.png The Medieval Medic

http://www.youtube.com/watch?v=I_9KTosC--U New shading on the crossbow. — Armisael (T | C) 05:54, 5 October 2011 (PDT)
Is all good, but one thing I've noticed in the comments and in general about this set is that it compensates for afterburn. So I think an extra split-screen segment to show that would be cool~ — Wind 19:53, 5 October 2011 (PDT)
http://www.youtube.com/watch?v=PQi1XLv8CeU I really like the way that fire turned out. — Armisael (T | C) 21:26, 5 October 2011 (PDT)
Yay~ Please upload — Wind 22:17, 5 October 2011 (PDT)

Sandman Sandman

Pictogram comment.png Done but needs to be redone (No enemy Medic with enemy Soldier and enemy Pyro)

How did this get past quality control? Oh wait, that's myself. — Wind 17:47, 13 September 2011 (PDT)
http://www.youtube.com/watch?v=JGYiMhdt_sY . Let me know if you need the file. Thanks. Plumpkins 00:40, 15 September 2011 (PDT)
The things mentioned in the Axtinguisher section also apply here. Additionally, watch the current Sandman demo, there's a lot of things missing in this video >: — Wind 12:31, 15 September 2011 (PDT)
Do you forget to show recharge time for ball? Hinaomi 20:25, 19 September 2011 (PDT)
Yes, as I said there's a lot of things missing here that are in the current Sandman demo (the recharge time for the ball is demonstrated in the last segment on 2fort) — Wind 22:51, 19 September 2011 (PDT)
http://www.youtube.com/watch?v=uK2Trok5cIw It's significantly more comprehensive now. However, it's also significantly longer. — Armisael (T | C) 17:14, 2 October 2011 (PDT)
Is good content :3 But~
  • It's not always clear how you recover the ball (especially the first two throws). For the first two, try to let the ball roll on the floor, stare at it before you pick it up (or while picking it up) instead of running into it
  • All transitions are a bit too fast
  • Comparison clip (1:44) has a lower contrast than the map in the clip after. It looks like tr_target_weaponref (non-hdr)... Or maybe you have the contrast problem due to prerendering
  • Try to show ball reflection from multiple distances. You don't need to demonstrate a kill though, just a few hits will do

Is all~ :3 — Wind 20:47, 2 October 2011 (PDT)

http://www.youtube.com/watch?v=zPgX9weK2mYArmisael (T | C) 17:18, 4 October 2011 (PDT)
I didn't specify it explicitly but the reflection thing should show movement speed slowdown as well >: Every time you get hit, move around a bit to show your reduced moving speed. In the same clip, when completely stunned, you can move the camera to give a better view.
And that ball-that-disappears-right-before-you-pick-it-up is quite unfortunate but yeah, gonna have to reshoot that too — Wind 18:06, 4 October 2011 (PDT)
http://www.youtube.com/watch?v=jGkx7-HEin0Armisael (T | C) 05:54, 5 October 2011 (PDT)
Got a nice o dat indeed. Please upload~ — Wind 19:53, 5 October 2011 (PDT)

Scottish Resistance Scottish Resistance

Pictogram comment.png Done but needs to be redone (Custom crosshair)

Vita-Saw Vita-Saw

Pictogram comment.png Done but needs to be redone (Doesn't demonstrate the -10 health attribute or taunt)

It needs a split-screen comparison showing a Soldier or perhaps a Heavy killing the Medic. » Cooper Kid (blether·contreebs) 17:43, 13 September 2011 (PDT)

I know this has nothing to do with the vitasaw,but production in tf2 has become quite slow recently The preceding unsigned comment was added by Dinner101 (talk) • (contribs)
wat — Wind 20:44, 20 September 2011 (PDT)
Isn't there also a custom sound file in the Vitasaw taunt? CHINESE TIGER 10:35, 24 September 2011 (PDT)
Yeah, the current one doesn't demonstrate the taunt either. » Cooper Kid (blether) • (contreebs) 16:29, 25 September 2011 (PDT)
http://www.youtube.com/watch?v=VJOs3TjlQ20Armisael (T | C) 14:48, 2 October 2011 (PDT)
I approve. » Cooper Kid (blether) • (contreebs) 18:30, 2 October 2011 (PDT)
Respawn screen is visible for like 1 or 2 frames at 0:38. Now, you can completely remove it if you want to, or you can keep it to show that it's after a respawn on the same game session; both approaches are fine, so pick one, but don't leave it for just 1 frame~ Last clip is also quite fast. Wait an extra second or two before firing — Wind 20:47, 2 October 2011 (PDT)
http://www.youtube.com/watch?v=I6KdzkLaLSc Sandman demo will have to wait until tomorrow. — Armisael (T | C) 14:21, 3 October 2011 (PDT)
Is good, please upload~ :3 — Wind 16:50, 3 October 2011 (PDT)

Proposals

FOV

I think idle, shooting and reloading animations should be rendered on both FOV 54 and FOV 75 because on 75 sometimes it is possible to see what developers did not want to put (such as Heavy has no right arm while firing Sasha). SiPlus 00:40, 23 September 2011 (PDT)

But why intentionally show what developers forgot to put? Sounds more like something for the bugs section of articles, not weapon demonstration videos. I'm also unsure at how it would be presented; changing the fov mid-demo would look weird, or doing 2 extra clips to show just those animations at both FOVs seem a bit extraneous. Not to mention it would also require redoing every weapon demonstration ever, which at this point isn't really feasible — Wind 13:56, 23 September 2011 (PDT)
I think the point he tried to make is that currently the weaponref.cfg sets the viewmodel FOV to 65, and that way sometimes more of the weapon is shown than intended. This is very evident with melee weapons, when attacking you can notice that the character's arm disappears before the elbow. So yeah, I wonder why the viewmodel FOV is 65 and not the default 54. — Zhnigo 18:23, 1 October 2011 (PDT)
In retrospect, it was indeed a bad decision. I was trying to get a fov that was as wide as possible get glitching with as few weapons as possible, but should have tested melee weapons more thoroughly, especially when firing. The idea was to show as much as possible, as long as it didn't look bad. It was a bad move, but now it's everywhere >: It would be kinda impossible to go back and redo every video just because of that — Wind 20:47, 2 October 2011 (PDT)
Yep, but we can update the weaponref.cfg to include FOV 54 now, for all the future demos. Or not, for the sake of consistency. ^^ — Zhnigo 08:28, 4 October 2011 (PDT)