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

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({{icon item|Baby Face's Blaster|16px}} Baby Face's Blaster)
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:::::: Edit: Nevermind, only Windows Media player was showing the quality as blocky. Windows Movie Maker shows it as normal. [[User:Punishment Fatal|Punishment Fatal]] ([[User talk:Punishment Fatal|talk]]) 13:36, 11 October 2015 (PDT)
 
:::::: Edit: Nevermind, only Windows Media player was showing the quality as blocky. Windows Movie Maker shows it as normal. [[User:Punishment Fatal|Punishment Fatal]] ([[User talk:Punishment Fatal|talk]]) 13:36, 11 October 2015 (PDT)
 
::::::: Alright, here's the [https://youtu.be/SkybTkQ4YXM rough edit] for the Demonstration. I haven't added a loadout option yet or rendered it in SrcDemo2, but I want to hear your guys' critique. (Also thanks again to Obilisk for sending me the training vid music). [[User:Punishment Fatal|Punishment Fatal]] ([[User talk:Punishment Fatal|talk]]) 19:26, 12 October 2015 (PDT)
 
::::::: Alright, here's the [https://youtu.be/SkybTkQ4YXM rough edit] for the Demonstration. I haven't added a loadout option yet or rendered it in SrcDemo2, but I want to hear your guys' critique. (Also thanks again to Obilisk for sending me the training vid music). [[User:Punishment Fatal|Punishment Fatal]] ([[User talk:Punishment Fatal|talk]]) 19:26, 12 October 2015 (PDT)
 +
 +
: Overall It's looking pretty good so far Punishment Fatal. My only suggestions would be to perhaps not fire two shots every time you intend to shoot. From the looks of your demonstration it seems compulsory to always fire both barrels. I'd say maybe just shoot one shot when you know the other won't be shooting at anything. ( An example is at 0:40 when you kill the medic, one of your shots go to waste. Try killing him with just the amount of bullets you need to, and again straight after, you should only shoot the backboard once.)  Also, the ending sound should merge with the original demonstration music, rather than cutting to no music then bringing it in.  Otherwise, as I said, looking good! <span style="font-family:aharoni; font-size:110%; font-style:;font-weight:bold;">[[File:User_Obilisk_Demo1.png]] [[User:Obilisk|<span style="text-decoration:">Obilisk</span>]]</span> 04:16, 15 October 2015 (PDT)
  
 
=={{icon item|Frontier Justice|16px}} [[Frontier Justice]]==
 
=={{icon item|Frontier Justice|16px}} [[Frontier Justice]]==

Revision as of 11:16, 15 October 2015

Contents


Needed

Batsaber Batsaber

Pictogram wait.png This demonstration has been reserved: Scoot-teh-Destroyer (talk) 22:32, 7 October 2015 (PDT)

I've got a legit one, I'll give it a shot. :) Scoot-teh-Destroyer (talk) 22:32, 7 October 2015 (PDT)
Good to hear! I'd suggest making sure the loadout view shows that the item is tradable, I think currently all of the new reskins are marked with a "untradable" tag. User Obilisk Demo1.png Obilisk 23:23, 7 October 2015 (PDT)
Yeah, the Bat's currently untradeable since I got those crates from the Comm. Market. I'll deal with that part last. Scoot-teh-Destroyer (talk) 04:06, 8 October 2015 (PDT)
Gonna do a test render soon. What should I do for the Bat's inspect animation? It's currently bugged but they'll eventually patch it of course. Scoot-teh-Destroyer (talk) 21:08, 8 October 2015 (PDT)
Trying to rediscover how to use Srcdemo2, but haven't been successful. Here's the rough test for the video just to test the format. Will probably spend more time waiting for the vaporization animations to complete before moving onto the next target. Scoot-teh-Destroyer (talk) 21:43, 8 October 2015 (PDT)
So far it's looking pretty good. I'd suggest making the following changes:
  • In your loadout, after you give time for the viewers to read the description of the item, move your mouse so they can see the Scout.
  • After you hit the Pyro with the first swing allow a tiny bit more time to stare at him before jumping over the barrier and continuing.
  • Allow more time to watch the corpses disappear, also let at least most of the Scout's quote finish when you kill the Soldier before moving on to the Medic.
  • After killing the medic wait for a tiny bit longer still showing the crits, then let them disappear and then taunt.
  • Also, in the lower right of your screen while hitting the Medic a icon appears several times.
  • Also, VERY picky for me to say, but since you're re-recording the clip I'd suggest kicking the Spy from the server, as he's not needed for this clip.
Very good demonstration attempt dude, only a few small changes need to be made. If you haven't been already, watch the current Bat Demonstration and use it as a reference, try mimic it as close as possible. (The delays, intervals of swings etc) and your clip will look much nicer. Also, regarding your first question, are you referring to the skin inspection animation? If so, they are not required for the wiki's demonstrations. User Obilisk Demo1.png Obilisk 03:26, 9 October 2015 (PDT)

I looked into it, and it appears that as default, at least with exec'ing weaponref the numbers stack. Place "hud_combattext_batching 0" into your console and it should fix the problem,

EDIT: Disregard what I said about the damage stacking, I'm just not used to it taking effect on the Scout's melee, since usually it doesn't stack on melee as they're not firing fast enough. User Obilisk Demo1.png Obilisk 05:13, 9 October 2015 (PDT)

All of what Obilisk said, plus:
  • If you can set your recording program to show your mouse cursor, please do so in the loadout view. It's not a hard rule but most demonstrations have it visible. If you can't then no big deal.
  • Hide the Spy; he's visible a few times in the clip. The most effective way to do that is to do what Obilisk said (kick the spy).
  • The weapon selection HUD is visible for a split-second right after taunting.

Also if you need help with SrcDemo2 please ask~ Though your current recording setup and video quality is very nice as-is. — Wind 17:13, 10 October 2015 (PDT)

Here's the latest test demo. I'll be sure to do one more similar to this when the item is actually tradable. On another note, Nvidia Shadowplay seems to have no setting to show the mouse cursor, so I believe showing it on the loadout screen will be impossible. Seem to not be able to launch SrcDemo2 at all, not even the software will launch. I'll just stick with my current setup for now. Scoot-teh-Destroyer (talk) 15:26, 11 October 2015 (PDT)
Clip is looking very good Scoot! My one suggestion to make the clip perfect would be to after killing the medic not release the crits instantly, rather wait a tiny bit then release. Very nit picky but it would make the clip great, though since it's not too noticable Wind may let it slide. My suggestion for the mouse cursor would either be manually edit the mouse cursor (Yes, a struggle :S) Or perhaps try recording with another software. Although I remember some old demonstrations in the past not having a cursor so you'd want to wait for Wind's reply on that. User Obilisk Demo1.png Obilisk 02:27, 12 October 2015 (PDT)

Burstchester Burstchester

C.A.P.P.E.R C.A.P.P.E.R

Pictogram wait.png This demonstration has been reserved: Scoot-teh-Destroyer (talk) 06:07, 9 October 2015 (PDT)

Guess I'll do this one too. Scoot-teh-Destroyer (talk) 06:07, 9 October 2015 (PDT)

Giger_Counter Giger Counter

Shooting_Star Shooting Star

Pictogram wait.png This demonstration has been reserved: Punishment Fatal (talk) 03:28, 11 October 2015 (PDT)

I just traded up mine, so I guess I'll try it.

Kazotsky Kick The Kazotsky Kick

I think Valve beat our asses on this one. Not sure if we should still do it, because it'd be weird to have two videos on the same page. — Wind 18:47, 26 September 2015 (PDT)

Grappling Hook Grappling Hook

(I mean, if nothing else, it is able to kill players.) Dogman15 (talk) 02:26, 24 December 2014 (PST)

I don't know, but, Grappling Hook is having several changes each update, so every time an update releases, it would be need to re-made the entire video. In my opinion, I would wait until Mannpower to release it completely before doing a Weapon Demonstration video. User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 08:37, 16 March 2015 (PDT)
Yeah I agree with Gabrielwoj, otherwise we'd be constantly doing this demonstration :( User Obilisk Demo1.png Obilisk 13:32, 17 March 2015 (PDT)

Pumpkinbomb.png Pumpkin bomb

does it really need a video? User Karmacharger Charger 2.png Karmacharger 4:52 AM 10/19/2014 (PDT)
Not really. That or the other mechanics would need videos too (ghosts, halloween bosses, spells, etc) — Wind 19:59, 27 October 2014 (PDT)

Tools

Gift Wrap Gift Wrap

Does this still need to be done? I can do it. ~Hi5TBone 4:45 PM 6/12/2015 (CST)
No one seems to have touched it, so go ahead. User Obilisk Demo1.png Obilisk 05:11, 13 June 2015 (PDT)

Upgrade to Premium Gift Upgrade to Premium Gift

I'm not quite sure if this one is necessary User Karmacharger Charger 2.png Karmacharger 9:12 PM 8/24/2014 (PDT)
Nah, probably not unless someone just happens to run upon that item — Wind 19:59, 27 October 2014 (PDT)

Cosmetics

Boston Boom-Bringer Boston Boom-Bringer

Pictogram comment.png Demonstration of how the sound effect works

Pardon me if I'm putting in the wrong place, but I noticed that Infernal Orchestrina includes the demonstration. I know that was for a pyroland item, but what if the Boston Boom-Bringer had a demonstration video where it shows the sound effect that is played when taunting? Just like the Orchestrina had (albeit the Pyroland thing). There is several sound effects, though, so all of them has to be played. User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 21:32, 26 March 2015 (PDT)

Infernal Orchestrina was demonstrated because it turns pyroland vision on by itself, not because of the sound effect it adds. This item has no such dramatic change, so no need to demonstrate — Wind 15:08, 29 March 2015 (PDT)
Alright, thanks. User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 15:12, 29 March 2015 (PDT)

Need to be redone

Baby Face's Blaster Baby Face's Blaster

Pictogram comment.png Added Boost reduction on taking damage.

Pictogram comment.png Increased amount of Boost lost on air jump

Pictogram wait.png This demonstration has been reserved: Jimbo Jones (talk) 09:27, 29 August 2015 (PDT) I'll do it. I've been noticing the demonstrations have been falling behind, we should get stuff done. Jimbo Jones (talk) 09:27, 29 August 2015 (PDT)

Alright, I got the first version of the demo here: http://youtu.be/MJAqQuEUVls. Sorry it looks a bit stretched, I selected to not maintain the aspect ratio while in Sony Vegas. Otherwise it would have gotten a 4:3 ratio. If you need demo files, I'll be happy to provide the downloads. Jimbo Jones (talk) 12:24, 31 August 2015 (PDT)

Sorry, but the ratio requirement is there because it should be respected... Stretching the video doesn't help. Similarly:
  • The video must run in DirectX 9+ mode or OpenGL (yours is running in DirectX 8 or 7 mode, you can tell by the lack of reflective cartoon-y shaders on the characters and the non-dynamic lighting of the map). You can change this by running the game with the -dxlevel 95 flag.
  • Framerate is choppy
  • The video is cut on the sides (ammo HUD counter and kill notices are chopped off)
  • Video and audio glitch while taunting at 0:57

Please see if you can get the video quality up to the requirements first before making large demonstration efforts. If you can't run TF2 at better settings than that then I'm afraid you can't really make demonstration videos :( — Wind 20:21, 9 September 2015 (PDT)

Don't worry, I got a new widescreen laptop with way more graphical capabilities. I'll be able to turn in the demonstration in much better quality and I won't have to stretch it. Now that I look at the video, I agree that it isn't demonstration quality. Jimbo Jones (talk) 20:45, 12 September 2015 (PDT)

DEMONSTRATION REQUEST: I've got a rough draft right here, of Baby Face post-Gun Mettle. Feedback welcome. Edited with Sony Vegas, 720p WMV. The video does not have the thumbnail, I'd expect that to be added in post. https://youtu.be/UuM1zwVTEwo PePeToads (talk) 03:01, 15 October 2015 (PDT)

Not a bad attempt PePeToads, however Jimbo Jones has reserved this demonstration, so only he should be working on it. Either way I have still watched your video and these are what I picked up on.

  • The loadout text popup has a white border. Try restarting your game, usually it fixes it.
  • Overall the loadout view seems a bit low quality, the Scout appears to be very pixel-y.
  • Please use the default TF2 crosshair.
  • A bit too long of a delay between the shots at the Pyro.
  • You shouldn't reload until you have emptied your magazine in the first clip.
  • After shooting the Medic you should shoot the wooden target at the back.
  • Though the second clip is interesting, overall it'd be much more effective showing it how the current demonstration does.
  • Music looping needs work, primarily noticeable at 1:00 and 2:00. It's also too loud, the gameplay should be louder than the music.
  • The double jumping clip again, would be demonstrated better if it's more like the current demonstration. Also, if the bots don't have a purpose (Both the Medic and the Soldier don't appear to in this clip) I'd suggest kicking them from the server.
  • The splitscreen should show more than just two. It'd be worth seeing the speed comparison when the Boost bar is at different levels. The current demonstration has a 6 way splitscreen, so I'd suggest going with that, and also, if doing a 2 way I'd suggest having them next to each other rather than on top.
  • At the end of the demonstration I'd suggest having the fade out a bit faster.
  • Just a side note, when uploading your preview to Youtube, please make them unlisted.

Overall not bad for an attempt at this demonstration. However, in the future keep an eye out for demonstrations that have been reserved. If you're unsure on how the discussion page works and whatnot, check the Project page for the basic rules and guidelines. The suggestions I have made are mine though, and Wind may have a different opinion on a few of them. However, since this demonstration is reserved from another user, considering a video from someone else would not be considered unless the demonstration has been unreserved. Currently there are plenty of demonstrations that need to be done though, so feel free to take a stab at one that no one has touched. :) User Obilisk Demo1.png Obilisk 04:10, 15 October 2015 (PDT)

Black Box Black Box

Pictogram comment.png Changed +15 health on hit to +20 health on hit per attack

Pictogram comment.png Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage.

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 2:22 AM 9/20/2015 (PDT)
https://www.youtube.com/watch?v=HFvEAgXgEY0 hate to say, the animation is pretty glitchy though User Karmacharger Charger 2.png Karmacharger 4:56 AM 9/20/2015 (PDT)
Is good, please srcdemo2~ — Wind 18:45, 26 September 2015 (PDT)
https://www.youtube.com/watch?v=u723Wrfhips User Karmacharger Charger 2.png Karmacharger 9:27 PM 10/2/2015 (PDT)
Is good, please upload~ — Wind 21:08, 4 October 2015 (PDT)

Blutsauger Blutsauger

Pictogram comment.png Updated description to better detail the weapon's features.

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 8:29 PM 9/20/2015 (PDT)
https://www.youtube.com/watch?v=V1aZ7iMkyeI User Karmacharger Charger 2.png Karmacharger 2:03 AM 9/21/2015 (PDT)
Is good, please srcdemo2~ — Wind 18:45, 26 September 2015 (PDT)
https://www.youtube.com/watch?v=Hbxtan3uW9o User Karmacharger Charger 2.png Karmacharger 2:50 PM 10/9/2015 (PDT)
Is good, please upload~ — Wind 17:13, 10 October 2015 (PDT)

Bonk! Atomic Punch Bonk! Atomic Punch

Pictogram comment.png Updated description to better detail the weapon's features.

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 8:29 PM 9/20/2015 (PDT)
https://www.youtube.com/watch?v=vvMHUp9o51I User Karmacharger Charger 2.png Karmacharger 3:21 AM 9/21/2015 (PDT)
Is good, please srcdemo2~ — Wind 18:45, 26 September 2015 (PDT)
https://www.youtube.com/watch?v=cYB2NMc_jOA User Karmacharger Charger 2.png Karmacharger 9:28 PM 10/2/2015 (PDT)
Is good, please upload~ — Wind 21:08, 4 October 2015 (PDT)

Brass Beast Brass Beast

Pictogram comment.png Added 20% damage resistance while spun up

Pictogram wait.png This demonstration has been reserved: Thedop 22:05, 11 August 2015 (UTC+2)

https://www.youtube.com/watch?v=K9g7_aqz1bY&feature=youtu.be
My first try, How's this ?
Hey Thedop,

Very nice for your first demonstration. A few very small things I picked out though:

  • In the loadout screen it'd be nicer if you could try get the minigun to not be under the pop up at all, so it's completely in sight.
  • All three of your splitscreens appear to have the hud in different positions. When the transitions to the next splitscreen happens you can see the hud moving. Are the splitscreens perhaps not all identically 'split' and centered?
  • Since you're possibly redoing the second clip, while you're at it I'd suggest the starting positions for each of the clips to be identical. (the minigun on the right has to re position after spinning up.)
  • You should try have the soldier sync up his rockets with both clips during the last splitscreen. I'd say try at least sync the first rocket.

Overall very good for your first attempt Thedop, just a few very small problems to fix. This is all however, just my opinion. Wind will give you another review when he comes on, so it may be worth waiting for him. Good luck! User Obilisk Demo1.png Obilisk 06:45, 14 August 2015 (PDT)

Three more things:
  • The video is interlaced.
  • Would be nice with more antialiasing and anisotropic filtering, also increased bitrate because some edges are blurry
  • For Minigun demonstrations, advance up until you are touching the front wooden barrier of the box you spawn in. This hides the clipping of the muzzleflash against the wooden box.

Thanks and good luck~ — Wind 15:56, 16 August 2015 (PDT)

(Sorry for my english) Thanks both of you, i hope i made an improvement.
https://www.youtube.com/watch?v=KlBmv_50NmQ&feature=youtu.be
Unfortunaly, i coudn't do anything to fix this problem [1], TF2 is on max setting and it still happening. Thedop 16:16, 20 August 2015 (UTC+2)
This is a lot better. Antialiasing looks good now, though I think you're still not on full anisotropic filtering but it's OK. This is fine. Just one small thing to fix: The video ends just before the final video-ending sound finishes. You can fix this by adding like a block of 0.5 seconds at the end of the video, or add a half-second fade-to-black at the end such that the video lasts long enough for the sound to finish. Thanks~ — Wind 20:21, 9 September 2015 (PDT)
https://www.youtube.com/watch?v=aoukjM86FTQ&feature=youtu.be
How's this ? Thedop 20:44, 10 September 2015
All good, thanks. Please upload~ — Wind 18:45, 26 September 2015 (PDT)
http://www.mediafire.com/watch/a379dap1j0b15tj/brass_beast_demonstration.mp4 Thedop 20:54, 27 September 2015

Buffalo Steak Sandvich Buffalo Steak Sandvich

Pictogram comment.png Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 12:58 PM 9/21/2015 (PDT)
https://www.youtube.com/watch?v=l8befhy8WIk User Karmacharger Charger 2.png Karmacharger 2:10 PM 9/21/2015 (PDT)
The description hover time is too short for a long item description like that. Wait a few more seconds.
At 1:00, you should switch to the sandwich now that you have it. Just showing the slot doesn't really make an impression that it's back (in fact, it sort of feels like you can't switch to it). Rest is good, please srcdemo2 it~ — Wind 18:45, 26 September 2015 (PDT)
https://www.youtube.com/watch?v=rnY7Js1ZTTE User Karmacharger Charger 2.png Karmacharger 5:13 PM 10/11/2015 (PDT)

Bushwacka Bushwacka

Pictogram comment.png Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active

Pictogram wait.png This demonstration has been reserved: Akuago220, The Jungle Expeditioner (talk) 06:47, 3 July 2015 (PDT)

Chargin' Targe Chargin' Targe

Pictogram comment.png Updated description to better detail the weapon's features.

Claidheamh Mor Claidheamh Mór

Pictogram comment.png Changed 25 charge on charge kill to 25 charge on melee kill

Cloak and Dagger Cloak and Dagger

Pictogram comment.png Can now pick up ammo kits for cloak meter while visible.

Pictogram comment.png While invisible, Spy receives 20% less damage from all damage sources

Pictogram comment.png While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)

Conniver's Kunai Conniver's Kunai

Pictogram comment.png Health penalty reduced from -65 to -55 (70 Health total)

Pictogram comment.png Minimum Health gain of 75 on kill

Pictogram comment.png Maximum overheal from Kunai increased from 195 to 210

Crusader's Crossbow Crusader's Crossbow

Pictogram comment.png Updated description to better detail the weapon's features.

Updated once again, needs a redo. InstantMan (talk) 17:31, 10 August 2015 (PDT)

Dalokohs Bar Dalokohs Bar

Pictogram comment.png Now has 10 second cool down on use

Pictogram comment.png Can now overheal up to 400hp

Pictogram comment.png Can be thrown (alt-fire) as a small medkit for other players to use

Pictogram comment.png Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit

Dead Ringer Dead Ringer

Pictogram comment.png Cloak mechanism has been overhauled (see patch notes)

Detonator Detonator

Pictogram comment.png Added text to describe 100% minicrits on burning targets

Pictogram comment.png Slightly increased blast jump height when doing a Detonator jump

Pictogram comment.png Increased blast radius from 92Hu to 110Hu

Pictogram comment.png Detonated explosions now also minicrit burning targets

Pictogram comment.png Increased damage penalty to -25%

Pictogram comment.png Increased self-damage penalty from +25% to +50%

Diamondback Diamondback

Pictogram comment.png Spy no longer smacks himself in the face while reloading a revolver

Disguise Kit Disguise Kit

Pictogram comment.png Disguise kit menu appearance has been updated.

Pictogram comment.png Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds

Is this still needed? I didn't notice any significant changes from before(If any) JamesCatty (talk) 12:10, 30 October 2014 (PDT)
Yes, I believe so. "Modified the Disguise Kit menu. It now has a Spy Mask icon in the upper-left corner and a white line above the class portraits." - Quoted from the June 11th patch. User Obilisk Demo1.png Obilisk 18:01, 30 October 2014 (PDT)
Alrighty, I guess I will go ahead and do it when I get time (a few hours) JamesCatty (talk) 18:15, 30 October 2014 (PDT)

Would it be worth also showing that being undisguised and invisible won't let you use an enemy dispenser, but being disguised and invisible will? User Obilisk Demo1.png Obilisk 03:27, 10 February 2015 (PST)

The cloak demonstrations already show this but it's not a bad idea to show it here too — Wind 16:24, 16 February 2015 (PST)

Dispenser

Pictogram comment.png Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 3:02 PM 7/27/2015 (PDT)
https://youtu.be/bovmOyVHwmI Hopefully this one has no lagging-movements. As usual, will Srcdemo2 the final version User Karmacharger Charger 2.png Karmacharger 2:44 AM 9/17/2015 (PDT)
The Spy clip should use a non-Spy disguise for RED (probably engineer so that the name matches), and might as well disguise into a non-Spy BLU class though because the viewer has already seen that an undisguised Spy doesn't get healed. Rest is good, please srcdemo2 it~ — Wind 18:45, 26 September 2015 (PDT)

Enforcer Enforcer

Pictogram comment.png Spy no longer smacks himself in the face while reloading a revolver

Pictogram comment.png Changed +20% damage bonus while undisguised to +20% damage bonus while disguised

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 02:38, 1 October 2015 (PDT)

How's this? The split screen HUD doesn't seem to work with the Spy silhouette that appears once a disguise has been picked anymore, which is a shame (0:56). I'll keep looking into a fix, but for now here's the finished demonstration, if I don't find anyway around it, will this be fine as it is? User Obilisk Demo1.png Obilisk 03:18, 2 October 2015 (PDT)

In addition to the previous video I also rendered the last clips without the HUD. The silhouette works, but you can't see what I'm disguising as, and a small section of the HUD is visible in the split screen after disguising. I haven't found a workaround for the silhouette problem, so sadley it looks like these two are our only choices currently. User Obilisk Demo1.png Obilisk 17:10, 2 October 2015 (PDT)
I'd go for the first version (silhouette broken, but bottom-left corner shows disguise). Please upload~ — Wind 21:08, 4 October 2015 (PDT)
Righto, Download User Obilisk Demo1.png Obilisk 03:20, 5 October 2015 (PDT)

Enthusiast's Timepiece Enthusiast's Timepiece

Pictogram comment.png While invisible, Spy receives 20% less damage from all damage sources

Pictogram comment.png While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)

Equalizer Equalizer

Pictogram comment.png Changed no healing penalty to 90% less healing from Medics while active

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 03:46, 19 September 2015 (PDT)

How's this? For some reason the demo playback for the Lumbricus Lid wouldn't show the hat on the soldier, so I had to fraps it. Other than that though, what do you thin? Also, do you think it's worth showing the health go from 1 -> 300 in the 3 way splitscreen? It's quite a long clip having it as it is at the moment, that's all. User Obilisk Demo1.png Obilisk 13:10, 20 September 2015 (PDT)

You can cut the clip at 2:30. It shows nothing that the clip after it doesn't. The dispenser clip ought to be a 2- or 3-way though because it's not clear what the usual rate would be compared to that. — Wind 18:45, 26 September 2015 (PDT)
Alright cool. How's this? I made the last clip a 2 way as it fits and works better in my opinion. I synced them up as best as I could, though if one were to pause at some VERY specific points the clips may be 1 HP off of each other. I think the overall splitscreen works tho. User Obilisk Demo1.png Obilisk 00:47, 28 September 2015 (PDT)
Is good, please upload~ — Wind
Download User Obilisk Demo1.png Obilisk 03:16, 5 October 2015 (PDT)

Escape Plan Escape Plan

Pictogram comment.png Changed no healing penalty to 90% less healing from Medics while active

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 04:55, 19 September 2015 (PDT)

I'm unable to render the 6 way splitscreen as the 6 way hud seems to have problems with the new TF2 HUD. Karma said he'll update the HUD soon. Until then this demonstration will be delayed. :( User Obilisk Demo1.png Obilisk 04:07, 23 September 2015 (PDT)

My mistake , it appears the 3 way splitscreen was used instead. Expect the demonstration up soon. User Obilisk Demo1.png Obilisk 07:03, 24 September 2015 (PDT)
Sorry about the delay, took a while to render, as well as the additional feedback from the Equalizer requiring more clips for the Escape Plan. How's this? I reorganized the order to be more similar to the Equalizer. I synced the dispenser clip at the end as well as I could. Do you think it still works? I had to have the splitscreens change weapons half way due to the running speed difference would screw up the variables. The dispensers are around 1HP off of each other at times though, much more frequent in this clip than the Equalizer, is this a problem? I synced them as best as I could. Also, the clip with the 3 way splitscreen of me getting shot, I noticed that Armisael used a different hud in the previous video, to show more of the weapon. Is it fine how it is? If not, do you know which HUD Armisael used? User Obilisk Demo1.png Obilisk 02:51, 30 September 2015 (PDT)
So much worrying~ This is fine as-is, please upload~ — Wind 21:08, 4 October 2015 (PDT)
Haha, just doing my part :P Download User Obilisk Demo1.png Obilisk 03:17, 5 October 2015 (PDT)

Fan O'War Fan O'War

Pictogram comment.png Now crits whenever it would normally mini-crit

Pictogram comment.png Reduced damage penalty from -90% to -75%

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 22:06, 7 August 2015 (PDT)

How's this? Luckily my internet has sorted itself out, so I can access the wiki again. I added the clip with the Jarate as I thought it was necessary to show, though it can easily be fixed or removed if you wish. User Obilisk Demo1.png Obilisk 01:29, 8 August 2015 (PDT)

Should also show if the status expires after a while vs something like the GRU — Wind 15:56, 16 August 2015 (PDT)
I sent you a question a while ago on the IRC. Did you get it? I hope the message didn't expire or something. User Obilisk Demo1.png Obilisk 00:40, 5 September 2015 (PDT)
Sorry, forget about the GRU. I just meant that it should show that it expires after a while at all. The current video always kills the marked victim or switches to another victim before it has a chance to expire. — Wind 20:21, 9 September 2015 (PDT)
Alright, how's this? I squeezed it into the first clip. User Obilisk Demo1.png Obilisk 06:41, 13 September 2015 (PDT)
Is good, please upload~ — Wind 18:45, 26 September 2015 (PDT)
Download User Obilisk Demo1.png Obilisk 23:24, 26 September 2015 (PDT)

Fishcake Fishcake

Pictogram wait.png This demonstration has been reserved: kobias (talk) 12:55, 16 September 2015 (PDT)


Pictogram comment.png Now has 10 second cool down on use

Pictogram comment.png Can now overheal up to 400hp

Pictogram comment.png Can be thrown (alt-fire) as a small medkit for other players to use

Pictogram comment.png Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit

Force-A-Nature Force-A-Nature

Pictogram comment.png Updated description to better detail the weapon's features.

Pictogram wait.png This demonstration has been reserved: Punishment Fatal (talk) 23:18, 10 October 2015 (PDT)
I'll try my hand at it. I've gotten most of the clips down. I just need to put the 2 demos together and get a screen recorder for the loadout.--Punishment Fatal (talk) 23:18, 10 October 2015 (PDT)
Edit: I have the demos, but I'm having trouble compressing them. Quicktime doesn't want to let me work in h264 and the tga's have some sort of stop at certain frames when I didn't have in them in the game. How can I use a program that can smooth out the tga's or use a different format while recording a movie to extract the video and audio without stuttering or 1,000 files flooding my TF2?
If you're talking about bringing the images together to form a clip, personally I use Virtualdub. After you srcdemo2 and use Virtualdub you can delete all the images you used, as you will have the video. User Obilisk Demo1.png Obilisk 01:21, 11 October 2015 (PDT)
Yeah, I was using Virtualdub as well. It's just when I was watching the tgas compiled together, I noticed that at certain tgas the game completely halted and froze as if my game was stuttering though in the demo itself there was no visible sign of any framerate drop. Punishment Fatal (talk) 01:26, 11 October 2015 (PDT)
I've also seemed to have encountered another problem. Everytime I try to open SrcDemo2, it just loads and stops immediately even without opening a window to let me troubleshoot the problem. Do you know how to work around this? Also, should I use OBS for recording the loadout or do you recommend some other program? Punishment Fatal (talk) 03:47, 11 October 2015 (PDT)
Throw me a friend request, I can help out. Add me. User Obilisk Demo1.png Obilisk 05:48, 11 October 2015 (PDT)
Alright, I found the problem for Virtualdub. It stuttered since it wasn't an actual player and didn't load all the frames together. However, when I exported the frames, it reduced the quality quite a bit. Is there any way I can keep the quality while converting? Punishment Fatal (talk) 13:10, 11 October 2015 (PDT)
Edit: Nevermind, only Windows Media player was showing the quality as blocky. Windows Movie Maker shows it as normal. Punishment Fatal (talk) 13:36, 11 October 2015 (PDT)
Alright, here's the rough edit for the Demonstration. I haven't added a loadout option yet or rendered it in SrcDemo2, but I want to hear your guys' critique. (Also thanks again to Obilisk for sending me the training vid music). Punishment Fatal (talk) 19:26, 12 October 2015 (PDT)
Overall It's looking pretty good so far Punishment Fatal. My only suggestions would be to perhaps not fire two shots every time you intend to shoot. From the looks of your demonstration it seems compulsory to always fire both barrels. I'd say maybe just shoot one shot when you know the other won't be shooting at anything. ( An example is at 0:40 when you kill the medic, one of your shots go to waste. Try killing him with just the amount of bullets you need to, and again straight after, you should only shoot the backboard once.) Also, the ending sound should merge with the original demonstration music, rather than cutting to no music then bringing it in. Otherwise, as I said, looking good! User Obilisk Demo1.png Obilisk 04:16, 15 October 2015 (PDT)

Frontier Justice Frontier Justice

Pictogram comment.png Updated description

Golden Wrench Golden Wrench

Pictogram comment.png Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)

Pictogram comment.png Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)

Pictogram comment.png Building pick up speed penalty reduced from 25% to 10%

Pictogram comment.png Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)

The only way i can get the Golden Wrench, Golden Pan and Saxxy is to use a plugin called [TF2Items Giveweapon] for Sourcemod and install it in a Dedicated server. With that plugin you can give yourself any weapon. So the problem is, any recorded demos in a Dedicated server with plugins installed the movement will not be smooth, exactly what happened to my Mini-Sentry video, and the clips where the movement are not smoother was recorded in my Dedicated server. Well i don't know what causes the problem and i can't figure it out. I recorded a video of it: https://www.youtube.com/watch?v=AiWA7MdoRLk That would be really nice if Valve can actually borrow these just for recording demonstrations :> User Karmacharger Charger 2.png Karmacharger 1:09 AM 8/14/2015 (PDT)
The demo doesn't look that bad to me. Another way you could do this is by playing on a custom server with that mode and with host_timescale 0.1. Record both the demo and fraps at the same time. Then speed up the video 10x with frameblending and you'll get something that's a bit like SrcDemo2 would give you (it's equivalent to 10 fpf and 360 shutter angle). Then you can play the demo at demo_timescale 1.0 to get the audio out of it. Merge it into one video, add the backpack view, then add in the pre-echo'd versions of the Golden Wrench sound lines. It's not easy but can be done. This demonstration is a one-of-a-kind and it's hard to make, yes. — Wind 15:56, 16 August 2015 (PDT)
Wow, it actually worked! It just a test, i used "Smart resample" for the clip, and speed it up x10. User Karmacharger Charger 2.png Karmacharger 12:30 AM 9/26/2015 (PDT)
Video looks good but the audio is badly synced. The hit sound should start just a few frames before the hit happens. An easier way to sync is to look at the enemy's lips and do lipsyncing on their "ow" voice lines. Also (I know it's just a test but just putting it out there just in case), remember to add in all the golden wrench voice lines on each kill. 4 enemies, 4 lines. You can make this easier by overwriting the engineer .wav files with blank audio, that way he doesn't accidentally speak when killing. Then you can add the 4 golden wrench voice lines later. — Wind 18:45, 26 September 2015 (PDT)

Golden Frying Pan Golden Frying Pan

Pictogram comment.png Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)

Pictogram comment.png Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)

Pictogram comment.png Building pick up speed penalty reduced from 25% to 10%

Pictogram comment.png Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)

Yes, for the Engineer it functions as a Wrench, and all the Wrench things are demonstrated in this video. - Uufje 01:40, 3 July 2015 (PDT)

Gunslinger Gunslinger

Pictogram comment.png Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)

Pictogram comment.png Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)

Pictogram comment.png Building pick up speed penalty reduced from 25% to 10%

Pictogram comment.png Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)

Pictogram comment.png Mini Sentries can now be repaired and wrench construction boosted

Pictogram comment.png Mini Sentry base build speed decreased. Mini Sentries that are wrench boosted build slightly faster than previously.

Pictogram comment.png Mini Sentries start at 50% health on construction and gain health during construction instead of starting at 100%

Homewrecker Homewrecker

Pictogram comment.png Updated description to better detail the weapon's features.

I don't think this needs to be redone. The current Demonstration's description is identical to the Homewrecker's at the moment. User Obilisk Demo1.png Obilisk 00:36, 10 September 2015 (PDT)

The difference is the text has been updated from "100% damage vs buildings" to "+100% damage vs buildings" adding a "+" before the number to correct the attribute to how it's supposed to be calculated.
100% would mean 65 damage.
+100% means 130 damage.
The current demonstration has the outdated wrong description though. InstantMan (talk) 06:31, 10 September 2015 (PDT)
Ah alright, didn't look that close. Nice. User Obilisk Demo1.png Obilisk 19:03, 10 September 2015 (PDT)

Horseless Headless Horsemann's Headtaker Horseless Headless Horsemann's Headtaker

Pictogram comment.png Updated description to better detail the weapon's features.

Huo-Long Heater Huo-Long Heater

Pictogram comment.png Updated description to better detail the weapon's features.

Invis Watch Invis Watch

Pictogram comment.png While invisible, Spy receives 20% less damage from all damage sources

Pictogram comment.png While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 06:02, 3 October 2015 (PDT)

Alright so in order to show the reduced timers on the debuffs, would you prefer 3 way or 2 way splitscreens? I have examples of the two. 2 way 3 way Which do you think works better? Also should I show all of them? Or for example not show the Milk, as Jarate's practically the same? And do you think they should all be from the Spy's POV? Or perhaps from the 'Attacker's?' Also, which weapon would you suggest to show the bleed effect? I was thinking perhaps a cleaver, but if the Scout's standing where the Pyro is in the example clip I showed you and threw it, would viewers understand that he's indeed throwing a cleaver? Just wanting to clear this up before I srcdemo2 all the clips. Phew. Those are a lot of questions for ya :P User Obilisk Demo1.png Obilisk 04:30, 7 October 2015 (PDT)

There's no need to show all debuffs. The 2-way split-screen clip there already shows everything except the fact that it's not fire-specific. I'd opt for 2 2-way clips: One for damage, such as the flare gun already done there, and then one with the Jarate, because the on-screen effect is obvious when it's gone and because it's one that's easily recognized as a debuff. — Wind 17:13, 10 October 2015 (PDT)

Iron Bomber Iron Bomber

Pictogram comment.png Removed damage penalty on self-detonate

Pictogram comment.png Reduced radius penalty from -20% to -15%

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 03:40, 15 September 2015 (PDT)

How's this? Call me lazy, but many of the clips I was able to reuse, since the weapon functioned identically in those clips. Also, at the end of the first clip I hit the backboard with a roller grenade. I've always been meaning to ask, does this matter? Or should I always hit them with a direct hit in future grenade launcher demonstrations? User Obilisk Demo1.png Obilisk 03:34, 16 September 2015 (PDT)

Nice jump. It doesn't really matter how you hit the wooden target at the back, the point of that is to show the projectile trajectory over a long distance. Is good, please upload~ — Wind 18:45, 26 September 2015 (PDT)
Awesome, good to hear. Download User Obilisk Demo1.png Obilisk 23:23, 26 September 2015 (PDT)

Jag Jag

Pictogram comment.png With the change to Base Construction boost, Jag bonus has improved.

Pictogram comment.png Added +15% swing speed.

Pictogram comment.png Added 20% repair penalty. Repairs will give up to 80hp per swing instead 100hp per swing.

Pictogram comment.png Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)

Pictogram comment.png Building pick up speed penalty reduced from 25% to 10%

Pictogram comment.png Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)

Pictogram wait.png This demonstration has been reserved: Akuago220, The Jungle Expeditioner (talk) 06:47, 3 July 2015 (PDT)

Loose Cannon Loose Cannon

Pictogram comment.png Updated description to better detail the weapon's features.

Mad Milk Mad Milk

Pictogram comment.png Updated description. (Also handy for putting out a fire)

Manmelter Manmelter

Pictogram comment.png Updated description to better detail the weapon's features.

Maul Maul

Pictogram comment.png Updated description to better detail the weapon's features.

Same as the Homewrecker, I don't think the description has changed. User Obilisk Demo1.png Obilisk 00:37, 10 September 2015 (PDT)

I stand corrected, the description now contains a "+" I think I need glasses haha. User Obilisk Demo1.png Obilisk 19:06, 10 September 2015 (PDT)

Minigun Minigun

Pictogram comment.png Viewmodel has been updated.

Pictogram wait.png This demonstration has been reserved: Luigifan656 (talk) 15:43, 29 July 2015 (PDT)

Is this here good? https://youtu.be/GUFxZuTWU1o Luigifan656 (talk) 06:31, 30 July 2015 (PDT)

I personally noticed a few things:
  • Quality I think could use some improvement, try increasing your bitrate or quantizer settings when rendering the final video.
  • A minor thing, but usually the mouse pointer is already pointing at the backpack icon when the video starts.
  • The splitscreen scene looks weird, doesn't look like you centered and cropped the clips well enough. I'm assuming you meant to make a three-way splitscreen, try fiddling around until you can make three equally wide clips next to each other.
  • The music ends too soon, the "clack" ending sound should be at the very end.

This is not an official review, but it should give you something to work with before Wind returns. Good luck - Uufje 07:52, 30 July 2015 (PDT)

I am nearly done now, but I can't seem to find a training video mp3 that is as long as my demonstration. Luigifan656 (talk) 10:10, 30 July 2015 (PDT)

You can find extended music here: http://www.mediafire.com/download/y0gjm9yekjj6zzx/Demonstration+Music+v2.rar - Uufje 13:35, 30 July 2015 (PDT)

Is this here better? https://youtu.be/94Jt9uwb1uU Luigifan656 (talk) 14:27, 30 July 2015 (PDT)

Hi Luigifan656, first clip looks good to me, though the second clip needs some work.
  • Generally speaking, the hud needs to be present in all 3 splitscreens, two of yours appear to be cropped. However, with this specific splitscreen you don't even need the hud present at all, as the splitscreens are comparing the speed rather than the health or ammo.
  • Please give more time for the transition.
  • Start the splitscreen from a stationary potision, rather than having the heavies already running. (Basically try get the clip to be as identical as the original demonstration )
  • During the splitscreen there is no sound. I'd suggest having the shooting clip's sound play as well as the far left sound's play.
  • You should swap the splitscreen order, having the shooting clip on the far right and the spinning clip in the middle.
  • Don't end the splitscreen clip so suddenly, give some time then unspin the miniguns. (Again, try mimic the original demonstration.)
  • Also, are you running a german version of the game? When you shoot the enemies they appear to spark. Not sure if this is an issue or not, but worth noting.

Overall, good attempt at your demonstration dude, the first clip looks spot on to me, though the splitscreens do need some work. I know it seems like a mouthful, splitscreens can be a pain, but most of them are a easy fix. - This is only my opinion, so it'd be worth waiting for Wind's response. User Obilisk Demo1.png Obilisk 19:54, 30 July 2015 (PDT)

Yeah, the splitscreens don't seem to be centered. The middle clip is good, since the minigun is exactly in the middle, but the other two are still off. Try to fiddle around and make the right and left clips look like the middle one. - Uufje 00:37, 31 July 2015 (PDT)

This is better I think: https://youtu.be/qDKNgbImsZ4 oh, and I am playing on the german version of the game. I hope that isn't bad. Luigifan656 (talk) 07:37, 31 July 2015 (PDT)

Hmmm what is it? http://prntscr.com/7z90rp RADIST | T | C 07:43, 31 July 2015 (PDT)

Oh, I think Sony Vegas corrupted the file. Weird that I didn't see it when I edited it.

This? https://www.youtube.com/watch?v=1zF0H-HOHHQ&feature=youtu.be Luigifan656 (talk) 13:33, 31 July 2015 (PDT)

Still a few things you need to fix up Luigifan656,

  • The splitscreen position and sizes are still a bit off. To get 3 splitscreens even, have the far left track motion as "-640", the middle clip as "0" and the far right as "640" You then want to crop each clip to the size of "640" Doing so will have all three perfectly even.
  • The right clip is out of sync. It should sync perfectly with the middle clip. (Starting of the walk and ending of the walk should be perfeclty synced for the two.)
  • The far left clip appears to lag/jolt at 0:48.
  • There are bullet holes present in your clips all over the walls. To clear them simply type "r_cleardecals" in the console.
  • You should allow the miniguns to fully spin down before ending the demonstration. Also, the fade to black for each clip should be synced.
  • Also, I don't think the transitions between the clips should fade completely to black, to make them easily merge simply just place one clip over the other with a 0:15 transition. It should look like this. User Obilisk Demo1.png Obilisk 00:54, 1 August 2015 (PDT)

Feel free to wait for Wind's responce, I'm not sure what his opinion is about the minigun spin ups, as he may want them to be walking then spin and walk (Like the original minigun demonstrations are currently) Again though, it's very close to looking nice. Keep it up! User Obilisk Demo1.png Obilisk 00:54, 1 August 2015 (PDT)

Oh hi. Thanks for iterating pretty quickly on this demonstration. Here's my opinion:
  • All of what Obilisk said applies (including spin and walk)
  • For Minigun-like weapon demonstrations, it's customary to move a little bit forward in the spawning wooden box so that you are right up against the front wooden barrier during the first clip. This way, in this position, the minigun firing effect won't clip against the top wooden barrier. Do so before starting to record (don't move while recording).
  • There is some lag (or perhaps just a jittery mouse) around 0:20-0:23

Wind 16:50, 2 August 2015 (PDT)

Sorry that it took so long, but I hope this is better now: https://youtu.be/OyQibzGLowA Luigifan656 (talk) 15:43, 9 August 2015 (PDT)

Hey Luigifan656,
Another good attempt at the demonstration, but there's still a few things:
  • In my opinion you spend just a little too long shooting the pyro. After the 4th or so 'burst' you can increase the fire rate a bit to finish him off, however this may be alright as it is.
  • Your splitscreen doesn't appear to be even nor centered, each of the clips should have the crosshair in the middle.
  • Your far left splitscreen appears to have a black crosshair, try keep all the colours consistant throughout the demonstration.
  • The miniguns need to spin up completely in sync.
  • Again, try have the heavy's start in a stationary position, then move all at once and then spin up the miniguns. (Just like the original Minigun demonstration.)


Overall, again VERY close Luigi, just a few things. Since you said you're using Sony Vegas I made you a quick video on how to get the clips perfectly placed for a 3 way splitscreen. Note this is on Sony Vegas 12.0 Watch here. Ignore the glitches at the end, it's just Sony Vegas not liking to preview it properly. Wind hopefully will be checking the talk page within the next few days, so you should be able to get his opinion soon as well. Hang tight. User Obilisk Demo1.png Obilisk 05:35, 10 August 2015 (PDT)
I don't have anything to add to what Obilisk said except that no need to worry about #1 (shooting the pyro too long). Nice Vegas tutorial :3 — Wind 15:56, 16 August 2015 (PDT)

Natascha Natascha

Pictogram comment.png Added 20% damage resistance while spun up

Pictogram comment.png Stun amount now has distance falloff. Decreases starting at 512hu down to zero stun at 1536Hu

Necro Smasher Necro Smasher

Pictogram comment.png Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)

Pictogram comment.png Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)

Pictogram comment.png Building pick up speed penalty reduced from 25% to 10%

Pictogram comment.png Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)

Yes, for the Engineer it functions as a Wrench, and all the Wrench things are demonstrated in this video. - Uufje 01:40, 3 July 2015 (PDT)

Panic Attack Panic Attack

Pictogram comment.png Base Fire rate increased (from 15% to 30%)

Pictogram comment.png Base reload speed increased (from 33% to 50%)

Pictogram comment.png Added increased switch to speed by +50%

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 01:55, 1 August 2015 (PDT)

Hey, Obilisk can't access the wiki, so I'm posting this here for him. Quote from Obilisk: " How's this? Overall I think everything's covered except for the faster weapon switch to the Panic Attack. How would you suggest showing it? I would have done the usual 'shoot primary, shoot secondary, swing melee' like the degreaser, but it's a bit more tricky than that, as the Panic Attack has to be reloaded first in order to shoot. Would I perhaps have the shotgun in the splitscreen also unloaded then compare? Or something completley different? As usual, your call." User Karmacharger Charger 2.png Karmacharger 9:08 PM 8/6/2015 (PDT)
The usual "shoot primary, shoot secondary, swing melee" with splitscreen against vanilla loadout. The weapon has to be pre-loaded and that's part of the deal you get by having this weapon, so the vanilla shotgun should be fully loaded when comparing. Might also want to show it with 200/100/1 HP to see if that tilts the balance from one side to the other — Wind 15:56, 16 August 2015 (PDT)
I made a test clip(s) how's this? Not sure if it's noticeable but switching after shooting the rocket is hard to predict, as you can almost switch instantly (cutting off the audio for the rocket) or wait for the entire sound to happen then switch, not sure if it matters too much, but I think It to sync rather well. Do you think the three way splitscreen works? I was thinking that I should at least change the weapon to idle the end clip with the rocket launcher, as the shovel's not visible on the 3 way splitscreen, or I could change to the shotgun and reload if necessary. Also, do you think what I have recorded here shows that it only has a faster switch speed to the panic attack? Or should I try a different method to show it? And last but not least, ignore the steam messages I receive while recording, this is all just a fraps preview so nothing has been edited properly. User Obilisk Demo1.png Obilisk 04:40, 20 August 2015 (PDT)
I think the final weapon should be the shotgun instead of the shovel, such that it is visible on 3-way and you can reload the stock shotgun. Though you're right that it doesn't show which switch it accelerates or not. No matter what you do, it's going to be pretty hard to notice at this speed and when there's so much going on on the screen so I'd say not worth showing. — Wind 20:21, 9 September 2015 (PDT)
Alrighty, how's this? I redid just the two way splitscreen. User Obilisk Demo1.png Obilisk 06:41, 12 September 2015 (PDT)
Is good, please upload~ — Wind 18:45, 26 September 2015 (PDT)
Download User Obilisk Demo1.png Obilisk 23:27, 26 September 2015 (PDT)

Overdose Overdose

Pictogram comment.png Updated description to better detail the weapon's features.

Persian Persuader Persian Persuader

Pictogram comment.png Updated description to better detail the weapon's features.

Pomson 6000 Pomson 6000

Pictogram comment.png Über and Cloak drain decreases over distance from target.

Power Up Canteen Power Up Canteen

Pictogram comment.png Doesn't show Canteen Specialist upgrades like Battery Canteens demo does Toomai Glittershine 10:04, 26 June 2014 (PDT)

Quick-Fix Quick-Fix

Pictogram comment.png Updated description to better detail the weapon's features.

Quickiebomb Launcher Quickiebomb Launcher

Pictogram comment.png Damage is now increased based on charge amount when the bomb is fired

Robo-Sandvich Robo-Sandvich

Pictogram comment.png Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit

As far as I know since I still have the Robo-Sandvich, Valve didn't update the description to include the note about its attributes like Sandvich. No need to be redone (for now). User Hinaomi Hinaomi-sig.png Rikka Takanashi (talk) • (contributions) 16:33, 10 July 2015 (PDT)

Rocket Jumper Rocket Jumper

Pictogram comment.png Updated description to better detail the weapon's features.

Sandvich Sandvich

Pictogram comment.png Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit

Sapper Sapper

Pictogram comment.png Decreased the damage penalty on Sentries sapped by the Spy from -66% to -33%

Saxxy Saxxy

Pictogram comment.png Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)

Pictogram comment.png Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)

Pictogram comment.png Building pick up speed penalty reduced from 25% to 10%

Pictogram comment.png Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)

Yes, for the Engineer it functions as a Wrench, and all the Wrench things are demonstrated in this video. - Uufje 01:40, 3 July 2015 (PDT)

Scorch Shot Scorch Shot

Pictogram comment.png Reduced damage penalty from -50% to -35%

Pictogram comment.png Now has increased knock back on burning targets

Pictogram comment.png Increased the blast radius from flares from 92Hu to 110Hu

Pictogram comment.png Hits and explosions always minicrit burning targets

Scotsman's Skullcutter Scotsman's Skullcutter

Pictogram comment.png Updated description to better detail the weapon's features.

How's this? User Obilisk Demo1.png Obilisk 02:42, 3 October 2015 (PDT)

Is good, please upload~ — Wind 21:08, 4 October 2015 (PDT)
Download User Obilisk Demo1.png Obilisk 03:31, 5 October 2015 (PDT)

Sentry Gun

Pictogram comment.png Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)

Pictogram comment.png Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)

Pictogram comment.png Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 3:07 PM 7/27/2015 (PDT)
https://www.youtube.com/watch?v=wOuwYJKoiIY At 3:49 for some reason my sentry can hit that spy if he taunts User Karmacharger Charger 2.png Karmacharger 5:06 PM 8/17/2015 (PDT)
Even if it's the crab taunt? Maybe you just got unlucky sentry placement. Please try again a few times, I really would like to keep spycrab as long as possible. If not then please upload~ — Wind 20:21, 9 September 2015 (PDT)
I tried many times, no matter how i place my buildings, my Sentry can still hit him if he taunts, and yes even the crab taunt :/ User Karmacharger Charger 2.png Karmacharger 4:11 PM 9/13/2015 (PDT)
https://youtu.be/KoK9kv-MRCI I re-recorded all the clips which has lagging-movements, and rendered in Srcdemo2 User Karmacharger Charger 2.png Karmacharger 3:28 PM 9/19/2015 (PDT)
Oh well, no taunt. :( Is good, please upload~ — Wind 18:45, 26 September 2015 (PDT)

Soda Popper Soda Popper

Pictogram comment.png Updated description to better detail the weapon's features.

Short Circuit Short Circuit

Pictogram comment.png Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire

Pictogram comment.png Cannot pick up buildings when the Short Circuit is deployed

Southern Hospitality Southern Hospitality

Pictogram comment.png Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)

Pictogram comment.png Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)

Pictogram comment.png Building pick up speed penalty reduced from 25% to 10%

Pictogram comment.png Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)

Splendid Screen Splendid Screen

Pictogram comment.png Updated description to better detail the weapon's features.

Teleporter

Pictogram comment.png Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 3:02 PM 7/27/2015 (PDT)
https://www.youtube.com/watch?v=iLf9W61Hots I couldn't find the "building only" 3 split-screen hud. I'm pretty sure Armisael modified the hud himself just for the video, it's a shame he didn't release it on public or whatsoever. Anyway, tell me what you think about the video. Also Wind, sorry about that i reserved more than 4 demonstrations at a time, just hoping can get stuff done as soon as possible before any big update release or something, hope you don't mind :> User Karmacharger Charger 2.png Karmacharger 9:02 PM 9/25/2015 (PDT)
More work done is good, especially when I'm late on reviews... All is good, please srcdemo2. — Wind 18:45, 26 September 2015 (PDT)

Tide Turner Tide Turner

Pictogram comment.png Self damage will no longer decrease charge when charging

Pictogram comment.png Fall damage will no longer decrease charge when charging

Pictogram comment.png Amount of charge taken away on damage when charging reduced from 3 to 1 per point of damage

Tomislav Tomislav

Pictogram comment.png Now 20% more accurate (less spread)

Pictogram comment.png Increased spin up bonus from 10% to 20%

Pictogram wait.png This demonstration has been reserved: Jimbo Jones (talk) 18:26, 31 August 2015 (PDT)

Ullapool Caber Ullapool Caber

Pictogram comment.png Reduced explosion base damage from 100 to 75

Pictogram comment.png Reduced damage ramp up bonus for close range attacks. Now is the same as other explosive weapons.

Vaccinator Vaccinator

Pictogram comment.png Resistance and Über mechanism changed, see patch notes.

Wrangler Wrangler

Pictogram comment.png Ammo and Repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active

Wrench Wrench

Pictogram comment.png Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)

Pictogram comment.png Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)

Pictogram comment.png Building pick up speed penalty reduced from 25% to 10%

Pictogram comment.png Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)

Questions and Proposals

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

The Gun Mettle rebalancing

You guys better clear out your schedules, because Valve has a big order coming up. My guestimate is that about a fifth of all videos need to be redone.--Henke37 (talk) 04:46, 2 July 2015 (PDT)

Yeah, when I saw the list of update notes tears of either joy or sadness came down my cheeks... Not sure which though, haha. User Obilisk Demo1.png Obilisk 06:31, 2 July 2015 (PDT)
Well, looks like it's time to dust off Fraps and get back into the swing of things here. --Akuago220, The Jungle Expeditioner (talk) 06:42, 2 July 2015 (PDT)
Did anyone miss me? I'm ready to help too. - Uufje 08:12, 2 July 2015 (PDT)
Well, i think that we are ready for this update.PETPO (talk) 08:21, 2 July 2015 (PDT)
Let's do this. User Karmacharger Charger 2.png Karmacharger 1:30 AM 7/3/2015 (PDT)

Phew.wav. I've put everything in here that was changed. It's probably not perfect, please correct or add anything if needed. - Uufje 01:40, 3 July 2015 (PDT)

Good luck to all. Might want to wait a week or so before doing the updated weapons in case they tweak the balance changes a bit? Or feel free to redo them right away if you're feeling adventurous and don't mind having to redo things. — Wind 21:37, 4 July 2015 (PDT)

Pending videos

On the project page I see a list of videos that are done and good to go, but haven't been uploaded yet. Apparently we're waiting for thumbnails? It's been five months since anything was uploaded to the channel. Isn't there a way to get those thumbnails? - Uufje 02:03, 3 July 2015 (PDT)

Yeah, it's getting badly needed at this point. RagnarHomsar used to do all of them, and got (understandably) tired of doing so. He did write a guide on how to make those thumbnails though. If anyone has Windows + a bunch of free time + HLMV setup + Photoshop, please try following that guide and see if it's doable — Wind 21:37, 4 July 2015 (PDT)
Apparently you need a resolution of 2560x1440... goodness. I'll fiddle around with it and see if I can make it work, but I can't promise anything. - Uufje 02:33, 5 July 2015 (PDT)
Alright, I've got it to work! I'll start working on cranking out some thumbnails. - Uufje 06:18, 8 July 2015 (PDT)
Thanks a lot for doing these. There's a huge backlog to go through :( — Wind 15:20, 12 July 2015 (PDT)
Still very busy (got a flight to catch in 3 hours and I'm just sitting here reviewing weapon demonstration videos (now there's a sentence that will get me on various 3-lettered agencies' watchlist)), will try to release some videos next weekend. — Wind 18:10, 26 July 2015 (PDT)
I'll try to get all the thumbnails for the old videos done by then. - Uufje 06:54, 28 July 2015 (PDT)
Might do it tonight or sometime this week hopefully. — Wind 16:50, 2 August 2015 (PDT)
Published \o/ — Wind 15:56, 16 August 2015 (PDT)
And again \o/ — Wind 17:13, 10 October 2015 (PDT)

The jack

The new gamemode has a weaponlike item that you pickup and throw. I think it would be ideal for a demonstration video.--Henke37 (talk) 07:27, 20 August 2015 (PDT)

Strangifier

I forgot to mention, I made a Strangifier Demonstration quite a while ago and completley forgot about it. Think it's worth having anywhere? Otherwise I may trash it. User Obilisk Demo1.png Obilisk 04:56, 27 August 2015 (PDT)

If you can set it to music and fix the UI glitches in the scout loadout view (slots appearing as hovered even though they're not) then sure, it's a good tool demonstration. You can fix the UI glitches by taking a snapshot of the scout inventory, cropping out just the item boxes (primary slot and cosmetic slot), and putting them on top of the video in all frames where the cursor isn't on top of the slots. — Wind 20:21, 9 September 2015 (PDT)
Alright, I masked out the loadout view, but the problem is doing so makes the footage half of the old UI and half new. Tell me what you think. Overall it probably won't work out. :( User Obilisk Demo1.png Obilisk 18:12, 12 September 2015 (PDT)
Yeah, bleh. Also the Scattergun is visible at 1:57, lol. Please upload the old footage with music. Also, raise the volume on it to match other weapon demonstrations. This is very quiet. — Wind 18:45, 26 September 2015 (PDT)
Haha, can't believe I missed the scattergun, I was too busy focusing on the right side of the screen obviously... Alright I have updated / downdated..? The video. How's this? I've also included the download link, if all is good. User Obilisk Demo1.png Obilisk 03:12, 27 September 2015 (PDT)
Is good, please upload~ — Wind 21:08, 4 October 2015 (PDT)

Shred Alert

So it appears the current video of the Shred Alert has a glitch occurring on the Engineer's loadout, it's funny that neither of us spotted it first time 'round haha, I couldn't just redo the for the Engineer's loadout due to the new UI, so I redid them all. How's this? I double checked the loadout views this time haha. User Obilisk Demo1.png Obilisk 07:23, 3 October 2015 (PDT)

Lol whoops. Is good, please upload~ — Wind 21:08, 4 October 2015 (PDT)
Cool, download. User Obilisk Demo1.png Obilisk 03:18, 5 October 2015 (PDT)