Difference between revisions of "Team Fortress Wiki talk:Weapon Demonstration"
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== {{Icon weapon|weapon=Righteous Bison|icon-size=16x16px}} [[Righteous Bison]] == | == {{Icon weapon|weapon=Righteous Bison|icon-size=16x16px}} [[Righteous Bison]] == | ||
I'd like to reserve that, if nobody does mind. — [[User:Zhnigo|Zhnigo]] 07:22, 21 July 2011 (PDT) | I'd like to reserve that, if nobody does mind. — [[User:Zhnigo|Zhnigo]] 07:22, 21 July 2011 (PDT) | ||
+ | :I've almost done it, but only halfway through noticed that the input video actually was not 720p, but 1440x900, my native resolution. What a pain, now I'll have to refilm all that again. Sorry, but it's gonna take some more time. — [[User:Zhnigo|Zhnigo]] 17:07, 22 July 2011 (PDT) | ||
== {{Icon weapon|weapon=Saxxy|icon-size=16x16px}} [[Saxxy]] == | == {{Icon weapon|weapon=Saxxy|icon-size=16x16px}} [[Saxxy]] == |
Revision as of 00:07, 23 July 2011
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Weapons that need to be done
Cloak and Dagger
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)
- 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)
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)
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)
Cow Mangler 5000
I got my Cow Mangler 5000 yesterday. I'll be willing to record it, but this is my first time. Gimme a few days and I'll do what I can. CHINESE TIGER 13:09, 21 July 2011 (PDT)
I'd like to give it a shot too, this is my first time too and would love to do more. So far I've recorded the basics, pyro airblast with both normal and charged shots, rocket jump, showed the disable buildings effect, showed a charged shot in a group of enemies, and did a side by side comparison of regular rocket to the 5000 when shooting at lvl 1, 2 and 3 sentries. Oh, and the taunt. Anything else I might add or should I take something out? Dweezy 10:50, 22 July 2011 (PDT)
- Did you show how a rocket can bounce enemies? Essentially, you should duplicate the rocket launcher video with the mangler, and then show the charged shot and building mechanics. Also, you should post your video, because if there are technical issues, you want to catch those before you do any more recording. Trust me; it's far more pleasant not to have to re-record everything just because you forgot to turn on anti-aliasing or something. — Armisael 11:56, 22 July 2011 (PDT)
- What Armisael said :3— Wind 13:53, 22 July 2011 (PDT)
- Did the update affect any of the 5000 mechanics pertinent to making the demo? If Akuago or anyone else gets this finished before I do, no sweat. Using this as practice since I'm new to this. I uploaded a sample of what I've been recording to get input on quality and procedure. I have a segment that shows the 5000 disabling all buildings at Level 3, is that alright? Also, is it good to show how many shots it takes to bring down a sentry to illustrate the building damage increase? If so, how many buildings to use; all 3 levels for the sentry? I have a segment for lv1, lv2, lv3 and can do a Rocket Launcher side-by-side comparison if needed. I only need to record rocket bouncing, uncharged and charged. http://www.youtube.com/watch?v=pJ2B7fv6uYQ --Dweezy 17:01, 22 July 2011 (PDT)
Although there was an update today, I was in the middle of uploading this demonstration. I know this won't get uploaded, but if I were to remake it, would I need to do it exactly like this or change a few things up? BTW, the building-disabling portion, all the buildings are Level 3, showing that if the highest can be disabled, the lower levels can be, too. --Akuago220, The Jungle Expeditioner 15:22, 22 July 2011 (PDT)
- Long, but that's how complex the weapon is, so that's alright :3 What isn't alright is the video quality :( The effects look visibly better than that if you turn up the video options. However, I've noticed that your computer is already struggling with them, especially at 2:30 where the video freezes for half a second. So I recommend recording a demo file at low graphics quality (so that's it's smooth), then turn up the graphics to the max and render it with Source Recorder, then prepend the Fraps-recorded backpack part :3
- EDIT: Apparently the weapon is invisible in source demos. So that's gonna be tough D: Not to steal anyone else's work, but my computer can probably handle it being recorded by Fraps. Just need to get me one of those weapons :3 — Wind 16:45, 22 July 2011 (PDT)
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 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)
Detonator
- I got detonator yesterday. Is any speacial need to do in this weapon demostration? Hinaomi 07:25, 27 June 2011 (PDT)
- I think you might want to wait a bit to see if they add flarejumping to it, which would require to re-do the video. Otherwise no, nothing special — Wind 16:35, 27 June 2011 (PDT)
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)
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)
Enforcer
Fixed everything that was wrong with the version I posted on IRC - bitrate increased significantly, splitscreen with cloak times, went from 0x AA to 16x AA, fixed the transparent tooltip. Let me know if there are any new issues. http://www.youtube.com/watch?v=QSI4hMADYH0 Edit: Just noticed that it's pillarboxed when not in fullscreen, how do I fix this? Rainbow Dash 19:52, 25 June 2011 (PDT)
- You uh, forgot to show how it looks like when you cloak with the Enforcer D: It needs to be a side-by-side comparison. As for the video having black bars, your video editor added them; make sure you always output to a 16:9 resolution video.
- Other things to fix: don't move the camera so fast while taunting, it is a bit disorientating. The transition between the two segments is also instantaneous and sudden; wait a second at the end of the first part, and at the beginning of the second part, then add a fade between the two. This will also make it less disorientating, because as it is, it's like the Enforcer suddenly turns into a regular revolver, hehe... Good luck :3 — Wind 20:18, 25 June 2011 (PDT)
- Oh man, I don't even know how that happened. I've been struggling with video editing for hours so I actually just stopped watching the whole video after each attempt to make sure everything was alright... I had the splitscreen working properly before but I must have messed up somewhere on the latest version. Need to proofwatch more. Regarding ratio, I've done everything set to 1280x720, dunno what's going on there either. Will keep the other stuff in mind. Going to give it another try tomorrow because I am sick and tired of trying to make things work in Vegas tonight. Rainbow Dash 21:19, 25 June 2011 (PDT)
- Alright, here's the latest attempt. http://www.youtube.com/watch?v=VR91uloq4dc It still has pillarboxing going on, but I'd like to know if the rest is okay and also how to fix the damn pillarboxing. I recorded at 1280x720 and I rendered at 1280x720, so I have no idea what to do. Rainbow Dash 12:49, 27 June 2011 (PDT)
- Again, please wait longer before and after transitions, take your time~ As for the black bars, you need to check not only the recorded resolution but also the imported resolution of that clip into Vegas (sometimes it just feels like rescaling it), the project's settings, and the rendering settings (all of which are different) — Wind 16:35, 27 June 2011 (PDT)
- Alright, here's the latest attempt. http://www.youtube.com/watch?v=VR91uloq4dc It still has pillarboxing going on, but I'd like to know if the rest is okay and also how to fix the damn pillarboxing. I recorded at 1280x720 and I rendered at 1280x720, so I have no idea what to do. Rainbow Dash 12:49, 27 June 2011 (PDT)
Fishcake
Well well well, I Havi am new to the TF2 Wiki and on my first day i saw that there is no demonstration video of Fishcake. So today i made one and i hope it's okay. Yes I used the low violence version because i don't have the uncensored one. http://www.youtube.com/watch?v=7GmllTUKZbQ http://www.mediafire.com/?wksoja3ovoqjxno (I hope it's not bad for my first try) Regards, Havi
- Hai and welcome~ Sadly, the demonstration doesn't match the technical specifications :( And some toher stuff too.
- To keep demonstrations consistent, the "regular" version of the game needs to be used. I don't think it makes any difference for the Fishcake demonstration, but for other demonstrations where people get killed, it is important
- Video is not 720p (must be at least 720p)
- There are black bars on all 4 sides of the video
- The cursor must be visible, must start on the item slot itself, and you must record the "clicking the Close button" part as well
- Try to follow the Dalokohs Bar demonstration closely (put the medic at roughly the same spot, etc)
- While this is an unfortunate aspect of the game and it is not your fault, the Heavy said "Don't run, it's just ham" which doesn't really fit with the Fishcake. If you have the patience, try again until you get a food-neutral line like "that was delicious".
I suggest fixing the first 3 points first and posting a video here before trying to fix the last 2, because if you can't meet the technical requirements then it would be best to not waste time doing non-meeting-requirements demonstrations.
Welcome to the wiki again :3 I hope that message didn't scare you... By the way, you can sign messages by typing "~~~~" at the end of your message — Wind 22:16, 26 May 2011 (UTC)
Q_Q I'm crying i made the video again today , made everything that it would be full HD BUT NO YOUTUBE STILL USES THAT STUPID BLACK BARS AT THE LEFT AND THE RIGHT!!!!! Because of that you can't really read the letters.... I'm sorry... But i don't know why... i can play it on my media player full HD without black bars... i just don't know why... Havi 17:39, 27 May 2011 (UTC) After my rage i got my mind back and tried 100different ways.... this is the result... i hope it's good.... except for the "Schließen" http://www.youtube.com/watch?v=PfdV5kmwV20 Havi 19:02, 27 May 2011 (UTC)
- Sorry but it still doesn't look right D: It looks "squished". This is most likely because you are not running the game with the same aspect ratio as the Youtube player's (and the specs's) aspect ratio, which is 16:9, so make sure your game is running on such a ratio (1280x720 or higher). Also, the game is in German apparently (it shows on the "Close" button in the backpack) >: — Wind 02:37, 28 May 2011 (UTC)
But i'm running my TF2 Game on 1680x1050 o.o and i can't make it different with the Close button q-q i can't make my german Version uncut without a patch that leaves the menu in german.... D: Wait.... may be the problem because i'm recording half size? Everyone always told me i should record with fraps on half size but i didn't think of using full size...Sorry to spam the talk with my failure xD Havi 08:40, 28 May 2011 (UTC)
- The problem is that you're recording at 1680x1050, which is not a 16:9 ratio. If you divide 1680 by 1050, you get 1.6, while if you divide 16 by 9, you get about 1.777. Make sure you use a 16:9 resolution, meaning that if you divide the width by the height, you get the same result as you get when you divide 16 by 9. There is a menu in TF2's graphics options (right next to the resolution) to set the ratio.
- As for recording full-size or half-size, it doesn't matter as long as the recorded video is equal or larger to 1280 pixels in width and 720 pixels in height. That means that it you record at 1280x720, you have to record at full size. The only moment when you should record at half size is if you record at the double of 1280x720, which is 2560x1440.
- I hope that makes sense now D: — Wind 16:06, 28 May 2011 (UTC)
I guess, but you already said that my german close button doesn't fit so i think i can completely forget to rerecord it...i'll try to change the ratio and find a patch that makes tf2 uncut without using german menu... but don't count on me x'D Havi 19:17, 28 May 2011 (UTC)
Mantreads
Just a question but how will we showcase it's fall damage ability and the reduction of push force? The roof of the map is a tad too low and for the second effect to be showcased we'd need a Soldier to shoot at our feet. Denmax 14:06, 30 June 2011 (PDT)
- There should be enough height to fall from if you stand on the metal bars. Otherwise, just jump off from the roof of 2fort or something~ And yes, the second one needs a soldier to shoot at the feet. — Wind 14:23, 30 June 2011 (PDT)
- The bug section lists that the Mantreads currently only do 30 damage at max regardless of the fall distance. I recommend you to wait until this gets fixed, if you don't mind redoing part of the video from scratch afterwards. :3 — Zhnigo 06:18, 9 July 2011 (PDT)
Market Gardener
http://www.youtube.com/watch?v=pLMN9mzVb0Y — Armisael 19:05, 27 June 2011 (PDT)
- Sorry mate but you really need to fix the sound D: It still clips, especially noticeable when the Soldier shouts during the taunt. This applies to all the other videos too :( The Soda Popper too is quite noticeable on each Soda Popper shot — Wind 19:50, 27 June 2011 (PDT)
- http://www.youtube.com/watch?v=hoqjlxbT4rU — Armisael 06:23, 28 June 2011 (PDT)
- Forgot to reload at the end >: (Also, excessive blood behind the Medic) — Wind 19:45, 28 June 2011 (PDT)
- http://www.youtube.com/watch?v=nqmFvf9nxRY I apologize for the delay; FRAPS was being a pain in the ass. — Armisael 19:16, 5 July 2011 (PDT)
- Thanks~ :3 — Wind 19:42, 5 July 2011 (PDT)
- http://www.youtube.com/watch?v=nqmFvf9nxRY I apologize for the delay; FRAPS was being a pain in the ass. — Armisael 19:16, 5 July 2011 (PDT)
- Forgot to reload at the end >: (Also, excessive blood behind the Medic) — Wind 19:45, 28 June 2011 (PDT)
- http://www.youtube.com/watch?v=hoqjlxbT4rU — Armisael 06:23, 28 June 2011 (PDT)
Medi Gun
ok, so here's what i'm thinkin:
- start off showing medigun in inventory
- exit out of inventory
- have 2 freindly heavies and one enemy soldier
- have soldier kill 1st heavy (don't use medigun on this one)
- on 2nd heavy use medigun and demonstrate how the healing can help save teammates and win the fight
- fade into next scene
- ubercharge is at 100%
- activate it on heavy
- have soldier shoot rockets at heavy, have medic looking at heavy to demonstrate how he isn't losing health
- end movie
(almost finished with the critacola and Medic Pack set, all i need to do is find a good program to do splitscreen and i'm set. All i got is wmm atm, any suggestions would be greatly appreciated.)
Reserved by Gringo perm
- Sony Vegas, it's what all the cool kids use. The Medigun demo needs a lot more information than that, however:
- Show how healing rate is affected by time since injury
- Show UberCharge rate buildup depends on healing rate
- Show that you can keep healing even when not looking at the person
- Show that you can uber multiple people and show the difference in UberCharge drain rate
- Show how the medic himself is invulnerable to damage
- Show that allies (and enemy spies) can read the UberCharge meter
- Show overheal:
- Show that overheal depends on base class health (takes more time to overheal a Heavy than a Scout)
- Show that overheal drains over time at a fixed rate
- Show overheal effect
As you can see it's a lot more complex — Wind 19:13, 13 February 2011 (UTC)
Note: It might be a good idea to wait until Valve pushes the healing HUD text on the current version of TF2 before doing a Medigun demo. — Wind 05:23, 11 March 2011 (UTC)
Also show that you get assists when the person you're healing kills someone (and teamkilling assists with enemy spies). Rocket Ship BBQ 10:11, 4 July 2011 (PDT)
Nessie's Nine Iron
I've wanted help out the wiki by demonstrating this weapon,and followed the instructions to do so to a T (as far as I can tell), but when I type in "exec weaponref.cfg", I get this error:
exec weaponref.cfg
Unknown command: Resource/UI/HudDamageAccount.res
Unknown command: { Unknown command: CDamageAccountPanel
Unknown command: {
Unknown command: fieldName
Unknown command: text_x
Unknown command: text_y
Unknown command: delta_item_end_y
Unknown command: PositiveColor
Unknown command: NegativeColor
Unknown command: delta_lifetime
Unknown command: delta_item_font
Unknown command: delta_item_font_big
Unknown command: }
Unknown command: }
Anybody know where I went wrong? (as an added note, i know this has nothing to do with the weapon, but I guess I might as well put it under this for the topic, so i can just go back and link the video when successful.)--Wellgolly 00:10, 7 July 2011 (PDT)
- You mixed up weaponref.cfg and HudDamageAccount.res :3 These "commands" are the text inside what should be HudDamageAccount.res. — Wind 20:57, 8 July 2011 (PDT)
- [1] Thanks, pally! --Wellgolly 23:00, 8 July 2011 (PDT)
Persian Persuader
Im working on this one... The Noble Scout (T/C) 14:02, 4 July 2011 (UTC)
- Download link and heres the Youtube: Pootis!. The Noble Scout (T/C) 18:26, 4 July 2011 (UTC)
- It's good so far, but the only problem is that you didn't show about the recharge time about how it recharges faster. Also you showcase the Persian Persuader too long in the loadout. And probably you should show that you get health from the taunt kill.Violencejr123(talk | contribs) 10:39, 4 July 2011 (PDT)
- I did get health from the Taunt Kill but you got to look closely... The Noble Scout (T/C) 19:27, 4 July 2011 (UTC)
- Same problems as the Bazaar Bargain's demo. Also:
- I did get health from the Taunt Kill but you got to look closely... The Noble Scout (T/C) 19:27, 4 July 2011 (UTC)
- It's good so far, but the only problem is that you didn't show about the recharge time about how it recharges faster. Also you showcase the Persian Persuader too long in the loadout. And probably you should show that you get health from the taunt kill.Violencejr123(talk | contribs) 10:39, 4 July 2011 (PDT)
- Download link and heres the Youtube: Pootis!. The Noble Scout (T/C) 18:26, 4 July 2011 (UTC)
- No need to taunt twice
- Visible slowdown during the tauntkill
- Audio glitch when being shot by the medic (on the first syringe hit)
- Sticky counter says "%A" in the corner of the screen
Quick-Fix
I would like to try this. So, basically:
- Inventory, simple healing demonstration of a heavy getting hurt then healed, show distance healing beam can go, show healing beam can curve, how you can heal w/o looking at the target.
- Show 3-split screen w/ three heavies hurt <5, 10, >15 seconds ago (show ramp-up)
- Show 2-split of uber build rate compared w/ Medigun
- Show 3-split of healing a soldier repeatedly damaging himself, an idle soldier, and a soldier being healed by 2 medics (to show uber build rate)
- Show full uber and damaged medic and 1 heavy, 1 soldier (damaged). Pop uber w/o healing anyone, show how you don't get megahealed. Then heal heavy, show how you and heavy get megahealed. Have pyro airblast you to show push force resistance. Heal soldier, and get the heavy damaged, to show effect doesn't stay. Have soldier rocketjump to show it doesn't block self push forces. Have a sniper headshot heavy (while being healed), to show still can get killed.
And thats it. Tell me if I missed anything. :) Rocket Ship BBQ 11:34, 11 July 2011 (PDT)
- Wow, sure is going to be a long demo. Good luck if you're up to the task~ However, as you have never made a video demonstration before, and since this is a huge demo that will require effort and probably also bugging friends to help you record, it is better to first do a check-up for technical errors. Many first-timers, if I may call them so, pour energy into making a video but fail to meet a few technical requirements that cause them to have to re-record everything. As such, I strongly encourage you to first do another demonstration of a simple weapon (Fishcake, Detonator), or even remaking an old but easy one like the Syringe Gun. I hope this makes sense and I think it will save both of us quite some time — Wind 17:00, 11 July 2011 (PDT)
- Argh, Fraps won't record at anything higher than 15 fps :( I'm removing my reservation in case anyone else wants to do this. Also, I forgot to mention above to demonstrate you move at scout speed while healing one. Rocket Ship BBQ 21:01, 12 July 2011 (PDT)
- Wait, let me try Source recorder Rocket Ship BBQ 08:54, 13 July 2011 (PDT)
- Argh, Fraps won't record at anything higher than 15 fps :( I'm removing my reservation in case anyone else wants to do this. Also, I forgot to mention above to demonstrate you move at scout speed while healing one. Rocket Ship BBQ 21:01, 12 July 2011 (PDT)
Reserve Shooter
So here's what I have in mind for the Reserve Shooter:
- Show the weapon in the preview, then taunt.
- Shoot all the enemies.
- Show a comparison between weapon switch times including all the weapons when the Shotgun is active, and the Reserve Shooter is active, including the attack afterwards.
- Shoot an enemy into the air with the rocket launcher and show how the Reserve Shooter can hit him with minicrits.
- Have an enemy jump off a box, and have me shoot him with minicrits.
- Have an enemy jump off a box after I've had the Reserve Shooter out for 3 seconds, and have me shoot him to show they are not minicrits.
Let me know if I have missed anything, and let me know what is the best program for comparisons. — Mr. Tid 19:29, 1 July 2011 (PDT)
- Yes~
- Taunt only after killing all the enemies
- Show what happens when an enemy simply jumps with the spacebar by himself (does it minicrit?)
The program most people use here is Fraps. Source Recorder can also be used and can be used to render higher-quality demos, but cannot record the backpack part at the beginning, so Fraps is still required for that part. In any case, make sure it respects all the technical requirements listed on the project page. Thanks, and good lcuk~ :3 — Wind 20:01, 1 July 2011 (PDT)
- OK
The Project is done, including the editing. But, it's getting late and I won't be home tomorrow D: So I'll render and upload it in a couple of days.
Thanks — Mr. Tid 23:21, 1 July 2011 (PDT)
- Done :D
http://www.youtube.com/watch?v=_SO-cNhiCkw -- Download here - http://www.mediafire.com/?w8xbtbkw54565ap — Mr. Tid 11:18, 4 July 2011 (PDT)
- Not bad :3 Some things to change still, though :(
- Soldier model (in the middle) must have the Reserve Shooter equipped in the backpack view
- Custom crosshair color
- Don't forget to reload the rocket launcher after 1:08
- Volume not loud enough: While the music/in-game sounds balance is fine, the overall volume is too low. Increase both volumes a bit to match most of the weapon demonstrations currently on the channel~
That should be it — Wind 17:51, 4 July 2011 (PDT)
- ill get right on it -- thanks for the feedback — Mr. Tid 20:07, 4 July 2011 (PDT)
Righteous Bison
I'd like to reserve that, if nobody does mind. — Zhnigo 07:22, 21 July 2011 (PDT)
- I've almost done it, but only halfway through noticed that the input video actually was not 720p, but 1440x900, my native resolution. What a pain, now I'll have to refilm all that again. Sorry, but it's gonna take some more time. — Zhnigo 17:07, 22 July 2011 (PDT)
Saxxy
Dear god this one's gonna be long. Start looping you cp_steel folks; I you're going to need 7 or 8 iterations. — Armisael 02:46, 9 June 2011 (UTC)
- Oh god. How can we find Saxxy??? Hinaomi 16:12, 9 June 2011 (UTC)
- One of the wiki people won one, so he can do it. Alternatively, items_game. — Armisael 22:11, 9 June 2011 (UTC)
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)
Splendid Screen
Teleporter/Telefrag (combined)
Reserved by (nobody) Since Brain-Storm.exe has not responded in a while, may I take over for this one? Thank you! Dr. Huxley 22:47, 14 March 2011 (UTC)
- Reservations are merely an indicator that means "someone else is working on it, you should work on another weapon if you can so that we won't submit two demos at the same time". But you're free to override this (without asking) if you feel like it — Wind 23:58, 14 March 2011 (UTC)
- Ah, thank you. I'll take all your suggestions to account in making it. So wait, it has to be in 3rd person? I don't recall that being necessary at all Dr. Huxley 02:59, 15 March 2011 (UTC)
- Doesn't have to be in third-person view. However, it would be easier to understand how a teleporter works if we could see it from a first-person perspective as well as an external one (from another player with no HUD/viewmodel) — Wind 04:31, 15 March 2011 (UTC)
- Okay thank you. So so far, I have me making an entrance, waiting for it to built, making a exit, and wrenching it to demonstrate the speed bonus. I take the level 1 teleporter in 3rd Person, and then switch back to First person to demonstrate the speed of which it recharges. Upgrade it, take the Level 2, go back, upgrade to level 3, take it, and waiting to demonstrate how fast each level recharges. Finally, I take the exit and place it next to the enemy spy behind the boxes. I take the tele, the spy dies, I taunt, done. Hopefully I should get the video up here later today. Dr. Huxley 15:23, 15 March 2011 (UTC)
- Do not taunt, as the teleporter has no "taunt". Also, for demonstrating recharge speed, I think the best way to do it would be to make a 3-way split screen, with a teleporter of each level on each. Stare at the teleporter for 3 seconds or so (so that the player may read its level), then take it yourself over and over again. Do that for about 20 seconds (or whatever time it takes for the level 1 to recharge twice, thus teleporting you three times). This way, the viewer can see how many more people each teleporter can teleport in the same amount of time, which I think is a better measurement of "teleporter usefulness" than only recharge time. Also, I don't think you can move a teleporter next to an enemy then use it to telefrag him; I think the enemy has to move on top of it first — Wind 17:11, 15 March 2011 (UTC)
- Actually, moving it close to an enemy works. I tried it on the spy multiple times and it proved to work flawlessly. However, I don't think I have the necessary skills to edit a video together that suit what you are looking for. Sorry, I'll leave this up to someone else to complete. Dr. Huxley 18:40, 15 March 2011 (UTC)
- Do not taunt, as the teleporter has no "taunt". Also, for demonstrating recharge speed, I think the best way to do it would be to make a 3-way split screen, with a teleporter of each level on each. Stare at the teleporter for 3 seconds or so (so that the player may read its level), then take it yourself over and over again. Do that for about 20 seconds (or whatever time it takes for the level 1 to recharge twice, thus teleporting you three times). This way, the viewer can see how many more people each teleporter can teleport in the same amount of time, which I think is a better measurement of "teleporter usefulness" than only recharge time. Also, I don't think you can move a teleporter next to an enemy then use it to telefrag him; I think the enemy has to move on top of it first — Wind 17:11, 15 March 2011 (UTC)
- Okay thank you. So so far, I have me making an entrance, waiting for it to built, making a exit, and wrenching it to demonstrate the speed bonus. I take the level 1 teleporter in 3rd Person, and then switch back to First person to demonstrate the speed of which it recharges. Upgrade it, take the Level 2, go back, upgrade to level 3, take it, and waiting to demonstrate how fast each level recharges. Finally, I take the exit and place it next to the enemy spy behind the boxes. I take the tele, the spy dies, I taunt, done. Hopefully I should get the video up here later today. Dr. Huxley 15:23, 15 March 2011 (UTC)
- Doesn't have to be in third-person view. However, it would be easier to understand how a teleporter works if we could see it from a first-person perspective as well as an external one (from another player with no HUD/viewmodel) — Wind 04:31, 15 March 2011 (UTC)
- Ah, thank you. I'll take all your suggestions to account in making it. So wait, it has to be in 3rd person? I don't recall that being necessary at all Dr. Huxley 02:59, 15 March 2011 (UTC)
I tried the split-screen with the 3 levels. That's what happened: http://www.youtube.com/watch?v=d7DaNSIyx1Q --CeInfo 23:18, 15 March 2011 (UTC)
- Please see the technical problems described in the Disguise Kit section; they apply here as well, but also this video doesn't have a 16:9 ratio (there are black bars on the top and bottom). Please fix those before doing a demo, thanks~ — Wind 04:31, 16 March 2011 (UTC)
Here's a list of things that one of us should probably do in the demonstration... (And any split-screen should of course be in sync.)
- Have a split-screen for the first part. This can go in many ways. Should there simply be a two-split-screen of showing the build time and deploy time without hitting, a four-split-screen of showing the same but with the Wrenching on the last two, or, God forbid, a SIX-split-screen of showing the same as mentioned, but having the last two being Jagged? (Or simply have the first three parts be a two-split-screen with the said methods, or the first part being the standard time and the second part having Wrench and Jag) (Should both Entrance and Exit be demonstrated)
- Split-screen with regular build time (for level 1) and wrenched build time (level 1), that should be enough. Then, a 3-way split screen for deployment of each level. Only entrance necessary — Wind 00:00, 23 March 2011 (UTC)
- Have a three-split-screen of taking the Teleporter 3 times with each level (5 or 10 times would be tedious from the Level 1 Teleporter) to show the effectiveness, as you said, Wind. :D
- Indeed, but don't take the teleporter yourself (as the video above does). Have a queue of bots and/or friends take it sequentially as fast as possible, by standing on the entrance as soon as the previous person disappears — Wind 00:00, 23 March 2011 (UTC)
- If indeed putting NEXT to an enemy works, then have one where a non-Ubered enemy gets telefragged, and surprise the viewers by having an Ubered enemy be telefragged (because according to the Telefrag article, Ubered enemies can die from it).
- It does work. Telefragging should be shown for a normal enemy, an ubered enemy, and an ubering Medic — Wind 00:00, 23 March 2011 (UTC)
- Make another three-split-screen of the Spy sapping each level of the Teleporter, showing how long it takes until they get destroyed from an Electro Sapper (or is that purpose going to be for the Electro Sapper demonstration?)
- It should be in this demonstration indeed, otherwise the Sapper one is a bit long — Wind 00:00, 23 March 2011 (UTC)
I could be missing some, if so, remind me. =P (As for the Uber part, I just KNOW it will be possible, but just requires...a lot of scripting in theory) AbeX300 21:22, 22 March 2011 (UTC)
- To my surprise, I actually managed to pull all of these off (and a rotating demonstration), but the problem is, it's three minutes, two seconds, and 16 frames long, and there is obviously no "old film styled" music that is even at least a minute and half. How am I going to this... ._. AbeX300 23:32, 22 March 2011 (UTC)
- There are many such demos with lengths longer than a minute now, most of them are made with looping the central part of the cp_steel training track. Use Audacity or Vegas, both of them can do the trick. However, since this is a tough demo that I am sure will take at least 3~6 retakes (yeah, I know D:), don't bother with the music until the content is all right. So, please upload what you have right now first~ — Wind 00:00, 23 March 2011 (UTC)
- Alright, I decided to be a clever man and artificially lengthened the music: <removed> AbeX300 00:29, 23 March 2011 (UTC)
- Music is good but a lot of other things... aren't ><:
- Alright, I decided to be a clever man and artificially lengthened the music: <removed> AbeX300 00:29, 23 March 2011 (UTC)
- There are many such demos with lengths longer than a minute now, most of them are made with looping the central part of the cp_steel training track. Use Audacity or Vegas, both of them can do the trick. However, since this is a tough demo that I am sure will take at least 3~6 retakes (yeah, I know D:), don't bother with the music until the content is all right. So, please upload what you have right now first~ — Wind 00:00, 23 March 2011 (UTC)
- Never stretch the screen; crop it instead. As teleporter levels are hard to distinguish, you can write on the video as is done with the Rocket Jumper demo: TF2 secondary, in white, in the bottom left corner, thin outline, and fade in/out
- Can't hear the in-game audio, music is too loud
- The efficiency part is not just 2 for each level. It's as many as possible on all clips until two people can be teleported on the level 1. This allows the viewer to see how many more people can be teleported by increasing the level, which is the point of the efficiency comparison
- I should probably define a clear sequential plan for this, because this video seems to do a lot of things at the same time and is a bit hard to follow for a new player. I realize that this considerably cuts on creativity and will lengthen the video, but I think it is necessary given the complexity of this demonstration. Here goes:
- Clip one: Two-way split-screen. Build a teleporter (show the PDA and everything); one with wrench, one without
- Still in clip one, synchronized: Build teleporter exit; one with wrench, one without. To synchronize the two, you can make a bind with long
wait
commands so that the delays are the same in both versions - End of clip 1
- Still in clip one, synchronized: Build teleporter exit; one with wrench, one without. To synchronize the two, you can make a bind with long
- Clip 2: No split-screen. Take the teleporter in first person, to show what a teleporter actually does
- Still in clip 2: Have a bot take your teleporter, to show that teammates can take it
- Still in clip 2: Have a Spy sap the teleporter. Observer the sapper, then show that it is also on the other side of the teleporter
- Still in clip 2: Still in clip 2: Step on the teleporter and look at it, to show that you cannot use it while it is being sapped
- Still in clip 2: Unsap it, showing that it unsaps both ends
- Still in clip 2: Repair the entrance, then have the Spy drop a sapper again
- Still in clip 2: Unsap the exit, to show that it unsaps both ends; then repair it, to show that ti repairs both ends. While unsapping, make sure to leave the the leporter entrance in view
- Still in clip 2: Grab the teleporter entrance (as in right-click), show that this disables the other side
- Still in clip 2: Drop it somewhere else, take the teleporter when it is ready
- Still in clip 2: Grab the teleporter again (as in right-click)
- Still in clip 2: Drop it somewhere else, wrench it while it redeploys, and take it again
- End of clip 2
- Clip 3: 3-way split-screen. Upgrade your teleporter to level 2 on the second video, and level 3 on the third one. Have a bunch of friends in the server, out of view
- Still in clip 3, synchronized: Have friend 1 step on the teleporter on each video
- Still in clip 3: As soon as friend 1 is teleported (before the teleporter recharges), friend 2 steps on it and friend 3 takes friend 2's previous place (the queue advances)
- Still in clip 3: As soon as friend 2 is teleported (before the teleporter recharges), friend 3 steps on it and friend 4 takes friend 3's previous place (the queue advances)
- Still in clip 3: Rinse and repeat for {insert duration that it takes for two players to be teleported with a level 1 teleporter here} seconds
- End of clip 3
- Clip 4: 3-way split-screen. Have a working teleporter (with an off-screen exit), and an enemy Spy next to it
- Still in clip 4, synchronized: Have the Spy sap the 3 teleporters
- Still in clip 4: While the sapper is in place, move yourself around to have both the entrance and the exit in view. Careful when doing this, since the video will be severely cropped due to the 3-split-screen
- Still in clip 4: Wait for the teleporter to be destroyed in all videos, showing that both ends get destroyed
- End of clip 4
- Clip 5: No split-screen: Have a teleporter entrance+exit already built before the clip starts, and have an enemy somewhere visible on the map
- Clip 5: Have a bot walk (other than Medic or Heavy) and stop on your teleporter exit
- Still in clip 5: Take your teleporter, stare at the enemy's corpse
- End of clip 5
- Clip 6: No split-screen: Have a teleporter entrance+exit already built before the clip starts, and have a Charged Medic + Heavy somewhere visible on the map
- Clip 6: Have the Heavy walk and stop on your teleporter exit
- Still in clip 6: Unleash the ubercharge
- Still in clip 6: Take your teleporter, stare at the still-charging Medic, and at the Heavy's corpse
- End of clip 6
- Clip 7: No split-screen: Have a teleporter entrance+exit already built before the clip starts, and have a Charged Medic + Heavy somewhere visible on the map
- Clip 7: Have the Medic walk and stop on your teleporter exit
- Still in clip 7: Unleash the ubercharge
- Still in clip 7: Take your teleporter, stare at the Medic's corpse, and at the unfortunate Heavy
- End of clip 7
- Clip one: Two-way split-screen. Build a teleporter (show the PDA and everything); one with wrench, one without
Remember to leave at least 1~2 seconds at beginning and at the end of each of every bullet point (not just clips), and longer pauses between clips.
Yes, this is a very hard demonstration, and I don't expect one person to pull it off alone; ask for help/"recording buddies" if you need, record demo files, etc.; you will need them.
You may also want to do only one of the above clips, and upload the video in a lossless format for another person to pick it up. x264vfw has a lossless option, or you can use Huffyuv for the job :3 — Wind 01:53, 23 March 2011 (UTC)
- You shouldn't feel humiliated by this D: Making demos an iterative process, just like writing articles on the wiki. It does involve lots of work (drafts) getting scrapped in the end. >: — Wind 02:48, 23 March 2011 (UTC)
- Sorry I haven't responded, this looks like more work than I would want to go through. I un-reserve it (even though it looks like that has been done already). I just have one suggestion, don't forget that using a dispenser and a tele, you can get to places you couldn't before. Please do demonstrate that (don't forget moving the tele exit too). Brain-Storm.exe 23:54, 31 March 2011 (UTC)
Quick question. Can there be a video with a quick-fade or cut-away to make the video quicker? DennoCoil 21:42, 27 June 2011 (PDT)
- If necessary, I suppose — Wind 21:43, 27 June 2011 (PDT)
- And what of the Replay feature? If there are gonna be a example of Telefrags, I'm gonna need a disguised spy bot and a heavy bot to stand on the exit teleporter. It would be good to get a objective 3rd person view as well as first person view. DennoCoil 21:50, 27 June 2011 (PDT)
Need to be redone
Battalion's Backup
Done but needs to be redone (aspect ratio)
- The Battalion's Backup now need to take 350 damage to fully charge, and this is not showed in the actual demonstration.
- http://www.youtube.com/watch?v=xPm9sITk76k Zafir168 20:06, 7 June 2011 (UTC)
- Some little things~
- The Medic should be called "Friendly Medic" (no underscores). Use quotations marks in console if you want spaces to work in arguments
- Medic "teleports" at 0:19
- The Soldier kills the Heavy in the killfeed, yet another heavy teleports in his place, which is confusing D:
- Need to show that you cannot charge it by firing at enemies, unlike the two other "musical instruments" of the Soldier
— Wind 23:30, 7 June 2011 (UTC)
- http://www.youtube.com/watch?v=LK_IbO_nEJo Zafir168 16:07, 8 June 2011 (UTC)
- Just for fun:
- You should come out of the loadout menu with the BB out.
- You should show that self-damage doesn't charge the BB.
- The sight on your rocket launcher is blocking the view of the soldier and medic after you activate the BB.
- Your video doesn't show the difference in damage taken with and without the BB very well.
- It doesn't show the difference in damage taken by teammates at all.
- At Wind: I question the need to show that damage to other players doesn't charge the banner. If so, shouldn't the buff banner demo show that it can't be charged by taking damage, like the other two 'instruments'? The Darwin Danger Shield doesn't show that you're immune to backstabs with it either, which was commented on in that video.
- To be fair, half of these weren't present in the previous video, but why settle for mediocrity? — Armisael 19:30, 8 June 2011 (UTC)
- Alright, no need to demonstrate that damage to other players charge it then. The first thing (You should come out of the loadout menu with the BB out.) is a plus but not a requirement, so that's alright. Self-damage is a good idea to show, since self-damage did charge the BB in the past and was changed later. The rocket launcher viewmodel is indeed blocking all of the action (the medic launching his uber, and all the rockets). The difference between crits/noncrits is actually shown by the fact that the first few rockets are non-crit and deal the same damage as the crit ones later in the video. However, I agree that a split-screen comparison would be nice, if it is possible :3 Just make sure that all the action is clearly visible, not blocked by that silly rocket launcher — Wind 21:53, 8 June 2011 (UTC)
- To be fair, half of these weren't present in the previous video, but why settle for mediocrity? — Armisael 19:30, 8 June 2011 (UTC)
- Ok, I will work on it and upload as fast as I can. As for the coming out of the loadout menu with the BB being out, I don't agree. In every demo I made whare I was showeing of a secondary or melee weapon, I always showed the "select" animation of it and I prefer sticking to my rules. :P Zafir168 07:18, 9 June 2011 (UTC)
- http://www.youtube.com/watch?v=iBHKvi6XGpo
Let me get some things on the table:
- I always let the Medic heal me and the Heavy to the max health to show the damage difference between a direct hit by the rocket and the rocket's splash damage.
- The reason why the Medic made pauses when healing me or Heavy, was because he stoped healing when we got hit by the rocket's splash damage or the rocket it self. I find this usefull dought because the healing pauses give you a chance to see how much health was left.
- I hope that the damage comparition when the BB was used and whan not between me and Heavy showed well how the BB protects me and my team mates and I also hope that a horizontal damage comparition view was more accurate than a vertical and that I don't need to redo this any more. Zafir168 16:30, 10 June 2011 (UTC)
- Sadly, Zhingo's modified HUD would have been very useful for this one, but the download link seems to not work anymore...
Anyway, first part is good, please keep that one. In the other two, it is again almost impossible to tell that there is a Medic with a kritzkrieg behind the Soldier! D: It is also impossible to see that the rockets are crits because they are above the visible part of the screen. Here's various things you can do:
- Instead of cropping the top half, crop both the top and the bottom, so that the middle of the screen is visible (so that we can see it's critical rockets)
- Place the Medic next to the Soldier, not behind, so that both are clearly visible
- During the second comparison (on the heavy), you don't have to stay there in the little thing. Jump outside and position yourself so that you can see the entire scene (medic, heavy, soldier, and rockets) all at the same time, and record from that angle (you can use
getpos
andsetpos
to keep the angle consistent between the two takes). Make sure the Medic is not hidden behind the Soldier, etc.
Sorry to ask for you to redo this again :( (although only the second part), take your time if you need :3 Just keep visibility in mind — Wind 22:33, 10 June 2011 (UTC)
Here's the splitscreen HUD I use (ie, Zhingo's first one). Just throw the files into your tf/resources/ui folder. — Armisael 02:48, 11 June 2011 (UTC)
- Thanks :3 So, for vertical split-screens, you can use this to push the interface towards the center of the screen so that they stay visible when cropped~ — Wind 04:34, 11 June 2011 (UTC)
- http://www.youtube.com/watch?v=PtVXhFu5E70 I think that this one should be it. Zafir168 14:57, 14 June 2011 (UTC)
- Sorry but I think I didn't explain the angle correctly :( Maybe this will help:
- The part with the damage on the Soldier is good though, keep that one. Just need to redo that Heavy one :3 — Wind 00:04, 15 June 2011 (UTC)
- I didn't wanted to do it horizontaly beacause of this reason With comparison. Also I need to aim with the rocket launcher a bit to the ground, or else you can't see the Heavy because of it With out comparison. Any ideas? Zafir168 10:14, 19 June 2011 (UTC)
- Instead of cropping the top 50% of both videos, crop the top 25% and the bottom 25% of both videos o: That way you can see the middle of the screen on both screens. Would that work? (Also, the Medic's Kritzkrieg is invisible in that picture; make sure this doesn't happen in the final video) — Wind 17:04, 19 June 2011 (UTC)
- Unfortunately, people on my server can't see my non-stock items and I can't see thares as well. If anyone knows how to solve this problem, let me know. Zafir168 12:15, 20 June 2011 (UTC)
Electro Sapper
Done, but needs to be re-done (show building disabled-ness) First time editing a post, so I hope I'm doing it right. :3 Anyways, I'm pretty sure I can make it to show the disabled-ness by sapping the buildings and then trying to interact with them. For example, sapping a Sentry then undisguising in front of it to show it wouldn't shoot. Nooph 21:54, 24 February 2011 (EST)
- Or trying to get cloak from a Dispenser being sapped, or not being able to use a teleporter that's being sapped (might want to use a teammate for that: have a level 3 teleporter, have him take it, wait for recharge, sap, demonstrate that he can't use it anymore, unsap, and then he can.) — Wind 18:47, 25 February 2011 (UTC)
- I just realized that TF2 can't go into antialiasing mode for me. Is there any way to force it, like in the Console or the launch options? Nooph 06:49, 26 February 2011 (UTC)
- Use mat_antialiasing (or mat_antialias maybe) — Wind 16:33, 26 February 2011 (UTC)
- I can't record smoothly enough. Can't do it :( Nooph 22:54, 1 March 2011 (UTC)
- I suppose I can do it then, the original video seems to cover all aspects fine other than forgetting to show the disabledness of the sentry. Maybe with a small addition showing a teammate helping taking it down. Ailure 17:38, 13 March 2011 (UTC)
- Alright, I'm in the planning stage and hopefully have something soon. I try to incorperate all the things covered in the orginal video plus the suggestions done here. :) Ailure 18:41, 13 March 2011 (UTC)
- I can't record smoothly enough. Can't do it :( Nooph 22:54, 1 March 2011 (UTC)
- Use mat_antialiasing (or mat_antialias maybe) — Wind 16:33, 26 February 2011 (UTC)
Eyelander
Eyelander needs to be redone. The current video does not adequately show the move speed bonus of the various head counts. It also does not show the bonus to the damage of the Chargin' Targe.
Radiant Void 02:46, 18 June 2011 (UTC)
- Yeah, and the current video has the old loadout pose (i.e. one handed) and there are new voice responses-SpaceAnimator 08:03, 18 June 2011 (UTC)
The "Chargin' Targe" part could probably be excluded. And I understand the logistical issue of displaying 5 screens at once, so maybe 0 heads / 2 heads / 3 heads / 5 heads?
Radiant Void 17:12, 18 June 2011 (UTC)
Golden Wrench
Done but needs to be redone (new sound + sprite)
- Seems like Valve added a new sound
and a spritefor whenever you turn an enemy into gold. – Epic Eric (T | C) 21:36, 15 June 2011 (UTC) - If they add some new sound. I think we need to redo it again. Hinaomi 17:01, 14 July 2011 (PDT)
The Hibernating Bear
Done but needs to be redone I think that this set needs to be redone (sorry AbeX300!) because when the Soldier fires the first crit rocket, the full item set Heavy looks like he's lost more health due to the Warrior's Spirit lowering the max health. So I was thinking maybe we could have one of the Heavies with the full set (with 280 health) and a Heavy with just the Warrior's Spirit (with 280 health surprise surprise) then fire the crit rocket and see who has lost more health. Then do the rest as normal. Tell me if there are any problems with this idea. Thanks. SpaceAnimator 09:48, 2 May 2011 (GMT)
- It has been brought up already, but I don't think it's worth redoing; the Warrior's Spirit is part of the set, so having 280 HP is part of the things you have to deal with if you want to go with this set. I understand that you might want to use the Warrior's Spirit without the rest of the set, but it's not the "common case".
Regardless, if anyone really wants to redo it, they can — Wind 15:46, 2 May 2011 (UTC)
Perhaps have a Hibernating Heavy and a Standard Issue Heavy. Overheal both, then have a Sniper fire a fully charged Headshot at both. From what I've learnt, the Standard Heavy will be killed, but the Hibernating Heavy should survive (Until Gutshot). Lancer anti-tank Rocket 09:32, 12 May 2011 (UTC)
No, the Warrior's Spirit lowers the max health to 280 (overhealed is 420) and a fully charged headshot does 428 damage with the full set so even with the crit resitance, you still die. Hoped this helped ;). SpaceAnimator 20:08, 12 May 2011 (GMT)
Horseless Headless Horsemann's Headtaker
Done but needs to be redone (now has taunt kill)
- This needs to be redone because it now uses the Decapitation taunt.
SpaceAnimator 11:30, 4 June 2011 (GMT)
- Can I do this? I have lv.64 UHHH but I didn't use widescreen moniter. Hinaomi
- As long as the video is 16:9 and of resolution larger than or equal to 1280x720, yes~ — Wind 18:32, 4 June 2011 (UTC)
While he does his version, I'll post mine. Download here. --Akuago220, The Jungle Expeditioner 00:35, 6 June 2011 (UTC)
- Needs more heads, like the Eyelander demo :3 Otherwise it doesn't show the "capped at 4 heads" thingy — Wind 01:25, 6 June 2011 (UTC)
- Here's V2 for you, then. Download here. --Akuago220, The Jungle Expeditioner 16:45, 6 June 2011 (UTC)
- Here's a "is good, thanks~" for you then :3 — Wind 00:49, 7 June 2011 (UTC)
- Here's V2 for you, then. Download here. --Akuago220, The Jungle Expeditioner 16:45, 6 June 2011 (UTC)
Unfortunately may have to be redone yet again; the version i watched does not adequately show the difference in speed between the various head counts. It also neglects to show the increase in damage to the Chargin' Targe.
Radiant Void 02:49, 18 June 2011 (UTC)
- Yeah, and the current video has the old loadout pose (i.e. one handed) and there are new voice responses-SpaceAnimator 08:03, 18 June 2011 (UTC)
Did my own. Didn't show Targe though. D: [2] Sandvich Heavinski 16:14, 21 June 2011 (UTC)
- As noted above, the video should show the speed difference between head counts >: other than that, this video is lacking music, is not in 720p, and uses a custom crosshair color D: — Wind 16:16, 21 June 2011 (UTC)
Before I go remake this, for the differences in speed, should I use 4 screens at once (0 heads, 1 head, 2 heads, and 3 heads)or do you guys have something else in mind? Also, for the targe, how about I put a soldier at the end of the room, have me run, then use the chargin' targe to make the demoman strike while at full charge? --Akuago220, The Jungle Expeditioner 20:44, 22 June 2011 (UTC)
- You know what, I decided to do that anyway. Hopefully that'll do. Download here. --Akuago220, The Jungle Expeditioner 11:46, 23 June 2011 (PDT)
- Aww D: I should have replied quicker... Showing 0, 1, 2 and 3 doesn't show what the highest speed gain from the weapon with 4 heads, which most players probably want to know. Sadly it's not possible to put 5 videos on a screen and have them fit nicely, so how about doing 6 (0, 1, 2, 3, 4, 5) so that not only the maximum speed gain is demonstrated (4 heads), but the speed cap also is (5 heads)? It will require cropping in order to fit in 16:9, but make sure that the head counter is visible on all of them. Also, remember that the Spy shouldn't be visible until it's tauntkill time D: So please run around in a different order so that he doesn't show up until it's time to kill him :3 — Wind 15:54, 23 June 2011 (PDT)
Natascha
Done but needs to be redone (changed stats, new animations)
http://www.youtube.com/watch?v=DGDWmIXQU24 Your Enemy 17:41, 16 February 2011 (UTC)
- This is good but~
- Your name is "Your Enemy". While I respect people choosing their own name, it would be nice if you picked another name, because seeing "Your Enemy (Natascha) Pyro" on the killfeed is confusing
- The damage comparison part has several flaws:
- The screen should be split vertically so that damage numbers are visible, which is pretty important since we're comparing damage here
- The font should be TF2 secondary in white with a faint black outline and appearing with a fade effect; see Rocket Jumper's demo at 0:50
- The Pyro gets killed instantly since he is close. You should kill a farther target to make the different more visible
- Slowdown effect is now proportional to distance. The demo must show this by showing slowdown for multiple ranges
- I also suggest to stay in the wooden thingy when demonstrating slowdown so that you don't actually move from the spot you are firing (which would mess up the range)
- Try having the target move in a perpendicular direction to your line of sight when demonstrating slowdown. I know it's not easy, just saying
That's it~ — Wind 00:56, 17 February 2011 (UTC)
- Thanks, I'll see what I can do. Your Enemy 15:24, 17 February 2011 (UTC)
http://www.youtube.com/watch?v=vKhF5q3dYoQ Your Enemy 13:43, 20 February 2011 (UTC)
- This is perfect content-wise, but some technical details:
- In-game sound quality is low (has a fuzz to it)
- There are no transitions between clips (use a little fade)
Slowdown is very well demonstrated though — Wind 18:28, 20 February 2011 (UTC)
Here, http://www.youtube.com/watch?v=MimzMKr2NTw Your Enemy 09:22, 21 February 2011 (UTC)
- Yes, this is good. Please upload the original. Thanks~ — Wind 17:44, 21 February 2011 (UTC)
http://www.mediafire.com/?qvl9dl4ww34p3tc Your Enemy 18:58, 21 February 2011 (UTC)
- (Marked as "need to be redone" due to low audio quality complaints) — Wind 04:38, 24 February 2011 (UTC)
http://www.youtube.com/watch?v=NBL_9rJJeuQ
I don't like my slow as much as YE's, but the sound quality and splitscreen are better in my opinion. Anyways, thoughts? -Armisael 19:24, 27 February 2011 (UTC)
- Muzzleflash glitch is there D: Also, the slowdown is indeed a bit less good. In the second slowdown, the Soldier should start walking right when the heavy starts firing boolets to be consistent with the other 2. In the third part, the Soldier shouldn't hit the barrels but escape like YE's video — Wind 04:07, 1 March 2011 (UTC)
Should someone edit the weapon demonstration video template to indicate that videos are out of date? Because this one isn't just misformatted; it's downright wrong. -Armisael 11:01, 14 March 2011 (UTC)
- Well that could be done, but could you... do the demo instead, pretty please? :3 — Wind 12:29, 14 March 2011 (UTC)
Razorback
Done but needs to be redone (aspect ratio)
- Why does this need to be redone? - — The preceding unsigned comment was added by Awesomesauce (talk) • (contribs)
- 1. It's pillarboxed (the black bars on the sides). 2. There should be a shot from the sniper's view when he's backstabbed (it forces the sniper out of scope when it's activated). — Armisael 17:58, 29 May 2011 (UTC)
- Hi!I am new at this wiki, so i wan to redone it.I'll show, how spy backstabs snyper, and how spy backstabs snyper with razorback.Then, ill show how razorback forses snyper out of scope, when i'ts broken with a knife.Thank you!
Sydney Sleeper
Done but needs to be redone
This needs to be redone because the current video doesn't show the 25% increase in charge rate SpaceAnimator 09:39, 11 July 2011 (PDT)
Weapon Sets
The Saharan Spy
Could go with this. Got a new Fez yesterday. Already got L'etranger and Your Eternal Reward too so there's no messy File Editing. Lancer anti-tank Rocket 17:46, 16 February 2011 (UTC)
- Getting around it? I can do it otherwise, what I have in mind is basically showing decloaking with dead ringer and invisibility watch side by side, and then show the increased flicker by bumping into a enemy on purpose. As a little bonus, show how it looks like from the perspective of the enemy. Ailure 11:20, 14 March 2011 (UTC)
- Yes indeed, though the decloaking would need to be explicitly not in sync so that both sounds can be heard separately — Wind 12:29, 14 March 2011 (UTC)
- Aah, good point. I think a second or so of desync should work then. I probably play around with it as soon i get to it to see what looks best. Ailure 17:51, 14 March 2011 (UTC)
- I wonder if could be useful have a clip where the player, as a spun-up Sasha Heavy, has a Spy with/without the set decloak right behind him (demonstration with both IW and DR, of course). But I'm afraid you should have to do it with every minigun.--Kid Of The Century 09:42, 11 April 2011 (UTC)
- No, the Minigun noise would cover up the cloak sound... Which I guess is part of the point because there's often distracting sound in-game, but then players won't really hear the difference — Wind 18:49, 11 April 2011 (UTC)
- I wonder if could be useful have a clip where the player, as a spun-up Sasha Heavy, has a Spy with/without the set decloak right behind him (demonstration with both IW and DR, of course). But I'm afraid you should have to do it with every minigun.--Kid Of The Century 09:42, 11 April 2011 (UTC)
- Aah, good point. I think a second or so of desync should work then. I probably play around with it as soon i get to it to see what looks best. Ailure 17:51, 14 March 2011 (UTC)
I have the set and Wegame. Let's do this. Sandvich Heavinski 02:39, 21 June 2011 (UTC)
- I haven't used Wegame in a while, but last time I checked, the video quality was very poor. I hope they improved it~ — Wind 04:10, 21 June 2011 (UTC)