Team Fortress Wiki talk:Weapon Demonstration
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Tools
Chemistry Set
This demonstration has been reserved: Jh34ghu43gu (talk) 11:06, 1 August 2024 (UTC)
Demonstration link
Old discussion (2020)
Hi, just made a vid demonstration about Chemistry kit. https://www.youtube.com/watch?v=R2uEkaw6Jbs&feature=youtu.be What should i do next? ~ Fokus 03.06.2020 16:50 GMT+2
- Hi there,
- You now have to wait for WindPower to respond. He usually does this every week on Sundays, though he's very busy nowadays.
- My advice on your video is: Don't start in the Main Menu, start in the backpack (first page) instead. Make sure your backpack's page is also clear of other stuff, so when you finished using the chemistry set it doesnt go to the third page and you'll have to drag it from there. Show yourself using the Chemistry Set, too, it's part of its functionality. Your video also seems to have a delay between sound and the video.
- It also lacks editing.
GrampaSwood (talk) 15:05, 3 June 2020 (UTC)- > he's very busy nowadays
- You give me too much credit. — Wind 05:44, 8 July 2020 (UTC)
- Hi, thanks for tips. I fixed the video, now it should be much better. https://www.youtube.com/watch?v=-fgON6QQ6Mk&feature=youtu.be
- Fokuskii (talk) 23:53, 3 June 2020 (UTC)
- Hi, thanks for tips. I fixed the video, now it should be much better. https://www.youtube.com/watch?v=-fgON6QQ6Mk&feature=youtu.be
- The same problem applies with the backpack. It should start on the first page (that's empty except for the required items). The section where you hover over the chemistry set is too long, perhaps make it 1 or 2 seconds. The same thing applies to the end, show the strangifier being applied. It also lacks fading (A lot of these things can be fixed with simple editing, but I think the pages thing will have to be done with a new one :\)
GrampaSwood (talk) 13:10, 4 June 2020 (UTC) - The video should also be 1080p (your first version was 1080p but the second version is 720p). Agreed with all other comments — Wind 05:44, 8 July 2020 (UTC)
- The same problem applies with the backpack. It should start on the first page (that's empty except for the required items). The section where you hover over the chemistry set is too long, perhaps make it 1 or 2 seconds. The same thing applies to the end, show the strangifier being applied. It also lacks fading (A lot of these things can be fixed with simple editing, but I think the pages thing will have to be done with a new one :\)
I have both an alt and a professor speks chemistry set for this demonstration, I just have yet to find the password to the account...
| s | GrampaSwood (talk) (contribs) 21:36, 12 November 2023 (UTC)
Hey, was wondering if this was still open? I can do a possible version with a collector chemistry kit but not sure if it matters if it's strangifier or collector's. God'sWrath (talk) 01:15, 16 February 2024 (UTC)
- It's still open, although a collector's kit may be too large as it would require showing all 100 items added.
| s | GrampaSwood (talk) (contribs) 11:13, 16 February 2024 (UTC)
- Ah, alright so what if I show a strangifier first and add a section for the collector's where I only put 1 in but I put disclaimer stating it's x amount of x items and not 1 item for a collector's kit? So video doesn't drag out. God'sWrath (talk) 03:41, 17 February 2024 (UTC)
I've reserved this but I've been thinking it over and I'm not sure if it's really necessary. The Strangifier demonstration shows the exact same process of completing a chemistry set to acquire a strangifier and then applying it to the item. Both demonstrations would bassically be the same. Do we really need two demonstrations showing the exact same thing? Or what should this demonstration do to be different from the Strangifier demonstration? Mediarch ♥ Talk ♥ My Edits 22:01, 29 May 2024 (UTC)
- I'm about to craft some of my handshake chem sets. I have two clean ones but I'd rather not craft them and use my partial ones instead. One of these partial ones requires 198. I am thinking I can show a clean one, open it, fill in the first page (drag half, double click half) then do a fade cut where I've swapped to the 198 one on the last page with all the other pages filled in and actually craft that one instead. Within the crafting window there would not be any difference since the input page count for both is 17, there is just 6 on the last page instead of 8 but you would not notice this unless you did the math. If this is acceptable, do you want me to showcase the 4 pages of handshakes required for crafting it or just the 1st page with the chem set and 49 shakes? Jh34ghu43gu (talk) 03:39, 31 July 2024 (UTC)
- A demonstration would have to show each individual one being dragged in. However, if you can smoothly transition the clips in a way that makes it seem like all were filled in on the same one and there's no difference, then that would be fine too, as long as the illusion of it being one chemistry set is there.
| s | GrampaSwood (talk) (contribs) 12:43, 31 July 2024 (UTC)
- A demonstration would have to show each individual one being dragged in. However, if you can smoothly transition the clips in a way that makes it seem like all were filled in on the same one and there's no difference, then that would be fine too, as long as the illusion of it being one chemistry set is there.
- Double click doesn't even work, don't know why I thought it did. Will probably get to this in 2 weeks after my finals. Jh34ghu43gu (talk) 11:07, 1 August 2024 (UTC)
- Example of transition previously described https://www.youtube.com/watch?v=R_ROeqQWSgU Would obviously craft in the real thing and hover over the item in my first page. Jh34ghu43gu (talk) 05:57, 5 August 2024 (UTC)
- Double click indeed does not work. However, I think you should show every single one being filled in. I get you want to use your mostly-crafted one already, but I think the way to go here would be to try and transition mid-craft, rather than fading like that. This way, it requires a precise setup and some editing, but it can be done.
- For this reason, I think you should try and get the transition approved first. The way I would do this is film the backpack + dragging in, then at a certain page (preferably one where you need to click on the next page of Handshakes as you're filling it out) you stop. Then you take your partially-filled one, record yourself with the exact same mouse position (you can do this using autoclicker, for example, which has a built-in "click at location" button) clicking to the next page of Handshakes, then once you've finished putting them all in drag your mouse off-screen and wait ~0.5 seconds. This way, you can simply do the actual crafting part afterwards, once we approve this transition.
- If done right, this should look like one seamless take, but not use your other clean chemistry sets.
| s | GrampaSwood (talk) (contribs) 00:18, 13 August 2024 (UTC)
- https://www.youtube.com/watch?v=JlDW77LISq0 Transition is between 39s and 42s Jh34ghu43gu (talk) 09:06, 17 August 2024 (UTC)
- Looks good, though the video lags a bit around that time as well, so it would have to be re-recorded.
| s | GrampaSwood (talk) (contribs) 21:49, 29 August 2024 (UTC)
- Looks good, though the video lags a bit around that time as well, so it would have to be re-recorded.
Something Special For Someone Special (Tool)
This demonstration has been reserved: Mediarch ♥ Talk ♥ My Edits 00:29, 2 May 2024 (UTC)
Old discussion (2019)
Hi. I know this item is quite expensive for someone to make a demonstration, but I was thinking, a video showcasing how the item works (which the purchaser's choose they person), and then, on the same video, showing the chosen player's screen perspective, showing the option to accept the proposal, and after that, showing the notification on the Main Menu for the accepted proposal.
Considering the high cost that would be making this demonstration, I wonder if Valve could gives us a hand and supply one for our demonstrations purposes, as long we delete both rings after doing the full video.
It seems that the process is mostly the same as the Gift Wrap, but I have no idea how are the things when someone receives that Gift. We also lack a proper Gift Wrap video, apparently. - ▪ - 19:26, 16 July 2019 (UTC)
- Keep dreaming, valve won't even fix server issues much less give us free items. If you are planning to make a demonstration though, better ask windpower for some super detailed instructions to make sure it's right the first time. Naleksuh (talk) 21:37, 18 July 2019 (UTC)
- Well, they have the ability to both give and delete items, it could work? Yes. Will it happen? We don't know. If there's anything we can do, is ask for someone who plans on buying one legitimately and asking them for help. Last time that the item got in 50% off, a lot of people bought one, so. - ▪ - 20:01, 19 July 2019 (UTC)
- If you give it some time, I could save up to get it and try to make it.
GrampaSwood (talk) 20:16, 19 July 2019 (UTC)
- If you give it some time, I could save up to get it and try to make it.
- Well, they have the ability to both give and delete items, it could work? Yes. Will it happen? We don't know. If there's anything we can do, is ask for someone who plans on buying one legitimately and asking them for help. Last time that the item got in 50% off, a lot of people bought one, so. - ▪ - 20:01, 19 July 2019 (UTC)
- I offer to give a 50 USD Steam gift card to anyone who has already gotten an item demonstration video approved and uploaded in order to make this demonstration, and then another 50 USD Steam gift card upon video approval. I'm not sure what the price of the item is in other currencies but I'll also match that if possible as long as it's not too much more expensive. Please make sure to record both sides (sender account and receiver account). — Wind 23:00, 21 July 2019 (UTC)
- Well, I guess we should start discussing how should it be done. Firstly, I think the Gifter should be named "Scout" and the Recipient be "Miss Pauling". Scout has the Scout avatar (184x184 version from Steam), while Miss Pauling can use this. I think the name could be something along what Scout would say, my suggestion, name it as "You are really frickin' sweet". That'd go nice, eh?
- Secondly, I don't know who's going to be the Recipient. Should we create a Steam account just for that, or should we rely with another Video Demonstration Creator to do a collab? - ▪ - 23:55, 21 July 2019 (UTC)
well how about we can hit two birds with one store and do the ring and the Upgrade to Premium Gift from the same two account?, First the two account would demostrate the Upgrade to Premium Gift which the sender should buy it from the store and send to the receiver who don't have premium. them Recycle the same account to do the ring. We could make a story out of it as well from friendship when a user gifted the premium to the other use then after few days they both got engaged via the sender would give the ring. It won't end up a awkward situation. but for this situation we need 4 people to do the ring tho 2 sender reciever, 2 regular tf2 player to recieved the message one in the tf2 main menu and the other while in-gameJomarcenter (talk) 14:27, 28 August 2019 (UTC)- That's a cute story, but let's keep the demonstration to just one item (the ring), not the Upgrade to Premium Gift on top of it. — Wind 22:17, 1 September 2019 (UTC)
- I don't know what you're talking about, wind. Story time is clearly more important than the actual video. (but in all seriousness the two accounts would be okay to reuse right?) Naleksuh (talk) 04:52, 4 September 2019 (UTC)
- Yeah, sure, it would just be two separate videos — Wind 23:39, 8 September 2019 (UTC)
I kind of thought the role playing names were unnnecessary to begin with, and could also cause confusion as to whether or not those texts always appear in game. But if WP or thed feels that's the best way to do it without commercializing it then oh well for me.- The two steam accounts would be kinda hard to sync up (and would also be a waste of $100), i'm willing to be proposed to if no one else will :) Naleksuh (talk) 01:06, 25 July 2019 (UTC)
- No need for roleplaying. It's cool if you want to do it but totally optional. — Wind 06:26, 29 July 2019 (UTC)
I guess I should give an update on this. I'm still up for doing this one. The plan was to do it with Cheddar but currently a lot of the community wanted to boycott spending money on the game because of the bot situation so Cheddar wanted to delay this until....idk when. Valve just banned the majority of the bots and new bot hosting accounts are getting banned as they're being created so I think now is as good as time as any to do this demo. But I can't do it by myself so I need to talk with Cheddar_ and see if he's still available for it or I need an assistant who's willing to help with it. Mediarch ♥ Talk ♥ My Edits 11:17, 29 June 2024 (UTC)
- I get that you don't agree with the decision but the sassy "delayed until Idk I guess" comments are pretty annoying. No one can see in the future as to when stuff like this will cool down. If I say something like "do it in a week" and it's still an issue in a week, you would've been upset too.
| s | GrampaSwood (talk) (contribs) 11:59, 29 June 2024 (UTC)- I'm not trying to be sassy. I'm not complaining. Sorry if it comes off that way. That's not my intention. It's just been nearly two full months with zero communication about the status of the demonstration. Reservations are technically only valid for two weeks so I simply wanted to make sure that everyone knew that I was still planning to do it. Mediarch ♥ Talk ♥ My Edits 12:41, 29 June 2024 (UTC)
Mannpower powerups
This demonstration has been reserved: No one
Demonstrate all powerups.
Show you can switch to the Grappling Hook under the effects of the Knockout powerup.
Hello, I had a question about preforming/recording this demonstration. Mannpower has a domination mechanic (Not to be confused with dominations), this mechanic works by when a player has many more kills than other players on the enemy team, and so that player gets nerfs on their power ups. I'm guessing I would have to demonstrate this in the video, however I do not know how to activate it. I have not been able to activate this on myself in tr_karma, however even if I did, the player who is dominating does not get the message on their screen showing that they are dominating. The only effects the player who is dominating sees is they are marked for death if they have a power up, and a nerf on that power up for that player. I don't know how I would go about demonstrating the effects of domination mechanic, considering the viewer wouldn't know that being marked for death with a power up means you are dominating. If I were to get the domination mechanic to work, should I just show the class as marked for death, or something else? Andrew360 01:51, 12 July 2022 (UTC)
- This does sound hard to demonstrate. If you enable third-person mode, do you see the skull icon above the player's head in the 3D world (not on the HUD)? If so, here's a structure that might work:
- Spawn enough enemies on the map such that you can reach domination status, and still have enough enemies left over to show that the effect isn't about killing *all* other enemies.
- Start the demonstration in first-person mode.
- Switch to third-person mode.
- Kill enough enemies such that domination status appears.
- Highlight the correlation between the third-person skull icon and the HUD one, for example by zooming in on both at once, or drawing a red box around both or something.
Now you've established that "skull on HUD" = "having killed enough enemies".
Now, demonstrate each powerup one by one. For each powerup, do a split-screen, with the left being non-dominating, and the right being already-in-dominating status. Pick up the powerup on both clips and demonstrate the effect. The skull icon being visible on the clip on the right should be enough of a hint that this is the cause. If not obvious enough, you can draw attention to it at the beginning of the clip, such as by drawing a red box over it or something.
Hope this helps. I suggest doing a test demo with just one or two powerups demonstrated and posting it here first before doing all the work it would take to get this all done for all powerups, as there are a lot. (Perhaps each powerup should have its own video? That's a separate question...)
— Wind 21:39, 31 July 2022 (UTC)
Enchantment: Eternaween
Action
Fancy Spellbook
This demonstration has been reserved: No one
Same as above, with the exception that the particle effects that emit on the hand are different.
Fireproof Secret Diary
This demonstration has been reserved: No one
Same as above, with the exception that the particle effects that emit on the hand are different.
Kritz or Treat Canteen
Match outcomes
This demonstration has been reserved: No one
So there's a bit of a problem with showing the other angles with this demonstration, as you can't actually rotate the camera. Despite it being in third person, you cannot change the angle of the camera nor use +left or +right to make only the camera move. Any attempt to move the camera either doesn't work or makes the character move along with the camera. My original plan for this demonstration was the following:
- Show a split screen with a player on RED team on one screen and player on BLU team on the other screen
- The RED player would capture the intelligence on 2Fort, and the other screen would show the BLU player in humiliation after they lose
- This part would repeat for each class
- The RED player would capture the intelligence on 2Fort, and the other screen would show the BLU player in humiliation after they lose
- It would then cut to tr_karma where I would rotate the camera around the class when they're standing, crouching, running, etc
- After this I would move on to the next class until all of them are done
However I can't do this because I can't rotate the camera, does anyone have any ideas on how to rotate or have other ideas of how to demonstration and show the different angles?
Andrew360 22:47, 6 February 2023 (UTC)
- How about just use the RED player to see the BLU humiliation animation. Like:
- RED player is the main camera, BLU player is a bot/a smaller pip/split screen in the video
- BLU player stands beside the intel point
- RED player captures the intel and win the game
- BLU player enters humiliation
- RED player look at the BLU player
- BLU player moves around to show off the humiliation animation.
- I feel like this also shows off the concept of "match outcomes", make the whole story connected via one team wins and see another team loses with humiliation animations. Do we have to use tr_karma map for demonstration? Is this demonstration video about "match outcomes" or "humiliation animations"?--Alex┋T 03:19, 7 February 2023 (UTC)
- Simply using
thirdperson_mayamode
it would be possible to show off these animations from a stationary angle (turning your character rather than camera, although tr_karma/tr_target have no winning objective, so you'd need a different map for it (I suggest Thunder Mountain and standing in first BLU's spawn so it's still somewhat related to the tr_target map, usingmp_bonusroundtime
to extend the time at the end and just capping the first point).
GrampaSwood (talk) 11:01, 7 February 2023 (UTC)
- I'm a bit confused on what you mean on the capping part, as you say to stay in BLU spawn, but also cap the point to win which would make BLU would win and RED would be in humiliation. Do you mean to make the time run out so RED wins instead?
Andrew360 23:24, 7 February 2023 (UTC)
- I'm a bit confused on what you mean on the capping part, as you say to stay in BLU spawn, but also cap the point to win which would make BLU would win and RED would be in humiliation. Do you mean to make the time run out so RED wins instead?
- Either works. Just any way to make the classes go into the humiliation pose. I personally wouldn't mind it that much if RED was in BLU spawn, but it's up to you.
GrampaSwood (talk) 12:33, 8 February 2023 (UTC)
- Either works. Just any way to make the classes go into the humiliation pose. I personally wouldn't mind it that much if RED was in BLU spawn, but it's up to you.
- I went in game to test out thirdperson_mayamode, and it does not work, as for some reason the losing animation isn't considered as in "thirdperson" by the game I think. Does anyone else have any other ideas? Only other way I can think of is using SourceTV, however I don't know how to set that up.
Andrew360 01:15, 12 February 2023 (UTC)
- I went in game to test out thirdperson_mayamode, and it does not work, as for some reason the losing animation isn't considered as in "thirdperson" by the game I think. Does anyone else have any other ideas? Only other way I can think of is using SourceTV, however I don't know how to set that up.
Need to be redone
Huntsman , Fortified Compound
This demonstration has been reserved: GrampaSwood 20-8-2024 15:37 CEST
Update to use post-Jungle Inferno afterburn damage (4 dmg/tick for 7.5 seconds, previously 3 dmg/tick for 10 seconds).
Demonstration link
Personally I would also full-charge bodyshot the Medic, as full-charge headshotting both the Medic and Sniper like in the existing demonstrations feels redundant.
Kibblekip (talk) 22:48, 10 August 2024 (UTC)
- Its probably just me, but I feel like the pacing of the first clip is too fast. Everything else looks good though.
Kibblekip T | C 23:40, 26 August 2024 (UTC)
- Could be, I had to redo it >11 times due to several factors, so at some point I might've just wanted to rush through it. I can easily redo.
| s | GrampaSwood (talk) (contribs) 23:44, 26 August 2024 (UTC)
- Could be, I had to redo it >11 times due to several factors, so at some point I might've just wanted to rush through it. I can easily redo.
Crusader's Crossbow
This demonstration has been reserved: No one
Ubercharge gain rate is reduced in the same way that the Medi Gun's healing (and therefore, Ubercharge build rate) is - it is based on the last time the target was in combat.
Does not show that if you try to heal up an enemy Spy, Über is not built.
Does not show that if you heal an enemy player through a Pyro's reflect, Über is built.
I removed the clip from the previous demonstration when the medic is building his übercharge with the crossbow, the actual changes make it way too long. Video — Thedop (talk) 14:44, 11 September 2019 (UTC)
- The picture-in-picture clip is too large and covers the center of the main video's vision. So when the heavy/spy turns to see the medic, it just doesn't show up on the screen. Please decrease the size of the picture-in-picture — Wind 00:38, 16 September 2019 (UTC)
- Second try — Thedop (talk) 06:45, 25 September 2019 (UTC)
- The Minigun is still hiding the medic when he's firing... — Wind 00:07, 30 September 2019 (UTC)
- *sigh* Thedop's demonstration has been in hiatus for two years. Maybe I can make my own demonstration if Thedop doesn't mind. — Exaskliri (they/them) (talk | contribs) 06:43, 14 April 2022 (UTC)
- Demonstration reservations are only valid for 2 weeks. If the reservation tag remains on a video and no action has happened since, you can ignore the reservation and replace it with a reservation of your own. — Wind 00:33, 24 April 2022 (UTC)
- Oh, and by the way, don't forget to add a demonstration of healing afterburn (probably the most common type of status effect). Qwertyxp2000 (talk) 23:17, 16 June 2022 (UTC)
- Definitely doable for making an entry about using Crossbow at point blank range to both hit enemies and heal teammates. Qwertyxp2000 (talk) 21:06, 25 June 2022 (UTC)
- Oh, and by the way, don't forget to add a demonstration of healing afterburn (probably the most common type of status effect). Qwertyxp2000 (talk) 23:17, 16 June 2022 (UTC)
- Demonstration reservations are only valid for 2 weeks. If the reservation tag remains on a video and no action has happened since, you can ignore the reservation and replace it with a reservation of your own. — Wind 00:33, 24 April 2022 (UTC)
- *sigh* Thedop's demonstration has been in hiatus for two years. Maybe I can make my own demonstration if Thedop doesn't mind. — Exaskliri (they/them) (talk | contribs) 06:43, 14 April 2022 (UTC)
- The Minigun is still hiding the medic when he's firing... — Wind 00:07, 30 September 2019 (UTC)
- Second try — Thedop (talk) 06:45, 25 September 2019 (UTC)
I'm going to at least make an attempt at this since the last discussion regarding the Crossbow demonstration was two years ago. Any advice would be appreciated, since this is my first wiki contribution. (And yes, I know how to edit) Jk6419 (talk) 02:25, 27 August 2024 (UTC)
Holiday Punch
This demonstration has been reserved: No one
Does not demonstrate that disguised spies do not laugh from Holiday Punch.
Does not demonstrate interaction between cloaked spies and Holiday Punch crits.
I kind of felt Holiday Punch could possibly be redone such that it demonstrates its interaction with cloaked and disguised spies. Qwertyxp2000 (talk) 08:11, 17 March 2020 (UTC)
- Not very practical, but sure, if anyone's up for it — Wind 04:11, 24 April 2020 (UTC)
- Not sure if I have to create a new section for the Holiday Punch or add information on an already existing one, but there's several things that probably should also be demonstrated:
- Demonstrate that enemies underwater doesn't laugh on the back / critical hits, which therefore, they don't receive damage (The map used for demonstrations does not have water, though)
- Demonstrate that punching an enemy at the back / doing a critical hit on an enemy that is jumping / is on the air, has no effect, and does no damage
- Demonstrate that it's possible to tickle enemies that are being Ubercharged, possibly include both the patient and the Medic being tickled
- Tickle the patient first, show that it's still in the effects of Uber, and tickle the Medic second, that would probably be more ideal, so it shows that when a Medic is tickled, his target loses the healing / ubercharge
- Perhaps also demonstrate the Quick-Fix ubercharge, since it mentions it blocks "movement-impairing effects", which isn't the case for the Holiday Punch (I'm pretty sure you can still get tickled with the Quick-Fix uber)
- Demonstrate that a Scout with the effects of Bonk! can be tickled
- Demonstrate that a Soldier with the Battalion's Backup active, as well his teammates receiving the Backup effect, can still be tickled
- A few other ones that I am unsure about:
- Demonstrate that it's not possible to tickle robots and giant robots on MVM (I don't think we often make MVM-related stuff on these demonstrations, unless it's an unique mechanic like the Projectile Shield)
- Demonstrate that an enemy who is taunting does not get tickled, and that it receives no damage on critical hits - ▪ - 04:23, 24 April 2022 (UTC)
- The
tr_karma_rc1
map has water (see Sydney Sleeper demonstration here). I use that map for demonstrations, as it is preferred (according to the Weapon Demonstration page). — Exaskliri (they/them) (talk | contribs) 09:23, 24 April 2022 (UTC) - No to the Quick-Fix + Bonk + Battalion's Backup things; as the project page states, non-stock item interactions are usually not demonstrated, in order to avoid having a full explosion of weapon interactions to demonstrate. The Quick Fix one also sounds like a bug, so usually that isn't worth demonstrating either because it has marginal utility and may eventually get patched, which would just create more video work later down the line. But all the other points are good to demonstrate, so +1 that a redo is in order for this one — Wind 04:49, 12 May 2022 (UTC)
- The
I have an idea on how the new video might be represented:
Part 1: The Main Gang (Pyro, Soldier, Medic, Spy)
- Do the same actions as was done in the original video
Part 2: Basic Interactions Do the same actions as was done in the original video, demonstrating Kritzkrieg on Soldier (via friendly Medic) and Jarate on Demoman (via friendly Sniper), plus another for Medic interactions.
Part 2a:
- Approach friendly Kritzkrieg Medic, who has full charge
- Get charged with the Kritzkrieg buff
- Keep punching the enemy Soldier until the buff wears off
- Punch again while the buff is off, and keep doing it until the Soldier dies
Part 2b:
- Approach friendly Sniper holding Jarate
- Let the Sniper throw Jarate at the enemy Demoman
- Attack the Demoman normally while he is Jarated
- Attack the Demoman from behind while he is Jarated
- Kill the Demoman normally again while he is Jarated
Part 2c:
- (This is where the new stuff begins) Approach an enemy Medic who is healing a
friendlyenemy Scout with his Medi Gun - Attack the Scout from the front and behind
- Enemy Medic activate Medi Gun invulnerability
- Do the same as Step 2 onto Scout except while Übercharged
- Do the same as Step 4 except on Medic
Part 3: Versus Mittens Heavy
- Approach the enemy Mittens Heavy
- Attack the Mittens Heavy with your Holiday Punch. Watch him laugh.
- Let the Mittens Heavy attack you with his Holiday Punch. Watch yourself laugh.
- Mittens Heavy will swap out Holiday Punch for Minigun.
- Attack the Heavy with your Holiday Punch.
- Swap your Holiday Punch for the Shotgun
- Mittens Heavy will swap out Minigun for Holiday Punch
- Let the Mittens Heavy attack you with his Holiday Punch.
- (This is where the new stuff begins) Jump, and while mid-air let the Mittens Heavy attack you with his Holiday Punch. There should be no laugh.
- Go behind the Mitten Heavy's back
- Let the Mittens Heavy jump, and attack the Mittens Heavy with your Holiday Punch. There should be no laugh.
Part 4: Spy Interactions View from the Heavy's and Spy's points of view, with a smaller video on the top-right (or something like that) for the Spy's point of view.
- Approach the enemy Spy
- Let the enemy Spy cloak
- Attack the Spy with your Holiday Punch from behind. There should be no laugh.
- Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)
- Attack the Spy with your Holiday Punch from behind. There should be no laugh.
Part 5: Taunts and Water
- Let the enemy Engineer taunt from his Shotgun. It should be the one where he dances around.
- While the enemy Engineer is taunting, attack him from behind with the Holiday Punch. There should be no laugh.
- Repeat Steps 1 and 2 except attack him from the front.
- The enemy Engineer runs to the water. Follow him into the water.
- Attack him from behind with the Holiday Punch. There should be no laugh.
Part 6: Robots
- Approach an enemy Robot, preferably the Holiday Punch Heavy Robot.
- Attack him with your Holiday Punch from the front, and then attack him from behind. There should be no laugh.
Qwertyxp2000 (talk) 02:49, 8 June 2022 (UTC) Qwertyxp2000 (talk) 02:51, 8 June 2022 (UTC) Qwertyxp2000 (talk) 10:08, 8 June 2022 (UTC)
- Very detailed, nice. — Wind 22:48, 19 June 2022 (UTC)
- By the way, I also think that it would be helpful to add a section dedicating to observing a duration comparison for all Schadenfreude taunts. I have a feeling that the length of the taunt has an impact on gameplay of the Holiday Punch. So maybe we could do a section where 9 Holiday Punch Heavies simultaneously attack one of each class, which demonstrates the time it would take to get out of the forced animation. Qwertyxp2000 (talk) 01:41, 22 June 2022 (UTC)
- Might be cool if only for the comedy of it all. — Wind 21:39, 31 July 2022 (UTC)
- On "Part 4 - Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)", why not make the Spy disguise as the Heavy, and make sure that the Holiday Punch is active? The Spy won't be able to laugh, but I wonder if you (the player), would laugh. In case that happens, then it would be important to also showcase trying to punch the Spy from behind without having him with the Holiday Punch active. - ▪ - 03:19, 18 February 2023 (UTC)
- Actually, never mind. For some reason I thought you also laughed with who you just punched that is also wearing the mittens (it commonly happens when both Heavies hold their left clicks after being tickled). But, the Spy wearing the Holiday Punch may be the best scenario here, so it shows that the disguise is not lost (although make sure to show also without the mittens active, and, when the mittens is active for Spy, punch him from the back, then punch him from the front). - ▪ - 13:08, 18 February 2023 (UTC)
- On "Part 4 - Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)", why not make the Spy disguise as the Heavy, and make sure that the Holiday Punch is active? The Spy won't be able to laugh, but I wonder if you (the player), would laugh. In case that happens, then it would be important to also showcase trying to punch the Spy from behind without having him with the Holiday Punch active. - ▪ - 03:19, 18 February 2023 (UTC)
- Might be cool if only for the comedy of it all. — Wind 21:39, 31 July 2022 (UTC)
- By the way, I also think that it would be helpful to add a section dedicating to observing a duration comparison for all Schadenfreude taunts. I have a feeling that the length of the taunt has an impact on gameplay of the Holiday Punch. So maybe we could do a section where 9 Holiday Punch Heavies simultaneously attack one of each class, which demonstrates the time it would take to get out of the forced animation. Qwertyxp2000 (talk) 01:41, 22 June 2022 (UTC)
Power Up Canteen
This demonstration has been reserved: No one
Doesn't show Canteen Specialist upgrades like Battery Canteens demo does
I feel like I can do a demonstration for this one. But my canteen is a crafted version so it has my username on it. Is that acceptable ? Kaezle (talk) 04:21, 25 August 2019 (UTC)
Chargin' Targe , Tide Turner , and Splendid Screen
This demonstration has been reserved: Cheddar • Talk 13:01, 18 July 2024 (UTC)
Should be redone to show that charging with the shields remove debuffs
Demonstration link
Should these be redone to show that they remove debuffs such as Jarate, bleeding, afterburn, etc.? If so, which effects should I specifically show?
GrampaSwood (talk) 08:31, 25 June 2020 (UTC)
- Yes, the effects that should show are just some of them, not all
- Soaking, Jarate is preferable as it make the screen yellow tint.
- Fire, simple burn from Flamethrower.
- Bleeding, from Southern Hospitality?
- Mark for death, from Fan O'War
- I think those are all. Rikka Takanashi (talk) • (contributions) 12:47, 25 June 2020 (UTC)
- Yes, that would all be good. — Wind 05:44, 8 July 2020 (UTC)
I think the Eyelander clip should probably be synced up better, or go one after another. I think the flame stuff should be done using the Flamethrower instead, as getting killed shows "Pyro carrying Cheddar's", try to also get a clip with a Pyro firing their Flamethrower and you charging through it, showing that if you get hit after the charge starts the debuffs don't get removed. Otherwise, looks good.
| s | GrampaSwood (talk) (contribs) 13:41, 31 July 2024 (UTC)
- Looks good, only missing the clip with the mid-charge debuff being applied. You can do this using Jarate too if you find that easier (since it has splash).
| s | GrampaSwood (talk) (contribs) 15:36, 5 August 2024 (UTC)
- Looks good, the only thing I would change (if the demo needs other changes) is to have the Jarate in the second Jarate clip be thrown on you mid-way through the charge, rather than at the start (but after you already started charging).
| s | GrampaSwood (talk) (contribs) 23:31, 16 August 2024 (UTC)
- Looks good, the only thing I would change (if the demo needs other changes) is to have the Jarate in the second Jarate clip be thrown on you mid-way through the charge, rather than at the start (but after you already started charging).
Quick-Fix
This demonstration has been reserved: No one
Old reservation (29 April 2021)
What I've done in addition to the existing one (the timestamp in the parentheses are the old/new ones):
- (1:14/1:24) On the first scene demonstrating the Quick-Fix's basic functions, I did the same as the old one, plus damaging myself and the patient Heavy while being Ubered, demonstrating that the Quick-Fix's Uber doesn't reduce incoming damage. I also damaged myself (the Medic) twice instead of once.
- (2:09/2:39) When demonstrating the Quick-Fix's heal rate in comparison to the stock Medi Gun, while mostly the same, I used a recently-injured Heavy, so that the heal rate (for each medigun) is at the slowest. I used an offscreen pistol Engineer (hence why the starting HP is 14), teleport commands, and
r_cleardecals
, so it should look neat. - (2:17/3:01) I demonstrated the knockback immunity from Quick-Fix's Uber the same way, but now there's health and Ubercharge HUD.
- (2:56/3:47) I did the "mirror blast jumping" part outdoors, although it might not look neat. I'm sorry.
- (3:26/4:17) I demonstrated crit healing (after the recipient doesn't take damage for 10-15 seconds) with the Quick-Fix's Uber in addition to the non-Uber Quick-Fix. Yes, the 3x healing rate Uber stacks with the crit heal.
- (3:53/6:56) I redid the "Uber build rate comparison on different HP threshold" because the old one didn't have the Quick-Fix as the second healing beam, hence it doesn't explain if the second healing beam alone would slow down the Quick-Fix's Uber build rate (the Quick-Fix has 125% maximum overheal, lower than the usual Uber build rate penalty at 142.5% overheal).
- (4:26/5:06) I demonstrated the Quick-Fix maximum overheal limit and decay rate on Scout vs. Heavy as well as comparing it to the stock Medi Gun's overheal in addition to the "maintain overheal above 125%" that the old video demonstrated. For the last part, I only used one Heavy, as the aforementioned added demonstrations make up for that, and I maintained the overheal above and below 142.5% overheal (Uber build rate comparison) as well as healing the Heavy when the overheal goes down below 125%.
- (4:46/8:32) For the "healing disguised Spy" part, I have two enemy bots (Heavy and Demoman) so that the Spy doesn't disguise as a Demoman named "Medic". Both bots are injured, so my disguise will be healed, too.
The new ones (the timestamps refer to the new demonstration):
- (7:39) Demonstrating stock Medi Gun's Uber vs. Quick-Fix's Uber (the latter doesn't reduce incoming damage, but prevents incoming knockback unlike the former) and the fact that they have same duration (barring the stock's lingering effect). Also has Quick-Fix's Uber without incoming rockets to demonstrate that the duration is the same.
- (7:58) Ubering multiple teammates at the same time drain faster than Ubering a single teammate alone. Also, only the aforementioned Ubering multiple teammates drains Uber faster; Ubering an injured teammate drains at the same rate as Ubering a healthy teammate (fully overhealed) and not healing someone when Ubered.
- I did the "Uber draining when dropped" part, but both mediguns show "Dropped by Exaskliri." Is it allowed? I gave the bot the Quick-Fix via bot_mirror command. https://youtu.be/0ZlwvHZrjdU Exaskliri (talk) 04:27, 30 April 2021 (UTC)
- Nothing you can do about that, that's just how it shows. Shouldn't be too noticeable and there's no point in going through the trouble of setting up a server and getting a buddy to join only so it doesn't show. Though the confusion on where the quick-fix actually is should be redone so it doesn't look like you are looking for it.
GrampaSwood (talk) 10:37, 30 April 2021 (UTC)
- I just did the "mirroring the explosive jump" part, though I don't think it looks neat. Is it OK? https://youtu.be/NQo1iTxQSEA Exaskliri (talk) 03:31, 3 May 2021 (UTC)
- Just finished the whole demonstration. I just need to attach the segments. Exaskliri (talk) 15:15, 4 May 2021 (UTC)
- Just finished
uploadingre-uploading the new Quick-Fix demonstration video to YouTube and MediaFire.
- Nothing you can do about that, that's just how it shows. Shouldn't be too noticeable and there's no point in going through the trouble of setting up a server and getting a buddy to join only so it doesn't show. Though the confusion on where the quick-fix actually is should be redone so it doesn't look like you are looking for it.
- I'm fixing the video right now (quieting projector sound, incorrect fade out time, etc.). Gotta reupload soon. Exaskliri (talk) 10:39, 5 May 2021 (UTC)
- Just uploaded the fixed version of the Quick-Fix demonstration video. Exaskliri (talk) 13:01, 5 May 2021 (UTC)
- This is spectacular work, thanks a lot! Just two comments, none of which should require a lot of work to fix hopefully:
- Video quality also seems to have the same artifacts as the Winger demonstration. Please increase the bitrate. Unlike the Winger demonstration, I understand that a demonstration this long could take forever and use a lot of bandwidth to upload twice (to YouTube and to MediaFire), so if the video quality is approved for the Winger demonstration is good enough and you've used the same settings for re-rendering this demonstration, feel free to just upload the higher-quality Quick Fix demonstration to MediaFire only, in order to avoid having to upload the huge file twice.
- There is an audio/video glitch at 9:56 - 9:57.
— Wind 05:46, 10 May 2021 (UTC)
Kritzkrieg
This demonstration has been reserved: Talk Contribs Steam 22:37, 14 August 2024 (UTC)
Does not show that Kritz Über does not prevent capping or carrying the Intelligence.
Does not show health of patients, overheal is not shown properly.
Demonstration link
I think I'll take this one! Greenfox (talk) 20:51, 22 October 2022 (UTC)
- Please sign your comments using ~~~~.
GrampaSwood (talk) 20:56, 22 October 2022 (UTC)
sorry! Greenfox (talk) 06:27, 23 October 2022 (UTC)
- Could anyone give me advice on how to do this demo? For one thing, this part of the video isn't possible with the new map, and I am not sure what to do.
- Talk Contribs Steam 00:37, 22 August 2024 (UTC)
- It's easier to just ask someone for help.
| s | GrampaSwood (talk) (contribs) 18:08, 22 August 2024 (UTC)
- It's easier to just ask someone for help.
- What map should I use to demonstrate capping the points?
- Talk Contribs Steam 03:32, 5 September 2024 (UTC)
- Every other Medi Gun demonstration uses Badlands, so just use that.
- EDIT: Clarification, Badlands (Control Point) specifically should be used, not the KOTH version.
Kibblekip T | C 12:57, 5 September 2024 (UTC)
Trading demonstration
This demonstration has been reserved: No one
Doesn't show the "Requires Steam Guard verification" window
We can make the same Medic and Heavy conversation joke.
- Alright, it seems that Steam won't allow me to change the Trading window language for some reason, so i'm leaving this to a English-speaker user · Ashe (talk) 04:55, 27 February 2022 (UTC)
- I don't think we should redo this just for this reason; there may be more UI changes to that process in the future, and it seems unnecessary. — Wind 00:33, 24 April 2022 (UTC)
Teleporters
This demonstration has been reserved: GrampaSwood, 7-8-2024 17:03 CEST
Needs to show the updated metal cost.
I think the current demo is a bit messy, so I'm making a new order: First clip (showing basic things, requires 3 people):
- Build entrance (no speeding up), watch it fully unfold.
- Build exit (speeding it up). Take Teleporter once it's fully built.
- Fully upgrade to level 3 using 3 pre-spawned full ammo boxes. Upgrade to Level 2 on the Exit, and upgrade to Level 3 on the Entrance (showing both sides share upgrades).
- Friendly takes the Tele, enemy player (non-Spy) tries to take the Tele, then an enemy Spy tries to take the Tele (undisguised).
Second clip:
- Third screens: left screen shows Tele Entrance being selected from PDA, middle screen shows Tele being selected from PDA, right screen has Tele pre-built and picks it up. All 3 put it down, left stares at it, middle hits it, right stares at it (showing off build speed vs wrench hitting vs redeploying).
Third clip (requires 2 people):
- Third screens: Level 1, 2, and 3 from left to right. Shows friendly player getting teleported, then walks back to entrance and waits for another teleport. Do this for 3 teleports in total. Alternatively, we take another 2 people. They stand in a line and take Teleporter as I watch. Tele brings them to an off-screen place, and I (Engineer) stop on it last. Both teammates look at the Engi, say a thank you voice line. The last bit is only for a bit of humour, so I can understand if we just take the first option only.
Fourth clip:
- Either a single screen (my preference) or one-third screens: Spy walks on Tele undisguised, gets teleported. Walks back to Entrance, disguises, gets teleported. Walks back to Entrance, takes Disguise off, then cloaks and stands on Tele.
Fifth clip:
- Spy saps Tele Exit, stand on Tele (showing no teleporting), remove Sapper, repair Tele (shows both sides get healed at the same time). Switch sides, Spy saps Entrance, remove Sapper.
Sixth clip:
- Third screens: Spy saps Tele, wait until it dies. Level 1, 2, and 3 from left to right.
Seventh clip (requires 2/3 people):
- Enemy Heavy stands on Tele Exit, I go through (killing him). I walk back in front of Entrance, Medic with Über pops it on patient (who walks on Tele), I go through (killing him). Medic stands on Exit (with Über still), I kill him. If possible, the first Übered player should have respawned by now as a Spy, noclipped out of frame, then walks onto Tele entrance, going through and telefragging me (Engi).
Optional extra clips: Eureka Effect clip:
- Half screen: left has stock, right has Eureka Effect. Both build Tele, grab one of the 2 large ammo boxes in front of them, and start upgrading their Teles. Eureka Effect finishes first as it only needs 200, Stock requires 400.
Setup time clip:
- Shows extra fast upgrading of Teles.
If I missed anything, let me know, but this should be all.
| s | GrampaSwood (talk) (contribs) 15:03, 7 August 2024 (UTC)
Amputator
This demonstration has been reserved: No one
Does not show damage against players vs stock
I recorded most of this but medic's health regen is completely random as far I can tell. I can't get the clips to line up so I can properly demonstrate the increased health regen so I'm removing my reservation for the time being. I might try again some other time to brute force it but it doesn't seem promising Mediarch ♥ Talk ♥ My Edits 18:34, 28 March 2024 (UTC)
- Not having them be synced up is fine as long as it's clear that the Amputator goes faster.
| s | GrampaSwood (talk) (contribs) 18:55, 28 March 2024 (UTC)
- That's not the issue I'm having. It's the part where you're showing that it only regenerates faster while you are actively holding the amputator itself. The original video has a 3-way splitscreen with the left side being Amputator, the middle having the Amputator equipped but switched to hold the medi gun, and the right holding the stock bonesaw. I can't the medi gun side and bonesaw side to sync up so it looks like one of them is slightly faster than the other. One of the two is always slightly faster or slower which makes it really difficult to properly demonstrate that part. Even the actual health you gain each tick is slightly variable from what I can tell. I had 6 different clips and synched them all up and they all finished at different times and would have different health values despite all other variables being equal. All 6 clips started at the same time but all 6 of them have different HP https://imgur.com/3NVTjSG. My only thought for a fix is I could try to cheat and essentially just crop the health bar from one of the clips and paste it onto the other so that way they are perfectly synced up. It'd have to be a seamless edit though which is pretty hard to do. Mediarch ♥ Talk ♥ My Edits 19:15, 28 March 2024 (UTC)
- I'd argue that so long as there is a reasonably larger difference in time between when the Amputator while held reaches full health to the Bonesaw and Medi-Gun clips, even with a minor difference between the latter two the point should get across. Syncing them up would be difficult unless you used a config file to automate the clip upon spawn, as AFAIK Medic regenerates health based on a set timer even while at full health, meaning health can start being restored seemingly inconsistent to when he takes damage.
Kibblekip (talk) 00:26, 9 August 2024 (UTC)
- I'd argue that so long as there is a reasonably larger difference in time between when the Amputator while held reaches full health to the Bonesaw and Medi-Gun clips, even with a minor difference between the latter two the point should get across. Syncing them up would be difficult unless you used a config file to automate the clip upon spawn, as AFAIK Medic regenerates health based on a set timer even while at full health, meaning health can start being restored seemingly inconsistent to when he takes damage.
Direct Hit
This demonstration has been reserved: Kibblekip (talk) 10:53, 7 August 2024 (UTC)
Does not show splash damage size compared to stock. No damage comparison to stock. You can airshot a soldier that rocket jumps.
Demonstration link
I've wanted to contribute a weapon demonstration before and felt this was a good one to do, so I hope it is okay to reserve this for now while I prepare the clips and video. The weapon stats explicitly mentions it also mini-crits against targets launched airborne via the Grappling Hook and Thermal Thruster; would (either of) these be worth including alongside the rocket jumping Soldier airshot?
Kibblekip (talk) 10:53, 7 August 2024 (UTC)
- I forgot to suggest actually; given the other Soldier primary weapons also showcase airshot clips, I feel it would be reasonable to show a comparison between the stock and Direct Hit for this due to the Mini-Crit stat. Would it be best to only do it for the clip of the Direct Hit launching the enemy airborne, or for multiple (or none) of the clips.
Kibblekip (talk) 11:02, 7 August 2024 (UTC)
- There's no need for the comparison imo, just a clip of an airshot is good. I also think it's also worth including the Grappling Hook and Thermal Thruster as they're specifically mentioned.
| s | GrampaSwood (talk) (contribs) 12:17, 7 August 2024 (UTC)
- There's no need for the comparison imo, just a clip of an airshot is good. I also think it's also worth including the Grappling Hook and Thermal Thruster as they're specifically mentioned.
- Trying to get the airshot clip ft. Grappling Hook wasn't working, and after a little searching I found out that Mannpower mode disabled (mini-)crits caused by being launched airborne in 2020, and the Direct Hit's weapon statistics were never updated to address that it does not work with Grappling Hooks anymore. I'm unsure if I should include the Grappling Hook in the demonstration or not due to this, though it may be good to add to the Bugs list on the weapon page regardless. This same issue exists for the Reserve Shooter as well.
Kibblekip (talk) 01:53, 8 August 2024 (UTC)
- Trying to get the airshot clip ft. Grappling Hook wasn't working, and after a little searching I found out that Mannpower mode disabled (mini-)crits caused by being launched airborne in 2020, and the Direct Hit's weapon statistics were never updated to address that it does not work with Grappling Hooks anymore. I'm unsure if I should include the Grappling Hook in the demonstration or not due to this, though it may be good to add to the Bugs list on the weapon page regardless. This same issue exists for the Reserve Shooter as well.
- I've uploaded the demonstration video; I've opted to include the Grappling Hook airshot anyway as it is explicitly mentioned in the weapon description. I've also included damage to buildings, as it is a common use case for the Direct Hit and felt was relevant to the demonstration.
Kibblekip (talk) 00:04, 9 August 2024 (UTC)
- I've uploaded the demonstration video; I've opted to include the Grappling Hook airshot anyway as it is explicitly mentioned in the weapon description. I've also included damage to buildings, as it is a common use case for the Direct Hit and felt was relevant to the demonstration.
Felt like I had forgotten something, I even already had the clips for it! Updated demonstration link to add splash damage radius comparison.
Kibblekip (talk) 02:42, 9 August 2024 (UTC)
- The clip where a Demoman was shot mid-air first before the series of other interactions with blast/air conditions doesn't feel right. There seems to be no clip where Demoman launched himself with a stickybomb. I would perhaps use a Medic for this one, and/or add a separate clip with Demoman launching himself with a stickybomb. But that's just my personal feedback. Qwertyxp2000 (talk) 10:29, 12 August 2024 (UTC)
- I agree with the first two airshot clips being sufficient. I think the building clip is unnecessary, as we don't show that for other damage bonus/penalty attributes. I'm also missing a clip of you rocket jumping and the effect the damage bonus has on your HP (or the lack thereof). Other than that, if the video gets approved it would be best if you also made a version without the Grappling Hook clip, and then also sent that over. That way if they ever fix the attribute we don't need to redo the whole video or edit it.
| s | GrampaSwood (talk) (contribs) 23:31, 16 August 2024 (UTC)
- I agree with the first two airshot clips being sufficient. I think the building clip is unnecessary, as we don't show that for other damage bonus/penalty attributes. I'm also missing a clip of you rocket jumping and the effect the damage bonus has on your HP (or the lack thereof). Other than that, if the video gets approved it would be best if you also made a version without the Grappling Hook clip, and then also sent that over. That way if they ever fix the attribute we don't need to redo the whole video or edit it.
- Looks good.
| s | GrampaSwood (talk) (contribs) 21:46, 29 August 2024 (UTC)
- Looks good.
Thermal Thruster
This demonstration has been reserved: No one
Video doesn't show the increased knockback while using the item
This video was created when the rule was just "at least 30 fps". Now, the knockback clips are a bit random and doesn't properly show the actual effect. Maybe the demonstrator can show it by placing a pyro aiming upwards and make it airblast them. The clips would be in badwater roof, the left clip without the thermal just falling off from it and the right clip, jumping with the thermal onto the pyro. · Ashe (talk) 17:18, 28 March 2024 (UTC)
Natascha
This demonstration has been reserved: No one
Needs to show that when an enemy is being healed by a medi gun or other source (like a dispenser) they're immune to the slowdown.
Soda Popper
This demonstration has been reserved: Kibblekip (talk) 02:31, 8 August 2024 (UTC)
Needs to show Hype build on disguised spies.
Demonstration link
I'd also like to better indicate both the distance and height that can be achieved in separate clips, as I feel the original demonstation does not fully showcase the capabilities of the Soda Popper's Hype gauge in the last clip alone. Would it be good to also include Hype build on invisible Spies, or would only disguised Spies be necessary?
Kibblekip (talk) 02:31, 8 August 2024 (UTC)
- Something I only considered just before I got to video editing is that the Soda Popper's increased fire rate and reduced reload speed stats appear to be directly in reference to the FaN rather than the Scattergun, thoughts on including a comparison between the two? (probably side-by-side clips of shooting a Heavy, probably from far enough away that it doesn't trigger the FaN's knockback)
Kibblekip (talk) 19:38, 8 August 2024 (UTC)
- Just compare to all 3. Scattergun, Force-A-Nature, and Soda Popper in one clip. Also make sure to inspect the Force-A-Nature before starting the clip.
| s | GrampaSwood (talk) (contribs) 19:49, 8 August 2024 (UTC)
- Just compare to all 3. Scattergun, Force-A-Nature, and Soda Popper in one clip. Also make sure to inspect the Force-A-Nature before starting the clip.
- If I do all three the HUD breaks due to the Soda Popper's 'Hype' HUD clipping over the health bar. Is there a way I'd be able to fix this? If not I'll only be able to compare two of them at once, to which I'd probably do the FaN and Soda Popper and ignore the Scattergun.
Kibblekip (talk) 10:15, 9 August 2024 (UTC)
- If I do all three the HUD breaks due to the Soda Popper's 'Hype' HUD clipping over the health bar. Is there a way I'd be able to fix this? If not I'll only be able to compare two of them at once, to which I'd probably do the FaN and Soda Popper and ignore the Scattergun.
- Unless you're using a custom HUD or playing in 4:3, the Hype meter shouldn't be anywhere near the health bar, instead it should be near the ammunition count. (You should use the default HUD + a 16:9 resolution, at least 1366x768 or 1600x900 when making demonstration videos) ♡ JupiterSphere ♡ ( ◡‿◡ *) ⊱✿⊰ Talk To Me! ⊱✿⊰ 11:07, 9 August 2024 (UTC)
- This is unfortunately not an option if they need to compare 2 or 3 clips in one go.
| s | GrampaSwood (talk) (contribs) 11:11, 9 August 2024 (UTC)
- This is unfortunately not an option if they need to compare 2 or 3 clips in one go.
Demonstration added. I used separate clips to show the Soda Popper's Hype gauge usage both for primarily horizontal and vertical movement separately, as I felt this gives a better idea of how it can be utilized.
Kibblekip (talk) 01:29, 10 August 2024 (UTC)
- Looks good. I think the initial clip doesn't need the Hype jumps, though. No need to redo for that.
| s | GrampaSwood (talk) (contribs) 23:31, 16 August 2024 (UTC)
- I should have answered before. For the 3 clips section, please modify the huditemeffectmeter_sodapopper.res file and move the meter above the ammo. Now, this scene is kinda confusing, so make 2 scenes, in the first show only the increased firing speed (vs the scattergun) and in the second only the increased reload speed (vs the fan) · Ashe (talk) 02:49, 25 August 2024 (UTC)
- As in have a scene with the Scattergun & Soda Popper (firing speed), a scene with the FaN & Soda Popper (reload speed), and then the three guns together like it is currently (aside from edited HUD)? Personally I feel the existing trio of clips gets the stat differences across reasonably enough, but if you feel it would be more appropriate to have them separated first I'll do that, sure.
Kibblekip T | C 19:22, 25 August 2024 (UTC)
- As in have a scene with the Scattergun & Soda Popper (firing speed), a scene with the FaN & Soda Popper (reload speed), and then the three guns together like it is currently (aside from edited HUD)? Personally I feel the existing trio of clips gets the stat differences across reasonably enough, but if you feel it would be more appropriate to have them separated first I'll do that, sure.
I've updated the demonstration to remove said section.
Kibblekip T | C 20:06, 30 August 2024 (UTC)
Widowmaker
This demonstration has been reserved: Cheddar • Talk 17:47, 1 August 2024 (UTC)
Needs to show that metal is not gained when shooting disguised spies.
Demonstration link
Looks good.
| s | GrampaSwood (talk) (contribs) 15:36, 5 August 2024 (UTC)
Ubersaw
This demonstration has been reserved: Myrmxa 19:56, 2 August 2024 (UTC)
Needs swing speed penalty compared to stock.
I don't think it's necessary to show the Spy stabbing you during the Über, I would change that to just holding out the Ubersaw and watching it drain. It looks a bit awkward running into the Spy attacking like that. I also can't tell if the video is too low FPS or if it's just Google Drive, so Ashe will have to be the judge of that. Other than that, looks good.
| s | GrampaSwood (talk) (contribs) 15:36, 5 August 2024 (UTC)
- Looks like the FPS is good, I do think the ÜberCharge bit should be changed, however.
| s | GrampaSwood (talk) (contribs) 20:30, 5 August 2024 (UTC)
Added updated ver. Myrmxa (talk) 19:47, 6 August 2024 (UTC)
- The sound is very quiet. In the first clip, I would wait until the entire ÜberCharge is over before doing the taunt (hold out the Ubersaw to watch the liquid drain). Another clip already shows that you hitting someone mid-ÜberCharge extends the duration.
| s | GrampaSwood (talk) (contribs) 23:31, 16 August 2024 (UTC)
Machina , Shooting Star
This demonstration has been reserved: Cheddar • Talk 15:22, 8 August 2024 (UTC)
Does not show fully charged damage vs stock.
Machina Shooting Star
Might as well add in the Shooting Star too. If possible, during the fully charged damage segment, show side-by-side that the Machina can't fire while unscoped. Andreng (talk) 13:23, 15 July 2024 (UTC)
- Looks good.
| s | GrampaSwood (talk) (contribs) 23:31, 16 August 2024 (UTC)
Ap-Sap , Snack Attack , Red-Tape Recorder
This demonstration has been reserved: Dessensce (talk) 06:05, 30 August 2024 (UTC)
Does not show Sapped Sentry Guns take 33% less damage from the Spy who applied the Sapper.
Battery Canteens
This demonstration has been reserved: No one
Needs Canteen Specialist's time bonus for canteens shown.
Neon Annihilator
This demonstration has been reserved: GrampaSwood
Needs to show critical hits from the gas passer and damage vs stock.
Demonstration link
I've added an additional clip showing damage vs players being lower. I added a clip of the Jarate + Gas Passer too. In the Sniper clip in the sewers I also show that the Neon Annihilator changes to a damaged state. I'm also concerned about the third and second to last clips having a bit of a fast transition to the next clip. Otherwise, it should be good. Also note that Cheddar played the Engineer and had trouble getting out of the water.
| s | GrampaSwood (talk) (contribs) 14:39, 3 August 2024 (UTC)
- The old version of the Engineer wetness clips with the outdoor lakes seemed to work better with smoothness of the comparisons. Qwertyxp2000 (talk) 10:38, 12 August 2024 (UTC)
- I think that's simply because of how awkward one of the clips is about getting out of the water. I can definitely improve it if needed.
| s | GrampaSwood (talk) (contribs) 23:37, 15 August 2024 (UTC)- I think it is worth redoing the clips. Preferably, I think the water should be that pond like in the other Neon Annihilation video. Qwertyxp2000 (talk) 05:18, 16 August 2024 (UTC)
- I don't know which map that was on, I have a feeling it is Watchtower, though. I think I can redo the clip just fine on tr_karma, but with a smoother exit from the water.
| s | GrampaSwood (talk) (contribs) 23:31, 16 August 2024 (UTC)
- I don't know which map that was on, I have a feeling it is Watchtower, though. I think I can redo the clip just fine on tr_karma, but with a smoother exit from the water.
- I think it is worth redoing the clips. Preferably, I think the water should be that pond like in the other Neon Annihilation video. Qwertyxp2000 (talk) 05:18, 16 August 2024 (UTC)
- I think that's simply because of how awkward one of the clips is about getting out of the water. I can definitely improve it if needed.
Unleashed Rage
This demonstration has been reserved: Mediarch ♥ Talk ♥ My Edits 03:54, 14 August 2024 (UTC)
Updated Taunt: Unleashed Rage to fix incorrect outro timing.
Demonstration link
Looks good.
| s | GrampaSwood (talk) (contribs) 23:31, 16 August 2024 (UTC)
Unusualifier
This demonstration has been reserved: GrampaSwood 15-8-2024 18:24 CEST
Current video has the shadowplay icon in the bottom right while showing the taunt
Demonstration link
I've matched the sound and everything up to the old one, the only noticeable thing is maybe a jump in background ambience as tr_target_weaponref_hdr uses a different ambience. I can re-record on there if necessary.
| s | GrampaSwood (talk) (contribs) 13:19, 20 August 2024 (UTC)
Classic
This demonstration has been reserved: No one
Does not demonstrate damage comparison compared to stock. [Both quickscope and fully charged]
Does not demonstrate jumping while scoping.
Part 1: The Main Gang (Pyro, Soldier, Medic)
Start with the Pyro, Soldier, and Medic, plus the enemy Sniper as shown in the current video.
- Inspect the rifle
- Scope the rifle without manually charging. Pause for a few seconds.
- Charge the rifle to full while scoped. Pause for a few seconds.
- Let go of the charge while scoped. The Sniper should make a shot in the process.
- Pause for a few seconds and unscope.
- Charge the rifle to full while unscoped. Pause for a few seconds.
- Let go of the charge while unscoped. The Sniper should make a shot in the process.
- Shoot the Pyro with a quickshot bodyshot at the middle of his body, where there is little chance of accidentally hitting the headshot hitbox. Specifically, aim at his middle flame grenade.
- Move the crosshair to Pyro's head.
- Shoot the Pyro's head with a quickshot "headshot".
- Shoot the Pyro's head again, but with a partially charged "headshot".
- Aim at Soldier's head, and kill him with a fully charged unscoped headshot.
- Aim at enemy Sniper's head, and kill him with a fully charged scoped headshot
- Aim at Medic's head, and attack him with a scoped partially charged "headshot"
- Move the crosshair to Medic's body, specifically slightly to the left of his lower visible button right above his glove.
- Kill the Medic with a fully charged scoped bodyshot.
- Aim for the wooden Soldier target with a non-scoped headshot.
- Aim for the wooden Soldier target with a scoped fully charged headshot.
- Taunt.
Part 2 – Sniper Movement 1
Three split videos of Sniper, left and middle with Classic, right with Sniper Rifle. This will demonstrate that charging slows down the player.
- Begin charging the middle Classic. Also begin charging the normal Sniper Rifle.
- Move forward to the garage door.
Part 3 – Sniper Movement 2
Two split videos of Sniper, both with Classic. This will demonstrate that releasing a charge returns the speed back to normal.
- Begin charging the right-hand side.
- For the right-hand camera, release the charged shot by shooting at anywhere in front.
- Move forward to the garage door, with no charged shots on either of them.
Part 4 – Scope and Cancelling
Be at a tall location, enough for room to jump up and down. When doing the switching of weapons, make sure the weapon switch menu is visible, not just performing a quickswitch.
- Aim straight.
- Charge the Classic to full, and then switch to the SMG. Switch back to the Classic.
- Repeat Step 2 but switch to the Kukri, then back to the Classic.
- Scope and jump.
- Unscope the Classic.
- Charge the Classic and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.
- Charge the Classic to full and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.
- Charge the Classic while scoped and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.
Part 5 – Fall, Land, and Shoot
At the bottom of the ground is a Heavy. You will jump down and charge your shot as you fall from mid-air, then shoot the Heavy once you're on the ground.
- Charge the Classic.
- Fall while still charging.
- Shoot at the Heavy while you are on the ground, still with your charged shot ready. If done correctly, Heavy should be able to be dealt more than 50 damage.
Part 6 – Fall and Mid-Air Shoot
At the bottom of the ground is a Heavy. You will jump down and charge your shot as you fall from mid-air, then shoot the Heavy mid-air.
- Charge the Classic.
- Fall while still charging.
- Attempt to shoot at the Heavy while in mid-air. If done correctly, Heavy shouldn't be shot because the bullet was not actually shot.
Part 7 - Damage Comparisons, Non-Charged
Comparisons with shooting a Heavy near the garage door. Have four clips, top is Classic, and bottom is normal Sniper Rifle. Top-left is Classic quickscope bodyshot, top-right is Classic quickscope "headshot", bottom-left is normal Sniper Rifle quickscope bodyshot, and bottom-right is normal Sniper Rifle quickscope "headshot".
- Start from the "natural" aiming position, and specifically point towards the head if the clip is a quickscope "headshot".
- Shoot the Heavy off cooldown, with the listed comparisons involved.
(Heavy is chosen because, unlike the Pyro, the 45 versus 50 damage actually makes a difference to who dies first; Pyro dies in four shots with both rifles for quickscope bodyshots, as opposed to Heavy who dies in 6 with 50 damage and 7 with 45 damage.)
Part 8 - Damage Comparisons, Charged
Comparisons with shooting a Heavy near the garage door. Have four clips, top is Classic, and bottom is normal Sniper Rifle. Top-left is Classic full bodyshot, top-right is Classic full headshot, bottom-left is normal Sniper Rifle full bodyshot, and bottom-right is normal Sniper Rifle full headshot.
(Heavy is chosen because he is killed with three shots from Classic full bodyshots, but two shots with normal Sniper Rifle full bodyshots.)
- Scope from all rifles and charge them immediately (or automatically in the case of normal Sniper Rifle)
- Shoot the Heavy off cooldown, with the listed comparisons involved.
For the damage comparisons, Medic could also be used, as a normal quickscope bodyshot takes 3 hits to kill him, or 4 with Classic quickscope bodyshots, and for full bodyshots just either 1 or 2 hits. The light classes won't work, neither for the moderately bulky classes like Pyro and Demo. Soldier also doesn't work for the full bodyshot stage, as he dies in 2 shots for both types.
There's also the interaction with cancelling a charge in water, but not sure if that specific interaction is necessary to demonstrate.
Qwertyxp2000 (talk) 06:33, 16 August 2024 (UTC)
Reserve Shooter
This demonstration has been reserved: No one
Needs to show damage against targets launched airborne via their own explosives, Thermal Thruster and Grappling Hook.
Forgot to add this here after checking the existing demonstration for reference on how best to handle the Direct Hit's airshot clips on tr_karma_wiki, only to see some clips were also absent for this weapon too.
Kibblekip T | C 07:02, 16 August 2024 (UTC)
Time Out Therapy
This demonstration has been reserved: Mediarch ♥ Talk ♥ My Edits 23:52, 16 August 2024 (UTC)
Materials were updated on September 16, 2021 Patch and the mug is now team-colored, the cross is red or blue.
Demonstration link
- ▪ - 23:43, 16 August 2024 (UTC)
- Looks good.
| s | GrampaSwood (talk) (contribs) 21:46, 29 August 2024 (UTC)
Battin' A Thousand
This demonstration has been reserved: No one
Show the taunt with Scout's different melees similar to the Roar O'War demonstration.
Meet the Medic (taunt)
This demonstration has been reserved: Mediarch ♥ Talk ♥ My Edits 03:40, 19 August 2024 (UTC)
Show the taunt with all of the mediguns similar to the Roar O'War demonstration.
Demonstration link
Looks good.
| s | GrampaSwood (talk) (contribs) 21:46, 29 August 2024 (UTC)
Team Fortress Classic
Crowbar (Classic) Crowbar (Classic)
This demonstration has been reserved: Lolimsogreat21
Demonstrate damage and maximum range
Nailgun (Classic) Nailgun (Classic)
This demonstration has been reserved: Lolimsogreat21
Demonstrate damage at close, mid and long range
Demonstrate accuracy and the effects of recoil
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.
Zombie Infection Zombies
Zombies have different abillities than normal players.
Hello, I am Slimyboi500. I will be doing the demostrations for each zombie in Zombie Infection.
Why, you may ask? Unlike normal gamemodes, the BLU team (or in this case, the zombies), have different abillities than normal:
- Scout: Speed Demon
- Soldier: Pounce
- Pyro: Hellspawn
- Demoman: Blast Charge
- Heavy: The Tank
- Engineer: EMP Grenade
- Medic: Heal
- Sniper: Spit
- Spy: Reveal
They also have different effects, like different amounts of health and speed. The zombies only can use melee attacks however, which makes it harder to kill.
Let me know if it's a good idea or not.
Slimyboi500 (talk) 17:35, 27 October 2023 (UTC)
- If we're doing this, I think there should be a demonstration made for each gamemode, rather than just Zombie Infection. Although ZI has gotten an introduction video now that shows off the mode pretty well, so I don't believe it is necessary.
| s | GrampaSwood (talk) (contribs) 17:53, 27 October 2023 (UTC)
- The introduction is missing a few key details, such as not showing the Soldier or Heavy's abilities. I feel like it would be a good idea. Such as like there should be a demo for VSH.
- ----Slimyboi500 (talk) 18:12, 27 October 2023 (UTC)
- It doesn't show each ability, but it does overall show the gamemode very well and I think does a sufficient job. Although, again, if we are making demonstrations for this, I think one should be made for each gamemode.
| s | GrampaSwood (talk) (contribs) 18:18, 27 October 2023 (UTC)
- It doesn't show each ability, but it does overall show the gamemode very well and I think does a sufficient job. Although, again, if we are making demonstrations for this, I think one should be made for each gamemode.
- Yes, I think there should be one for each gamemode.
- ----Slimyboi500 (talk) 19:41, 27 October 2023 (UTC)
- Remember to also indent your signature and to keep your answers above the hidden comment.
| s | GrampaSwood (talk) (contribs) 19:51, 27 October 2023 (UTC)
- Remember to also indent your signature and to keep your answers above the hidden comment.
- Still, is that a yes on the idea?
- ----Slimyboi500 (talk) 20:28, 27 October 2023 (UTC)
I'm voting no, but other people might be in favour of it. Profiteer was, for example, so I'm waiting for more input.
| s | GrampaSwood (talk) (contribs) 20:35, 27 October 2023 (UTC)
- I vote yes for the Zombie Infection zombies (as well Saxton Hale on VSH), but not for other gamemodes. I consider these zombies kinda like "new weapons". They all have different abilities, passives, first-person views, etc. I'm not quite sure if there needs to be a demonstration regarding the human part (only if demonstrated humans being infected by zombies upon dying), and perhaps the only thing related to humans would be that zombies drop small healthkits (because it's related to them, the zombies). A showcase of each zombie class, its ability, and some human interactions like being infected by them, and, killing them as humans, would probably be a nifty video package. - ▪ - 22:34, 27 October 2023 (UTC)
- I'm all in for ZI and VSH demos, but a significant issue would be future balance patches to the modes. Each balance patch so far has significantly changed the zombies, and if we had already made the demo, we would have to redo the video for each one of these updates, which would result in multiple uploads of the same video over and over again and a lot of work (and given how we can barely keep up with the current demos in the backlog...). Maybe instead of a gamemode demonstration, we could simply do a "zombie class demonstration" ("Zombie Sniper", etc.) and a "mechanics demonstration" (weapon modifications, gamemode-specific elements). This way, if a zombie is changed, we wouldn't have to redo the entire video. — Tark 22:51, 27 October 2023 (UTC)
- I will do the demo as soon as I get enough votes for it
- ----Slimyboi500 (talk) 18:42, 15 November 2023 (UTC)
- Voting yes for the demo, ZI and VSH seems stable...for now at leastProfiteer(奸商)the tryhard (talk) 11:05, 21 November 2023 (UTC)
Flippin' Awesome and Skullcracker in VSH
When Saxton Hale used Flippin' Awesome or Skullcracker, the other mercenary participating the taunt will be taunt killed, is this something worth remaking the taunt demonstration? Or we just keep the current taunt demonstration, but add this feature into the VSH demonstration? --Alex┋T 18:31, 22 July 2023 (UTC)
- I think a VSH demonstration would be better, as it may be confusing why Saxton Hale is suddenly there when he's not normally playable.
| s | GrampaSwood (talk) 19:52, 22 July 2023 (UTC)
- Yes, a demonstration regarding VSH, showing all Hale's abilities, and some unique taunt interactions, would be the most ideal (including his default taunt kill). That one would probably be more lengthy, and some things would probably require to be discussed beforehand. Like Mercs being able to wall climb (which is applied to even stock weaponry), should that be shown too? - ▪ - 20:31, 22 July 2023 (UTC)
- I think maybe a demonstration for every game mode could be in order, as a sort of semi-tutorial created by us. A VSH one would fit that too.
| s | GrampaSwood (talk) 08:33, 23 July 2023 (UTC)
- I think maybe a demonstration for every game mode could be in order, as a sort of semi-tutorial created by us. A VSH one would fit that too.
Configs for partner taunt demonstrations
I've created some configs for partner taunt demonstrations. It automatically spawns 2 bots, places you in the starting position, and has another small command ("teleport") to input after it to teleport both the bots to the right position. It binds H and J to the bots performing taunts, H = BLU bot does taunt, J = RED bot does taunt. They're all class-specific and automatically kick any other bots there. There's no way (right now) that I know of to update the weaponref.zip, so if anyone needs it I can forward you a zip of the files. Just let me know on my talk page (or if you know of a way to update weaponref).
| s | GrampaSwood (talk) (contribs) 23:56, 13 November 2023 (UTC)
New tr_karma and requirements
I've been working in the past week in fixing some issues tr_karma has and some new guidelines. The changes to tr_karma are:
- Increased lightmap quality in the interiors
- Fixed a "checkerboard" texture in the gas cylinder, the ceiling fan and the cardboard boxes
- Added chat scripts to enable noclip (!n in the chat), regenerate (!r), spawn an ammo pack (!am) and enable demonstration server settings (!demo) (these commands are available also in the new tr_karma_basic.cfg)
- Fixed the func_buttons in the wood targets only working once, thus displaying the hit particle once
- Removed Tough Break cases and the Gargoyle prop as they didn't fit the ambience
- Removed the mining cart prop in the rails due of a lighting issue
- Repacked the map, reducing the map size from ~91 MB to ~18 MB
The link to the download and new proposed guidelines are here. Check them out and give feedback · Ashe (talk) 16:38, 13 December 2023 (UTC)
Issues with tr_krama and tr_krama_event
When I start a local server and load tr_krama/tr_krama_event, it won't load (probably because it doesn't exsit) lights/shadow making the map super bright, this only happens on 2 krama maps, I tried to download a modified version of tr_krama on workshop and it worked perfectly, pretty sure something is missing in the map file from weaponref.zip.Profiteer the tryhard (talk|contribute) 05:59, 10 March 2024 (UTC)
- It works fine on my end.
| s | GrampaSwood (talk) (contribs) 10:11, 10 March 2024 (UTC)
Question about 2D and 3D player models
A question I've had for a while about weapon demonstrations is, is there a specific reason that 2D player images in the HUD are standard rather than the 3D player model (be it for performance, consistency, or any other reason), also considering that 3D player models are enabled by default? The 3D model could also generally be more useful for certain cosmetics or demonstrations. Scorchshotgaming (talk) 16:47, 8 April 2024 (UTC)
- they're buggy, eat up frame rate on a lot of systems, and aren't really necessary. I don't think they really add anything of value to the videos so my vote would be to keep them disabled. Mediarch ♥ Talk ♥ My Edits 16:50, 8 April 2024 (UTC)
- As far as I know, there's no real reason that we prefer one over the other. 3D models are enabled by default, but it may have just been something that was done for a while and became the standard.
| s | GrampaSwood (talk) (contribs) 16:57, 8 April 2024 (UTC)
- As far as I know, there's no real reason that we prefer one over the other. 3D models are enabled by default, but it may have just been something that was done for a while and became the standard.
- Fair point, it would obviously be a massive hassle to redo every demonstration with a 2D player model. Also for some people I suppose keeping them off improves framerate. Scorchshotgaming (talk) 19:59, 8 April 2024 (UTC)
Mastercomfig question
I am planning to make a demonstration, and the recommended requirements state that Mastercomfig High/Ultra is preferrable. However, I highly doubt my PC is able to run Mastercomfig High/Ultra properly and all the other high graphics settings. Is it acceptable if I use Mastercomfig Medium High and use average graphics settings? May look slightly lower quality than a typical reservation, but I don't think much will be affected. Scorchshotgaming (talk) 21:44, 18 April 2024 (UTC)
- Ultra is preferable, but setting your game to all max settings should suffice.
| s | GrampaSwood (talk) (contribs) 21:45, 18 April 2024 (UTC)
- Well, I'll look through some configurations, and if I find one that looks high enough quality without sacrificing my computer's performance I will use it (my PC is not too high spec, to say the least). My demonstration is for the Cleaner's Carbine; once you review it tell me your thoughts. For me this is especially important because I will need to screen record this too. Scorchshotgaming (talk) 21:48, 18 April 2024 (UTC)
Closed Captions/Subtitles
Random thought today for a low priority task: creating subtitle files to explain what is being demonstrated during the videos. Potentially beneficial for new players; for example, and what made me think of this, during the pomson video we're shown a spy POV getting hit by the pomson to demonstrate the cloak drain, which is only noticed if the player is looking at the cloak HUD element, which is pretty easy to miss (imo), especially if you're new and have no idea what's going on and are just looking at the engie firing the shot.
Looking at youtube supported formats I'd reckon TTML is probably the way to go since it supports positioning (important imo) and styling (not very important imo). I've found this open source editor which supports TTML and offers a built in video-from-url import for syncing. - After messing around for a bit, positioning seems very disconnected between the previews in that app and actually uploading the files to youtube, although once the proper settings are found it should be a breeze to copy paste the templates before submitting, might investigate after finals done next week if I can remember.
On the admin side of things, seems like it's about 5 clicks to add a subtitle file. Subtitle editor permissions exist so it doesn't have to only be one person officially implementing these (which is what uploads appears to be if I'm not mistaken). Potentially the actual subtitle file contents could be put into this project's page as subpages e.g. Weapon Demonstration/Subtitles/Pomson 6000 Weapon Demonstration/Subtitles/Pomson 6000/es and then create a category to mark them as ready to upload/update. Jh34ghu43gu (talk) 19:31, 27 June 2024 (UTC)
- Investigation has been made, a combination of the subtitling software aegisub and a corresponding converter app work wonderfully. No positioning nonsense like all the other editors I could find and they offer style + positional templates so everything can be standardized. I've uploaded an example for half of the pomson demo (creating templates and finding the software wore me out too much to finish it rn). 240p bc I have .1kbps upload and can't be arsed waiting to upload HD. Jh34ghu43gu (talk) 06:27, 1 July 2024 (UTC)
- The issue is actually uploading the subtitles. I've actually uploaded subtitles for all intro videos back when we uploaded the zombie infection one and it was such a pain... I took me days. YouTube has a way to bulk upload them, but it seems limited to business accounts, which we are not and can't apply for.
- A request that is very frequent, and something that I've done a few times, is adding timestamps for when something happens in a video (c this video - a commenter asked to add timestamps for each minigun). I think we could do that more often out of courtesy (it actually does help), but not as a requirement for demos. — Tark 17:41, 4 July 2024 (UTC)
- As mentioned, there is a separate permission for subtitles. Seems like you can also upload the subtitles from an API. Potentially this can be combined with the subtitle page idea and have a bot with a subtitle permission yt account to automatically upload them from the wiki. Jh34ghu43gu (talk) 18:37, 4 July 2024 (UTC)
- I personally don't like the idea of describing it with text, as I'm afraid we or the people might get reliant on it, rather than the textless demonstration. Plus, it'll likely become outdated very fast.
| s | GrampaSwood (talk) (contribs) 19:25, 4 July 2024 (UTC)
- I personally don't like the idea of describing it with text, as I'm afraid we or the people might get reliant on it, rather than the textless demonstration. Plus, it'll likely become outdated very fast.
Achievement Demonstrations on the official TF Wiki YouTube channel
Weapon demonstrations are very helpful in letting newer players know how a weapon fires or how an unlock's attributes affect standard gameplay, while keeping older players up-to-date on balance changes. But what if we assisted players of all kinds in learning how to earn TF2's 520 achievements? Introducing Achievement Demonstrations! (Video)
"Why demonstrate achievements?"
TF2 has hundreds of achievements, with many having rather vague descriptions. Thus, actively attempting to earn them may seem daunting to many players. Demonstration videos would provide clarity and encouragement to both newcomers and achievement hunters alike.
"How should achievements be demonstrated?"
Any achievements showcased should be earned in intended ways, utilizing simplest methods. This page should serve as a general guide. Weapon unlocks and cosmetics should be avoided unless essential to earning the achievement. General achievements that are earnable by any class should feature the Scout by default. Demonstrations should be primarily versus bots, though versing another player will be necessary at times.
- Taunt kill and Deathcam-related achievements: Should feature the victim's Deathcam perspective of the player earning the achievement.
- Achievements involving performance of a repetitive task over a lengthy period of time: Should be presented with a fade effect representing a time lapse, with only the start and earning of the achievement needed to be shown.
- Milestone achievements: Could be accomplished with either a brief compilation of the prerequisite achievements being earned, or with a simple showing of only the final achievement popup, along with the associated achievement item being claimed from the notifications menu.
- Achievements requiring Steam friends: These will require alt accounts or coordination amongst contributors.
- Unobtainable achievements (ie certain Replay achievements): Should be presented with a note informing watchers the achievement is currently unable to be earned.
- Joke achievements: A demonstration should not be necessary for these.
"Where should achievements be demonstrated?"
Achievements should generally be showcased on tr_karma_wiki, tr_karma_event_wiki, or a variant edited in Hammer with altered bot spawn locations.
- Arena achievements: arena_karma_wiki.
- Capture the Flag achievements: ctf_karma_wiki.
- Control point achievements: cp_karma_wiki.
- King of the Hill achievements: koth_karma_wiki.
- MvM achievements: mvm_karma_wiki. Can utilize custom waves.
- Payload achievements: pl_karma_wiki.
- Map-specific achievements: The official map associated with the achievement. MvM maps can utilize custom waves.
- Event-related achievements: tr_karma_event_wiki or an edited variant.
- Replay achievements: Should only use replays taken from one of the maps listed above.
$ɪʀ ₱ʀɪᴢᴇ (talk) 19:43, 27 June 2024 (UTC)
- Con My personal vote on this would be a no. I just don't see the need and it would feel spammy. The majority of achievements are pretty self explanitory. The few that are vague are thouroughly explained in the "Obtaining Achievements" type pages. This would be a massive ammount of work to produce and aprove all of these for what feels like very little to no gain in my opinion. Producing hundreds of videos explaining basic things feels like a huge waste of energy. I could maybe see an argument for making "official guides" for some of the more convoluted achievements but the wiki definitely shouldn't be making hundreds of videos covering basic stuff like "Destroy 3 teleporter entrances". Mediarch ♥ Talk ♥ My Edits 20:15, 27 June 2024 (UTC)
- Time and energy are non-factors as I am entirely willing to solo produce these if needed. And even basic achievements have their nuances. Per your example, does "Destroy 3 teleporter entrances" include ones that are being constructed? What about ones that are being sapped? Do destruction assists count? Et cetera. $ɪʀ ₱ʀɪᴢᴇ (talk) 20:39, 27 June 2024 (UTC)
- I've heard that quite a few times about different projects, this is not something you will finish, trust me. I personally don't believe these add much value, some achievements are very self-explanatory, and the how-to is exactly why we have these pages. It's a neat idea, but there's too much that would go into these (including needing to pretty much reset all your achievements each time). If a project is going to be made, it needs to be accessible for everyone, or at least more than a few people willing to reset all their achievements.
| s | GrampaSwood (talk) (contribs) 22:17, 27 June 2024 (UTC)- It took only a few hours to make/edit the 5 example videos, the rest of the time I spent working on this project was spent planning and mapping (I had to learn how to use Hammer). Realistically, it would only take a few months for me to complete them all, and that's just with one person working on them. As for resetting achievements, Steam Achievement Manager is a facilitative way to modify your Steam achievement progress at will. $ɪʀ ₱ʀɪᴢᴇ (talk) 23:18, 27 June 2024 (UTC)
- And to refute the idea that a lot of the achievements are "too basic," this same logic could apply just as much to any other demonstrations: weapons can simply be playtested by anyone booting up the game and firing them a few times, taunts can be freely previewed in the Mann Co. Store, all the cosmetic videos exist simply to show they can earn assists, and so on. Meanwhile, a great deal of achievements are rather specific or obtuse in how to actually earn them and would greatly benefit from a video demonstration. $ɪʀ ₱ʀɪᴢᴇ (talk) 23:43, 27 June 2024 (UTC)
- It took only a few hours to make/edit the 5 example videos, the rest of the time I spent working on this project was spent planning and mapping (I had to learn how to use Hammer). Realistically, it would only take a few months for me to complete them all, and that's just with one person working on them. As for resetting achievements, Steam Achievement Manager is a facilitative way to modify your Steam achievement progress at will. $ɪʀ ₱ʀɪᴢᴇ (talk) 23:18, 27 June 2024 (UTC)
- I've heard that quite a few times about different projects, this is not something you will finish, trust me. I personally don't believe these add much value, some achievements are very self-explanatory, and the how-to is exactly why we have these pages. It's a neat idea, but there's too much that would go into these (including needing to pretty much reset all your achievements each time). If a project is going to be made, it needs to be accessible for everyone, or at least more than a few people willing to reset all their achievements.
There is no real refuting here, this is people giving their opinion. The issue is that, yeah, it's possible to do this on your own, but if you're going to have to make 520 videos you're going to give up at some point. As for Steam Achievement Manager, that's an outside program that may or may not be considered a cheat by Valve (at the very least, we don't wanna rely on this program to have to reset specific achievements). Weapons can be playtested, unless you don't have them. Taunts can be previewed in the store, except it doesn't show off M1/M2, and doesn't show off a full taunt (intro, loop, exit). Cosmetic demonstrations aren't being made anymore because they're all the same, so we scrapped them.
| s | GrampaSwood (talk) (contribs) 23:58, 27 June 2024 (UTC)
- SAM is moreso a debugging tool than a cheat. I'm certain most people use it to earn bugged achievements that wouldn't activate for them for whatever reason. That argument aside, I am more than willing to continue working on this project if given a greenlight, or in the case the greenlight only comes after a certain trust is built, I'd still be working on it until then. I'll provide updates, including more videos, more maps, thumbnails, etc. The only achievements I might need outside help with are the ones which require multiple Steam friends. $ɪʀ ₱ʀɪᴢᴇ (talk) 00:13, 28 June 2024 (UTC)
- It's not much of a debugging tool, but there are in-game features to reset achievements, too, which is what we would use instead. The Wiki being official means if we officially require people to use that program, it's a form of endorsement, which is not something we want. Many achievement demonstrations would also simply not be interesting or very hard to demonstrate (winning 142 rounds of a map, collect 1 million MvM credits/killing 1 million robots, destroying 100 enemy stickybombs with the Scottish Resistance). Some would also not be a proper demonstration: Winning a map without losing a control point on Hydro or winning a round of Well within 5 minutes would just consist of either regular gameplay or an empty server where you run on control points. The former is too much for a demonstration, and the latter is not demonstrating anything. Also note, this is the last message I'll leave here (but I will still watch the conversation) as I don't want the convo being stopped by a constant back-and-forth and possibly have people not engage in the conversation because of it.
| s | GrampaSwood (talk) (contribs) 00:29, 28 June 2024 (UTC)- I can see the rationale behind wanting to use the more 'official' means of resetting achievements, and I will aim to utilize that from now on. As far as whether or not an achievement is demonstrated "properly," this is entirely subjective, as achievements can be earned in a variety of ways outside the intended/idealistic means; I merely wish to provide an example of the most basic methods which anyone can reliably follow. Whether or not a demonstration is "interesting" is also subjective. I appreciate the earnest provision of your viewpoints and criticisms, and I too shall disengage from this back-and-forth to allow more opinions to be shared. $ɪʀ ₱ʀɪᴢᴇ (talk) 00:43, 28 June 2024 (UTC)
- It's not much of a debugging tool, but there are in-game features to reset achievements, too, which is what we would use instead. The Wiki being official means if we officially require people to use that program, it's a form of endorsement, which is not something we want. Many achievement demonstrations would also simply not be interesting or very hard to demonstrate (winning 142 rounds of a map, collect 1 million MvM credits/killing 1 million robots, destroying 100 enemy stickybombs with the Scottish Resistance). Some would also not be a proper demonstration: Winning a map without losing a control point on Hydro or winning a round of Well within 5 minutes would just consist of either regular gameplay or an empty server where you run on control points. The former is too much for a demonstration, and the latter is not demonstrating anything. Also note, this is the last message I'll leave here (but I will still watch the conversation) as I don't want the convo being stopped by a constant back-and-forth and possibly have people not engage in the conversation because of it.
- I really don't see the issue with using SAM or any other tool to lock/unlock the achievements as needed for the demo... The argument that we'd be endorsing it is quite absurd, this would be behind-the-scenes stuff.
- That said, it is unreasonable to make over 500 videos and some achievements would be hard to demonstrate (progress ones, for example). I wouldn't be against making a "walkthrough" for some very specific achievements like the Merasmus TV one, but that wouldn't really fall under this project (it would just be an addition to the strategy page). — Tark 17:55, 4 July 2024 (UTC)
- I've updated the Achievement Demonstrations folder with better organization and 50 more demonstrations! This took a little under 2 weeks. All newly-added demonstrations have been listed in changelog.txt. Feel free to give them a glance! (Note: all future project updates will be addressed via the changelog until project completion.) $ɪʀ ₱ʀɪᴢᴇ (talk) 21:30, 23 July 2024 (UTC)
Update status on the Team Fortress Classis demonstration project
Some of you here may remember when two years ago, a user by the name of @Anonymus0 decided to make a proposal about doing Weapon Demonstration videos about the Team Fortress Classic weapons. Although the wiki had no such infrastructure to support the newfound idea (Tfc demonstration maps, guidelines, rules etc.) the proposal still received mass support; thus prompting me, as well as a number of other editors, most notably Yossef, to collaborate together on turning this young idea into reality. However, despite some early success in recording, due to Yossef's family situation coupled with my vanning interest in the wiki, the project died down....up until now.
Because now, I would like to announce that the first major hurdle in making Tfc demonstration weapons, namely that of getting a proper demonstration map, has been overcome! For that reason, I will present you 4 different demonstration maps that I had created. Why 4, you may ask? Well I knew that as a very much novice map maker, I could not possibly make a good demonstration map from the first try; so I decided to make multiple different maps and ultimately let you, *the community*, collectively decide which of the presented maps should be used for demonstrations. This of course means that any criticism, praise, suggestions and comments about the upcoming maps is very much appreciated and wanted. It must also be noted that many of the maps shown here are not complete. In fact, this is a deliberate choice, as I first wanted to get community feedback about the overall layout and "feel" of the map, before decorating them with details and whatnot. Anyway, here are the maps:
1st map is called Wind_tunnel, and its demonstration video can be found here. 2nd map is called backup_final (keep in mind that these names are only temporary, the chosen map will be renamed into tr_lolim) and its demonstration video is here. 3rd map's name is tr_karma, which you can see here. And finally, the 4th one is called tr_lol_test_tfc and can be found here. The maps are chronologically ordered, meaning that the first map Wind tunnel is oldest/earliest one that I created, while tr_lol is my final one. As you can see, Wind tunnel and Backup final are the most completed maps, featuring an outdoors obstacle course section, a pit, as well as a grenade testing range. However, the other two maps shouldn't be judged for their lack of such things, since the outdoors part can easily be copied from the other two and added on. Of much, much greater importance to me is knowing whether the main testing chamber/firing range, as well as the overall layout/architecture is of satisfactory enough quality to be used for a professional and official setting like the Team Fortress Wiki. Further more, here are the wireframe overviews of some of the maps listed: (Wind Tunnel), (tr_karma), (tr_lol)
Once again, I leave it up to the community to decide which of these maps is the most valuable one; or if my mapping skills are that bad, if none of them are worth while, in which case I will happily scrap all 4 maps and start over again. This time, hopefully, it wont take me 2 years to finish a new batch :D. As for download links, I didn't provide them since once again; the maps are not finished and are expected to undergo many revisions, both as I and the community see fit. However, if someone really wants to see/edit these early maps for themselves, they can contact me in private and I can provide both the .bsp and the .quark (the map making engine) file.
Anyway, although the largest hurdle for this project has hopefully been overcome, there are still more technical problems that prevent me from just pumping out TFC demonstrations, they are as follows:
- Lack of proper bot programs: It is true that online, you can find many bot programs compactable with tfc, however none of them can be used for demonstration purposes. Namely, all of those programs are combat bots. The ones which move around and shoot you. Even worse, except for the command to spawn them and change their difficulty, they cannot be in anyway controlled or manually manipulated. I eventually took one of these programs and delved into its files, where I erased the waypoints the bots use to move around. This fixed the problem of them moving around, since now when they spawn, they get permanently locked into place. However they still lock on and target hostile bots and players, and they keep trying to "escape" their prison by constantly hopping in place. I'm contemplating picking up programming and simply creating a bot program myself, but that will certainly take time.
- No damage indicators: Tfc doesn't display any damage numbers when you damage someone. I haven't found any mods that seem to add them, meaning that the only way to know the damage you dealt is to use the console. However, I do not know could this be presented in a video format.
That seems to be it. While I wait for community feedback, I will continue to try and find workarounds/fixes for these problems. Thank you for your attention :D! Lolimsogreat21 (talk) 09:09, 29 July 2024 (UTC)Lolimsogreat21
- I'm not going to lie, this project has been entirely stagnant so there's clearly not much interest from anyone actually involved in the project. It's easy to say "yeah this is a great idea", but then when it comes to actually doing it, others have to figure it out. The maps were the least of our worries, as they can be made easily, and definitely not the biggest hurdle. The bots and damage numbers will most likely require game modification to work, or at least a good knowledge of the game (for the bots). Otherwise, it'll always have to be two people, which requires servers too. This just seems like way too much work to figure it out, so I think if this hasn't been solved in 3 months I might just indefinitely shut it down.
| s | GrampaSwood (talk) (contribs) 13:22, 29 July 2024 (UTC)
- As fascinating as it is, and the work is appreciated, I feel as if it's just far too much work from a recording an editing standpoint, especially without damage numbers and everything that TF2 has its gonna be pretty hard to record any sort of demonstration unless you go through the whole process of manually adding numbers to the video to indicate damage. Unfortunately I don't believe most would be able to cope with all that work.
Cheddar • Talk 13:33, 29 July 2024 (UTC)
- As fascinating as it is, and the work is appreciated, I feel as if it's just far too much work from a recording an editing standpoint, especially without damage numbers and everything that TF2 has its gonna be pretty hard to record any sort of demonstration unless you go through the whole process of manually adding numbers to the video to indicate damage. Unfortunately I don't believe most would be able to cope with all that work.
- I can see that the general outlook on this project is quite pessimistic, which I can understand perfectly. However, there have been more developments that I've made this week, which could bring this proposal one more step closer to realization. Namely, the Foxbot bot program, which almost certainly isn't intended for the purposes I'm trying to shoehorn it into, is actually quite a bit more flexible then I initially thought and reported to you. Turns out that with some careful and delicate usage of the waypoint system, it is possible to (crudely) manipulate and somewhat exert control over the bots. Couple this with the skilfull usage of something called waypoint tags, and I managed to actually bug out the bot's navigation, to the point where they become completely docile and unmoving, ready to be used for demonstration purposes. Finally, the command
botsdontshoot
ensures that they won't target me, allowing me to even control the direction they are facing. While this setup cannot be saved, meaning that every time I load a map I need to do the whole procedure again, it works perfectly and looks something like this
- I can see that the general outlook on this project is quite pessimistic, which I can understand perfectly. However, there have been more developments that I've made this week, which could bring this proposal one more step closer to realization. Namely, the Foxbot bot program, which almost certainly isn't intended for the purposes I'm trying to shoehorn it into, is actually quite a bit more flexible then I initially thought and reported to you. Turns out that with some careful and delicate usage of the waypoint system, it is possible to (crudely) manipulate and somewhat exert control over the bots. Couple this with the skilfull usage of something called waypoint tags, and I managed to actually bug out the bot's navigation, to the point where they become completely docile and unmoving, ready to be used for demonstration purposes. Finally, the command
- Only minor issue still remaining is that when the bots get killed, they will respawn back into their "unbugged" state and start jumping and moving about. Since the command
mp_respawn_time
doesn't work, and there is no way to stop them from respawning, I simply solved the issue by disabling chat messages and then binding one of my keys to the kick command and immediately kicking the bot upon death; if I'm fast enough they wont even get to respawn. (In the video they did, hence the loud obnoxious sound in the background). Finally, the Foxbots have a couple of tricks up their sleeves over their tf2 counterparts, namely thebotcam
command, which allows me to see from the pov of the bots, which could be immensely useful in demonstrations, but I've yet to do extensive testing on it.
- Only minor issue still remaining is that when the bots get killed, they will respawn back into their "unbugged" state and start jumping and moving about. Since the command
- I consider the bot issue solved, leaving only the damage numbers remaining, however things got complicated here. Turns out, I was wrong in believing that the console shows damage received by other players, or if it does, I don't know how to get it do that. This not only means that there are no damage numbers shown during the actual testing, but there is no record kept of the damage another player received at a given moment, from which damage numbers could then be extrapolated and edited in during the post production. This is actually fine for most weapons. There is no damage falloff in tfc, meaning that a single shot from, say the nailgun, will always do the exact amount of damage at all ranges. Meaning that as long as all shots hit their target, I can simply count the amount of ammo a weapon consumed and then add in damage numbers. The real trouble makers are the Shotguns and the Assault gun, who fire multiple pellets/buletts per single ammo, and have a wide spread, making it impossible to know the exact damage dealt unless at extremely close ranges, where every shot is expected to connect. I'll still looking for a solution to this, so wish me luck. Lolimsogreat21 (talk) 22:12, 4 August 2024 (UTC)Lolimsogreat21
- This sounds like a ton of effort, and definitely not worth it nor easy to get into for the average person. It's possible, but having to rely on the bots being bugged out and having to do this every single time to do something. This is just too much effort, unless it can be done easily I don't see much of a point.
| s | GrampaSwood (talk) (contribs) 23:11, 4 August 2024 (UTC)
- This sounds like a ton of effort, and definitely not worth it nor easy to get into for the average person. It's possible, but having to rely on the bots being bugged out and having to do this every single time to do something. This is just too much effort, unless it can be done easily I don't see much of a point.
- Well If ease of demonstration is such a problem, there might be a way to remedy it quite easily. Checking out the Foxbot download site, it seems that a
botdontmove
command, which is something that would drastically cut down on the setup process, is actually on the developer's to-do list. And since the last update to foxbot came out in July of this year, it isn't out of the question that the next update could also arrive relatively soon, at least sooner then your 3 month deadline... However, in my opinion, there is no reason to wait any further. I have the maps, I have the (semi-functioning) bots and I can demonstrate 12 out of the 19 weapons (not counting the grenades) by simply guessing the damage numbers with reasonable accuracy. So unless someone gets any army of alternative accounts, or multiple players are willing to come together for a demonstration (which clearly won't happen and is very expensive), then this is the way the cookie will crumble. Lolimsogreat21 (talk) 11:40, 18 August 2024 (UTC)Lolimsogreat21
- Well If ease of demonstration is such a problem, there might be a way to remedy it quite easily. Checking out the Foxbot download site, it seems that a
- Unforutnately, the way the cookie will crumble is the project being scrapped. Damage numbers are is the biggest thing to show here, if they're based on a guess and not going to be natively supported, the project will just be scrapped instead. The reason to wait is because the whole purpose of these videos is to show off the weapons, if you can't show off the damage properly with damage numbers that are entirely accurate instead of a "guess with reasonable accuracy" then we're not doing it yet. Even if you know the damage entirely, having to individually add these for each weapon is way too much effort.
| s | GrampaSwood (talk) (contribs) 12:47, 18 August 2024 (UTC)
- Unforutnately, the way the cookie will crumble is the project being scrapped. Damage numbers are is the biggest thing to show here, if they're based on a guess and not going to be natively supported, the project will just be scrapped instead. The reason to wait is because the whole purpose of these videos is to show off the weapons, if you can't show off the damage properly with damage numbers that are entirely accurate instead of a "guess with reasonable accuracy" then we're not doing it yet. Even if you know the damage entirely, having to individually add these for each weapon is way too much effort.
- Alright alright, I can see that I didn't express myself clearly enough/forgot to say something important, so forgive me please. Namely, there is a way to see how much damage you've dealt someone in tfc, and that is to hop into the spectator team and hover over other players, which will display their armour and health. So in theoryyyyy (say when demonstrating the shotgun); you can pop one shot into the opponent, hop into spectator and see how much health is left and then go back to blue team, use some kind of autoclicker/script in order to return to the same mouse position, and repeat the whole process again. Afterwards, you can simply cut out the whole "you checking the bots' health" in order to make it appear as if the shotgun was firing continuously, and use the knowledge to add in damage numbers (simply extrapolate the damage by seeing how much of bot's health was left in every incriment of firing from their base health). Is this very difficult to do, yes. But like all the other things in this project, what matters is that it's possible, atleast to me. Now, is this a genuine and native demonstration? No. Does it involve pulling a bit of wool over the viewer's eyes? Yes. But judging from the talk at demonstration for Chemistry set, it seems that the wiki is fine with using illusions in order to make something appear to happen rather then actually happen. So I see no problem with it.
- Anyway, here is the prototype of the first Nailgun demonstration, damage numbers and all included. [1] Lolimsogreat21 (talk) 20:08, 19 August 2024 (UTC)Lolimsogreat21
There's a difference between "pulling a bit of wool over the viewer's eyes" to save on costs, and having to manually add in each damage number, move each of them, and do that for every single time there's damage. The font and music don't really match up, as they're both meant for TF2. As much as I'd like this to succeed, having to (after EVERY shot) hop into spectator to find out how much damage was done and writing it down to then edit it is too much effort. Even if something is possible, like I've mentioned a few times, if it requires as much tedious work as having to shoot once, go to spectator, view health, note down health, return back to position, and repeat it's just not worth it. We've seen this with cosmetic items that had Pyroland assists, no one wants to do them, it piles up, and eventually we just scrapped them entirely.
| s | GrampaSwood (talk) (contribs) 21:15, 19 August 2024 (UTC)