Team Fortress Wiki talk:Weapon Demonstration

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Contents


Needed

Dragon's Fury Dragon's Fury

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Well, since the weapon was recently patched. I think it might be the a good occasion to do the WD, tell me if something is wrong/missing.

Video: https://www.youtube.com/watch?v=zAdq2iyEVTs&feature=youtu.be - Thedop (talk) 00:20, 04 April 2018 (GTM +1)

Second Banana Second Banana

Naleksuh (talk) 21:12, 27 November 2017 (PST)
Is this version okay? https://www.youtube.com/watch?v=O_GpgxqkO-M Naleksuh (talk) 00:12, 4 January 2018 (PST)
All OK. Please upload~ — Wind 02:57, 5 March 2018 (UTC)

Hot Hand Hot Hand

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

I'll take this up since nobody seems to have claimed it yet. Scoottehbesht (talk) 23:50, 1 November 2017 (PDT)
Yes, unlike the gas passer I don't actually have the hot hand, so I left it for someone else. Naleksuh (talk) 20:08, 8 November 2017 (PST)
Video :https://www.youtube.com/watch?v=yPxweftr1Xc&feature=youtu.be. - Thedop (talk) 10:52, 8 April 2018 (UTC +1)

Gas Passer Gas Passer

Also taking this one up, will tackle most of these demos this weekend. Scoottehbesht (talk) 00:00, 2 November 2017 (PDT)
Naleksuh is already pretty far along this demo. He pointed in the wrong section but there's some discussion about it below under "New Demonstrations (jungle inferno)". — Wind 18:55, 3 November 2017 (PDT)

Boiling Point Boiling Point

I have a copy of this item and can do a demonstration for this one if it is needed. Smissmas 2016 did not include any taunt demo vids. Scoottehbesht (talk) 21:07, 11 September 2017 (PDT)
Yes please~ — Wind 14:39, 29 October 2017 (PDT)

Table Tantrum Table Tantrum

Same here with this one. Scoottehbesht (talk) 21:07, 11 September 2017 (PDT)
Yes please~ — Wind 14:39, 29 October 2017 (PDT)
It's been a while since he was last active, so it doesn't look like he will be able to make it anytime soon. Anyways, I have this item, so I might be able to make a little bit later. Graysocks (talk) 16:57, 20 March 2018 (UTC)

Bad Pipes Bad Pipes

When they release new taunts in future, i may only do single classes taunt, or all classes taunt that isn't a group taunt like Conga. User Karmacharger Charger 2.png Karmacharger 6:59 PM 8/26/2016 (PDT)
OK — Wind 18:40, 4 September 2016 (PDT)

Bucking Bronco Bucking Bronco

I will do this taunt demonstration. Pictogram wait.png This demonstration has been reserved: Monkey Squirts (talk) 12:06, 23 July 2017 (PDT)

I finished the demonstration. I edited the video, added music, and applied the thumbnail to the video. If any of the staff just wants me to upload the raw footage instead or wants me to make any changes, then let me know. Then I'll take this version down and change it or I'll upload the raw footage back up here. https://www.youtube.com/watch?v=XiUs6xtrbg4&feature=youtu.be Monkey Squirts (talk) 22:31, 23 July 2017 (PDT)

The video is fine, but the Engineer isn't saying any of the voice lines for some reason...? — Wind 09:24, 2 August 2017 (PDT)

I believe I accidentally made the music a little too loud. Should I edit it to make the engineer a little louder? (Sorry for late response) Monkey Squirts (talk) 00:42, 8 August 2017 (PDT)

As long the music isn't louder than the in-game volume. Take this demonstration video for example: https://www.youtube.com/watch?v=8HJnW0GLDVE User Karmacharger Charger 2.png Karmacharger 10:02 AM 8/18/2017 (PDT)
What matters is that neither of them clip, and that the relative volumes match the other videos. — Wind 14:39, 29 October 2017 (PDT)

Mannrobics Mannrobics

Whoever does this one, it would be really cool if you could get all nine classes to do the Mouse1 dance at the same time, in sync. Dogman15 (talk) 01:09, 14 July 2016 (PDT)

It's gonna takes forever just to get 9 players to do that, no for this. Since Valve officially made a video for this taunt, i don't think it's necessary for us to do so. User Karmacharger Charger 2.png Karmacharger 6:57 PM 8/26/2016 (PDT)
Alright — Wind 18:40, 4 September 2016 (PDT)

Zoomin' Broom Zoomin' Broom

Second Rate Sorcery Second Rate Sorcery

Victory Lap Victory Lap

Pictogram wait.png This demonstration has been reserved: VasyaTheWizard (talk)

I have the video for this done, just waiting for someone to make the thumbnail so I can upload the video.

Got WikiPan to do the thumbnail, video is here: https://www.youtube.com/watch?v=RgqAbH6mErw& VasyaTheWizard (talk) 17:59, 6 June 2018 (UTC)

Skating Scorcher Skating Scorcher

Trackman's Touchdown Trackman's Touchdown

Luxury Lounge Luxury Lounge

I have this item, so I might end up making this demo a bit later. Graysocks (talk) 08:08, 5 May 2018 (UTC)

The last talk about this was over a month ago, so I made the video: https://www.youtube.com/watch?v=S3ijWhyqZGU& As far as I understand, I need to wait for approval on this. VasyaTheWizard (talk) 15:53, 6 June 2018 (UTC)

Tools

Unusualifier Unusualifier

I found one of these in a crate so I thought I might as well do it if it's needed o: User Bojjob Userlink.png 02:52, 30 November 2017 (PST)

Can someone tell me how this looks? https://www.youtube.com/watch?v=uuDYBYtSIj4
Thanks :3 User Bojjob Userlink.png 02:03, 2 December 2017 (PST)
You've got black bars all around your video :( If you've still got the raw footage you might be able to edit it to get rid of those bars without losing too much quality.
Also, ideally it'd be nice to show the taunt in-game as well. — Wind 20:13, 5 December 2017 (PST)
Yeah, i've still got the raw footage haha
Unfourtunately i wont be able to show it in game coz i lost it to a scammer ;-; User Bojjob Userlink.png 04:07, 6 December 2017 (PST)

Gift Wrap Gift Wrap

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

Upgrade to Premium Gift Upgrade to Premium Gift

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

Strange Count Transfer Tool Strange Count Transfer Tool

Pictogram wait.png This demonstration has been reserved: Scoot-teh-Destroyer (talk) 06:30, 12 January 2016 (PST)

With the release of the Tough Break Update, it would be a good idea to get this done ASAP. --User Dr. Scaphandre Golden Ghastly Gibus.png Dr. Scaphandre 11:17, 23 December 2015 (PST)

I'm down. Was thinking doing it once between a normal strange wep and a strange skin, and then doing the process again but in reverse. Scoot-teh-Destroyer (talk) 06:28, 12 January 2016 (PST)

OK. — Wind 18:11, 18 January 2016 (PST)

Gun Mettle and Tough Break Festivizer Gun Mettle and Tough Break Festivizer

Pictogram wait.png This demonstration has been reserved: Scoot-teh-Destroyer (talk) 20:22, 18 January 2016 (PST)

Do we need this? I'm totally down for doing it. Scoot-teh-Destroyer (talk) 06:34, 12 January 2016 (PST)
Yes. — Wind 18:11, 18 January 2016 (PST)
Very late update but I will work on this soon if we are still taking submissions. Scoottehbesht (talk) 21:08, 11 September 2017 (PDT)

Cosmetics

Aristotle Aristotle

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Pictogram comment.png Show assists in Pyroland

Video https://www.youtube.com/watch?v=duO1_zuTnGs&t=5s - Thedop (talk) 12:01, 23 April 2018 (UTC +1)

That video you linked is the wrong one. It was really the demo you made for the "private maggot muncher" item. Graysocks (talk) 08:59, 9 May 2018 (UTC)
Indeed, it has been rectified. Thedop (talk) 14:13, 21 May 2018 (UTC +1)

Boston Boom-Bringer Boston Boom-Bringer

Pictogram comment.png Demonstration of how the sound effect works

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

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

Croaking Hazard Croaking Hazard

Pictogram comment.png Show assists in Pyroland

Metal Slug Metal Slug

Pictogram comment.png Show assists in Pyroland

Pictogram wait.png This demonstration has been reserved: VasyaTheWizard (talk)

Private Maggot Muncher Private Maggot Muncher

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Pictogram comment.png Show assists in Pyroland

Video https://www.youtube.com/watch?v=rvhlNNGyKq4&feature=youtu.be - Thedop (talk) 22:03, 17 April 2018 (UTC +1)

Sucker Slug Sucker Slug

Pictogram comment.png Show assists in Pyroland

Tropical Toad Tropical Toad

Pictogram comment.png Show assists in Pyroland

I actually have this item. I may try to make a demo video for this later on. Graysocks (talk) 07:43, 16 February 2018 (UTC)

Need to be redone

Ambassador Ambassador

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Pictogram comment.png Critical damage is affected by range.

Video: https://youtu.be/fRhbop733P4 - Thedop}} (talk) 16:48, 06 January 2018 (UTC+1)

All good. Please upload~ — Wind 02:57, 5 March 2018 (UTC)
http://www.mediafire.com/file/v4wv01htdbrvzrl/dededemonstration.mp4 - Thedop (talk) 20:27, 12 March 2018 (UTC+1)

Atomizer Atomizer

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Pictogram comment.png Triple jump doesn't deal damage to you anymore.

Pictogram comment.png No longer has attack speed penalty.

Pictogram comment.png Only Grants triple jump when deployed.

Pictogram comment.png Weapon minicrits while airborne.

Pictogram comment.png Weapon deploys 50% slower.

Video : https://www.youtube.com/watch?v=O6uzGJ7OBSE&feature=youtu.be - Thedop (talk) 14:08, 04 April 2018 (UTC+1)

Axtinguisher Axtinguisher

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Pictogram comment.png No longer deals full crits to burning targets

Pictogram comment.png Mini-crits burning targets and extinguishes them.

Pictogram comment.png Damage increases based on remaining duration of afterburn

Pictogram comment.png Killing blows on burning players grant a speed boost.

Pictogram comment.png Weapon holsters 35% slower.

This one seems like it is going to be hard (or at least complex) to make a demonstration of, due to all the traits there are. Graysocks (talk) 16:55, 29 March 2018 (UTC)

I give it a try. Video : https://www.youtube.com/watch?v=NPUIYNrZgJQ&feature=youtu.be - Thedop (talk) 23:27, 05 April 2018 (UTC+1)

B.A.S.E. Jumper Base Jumper

Pictogram wait.png This demonstration has been reserved: Naleksuh (talk) 21:12, 27 November 2017 (PST)

Pictogram comment.png Reduced amount of air control while deployed by 50%.

Bonk! Atomic Punch Bonk! Atomic Punch

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Pictogram comment.png Apply a slow effect to the player after phasing wears off, based on the amount of damage they absorbed, from -25% at low damage, to -50% at 200+ damage.

Pictogram comment.png The slow effect lasts 5 seconds

Video: https://www.youtube.com/watch?v=MRmsFSkD2Fk&feature=youtu.be - Thedop 18:28, 17 April 2018 (UTC+1)

Bottle Bottle

Pictogram wait.png This demonstration has been reserved: That Martin Guy (talk) 13:13, 26 July 2018 (UTC)

Pictogram comment.png Does not show that its models break on critical hits.

VideoThat Martin Guy (talk) 13:41, 26 July 2018 (UTC)

Bread Bite Bread Bite

Pictogram comment.png No longer marks user for death

Pictogram comment.png Removed 25% damage penalty

Pictogram comment.png Maximum Health drains by 10 per second when this item is active, to a minimum of 100

Buffalo Steak Sandvich Buffalo Steak Sandvich

Pictogram wait.png This demonstration has been reserved: Thedop (talk) - 14:53, 22 April 2018 (UTC+1)

Pictogram comment.png Reduced damage taken penalty from +25% to +20%.

Pictogram comment.png Increased effect duration from 15s to 16s.

Pictogram comment.png Fixed some of the Heavy's edible secondary items not having the model update when the item is eaten.

Not huge changes but still, video : https://www.youtube.com/watch?v=XjR1nNggiGs&feature=youtu.be - Thedop}} (talk) 14:53, 22 April 2018 (UTC+1)

Cleaner's Carbine Cleaner's Carbine

Pictogram wait.png This demonstration has been reserved: That Martin Guy (talk) 01:39, 21 July 2018 (UTC)

Pictogram comment.png Taunt was not shown.

I would like to work on this, but I cannot get the hud to work. This is the contents of my tf/custom folder, and this is what it looks like in game.

As you can see the alive players at the top of the hud can be seen, and the damage numbers are red instead of yellow. That Martin Guy (talk) 01:49, 21 July 2018 (UTC)

All fixed now. Casual HUD and contract progress should now be disabled upon executing weaponref, colors are now forced to yellow as well. You can get the edited version here.
Known issues
Upon leaving the server/quitting tf2, the Casual HUD's border may still be present. To fix this open up the console and type tf_use_match_hud 1, close the console, re-open it and type tf_use_match_hud 0. Please let me know if you encounter any other issues. — Wookipan (talk | contribs) 13:58, 25 July 2018 (UTC)

Video done. Link here. That Martin Guy (talk) 12:35, 26 July 2018 (UTC)

Crit-a-Cola Crit-a-Cola

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Pictogram comment.png Each attack while active adds Marked-For-Death debuff for 5 seconds. Effect does not stack.

Pictogram comment.png Removed Marked-For-Death when effect expires.

Pictogram comment.png Removed +25% move speed bonus.

Pictogram comment.png Removed +10% damage taken penalty.

The last clip is suppose to show that the Marked-For-Death effect is still here even after the cola effect is over.

Video: https://www.youtube.com/watch?v=TathkQ1Rn34&feature=youtu.be - Thedop 12:54, 03 May 2018 (UTC+1)

Crusader's_Crossbow Crusader's Crossbow

Pictogram comment.png 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.

Pictogram comment.png Does not show that if you try to heal up an enemy Spy, Über is not built.

Pictogram comment.png Does not show that if you heal an enemy player through a Pyro's reflect, Über is built.

Dead Ringer Dead Ringer

Pictogram comment.png Ammo kits and Dispensers no longer refill the Spy's cloak meter.

Darwin's Danger Shield Darwin's Danger Shield

Pictogram comment.png Added afterburn immunity.

Pictogram comment.png Added +50% fire resist.

Pictogram comment.png Removed +25 max health on wearer

Pictogram comment.png Removed 20% explosive damage vulnerability on wearer

Pictogram comment.png Removed +15% bullet damage resistance on wearer

Enforcer Enforcer

Pictogram comment.png Does not show the resistance-piercing property against some items or effects (Wrangler shields, Battalion's Backup, Fists of Steel, Spy invisibility passive resistance, The Dead Ringer, Brass Beast and Natascha).

No idea if this is necessary but the last WD is showing the Spy killing a Sniper equipped with the Darwin's Danger Shield (outdated since JI) so i through i might be interesting to show the damage difference on all resistance effects. - Thedop 13:37, 03 May 2018 (UTC+1)

Eviction_Notice Eviction Notice

Pictogram comment.png No longer grants a 20% damage vulnerability

Pictogram comment.png Maximum Health drains by 5 when this item is active, to a minimum of 100

Enthusiast's Timepiece Enthusiast's Timepiece

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

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

Family Business Family Business

Pictogram wait.png This demonstration has been reserved: Thedop (talk) - 21:11, 28 November 2017 (UTC+1)

Pictogram comment.png Added new sounds for the Family Business

Same thing as the Winger, video : https://youtu.be/d73k2tcMfXU The preceding unsigned comment was added by Thedop (talk) • (contribs)

Forgot to reload at the end of each clip (before taunting in the first one). Sorry, small detail but videos are consistent on this... — Wind 20:13, 5 December 2017 (PST)
For sure, version 2 : https://youtu.be/nRNwhjc_ihYThedop 14:15, 7 December 2017 (UTC+1)
Is good, please upload~ — Wind 02:57, 5 March 2018 (UTC)
http://www.mediafire.com/file/vxk96yzaia4dhdo/Test.mp4 - Thedop 00:55, 13 March 2018 (UTC+1)

Flare Gun Flare Gun

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Pictogram comment.png Flare guns now apply 7.5 seconds of afterburn (down from 10 seconds).

Pictogram comment.png Per-tick afterburn damage increased to 4, for a total of 8 damage per-second.

Something weird happened in the last part (Bot Pyro's name on Death Cam), tell me if it has to be redone.

Video : https://www.youtube.com/watch?v=ODHeNrbb9aY&feature=youtu.be - Thedop (talk) - 14:53, 26 April 2018 (UTC+1)

Fists of Steel Fists of Steel

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Pictogram comment.png Added -40% maximum overheal on wearer

Pictogram comment.png Added -40% health from healers on wearer

Video : https://www.youtube.com/watch?v=v-nY9A6mskA - Thedop (talk) - 14:53, 26 April 2018 (UTC+1)

Flying Guillotine Flying Guillotine

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Pictogram comment.png Removed crit vs stunned players

Pictogram comment.png Removed mini-crits at long range

Pictogram comment.png Long range hits reduce recharge (by 1.5 seconds)

Also animations and sounds changes. Video : https://www.youtube.com/watch?v=AtGDhnh0qrk&feature=youtu.be - 09:29, 23 April 2018 (UTC+1)

Force-A-Nature Force-A-Nature

Pictogram wait.png This demonstration has been reserved: Thedop (talk) - 17:48, 24 May 2018 (UTC+1)

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

I'll try my hand at it. I've gotten most of the clips down. I just need to put the 2 demos together and get a screen recorder for the loadout.--Punishment Fatal (talk) 23:18, 10 October 2015 (PDT)
Edit: I have the demos, but I'm having trouble compressing them. Quicktime doesn't want to let me work in h264 and the tga's have some sort of stop at certain frames when I didn't have in them in the game. How can I use a program that can smooth out the tga's or use a different format while recording a movie to extract the video and audio without stuttering or 1,000 files flooding my TF2?
If you're talking about bringing the images together to form a clip, personally I use Virtualdub. After you srcdemo2 and use Virtualdub you can delete all the images you used, as you will have the video. User Obilisk Demo1.png Obilisk 01:21, 11 October 2015 (PDT)
Yeah, I was using Virtualdub as well. It's just when I was watching the tgas compiled together, I noticed that at certain tgas the game completely halted and froze as if my game was stuttering though in the demo itself there was no visible sign of any framerate drop. Punishment Fatal (talk) 01:26, 11 October 2015 (PDT)
I've also seemed to have encountered another problem. Everytime I try to open SrcDemo2, it just loads and stops immediately even without opening a window to let me troubleshoot the problem. Do you know how to work around this? Also, should I use OBS for recording the loadout or do you recommend some other program? Punishment Fatal (talk) 03:47, 11 October 2015 (PDT)
Throw me a friend request, I can help out. Add me. User Obilisk Demo1.png Obilisk 05:48, 11 October 2015 (PDT)
Alright, I found the problem for Virtualdub. It stuttered since it wasn't an actual player and didn't load all the frames together. However, when I exported the frames, it reduced the quality quite a bit. Is there any way I can keep the quality while converting? Punishment Fatal (talk) 13:10, 11 October 2015 (PDT)
Edit: Nevermind, only Windows Media player was showing the quality as blocky. Windows Movie Maker shows it as normal. Punishment Fatal (talk) 13:36, 11 October 2015 (PDT)
Alright, here's the rough edit for the Demonstration. I haven't added a loadout option yet or rendered it in SrcDemo2, but I want to hear your guys' critique. (Also thanks again to Obilisk for sending me the training vid music). Punishment Fatal (talk) 19:26, 12 October 2015 (PDT)
Overall It's looking pretty good so far Punishment Fatal. My only suggestions would be to perhaps not fire two shots every time you intend to shoot. From the looks of your demonstration it seems compulsory to always fire both barrels. I'd say maybe just shoot one shot when you know the other won't be shooting at anything. ( An example is at 0:40 when you kill the medic, one of your shots go to waste. Try killing him with just the amount of bullets you need to, and again straight after, you should only shoot the backboard once.) Also, the ending sound should merge with the original demonstration music, rather than cutting to no music then bringing it in. Otherwise, as I said, looking good! User Obilisk Demo1.png Obilisk 04:16, 15 October 2015 (PDT)
Here's the fixed edit. Again, it's pre SrcDemo2 and loadout since I'm still trying to get SrcDemo to work (Dokanlibrary doesn't want to work for me on Windows 8) and I'm trying to decide which program to use for the loadout screen (would OBS be the best option?).
The clips you have provided are looking very nice. Though, not sure about the blurred transition, I'd say try avoid the blur and just have a transition if possible. Personally I use Fraps to record loadout views, can't say I've experienced much with other programs though I'm sure any one of them would do the trick. User Obilisk Demo1.png Obilisk 05:10, 18 October 2015 (PDT)
What Obilisk said, plus:
  • Audio and video appear desynced. Check the shot sounds vs video during the first clip at 0.5x speed.
  • Make sure to reload at least once with only one shot fired to show both shells being thrown out. This can be done with the medic if you end on a single shell left, or otherwise after shooting the back board with a single shot.
  • Don't twitch-jump (1:40). See current demonstration. You don't need to twitch, just need to be looking at the right angle while jumping.
  • Framerate is choppy (SrcDemo2 would fix it, and if that doesn't work, plain Source Recorder still should)

Wind 14:13, 18 October 2015 (PDT)

I must unfortunately remove my reservation. My computer does not want to co-operate well with any recording program and I no longer have the free time I once had to continue with the videos. Punishment Fatal (talk) 23:55, 4 January 2016 (PST)
This is probably the first time i said this, I don't think i can do this one, because the second clip is a nightmare to record, always missed the jump, and can't double-jump for whatever reason some times. Beside it only has the description updated User Karmacharger Charger 2.png Karmacharger 11:01 PM 6/14/2016 (PDT)
You might want to use my config which makes it really easy (just middle-click while aiming slightly downwards). Or if you just want the jump alias:
alias "+a_mouse3" "slot1; +jump; +duck; +attack"
alias "-a_mouse3" "-duck; -jump; -attack"
bind "mouse3" "+a_mouse3"

Wind 18:41, 26 June 2016 (PDT)

I added a new clip to show the damage difference between the FaN and the Scattergun at close range.

Video : https://www.youtube.com/watch?v=4Whc8bWzRZ0&feature=youtu.be - Thedop 17:48, 24 May 2018 (UTC+1)

Frontier Justice Frontier Justice

Pictogram wait.png This demonstration has been reserved: Thedop (talk) - 17:29, 7 April 2018 (UTC+1)

Pictogram comment.png Added new sounds for the Frontier Justice.

Video : https://www.youtube.com/watch?v=6E9H-9ArzpY&feature=youtu.be. - Thedop 17:29, 7 April 2018 (UTC+1)

Gloves of Running Urgently Gloves of Running Urgently

Pictogram comment.png No longer marks user for death

Pictogram comment.png Removed 25% damage penalty

Pictogram comment.png Maximum Health drains by 10 per second when this item is active, to a minimum of 100

Huo-Long Heater Huo-Long Heater

Pictogram wait.png This demonstration has been reserved: Thedop (talk) - 17:29, 8 December 2017 (UTC+1)

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

Pictogram comment.png Added +25% increased damage vs. burning players

Pictogram comment.png Added -10% damage

Pictogram comment.png Reduced ammo drain to -4/sec (from -6)

Pictogram comment.png Reduced pulse damage from Ring of Fire to 12 (from 15) due to increased damage vs. burning

Here is my try for the updated version of this WD, just some notes before :

  • (Second clip) the HLH's afterburn seems to applied the damage bonus against burning players to only one target (in occurence the Soldier in the second clip) while the others only receive -15 instead of -20.
  • I don't know if the fifth clip is correctly showing the damage difference between non-burning/burning targets, tell me if the Pyro is necessary or not.
  • Some miniguns deployement are not synchronised but they always start firing at the same moment, again tell me if it's need to be redone.

Video : https://www.youtube.com/watch?v=MnAwgaSccZc - Thedop 17:29, 8 December 2017 (UTC+1)

The pyro video is useful but the pyro did too much damage for the comparison to be useful IMO. I think the bonus is intended to be used by having the HLH's own fire-setting effect to boost its own damage. Here in the video, the pyro did 67 HP of damage to the BLU heavy (since the RED heavy's damage total is shown to be 233), which is a significant headstart that the other clip didn't have. I think either have a pyro with a short puff of flame (no more than ~30 HP of initial burn damage) would be better. Alternatively, you could have 2 clips with no pyroes, and instead have the two heavies be at the same distance from each other, but have one of them be out of reach of the flames (for example by standing on top of the cart) while the other is in reach of the flames. That way one clip shows the damage with the fire boost and the HLH's own fire damage, while the other clip only has minigun bullet damage.
Also, last clip doesn't really need to go all the way down to 0 ammo... Ending it a few seconds after the other 2 clips are out of ammo is fine. — Wind 02:57, 5 March 2018 (UTC)
This isn't the WD but a sample of it, to know if the damage comparison is correctly showed here (i did it with your own idea) https://www.youtube.com/watch?v=vDFkNwpuLhw&list=UUOHZkAAJplnc__J9RS42I4w&index=1 Thedop 14:02, 1 April 2018 (UTC+1)

Mad Milk Mad Milk

Pictogram comment.png Updated description. (Also handy for putting out a fire) Pictogram comment.png Extinguish an ally reduces the cooldown by 20%)

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 5:44 PM 1/7/2016 (PDT)
The "Extinguish an ally reduces the cooldown by 20%" does nothing... i'm not sure why. i've reported it to Valve User Karmacharger Charger 2.png Karmacharger 5:45 PM 1/7/2016 (PDT)

Mantreads Mantreads

Pictogram comment.png +75% push-force reduction now includes airblast.

Pictogram comment.png Increased air control when blast jumping by 200%.

Pictogram comment.png Added a unique particle effect whenever a player performs a "Stomp" attack on another player with the Mantreads.

Minigun Minigun

Pictogram wait.png This demonstration has been reserved: Thedop (talk) 19:54, 11 April 2018 (UTC +1)

Pictogram comment.png The 1-second damage and accuracy penalty now applies to the first second of spun-up time, whether or not the Heavy is firing. Previously, the 1-second damage penalty only be removed after 1 second of firing.

Pictogram comment.png Accuracy and damage penalties now reset when the Heavy spins down, rather than when the Heavy stops firing. This means if you stay spun up beyond one second, and fire in bursts, damage and accuracy will remain at 100%.

Pictogram comment.png Viewmodel has been updated.

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

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

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

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

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

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

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

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

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

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

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

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

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

Still a few things you need to fix up Luigifan656,

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

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

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

Wind 16:50, 2 August 2015 (PDT)

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

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


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

My first weapon demonstration video Watch here - Ratatoullite 21:29, 12 May 2016 (GMT -3)

"This video has been removed by the user." :( User Karmacharger Charger 2.png Karmacharger 1:44 AM 5/21/2016 (PDT)

Heya,Denis here yet again,Minigun presentation 2nd vid - https://youtu.be/qdOdIwsHx3I xB33 03:18, 5 March 2017 (PST)

Hi Denis. Please make sure to use ~~~~ (4 tildes) rather than ~~~ (3 tildes) when signing your posts, such that your username shows up.
For this actual demonstration, 2 things to note:
  • After killing the Medic, you didn't shoot at the cardboard target at the back
  • At the very end, there is a sudden volume increase for some reason

The rest is good~ — Wind 16:53, 5 March 2017 (PST)

Denis here yet again,fixed version - https://www.youtube.com/watch?v=TaGNJIGn0AE xB33 03:44, 6 March 2017 (PST)

Thanks for the updated video. Is good, but MOCOLONI's video below adds more useful clips that are worth integrating into this video as well. Please either do so, or don't if MOCOLONI already has a video available, otherwise this would be duplicated effort. — Wind 14:24, 7 May 2017 (PDT)

————————————————————————————————————————————————————————————————

Hi. Here's my version for the c_model Minigun: https://www.youtube.com/watch?v=gGN-77khK-E MOCOLONI (talk) 09:05, 5 March 2017 (PST)

Hi MOCOLONI and thanks for doing a demonstration video. A few things to fix up in this video:
  • For the Minigun demonstration, you need to step close to the edge of the little wooden enclosure so that the muzzleflash doesn't flash through the wooden plank. This is a bug in the minigun's muzzleflash thing. Check the current minigun video to see where to stand.
  • The damage numbers should be big and yellow rather than the default small red text. Please install weaponref.7z (link on the main project page) which should contain a HUD override to change these.
  • The aiming cursor seems a bit thin. Is this the default setting? Maybe your graphics settings are causing some aliasing; make sure you have antialiasing and anisotropic filtering enabled and turned up.

Thanks~ — Wind 16:53, 5 March 2017 (PST)

Hi WindP, thanks for the feedback. I've made some improvements: (new video | old video (March 7))
  • I increased the crosshair from value "16" to "32".
  • There was no better place to showcase the Minigun's muzzle flash than the new one on the video; others (closer) would make the weapon to get through the enclosure when taunting, so I had to balance it between the visibility of the muzzle flash and the clipping-through when taunting.
  • I added some new footage to the video that weren't present in the latest one, including the damage/accuracy ramp-up added in the 'Love & War' update, and the Sentries' based-on-level resistances against the Minigun from the 'Gun Mettle' update.
  • Improved the brightness (actually just "set it to default" since my video editor was always automatically manipulating it, making it look darker)
  • The video is now available at 1080p resolution

MOCOLONI (talk) 07:16, 16 March 2017 (PDT)

Hi MOCOLONI. Both you and xB33 created videos for this weapon, so only one of them can be uploaded... So please only submit a fixed version if xB33 hasn't posted one already, in order to avoid duplicating effort. Regarding your video:
  • The Minigun crits when shooting at the back for some reason; it shouldn't (see current version of the demonstration)
  • The damage/accuracy ramp-up doesn't really show much of a difference at the distance you demonstrated it. I think it would be more obvious from further away.

Wind 14:24, 7 May 2017 (PDT)


Hey WindP, thanks for replying. I didn't quite understand what you mean by 'upload a fixed version of xB33 hasn't posted one already'. While for the rest:
  • I added crits just to demonstrate how it looks and sounds like, just like some old demonstration videos did (although this time I didn't damage anyone with them).
  • Which one of the ramp-up's clips are you talking about (vs. Player / vs. Sentry)? Although I think you're referring to both, I'd keep the one with the Sentries since it's apparent it deals less damage per shot depending on the Level, and the more the're upgraded, the more damage they absorb before getting destroyed.
I meant "upload a fixed version **if** xB33 hasn't posted one already", sorry for the typo. As for the damage ramp-up, I was talking about the Sentry. — Wind 15:17, 28 May 2017 (PDT)
Please let me know whether I should keep improving the video. Thanks,

MOCOLONI (talk) 04:25, 8 May 2017 (PDT)

————————————————————————————————————————————————————————————————

Well, it seems many users tried to create the WD for it since 2015 but none got "accepted" and the last work on it is from 2017 pre-Jungle Inferno. I taking the reservation for it with a video which include the changes made by MOCOLONI (talk), but if any older Minigun's WD maker is willing to doing it again well they can and i will remove my reservation. Again if something is wrong/missing, tell me. (PS : the old reservation were by Vp999 (talk))
Video : https://www.youtube.com/watch?v=yWJi_tZUbhY&feature=youtu.be - Thedop (talk) 19:54, 11 April 2018 (UTC +1)

Nostromo_Napalmer Nostromo Napalmer

Pictogram comment.png Does not show bonus damage dealt to or taken from players with the Isolationist Pack equpped. First come, first served - I'm not interested in re-doing this one myself. Kzig (talk) 04:12, 16 July 2017 (PDT)

Panic Attack Panic Attack

Pictogram comment.png Increased switch speed by 50%.

Pictogram comment.png Increased number of pellets by 50%.

Pictogram comment.png Decreased damage by 30%.

Pictogram comment.png Fires a wide, fixed shot pattern.

Pictogram comment.png Shot pattern grows with successive shots but resets after the player stops firing or reloads.

Video: https://www.youtube.com/watch?v=UsN6SMUoxgc&feature=youtu.be - Thedop (talk) 17:32, 10 January 2018 (UTC+1)

Random gift drop at 02:56 :(
All the rest is good. — Wind 02:57, 5 March 2018 (UTC)
Aaaaand they changed it. Will doing another video later. - Thedop (talk) 18:32, 29 March 2018 (UTC+1)
And here we go, again tell me if something is wrong in it. Video : https://www.youtube.com/watch?v=vDtA3exxs8I - Thedop (talk) 09:32, 07 April 2018 (UTC+1)

Postal Pummeler Postal Pummeler

Pictogram comment.png No longer deals full crits to burning targets

Pictogram comment.png Mini-crits burning targets and extinguishes them.

Pictogram comment.png Damage increases based on remaining duration of afterburn

Pictogram comment.png Killing blows on burning players grant a speed boost.

Pictogram comment.png Weapon holsters 35% slower.

Powerjack Powerjack

Pictogram comment.png Reduced health gained on kill from +75hp to +25hp.

Pictogram comment.png The Powerjack's health gain on kill can no longer overheal.

Power Up Canteen Power Up Canteen

Pictogram comment.png Doesn't show Canteen Specialist upgrades like Battery Canteens demo does

Pretty_Boy's_Pocket_Pistol Pretty Boy's Pocket Pistol

Pictogram comment.png Increased health recovered on hit from +3 to +5

Heya,Denis here with fixed version - https://youtu.be/gO6NEI-pmHw xB33 07:56, 7 March 2017 (PST)

Hi xB33:
  • At 0:14, the pistol was reloaded despite the clip not being empty
  • On the fall damage part, it would have been better to show both Scouts holding the Pretty Boy's Pocket Pistol, and then have one switch away from it before jumping. The current video doesn't show that both Scouts have the Pretty Boy's Pocket Pistol.
  • Same comment for the damage vuln part. All scouts should start with their slot 2 weapon (with 1 having the regular pistol, and 2 with the Pretty Boy's Pocket Pistol), and then one of the 2 that have the Pretty Boy's Pocket Pistol should switch away to another weapon.
  • For the damage vuln part, it's not clear that the Pyro fired his/her flamethrower. It would be more clear if the pyro was placed a bit further back (but still in flamethrower range).
  • Only one damage vuln clip is necessary, not 3

Wind 14:24, 7 May 2017 (PDT)

Razorback Razorback

Pictogram wait.png This demonstration has been reserved: Thedop (talk) 19:19, 12 April 2018 (UTC +1)

Pictogram comment.png -100% maximum overheal on wearer

Pictogram comment.png The Razorback Regenerates after 30 seconds

The rendering on the 3-cameras part isn't great, tell me if i should rework on it.

Video https://www.youtube.com/watch?v=b17gLYA6_84&feature=youtu.be(a new one since the recent patch which fixed the über rate with the Razorback) - Thedop 14:57, 15 April 2018 (UTC+1)

Reserve Shooter Reserve Shooter

Pictogram comment.png Attacks on targets knocked into the air by Pyro airblast no longer mini-crit.

Rescue Ranger Rescue Ranger

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Pictogram comment.png Ranged repairs now consume metal at a 4-to-1 health-to-metal ratio (previously consumed no metal)

Pictogram comment.png Changed weapon description

Video: https://www.youtube.com/watch?v=AGboZGH839E&feature=youtu.be - Thedop 16:59, 02 May 2018 (UTC+1)

Righteous Bison Righteous Bison

Pictogram comment.png Fixed a bug causing players to be hit by the same projectile multiple times, causing the damage dealt to vary wildly

Pictogram comment.png Per-shot damage has been increased to compensate, resulting in slightly more damage on average

Pictogram comment.png Slowed projectile by 30%

Pictogram comment.png Projectile damage reduced by 25% for each enemy penetrated

Such a terrible weapon now, i don't think we should redo this one first, wait until Valve buff it back to the way it should be. Again the entire community is complaining about this weapon right now. User Karmacharger Charger 2.png Karmacharger 6:32 PM 10/3/2016 (PDT)
OK. — Wind 23:54, 9 October 2016 (PDT)
Well, they buffed back, no need to redone. User Hinaomi Hinaomi-sig.png Rikka Takanashi (talk) • (contributions) 23:53, 9 November 2017 (PST)

Robo-Sandvich Robo-Sandvich

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

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

Sandman Sandman

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Pictogram comment.png Long-range ball impacts no longer remove the victim's ability to fire their weapon but the victim is still slowed.

Pictogram comment.png Max range balls now do 50% increased damage from a base of 15.

Pictogram comment.png The flight time required to trigger the max effect has been reduced by 20%.

Pictogram comment.png Ball regeneration time reduced to 10 seconds.

Lot of new changes for the Sandman, so i decided to give it a try. There is still some fixes to be done in the video but i wanted to know if the new changes were correctly explained. Video : https://youtu.be/9GPPiIHsTXQ - Thedop (talk) 01:27, 14 November 2017 (UTC+1)

Looks like a pretty good structure to me, except the second clip. Details:
  • There's a dead RED heavy corpse where the sniper is standing at 0:55. That being said I think you could remove that clip entirely, since the clip after it covers everything that this clip covers IMO
  • Non-default crosshair used for the sniper at 1:20.
  • There's some sort of audio glitch at 1:59, maybe a mic pop or something?
  • There's no slowdown status indicator on the heavy/medic/scout splitscreen. HUD bug? Not sure if it's fixable though... if not then whatever.
  • There is a dead RED Pyro corpse at 2:47.

Wind 17:34, 26 November 2017 (PST)

Second try : https://youtu.be/22fHG7qGibA - Thedop (talk) 21:50, 02 December 2017 (UTC+1)
All good except one little thing: the projector sound at the end got cut off. Should be easy to fix by adding a half-second of black screen at the end of the video so that youtube doesn't cut it off. — Wind 20:13, 5 December 2017 (PST)
Alright, it wasn't a problem with Youtube but with Vegas (i started the ending sound too late). I hope it's fixed now : https://youtu.be/jujoCLhBOIk - Thedop 12:53, 06 December 2017 (UTC+1)
All good, please upload~ — Wind 02:57, 5 March 2018 (UTC)
http://www.mediafire.com/file/wgo511i53xb23od/Sandman%20Demonstration%203.mp4 - Thedop 12:53, 12 March 2018

Sandvich Sandvich

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

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

Video : https://www.youtube.com/watch?v=bd8cJiavY90&feature=youtu.be - Thedop 00:15, 16 April 2018 (UTC+1)

Scotsman's Skullcutter Scotsman's Skullcutter

Pictogram comment.png Increased deploy and holster time penalty.

Scottish Handshake Scottish Handshake

Pictogram wait.png This demonstration has been reserved: That Martin Guy (talk) 15:06, 26 July 2018 (UTC)

Pictogram comment.png Does not show that its models break on critical hits.

Sharpened Volcano Fragment Sharpened Volcano Fragment

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Pictogram comment.png Fixed the afterburn duration for the Sharpened Volcano Fragment.

Nothing huge but the afterburn damage and duration were changed since JI, i also included a building damage clip.

Video: https://www.youtube.com/watch?v=LLi-ypZYRu8&feature=youtu.be - Thedop 10:22, 03 May 2018 (UTC+1)

Short CircuitShort Circuit

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Pictogram comment.png Not up to date with the secondary fire change, damage doesn't look correct either

Pictogram comment.png Alt-fire attack changed to launch a medium-range, projectile-destroying energy ball. Requires 65 metal.

Formerly reserved by DarkerBit

https://www.youtube.com/watch?v=_s-ZhvSErds&feature=youtu.be

I done did it DarkerBit (talk) 12:16, 16 June 2017 (PDT)

Hi DarkerBit, thanks for the demonstration. Couple of things to fix:
  • Damage numbers show up in small red text; they should show up in big yellow text (see current Short Circuit demonstration). Make sure to apply the HUD override file (demonstration.vpk) as listed on the project page.
  • At 0:52, all characters shouted their "game start" voice clip; this usually means the recording started too early. Please make sure to wait long enough for that voice clip to not play.
  • Please show both fire modes (primary and alt) in the first clip rather than in separate clips. Shoot a few sparse shots at the pyro (of both types), then spam the soldier with primary, then spam medic with secondary.
  • Make sure to show the range and auto-aiming of both fire modes; right now both clips show it from point blank and with full accuracy
  • Transitions: please wait a little bit before/after each clip transition and avoid moving the camera during them (see existing demos for examples)
  • The projectile destruction clip shows all projectiles being destroyed at the last second. The weapon has more range than that, so make sure to demonstrate how far away it can destroy projectiles from
  • In the sentry clip, I think you have the enemy's alt-fire bound to the spacebar; try binding to another key that doesn't cause your own character to move so that there's no weird jumping going on
  • Taunting at 2:32: funny but unnecessary (it's a long demonstration so better avoid that)
  • 2:40: somehow the first stickybomb glitched through the floor here...?
  • 2:48: random crits and console spam happened for some reason. Same at 03:10
  • Demoman clip in general has both characters moving a lot, which makes it hard to follow what's going on. Check the existing demo which shows the demoman spamming the BLU spawning box instead, which is easy to follow and has all the stickies and pipes contained into a small unchanging area
  • Also, optionally, see if you can remove the aliasing on the loadout screen at the beginning. The engineer's silhouette is very pixel-y, but the existing demo doesn't have this problem. I think this can only be fixed via driver override (e.g. open the AMD/NVIDIA control panel and set TF2 to force antialiasing).

Thanks~ — Wind 15:57, 18 June 2017 (PDT)

Thank you for your critisism, the sentry clip was actually another player, and he was firing when i jumped, as bots dont have the wrangler.
I really should unbind shift, because of the crits error.
I am going to remake this demonstration now, with hopefully better quality.
The reason theres such a quality difference between the loadout screen and ingame footage is because I recorded the loadout screen in fraps but the rest was rendered with the Source Recorder.
I have no clue why the sticky glitched through the floor, and I am going to remmake it completely anyway.
I am currently recreating this demonstration following your advice, and hopefully it will turn out better.

Thank you for your tips! --DarkerBit (talk) 04:51, 20 June 2017 (PDT)

I am unable to make the demonstration due to private reasons.
Feel free to reserve this, as I am going to unreserve it.

DarkerBit (talk) 13:25, 28 June 2017 (PDT)

I hope all the changes are correctly showed here: https://www.youtube.com/watch?v=I4EO0MwlwrE&feature=youtu.be - Thedop 20:19, 18 April 2018 (UTC+1)

Spy-cicle Spy-cicle

Pictogram comment.png No longer displays Fire immunity shield when fire immunity is triggered Hey im new to this but is it ok if I will give it a try? It might take a while but my first won't be my best :D Sugarmuff1n (talk) 19:40, 18 November 2016 (PST)

Go for it. If this is your first time doing TF2 videos you might want to read Source Recorder and perhaps do only one clip of the demonstration first just as a video quality check. Good luck~ — Wind 12:20, 20 November 2016 (PST)

Sun-on-a-Stick Sun-on-a-Stick

Pictogram comment.png Take 25% less damage from fire while deployed

Heya,Denis here - https://www.youtube.com/watch?v=iNqmVnP7bCk&feature=youtu.be xB33 09:02, 5 March 2017 (PST)

Hi Denis. Thanks for the video. Just one thing: it's not clear that the third view in the split-screen at 0:40 has the sun-on-a-stick equipped. I think the clip should start with the sun-on-a-stick/bat already equipped and held in hand, and then in one of the clips you can switch to scattergun. It would make it more obvious as to what's going on. Thanks~ — Wind 16:53, 5 March 2017 (PST)

Ey,Denis here,fixed version - https://youtu.be/WsGc9AOABlc xB33 08:21, 6 March 2017 (PST)

Hmm, nope, the split-screen part looks the same as the previous video. :(
To be clear:
  • Left clip: Starts with Sun-on-a-Stick in hand, keeps it all the way through
  • Middle clip: Starts with Bat in hand, keeps it all the way through
  • Right clip: Starts with Sun-on-a-Stick in hand, switches to Scattergun before getting flamethrower'd

This is a similar comment as the one on the Pretty Boy's Pocket Pistol. — Wind 14:24, 7 May 2017 (PDT)

Nice one Denis. Also, could the switch from Scattergun to Sun-on-a-Stick be for showcasing the deploy animation? ⇒Leaderboard class spy.png Anyar (talk/contributions/giveaway) 19:21, 7 May 2017 (PDT)
No need to showcase the deploy animation. Nice to do but not a requirement. — Wind 15:17, 28 May 2017 (PDT)

Sydney Sleeper Sydney Sleeper

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Pictogram comment.png Fully-charged body shots and headshots no longer splash Jarate on players around the target.

Pictogram comment.png Reduced length of on-hit Jarate to 2 to 5 seconds (from 2 to 8 seconds)

Pictogram comment.png Added: "Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second".

(Older version)

This weapon might ended up in the same way as Phlogistinator, this weapon has received many complains about the buff, so i highly suggest not to touch it until Valve did something about it. Because it's op right now User Karmacharger Charger 2.png Karmacharger 8:24 PM 8/9/2016 (PDT)

Heya,Denis here with my 1st video,fixed Sydney Sleeper - https://youtu.be/Ag0tmj5B1mA xB33 03:14, 5 March 2017 (PST)

Is good. Please upload~ — Wind 16:53, 5 March 2017 (PST)

(New version Post Jungle Inferno)

Video: https://www.youtube.com/watch?v=asr6n7gt3ME&feature=youtu.be - Thedop 13:34, 11 April 2018 (UTC +1)

Vita-Saw Vita-Saw

Pictogram wait.png This demonstration has been reserved: Naleksuh (talk)

Pictogram comment.png Added Organs collecting concept. Each hit with the Vita-Saw harvests the victim's organs. Preserves 15% ubercharge(sic) per Organ harvested on-death. Effect caps at 60% total ubercharge.

Wanga Prick Wanga Prick

Pictogram wait.png This demonstration has been reserved: Thedop (talk) 19 April 2018

Pictogram comment.png +33 cloak drain rate

Pictogram comment.png Normal disguises require (and consume) a full cloak meter

Video : https://www.youtube.com/watch?v=0kCcaLIrW_U&feature=youtu.be - Thedop (talk) 10:38, 19 April 2018

Winger Winger

Pictogram wait.png This demonstration has been reserved: Thedop (talk)

Since new sounds were added, i decided to redone the WD for the Winger. I tried to making it identical to the previous WD. Tell me first if a new demonstration is needed and if true, any problems to report (sorry english isn't my mother tongue) video : https://youtu.be/wHVeReXhHp0 The preceding unsigned comment was added by Thedop (talk) • (contribs)

A new demonstration is indeed needed, and yours is perfect. I'm impressed, as it's pretty rare to get it right on the first try~ Please upload the original video file somewhere so that it may be reuploaded to the wiki's youtube channel. — Wind 19:47, 8 November 2017 (PST)
Upload link: http://www.mediafire.com/file/glcbcbx8epq6p0f/winger_weapon_demonstration.mp4 The preceding unsigned comment was added by Thedop (talk) • (contribs)

Your Eternal Reward Your Eternal Reward

Pictogram wait.png This demonstration has been reserved: Thedop (talk) 17:50, 09 November 2017

Pictogram comment.png +33 cloak drain rate

Pictogram comment.png Normal disguises require (and consume) a full cloak meter

I have some problems to show the cloak drain rate between the knife and YER, i can't manage to install the splitscreen hud. Any way to fix it? - Thedop
You can try setting your game launch options to, for example, "-width 960 -height 1080 -window". That will make the game run in a window at 960x1080 resolution, so the HUD elements will be correctly positioned. If you use Source Recorder for videos, you can actually record yourself in normal resolution, then restart the game in 960x1080 and render the demo using that. I will add this to the non-talk version of this page. — Wind 22:31, 9 November 2017 (PST)
Video : https://youtu.be/9hzetfcouxI. By the way, i realise now Naleksuh (talk) is actually working on this WD too. I have no intent to creating any conflit, i still decided to finishing it but he has the priority on it. Anyway, i wanted to talk about the last part of the video (about the disguise consume rate), and have some feedback on it (if it's understandable, fully showing the malus, etc). Also i friend of mine helped me do doing some parts, i hope it can't be seen too much. - Thedop 02:51, 11 November 2017 (UTC+1)
Didn't see anything weird. All good, please upload~ — Wind 18:55, 11 November 2017 (PST)
Why did you not show the critical hit? Critical hit facestabs and backstabs are two different things. Naleksuh (talk) 20:38, 11 November 2017 (PST)
Well for two reasons :
  • I mostly based the WD over the previous one (https://www.youtube.com/watch?v=WGsw42Wgec8), the creator didn't show the critical hit damage for the YER on the Medic.
  • The knife don't realise random critical hit, and being in the situation where you manage to doing one (Kritz uber, Halloween buff) are rare normally. Also, i think it's still more important to show the backstab's hitbox (on the Medic again) than the knife crit damage. But, i ain't the one who deciding this so it's up to the admins to reconsider if showing the crit damage with the knifes is needed. (sorry for my english skill )
Upload link : https://www.mediafire.com/file/k4v4aqma0zz8g1g/Demonstration_YER.mp4 - Thedop (talk) 12:46, 12 November 2017
If you watch the first remake though, you will see a sniper has been added. It's not like you have a limited allotment of 4 bots and you must decide what to do with them :P
besides, you made this when I was already making it, so it shouldn't even exist 👌Naleksuh (talk) 00:31, 14 November 2017 (PST)
You didn't put a {{Reservation}} template (while Thedop did), so not much room for complaints. The knife demos generally don't have non-backstab critical hits shown. As per the "For melee weapon" section of the non-talk version of this page: "If the weapon cannot crit randomly, but can crit under certain circumstances, then you are free to do whatever you want as long as you make it crit at least once", which means showing a backstab is enough. — Wind 17:34, 26 November 2017 (PST)
Just because it's TECHNICALLY a critical hit doesn't mean it's actually a crit.
And I didn't know there was a "magic template", I thought reserving it was reserving it. Naleksuh (talk) 21:12, 27 November 2017 (PST)
Can you explain the difference between a "critical hit" and a "crit"?
As for reservations, it doesn't really need to use the magic template, but there needs to be some note in the weapon-specific section. This talk page is too large to expect others to read all of its sections in order to determine who is working on what weapon, that's why each weapon has its own section under which both reservation status and video attempts can be together. — Wind 20:13, 5 December 2017 (PST)
Hey, just occured to me. Maybe we should show the combo of Your Eternal Reward + Cloak and Dagger which shows how you can disguise while cloaked, but not with the invis watch. Naleksuh (talk) 18:02, 11 December 2017 (PST)
As much as I'd like that, this opens up the whole can of worms of dealing with non-default weapon interactions, which is a lot. To keep the set of demonstrations to do small, so far these interactions have not been demonstrated. — Wind 02:57, 5 March 2018 (UTC)

Flamethrowers

Note: I decided to put the Flamethrowers aside from the "Need to be redone" chapter because most of them sharing the same changes from the Jungle Inferno Update - Thedop (talk) 10:38, 03 May 2018

Pictogram comment.png Flamethrowers no longer apply maximum-duration afterburn on contact. Afterburn duration is now based on how long the target is in contact with direct flames.

Pictogram comment.png Flame damage per second now ramps up based on density of flame encountered, up to 200%.

Pictogram comment.png New particle effects.

Pictogram comment.png Airblast: Total push force slightly increased.

Pictogram comment.png Flame damage per second now ramps up based on density of flame encountered, up to 200%.

Backburner Backburner

Degreaser Degreaser

Flame Thrower Flame Thrower

Pictogram wait.png This demonstration has been reserved: IAmQuiteHorny (talk) Gonna pitch in my help... a lot of outdated videos right now so I'm guessing you need the manpower. No need to worry, my Wiki username won't be in the video :)

Nostromo_Napalmer Nostromo Napalmer

Phlogistinator Phlogistinator

Rainblower Rainblower

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.

So it appears that the weapon switch speed for every class has increased from 0.67 to 0.5 seconds. Are we going to have to redo all the demonstrations where weapon switching is present? User Obilisk Demo1.png Obilisk 23:00, 25 December 2015 (PST)

No, that's probably too much. — Wind 14:29, 27 December 2015 (PST)

Is there any particular reason we don't allow Collector's quality items to be used in demonstrations? Hail Fellow Well Met (talk) 23:38, 11 January 2016 (PST)

My assumption would be that Collector's quality is rather rare, and as such unrecognizable for most players, since Unique and Vintage have been around for ages all players by now should be able to recognize those. Although as far as I know we haven't talked about including Collector's quality in the suitable list for the Loadout screen, maybe now, being a year and a bit after the Collector's quality has been added, Wind may allow it. Let's see what he says. In my opinion the colour hurts my eyes haha. User Obilisk Demo1.png Obilisk 05:09, 12 January 2016 (PST)
It's definitely not the quality most people watching the video would have the item in. And if they do, then they would already know there's no difference between Collector and non-Collector. The reverse is not as likely.
I also don't think disallowing Collector's quality items prevents people from contributing to these videos. Surely if you manage to get a Collector's item you can also manage to get a non-Collector version of it.
More generally, the allowed qualities the "common" ones such that they are recognizable by most people and don't put up a barrier for contribution. It also prevents the temptation people may have to show off their rare item when they have a non-rare version of it. And having a small restricted set keeps videos consistent. — Wind 18:11, 18 January 2016 (PST)

I'm thinking of doing one of the weapons here, but my graphics card is confused as to whether or not it can record video. Could I record the demos and upload the demos for recording? weatherman115 08:11, 2 February 2016 (PST)

That's not the hard part of the work (the demo rendering/cutting/adding backpack view/music mixing/transitions/muxing/uploading to youtube/etc process is significant) and the review process would be pretty awkward if the responsibility is shared between two people, so I don't think that kind of system would work very well. — Wind 14:46, 6 February 2016 (PST)
I knew there was going to be a problem. I'll see if I can get my card to record video, although I'm afraid that it will break the card. But frankly, it's worked before, so it shouldn't be a problem.
...I would put my graphic card name here, but I'm away from my computer and I can't check from anywhere other than there. I do remember that it's an AMD. weatherman115 07:36, 8 February 2016 (PST)
Found it. It's a Radeon HD 5900 Series. weatherman115 15:09, 8 February 2016 (PST)
Can you find the precise number? 5900 is a wide series. I'm pretty sure they're all good enough to use Source Recorder at 7250p or higher though so I don't think you should have problem rendering as long as you have the correct drivers. — Wind 15:36, 27 February 2016 (PST)
I was actually thinking of using OBS, but that sounds good. Where can I download it?
Also, can I have a non-7zip file of the demonstration map? I don't want to download any more software, and I'm pretty sure Windows 10 can't unzip .7z files. weatherman115 06:28, 2 March 2016 (PST)
Here's the extracted map file: http://weaponref.wiki.tf/tr_target_weaponref_hdr.bspWind 18:08, 13 March 2016 (PDT)
Been way too long since I last checked my account, completely forgot about this. I'm on mobile right now, plus I've got life stuff to do, so I'll get to it as soon as I can. Thanks! weatherman115 13:17, 17 March 2016 (PDT)
For the demonstration config, how do I reset my settings after recording? I'm a very competitive player, so being able to restore my settings would be great. weatherman115 14:45, 17 March 2016 (PDT)
The Source engine configuration file language is very limited. It doesn't have any kind of state-keeping, so there is no way for a config file to be able to undo itself. The only way to have an easy "undo" is rather to have a config file that sets the options you want. Then you can alternate between the two config files in order to switch between one or the other. There's no way for the demonstration-specific config file to figure out what your previous configuration was, so it can't provide a way to undo itself either. Sorry :( — Wind 18:39, 20 March 2016 (PDT)

I cannot get the hud to work, all I have is the default hud. Can someone explain why? That Martin Guy (talk) 17:44, 24 July 2018 (UTC)

Frontier Justice

Pictogram wait.png This demonstration has been reserved: Perkzitos (talk) 13:10, 23 September 2016 (PDT)

Click here to acess the Video The preceding unsigned comment was added by Perkzitos (talk) • (contribs)
Hi Perkzitos and thanks for creating this demonstration. Here's what I've found:
  • Video quality is poor. Here's a screenshot from the beginning of the video (downloaded at its highest 720p quality); check the item description text. Now compare it to the same screenshot from the current version of the demonstration. As you can see, there is a big picture quality regression which makes the text harder to read. You should increase the video bitrate and, if possible, resolution.
  • Poor graphics quality: your video has jaggy edges which don't appear in the current demonstration. This is usually due to low or no antialiasing (for jaggy edges) and low or no anisotropic filtering (for jaggy/checkerboardy textures such as that orange-black stripe pattern on the floor or the metallic grid behind the cardboard soldier in the back).
  • Low model quality: Compare the sentry blueprint: your version vs current version
  • Audio is mono. It should be stereo.
  • Low audio quality. You can feel that by just listening to the gunshots or the background music; they sound more "radio-y" than the current demonstration does. If you compare spectrograms, your audio encoding settings cuts out audio frequencies above 11.5 kHz, while the current demonstration does not.
  • Lack of video transitions. Please add 0.5-second fades between clips, otherwise it looks like you're teleporting between clips.
  • Please show that other weapons don't get crits. The current demonstration shows this by switching to other weapons before using up the crits on the Heavy.
  • Audio glitch near the end of the video at about 1:42, the audio cuts out.

To address the audio issues, it's probably just a matter of editing your audio encoding settings to higher quality. For the video issues, see if your computer can handle running the game on higher-quality graphics settings (with antialias, anisotropic filtering, etc.). If it can't, you will probably need to use Source Recorder in order to render demos at higher quality.

Hope this helps and good luck~ I can help with some of the above if you need. — Wind 18:46, 24 September 2016 (PDT)

Hey Wind! I maked a new video, please check!
Click here - Perkzitos (talk) 18:55, 30 September 2016 (PDT)

Thanks for the new video. It is better, but still not perfect:
  • The video is encoded with interlacing. Look at the little artifacts that show up whenever something is moving fast on-screen, like firing the weapon or moving the camera This should be a matter of switching it to "deinterlaced" in the video rendering settings. Once you have done that, also make sure to **double the bitrate** in order to conserve the same level of quality (deinterlaced video takes up 2x more space to maintain the same level of quality).
  • Model quality has not improved; again compare the sentry "ghost" blueprint model in your video compared to the existing video. This can be fixed in the TF2 graphics settings (model quality).
  • There are still a few isotropic filtering artifacts on the orange-black stripes on the map floor, but I am not sure if those are from still-too-low anisotropic filtering or from low bitrate. Try increasing both anisotropic filtering and video bitrate.

Video contents are otherwise all good. Keep it up~ — Wind 15:44, 2 October 2016 (PDT)


New Map and Musics For Demonstration

Glad you like the tr_karma map, it has everything, a swimming pool, a pit hole, trees, and birds. I assume you've played the map to see how it looks like. For new musics, i mixed the projector music with the official TF2 soundtrack, two examples: https://www.youtube.com/watch?v=sYIblqJNSDM and https://www.youtube.com/watch?v=xdC7L2o_1Y0 I think we definitely should use them too, the current ones are getting old and boring. If you like, i'll upload them here. Also for the config and bots spawning, do you still want the starting bots to be Pyro, Soldier, Medic, and Spy? in my videos, the bots are Demoman, Heavy, Sniper, and Scout. if you want the same setup for the bots, i'll change them, then upload the config file here. Oh yeah last thing, a halloween themed version for the tr_karma will be released soon, since Scream Fortress will be here soon, if there's any new weapons released, can i use that halloween tr_karma to demonstrate? User Karmacharger Charger 2.png Karmacharger 12:11 AM 10/5/2016 (PDT)

https://www.dropbox.com/s/lwfowqne4qsld0x/Tr_karma%20and%20night%20%28with%20config%29.rar?dl=0 tr_karma and tr_karma_night, also included config for bots, new bots setup and the old one. User Karmacharger Charger 2.png Karmacharger 4:02 PM 10/8/2016 (PDT)
Thanks for the maps. I'm getting some skybox issues with the night version.
Yes, the bots should be the same and spaced the same way such that videos using either maps stay comparable in terms of distance falloff and time-to-kill-each-bot.
For halloween: Yes, as long as it also has a halloween background music as well to complement it. I think this would mark a nice point to transition to the regular tr_karma for demos after that point too (meaning that we keep doing tr_target_weaponref_hdr demos until halloween, then make tr_karma_halloween demos, then make tr_karma demos). — Wind 23:54, 9 October 2016 (PDT)

New Demonstrations (jungle inferno)

These is my first demonstrations, so I can imagine 1000 errors...

Thermal Thruster
Gas Passer
Your Eternal Reward
Cow Mangler 5000
The Second Banana
The Vita-saw
The B.A.S.E jumper
Pretty Boy's Pocket Pistol (this is a super-update, because embarassingly, it was never redone since the LAST update)
I am currently remaking:

  • Atomizer
  • Rescue Ranger
  • Flamethrowers

Please let me know if there are any problems. Naleksuh (talk) 14:16, 21 October 2017 (PDT)

Thanks wind, i'll get right on it (in order ;). Can I add you on steam or something where you're more active so I can reach you more often? Naleksuh (talk) 14:40, 29 October 2017 (PDT)
I'm not on Steam very often but I am on the IRC channel as WindPower[m]Wind 15:02, 29 October 2017 (PDT)
With an [m] eh? I guess that explains why I didn't get a reply back when I pmed only WindPower Naleksuh (talk) 15:05, 29 October 2017 (PDT)
Review for https://www.youtube.com/watch?v=D62WLzm4tS4:
  • Video quality is much better. Not perfect though. Some tips to improve further if you want to explore:
  • Use tr_karma instead of tr_target_weaponref, it has slightly better lighting.
  • Try starting the game with -dxlevel 98 as launch option (in Steam, right-click on TF2 in the library, "Properties", "Set launch options")
  • Use some console commands to improve graphics quality further, for example using this or this one. This will probably make the game too slow to play normally, but you can run it before rendering a demo so that it only applies during demo rendering.
  • See if you can also do 60fps. Yes, you will need to double the bitrate to keep the same video quality at 60fps.
  • It's OK for the demo files to have bots randomly die at the beginning, but it's not OK to have that shown in the video, nor to have their ragdolls randomly littered across the floor, nor to hear the ragdoll sounds. If your demo file has this "everybody dies" problem, you can either decide to wait it out (and cut the waiting part in your video editor later), or you can bind bot_teleport to make the bots go away at first, then start recording the demo, then bot_teleport them back after the recording has started. That way the ragdolls will be somewhere else off-screen.
  • 1:18 - unnecessary jump
  • 1:28: missing fade transition, & need more padding before/after transition (see other demonstration videos to get an idea on the timing)

Rest is good~ This is much closer to perfect. — Wind 20:57, 31 October 2017 (PDT)

Also, https://www.youtube.com/watch?v=Zr09nYzHemA shows that the gas passer does resupply at the resupply locker, what's up with that? — Wind 21:03, 31 October 2017 (PDT)
Wind, are you sure -dxlevel 98 is a good idea? It completely ruined the quality. Naleksuh (talk) 22:24, 8 November 2017 (PST)
Yeah, that looks pretty bad. Go lower until you find a value that looks better. I think the valid directX 9.x ones are -dxlevel 98, 95, 91, and 90. — Wind 22:31, 9 November 2017 (PST)
98 is what I used in that video though. To me it would make sense to go higher, but I trust you more than myself. i'll try it on 90 and upload that to youtube. Naleksuh (talk) 22:52, 9 November 2017 (PST)
OK, this is what I now have. unless there is something you see, I myself can't find any problems so if you don't have any objections I may proceed to add music and the other clips. Naleksuh (talk) 12:42, 10 November 2017 (PST)
Video quality is quite nice. Get rid of the BLU pyro ragdoll at the beginning (unfortunately that will probably require a new recording, since you started moving too early on this one to be able to just cut off the beginning out), add the backpack view, add some BGM, and it'll all be good~
I'll be away for all of next week (work trip), won't be able to review other demos for a while. Feel free to start working on the other demos in the meantime, as this level of quality is good to go for other demos — Wind 18:55, 11 November 2017 (PST)
I attempted to cut him out, but obviously I failed at that.
I will attempt to finish gas passer and maybe 1 or 2 or other but I'll stop at that, don't want a repeat of last time. Naleksuh (talk) 19:36, 11 November 2017 (PST)
Here is what I made for the gas passer.
I am now going to be making the second banana, and base jumper! Naleksuh (talk) 22:46, 11 November 2017 (PST)
The clip 1:02 starts a bit too quickly. The camera is already moving while the crossfade isn't complete yet... The Spy tauntkill clip transition is a bit buggy (there's a frame skip in there, and the background noise clips out). That being said, the Spy tauntkill should be in the first clip preferably. You can do the tauntkill before throwing it on the medic to avoid the long resupply delay, which avoids the need for having a separate tauntkill clip. I think it'd be nice to do it anyway if only so that there's no inconsistency in the kill effect (tauntkill clip has the halloween soul-sucking thing going on, but the rest of the clip doesn't).
Video quality is good, feel free to proceed with the others. Please use the {{Reservation}} tag :) — Wind 17:34, 26 November 2017 (PST)
Gas Passer Link https://mega.nz/#!oSZyjSxK!HACBbguEOf-sODGJD5OruILqhe_BqoSrsX6INS63j5o Naleksuh (talk) 16:26, 11 December 2017 (PST)
"File is no longer available" :( Sorry, I was slow to try to download it... — Wind 02:57, 5 March 2018 (UTC)

Question about innacurate demonstration videos.

When the a demo video isn't accurate due to patch changes and such, should it still be displayed on the Item page? or should it be commented out until it is updated? Graysocks (talk) 23:06, 26 October 2017 (PDT)

It should be updated instantly, as I am trying to do above. But windpower is inactive and I can't get em uploaded. Naleksuh (talk) 16:08, 27 October 2017 (PDT)
Ideally it would be updated instantly, but like you said you can't upload them. In addition there are also other ones that are innacurate now, and making the videos will take some more time. So that's why I'm wondering what should be done while the videos are inaccurate. Graysocks (talk) 23:06, 27 October 2017 (PDT)
I'm not really sure. I was considering just replacing the links with my own videos, but I'm not sure how much windpower would like that. Am still waiting on a reply back from him. For now I guess, just leave it how it is. Better to have a partial demonstration than nothing--stats are shown at begin so they can tell if it's old or not. Naleksuh (talk) 10:11, 29 October 2017 (PDT)
Oh hi. I'm here and I try to check this page every weekend or so (sometimes I skip weeks but yeah...). When a video is inaccurate, typically the weapon still retains most of its previous behaviour, and also its appearance (3D model in the game), so the old video still has some value. The {{Weapon Demonstration}} template actually supports an "out of date" mode where it will display a disclaimer for outdated videos (see the last line of {{Weapon Demonstration}}, where it says "scattergun-outdate"). That will display an autotranslated "out-of-date" disclaimer on all pages including this video. — Wind 14:39, 29 October 2017 (PDT)
So I guess I will add that "out-of-date" disclaimed to the out of date videos that I find. Graysocks (talk) 00:50, 7 December 2017 (PST)
Well, I tried that out and it doesn't seem to work. I even looked in the history of the page to make sure I was doing it correctly. I'm not sure what the issue is. The out of date notice doesn't show up with the videos. Graysocks (talk) 05:49, 7 December 2017 (PST)
I checked again a day or so ago, and the out of date notice shows up now. It looks like it takes quite some time to appear. I'll go add it on the other out of date videos I find now. Graysocks (talk) 21:20, 22 December 2017 (PST)

IRC

Is everyone here emotionally attatched to IRC? because I lose all my messages upon restart and if wind wouldn't mind, I wish weapon demos could be discussed on alternative chat sites (Discord, slac, etc).
however, I am still relatively new here so I understand if the answer is "deal with it". Naleksuh (talk) 21:13, 9 November 2017 (PST)
The IRC channel dates back to 2010 or so. People are used to it being there. I would also not want to move it to a proprietary chat service like Slack or Discord.
You can use Riot.im to join channel #freenode_#tfwiki:matrix.org and it will join the #tfwiki Freenode IRC channel through matrix.org, which will keep your messages and will stay connected if you leave.
In the future I plan to set up a proper Matrix version of #tfwiki, which can then automatically bridge users from IRC, Slack, Discord, XMPP, and other protocols together into one virtual channel. I've already started setting it up for #pwiki (the Portal Wiki's IRC channel). — Wind 22:31, 9 November 2017 (PST)
Also, there is a web log of past messages in the channel at https://irc.biringa.com/channel/tfwiki (older logs are available using the top right button on that page). — Wind 22:35, 9 November 2017 (PST)
Yeah, that was kinda what I was expecting for #tfwiki, hence the preemptive "deal with it". however, that stuff cant log pms tho, and my concern is every time I get disconnected I have no idea what you said to me and lost all our record. is there an app for that too xdd The preceding unsigned comment was added by Naleksuh (talk) • (contribs)
riot.im will log PMs if you create an account. — Wind 00:20, 10 November 2017 (PST)