Team Fortress Wiki talk:Weapon Demonstration

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Weapons that need to be done

Item icon Invisible Rogue.png The Invisible Rogue

Is this considered a set effect or just item effects? Regardless, should this go in to illustrate what happens when wearing these items? A lot of people haven't even noticed this effect yet. Set Demonstration: The Invisible Rogue Also, video is unlisted. --Squinte 15:45, 2 November 2011 (PDT)

This applies to items when you don't have the full set, so it's not a set effect. So no, no need to put it there — Wind 23:15, 2 November 2011 (PDT)
I am going to do some more scientific research on this tomorrow. I haven't ruled out the possibilities that these items do something to your cloak through the eyes of the other team. --Squinte 14:44, 4 November 2011 (PDT)
I hate to disappoint you, but this is a glitch that happens to all the hats and miscs (and weapons), and not only to the pieces of this set. Here's the proof: one and two. — Zhnigo 11:05, 5 November 2011 (PDT)

Apoco-Fists Apoco-Fists

Pictogram wait.png Reserved by Sokair I'm thinking that I / we show the melee damage, killing the bots, same starting objective. Then, being Kritz'd by addcond 11, kill the bots again, then mini crit'd, killing the bots. Sokair 16:58, 11 November 2011 (PST)

Just normally kill the Pyro and Soldier, then before hurting the medic, use that "addcond 11" command (bind it to a key), then attack him with crits. However, it's best to wait for it to get patched; it still has the sounds and kill taunt of the Fists. --Akuago220, The Jungle Expeditioner 22:10, 12 November 2011 (PST)
Well, seeing as the Apoco-Fists seem to no longer be craftable, I was lucky enough to craft one before the patch & decided to do a demonstration with it. If good, I'll post the upload link here. --Akuago220, The Jungle Expeditioner 18:35, 21 November 2011 (PST)
The crit thingy should be shown in a separate clip that starts with you having crits from the start, to make it clear that this is artificial and not an effect of the weapon suddenly giving you crits in the middle of action.
Also, this is a relatively short demo, so it is a good occasion to work on that framerate :3 It is getting problematic... :( As you can see in the comments of the latest Cow Mangler video, peopel are starting to notice it ("The framerate on this pains me"). I suggest you either try to:
  • Trim as much as possible from what is running on your system while recording
  • Dedicate a hard drive to record or at least defragment the hard drive you record on in order to clear up some continuous writing space so that Fraps can write quickly
  • Turn to another recording solution, especially Source Recorder like User:Zhingo is doing, since that can give you effectively unlimited framerate regardless of how good your computer is. And people do notice it, as seen in the comments of the Bootlegger video ("Dayum that's some good quality, son.").

Wind 21:05, 21 November 2011 (PST)

Bombinomicon Bombinomicon

Actually I'm kinda surprised this ended up on our to-do list. To the point: do we need to demonstrate it on all nine classes? Should every class be just shot to death or can I get creative? — Zhnigo 19:48, 12 November 2011 (PST)

Kinda falls under the same scope as the Pip-Boy demonstration... Not sure it needs to be demonstrated, but if someone's up for it, then why not. But yes, it would need to be all 9 classes. It's not a formal weapon demonstration, so you can get creative and stuff. — Wind 00:26, 13 November 2011 (PST)
Why do we need to do one for all 9 classes? It's not unique to each, right? My thoughts are to:
- Show the backpack description
- Show death by hitscan. (Sniper headshot)
- Show death by projectile. (Soldier or Demoman)
- Show death which is supposed to trigger unique death. (CM2K, Eternal Reward, etc.)Mariofan38 11:34, 19 November 2011 (PST)
It doesn't strictly need to be shown for all classes, but it would be better if it was. It's a visual effect only, so the demonstration has no education value; only aesthetic value. So I'd favor showing the effect thoroughly instead of "just what is needed" (which is a desirable thing for weapon demonstrations). Still, it's open to both possibilities (all classes or a few classes only) — Wind 17:39, 20 November 2011 (PST)

Bootlegger Bootlegger

Mellotaku, do you mind if I take this demo for myself? You've got three other reserves and I've already got the .dem files from Ali-Baba's Booties. ^^ — Zhnigo 13:11, 3 November 2011 (PDT)

Sure, go ahead, I've been distracted recently with the Wanga Prick & the Unarmed Combat.--Mellotaku, The Sorcerous Shapeshifter 13:14, 3 November 2011 (PDT)
Thanks! This vid will be especially flashy with srcdemo, with all the dashing. — Zhnigo 13:54, 3 November 2011 (PDT)
This took longer than expected because I first rendered it in the wrong resolution by accident. Anyway: YT/MF. — Zhnigo 08:10, 7 November 2011 (PST)
Can you use the same damage comparison as Ali Baba's Wee Booties? — Wind 18:44, 7 November 2011 (PST)
Sure, but it's going to take a while. :) — Zhnigo 06:46, 8 November 2011 (PST)
Here you go: YT/MF. — Zhnigo 19:38, 12 November 2011 (PST)
Is good, please upload~ — Wind 00:26, 13 November 2011 (PST)
B-but I already did, under "MF". — Zhnigo 01:53, 13 November 2011 (PST)
herp derp etc — Wind 14:11, 13 November 2011 (PST)

Item icon Brundle Bundle.png The Brundle Bundle

Pictogram wait.png Reserved by Akuago220

Since all this does is pitch shift his voice, I think I should just taunt with every weapon I can and audioduck so that people can hear his high-pitched voice. --Akuago220, The Jungle Expeditioner 09:44, 29 October 2011 (PDT)

Could perhaps be fine as a split-screen (with the taunts at different times, not synchronized, obviously) — Wind 12:49, 29 October 2011 (PDT)
Alright, here's my take on the bundle. BTW, that's just how the audio for the Engineer goes with his voice at a very high-pitched frequency, not because of a rendering problem. Download it here. --Akuago220, The Jungle Expeditioner 19:39, 30 October 2011 (PDT)
Yes, I know. You should probably also show some popular voice commands (medic, need a dispenser here, gotta move that gear up, etc). I realize it's a bit hard because you have to get exactly the same line; feel free to use a modified talker script, modified sound files to force one line to always come out, or just multiple clips — Wind 21:46, 30 October 2011 (PDT)
If that's the case, then can you give me a list of lines and responses you want me to do (just don't go overboard; we just need enough to get the point across). --Akuago220, The Jungle Expeditioner 06:47, 31 October 2011 (PDT)
Those 3 should be enough — Wind 08:39, 31 October 2011 (PDT)
Okay, here's the demo again, but with the extra lines you wanted me to put in. Download here. --Akuago220, The Jungle Expeditioner 06:54, 1 November 2011 (PDT)
Is good, but can you invert the two clips? (normal on left, set on right). No need to upload to youtube to check, upload directly :3 — Wind 13:33, 1 November 2011 (PDT)

Cloak and Dagger Cloak and Dagger

I've started out with a simplistic version of this. I show it in the loadout, then turn it on in First person. After waiting a few seconds to demonstrate the cloak doesn't drain when standing still, I walk around in a circle to show that it drains by moving. I walk over an ammopack both cloaked and uncloaked to demonstrate that picking up ammo doesn't recharge it. I walk around uncloaked a bit to show it recharges when moving uncloaked. Finally, I walk into an enemy medic to show that it will show an outline if you walk into an enemy. How's that? The preceding unsigned comment was added by Dr. Huxley (talk) • (contribs)

Take a look at the Invisibility Watch demo for things to show too. You need to show things like the Dispenser not recharging it, that it hides teleporter trails, etc. Also, make sure to demonstrate:
  • Drain speed is proportional to walking speed (move while crouching, move while jumping, etc)
  • When drained, the cloak does NOT auto-uncloak like the other watches, but stays in the "outline" mode (walk around cloaked until out of it, then keep running)
  • Has less cloak than the regular invisibility watch (Many people don't know this one for some reason); do a split-screen walking from one end of the room to the other (and back, if needed), with one side C&D and the other using the IW. Show that you can run farther in one charge with the IW, but you can still keep walking in "outline" mode with the C&D.

Wind 04:31, 16 March 2011 (UTC)

Righto, I'll redo that and keep that in mind. I don't see the need to almost completely redo the original Invis. Watch video though, but if that's what you mean, I'll do it. Dr. Huxley 04:55, 16 March 2011 (UTC)
Before you do that, please post the video you made so far, just to check if it meets the technical requirements. This is just a check, because if it doesn't, then both your and my time will go to waste D: — Wind 05:07, 16 March 2011 (UTC)

I think it should have triple splitscreen showing the draining amount when youre falling/jumping, running and crouch-walking. --SandeProElite 18:57, 3 May 2011 (UTC)

Here's my first draft at this video. I thought it might be good to 'throw everything in' so to speak, to make it easier to see which parts to cut; it's intentionally long. http://www.youtube.com/watch?v=sDWesVeLOYY i-ghost 23:03, 18 March 2011 (UTC)

The main aspect of the C&D is movement-dependent cloak drain/regen, and I feel that this video doesn't show that obviously enough. It is demonstrated at the beginning but quickly and without transition between "states". Take your time, wait at least 1 seconds before (and after, if it applies) changing direction/crouching/standing up, etc. Also, it needs to demonstrate that it regenerates while uncloaked+moving.
As for what should be cut, I think the teleporter destruction part can be left out, as well as the cloak+disguise demo from 1:20 to 1:50. Also a pretty important thing is to show the enemy's vision of the cloak; for the regular IW, it was fine to use the engineer's voice commands to indicate vision/not-vision, but here it is not because the spy can be either invisible, visible, or semi-visible, but what is shown here is from a BLU perspective, so we see the spy all the time. So what I'd suggest to do is to respawn the Engineer mid-demo (while you're not looking in his direction) and record things from his POV; then use that as the central video during the last part instead of a third person view. Yes, this requires him to be a human player or to use a SourceTV demo, but I believe it's worth it :3 Also, since it's a long demo, feel free to do it in multiple parts joined together with fades, too. It's frustrating it is when you do everything right except one small little thing at the end of the take... Doing it in multiple parts helps — Wind 00:54, 19 March 2011 (UTC)
I believe that two things are missing from your video.
The C&D decloaks slower than the normal invis watch, and it also makes more noise. Smurfton 18:52, 12 October 2011 (PDT)

Red Mini Sentry.png Combat Mini-Sentry Gun

splitscreen between 2 of any class, demonstrate how the minisentry builds faster, then have soldiers fire a few rockets at both sentries to demonstrate how the minisentry has less health. {{subst:EpicCombine}}

Also needs to demonstrate that it builds with full health, that it can't be upgraded, and that you can't repair it — Wind 19:13, 13 February 2011 (UTC)

hmmm... lemme try and formulate a plan here...

  • Start with splitscreen, one normal sentry and one mini-sentry still in their toolboxes.
  • synchronize videos to show how the mini-sentry builds faster
  • start hitting both sentries with wrench (first sentry upgrades to lvl 2, minisentry does nothing)
  • have soldier fire at both sentries from a distance; hit both sentries with wrench again(to demonstrate that the minisentry can't repair health)
  • just to show that it isn't useless, switch scene to a battle vid with the sentry in action with a splitscreen between normal sentry and minisentry; show scout shooting at sentry while it slowly builds and destroying it, while the minisentry builds fast enough that it can do some significant damage.
  • end movie

how about that? leave a tip when ya got the time. EpicCombine 01:53, 18 February 2011 (UTC)

My suggestion: horizontal splitscreen as you said, then...
  • Deploy sentries and leave them build by themselves to show building speed differences.
  • Spawn an enemy bot (Pyro?) and let the sentries kill him to show the firing rate/damage differences.
  • Spawn an enemy Scout bot ouside sentry range and let him destroy the sentries with the pistol. Mini-SG should go down first.
  • Reset the screen.
  • With an enemy Soldier bot already present, deploy the sentries. When they're still building have the Soldier shoot a rocket. Hopefully the SG will be destroyed, while the Mini-SG survives.
  • Reset the screen again.
  • Deploy sentries and once both fully operational, have a enemy disguised Spy sap them. Wait a little before whacking off the Sapper. After a bit start repair them both. Mini-SG will not be repaired, SG will be. Keep hitting to upgrade the stock SG, while the Mini-SG won't do anything and be left damaged.
What do you think?--Kid Of The Century 18:03, 18 February 2011 (UTC)
All good, but remember that building demos should include all levels. On top of the mini/regular comparisons, there should also be (not at the same time, but probably before) comparisons between sentry levels. Firepower, rotation speed difference (this should also be shown on the minisentry, since it rotates faster), sapping time difference, (reflectable (this has to be shown, yes)) rockets on level 3. Should also include some range demonstration (walking in and out of a sentry's range, showing the range sphere when building) — Wind 18:49, 18 February 2011 (UTC)

Dead Ringer Dead Ringer

Pictogram wait.png Reserved by Spam90675

Hello, guys! Now I'm working on Dead Ringer demonstration, and I have some questions about it:

  • what kind of the possibilities of Dead Ringer must be shown
  • there must be only 1'st person view or 1'st and 3'rd?

Well, thats all about what I want to ask you User-Gringo Perm.jpg Gringo perm 17:35, 12 February 2011 (UTC)

Alright:
  • First, that it doesn't make you invisible when you activate it
  • Can only be activated at full charge
  • Activates on hit
  • Doesn't remove teleporter trails (I think...)
  • Has "Super cloak" (doesn't show outline when bumping against enemies)
  • Makes loud sound on uncloak
  • Can be recharged by ammo pack and dispensers while cloaked but extra cloak time is not "Super cloak"
  • Disguising as an enemy makes you drop the spy corpse on trigger, while disguising as an ally makes you drop that class's corpse on death
  • Can be self-triggered by fall-damage
  • Can be used to extinguish fire

That's all I can think of~ And yes, there will probably have to be third-person views (and views from the enemy side, in order to show the corpse drop for example). This is a tough demo that I don't think can be pulled off using bots alone — Wind 18:55, 12 February 2011 (UTC)

I would also suggest that having really low HP (i.e. 1 or 2 HP) will not bail you out from heavy-hitting weapons, even with the Dead Ringer out. Maybe make an example of the Decloaking sound, noting that it's much mroe louder than the Invis Watch or Cloak & Dagger. Lancer anti-tank Rocket 11:00, 15 February 2011 (UTC)

hey guys i made the dead ringer movie if you find any mistakes pm me. if it's good tell me and i'll upload it. hope you'll like it :) Link.StrongTube1 13:39, 10 March 2011 (UTC)

First, please upload it to YouTube as unlisted like the submission guidelines say~
Second, this video has quite a lot of problems, some technical and some content-wise. I'll only list the technical ones first so that you focus on these first, because no video can be accepted if they don't fit those:
  • Video is letterboxed (has black bars on top and bottom)
  • Video looks scaled up (as if it were recorded at a lower resolution and enlarged)
  • Framerate is a bit sluggish sometimes, especially when a new model is loaded (getting killed, or taking out the dead ringer)
  • There is "www.fraps.com" on top of all the video
  • Knife crit animation not playing (though you shouldn't need to backstab anything in this video since it's demonstrating the watch, not the knife)

Wind 21:47, 10 March 2011 (UTC)

Well, here's my take on the Dead Ringer. Download here. --Akuago220, The Jungle Expeditioner 07:10, 19 September 2011 (PDT)
Pretty damn good :3 But as you can guess, it ain't perfect yet~
  • Framerate is low during the first few seconds. I'm guessing it's Fraps, it just starts recording stutter-y and then it gets better. Just wait a few seconds before starting your actual run-through
  • I think that's a custom crosshair color... Seems a bit darker than the default one. I may be wrong though
  • Turn on critical hits for this demo (tf_weapon_criticals 1) so that the backstab animation plays and the Knife viewmodel animation works (and cross your fingers that the bots aren't going to get crits during recording)
  • Something like the clip at 1:39 should be part of the first clip, too. Maybe get someone to be the Soldier so that you can have his POV. It's important the the viewer knows what the Dead ringer looks like to both parties early on, with all three disguise possibilities (no disguise, enemy disguise, friendly disguise). So, summary of the first clip: Get a human to be the soldier and recording. Get him to shoot at you with the dead ringer active but no disguise. Stare at your corpse, then back at him, let cloak run out. Wait for cloak to recharge completely, disguise as RED, re-activate the dead ringer. Soldier shoots again, perhaps this time he can also shoot a second time like the current clip, to show that rockets are still blocked and that you take (reduced) damage. While you're invisible, also try to pick up your fallen disguise weapon to get a boost. Uncloak when cloak depletes. Then, wait for full recharge again, disguise as BLU, activate dead ringer. Soldier shoots again (and reloads), and this time try to uncloak when the cloak meter is not fully depleted (to show that you can). Then move on with the Pyro and the Medic, like the current clip does quite well.
  • On every dead ringer activation, make sure to always take a moment to stare at your corpse, like you did at 1:12
  • This is just a minor aesthetic remark, but at 1:17, it's preferable if you switch in one shot (use the number keys) instead of scrolling through weapons
  • 2:27 is hilarious and perfect
  • Leave the teleporters at level 1 so that they emit less light. They're kind of obnoxiously bright at they are, which I'm guessing the map is to blame here as well
  • The same way the non-blink-ness of the cloak is demonstrated at 2:50, the blinkiness of the cloak should also be demonstrated when it's extended by dispensers or ammo packs. This could be merged with the last clip with the dispensers and teleporters. If it is merged, then might as well merge the non-blinkiness as well. You can do this in a single dead ringering, too: get shot at, poke him a bit to show it doesn't blink, let the cloak almost run out, run to the dispenser, get recharged a nice bit (at least 50%), then go back to the engineer and show that now it does blink.
  • Audio glitch at 4:17 (dead ringer noise is doubled)

That should be all~ The structure is nice, usage of the new map is nice, content is there. Good luck :3 — Wind 22:51, 19 September 2011 (PDT)

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

  • I've always had that crosshair color for all of my demonstrations, even the one for the Cow Mangler, yet you accepted that one just fine.
  • Getting my friend to send me a 300+ MB clip will deem too time-wasting on both of our parts. Maybe for the second clip, I can demonstrated all 3 different POV segments you suggested, with a Scout still to show the corpses in one piece rather than gibbed; the point of the first clip was just to show how the DR works, how it extinguishes fire, and what kind of ammo can replenish it.

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

Well I'm probably wrong for the crosshair then~ You could have your friend send you a demo file instead of a recording, too. It'll be much smaller, and no loss of quality due to re-encoding it — Wind 20:44, 20 September 2011 (PDT)


I made a Dead Ringer Demonstration myself. Here is the link. I realize that the training video music is not in the video, but I can fix that if somebody tells me how to put it in. It's a mystery to me how I'm supposed to get in to the file it's in. Spam90675 13:50, 29 October 2011 (PDT)

The video is private, I cannot see it — Wind 14:02, 29 October 2011 (PDT)

Oops, here's a retry. Link Spam90675 14:13, 29 October 2011 (PDT)

Still private ._.; Try accessing it after logging out — Wind 14:16, 29 October 2011 (PDT)

One more try. Link Spam90675 14:19, 29 October 2011 (PDT)

Nice try, but quite lacking >:
  • Video is not HD. Must be at least 720p
  • Criticals are off. If you are going to backstab people, you need to turn them on after running weaponref.cfg, so that the backstab animation plays correctly
  • HudDamageAccount.res is not installed
  • The Dead Ringer has no taunt, so don't taunt
  • Don't do unnecessary movement (crouching/jumping/weapon switching) when there is no reason to do so
  • Have the mouse cursor shown in the backpack screen
  • I highly recommend following Akuago's video above. It shows a lot more information

Good luck :3 — Wind 14:34, 29 October 2011 (PDT)

Alright, I'll make sure to try and fix everything. What should I do between the time it takes for the Ringer to refill? And how woudl I put an Ammo box in the map? Spam90675 14:38, 29 October 2011 (PDT)

Using the ent_create command. Read the project page, it has all the commands you need. But right now, it'd be better if you could just record a 10-seconds-ish clip of pretty much anything, just to make sure that you can record in HD and with the right graphics settings, so that all your work doesn't go to waste if you can't :3 After that, folow Akuago's video (taking into consideration all the points I wrote about it just above) and it should be good — Wind 14:54, 29 October 2011 (PDT)

I have two minor problems: The mouse cursor won't show up normally, so I need to know what to do to make it show up. There is nothing ont he page that describes how to have it appear or the fact that it has to be there. The other thing is that WeGame won't upload in any higher resolution unless I pay for the membership. I can upload it to Youtube in 720, so that isn't a problem. I just need to know if the resolution it's at right now is okay. Spam90675 15:51, 29 October 2011 (PDT)

The resolution you uploaded at is (something)x360. The resolution you must upload at (and record at, obviously) is any 16:9 resolution that has at least 720 vertical lines. I cannot know if the resolution you are recording at is okay, because all I can see is what youtube says.
I don't know how to show the mouse cursor in WeGame, as no one really uses that because of the usually horrible quality it has... It's not written on the page that the cursor has to be there, but it does mention mouse movement, so that kind of implies it. I'll edit and make that more explicit — Wind 16:22, 29 October 2011 (PDT)

Thank you for informing me about all this, I am currently trying out everything to make the video better, and now the only problem I have is the Cursor, which is minor at best. I'll probably republish the video when I finish improving it. Also, if anybody has any information on how to get the cursor to show up in the meantime, it'd be great. Spam90675 16:27, 29 October 2011 (PDT)

It's ok if you can't, it's not a huge deal — Wind 16:42, 29 October 2011 (PDT)
Well, I finished a better version of the video, that covers the following in order:
  • Can't be activated unless damage is done
  • When Damage is done, cloak is created
  • Corpse is created when cloak is triggered
  • Can sustain massive damage while cloaked
  • Cloak length
  • When disguised as a Friendly, Corpse will be of the Class disguised as
  • Cloak can be filled while being used
  • When at low health, still possible to be killed
  • Can sustain massive damage (again)
  • Can not attack when out

The video is still being processed. Here is a link to the download. I'll try and fix the cursor problem if and when I found out how, otherwise, I think I did pretty good, aside from the stall in-between disguising as a Teammate and being hit by flames. Also, I would like to Reserve making this video, so I don't have to worry about someone else making a better version if I have to fix mine. Spam90675 17:39, 29 October 2011 (PDT)

Oh, look, the video finally finished uploading. Link. I realize that it is still at 360p, but I am going to fix that as soon as possible. Spam90675 18:04, 29 October 2011 (PDT)
This is better in terms of coverage, could be better in terms of rhythm (take it slow~ Look at other weapon demonstration to get an idea of how slow you should be while demonstrating); but right now I'd like you to focus on the video quality only. The reason is that since the final video should be HD, there is no need to make a big effort improving on the existing video until quality is up to par :3 So just make a random clip (~10 seconds) with the required quality before doing anything else — Wind 18:33, 29 October 2011 (PDT)

Well, I fixed the problem with Quality, earlier it wasn't working with me, but now the video is in 720p. Link. All I need to do now in terms of major problems is figure out how to get the TF2 Instruction Mp3s and put them into the video. Is there possibly someone who has a link to download the first one? Spam90675 18:45, 29 October 2011 (PDT)

This is not real 720p :( It looks very blurry compared to real 720p. Look at another weapon demonstration in 720p and compare to your video and you will notice that this one is much clearer. This can be caused by one or both of the following:
  • Your rendering settings are very low in terms of quality or bitrate, causing the video to have the required resolution but sub-par quality
  • Your footage is not 720p in the first place, but is being stretched up to 720p

Wind 19:57, 29 October 2011 (PDT)

As I said before, WeGame requires you to pay for a membership to use the best Definition. Unless someone either has a way to get it to it's best resolution or lend me the money, that's as best as it's going to get. Spam90675 20:11, 29 October 2011 (PDT)
I thought that was for uploading only... Well, that's some poor marketing decision they made then. Guess you gotta go with something else~ — Wind 20:55, 29 October 2011 (PDT)
Well, if you watch the video in 720p, it's much less blurry. Otherwise, I'm not sure how to get it to work well. How do you get your Demo videos so polished? Do you use a certain capture device?
Most people here use Fraps, as mentioned on the project page. Otherwise, you can use TF2's built-in Source Recorder. And yes, I was comparing both videos' 720p versions, of course — Wind 21:14, 29 October 2011 (PDT)
Well then, I have two questions: 1. Do you actually need a Full version of Fraps that is paid for? If so, then you can only make videos if you can afford the Movie capture upgrades. The second question is: is it possible to explain that you can use the Source filmmaker and how to use it on the Project page? Meanwhile, seeing as nobody else has followed up on this, I might as well put the "Reserved by *me*" thingy up there. I don't plan on giving this up until I get the job done.
You do have to use the full version of Fraps, because the non-full one is limited to 30 seconds and puts a "www.fraps.com" label at the top of the video. You cannot use Source Filmmaker, as it is not included in TF2 anymore. You can use Source Recorder however; there's a full explanation hereWind 21:25, 29 October 2011 (PDT)

High Five! High Five!

Possible list of stuff to show in the demonstration:

  • Show yourself lifting your hand and staying there for some time, then release the action key.
  • Have someone else prepare the High Five to show the HUD message.
    • Run to that person and taunt to initiate the high five.
  • Show respective Hi Five animations (could be done in two ways):
  1. Class X high-fives Class X (so it shows the 2 possible animations for each class).
  2. Class X high-fives Class Y (so only one of the animations for each class is shown, although it takes half less time).
  • Show message when trying to high-five and facing an obstacle.
  • Show message when trying to high-five and facing a gap.

 –  Epic Eric (T | C) 17:19, 24 October 2011 (PDT)

  • Seems straightforward. I'm gonna collaborate with a Skype friend of mine (since he has the High-Five Taunt) to work on this demonstration tomorrow. I think I'll go for (Class X high-fives Class X) option just to show all the animations. --Akuago220, The Jungle Expeditioner 20:53, 24 October 2011 (PDT)
There's a little hitch; I can't see the message to high-five someone when someone wants to get high-five'd, neither can my friend when I try to get him to high-five me. --Akuago220, The Jungle Expeditioner 16:34, 25 October 2011 (PDT)
D: — Wind 18:00, 26 October 2011 (PDT)
You'll have to reset the tutorial messages, I guess, like in L4D. But I'm not sure how. Maybe a console command? — Zhnigo 16:19, 30 October 2011 (PDT)
Well so far there doesn't seem to be a command that I can find that'll allow me nor my friend to see the messages again. But if they were just for tutorial means, then maybe we shouldn't need them after all. --Akuago220, The Jungle Expeditioner 07:33, 4 November 2011 (PDT)
Did you try to reset status? I know it's bad way but did you try? Hinaomi 07:43, 4 November 2011 (PDT)
http://www.youtube.com/watch?v=yA63i5vOj7IArmisael (T | C) 20:11, 13 November 2011 (PST)
Mind sharing the commands you used? :3 Other than that, scattergun slot is lit up at the very beginning — Wind 20:50, 13 November 2011 (PST)
http://www.youtube.com/watch?v=h-EHcyDy0Cw I have idle accounts. — Armisael (T | C) 13:52, 14 November 2011 (PST)
Is good, please upload~ — Wind 17:19, 14 November 2011 (PST)

RED Level 3 Sentry Gun.png Sentry Gun

These are just some ideas i have:

  • There is a heavy (or any other class with fairly high health) and have the engineer build a sentry (without getting hit with the stock wrench to build faster) and show how long it takes to kill the target. As it is building the engineer aims to the target and the sentry so they are both in view. Have the sentry kill the target.
  • Upgrade the sentry to level 2, spawn that same class (in a different corner this time, to show you can move the sentry to a different place) and have it kill the target. Do the same with a level 3 sentry also.
  • Then show how someone ubered can not get hurt but can get slowed down and tossed back from the level 3 rockets.
  • Then show a scout under the effect of Bonk! Atomic Punch will not get hurt.
  • Then show how someone with jarate on them can get crit killed and change the sentry kill icon.
  • Then show how the sentry can get controlled by the wrangler.

Now for things that can fit in there somewhere:

  • Show how the sentry can build faster by hitting it with your wrench.
  • Show how the level 3 rockets can get reflected by a pyros compression blast (may need to use the wrangler to empty it of bullets.)
  • Have three different engineers holding a level 1 2 and 3 walk next to eachother to compare the speed of an engineer holding it. (Also while an engineer is holding a sentry have him get killed to show the icon of his death and the sentry gun he is holding.)
  • Maybe if there is enough time left, show how long it takes to kill each class (maybe excluding the class we used up there) Scout-spy.
This would take way too long and take into accounts too many items. Things like the Scout's Bonk and the jarate are best left to their own demo; not sure the jarate is worth demonstrating anyway. For every comparison, doing it sequentially would make the video way too long, so this really has to be a split-screen, even if it's a 3-way one (not sure how that'd look). See the Combat Mini-Sentry Gun section for the list of things that need to be demonstrated — Wind 04:07, 1 March 2011 (UTC)

Possible to get a quick scene where we note the different sounds they make depending on level? -- Pilk (talk) 03:30, 12 June 2011 (UTC)

Well, that'd be "automatically there" by simply doing the comparison thing. — Wind 18:37, 12 June 2011 (UTC)

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

Yes it should~ Good luck if you want to attempt this demonstration, it is a very, very long one D: As it is your first video demonstration, too, I think you should either try something a bit easier and shorter, or at least do a 10-second test clip of the beginning of a demonstration for a simple weapon like the Scattergun. Just to test the video quality and if you've got it all set up right :3 — Wind 20:36, 12 October 2011 (PDT)

While it is my first weapon demonstration, I have recorded videos before, and they were fine. the only issue I'm having is that I can't seem to get TF2 to find the map. any help would be lovely :) Smurfton 17:20, 14 October 2011 (PDT)

The issue is not whether you have recorded videos or not; it's whether you and your machine can record them at the right settings (720p or higher, 16:9, 30fps, dx9, AA 2x or more) and that you have the proper modifications set in place (no custom stuff except HudDamageAccount.res). As for the map, it should work as long as you extract the 2 .bsp's into tf\maps (relaunch TF2 after that) — Wind 17:36, 14 October 2011 (PDT)

I figured it out. Smurfton 17:37, 14 October 2011 (PDT) Right now, my computer has [s]several[/s] a rediculous amount of raw, uncompressed videos of that quality on it, and as long as there aren't more than 5 people (which I will need for the bonk, jarate, buff banner (which affects sentries when the engy is buffed)) on the server, I should be fine...Smurfton 21:38, 14 October 2011 (PDT)

Well alright, if you're confident, then go ahead :3 — Wind 23:17, 14 October 2011 (PDT)

In case you are wondering how I am doing, here is the first part. I needed to cut the video at some parts during the carrying sentry speed comparison, and so I'm going to be doing that again. the first two scenes I'm happy with, though. I seriously have not edited this at all... http://www.youtube.com/watch?v=agglKMgEbZU please, tell me your thoughts. Smurfton

This... is dx8 :( Or at least the DirectX 8-style lighting shaders. This is why I asked for a sample before doing the whole thing >:
Other than that:
  • The shadow has a low resolution and hard filtering (especially visible at 3:00)
  • Antialiasing seems to be off (I may be wrong though and it may be due to video encoding artifacts making the video blockier than it really is, but in that case, increase the bitrate you're encoding at)
  • There is a "jump" in the video at 3:30~3:32
  • That clip is there twice
  • There is no transitions between clips (a 0.5 seconds crossfade would help)
  • That clip is there twice too

Those are the technical problems with the video. There are some content and presentational problems as well, but I'll enumerate them when you can show a clip with the correct quality settings :3 That way not all of those clips go to waste :( Sorry... — Wind 23:29, 15 October 2011 (PDT) I really thought that I had Anti-Aliasing on, but you were right, it was off. Darn. Also, when I demonstrate that players cannot walk through buildings, should I mention that bots can? Smurfton 16:10, 17 October 2011 (PDT)

It is unnecessary to demonstrate such a thing (and hard to really demonstrate, too, as the viewer might just think you've voluntarily stopped moving forward). But as I said, please show a short clip with those issues fixed before continuing >: — Wind 17:05, 17 October 2011 (PDT)
Sorry about not saying anything for a while. I've found my external keyboard, and I'll be using that to have a few more keys to bind... I'll do this properly next weekend, I hope. About collision with buildings, wouldn't that best be shown by standing on top of them? Smurfton 07:38, 24 October 2011 (PDT)
As I just said, it is unnecessary to demonstrate this — Wind 17:06, 24 October 2011 (PDT)

Unarmed Combat Unarmed Combat

Pictogram wait.png Reserved by Mellotaku

While he's working on his version, here's mine. http://www.youtube.com/watch?v=GiX8jQju-aE I used the older version of the map because the hdr one slowed down my fps. Modest Pile of Hat.png Zafir168 13:02, 8 November 2011 (PST)

Is there no taunt? If so, please upload~ (Mellotaku, if you can still do a version on the hdr map and/or with better framerate, you can still do so if done before this is uploaded) — Wind
Wind, I have no idea if I'll be able to finish it. Something really bad has happened here at home & I need to handle it. I'll try to do the demonstrations I have reserved when I can, but this really needs to be attended to first.--Mellotaku, The Sorcerous Shapeshifter 15:19, 8 November 2011 (PST)

http://www.youtube.com/watch?v=Pr_EN1FfLpE The item has no taunt. Modest Pile of Hat.png Zafir168 06:08, 9 November 2011 (PST)

Well, the framerate in that video is not good, but it's pretty much the same as the previous video if I recall, so this version is better~ Please upload :3 — Wind 22:00, 9 November 2011 (PST)

http://www.mediafire.com/?xjsdahfctlakpfc Modest Pile of Hat.png Zafir168 05:03, 10 November 2011 (PST)

May I ask, what did you use to record this demo? Spam90675 11:26, 11 November 2011 (PST)

The jiggle bones are not jiggling. If you mess around with cl_jiggle_bone_framerate_cutoff you can force them to jiggle all day long. Jiggle_bones#Notes --Org 18:33, 18 November 2011 (PST)

That's actually helpful. Mind if I add this to the console commands list on the main page? — Zhnigo 22:47, 19 November 2011 (PST)

Wanga Prick Wanga Prick

Pictogram wait.png Reserved by Mellotaku

Need to be redone

BackburnerBack Burner

Comparing to the degreaser video, I feel that extinguishing is a more important feature then spychecking. However, cloak reveal is important too. Note that in this video Armisael messed up the 4 dmg burn time--not very professional looking :P Also the 'thrower could do with a better airblast. Darkid 19:44, 3 November 2011 (PDT)

If we're trying to be picky, the thing I'd rather see in a demonstration is the exact angle at which the crits start to occur. I'm having an impression that, unlike the backstab's full rear hemisphere, the angle for backburner crits is closer to a 90 degrees arc. Want me to try and redo the demo with this in mind? — Zhnigo 08:45, 7 November 2011 (PST)
That is what it is, according to BackburnerWind 18:44, 7 November 2011 (PST)

Black Box Black Box

I think it should show that the Pyro does get the +15 health bonus. Currently you can see the tiny health crosses over the Pyro, but a short demonstration from the Pyro's view would be better imho. The preceding unsigned comment was added by LeGenD`RaGe (talk) • (contribs)

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

Bazaar Bargain Bazaar Bargain

Pictogram comment.png Needs to be redone (only lose one head on miss)

Pictogram wait.png Reserved by Zhnigo There's been some talk on the BB talk page about the old demonstration being a bit too erratic, I'll consider that. — Zhnigo 09:32, 21 October 2011 (PDT)

There it is, in full motion-blurry glory. :3 YT/MF. Srcdemo may be slow, but I just can't resist the final clean look, and stable FPS too. Guess for me it's just quality over quantity. — Zhnigo 15:22, 23 October 2011 (PDT)

Just out of curiosity, what framerate was that rendered at? — Armisael (T | C) 16:08, 23 October 2011 (PDT)

30 fps * 20 blended frames = 600 host fps :3 — Zhnigo 17:16, 23 October 2011 (PDT)

Well doesn't dat look dandy. There is some pretty bad audio desync issue at the beginning though (look at the first shot on the pyro, he squeals 0.7 seconds after he gets shot). This is probably due to that bug in source recorder which causes the .wav files produced when rendering at high framerates to be slightly off-sync. To fix this, simply rerender the demo with a more normal framerate (but higher than the game's demo tick rate of 33, otherwise some sounds may get skipped completely) and use the .wav from that render. Also, if you're going to go the same router as the saxxy and show the draw weapon animation, cut out any frame that contain the old weapon. Looks like some remnant of his hand in the bottom left corner right when the loadout screen closes. That might be part of the animation though, so ignore this if that is the case — Wind 17:06, 24 October 2011 (PDT)
Sorry for the delay, life's been a bit harsh on me lately. ^^ So, I've messed around with the audio tracks, now it syncs about right: YT/MF. That thing at the right corner of the screen in the beginning is actually the butt of the rifle, so I left that intact. Should I remove it? — Zhnigo 14:26, 30 October 2011 (PDT)
Still kinda iffy at the beginning... but ok — Wind 21:46, 30 October 2011 (PDT)
The tooltip still states that "A miss wipes the bonus", so apparently it'll have to be redone when they fix it. I will also erase the "Crafted by:" mention. :3 — Zhnigo 09:31, 7 November 2011 (PST)

Bonk! Atomic Punch Bonk! Atomic Punch

Pictogram comment.png Mouse moves improperly at loadout screen, effects could be better demonstrated, show reactions to mad milk, jarate, drowning (maybe), machina, healing, etc. Darkid 05:25, 20 November 2011 (PST)

I think it's fine... the mouse movement isn't too bad (it would have been if he rotated the model), and demonstrating the effect with other effects would open a large can of worms of other things that should also be demonstrated by that same logic >: — Wind 17:39, 20 November 2011 (PST)
Can-o-worms? Like which weapons? Honestly, these side-effects are some of the serious things to be aware of with Bonk!™ Atomic Punch. Admittedly, the loadout screen is minor, but while we're at it...Darkid 20:06, 20 November 2011 (PST)
Like showing how jarate doesn't affect uber'd targets, showing how you can't drown while uber'd or healed showing the degreaser with the axtinguisher, then the postal pummeler too, show that healing negates bleeding effect, etc. Basically, showing interactions between weapons that are not the default ones creates so many links and possibilities that in the end it becomes impractical to show all of them, and makes maintenance of other, unrelated-until-now weapon demos a pain — Wind 22:43, 20 November 2011 (PST)
Ubered targets would, in my eyes, fall under this. However, Ubering and Bonk™ are the only two items which can grant invulnerability, so it seems as if this is a relatively minor issue. Dealing bonus damage with the axestinguisher/pummeler is (should be) shown in their respective videos, not in a flamethrower one. I can understand the want not to open up to much insanity, however I leave the decision up to you. The preceding unsigned comment was added by Darkid (talk) • (contribs) 4:15, 21 November 2011 (PST)
Basically, allowing this video to show special cases with weapons opens up lots of possibilities of other special cases, not only Uber; i.e. Degreaser+Axtinguisher, Atomizer+FaN, Dead Ringer+L'etranger, etc. —User Rocket Ship BBQ Awesomepyro.pngRocket Ship BBQ(Speech voice.pngIntel neutral pickedup.png) 09:55, 21 November 2011 (PST)
Indeed, it would pretty much create this exponentially-growing network of weapon and their dependencies between one another. Every time a weapon was updated or added, all the weapons that it affects would also need to be updated, which is not easy to maintain. Moreoever, it is unpredictable, since it's Valve that does the modifications/addition, and there is no way to know what will get changed in advance. This causes some wasted effort (like the Cow Mangler with its constantly-updating particle effects; imagine if the Cow Mangler had a really special effect that affected 5 other weapons. Then each time the Cow Mangler changes particle effect, it would be 6 demonstrations in need of updatingness). Keeping the "dependency network" down to only the stock weapons, which Valve tends not to touch, keeps the required effort down to a manageable level. — Wind 17:03, 21 November 2011 (PST)
Ok! OK! It was a bad idea :( Darkid 19:06, 21 November 2011 (PST)
Is ok :3 — Wind 20:49, 21 November 2011 (PST)
If we change to show recharge times? Old video doesn't show recharge time like Mad Milk and Jarate. Hinaomi Killicon unarmed combat.png 19:36, 21 November 2011 (PST)
That on the other hand is a good reason to redo it. I say yes~ — Wind 20:49, 21 November 2011 (PST)
Hey, no hard feelings. :( —User Rocket Ship BBQ Awesomepyro.pngRocket Ship BBQ(Speech voice.pngIntel neutral pickedup.png) 19:37, 21 November 2011 (PST)

Buffalo Steak Sandvich Buffalo Steak Sandvich

Pictogram comment.png Weapon now has a cooldown even when used at full health. LeGenD`RaGe 07:32, 24 October 2011 (PDT)

Cow Mangler 5000 Cow Mangler 5000

Pictogram comment.png Done but needs to be redone (new effects)

It said in the October 27th 2011 patch that the effects had been updated.
Sorry Akuago :( They do like to change the damn effects, don't they — Wind 12:49, 29 October 2011 (PDT)
Tell me about it... I'll get it done tomorrow. --Akuago220, The Jungle Expeditioner 20:27, 30 October 2011 (PDT)
And there we have it. Download here. --Akuago220, The Jungle Expeditioner 07:55, 1 November 2011 (PDT)
Thanks, is good~ (But please please please, the framerate D: Needs to be smoother in future videos) — Wind 13:33, 1 November 2011 (PDT)

Chargin' Targe Chargin' Targe

Pictogram comment.png Done but needs to be redone (need to show pyro can stop charge with air-blast, demoman still have charge left when stop with air-blast and can charge while mid-air)

It needs to redone again because It doesn't not show pyro can stop charge with air-blast and demoman still have charge left when stop with air-blast. I think split screen is good to do this work. Hinaomi 06:55, 25 October 2011 (PDT)
I forgot charge while mid-air too. Hinaomi 07:40, 25 October 2011 (PDT)
Is that really necessary? ._. — Wind 12:13, 25 October 2011 (PDT)
I think if you show that pyro can stop charge and demoman still have charge left, everyone will know the way to stop charging demoman. But If you think doesn't need to redone then... Just on you Wind. Hinaomi 22:22, 25 October 2011 (PDT)
I don't think showing the fact that the charge meter doesn't decrease fully is necessary, but demonstrating the you can stop charges like this would indeed be handy — Wind 18:00, 26 October 2011 (PDT)

Claidheamh Mòr Claidheamh Mòr

Pictogram comment.png Done but need to redone (Doesn't show the health penalty) Darkid 11:26, 20 November 2011 (PST)

Edit icon and make clear why it need to redone. Hinaomi Killicon unarmed combat.png 19:31, 21 November 2011 (PST)

Dalokohs Bar Dalokohs Bar

Pictogram comment.png Something went terribly wrong with this--the health seems to move sporadically and not related at all to the bar. I'm also a little confused as to what it was trying to show.Darkid 05:25, 20 November 2011 (PST)

Pictogram question.png ? Looks fine to me. The health is moving accordingly to the eating and healing by the Medic. It was showing:
  • How it healed 60hp
  • How Medics can still only overheal to 450hp
  • How it wears off after 30 seconds and gives remaining hp as overheal
  • How at ~300hp will give you +50 max hp.
User Rocket Ship BBQ Awesomepyro.pngRocket Ship BBQ(Speech voice.pngIntel neutral pickedup.png) 09:57, 20 November 2011 (PST)
Ok, so this is just me being confused as to how the dalokohs bar works. Rather than granting 50 overheal, which was what I expected to happen, it buffs the health of the heavy by 50. No issue with this. Darkid 10:22, 20 November 2011 (PST)

Darwin's Danger Shield Darwin's Danger Shield

Pictogram comment.png Needs to be redone (current video does not show third person and uses unorthodox techniques of damage demonstration Possibly also show that overheal amount changes? Darkid 16:28, 23 November 2011 (PST)

Degreaser Degreaser

Pictogram comment.png Needs to be redone (current video does not use splitscreen to show weapon switch speed comparison)

In the Fists of Steel and the Reserve Shooter demonstration, there is a splitscreen to show the difference between weapon switch times. Wouldn't it be useful to show the switch increase with a splitscreem? SpaceAnimator 05:44, 29 October 2011 (PDT)
Yes — Wind 12:49, 29 October 2011 (PDT)

Pictogram comment.png Reserved by Shadow6548

http://www.youtube.com/watch?v=rJfJzOQwL1YArmisael (T | C) 21:07, 15 November 2011 (PST)
Dat blendrate
Is good, please upload~ — Wind 23:14, 15 November 2011 (PST)
http://www.youtube.com/watch?v=gvr4igDPAbk Sorry. Just realized that I forgot to disable resampling in Vegas. It makes things all ghosty. — Armisael (T | C) 05:47, 16 November 2011 (PST)
But but but that's a good thing :( That's exactly what SrcDemo2 does, except without shutter angle consideration. Still better than no resampling — Wind 16:10, 16 November 2011 (PST)
Apparently SrcDemo does it better than vegas, because even smart resampling gives disgusting motion blur. Personally, I prefer clean and a little choppy over smooth and really blurry, and since there doesn't seem to be a way to get both without spending an 20 minutes recording each clip, clean and a little choppy it is. — Armisael (T | C) 19:00, 16 November 2011 (PST)
Well not really, motion blur (even simulated) and ghosting are a bit different things. :3 The latter is usually considered a nuisance and the first one a controlled artistic effect. — Zhnigo 18:26, 17 November 2011 (PST)

Fan O'War Fan O'War

Pictogram comment.png Needs to be redone: Item is store-bought, start is improper

Also, might we want to change the way this demo is done? Darkid 17:23, 22 November 2011 (PST)
The order of the keeling, perhaps. But it still has to show how futile this weapon is in actually dealing damage itself, which the Pyro does a good job of demonstrating — Wind 17:35, 22 November 2011 (PST)
I do feel that it has to be redone due to the issue with the item. You could even just splice in a different video track for the beginning. I'm wondering if it would be better to have a friendly attacker merely attack them, rather than having the scout kill then the demoman kill. Darkid 17:47, 22 November 2011 (PST)
Far too much hassle for such a tiny issue. —User Rocket Ship BBQ Awesomepyro.pngRocket Ship BBQ(Speech voice.pngIntel neutral pickedup.png) 18:01, 22 November 2011 (PST)

Fire Axe Fire Axe

Pictogram comment.png Needs to be redone (show weapon in loadout screen)

The current video doesn't show the Fire Axe in the loadout screen. SpaceAnimator 05:44, 29 October 2011 (PDT)
How did this get through QA? Oh wait — Wind 12:49, 29 October 2011 (PDT)

Pictogram wait.png Reserved by Zhnigo If everyone doesn't mind. The SRCDemo's motion blur goes best with melee weapons. — Zhnigo 14:33, 30 October 2011 (PDT) Well, that was easy: YT/MF. — Zhnigo 16:17, 30 October 2011 (PDT)

Well dat was fast. Thanks~ — Wind 21:46, 30 October 2011 (PDT)

Flare Gun Flare Gun

Pictogram comment.png Needs to be redone (current video doesn't hit target at back) It is important to hit the target at the back since this weapon arcs. The preceding unsigned comment was added by SpaceAnimator (talk) • (contribs) 09:10, November 16, 2011

Is it really important? - Hinaomi (Talk) 19:37, November 16, 2011 (PDT)
How did this go through QA? >: Yes, it is important, especially since it arcs. — Wind 16:10, 16 November 2011 (PST)
http://www.youtube.com/watch?v=OecSVLRCD5kArmisael (T | C) 19:00, 16 November 2011 (PST)
Yes I did miss it, and Darkid removed the "cough" message too. Anyway, is good, please upload~ — Wind 22:43, 20 November 2011 (PST)

Golden Wrench Golden Wrench

Pictogram comment.png Solid corpses, no moving parts, and update kill line

Corpses are still not solid from my testing... And the line that was added is actually already in the demonstration, I was using a modified talker file i-ghost made to add it — Wind 21:46, 29 October 2011 (PDT)

Gloves of Running Urgently Gloves of Running Urgently

Pictogram comment.png Needs to be redone (current video does not use splitscreen to show speed difference and show that the speed boost only applies when the weapon is out.)

http://www.youtube.com/watch?v=9qilwR77C2QArmisael (T | C) 20:46, 14 November 2011 (PST)
Cough. — Armisael (T | C) 19:00, 16 November 2011 (PST)
Wind = Herp derp. Yes, is good, please upload — Wind 22:43, 20 November 2011 (PST)

Gunboats Gunboats

Pictogram comment.png Needs to be redone (current video does not use splitscreen)

It needs to be redone because it would be better if a splitscreen was used to compare self damage from rocket jumps. Thoughts plz Wind :3 SpaceAnimator 11:07, 28 October 2011 (PDT)

Pain Train Pain Train

Pictogram comment.png New taunt

http://www.youtube.com/watch?v=kjMKW494B8Q Modest Pile of Hat.png Zafir168 10:55, 2 November 2011 (PDT)

This doesn't follow the new rules due to the updated backpack D: (You have to press escape, without moving the mouse; check the project page). Test on tr_target_weaponref_hdr too, preferably. There is also a music discrepancy at 0:54 (use a single, continuous track). Rest is good :3 — Wind 23:15, 2 November 2011 (PDT)

http://www.youtube.com/watch?v=PFNaIiFEjuQ I used the old version of the map because it's not necessary to use the hdr one. Modest Pile of Hat.png Zafir168 07:50, 3 November 2011 (PDT)

There is a sound glitch at 0:46~0:47 (last hit on the medic). Also, the comment on the video is accurate; you should switch to a weapon that is not the Pain Train in order to show that the faster cap speed applies when the weapon is not out. I'm pretty sure your first video showed it that way o_O
As for the map, it is necessary if you can run it:
  • Open TF2, open the console, and then type: map tr_target_weaponref_hdr. Wait for the map to load.
    • If the game runs too slowly and the framerate is not smooth enough, type map tr_target_weaponref to use the lower-quality version of the map.
So please use tr_target_weaponref_hdr, unless the framerate suffers >: — Wind 16:47, 3 November 2011 (PDT)

The Soldier's hand has a huge invisible part near the elbow. Wind, let's establish the default viewmodel FOV at 54, pretty please? ^^ — Zhnigo 15:05, 3 November 2011 (PDT)

Pictogram nope.png Nope >: — Wind 16:47, 3 November 2011 (PDT)

Pain train station in play town <:]. And I tried the map but the fps was below 25 so I needed to stick with the older version. http://www.youtube.com/watch?v=Zk8melCyNzc Modest Pile of Hat.png Zafir168 10:30, 4 November 2011 (PDT)

Is good, please upload~ — Wind 11:37, 5 November 2011 (PDT)

http://www.mediafire.com/?u6fu2iap3iw6pmi Modest Pile of Hat.png Zafir168 15:32, 5 November 2011 (PDT)

Sorry, I didn't catch two things :(
  1. Don't show the spy
  2. As demo, swing the Pain Train once after doing the taunt to trigger the line, like the Bottle demo does — Wind 13:09, 17 November 2011 (PST)

Persian Persuader Persian Persuader

Pictogram comment.png Can't get metal from dispensers, less health from dropped weapons

Pictogram wait.png Reserved by Mellotaku

Saxxy Saxxy

Pictogram comment.png New taunts Pictogram comment.png Reversed by Wind (this is gonna take a while) — Wind 21:35, 13 October 2011 (PDT)

Not only new taunt. Kill line is change for some class. Hinaomi 06:35, 23 October 2011 (PDT)

Scottish Resistance Scottish Resistance

Pictogram comment.png Done but needs to be redone (Custom crosshair) Pictogram comment.png Reserved by Shadow6548

Scotsman's Skullcutter Scotsman's Skullcutter

Pictogram comment.png The Scotsman's Skullcutter's slowdown attribute no longer shortens the Chargin' Targe's charge length.

This was changed back in late June, I have no idea why no one has nominated this weapon's demonstration for reconsideration yet. -- Psychopath User Psychopath avatar.png 13:13, 13 November 2011 (PST)

It really wouldn't even need to be remade. Just chop the last part off that demonstrates it and it'll be fine. Balladofwindfishes 14:01, 13 November 2011 (PST)
The patch didn't actually do anything. In fact, the current video was made in response to the aforementioned patch. — Armisael (T | C) 18:04, 13 November 2011 (PST)

Splendid Screen Splendid Screen

Pictogram comment.png Done but needs to be redone (need to show pyro can stop charge with air-blast, demoman still have charge left when stop with air-blast and can charge while mid-air)

It needs to redone again because It doesn't not show pyro can stop charge with air-blast and demoman still have charge left when stop with air-blast. I think split screen is good to do this work. Hinaomi 06:55, 25 October 2011 (PDT)
I forgot charge while mid-air too. Hinaomi 07:39, 25 October 2011 (PDT)
Again, is that really necessary? — Wind 12:13, 25 October 2011 (PDT)
I think if you show that pyro can stop charge and demoman still have charge left, everyone will know the way to stop charging demoman. But If you think doesn't need to redone then... Just on you Wind. Hinaomi 22:19, 25 October 2011 (PDT)

Warrior's Spirit Warrior's Spirit

Pictogram comment.png Weapon does not demonstrate health penalty Darkid 04:30, 17 November 2011 (PST)

Wrangler Wrangler

Pictogram comment.png New taunt

http://www.youtube.com/watch?v=MwNaWwzaBoAKarmacharger] (T | C) 04:52, 23 October 2011 (PDT) i already show the new Wrangler taun in this video.

http://www.mediafire.com/?hh6d3ot1cj9f65qKarmacharger (T | C) 04:52, 23 October 2011 (PDT) here was the original video file , so everytings are fine.

Nice attempt, but there's quite a few things wrong about it >:
  • There are black bars on the left and right side of the video
  • Frame rate is poor (video is choppy); must be at least 30 fps
  • There is a large audio lag (look at the time between the moment the engineer drops the sentry on the ground, and the time the sentry building sound starts)
  • You don't have the custom HudDamageAccount.res specified on the project page
  • Try to demonstrate on tr_target_weaponref_hdr preferably
  • There is an audio cut at the end
  • Some things are not demonstrated (sentry jump). Look at the current Wrangler demonstration

Hope this helps :3 — Wind 15:23, 22 October 2011 (PDT)

http://www.youtube.com/watch?v=oM8Ivz113Zk ———— KarmaCharger (T | C) 10:14, 23 October 2011 (PDT) Thanks For Telling me the wrong way i did , so now i was remake again i changed quality into 1080p and fps are 30 , i used the tr_target_weaponref_hdr map to make it and the sentry jump are done too. sorry for bad english.

http://www.mediafire.com/?j3q7qn726o67om2 KarmaCharger (T | C) 10:14, 23 October 2011 (PDT) This was the original video fire , so i hopes you can download it and upload it to the Official TF2 Wiki YouTube channel.

This is much better~ But still not perfect :(
  • Framerate is the same as the previous video (too low). Maybe your computer is too slow to record it? If it is, then you'll have to use Source Recorder to create your videos so that the framerate is smooth
  • There is still an audio cut at the end of the video (make the audio fade out slowly before the end to avoid this
  • At 1:17, the engineer's dialogue is cut
  • You should also show the differences between wrangled sentries and non-wrangled sentries (same as the current Wrangler video at 0:34)
  • You should show that you can sentry-jump and take the sentry at the same time (same as the current Wrangler video at 0:57)
  • You should show the effect of the sentry shield (same as the current Wrangler video at 1:15)
  • The transitions between videos are a bit too fast. After each clip, wait a second or two before changing to the next clip; and at the beginning of each clip, wait a second or two before starting to move

Thanks, keep up the good work :3 — Wind 11:48, 23 October 2011 (PDT)

Hello , so i have a problem with saving the video file , the video is already done . i used the vegas pro 10 to make it at the last setup saving it as wmv . but i can't even save it as a full screen thats a 2 black bar in the left and right side in the video , i just try alot of setting but thats still same.. :( so how can i save it as the video was no black bar and full screen? The preceding unsigned comment was added by KarmaCharger (talk) • (contribs)

This means that either 1) your game or 2) your Vegas project settings or 3) your Vegas rendering settings or 4) a combination of the former have an aspect ratio that is not 16:9. If #1 is true, then your footage is not 16:9, so you will have to re-record it :( — Wind 12:13, 25 October 2011 (PDT)

hello , i have some problem with my pc , so i lost the video and DEM files....... so i quite this sorry. The preceding unsigned comment was added by KarmaCharger (talk) • (contribs)

:( — Wind 18:00, 26 October 2011 (PDT)

Proposals

Default quality of videos

I personally dislike how the videos default to 720p. I presume that the majority of people prefer 360p due to it being default and faster load times, especially on slow internets/computers. I personally prefer 360p because it loads much faster. Discuss. —User Rocket Ship BBQ Awesomepyro.pngRocket Ship BBQ(Speech voice.pngIntel neutral pickedup.png) 21:16, 2 November 2011 (PDT)

In Youtube if your video have quality more than 360p. Youtube will crate 360p and another size if you have large quality. So 720p is the best for slow and fast internet. Hinaomi 22:46, 2 November 2011 (PDT)
Pictogram question.png What? I don't understand your logic. —User Rocket Ship BBQ Awesomepyro.pngRocket Ship BBQ(Speech voice.pngIntel neutral pickedup.png) 22:52, 2 November 2011 (PDT)
I agree that 720p is overkill for the default player size, 480p would be a better fit. However, YouTube doesn't support (officially, at least) a way to specify the default format anymore. The only parameter they do allow to control this id "hd", which only toggles between 360p (hd = 0) or 720p (HD = 1). At any rate, I think it's a fair assumption to say that if you can play TF2 on your computer, then you probably have the required bandwidth and the processing power to be able to play 720p video. — Wind 23:15, 2 November 2011 (PDT)
True point. Still, the 720p causes it to play slower due to loading times. Hmm, is it possible to make it a user setting through the template? Probably not worth it however. —User Rocket Ship BBQ Awesomepyro.pngRocket Ship BBQ(Speech voice.pngIntel neutral pickedup.png) 23:19, 2 November 2011 (PDT)
Would be possible with JavaScript and storing the setting as a cookie, but yeah, that would be extra code for everyone to load for little benefit — Wind 23:27, 2 November 2011 (PDT)

Rocket Jumper and Uncraftable Items

Does the Rocket Jumper need to be redone, as it now allows you to survive an Equaliser taunt? Also, can uncraftable items be used for the demonstrations? availn 23:37, 16 November 2011 (PST)

Does the Rocket Jumper need to be redone >> Yes, but not now.
Can uncraftable items be used for the demonstrations? >> Yes, you can. But if you have craftable one, use craftable. Hinaomi Killicon unarmed combat.png 00:07, 17 November 2011 (PST)

Hat Demonstration: Saxton Hale Mask

Why can't anyone put up a video about the saxton hale mask? I think that since it has an effect, it should be demonstrated... The preceding unsigned comment was added by Tsvetoslav (talk) • (contribs) 12:13, 22 November 2011 (PST)

Pictogram plus.png Support Yes, there should be one imo. —User Rocket Ship BBQ Awesomepyro.pngRocket Ship BBQ(Speech voice.pngIntel neutral pickedup.png) 13:11, 22 November 2011 (PST)
Pictogram nope.png Nope.avi I think no. Because if we do, unusal hat, jigglebone hat and effect hat (e.g. Mining light have light bright when in the dark room, earbud has note effect etc.) must do demonstration too. And I think hats don't have anything interest, have only cosmetics. Hinaomi Killicon unarmed combat.png 15:02, 22 November 2011 (PST)
That hat, and the Horseless Headless Horsemann's Head, renders players immune to the stun of the ghost.—User Rocket Ship BBQ Awesomepyro.pngRocket Ship BBQ(Speech voice.pngIntel neutral pickedup.png) 15:05, 22 November 2011 (PST)