Team Fortress Wiki talk:Weapon Demonstration

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Weapons that need to be done

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)
I'm pretty sure you're talking about the Dead Ringer. ^^ — Zhnigo 12:05, 13 December 2011 (PST)

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)

mine's here http://www.youtube.com/watch?v=YCgYR52EwPg&feature=youtu.be Karmacharger 07:55 , 24 January 2012 (PST)

First clip has audio lag :( Look at the moment the engineer flips the switch on the PDA when you equip it and the moment the flipping sound arrives, for example. At 0:51, the right sentry is not centered.
That was for the usual analysis, but I think there's things missing here. Things like the sentry range, the ammo capacity (maybe, if not too long). I'd suggest waiting for the big Sentry demonstration first, and then mirror that for this demonstration, perhaps with comparisons to the regular level 1 sentry. Thoughts~ — Wind 18:18, 24 January 2012 (PST)

i'm quite this first , sorry about that but i will be back here soon Karmacharger 12:30 , 27 January 2012 (PST)

Dead Ringer Dead Ringer

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

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

Well, thats all about what I want to ask you 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. Spam90675 20:11, 29 October 2011 (PDT)
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)

It's not done yet? Mind if I take a turn at it? Consider it my gift for staying at the wiki for one year. :3 — Zhnigo 12:18, 13 December 2011 (PST)

Reservations are only a suggestion — Wind 20:49, 14 December 2011 (PST)

Eureka Effect Eureka Effect

I would like to handle this demonstration.--Mellotaku, The Sorcerous Shapeshifter 09:21, 17 December 2011 (PST)

I already made a video http://www.youtube.com/watch?v=TxwD-brrQms&feature=youtu.be the download link is in the description Merlin 19:48, 17 December 2011 (CEDT)
Sorry but that video won't cut it :( There's some problems with it:
  • Mouse should not be hidden in backpack view
  • Mouse should start on the weapon at the first frame
  • Engineer 3D model should have the item being demonstrated visibly equipped in the backpack view
  • Frame rate is way too low
  • HudDamageAccount.res is not set up
  • Do not show (or remove) the Spy except during tauntkills, which shouldn't happen in this video
  • Volume between the two clips is uneven
  • Not sure what the last clip is trying to demonstrate
  • Doesn't demonstrate what the Wrench does (repairing, getting rid of sappers, building faster, etc.; see Wrench demo)

Wind 11:43, 17 December 2011 (PST)

If it's alright I'd like to try my hand at making a weapon demonstration as well. If someone can make a better demonstration than me, though that's fine too. Kray 18:06, 1 January 2012 (PST)

http://www.youtube.com/watch?v=LkrCkGCsk9s This is my version , this weapon is Cannot carry buildings so i don't know how to Demonstration this , when i click mouse2 than this will teleporter me to the spawn place. just tell me if you have an idea of this :0 Karmacharger 03:47 , 6 January 2012 (PST)

Maybe it can be done as a split-screen with the regular Wrench on one side and the Eureka Effect on the other, the npressing right-click for the regular wrench, but not pressing anything in the other effect, playing the "no target" sound of the medigun or something appropriate. Or perhaps it's better not to show it altogether... Not sure.

Anyway, this demonstration doesn't show health regeneration on teleport. You should add it to the clip at 1:15; have a soldier be on the side and take a rocket from him to take some damage, then show that you have no mental, then teleport. The preceding unsigned comment was added by WindPower (talk) • (contribs) 13:27, 6 January 2012 (PST)

are you wind? you forget to put name in the sign :3 , but i can do the split-screen (1 side with regular wrench other side Eureka Effect) 2 clip click mouse2 at sametime so thats good? and the health regeneration on teleport i will fix. Karmacharger 03:19 , 7 January 2012 (PST)

I don't know, it is not obvious that mouse2 triggers the teleport. Do what you want to do, both solutions should work — Wind 23:24, 6 January 2012 (PST)
Here. http://www.youtube.com/watch?v=P17IZ_11Mhk Karmacharger 03:19 , 7 January 2012 (PST)
In the damage+ammo restoration clip, have a soldier fire a rocket at you (he should fire at you in the video, not before recording). That way, it is easier to notice that you are damaged~ Also, add the ending sound thingy if you can. Rest is good~ — Wind 13:41, 7 January 2012 (PST)

Hey , i fixed both so my video and the file is uploading this take very long , and now i have to go . so after about 6 hours i will back here and send the link of the videos and files. Karmacharger 11:11 , 8 January 2012 (PST)

http://www.youtube.com/watch?v=mYUZn25z http://www.mediafire.com/?lzifta6650qjr5f Karmacharger 06:49 , 9 January 2012 (PST)

"The URL contained a malformed video ID." :( — Wind 16:18, 8 January 2012 (PST)

try this http://www.youtube.com/watch?v=mYUZn25z_Fc Karmacharger 01:34 , 9 January 2012 (PST)

Now the soldier is there, that's good, but the metal refill isn't demonstrated anymore :( To be clear, this should all be in the same clip:
  • Have a sentry built and 0 metal on hand
  • Have a Soldier ready
  • Start the recording
  • Go in front of Soldier and let him shoot at you
  • Poke the sentry with the wrench to show that you have no metal
  • Teleport
  • Poke the sentry again to show that you have metal now

That is all~ — Wind 22:19, 8 January 2012 (PST)

well i can do this again making videos are my favourite job :p , so how about Poke dispenser? the sentry will shoot the soldier when i put it :( is there a commands can make the sentry wont fire? Karmacharger 07:03 , 9 January 2012 (PST)

Just don't place soldier in sentry range, simple. Hinaomi Killicon unarmed combat.png 04:07, 9 January 2012 (PST)
Oh right, I didn't think about that, lol. Maybe do it near the fence in the back of the room (in front of the demoman cardboard statue) with the sentry on one side of the fence and the soldier on another. Or do it at the regular spot but with a Dispenser, although I think a sentry is better — Wind 18:54, 9 January 2012 (PST)

already added the little ending sound thingy but after the video have been saved i can't hear that ending sound thingy :/ so would you accept that? http://www.youtube.com/watch?v=JbbBM9yF55A and may i ask , have you add effect in your golden wrench demo when editing? that effect called Motion Blur i think. Karmacharger 05:56 , 10 January 2012 (PST)

That's probably the "cutoff" that youtube sometimes does to video. Just add one second of black screen at the end of the video to work around it.
As for the demo, that's not exactly where I meant :( Although now that I think about it, maybe it would be better to put the soldier on one side of the wooden spawning fence thingy (where you spawn) and the sentry on another. Not sure if the sentry can see the soldier through it, and it should make both the soldier and the sentry visible enough. Or swap the sentry and the soldier from their current position if you have to; what's important is that it's quick and obvious to get to the sentry from the moment you respawn.
Also, try re-ordering the clips so that the Eureka-Effect-only clips (health/metal regen, intel capture, cannot move buildings) are shown before the regular wrench clips (upgrade/repair/sapper), but after the first normal clip of course.
As for the "effect" in the Golden Wrench demonstration, that's not an effect, that's simply the result of capturing more frames per second than what Fraps typically lets you. It was done using SrcDemo2, as was the Saxxy demonstration and the recent demonstrations by Armisael and Akuago220. I do recommend using it if you can, as it results in better-looking videos, but it is not a requirement. For this demonstration in particular (the Eureka Wrench), you should finish it using Fraps, otherwise you would need to re-record everything from scratch — Wind 15:43, 10 January 2012 (PST)

i will do that again but you know my english was very bad... so can you easily tell me what to do? sorry about that. well i just downloaded the srcdemo2 and i don't really know how to use it.. Karmacharger 09:11 , 13 January 2012 (PST)

Like I said, finish this demonstration with Fraps first. Only use SrcDemo2 for future demonstrations, if you want to use it~ There's a guide in the Steam thread (section "How to use"). If you don't know what Source Recorder is, then you will need to learn how to use it first before trying SrcDemo2. If you need more help than that, ask me on IRC (this talk page is meant to be only about demonstrations) — Wind 11:28, 13 January 2012 (PST)

http://www.youtube.com/watch?v=z_onSy0k5Js , i'm forget to Demonstration The repair clip in my old video but now it has and followed the info you given me to do. Karmacharger 11:01 , 17 January 2012 (PST)

Just two little things: The first wrench hit has no sound at 0:53, and the last one is unnecessary at 1:08. Don't swing it when it won't have any effect, and make sure it always does the wrench hit sound. All the other clips are good~ — Wind 16:06, 17 January 2012 (PST)

http://www.youtube.com/watch?v=L2_u61fBWug alright fixed. Karmacharger 08:59 , 18 January 2012 (PST)

Still one unnecessary swing at 1:09. Is the only thing left :3 — Wind 18:31, 18 January 2012 (PST)

i re-record again that upgrade Clip :3 http://www.youtube.com/watch?v=woxiY7K6aLs Karmacharger 07:28 , 19 January 2012 (PST)

Just so you know, you have audio lag. --User JarlyX Sig.png Swedish Translator 13:00, 19 January 2012 (PST)

This is true, there is some audi olag throught the video. For example, look at 0:22: the engineer starts teleporting, the screen turns white, then comes back to normal, and only a second later there is the teleport sound. Same at 2:40. All clips are good though, just need to shift the audio a bit in your video editor to get them synchronized :3 — Wind 14:09, 19 January 2012 (PST)

..... why don't you tell me it before :( , fine i re-record all clips. Karmacharger 10:01 , 20 January 2012 (PST)

No you don't need to re-record anything, just slide the audio track a bit to the left in your video editor. If you can't, then upload the original video that you have for http://www.youtube.com/watch?v=woxiY7K6aLs and I'll do it. — Wind 18:15, 19 January 2012 (PST)

http://www.youtube.com/watch?v=Fin1N0sUnNw&feature=youtu.be Here Karmacharger 04:05 , 20 January 2012 (PST)

It's... the same? The audio still has the same delay as last time :( — Wind 14:44, 20 January 2012 (PST)

yeah i think re-record is a better way. :) Karmacharger 11:49 , 21 January 2012 (PST)

alright done , all clips are new one. http://www.youtube.com/watch?v=2n24Of19zyM Karmacharger 03:05 , 21 January 2012 (PST)

There is still a little delay, but that one is not disturbing, so is good~ However, in the first clip, the loadout screen is a bit too short (2 seconds). Can you make it longer by 2 or 3 more seconds? All the rest is fine — Wind 23:24, 20 January 2012 (PST)

sure , now 5 seconds of loadout screen thats good? http://www.youtube.com/watch?v=3UqA_p-YCc4 Karmacharger 07:27 , 21 January 2012 (PST)

Da, the loadout screen is good now. However, I just noticed that the splitscreen at 0:26 isn't exactly 50%/50%, and the dispenser on the right is not in the middle of the portion of the screen. Since you use Vegas, you can turn on the "snap" function in the clip boundary editor, which will help you align and select it precisely. Once that is fixed, you can upload directly to mediafire, no need to upload on youtube~ — Wind 12:36, 21 January 2012 (PST)

you mean low volume at 0:26 right side of the splitscreen? Karmacharger 09:31 , 22 January 2012 (PST)

sorry about that i just take it sooo longer :( , okey everything else is good http://www.mediafire.com/?hebxfhp5h56tes9 Karmacharger 11:44 , 22 January 2012 (PST)

Thanks :3 Will be uploaded~ — Wind 20:48, 21 January 2012 (PST)

Holiday Punch Holiday Punch

Would anyone mind if I did this one? I just received the gloves and would like to try and make a demonstration. MartianSanta 05:24, 17 December 2011 (PST)

http://www.youtube.com/watch?v=s-z6wAvlcdE&feature=youtu.be I don't believe I accurately demonstrated the "Critical hit forces victim to laugh," but I figured this was a decent enough draft for critiquing. MartianSanta 16:51, 22 December 2011 (PST)
You need to turn on critical hits for this one, otherwise the crit animation won't play (tf_weapon_criticals 1 after running weaponref.cfg). Other than that, no, the first part is an accurate demonstration. Just wait a little longer at the end before the fade starts (the fade should not start until the camera is fully returned to first person), and don't make the fade obnoxiously long (half a second is more than enough). Also, when tauntkilling with the Heavy's POW taunt, try to go as far away as possible from the Spy to show the maximum range of the taunt. Make sure the Heavy is also correctly angled so that it looks correct in third person view (it wasn't the case here). Those are all minor details, however~
What is not a minor detail is that you forgot to run weaponref.cfg in the second clip (otherwise that clock would not be there). Make sure to turn on critical hits after that as well. That clip should also show that this effect applies to you as well (get the other heavy to punch you). This will also demonstrate what it looks like to get punched by these — Wind 17:58, 22 December 2011 (PST)
http://youtu.be/_iQsedSmGHs Punching someone in the back does not trigger a critical animation. It may be worth showing that full crits activate the effect, but minicrits do not. Thoughts? — Armisael (T | C) 09:33, 12 January 2012 (PST)
cough — Armisael (T | C) 15:33, 13 January 2012 (PST)
Need to show that it's based on crits first. As it is now, the video makes it look like it makes the other person laugh because they're being punched in the back or because they wear the same weapon. I suggest making a regular first clip (no laughing, regular tauntkill on the spy), then another clip with:
  • Execute weaponref, teleport back all bots
  • Have a KritzKrieg medic fully charged healing you
  • Enemy players: Regular stock Soldier, regular Stock Pyro, and Holiday-Punch-wearing Heavy, all lined up.
  • Make sure tf_weapons_criticals is 1
  • Start recording:
    • Have Medic kritz you, punch the soldier once from the front to show that it makes no damage
    • When Soldier is in the middle of his laughter, punch again to show that it doesn't trigger a second, new laugh animation and that it doesn't do any damage either
    • When Soldier is done laughing, punch again shortly while still being kritz'd to re-start the laughter
    • Once Kritz end but Soldier is laughing for the second time, punch him to death from the front to show that you can deal damage while the other is laughing as long as you don't have crits
    • With the Pyro, use the same procedure except that instead of being kritz'd, punch her in the back. The second punch in the middle of the first laughter will show that you can't do damage from the back at any time, even if it doesn't look like a crit. The last punches (from the front, during the second laughter) will show that both laughters, regardless of how they were induced, still leave the victim vulnerable from the front
    • You know what to do with the Holiday Punch heavy, do the same as it currently is. May want to throw in a tauntkill-while-the-other-is-laughing to show that tauntkills work on laughing victims, if you feel like it

That may show a lot of things, some of which may be unnecessary to show, but in this format I think it'd be quick enough to convey all of this in a reasonable amount of time. If you want to trim things or to not follow that entirely in case you have a better idea, feel free :3 — Wind 18:44, 13 January 2012 (PST)

http://youtu.be/dFryGqoNrJ8Armisael (T | C) 19:37, 14 January 2012 (PST)
Da, dis vil vork. Please upload~ — Wind 23:15, 14 January 2012 (PST)


Manmelter Manmelter

I am willing to donate my Manmelter to the cause if someone is willing to return it after they have finished testing it. Please contact me if you wish to test it, and please give me something to hold onto to guarantee that I will get it back. I PROMISE on my life to give you the item back after you give me back my Manmelter. My Steam tag is ostk822 (I will appear as Ostmosis).

It's okay, I crafted my own and decided to try my hand at this. Download it here. (BTW, use signatures after your posts) --Akuago220, The Jungle Expeditioner 10:59, 28 December 2011 (PST)

All good, thanks~ (But it's likely that it will have to be redone if the kill icon changes to something other than the Flare Gun's one) — Wind 12:51, 28 December 2011 (PST)

I think why we doesn't compare projectile speed like direct hit and liberty launcher? Hinaomi Killicon unarmed combat.png 22:29, 7 January 2012 (PST)

It is demonstrated, re-watch the Liberty Launcher and Direct Hit demos. However, given that the default Pyro secondary is the shotgun, it's kinda hard to demonstrate this for the Manmelter. Maybe Manmelter vs Flare Gun, but that's entering The Danger Zone (dun dun duuuun) — Wind 08:38, 8 January 2012 (PST)
Considering that the manmelter's description directly refers to the flare gun, I don't think this'd be too much of a stretch. Very few weapons directly refer to other, non-stock weapons, so this policy wouldn't really open us up to that much more work. — Armisael (T | C) 10:00, 10 January 2012 (PST)
That's a good point. Alright then~ — Wind 14:01, 10 January 2012 (PST)
http://youtu.be/Jr2_uAHOm_gArmisael (T | C) 13:53, 15 January 2012 (PST)
Show it from multiple ranges~ Same as Direct HitWind 20:08, 15 January 2012 (PST)
http://youtu.be/ojgMuC30xHAArmisael (T | C) 10:05, 16 January 2012 (PST)
All good, please upload~ — Wind 16:20, 16 January 2012 (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)

My first weapon demonstration http://www.youtube.com/watch?v=J5VhZvMAgpc D00dleFace 10:50, 20 January 2012 (PST)

A nice try and quite a daring one to tackle on this long demonstration as your first. However, it's almost impossible to get everything right on the first try, and I'm afraid that applies to this video too >:
First and most visible flaws are:
  • Video is stretched; looks like it was recorded at 4:3 and then stretched to 16:9
  • Video quality is low; very blocky and blurry, hard to read text even at 720p. This is most likely due to low quality settings when encoding the video, or because the video was recorded at a non-HD resolution and then upscaled to fit 1280x720
  • HudDamageAccount.res is not installed; see the project page (ctrl+f HudDamageAccount), hence the red damage numbers

These are the primary ones that need to be fixed for any weapon demonstration. There are also some flaws about this specific demonstration itself (Sentry Gun), but as it is your first demonstration I think it is preferable that you first take a quick quality check before spending a lot of time recording long demos like this :3 So could you fix the 3 above points, then record a short 10-second clip of any weapon demonstration, just to check if the quality is OK? Thanks — Wind 14:44, 20 January 2012 (PST)


http://youtu.be/C7LiPCCXLdw

  • Yes, the video quality is terrible. Transitions too. Low quality -> faster workflow. This is a rough draft.
  • I don't demonstrate ammo in any meaningful fashion. Thoughts on showing that?
  • I forgot to repair the sentry after it was sapped to show that it can be repaired.
  • I forgot to show that rockets could be reflected. That'll go in it's own clip.
  • I didn't put in the 'level x' headers in the 3-way splitscreens.
  • No, I don't know what fixed the metal counter bug.
  • Other thoughts? — Armisael (T | C) 21:34, 24 January 2012 (PST)
First, don't get metal from nowhere when possible >: I suggest building a dispenser, letting it fill, and going to it for metal, or dropping crates prior to starting the demo and using them. Also try to have the sentries not fire while being unpacked. It's just luck, I know, but try~ Or (maybe only for #3) put a Dispenser between the sentry and the enemy, so you can both prevent it from firing and demonstrating the viewblocking the dispenser causes.
Then there's the clip at 2:29 that ends prety sharply, not sure if that's just because it's a draft or if clip ends there (add more seconds)
For ammo capacity, perhaps finding a dispenser/sentry placement that makes the sentry fire continuously at the dispenser would work. Also show that repairing the sentry refills ammo, of course, that's an important thing to show. Probably not worth to demonstrating rocket ammo up to the end, because it takes a while, but worth it to let it run long enough to show how rockets deplete slower than boolets.
For sentry turn speed, it may be worth it to show how long you can turn around each level as a scout (or maybe a slower class so that it ends eventually)
Need to demonstrate that the sentry can shoot at you and can easily be lethal. Not sure how best to show it, probably better from a thirdperson view or from a spy's first person view. Up to you, but it needs to be in there~
Also, need to demonstrate range better. At the beginning, move back and forth a bit to show the blue "range sphere" moves with you and sometimes contains the soldier, sometimes not. Then once the sentry is built, have the soldier move back and forth between the range to show the reaction of the sentry and the range as viewed from the attacker's perspective (using picture in picture to show the soldier's perspective), which is kind of more important than from the engineer's perspective. Of course this means the soldier is damaged so you can't reuse it for level 1 damage demonstration, so get a fourth enemy in the map I suppose~ (May want to switch the classes too; soldier doesn't have to be the one demonstrating range)
Oh and you were right, a spy disguised as a spy is better~ — Wind 15:50, 25 January 2012 (PST)
http://youtu.be/FsfbHS11xc0
  • Forgot to throw in the backpack shot again, but I feel fairly confident that I'll be able to figure that one out.
  • I tried to fold the range and the reflection shots together. Not sure it worked; we may want to show range for all 3 levels and give it its own shot.
  • Were you thinking about showing turn speed in the 3-way split screen? If so, how? I don't see enough screen space for that.
  • Self killing with the sentry is shown in the first person, but I think it works reasonably well.
  • The order of shots is really uncertain after the first one or two. Preferences?
  • Other thoughts? — Armisael (T | C) 21:24, 25 January 2012 (PST)
From IRC:
[2012-01-26 00:34:28] <WindPower> Armisael: range + reflection in one shot is gud
[2012-01-26 00:34:39] <WindPower> Turning the blueprints in clip 1 is not, it looks weird so early in the demonstration
[2012-01-26 00:36:42] <WindPower> Don't let it empty all rockets, takes too long; instead: let it empty all boolet, let it throw a few rockets, repair it to show it recovers bullets, let it run out of them again, destroy dispenser, show that it only kills the spy with rockets
[2012-01-26 00:36:49] <WindPower> Something like that
[2012-01-26 00:37:35] <WindPower> As for showing running around the sentry, I think it would be doable with a 3-way split screen if the camera is top-down
[2012-01-26 00:37:56] <WindPower> Not sure how to implement that exactly but yeah
[2012-01-26 00:38:07] <WindPower> At 5:20, do not hit the sentry with the knife
[2012-01-26 00:38:47] <WindPower> Last two clips (spy, sapper) should be shown before reflection demo I think
[2012-01-26 00:38:58] <WindPower> That's all I got
[2012-01-26 00:39:05] <Armisael> i tried to put the reflection early because it also shows range
[2012-01-26 00:39:15] <Armisael> and i feel that range is somewhat important
[2012-01-26 00:39:23] <WindPower> Well yeah but sapper kinda is too
[2012-01-26 00:39:29] <Armisael> fair enough
[2012-01-26 00:39:29] <WindPower> Definitely more important than ammo
[2012-01-26 00:39:58] <Armisael> also, didn't we do the blueprint rotation before the first build in the disp and tele vids?
[2012-01-26 00:40:28] <WindPower> I'm talking about when you drop it when it's level 2 or 3
[2012-01-26 00:40:51] <WindPower> You can show that you can rotate it if you want, but dropping it at an angle from the enemy looks awkward
[2012-01-26 00:41:00] <Armisael> kk

Wind 21:43, 25 January 2012 (PST)

http://youtu.be/ED3jTCpvnNQ
  • All three sentries turn at the same rate, so I don't actually think we need the top down clip in there. I left it in just in case; doesn't hurt anything at this stage.
  • Still needs Level X headers.
  • I have all these shots saved as demos, so I can get exactly the same takes when I SrcDemo2 this. If you see any content problems, speak up. — Armisael (T | C) 11:17, 26 January 2012 (PST)
I do think the last clip should be in there, if only because it looks pretty cool :3 And it makes the demo have a nice duration of exactly 5 minutes. Is good. No problems with content either, just try not to change the duration of the video when you add fade transitions. (Also needs music, obviously) — Wind 15:39, 26 January 2012 (PST)
http://youtu.be/Hk3O_tLqaWAArmisael (T | C) 18:26, 27 January 2012 (PST)
At 4:40, there's the sentry deployment sound playing a bit early. Probably a glitch, maybe a re-render or a re-record will fix this~
Also, I'm sorry I didn't mention that before, but for the ammo-depletion clip, could you move just a little bit to the right so that you can see a bit of the side of the dispenser as it is being fired at? This is because the hitbox for the dispnser is quite larger than the model, and as a result the sparks bouncing away from it as it is getting shot look very far away from where the model is, which kinda makes it look like the floor or the fence behind it is getting shot at. Additionally, try to destroy the dispenser just a fraction of a second after a rocket shot, that way players have a longer time to register that the dispenser is dead before the spy dies (otherwise the two events are in quick succession). Also it would be preferable if the destruction PDA draw animation worked; I know it's finicky but since you only have to use it once in this clip it should be feasiable. Last but not least, maybe you should have the Spy taunt (or spycrab taunt) while waiting for the sentry ammo to run out. It's funny, but it's also quite helpful in the sense that it shows the Spy is tricking the Sentry Gun, and is not in danger while doing so :3
Thanks for your patience and perseverance (I probably don't say that often enough). — Wind 18:49, 27 January 2012 (PST)
http://youtu.be/Mi2-4D5Iy3k Compared to the dispenser demo, this one's been a breeze. By the way, the extra 0:11 came from the inclusion of the build speed comparison, which had somehow managed to slip out of the previous takes. — Armisael (T | C) 22:14, 27 January 2012 (PST)
Perfect except one thing, can you add one extra second at the end of the ammo clip at 4:43? It ends a bit harshly (Upload result directly) — Wind 22:24, 27 January 2012 (PST)

Need to be redone

Bazaar Bargain Bazaar Bargain

Pictogram comment.png Only one head is lost on misses and bodyshots

Apparently valve merely made public the changes to this back in october, so this doesn't need to be redone. — Armisael (T | C) 09:33, 12 January 2012 (PST)

I don't think so, I think only do in backpack view and combine it to old videobecause description was change. Hinaomi Killicon unarmed combat.png 00:27, 13 January 2012 (PST)

Black Box Black Box

Pictogram comment.png Done but need to redone (Need pyro view that can get heal when hit enemy with reflect Black Box's rocket) 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)

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)

Frying Pan Frying Pan

Pictogram comment.png Done but need to redone (No Demoman Kill line)

I think we need to redo every weapons that have same kill line as Bottle. Hinaomi Killicon unarmed combat.png 09:29, 16 January 2012 (PST)
I'm not sure they all do that line though. Those where the Demoman stays silent should not be redone — Wind 16:20, 16 January 2012 (PST)

whats (No Demoman Kill line) mean? [User:Karmacharger|Karmacharger]] 11:07 , 17 January 2012 (PST)

I mean Bottle kill line like Handshake, Bottle and C.Objector Hinaomi Killicon unarmed combat.png 07:22, 17 January 2012 (PST)

http://www.youtube.com/watch?v=HgGkWsreyHI Karmacharger 08:59 , 18 January 2012 (PST)

Only bad thin in this video is....
  • Why don't you wait for kill line end before taunt? Hinaomi Killicon unarmed combat.png 05:53, 18 January 2012 (PST)

i really don't know what is kill line.. , you mean in the video i killed the medic then the demoman talk something? [User:Karmacharger|Karmacharger]] 10:19 , 18 January 2012 (PST)

Yes, I mean that. Hinaomi Killicon unarmed combat.png 08:21, 18 January 2012 (PST)
Not sure if the Demoman even has a kill line after the taunt with the Frying Pan. If it doesn't, then there is no need to redo this demonstration — Wind 18:31, 18 January 2012 (PST)

umm.. okey. Karmacharger 03:38 , 19 January 2012 (PST)

The Demoman doesn't say a line after taunting with the pan, so I think this one is fine as-is. The preceding unsigned comment was added by Armisael (talk) • (contribs)

Gunslinger Gunslinger

http://youtu.be/URLM6MGnRB4Armisael (T | C) 17:26, 17 January 2012 (PST)
Well that was fast~ It also shows some stuff that the previous one didn't, like the added voice lines or the deploy-at-full-health-and-regen-while-building-ness. But:
  • Like the Southern Hospitality, it needs to show the upgrade of a sentry, not a dispenser. The sentry's upgrade transformation is a lot more obvious than the dispenser's
  • Dispenser build speed comparison needs to start with the blueprint already in hand (again same as Southern hospitality). The moment they are dropped is not in sync either

Is all~ — Wind 18:29, 17 January 2012 (PST)

Wind being an epic derp: "it needs to show the upgrade of a sentry". Yeah, I failed on that one, nevermind. Point 2 still stands though — Wind 18:34, 17 January 2012 (PST)
http://youtu.be/OTaYaYQG0cwArmisael (T | C) 20:45, 17 January 2012 (PST)
All good, please upload~ — Wind 21:53, 17 January 2012 (PST)
Umm, I hate to interrupt, but I watched that, and it appears that the Engy doesn't have full amount of metal to start with in the first clip. Is that a problem?TFHK 06:12, 23 January 2012 (PST)
Nice catch, indeed — Wind 14:54, 23 January 2012 (PST)
http://youtu.be/tMFOxwcnSm0Armisael (T | C) 18:07, 23 January 2012 (PST)
From 0:18 onwards you can see the metal count changes come up slowly. This is a longstanding bug in demos; to avoid it, you have to first have your metal count changed during that life, then future metal count changes will work as normal — Wind 18:13, 23 January 2012 (PST)
http://youtu.be/r4tx7yBGV84Armisael (T | C) 20:31, 23 January 2012 (PST)
Is good, please upload~ — Wind 20:39, 23 January 2012 (PST)


Jag Jag

Pictogram comment.png Done but needs to be redone (Does not demonstrate all the features that a regular wrench can do, e.g. repair)

Why do I keep pointing this out -_- I'm starting to think whether this is necessary TFHK 23:26, 27 January 2012 (PST)

Market Gardener Market Gardener

Similar to my new "interesting fact": The Market Gardener also crits when jumping off enemy rockets, or by using a combination of own and enemy rockets. I tested this in MGE and bball. This should be added to the video, would maybe require someone who is able to perfom air-strafing. The preceding unsigned comment was added by LeGenD`RaGe (talk) • (contribs) 21:29, 12 January 2012

Do you really, really think this matters enough to warrant a re-do? — Wind 13:38, 13 January 2012 (PST)

Not sure, 99% of players probably think this weapon is useless anyways. LeGenD`RaGe 06:41, 14 January 2012 (PST)

Really not necessary to redo. Because it's hard to use, or you think it's not? Hinaomi Killicon unarmed combat.png 06:54, 14 January 2012 (PST)
It requires a lot of skill, that's true. LeGenD`RaGe 10:35, 14 January 2012 (PST)

Pomson 6000 Pomson 6000

http://www.youtube.com/watch?v=NPgxhI-VaOw Someone pointed out in the comments for the current video that this weapon only deals 20% damage against buildings. I thought that might be worth noting. — Armisael (T | C) 11:57, 12 January 2012 (PST)

Saxxy Saxxy

Pictogram comment.png New taunts Pictogram comment.png Not reserved by Wind but must have video quality that is on par with or better than the current Saxxy demonstration. This is a weapon awarded for making good videos, so it has to be good too — Wind 11:24, 28 January 2012 (PST)

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)

Spy-cicle Spy-cicle

Pictogram comment.png Done but needs to be redone (Crits not on)

Back then when I was attempting to work on the Disguise Kit demo, Wind told me that the demonstrations for the knifes are turned on to show the backstab animation. I looked through the demonstration videos of the knifes, it was so. The demonstration for Spy-cicle, however, does not. (Oh, and as a side note, is a new video of the gunslinger being uploaded? Because it lacks all the demonstrations of what it can do to repair buildings, but I don't see it here) TFHK 22:54, 15 January 2012 (PST)
Two good points (but I think you meant to say "criticals" — Wind 16:20, 16 January 2012 (PST)
Ah, yes I did. :P Yeah, crits are not turned on, which means the damage done is different when compared to other knife videos.

And by the way, still wanna ask the question: Should the gunslinger video be redone, or has a new one been uploaded already? TFHK 03:27, 17 January 2012 (PST)

It should be redone. It is in fact more important to demonstrate that for the Gunslinger than the other wrenches because the Gunslinger doesn't look like a Wrench at all — Wind 16:06, 17 January 2012 (PST)

OK ,I will work on it today. (I got a new PC ,it means quality will be improve) --Carlcarlto 18:44, 21 January 2012 (PST)

http://youtu.be/Nt52k69rzTQ http://www.mediafire.com/?5t4ae75unxlmv20 --Carlcarlto 00:57, 22 January 2012 (PST)

Very good, very good. Thanks~ — Wind 10:25, 22 January 2012 (PST)
The medic targetid says '?bercharge' instead of 'ubercharge'. — Armisael (T | C) 12:09, 22 January 2012 (PST)
Oh f*, sorry I missed that >: Tends to happen when I don't watch in HD. Can you fix this, Carlcarlto? — Wind 12:37, 22 January 2012 (PST)
After 1hr of searching on google and steam fourm, I fixed this problem. I will redo this later. --Carlcarlto 04:11, 23 January 2012 (PST)
Ohh, you fixed that? I've been having this problem for a long time as well. Can you tell me how you fixed it? Please? :D TFHK 06:15, 23 January 2012 (PST)
That was easy, I just add Germany to my language in the keyboard setting. But this method only work on my notebook computer instead of my pc, I am afraid I need more time to fix it. Maybe others can redo this. --Carlcarlto 19:12, 25 January 2012 (PST)

Tribalman's Shiv Tribalman's Shiv

Pictogram comment.png Show bleed on cloaked spies

Thanks For Telling me about the srcdemo2 but i think i'm gonna to use fraps , http://www.youtube.com/watch?v=BrCoTHJNjSE http://www.mediafire.com/?m44p0rz3jf50bw8 Karmacharger 03:04, 14 January 2012 (PST)

The sound is off sync with the video by a bit less than a second, but still noticeable. Also, try not to miss (you missed twice here) — Wind 23:15, 14 January 2012 (PST)

Fixed Both. http://www.youtube.com/watch?v=-wf2qZYk0kQ&feature=youtu.be Karmacharger 10:55, 15 January 2012 (PST)

The audio lag is not fixed >: Look at the Soldier's mouth between 0:21 and 0:24 for example, it closes before the pain sounds are finished — Wind 10:52, 15 January 2012 (PST)

Lag? :( i really don't know how thats happened , you mean the audio slow? Karmacharger 01:32 , 16 January 2012 (PST)

I mean that you hear sounds later than they actually happen in the video. Look at the moments when you hit the Pyro for example; you see the blood spilling out of the Pyro yet you hear the sound only a bit later >: It's not too bad but it is noticeable. You should be able to re-sync them properly in a video editor — Wind 16:15, 16 January 2012 (PST)

Well, I'm gonna go ahead and try out this demo. It's got to be easier than the disguise kit. :P TFHK 22:59, 15 January 2012 (PST)

You can, but Karmacharger is already working on it >: — Wind 16:20, 16 January 2012 (PST)

oh that , i fixed it http://www.youtube.com/watch?v=Nb84YoUByRc and my Eureka Effect Demo was done so this may take alonger to upload. maybe tomorrow will be uploaded :) Karmacharger 01:32 , 16 January 2012 (PST)

All good, please upload~ — Wind 16:06, 17 January 2012 (PST)

http://www.mediafire.com/?mfuukyf88ut3dzl Karmacharger 02:36 , 18 January 2012 (PST)

Thank you :3 — Wind 18:31, 18 January 2012 (PST)

Unarmed Combat Unarmed Combat

Pictogram comment.png Needs to be redone (Jigglebone doesn't appear in video) 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)
I think it need to redone because BLU skin that unused before now in-use. Hinaomi Killicon unarmed combat.png 00:44, 25 November 2011 (PST)
No patch to make it BLU on BLU team :( Hinaomi Killicon unarmed combat.png 19:59, 4 December 2011 (PST)


http://www.youtube.com/watch?v=MBJIRrQE_Rg , the spy arm jiggling have a little lag when i start record thats still lag of the arm i just try multiple recording programs all same only 1 is batter "bandicam" , the arm is not jiggling when using source recorder :( Karmacharger 01:26, 8 January 2012 (PST)

Yes indeed, it makes this demonstration hard to do. However, maybe you can improve it by opening the backpack view, then closing it and not moving for ~15 seconds, then actually start hitting people (and cut that part from the final video). Also, that demonstration goes way too fast D: Slow down a little, take your time to hit people, and wait a little longer after the Medic's death before ending the video~ — Wind 13:41, 7 January 2012 (PST)

Thanks For Telling , so you wont mind if the spy arm lagging? Karmacharger 12:44, 8 January 2012 (PST)

No, because if you wait as described above, the lag shouldn't happen, right? — Wind 20:50, 7 January 2012 (PST)

um i don't think http://www.youtube.com/watch?v=5ceQC5Xj7xI Karmacharger 12:50, 15 January 2012 (PST)

It's... twitching >: Is there no way to fix that? — Wind 23:15, 14 January 2012 (PST)

yeah.... just already try alot of recording software but only 1 of them are better that is fraps. :( Karmacharger 05:25, 15 January 2012 (PST)

Well alright then, please upload~ — Wind 10:52, 15 January 2012 (PST)

Thanks for Accept http://www.mediafire.com/?wc28zgyfun6oasv Karmacharger 01:33, 16 January 2012 (PST)

Wrap Assassin Wrap Assassin

Pictogram comment.png Done but needs to be redone (Doesn't show its bauble can bleed on cloak spy and doesn't show the sound when hit in long rage like Sandman.)

I have this item but my pc resolution is 1024x768 and my monitor best on that resolution. What should I need to do if I do this demonstration.
PS. I'm using windows 7. Hinaomi Killicon unarmed combat.png 08:58, 17 December 2011 (PST)
Is that your maximum resolution? If it is, then I'm afraid you can't make videos :( Videos must be at least 720p in 16:9 ratio, which means 720 pixels high and 720 * 16 / 9 = 1280 pixels wide. If your monitor cannot handle that resolution or a higher one, then the game will refuse to launch at that resolution, which means you can't make videos :( Sorry — Wind 11:43, 17 December 2011 (PST)
Ok, I have the way to change my resolution, but I don't sure is it work on Fraps. Hinaomi Killicon unarmed combat.png 19:00, 17 December 2011 (PST)
You can't change resolution to something higher than what your monitor supports... Unless you have some pretty fancy graphics drivers that let you do that and extend the OS-visible screen region beyond the physical monitor, I doubt you can overcome this limitation. But you can try if you want to :3 — Wind 00:03, 18 December 2011 (PST)
I can't do this now, sorry Wind. :( Hinaomi Killicon unarmed combat.png 15:46, 18 December 2011 (PST)
is ok~ — Wind 23:08, 18 December 2011 (PST)
I have this item, and my pc resolution is 1920x1080, but after i download the maps, there is a problem when i extract them as the maps don't work ("Not a valid .bsp file") and they seem to have no size ( 0 kb) (i think it is an extracting problem) What can i do? Gamer360 18:35, 17 December 2011 (PST)
Read the "The Highland Hound" section, someone had the same problem. You're probably using an old version of WinRAR — Wind 00:03, 18 December 2011 (PST)
Ok, i updated my version of WinRAR, and the maps work now. What should i do in the video? Gamer360 07:14, 18 December 2011 (PST)
Just follow the standard demonstration process as described on the project page. This weapon doesn't really have anything special beyond the projectile-launching abilities, so it should be similar to Sandman's demo — Wind 13:46, 18 December 2011 (PST)

I have the item. I could probably do this weapon demonstration if one is delayed. I could help for other demonstrations too. I just need help on editing game files. Stvn0603 16:30, 29 December 2011 (PST)stvn0603

What do you need help with? — Wind 17:24, 29 December 2011 (PST)
Getting onto the game files. I wish there was a forum or page on this wiki on how to edit the game files, because it makes me clueless. A nice tutorial video link wouldn't be so bad either. Stvn0603 14:15, 30 December 2011 (PST)stvn0603
Just use GCFScape and open "team fortress 2 content.gcf" located in the steamapps folder. — Wind 14:47, 30 December 2011 (PST)
Trying to find the right website for the GCFScape. Stvn0603 14:49, 30 December 2011 (PST)stvn0603
Over here~ — Wind 14:53, 30 December 2011 (PST)
I've encountered a problem. I'm not entirely sure what to do once i've accessed the game files. I have now gotten the folder plus the content on the .gcf program, but now i dont know what to do from here. I either need a step by step process, a video guide, or if you dont have those, i might have to do this on my own. I'm very sorry :(. Stvn0603 15:01, 30 December 2011 (PST)stvn0603
You only need to extract the training songs (they're in tf/sound/misc). That's the only files you should need from the .gcf, the rest of the file modifications are all done using Windows Explorer in steamapps/your_account_name/team fortress 2/tf. There's no video tutorial available for it, sorry >: But for the GCF extraction, it's just like a regular .zip file extraction, just drag and drop files out of GCFScape. For the other file modifications, it's just a matter of saving map files (.bsp) and text files to the correct directory:
  • Both .bsp files go in tf/maps
  • weaponref.cfg goes in tf/cfg
  • HudDamageAccount.res goes in tf/resource/ui — Wind 21:09, 30 December 2011 (PST)

Moved from talk:Wrap Assassin:
Hey guys. I made a weapon demo. See it here: [1] More Gun 13:21, 31 December 2011 (PST)

That's not bad :3 Buuut not perfect either:
  • Intro is way too long (5 seconds should be enough, not 19). Just cut a bit from the beginning.
  • In the clip with the Pyro reflection, it's not obvious that the ball was reflected (it looks more like you fired it at the wooden wall and it came back at you instantly). It would help to move the Pyro further away so that the ball gets some screen time.
  • Video looks upscaled or has aliasing issues (or both?). Make sure to record at 720p or more, and to turn on antialiasing. If both of those things are already ok and set in that video, then it's probably a bad encoding codec or settings causing the blockiness. Use the recommended x264vfw encoder with a quantizer of 14 or less for near-lossless renders.
  • Not sure this is tr_target_weaponref or tr_target_weaponref_hdr. Use the latter if possible, but it's okay if you don't (but don't mix both maps in the same demonstration video)

That should do it~ And please keep discussions about demonstrations on this page, not individual talk pages — Wind 01:29, 1 January 2012 (PST)

Thanks for the tips. I'll snip the intro and move the Pyro back. The map is in fact tr_target_weaponref_hdr. Also, I did record it both at 720p and 2X antialiasing. However, I did not use the encoder. Perhaps you could describe the encoding process a little more in depth for me. Thanks. More Gun 21:24, 1 January 2012 (PST)
Just install x264vfw, select it as a video codec in your video editor (should show up as x264vfw in the list), go in the options, select "Quantizer-based approach", and set it to 14 or lower. — Wind 21:34, 1 January 2012 (PST)
http://www.youtube.com/watch?v=xzA0VssaFdkArmisael (T | C) 04:23, 11 January 2012 (PST)
That is some very clever timing to show both recharing time and all 3 possible types of death. However the same comment applies for the second clip: if possible, try to place the Pyro further to give the ball some more screen time — Wind 13:20, 11 January 2012 (PST)
http://youtu.be/k6H9uI0nAkQArmisael (T | C) 16:27, 11 January 2012 (PST)
Not sure why you remade the first clip >: It was fine... You added the "ball pick up" thing, but at a time that ruins the flow >: Maybe demonstrate that before launching it on the Soldier? That should do it and you get to keep all the good timing that you had in the first iteration. Also, step away from the Soldier when throwing the ball at him (again like you did in the first iteration >.>). And there's a slight audio glitch at 1:10. Second clip is good though :3 — Wind 17:47, 11 January 2012 (PST)
http://youtu.be/bILQwUAJQxsArmisael (T | C) 19:40, 11 January 2012 (PST)
Is good, please upload~ — Wind 20:16, 11 January 2012 (PST)
Biggest think that need to redone. Why we all forget those? Hinaomi Killicon unarmed combat.png 07:45, 12 January 2012 (PST)
http://youtu.be/L4Mp7Ay9Tpk Fair point. — Armisael (T | C) 15:06, 13 January 2012 (PST)
Da, dis vil vork~ Probably means a redo of Tribalman's Shiv too — Wind 15:17, 13 January 2012 (PST)

Cosmetics

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)

just trying to Demonstration this one , but i can't get bots use Bombinomicon. Karmacharger 01:56 , 21 January 2012 (PST)

Indeed, this requires humans to demonstration due to the game's bot limitations — Wind 23:24, 20 January 2012 (PST)
I was thinking that if you wanted to show each class, you could have them die by the same class from the enemy side to show how each way to die will still cause an explosion: Scout dies by Scattergun (to show bullets), Soldier dies by Rocket Launcher (to show projectiles), Pyro dies by Flamethrower (to show flame), Demoman dies by Sticky Launcher (to show explosions), Heavy dies by Fists taunt (to show, well, taunts), Engineer dies by Sentry Gun (to show, well, the sentry), Medic dies by Bonesaw (to show melee), Sniper dies by Sniper Rifle (to show headshots), and Spy dies by Knife (to show backstabs). — Antwan 23:51, 23 January 2012 (PST)
Is good plan~ — Wind 18:18, 24 January 2012 (PST)

Proposals

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)
I agree that this should get a quite short demonstration video because I didn't know that the Saxton mask had the ability to stop boos from ghosts and the Horseless Headless Horseman and this wiki's job is to spread the information on the game(and trust me videos help). --CaptainSneaky 12:41, 27 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)
Unusuals don't change any real game play only the effects of the hat (same goes for earbuds). Lastly a moving piece of the hat or the entire hat moving doesn't make a huge difference in gameplay. --CaptainSneaky 12:41, 27 November 2011 (PST)

Festive Weapons

Simple question, do you guys think they're required? Woodledoodledoodle 12:38, 21 December 2011 (PST)

I think the first person perspective picture is enough — Wind 12:40, 21 December 2011 (PST)

i Think That Would be awesome , When Demonstration Festive Weapons. Karmacharger 01:09 , 8 January 2012 (PST)

I think this demonstration is not necessary. Because these have same status as class stock weapons, only have festive light blub on it.Hinaomi Killicon unarmed combat.png 22:21, 7 January 2012 (PST)

Critical Hits/Mini-crits

Just a quick question: Why aren't the critical( and mini-crits) hits shown? It makes no sense. At least show them on a Medic( the proportionality of damage to distance will be clear by killing a Pyro and a Soldier ). Of course, mini-crits will be shown first, the Medic will be capable of surviving both crits and mini-crits for most weapons. If the weapon doesn't have them, just kill the medic in a usual way. --Hawk18727 06:17, 30 December 2011 (PST)

It's doesn't nessary and if we do, about 157 demonstrations those need to redone with this reason. Do you think it's easy to do? Hinaomi Killicon unarmed combat.png 08:03, 30 December 2011 (PST)

Of course, i don't ask to redo this, just want to know the reason for that. --Hawk18727 11:01, 30 December 2011 (PST)

See Archive 20 for this. In short: It should have been demonstrated, it wasn't. The decision was a mistake, but it's too late to correct it now without a huge effort investment which isn't worth it right now >: It's more important for Melee weapons, hence the possibility of reopening melee weapons for crits. But first, it's more important that all weapons at least have a demonstration video, rather than spending time going over all already-demonstrated weapons and add a minor detail to the videos. — Wind 14:47, 30 December 2011 (PST)

Thanks for the reply. --Hawk18727 06:24, 31 December 2011 (PST)