Team Fortress Wiki talk:Weapon Demonstration
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Weapons that need to be done
Black Rose
I'd like to reserve this, but I need to know, should I do the demonstration with one of the styles or both? --Akuago220, The Jungle Expeditioner 17:46, 14 February 2012 (PST)
- Just one, the one that it is by default (also, if you have a Genuine one, try to change the resource and locale files to make it look like a regular one) — Wind 18:47, 14 February 2012 (PST)
- Okay, just the one it appears to be when dropped. Also, NOW you're enforcing against Genuine items, despite the lack of it being listed? I can understand craft #'d ones and community ones since they are extremely unique/rare, but genuine items are obtainable by anyone willing to either buy a game or, in the possible case of this item, achieve something since this is a weapon based off a F2P game. Also, what about the other demonstrations with genuine-quality weapons, like my genuine Original? By the way, which files am I supposed to edit if I really must use a normal one? --Akuago220, The Jungle Expeditioner 17:29, 15 February 2012 (PST)
- I said "try", not enforcing >: Just saying that it's better if it's normal than genuine. I know there's already some demos out there with genuine ones and that's fine, because at the time they were only obtainable in Genuine form and because I didn't know/think of replacing them to make them look non-Genuine. Anyway, if you want to do the replacements, the files you need to edit are resource/ClientScheme.res (Ctrl+F "QualityColor" and change them all to the "Unique" value), and resource/tf_english.txt (Ctrl+F "Genuine" and replace by "The"). If that doesn't work, that's ok, just demo with the genuine one. If only the color thing works, then change the color of genuine items to the "unique" color and take a screenshot from the backpack view with the item hovered; I'll make an overlay to replace the "genuine" word from there, as it has been done for craft numbers on other demos — Wind 18:47, 15 February 2012 (PST)
- Well, thankfully the item isn't genuine anyway, so there wasn't a need to edit the files for this demonstration. Download it here. --Akuago220, The Jungle Expeditioner 10:00, 17 February 2012 (PST)
- All good :3 Didn't forget criticals, too. Thanks~ — Wind 13:21, 17 February 2012 (PST)
- Well, thankfully the item isn't genuine anyway, so there wasn't a need to edit the files for this demonstration. Download it here. --Akuago220, The Jungle Expeditioner 10:00, 17 February 2012 (PST)
- I said "try", not enforcing >: Just saying that it's better if it's normal than genuine. I know there's already some demos out there with genuine ones and that's fine, because at the time they were only obtainable in Genuine form and because I didn't know/think of replacing them to make them look non-Genuine. Anyway, if you want to do the replacements, the files you need to edit are resource/ClientScheme.res (Ctrl+F "QualityColor" and change them all to the "Unique" value), and resource/tf_english.txt (Ctrl+F "Genuine" and replace by "The"). If that doesn't work, that's ok, just demo with the genuine one. If only the color thing works, then change the color of genuine items to the "unique" color and take a screenshot from the backpack view with the item hovered; I'll make an overlay to replace the "genuine" word from there, as it has been done for craft numbers on other demos — Wind 18:47, 15 February 2012 (PST)
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)
- Righto, I'll redo that and keep that in mind. I don't see the need to almost completely redo the original Invis. Watch video though, but if that's what you mean, I'll do it. Dr. Huxley 04:55, 16 March 2011 (UTC)
I think it should have triple splitscreen showing the draining amount when youre falling/jumping, running and crouch-walking. --SandeProElite 18:57, 3 May 2011 (UTC)
Here's my first draft at this video. I thought it might be good to 'throw everything in' so to speak, to make it easier to see which parts to cut; it's intentionally long. http://www.youtube.com/watch?v=sDWesVeLOYY i-ghost 23:03, 18 March 2011 (UTC)
- The main aspect of the C&D is movement-dependent cloak drain/regen, and I feel that this video doesn't show that obviously enough. It is demonstrated at the beginning but quickly and without transition between "states". Take your time, wait at least 1 seconds before (and after, if it applies) changing direction/crouching/standing up, etc. Also, it needs to demonstrate that it regenerates while uncloaked+moving.
- As for what should be cut, I think the teleporter destruction part can be left out, as well as the cloak+disguise demo from 1:20 to 1:50. Also a pretty important thing is to show the enemy's vision of the cloak; for the regular IW, it was fine to use the engineer's voice commands to indicate vision/not-vision, but here it is not because the spy can be either invisible, visible, or semi-visible, but what is shown here is from a BLU perspective, so we see the spy all the time. So what I'd suggest to do is to respawn the Engineer mid-demo (while you're not looking in his direction) and record things from his POV; then use that as the central video during the last part instead of a third person view. Yes, this requires him to be a human player or to use a SourceTV demo, but I believe it's worth it :3 Also, since it's a long demo, feel free to do it in multiple parts joined together with fades, too. It's frustrating it is when you do everything right except one small little thing at the end of the take... Doing it in multiple parts helps — Wind 00:54, 19 March 2011 (UTC)
- I believe that two things are missing from your video.
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)
http://youtu.be/vd-PI4u7aNU — Armisael (T | C) 11:31, 9 February 2012 (PST)
- Can you hover the gunslinger in the backpack view? It is pretty important to this, so it is good to highlight it. Clip 1 is a bit redundant in that it shows the range thing twice. For the clip at 2:47, I understand that you chose the pyro for consistency, but another class would probably be better so that there is not a large portion of the screen covered by the flamethrower viewmodel. It's also important, in that clip, to show the sentry in place; it was obvious in the regular sentry demo because the level 3 sentry is large and visible from afar (and because it shoows large rawkets at you) but in this one it is almost invisible (partially due to it fitting entirely inside the flamethrower crosshair). Perhaps using a spy with a disguise (show the disguising) to show where the sentry is would be better, but perhaps not because it adds the potential confusion of disguise-ness. Then perhaps a picture-in-picture, showing the engineer's perspective in the bottom-right corner (viewmodel corner).In that same clip, you may also want to show the pushing force of the sentry gun; it is important for the mini-sentry because forcing your way against it is a sometimes useful strategy, unlike the regular sentry gun. To do that, just keep walking straight to show how the speed changes. Perhaps that would fit in its own clip with a split-screen comparison... Last but not least, the clip at 3:05 would benefit from a better angle so that more of the spy can be seen. It wasn't a problem in the previous demo because you jumped on the sentry, but here you only see the top half of the spy; go slightly on the side to see more of him before the taunts.
- All other clips are perfect :3 The overhead turning-speed one is quite good too, although you may want to add text labels on them because it's not obvious which sentry is which from the top — Wind 15:56, 9 February 2012 (PST)
- http://youtu.be/PC9u-p6SRU0 Not that happy with the range clip. — Armisael (T | C) 16:14, 10 February 2012 (PST)
Dead Ringer
Hello, guys! Now I'm working on Dead Ringer demonstration, and I have some questions about it:
- what kind of the possibilities of Dead Ringer must be shown
- there must be only 1'st person view or 1'st and 3'rd?
Well, thats all about what I want to ask you Gringo perm 17:35, 12 February 2011 (UTC)
- Alright:
- First, that it doesn't make you invisible when you activate it
- Can only be activated at full charge
- Activates on hit
- Doesn't remove teleporter trails (I think...)
- Has "Super cloak" (doesn't show outline when bumping against enemies)
- Makes loud sound on uncloak
- Can be recharged by ammo pack and dispensers while cloaked but extra cloak time is not "Super cloak"
- Disguising as an enemy makes you drop the spy corpse on trigger, while disguising as an ally makes you drop that class's corpse on death
- Can be self-triggered by fall-damage
- Can be used to extinguish fire
That's all I can think of~ And yes, there will probably have to be third-person views (and views from the enemy side, in order to show the corpse drop for example). This is a tough demo that I don't think can be pulled off using bots alone — Wind 18:55, 12 February 2011 (UTC)
I would also suggest that having really low HP (i.e. 1 or 2 HP) will not bail you out from heavy-hitting weapons, even with the Dead Ringer out. Maybe make an example of the Decloaking sound, noting that it's much mroe louder than the Invis Watch or Cloak & Dagger. Lancer anti-tank Rocket 11:00, 15 February 2011 (UTC)
hey guys i made the dead ringer movie if you find any mistakes pm me. if it's good tell me and i'll upload it. hope you'll like it :) Link. —StrongTube1 13:39, 10 March 2011 (UTC)
- First, please upload it to YouTube as unlisted like the submission guidelines say~
- Second, this video has quite a lot of problems, some technical and some content-wise. I'll only list the technical ones first so that you focus on these first, because no video can be accepted if they don't fit those:
- Video is letterboxed (has black bars on top and bottom)
- Video looks scaled up (as if it were recorded at a lower resolution and enlarged)
- Framerate is a bit sluggish sometimes, especially when a new model is loaded (getting killed, or taking out the dead ringer)
- There is "www.fraps.com" on top of all the video
- Knife crit animation not playing (though you shouldn't need to backstab anything in this video since it's demonstrating the watch, not the knife)
— Wind 21:47, 10 March 2011 (UTC)
- 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 here — Wind 21:25, 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)
- 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, 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?
- 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)
- 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)
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)
Is demonstrating the fall damage really necessary? I mean we already know it feigns death on taking damage, so I don't think it's needed... AbeX300 15:36, 3 February 2012 (PST)
- It is necessary to show that the damage doesn't have to come from the enemy's fire; it can come from yourself. — Wind 15:26, 5 February 2012 (PST)
This demonstration seems to be a bit slow in the making. I'd love to put my work into it. If I were to record some demos (or all of the appropriate parts) and send them to someone, could someone else render them? I have a mac, and certain key characteristics (fade in, fade out, sound overlay, exporting .dem files) may prove tricky or expensive. I would still love to help, so if I were to get someone else to render and compile the videos, that would be great. I also feel like the dead ringer buisness should be shown in first and third person simultaneously, via split-screen. ≥My two cents≤ 04:30, 17 February 2012 (PST)
Need to be redone
Bazaar Bargain
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 00:27, 13 January 2012 (PST)
Black Box
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)
- To point out--this is tricky, since it requires two players to do the recording. ≥My two cents≤ 04:32, 17 February 2012 (PST)
Buffalo Steak Sandvich
Weapon now has a cooldown even when used at full health. LeGenD`RaGe 07:32, 24 October 2011 (PDT)
- Also doesn't refill user's health when dropped. » Cooper Kid (blether) • (contreebs) 09:01, 17 February 2012 (PST)
- http://youtu.be/mwPEkNal1XM — Armisael (T | C) 20:43, 20 February 2012 (PST)
- All good, please upload~ — Wind 22:06, 20 February 2012 (PST)
Gunboats
Whole video needs to be in split screen, half the length, double the info, kthxbye. TheDoctor 16:12, 19 February 2012 (PST)
- wat — Wind 17:03, 19 February 2012 (PST)
- The difference between gunboats and no gunboats should be in a split screen to see the health difference A S A P. wonder if this sentence makes it clearer? TheDoctor 09:38, 20 February 2012 (PST)
- I think this falls under the same question about damage comparison. Having the first (and only, in this case) clip be a split-screen is unsightly >: Maybe a smaller picture-in-picture would be better, but I'm still not sure whether this is worth redoing at all or not. The current demonstration shows all it needs to show in an unambiguous manner. What do other people think? — Wind 12:37, 20 February 2012 (PST)
- If I were to redo this one, I'd lead with a purely visual clip, à la the set demonstrations, to show what it looks like in third person. Then I'd go ahead and do a split screen on damage. I'd also throw in clips showing which situations they apply to (ie, jumping/not jumping, enemies nearby) — Armisael (T | C) 13:16, 20 February 2012 (PST)
- I should ask for your opinion more often :3 — Wind 13:31, 20 February 2012 (PST)
- If I were to redo this one, I'd lead with a purely visual clip, à la the set demonstrations, to show what it looks like in third person. Then I'd go ahead and do a split screen on damage. I'd also throw in clips showing which situations they apply to (ie, jumping/not jumping, enemies nearby) — Armisael (T | C) 13:16, 20 February 2012 (PST)
- I think this falls under the same question about damage comparison. Having the first (and only, in this case) clip be a split-screen is unsightly >: Maybe a smaller picture-in-picture would be better, but I'm still not sure whether this is worth redoing at all or not. The current demonstration shows all it needs to show in an unambiguous manner. What do other people think? — Wind 12:37, 20 February 2012 (PST)
- The difference between gunboats and no gunboats should be in a split screen to see the health difference A S A P. wonder if this sentence makes it clearer? TheDoctor 09:38, 20 February 2012 (PST)
Gloves of Running Urgently
Fixed this weapon's impact sounds so that they sound like the KGB now, instead of the fists.
== Jag == JhonnyKiller45 07:40, 21 February 2012 (PST) 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)
http://www.youtube.com/watch?v=DRjNRqzhAK8 Karmacharger 01:39 , 30 January 2012 (PST)
- Two little things~
- In the current Jag demo, the build speed comparison clip says "Dispenser built by the Jag/the Wrench". This isn't strictly required for this demo, but it helps a bit because it's not too obvious which clip has the jag and which clip doesn't when you're always swinging it. So could you change your name temporarily so that it shows those wrench names on buildings? Make sure to get the capitalization right: "the Jag" and "the Wrench", not "The Jag" or "the jag".
- Might also want to include a sentry build time comparison. The difference isn't big, and that's exactly what the point of showing this would be: to show that the jag doesn't make much of a difference. If you do this, can you also use the name trick (the Wrench/the Jag)? Thanks~
ALso, no audio lag in this one. Yay — Wind 18:56, 30 January 2012 (PST)
done , http://www.youtube.com/watch?v=HtvG9KIF264&feature=youtu.be Karmacharger 12:59, 2 February 2012 (PST)
- Put the sentry and dispenser building speed comparisons next to each other, since they are related. Also, hold still for second or two before switching to a clip and after switching to a clips (transitions go too fast right now) for both comparison clips and for the upgrade clip. The dispenser on the right isn't in the center of the portion of screen >: Just use Vegas's "snap to grid" feature to align it properly, pixel-accurate. — Wind 15:26, 5 February 2012 (PST)
Overdose
New firing sounds.JhonnyKiller45 07:45, 17 February 2012 (PST)
- http://www.youtu.be/XLVAl_uk-O8 — Armisael (T | C) 18:57, 18 February 2012 (PST)
- Ends a little abruptly; perhaps add the "tchik" ending sound and a fade to black at the end~ And then upload directly — Wind 21:18, 18 February 2012 (PST)
Pomson 6000
The Engineer's arm dosen't look f'ed up anymore.JhonnyKiller45 07:41, 17 February 2012 (PST)
- http://www.youtube.com/watch?v=kov95kuHGVI — Armisael (T | C) 19:07, 17 February 2012 (PST)
- Add an extra pause before the engineer starts shooting at the medic/spy for the uber drain/cloak drain. Rest is good~ — Wind 21:03, 17 February 2012 (PST)
- http://www.youtu.be/6688kEW5FiM — Armisael (T | C) 11:16, 18 February 2012 (PST)
- Why is the Laser not seen on the Dispenser shooting, just wondered? TheDoctor 11:24, 18 February 2012 (PST)
- Is good question, if this was a glitch, then that part should be re-rendered. Otherwise, is good~ — Wind 15:52, 18 February 2012 (PST)
- http://youtu.be/g6CcvWZG6xw Apparently the shot was hitting the wood wall. While still going on to hit the dispenser. I dunno. — Armisael (T | C) 18:57, 18 February 2012 (PST)
- It's probably due to the fact that the visual shot particle goes from way under the tip of the gun, as seen in clip 1, while the actual collision check is done using an invisible line going from the correct location, thus damage is still done. Of course, this should be redone once/if they fix this clearly wrong visual shot placement... as well as shotgun sounds... Now that they've fixed the wrist. — Wind 21:18, 18 February 2012 (PST)
- http://youtu.be/g6CcvWZG6xw Apparently the shot was hitting the wood wall. While still going on to hit the dispenser. I dunno. — Armisael (T | C) 18:57, 18 February 2012 (PST)
- http://www.youtu.be/6688kEW5FiM — Armisael (T | C) 11:16, 18 February 2012 (PST)
- Add an extra pause before the engineer starts shooting at the medic/spy for the uber drain/cloak drain. Rest is good~ — Wind 21:03, 17 February 2012 (PST)
Sandvich
I don't know what to say other than that it no longer replenishes health to the heavy who drops it, but unstead just refills the sandvich bar. Woodledoodledoodle 16:48, 14 February 2012 (PST)
- http://www.youtube.com/watch?v=VRcZUyOGs3M — Armisael (T | C) 15:56, 19 February 2012 (PST)
- The new part is missing: resupplies ammo if dropped and picked up from the same heavy. TheDoctor 16:02, 19 February 2012 (PST)
- It's at 0:50 — Armisael (T | C) 16:03, 19 February 2012 (PST)
- You got an item at 1:07, it seems... Also, you may want to have the soldier fire the rocket at you while waiting for the sandvich cooldown; it would make this long pause less boring and save some time too — Wind 16:08, 19 February 2012 (PST)
- http://youtu.be/UvI24K5SmBM — Armisael (T | C) 17:55, 19 February 2012 (PST)
- Put it at the end of the cooldown wait, not at the beginning, so that the fact that the heavy took damage is still fresh... Sorry, should have been more specific about that. Rest is good~ — Wind 18:34, 19 February 2012 (PST)
- http://youtu.be/GfNxDq23RFM — Armisael (T | C) 21:38, 19 February 2012 (PST)
- Put it at the end of the cooldown wait, not at the beginning, so that the fact that the heavy took damage is still fresh... Sorry, should have been more specific about that. Rest is good~ — Wind 18:34, 19 February 2012 (PST)
- http://youtu.be/UvI24K5SmBM — Armisael (T | C) 17:55, 19 February 2012 (PST)
- You got an item at 1:07, it seems... Also, you may want to have the soldier fire the rocket at you while waiting for the sandvich cooldown; it would make this long pause less boring and save some time too — Wind 16:08, 19 February 2012 (PST)
- It's at 0:50 — Armisael (T | C) 16:03, 19 February 2012 (PST)
- The new part is missing: resupplies ammo if dropped and picked up from the same heavy. TheDoctor 16:02, 19 February 2012 (PST)
Saxxy
New taunts 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
Done but needs to be redone (Custom crosshair)
mah version here : http://www.youtube.com/watch?v=uXZsnRKAgUc&feature=youtu.be Karmacharger 12.24 , 5 February 2012 (PST)
- Should not have reloaded at 0:47 (only at the end of the clip). For the clip to show that you can explode enemy stickybombs, make sure that you don't destroy them all in one shot (to show that it destroys stickybombs only in a certain area). Also, for the jumping part, Sticky Jumper shows that it is possible to jump all the way across with only one sticky bomb. Can this be done with the Scottish Resistance? If yes, then you should do it~ — Wind 15:26, 5 February 2012 (PST)
hey wind.... i don't think i can making videos easily now because i had a problem with fraps so this won't work at my pc idk why :/ , anything else i can use with recording? Karmacharger 04.05 , 2-9-2012 (PST)
- I'll save wind the ignominy of promoting his own software and say that SrcDemo2 is what all the cool kids use. — Armisael (T | C) 11:31, 9 February 2012 (PST)
- What Armisael said certain'y wouldn't hurt (in fact it would help), but I highly recommend doing demos with Source Recorder exclusively first, as it will be easier (less things to learn at once) — Wind 15:56, 9 February 2012 (PST)
i used it before , when i trying to save my demo as avi file it said " AVI is no longer supported! Make sure QuickTime is installed and use "h264" - if you install QuickTime, you will need to reboot before using startmovie. " these are red text. i already installed quicktime and h264 then reboot and try again startmovie test avi and this the same error i will get :( if save with Startmovie test raw it work for me , is this the only way i can save? Karmacharger 12.44 , 2-10-2012 (PST)
- Yes. SrcDemo2 basically converts those .tga (raw) frames as they get saved, that's how it can convert the output to .png frames — Wind 20:56, 9 February 2012 (PST)
my video is making now and sorry for taking too long hope you won't care. Karmacharger 02.23 , 20-2-2012 (PST)
- There's no rush~ — Wind 12:37, 20 February 2012 (PST)
Scotsman's Skullcutter
Done but needs to be redone (This weapon no longer shorten Chargin' Targe and doesn't show this weapon has long melee range.)
- http://youtu.be/-BN6Ka8u_F8 — Armisael (T | C) 14:49, 4 February 2012 (PST)
- Is good, please upload~ — Wind 15:30, 5 February 2012 (PST)
- No taunt associated with the skullcutter? ≥My two cents≤ 17:23, 7 February 2012 (PST)
Soda Popper
New model and textures
Here's my take on the demonstration. Download here. --Akuago220, The Jungle Expeditioner 05:24, 10 February 2012 (PST)
- The Pistol needs to be reloaded, like the current demo. All the rest is good~ — Wind 09:10, 10 February 2012 (PST)
- Very well, here's the revised version. Download it here. --Akuago220, The Jungle Expeditioner 19:47, 10 February 2012 (PST)
- All good, thanks~ — Wind 20:28, 10 February 2012 (PST)
- Very well, here's the revised version. Download it here. --Akuago220, The Jungle Expeditioner 19:47, 10 February 2012 (PST)
Spy-cicle
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.
- Two good points (but I think you meant to say "criticals" — Wind 16:20, 16 January 2012 (PST)
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)
- 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)
- 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)
- 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)
- The medic targetid says '?bercharge' instead of 'ubercharge'. — Armisael (T | C) 12:09, 22 January 2012 (PST)
- http://youtu.be/x_1mIAK30ok — Armisael (T | C) 12:53, 5 February 2012 (PST)
- Like the current demo, you need to not use quickswitch for this one to show what exactly you are doing when switching weapons (and which weapons switches are involuntary) in the fire clips — Wind 15:26, 5 February 2012 (PST)
- http://youtu.be/lBp2ya-mABE Give the sound in the first fireproof clip a good listen to make sure that all the appropriate elements are there, because I had to do a little in post to make the weapon switch stuff play nice with the fire. — Armisael (T | C) 18:21, 5 February 2012 (PST)
- Sounds seem fine~ However, in the 1:15 clip, the weapon selection menu stays open for less than half a second (due to opening it while the pyro is cooking the spy). Have the menu open and the spycicle slot hovered before the Pyro starts firing so that it is more clear what you are doing when being burned. Also, lack of transition at 1:35 — Wind 19:06, 5 February 2012 (PST)
- http://youtu.be/jSyqBJVgfrA — Armisael (T | C) 20:43, 5 February 2012 (PST)
- All good, but can you combine the two fire-related clips like Akuago did? It's a bit shorter, and it's also a bit clearer because it prevents the slight confusion caused by the transition at 1:14 (looks like the spycicle fades into a revolver and the health magically regenerates, due to the fact that the viewpoint doesn't change a lot) — Wind 21:45, 5 February 2012 (PST)
- http://youtu.be/ybvKtUdvU1I — Armisael (T | C) 06:39, 6 February 2012 (PST)
- Same as the previous video, make sure the weapon selection menu is open before the pyro burns you at 1:17, so that the menu gets more than half a second of screen time~ — Wind 14:06, 6 February 2012 (PST)
- http://youtu.be/ybvKtUdvU1I — Armisael (T | C) 06:39, 6 February 2012 (PST)
- All good, but can you combine the two fire-related clips like Akuago did? It's a bit shorter, and it's also a bit clearer because it prevents the slight confusion caused by the transition at 1:14 (looks like the spycicle fades into a revolver and the health magically regenerates, due to the fact that the viewpoint doesn't change a lot) — Wind 21:45, 5 February 2012 (PST)
- http://youtu.be/jSyqBJVgfrA — Armisael (T | C) 20:43, 5 February 2012 (PST)
- Sounds seem fine~ However, in the 1:15 clip, the weapon selection menu stays open for less than half a second (due to opening it while the pyro is cooking the spy). Have the menu open and the spycicle slot hovered before the Pyro starts firing so that it is more clear what you are doing when being burned. Also, lack of transition at 1:35 — Wind 19:06, 5 February 2012 (PST)
- http://youtu.be/lBp2ya-mABE Give the sound in the first fireproof clip a good listen to make sure that all the appropriate elements are there, because I had to do a little in post to make the weapon switch stuff play nice with the fire. — Armisael (T | C) 18:21, 5 February 2012 (PST)
- Like the current demo, you need to not use quickswitch for this one to show what exactly you are doing when switching weapons (and which weapons switches are involuntary) in the fire clips — Wind 15:26, 5 February 2012 (PST)
- http://youtu.be/kwhAtszE9eY — Armisael (T | C) 16:04, 6 February 2012 (PST)
- I think you hit the mute button somewhere... All is muted except the background music >: Also, it doesn't really address the problem; the menu is shown for a split second at 1:13 and another at 1:16 — Wind 16:17, 6 February 2012 (PST)
- http://youtu.be/6ShHhfZaY40 That a better length? — Armisael (T | C) 17:52, 6 February 2012 (PST)
- All good now, except... except the one reason this video had to be redone in the first place >: Criticals are still off in this video, as the backstab animation doesn't play at 0:32. Sorry I didn't notice this before >>; — Wind 18:13, 6 February 2012 (PST)
- http://youtu.be/pggqum7GPXQ Not sure how exactly that happened; I don't know why I wouldn't redone that clip. — Armisael (T | C) 19:50, 6 February 2012 (PST)
- http://youtu.be/L6HImt0fOlk — Armisael (T | C) 21:30, 6 February 2012 (PST)
- Is good, please upload~ (Sorry Akuago220 >: Armisael was first and fixed things faster, so this demo it shall be) — Wind 22:02, 6 February 2012 (PST)
- http://youtu.be/L6HImt0fOlk — Armisael (T | C) 21:30, 6 February 2012 (PST)
- http://youtu.be/pggqum7GPXQ Not sure how exactly that happened; I don't know why I wouldn't redone that clip. — Armisael (T | C) 19:50, 6 February 2012 (PST)
- All good now, except... except the one reason this video had to be redone in the first place >: Criticals are still off in this video, as the backstab animation doesn't play at 0:32. Sorry I didn't notice this before >>; — Wind 18:13, 6 February 2012 (PST)
- http://youtu.be/6ShHhfZaY40 That a better length? — Armisael (T | C) 17:52, 6 February 2012 (PST)
- I think you hit the mute button somewhere... All is muted except the background music >: Also, it doesn't really address the problem; the menu is shown for a split second at 1:13 and another at 1:16 — Wind 16:17, 6 February 2012 (PST)
- Here's my crack at it. Download it here. --Akuago220, The Jungle Expeditioner 19:59, 5 February 2012 (PST)
- Pretty good idea to combine both fire-extinguishing-related clips into one~ However, it doesn't demonstrate the kill-line-doesn't-show-in-kill-feed-ness as shown at the end of Armisael's demo — Wind 20:09, 5 February 2012 (PST)
Warrior's Spirit
Fixed Model Positioning
- A relatively minor fix like the Soda Popper. But if anyone feels up to it...--Upgrade 19:34, 16 February 2012 (PST)
- http://www.youtube.com/watch?v=1AcGW4HwozQ — Armisael (T | C) 19:07, 17 February 2012 (PST)
- All good, please upload~ — Wind 21:03, 17 February 2012 (PST)
Winger
New reload animation
- http://youtu.be/xHgQhycCu4w — Armisael (T | C) 16:03, 9 February 2012 (PST)
- Ooh, you were quick as a little bunny, weren't you? Please upload~ — Wind 16:07, 9 February 2012 (PST)
Your Eternal Reward
Doesn't show backstab angle/Corpse doesn't dissapear on taunt kill/And maybe many more mistake.. Hinaomi 01:29, 16 February 2012 (PST)
Cosmetics
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)
- Bots not equipping Bombinomicon? No worries, I can do that through maaaaagiiiic! But why have the Demoman for explosions, if we got the Soldier covered for that? AbeX300 15:19, 1 February 2012 (PST)
- And another thing: Should we demonstrate with an Eyelander, Chargin' Targe, Your Eternal Reward, and Dead Ringer (on victim) as well? AbeX300 16:58, 1 February 2012 (PST)
- No — Wind 17:30, 1 February 2012 (PST)
- So everyone BUT the Demoman gets to kill (I mean Soldier already takes care of the explosive and projectile case). That's a bit ironic if I do say so myself... AbeX300 17:36, 1 February 2012 (PST)
- Well isn't this a kettle of fish. My video is 321MB. I can't upload it to MediaFire because it only supports up to 200MB, I can't use DropBox because not only does it support up to 300Mb, but it also apparently does not want to upload it via Dropbox... So what do? AbeX300 19:00, 1 February 2012 (PST)
- Welp, I suppose I could just post a video demonstration in the mean time, with a possible solution of even getting the video. AbeX300 04:45, 2 February 2012 (PST)
- If you haven't got it by now, I'm suggesting that you use KeepTube to download the video and then upload it on the OTF2W channel. AbeX300 15:41, 2 February 2012 (PST)
- Holy raw! I managed to get a better-looking, smaller-sized video of the demonstration. See here, then proceed to download it! AbeX300 20:51, 2 February 2012 (PST)
- That makes me change my mind and agree that it feels like it's missing something because there's no Demoman. Feel free to add it to show stickies, no matter the duplication with soldier rocks. Other than that, this is good~ The static camera showing it on all classes is a nice touch. However, the second part is a bit dull because it is always a scout getting killed; maybe switch the classes? Doesn't have to be strictly "class X kills class X", but if there's 9 kills, then use all 9 classes across them. Also, don't forget the reloading stuff (applies to Scout and Soldier). For the engineer, make sure that the building label (Sentry Gun built by...) is not visible when the enemy explodes so that it doesn't block a sizable portion of the screen during the explosion. This also applies to the Spy; step back a little after the backstab so that the explosion can be seen better. — Wind 15:26, 5 February 2012 (PST)
- Holy raw! I managed to get a better-looking, smaller-sized video of the demonstration. See here, then proceed to download it! AbeX300 20:51, 2 February 2012 (PST)
- No — Wind 17:30, 1 February 2012 (PST)
- Is good plan~ — Wind 18:18, 24 January 2012 (PST)
- Video is good~ Regarding the minor mistake, uou mean sniper I suppose. No, not a big deal unless you feel like it should be one. One thing, however: looking at the video in 720p, it looks a bit blocky compared to regular 720p. Try decreasing the quantizer if you're using the recommended x264 quantizer-based method, otherwise increase the bitrate to see if that goes away. It's okay if the file is over 200 MB, don't upload it to mediafire (yet), just upload on youtube to see if that makes any tangible quality difference — Wind 19:42, 8 February 2012 (PST)
- Incidentally, if you have to rerecord the demoman section, it might be worth launching a 125 health class into the air with a sticky so they die of fall damage, just to show that it isn't just weapons that trigger the effect. — Armisael (T | C) 21:07, 8 February 2012 (PST)
- Is good point and gives the Demoman a proper role — Wind 21:08, 8 February 2012 (PST)
- KAY, so I redid the Demoman section to include the fall-explosion-of-doom-awesomeness-with-invisible-m-ninja-fudge clip, and decided to tweak the render settings, from 8M to 16M. Here's le video! (Didn't bother to fix the name problem on the Soldier clip, if it is a minor problem, but if for some ungodly reason this video does not impress, then I will fix the minor problem during the process of...somehow making it better) AbeX300 16:33, 10 February 2012 (PST)
- Is good point and gives the Demoman a proper role — Wind 21:08, 8 February 2012 (PST)
- Incidentally, if you have to rerecord the demoman section, it might be worth launching a 125 health class into the air with a sticky so they die of fall damage, just to show that it isn't just weapons that trigger the effect. — Armisael (T | C) 21:07, 8 February 2012 (PST)
- All good, please upload if you can~ And if you can't, poke me on IRC — Wind 16:59, 10 February 2012 (PST)
- SACREBLEU!!! Someone pointed out that the Sniper has 150 health as opposed to 125 health, and since I have already gotten rid of my clips, I'll have to do ze entire thing...again. AbeX300 16:01, 11 February 2012 (PST)
- While you're at it, make sure to fix sniper -> Sniper (or rather to not re-do that typo). And keep your clips for a few weeks, you usually won't regret it :3 — Wind 20:48, 11 February 2012 (PST)
- SACREBLEU!!! Someone pointed out that the Sniper has 150 health as opposed to 125 health, and since I have already gotten rid of my clips, I'll have to do ze entire thing...again. AbeX300 16:01, 11 February 2012 (PST)
HOUWAR
Can someone tell me what the policy is on spectator inferface in the videos? TO film this animation with the official tool and on the official requires going into spectator mode. Also can someone please tell me what the official programme for adding the music is?MEDUNN 12:58, 10 February 2012 (PST)
- This doesn't need to be demonstrated >: As for adding music, any video editor can do that, even Windows Movie Maker — Wind 13:18, 10 February 2012 (PST)
- One of your staff members, Keisari, asked for an official video to be made, after several people asked for a better video on the items talk page. Should this request be taken down?MEDUNN 13:29, 10 February 2012 (PST)
- Well a video would be nice, sure, but probably not as part of the weapon demonstration project; it should be a standalone to show the animation. The trouble is that this item is not particular in any way except that is has a cool animation, but opening up the weapon demonstration project to this kind of thing open up a lot more potential work. There has been some stuff done for other misc. items before, but only because they did something pretty interesting outside of their model in the game (change the hud/make people explode)
- tl;dr: Yes for the video, but no for putting it as part of weapon demonstrations. It can be uploaded to the channel but probably unlisted at first, so that people don't mistake it for a weapon demo.
- As for where to propose such videos, the best place would be Talk:Hat of Undeniable Wealth And Respect, there's a few topics there about it like you pointed out. If a video is decided on, I can upload it — Wind 13:40, 10 February 2012 (PST)
- Okay, thanks for that. I know this is sort of the wrong place to post and I hadn't intended it to be classed as a weapon demonstration video, but Keisari advised me to ask on this page as it was for official video help and as he wasn't able to answer my question about the interface in spectator, as he said he had never done a video himself.MEDUNN 13:45, 10 February 2012 (PST)
- Well since it's not a weapon demo, you can do what you want with the interface. If I were you, however, I'd hide it because it serves no purpose in demonstrating the animation — Wind 13:48, 10 February 2012 (PST)
- Okay, thanks for that. I know this is sort of the wrong place to post and I hadn't intended it to be classed as a weapon demonstration video, but Keisari advised me to ask on this page as it was for official video help and as he wasn't able to answer my question about the interface in spectator, as he said he had never done a video himself.MEDUNN 13:45, 10 February 2012 (PST)
- One of your staff members, Keisari, asked for an official video to be made, after several people asked for a better video on the items talk page. Should this request be taken down?MEDUNN 13:29, 10 February 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)
- Support Yes, there should be one imo. —Rocket Ship BBQ(•) 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)
- 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 15:02, 22 November 2011 (PST)
- That hat, and the Horseless Headless Horsemann's Head, renders players immune to the stun of the ghost.—Rocket Ship BBQ(•) 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 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 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)
Damage Comparison
It would be enormously helpful to include a split-screen comparing a weapon with changed damage attributes (Back Scratcher, L'Etranger) to their vanilla counterparts (Fire Axe, Revolver). However I realize this will involve a major time investment. --Upgrade 20:24, 16 February 2012 (PST)
- This has already been asked before >: Not everything needs to be a split-screen comparison, especially something that is easy to compare thanks to on-screen damage numbers in all videos. Given that, either a damage comparison would have to be in its own clip (which would be redundant because damage is already demonstrated in the main clip), or merged with the first clip itself and so have a whole split-screen first clip, which I think would look constrained and not give the weapon the screen space it deserves for its own demonstration. — Wind 13:21, 17 February 2012 (PST)
- Ok, I went through the archives trying to find specific topics addressing this, but I've only found few scattered references. However, they all presuppose that the viewer would readily remember the vanilla loadout damage amount.(That or put both videos up in new windows and to a split-time comparison analysis.) Either way, this requires extra input from the viewer. Anyway, going through the archives hit upon another thread regarding weapons and their attributes as they changed over time. Should earlier versions of weapons and demonstrations be preserved as archival material?--Upgrade 14:05, 18 February 2012 (PST)
- The history of weapon changes is already kept in the "Update history" section of all articles, adding weapon demonstrations there as well would probably make it too heavy over time (and not very helpful, since a lot of the content would be redundant with the current demonstration) — Wind 15:50, 18 February 2012 (PST)
- Ok, I went through the archives trying to find specific topics addressing this, but I've only found few scattered references. However, they all presuppose that the viewer would readily remember the vanilla loadout damage amount.(That or put both videos up in new windows and to a split-time comparison analysis.) Either way, this requires extra input from the viewer. Anyway, going through the archives hit upon another thread regarding weapons and their attributes as they changed over time. Should earlier versions of weapons and demonstrations be preserved as archival material?--Upgrade 14:05, 18 February 2012 (PST)
Stickybomb Launcher re-done
It's been a while, but I'm in the mood. Over time my skills in movie making an editing has increased, and so has my tolerance for criticism. After watching my stickybomb launcher video, I feel like I made too many mistakes to let it stand.
- Not showing you can detonate bombs when you are taunting
- Not showing what happens when you place a 9th bomb
- Not showing you can jump the 2fort battlements with one bomb
- possible that you can't triple stickybomb jump normally?
Would anyone have any objections to me re-doing the video to correct these mistakes? Been a while, if there's anything else that needs to be added let me know. Standards have changed so much since I last made a video. KingofKoopas 00:12, 21 February 2012 (PST)
- I would ask you somethings, triple bomb jump for what? I think that isn't necessary. Hinaomi 00:23, 21 February 2012 (PST)