Team Fortress Wiki talk:Weapon Demonstration

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Needed

Pictogram comment.png None at present

Need to be redone

Amputator Amputator

Pictogram comment.png New sounds Pictogram wait.png This demonstration has been reserved: Ben10508 14:46, 5 September 2012 (PDT)

AWPer Hand AWPer Hand

Pictogram comment.png New Crit soundfx

Brass Beast Brass Beast

just watched the Brass Beast Demo at the first clip got bloods on the floor and no fade effects , it should be improve if yes let me do it? User Karmacharger Charger 2.png Karmacharger 2:32 , 8/30/2012 (PDT)

If we need to fix the fade effects, we need to redo a lot of weapons like The Big Kill, The Iron Kurtain, and the Scattergun. If we do, lemme do those 3 Ben10508 13:02, 29 August 2012 (PDT)

It's not a big deal, so no. Please focus on weapons that already need to be redone — Wind 16:01, 30 August 2012 (PDT)

Beggar's Bazooka Beggar's Bazooka

Pictogram comment.png Needs to show overload jumping

Pictogram comment.png Reserved by KarmaCharger

I'll try this tomorrow morning when TF finishes redownloading. TheRealSaza 18 August 2012, 00:40 (EST)

give me some times on it. User Karmacharger Charger 2.png Karmacharger 6:29 , 8/26/2012 (PDT)

Sorry for took a large time got alot of things to do. http://youtu.be/B4NSbi-S574 User Karmacharger Charger 2.png Karmacharger 4:52 , 8/28/2012 (PDT)

Some audio desync on the triple-rocket jumping clip (more obvious at the beginning of the clip), crit sound at 2:23 and at 2:43. Also, I think you can jump higher than that if you jump later, right when the explosion goes off — Wind 00:11, 29 August 2012 (PDT)
i re-rendered the clips which is desync also now should be no more crit sound. i think the rocket jumping clips is high enough? http://youtu.be/wdNHa3_MZ1Q User Karmacharger Charger 2.png Karmacharger 12:03 , 9/2/2012 (PDT)
It's high enough, but you can do some bigger jumps with thisWind 18:03, 3 September 2012 (PDT)
Hope it's High enough User Karmacharger Charger 2.png Karmacharger 6:42 , 9/4/2012 (PDT)

Conscientious Objector Conscientious Objector

Pictogram comment.png New sounds

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 5:07 , 9/5/2012 (PDT)

Family Business Family Business

Pictogram comment.png New backpack stats (gameplay is not changed)

Pictogram wait.png This demonstration has been reserved: Akuago220, The Jungle Expeditioner 18:14, 4 September 2012 (PDT)

Here's the revision. Download it here. --Akuago220, The Jungle Expeditioner 11:28, 5 September 2012 (PDT)

Force-A-Nature Force-A-Nature

Pictogram comment.png New backpack stats (gameplay is not changed)

Pictogram wait.png This demonstration has been reserved: Killicon half-zatoichi duel.png Kodachi 03:00, 5 September 2012 (PDT)

Horseless Headless Horsemann's Headtaker Horseless Headless Horsemann's Headtaker

Pictogram comment.png New sounds
Pictogram wait.png This demonstration has been reserved:Armisael (T · C) 05:05, 5 September 2012 (PDT)

http://www.youtu.be/-Lsua5UcoTQArmisael (T · C) 05:05, 5 September 2012 (PDT)

Market Gardener Market Gardener

Pictogram comment.png New sounds

Medi Gun Medi Gun

The current weapon demonstration does not display that you cannot ubercharge someone carrying the intelligence. OrangeJuicePanda 15:29, 1 August 2012 (PDT)

True it's needed to show that , so let me try on it. User Karmacharger Charger 2.png Karmacharger 6:54 , 8/2/2012 (PDT)
Also don't forget to show that you also can't ubercharge yourself if you are carrying it.OrangeJuicePanda 21:18, 2 August 2012 (PDT)
Got it. User Karmacharger Charger 2.png Karmacharger 12:24 , 8/3/2012 (PDT)
http://youtu.be/dHm0kvVgh8A , at 3:05 i know the ubercharge HUD meter is not same as the current medigun video at 3:23. i tired each hud on the Weapon Demonstration Splitscreen HUDs_0 3 way splitscreen none of them is same as the current medigun video at 3:23. User Karmacharger Charger 2.png Karmacharger 1:45 , 8/5/2012 (PDT)
Things~
  • There is a frame of full black between the backpack view and the first game clip. It makes the screen blink
  • Are you using an srcdemo shutter angle of 360 or something? It looks very blurry. Please don't use more than 180 degrees. This applies to the other demonstrations too, except the Alien Swarm Parasite because it would take too long to re-render all of that
  • Please use 10-seconds intervals in the 3-way split-screen comparison, like the other medigun demos. This is important, as the heal numbers are very different as you can see by the numbers shown in this video (the same values, at the beginning)
  • In the ubercharge clip at 3:30, when the uber is at 50% or so, move in front of the heavy to show that you too are invincible
  • In the spy ubercharge clip, before ubering, have the spy change disguise to show if healing continues, then remove the disguise to show that healing stops, then re-disguise, re-heal, uber, then again change the disguise (in the middle of the uber) and break the disguise (still in the middle of the uber)
  • The can't-uber-someone-with-the-intel could be demonstrated better:
    • Have two BLU bots (heavy and a sniper or something), and one RED soldier aiming at the desk, with the intel intact on there, uber ready
    • Uber the heavy
    • Make the heavy pick up the intel (while being ubered) to show the uber drop
    • While the uber is still going on, switch between the heavy and the sniper to show that the uber still works on regular bots
    • While the uber is still going on, have the Soldier fire at the heavy to show that the uber does not work on him (do this at the same time as the previous step)
Not easy (you probably need a human to help you insted of bots) but I think it would be clearer that way. Maybe it won't be clear if the uber is too short and not all of this can be demonstrated properly because there is not enough time. If that is the case, then go for something simpler (uber heavy, heavy walks to pick up flag, uber dies).
  • If you're going to show ubercharge-intelligence interaction, you should also show cannot-cap-point-with-ubercharge-but-can-defend-it, and cannot-move-cart-with-ubercharge-but-can-block-it

That should do it~ — Wind 16:20, 8 August 2012 (PDT)

You should be able to fix the hud in the 3:23 clip with some very minor tinkering, by the way. — Armisael (T | C) 13:38, 10 August 2012 (PDT)
@Armisael That's what i headace for , i can't find the same hud as the current video (3 way split-screen) i tired both "3-splitscreen Demo - ammo & health" and "3-splitscreen Demo - no ammo & health" okey after in game the ubercharge Meter hud is still isn't same as the current video...i can't do anything about it. User Karmacharger Charger 2.png Karmacharger 12:38 , 8/11/2012 (PDT)
If you open up tf/scripts/hudlayout, go to the "HudMedicCharge and change the "xpos" value to "664", it should fix that problem. — Armisael (T | C) 03:30, 11 August 2012 (PDT)
Something has changed the ubercharge meter goes to left , or can you just upload the hudlayout.res and send to my talk? that would not be hard...mind to help? User Karmacharger Charger 2.png Karmacharger 2:27 , 8/12/2012 (PDT)
My bad. It's "r414". This time I actually tested it, even. — Armisael (T | C) 11:39, 11 August 2012 (PDT)
Thanks alot! it's worked. User Karmacharger Charger 2.png Karmacharger 11:30 , 8/13/2012 (PDT)

i don't think i can do this , because some problem with my network. people can't join my server with hamachi or whatever. User Karmacharger Charger 2.png Karmacharger 8:35 , 8/16/2012 (PDT)

Make sure to set sv_lan 0 (and do a changelevel after that so that it takes effect) — Wind 19:55, 17 August 2012 (PDT)
i tired it too but still people can't join it. User Karmacharger Charger 2.png Karmacharger 3:35 , 8/18/2012 (PDT)

Just pointing out, the current version didn't show that the Medic can uber an enemy spy. So that should be done in the redo, shouldn't it?--Uknownada 22:29, 31 August 2012 (PDT)

http://youtu.be/DKQFj9F7r9g Not entirely happy with the overheal decay rate clips, and it doesn't have a cart-pushing clip, but I thought I should get something out. — Armisael (T · C) 13:54, 2 September 2012 (PDT)

The triple split-screen has a wrong delay: 5 seconds between 3rd and 2nd, 10 seconds between 2nd and 1st. Second triple-split-screen is a pretty good idea~
The charge-multiple-people-at-once thing could use a noneven split-screen or perhaps a picture-in-picture to show the drain rate difference.
Use a BLU Spy and a RED Medic in spy clip, not the opposite.
For the intelligence clip, try taking the intel while being ubered first (so don't switch to the saw)
Also needs to show that it can be used to defend control points from being captured, as that is not intuitive since it blocks capturing — Wind 16:34, 3 September 2012 (PDT)

Pain Train Pain Train

Pictogram comment.png New sounds

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 12:57 , 9/5/2012 (PDT)

http://youtu.be/mQp0JHR7DVQ User Karmacharger Charger 2.png Karmacharger 5:07 , 9/5/2012 (PDT)

*The damage comparison seems bad; it should be shown for both classes, and it should be fatal for one. E.g. move the spy back and have him wait between shots. (the clip seemed very fast, anyways). The control point clip I suggest a better control point; maybe something at half-speed? Darkid (talk|contribs) 04:36, 5 September 2012 (PDT)

Soda Popper Soda Popper

Pictogram comment.png New backpack stats (gameplay is not changed)

Pictogram wait.png This demonstration has been reserved: Akuago220, The Jungle Expeditioner 18:14, 4 September 2012 (PDT)

Here's the revision. Download it here. --Akuago220, The Jungle Expeditioner 11:28, 5 September 2012 (PDT)

Third Degree Third Degree

Pictogram comment.png Enemies now disintegrate on kill

Pictogram wait.png This demonstration has been reserved: Thestickystickman 17:05, 5 September 2012 (PDT)

Heavy melee makeover

Fists Fists

Pictogram comment.png Needed to be redone anyway because of the update to the voice response rules. No special considerations.

Pictogram comment.png Reserved by KarmaCharger

http://youtu.be/SCUg1clbJc8 User Karmacharger Charger 2.png Karmacharger 2:42 , 8/27/2012 (PDT)

Please go further away from the spy during the tauntkill, to give an idea of the range of the tauntkill — Wind 16:56, 27 August 2012 (PDT)
http://youtu.be/bm04IzFRdMg User Karmacharger Charger 2.png Karmacharger 7:34 , 8/28/2012 (PDT)
Is good, please upload~ — Wind 00:11, 29 August 2012 (PDT)
http://www.mediafire.com/?epcw71nsa4c793h User Karmacharger Charger 2.png Karmacharger 6:58 , 8/29/2012 (PDT)

Umm, there is a little error, the loadout is B not A Ben10508 07:29, 31 August 2012 (PDT)

That is also not a big deal (this being said, when you have a choice about it when making demos, use A) — Wind 15:49, 31 August 2012 (PDT)

Apoco-Fists Apoco-Fists

Pictogram comment.png No special considerations. Second clip is not needed anymore.


Pictogram comment.png Reserved by Akuago220

Well so much for trying to reclaim the eviction notice, despite me doing the original and still being active here.... oh well, here's the Apoco-Fist demonstration. Download it here. --Akuago220, The Jungle Expeditioner 10:13, 27 August 2012 (PDT)

Is good, thanks~ — Wind 16:56, 27 August 2012 (PDT)
I somehow feel guilty now Ben10508 12:53, 27 August 2012 (PDT)
I'm not sure why you still thought we were following any sort of courtesy with the makeovers - the sudden proliferation of the reserve system killed that months ago, at least for this project. — Armisael (T | C) 08:01, 28 August 2012 (PDT)

Killing Gloves of Boxing Killing Gloves of Boxing

Pictogram comment.png Second clip unchanged. First clip: Add a Sniper bot. Kill the Pyro normally, wait for crits to go away, go to soldier, kill Soldier, kill Sniper with the crits gained from Soldier, wait for crits to go away, walk up to medic, wait a bit, hold Shift, wait a bit, kill medic, release shift, taunt.

Pictogram comment.png Reserved by Ben10508

Is there a good reason to use +critsplease here? Especially given that the weapon is capable of naturally providing critboost; to me it seems unnecessary and potentially confusing. Now, the video still needs to be redone on hdr, but the current format seems fine. — Armisael (T | C) 06:21, 27 August 2012 (PDT)

It should be there to show that killing people is not the only way to get crits with this weapon, since they can be obtained randomly — Wind 16:56, 27 August 2012 (PDT)

http://www.youtube.com/watch?v=5dQgHOdvnro Ben10508 13:17, 27 August 2012 (PDT)

Shotgun needs to be reloa- oh. Is good, please upload~ — Wind 16:56, 27 August 2012 (PDT)

http://www.mediafire.com/?ivrxsf9aum87k4s Ben10508 12:57, 28 August 2012 (PDT)

Warrior's Spirit Warrior's Spirit

Pictogram comment.png No special considerations.

Pictogram comment.png Reserved by KarmaCharger

http://youtu.be/6J8ibADL82A User Karmacharger Charger 2.png Karmacharger 8:30 , 8/27/2012 (PDT)

All good, please upload~ — Wind 16:56, 27 August 2012 (PDT)
http://www.mediafire.com/?p0hprioczsjcetp User Karmacharger Charger 2.png Karmacharger 2:15 , 8/28/2012 (PDT)

Fists of Steel Fists of Steel

Pictogram comment.png No special considerations.

http://www.youtube.com/watch?v=mz7ZnfvQ4H0Armisael (T | C) 18:55, 26 August 2012 (PDT)
Pretty cool that you got "take dat" on both clips in the switch speed split-screen comparison. Is good, please upload~ — Wind 16:56, 27 August 2012 (PDT)

Eviction Notice Eviction Notice

Pictogram comment.png No special considerations.

Pictogram comment.png Reserved by Ben10508

http://www.youtube.com/watch?v=R5B3BvpFWxI Ben10508 18:57, 26 August 2012 (PDT)

Can you try to vary a little bit between right/left for the Soldier? Also, for the medic, don't hold the forward key towards him because right now it looks very blurry to the extent that it's not very clear that he died in two hits because the attack rate is really fast and so is the swing animation. If you stay still while attacking, I think it will be easier to see. Same thing for the Soldier, although that's not as important because the non-crit swing animation is easier to follow. Of course for the soldier you'll need to move forward after two or three hits, but not continuously. Thanks~ — Wind

My school just started so, it may take up to at least 24 hours for me but I'll definitely get to it :} Ben10508 18:13, 27 August 2012 (PDT)

Fixed Download Ben10508 14:07, 28 August 2012 (PDT)

I guess slowing down works too. Is good, thanks~ — Wind 00:11, 29 August 2012 (PDT)

Holiday Punch Holiday Punch

Pictogram comment.png Second and third clip unchanged. First clip: Go up to the Medic, hold shift, wait a bit, punch once in front, wait for laughter to go away, punch two or three times in rapid succession, wait for laughter to go away, release shift, kill Medic without crits, then do tauntkill.

Pictogram comment.png Reserved by Armisael
Does this really need to be redone? It already has the critboost - does it really matter that it's through a kritz medic and not +critsplease? — Armisael (T | C) 18:55, 26 August 2012 (PDT)
Yes — Wind 16:56, 27 August 2012 (PDT)
http://youtu.be/fPo8V6DYmhgArmisael (T | C) 08:01, 28 August 2012 (PDT)
Is good, please upload~ — Wind 00:11, 29 August 2012 (PDT)

Engineer melee makeover

Wrench Wrench

Pictogram comment.png No special considerations

Pictogram wait.png This demonstration has been reserved: -- Ragnar Homsar 17:46, 31 August 2012 (PDT)

http://www.youtube.com/watch?v=_jkKcUHpGGMArmisael (T · C) 16:14, 31 August 2012 (PDT)
Looking at that again, the metal counter's screwing up, and TF2 doesn't seem inclined to make that work again, so I'm trading with ragnar (I think). — Armisael (T · C) 21:13, 31 August 2012 (PDT)
Try to get a better camera angle for the last two clips (or copy the existing ones). The current wrenches demos have the Soldier and the Spy clearly visible in the Engineer's field of view most of the time, with little need for movement. This is more important for the sapper spam clip because it's funny to see the spy's expression change as the sappers get destroyed — Wind 16:34, 3 September 2012 (PDT)
http://www.youtube.com/watch?v=dXXPy48y25s -- Ragnar Homsar 18:30, 3 September 2012 (PDT)

Golden Wrench Golden Wrench

Pictogram comment.png No special considerations but make sure the loadout screen looks as it should

Pictogram wait.png This demonstration has been reserved:Armisael (T · C) 21:04, 31 August 2012 (PDT)

http://www.youtube.com/watch?v=ijUQed566Wg Ragnar and I switched (I think - if not, fix this). — Armisael (T · C) 21:04, 31 August 2012 (PDT)
I'm just wondering, how do you get a weapon like the Golden Wrench or the Saxxy for a demonstration? Ben10508 20:58, 31 August 2012 (PDT)
Afaik you can edit the items.txt file. Darkid (talk|contribs) 21:10, 31 August 2012 (PDT)
What are all the response lines? I like that we can here these two (and I guess it's why you added the sniper?), but I'd be interested to know how many there are. Also, why does the sniper not fall over? Bad physics, or something? Darkid (talk|contribs) 21:10, 31 August 2012 (PDT)
I should have added that to the "special considerations" line but yes, this demo should make sure that the engineer plays all 4 of the engineer's special voice lines, because for many players this will be the only time they get to hear them. You can add them in post if necessary, if you can find the right volume and reverb to add to make it sound like it wasn't added in post. It should also show that the statues are not solid objects by walking through the Sniper statue.
The comments about camera angle also apply here; you can reuse the getpos's from the Wrench demo too for extra consistency — Wind 16:34, 3 September 2012 (PDT)
http://youtu.be/Dre65xCWoVcArmisael (T · C) 08:21, 4 September 2012 (PDT)

Jag Jag

Pictogram comment.png No special considerations

Pictogram wait.png This demonstration has been reserved: Akuago220, The Jungle Expeditioner 17:36, 31 August 2012 (PDT)

Hopefully this will do it. Download it here. --Akuago220, The Jungle Expeditioner 10:48, 3 September 2012 (PDT)

All good, thanks~ — Wind 16:34, 3 September 2012 (PDT)

Eureka Effect Eureka Effect

Pictogram comment.png No special considerations

Pictogram wait.png This demonstration has been reserved: Ben10508 17:29, 31 August 2012 (PDT)

Cosmetics

Archimedes Archimedes

Pictogram comment.png Reserved by Akuago220

Here's the demonstration for the item. Download it here. --Akuago220, The Jungle Expeditioner 11:01, 29 August 2012 (PDT)

Please make the fades a little shorter, half a second (in total, from one clip to the next) is enough — Wind 16:01, 30 August 2012 (PDT)
Hopefully the fades are short enough for you this time. Download it here. --Akuago220, The Jungle Expeditioner 19:27, 30 August 2012 (PDT)
All good, thanks~ — Wind 15:49, 31 August 2012 (PDT)

Balloonicorn Balloonicorn

Pictogram comment.png Reserved by KarmaCharger

http://youtu.be/U6uiARYE5Uw at 0:14 some problem with rendering. but still let me know what else i forget to demonstration? User Karmacharger Charger 2.png Karmacharger 5:01 , 8/26/2012 (PDT)

Some pretty severe graphic glitches at that time yes. No other problems though~ — Wind 21:30, 25 August 2012 (PDT)
No More Graphic Glitches User Karmacharger Charger 2.png Karmacharger 4:32 , 8/26/2012 (PDT)
Should also show that is it invisible to non-pyroland players (only need to show this for one class). Also, the Balloonicorn is not visible in third person during the voice comparison clips. Did you reuse the Pyrovision goggles clips or something? Try to get an angle where the Balloonicorn is visible — Wind 12:18, 26 August 2012 (PDT)
As for the voice clips Balloonicorn is visible on thirdperson but when i say "Needed a dispenser here" it's play the original voice sound. i have no idea so i had to add bots and let them speak then it's works. as for the invisible clips , i recorded a example clip http://youtu.be/KxjGCkrO-Ws not sure which is the best way to demonstraton and the example clips they have to without .dem because if i play the demo it's wont display as pyroland well so i have to record with fraps. User Karmacharger Charger 2.png Karmacharger 7:28 , 8/28/2012 (PDT)
Let me know if the example clip is good. User Karmacharger Charger 2.png Karmacharger 9:00 , 8/29/2012 (PDT)
For the example clip, you could make it more obvious by having it split-screen (and don't show the loadout screen since you shouldn't show the loadout of secondary players or bots in demonstrations). For the third-person-Balloonicorn voice clips, you can use the audio from the clip when the audio works with the video when Balloonicorn is visible. It's kind of hacky but it should work, just make sure to synchronize the sound with the lips of the player. Pyroland voice clips are a little shorter so it probably won't fit exactly, but it should still be possible to make it look pretty close. Try it for one class to see if that works~ — Wind 16:01, 30 August 2012 (PDT)

http://youtu.be/MYZbgm8QbjI Hope the voice clips is good for ya this time. User Karmacharger Charger 2.png Karmacharger 10:02 , 9/2/2012 (PDT)

Yes, those are good, but please increase the volume of the voice clips (no need to re-record, just increase their volume in the video editor) so that they don't get drowned in the background music. For the "only visible in Pyroland" clip for the Scout, please make it a little bit longer and do the following:
  • Stare at the Scout for 3 or 5 seconds
  • Open the loadout window to show that the Balloonicorn is equipped on both
  • Stare at it 3 seconds longer
  • In the Pyroland clip, put your crosshair directly pointing at Balloonicorn
  • In the non-Pyroland clip, do the same movement (except it will point at nothing, but that's the point)
  • Keep the clip rolling for like 5 more seconds

This should make it more obvious that the Balloonicorn is there but invisible. I think that should do it~ — Wind 16:34, 3 September 2012 (PDT)

http://youtu.be/OrMl9gWVqdE User Karmacharger Charger 2.png Karmacharger 10:43 , 9/4/2012 (PDT)

Birdcage Birdcage

Pictogram comment.png Pyroland assists

Pictogram wait.png This demonstration has been reserved: Akuago220, The Jungle Expeditioner 16:21, 5 September 2012 (PDT)

Burning Bongos Burning Bongos

Pictogram comment.png Reserved by KarmaCharger

able to see in Map as Pyrovision , so it's need to demonstration. User Karmacharger Charger 2.png Karmacharger 10:20 , 8/26/2012 (PDT)

Hat of Undeniable Wealth And Respect Hat of Undeniable Wealth And Respect

Pictogram comment.png Pyroland assists

Infernal Orchestrina Infernal Orchestrina

Pictogram comment.png Reserved by BoynedmasterPictogram comment.png Reserved by KarmaCharger

Let's do this! Boynedmaster 15:20, 19 July 2012 (PDT)
EDIT: Turns out when ever I try to record the dem, it NEVER showed the infernal orchestra. I'd like to give this to someone else now. Boynedmaster 13:07, 21 July 2012 (PDT)
EDIT: Actually, I'll take this back, seeing Ballonicorn doesn't work either. Any suggestions? Boynedmaster 13:18, 21 July 2012 (PDT)
To get it to show up in demos, you'll need to remove "loadondemand" "1" from the item's entry in items_game.txt — Armisael (T | C) 13:28, 21 July 2012 (PDT)
I'll try it. For now I'll reserve it. Boynedmaster 20:59, 21 July 2012 (PDT)
Anyone know of any good server hosters so that someone can play tr_target_weaponref_hdr with me?
You should try hosting it on your own computer, or get someone else to host it temporarily. I can put it on the wiki server but it's kind of hard to get a hold of me at the right time these days. — Wind 14:21, 26 July 2012 (PDT)
Okay. Right now I have the actual demo ready. Just not the "Not visible in Pyroland" yet. Let me go upload it to YouTube Boynedmaster 09:36, 27 July 2012 (PDT)
http://www.youtube.com/watch?v=KPjJTj8q5OY&feature=youtu.be
But first, read this:
1. I know the quality is horrible, so I need help improving that
2. I know that in the end there is black. This is because I am using Windows Movie Maker (Windows Vista) Because Windows Live Movie Maker isn't working. Boynedmaster 11:41, 27 July 2012 (PDT)
I think there's your problem. Windows Movie Maker will not cut it for these videos I'm afraid >: — Wind 17:10, 1 August 2012 (PDT)

http://youtu.be/lO0oe430Tk0 User Karmacharger Charger 2.png Karmacharger 9:38 , 8/26/2012 (PDT)

You should show that the item is invisible to non-Pyroland players somehow. Maybe add another player and record from his perspective or something — Wind 12:18, 26 August 2012 (PDT)

I can help him out? Ben10508 15:28, 26 August 2012 (PDT)

@Ben10508 , Thanks but i can do it myself. User Karmacharger Charger 2.png Karmacharger 10:56 , 8/28/2012 (PDT)

http://youtu.be/-0Bf3PQqq4c User Karmacharger Charger 2.png Karmacharger 8:04 , 9/1/2012 (PDT)

Please make the last clip a little longer (3 or 4 more seconds), it's very short right now. That's the only flaw~ — Wind 16:34, 3 September 2012 (PDT)

Pocket Medic Pocket Medic

Pictogram comment.png Reserved by Ben10508

http://www.youtube.com/watch?v=xB36oViBTO8 got it! Ben10508 21:20, 9 July 2012 (PDT)

Very nice! It's not really my job, but since I'm here, I'll point out a few things:
  • Quality could probably be upped a bit.
  • On the second phrase of the video, in which you show the Pocket Medic being used without the Pyrovision Goggles, I would recommend moving the mouse off the Pocket Medic briefly. The description covers up the slot where the Pyrovision Goggles would go, so although it can be inferred, it isn't exactly clear that you're not wearing Pyrovision Goggles from the loadout screen.

Much better than my first try. Good job! Mr. Vinderack, not as sober as you...thin..yah... 21:27, 9 July 2012 (PDT)

Thanks for the advice! I'll get right to it. Ben10508 21:48, 9 July 2012 (PDT)

Haha, no problem. :> I'd advise you to also wait for Wind to reply before finalizing, though. The preceding unsigned comment was added by Mr. Vinderack (talk) • (contribs)
The demonstration is kind of backwards, showing with goggles first and then without. It should show the common/default state first, and then show what happens with the goggles on. This does mean a longer demonstration since now both the nogoggles the goggles parts need to each have the usual 3 kills, but that's okay. Also do consider using Source Recorder to get a higher quality video and a more consistent framerate. More importantly, don't forget to reload according to the guidelines (ctrl+f reloading on project page). Fades to backpack view are a bit long, and the time you stay in the backpack view is a bit short. Is all, thanks~ — Wind 18:34, 10 July 2012 (PDT)

Hmm, well that's quite a lot of stuff to fix but I'll do it. I'm using Fraps to record my screen, usually it's smooth but I think it was just that time it lagged a bit and as you can see Wind, no more black bars :D Ben10508 09:42, 11 July 2012 (PDT)

That's normal to have to redo a lot of stuff. I had to make four demonstrations before I got accepted. Regarding Fraps, I actually doubt it was lag. I used Fraps for my very first demonstration, and it produced a similar video. Then, I switched to Source Recorder and eventually used SrcDemo2. That's how I got my quality to be pretty great, so I really do recommend using Source Recorder and SrcDemo2. If you need any help, I'll definitely be willing if you're going to do it. A quality demonstration is a good demonstration. Mr. Vinderack, not as sober as you...thin..yah... 10:19, 11 July 2012 (PDT)

http://www.youtube.com/watch?v=es3aWo6Q9dE fixed Ben10508 20:29, 11 July 2012 (PDT)

Much better than the first one. However:
  • Though not a huge problem, the looping of the music is quite botched. I recommend using Karmacharger's version of the long demonstration video music (see near-bottom).

That's actually the only thing I see wrong. The quality could be a bit better, but I would say it's acceptable. Mr. Vinderack, not as sober as you...thin..yah... 08:20, 12 July 2012 (PDT)

Alrighty then Ben10508 08:54, 12 July 2012 (PDT)

Also, when I put the Pyrovision goggles on, it doesn't look like in what the demonstration for the Rainblower looks like. Someone help? Ben10508 12:41, 13 July 2012 (PDT)

Okay, clearly I didn't think this through when I said to show the default state first, because the viewer won't really know what to look for in that clip until afterwards in the second part. So, sorry about that but err... My bad. However, now that I think about it more, maybe it would best be demonstrated as a split-screen, with the default on the left and the pyrovision on the right. That way the killfeed difference is easier to notice, rather than having those elements spaced by a large time gap of a few dozen seconds where it's easy to forget what's different. So I'd say try doing that; put an enemy in front of you and kill him in both modes (with same starting positions, getpos/setpos/bot_teleport with the prmary weapon, and do that again (in other clips) for secondary and melee. Then do the same for the Heavy. I think that should make it much clearer~ (Make sure to use the split-screen HUD with the kill feed showing properly on a left/right split-screen).
Also yes, it should show pyrovision elements other than the balloons and the modified voice line choices. — Wind 22:24, 13 July 2012 (PDT)

I figured out to get the split screen to work but does both the screens have to have the same actions at the SAME EXACT time? I think that'll be a little hard to do that. Plus, how come when I put the Pyrovision Goggles on, it's not like what's it's supposed to be like? The preceding unsigned comment was added by Ben10508 (talk) • (contribs)

It's not as hard as you think. Just make the clips' content start at the same time and trim them to be the same length. The entire process only takes about 45 seconds for each clip, so it will take approximately two and a half minutes to synchronize all the clips. If you really need help or still do not understand, though, I will make a tutorial video on the concept (and maybe even the entire weapon demonstration process). Ask me if you need any more help or if you need the video. Mr. Vinderack, not as sober as you...thin..yah... 01:48, 14 July 2012 (PDT)

Well, I can make the lengths of both the videos the same, but say that I have two videos and they demonstration a weapon. I fire the weapon err gun whatever, I fire the gun at different times. Do you get what I'm trying to say? Ben10508 01:59, 14 July 2012 (PDT)

Yes, and I did when I responded. Apparently you didn't understand me though. I will make the video; expect it either later today or tomorrow. Mr. Vinderack, not as sober as you...thin..yah... 11:04, 14 July 2012 (PDT)
...This is awkward. I mean no offense by this, but you're kind of...supposed to respect reservations.
Does that ring any bells? — Armisael (T | C) 11:13, 14 July 2012 (PDT)
Read above. I'm making a tutorial, not the demo lol. Mr. Vinderack, not as sober as you...thin..yah... 11:36, 14 July 2012 (PDT)

Mr. Vinderack, you scared me, Armisael, you saved me, Mr. Vinderack, you saved me even more, lol Ben10508 18:31, 14 July 2012 (PDT)

If I do split screen for this, how will I show the backpack view? Ben10508 08:53, 15 July 2012 (PDT)

Do a full-screen backpack view with the item equipped, and then put labels on each side of the screen as done on the Mantreads demo (make sure to use the same font, same color, same size, but possible different location since the pyrovision frame thingy around the edge of the screen may make the label unreadable) — Wind 10:27, 15 July 2012 (PDT)

So how about this, I show a backpack view without the goggles, the go into third person with no bots. Then I do the same but with the goggles, then do a split screen thing? Oh and, whenever I put on the goggles, I never see the Pyrovision frame and everything else, just the balloons and the altered voice clips. Also, how do I get the Team Fortress 2 styled font? Ben10508 13:32, 15 July 2012 (PDT)

Yes, that beginning sequence would work. The fonts are already in the game files, in tf/resource as described on the Fonts article, which also has download links to those fonts. — Wind 13:52, 15 July 2012 (PDT)

Alright cool but what about the pyrovision thing? Ben10508 15:13, 15 July 2012 (PDT)

I don't know. I would help but my TF2 client just freezes when I try to load any map so it's kind of hard to see for myself. — Wind 00:46, 17 July 2012 (PDT)

Almost done! Ben10508 07:34, 24 July 2012 (PDT)

http://www.youtube.com/watch?v=fJNHuJOT4qs Ben10508 20:41, 24 July 2012 (PDT)

Good try with the splitscreen Ben, but I think we still have a few things to clear up (HUD, using track motion effectively, resolution, etc.). I'll talk to you on Steam whenever. Mr. Vinderack, not as sober as you...thin..yah... 22:34, 24 July 2012 (PDT)
Bad music mixing at 0:28 - 0:31 and 0:53 - 0:58 etc. The kill notices (which are the most important thing to show in this particular demonstration) are not fully visible >: Split-screen is also not exactly 50%-50%, and look a bit stretched horizontally (?). Font is a bit big (again use Mantreads as reference). There also needs longer clip intro/outro times. Also, as it is clearly hard to synchronize all 3 kills in a single take across both split-screen clips (although this is a very nice attempt), you may want to do 3 separate clips for each weapon, or just one clip with only one kill. Is probably enough to show what needs to be shown, and simpler to do — Wind 14:21, 26 July 2012 (PDT)

Hmm, it seems a little complicated to do 3 separate clips for each weapon. Can I just stick with one clip with just one kill (similar to the Triboniophorus Tyrannus video)? I can still use split screen though Ben10508 17:40, 26 July 2012 (PDT)

Oh yeah, I forgot to ask, what size should the font be for the text? Ben10508 18:28, 26 July 2012 (PDT)

To Ben10508 , i think this is the best way on split screen Heres a tutorial show you how to see pyroland texture in any map you want if you equiped Pyrovision Goggles. User Karmacharger Charger 2.png Karmacharger 10:46 , 7/27/2012 (PDT)

Or I can follow the format in the Alien Swarm Parasite video. Ben10508 05:53, 31 July 2012 (PDT)

I'm working on it, almost done Ben10508 16:14, 25 August 2012 (PDT)

The Pocket Medic video is finally done! Ben10508 15:27, 26 August 2012 (PDT)

Good clips, but please reorder them to match other multi-class Pyroland demonstrations like the Balloonicorn one above — Wind 16:03, 26 August 2012 (PDT)

http://www.youtube.com/watch?v=0WGo0_eGeIg Ben10508 18:50, 26 August 2012 (PDT)

Is good, please upload~ — Wind 16:56, 27 August 2012 (PDT)

http://www.mediafire.com/?3k6i57nmhaver3v Ben10508 13:01, 28 August 2012 (PDT)

RoBro 3000 RoBro 3000

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 6:55 , 9/4/2012 (PDT)

It's going to took a while just because i have to find that for a terrible price User Karmacharger Charger 2.png Karmacharger 6:57 , 9/4/2012 (PDT)
i don't think i can get the real one but i used item editor everythings replaced to "license to maim" , item name , description , backpack icon , level tag and model. i can change my name to "Karma Charger + RoBro 3000" so that would be fine? i think viewer won't noticed this. User Karmacharger Charger 2.png Karmacharger 10:54 , 9/4/2012 (PDT)

Scrap Pack Scrap Pack

Pictogram comment.png Pyroland assists

Questions and Proposals

tr_target_weaponref_hdr_v2

Guys a little edit of tr_target_weaponref_hdr map.

Tr target weaponref hdr v2.png
  • Added Lights in the dark room , right side where the soldier standing at.
  • Added Resupply Locker
  • Resupply Locker is for Red/Blu

Test the map here. after changed item you don't need to die or rejoin anymore just use the Resupply Locker. let me know if it's useful. User Karmacharger Charger 2.png Karmacharger 10:54 , 31 July 2012 (PDT)

it should replace the old map link because some glitch like Rocket not show when taunt with Buff Banner can fixed with resupply. And Ullapool Caber can use resupply locker to before explode. User Hinaomi Hinaomi-sig.png Hinaomi (talk) - (contributions) 08:15, 31 July 2012 (PDT)
I will see it when I have a computer that has TF2 on it and which can load maps, which isn't going to happen for a while. How exactly did you go about decompiling/recompiling the map? The lighting in tr_target_weaponref_hdr can only be achieved using some pretty arcane command-line switches which I don't know right now because it's on my desktop at home but make sure the lighting looks exactly the same (getpos/setpos at the same position in both versions the map, take two screenshots, and compare them to check if it looks the same) — Wind 17:10, 1 August 2012 (PDT)
Before --- After User Karmacharger Charger 2.png Karmacharger 1:14 , 8/15/2012 (PDT)
As you can see, the lighting is missing some details; you can't see the shape of the windows on the crates on the left, for example, and the diffuse lighting is different, making things such as the side of the metal airduct at the top of the screenshot here. I'll try recompiling the map from source to see if I can get the compile options used. As for the modified map, I think it would be better if I gave you the source file of the map and you do the modifications there, as to prevent any potential loss of detail when decompiling the map — Wind 14:34, 14 August 2012 (PDT)
The compile options are -StaticPropPolys -textureshadows -StaticPropLighting -full -final with both HDR and LDR enabled; don't forget to rebuild the cubemaps as well. You can use VBCT to make things a bit easier — Wind 14:46, 14 August 2012 (PDT)

umm yes shadows is gone but This is what i got User Karmacharger Charger 2.png Karmacharger 11:35 , 8/28/2012 (PDT)

That looks like a map issue more than a compiling issue, but... Can you send me the map source file? (Privately, because Valve doesn't want the source for tr_target to be released) — Wind 00:11, 29 August 2012 (PDT)
i don't really get it what's map source file is , i used Bspsource thing to decompile .Bsp to .Vmt. in the bspsource i have to mark that "info_overlay" then in VBCT it won't let me compile the map it said "Catch: in vbsp_finish!" *Red Text* , i have no idea what is that... if i unmark the "info overlay" then it's works... okey it's done im on the map all the overlays they are gone. i'm kinda noob at this it's my first time touch these mapping things. and sorry for bad grammar i hope you can understand what i mean User Karmacharger Charger 2.png Karmacharger 1:54 , 8/30/2012 (PDT)

so now i finaly know what's going on , okey here's my finished work Before / After , lighting are not looks exactly the SAME , i just followed your words (-StaticPropPolys -textureshadows -StaticPropLighting -full -final) yeah i did , (both HDR and LDR enabled) Yes i did it too. so where did i missed on? User Karmacharger Charger 2.png Karmacharger 4:36 , 9/1/2012 (PDT)

Could you send me your modified .vmt file? I wanna see if I get anything different when I compile it — Wind 15:49, 31 August 2012 (PDT)
http://www.mediafire.com/?cjqbgmsy1w1l660 User Karmacharger Charger 2.png Karmacharger 2:20 , 9/1/2012 (PDT)
got the same lights? User Karmacharger Charger 2.png Karmacharger 10:56 , 9/4/2012 (PDT)

is anyone looking for longer version of each demonstration music?

5 minutes version of each songs , it is for these people who needed this. ending sound is another file so don't worry. User Karmacharger Charger 2.png Karmacharger 09:12 , 5 July 2012 (PDT)

http://www.mediafire.com/?3o4xsap1s51k253. Here is a 10 minute version of it if anyone needs this Ben10508 09:22, 24 August 2012 (PDT)

Are there any other video recorders besides Wegame or Fraps?

Wegames isn't working for me, as it won't record properly, and I can't spend money on Fraps. Any other alternatives? --Enthers. (I find this work intriguing. How about yourself, sir?) 21:33, 17 June 2012 (PDT)

dxtory maybe, but it's not free and haven't tried it. I used to use Taksi years ago (very very long ago), it probably doesn't work with recent games though. Otherwise, this is the Internet, so I'm sure you can find ways around barriers — Wind 22:09, 17 June 2012 (PDT)
But if I use any other video recorder, is that allowed? Do I need to use the full version of fraps? --Enthers. (I find this work intriguing. How about yourself, sir?) 22:35, 17 June 2012 (PDT)
you can find the cracked version of fraps , search on youtube make sure many peoples commented it's work. i'm also using the cracked version. User Karmacharger Charger 2.png Karmacharger 06:48 , 17 June 2012 (PDT)
The only reason the full version of fraps is required is that it includes a watermark at the top of the video, which is unacceptable. Any screen recorder can be used, as long as no traits are left. The preceding unsigned comment was added by Pigophone (talk) • (contribs) 07:23, 18 June 2012
I use Bandicam myself, works well. --Org 22:40, 12 July 2012 (PDT)

Kill-Assist Video Demonstration Request

I have no idea what should be shown, but at the moment there is only this:
Assist demo.png
, and that is not really a "fluent" Demonstration. So let's talk about that, shall we? TheDoctor 19:09, 26 July 2012 (PDT)

Pictogram plus.png Support This image is not from official map. We should do at least image or video. 08:40, 27 July 2012 (PDT)
Pictogram plus.png Support But not as part of the weapon demonstration project. Do your own video and maybe pass it by me if you want a QA check but use th article's talk page or PM me — Wind 17:10, 1 August 2012 (PDT)

Strange Weapons

Just an idea I had, but would it be a good idea to demonstrate how strange weapons accumulate ranks? --Dattix 16:38, 1 August 2012 (PDT)

Again not as part of the weapon demonstration project (although it is closely related). Feel free to use this talk page for that though because I'm not sure where else it'd be put — Wind 17:10, 1 August 2012 (PDT)
This would best be done as, say, the scattergun only. On the strange page. I don't know what you'd do, though. Show arbitrary ranks... show killcams... show the rank up...? Darkid (talk|contribs) 20:45, 31 August 2012 (PDT)

Mann vs Machine stats

Should something be added, or a separate set of videos be made, to display the different effects that different sappers have on the robots in MvM mode? I'm not sure how it would be done, but it's just a thought. Onyyx 05:18, 27 August 2012 (PDT)

Someone talked about this before~~~~. User Hinaomi Hinaomi-sig.png Hinaomi (talk) - (contributions) 05:32, 27 August 2012 (PDT)
It's an entirely valid point - I should've moved that discussion here when I archived anyways. I've changed the title to a more general topic - should we demonstrate MvM stats for weapons, and if so, how? Part of the normal video? A new series? — Armisael (T | C) 06:21, 27 August 2012 (PDT)

IF we do start a new series with MVM, would we have to show upgrades and stuff? Ben10508 13:15, 27 August 2012 (PDT)

To avoid redoing massive amounts of work, I think it shouldn't be in the regular videos. Perhaps a single video per class about MvM, or per class+slot (Scout primary, Scout secondary, etc.) Anyway, let's not worry about that until the main demos are done — Wind 16:56, 27 August 2012 (PDT)

Bot in Demonstration

I'm just curious, is there a reason for the bots being pyro, soldier, medic, and spy? Ghostchicken8 19:17, 1 September 2012 (PDT)

I'm guessing they're the only "normal" classes. If you know what I mean Ben10508 14:47, 2 September 2012 (PDT)
No, i'm not sure what you mean by them being "normal" classes. Ghostchicken8 18:27, 2 September 2012 (PDT)
I know only Pyro to show direct hit damage from flame thrower and close range damage because Pyro is immune from afterburn. Soldier for afterburn damage and medium range damage. Medic for long range damage, some diferrent with hp regeneration and crits damage as seen in melee makeover. Spy for taunt kill. User Hinaomi Hinaomi-sig.png Hinaomi (talk) - (contributions) 18:58, 2 September 2012 (PDT)
The pyro for flamethrower damage, yes. The soldier has a large health pool, allowing for some good damage, but not an overly tedious run. The medic I believe is more so a random choice; more so an iconic class of tf2. Spy has low-ish health pool, allowing for guaranteed death for, say, a low-damage taunt kill. Darkid (talk|contribs) 19:00, 2 September 2012 (PDT)
Every taunt kill is instant kill. I thought Spy was the choice for it because he's hiding behind the boxes, like Spy usually does. It's ironic because he dies in the most gruesome ways.--Uknownada 21:24, 2 September 2012 (PDT)
Some taunt kills deal 300 afaik... and there's always possibility for a variety. I'm shooting in the dark though; I've no idea why they picked who they did. Darkid (talk|contribs) 21:28, 2 September 2012 (PDT)

The map tr_target was chosen because it has those little things on the ground that give an explicit measure of what is close range, medium range, and long range. It's an uncomplicated yet good-looking map that was fit for weapon demonstrations. Valve accepted to give me the vmt file so that I could edit out the training bits and to allow the player to go out of the starting area. From there, the bots had to be chosen; there had to be 3 main ones for each range to demonstrate.

  • The Pyro had to be in there somewhere because of the fire-retardant suit property. I chose him to go to the close-range spot because I thought that one day it may be useful to have him be able to fire at the player, and the only spot a Pyro could that from (with the iconic flamethrower of course) is the close range spot. So if a Pyro had to be there (which was the case), then it had to be there.
  • The Soldier was chosen because in order to really test if a weapon is viable in combat, you need to know how quickly it can rid you of ennemies. To get a useful measure of that, you need to exercise said weapon againt an opponent that is relatively strong. The Soldier was chosen because it has quite a bit of HP. It could have been the Heavy, but since the close range spot was taken, then the only two remaining spots were the medium range and the long range spots, where killing a 300 HP heavy would take ages for some weapons. So the Soldier was chosen over the Heavy. He was chosen to go in medium range so that he as well didn't take too long to kill (because 200 HP is still a lot to deal at long range), and because that's typically the range at which point a Soldier becomes threatening (at long range, you can usually dodge rockets easily enough, and if you don't then they still don't do much damage because of damage falloff). So the Soldier was chosen as medium-range spot.
  • The Medic was chosen because the two other spots were occupied by relatively lots-of-HP classes. A lighter class was needed in order to balance things out. Additionally, a Medic is usually a target that is very important to kill, such that even at long range where most weapons don't do much damage, it is still usually worth it to try to shoot a Medic whenever possible. So the Medic was chosen for the long-range spot.
  • The Spy was chosen for taunt kills partially because of his location on the map. Because he had to be invisible from the player in the default spot, I hid him in a little corner near the medic (to have a clear and straight itinerary for the demonstrator to follow). It's a shadowy place without much interest except as a hiding spot, ie the only things you would find there are either spies or sneaky teleporter exits. But the main reason the spy was chosen is because most taunt kills cause gibs or propel the victim's corpse quite a lot (POW, HAHA; Sandman taunt, etc), and the Spy's corpse is always the funniest to watch when that happens.
Thanks for the info Wind. Makes a lot more sense to me now. Ghostchicken8 13:47, 5 September 2012 (PDT)

And that's how things got started~ Yay history lesson — Wind

Now here's another question I think a lot of people have, but the article doesn't say. Why do you always shoot the cardboard target way in the back? At first I thought it was to show the weapon can be shot that far, but you do it with every non-melee and non-drink weapon. Why is it necessary?--Uknownada 17:15, 4 September 2012 (PDT)

To show whether or not it arcs due to gravity. Darkid (talk|contribs) 17:49, 4 September 2012 (PDT)
Then why do it with bullet-based weapons, such as the Minigun? Even if it does travel in an arc, you couldn't tell.--Uknownada 19:15, 4 September 2012 (PDT)

Melee crit sounds

Often when I make a clip for a melee weapon demonstration, I hear the crit sound . How can I make that not happen? Ben10508 16:29, 3 September 2012 (PDT)

Try this tf_weapon_criticals 0 User Karmacharger Charger 2.png Karmacharger 4:24 , 9/4/2012 (PDT)