Team Fortress Wiki talk:Weapon Demonstration
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Needed
Tools
Chemistry Set
Hi, just made a vid demonstration about Chemistry kit. https://www.youtube.com/watch?v=R2uEkaw6Jbs&feature=youtu.be What should i do next? ~ Fokus 03.06.2020 16:50 GMT+2
- Hi there,
- You now have to wait for WindPower to respond. He usually does this every week on Sundays, though he's very busy nowadays.
- My advice on your video is: Don't start in the Main Menu, start in the backpack (first page) instead. Make sure your backpack's page is also clear of other stuff, so when you finished using the chemistry set it doesnt go to the third page and you'll have to drag it from there. Show yourself using the Chemistry Set, too, it's part of its functionality. Your video also seems to have a delay between sound and the video.
- It also lacks editing.
GrampaSwood (talk) 15:05, 3 June 2020 (UTC)- > he's very busy nowadays
- You give me too much credit. — Wind 05:44, 8 July 2020 (UTC)
- Hi, thanks for tips. I fixed the video, now it should be much better. https://www.youtube.com/watch?v=-fgON6QQ6Mk&feature=youtu.be
- Fokuskii (talk) 23:53, 3 June 2020 (UTC)
- Hi, thanks for tips. I fixed the video, now it should be much better. https://www.youtube.com/watch?v=-fgON6QQ6Mk&feature=youtu.be
- The same problem applies with the backpack. It should start on the first page (that's empty except for the required items). The section where you hover over the chemistry set is too long, perhaps make it 1 or 2 seconds. The same thing applies to the end, show the strangifier being applied. It also lacks fading (A lot of these things can be fixed with simple editing, but I think the pages thing will have to be done with a new one :\)
GrampaSwood (talk) 13:10, 4 June 2020 (UTC) - The video should also be 1080p (your first version was 1080p but the second version is 720p). Agreed with all other comments — Wind 05:44, 8 July 2020 (UTC)
- The same problem applies with the backpack. It should start on the first page (that's empty except for the required items). The section where you hover over the chemistry set is too long, perhaps make it 1 or 2 seconds. The same thing applies to the end, show the strangifier being applied. It also lacks fading (A lot of these things can be fixed with simple editing, but I think the pages thing will have to be done with a new one :\)
I have both an alt and a professor speks chemistry set for this demonstration, I just have yet to find the password to the account...
| s | GrampaSwood (talk) (contribs) 21:36, 12 November 2023 (UTC)
Upgrade to Premium Gift
- I'm not quite sure if this one is necessary Karmacharger 9:12 PM 8/24/2014 (PDT)
- Nah, probably not unless someone just happens to run upon that item — Wind 19:59, 27 October 2014 (PDT)
Question: Do I need to show I, person giving the premium gift, receive the professor speks?
GrampaSwood (talk) 11:04, 6 September 2019 (UTC)
- Yes, that's part of the item's effects. — Wind 23:39, 8 September 2019 (UTC)
I have brought the premium gift to another account, the only issue is that the professor speks is already on my TF2 account, so I would need a third account to receive the speks (while already having premium). It may take a while longer but if anyone else wants to give a crack at it.
| s | GrampaSwood (talk) (contribs) 21:36, 12 November 2023 (UTC)
Something Special for Someone Special (Tool)
Hi. I know this item is quite expensive for someone to make a demonstration, but I was thinking, a video showcasing how the item works (which the purchaser's choose they person), and then, on the same video, showing the chosen player's screen perspective, showing the option to accept the proposal, and after that, showing the notification on the Main Menu for the accepted proposal.
Considering the high cost that would be making this demonstration, I wonder if Valve could gives us a hand and supply one for our demonstrations purposes, as long we delete both rings after doing the full video.
It seems that the process is mostly the same as the Gift Wrap, but I have no idea how are the things when someone receives that Gift. We also lack a proper Gift Wrap video, apparently. - ▪ - 19:26, 16 July 2019 (UTC)
- Keep dreaming, valve won't even fix server issues much less give us free items. If you are planning to make a demonstration though, better ask windpower for some super detailed instructions to make sure it's right the first time. Naleksuh (talk) 21:37, 18 July 2019 (UTC)
- Well, they have the ability to both give and delete items, it could work? Yes. Will it happen? We don't know. If there's anything we can do, is ask for someone who plans on buying one legitimately and asking them for help. Last time that the item got in 50% off, a lot of people bought one, so. - ▪ - 20:01, 19 July 2019 (UTC)
- If you give it some time, I could save up to get it and try to make it.
GrampaSwood (talk) 20:16, 19 July 2019 (UTC)
- If you give it some time, I could save up to get it and try to make it.
- Well, they have the ability to both give and delete items, it could work? Yes. Will it happen? We don't know. If there's anything we can do, is ask for someone who plans on buying one legitimately and asking them for help. Last time that the item got in 50% off, a lot of people bought one, so. - ▪ - 20:01, 19 July 2019 (UTC)
- I offer to give a 50 USD Steam gift card to anyone who has already gotten an item demonstration video approved and uploaded in order to make this demonstration, and then another 50 USD Steam gift card upon video approval. I'm not sure what the price of the item is in other currencies but I'll also match that if possible as long as it's not too much more expensive. Please make sure to record both sides (sender account and receiver account). — Wind 23:00, 21 July 2019 (UTC)
- Well, I guess we should start discussing how should it be done. Firstly, I think the Gifter should be named "Scout" and the Recipient be "Miss Pauling". Scout has the Scout avatar (184x184 version from Steam), while Miss Pauling can use this. I think the name could be something along what Scout would say, my suggestion, name it as "You are really frickin' sweet". That'd go nice, eh?
- Secondly, I don't know who's going to be the Recipient. Should we create a Steam account just for that, or should we rely with another Video Demonstration Creator to do a collab? - ▪ - 23:55, 21 July 2019 (UTC)
well how about we can hit two birds with one store and do the ring and the Upgrade to Premium Gift from the same two account?, First the two account would demostrate the Upgrade to Premium Gift which the sender should buy it from the store and send to the receiver who don't have premium. them Recycle the same account to do the ring. We could make a story out of it as well from friendship when a user gifted the premium to the other use then after few days they both got engaged via the sender would give the ring. It won't end up a awkward situation. but for this situation we need 4 people to do the ring tho 2 sender reciever, 2 regular tf2 player to recieved the message one in the tf2 main menu and the other while in-gameJomarcenter (talk) 14:27, 28 August 2019 (UTC)- That's a cute story, but let's keep the demonstration to just one item (the ring), not the Upgrade to Premium Gift on top of it. — Wind 22:17, 1 September 2019 (UTC)
- I don't know what you're talking about, wind. Story time is clearly more important than the actual video. (but in all seriousness the two accounts would be okay to reuse right?) Naleksuh (talk) 04:52, 4 September 2019 (UTC)
- Yeah, sure, it would just be two separate videos — Wind 23:39, 8 September 2019 (UTC)
I kind of thought the role playing names were unnnecessary to begin with, and could also cause confusion as to whether or not those texts always appear in game. But if WP or thed feels that's the best way to do it without commercializing it then oh well for me.- The two steam accounts would be kinda hard to sync up (and would also be a waste of $100), i'm willing to be proposed to if no one else will :) Naleksuh (talk) 01:06, 25 July 2019 (UTC)
- No need for roleplaying. It's cool if you want to do it but totally optional. — Wind 06:26, 29 July 2019 (UTC)
Mannpower powerups
Demonstrate all powerups.
Show you can switch to the Grappling Hook under the effects of the Knockout powerup.
Hello, I had a question about preforming/recording this demonstration. Mannpower has a domination mechanic (Not to be confused with dominations), this mechanic works by when a player has many more kills than other players on the enemy team, and so that player gets nerfs on their power ups. I'm guessing I would have to demonstrate this in the video, however I do not know how to activate it. I have not been able to activate this on myself in tr_karma, however even if I did, the player who is dominating does not get the message on their screen showing that they are dominating. The only effects the player who is dominating sees is they are marked for death if they have a power up, and a nerf on that power up for that player. I don't know how I would go about demonstrating the effects of domination mechanic, considering the viewer wouldn't know that being marked for death with a power up means you are dominating. If I were to get the domination mechanic to work, should I just show the class as marked for death, or something else? Andrew360 01:51, 12 July 2022 (UTC)
- This does sound hard to demonstrate. If you enable third-person mode, do you see the skull icon above the player's head in the 3D world (not on the HUD)? If so, here's a structure that might work:
- Spawn enough enemies on the map such that you can reach domination status, and still have enough enemies left over to show that the effect isn't about killing *all* other enemies.
- Start the demonstration in first-person mode.
- Switch to third-person mode.
- Kill enough enemies such that domination status appears.
- Highlight the correlation between the third-person skull icon and the HUD one, for example by zooming in on both at once, or drawing a red box around both or something.
Now you've established that "skull on HUD" = "having killed enough enemies".
Now, demonstrate each powerup one by one. For each powerup, do a split-screen, with the left being non-dominating, and the right being already-in-dominating status. Pick up the powerup on both clips and demonstrate the effect. The skull icon being visible on the clip on the right should be enough of a hint that this is the cause. If not obvious enough, you can draw attention to it at the beginning of the clip, such as by drawing a red box over it or something.
Hope this helps. I suggest doing a test demo with just one or two powerups demonstrated and posting it here first before doing all the work it would take to get this all done for all powerups, as there are a lot. (Perhaps each powerup should have its own video? That's a separate question...)
— Wind 21:39, 31 July 2022 (UTC)
- I might try my hand at this, but only after I finish my other demonstrations and receive feedback and corrections for them. Po1yb1ank (talk) 23:56, 14 December 2023 (UTC)
Sapper in MvM
This demonstration has been reserved: Ashe (talk) 01:57, 24 December 2023 (UTC)
Sapped robots can be backstabbed from all angles.
This doesn't occur with large robots.
Sapper is disabled when sapping a building, but it isn't depleted.
This is a important feature of the mechanic but it is missing in the video. Since I still have the source files, it shouldn't take that much. Also, the video has a glitch near the ending, that I have already fixed.
- Glad to see someone already suggested this, although there is a couple of other things missing.
- In addition to being able to stab small robots from any angle, it should also show you cannot backstab large bots this way.
- Show that robots not sapped will turn to the spy after they use a sapper, even if they are disguised. This is another important mechanic that should definitely be noted.
- I would probably do it on a giant medic/heavy combo and make the heavy shoot forward at an alt that has the quickfix and stock uber conditions applied so it also shows that if you stay disguised the robot will stop shooting you. And also showcase what happens if you undisguise after sapping similar to the giant heavy in the current demonstration.
- It does not show the sapper being used to sap a building and that the sapper meter is depleted when doing so (tie-in to the next point)
- It does not show that even if the meter is refilled, it cannot be used again until the previous sapper has expired.
- I would show this by spawning 2 bots, sapping one, using a refill canteen, and trying to sap the other bot, as well as showing 2 sentries in the same manner (although I don't think you need a refill for the sentries).
- Possibly show sapped robots don't take reduced revolver damage like sentries (this is pretty niche info already, not sure most people would ever think this to begin with).
- Possibly show multiple giants being sapped with the level 1 sapper, this only would show the cosmetic effect that the non-target robots don't receive the sapper object above their head but still have particles so I don't think it's that big of a deal. Jh34ghu43gu (talk) 13:31, 18 January 2023 (UTC)
- "Show that robots not sapped will turn to the spy after they use a sapper" it is more related to TFBot logic than to the sapper.
- "It does not show the sapper being used to sap a building and that the sapper meter is depleted when doing so" the sapper isn't depleted. You just can't deploy it while being used · Ashe (talk) 01:57, 24 December 2023 (UTC)
Giftapult
This demonstration has been reserved: Cheddar (talk) 10:15, 13 November 2023 (UTC) I can do this one.
Here is the video feedback needed! Cheddar (talk) 12:24, 13 November 2023 (UTC)
- Hmm, there is a slight bit of lag when clicking the "Resume game" button. Try re-recording it (after already accepting an item like that, you can trigger it by smelting a ref/reclaimed into a smaller metal) and see if it doesn't happen. Also, make sure to start the new recording on page 1 rather than page 8.
| s | GrampaSwood (talk) (contribs) 16:09, 13 November 2023 (UTC)
- Looks good. Same as what I said in IRC, I think Ashe should leave a little note in the pinned comment saying "Note: The Team Fortress Wiki does not endorse catapulting scrap metal at people, unless they are on the enemy team". Optional, but I thought it was funny.
| s | GrampaSwood (talk) (contribs) 14:11, 14 November 2023 (UTC)
- Looks good. Same as what I said in IRC, I think Ashe should leave a little note in the pinned comment saying "Note: The Team Fortress Wiki does not endorse catapulting scrap metal at people, unless they are on the enemy team". Optional, but I thought it was funny.
Secret Saxton
I don't think it's very needed, but since it seems very simple, I can do it · Ashe (talk) 05:13, 16 December 2023 (UTC)
- Won't you need another person since they are only delivered to players while playing on a server? Cheddar (talk) 08:18, 16 December 2023 (UTC)
Action
Spellbook Magazine
Demonstrate all Magic spells with the Stock (Normal quality) version equipped.
Maybe include this one on the Magic spells page, other spellbook variants are not needed (Fancy and Diary).
Fancy Spellbook
Same as above, with the exception that the particle effects that emit on the hand are different.
Fireproof Secret Diary
Same as above, with the exception that the particle effects that emit on the hand are different.
Kritz or Treat Canteen
Match outcomes
Current one does not show front, crouching, running, etc, at all angles.
So there's a bit of a problem with showing the other angles with this demonstration, as you can't actually rotate the camera. Despite it being in third person, you cannot change the angle of the camera nor use +left or +right to make only the camera move. Any attempt to move the camera either doesn't work or makes the character move along with the camera. My original plan for this demonstration was the following:
- Show a split screen with a player on RED team on one screen and player on BLU team on the other screen
- The RED player would capture the intelligence on 2Fort, and the other screen would show the BLU player in humiliation after they lose
- This part would repeat for each class
- The RED player would capture the intelligence on 2Fort, and the other screen would show the BLU player in humiliation after they lose
- It would then cut to tr_karma where I would rotate the camera around the class when they're standing, crouching, running, etc
- After this I would move on to the next class until all of them are done
However I can't do this because I can't rotate the camera, does anyone have any ideas on how to rotate or have other ideas of how to demonstration and show the different angles?
Andrew360 22:47, 6 February 2023 (UTC)
- How about just use the RED player to see the BLU humiliation animation. Like:
- RED player is the main camera, BLU player is a bot/a smaller pip/split screen in the video
- BLU player stands beside the intel point
- RED player captures the intel and win the game
- BLU player enters humiliation
- RED player look at the BLU player
- BLU player moves around to show off the humiliation animation.
- I feel like this also shows off the concept of "match outcomes", make the whole story connected via one team wins and see another team loses with humiliation animations. Do we have to use tr_karma map for demonstration? Is this demonstration video about "match outcomes" or "humiliation animations"?--Alex┋T 03:19, 7 February 2023 (UTC)
- Simply using
thirdperson_mayamode
it would be possible to show off these animations from a stationary angle (turning your character rather than camera, although tr_karma/tr_target have no winning objective, so you'd need a different map for it (I suggest Thunder Mountain and standing in first BLU's spawn so it's still somewhat related to the tr_target map, usingmp_bonusroundtime
to extend the time at the end and just capping the first point).
GrampaSwood (talk) 11:01, 7 February 2023 (UTC)
- I'm a bit confused on what you mean on the capping part, as you say to stay in BLU spawn, but also cap the point to win which would make BLU would win and RED would be in humiliation. Do you mean to make the time run out so RED wins instead?
Andrew360 23:24, 7 February 2023 (UTC)
- I'm a bit confused on what you mean on the capping part, as you say to stay in BLU spawn, but also cap the point to win which would make BLU would win and RED would be in humiliation. Do you mean to make the time run out so RED wins instead?
- Either works. Just any way to make the classes go into the humiliation pose. I personally wouldn't mind it that much if RED was in BLU spawn, but it's up to you.
GrampaSwood (talk) 12:33, 8 February 2023 (UTC)
- Either works. Just any way to make the classes go into the humiliation pose. I personally wouldn't mind it that much if RED was in BLU spawn, but it's up to you.
- I went in game to test out thirdperson_mayamode, and it does not work, as for some reason the losing animation isn't considered as in "thirdperson" by the game I think. Does anyone else have any other ideas? Only other way I can think of is using SourceTV, however I don't know how to set that up.
Andrew360 01:15, 12 February 2023 (UTC)
- I went in game to test out thirdperson_mayamode, and it does not work, as for some reason the losing animation isn't considered as in "thirdperson" by the game I think. Does anyone else have any other ideas? Only other way I can think of is using SourceTV, however I don't know how to set that up.
Taunts
Mourning Mercs
This demonstration has been reserved: Cheddar (talk) 17:50, 4 January 2024 (UTC)
I will do the demo. ----Slimyboi500 (talk) 05:02, 9 December 2023 (UTC)
- I need help with creating the thumbnail because my monitor cannot handle 2560x1440 res. images. Can someone help me out?
- ----Slimyboi500 (talk) 22:15, 9 December 2023 (UTC)
- Anyway, here's the video, and the the file, hope it's good.
- ----Slimyboi500 (talk) 23:32, 9 December 2023 (UTC)
- The loadout should have the mouse hovering over the taunt itself. You still have the 3D character model on, the HUD player status at the top, as well as a custom crosshair. When switching from the loadout to the game, keep some time between when that happens and when you actually press 'G' to taunt (the Soldier one happens instantly, rather than having some time between the switch and the taunt happening). For the taunts itself, taunt twice; once showing it from the front and once spinning around the character (this should be done by binding a key to "+left" and typing "cl_yawspeed 210" in console). When showing off from the front, switch quickly to the front rather than slowly turning to the front as done on the Medic one, for example. Although Spy spawns with his Knife out, switch to the Revolver before recording.
| s | GrampaSwood (talk) (contribs) 13:24, 10 December 2023 (UTC)
- The loadout should have the mouse hovering over the taunt itself. You still have the 3D character model on, the HUD player status at the top, as well as a custom crosshair. When switching from the loadout to the game, keep some time between when that happens and when you actually press 'G' to taunt (the Soldier one happens instantly, rather than having some time between the switch and the taunt happening). For the taunts itself, taunt twice; once showing it from the front and once spinning around the character (this should be done by binding a key to "+left" and typing "cl_yawspeed 210" in console). When showing off from the front, switch quickly to the front rather than slowly turning to the front as done on the Medic one, for example. Although Spy spawns with his Knife out, switch to the Revolver before recording.
- Here's the the new video and the new file. Hope it's good this time.
- ----Slimyboi500 (talk) 02:29, 17 December 2023 (UTC)
- The video should start with your mouse on the taunt, already. Try equipping the taunt by clicking on the left side of the icon, rather than in the centre, this way you don't need to move your mouse. It seems like you've not put
cl_yawspeed 210
in console. This significantly slows down how fast you spin around the class. Make sure to wait until the whole taunt is finished before turning around, the Soldier one (for example) looks really odd because half the taunt is viewed from behind.
| s | GrampaSwood (talk) (contribs) 14:01, 17 December 2023 (UTC)
- The video should start with your mouse on the taunt, already. Try equipping the taunt by clicking on the left side of the icon, rather than in the centre, this way you don't need to move your mouse. It seems like you've not put
Here's my first version of the video, let me know if it needs changes!
Cheddar (talk) 18:59, 4 January 2024 (UTC)
- The angles on the Soldier need to show him better, as he currently goes partially out of view on both instances. Looks good otherwise.
| s | GrampaSwood (talk) (contribs) 19:36, 4 January 2024 (UTC)
Fist Bump
This demonstration has been reserved: Po1yb1ank (talk) 16:17, 14 December 2023 (UTC)
- Demonstration video Danimations (talk) 3:08, 20 December 2020 (CST)
- There a few things wrong with the demonstration:
- 1. The demonstration does not show all class animations.
- 2. Overall it seems like the demonstration was very unorganised, it looks like you're running all over the place instead of having a plan of what you're doing.
- 3. It appears your quality settings are too low, as (even at 1080p) it looks quite low quality compared to other demonstrations (Specifically it looks a lot like AA is very low).
- 4. The HUD should not have "contracts available/inactive", and it should not have the top HUD element either.
- 5. The bot's name should use the consistent "Friendly [classname]" pattern (Unless it's an enemy).
- 6. It looks like there is blood on a box on the left, this is not there by default and should be removed using
r_cleardecals
. - 7. It appears you're missing a texture/several textures, the windows are tinted purple (Which does not happen normally), the settings room at the top at ~0:39 shows this very clearly.
- 8. You're using minimised viewmodels, which is never used in demonstrations (Which is a consistency thing).
- I've ordered these from most important to least important.
GrampaSwood (talk) 10:15, 20 December 2020 (UTC)
Is this good? (I'm getting to other classes but I just wanna make sure I dont mess up.) https://www.youtube.com/watch?v=CyQb_JRGogQ Danimations (talk) 21:51, 20 December 2020 (CST)
- 1. It's still with a low AA
- 2. You should focus also the teammate and the enemy when taunting, only from the right
- 3. You must wait a few seconds before start to moving
- 4. The backpack scene is a bit long
- 5. Between scenes, you need to wait a bit.
- 6. As Grampaswood said, you need to organize what will you do. The "cannot taunt in these situations" scene is unorganized.
- See the video demostrations from the other partner taunts, like High Five
- And, please use the colons (":") when you write your reply · Ashe (talk) 04:10, 21 December 2020 (UTC)
- Pretty much what Ashe said. Also do note that demonstration involve a lot of doing everything over and over again, and can be very tiring at times but you'll get there in the end.
GrampaSwood (talk) 10:15, 21 December 2020 (UTC)
- Hi there and thanks for the demonstration video. All of the above is good feedback. I'd add that the audio was a bit crackling in the first version (some voice lines seem to have a gap in their playback), seems fixed in the second version though. Not sure if you've changed anything, but if not, then it's probably a random occurence to watch out for in future versions. I agree with the approach of iterating with just one class until that version is perfect, then moving on to adding the other classes. Good luck :) — Wind 05:33, 5 January 2021 (UTC)
- 3rd times the charm right? https://www.youtube.com/watch?v=FfNzFf6ptHA (P.S if there are any audio issues they're just rendering issues that I can fix later.)Danimations (talk) 22:15, 21 March 2021 (UTC)
- 1. You forgot to disable the team status display. 2. The "cannot taunt in these situations" is a bit short. 2.1. Preferably, for the "You are too high for any..." scene, do it in the spawn spot under the red fan (those wooden tables with the red lights). Otherwise, is okay
And, please use colons (":") when you write your reply · Ashe (talk) 22:48, 21 March 2021 (UTC)
- 1. You forgot to disable the team status display. 2. The "cannot taunt in these situations" is a bit short. 2.1. Preferably, for the "You are too high for any..." scene, do it in the spawn spot under the red fan (those wooden tables with the red lights). Otherwise, is okay
- Same as usual, audio issues will be fixed later if any. https://www.youtube.com/watch?v=qqYmUOcarFE · Danimations (talk) 01:06, 25 March 2021 (UTC)
- I suppose I'll do all the other classes. · Danimations (talk) 15:01, 28 March 2021 (UTC)
- Looks good, just needs the other classes. — Wind 04:50, 7 April 2021 (UTC)
Download link. It's been 2 years, I think it's safe to say that I can take this one over.
| s | GrampaSwood (talk) (contribs) 23:03, 13 November 2023 (UTC)
- 2 taunts per bot is too much. Please just do it once. If you want to showcase both sides of the taunt, use one bot per side, preferably right for the blu bot since it's the one with more space · Ashe (talk) 21:15, 7 December 2023 (UTC)
Video Download. Sorry this has taken so long, I had to rerecord and re-edit it as I had accidently left on the "contracts available" hud option, I'm new to this so if there are any issues then please tell me and I can correct them at my earliest convenience, thanks :D Po1yb1ank (talk) 10:56, 22 December 2023 (UTC)
- The Loadout views appear to be missing the start of the taunt, make sure to start the Loadout section right when you equip the taunt. It also doesn't need to fade in, just starting as-is is fine. Your settings also don't appear to be the max, particularly the anti-aliasing and maybe the model settings too, be sure to turn everything up to max. Make sure to leave some time between clips, for example the end of the Soldier section to the start of the Pyro section, as well as the Pyro loadout view to the in-game view is very fast. These are not the only instances, though. When a clip starts, try just standing still for a bit, then start moving. When you finish doing the last taunt, simply stand still for a bit. Sometimes you also move immediately after the taunt with the friendly class, try standing still a little bit and then start moving. Try to also show the taunts from the best angle (usually from the side, looking down a bit).
- You can start the clips in front of the barrier if you want, IIRC the config I provided puts you in front of it already. The Spy section seems to miss voice lines too and the ending fade-out is a bit too fast.
| s | GrampaSwood (talk) (contribs) 22:22, 22 December 2023 (UTC)- My settings are at max apart from anti-aliasing (thanks for pointing that out) and spy just didn't say his lines in the 3 minutes of footage I had recorded but I'll see to correcting the rest. Po1yb1ank (talk) 22:25, 22 December 2023 (UTC)
Russian Rubdown
- Video Link Here ya are. Oposshim (talk) 23:50, 12 December 2022 (UTC)
- Looks good so far, I'd add an additional clip that specifically shows off the start and end of the animation (do the animation and immediately cancel it so Heavy sits down and gets up immediately). Maybe also add a smooth rotation of the entire taunt in the first clip outside the loadout screen (I recommend binding a key to +right or +left and then setting the
cl_yawspeed
to a value that's slow enough).
GrampaSwood (talk) 14:06, 13 December 2022 (UTC)
- Video Link New ver. Oposshim (talk) 21:14, 13 December 2022 (UTC)
- It looks fine to me, although now it's missing a clip standing still. It should be loadout screen -> initiate taunt in-game -> look at the taunt from the front for a few seconds -> spin around once -> cancel taunt -> initiate taunt and immediately cancel taunt -> end video. As for the AA. it doesn't look too bad for me but I'd check your AA settings just to be sure they're at the max.
GrampaSwood (talk) 11:17, 17 January 2023 (UTC)
- It looks fine to me, although now it's missing a clip standing still. It should be loadout screen -> initiate taunt in-game -> look at the taunt from the front for a few seconds -> spin around once -> cancel taunt -> initiate taunt and immediately cancel taunt -> end video. As for the AA. it doesn't look too bad for me but I'd check your AA settings just to be sure they're at the max.
- Video Link Hey i upload this video in YouTube If changes are needed, I want to entrust these materials to the official TF2Wiki YouTube channel. SH.Astemir (talk) 17:07, 16 May 2023 (UTC)
- Some feedback:
- You're still using a custom HUD, it should be the default HUD.
- It seems like you're also using very low quality facial animations, as they consist of opening and closing his mouth in the Loadout Screen.
- The overall structure of the video is good, however, some of the feedback to Oposshim's video still apply (loadout screen -> initiate taunt in-game -> look at taunt from the front -> spin around once -> cancel -> initiate taunt and immediately cancel). This process should be repeated for each Minigun (including the Loadout screen).
GrampaSwood (talk) 14:19, 16 May 2023 (UTC)
- Hello, I went and took a crack at putting this together myself. Here's the YouTube link, and the raw file. Emailed Wind for the demo files password. Feel free to let me know if it's up to snuff. Dr. Ocsid 02:06, 13 September 2023 (UTC)
- It looks good, fairly certain the demo file password thing is a bit of a legacy thing and we don't really use it anymore. I don't see anything wrong with this (except the loadout face animations, man those are messed up, but out of our control so doesn't matter).
| s | GrampaSwood (talk) 11:06, 13 September 2023 (UTC)
- It looks good, fairly certain the demo file password thing is a bit of a legacy thing and we don't really use it anymore. I don't see anything wrong with this (except the loadout face animations, man those are messed up, but out of our control so doesn't matter).
- Cool, thanks. So does that mean demo files aren't required in general, or just that the password isn't? Dr. Ocsid 20:59, 13 September 2023 (UTC)
- Should be fine without demo files in general.
| s | GrampaSwood (talk) 23:39, 13 September 2023 (UTC)
- Should be fine without demo files in general.
Head Doctor
This demonstration has been reserved: Decimate (talk) 20:16, 15 October 2023 (UTC)
- I would replace the 2nd instance of the taunt with one that slowly spins.
| s | GrampaSwood (talk) (contribs) 11:33, 16 October 2023 (UTC)
- Like this? Decimate (talk) 16:38, 16 October 2023 (UTC)
- Looks good. Sorry for late reply.
| s | GrampaSwood (talk) (contribs) 17:10, 25 October 2023 (UTC)
- Looks good. Sorry for late reply.
- It's all good, Here is the file Decimate (talk) 18:35, 25 October 2023 (UTC)
- Next time I'm late with this stuff (or you just want to let me know you've made another demonstration that I need to review), feel free to let me know on my talk page or anywhere else.
| s | GrampaSwood (talk) (contribs) 00:31, 26 October 2023 (UTC)
- Next time I'm late with this stuff (or you just want to let me know you've made another demonstration that I need to review), feel free to let me know on my talk page or anywhere else.
- The video should be in mp4 now and i used google drive instead. Hopefully there wont be any issues anymore. Decimate (talk) 12:59, 29 October 2023 (UTC)
Star-Spangled Strategy
Video, see this topic for download link. Facial flexes in the Loadout seem to be bugged with this, I have all model settings to high and made sure to check every possible face animation command. Seeing as the Minigun rub taunt is also bugged, I'd say this is more of a game/taunt issue (the in-game flexes are fine, the Loadout ones are messed up) than an issue on my end.
| s | GrampaSwood (talk) (contribs) 18:38, 26 October 2023 (UTC)
- Looks good. The same issue occurs with the Self aware jarate so there's nothing we can do but wait · Ashe (talk) 15:47, 1 November 2023 (UTC)
Teufort Tango
Video, see this topic for download link. Should be completely fine, only issue may be the lack of smooth transition between one taunt animation and another (but that's not an issue we can solve).
| s | GrampaSwood (talk) (contribs) 18:41, 26 October 2023 (UTC)
Killer Joke
Video, see this topic for download link. Only issue for me with this demo is that because the taunt makes a noise the second you select it in your loadout, it feels like the loadout portion starts too late with the fading in. I can't do much about this, simply the way the taunt is designed.
| s | GrampaSwood (talk) (contribs) 18:41, 26 October 2023 (UTC)
Tailored Terminal
Video, see this topic for download link. Similar issue to the Teufort Tango, when trying to use the M2 animation it took ~3 idle loops for it to register which made it look quite awkward (as he just stands there doing the idle animation). The angle itself largely shows the monitor and Spy's animation, rather than the front (the loadout menu is for that), I thought I'd move the camera around during the M1 animation to show what is happenin with the picture.
| s | GrampaSwood (talk) (contribs) 18:41, 26 October 2023 (UTC)
Roar O'War
This demonstration has been reserved: Cheddar (talk) 20:47, 11 November 2023 (UTC)
If it is alright, I shall claim this demonstration.
Here is the link to the video
Cheddar (talk) 14:00, 12 November 2023 (UTC)
Another version of the demonstration.
Cheddar (talk) 18:05, 12 November 2023 (UTC)
- Looks good, only thing might be that there is little time between the first taunt showcase and the second, but I have no issue with being a bit more lenient on that as it doesn't actually disrupt anything imo.
| s | GrampaSwood (talk) (contribs) 20:19, 12 November 2023 (UTC)
Borrowed Bones
This demonstration has been reserved: Cheddar (talk) 20:39, 12 November 2023 (UTC)
I'll take this one. Cheddar (talk) 20:44, 12 November 2023 (UTC)
Link to the video, feedback needed! Cheddar (talk) 09:33, 13 November 2023 (UTC)
- The ending is a bit abrupt, I feel like the ending sound is louder than the others. Also not sure if you are running max settings? The Syringe Gun looks a bit off, but it shouldn't be that huge of a deal.
| s | GrampaSwood (talk) (contribs) 15:02, 13 November 2023 (UTC)
- Everything is at max settings, I can redo the outro a bit.
Cheddar (talk) 15:05, 13 November 2023 (UTC)
- Seems to be a little gap inbetween the music ending and the stopping noise starting, try doing the music fade-out while the ending noise starts (don't have the ending noise fade in).
| s | GrampaSwood (talk) (contribs) 15:24, 13 November 2023 (UTC)
- Seems to be a little gap inbetween the music ending and the stopping noise starting, try doing the music fade-out while the ending noise starts (don't have the ending noise fade in).
Crypt Creeper
This demonstration has been reserved: GrampaSwood 13-11-2023
File link.
| s | GrampaSwood (talk) (contribs) 19:29, 13 November 2023 (UTC)
Road Rager
This demonstration has been reserved: GrampaSwood 13-11-2023
File link.
| s | GrampaSwood (talk) (contribs) 19:29, 13 November 2023 (UTC)
Shanty Shipmate
This demonstration has been reserved: GrampaSwood 13-11-2023
File link.
| s | GrampaSwood (talk) (contribs) 19:29, 13 November 2023 (UTC)
A group of taunts that needed fixing
This demonstration has been reserved: GrampaSwood 13-11-2023
- Killer Signature: Download
- Drunk Mann's Cannon: Download
- Star-Spangled Strategy: Download
- Teufort Tango: Download
- Killer Joke: Download
- Tailored Terminal: Download
- Surgeon's Squeezebox: Download
All these need new videos, I will update them with new links as soon as possible.
| s | GrampaSwood (talk) (contribs) 19:39, 13 November 2023 (UTC)
- In the current videos, on the bottom right there is the icon for the Nvidia recording. I don't use this recording software, but I use it to make clips when playing regular TF2. The new versions should not have this icon.
| s | GrampaSwood (talk) (contribs) 11:27, 7 December 2023 (UTC)
- In the current videos, on the bottom right there is the icon for the Nvidia recording. I don't use this recording software, but I use it to make clips when playing regular TF2. The new versions should not have this icon.
I've increased the volume of the in-game clips from -10 dB to -5 dB and decreased the volume of the music from -15 dB to -25 dB. It seems like I've accidentally recorded at 0.25 volume instead of 0.5, but I still have applied the -10 dB to every demonstration. I've changed the volumes for the Killer Joke here. I've redone the Killer Signature here with the same settings. Let me know if these settings are okay or if I need to modify sounds more and I'll do the rest.
| s | GrampaSwood (talk) (contribs) 15:15, 16 December 2023 (UTC)
- It's ok, though why did you remake the Killer Sig video? · Ashe (talk) 00:42, 18 December 2023 (UTC)
Cheers!
This demonstration has been reserved: Cheddar (talk) 15:43, 14 December 2023 (UTC)
- Here's the first version, let me know if it needs changes! Cheddar (talk) 16:45, 14 December 2023 (UTC)
- The spins are too fast, you might not have used
cl_yawspeed 210
or might need to use a lower value. Most of the spinning section is mostly looking at their back instead of properly showing the taunt off.
| s | GrampaSwood (talk) (contribs) 16:25, 15 December 2023 (UTC)
- The spins are too fast, you might not have used
Foul Play
This demonstration has been reserved: Cheddar (talk) 15:22, 16 December 2023 (UTC)
- Leave some more time between exiting the Loadout screen and performing the taunt. The current video feels like it's playing at 2x speed.
| s | GrampaSwood (talk) (contribs) 13:53, 17 December 2023 (UTC)
- Leave some more time between exiting the Loadout screen and performing the taunt. The current video feels like it's playing at 2x speed.
Need to be redone
Axtinguisher
Updated attribute (removed Sketchek references)
Is this good? Let me know if you like it and i'll do it again for the postal pumeller. Upload link is here. Naleksuh (talk) 19:48, 15 April 2019 (UTC)
- The framerate is very low, maybe try to reduce your video settings. - Thedop 17:27, 22 April 2019 (UTC+1)
- It's 30fps, how is that "very low"? windpower was okay with 30fps before. Naleksuh (talk) 23:37, 22 April 2019 (UTC)
- Well, maybe it's just me. - Thedop 08:40, 23 April 2019 (UTC+1)
- I agree with Thedop. The demonstration itself is very good, but the framerate is low which makes it look very choppy. That's my two cents at least Zeklyn (talk) 06:59, 23 April 2019 (UTC)
- i dont know if i have the raw video files anymore but i might try exporting in a higher fps Naleksuh (talk) 15:49, 23 April 2019 (UTC)
- A video might be 30 frames per second, but what matters is the number of *distinct* frames per second. If a video has 30 frames per second and every set of 3 frames is identical, then it may be technically 30 frames per second, but to the eye it's actually just 10 frames per second.
- This video is definitely in the "too low framerate" category; if you're not convinced of that, compare the Axtinguisher swing animation in 0.25x speed on your video vs the current video and count the number of unique frames of the swing animation that you can see. You can actually count them in your video, which means it's too low framerate.
- Also, the fade in/out of the 3-way split-screen has overlapping clips, i.e. each clip is transparently bleeding into each other. One easy way to solve this is to render a separate video with the 3-way split-screen rendered with no fades at high quality, then import that video as a single clip into the main video, and add the fades there.
- Lastly, please add a second or so after the 3-way split-screen clip, as it currently ends before the last damage number finishes scrolling off. — Wind 00:37, 20 May 2019 (UTC)
- i dont know if i have the raw video files anymore but i might try exporting in a higher fps Naleksuh (talk) 15:49, 23 April 2019 (UTC)
- I agree with Thedop. The demonstration itself is very good, but the framerate is low which makes it look very choppy. That's my two cents at least Zeklyn (talk) 06:59, 23 April 2019 (UTC)
- Well, maybe it's just me. - Thedop 08:40, 23 April 2019 (UTC+1)
- It's 30fps, how is that "very low"? windpower was okay with 30fps before. Naleksuh (talk) 23:37, 22 April 2019 (UTC)
I have a question before doing this one:
Should I show off that even players immune to afterburn (Pyros/Danger Shield Sniper)? Like on a Pyro being actively burned can still get hit with the Mini-Crit (Its damage is based off of afterburn, if Pyros are immune to afterburn some people may think it means there is no damage bonus). If yes, can I do it with the Degreaser for faster switch speed or have a secondary Pyro ready?
GrampaSwood (talk) 18:00, 28 February 2020 (UTC)
- Sure, sounds useful to show. I think showing it on the Pyro is enough. — Wind 04:11, 24 April 2020 (UTC)
- Video done, just have to edit it.
GrampaSwood (talk) 08:33, 27 June 2020 (UTC)
- Video done, just have to edit it.
Crusader's Crossbow
Ubercharge gain rate is reduced in the same way that the Medi Gun's healing (and therefore, Ubercharge build rate) is - it is based on the last time the target was in combat.
Does not show that if you try to heal up an enemy Spy, Über is not built.
Does not show that if you heal an enemy player through a Pyro's reflect, Über is built.
I removed the clip from the previous demonstration when the medic is building his übercharge with the crossbow, the actual changes make it way too long. Video — Thedop (talk) 14:44, 11 September 2019 (UTC)
- The picture-in-picture clip is too large and covers the center of the main video's vision. So when the heavy/spy turns to see the medic, it just doesn't show up on the screen. Please decrease the size of the picture-in-picture — Wind 00:38, 16 September 2019 (UTC)
- Second try — Thedop (talk) 06:45, 25 September 2019 (UTC)
- The Minigun is still hiding the medic when he's firing... — Wind 00:07, 30 September 2019 (UTC)
- *sigh* Thedop's demonstration has been in hiatus for two years. Maybe I can make my own demonstration if Thedop doesn't mind. — Exaskliri (they/them) (talk | contribs) 06:43, 14 April 2022 (UTC)
- Demonstration reservations are only valid for 2 weeks. If the reservation tag remains on a video and no action has happened since, you can ignore the reservation and replace it with a reservation of your own. — Wind 00:33, 24 April 2022 (UTC)
- Oh, and by the way, don't forget to add a demonstration of healing afterburn (probably the most common type of status effect). Qwertyxp2000 (talk) 23:17, 16 June 2022 (UTC)
- Definitely doable for making an entry about using Crossbow at point blank range to both hit enemies and heal teammates. Qwertyxp2000 (talk) 21:06, 25 June 2022 (UTC)
- Oh, and by the way, don't forget to add a demonstration of healing afterburn (probably the most common type of status effect). Qwertyxp2000 (talk) 23:17, 16 June 2022 (UTC)
- Demonstration reservations are only valid for 2 weeks. If the reservation tag remains on a video and no action has happened since, you can ignore the reservation and replace it with a reservation of your own. — Wind 00:33, 24 April 2022 (UTC)
- *sigh* Thedop's demonstration has been in hiatus for two years. Maybe I can make my own demonstration if Thedop doesn't mind. — Exaskliri (they/them) (talk | contribs) 06:43, 14 April 2022 (UTC)
- The Minigun is still hiding the medic when he's firing... — Wind 00:07, 30 September 2019 (UTC)
- Second try — Thedop (talk) 06:45, 25 September 2019 (UTC)
Dalokohs Bar
This demonstration has been reserved: Wimmer 1 December 2023
The model now included the bite mark, the plate model added
As mentioned on the weapon's page, the overheal bug is still effective since JI and i'm not sure if it's temporary or not. - Thedop 19:11, 20 Obtober 2018 (UTC+1)
- Got this video finished, just need 1 more scene with Thedop.
- Edit on 27/6/2020: Same thing applies
GrampaSwood (talk) 13:12, 9 February 2020 (UTC)
- The video files are on a different PC now, so unlikely I'll ever bother to retrieve them. Someone else can do them at some point.
| s | GrampaSwood (talk) (contribs) 21:36, 12 November 2023 (UTC)
- The video files are on a different PC now, so unlikely I'll ever bother to retrieve them. Someone else can do them at some point.
A demonstration of the Dalokohs bar https://www.youtube.com/watch?v=F8lOulgqmZ4 Wimmer 23:01, 1 December 2023 (GMT+1)
- Looks good.
| s | GrampaSwood (talk) (contribs) 12:37, 2 December 2023 (UTC)
Enforcer
Note: Future redos won't have to do as many status effect clips as the previous video. - Thedop 19:11, 20 October 2018 (UTC+1)
Fishcake
This demonstration has been reserved: Wimmer 25 November 2023
The model now included the bite mark, the plate model added
See Dalokohs Bar. - Thedop 10:39, 12 October 2018 (UTC+1)
- Got this video finished, just need 1 more scene with Thedop.
- Edit on 27/6/2020: Same thing applies
GrampaSwood (talk) 13:12, 9 February 2020 (UTC)
Here is my version of the Fishcake weapon demonstration https://www.youtube.com/watch?v=ym8r-gSEm10 - Wimmer 4:46, 25 November 2023 (GMT+1)
- You don't need to spin the Heavy around in the Loadout menu, simply hover over the weapon then press escape once you feel like the viewer has had enough time to read the description. When the Soldier fires, you are also getting healed by the Medic at the same time. There is a command to only have bots with a specific weapon fire, not sure what the parameter for the Rocket Launcher is, but using that command bound to a key would be better as it wouldn't temporarily have you healed by the Medic. Alternatively, try to stand in a position where the Medic won't hit you when he heals.
- It seems like the clip for dropping the Fishcake on the ground is missing, it's meant to demonstrate that picking it up yourself while injured doesn't heal you. It's also not necessary to use voice lines, no need to yell for Medic or say thanks. Although a nice touch, it makes the video feel more like a cartoonish animation video than a demonstration. When the clip with the Medic starts, ideally you would have an unbitten Fishcake, and when the clip of the Soldier starts ideally you'd have max ammo (so 4 loaded, 20 reserve). When killing the Heavy, make sure your hit/killsound is off and that you look at the ammo pack he drops before walking over it. Currently, it looks like walking over a dropped Fishcake gives you health. Also a minor nitpick, friendly classes should be called "Friendly Classname". So rather than "Medic", it should be "Friendly Medic".
- I like the inspect after eating it, that's not smth that's been done before IIRC but it's a nice touch.
| s | GrampaSwood (talk) (contribs) 12:12, 25 November 2023 (UTC)
- Thanks for the verifications, I'll make sure to fix all of these issues. And I do too think it's worth inspecting the item after eating it, especially with how the fishcake never had a bit model before.
- Wimmer 12:14, 28 November 2023 (GMT+1)
- Here is the new version of the Fishcake weapon demonstration with the suggested changes https://www.youtube.com/watch?v=Md1n6ei8Z1M
- Wimmer 14:48, 28 November 2023 (GMT+1)
- In the loadout menu, your mouse should be over the Fishcake the entire time (this can be easily fixed, it only requires editing so no entire redo). The only thing that's missing is a clip of the Medic being on fire and being extinguished (you can skip the Medic walking over it, you can just make it so the Medic is on fire and then you throw it directly at him. Otherwise it requires 2 players). Other than that, it looks good to me, especially the transition between the first clip and the second clip. That must have taken a long time to set up, though do note that it's not entirely necessary if you do feel like it's too much effort, so don't worry about doing that each transition.
| s | GrampaSwood (talk) (contribs) 14:04, 28 November 2023 (UTC)
- In the loadout menu, your mouse should be over the Fishcake the entire time (this can be easily fixed, it only requires editing so no entire redo). The only thing that's missing is a clip of the Medic being on fire and being extinguished (you can skip the Medic walking over it, you can just make it so the Medic is on fire and then you throw it directly at him. Otherwise it requires 2 players). Other than that, it looks good to me, especially the transition between the first clip and the second clip. That must have taken a long time to set up, though do note that it's not entirely necessary if you do feel like it's too much effort, so don't worry about doing that each transition.
- Here is the new version of the Fishcake weapon demonstration with the new changes https://www.youtube.com/watch?v=xFnrRS-ihbY
- Wimmer 21:22, 29 November 2023 (GMT+1)
- Yeah looks good, although I swear in previous clips you were damaged when you picked up the Fishcake that was dropped on the floor. If you are going to re-record that, perhaps reload your Rocket Launcher beforehand to make sure it shows you get healed but no ammo. It also doesn't show off the Scout's 25 extra HP from dropped lunchbox items.
| s | GrampaSwood (talk) (contribs) 20:39, 29 November 2023 (UTC)
- Yeah looks good, although I swear in previous clips you were damaged when you picked up the Fishcake that was dropped on the floor. If you are going to re-record that, perhaps reload your Rocket Launcher beforehand to make sure it shows you get healed but no ammo. It also doesn't show off the Scout's 25 extra HP from dropped lunchbox items.
- Added the reload for Soldier and the scout scene https://www.youtube.com/watch?v=OKHJxhkDWxQ
- Wimmer 23:42, 29 November 2023 (GMT+1)
- I just realised I forgot to disable the Killsound again, I’ll have to modify that
- Wimmer 12:12, 30 November 2023 (GMT+1)
- New revision with no killsounds https://youtu.be/tOotHamBl2s
- Wimmer 00:45, 1 December 2023 (GMT+1)
- Seems like you're not injured during the clips where you kill the Heavy, other than that I don't see any issues.
| s | GrampaSwood (talk) (contribs) 00:37, 1 December 2023 (UTC)
- Seems like you're not injured during the clips where you kill the Heavy, other than that I don't see any issues.
- Final edit of the Fishcake Demonstration video https://www.youtube.com/watch?v=kTVlybWCIf4
- Wimmer 22:06, 1 December 2023 (GMT+1)
Looks good to me.
| s | GrampaSwood (talk) (contribs) 12:37, 2 December 2023 (UTC)
Gloves of Running Urgently
Show the hidden (?) functionality with Dalakohs Bar/Fishcake.
Have a section dedicated to see if it's faster to run with the GRU at a certain point + eating the Dalokhs vs. not using the GRU.
GRU has a hidden (?) functionality with the chocolate bar which can regenerate all the health lost upon eating. Not shown on the demonstration video, should it be? Video about the functionality. I am also not sure if this should be a thing on the Daloks/Fishcake video or GRU (or both). - ▪ - 14:29, 14 August 2021 (UTC)
- It's most likely a glitch and not intended. Yes, it's been out since forever, but so are other glitches out there, and these videos typically don't demonstrate these, in order to avoid a redo in case valve ever fixes them (lol, I know). — Wind 05:03, 17 September 2021 (UTC)
Holiday Punch
Does not demonstrate that disguised spies do not laugh from Holiday Punch.
Does not demonstrate interaction between cloaked spies and Holiday Punch crits.
I kind of felt Holiday Punch could possibly be redone such that it demonstrates its interaction with cloaked and disguised spies. Qwertyxp2000 (talk) 08:11, 17 March 2020 (UTC)
- Not very practical, but sure, if anyone's up for it — Wind 04:11, 24 April 2020 (UTC)
- Not sure if I have to create a new section for the Holiday Punch or add information on an already existing one, but there's several things that probably should also be demonstrated:
- Demonstrate that enemies underwater doesn't laugh on the back / critical hits, which therefore, they don't receive damage (The map used for demonstrations does not have water, though)
- Demonstrate that punching an enemy at the back / doing a critical hit on an enemy that is jumping / is on the air, has no effect, and does no damage
- Demonstrate that it's possible to tickle enemies that are being Ubercharged, possibly include both the patient and the Medic being tickled
- Tickle the patient first, show that it's still in the effects of Uber, and tickle the Medic second, that would probably be more ideal, so it shows that when a Medic is tickled, his target loses the healing / ubercharge
- Perhaps also demonstrate the Quick-Fix ubercharge, since it mentions it blocks "movement-impairing effects", which isn't the case for the Holiday Punch (I'm pretty sure you can still get tickled with the Quick-Fix uber)
- Demonstrate that a Scout with the effects of Bonk! can be tickled
- Demonstrate that a Soldier with the Battalion's Backup active, as well his teammates receiving the Backup effect, can still be tickled
- A few other ones that I am unsure about:
- Demonstrate that it's not possible to tickle robots and giant robots on MVM (I don't think we often make MVM-related stuff on these demonstrations, unless it's an unique mechanic like the Projectile Shield)
- Demonstrate that an enemy who is taunting does not get tickled, and that it receives no damage on critical hits - ▪ - 04:23, 24 April 2022 (UTC)
- The
tr_karma_rc1
map has water (see Sydney Sleeper demonstration here). I use that map for demonstrations, as it is preferred (according to the Weapon Demonstration page). — Exaskliri (they/them) (talk | contribs) 09:23, 24 April 2022 (UTC) - No to the Quick-Fix + Bonk + Battalion's Backup things; as the project page states, non-stock item interactions are usually not demonstrated, in order to avoid having a full explosion of weapon interactions to demonstrate. The Quick Fix one also sounds like a bug, so usually that isn't worth demonstrating either because it has marginal utility and may eventually get patched, which would just create more video work later down the line. But all the other points are good to demonstrate, so +1 that a redo is in order for this one — Wind 04:49, 12 May 2022 (UTC)
- The
I have an idea on how the new video might be represented:
Part 1: The Main Gang (Pyro, Soldier, Medic, Spy)
- Do the same actions as was done in the original video
Part 2: Basic Interactions Do the same actions as was done in the original video, demonstrating Kritzkrieg on Soldier (via friendly Medic) and Jarate on Demoman (via friendly Sniper), plus another for Medic interactions.
Part 2a:
- Approach friendly Kritzkrieg Medic, who has full charge
- Get charged with the Kritzkrieg buff
- Keep punching the enemy Soldier until the buff wears off
- Punch again while the buff is off, and keep doing it until the Soldier dies
Part 2b:
- Approach friendly Sniper holding Jarate
- Let the Sniper throw Jarate at the enemy Demoman
- Attack the Demoman normally while he is Jarated
- Attack the Demoman from behind while he is Jarated
- Kill the Demoman normally again while he is Jarated
Part 2c:
- (This is where the new stuff begins) Approach an enemy Medic who is healing a
friendlyenemy Scout with his Medi Gun - Attack the Scout from the front and behind
- Enemy Medic activate Medi Gun invulnerability
- Do the same as Step 2 onto Scout except while Übercharged
- Do the same as Step 4 except on Medic
Part 3: Versus Mittens Heavy
- Approach the enemy Mittens Heavy
- Attack the Mittens Heavy with your Holiday Punch. Watch him laugh.
- Let the Mittens Heavy attack you with his Holiday Punch. Watch yourself laugh.
- Mittens Heavy will swap out Holiday Punch for Minigun.
- Attack the Heavy with your Holiday Punch.
- Swap your Holiday Punch for the Shotgun
- Mittens Heavy will swap out Minigun for Holiday Punch
- Let the Mittens Heavy attack you with his Holiday Punch.
- (This is where the new stuff begins) Jump, and while mid-air let the Mittens Heavy attack you with his Holiday Punch. There should be no laugh.
- Go behind the Mitten Heavy's back
- Let the Mittens Heavy jump, and attack the Mittens Heavy with your Holiday Punch. There should be no laugh.
Part 4: Spy Interactions View from the Heavy's and Spy's points of view, with a smaller video on the top-right (or something like that) for the Spy's point of view.
- Approach the enemy Spy
- Let the enemy Spy cloak
- Attack the Spy with your Holiday Punch from behind. There should be no laugh.
- Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)
- Attack the Spy with your Holiday Punch from behind. There should be no laugh.
Part 5: Taunts and Water
- Let the enemy Engineer taunt from his Shotgun. It should be the one where he dances around.
- While the enemy Engineer is taunting, attack him from behind with the Holiday Punch. There should be no laugh.
- Repeat Steps 1 and 2 except attack him from the front.
- The enemy Engineer runs to the water. Follow him into the water.
- Attack him from behind with the Holiday Punch. There should be no laugh.
Part 6: Robots
- Approach an enemy Robot, preferably the Holiday Punch Heavy Robot.
- Attack him with your Holiday Punch from the front, and then attack him from behind. There should be no laugh.
Qwertyxp2000 (talk) 02:49, 8 June 2022 (UTC) Qwertyxp2000 (talk) 02:51, 8 June 2022 (UTC) Qwertyxp2000 (talk) 10:08, 8 June 2022 (UTC)
- Very detailed, nice. — Wind 22:48, 19 June 2022 (UTC)
- By the way, I also think that it would be helpful to add a section dedicating to observing a duration comparison for all Schadenfreude taunts. I have a feeling that the length of the taunt has an impact on gameplay of the Holiday Punch. So maybe we could do a section where 9 Holiday Punch Heavies simultaneously attack one of each class, which demonstrates the time it would take to get out of the forced animation. Qwertyxp2000 (talk) 01:41, 22 June 2022 (UTC)
- Might be cool if only for the comedy of it all. — Wind 21:39, 31 July 2022 (UTC)
- On "Part 4 - Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)", why not make the Spy disguise as the Heavy, and make sure that the Holiday Punch is active? The Spy won't be able to laugh, but I wonder if you (the player), would laugh. In case that happens, then it would be important to also showcase trying to punch the Spy from behind without having him with the Holiday Punch active. - ▪ - 03:19, 18 February 2023 (UTC)
- Actually, never mind. For some reason I thought you also laughed with who you just punched that is also wearing the mittens (it commonly happens when both Heavies hold their left clicks after being tickled). But, the Spy wearing the Holiday Punch may be the best scenario here, so it shows that the disguise is not lost (although make sure to show also without the mittens active, and, when the mittens is active for Spy, punch him from the back, then punch him from the front). - ▪ - 13:08, 18 February 2023 (UTC)
- On "Part 4 - Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)", why not make the Spy disguise as the Heavy, and make sure that the Holiday Punch is active? The Spy won't be able to laugh, but I wonder if you (the player), would laugh. In case that happens, then it would be important to also showcase trying to punch the Spy from behind without having him with the Holiday Punch active. - ▪ - 03:19, 18 February 2023 (UTC)
- Might be cool if only for the comedy of it all. — Wind 21:39, 31 July 2022 (UTC)
- By the way, I also think that it would be helpful to add a section dedicating to observing a duration comparison for all Schadenfreude taunts. I have a feeling that the length of the taunt has an impact on gameplay of the Holiday Punch. So maybe we could do a section where 9 Holiday Punch Heavies simultaneously attack one of each class, which demonstrates the time it would take to get out of the forced animation. Qwertyxp2000 (talk) 01:41, 22 June 2022 (UTC)
Market Gardener
Missing comparison of firing speed penalty
Pretty high priority as it doesn't show off essentially half of the stats that can be shown off on this weapon.
| s | GrampaSwood (talk) 22:41, 25 August 2023 (UTC)
Original
This demonstration has been reserved: Kubrat (talk) 18:13, 5 January 2024 (UTC)
Missing new reload sound
I'd say this is an incredibly low priority one, may not even be worth redoing.
GrampaSwood (talk) 11:23, 17 January 2023 (UTC)
Power Up Canteen
Doesn't show Canteen Specialist upgrades like Battery Canteens demo does
I feel like I can do a demonstration for this one. But my canteen is a crafted version so it has my username on it. Is that acceptable ? Kaezle (talk) 04:21, 25 August 2019 (UTC)
- If you right click on it you should be able to remove that. Naleksuh (talk) 06:22, 25 August 2019 (UTC)
Sandvich
Show that a dropped plate doesn't heal
Hinaomi recommended this, so might as well try it. I would be up to make it if it's a valid reason GrampaSwood (talk) 12:02, 13 September 2019 (UTC)
- Not sure I follow. You mean that picking up a dropped plate restocks the sandvich? That's already demonstrated... — Wind 00:38, 16 September 2019 (UTC)
- Show that picking up a sandvich that's dropped via mouse2 doesn't heal.
GrampaSwood (talk) 05:30, 16 September 2019 (UTC)
- Show that picking up a sandvich that's dropped via mouse2 doesn't heal.
- Just talked on the IRC channel today (log) and GrampaSwood willingly relinquished the reservation for me. I am gonna focus on my reservations first, though. — Exaskliri (they/them) (talk | contribs) 15:54, 18 April 2022 (UTC)
Hitman's Heatmaker
Old reservation (21 May 2021)
Focus meter does not need to be fully charged to activate
SMG no longer has the tracers
My submission (Video: H.264 / AVC; CRF: 20; Audio: AAC - 320 kbps):
- (0:07) Basics. I shot Pyro with unscoped shots and uncharged scoped shots, Soldier with fully charged shots, and Medic with half-charged shots while Focused (activated at 2/3 of the meter).
- (1:01) Bodyshot damage at 0% charge (40 damage), around 60% charge (80 damage), and 100% charge (120 damage). Getting 80 damage was so damn hard :(
- (1:09) Same as no. 2 above, but on headshot (150, 300, and 450 damage respectively).
- (1:18) Running speed when scoped and not scoped (as well as running immediately after firing a scoped shot).
- (1:33) Filling the "Focus" meter via kills. Can gain "Focus" with weapons other than the Hitman's Heatmaker and whether or not the "Focus" is active. Focus activated at 100% and filling the meter fully produces a laser-like sound.
- (2:27) Same as no. 5, but via assists.
- (2:53) -20% damage on bodyshot (and unscoped shots). Also, Focus does nothing but firing tracer rounds on unscoped shots.
- (3:08) Focus does not unscope when firing scoped shots (you can still unscope manually). Done at 0% charge and on bodyshot (-20% damage appplies).
- (3:23) Same as no. 8, but on headshot (no damage reduction). Sorry if the timing's a bit off, since the game doesn't allow quickscope headshots, so you can't just hold the primary fire button unless if you are Focused.
- (3:36) Same as no. 8, but at 100% charge, done 3 times.
Links:
- https://youtu.be/Ekgu5vMF31Q
- https://www.mediafire.com/file/d8d9zr7mlcw5ai9/Hitman%2527s_Heatmaker_Weapon_Demonstration_Video.mp4/file
Exaskliri (talk) 02:45, 25 May 2021 (UTC)
- Ugh. Forgot damage against buildings (-20% damage on bodyshot doesn't apply, and no focus gained on building destroyed)
Exaskliri (talk) 16:29, 28 May 2021 (UTC)
- Yes, please add that. Another cool clip to add might be one from a third-person perspective while the Sniper is in focus mode, to show the third-person reloading animation and the shooting beam. — Wind 04:40, 1 June 2021 (UTC)
Focus meter does not need to be fully charged to activate
SMG no longer has the tracers
Holy heck. The thirdperson command does not ignore scope when scoped in (which always follows the first-person camera). I cannot do the third-person perspective thing (per Wind's request in the collapsed reservation). — Exaskliri (they/them) (talk | contribs) 15:58, 11 April 2022 (UTC)
- Hm, perhaps record from a different player's perspective then? — Wind 00:33, 24 April 2022 (UTC)
Self-Aware Beauty Mark
Updated description. (Also handy for putting out a fire)
Extinguish an ally reduces the cooldown by 20%
A funny bug but i think i better waiting for Valve to fix it. - Thedop 10:35, 12 October 2018 (UTC+1)
This demonstration has been reserved: KingK (talk) 04:16, 6 January 2024 (UTC)
Hey there, I decided I'd help out on this Hopefully around Jan 8-9 would be where I have everything for this demonstration.
Winger
Current video was recorded in halloween mode. Naleksuh (talk) 07:29, 4 September 2019 (UTC)
Old reservation (5 May 2021)
Does not demonstrate increased damage and reduced clip size.
I did it (hopefully final).
Exaskliri (talk) 10:03, 8 May 2021 (UTC)
- ... Unfortunately, forgot to reload just before taunting :( So close!
- Also, while the resolution and in-game graphics look good, I can see some video artifacts in the video. Can you increase the bitrate (or reduce the quantizer, if you use that setting) in your video editing tool? I'd expect a good-video-quality demonstration of this duration to be more around 70 to 100 megabytes.
I just uploaded the high quality version (Video: H.264 / AVC; CRF: 20; Audio: AAC - 320 kbps).
- (0:07) Basics (Pyro, Soldier, and Medic). Demonstrating its damage and its falloff, as well as inspect animation, reload animation, and its taunt.
- (0:51) +15% damage bonus per shot. It took one less shot (compared to the stock Pistol) to kill the Demoman at close range.
- (1:01) -60% clip size. I rapid fired this weapon on Heavy at long range and it took longer to kill compared to the stock Pistol.
- (1:12) +25% jump height when active. Compared to the stock Pistol and when holstered (equipping the Scattergun).
- (1:19) Same as no. 4 above, but in regards to distance.
Links:
- https://youtu.be/XzQVkvE3nw8
- https://www.mediafire.com/file/7imw3goclanyr1k/Winger_Weapon_Demonstration_Video.mp4/file
It uses 3D Player Model HUD and inspects the Winger on the first scene (both should be okay). The player name is just "Player" instead of "Scout" (so I won't name an enemy Scout "Enemy Scout") or my nickname, Exaskliri. Split screen scenes now use stereo audio. I also use stock pistol on "+25% jumping height" scenes.
- Ugh. Nope. Forgot damage increase against buildings.
Exaskliri (talk) 16:29, 28 May 2021 (UTC)
- Video is now unavailable, presumably due to building damage addition in progress? I downloaded the version from MediaFire instead. All looks good besides that. — Wind 04:40, 1 June 2021 (UTC)
Does not demonstrate increased damage and reduced clip size.
Video link
Download link
This is my first time doing a weapon demonstration video, so I might have gotten some parts wrong. I tried to replicate the previous video from Exaskliri but I changed 2 things. First thing I changed is that it's a split screen view instead of three screens for when comparing jumps, as I don't really see a reason for adding the Scattergun screen. The second thing is that I added building damage, as Wind said the previous video looked good besides the lack of building damage.
Andrew360 23:08, 27 January 2023 (UTC)
- I can't find the original video, but I believe the third Scattergun screen would have been to demonstrate that the Winger needs to be active for this extra jump height. It's also missing the inspect animation at the start.
GrampaSwood (talk) 11:20, 28 January 2023 (UTC)
- The video by Exaskliri is found if you click expand at the top right of this section, download link for that video is here. Also isn't the default pistol also a way to demonstrate that the Winger needs to be active for the extra jump height? Anyways, I also just realized I had kill sounds on and I didn't show off the inspect animation like you said, so I should have an improved version up soon.
Andrew360 14:42, 28 January 2023 (UTC)
- The video by Exaskliri is found if you click expand at the top right of this section, download link for that video is here. Also isn't the default pistol also a way to demonstrate that the Winger needs to be active for the extra jump height? Anyways, I also just realized I had kill sounds on and I didn't show off the inspect animation like you said, so I should have an improved version up soon.
- The Pistol vs Winger shows off that you get extra jump height. The point of the Scattergun comparison is to have the Winger shown > switch to Scattergun, showing that it needs to be active.
GrampaSwood (talk) 14:50, 28 January 2023 (UTC)
- The Pistol vs Winger shows off that you get extra jump height. The point of the Scattergun comparison is to have the Winger shown > switch to Scattergun, showing that it needs to be active.
- 1. The video lacks crossfade between clips. 2. For the jump dem, i think you should do a split into 3 view where: 1. you jump with the pistol out, 2. you draw the winger and jump with the scattergun, 3. you jump with the winger out. Next. 3. I don't think a building damage dem is necessary, because it isn't damage only against players. i found myself confused in that part. 4. for the damage dem, a split into 2 view where: 1. you have a pistol with only 5 bullets in the magazine, 2. you have the winger. Then you shoot a scout. With the winger, you should be able to kill the scout · Ashe (talk) 22:38, 28 January 2023 (UTC)
- Thanks for the feedback, here's a new version: Video link Download link. For the last section demonstrating damage, I had to use 7 bullets instead of 5, as 5 bullets with the Winger didn't kill the Scout.
Andrew360 16:23, 29 January 2023 (UTC)
- Thanks for the feedback, here's a new version: Video link Download link. For the last section demonstrating damage, I had to use 7 bullets instead of 5, as 5 bullets with the Winger didn't kill the Scout.
Both Winger's and Pistol have the same firing rate. Now, while usually damage demonstrations have a bot in the middle of the "pitch" (where the caution tapes are), for this demonstration it would be better that you place the bot right in front of you and fire 5 shots. The clips don't have to be in sync btw · Ashe (talk) 02:27, 18 February 2023 (UTC)
- Alrighty, here's a new version: Video link Download link. I also forgot to render the video at 60 FPS last time, so now that's fixed as well.
Andrew360 16:50, 19 February 2023 (UTC)
- A bit late, but looks good! I don't see much wrong with it atm.
| s | GrampaSwood (talk) (contribs) 21:25, 12 November 2023 (UTC)
- A bit late, but looks good! I don't see much wrong with it atm.
Chargin' Targe , Tide Turner , and Splendid Screen
Should these be redone to show that they remove debuffs such as Jarate, bleeding, afterburn, etc.? If so, which effects should I specifically show?
GrampaSwood (talk) 08:31, 25 June 2020 (UTC)
- Yes, the effects that should show are just some of them, not all
- Soaking, Jarate is preferable as it make the screen yellow tint.
- Fire, simple burn from Flamethrower.
- Bleeding, from Southern Hospitality?
- Mark for death, from Fan O'War
- I think those are all. Rikka Takanashi (talk) • (contributions) 12:47, 25 June 2020 (UTC)
- Yes, that would all be good. — Wind 05:44, 8 July 2020 (UTC)
Quick-Fix
Old reservation (29 April 2021)
What I've done in addition to the existing one (the timestamp in the parentheses are the old/new ones):
- (1:14/1:24) On the first scene demonstrating the Quick-Fix's basic functions, I did the same as the old one, plus damaging myself and the patient Heavy while being Ubered, demonstrating that the Quick-Fix's Uber doesn't reduce incoming damage. I also damaged myself (the Medic) twice instead of once.
- (2:09/2:39) When demonstrating the Quick-Fix's heal rate in comparison to the stock Medi Gun, while mostly the same, I used a recently-injured Heavy, so that the heal rate (for each medigun) is at the slowest. I used an offscreen pistol Engineer (hence why the starting HP is 14), teleport commands, and
r_cleardecals
, so it should look neat. - (2:17/3:01) I demonstrated the knockback immunity from Quick-Fix's Uber the same way, but now there's health and Ubercharge HUD.
- (2:56/3:47) I did the "mirror blast jumping" part outdoors, although it might not look neat. I'm sorry.
- (3:26/4:17) I demonstrated crit healing (after the recipient doesn't take damage for 10-15 seconds) with the Quick-Fix's Uber in addition to the non-Uber Quick-Fix. Yes, the 3x healing rate Uber stacks with the crit heal.
- (3:53/6:56) I redid the "Uber build rate comparison on different HP threshold" because the old one didn't have the Quick-Fix as the second healing beam, hence it doesn't explain if the second healing beam alone would slow down the Quick-Fix's Uber build rate (the Quick-Fix has 125% maximum overheal, lower than the usual Uber build rate penalty at 142.5% overheal).
- (4:26/5:06) I demonstrated the Quick-Fix maximum overheal limit and decay rate on Scout vs. Heavy as well as comparing it to the stock Medi Gun's overheal in addition to the "maintain overheal above 125%" that the old video demonstrated. For the last part, I only used one Heavy, as the aforementioned added demonstrations make up for that, and I maintained the overheal above and below 142.5% overheal (Uber build rate comparison) as well as healing the Heavy when the overheal goes down below 125%.
- (4:46/8:32) For the "healing disguised Spy" part, I have two enemy bots (Heavy and Demoman) so that the Spy doesn't disguise as a Demoman named "Medic". Both bots are injured, so my disguise will be healed, too.
The new ones (the timestamps refer to the new demonstration):
- (7:39) Demonstrating stock Medi Gun's Uber vs. Quick-Fix's Uber (the latter doesn't reduce incoming damage, but prevents incoming knockback unlike the former) and the fact that they have same duration (barring the stock's lingering effect). Also has Quick-Fix's Uber without incoming rockets to demonstrate that the duration is the same.
- (7:58) Ubering multiple teammates at the same time drain faster than Ubering a single teammate alone. Also, only the aforementioned Ubering multiple teammates drains Uber faster; Ubering an injured teammate drains at the same rate as Ubering a healthy teammate (fully overhealed) and not healing someone when Ubered.
- I did the "Uber draining when dropped" part, but both mediguns show "Dropped by Exaskliri." Is it allowed? I gave the bot the Quick-Fix via bot_mirror command. https://youtu.be/0ZlwvHZrjdU Exaskliri (talk) 04:27, 30 April 2021 (UTC)
- Nothing you can do about that, that's just how it shows. Shouldn't be too noticeable and there's no point in going through the trouble of setting up a server and getting a buddy to join only so it doesn't show. Though the confusion on where the quick-fix actually is should be redone so it doesn't look like you are looking for it.
GrampaSwood (talk) 10:37, 30 April 2021 (UTC)
- I just did the "mirroring the explosive jump" part, though I don't think it looks neat. Is it OK? https://youtu.be/NQo1iTxQSEA Exaskliri (talk) 03:31, 3 May 2021 (UTC)
- Just finished the whole demonstration. I just need to attach the segments. Exaskliri (talk) 15:15, 4 May 2021 (UTC)
- Just finished
uploadingre-uploading the new Quick-Fix demonstration video to YouTube and MediaFire.
- Nothing you can do about that, that's just how it shows. Shouldn't be too noticeable and there's no point in going through the trouble of setting up a server and getting a buddy to join only so it doesn't show. Though the confusion on where the quick-fix actually is should be redone so it doesn't look like you are looking for it.
- I'm fixing the video right now (quieting projector sound, incorrect fade out time, etc.). Gotta reupload soon. Exaskliri (talk) 10:39, 5 May 2021 (UTC)
- Just uploaded the fixed version of the Quick-Fix demonstration video. Exaskliri (talk) 13:01, 5 May 2021 (UTC)
- This is spectacular work, thanks a lot! Just two comments, none of which should require a lot of work to fix hopefully:
- Video quality also seems to have the same artifacts as the Winger demonstration. Please increase the bitrate. Unlike the Winger demonstration, I understand that a demonstration this long could take forever and use a lot of bandwidth to upload twice (to YouTube and to MediaFire), so if the video quality is approved for the Winger demonstration is good enough and you've used the same settings for re-rendering this demonstration, feel free to just upload the higher-quality Quick Fix demonstration to MediaFire only, in order to avoid having to upload the huge file twice.
- There is an audio/video glitch at 9:56 - 9:57.
— Wind 05:46, 10 May 2021 (UTC)
Killing Gloves of Boxing
Doesn't show reduced attack speed compared to stock fists (no comparison between weapons).
Comparison between stock Fists and the Killing Gloves of Boxing would be nice to have, like in other demonstrations. Denied (Talk) 12:07, 26 October 2021 (UTC)
- Seems reasonable. — Wind 06:56, 19 November 2021 (UTC)
- Same happens during Halloween, souls will always come out of players regardless of
tf_forced_holiday
setting. Will simply have to wait until it's over.
| s | GrampaSwood (talk) (contribs) 14:08, 20 December 2023 (UTC)
- Same happens during Halloween, souls will always come out of players regardless of
Blutsauger
- Update on this. Video seems to require multiple people. Wasn't able to find anyone else to help me. If you want to help me record this please ping me. Naleksuh (talk) 19:53, 21 December 2021 (UTC)
Wrap Assassin
Doesn't show projectile being reflected.
Eyelander , Nessie's Nine Iron , Horseless Headless Horsemann's Headtaker , and Half-Zatoichi
Show slower deploy and holster comparision.
The other swords shows the comparision except for the above ones. ThunderRunner (talk) 08:54, 18 December 2021 (UTC)
Kritzkrieg
Does not show that Kritz Über does not prevent capping or carrying the Intelligence.
Does not show health of patients, overheal is not shown properly.
I think I'll take this one! Greenfox (talk) 20:51, 22 October 2022 (UTC)
- Please sign your comments using ~~~~.
GrampaSwood (talk) 20:56, 22 October 2022 (UTC)
sorry! Greenfox (talk) 06:27, 23 October 2022 (UTC)
Gunboats
Has in-video text when comparing vs. stock Shotgun (can use third-person view instead).
Tin Soldier
Audio is out of sync
Brundle Bundle
Audio is out of sync
Trading demonstration
Doesn't show the "Requires Steam Guard verification" window
We can make the same Medic and Heavy conversation joke.
- Alright, it seems that Steam won't allow me to change the Trading window language for some reason, so i'm leaving this to a English-speaker user · Ashe (talk) 04:55, 27 February 2022 (UTC)
- I don't think we should redo this just for this reason; there may be more UI changes to that process in the future, and it seems unnecessary. — Wind 00:33, 24 April 2022 (UTC)
Ullapool Caber
- Does not demonstrate activation on cloaked enemy Spies
- Does not demonstrate activation on disguised enemy Spies
This video does not need a desperate rework, but it is worth adding some extra stuff here and there. Specifically the cloak and disguise interactions.
Part 1: The Main Gang (Pyro, Soldier, Medic)
- Attack the Pyro with a full caber. Watch the explosion and Demoman saying "Kablooey!" or similar.
- After landing, kill the Pyro with the now empty caber.
- Kill the Soldier with consecutive hits of the empty caber.
- Kill the Medic with consecutive hits of the empty caber.
- Taunt
Part 2: Blast Radius Tests + Caber Jumping
Do the same as current video's Part 2 except friendly Scout is removed. And some more added too.
- Approach between an enemy Engineer and an enemy Sniper. [Note: Friendly Scout is moved to the next Act]
- Look at both of them while standing still.
- Look down at the ground and then swing the caber.
- Crouch, look down, and then swing the caber. Watch the explosion affect the enemy players.
- Look at the enemy players again.
- Run to the Resupply room, look at the sign, and enter the room.
- Touch the Resupply cabinet.
- Repeat Step 4.
- Run to the Resupply room and immediately go to the Resupply cabinet and out.
- Approach a high location (in the current video, it is a bunch of crates)
- Jump and strike the wall of the high location to get to the top of it.
Part 3: Player Interactions
First part is a single enemy Spy.
Part 3a: Cloaked Spy
- Let the Spy cloak
- Approach cloaked Spy and attack with the full caber. If the facts are right, an explosion should trigger.
- Refresh the screen to the next scene...
There are two players on the side, a friendly Scout and an enemy Spy.
Part 3b: Disguised Spy
- Let the Spy disguise as a friendly Scout.
- Approach friendly Scout and attack with the full caber. Nothing should happen.
- Now go to the disguised Spy and repeat Step 3. The difference is that the explosion should trigger.
Part 4: Deployment and Holstering
- Do the same set of actions as the current video, or in any appropriate method.
Qwertyxp2000 (talk) 02:23, 22 June 2022 (UTC) Qwertyxp2000 (talk) 02:31, 22 June 2022 (UTC)
- Good list, but agree that this isn't worth redoing if it's only for those extra interactions. — Wind 21:39, 31 July 2022 (UTC)
Surgeon's Squeezebox
October 9, 2023 Patch - Fixed missing outro sequence for the Taunt: Surgeon's Squeezebox.
Video, see this topic for download link. Only includes music up until the actual taunt music begins to play, I thought it's better this way than complete silence until then.
| s | GrampaSwood (talk) (contribs) 18:44, 26 October 2023 (UTC)
Team Fortress Classic
Crowbar (Classic)
Haven't been able to find a proper bot program. Will need another players in order to successfully demonstrate
Questions and Proposals
Note: This section is for questions and proposals that aren't specific to a single weapon. If you think a demo ought to be remade, then make an entry for it in the Need to be Redone section above and it will be dealt with.
Zombie Infection Zombies
Zombies have different abillities than normal players.
Hello, I am Slimyboi500. I will be doing the demostrations for each zombie in Zombie Infection.
Why, you may ask? Unlike normal gamemodes, the BLU team (or in this case, the zombies), have different abillities than normal:
- Scout: Speed Demon
- Soldier: Pounce
- Pyro: Hellspawn
- Demoman: Blast Charge
- Heavy: The Tank
- Engineer: EMP Grenade
- Medic: Heal
- Sniper: Spit
- Spy: Reveal
They also have different effects, like different amounts of health and speed. The zombies only can use melee attacks however, which makes it harder to kill.
Let me know if it's a good idea or not.
Slimyboi500 (talk) 17:35, 27 October 2023 (UTC)
- If we're doing this, I think there should be a demonstration made for each gamemode, rather than just Zombie Infection. Although ZI has gotten an introduction video now that shows off the mode pretty well, so I don't believe it is necessary.
| s | GrampaSwood (talk) (contribs) 17:53, 27 October 2023 (UTC)
- The introduction is missing a few key details, such as not showing the Soldier or Heavy's abilities. I feel like it would be a good idea. Such as like there should be a demo for VSH.
- ----Slimyboi500 (talk) 18:12, 27 October 2023 (UTC)
- It doesn't show each ability, but it does overall show the gamemode very well and I think does a sufficient job. Although, again, if we are making demonstrations for this, I think one should be made for each gamemode.
| s | GrampaSwood (talk) (contribs) 18:18, 27 October 2023 (UTC)
- It doesn't show each ability, but it does overall show the gamemode very well and I think does a sufficient job. Although, again, if we are making demonstrations for this, I think one should be made for each gamemode.
- Yes, I think there should be one for each gamemode.
- ----Slimyboi500 (talk) 19:41, 27 October 2023 (UTC)
- Remember to also indent your signature and to keep your answers above the hidden comment.
| s | GrampaSwood (talk) (contribs) 19:51, 27 October 2023 (UTC)
- Remember to also indent your signature and to keep your answers above the hidden comment.
- Still, is that a yes on the idea?
- ----Slimyboi500 (talk) 20:28, 27 October 2023 (UTC)
I'm voting no, but other people might be in favour of it. Profiteer was, for example, so I'm waiting for more input.
| s | GrampaSwood (talk) (contribs) 20:35, 27 October 2023 (UTC)
- I vote yes for the Zombie Infection zombies (as well Saxton Hale on VSH), but not for other gamemodes. I consider these zombies kinda like "new weapons". They all have different abilities, passives, first-person views, etc. I'm not quite sure if there needs to be a demonstration regarding the human part (only if demonstrated humans being infected by zombies upon dying), and perhaps the only thing related to humans would be that zombies drop small healthkits (because it's related to them, the zombies). A showcase of each zombie class, its ability, and some human interactions like being infected by them, and, killing them as humans, would probably be a nifty video package. - ▪ - 22:34, 27 October 2023 (UTC)
- I'm all in for ZI and VSH demos, but a significant issue would be future balance patches to the modes. Each balance patch so far has significantly changed the zombies, and if we had already made the demo, we would have to redo the video for each one of these updates, which would result in multiple uploads of the same video over and over again and a lot of work (and given how we can barely keep up with the current demos in the backlog...). Maybe instead of a gamemode demonstration, we could simply do a "zombie class demonstration" ("Zombie Sniper", etc.) and a "mechanics demonstration" (weapon modifications, gamemode-specific elements). This way, if a zombie is changed, we wouldn't have to redo the entire video. — Tark 22:51, 27 October 2023 (UTC)
- I will do the demo as soon as I get enough votes for it
- ----Slimyboi500 (talk) 18:42, 15 November 2023 (UTC)
- Voting yes for the demo, ZI and VSH seems stable...for now at leastProfiteer(奸商)the tryhard (talk) 11:05, 21 November 2023 (UTC)
Flippin' Awesome and Skullcracker in VSH
When Saxton Hale used Flippin' Awesome or Skullcracker, the other mercenary participating the taunt will be taunt killed, is this something worth remaking the taunt demonstration? Or we just keep the current taunt demonstration, but add this feature into the VSH demonstration? --Alex┋T 18:31, 22 July 2023 (UTC)
- I think a VSH demonstration would be better, as it may be confusing why Saxton Hale is suddenly there when he's not normally playable.
| s | GrampaSwood (talk) 19:52, 22 July 2023 (UTC)
- Yes, a demonstration regarding VSH, showing all Hale's abilities, and some unique taunt interactions, would be the most ideal (including his default taunt kill). That one would probably be more lengthy, and some things would probably require to be discussed beforehand. Like Mercs being able to wall climb (which is applied to even stock weaponry), should that be shown too? - ▪ - 20:31, 22 July 2023 (UTC)
- I think maybe a demonstration for every game mode could be in order, as a sort of semi-tutorial created by us. A VSH one would fit that too.
| s | GrampaSwood (talk) 08:33, 23 July 2023 (UTC)
- I think maybe a demonstration for every game mode could be in order, as a sort of semi-tutorial created by us. A VSH one would fit that too.
Configs for partner taunt demonstrations
I've created some configs for partner taunt demonstrations. It automatically spawns 2 bots, places you in the starting position, and has another small command ("teleport") to input after it to teleport both the bots to the right position. It binds H and J to the bots performing taunts, H = BLU bot does taunt, J = RED bot does taunt. They're all class-specific and automatically kick any other bots there. There's no way (right now) that I know of to update the weaponref.zip, so if anyone needs it I can forward you a zip of the files. Just let me know on my talk page (or if you know of a way to update weaponref).
| s | GrampaSwood (talk) (contribs) 23:56, 13 November 2023 (UTC)
New tr_karma and requirements
I've been working in the past week in fixing some issues tr_karma has and some new guidelines. The changes to tr_karma are:
- Increased lightmap quality in the interiors
- Fixed a "checkerboard" texture in the gas cylinder, the ceiling fan and the cardboard boxes
- Added chat scripts to enable noclip (!n in the chat), regenerate (!r), spawn an ammo pack (!am) and enable demonstration server settings (!demo) (these commands are available also in the new tr_karma_basic.cfg)
- Fixed the func_buttons in the wood targets only working once, thus displaying the hit particle once
- Removed Tough Break cases and the Gargoyle prop as they didn't fit the ambience
- Removed the mining cart prop in the rails due of a lighting issue
- Repacked the map, reducing the map size from ~91 MB to ~18 MB
The link to the download and new proposed guidelines are here. Check them out and give feedback · Ashe (talk) 16:38, 13 December 2023 (UTC)