Team Fortress Wiki talk:Weapon Demonstration
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Weapons that need to be done
Cloak and Dagger
Reserved by Dr. Huxley I've started out with a simplistic version of this. I show it in the loadout, then turn it on in First person. After waiting a few seconds to demonstrate the cloak doesn't drain when standing still, I walk around in a circle to show that it drains by moving. I walk over an ammopack both cloaked and uncloaked to demonstrate that picking up ammo doesn't recharge it. I walk around uncloaked a bit to show it recharges when moving uncloaked. Finally, I walk into an enemy medic to show that it will show an outline if you walk into an enemy. How's that? — The preceding unsigned comment was added by Dr. Huxley (talk) • (contribs)
- Take a look at the Invisibility Watch demo for things to show too. You need to show things like the Dispenser not recharging it, that it hides teleporter trails, etc. Also, make sure to demonstrate:
- Drain speed is proportional to walking speed (move while crouching, move while jumping, etc)
- When drained, the cloak does NOT auto-uncloak like the other watches, but stays in the "outline" mode (walk around cloaked until out of it, then keep running)
- Has less cloak than the regular invisibility watch (Many people don't know this one for some reason); do a split-screen walking from one end of the room to the other (and back, if needed), with one side C&D and the other using the IW. Show that you can run farther in one charge with the IW, but you can still keep walking in "outline" mode with the C&D.
— Wind 04:31, 16 March 2011 (UTC)
- Righto, I'll redo that and keep that in mind. I don't see the need to almost completely redo the original Invis. Watch video though, but if that's what you mean, I'll do it. Dr. Huxley 04:55, 16 March 2011 (UTC)
- Before you do that, please post the video you made so far, just to check if it meets the technical requirements. This is just a check, because if it doesn't, then both your and my time will go to waste D: — Wind 05:07, 16 March 2011 (UTC)
- Righto, I'll redo that and keep that in mind. I don't see the need to almost completely redo the original Invis. Watch video though, but if that's what you mean, I'll do it. Dr. Huxley 04:55, 16 March 2011 (UTC)
I think it should have triple splitscreen showing the draining amount when youre falling/jumping, running and crouch-walking. --SandeProElite 18:57, 3 May 2011 (UTC)
Here's my first draft at this video. I thought it might be good to 'throw everything in' so to speak, to make it easier to see which parts to cut; it's intentionally long. http://www.youtube.com/watch?v=sDWesVeLOYY i-ghost 23:03, 18 March 2011 (UTC)
- The main aspect of the C&D is movement-dependent cloak drain/regen, and I feel that this video doesn't show that obviously enough. It is demonstrated at the beginning but quickly and without transition between "states". Take your time, wait at least 1 seconds before (and after, if it applies) changing direction/crouching/standing up, etc. Also, it needs to demonstrate that it regenerates while uncloaked+moving.
- As for what should be cut, I think the teleporter destruction part can be left out, as well as the cloak+disguise demo from 1:20 to 1:50. Also a pretty important thing is to show the enemy's vision of the cloak; for the regular IW, it was fine to use the engineer's voice commands to indicate vision/not-vision, but here it is not because the spy can be either invisible, visible, or semi-visible, but what is shown here is from a BLU perspective, so we see the spy all the time. So what I'd suggest to do is to respawn the Engineer mid-demo (while you're not looking in his direction) and record things from his POV; then use that as the central video during the last part instead of a third person view. Yes, this requires him to be a human player or to use a SourceTV demo, but I believe it's worth it :3 Also, since it's a long demo, feel free to do it in multiple parts joined together with fades, too. It's frustrating it is when you do everything right except one small little thing at the end of the take... Doing it in multiple parts helps — Wind 00:54, 19 March 2011 (UTC)
Combat Mini-Sentry Gun
splitscreen between 2 of any class, demonstrate how the minisentry builds faster, then have soldiers fire a few rockets at both sentries to demonstrate how the minisentry has less health. {{subst:EpicCombine}}
- Also needs to demonstrate that it builds with full health, that it can't be upgraded, and that you can't repair it — Wind 19:13, 13 February 2011 (UTC)
hmmm... lemme try and formulate a plan here...
- Start with splitscreen, one normal sentry and one mini-sentry still in their toolboxes.
- synchronize videos to show how the mini-sentry builds faster
- start hitting both sentries with wrench (first sentry upgrades to lvl 2, minisentry does nothing)
- have soldier fire at both sentries from a distance; hit both sentries with wrench again(to demonstrate that the minisentry can't repair health)
- just to show that it isn't useless, switch scene to a battle vid with the sentry in action with a splitscreen between normal sentry and minisentry; show scout shooting at sentry while it slowly builds and destroying it, while the minisentry builds fast enough that it can do some significant damage.
- end movie
how about that? leave a tip when ya got the time. EpicCombine 01:53, 18 February 2011 (UTC)
- My suggestion: horizontal splitscreen as you said, then...
- Deploy sentries and leave them build by themselves to show building speed differences.
- Spawn an enemy bot (Pyro?) and let the sentries kill him to show the firing rate/damage differences.
- Spawn an enemy Scout bot ouside sentry range and let him destroy the sentries with the pistol. Mini-SG should go down first.
- Reset the screen.
- With an enemy Soldier bot already present, deploy the sentries. When they're still building have the Soldier shoot a rocket. Hopefully the SG will be destroyed, while the Mini-SG survives.
- Reset the screen again.
- Deploy sentries and once both fully operational, have a enemy disguised Spy sap them. Wait a little before whacking off the Sapper. After a bit start repair them both. Mini-SG will not be repaired, SG will be. Keep hitting to upgrade the stock SG, while the Mini-SG won't do anything and be left damaged.
- What do you think?--Kid Of The Century 18:03, 18 February 2011 (UTC)
- All good, but remember that building demos should include all levels. On top of the mini/regular comparisons, there should also be (not at the same time, but probably before) comparisons between sentry levels. Firepower, rotation speed difference (this should also be shown on the minisentry, since it rotates faster), sapping time difference, (reflectable (this has to be shown, yes)) rockets on level 3. Should also include some range demonstration (walking in and out of a sentry's range, showing the range sphere when building) — Wind 18:49, 18 February 2011 (UTC)
Concheror
Hello chaps, I decided that I'm gonna do the Concheror demonstration. Wanted to ask if I need to do anything specific (Split screen showing the On-hit heal effect or etc.) If so let me know. El Pacho 17:39, 21 March 2011 (UTC)
- Well, you must show that it can be charged both by taking damage and dealing damage, show the on-hit heal effect, then show that it applies to teammates as well (have an allied pyro burn someone and watch his health go up or something). Otherwise, it's pretty much the same as the Buff Banner/Battalion's Backup demo. Oh, and if it has a taunt, make sure to taunt while the flag is raised on the Soldier's back so that the viewer can see what it looks like — Wind 20:56, 21 March 2011 (UTC)
Im willing to do the concheror vid if no ones done it yet?~AwesomeSauce~ 03:20, 27 March 2011 (UTC)
http://www.youtube.com/watch?v=v3HnSF6HRrk Thoughts? — Armisael 21:30, 30 May 2011 (UTC)
- Good, but not in the best order. The demonstration should first demonstrate the Concheror's primary purpose, which is to heal when firing, but this is only shown late in the video, in the second part. So, replace the first part by some firing (add more enemies, as the soldier can only take so many hits), then add the "it heals others" part of the video, in which you may take the occasion to taunt, making it a 2-part video :3 — Wind 23:26, 30 May 2011 (UTC)
Dead Ringer
Hello, guys! Now I'm working on Dead Ringer demonstration, and I have some questions about it:
- what kind of the possibilities of Dead Ringer must be shown
- there must be only 1'st person view or 1'st and 3'rd?
Well, thats all about what I want to ask you Gringo perm 17:35, 12 February 2011 (UTC)
- Alright:
- First, that it doesn't make you invisible when you activate it
- Can only be activated at full charge
- Activates on hit
- Doesn't remove teleporter trails (I think...)
- Has "Super cloak" (doesn't show outline when bumping against enemies)
- Makes loud sound on uncloak
- Can be recharged by ammo pack and dispensers while cloaked but extra cloak time is not "Super cloak"
- Disguising as an enemy makes you drop the spy corpse on trigger, while disguising as an ally makes you drop that class's corpse on death
- Can be self-triggered by fall-damage
- Can be used to extinguish fire
That's all I can think of~ And yes, there will probably have to be third-person views (and views from the enemy side, in order to show the corpse drop for example). This is a tough demo that I don't think can be pulled off using bots alone — Wind 18:55, 12 February 2011 (UTC)
I would also suggest that having really low HP (i.e. 1 or 2 HP) will not bail you out from heavy-hitting weapons, even with the Dead Ringer out. Maybe make an example of the Decloaking sound, noting that it's much mroe louder than the Invis Watch or Cloak & Dagger. Lancer anti-tank Rocket 11:00, 15 February 2011 (UTC)
hey guys i made the dead ringer movie if you find any mistakes pm me. if it's good tell me and i'll upload it. hope you'll like it :) Link. —StrongTube1 13:39, 10 March 2011 (UTC)
- First, please upload it to YouTube as unlisted like the submission guidelines say~
- Second, this video has quite a lot of problems, some technical and some content-wise. I'll only list the technical ones first so that you focus on these first, because no video can be accepted if they don't fit those:
- Video is letterboxed (has black bars on top and bottom)
- Video looks scaled up (as if it were recorded at a lower resolution and enlarged)
- Framerate is a bit sluggish sometimes, especially when a new model is loaded (getting killed, or taking out the dead ringer)
- There is "www.fraps.com" on top of all the video
- Knife crit animation not playing (though you shouldn't need to backstab anything in this video since it's demonstrating the watch, not the knife)
— Wind 21:47, 10 March 2011 (UTC)
Disguise Kit
Plan: Likely requires first person view, third person view, and enemy third person view. Have the disguised Spy use an enemy teleporter. First try to use enemy teleporter without disguise, and run in front of a sentry. Take damage, get out, teleport, get in the front of the sentry to show that it don't target you, use teleporter...
Here you are, folks: http://www.youtube.com/watch?v=UfSawVLyEPI It may not be in HD, but I do not have editing software that can produce any better than 480p. If someone else would be able to do that, I would be more than willing to send them the files. PastorOfMuppets 04:35, 14 February 2011 (UTC)
Scratch that: The files aren't in HD either. :/ PastorOfMuppets 05:11, 14 February 2011 (UTC)
- Sorry... D: — Wind 00:01, 15 February 2011 (UTC)
I could try to do it, but I would need the map for testing. And the upper link isn't working for me.--CeInfo 15:14, 14 March 2011 (UTC)
- Try it again~ — Wind 21:28, 14 March 2011 (UTC)
I did something that shows the basic: disguised you don't get killed by sentries, you can be healed by a dispenser, if you remove your disguise it stops... Here it is: <Video deleted> --CeInfo 17:50, 15 March 2011 (UTC)
- There are some technical problems with this video that must be fixed before any video can be accepted: mouse is hidden in backpack view (don't hide it); lack of "click" sound when closing the backpack view; custom crosshair and crosshair color (use the default); achievements being displayed on-screen (running weaponref.cfg will hide them; never not run weaponref.cfg); the Dispenser seems to have been built by nobody (it says "Dispenser built by "); and some frame slowdowns (for example, there seem to be a few stuttering's while jumping and walking toward the fence between 0:06 and 0:11, or the knife drawing animation right after selecting a disguise at 0:16), which might be fixed if you lower the graphics settings. The video seems to be 1080p, which is a very good thing, but since the minimum requirement is 720p, it's better to have a smooth 720p video than a stuttery 1080p one.
- Since those are all technical problems, please make a short (10~15 seconds) video sample with those things fixed (to show that you can create videos matching the requirements), before moving on to expanding the contents of the video. This is to save your time (and mine) in case this is not the case, hope you understand :) Thanks~ — Wind 04:31, 16 March 2011 (UTC)
- So, good enough? Altrough I don't know if I should've dismark the "Fill black bars" box...--CeInfo 18:40, 16 March 2011 (UTC)
Does this still need to be done? CelInfo's last comment above suggested completion, but it was from over a month ago and there's still no demonstration video on the Disguise Kit page. In case it's still needed, here -> http://www.youtube.com/watch?v=loE-JVHBDXY; lmk if it'll work for the Wiki. NSCoder 07:43, 25 April 2011 (UTC)
- Anyone? NSCoder 01:08, 6 May 2011 (UTC)
- Oh whoops, missed it D: Anyway, here goes:
- The extra voice commands may be funny, but please don't do that
- No viewmodel (why?)
- Needs a backpack view; I know you can't show the disguise kit, so simply show the spy stock backpack for a few seconds
- No disguise sound can be heard
- Needs to show how a friendly spy looks like to friendlies (has a mask with the class head on it) as opposed to an enemy spy
- Needs to demonstrate a lot more things:
- Can disguise as any class
- Can disguise as ally
- Disguising as friendly Spy removes the disguise completely
- Attacking removes disguise
- Sapper does not remove disguise
- Cloak does not remove disguise
- Show difference between Cloak->disguise and Disguise->Cloak
- Show that you can change your disguise weapon
- Show that running speed = min(Spy speed, disguised class speed)
- Needs to show taunts (both of them)
The older video comes close, as it shows most of those, so feel free to take inspiration from it. Thanks~ — Wind 04:12, 7 May 2011 (UTC)
Dispenser
How about this:
- First: Heavy before Dispenser and he keeps shootin to show his ammo is refilled all the time.
- Second: Heavy get shots from Soldier Rockets and will be healed. First Level 1 then 2 and 3 Dispenser to show difference speed(underline the speed of healin maybe).
- Third: Dispenser Health shown and will be destroyed
- Fourth: Engineer behind Dispenser Repairin it and Heavy before it, how a dispenser can work as an active weapon or stuff. — The preceding unsigned comment was added by Godlike11219 (talk) • (contribs)
- This doesn't really show the difference between levels.
- (3-way split-screen, probably in a 2x2 square with a Dispenser image on the blank spot or something) 3 Heavies go to 1 boolet left. Recording start, and they all get rocket'd 3 times or so, then walk to dispenser and show how fast ammo and health is replenished at the same time for all levels. After all ammo is replenished, they can start shooting again to show how a heavy+dispenser can very well replace a sentry
- Dispenser health differences can be shown by putting a sapper on them at the same time. This shows health difference, as sapping damage is proportional to time, and it also shows, you know, sapping time (which is the most important destruction duration to know)
— Wind 07:16, 13 February 2011 (UTC)
Fishcake
Well well well, I Havi am new to the TF2 Wiki and on my first day i saw that there is no demonstration video of Fishcake. So today i made one and i hope it's okay. Yes I used the low violence version because i don't have the uncensored one. http://www.youtube.com/watch?v=7GmllTUKZbQ http://www.mediafire.com/?wksoja3ovoqjxno (I hope it's not bad for my first try) Regards, Havi
- Hai and welcome~ Sadly, the demonstration doesn't match the technical specifications :( And some toher stuff too.
- To keep demonstrations consistent, the "regular" version of the game needs to be used. I don't think it makes any difference for the Fishcake demonstration, but for other demonstrations where people get killed, it is important
- Video is not 720p (must be at least 720p)
- There are black bars on all 4 sides of the video
- The cursor must be visible, must start on the item slot itself, and you must record the "clicking the Close button" part as well
- Try to follow the Dalokohs Bar demonstration closely (put the medic at roughly the same spot, etc)
- While this is an unfortunate aspect of the game and it is not your fault, the Heavy said "Don't run, it's just ham" which doesn't really fit with the Fishcake. If you have the patience, try again until you get a food-neutral line like "that was delicious".
I suggest fixing the first 3 points first and posting a video here before trying to fix the last 2, because if you can't meet the technical requirements then it would be best to not waste time doing non-meeting-requirements demonstrations.
Welcome to the wiki again :3 I hope that message didn't scare you... By the way, you can sign messages by typing "~~~~" at the end of your message — Wind 22:16, 26 May 2011 (UTC)
Q_Q I'm crying i made the video again today , made everything that it would be full HD BUT NO YOUTUBE STILL USES THAT STUPID BLACK BARS AT THE LEFT AND THE RIGHT!!!!! Because of that you can't really read the letters.... I'm sorry... But i don't know why... i can play it on my media player full HD without black bars... i just don't know why... Havi 17:39, 27 May 2011 (UTC) After my rage i got my mind back and tried 100different ways.... this is the result... i hope it's good.... except for the "Schließen" http://www.youtube.com/watch?v=PfdV5kmwV20 Havi 19:02, 27 May 2011 (UTC)
- Sorry but it still doesn't look right D: It looks "squished". This is most likely because you are not running the game with the same aspect ratio as the Youtube player's (and the specs's) aspect ratio, which is 16:9, so make sure your game is running on such a ratio (1280x720 or higher). Also, the game is in German apparently (it shows on the "Close" button in the backpack) >: — Wind 02:37, 28 May 2011 (UTC)
But i'm running my TF2 Game on 1680x1050 o.o and i can't make it different with the Close button q-q i can't make my german Version uncut without a patch that leaves the menu in german.... D: Wait.... may be the problem because i'm recording half size? Everyone always told me i should record with fraps on half size but i didn't think of using full size...Sorry to spam the talk with my failure xD Havi 08:40, 28 May 2011 (UTC)
- The problem is that you're recording at 1680x1050, which is not a 16:9 ratio. If you divide 1680 by 1050, you get 1.6, while if you divide 16 by 9, you get about 1.777. Make sure you use a 16:9 resolution, meaning that if you divide the width by the height, you get the same result as you get when you divide 16 by 9. There is a menu in TF2's graphics options (right next to the resolution) to set the ratio.
- As for recording full-size or half-size, it doesn't matter as long as the recorded video is equal or larger to 1280 pixels in width and 720 pixels in height. That means that it you record at 1280x720, you have to record at full size. The only moment when you should record at half size is if you record at the double of 1280x720, which is 2560x1440.
- I hope that makes sense now D: — Wind 16:06, 28 May 2011 (UTC)
I guess, but you already said that my german close button doesn't fit so i think i can completely forget to rerecord it...i'll try to change the ratio and find a patch that makes tf2 uncut without using german menu... but don't count on me x'D Havi 19:17, 28 May 2011 (UTC)
Medi Gun
ok, so here's what i'm thinkin:
- start off showing medigun in inventory
- exit out of inventory
- have 2 freindly heavies and one enemy soldier
- have soldier kill 1st heavy (don't use medigun on this one)
- on 2nd heavy use medigun and demonstrate how the healing can help save teammates and win the fight
- fade into next scene
- ubercharge is at 100%
- activate it on heavy
- have soldier shoot rockets at heavy, have medic looking at heavy to demonstrate how he isn't losing health
- end movie
(almost finished with the critacola and Medic Pack set, all i need to do is find a good program to do splitscreen and i'm set. All i got is wmm atm, any suggestions would be greatly appreciated.)
Reserved by Gringo perm
- Sony Vegas, it's what all the cool kids use. The Medigun demo needs a lot more information than that, however:
- Show how healing rate is affected by time since injury
- Show UberCharge rate buildup depends on healing rate
- Show that you can keep healing even when not looking at the person
- Show that you can uber multiple people and show the difference in UberCharge drain rate
- Show how the medic himself is invulnerable to damage
- Show that allies (and enemy spies) can read the UberCharge meter
- Show overheal:
- Show that overheal depends on base class health (takes more time to overheal a Heavy than a Scout)
- Show that overheal drains over time at a fixed rate
- Show overheal effect
As you can see it's a lot more complex — Wind 19:13, 13 February 2011 (UTC)
Note: It might be a good idea to wait until Valve pushes the healing HUD text on the current version of TF2 before doing a Medigun demo. — Wind 05:23, 11 March 2011 (UTC)
Sentry Gun
These are just some ideas i have:
- There is a heavy (or any other class with fairly high health) and have the engineer build a sentry (without getting hit with the stock wrench to build faster) and show how long it takes to kill the target. As it is building the engineer aims to the target and the sentry so they are both in view. Have the sentry kill the target.
- Upgrade the sentry to level 2, spawn that same class (in a different corner this time, to show you can move the sentry to a different place) and have it kill the target. Do the same with a level 3 sentry also.
- Then show how someone ubered can not get hurt but can get slowed down and tossed back from the level 3 rockets.
- Then show a scout under the effect of Bonk! Atomic Punch will not get hurt.
- Then show how someone with jarate on them can get crit killed and change the sentry kill icon.
- Then show how the sentry can get controlled by the wrangler.
Now for things that can fit in there somewhere:
- Show how the sentry can build faster by hitting it with your wrench.
- Show how the level 3 rockets can get reflected by a pyros compression blast (may need to use the wrangler to empty it of bullets.)
- Have three different engineers holding a level 1 2 and 3 walk next to eachother to compare the speed of an engineer holding it. (Also while an engineer is holding a sentry have him get killed to show the icon of his death and the sentry gun he is holding.)
- Maybe if there is enough time left, show how long it takes to kill each class (maybe excluding the class we used up there) Scout-spy.
- This would take way too long and take into accounts too many items. Things like the Scout's Bonk and the jarate are best left to their own demo; not sure the jarate is worth demonstrating anyway. For every comparison, doing it sequentially would make the video way too long, so this really has to be a split-screen, even if it's a 3-way one (not sure how that'd look). See the Combat Mini-Sentry Gun section for the list of things that need to be demonstrated — Wind 04:07, 1 March 2011 (UTC)
Teleporter/Telefrag (combined)
Reserved by (nobody) Since Brain-Storm.exe has not responded in a while, may I take over for this one? Thank you! Dr. Huxley 22:47, 14 March 2011 (UTC)
- Reservations are merely an indicator that means "someone else is working on it, you should work on another weapon if you can so that we won't submit two demos at the same time". But you're free to override this (without asking) if you feel like it — Wind 23:58, 14 March 2011 (UTC)
- Ah, thank you. I'll take all your suggestions to account in making it. So wait, it has to be in 3rd person? I don't recall that being necessary at all Dr. Huxley 02:59, 15 March 2011 (UTC)
- Doesn't have to be in third-person view. However, it would be easier to understand how a teleporter works if we could see it from a first-person perspective as well as an external one (from another player with no HUD/viewmodel) — Wind 04:31, 15 March 2011 (UTC)
- Okay thank you. So so far, I have me making an entrance, waiting for it to built, making a exit, and wrenching it to demonstrate the speed bonus. I take the level 1 teleporter in 3rd Person, and then switch back to First person to demonstrate the speed of which it recharges. Upgrade it, take the Level 2, go back, upgrade to level 3, take it, and waiting to demonstrate how fast each level recharges. Finally, I take the exit and place it next to the enemy spy behind the boxes. I take the tele, the spy dies, I taunt, done. Hopefully I should get the video up here later today. Dr. Huxley 15:23, 15 March 2011 (UTC)
- Do not taunt, as the teleporter has no "taunt". Also, for demonstrating recharge speed, I think the best way to do it would be to make a 3-way split screen, with a teleporter of each level on each. Stare at the teleporter for 3 seconds or so (so that the player may read its level), then take it yourself over and over again. Do that for about 20 seconds (or whatever time it takes for the level 1 to recharge twice, thus teleporting you three times). This way, the viewer can see how many more people each teleporter can teleport in the same amount of time, which I think is a better measurement of "teleporter usefulness" than only recharge time. Also, I don't think you can move a teleporter next to an enemy then use it to telefrag him; I think the enemy has to move on top of it first — Wind 17:11, 15 March 2011 (UTC)
- Actually, moving it close to an enemy works. I tried it on the spy multiple times and it proved to work flawlessly. However, I don't think I have the necessary skills to edit a video together that suit what you are looking for. Sorry, I'll leave this up to someone else to complete. Dr. Huxley 18:40, 15 March 2011 (UTC)
- Do not taunt, as the teleporter has no "taunt". Also, for demonstrating recharge speed, I think the best way to do it would be to make a 3-way split screen, with a teleporter of each level on each. Stare at the teleporter for 3 seconds or so (so that the player may read its level), then take it yourself over and over again. Do that for about 20 seconds (or whatever time it takes for the level 1 to recharge twice, thus teleporting you three times). This way, the viewer can see how many more people each teleporter can teleport in the same amount of time, which I think is a better measurement of "teleporter usefulness" than only recharge time. Also, I don't think you can move a teleporter next to an enemy then use it to telefrag him; I think the enemy has to move on top of it first — Wind 17:11, 15 March 2011 (UTC)
- Okay thank you. So so far, I have me making an entrance, waiting for it to built, making a exit, and wrenching it to demonstrate the speed bonus. I take the level 1 teleporter in 3rd Person, and then switch back to First person to demonstrate the speed of which it recharges. Upgrade it, take the Level 2, go back, upgrade to level 3, take it, and waiting to demonstrate how fast each level recharges. Finally, I take the exit and place it next to the enemy spy behind the boxes. I take the tele, the spy dies, I taunt, done. Hopefully I should get the video up here later today. Dr. Huxley 15:23, 15 March 2011 (UTC)
- Doesn't have to be in third-person view. However, it would be easier to understand how a teleporter works if we could see it from a first-person perspective as well as an external one (from another player with no HUD/viewmodel) — Wind 04:31, 15 March 2011 (UTC)
- Ah, thank you. I'll take all your suggestions to account in making it. So wait, it has to be in 3rd person? I don't recall that being necessary at all Dr. Huxley 02:59, 15 March 2011 (UTC)
I tried the split-screen with the 3 levels. That's what happened: http://www.youtube.com/watch?v=d7DaNSIyx1Q --CeInfo 23:18, 15 March 2011 (UTC)
- Please see the technical problems described in the Disguise Kit section; they apply here as well, but also this video doesn't have a 16:9 ratio (there are black bars on the top and bottom). Please fix those before doing a demo, thanks~ — Wind 04:31, 16 March 2011 (UTC)
Here's a list of things that one of us should probably do in the demonstration... (And any split-screen should of course be in sync.)
- Have a split-screen for the first part. This can go in many ways. Should there simply be a two-split-screen of showing the build time and deploy time without hitting, a four-split-screen of showing the same but with the Wrenching on the last two, or, God forbid, a SIX-split-screen of showing the same as mentioned, but having the last two being Jagged? (Or simply have the first three parts be a two-split-screen with the said methods, or the first part being the standard time and the second part having Wrench and Jag) (Should both Entrance and Exit be demonstrated)
- Split-screen with regular build time (for level 1) and wrenched build time (level 1), that should be enough. Then, a 3-way split screen for deployment of each level. Only entrance necessary — Wind 00:00, 23 March 2011 (UTC)
- Have a three-split-screen of taking the Teleporter 3 times with each level (5 or 10 times would be tedious from the Level 1 Teleporter) to show the effectiveness, as you said, Wind. :D
- Indeed, but don't take the teleporter yourself (as the video above does). Have a queue of bots and/or friends take it sequentially as fast as possible, by standing on the entrance as soon as the previous person disappears — Wind 00:00, 23 March 2011 (UTC)
- If indeed putting NEXT to an enemy works, then have one where a non-Ubered enemy gets telefragged, and surprise the viewers by having an Ubered enemy be telefragged (because according to the Telefrag article, Ubered enemies can die from it).
- It does work. Telefragging should be shown for a normal enemy, an ubered enemy, and an ubering Medic — Wind 00:00, 23 March 2011 (UTC)
- Make another three-split-screen of the Spy sapping each level of the Teleporter, showing how long it takes until they get destroyed from an Electro Sapper (or is that purpose going to be for the Electro Sapper demonstration?)
- It should be in this demonstration indeed, otherwise the Sapper one is a bit long — Wind 00:00, 23 March 2011 (UTC)
I could be missing some, if so, remind me. =P (As for the Uber part, I just KNOW it will be possible, but just requires...a lot of scripting in theory) AbeX300 21:22, 22 March 2011 (UTC)
- To my surprise, I actually managed to pull all of these off (and a rotating demonstration), but the problem is, it's three minutes, two seconds, and 16 frames long, and there is obviously no "old film styled" music that is even at least a minute and half. How am I going to this... ._. AbeX300 23:32, 22 March 2011 (UTC)
- There are many such demos with lengths longer than a minute now, most of them are made with looping the central part of the cp_steel training track. Use Audacity or Vegas, both of them can do the trick. However, since this is a tough demo that I am sure will take at least 3~6 retakes (yeah, I know D:), don't bother with the music until the content is all right. So, please upload what you have right now first~ — Wind 00:00, 23 March 2011 (UTC)
- Alright, I decided to be a clever man and artificially lengthened the music: <removed> AbeX300 00:29, 23 March 2011 (UTC)
- Music is good but a lot of other things... aren't ><:
- Alright, I decided to be a clever man and artificially lengthened the music: <removed> AbeX300 00:29, 23 March 2011 (UTC)
- There are many such demos with lengths longer than a minute now, most of them are made with looping the central part of the cp_steel training track. Use Audacity or Vegas, both of them can do the trick. However, since this is a tough demo that I am sure will take at least 3~6 retakes (yeah, I know D:), don't bother with the music until the content is all right. So, please upload what you have right now first~ — Wind 00:00, 23 March 2011 (UTC)
- Never stretch the screen; crop it instead. As teleporter levels are hard to distinguish, you can write on the video as is done with the Rocket Jumper demo: TF2 secondary, in white, in the bottom left corner, thin outline, and fade in/out
- Can't hear the in-game audio, music is too loud
- The efficiency part is not just 2 for each level. It's as many as possible on all clips until two people can be teleported on the level 1. This allows the viewer to see how many more people can be teleported by increasing the level, which is the point of the efficiency comparison
- I should probably define a clear sequential plan for this, because this video seems to do a lot of things at the same time and is a bit hard to follow for a new player. I realize that this considerably cuts on creativity and will lengthen the video, but I think it is necessary given the complexity of this demonstration. Here goes:
- Clip one: Two-way split-screen. Build a teleporter (show the PDA and everything); one with wrench, one without
- Still in clip one, synchronized: Build teleporter exit; one with wrench, one without. To synchronize the two, you can make a bind with long
wait
commands so that the delays are the same in both versions - End of clip 1
- Still in clip one, synchronized: Build teleporter exit; one with wrench, one without. To synchronize the two, you can make a bind with long
- Clip 2: No split-screen. Take the teleporter in first person, to show what a teleporter actually does
- Still in clip 2: Have a bot take your teleporter, to show that teammates can take it
- Still in clip 2: Have a Spy sap the teleporter. Observer the sapper, then show that it is also on the other side of the teleporter
- Still in clip 2: Still in clip 2: Step on the teleporter and look at it, to show that you cannot use it while it is being sapped
- Still in clip 2: Unsap it, showing that it unsaps both ends
- Still in clip 2: Repair the entrance, then have the Spy drop a sapper again
- Still in clip 2: Unsap the exit, to show that it unsaps both ends; then repair it, to show that ti repairs both ends. While unsapping, make sure to leave the the leporter entrance in view
- Still in clip 2: Grab the teleporter entrance (as in right-click), show that this disables the other side
- Still in clip 2: Drop it somewhere else, take the teleporter when it is ready
- Still in clip 2: Grab the teleporter again (as in right-click)
- Still in clip 2: Drop it somewhere else, wrench it while it redeploys, and take it again
- End of clip 2
- Clip 3: 3-way split-screen. Upgrade your teleporter to level 2 on the second video, and level 3 on the third one. Have a bunch of friends in the server, out of view
- Still in clip 3, synchronized: Have friend 1 step on the teleporter on each video
- Still in clip 3: As soon as friend 1 is teleported (before the teleporter recharges), friend 2 steps on it and friend 3 takes friend 2's previous place (the queue advances)
- Still in clip 3: As soon as friend 2 is teleported (before the teleporter recharges), friend 3 steps on it and friend 4 takes friend 3's previous place (the queue advances)
- Still in clip 3: Rinse and repeat for {insert duration that it takes for two players to be teleported with a level 1 teleporter here} seconds
- End of clip 3
- Clip 4: 3-way split-screen. Have a working teleporter (with an off-screen exit), and an enemy Spy next to it
- Still in clip 4, synchronized: Have the Spy sap the 3 teleporters
- Still in clip 4: While the sapper is in place, move yourself around to have both the entrance and the exit in view. Careful when doing this, since the video will be severely cropped due to the 3-split-screen
- Still in clip 4: Wait for the teleporter to be destroyed in all videos, showing that both ends get destroyed
- End of clip 4
- Clip 5: No split-screen: Have a teleporter entrance+exit already built before the clip starts, and have an enemy somewhere visible on the map
- Clip 5: Have a bot walk (other than Medic or Heavy) and stop on your teleporter exit
- Still in clip 5: Take your teleporter, stare at the enemy's corpse
- End of clip 5
- Clip 6: No split-screen: Have a teleporter entrance+exit already built before the clip starts, and have a Charged Medic + Heavy somewhere visible on the map
- Clip 6: Have the Heavy walk and stop on your teleporter exit
- Still in clip 6: Unleash the ubercharge
- Still in clip 6: Take your teleporter, stare at the still-charging Medic, and at the Heavy's corpse
- End of clip 6
- Clip 7: No split-screen: Have a teleporter entrance+exit already built before the clip starts, and have a Charged Medic + Heavy somewhere visible on the map
- Clip 7: Have the Medic walk and stop on your teleporter exit
- Still in clip 7: Unleash the ubercharge
- Still in clip 7: Take your teleporter, stare at the Medic's corpse, and at the unfortunate Heavy
- End of clip 7
- Clip one: Two-way split-screen. Build a teleporter (show the PDA and everything); one with wrench, one without
Remember to leave at least 1~2 seconds at beginning and at the end of each of every bullet point (not just clips), and longer pauses between clips.
Yes, this is a very hard demonstration, and I don't expect one person to pull it off alone; ask for help/"recording buddies" if you need, record demo files, etc.; you will need them.
You may also want to do only one of the above clips, and upload the video in a lossless format for another person to pick it up. x264vfw has a lossless option, or you can use Huffyuv for the job :3 — Wind 01:53, 23 March 2011 (UTC)
- You shouldn't feel humiliated by this D: Making demos an iterative process, just like writing articles on the wiki. It does involve lots of work (drafts) getting scrapped in the end. >: — Wind 02:48, 23 March 2011 (UTC)
- Sorry I haven't responded, this looks like more work than I would want to go through. I un-reserve it (even though it looks like that has been done already). I just have one suggestion, don't forget that using a dispenser and a tele, you can get to places you couldn't before. Please do demonstrate that (don't forget moving the tele exit too). Brain-Storm.exe 23:54, 31 March 2011 (UTC)
Three-Rune Blade
I don't know how to make these videos but I can let someone borrow it for the video. — The preceding unsigned comment was added by Violencejr123 (talk) • (contribs)
If you are truly willing to lend someone your blade, I'd like to give the demonstration a shot. My Steam ID is the same as my username. --Akuago220, The Jungle Expeditioner 18:59, 20 May 2011 (UTC)
Forget my request, I managed to craft one (took 4 tries). Anyway, here's my demo video. http://www.youtube.com/watch?v=N3YSt7KzE0M http://www.mediafire.com/?x7ba4jqxr3j9bl7 By the way, I checked to see if there was that self-knockback the old Boston Basher demo video showed. Jay was right, there is none. --Akuago220, The Jungle Expeditioner 16:51, 29 May 2011 (UTC)
- Perfect, except... I just tested with the Boston Basher and it is still there: here's a demo file to prove it. If the Three-Rune Blade doesn't have the ability to do that, then the video's perfect, but if it does, then it has to be shown >: — Wind 17:30, 29 May 2011 (UTC)
- Well I mimicked what the user did in his BB demo before recording (double jumping from one side to the other with the self-knockback @ 1:11) and all 5 of my tries, I couldn't get to the other pile of crates. However, I tried it your way, and it seemed to have worked... fine, I'll redo it. --Akuago220, The Jungle Expeditioner 18:14, 29 May 2011 (UTC)
- Thanks, good luck :3 — Wind 18:31, 29 May 2011 (UTC)
- Well I mimicked what the user did in his BB demo before recording (double jumping from one side to the other with the self-knockback @ 1:11) and all 5 of my tries, I couldn't get to the other pile of crates. However, I tried it your way, and it seemed to have worked... fine, I'll redo it. --Akuago220, The Jungle Expeditioner 18:14, 29 May 2011 (UTC)
V2 is up. Download here. --Akuago220, The Jungle Expeditioner 20:37, 29 May 2011 (UTC)
- Thank you~ — Wind 22:16, 29 May 2011 (UTC)
Need to be redone
Battalion's Backup
Done but needs to be redone (aspect ratio)
- The Battalion's Backup now need to take 350 damage to fully charge, and this is not showed in the actual demonstration.
Boston Basher
Done but needs to be redone (changed stats)
- It seems the Boston Basher's self damage doesn't do knockback to self anymore, and the demonstration video shows this point, so I put the Boston Basher in the "Need to be redone" list. Jay 09:37, 12 April 2011 (UTC)
Nope Are you sure? I managed to do a Basher Jump just yesterday. 3 in a row. I'm not sure it needs to be redone. SpaceAnimator 14:26, 1 May 2011 (GMT)
- Judgement on this one, wind? After the results of the three-rune blade demo, I'm not sure. — Armisael 23:37, 29 May 2011 (UTC)
Claidheamh Mòr
Done but needs to be redone (now has taunt kill)
- This needs to be redone because it now uses the Decapitation taunt.
SpaceAnimator 11:30, 4 June 2011 (GMT)
Electro Sapper
Done, but needs to be re-done (show building disabled-ness) First time editing a post, so I hope I'm doing it right. :3 Anyways, I'm pretty sure I can make it to show the disabled-ness by sapping the buildings and then trying to interact with them. For example, sapping a Sentry then undisguising in front of it to show it wouldn't shoot. Nooph 21:54, 24 February 2011 (EST)
- Or trying to get cloak from a Dispenser being sapped, or not being able to use a teleporter that's being sapped (might want to use a teammate for that: have a level 3 teleporter, have him take it, wait for recharge, sap, demonstrate that he can't use it anymore, unsap, and then he can.) — Wind 18:47, 25 February 2011 (UTC)
- I just realized that TF2 can't go into antialiasing mode for me. Is there any way to force it, like in the Console or the launch options? Nooph 06:49, 26 February 2011 (UTC)
- Use mat_antialiasing (or mat_antialias maybe) — Wind 16:33, 26 February 2011 (UTC)
- I can't record smoothly enough. Can't do it :( Nooph 22:54, 1 March 2011 (UTC)
- I suppose I can do it then, the original video seems to cover all aspects fine other than forgetting to show the disabledness of the sentry. Maybe with a small addition showing a teammate helping taking it down. Ailure 17:38, 13 March 2011 (UTC)
- Alright, I'm in the planning stage and hopefully have something soon. I try to incorperate all the things covered in the orginal video plus the suggestions done here. :) Ailure 18:41, 13 March 2011 (UTC)
- I can't record smoothly enough. Can't do it :( Nooph 22:54, 1 March 2011 (UTC)
- Use mat_antialiasing (or mat_antialias maybe) — Wind 16:33, 26 February 2011 (UTC)
Fan O'War
Done but needs to be redone (aspect ratio)
- The Fan O'War now mark for death for 15 seconds, and this is not showed in the actual demonstration.
- http://www.youtube.com/watch?v=u-PpGAIyFyw Zafir168 20:50, 17 May 2011 (UTC)
- You're getting good at this :3 Thanks, please upload~ — Wind 21:30, 17 May 2011 (UTC)
- http://www.mediafire.com/?gx4gwjzshqvlhh6 Zafir168 06:29, 18 May 2011 (UTC)
Fists of Steel
I think It need to be redone again because it doesn't show about 20% slower switch weapon. Hinaomi
- Sigh. You're right, of course. And here I was, thinking I was some demonstration video hotshot. — Armisael 13:29, 29 May 2011 (UTC)
- http://www.youtube.com/watch?v=81eQS6cEdE4 — Armisael 14:07, 29 May 2011 (UTC)
- Aww, I missed that attribute :( But I don't feel that video shows it enough. Switch between shotgun/minigun/fists in rapid succession, then fire one shot with them, then switch again, etc.~ — Wind 16:33, 29 May 2011 (UTC)
- That'll be awkward with the minigun, unless I end on it, because of the rev time. Maybe fists -> shotty -> fists -> minigun, firing once at each stage? That should come out to ~ .4 seconds delay between the two. — Armisael 17:41, 29 May 2011 (UTC)
- Well, the rev time is the same, so the first boolet will still be fired at a different time... But I guess it's not easy to fire just one bullet, so yes, end on it — Wind 18:31, 29 May 2011 (UTC)
- http://www.youtube.com/watch?v=K3fAJt0cTc4 (MOAR COLONS) — Armisael 23:37, 29 May 2011 (UTC)
- COMBUSTIBLE COLONS;;;;;;;;;;;;;;;;;;;;;;;;; (moar semicolons)... Also thanks, is good — Wind 23:46, 29 May 2011 (UTC)
- http://www.youtube.com/watch?v=K3fAJt0cTc4 (MOAR COLONS) — Armisael 23:37, 29 May 2011 (UTC)
- Well, the rev time is the same, so the first boolet will still be fired at a different time... But I guess it's not easy to fire just one bullet, so yes, end on it — Wind 18:31, 29 May 2011 (UTC)
- That'll be awkward with the minigun, unless I end on it, because of the rev time. Maybe fists -> shotty -> fists -> minigun, firing once at each stage? That should come out to ~ .4 seconds delay between the two. — Armisael 17:41, 29 May 2011 (UTC)
- Aww, I missed that attribute :( But I don't feel that video shows it enough. Switch between shotgun/minigun/fists in rapid succession, then fire one shot with them, then switch again, etc.~ — Wind 16:33, 29 May 2011 (UTC)
- http://www.youtube.com/watch?v=81eQS6cEdE4 — Armisael 14:07, 29 May 2011 (UTC)
Horseless Headless Horsemann's Headtaker
Done but needs to be redone (now has taunt kill)
- This needs to be redone because it now uses the Decapitation taunt.
SpaceAnimator 11:30, 4 June 2011 (GMT)
- Can I do this? I have lv.64 UHHH but I didn't use widescreen moniter. Hinaomi
- As long as the video is 16:9 and of resolution larger than or equal to 1280x720, yes~ — Wind 18:32, 4 June 2011 (UTC)
Huntsman
Done but needs to be redone (audio response)
The Sniper now says "Stab Stab Stab!" when taunting with the Huntsman. Needs to be put into the current demonstration. [UGS 2nd]Lancer @nti-tank Rocket 12:40, 19 May 2011 (UTC)
- http://www.youtube.com/watch?v=NWr1RJkq9w4 — Armisael 23:37, 29 May 2011 (UTC)
- Forgot to show the "shaking" motion when you hold the arrow for too long. Rest is good~ — Wind 23:46, 29 May 2011 (UTC)
- http://www.youtube.com/watch?v=RR2pqHeoP30 — Armisael 01:12, 30 May 2011 (UTC)
- Backpack view is too quick D: Should last at least 3~4 seconds. The shake isn't visible enough; if you wait about 5 more seconds, he shakes a lot more visibly, at the current demonstration shows. So take your time~ — Wind 02:15, 30 May 2011 (UTC)
- http://www.youtube.com/watch?v=_V-KGE-kf28 — Armisael 02:47, 30 May 2011 (UTC)
- Is good, please upload~ :3 — Wind 02:54, 30 May 2011 (UTC)
- http://www.youtube.com/watch?v=_V-KGE-kf28 — Armisael 02:47, 30 May 2011 (UTC)
- Backpack view is too quick D: Should last at least 3~4 seconds. The shake isn't visible enough; if you wait about 5 more seconds, he shakes a lot more visibly, at the current demonstration shows. So take your time~ — Wind 02:15, 30 May 2011 (UTC)
- http://www.youtube.com/watch?v=RR2pqHeoP30 — Armisael 01:12, 30 May 2011 (UTC)
- Forgot to show the "shaking" motion when you hold the arrow for too long. Rest is good~ — Wind 23:46, 29 May 2011 (UTC)
Kritzkrieg
Done but needs to be redone (aspect ratio, new loadout pose)
- This needs to be redone because after the May 5 2011 patch, the Kritzkrieg now draws itself in the loadout screen, not the Medi Gun.SpaceAnimator 08:43, 7 May 2011 (GMT)
- Should also be redone because of the new healing text on the HUD would make the demonstration more informative — Wind 17:04, 15 May 2011 (UTC)
- This needs to be redone because the Medic now yells Octoberfeeest when I think he uses the Ubercharge or taunts. Not shure what is true but people say it needs to be redone. Zafir168 11:24, 19 May 2011 (UTC)
- It also needs to be redone because the HUD now has healing text in green. User:I-ghost is on it, as far as I know — Wind 21:59, 19 May 2011 (UTC)
- The healing text does not apply here as it is only displayed if the heal target took damage in the last 30 or so seconds; I haven't damaged the Soldier as this will affect the uber build-up rate. Loadout has been re-recorded. Aspect ratio was always 1:1 (square pixels), which I have used across all my videos without issue. Should I be using a different aspect ratio now? Video is going through the first pass as I type this, so it won't be long before it's ready. i-ghost 17:04, 29 May 2011 (UTC)
- No, of course not, why use non-square pixels >: Use 1:1 pixel aspect ratio, 16:9 resolution — Wind 17:31, 29 May 2011 (UTC)
- Here we go: http://www.youtube.com/watch?v=nt0-JQL-ms0 i-ghost 19:27, 29 May 2011 (UTC)
- Is good, please upload~ — Wind 19:33, 29 May 2011 (UTC)
- Mediafire link: http://www.mediafire.com/?nc75x7lcw94paxj i-ghost 13:37, 30 May 2011 (UTC)
- Is good, please upload~ — Wind 19:33, 29 May 2011 (UTC)
- Here we go: http://www.youtube.com/watch?v=nt0-JQL-ms0 i-ghost 19:27, 29 May 2011 (UTC)
- No, of course not, why use non-square pixels >: Use 1:1 pixel aspect ratio, 16:9 resolution — Wind 17:31, 29 May 2011 (UTC)
- The healing text does not apply here as it is only displayed if the heal target took damage in the last 30 or so seconds; I haven't damaged the Soldier as this will affect the uber build-up rate. Loadout has been re-recorded. Aspect ratio was always 1:1 (square pixels), which I have used across all my videos without issue. Should I be using a different aspect ratio now? Video is going through the first pass as I type this, so it won't be long before it's ready. i-ghost 17:04, 29 May 2011 (UTC)
- It also needs to be redone because the HUD now has healing text in green. User:I-ghost is on it, as far as I know — Wind 21:59, 19 May 2011 (UTC)
Natascha
Done but needs to be redone (changed stats, new animations)
http://www.youtube.com/watch?v=DGDWmIXQU24 Your Enemy 17:41, 16 February 2011 (UTC)
- This is good but~
- Your name is "Your Enemy". While I respect people choosing their own name, it would be nice if you picked another name, because seeing "Your Enemy (Natascha) Pyro" on the killfeed is confusing
- The damage comparison part has several flaws:
- The screen should be split vertically so that damage numbers are visible, which is pretty important since we're comparing damage here
- The font should be TF2 secondary in white with a faint black outline and appearing with a fade effect; see Rocket Jumper's demo at 0:50
- The Pyro gets killed instantly since he is close. You should kill a farther target to make the different more visible
- Slowdown effect is now proportional to distance. The demo must show this by showing slowdown for multiple ranges
- I also suggest to stay in the wooden thingy when demonstrating slowdown so that you don't actually move from the spot you are firing (which would mess up the range)
- Try having the target move in a perpendicular direction to your line of sight when demonstrating slowdown. I know it's not easy, just saying
That's it~ — Wind 00:56, 17 February 2011 (UTC)
- Thanks, I'll see what I can do. Your Enemy 15:24, 17 February 2011 (UTC)
http://www.youtube.com/watch?v=vKhF5q3dYoQ Your Enemy 13:43, 20 February 2011 (UTC)
- This is perfect content-wise, but some technical details:
- In-game sound quality is low (has a fuzz to it)
- There are no transitions between clips (use a little fade)
Slowdown is very well demonstrated though — Wind 18:28, 20 February 2011 (UTC)
Here, http://www.youtube.com/watch?v=MimzMKr2NTw Your Enemy 09:22, 21 February 2011 (UTC)
- Yes, this is good. Please upload the original. Thanks~ — Wind 17:44, 21 February 2011 (UTC)
http://www.mediafire.com/?qvl9dl4ww34p3tc Your Enemy 18:58, 21 February 2011 (UTC)
- (Marked as "need to be redone" due to low audio quality complaints) — Wind 04:38, 24 February 2011 (UTC)
http://www.youtube.com/watch?v=NBL_9rJJeuQ
I don't like my slow as much as YE's, but the sound quality and splitscreen are better in my opinion. Anyways, thoughts? -Armisael 19:24, 27 February 2011 (UTC)
- Muzzleflash glitch is there D: Also, the slowdown is indeed a bit less good. In the second slowdown, the Soldier should start walking right when the heavy starts firing boolets to be consistent with the other 2. In the third part, the Soldier shouldn't hit the barrels but escape like YE's video — Wind 04:07, 1 March 2011 (UTC)
Should someone edit the weapon demonstration video template to indicate that videos are out of date? Because this one isn't just misformatted; it's downright wrong. -Armisael 11:01, 14 March 2011 (UTC)
- Well that could be done, but could you... do the demo instead, pretty please? :3 — Wind 12:29, 14 March 2011 (UTC)
Pain Train
Done but needs to be redone (Demoman taunt removed)
- This needs to be redone because the Demoman doesn't drink splinters from it anymore. Awww :(.
SpaceAnimator 11:35, 4 June 2011 (GMT)
Razorback
Done but needs to be redone (aspect ratio)
- Why does this need to be redone? - — The preceding unsigned comment was added by Awesomesauce (talk) • (contribs)
- 1. It's pillarboxed (the black bars on the sides). 2. There should be a shot from the sniper's view when he's backstabbed (it forces the sniper out of scope when it's activated). — Armisael 17:58, 29 May 2011 (UTC)
- Hi!I am new at this wiki, so i wan to redone it.I'll show, how spy backstabs snyper, and how spy backstabs snyper with razorback.Then, ill show how razorback forses snyper out of scope, when i'ts broken with a knife.Thank you!
Southern Hospitality
Done but needs to be redone (aspect ratio)
- The Southern Hospitality now has random critical hits enabled and -25% damage done ; and this is not showed in the actual demonstration.
- Do I need to show the random critical hits? If it would be a crit weapon like crit-a-cola or jarate I would understand but it's just like every outher weapon out thare. Zafir168 09:39, 18 May 2011 (UTC)
Sticky Jumper
Done but needs to be redone (new world model)
- This on is absolutly no problem for me but I still have one question. Do I really need to get killed by the Flare Gun? Will it be bad if I use the Flamethrower? Zafir168 08:32, 16 May 2011 (UTC)
- No, but it would be much better because the Flare Gun kills a lot more slowly, so it is easier to see the difference. I guess you are asking this because bots cannot equip non-stock weapons; you can just ask a friend to help out (remember, he must remove all hats/misc and have all default weapons except the Flare Gun). If you need help on setting up a server, ask me on IRC, and if you need actors, you can also ask for them on IRC~ — Wind 22:18, 16 May 2011 (UTC)
- The reason why I'm asking this is becuase the Southern Hospitality demo uses the Flamethrower but ok. If it's Flare Gun Wind wants, it's Flare Gun Wind gets. LOL Zafir168 09:44, 18 May 2011 (UTC)
- I know, those are old demos back when our standards were lower :3 — Wind 22:45, 18 May 2011 (UTC)
- http://www.youtube.com/watch?v=gRkXnyAxR-8 — Armisael 17:27, 27 May 2011 (UTC)
- Did you really keep the originals for this long? o:
Cursor at 0:43 is on the grenade launcher for some reason, and it also shows part of the console during the fade, which is quite noticeable. Same relative audio volume/framerate comments apply here and well, for the remade part, you can quite notice the difference in volume and audio quality from a part to another — Wind 02:37, 28 May 2011 (UTC)
- http://www.youtube.com/watch?v=UgYcbp_k5N0 I hung on to the originals because this one was a pain to film, and I knew I'd have to redo it. Not that it did me any good, what with the inexplicable volume change. — Armisael 19:20, 28 May 2011 (UTC)
- All good except volume D: In-game one is still too low. — Wind 19:35, 28 May 2011 (UTC)
- http://www.youtube.com/watch?v=h7cvQ5gU25E — Armisael 20:05, 28 May 2011 (UTC)
- Thanks :3 — Wind 05:58, 29 May 2011 (UTC)
- http://www.youtube.com/watch?v=h7cvQ5gU25E — Armisael 20:05, 28 May 2011 (UTC)
- All good except volume D: In-game one is still too low. — Wind 19:35, 28 May 2011 (UTC)
- http://www.youtube.com/watch?v=UgYcbp_k5N0 I hung on to the originals because this one was a pain to film, and I knew I'd have to redo it. Not that it did me any good, what with the inexplicable volume change. — Armisael 19:20, 28 May 2011 (UTC)
Sun-on-a-Stick
Done but needs to be redone (aspect ratio)
- The Sun-on-a-Stick now full crits against burning players and has -25% damage done, and this is not showed in the actual demonstration.
- http://www.youtube.com/watch?v=0Ym44PXjIH0 Zafir168 18:28, 15 May 2011 (UTC)
- Just one thing; the Soldier shouldn't fire a rocket. You can use the
bot_forcefireweapon
command to make only one type of weapon fire (in this case, the Flamethrower, which would betf_weapon_flamethrower
. More information is available on the Weapon Demonstration project page, Bot scripting section here. There was the same problem in the Sydney Sleeper demonstration with the Heavy starting to fire his Minigun, but that's OK because the spin-up time made the Heavy not actually fire anything, so no need to redo the Sydney Sleeper demo. By the way, could you upload the Sydney Sleeper one? :3 — Wind 18:59, 15 May 2011 (UTC)
- Just one thing; the Soldier shouldn't fire a rocket. You can use the
- http://www.youtube.com/watch?v=Tfd4eGktPr0 Zafir168 07:48, 16 May 2011 (UTC)
- Thanks :3 Please upload~ — Wind 22:18, 16 May 2011 (UTC)
- http://www.megaupload.com/?d=EQ8YQA2Z Zafir168 06:51, 17 May 2011 (UTC)
- Sorry, but the link is broken :( Also, could you upload to mediafire or something? MegaUpload is really annoying — Wind 23:30, 17 May 2011 (UTC)
- Like MediaFire. Fendermcbender 23:33, 17 May 2011 (UTC)
- Sorry, but the link is broken :( Also, could you upload to mediafire or something? MegaUpload is really annoying — Wind 23:30, 17 May 2011 (UTC)
- http://www.mediafire.com/?yvkylp065576dkb shure thing Zafir168 06:07, 18 May 2011 (UTC)
Sydney Sleeper
Done but needs to be redone (aspect ratio)
- The Sydney Sleeper now has a 25% faster charge rate ; and this is not showed in the actual demonstration.
http://www.youtube.com/watch?v=nQfV4mwVWoM Zafir168 19:42, 14 May 2011 (UTC)
- Please disable the "auto-rezoom" feature during the demonstration, as it causes an extra unnecessary scope-in-and-out at the end of each shot, which is confusing for newbie viewers, most of which probably won't have this feature on (so they will think "why is he doing that?")
- Also, might want to show how this behaves on enemies cloaked spies and the like, like the Jarate demo. It doesn't extinguish teammates though. I know the current Sydney Sleeper doesn't show these things, but it'd be a cool thing to have :3 — Wind 20:14, 14 May 2011 (UTC)
- http://www.youtube.com/watch?v=YO2tnD2W76g I am not really shure if I did everything just the way you wanted but heck I tried. Zafir168 16:31, 15 May 2011 (UTC)
- Yes, that is perfect. Thanks~ (Can you please upload the original file? The video description doesn't seem to have a download link) — Wind 16:56, 15 May 2011 (UTC)
- http://www.megaupload.com/?d=W9PP5DP1 Yeah I know it doesn't. I decided from now on to upload the original video, only ones you're 100% satisfied with it. This way I at least don't have to send a bunch of useless crap to megaupload. So next time I make demo that you think is really done, tell me and I send a link for the original. Hope you understand. Zafir168 20:27, 15 May 2011 (UTC)
- Sure thing — Wind 20:55, 15 May 2011 (UTC)
The Hibernating Bear
Done but needs to be redone I think that this set needs to be redone (sorry AbeX300!) because when the Soldier fires the first crit rocket, the full item set Heavy looks like he's lost more health due to the Warrior's Spirit lowering the max health. So I was thinking maybe we could have one of the Heavies with the full set (with 280 health) and a Heavy with just the Warrior's Spirit (with 280 health surprise surprise) then fire the crit rocket and see who has lost more health. Then do the rest as normal. Tell me if there are any problems with this idea. Thanks. SpaceAnimator 09:48, 2 May 2011 (GMT)
- It has been brought up already, but I don't think it's worth redoing; the Warrior's Spirit is part of the set, so having 280 HP is part of the things you have to deal with if you want to go with this set. I understand that you might want to use the Warrior's Spirit without the rest of the set, but it's not the "common case".
Regardless, if anyone really wants to redo it, they can — Wind 15:46, 2 May 2011 (UTC)
Perhaps have a Hibernating Heavy and a Standard Issue Heavy. Overheal both, then have a Sniper fire a fully charged Headshot at both. From what I've learnt, the Standard Heavy will be killed, but the Hibernating Heavy should survive (Until Gutshot). Lancer anti-tank Rocket 09:32, 12 May 2011 (UTC)
No, the Warrior's Spirit lowers the max health to 280 (overhealed is 420) and a fully charged headshot does 428 damage with the full set so even with the crit resitance, you still die. Hoped this helped ;). SpaceAnimator 20:08, 12 May 2011 (GMT)
Weapon Sets
The Croc-o-Style Kit
i can test the croc set,but i need record in a diferent map,to test the headshot Walnut gentleman 13:07, 24 February 2011 (UTC)
- Why would the map affect the headshot? — Wind 16:52, 24 February 2011 (UTC)
I need to test with a friend Walnut gentleman 16:21, 25 February 2011 (UTC)
http://www.youtube.com/watch?v=Ea1NTayG5Fc Comments? — The preceding unsigned comment was added by Armisael (talk) • (contribs)
- Same comments as the other ones (especially this one since two of the items are only visible in third-person view, so it should be a lot slower). Also, what is that red dot? I've never seen it "on my face" in-game (only on walls), and we've just tested this on a vanilla server and it doesn't show. Is there an option to turn it on, is it a server setting, or a server mod? — Wind 00:38, 2 March 2011 (UTC)
- I have no idea. I didn't do anything to the server, so I was a little confused. I assume I should run the DDS on the 'default' sniper for this demo? Armisael 02:05, 2 March 2011 (UTC)
- Nope Nah, people should know that a fully-charged headshot kills anything. It might be interesting to show a heavy and a set sniper side-by-side getting headshot though... — Wind 02:34, 2 March 2011 (UTC)
- I have no idea. I didn't do anything to the server, so I was a little confused. I assume I should run the DDS on the 'default' sniper for this demo? Armisael 02:05, 2 March 2011 (UTC)
The Saharan Spy
Could go with this. Got a new Fez yesterday. Already got L'etranger and Your Eternal Reward too so there's no messy File Editing. Lancer anti-tank Rocket 17:46, 16 February 2011 (UTC)
- Getting around it? I can do it otherwise, what I have in mind is basically showing decloaking with dead ringer and invisibility watch side by side, and then show the increased flicker by bumping into a enemy on purpose. As a little bonus, show how it looks like from the perspective of the enemy. Ailure 11:20, 14 March 2011 (UTC)
- Yes indeed, though the decloaking would need to be explicitly not in sync so that both sounds can be heard separately — Wind 12:29, 14 March 2011 (UTC)
- Aah, good point. I think a second or so of desync should work then. I probably play around with it as soon i get to it to see what looks best. Ailure 17:51, 14 March 2011 (UTC)
- I wonder if could be useful have a clip where the player, as a spun-up Sasha Heavy, has a Spy with/without the set decloak right behind him (demonstration with both IW and DR, of course). But I'm afraid you should have to do it with every minigun.--Kid Of The Century 09:42, 11 April 2011 (UTC)
- No, the Minigun noise would cover up the cloak sound... Which I guess is part of the point because there's often distracting sound in-game, but then players won't really hear the difference — Wind 18:49, 11 April 2011 (UTC)
- I wonder if could be useful have a clip where the player, as a spun-up Sasha Heavy, has a Spy with/without the set decloak right behind him (demonstration with both IW and DR, of course). But I'm afraid you should have to do it with every minigun.--Kid Of The Century 09:42, 11 April 2011 (UTC)
- Aah, good point. I think a second or so of desync should work then. I probably play around with it as soon i get to it to see what looks best. Ailure 17:51, 14 March 2011 (UTC)
The Special Delivery
Needs to be redone: Fish is not jiggly D: — Wind 12:29, 14 March 2011 (UTC)
- Aren't the fish's jigglebones broken? -- OluapPlayer (t) 13:56, 14 March 2011 (UTC)
- Depends on how you define broken. The fish is jiggly alright, but have a uh... tendency randomly to literally flip itself inside out at times. I think it's possible to show a video of the jigglyness without making it glitch up. Ailure 17:49, 14 March 2011 (UTC)
- So it is. Bizarre. I should have a fixed version up sometime today. Any idea why the fish didn't jiggle? -Armisael 21:26, 14 March 2011 (UTC)
- The problem with the current video is that there is no jigglebones at all, the fish is all stiff (damn edit conflicts) And no, I don't know why it didn't jiggle — Wind 21:28, 14 March 2011 (UTC)
- Apparently fraps is somehow causing the problem. My fish will jiggle, and then I'll hit record, and it'll stiffen up. I stop recording, and it starts jiggling again. I get the same problem with TF2's inbuilt demo-to-TGA video converter. -Armisael 01:53, 16 March 2011 (UTC)
- Well, I may understand if it's tf2's demo recording thing, but Fraps really shouldn't affect it, since it's an external program and all o_O — Wind 04:31, 16 March 2011 (UTC)
- I was confused as well, but the fish was stiffening and jiggling right on cue, every time. Maybe I have some setting active that kills jigglebones if more than a certain amount of the cpu is being used. At any rate, this looks like a job for someone else. — [[User:Armisael|Armisael]] 10:55, 16 March 2011 (UTC)
- Well, I may understand if it's tf2's demo recording thing, but Fraps really shouldn't affect it, since it's an external program and all o_O — Wind 04:31, 16 March 2011 (UTC)
- Apparently fraps is somehow causing the problem. My fish will jiggle, and then I'll hit record, and it'll stiffen up. I stop recording, and it starts jiggling again. I get the same problem with TF2's inbuilt demo-to-TGA video converter. -Armisael 01:53, 16 March 2011 (UTC)
- Depends on how you define broken. The fish is jiggly alright, but have a uh... tendency randomly to literally flip itself inside out at times. I think it's possible to show a video of the jigglyness without making it glitch up. Ailure 17:49, 14 March 2011 (UTC)
- http://www.youtube.com/watch?v=MKDf34b0Uus Figured out the jigglebones on this one. There's a command, cl_jigglebone_framerate_cutoff (default setting 45 fps). — Armisael 19:20, 28 May 2011 (UTC)
- Volume, again :( I know it's only the volume of the Direct Hit rocket, but that's still noticeable — Wind 19:35, 28 May 2011 (UTC)
- http://www.youtube.com/watch?v=zKqegGw2L_w — Armisael 20:05, 28 May 2011 (UTC)
- Not fixed :( The rocket still sounds muffled and so does the scout's pain voice — Wind 05:58, 29 May 2011 (UTC)
- http://www.youtube.com/watch?v=Qqt-EBuz-W8 Hopefully a full re-record will do the trick. — Armisael 11:21, 29 May 2011 (UTC)
- Thanks, is good~ — Wind 16:33, 29 May 2011 (UTC)
- http://www.youtube.com/watch?v=Qqt-EBuz-W8 Hopefully a full re-record will do the trick. — Armisael 11:21, 29 May 2011 (UTC)
- Not fixed :( The rocket still sounds muffled and so does the scout's pain voice — Wind 05:58, 29 May 2011 (UTC)
- http://www.youtube.com/watch?v=zKqegGw2L_w — Armisael 20:05, 28 May 2011 (UTC)
- Volume, again :( I know it's only the volume of the Direct Hit rocket, but that's still noticeable — Wind 19:35, 28 May 2011 (UTC)