Team Fortress Wiki talk:Weapon Demonstration/Archive 17
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Question
How do I save text as an .res file. Cause it keeps saying it can't excecute the map. — The preceding unsigned comment was added by Panda Claws (talk) • (contribs)
- Just rename it from .txt to .res. You may have to go into Windows Explorer's options to show extensions for this to work~ However, regardless of the .res file, it shouldn't tell you "can't execute the map". The map is the .bsp file, not the .res file. Make sure you didn't save one as the other or something — Wind 17:13, 15 August 2011 (PDT)
Allright I should have fixed everything now unless it now says this when I typ "exec weaponref" : "unknown command: PK" — The preceding unsigned comment was added by Panda Claws (talk) • (contribs)
- Then, again, I think you may have mixed some files :( Nowhere in weaponref.cfg is the command "PK" — Wind 16:55, 16 August 2011 (PDT)
Diamondback
- http://www.youtube.com/watch?v=fctw876axDc Sorry for the delay; I was fiddling around with the widowmaker and the short circuit. — Armisael 21:53, 18 August 2011 (PDT)
- I'm guessing the Teleporter part is to show that you only get one crit for sapping down both teleporter ends, but it isn't clear at the end if it's the gun or the sapper which destroys the teleporter without looking at the kill feed. I suggest shooting at the Teleporter a bit with the gun before sapping it, then sapping it and shows that the counter only increases once — Wind 22:02, 18 August 2011 (PDT)
- Actually, what's going on here is that destroying a building with the diamondback doesn't earn the critical (using the knife does, hoewever). I suspect that this one is a bug; how do you want to cover it? — Armisael 08:02, 19 August 2011 (PDT)
- But the kill feed says the Sapper destroyed it D: However, on closer look, you do get 2 crits out of it. You sap the teleporter, fire 2 shots at it, sapper breaks it and gives you one crit, then you immediately use that crit to shoot at where the teleporter used to be, then get another crit from the other end of the teleporter. So no, it's the sapper that gave you the crit :3 Not sure about other weapons then, and if they have inconsistent behavior I think it's better to just not demonstrate that — Wind 11:09, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=Zf7rkBw2oOg — Armisael 13:46, 19 August 2011 (PDT)
- Wait what you did get the crit butIcouldhaveswornyoudidn'tinthepreviousdemosoIwatcheditagainandmymindwasblownsolikewat but yes, that'll do. Thanks :3 — Wind 13:57, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=Zf7rkBw2oOg — Armisael 13:46, 19 August 2011 (PDT)
- I'm guessing the Teleporter part is to show that you only get one crit for sapping down both teleporter ends, but it isn't clear at the end if it's the gun or the sapper which destroys the teleporter without looking at the kill feed. I suggest shooting at the Teleporter a bit with the gun before sapping it, then sapping it and shows that the counter only increases once — Wind 22:02, 18 August 2011 (PDT)
Here's my attempt, please let me know if I missed anything. http://www.youtube.com/watch?v=RYVNbE1KIWw http://www.mediafire.com/?qlw8c5qk853doam--Mellotaku, The Sorcerous Shapeshifter 12:58, 19 August 2011 (PDT)
- This confirms that you do get two crits for the Teleporter :3 However, it doesn't show some of the stuff Armisael's demo shows, like the fact that you don't have to hold the Sapper in hand to get the crits, and that you don't get crits if the building gets destroyed by something else than the sapper while being sapped — Wind 13:41, 19 August 2011 (PDT)
- Sorry, Armisael got there first >: — Wind 13:59, 19 August 2011 (PDT)
- I encountered something interesting Wind, I destroyed the building with the knife, but it still got the crit.--Mellotaku, The Sorcerous Shapeshifter 14:08, 19 August 2011 (PDT)
- Yes, Armisael described that behavior above. I'm guessing the logic is that you'll get a crit as long as you don't destroy the building with the Diamondback — Wind 14:28, 19 August 2011 (PDT)
- I encountered something interesting Wind, I destroyed the building with the knife, but it still got the crit.--Mellotaku, The Sorcerous Shapeshifter 14:08, 19 August 2011 (PDT)
Machina
I'm supposing if anyone is doing a weapon demo of this that perhaps comparisons to the stock Sniper Rifle would be highly advisable, correct (ie penetration kills/headshots, the usage of scope, etc.)? 10:57, 19 August 2011 (PDT)
- Not everything needs to be a comparison; simply doing a penetration kill shows that the weapon can penetrate people, that's it. Same goes for being forced to use the scope; people know you can use the Sniper Rifle without being scoped. So no, I don't think any split-screen comparison needs to be done here; however, make sure to update weaponref.cfg, I've added the sniper full charge sound effect to it (tf_sniper_fullcharge_bell 1) — Wind 11:14, 19 August 2011 (PDT)
Rendering a demo for this; should be up soon. I faded out the music when I do the penetration kills so you can hear the fanfare it plays when you do get one. Also, the Sniper whispers things a bit in the video; is it important for people to hear that, since it's just the usual Sniper talk? 14:12, 19 August 2011 (PDT)
- Not sure the fade is necessary, if it's a fanfare then it's going to be loud enough to not need a fade. But hey, I have yet to hear said fanfare so you can put it there if you want. And no, for regular voice lines there's no need to fade it either — Wind 14:28, 19 August 2011 (PDT)
- Alrighty, it's uploaded. By the way, since the demo is also the first time I've used the Machina (not a Sniper Rifle, mind you), I could swear that the penetration fanfare sounds like the booms from Zack Hemsey's Mind Heist (aka the Inception trailer music), but enough jabber. Here's the YouTube video and the download link. 14:42, 19 August 2011 (PDT)
- Very important: turn off the automatically-rezoom-after-each-shot, because while it helps in-game, it makes the demo harder to watch and more confusing ("why is he rezooming for nothing"). For the Pyro, make sure to keep both shots as uncharged as possible. Last but no least, are you sure you're recording at 1280x720? It looks slightly upscaled and seems like antialiasing is off >: Turn it on for at least 2x, and increase the video's bitrate a bit too. Thanks :3 — Wind 14:53, 19 August 2011 (PDT)
- And there's another thing I just now noticed in addition to those things; my achievement progress things are sitting all pretty in the top-left corner. Silly progress things; what are you doing there? Re-recording it; I'll up the quality in the .avi codec that's recommended to use. (EDIT: Oh...never mind; they were never there in the first place; I guess that weaponref.cfg turns that off.) 15:04, 19 August 2011 (PDT)
- Very important: turn off the automatically-rezoom-after-each-shot, because while it helps in-game, it makes the demo harder to watch and more confusing ("why is he rezooming for nothing"). For the Pyro, make sure to keep both shots as uncharged as possible. Last but no least, are you sure you're recording at 1280x720? It looks slightly upscaled and seems like antialiasing is off >: Turn it on for at least 2x, and increase the video's bitrate a bit too. Thanks :3 — Wind 14:53, 19 August 2011 (PDT)
- Alrighty, it's uploaded. By the way, since the demo is also the first time I've used the Machina (not a Sniper Rifle, mind you), I could swear that the penetration fanfare sounds like the booms from Zack Hemsey's Mind Heist (aka the Inception trailer music), but enough jabber. Here's the YouTube video and the download link. 14:42, 19 August 2011 (PDT)
TAKE 2! I did turn off post-kill auto-scoping, in addition to changing the codec's quantizer from 18 to 15 and turning on the game's anti-aliasing (though it might have to do with my anti-aliasing NVIDIA settings; if so, one more attempt with those changed) . Let's see if that made a difference. Once again, YouTube video and download link. 17:04, 19 August 2011 (PDT)
- Yes, weaponref should hide those. If you use x264, you can generally use q12 for weapon demos, they're not too long videos so generally the file size doesn't get too crazy. Video still looks slightly blocky but probably not due to lack of antialiasing, make sure Fraps is not recording at half resolution or Vegas being in "Preview" quality render or that kind of thing... And if you can turn up antialiasing, turn it up (as long as framerate doesn't drop); same goes for all graphic options really. But this video looks fine as it is right now, so if you can increase the quality then please do, and if you can't then upload it to mediafire like this, it'll be fine :3 — Wind 18:39, 19 August 2011 (PDT)
Welp, here's mine. You'll probably prefer the above poster's video as mine's fairly low quality. Anyways, you can check it out as you wish. Here's the YouTube link:[1] Here's the MediaFire link:[2] --Jeremytroid 16:54, 20 August 2011 (PDT)
For Jeremytroid-nope.avi. Sorry letterboxed :(. SpaceAnimator 03:32, 23 August 2011 (PDT)
There appears to have been an update that added draw/recoil forces to the Machina, along with some for the Widowmaker, Short Circuit, and Diamondback. Is this recent change worth redoing the demo for? 18:05, 23 August 2011 (PDT)
- Those are forces for touch response devices, such as the Template:W. Not an issue for us. — Armisael 20:14, 23 August 2011 (PDT)
Persian Persuader
Im working on this one... The Noble Scout (T/C) 14:02, 4 July 2011 (UTC)
- Download link and heres the Youtube: Pootis!. The Noble Scout (T/C) 18:26, 4 July 2011 (UTC)
- It's good so far, but the only problem is that you didn't show about the recharge time about how it recharges faster. Also you showcase the Persian Persuader too long in the loadout. And probably you should show that you get health from the taunt kill.Violencejr123(talk | contribs) 10:39, 4 July 2011 (PDT)
- I did get health from the Taunt Kill but you got to look closely... The Noble Scout (T/C) 19:27, 4 July 2011 (UTC)
- Same problems as the Bazaar Bargain's demo. Also:
- I did get health from the Taunt Kill but you got to look closely... The Noble Scout (T/C) 19:27, 4 July 2011 (UTC)
- It's good so far, but the only problem is that you didn't show about the recharge time about how it recharges faster. Also you showcase the Persian Persuader too long in the loadout. And probably you should show that you get health from the taunt kill.Violencejr123(talk | contribs) 10:39, 4 July 2011 (PDT)
- Download link and heres the Youtube: Pootis!. The Noble Scout (T/C) 18:26, 4 July 2011 (UTC)
- No need to taunt twice
- Visible slowdown during the tauntkill
- Audio glitch when being shot by the medic (on the first syringe hit)
- Sticky counter says "%A" in the corner of the screen
Here's my attempt at the Persian Persuader. http://www.youtube.com/watch?v=nc-Gku5NadA http://www.mediafire.com/?ihegdcxajtiwjv7--Mellotaku 19:16, 13 August 2011 (PDT)
- Very good. Just one thing: The ammo -> health conversion also applies for dropped weapons. Since this is an important in-game tactic, since that's where you get most of the health from in combat, I think it's worth adding an extra clip for that, in which you spawn an enemy, have him shoot at you in order to damage you, then kill him, stare at his dropped weapon for 1~2 seconds, then pick it up. If you want to be very thorough, you may also want to demonstrate that for buildings, although that's probably overkill. Up to you~ — Wind 19:20, 13 August 2011 (PDT)
- Alright, here's the second attempt. http://www.youtube.com/watch?v=_Kdh6jzpmpU http://www.mediafire.com/?7843pdperm4wz6a--Mellotaku 05:54, 14 August 2011 (PDT)
- Get more damage from the soldier~ It needs to show the full amount of HP you get from a dropped weapon. If your HP is higher than (175 - amount healed by dropped weapon), then it won't show it in full. So get hit by two rockets. Also, might want to take into consideration what Epic Eric said, particularly the third one :3 — Wind 10:04, 14 August 2011 (PDT)
- Ok, let's hope the third time is the charm. http://www.youtube.com/watch?v=mGbZ2908ZRY http://www.mediafire.com/?eqtyvtuvtf29qf9--Mellotaku, The Sorcerous Shapeshifter 11:24, 14 August
- Get more damage from the soldier~ It needs to show the full amount of HP you get from a dropped weapon. If your HP is higher than (175 - amount healed by dropped weapon), then it won't show it in full. So get hit by two rockets. Also, might want to take into consideration what Epic Eric said, particularly the third one :3 — Wind 10:04, 14 August 2011 (PDT)
- Alright, here's the second attempt. http://www.youtube.com/watch?v=_Kdh6jzpmpU http://www.mediafire.com/?7843pdperm4wz6a--Mellotaku 05:54, 14 August 2011 (PDT)
2011 (PDT)
- Please ignore the previous post, I just noticed a flaw that I need to fix.--Mellotaku, The Sorcerous Shapeshifter 11:30, 14 August 2011 (PDT)
- I'm guessing it's the two sections with ammo boxes, right? Keep the second, but put it at the place where the first section is (before the Soldier ammo part) — Wind 11:35, 14 August 2011 (PDT)
- Ok, here it is. http://www.youtube.com/watch?v=oRD1kArp_7I http://www.mediafire.com/?8f6tnnwwn7suvfl--Mellotaku, The Sorcerous Shapeshifter 12:35, 14 August 2011 (PDT)
- Thanks~ :3 — Wind 13:17, 14 August 2011 (PDT)
- Ok, here it is. http://www.youtube.com/watch?v=oRD1kArp_7I http://www.mediafire.com/?8f6tnnwwn7suvfl--Mellotaku, The Sorcerous Shapeshifter 12:35, 14 August 2011 (PDT)
- I'm guessing it's the two sections with ammo boxes, right? Keep the second, but put it at the place where the first section is (before the Soldier ammo part) — Wind 11:35, 14 August 2011 (PDT)
- Please ignore the previous post, I just noticed a flaw that I need to fix.--Mellotaku, The Sorcerous Shapeshifter 11:30, 14 August 2011 (PDT)
Besides what Wind said, here are my suggestions:
- Take it slowly, there's no need to hurry up. Take your time to kill each class (preferably kill the Pyro slowly, the Soldier fast and the Medic fast). Also slow down before going to the next class.
- This weapon has a large melee range; try to show it in your video.
- For the ammo-collecting part, try to show first you getting it with the Persuader, then for the medium, switch from the Persuader to the Grenade Launcher, as for the large, switch from the Persuader to the Stickybomb Launcher, to show you don't need to have it out to increase your life.
- Apart from that, nice job!
– Epic Eric (T | C) 19:24, 13 August 2011 (PDT)
Short Circuit
- So, this one's gonna hork down 1225 metal just to kill the pyro, and I'll want another 35 to disintegrate a rocket. Thoughts on where to get that much metal from? The widowmaker suffers from a similar issue by the time the demo gets to the medic, by the way. — Armisael 21:53, 18 August 2011 (PDT)
- Drop some large crates in the fenced area if possible, I suppose. Not sure how well that's gonna go... Just make sure you stare at them when taking them to make it obvious — Wind 22:02, 18 August 2011 (PDT)
- http://www.youtube.com/watch?v=qalDkAGHWJo — Armisael 08:02, 19 August 2011 (PDT)
- People want to see more than one rocket vanish, I'd assume :3 Shoot more rockets/grenades than just one — Wind 11:09, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=p_64c4EbByA That enough? — Armisael 13:46, 19 August 2011 (PDT)
- "This video is a duplicate of a previously uploaded video." D: — Wind 13:57, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=OrUs3MWNki8 Derp. — Armisael 14:33, 19 August 2011 (PDT)
- It uh... still only shows one rocket and one grenade. I meant to fire multiple rockets/grenades in a row. Although that concurrent-rockets clip is very cool and also helpful, so keep it there :3 Just make the soldier at 1:03 and the Demoman at 1:09 fire a few extra projectiles — Wind 14:53, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=9vKRP-FF4i8 — Armisael 15:32, 19 August 2011 (PDT)
- Dis vil vork, thanks~ :3 — Wind 18:39, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=9vKRP-FF4i8 — Armisael 15:32, 19 August 2011 (PDT)
- It uh... still only shows one rocket and one grenade. I meant to fire multiple rockets/grenades in a row. Although that concurrent-rockets clip is very cool and also helpful, so keep it there :3 Just make the soldier at 1:03 and the Demoman at 1:09 fire a few extra projectiles — Wind 14:53, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=OrUs3MWNki8 Derp. — Armisael 14:33, 19 August 2011 (PDT)
- "This video is a duplicate of a previously uploaded video." D: — Wind 13:57, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=p_64c4EbByA That enough? — Armisael 13:46, 19 August 2011 (PDT)
- People want to see more than one rocket vanish, I'd assume :3 Shoot more rockets/grenades than just one — Wind 11:09, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=qalDkAGHWJo — Armisael 08:02, 19 August 2011 (PDT)
- Drop some large crates in the fenced area if possible, I suppose. Not sure how well that's gonna go... Just make sure you stare at them when taking them to make it obvious — Wind 22:02, 18 August 2011 (PDT)
- http://www.youtube.com/watch?v=mCaTTbQLG58 Added the second clip. It might be worth noting that this refuses to target buildings. — Armisael 19:15, 19 August 2011 (PDT)
- Is fair~ — Wind 19:23, 19 August 2011 (PDT)
We need to redone it again because It doesn't show about delete Sandman Ball, Flare, Jarate/Mad Milk, Arrow, Syringe and Bison Hinaomi 01:11, 21 August 2011 (PDT)
- Aside from the fact that the short circuit can't zap bison shots or syringes, we wouldn't redo this one for that. We'd redo the sandman, flare gun, detonator, jarate, mad milk, huntsman, xbow, grenade launcher, loch-n-load, sticky launcher, scottish resistance, rocket launcher, black bow, direct hit, liberty launcher, cow mangler, and original demonstrations to add a section à la the reflection section in all those videos (possibly the two jumpers as well? We haven't done those in the past). We'll treat it in the same way as the airblast. — Armisael 06:17, 21 August 2011 (PDT)
- However, the short circuit does autotarget disguised spies. That might be worth noting - or it might be a bug. — Armisael 07:05, 21 August 2011 (PDT)
Widowmaker
http://www.youtube.com/watch?v=sFYPlLHYwKk — Armisael 08:02, 19 August 2011 (PDT)
- Come back into the fenced area to shoot the Medic >: This is important because it shows that this weapon isn't viable at long range. Being in the fenced area makes the medic be at a nice long range, which should illustrate that pretty well — Wind 11:09, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=lf6EibIVgpY — The preceding unsigned comment was added by Armisael (talk) • (contribs)
- Spy visible >.> — Wind 13:57, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=hM-Xd_Kgs3o Stupid luck-based demonstrations. This one and the winger; such a tight fit on the ammo. — Armisael 14:33, 19 August 2011 (PDT)
- Alright, please upload~ — Wind 14:53, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=hM-Xd_Kgs3o Stupid luck-based demonstrations. This one and the winger; such a tight fit on the ammo. — Armisael 14:33, 19 August 2011 (PDT)
- Spy visible >.> — Wind 13:57, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=lf6EibIVgpY — The preceding unsigned comment was added by Armisael (talk) • (contribs)
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)
Also important: show animations for Spy disguised as another class placing a Sapper. – Epic Eric (T | C) 12:27, 4 August 2011 (PDT)
http://www.youtube.com/watch?v=x_-JewGnd7Y — Armisael 07:44, 21 August 2011 (PDT)
- Keep staring at the buildings when they are being sapped so that their health meter shows up in the middle of the screen. I know there's the little bar in the top left, but read the top comments of the current Electro Sapper demo if you don't believe me when I say people don't notice it... There's also a leetle audio bug at 0:41: the wrench's repairing sound can't be heard. Lastly, I think the enemy spy animation to place a sapper is different from the enemy-spy-disguised-as-friendly-spy sapper-placing animation, so you may add that (undisguised enemy spy) at the end of the video — Wind 13:12, 21 August 2011 (PDT)
- http://www.youtube.com/watch?v=E8Su9AbUBVo — Armisael 16:07, 21 August 2011 (PDT)
- Audio bug at 0:38 not fixed D: And it also re-happens at 1:07. Methinks you should rebuild that audio cache again — Wind 19:50, 21 August 2011 (PDT)
- http://www.youtube.com/watch?v=2WebMvC_29w — Armisael 20:51, 21 August 2011 (PDT)
- Still missing wrench sound at 0:54, 1:04, 1:12, 1:21, 1:48, and 2:06. It seems to work only half of the time... Try to pause between the moment the sapper is destroyed and the moment you repair the building, maybe that'll help. If it really doesn't and you can't get it to work for all repairs, add it in post over the audio track, and adjust the volume so that it feels right~ — Wind 21:51, 21 August 2011 (PDT)
- http://www.youtube.com/watch?v=TEcQtguE5Ac The joys of post. — Armisael 07:37, 22 August 2011 (PDT)
- Alright, thanks~ — Wind 16:14, 22 August 2011 (PDT)
- http://www.youtube.com/watch?v=TEcQtguE5Ac The joys of post. — Armisael 07:37, 22 August 2011 (PDT)
- Still missing wrench sound at 0:54, 1:04, 1:12, 1:21, 1:48, and 2:06. It seems to work only half of the time... Try to pause between the moment the sapper is destroyed and the moment you repair the building, maybe that'll help. If it really doesn't and you can't get it to work for all repairs, add it in post over the audio track, and adjust the volume so that it feels right~ — Wind 21:51, 21 August 2011 (PDT)
- http://www.youtube.com/watch?v=2WebMvC_29w — Armisael 20:51, 21 August 2011 (PDT)
- Audio bug at 0:38 not fixed D: And it also re-happens at 1:07. Methinks you should rebuild that audio cache again — Wind 19:50, 21 August 2011 (PDT)
- http://www.youtube.com/watch?v=E8Su9AbUBVo — Armisael 16:07, 21 August 2011 (PDT)
Eyelander
Eyelander needs to be redone. The current video does not adequately show the move speed bonus of the various head counts. It also does not show the bonus to the damage of the Chargin' Targe.
Radiant Void 02:46, 18 June 2011 (UTC)
- Yeah, and the current video has the old loadout pose (i.e. one handed) and there are new voice responses-SpaceAnimator 08:03, 18 June 2011 (UTC)
The "Chargin' Targe" part could probably be excluded. And I understand the logistical issue of displaying 5 screens at once, so maybe 0 heads / 2 heads / 3 heads / 5 heads?
Radiant Void 17:12, 18 June 2011 (UTC)
I'd like to reserve that. And the Nine Iron too, since they're identical. — Zhnigo 06:55, 24 July 2011 (PDT)
- I'm off overseas tomorrow and I never took the time do demonstrate it. So, sorry for that. :( I'm lifting the reserve. — Zhnigo 18:34, 27 July 2011 (PDT)
- Aww, baibai~ — Wind 18:55, 27 July 2011 (PDT)
http://www.youtube.com/watch?v=F9nn32RRhPo You were talking about a six-way split screen in the UHHHH section, so I threw together a possible format. I've cropped the top third off each shot to preserve the aspect ratio, but the screen is still kinda cluttered. — Armisael 16:47, 28 July 2011 (PDT)
- Well that's not too bad, though I was thinking about 3x2, not 2x3. Also try and get a cropped screen (with the UI interface moved inwards) so that the head count gets readable when viewed at the small (default) youtube player size. Not sure how it'll look, so try eet — Wind 21:10, 28 July 2011 (PDT)
- http://www.youtube.com/watch?v=v4bM_n0-wyI — Armisael 10:40, 29 July 2011 (PDT)
- Crop just a tiny bit more or (even better) make the HUD element of the head count bigger, because it's still hard to read >: But I do think it's a better screen separation this way — Wind 16:42, 29 July 2011 (PDT)
- Wow, are you even sure the 6-way splitscreen is really necessary? It's more of a gimmick than a comprehensible demonstration. Either way, I'll still try to fiddle around in the HUD files to get a bigger head counter. — Zhnigo 11:45, 6 August 2011 (PDT)
- Crop just a tiny bit more or (even better) make the HUD element of the head count bigger, because it's still hard to read >: But I do think it's a better screen separation this way — Wind 16:42, 29 July 2011 (PDT)
- http://www.youtube.com/watch?v=v4bM_n0-wyI — Armisael 10:40, 29 July 2011 (PDT)
- Well that's not too bad, though I was thinking about 3x2, not 2x3. Also try and get a cropped screen (with the UI interface moved inwards) so that the head count gets readable when viewed at the small (default) youtube player size. Not sure how it'll look, so try eet — Wind 21:10, 28 July 2011 (PDT)
Okay, I kinda have a way to enlarge the head counter now. Do the chargin' targe and spledid screen damge bonuses have to be demonstrated? If so, then in 6-way splitscreen too? — Zhnigo 08:24, 14 August 2011 (PDT)
- Not in a 6-split-screen way, no, it wouldn't be readable nor "followable". The 6-screen is for speed comparison only~ For shield bash damage, this should be part of the shields' demos, like the current Chargin' Targe demo — Wind 10:04, 14 August 2011 (PDT)
- Okay. Also, the eyelander bestows 15 hp to the user on kill, regardless of his current hp and maximum health. Is this obvious enough during the first, default scene where demo butchers 6 people in a row? The first four raise his health limit to the max and the last two (including the tauntkill spy) get him overhealed. Or should I film a separate cut where the demo kills someone while being at 1 hp and gets to 16 hp? — Zhnigo 11:19, 14 August 2011 (PDT)
- Nah, it's obvious enough from the 6 initial kills — Wind 11:22, 14 August 2011 (PDT)
- Okay. Also, the eyelander bestows 15 hp to the user on kill, regardless of his current hp and maximum health. Is this obvious enough during the first, default scene where demo butchers 6 people in a row? The first four raise his health limit to the max and the last two (including the tauntkill spy) get him overhealed. Or should I film a separate cut where the demo kills someone while being at 1 hp and gets to 16 hp? — Zhnigo 11:19, 14 August 2011 (PDT)
Well, here's the result: http://www.youtube.com/watch?v=7_C_7vYMzzA — Zhnigo 17:08, 14 August 2011 (PDT)
- That is most excellent. You've demonstrated stuff that I didn't even think of demonstrating that way (melee range) or stuff that I didn't think of at all (how the eye looks) and merged that with the steal-heads-from-other-demomen demo. And it also lets it say "Heads...." sometimes. Perfect, please upload~ — Wind 17:33, 14 August 2011 (PDT)
- Thanks! I took a little liberty with "headsss" sounds in post, figured you will like it. ^____^ Does that mean that I can now make idetical demos of the nine iron and the HHHHT? I've got it all recorded as in-game demos, so a simple model swap should do the trick. http://www.mediafire.com/?uy0r9mof1n6w9jo — Zhnigo 17:47, 14 August 2011 (PDT)
- Never thought about doing a model swap for identical demos. Try it, just to see how it works; I'm just not sure if they have exactly the same range or if they all say "Heads" too. Otherwise, TheHatlessMan wants to do Nessie's Nine Iron, so you may want to leave him to do that one. Also, for the other eyelander clones, freeze just one or two more seconds on the backpack view, as this one is a bit short. Not short enough to be worth re-uploading though, just make it a bit longer for the future ones :3 — Wind 18:00, 14 August 2011 (PDT)
- Could you upload the HUD files you used for the 6-way split-screen? — Wind 19:13, 19 August 2011 (PDT)
- Thanks! I took a little liberty with "headsss" sounds in post, figured you will like it. ^____^ Does that mean that I can now make idetical demos of the nine iron and the HHHHT? I've got it all recorded as in-game demos, so a simple model swap should do the trick. http://www.mediafire.com/?uy0r9mof1n6w9jo — Zhnigo 17:47, 14 August 2011 (PDT)
Knife
Done but needs to be redone (Spy is able to see enemy health)
- http://www.youtube.com/watch?v=BH7EUQNVgXM — Armisael 18:43, 25 August 2011 (PDT)
- Alright~ — Wind 11:47, 26 August 2011 (PDT)
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)
http://www.youtube.com/watch?v=J8yt2LoLJbw Could it be? The elusive natascha demonstration attempt? — Armisael 12:38, 20 August 2011 (PDT)
- And about time, too :3 Is good, except... the clip at 0:34, how is dis possible? If it has both slower spin-up and less damage... Also, the end is a bit abrupt. Let the spin-down animation finish at least — Wind 13:45, 20 August 2011 (PDT)
- http://www.youtube.com/watch?v=7Efsxn_UtGQ — Armisael 15:50, 20 August 2011 (PDT)
- Dis vil vork, thanks~ Please upload — Wind 16:19, 20 August 2011 (PDT)
- http://www.youtube.com/watch?v=7Efsxn_UtGQ — Armisael 15:50, 20 August 2011 (PDT)
Righteous Bison
Done, but needs to be re-done (show that arrows can be lit on fire)
- The current video doesn't show that the projectile of the Righteous Bison cannot be reflected. SpaceAnimator 13:53, 6 August 2011 (PDT)
- No, there's no need to show that :( Only show that something can be reflected if it can be reflected. I agree with the other two re-doing requests though — Wind 13:57, 6 August 2011 (PDT)
- This does need to be redone to show that the bison can light arrows on fire. — Armisael 19:19, 10 August 2011 (PDT)
- Also, the building damage comparison should show bison against player vs. bison against building, because that's what the 20% refers to. The bison isn't a shotgun. — Armisael 09:46, 11 August 2011 (PDT)
- 1) What class should I use the Bison on? 2) If it's not to be compared to the shotgun, which weapon is it supposed to be compared to? Or for the comparison segment, should both sides have me use the Bison?--Mellotaku, The Sorcerous Shapeshifter 16:15, 17 August 2011 (PDT)
- The thing is, you can't see damage numbers on buildings, so a player vs buildings damage comparison isn't very telling. While the shotgun shoots dispenser vs bison shoots dispenser doesn't show that the Bison's damage reduction is 80% compared to the Bison's regular player damage, it shows that there is a reduction in a meaningful way: how their ability to destroy buildings will be affected when choosing the Bison compared to the default. So yes, it's not rigorously demonstrating the reduction, but I think it is the best way to demonstrate it nonetheless. tl;dr: Don't change the building damage reduction part — Wind 16:31, 17 August 2011 (PDT)
Ok, here is my attempt. http://www.youtube.com/watch?v=KsVVRij2Ng8 http://www.mediafire.com/?76q1c207c1d92e1--Mellotaku, The Sorcerous Shapeshifter 15:13, 20 August 2011 (PDT)
- Oh hai Akuago :3 Two leetle things:
- Destroy the Dispenser from the front, not from the side, it's more recognizable as a dispenser when seen from the front
- The last segment doesn't illustrate the point that the previous version was trying to make: when walking backwards while being shot at with this weapon, you will eat more damage than when walking forward. In the previous demo, the soldier dies as a result of this; maybe he was already partially damaged? Try a weaker-HP class maybe — Wind 15:37, 20 August 2011 (PDT)
- Ok, here's attempt number two. http://www.youtube.com/watch?v=ZmskmrVkl4s http://www.mediafire.com/?49arn96skfy9jq4--Mellotaku, The Sorcerous Shapeshifter 18:01, 20 August 2011 (PDT)
- Yay~ Thanks — Wind 18:43, 20 August 2011 (PDT)
- Ok, here's attempt number two. http://www.youtube.com/watch?v=ZmskmrVkl4s http://www.mediafire.com/?49arn96skfy9jq4--Mellotaku, The Sorcerous Shapeshifter 18:01, 20 August 2011 (PDT)
Rocket Jumper
What parts of this actually need to be redone? Do we need to show a weapon-swapping pogoing soldier? — Armisael 14:08, 18 August 2011 (PDT)
- Not sure why this is under "needs to be redone" — Wind 21:56, 18 August 2011 (PDT)
- It was nerfed along with the sticky jumper so that you aren't immune to explosive self damage if you don't have the RJ out. It's only really relevant for the equalizer taunt or if you're pogoing and switching weapons at the same time. — Armisael 21:58, 18 August 2011 (PDT)
Sniper Rifle
The full charge is an advanced option not enabled by default. I don't think this needs to be redone. — Armisael 06:27, 19 August 2011 (PDT)
- OK fine >: But I'm still gonna add it to on in weaponref.cfg >.> — Wind 11:09, 19 August 2011 (PDT)
Sydney Sleeper
Same as above. — Armisael 06:27, 19 August 2011 (PDT)
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)
- I have the set and Wegame. Let's do this. Sandvich Heavinski 02:39, 21 June 2011 (UTC)
- I haven't used Wegame in a while, but last time I checked, the video quality was very poor. I hope they improved it~ — Wind 04:10, 21 June 2011 (UTC)
- http://www.youtube.com/watch?v=rv2epnizFtI I'm using a new video transcoder. Thoughts? — Armisael 14:08, 18 August 2011 (PDT)
- Video transcoder is gud :3 What is it? For the actual demo, the blinking should be demonstrated in the following order: Soldier touch, Soldier fire (probably with the same third person camera), then the first-person version of that (probably with another class to convey that it's a different clip, since a spy can't take 2 rockets) — Wind 21:56, 18 August 2011 (PDT)
- Transcoder is WinFF, a frontend for FFmpeg — The preceding unsigned comment was added by Armisael (talk) • (contribs)
- But which settings? — Wind 22:02, 18 August 2011 (PDT)
- I'm converting to the MPEG-4 H.264 video (super high quality) preset. — Armisael 22:04, 18 August 2011 (PDT)
- http://www.youtube.com/watch?v=ZRFuro7c3mo — Armisael 08:02, 19 August 2011 (PDT)
- Just had an idea o: Can you make the background music fade out a few seconds before the two cloaking sounds, then fade back in, then back out before the two other cloaking sounds, and back in again? It would make the noise comparison a bit more accurate — Wind 11:09, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=1kY66oYTtP0 — Armisael 13:46, 19 August 2011 (PDT)
- Perfect, thanks~ Please upload — Wind 13:57, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=1kY66oYTtP0 — Armisael 13:46, 19 August 2011 (PDT)
- Just had an idea o: Can you make the background music fade out a few seconds before the two cloaking sounds, then fade back in, then back out before the two other cloaking sounds, and back in again? It would make the noise comparison a bit more accurate — Wind 11:09, 19 August 2011 (PDT)
- http://www.youtube.com/watch?v=ZRFuro7c3mo — Armisael 08:02, 19 August 2011 (PDT)
- I'm converting to the MPEG-4 H.264 video (super high quality) preset. — Armisael 22:04, 18 August 2011 (PDT)
- But which settings? — Wind 22:02, 18 August 2011 (PDT)
- Transcoder is WinFF, a frontend for FFmpeg — The preceding unsigned comment was added by Armisael (talk) • (contribs)
- Video transcoder is gud :3 What is it? For the actual demo, the blinking should be demonstrated in the following order: Soldier touch, Soldier fire (probably with the same third person camera), then the first-person version of that (probably with another class to convey that it's a different clip, since a spy can't take 2 rockets) — Wind 21:56, 18 August 2011 (PDT)
- Now needs to be redone to show hat levels in the backpack. This should be a quick replacement -- just overwrite the old shot of the backpack with a new one that has the level. — Armisael 14:14, 23 August 2011 (PDT)
- http://www.youtube.com/watch?v=6iu16waWBp0 — Armisael 07:49, 24 August 2011 (PDT)
- Thanks~^3 — Wind 15:46, 24 August 2011 (PDT)
- http://www.youtube.com/watch?v=6iu16waWBp0 — Armisael 07:49, 24 August 2011 (PDT)
The Croc-o-Style Kit
Needs to be redone to show hat level in the backpack.
- http://www.youtube.com/watch?v=bwy5tbsskXo — Armisael 07:49, 24 August 2011 (PDT)
- Thanks~ — Wind 15:46, 24 August 2011 (PDT)
The Gas Jockey
Needs to be redone to show hat level in the backpack.
Needs a redo, eh? Okay, so be it. Download it here. --Akuago220, The Jungle Expeditioner 07:50, 24 August 2011 (PDT)
- Seems that I didn't notice it the first time, but please put your cursor on the weapons in the order they are listed as in the tooltip (Degreaser -> Powerjack -> Attendant). Also, it seems your powerjack is purchased (it shows in the tooltip). Not a big deal, but if you have a non-purchased one, please use that one instead, as it is unnecessary for a viewer to have it in the tooltip there... If you don't have one, poke me and I'll lend you mine. Also, for the bullet comparison part, please put the set pyro on the bottom, like it was in the original demo — Wind 15:46, 24 August 2011 (PDT)
- No, I don't have a non-purchased Powerjack minus my Strange Powerjack (which I bet you don't want me using). --Akuago220, The Jungle Expeditioner 18:49, 24 August 2011 (PDT)
Here's my retake. Download here. --Akuago220, The Jungle Expeditioner 17:36, 25 August 2011 (PDT)
- Thanks~ (Gimme that Powerjack back) — Wind 11:47, 26 August 2011 (PDT)
The Special Delivery
Needs to be redone to show hat level in the backpack.
- http://www.youtube.com/watch?v=f3j_4CRO04A — Armisael 07:49, 24 August 2011 (PDT)
- Thanks~^2 — Wind 15:46, 24 August 2011 (PDT)
The Tank Buster
Needs to be redone to show hat level in the backpack.
- http://www.youtube.com/watch?v=w-nSbr1Stcw — Armisael 07:49, 24 August 2011 (PDT)
- Bit fast on the tooltip there~ The level 3 sentry is also not really synchronized. The drop of the sentry is, but it gets desynced later on in the building process for some reason. Also, you put the minisentry demo twice, lol — Wind 15:46, 24 August 2011 (PDT)
- http://www.youtube.com/watch?v=4tpIn4RWL84 — Armisael 17:49, 25 August 2011 (PDT)
- Thanks~ — Wind 11:47, 26 August 2011 (PDT)
- http://www.youtube.com/watch?v=4tpIn4RWL84 — Armisael 17:49, 25 August 2011 (PDT)
- Bit fast on the tooltip there~ The level 3 sentry is also not really synchronized. The drop of the sentry is, but it gets desynced later on in the building process for some reason. Also, you put the minisentry demo twice, lol — Wind 15:46, 24 August 2011 (PDT)