Team Fortress Wiki talk:Weapon Demonstration

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Weapons that need to be done

Item icon Cloak and Dagger.png Cloak and Dagger

Pictogram wait.png 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)

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)

Red Mini Sentry.png 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)

Item icon Dead Ringer.png 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 User-Gringo Perm.jpg 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)

Item icon Disguise Kit.png 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)

I'm going to attempt a demonstration for this, but there's one thing I need to know first, when comparing the speeds, do I do it for all classes or just the fastest and the slowest?--Mellotaku 11:00, 26 July 2011 (PDT)

Fastest and slowest. Slowest will show that the Spy does slow himself down to the speed of the slower class, and fastest will show that the Spy can't run faster when disguised as a class faster than him — Wind 18:10, 26 July 2011 (PDT)S

Hmm, no one seems to be doing this, the latest post was more than 2 weeks ago. Can I give it a try? TFHK 22:01, 14 August 2011 (PDT)

Yes, certainly~ — Wind 22:12, 14 August 2011 (PDT)
Great! Just a couple of questions though:

1. Can I use third person view for some parts, like comparing speeds when disguised? I saw that in the video of PastorOfMuppets that in his comparison of speeds we couldn't see the Heavy running alongside him. 2. How do I demonstrate that disguising as a friendly Spy removes the disguise entirely? Do I just disguise as a friendly Spy with the presense of a friendly Spy, and show that I don't disguise as him? TFHK 22:28, 14 August 2011 (PDT)

Yes, you can use thirdperson if you like, and yes, that sounds fair for the Friendly Spy thing. There's something I'd like you to do first, though: do a quick, 10-second-or-so video of yourself killing the bots with any weapon, and upload that on youtube. This is because the Disguise Kit is a difficult and long demo, and this is your first time making weapon demos; it's to check if you can meet all the technical video requirements (720p, antialiasing, etc), to make sure that you don't do the Diguise Kit demo with a wrong graphics configuration, which would make all that effort go to waste >: Once that is out of the way, then you can do the Disguise Kit demo — Wind 23:29, 14 August 2011 (PDT)
Uh, okay, how's this? http://www.youtube.com/watch?v=WuQ_9lIRjRo It's my first try on Fraps and demo recording... :P (Yeah I'll change the crosshair when I do the real demonstration) TFHK 02:32, 15 August 2011 (PDT)
You have a custom crosshair and a default crosshair color o: See, this is why I asked for this video first, because otherwise you'd have recorded the whole Disguise Kit demo with a non-default cursor and then it would all have gone to waste because of this silly thing. But hey, now that's avoided :3 Make sure to use the default crosshair color and the default crosshair (which should change on a per-weapon basis). There's another thing too: you seem to have some sort of autobalancing ambient sound. If you listen closely to the start of the video, you can hear a slight "sssssssssss" in the background, the background sound of the map. However, as soon as you start shooting, it disappears completely. When you stop, it comes back after a while. I don't know what's causing this, perhaps a tf2 script that makes ambient noise quieter when you shoot, or perhaps Fraps trying to isolate ambient noise, or most likely some kind of driver setting (like Realtek's) that automatically tries to remove ambient noise from whatever it records. So, please try to find what's causing this, and do the same video again with that and the crosshair fixed. Thanks~ :3 — Wind 17:06, 15 August 2011 (PDT)
Yeah I'll remove the crosshair, and I'll see what I can do with the sound. So basically I'm trying to get the background noise when I'm firing as well right? Correct me if I'm wrong. I don't think I've changed any TF2 scripts related to sound, nor on Fraps, so I'm guessing it's the Realtek settings, I have changed those before. Another thing: You see in the video that the Spy doesn't use the backstab animation on the Medic(just a slash), even when he's in the right position? The kill icon says that it wasn't a critical hit either. That kind of puzzles me. I've used all the scripts provided, but it's different from the Knife demonstration video. I also noticed that the damage it does is only twice the enemy's health, as opposed to six. Am I missing out on something here? TFHK 22:42, 15 August 2011 (PDT)
Yes, disable anything that modifies the sound that comes from TF2 and that goes into the recording, to make sure the sound recorded is what TF2 actually sounds like. As for the animation, that's normal, because weaponref.cfg disables crits so that they don't interfere in the demo. In the case of the backstab, it's an exceptional case, so crits are turned back on in the knife demos. Don't worry about it for the disguise kit demo though — Wind 22:53, 15 August 2011 (PDT)
The new video is being uploaded now, and two things: 1. I converted it back to the default crosshair and colour, but I don't know how big the default size is. I can't seem to find an option that sets back to the default size, so it may be too big (Frankly, I think it is) 2. I've turned off every possible audio functions that may be affecting the recording, but I think the sound is still similar. Are you sure that the background noise isn't supposed to be quieter when a weapon is being fired? Because wouldn't it be as noisy as the gunfire if it wasn't quieter? And I'm pretty sure everything's default now, and that's probably what TF2 actually sounds like. Thanks for being patient. :) TFHK 07:50, 16 August 2011 (PDT)
Here, I put a sample up (WARNING: The second half of the video is extremely loud) here. The second half has sound increased by 24 dB so that the background noise is clearly audible, but as you can see it doesn't fade away when shooting. It seems inaudible during the very shot, because the sound of the shot covers it, but you can hear it right again after the shot is fired, whereas in your video it comes back gradually over the seconds that follow the shot. And here's a screenshot of my unmodified crosshair settings :3 — Wind 12:41, 16 August 2011 (PDT)
Really? Are you sure? Because I think I've turned off all... oh wait, here's another option: "Audio autobalancing". Oh! So that's what's been protecting from all those ear rapes from YouTube! Anyway, I've turned off the feature now, and so the audio and the crosshair are fine. Thanks so much for your patience! :D So am I all set? Link: http://www.youtube.com/watch?v=9CvbsubquDs TFHK 07:51, 17 August 2011 (PDT)
There is a little slowdown during the first shot on the Pyro, not sure why, but try to avoid that happening during the real demo. Other than that, is all good, go nuts now :3 — Wind 10:57, 17 August 2011 (PDT)
Ah, I'm all set to do the demo, but I'm just wondering which of the following I should include, and which I can leave out. I'm going to do all the stuff you mentioned above to the other person, but what about these other things: 1. Disguised spies can take tele, and use dispenser, 2. Collecting intelligence removes disguise, 3. Disguised spies cannot defend points, 4. Disguised spies as own team can cap points, 5. Voice commands while disguised will appear to be said by the disguise from enemy's POV, 6. Disguised Medics have ubercharge meter 7. Medics of both teams can heal (and ubercharge) me, 8. Disguised spies with full health can still take health kits if disguise is not at full health, 9. Reloading will make the disguise reload, 10. When lit on fire, the spy will emit team-coloured flames. Obviously I won't be doing all of them, but I don't know which ones I should do. Can you tell me which ones I should demonstrate? Just list the numbers, thanks! TFHK 06:19, 19 August 2011 (PDT)
Holeh crap that's a lot of things~ Don't demonstrate #1, that is already demonstrated in the Teleporter demo and you don't need a disguise for that, so nothing to do with the Disguise Kit. #2 would be an interesting fact and easy to demonstrate, it's good to know too because otherwise you get shot at by the sentry while you thought you'd keep your disguise... #7 is also important and effective. The rest (#3, #4, #5, #6, #8, #9 and #10) are a bit more obscure and hard to demonstrate. If you can think of something, you're free to add them, but I think that would be a bit too much information. — Wind 11:09, 19 August 2011 (PDT)

Gotcha, no teleporter... so just to clarify, do I have to use the enemy dispenser when disguised? That should be the final question... TFHK 22:59, 19 August 2011 (PDT)

Yes~ — Wind 23:05, 19 August 2011 (PDT)
Okay, I've almost got it all together, I just have one section left, which is to demonstrate that I can be healed by an enemy medic while disguised. But then I had some technical difficulties. 1. I prepare for the Medic's ubercharge and get it up to 100% before recording. That's fine, but then I start recording the demo (type "record weapontest" in the console), and then the medic's ubercharge meter goes back to 0% (and the fizzling sound it makes when it's 100% disappears as well). Yet it's not really 0%, because when I press "t" (I typed "bind "t" bot_forceattack2 1" before), he ubercharges himself, so that means it's just some demo recording bug. How do I fix that? 2.I can get the medic to heal me when disguised, but when he ubercharges he cuts off the healing and just ubercharges himself. Why is that? (I constantly pressed down "f" to let him use his primary attack, then while holding f I pressed t) Please help, I'm almost done... TFHK 07:17, 26 August 2011 (PDT)
I'm afraid you'll require a human to help on the Medic's part then. To avoid the ubercharge issue, simply start the recording, then have him get charged, then start the real demonstration; later, in the video editor, remove the part where he gets charged. — Wind 11:47, 26 August 2011 (PDT)
Ah, okay, I think I can get someone to help me out. But is it okay if he keeps his normal name, or should he change it to something like "Medic" or something? TFHK 22:12, 26 August 2011 (PDT)
If he wants to, yes, if he doesn't, then it's ok anyway — Wind 00:12, 28 August 2011 (PDT)
Ah, finally got a friend to do the medic part with me. However, when I do the reload bit while disguised (getting two enemy bots to mimic me), I see that the enemy bot doesn't do the whole reloading animation when disguised (he's disguised as a soldier), it just, like, cuts off part of the animation, yet the friendly spy does it nicely. So is this a visual/demo replay glitch, or does that happen when the spy's reload animation is shorter than the reolad animation of the class he's disguising as? (BTW, yes, it's all done, just putting all the pieces together in Vegas 10) TFHK 08:29, 30 August 2011 (PDT)
I think that was normal behavior and that it was patched at some point to make the animation finish. Or maybe it just happens on enemy disguised spy bots... Anyway, as you said, the animation doesn't cut off if it's shorter, so just pick a class and a weapon that has a shorter reload animation. — Wind 18:31, 30 August 2011 (PDT)
OK, IT'S FINALLY DONE! http://www.youtube.com/watch?v=ySIXygmiBBI tell me how it is, please X_X TFHK 04:51, 2 September 2011 (PDT)

(Edit: DARN, I couldn't list the video as unlisted... it's probably because I have too many strikes for copyright infringement materials. Stupid YouTube! It was still okay a while ago...)TFHK 06:59, 2 September 2011 (PDT)

Well for a first try that's pretty darn good :3 Not perfect though:
  • The fades-to-black are a bit too over-the-top (half a second is way enough)
  • The Heavy speed thing should be before the Scout speed. You haven't demonstrated that the disguise kit affects walking speed, so showing the Scout first looks a bit weird. If you show the Heavy first, then people know that the disguise kit affects speed, so then the Scout demo makes sense
  • At the 2:30 clip, in the very bottom left of the screen, there's a bit of a blue thingy. I'm guessing it's some part from the HUD that wasn't supposed to be on screen, so try moving it out of there
  • For the you-can't-disguise-with-the-flag demo, also show that you can't disguise as friendly
  • Throughout the video, never take your disguise kit and immediately disguise (1:32 for example). It makes it look like you're just scrolling through weapons. Take your time to disguise, make sure to have the kit open for at least a second
  • Lastly, if you've got those as demos, try to render them at a higher framerate, as the video is a bit laggy, and make sure your Vegas project properties and rendering profile are both set to render at 30 fps. If you don't have them as demos, no big deal, keep the footage you have, just double-check both the rendering settings and the project properties

That's all :3 Good job nevertheless, and good luck~ — Wind 12:58, 2 September 2011 (PDT)

Thanks for the comments, I'll go and correct those. I also noticed something: At 2:39 the medic's übercharge is displayed as "?bercharge"... actually, it's been like this for a long time, I just didn't bother fixing it. How to I correct that? :'( TFHK 22:01, 2 September 2011 (PDT)
Oh, and did I take out the disguise kit too quickly at 1:13 as well?TFHK 22:03, 2 September 2011 (PDT)
I... don't know, it doesn't do that for me :( Do you have modified HUD files other than HudDamageAccount.res, or modified strings files (tf_english.txt)? If so, delete them. And yes 1:13 was too fast — Wind 22:10, 2 September 2011 (PDT)
Darn, I don't know what's up with my "ubercharge" being listed as "?bercharge". Maybe my chinese codec can only display english letters and not less commonly used accent letters. I couldn't find anything about that on the net either, so no use there. I wonder if someone can do that segment instead? (Gosh, Jaz is gonna be sad that I couldn't use his part...) Anyway, still working on the rest of the stuff TFHK 06:18, 4 September 2011 (PDT)

Lvl3dispenser.png 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)

Item icon Medi Gun.png 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.)
Pictogram wait.png 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)

Also show that you get assists when the person you're healing kills someone (and teamkilling assists with enemy spies). Rocket Ship BBQ 10:11, 4 July 2011 (PDT)

I think that the Quick-Fix demonstration could be a good template for showing how the Medigun works at the start:

  • Have a friendly Scout, Soldier, and Heavy line up with each other while the Medic heals the Scout, then the Soldier, and finally the Heavy when they have full overheal.
  • Heal the Soldier and walk around randomly to show that the beam follows the Soldier, even when the Medic's not facing him, until he walks far enough that he cannot reach him.
  • Look directly at the Soldier to show his health, making note that the overheal depletes over time.
  • Fade to the next scene to show the perspective of a friendly Spy facing a Medic.
  • The Medic heals the Spy to show the HUD of the ubercharge rate and the overheal effect on his health meter.
  • Have the Spy cloak himself to show that the Medic cannot heal a cloaked Spy.
  • Fade to the next scene to show the perspective an enemy Spy disguised as a Soldier facing a Medic.
  • The Medic heals the Spy to show the HUD of the ubercharge rate and the overhear effect on his health meter.
  • The Spy swings his knife to show that as soon as his disguise is gone, the Medic cannot heal him.
  • Fade to the next scene to show two friendly Heavies standing by each other and an enemy Soldier standing on the other side of the room, like in the demonstration for the Amputator.
  • Friendly Heavy 1 is shot with three rockets; the Medic heals him immediately to show the healing rate.
  • Friendly Heavy 2 is shot with three rockets; the Medic waits for a while and then heals him to show the healing rate.
  • Fade to the next scene to show the same setup as last time (two heavies and a soldier), only that the Medic has 100% uber.
  • The Medic deploys his uber on Friendly Heavy 1 showing a blue glow surrounding his whole body. The enemy Soldier shoots at him to show that he cannot take damage.
  • The Medic then switches to heal Friendly Heavy 2 to show that Uber can go to another person while Friendly Heavy 1 is still shot with a rocket to show that he no longer has invulnerability.
  • When the Medic runs out of uber, fade to the next scene where the Medic faces the enemy Soldier with 100% uber.
  • Deploy the uber and have the Soldier shoot at you to show that you are protected as well under the effects.
  • Switch with a different weapon to show that the uber still depletes despite not having the Medigun out. Switch back to show that it's still there and let it run out.
  • Show the taunt for the Medigun.

I hope this helps. I'd do it, but my specs are not even close to good enough for recording. -- Antwan 00:44, 12 September 2011 (PDT)

This does help quite a bit, thanks. I do have some suggestions for improvements though:
  • For the healing rate, I'd put a 3-way split-screen (3 vertical bands), each with a Heavy in the middle and a soldier in position to shoot at them. Perhaps this might get a little crowded for a 3-way split-screen, so the Soldier could be standing on crates or something to make him appear above the Heavy so that the whole scene is visible. In clip #3, the Soldier fires 2 rockets at the Heavy. 15 seconds go by, then the Soldier in clip #2 fires 2 rockets at the Heavy. Another 15 seconds go by, and Soldier in clip #1 fires 2 rockets at the Heavy. Immediately after this hit in clip #1, Medics in all clips start healing their Heavy, and it shows how fast the Heavy is healed according to the recency of the hit. I think it being side by side will help here, because rate of healing might not be noticeable if demonstrated serial-ly. Additionally, a custom HUD should be used to make sure the uber meter is visible, to demonstrate that uber buildup is related to healing rate
  • The first demonstration of the ubercharge needs to show players the "usual" duration of an ubercharge. This means that the Medic must not switch uber target during the first uber, or viewers will get the wrong idea. So I think the first uber should be dedicated to show both the patient's invulnerability and the medic's invulnerability; then, in another clip, with with something like 3 friendly bots: uber them in the same charge, so that the uber meter drains very quickly (noticeable without needing a split-screen). It demonstrates the it-only-works-when-the-medic-is-healing-you-ness at the same time.
  • Some details are not demonstrated in this video:
    • Ability to uber a disguised enemy spy
    • Overheal amount depends on base health of the class

That's all I can think of right now~ — Wind 17:54, 12 September 2011 (PDT)

Wow, you were not kidding when you said there's a lot to cover. Alright, taking these fixes into account:
  • Showing off the overheal for all classes could happen before showing the ubercharge rate. Maybe a 9-screen with text at the top of each screen stating each class to show how fast the rate goes or show each class individually in order of menu selection.
  • The 3-way split screen could be doable after that. As for the ubercharge rate, the Quick-fix demo actually showed a zoomed-in picture-in-picture of the ubercharge at 0:20. We could have one of each in their respective clips to show the ubercharge rate as well as the healing rate.
  • The Heavy can be healed for the whole duration then in the bit when he shows his uber. No second Heavy
  • The disguised Spy receiving an uber can happen immediately after that: the Medic faces the enemy Spy, then the friendly Soldier, and then the Spy disguises in front of the Medic while he deploys his uber on him. The friendly Soldier shoots rockets at the Spy to show that he cannot take damage as well, despite being on the other team.
  • The three friendly bots being healed in the same charge you suggested can happen after that, before the final scene where the Medic uses the uber for himself.

Now that I think about it, the Kritzkrieg video doesn't show off the overheal either. That probably should be fixed too. -- Antwan 03:44, 13 September 2011 (PDT)

I should probably write this here, but this isn't just the Medigun demo; this is the "Healing" demo, where aspects of healing that apply to all medigun variants are shown so that they don't have to be re-shown in the other demonstrations. Otherwise, it'd be pretty cumbersome...
I disagree about the 9-split-screen, that's way too hard to really follow. Just two classes should do, it just needs to point out that there's a difference~
The quick fix demo does use zoomed-picture-in-pictures, but modified HUD files are preferred because it looks more natural. It's especially important during split-screens so that it looks like it belongs to the clip, instead of being a separate thing. — Wind 15:46, 13 September 2011 (PDT)

Well, here it is, the first draft of the Medi Gun demonstration, I really want to get this done correctly, so please let me know about anything I missed or did incorrectly. http://www.youtube.com/watch?v=joEuirUMjMs http://www.mediafire.com/?fuj31iqz43e486n--Mellotaku, The Sorcerous Shapeshifter 12:31, 15 September 2011 (PDT)

Eeeee I'm glad to see this monster of a demo being attempted :3 Still, I'm afraid that's not really what I tried to describe (and probably failed at doing so). I'm gonna go with the plan here and comment on how the video deals with each point. Maybe this form of reviewing will be easier to follow, I dunno~ You tell me:
  • Have a friendly Scout, Soldier, and Heavy line up with each other while the Medic heals the Scout, then the Soldier, and finally the Heavy when they have full overheal.
    • First clip of the final video should be a merged version of the first two clips of this draft video. It shows healing, it shows healing multiple people, it shows overheal, it shows overheal decay, it shows uber buildup. Use multiple people, heal them, show the overheal, show how it decays, show how you can build uber by healing people.
    • Don't unleash the uber right after you get it. It gives the impression that it's automatically activated
  • Heal the Soldier and walk around randomly to show that the beam follows the Soldier, even when the Medic's not facing him, until he walks far enough that he cannot reach him.
    • This is not shown in the video. Can be included in clip 1 if one of the healing targets is human
  • Look directly at the Soldier to show his health, making note that the overheal depletes over time.
    • This is not shown in the video. Should be included in clip 1
  • Fade to the next scene to show the perspective of a friendly Spy facing a Medic. The Medic heals the Spy to show the HUD of the ubercharge rate and the overheal effect on his health meter.
    • This is not shown in the video
  • Have the Spy cloak himself to show that the Medic cannot heal a cloaked Spy.
    • This is shown in the video but with an enemy spy disguised as a friendly one (more confusing). Should be merged with the above clip
  • Fade to the next scene to show the perspective an enemy Spy disguised as a Soldier facing a Medic. The Medic heals the Spy to show the HUD of the ubercharge rate and the overhear effect on his health meter.
    • OK
  • The Spy swings his knife to show that as soon as his disguise is gone, the Medic cannot heal him.
    • Shown in the video, but from the Medic's perspective. Should be merged with the Spy part
  • 3-way split screen to show heal rate
    • Demonstrated well, but needs the ubercharge meter displayed in the middle of the screen (use a modified HUD), and 15 seconds was perhaps a bit too long; try 10 seconds intervals instead
  • Scene to show uber invulnerability
    • Well demonstrated, but the friendly Heavy is firing in the air for no reason. Either use a human so that he doesn't shoot, or use two Soldier bots with the bot_forcefireweapon so that the Heavy bot doesn't fire
  • Scene to show uber on multiple targets
    • Current clip is pretty much that, but goes way too fast D: You don't need to actively switch between targets for the drain rate to be affected. You just need to switch once per target.
    • Demonstrating self-invulnerability is done in this clip, no need to re-demonstrate it
  • Switch with a different weapon to show that the uber still depletes despite not having the Medigun out. Switch back to show that it's still there and let it run out.
    • This is not shown in the video. Not sure it needs to be shown though
  • Show the taunt for the Medigun.
    • OK, though on second thought maybe you should do that at the very, very beginning of the video. It's a bit unusual, but I think it'd look better than at the very end, and that's one less clip to merge

The above doesn't have to be followed in this order, but all of this does have to be in the video — Wind 13:00, 15 September 2011 (PDT)

Ok, here is attempt number two. http://www.youtube.com/watch?v=npSYmEPBi3g http://www.megaupload.com/?d=80AHDX46--Mellotaku, The Sorcerous Shapeshifter 17:27, 17 September 2011 (PDT)
Alright, is better~ But quite tedious for the first part... As I said, you can merge all of that. The overheal, the decay, the charge, the uber, the movement, the range, all in one clip. I'm going to attempt to redescribe it:

Three bots: Scout, Soldier, Heavy. Look at them, start healing one until max overheal is reached. Stop healing, stare at the overheal decaying. Then start healing the soldier. Move around the room, show the angle thing, show the range, etc. Heal him until about 50% charge, then switch to the heavy. Heal him while still looking at the soldier (to see his overheal decay) until like 85% charge. Then heal all 3 bots in succession until you get full charge. Then unleash the uber on one of of them and wait for it to fade out. Tada~

That one clip should replace everything in the video up to 3:08.

Other than that:

  • Clip at 3:09 is good, yay
  • Clip at 3:50 is also good
  • Clip at 4:05 shows the right things, but there is a pretty severe audio bug, and the pyro's flames are invisible (they're there, but it's hard to tell you're being fired at). Why not use two red soldiers?
  • Clip at 4:30 is not necessary anymore if it's merged with the first clip
  • Clips at 4:54 are good, but the uber meter is not at the bottom of the screen. Can you bring it down to where it normally is on the Y axis? Only translate it on the X axis
  • There is no fade (and a sudden black screen) at 6:18
  • All the rest is perfect~

Good luck :3 — Wind 18:11, 17 September 2011 (PDT)

Ok, here it is, the third, and hopefully last try. I really have to thank both Akuago220 & Armisael for their help with this. http://www.youtube.com/watch?v=dJ-CcDf8z28 http://www.megaupload.com/?d=WF0D0BYH--Mellotaku, The Sorcerous Shapeshifter 23:34, 17 September 2011 (PDT)
All the footage is perfect :3 I do have some last remarks, but they don't require any reshooting to fix:
  • The soundtrack is a bit repetitive, as it's only the first few seconds of the song, repeated over and over again. Usually this wouldn't be a problem, but this being a very long demo, is gets quite noticeable. If you can't do it yourself, I'm sure Armisael can cook you up a longer and more diverse mix, he's good at that~
  • It is unnecessary to stare at the Demoman at 3:15, as overheal decay has already been demonstrated. No need to reshoot, just cut the video sooner
  • Some transitions time are quite long, such as 2:27 (4 seconds of staring at Heavy; can shorten that to 2), 2:54 (4 seconds of staring at the Heavy; can cut that to 1.5~2), 4:41 (6 seconds of staring at Medic; can shorten that to 2~3). The fades are also quite long (half a second is usually enough). I usually tend say the opposite (transitions too short), but this video is very long, so each second saved is a good thing.

That should be all~ Hopefully these modifications should be much easier — Wind 00:20, 18 September 2011 (PDT)

Ok, here it is, I believe I have fixed everything. http://www.youtube.com/watch?v=nKFWJQ4y66Y http://www.megaupload.com/?d=ZW21Q5M9--Mellotaku, The Sorcerous Shapeshifter 08:32, 18 September 2011 (PDT)
Whee :3 This was one of the hardest demos ever. Glad you could pull it off~ — Wind 11:23, 18 September 2011 (PDT)

Item icon Pip-Boy.png Pip-Boy

Hi! I'm thinking of doing a Pip-Boy video, similar to the PDA, though I have no idea how to drop those ammo boxes? Is there a console command to do so? Mark (Talk) 09:12, 8 August 2011 (PDT)

Ammo boxes can be spawned by typing ent_Create item_ammopack_full (or item_ammopack_medium, or item_ammopack_small). Be careful with the Pip-Boy demonstration, however; I'm not sure if that one's actually going to get done. There's some disagreement about it. — Armisael 09:25, 8 August 2011 (PDT)
Thanks, though I guess I'll wait then. Did the discussion take place on the wiki? Mark (Talk) 11:14, 8 August 2011 (PDT)
Both on IRC and on here (through edit summaries... not the most visible place, true), the rationale being "the PDA is a weapon, so it gets a demo; the Pip-Boy is not a weapon, so it doesn't get a demo". Now if someone did make a demonstration that was of the same quality as the PDA one, then it should probably still be put on the page, but I think energy would be better spent on other items first — Wind 21:28, 8 August 2011 (PDT)
Agreed with above, for example, the maul, the postal pummeler, and the iron curtain are all essentially reskins of existing weapons, but get demonstrations because they are weapons, and the name of the project is weapon demonstration project. Woodledoodledoodle 17:56, 9 August 2011 (PDT)
But the Teleporter, the Meet the Medic taunt, the Schadenfreunde and the Directors Vision aren't weapons yet they got demonstrations so why not the Pip-Boy? Don't see anything wrong about it. SpaceAnimator 08:48, 11 August 2011 (PDT)

Provided Mark doesn't get back to us on this, I have a Pip-Boy and decided to make one. Download it here. --Akuago220, The Jungle Expeditioner 22:26, 12 August 2011 (PDT)

Ah, nvm then :). I'll see if there's a different one I can do though. Mark (Talk) 04:37, 13 August 2011 (PDT)
Please use the number keys for switching weapons directly instead of the scroll wheel, as this reduces the chance of broken animations (when the PDA just pops on screen without any hand animation) and looks less confusing~ Thanks — Wind 10:20, 13 August 2011 (PDT)

I know it was ill-advised to make a video of the Pip-Boy, since it's just a skin of the PDA, but here's my attempt at such a thing. Here's the download link for it, too. User SyKhotic NewCustomPageLink.png 22:24, 16 August 2011 (PDT)

You didn't run weaponrec.fg :( It should enable fastswitch so that the weapon switcher at the right doesn't show up unless you can't select the weapon. The demonstration also goes very fast for certain things; the point of the Pip-Boy is to make the PDA interface look different, so allow at least 3 seconds of not-walking-or-moving-the-camera-or-pressing-any-buttons-ness for both the build and the destruct PDA. Also, since it's just a "reskin" (same functionality, different look), try to make the demonstration an exact copy, more or less (more or less same building placement, more or less same crates, more or less same timing) — Wind 00:27, 17 August 2011 (PDT)
Essentially, watch the PDA demo, go from that exactly, and try that again? Alright. Got it. User SyKhotic NewCustomPageLink.png 10:21, 17 August 2011 (PDT)
That and not forgetting to run weaponref.cfg to set fastswitch off and the correct fov and viewmodel fov, etc — Wind 10:57, 17 August 2011 (PDT)
Alright, I decided to try again at the demonstration, which you can view here. It took over 15 tries to get as few animation glitches as possible, but it's near impossible to do so without any glitches. It is even proven in the PDA demonstration that the animation glitch is unavoidable. Download it here. --Akuago220, The Jungle Expeditioner 19:00, 12 September 2011 (PDT)
Yes, it is indeed impossible. I believe you've achieved a better animation success rate than the PDA one, too, so good work :3 Thanks~ — Wind 19:03, 12 September 2011 (PDT)

Item icon Saxxy.png Saxxy

Dear god this one's gonna be long. Start looping you cp_steel folks; I you're going to need 7 or 8 iterations. — Armisael 02:46, 9 June 2011 (UTC)

Oh god. How can we find Saxxy??? Hinaomi 16:12, 9 June 2011 (UTC)
One of the wiki people won one, so he can do it. Alternatively, items_game. — Armisael 22:11, 9 June 2011 (UTC)
I got one, I'll do it...still wish I had a wiki cap though (Hint Hint) Darthz01 12:58, 5 August 2011 (PDT)


Ok, first draft, yes there are several obvious problems with set up and the recording, the huddamageaccount and video size (which I personally am going to blame youtube for). But, as a demonstration, did it come out fine? As in, is there anything I missed that I should include, or anything that should be changed, when I reshoot?

XXXXX

I'm already going to reshoot shortly after this post, with correct huddamageaccount and fix the resolution issue (Still blaming youtube, or maybe fraps, for that one). But I can easily make a new version after if any glaring flaws are found ;) Darthz01 17:01, 5 August 2011 (PDT)

So yes, as you said there's a bunch of problems like huddamageaccount and the upscaled-ness of the video; there are some others, which you may have already meant by "obvious problems", but I'll list them anyway just to make sure:
  • The framerate must be 30fps (the video must feel smooth)
  • The lighting is off (very dark floor and dark map in general); watch other weapon demonstrations for a comparison
  • Antialiasing may or may not be off (cannot tell because the video is upscaled), just make sure it's on and at least 2X
  • There are structural problems regarding the fact that it's a multi-class weapon; it's usually done by making individual weapon demonstrations for each class, then appending them one after the other. Look at Shotgun or Pain Train for examples

There are some other things to correct inside the demonstrations themselves, however since this video is long as there's many classes to cover, it is better to first check if you can meet the technical requirements to make a weapon demonstration. To do that, simply focus on one class (Scout for example, since that is probably the shortest one to do) and just post that on youtube, no other classes involved. This allows to check if everything is up to par on the technical side, so that no time is spent recording the rest of the video if it's not going to be used :3 Hope this helps~ — Wind 17:14, 5 August 2011 (PDT)


Alright, redid it a little based on your suggestions. 2x AA, got the correct hud and fixed the resolution, altered the brightness, and made it a little more like the shotgun video layout. I redid the scout and uploaded, based on the shotgun, I would essentially make a similar video per class and put them one after another with loadout shots between.

http://www.youtube.com/watch?v=wTim96gJVdc

Darthz01 19:51, 5 August 2011 (PDT)

It still seems very laggy and not very smooth. Judgement Wind? SpaceAnimator 09:46, 6 August 2011 (PDT)

I was looking at your video settings, Darthz, and I noticed that 1080p was an option. Was TF2 running at 1920x1080? If so, reducing the resolution to 1280x720 (even if you keep running the game fullscreen) will do wonders for your framerate. — Armisael
It's mainly FRAPS, I can get 50-60 FPS normally on high-very high settings, but FRAPS kills it to like 15. Know any recorders that don't lag the heck out of a game?Darthz01 10:39, 6 August 2011 (PDT)
Cutting your resolution to 720p means that FRAPS only has to record ~45% as much information. Since, as you mentioned, FRAPS is the framerate killer, this helps immensely. It turns out that the bottleneck in most machines when FRAPSing is the hard drive, because there simply is so much data being recorded. — Armisael 10:46, 6 August 2011 (PDT)
I tried the Wegame recorder, seemed to work wonders. Gonna upload one from that now and see how it goes. Darthz01 10:55, 6 August 2011 (PDT)
Ok, made one from the Wegame recorder, vid may still be processing but it looks a lot smoother than fraps: http://www.youtube.com/watch?v=BdOSYBQC-Q4
Somehow I removed my own comment that I had written for the former video (the one recorded with Fraps), that said: "Sorry but the framerate is very sluggish D: And the lighting is the same (I didn't mean brightness, I meant the actual aspect of the map; check out how the floor looks in this screenshot, then compare with how it looks like in the video). I'm afraid your computer can't record fast enough and can't render the lights properly :( — Wind 21:56, 5 August 2011 (PDT)"
Now for this one, sadly it's the same deal :( Framerate is better (but still not 30), video is not 720p, the 480p version looks upscaled like the first Fraps one did, and the lighting is still off (the floor has a dirt-like color) — Wind 12:22, 6 August 2011 (PDT)

I recorded Saxxy demonstration. check this video. - RIKUSYO 12:00, 25 August 2011 (PDT)

Just a few problems:
  • Start the vid with your cursor over the Saxxy box.
  • Use the default crosshairs.
  • Have it out before starting recording.
  • Try not to miss any hits.
  • Remember to look at the Pyro ragdoll until it reaches the floor.
  • Kill an enemy Sniper as well to show the standing "ragdoll".
  • Fade in and fade out when showing a different class using it.
  • Don't spawn the Spy if the weapon doesn't have a taunt kill (eg. Pyro).
  • Try to show that the Heavy's Showdown taunt-kill has a big range (kill the Spy a little farther away).
  • When you're doing the Spy part, re-enable crits for backstabs.
  • For the backstab part, show that you can backstab the Medic from his side.
  • Take your time for each video. There's no need to hurry.
 –  Duel RED.png Epic Eric Duel BLU.png (T | C) 12:11, 25 August 2011 (PDT)
OK, I'll retry recording. - RIKUSYO 22:43, 25 August 2011 (PDT)

Don't show that the Saxxy doesn't cloak with the Spy. If that gets patched then you'll have the trouble of doing it again. SpaceAnimator 11:15, 26 August 2011 (PDT)

All of what EpicEric said is true, but please do not record anything yet D: i-ghost is working on a version of the map with working golden corpses (not those bronze/chocolate ones) so the map needs to be updated first. You can, however, record the backpack parts where you just show the tooltip and press Close. Also, for the Engineer and Spy parts, make sure to watch the Wrench and Knife demos and imitate those exactly (the Wrench one especially has a lot of extra things). But again, don't record anything yet, wait for i-ghost. I'm just saying that in advance. Thanks~ :3 — Wind 11:47, 26 August 2011 (PDT)
Thanks, I wait for new version. - RIKUSYO 17:57, 26 August 2011 (PDT)
Pictogram comment.png Reserved by WindPower
Note: The map has been done and is available on the project homepage. I have gone ahead and recorded a Saxxy demo for all classes, but if you want to do it anyway, feel free to. I don't really want to seem like I'm cutting you short :( — Wind 19:24, 11 September 2011 (PDT)
Can I/We see the video you made plz Wind :3 and Golden Wrench vid- SpaceAnimator 12:15, 15 September 2011 (PDT)
I'm afraid that's impossible until Valve fixes their shitWind 12:31, 15 September 2011 (PDT)
Valve has fixed their shit, and I have gotten mine ready. I will be rendering over the next few days and upload on Monday if all goes well — Wind 00:54, 17 September 2011 (PDT)
Pardon my intrusion, but that srcdemo2 thing looks interesting. How exactly do you use it? — Zhnigo 03:53, 17 September 2011 (PDT)
I'll post a guide on the forums soon — Wind 13:46, 17 September 2011 (PDT)

RED Level 3 Sentry Gun.png 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)

Possible to get a quick scene where we note the different sounds they make depending on level? -- Pilk (talk) 03:30, 12 June 2011 (UTC)

Well, that'd be "automatically there" by simply doing the comparison thing. — Wind 18:37, 12 June 2011 (UTC)

Need to be redone

Item icon Axtinguisher.png Axtinguisher

Pictogram comment.png Done but needs to be redone (custom crosshair)

http://www.youtube.com/watch?v=_bkQPYUJjUI tr_target_weaponref_hdr — Armisael (T | C) 20:24, 12 September 2011 (PDT)
http://www.youtube.com/watch?v=iMVX-BSJrLI tr_Target_reworked_ents
Personally, I think the reworked_ents one looks better (but obviously will need a more... complete map for usage). If I recall correctly, i-ghost said that that particular map didn't work very well for the gwrench and the saxxy? If that is so, perhaps we could have 3 maps: tr_target_weaponref, tr_target_weaponref_hdr (currently tr_target_reworked_ents), and tr_target_weaponref_gold (currently tr_target_weaponref_hdr)? — Armisael (T | C) 15:07, 13 September 2011 (PDT)
Both demos are good content-wise (not that you didn't know that), but indeed there needs to be a bit more complete map. The thing is, some of the things that are missing in reworkedents are lights, so the lighting would look different on a reworkedents that has all lights on. Other than that, I dunno — Wind 15:46, 13 September 2011 (PDT)
http://www.youtube.com/watch?v=ItuNmbvvViw Oh well. Here's one on the old map. i-ghost said that reworked_ents should be usable soon, so hopefull I'll be able to transition to that fairly soon. — Armisael (T | C) 15:34, 15 September 2011 (PDT)
Sorry to pop in, and I don't really know where is the better place to discuss the map itself, but as long as a new map is being made, doesn't it make sense to not just rework it, but also make it better? I remember someone raising a question long ago that the weaponref map has to be longer to allow demonstration of sandman full range stun and longer rocket/sticky jumps, and should also feature bodies of water to remove fire, jarate, milk and short-circuit the invis watches. ^^ — Zhnigo 11:39, 16 September 2011 (PDT)
http://www.youtube.com/watch?v=6sR_9T58Evs I like this new map. — Armisael (T | C) 15:37, 16 September 2011 (PDT)
Thanks~ Please upload — Wind 00:54, 17 September 2011 (PDT)
Here is my version: http://www.youtube.com/watch?v=Xvg4FscLbGU . Let me know if you need the file. Plumpkins 00:23, 15 September 2011 (PDT)
Don't show the class selection screen D: It's also quite slow, you can be a bit faster and less useless moving around. The audio quality is also very poor, it looks like it has been clipped, then turned back down (or even recorded from a microphone sitting next to the computer's speakers). The audio balance is off as well (both music and content volumes are low, and the background music is too loud relatively to the content volume). It actually seems to fluctuate, similar to someone else who had troubles because of the "audio volume normalizer" thingy of the audio driver... So might wanna look into that. The rest is good though :3 — Wind 12:31, 15 September 2011 (PDT)
Ok, ill take a look at it. And about the useless movements: when you hit the first pyro with the axtinguisher, it won't push him enough to jump right in front of him, so i needed to hit him on his right side, thats why i made that movement.Plumpkins 16:19, 15 September 2011 (PDT)
That's fine :3 Just saying to keep them to a minimum — Wind 00:54, 17 September 2011 (PDT)

Item icon Bottle.png Bottle

Pictogram comment.png Done but needs to be redone (show damage numbers)

Item icon Chargin' Targe.png Chargin' Targe

Pictogram comment.png Done but needs to be redone (need to show charge recharge time)

I could do this, I figure I'd follow the original video except I'd add a segment that shows the recharge time? Also, I have a problem. When I type exec weaponref into the console it says that it couldnt be executed. Any help? AFlyingGuru 06:01, 18 September 2011 (PDT)

No, you could integrate that in one of the clips. After the first charge of the video, just wait, not moving or moving the camera, until the meter recharges. Then the rest of the video should be the same as the current video. As for exec weaponref, you probably saved the file under another name, another extension (make sure to show extensions in Explorer...), or under another folder than the cfg folder) — Wind 11:23, 18 September 2011 (PDT)

Item icon Cow Mangler 5000.png Cow Mangler 5000

Pictogram comment.png Done but needs to be redone (Updated particle effects)

I liked the older effects, but beggars can't be choosers. Anyway, here's my revision. Download it here. --Akuago220, The Jungle Expeditioner 10:36, 16 September 2011 (PDT)
Very good, no problems, but would you mind redoing that on the new (hdr) version of the map? If you do mind, that's okay :3 — Wind 00:54, 17 September 2011 (PDT)
I actually do mind; I have redone this over 3 times already and I find it unnecessary that it has to be redone just because it wasn't in the super HD version of the map. Besides, I'll need time to get accustomed to the hdr map. I'll try using it in the future, but for now, just accept what I made so I can get back to aiding Mellotaku with his Medi Gun demo. --Akuago220, The Jungle Expeditioner 08:56, 17 September 2011 (PDT)
Very well, sorry >: Thanks~ — Wind 13:46, 17 September 2011 (PDT)

Item icon Crusader's Crossbow.png Crusader's Crossbow

http://www.youtube.com/watch?v=2D13ApFetgQArmisael (T | C) 15:34, 15 September 2011 (PDT)

http://www.youtube.com/watch?v=vkA9lhZshxg Shiny and new. — Armisael (T | C) 20:04, 16 September 2011 (PDT)
Perfect. Varying-range reflections is also a great idea — Wind 00:54, 17 September 2011 (PDT)

Item icon Disciplinary Action.png Disciplinary Action

Pictogram comment.png Done but needs to be redone (Need to compare range with shovel)

It needs to be redone because doesn't show about it's long range melee weapon. Hinaomi 07:20, 11 September 2011 (PDT)

http://www.youtube.com/watch?v=tXNCSuWM3V0 The split screens are shifted to the right of center so that the whip is actually visible in them. — Armisael (T | C) 15:06, 11 September 2011 (PDT)

At 0:33, there's no need for the Engineer to be there at all. I think it would be less confusing if he wasn't there, just a straight run. In the next clip, it's a bit hard to see when the engineer has arrived... Maybe make him go all the way there and then come back? Not sure if it'd be better. In the next clip, there seems to be some graphical glitches around the soldier's head (some blood marks being stuck in the air or something). Last but not least, the HDR map has more detail and this demo has a lot of movement in it, so you need to increase the rendering bitrate (or equivalently, decrease the quantizer) or else there'll be bad video artifacts, like the ones from 0:35 to 0:37 when running fast. — Wind 15:35, 11 September 2011 (PDT)
http://www.youtube.com/watch?v=pvKyLG6XEg4 If you can, watch this one full size to confirm that there aren't any bitrate/color problems. I think that I've hit upon a good setup, but I want to confirm. By the way, the first clip is the only one that wasn't preprocessed. — Armisael (T | C) 18:02, 12 September 2011 (PDT)
Color and stuff looks good. Also, damn that map looks good, but there are some spots where it's just over-the-top. A prime example would be the engineer in the first clip where there is an Engineer; he's standing at the brightest spot ever and looks like a giant fuzzy ball of whiteyellow. Can you put him somewhere else? >: Same goes with the spot for the range comparison; his hand looks radioactive. Do try to demonstrate the range in that spot, it's a fine spot, just try to move a bit to the side or something to get rid of that. If you can't, that's fine, keep it the way it is. (Disclaimer: None of the lighting values were changed from the original map) — Wind 18:13, 12 September 2011 (PDT)
http://www.youtube.com/watch?v=dPZZhAKYqmgArmisael (T | C) 19:27, 12 September 2011 (PDT)
Sssss I told you not to change spots >: But is ok anyway~ Please upload — Wind 19:31, 12 September 2011 (PDT)
http://www.youtube.com/watch?v=Of4u71XdwNg Shiny n new. — Armisael (T | C) 22:00, 16 September 2011 (PDT)
You know, in the previous version of the video, I wanted to tell you "you should make the engineer turn 180 degrees" but then I held back because I realized it would require humans. But you did it anyway yay~ Please upload. — Wind 00:54, 17 September 2011 (PDT)

Item icon Force-A-Nature.png Force-A-Nature

Pictogram comment.png Done but needs to be redone (custom crosshair) SpaceAnimator 09:49, 16 September 2011 (PDT)

You've all been busy, I see! ^^ Let me reserve that one for a moment. — Zhnigo 11:29, 16 September 2011 (PDT)
More time taken rendering than filming. YT/MF. — Zhnigo 16:55, 16 September 2011 (PDT)
Oh hey, that was my demo originally :3 Dunno how I had a custom crosshair... Anyway, is the part from 0:40 to 1:03 to show that the second-shot-fired-in-the-air doesn't have any self knockback? That's a good thing, but I think it should be placed at the end when the player knows how the self-knockback can be used in the first place. Demonstrating the you-can-use-it-to-come-back-and-cancel-a-jump-ness at 1:13 is also a good idea too. The vertical forcejump part needs to be redone, however; you should be able to go a bit higher with the first jump (see original demonstration), and make sure that the second jump is visibly separated from the second (again, see original demonstration) so that viewers know they still have a second jump, which is pretty useful to know. Last but not least, the new HDR version of the map should have much better lighting on top of those crates, no completely-black areas, so would you mind redoing it on that version? I think it'd look better. If you do, then you need to redo the entire demonstration (no mismatching the versions of the map within the same demo). Thanks~ — Wind 00:54, 17 September 2011 (PDT)

Item icon Golden Wrench.png Golden Wrench

Pictogram comment.png Done but needs to be redone (new sound + sprite)

Seems like Valve added a new sound and a sprite for whenever you turn an enemy into gold.  –  Duel RED.png Epic Eric Duel BLU.png (T | C) 21:36, 15 June 2011 (UTC)
It's just the sound actually, but that doesn't mean it's less important to redo this.  –  Duel RED.png Epic Eric Duel BLU.png (T | C) 17:08, 19 June 2011 (UTC)
If they add some new sound. I think we need to redo it again. Hinaomi 17:01, 14 July 2011 (PDT)
Does this actually need to be redone? If the only change is the addition of voice lines, then our current one is fine. — Armisael 10:58, 6 August 2011 (PDT)
Yeah, and given the pain required in order to make that one demo, I think it's better not to redo it — Wind 12:22, 6 August 2011 (PDT)
No, it's when you kill someone, it makes a 'clang' sound, like hitting cymbals on a drum kit. I still think it needs to be redone. Check the failed Saxxy demonstrations, you'll hear a sound when the person turns to gold. SpaceAnimator 13:36, 6 August 2011 (PDT)
Oh I see. Then yes, it should be updated, if that is at all possible right now due to items_game.txt not fully functioning. If not, then maybe it's worth slapping those sounds directly on top of the pre-existing video. Loss of quality and everything, yes, but I think it'd be worth it — Wind 13:50, 6 August 2011 (PDT)
Whoever is doing this, wait until i-ghost has updated the map to show proper gold statues not the bronze looking ones. Wind mentioned this in the Saxxy demonstration discussion. SpaceAnimator 12:15, 26 August 2011 (PDT)
Just a FYI: I got a real golden wrench, so if you need me for anything, let me know. Plumpkins 00:50, 15 September 2011 (PDT)
Can you confirm that the level is shown in the backpack view? (And is 25?) — Wind 12:31, 15 September 2011 (PDT)
Yea, thats the level (and i think its the same level for every gw afaik).Plumpkins 16:16, 15 September 2011 (PDT)
Pictogram comment.png Reserved by WindPower
Alright~ Thanks — Wind 00:54, 17 September 2011 (PDT)

Item icon Lugermorph.png Lugermorph

Pictogram comment.png Done but needs to be redone (there's a several second long black screen between the scout and engineer)

Nah, ain't so bad to justify a re-do in my opinion >: — Wind 14:25, 17 September 2011 (PDT)
It's 5 seconds of solid black screen! If you want to redo the video personally to maintain the smoothness, I could care less, but that's sort of a big thing. — Armisael (T | C) 14:41, 17 September 2011 (PDT)
Pictogram nope.png Nope Contain your OCD, mister >:3 Consider that a challenge — Wind 15:03, 17 September 2011 (PDT)

Item icon Righteous Bison.png Righteous Bison

Pictogram comment.png Done but needs to be redone (new particle effects)

Item icon Sandman.png Sandman

Pictogram comment.png Done but needs to be redone (No enemy Medic with enemy Soldier and enemy Pyro)

How did this get past quality control? Oh wait, that's myself. — Wind 17:47, 13 September 2011 (PDT)
http://www.youtube.com/watch?v=JGYiMhdt_sY . Let me know if you need the file. Thanks. Plumpkins 00:40, 15 September 2011 (PDT)
The things mentioned in the Axtinguisher section also apply here. Additionally, watch the current Sandman demo, there's a lot of things missing in this video >: — Wind 12:31, 15 September 2011 (PDT)

Item icon Scottish Resistance.png Scottish Resistance

Pictogram comment.png Done but needs to be redone (Custom crosshair)

Item icon Sharpened Volcano Fragment.png Sharpened Volcano Fragment

Pictogram comment.png Done but needs to be redone (Needs to show afterburn kill)

http://www.youtube.com/watch?v=gJ4LoyjfSn8Armisael (T | C) 11:02, 17 September 2011 (PDT)
Is good, please upload~ — Wind 13:46, 17 September 2011 (PDT)

Item icon Shotgun.png Shotgun

Pictogram comment.png Done but needs to be redone (New kill icon)

http://www.youtube.com/watch?v=4lRv5xvbFNk "New" here means January 7, 9 1/2 months ago. — Armisael (T | C) 14:17, 18 September 2011 (PDT)
Nice catch~ Can you test whether the reload speeds are still different? If they're not, I think this warrants an extra clip at the end showing them reloads in a 4-way split-screen :3 — Wind 15:54, 18 September 2011 (PDT)

Item icon Sticky Jumper.png Sticky Jumper

Pictogram comment.png Done but needs to be redone (New Weapon and Projectile Textures)

http://www.youtube.com/watch?v=mUdGjftyABUArmisael (T | C) 20:17, 15 September 2011 (PDT)
http://www.youtube.com/watch?v=CSUwR_6VZYQ On the shiny new map. — Armisael (T | C) 16:29, 16 September 2011 (PDT)
Well, that was fast. I think this weapon is the one with the most reuploads ever, too. Hopefully this one is the last... Yet I have a feeling they are gonna nerf it back.
Anyway, is the last clip to show the difference in stickybomb travel distance? I have no idea how better to show it, but it's not very explicit to someone who doesn't know (it's not written in the description, either). It would help to have the charge meter displayed on screen (modified HUD file) to show that both launchers are charged by the same amount (even if said amount is 0% charge). But if you have a better, entirely different idea on how to demonstrate that, please do~ — Wind 00:54, 17 September 2011 (PDT)
Moving that bit of the HUD would be trivial. I could also move the place where it's being demonstration to someone where to stickies are more visible, I suppose.
I can, however, guarantee you that this won't be the last upload of this demo: DF has indicated that that effect is an accident, and will be fixed shortly, so I don't think it's worth bothering with putting a lot of effort into that particular comparison. — Armisael (T | C) 07:36, 17 September 2011 (PDT)
Then it's better to leave it out of the demo — Wind 13:46, 17 September 2011 (PDT)
Did you forget to do how about pyro if reflect sticky? Hinaomi 11:49, 17 September 2011 (PDT)
That's... a fair point, maybe. It hasn't been demonstrated for the other sticky launchers though... wat do? — Wind 13:46, 17 September 2011 (PDT)
We'll demonstrate it, of course. However, we'll wait for the fix to come in before redoing this one, because I don't want to work on this when I know that I'll have to redo it almost immediately afterwards.

Item icon Ullapool Caber.png Ullapool Caber

Pictogram comment.png Done but needs to be redone (New explosion sound effect on hit)

http://www.youtube.com/watch?v=EW0onrAbLhY At least this one's only 3 months out of date (June 3). — Armisael (T | C) 14:17, 18 September 2011 (PDT)
Still no taunt Valve? Anyway, thanks~ — Wind 15:54, 18 September 2011 (PDT)
It didn't show how you can get a new one from a resupply cabinet. Dreadknoght195 19:18, 18 September 2011 (PDT)

Item icon Vita-Saw.png Vita-Saw

Pictogram comment.png Done but needs to be redone (Doesn't demonstrate the -10 health attribute)

It needs a split-screen comparison showing a Soldier or perhaps a Heavy killing the Medic. » Cooper Kid (blether·contreebs) 17:43, 13 September 2011 (PDT)