Team Fortress Wiki talk:Weapon Demonstration/Archive 24
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Black Rose
I'd like to reserve this, but I need to know, should I do the demonstration with one of the styles or both? --Akuago220, The Jungle Expeditioner 17:46, 14 February 2012 (PST)
- Just one, the one that it is by default (also, if you have a Genuine one, try to change the resource and locale files to make it look like a regular one) — Wind 18:47, 14 February 2012 (PST)
- Okay, just the one it appears to be when dropped. Also, NOW you're enforcing against Genuine items, despite the lack of it being listed? I can understand craft #'d ones and community ones since they are extremely unique/rare, but genuine items are obtainable by anyone willing to either buy a game or, in the possible case of this item, achieve something since this is a weapon based off a F2P game. Also, what about the other demonstrations with genuine-quality weapons, like my genuine Original? By the way, which files am I supposed to edit if I really must use a normal one? --Akuago220, The Jungle Expeditioner 17:29, 15 February 2012 (PST)
- I said "try", not enforcing >: Just saying that it's better if it's normal than genuine. I know there's already some demos out there with genuine ones and that's fine, because at the time they were only obtainable in Genuine form and because I didn't know/think of replacing them to make them look non-Genuine. Anyway, if you want to do the replacements, the files you need to edit are resource/ClientScheme.res (Ctrl+F "QualityColor" and change them all to the "Unique" value), and resource/tf_english.txt (Ctrl+F "Genuine" and replace by "The"). If that doesn't work, that's ok, just demo with the genuine one. If only the color thing works, then change the color of genuine items to the "unique" color and take a screenshot from the backpack view with the item hovered; I'll make an overlay to replace the "genuine" word from there, as it has been done for craft numbers on other demos — Wind 18:47, 15 February 2012 (PST)
- Well, thankfully the item isn't genuine anyway, so there wasn't a need to edit the files for this demonstration. Download it here. --Akuago220, The Jungle Expeditioner 10:00, 17 February 2012 (PST)
- All good :3 Didn't forget criticals, too. Thanks~ — Wind 13:21, 17 February 2012 (PST)
- Well, thankfully the item isn't genuine anyway, so there wasn't a need to edit the files for this demonstration. Download it here. --Akuago220, The Jungle Expeditioner 10:00, 17 February 2012 (PST)
- I said "try", not enforcing >: Just saying that it's better if it's normal than genuine. I know there's already some demos out there with genuine ones and that's fine, because at the time they were only obtainable in Genuine form and because I didn't know/think of replacing them to make them look non-Genuine. Anyway, if you want to do the replacements, the files you need to edit are resource/ClientScheme.res (Ctrl+F "QualityColor" and change them all to the "Unique" value), and resource/tf_english.txt (Ctrl+F "Genuine" and replace by "The"). If that doesn't work, that's ok, just demo with the genuine one. If only the color thing works, then change the color of genuine items to the "unique" color and take a screenshot from the backpack view with the item hovered; I'll make an overlay to replace the "genuine" word from there, as it has been done for craft numbers on other demos — Wind 18:47, 15 February 2012 (PST)
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)
mine's here http://www.youtube.com/watch?v=YCgYR52EwPg&feature=youtu.be Karmacharger 07:55 , 24 January 2012 (PST)
- First clip has audio lag :( Look at the moment the engineer flips the switch on the PDA when you equip it and the moment the flipping sound arrives, for example. At 0:51, the right sentry is not centered.
- That was for the usual analysis, but I think there's things missing here. Things like the sentry range, the ammo capacity (maybe, if not too long). I'd suggest waiting for the big Sentry demonstration first, and then mirror that for this demonstration, perhaps with comparisons to the regular level 1 sentry. Thoughts~ — Wind 18:18, 24 January 2012 (PST)
i'm quite this first , sorry about that but i will be back here soon Karmacharger 12:30 , 27 January 2012 (PST)
http://youtu.be/vd-PI4u7aNU — Armisael (T | C) 11:31, 9 February 2012 (PST)
- Can you hover the gunslinger in the backpack view? It is pretty important to this, so it is good to highlight it. Clip 1 is a bit redundant in that it shows the range thing twice. For the clip at 2:47, I understand that you chose the pyro for consistency, but another class would probably be better so that there is not a large portion of the screen covered by the flamethrower viewmodel. It's also important, in that clip, to show the sentry in place; it was obvious in the regular sentry demo because the level 3 sentry is large and visible from afar (and because it shoows large rawkets at you) but in this one it is almost invisible (partially due to it fitting entirely inside the flamethrower crosshair). Perhaps using a spy with a disguise (show the disguising) to show where the sentry is would be better, but perhaps not because it adds the potential confusion of disguise-ness. Then perhaps a picture-in-picture, showing the engineer's perspective in the bottom-right corner (viewmodel corner).In that same clip, you may also want to show the pushing force of the sentry gun; it is important for the mini-sentry because forcing your way against it is a sometimes useful strategy, unlike the regular sentry gun. To do that, just keep walking straight to show how the speed changes. Perhaps that would fit in its own clip with a split-screen comparison... Last but not least, the clip at 3:05 would benefit from a better angle so that more of the spy can be seen. It wasn't a problem in the previous demo because you jumped on the sentry, but here you only see the top half of the spy; go slightly on the side to see more of him before the taunts.
- All other clips are perfect :3 The overhead turning-speed one is quite good too, although you may want to add text labels on them because it's not obvious which sentry is which from the top — Wind 15:56, 9 February 2012 (PST)
- http://youtu.be/PC9u-p6SRU0 Not that happy with the range clip. — Armisael (T | C) 16:14, 10 February 2012 (PST)
Buffalo Steak Sandvich
Weapon now has a cooldown even when used at full health. LeGenD`RaGe 07:32, 24 October 2011 (PDT)
- Also doesn't refill user's health when dropped. » Cooper Kid (blether) • (contreebs) 09:01, 17 February 2012 (PST)
- http://youtu.be/mwPEkNal1XM — Armisael (T | C) 20:43, 20 February 2012 (PST)
- All good, please upload~ — Wind 22:06, 20 February 2012 (PST)
Gunboats
Whole video needs to be in split screen, half the length, double the info, kthxbye. TheDoctor 16:12, 19 February 2012 (PST)
- wat — Wind 17:03, 19 February 2012 (PST)
- The difference between gunboats and no gunboats should be in a split screen to see the health difference A S A P. wonder if this sentence makes it clearer? TheDoctor 09:38, 20 February 2012 (PST)
- I think this falls under the same question about damage comparison. Having the first (and only, in this case) clip be a split-screen is unsightly >: Maybe a smaller picture-in-picture would be better, but I'm still not sure whether this is worth redoing at all or not. The current demonstration shows all it needs to show in an unambiguous manner. What do other people think? — Wind 12:37, 20 February 2012 (PST)
- If I were to redo this one, I'd lead with a purely visual clip, à la the set demonstrations, to show what it looks like in third person. Then I'd go ahead and do a split screen on damage. I'd also throw in clips showing which situations they apply to (ie, jumping/not jumping, enemies nearby) — Armisael (T | C) 13:16, 20 February 2012 (PST)
- I should ask for your opinion more often :3 — Wind 13:31, 20 February 2012 (PST)
- If I were to redo this one, I'd lead with a purely visual clip, à la the set demonstrations, to show what it looks like in third person. Then I'd go ahead and do a split screen on damage. I'd also throw in clips showing which situations they apply to (ie, jumping/not jumping, enemies nearby) — Armisael (T | C) 13:16, 20 February 2012 (PST)
- I think this falls under the same question about damage comparison. Having the first (and only, in this case) clip be a split-screen is unsightly >: Maybe a smaller picture-in-picture would be better, but I'm still not sure whether this is worth redoing at all or not. The current demonstration shows all it needs to show in an unambiguous manner. What do other people think? — Wind 12:37, 20 February 2012 (PST)
- The difference between gunboats and no gunboats should be in a split screen to see the health difference A S A P. wonder if this sentence makes it clearer? TheDoctor 09:38, 20 February 2012 (PST)
- http://www.youtu.be/ms9UgCv35gU — Armisael (T | C) 18:27, 22 February 2012 (PST)
- Don't go back to first person at 0:12, that makes for 2 consecutive perspective shifts for no real reason. For the other clips, make sure you start with your aim horizontal and look around first before shooting, as it's not obvious that you're shooting at the wall/floor — Wind 19:08, 22 February 2012 (PST)
- http://youtu.be/H4VG1VJIf0w — Armisael (T | C) 09:32, 23 February 2012 (PST)
- Mute one of the clips in all split-screen comparisons to avoid the double-sound-ness-effect-thing. Is all, upload directly~ — Wind 11:46, 23 February 2012 (PST)
- http://youtu.be/H4VG1VJIf0w — Armisael (T | C) 09:32, 23 February 2012 (PST)
- Don't go back to first person at 0:12, that makes for 2 consecutive perspective shifts for no real reason. For the other clips, make sure you start with your aim horizontal and look around first before shooting, as it's not obvious that you're shooting at the wall/floor — Wind 19:08, 22 February 2012 (PST)
Gloves of Running Urgently
Fixed this weapon's impact sounds so that they sound like the KGB now, instead of the fists. JhonnyKiller45 07:41, 21 February 2012 (PST)
- http://youtu.be/CLRYPwKr-hU — Armisael (T | C) 09:23, 21 February 2012 (PST)
- The health drain numbers don't appear in split-screen view, probably because they're off-screen. Rest is good~ — Wind 11:21, 21 February 2012 (PST)
- http://youtu.be/kDnQ74PJO6Q — Armisael (T | C) 15:13, 21 February 2012 (PST)
- The heavies do not start at the same time in the second comparison >: — Wind 15:39, 21 February 2012 (PST)
- http://youtu.be/QBCCHRhnzAE — Armisael (T | C) 16:24, 21 February 2012 (PST)
- ... I just thought of something: Do you think it's worth demonstrating that you can kill yourself by wearing these? — Wind 17:17, 21 February 2012 (PST)
- http://youtu.be/Doq3YbO34JI I think the heavy took the engineer route and replaced his hands. Don't ask where they went, because they aren't coming back. — Armisael (T | C) 15:19, 22 February 2012 (PST)
- I'm sorry but this really has to be fixed >: Better to not have death displayed at all than this — Wind 19:08, 22 February 2012 (PST)
- http://youtu.be/Doq3YbO34JI I think the heavy took the engineer route and replaced his hands. Don't ask where they went, because they aren't coming back. — Armisael (T | C) 15:19, 22 February 2012 (PST)
- ... I just thought of something: Do you think it's worth demonstrating that you can kill yourself by wearing these? — Wind 17:17, 21 February 2012 (PST)
- http://youtu.be/QBCCHRhnzAE — Armisael (T | C) 16:24, 21 February 2012 (PST)
- The heavies do not start at the same time in the second comparison >: — Wind 15:39, 21 February 2012 (PST)
- http://youtu.be/kDnQ74PJO6Q — Armisael (T | C) 15:13, 21 February 2012 (PST)
- The health drain numbers don't appear in split-screen view, probably because they're off-screen. Rest is good~ — Wind 11:21, 21 February 2012 (PST)
- http://youtu.be/MfoXt77ZK0M — Armisael (T | C) 20:44, 22 February 2012 (PST)
Jag
Done but needs to be redone (Does not demonstrate all the features that a regular wrench can do, e.g. repair)
- Why do I keep pointing this out -_- I'm starting to think whether this is necessary TFHK 23:26, 27 January 2012 (PST)
http://www.youtube.com/watch?v=DRjNRqzhAK8 Karmacharger 01:39 , 30 January 2012 (PST)
- Two little things~
- In the current Jag demo, the build speed comparison clip says "Dispenser built by the Jag/the Wrench". This isn't strictly required for this demo, but it helps a bit because it's not too obvious which clip has the jag and which clip doesn't when you're always swinging it. So could you change your name temporarily so that it shows those wrench names on buildings? Make sure to get the capitalization right: "the Jag" and "the Wrench", not "The Jag" or "the jag".
- Might also want to include a sentry build time comparison. The difference isn't big, and that's exactly what the point of showing this would be: to show that the jag doesn't make much of a difference. If you do this, can you also use the name trick (the Wrench/the Jag)? Thanks~
ALso, no audio lag in this one. Yay — Wind 18:56, 30 January 2012 (PST)
done , http://www.youtube.com/watch?v=HtvG9KIF264&feature=youtu.be Karmacharger 12:59, 2 February 2012 (PST)
- Put the sentry and dispenser building speed comparisons next to each other, since they are related. Also, hold still for second or two before switching to a clip and after switching to a clips (transitions go too fast right now) for both comparison clips and for the upgrade clip. The dispenser on the right isn't in the center of the portion of screen >: Just use Vegas's "snap to grid" feature to align it properly, pixel-accurate. — Wind 15:26, 5 February 2012 (PST)
I can take on this one as well. When you say put it beside each other, do you mean put the dispenser clip in, then the sentry clip after the transition? Do I need to use any of the custom huds for the splitscreen, or can I just use the getpos command to return to the same spot and do it with the default hud?KingofKoopas 21:38, 23 February 2012 (PST)
- You'll want to use
HUD Storage\2-way splitscreens\splitscreen Demo - ammo, health, engy HUD
from this for the split screens — Armisael (T | C) 21:43, 23 February 2012 (PST)
Been FOREVER since I've done a splitscreen. First attempt in a long time. http://www.youtube.com/watch?v=5SqoLhZN6tw KingofKoopas 10:40, 24 February 2012 (PST)
- I see that you've lowered the volume of the Wrench clip so that it doesn't do the "double wrench at the same time" effect. You can do that, but don't keep it that way when it creates a discrepancy between what the viewer sees and hears; for example, the inaudible swing at 0:44. To do that, I think you can quickly fade in the volume of the regular wrench's clip just after the jag's last hit occurs. There's also a sound glitch (hit sound cut) at 1:28 — Wind 11:39, 24 February 2012 (PST)
Both streams were at the same volume....... I have no idea why only one was audible up as I was trying to do the double hit. I'll see if I can fix that. Besides that one glitch, anything else wrong? Can I just keep the double hit? It's a lot easier then doing a lot of sound editing. KingofKoopas 11:52, 24 February 2012 (PST)
- Well you can keep the double hit if it doesn't sound bad. The problem here is that the volume of half of the clips is very different from the other half's, so that's something to fix no matter what; but then, once that is fixed, you'll probably run into the double-hit-sounds-bad problem, which means audio editing necessary (just volume adjustments really). Nothing else wrong — Wind 12:58, 24 February 2012 (PST)
I uploaded a version with the same audio levels for the splitscreen. I think it sounds fine, but if it doesn't highlight points that need to be fixed. Also tried my best to fix the bug at 1:28. http://www.youtube.com/watch?v=tqqbWMCv8DYKingofKoopas 13:53, 24 February 2012 (PST)
- Is good, please upload~ — Wind 14:53, 25 February 2012 (PST)
Upload goin up! http://www.mediafire.com/?78d3m48eam8s1pi KingofKoopas 20:49, 25 February 2012 (PST)
Overdose
New firing sounds.JhonnyKiller45 07:45, 17 February 2012 (PST)
- http://www.youtu.be/XLVAl_uk-O8 — Armisael (T | C) 18:57, 18 February 2012 (PST)
- Ends a little abruptly; perhaps add the "tchik" ending sound and a fade to black at the end~ And then upload directly — Wind 21:18, 18 February 2012 (PST)
Pomson 6000
The Engineer's arm dosen't look f'ed up anymore.JhonnyKiller45 07:41, 17 February 2012 (PST)
- http://www.youtube.com/watch?v=kov95kuHGVI — Armisael (T | C) 19:07, 17 February 2012 (PST)
- Add an extra pause before the engineer starts shooting at the medic/spy for the uber drain/cloak drain. Rest is good~ — Wind 21:03, 17 February 2012 (PST)
- http://www.youtu.be/6688kEW5FiM — Armisael (T | C) 11:16, 18 February 2012 (PST)
- Why is the Laser not seen on the Dispenser shooting, just wondered? TheDoctor 11:24, 18 February 2012 (PST)
- Is good question, if this was a glitch, then that part should be re-rendered. Otherwise, is good~ — Wind 15:52, 18 February 2012 (PST)
- http://youtu.be/g6CcvWZG6xw Apparently the shot was hitting the wood wall. While still going on to hit the dispenser. I dunno. — Armisael (T | C) 18:57, 18 February 2012 (PST)
- It's probably due to the fact that the visual shot particle goes from way under the tip of the gun, as seen in clip 1, while the actual collision check is done using an invisible line going from the correct location, thus damage is still done. Of course, this should be redone once/if they fix this clearly wrong visual shot placement... as well as shotgun sounds... Now that they've fixed the wrist. — Wind 21:18, 18 February 2012 (PST)
- http://youtu.be/g6CcvWZG6xw Apparently the shot was hitting the wood wall. While still going on to hit the dispenser. I dunno. — Armisael (T | C) 18:57, 18 February 2012 (PST)
- http://www.youtu.be/6688kEW5FiM — Armisael (T | C) 11:16, 18 February 2012 (PST)
- Add an extra pause before the engineer starts shooting at the medic/spy for the uber drain/cloak drain. Rest is good~ — Wind 21:03, 17 February 2012 (PST)
Sandvich
I don't know what to say other than that it no longer replenishes health to the heavy who drops it, but unstead just refills the sandvich bar. Woodledoodledoodle 16:48, 14 February 2012 (PST)
- http://www.youtube.com/watch?v=VRcZUyOGs3M — Armisael (T | C) 15:56, 19 February 2012 (PST)
- The new part is missing: resupplies ammo if dropped and picked up from the same heavy. TheDoctor 16:02, 19 February 2012 (PST)
- It's at 0:50 — Armisael (T | C) 16:03, 19 February 2012 (PST)
- You got an item at 1:07, it seems... Also, you may want to have the soldier fire the rocket at you while waiting for the sandvich cooldown; it would make this long pause less boring and save some time too — Wind 16:08, 19 February 2012 (PST)
- http://youtu.be/UvI24K5SmBM — Armisael (T | C) 17:55, 19 February 2012 (PST)
- Put it at the end of the cooldown wait, not at the beginning, so that the fact that the heavy took damage is still fresh... Sorry, should have been more specific about that. Rest is good~ — Wind 18:34, 19 February 2012 (PST)
- http://youtu.be/GfNxDq23RFM — Armisael (T | C) 21:38, 19 February 2012 (PST)
- Put it at the end of the cooldown wait, not at the beginning, so that the fact that the heavy took damage is still fresh... Sorry, should have been more specific about that. Rest is good~ — Wind 18:34, 19 February 2012 (PST)
- http://youtu.be/UvI24K5SmBM — Armisael (T | C) 17:55, 19 February 2012 (PST)
- You got an item at 1:07, it seems... Also, you may want to have the soldier fire the rocket at you while waiting for the sandvich cooldown; it would make this long pause less boring and save some time too — Wind 16:08, 19 February 2012 (PST)
- It's at 0:50 — Armisael (T | C) 16:03, 19 February 2012 (PST)
- The new part is missing: resupplies ammo if dropped and picked up from the same heavy. TheDoctor 16:02, 19 February 2012 (PST)
Scotsman's Skullcutter
Done but needs to be redone (This weapon no longer shorten Chargin' Targe and doesn't show this weapon has long melee range.)
- http://youtu.be/-BN6Ka8u_F8 — Armisael (T | C) 14:49, 4 February 2012 (PST)
- Is good, please upload~ — Wind 15:30, 5 February 2012 (PST)
- No taunt associated with the skullcutter? ≥My two cents≤ 17:23, 7 February 2012 (PST)
Soda Popper
New model and textures
Here's my take on the demonstration. Download here. --Akuago220, The Jungle Expeditioner 05:24, 10 February 2012 (PST)
- The Pistol needs to be reloaded, like the current demo. All the rest is good~ — Wind 09:10, 10 February 2012 (PST)
- Very well, here's the revised version. Download it here. --Akuago220, The Jungle Expeditioner 19:47, 10 February 2012 (PST)
- All good, thanks~ — Wind 20:28, 10 February 2012 (PST)
- Very well, here's the revised version. Download it here. --Akuago220, The Jungle Expeditioner 19:47, 10 February 2012 (PST)
Spy-cicle
Done but needs to be redone (Crits not on)
- Back then when I was attempting to work on the Disguise Kit demo, Wind told me that the demonstrations for the knifes are turned on to show the backstab animation. I looked through the demonstration videos of the knifes, it was so. The demonstration for Spy-cicle, however, does not. (Oh, and as a side note, is a new video of the gunslinger being uploaded? Because it lacks all the demonstrations of what it can do to repair buildings, but I don't see it here) TFHK 22:54, 15 January 2012 (PST)
- Two good points (but I think you meant to say "criticals" — Wind 16:20, 16 January 2012 (PST)
- Ah, yes I did. :P Yeah, crits are not turned on, which means the damage done is different when compared to other knife videos.
- Two good points (but I think you meant to say "criticals" — Wind 16:20, 16 January 2012 (PST)
And by the way, still wanna ask the question: Should the gunslinger video be redone, or has a new one been uploaded already? TFHK 03:27, 17 January 2012 (PST)
- It should be redone. It is in fact more important to demonstrate that for the Gunslinger than the other wrenches because the Gunslinger doesn't look like a Wrench at all — Wind 16:06, 17 January 2012 (PST)
OK ,I will work on it today. (I got a new PC ,it means quality will be improve) --Carlcarlto 18:44, 21 January 2012 (PST)
http://youtu.be/Nt52k69rzTQ http://www.mediafire.com/?5t4ae75unxlmv20 --Carlcarlto 00:57, 22 January 2012 (PST)
- Very good, very good. Thanks~ — Wind 10:25, 22 January 2012 (PST)
- The medic targetid says '?bercharge' instead of 'ubercharge'. — Armisael (T | C) 12:09, 22 January 2012 (PST)
- Oh f*, sorry I missed that >: Tends to happen when I don't watch in HD. Can you fix this, Carlcarlto? — Wind 12:37, 22 January 2012 (PST)
- After 1hr of searching on google and steam fourm, I fixed this problem. I will redo this later. --Carlcarlto 04:11, 23 January 2012 (PST)
- Ohh, you fixed that? I've been having this problem for a long time as well. Can you tell me how you fixed it? Please? :D TFHK 06:15, 23 January 2012 (PST)
- That was easy, I just add Germany to my language in the keyboard setting. But this method only work on my notebook computer instead of my pc, I am afraid I need more time to fix it. Maybe others can redo this. --Carlcarlto 19:12, 25 January 2012 (PST)
- Ohh, you fixed that? I've been having this problem for a long time as well. Can you tell me how you fixed it? Please? :D TFHK 06:15, 23 January 2012 (PST)
- After 1hr of searching on google and steam fourm, I fixed this problem. I will redo this later. --Carlcarlto 04:11, 23 January 2012 (PST)
- Oh f*, sorry I missed that >: Tends to happen when I don't watch in HD. Can you fix this, Carlcarlto? — Wind 12:37, 22 January 2012 (PST)
- The medic targetid says '?bercharge' instead of 'ubercharge'. — Armisael (T | C) 12:09, 22 January 2012 (PST)
- http://youtu.be/x_1mIAK30ok — Armisael (T | C) 12:53, 5 February 2012 (PST)
- Like the current demo, you need to not use quickswitch for this one to show what exactly you are doing when switching weapons (and which weapons switches are involuntary) in the fire clips — Wind 15:26, 5 February 2012 (PST)
- http://youtu.be/lBp2ya-mABE Give the sound in the first fireproof clip a good listen to make sure that all the appropriate elements are there, because I had to do a little in post to make the weapon switch stuff play nice with the fire. — Armisael (T | C) 18:21, 5 February 2012 (PST)
- Sounds seem fine~ However, in the 1:15 clip, the weapon selection menu stays open for less than half a second (due to opening it while the pyro is cooking the spy). Have the menu open and the spycicle slot hovered before the Pyro starts firing so that it is more clear what you are doing when being burned. Also, lack of transition at 1:35 — Wind 19:06, 5 February 2012 (PST)
- http://youtu.be/jSyqBJVgfrA — Armisael (T | C) 20:43, 5 February 2012 (PST)
- All good, but can you combine the two fire-related clips like Akuago did? It's a bit shorter, and it's also a bit clearer because it prevents the slight confusion caused by the transition at 1:14 (looks like the spycicle fades into a revolver and the health magically regenerates, due to the fact that the viewpoint doesn't change a lot) — Wind 21:45, 5 February 2012 (PST)
- http://youtu.be/ybvKtUdvU1I — Armisael (T | C) 06:39, 6 February 2012 (PST)
- Same as the previous video, make sure the weapon selection menu is open before the pyro burns you at 1:17, so that the menu gets more than half a second of screen time~ — Wind 14:06, 6 February 2012 (PST)
- http://youtu.be/ybvKtUdvU1I — Armisael (T | C) 06:39, 6 February 2012 (PST)
- All good, but can you combine the two fire-related clips like Akuago did? It's a bit shorter, and it's also a bit clearer because it prevents the slight confusion caused by the transition at 1:14 (looks like the spycicle fades into a revolver and the health magically regenerates, due to the fact that the viewpoint doesn't change a lot) — Wind 21:45, 5 February 2012 (PST)
- http://youtu.be/jSyqBJVgfrA — Armisael (T | C) 20:43, 5 February 2012 (PST)
- Sounds seem fine~ However, in the 1:15 clip, the weapon selection menu stays open for less than half a second (due to opening it while the pyro is cooking the spy). Have the menu open and the spycicle slot hovered before the Pyro starts firing so that it is more clear what you are doing when being burned. Also, lack of transition at 1:35 — Wind 19:06, 5 February 2012 (PST)
- http://youtu.be/lBp2ya-mABE Give the sound in the first fireproof clip a good listen to make sure that all the appropriate elements are there, because I had to do a little in post to make the weapon switch stuff play nice with the fire. — Armisael (T | C) 18:21, 5 February 2012 (PST)
- Like the current demo, you need to not use quickswitch for this one to show what exactly you are doing when switching weapons (and which weapons switches are involuntary) in the fire clips — Wind 15:26, 5 February 2012 (PST)
- http://youtu.be/kwhAtszE9eY — Armisael (T | C) 16:04, 6 February 2012 (PST)
- I think you hit the mute button somewhere... All is muted except the background music >: Also, it doesn't really address the problem; the menu is shown for a split second at 1:13 and another at 1:16 — Wind 16:17, 6 February 2012 (PST)
- http://youtu.be/6ShHhfZaY40 That a better length? — Armisael (T | C) 17:52, 6 February 2012 (PST)
- All good now, except... except the one reason this video had to be redone in the first place >: Criticals are still off in this video, as the backstab animation doesn't play at 0:32. Sorry I didn't notice this before >>; — Wind 18:13, 6 February 2012 (PST)
- http://youtu.be/pggqum7GPXQ Not sure how exactly that happened; I don't know why I wouldn't redone that clip. — Armisael (T | C) 19:50, 6 February 2012 (PST)
- http://youtu.be/L6HImt0fOlk — Armisael (T | C) 21:30, 6 February 2012 (PST)
- Is good, please upload~ (Sorry Akuago220 >: Armisael was first and fixed things faster, so this demo it shall be) — Wind 22:02, 6 February 2012 (PST)
- http://youtu.be/L6HImt0fOlk — Armisael (T | C) 21:30, 6 February 2012 (PST)
- http://youtu.be/pggqum7GPXQ Not sure how exactly that happened; I don't know why I wouldn't redone that clip. — Armisael (T | C) 19:50, 6 February 2012 (PST)
- All good now, except... except the one reason this video had to be redone in the first place >: Criticals are still off in this video, as the backstab animation doesn't play at 0:32. Sorry I didn't notice this before >>; — Wind 18:13, 6 February 2012 (PST)
- http://youtu.be/6ShHhfZaY40 That a better length? — Armisael (T | C) 17:52, 6 February 2012 (PST)
- I think you hit the mute button somewhere... All is muted except the background music >: Also, it doesn't really address the problem; the menu is shown for a split second at 1:13 and another at 1:16 — Wind 16:17, 6 February 2012 (PST)
- Here's my crack at it. Download it here. --Akuago220, The Jungle Expeditioner 19:59, 5 February 2012 (PST)
- Pretty good idea to combine both fire-extinguishing-related clips into one~ However, it doesn't demonstrate the kill-line-doesn't-show-in-kill-feed-ness as shown at the end of Armisael's demo — Wind 20:09, 5 February 2012 (PST)
Stickybomb Launcher
It's been a while, but I'm in the mood. Over time my skills in movie making an editing has increased, and so has my tolerance for criticism. After watching my stickybomb launcher video, I feel like I made too many mistakes to let it stand.
- Not showing you can detonate bombs when you are taunting
- Not showing what happens when you place a 9th bomb
- Not showing you can jump the 2fort battlements with one bomb
- possible that you can't triple stickybomb jump normally?
Would anyone have any objections to me re-doing the video to correct these mistakes? Been a while, if there's anything else that needs to be added let me know. Standards have changed so much since I last made a video. KingofKoopas 00:12, 21 February 2012 (PST)
- I would ask you somethings, triple bomb jump for what? I think that isn't necessary. Hinaomi 00:23, 21 February 2012 (PST)
- I think only the "Not showing what happens when you place a 9th bomb" and "Not showing you can jump the 2fort battlements with one bomb" are worth showing, the rest is indeed unnecessary. If you're going to redo this, also try to not be so twitchy when aiming; smooth, slow camera movements — Wind 11:18, 21 February 2012 (PST)
Yes I can try. My moviemaking has improved, so I can try and be less twitchy. KingofKoopas 13:21, 21 February 2012 (PST)
Thought accrued to me. Should I show what happens to your bombs when you die? That they can be destroyed and moved? KingofKoopas 14:34, 21 February 2012 (PST)
- Not for when you die, but that they can be shot at or airblasted is a good idea (will probably involve a redo of the other stickybomb launchers) — Wind 15:39, 21 February 2012 (PST)
Video is done. However youtube is refusing to let me upload anything. I'll post tomorrow or something. KingofKoopas 22:46, 21 February 2012 (PST)
Youtube is having problems it seems. I can't upload anything, not even videos that have previously been uploaded. So I've uploaded the video to mediafire for viewing. Sorry. http://www.mediafire.com/?piphbpjb86139zb KingofKoopas 12:20, 22 February 2012 (PST)
- Can you encode it to an equivalent-to-youtube bitrate then? My bandwidth is limited and I don't want to spend 122 MB just for one video :( — Wind 12:27, 22 February 2012 (PST)
The video was encoded in 60 FPS instead of my normal 30 fps. I can sacrifice quality for filesize for the time being. I believe someone else does the uploading? KingofKoopas 13:00, 22 February 2012 (PST)
- Yes, Armisael usually does the uploading. Keep the high-quality version, I am just asking for a separate, lower-quality version so that I can view it without sacrificing my bandwidth — Wind 13:14, 22 February 2012 (PST)
This one is 50 mb. If that's still to big I can compress it more, but the quality will suffer even more. http://www.mediafire.com/?aqq6l4e6h35l6i8 KingofKoopas 13:22, 22 February 2012 (PST)
http://www.youtube.com/watch?v=tyk316QiNqA Upload of the 122 Mb version. You really should figure out how to youtube, though. — Armisael (T | C) 13:48, 22 February 2012 (PST)
Not sure what you mean, this is how I've done my videos for a long time. If you have a better way please share it with me. I'd love to learn new techniques. No clue how you uploaded that....I can't upload anything right now. KingofKoopas 13:55, 22 February 2012 (PST)
- The reason the rule is to upload it to youtube is because in the end the video will be uploaded to youtube (on the wiki channel), so if youtube doesn't accept a video then that video cannot be used for a weapon demonstration. However, since Armisael could upload that 122 MB file to youtube, then it is an uploading issue on your end and not on youtube's, which means it is OK to continue making videos like this, it's just inconvenient if you can't upload them to youtube.
- Anyway, for the video itself, it just needs to show airblast against stickies. It'd probably be better to do that one from the perspective of the pyro, so that she can airblast the stickies towards the demoman and then have him blow himself up — Wind 14:24, 22 February 2012 (PST)
Yeah may be a firewall issue or something. As for the stickies, woops. I forgot to put that. It's recorded, but I just did it from my view, as the point is to just show they can be moved. Would you like me to re-do it from the pyro's point of view? Do I need to show they can be moved on the ground AND in the air, or just on the ground? KingofKoopas 14:29, 22 February 2012 (PST)
- Just on the ground, from the pyro's point of view — Wind 19:08, 22 February 2012 (PST)
Ok here's v2. http://www.youtube.com/watch?v=Q71_weD6eoI I wanted to show the demoman firing the bombs, but I ran into a lot of command problems. For some reason he fired stickybombs really slow unless I used bot_mimic. KingofKoopas 16:31, 23 February 2012 (PST)
- The demo bot's charging up each sticky fully. You'd want to do something like
bind <key> "bot_forcefireweapon tf_weapon_stickybomblauncher;wait 10;bot_forcefireweapon a"
. Tapping<key>
would make the demoman fire one sticky (tapping repeatedly would result in fire at the normal rate). — Armisael (T | C) 16:56, 23 February 2012 (PST)
Ahh cool. Is the current version I have fine as it is? Because I also ran into problems with airblasting clumps of stickies. they don't all get reflected. KingofKoopas 17:00, 23 February 2012 (PST)
- Show the Demoman laying the bombs before airblasting >: (will probably require human player) All the rest is good~ — Wind 19:29, 23 February 2012 (PST)
No I think with a comination of bot_mimic the command Arm gave me, I think I can pull it off. KingofKoopas 20:28, 23 February 2012 (PST)
I uploaded just the part with the reflect. If it's good I'll add it to the final video. http://www.youtube.com/watch?v=B8ai6UfmWXEKingofKoopas 21:32, 23 February 2012 (PST)
- da, dis vil vork — Wind 21:39, 23 February 2012 (PST)
Here's the upload. http://www.mediafire.com/?oduwszsukgy8dhk KingofKoopas 00:32, 24 February 2012 (PST)
Warrior's Spirit
Fixed Model Positioning
- A relatively minor fix like the Soda Popper. But if anyone feels up to it...--Upgrade 19:34, 16 February 2012 (PST)
- http://www.youtube.com/watch?v=1AcGW4HwozQ — Armisael (T | C) 19:07, 17 February 2012 (PST)
- All good, please upload~ — Wind 21:03, 17 February 2012 (PST)
Winger
New reload animation
- http://youtu.be/xHgQhycCu4w — Armisael (T | C) 16:03, 9 February 2012 (PST)
- Ooh, you were quick as a little bunny, weren't you? Please upload~ — Wind 16:07, 9 February 2012 (PST)
Bombinomicon
Actually I'm kinda surprised this ended up on our to-do list. To the point: do we need to demonstrate it on all nine classes? Should every class be just shot to death or can I get creative? — Zhnigo 19:48, 12 November 2011 (PST)
- Kinda falls under the same scope as the Pip-Boy demonstration... Not sure it needs to be demonstrated, but if someone's up for it, then why not. But yes, it would need to be all 9 classes. It's not a formal weapon demonstration, so you can get creative and stuff. — Wind 00:26, 13 November 2011 (PST)
- Why do we need to do one for all 9 classes? It's not unique to each, right? My thoughts are to:
- - Show the backpack description
- - Show death by hitscan. (Sniper headshot)
- - Show death by projectile. (Soldier or Demoman)
- - Show death which is supposed to trigger unique death. (CM2K, Eternal Reward, etc.)Mariofan38 11:34, 19 November 2011 (PST)
- It doesn't strictly need to be shown for all classes, but it would be better if it was. It's a visual effect only, so the demonstration has no education value; only aesthetic value. So I'd favor showing the effect thoroughly instead of "just what is needed" (which is a desirable thing for weapon demonstrations). Still, it's open to both possibilities (all classes or a few classes only) — Wind 17:39, 20 November 2011 (PST)
just trying to Demonstration this one , but i can't get bots use Bombinomicon. Karmacharger 01:56 , 21 January 2012 (PST)
- Indeed, this requires humans to demonstration due to the game's bot limitations — Wind 23:24, 20 January 2012 (PST)
- I was thinking that if you wanted to show each class, you could have them die by the same class from the enemy side to show how each way to die will still cause an explosion: Scout dies by Scattergun (to show bullets), Soldier dies by Rocket Launcher (to show projectiles), Pyro dies by Flamethrower (to show flame), Demoman dies by Sticky Launcher (to show explosions), Heavy dies by Fists taunt (to show, well, taunts), Engineer dies by Sentry Gun (to show, well, the sentry), Medic dies by Bonesaw (to show melee), Sniper dies by Sniper Rifle (to show headshots), and Spy dies by Knife (to show backstabs). — Antwan 23:51, 23 January 2012 (PST)
- Is good plan~ — Wind 18:18, 24 January 2012 (PST)
- Bots not equipping Bombinomicon? No worries, I can do that through maaaaagiiiic! But why have the Demoman for explosions, if we got the Soldier covered for that? AbeX300 15:19, 1 February 2012 (PST)
- And another thing: Should we demonstrate with an Eyelander, Chargin' Targe, Your Eternal Reward, and Dead Ringer (on victim) as well? AbeX300 16:58, 1 February 2012 (PST)
- No — Wind 17:30, 1 February 2012 (PST)
- So everyone BUT the Demoman gets to kill (I mean Soldier already takes care of the explosive and projectile case). That's a bit ironic if I do say so myself... AbeX300 17:36, 1 February 2012 (PST)
- Well isn't this a kettle of fish. My video is 321MB. I can't upload it to MediaFire because it only supports up to 200MB, I can't use DropBox because not only does it support up to 300Mb, but it also apparently does not want to upload it via Dropbox... So what do? AbeX300 19:00, 1 February 2012 (PST)
- Welp, I suppose I could just post a video demonstration in the mean time, with a possible solution of even getting the video. AbeX300 04:45, 2 February 2012 (PST)
- If you haven't got it by now, I'm suggesting that you use KeepTube to download the video and then upload it on the OTF2W channel. AbeX300 15:41, 2 February 2012 (PST)
- Holy raw! I managed to get a better-looking, smaller-sized video of the demonstration. See here, then proceed to download it! AbeX300 20:51, 2 February 2012 (PST)
- That makes me change my mind and agree that it feels like it's missing something because there's no Demoman. Feel free to add it to show stickies, no matter the duplication with soldier rocks. Other than that, this is good~ The static camera showing it on all classes is a nice touch. However, the second part is a bit dull because it is always a scout getting killed; maybe switch the classes? Doesn't have to be strictly "class X kills class X", but if there's 9 kills, then use all 9 classes across them. Also, don't forget the reloading stuff (applies to Scout and Soldier). For the engineer, make sure that the building label (Sentry Gun built by...) is not visible when the enemy explodes so that it doesn't block a sizable portion of the screen during the explosion. This also applies to the Spy; step back a little after the backstab so that the explosion can be seen better. — Wind 15:26, 5 February 2012 (PST)
- Holy raw! I managed to get a better-looking, smaller-sized video of the demonstration. See here, then proceed to download it! AbeX300 20:51, 2 February 2012 (PST)
- No — Wind 17:30, 1 February 2012 (PST)
- Is good plan~ — Wind 18:18, 24 January 2012 (PST)
- Video is good~ Regarding the minor mistake, uou mean sniper I suppose. No, not a big deal unless you feel like it should be one. One thing, however: looking at the video in 720p, it looks a bit blocky compared to regular 720p. Try decreasing the quantizer if you're using the recommended x264 quantizer-based method, otherwise increase the bitrate to see if that goes away. It's okay if the file is over 200 MB, don't upload it to mediafire (yet), just upload on youtube to see if that makes any tangible quality difference — Wind 19:42, 8 February 2012 (PST)
- Incidentally, if you have to rerecord the demoman section, it might be worth launching a 125 health class into the air with a sticky so they die of fall damage, just to show that it isn't just weapons that trigger the effect. — Armisael (T | C) 21:07, 8 February 2012 (PST)
- Is good point and gives the Demoman a proper role — Wind 21:08, 8 February 2012 (PST)
- KAY, so I redid the Demoman section to include the fall-explosion-of-doom-awesomeness-with-invisible-m-ninja-fudge clip, and decided to tweak the render settings, from 8M to 16M. Here's le video! (Didn't bother to fix the name problem on the Soldier clip, if it is a minor problem, but if for some ungodly reason this video does not impress, then I will fix the minor problem during the process of...somehow making it better) AbeX300 16:33, 10 February 2012 (PST)
- Is good point and gives the Demoman a proper role — Wind 21:08, 8 February 2012 (PST)
- Incidentally, if you have to rerecord the demoman section, it might be worth launching a 125 health class into the air with a sticky so they die of fall damage, just to show that it isn't just weapons that trigger the effect. — Armisael (T | C) 21:07, 8 February 2012 (PST)
- All good, please upload if you can~ And if you can't, poke me on IRC — Wind 16:59, 10 February 2012 (PST)
- SACREBLEU!!! Someone pointed out that the Sniper has 150 health as opposed to 125 health, and since I have already gotten rid of my clips, I'll have to do ze entire thing...again. AbeX300 16:01, 11 February 2012 (PST)
- While you're at it, make sure to fix sniper -> Sniper (or rather to not re-do that typo). And keep your clips for a few weeks, you usually won't regret it :3 — Wind 20:48, 11 February 2012 (PST)
- SACREBLEU!!! Someone pointed out that the Sniper has 150 health as opposed to 125 health, and since I have already gotten rid of my clips, I'll have to do ze entire thing...again. AbeX300 16:01, 11 February 2012 (PST)
HOUWAR
Can someone tell me what the policy is on spectator inferface in the videos? TO film this animation with the official tool and on the official requires going into spectator mode. Also can someone please tell me what the official programme for adding the music is?MEDUNN 12:58, 10 February 2012 (PST)
- This doesn't need to be demonstrated >: As for adding music, any video editor can do that, even Windows Movie Maker — Wind 13:18, 10 February 2012 (PST)
- One of your staff members, Keisari, asked for an official video to be made, after several people asked for a better video on the items talk page. Should this request be taken down?MEDUNN 13:29, 10 February 2012 (PST)
- Well a video would be nice, sure, but probably not as part of the weapon demonstration project; it should be a standalone to show the animation. The trouble is that this item is not particular in any way except that is has a cool animation, but opening up the weapon demonstration project to this kind of thing open up a lot more potential work. There has been some stuff done for other misc. items before, but only because they did something pretty interesting outside of their model in the game (change the hud/make people explode)
- tl;dr: Yes for the video, but no for putting it as part of weapon demonstrations. It can be uploaded to the channel but probably unlisted at first, so that people don't mistake it for a weapon demo.
- As for where to propose such videos, the best place would be Talk:Hat of Undeniable Wealth And Respect, there's a few topics there about it like you pointed out. If a video is decided on, I can upload it — Wind 13:40, 10 February 2012 (PST)
- Okay, thanks for that. I know this is sort of the wrong place to post and I hadn't intended it to be classed as a weapon demonstration video, but Keisari advised me to ask on this page as it was for official video help and as he wasn't able to answer my question about the interface in spectator, as he said he had never done a video himself.MEDUNN 13:45, 10 February 2012 (PST)
- Well since it's not a weapon demo, you can do what you want with the interface. If I were you, however, I'd hide it because it serves no purpose in demonstrating the animation — Wind 13:48, 10 February 2012 (PST)
- Okay, thanks for that. I know this is sort of the wrong place to post and I hadn't intended it to be classed as a weapon demonstration video, but Keisari advised me to ask on this page as it was for official video help and as he wasn't able to answer my question about the interface in spectator, as he said he had never done a video himself.MEDUNN 13:45, 10 February 2012 (PST)
- One of your staff members, Keisari, asked for an official video to be made, after several people asked for a better video on the items talk page. Should this request be taken down?MEDUNN 13:29, 10 February 2012 (PST)
Demonstration for Decal tool?
I did not see demonstration video in Decal tool's page. What do you think, should one be made? -- Keisari 04:46, 31 January 2012 (PST)
- Support Yes. Somebody don't know how to put decal until read in wiki. If we have the Demonstration, it will be easier. Like Mann Co. Store and Mann Co. Supply Crate page. Hinaomi 06:18, 31 January 2012 (PST)
- Nope That would be part of the technical demonstration project, not the weapon one — Wind 08:14, 31 January 2012 (PST)
Move to Team Fortress Wiki:Technical Demonstration Hinaomi 00:37, 1 February 2012 (PST)