Difference between revisions of "Team Fortress Wiki talk:Weapon Demonstration"

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({{icon item|Beggar's Bazooka|16px}} Beggar's Bazooka)
({{Demo Header|Meet the Medic (taunt)}})
 
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{{Team Fortress Wiki:Weapon Demonstration/Talk archives}}
 
{{Team Fortress Wiki:Weapon Demonstration/Talk archives}}
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__NOTOC__
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{{clr}}
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= Tools =
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== {{Demo Header|Chemistry Set}} ==
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{{DemoEntry
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| begin
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| status = review needed
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| reservation = [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 11:06, 1 August 2024 (UTC) <!-- Due to the more "special" status of this chemistry set, this reservation lasts indefinitely until the user themselves or a weapon reviewer removes it. -->
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| changes =
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| video = https://drive.google.com/file/d/1FnZhpTuOcL4AZ88gamf0nqwYCA4qRdqm/view?usp=sharing
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}}
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<div class="mw-collapsible mw-collapsed" style="width:100%">
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Old discussion (2020)
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<div class="mw-collapsible-content" style="width:100%; text-align:left">
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Hi, just made a vid demonstration about Chemistry kit. https://www.youtube.com/watch?v=R2uEkaw6Jbs&feature=youtu.be
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What should i do next? ~ Fokus 03.06.2020 16:50 GMT+2
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:Hi there,
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: You now have to wait for [[User:WindPower|WindPower]] to respond. He usually does this every week on Sundays, though he's very busy nowadays.
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: My advice on your video is: Don't start in the Main Menu, start in the backpack (first page) instead. Make sure your backpack's page is also clear of other stuff, so when you finished using the chemistry set it doesnt go to the third page and you'll have to drag it from there. Show yourself using the Chemistry Set, too, it's part of its functionality. Your video also seems to have a delay between sound and the video.
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: It also lacks editing.<br>[[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 15:05, 3 June 2020 (UTC)
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:::> he's very busy nowadays
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:::You give me too much credit. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 05:44, 8 July 2020 (UTC)
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::Hi, thanks for tips. I fixed the video, now it should be much better. https://www.youtube.com/watch?v=-fgON6QQ6Mk&feature=youtu.be <br />
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::[[User:Fokuskii|Fokuskii]] ([[User talk:Fokuskii|talk]]) 23:53, 3 June 2020 (UTC)
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:::The same problem applies with the backpack. It should start on the first page (that's empty except for the required items). The section where you hover over the chemistry set is too long, perhaps make it 1 or 2 seconds. The same thing applies to the end, show the strangifier being applied. It also lacks fading (A lot of these things can be fixed with simple editing, but I think the pages thing will have to be done with a new one :\)<br>[[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 13:10, 4 June 2020 (UTC)
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:::The video should also be 1080p (your first version was 1080p but the second version is 720p). Agreed with all other comments — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 05:44, 8 July 2020 (UTC)
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I have both an alt and a professor speks chemistry set for this demonstration, I just have yet to find the password to the account...<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 21:36, 12 November 2023 (UTC)
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Hey, was wondering if this was still open? I can do a possible version with a collector chemistry kit but not sure if it matters if it's strangifier or collector's. [[User:God&#39;sWrath|God&#39;sWrath]] ([[User talk:God&#39;sWrath|talk]]) 01:15, 16 February 2024 (UTC)
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:It's still open, although a collector's kit may be too large as it would require showing all 100 items added.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 11:13, 16 February 2024 (UTC)
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::Ah, alright so what if I show a strangifier first and add a section for the collector's where I only put 1 in but I put disclaimer stating it's x amount of x items and not 1 item for a collector's kit? So video doesn't drag out. [[User:God&#39;sWrath|God&#39;sWrath]] ([[User talk:God&#39;sWrath|talk]]) 03:41, 17 February 2024 (UTC)
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:::Just pick a simpler, cheaper chemistry set like in the first video · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 05:15, 17 February 2024 (UTC)
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</div></div>
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I've reserved this but I've been thinking it over and I'm not sure if it's really necessary. The [[Strangifier]] demonstration shows the exact same process of completing a chemistry set to acquire a strangifier and then applying it to the item. Both demonstrations would bassically be the same. Do we really need two demonstrations showing the exact same thing? Or what should this demonstration do to be different from the Strangifier demonstration? [[User:Mediarch|<font color="ec5c69">'''Mediarch'''</font>]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|<font color="ec5c69">'''Talk'''</font>]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[Special:Contributions/Mediarch|<font color="ec5c69">'''My Edits'''</font>]] 22:01, 29 May 2024 (UTC)
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:I'm about to craft some of my handshake chem sets. I have two clean ones but I'd rather not craft them and use my partial ones instead. One of these partial ones requires 198. I am thinking I can show a clean one, open it, fill in the first page (drag half, double click half) then do a fade cut where I've swapped to the 198 one on the last page with all the other pages filled in and actually craft that one instead. Within the crafting window there would not be any difference since the input page count for both is 17, there is just 6 on the last page instead of 8 but you would not notice this unless you did the math. If this is acceptable, do you want me to showcase the 4 pages of handshakes required for crafting it or just the 1st page with the chem set and 49 shakes? [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 03:39, 31 July 2024 (UTC)
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::A demonstration would have to show each individual one being dragged in. However, if you can smoothly transition the clips in a way that makes it seem like all were filled in on the same one and there's no difference, then that would be fine too, as long as the illusion of it being one chemistry set is there.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 12:43, 31 July 2024 (UTC)
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:::Double click doesn't even work, don't know why I thought it did. Will probably get to this in 2 weeks after my finals. [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 11:07, 1 August 2024 (UTC)
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::::Example of transition previously described https://www.youtube.com/watch?v=R_ROeqQWSgU Would obviously craft in the real thing and hover over the item in my first page. [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 05:57, 5 August 2024 (UTC)
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:::::Double click [https://github.com/ValveSoftware/Source-1-Games/issues/5216 indeed does not work]. However, I think you should show every single one being filled in. I get you want to use your mostly-crafted one already, but I think the way to go here would be to try and transition mid-craft, rather than fading like that. This way, it requires a precise setup and some editing, but it can be done.
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:::::For this reason, I think you should try and get the transition approved first. The way I would do this is film the backpack + dragging in, then at a certain page (preferably one where you need to click on the next page of Handshakes as you're filling it out) you stop. Then you take your partially-filled one, record yourself with the exact same mouse position (you can do this using autoclicker, for example, which has a built-in "click at location" button) clicking to the next page of Handshakes, then once you've finished putting them all in drag your mouse off-screen and wait ~0.5 seconds. This way, you can simply do the actual crafting part afterwards, once we approve this transition.
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:::::If done right, this should look like one seamless take, but not use your other clean chemistry sets.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 00:18, 13 August 2024 (UTC)
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:::::: https://www.youtube.com/watch?v=JlDW77LISq0 Transition is between 39s and 42s [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 09:06, 17 August 2024 (UTC)
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:::::::Looks good, though the video lags a bit around that time as well, so it would have to be re-recorded.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 21:49, 29 August 2024 (UTC)
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{{DemoEntry|end}}
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== {{anchor|Ring}}{{Demo Header|Something Special For Someone Special}} (Tool) ==
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{{DemoEntry
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| begin
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| status = nodemo
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| reservation = [[User:Mediarch|<font color="ec5c69">'''Mediarch'''</font>]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|<font color="ec5c69">'''Talk'''</font>]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[Special:Contributions/Mediarch|<font color="ec5c69">'''My Edits'''</font>]] 00:29, 2 May 2024 (UTC) <!-- Due to the more "special" status of the ring, this reservation lasts indefinitely until the user themselves or a weapon reviewer removes it. -->
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| video =
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}}
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<div class="mw-collapsible mw-collapsed" style="width:100%">
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Old discussion (2019)
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<div class="mw-collapsible-content" style="width:100%; text-align:left">
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Hi. I know this item is quite expensive for someone to make a demonstration, but I was thinking, a video showcasing how the item works (which the purchaser's choose they person), and then, on the same video, showing the chosen player's screen perspective, showing the option to accept the proposal, and after that, showing the notification on the Main Menu for the accepted proposal.
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<br>Considering the high cost that would be making this demonstration, I wonder if Valve could gives us a hand and supply one for our demonstrations purposes, as long we delete both rings after doing the full video.
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<br>It seems that the process is mostly the same as the [[Gift Wrap]], but I have no idea how are the things when someone receives that Gift. We also lack a proper Gift Wrap video, apparently. [[File:Gabrielwoj Signature Icon.png|15px|link=User:Gabrielwoj]] - [[File:Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 19:26, 16 July 2019 (UTC)
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: Keep dreaming, valve won't even fix server issues much less give us free items. If you are planning to make a demonstration though, better ask windpower for some super detailed instructions to make sure it's right the first time. [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 21:37, 18 July 2019 (UTC)
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::Well, they have the ability to both give and delete items, it could work? Yes. Will it happen? We don't know. If there's anything we can do, is ask for someone who plans on buying one legitimately and asking them for help. Last time that the item got in 50% off, a lot of people bought one, so. [[File:Gabrielwoj Signature Icon.png|15px|link=User:Gabrielwoj]] - [[File:Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 20:01, 19 July 2019 (UTC)
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:::If you give it some time, I could save up to get it and try to make it. <br>[[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 20:16, 19 July 2019 (UTC)
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:I offer to give a 50 USD Steam gift card to anyone who has already gotten an item demonstration video approved and uploaded in order to make this demonstration, and then another 50 USD Steam gift card upon video approval. I'm not sure what the price of the item is in other currencies but I'll also match that if possible as long as it's not too much more expensive. Please make sure to record both sides (sender account and receiver account). — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:00, 21 July 2019 (UTC)
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::Well, I guess we should start discussing how should it be done. Firstly, I think the Gifter should be named "Scout" and the Recipient be "Miss Pauling". Scout has the [https://steamcdn-a.akamaihd.net/steamcommunity/public/images/avatars/c7/c718b0c234a3f5ff5fc8f0b99c3f64f0de4ccefe_full.jpg Scout avatar] (184x184 version from Steam), while Miss Pauling can use [https://i.imgur.com/bBLbzuP.png this]. I think the name could be something along what Scout would say, my suggestion, name it as "You are really frickin' sweet". That'd go nice, eh?
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::Secondly, I don't know who's going to be the Recipient. Should we create a Steam account just for that, or should we rely with another Video Demonstration Creator to do a collab? [[File:Gabrielwoj Signature Icon.png|15px|link=User:Gabrielwoj]] - [[File:Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 23:55, 21 July 2019 (UTC)
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::<br> well how about we can hit two birds with one store and do the ring and the Upgrade to Premium Gift from the same two account?, First the two account would demostrate the Upgrade to Premium Gift which the sender should buy it from the store and send to the receiver who don't have premium. them Recycle the same account to do the ring. We could make a story out of it as well from friendship when a user gifted the premium to the other use then after few days they both got engaged via the sender would give the ring. It won't end up a awkward situation. but for this situation we need 4 people to do the ring tho 2 sender reciever, 2 regular tf2 player to recieved the message one in the tf2 main menu and the other while in-game[[User:Jomarcenter|Jomarcenter]] ([[User talk:Jomarcenter|talk]]) 14:27, 28 August 2019 (UTC)
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::::That's a cute story, but let's keep the demonstration to just one item (the ring), not the Upgrade to Premium Gift on top of it. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:17, 1 September 2019 (UTC)
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:::: I don't know what you're talking about, wind. Story time is clearly more important than the actual video. (but in all seriousness the two '''accounts''' would be okay to reuse right?) [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 04:52, 4 September 2019 (UTC)
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:::::Yeah, sure, it would just be two separate videos — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 23:39, 8 September 2019 (UTC)
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:::<br> I kind of thought the role playing names were unnnecessary to begin with, and could also cause confusion as to whether or not those texts always appear in game. But if WP or thed feels that's the best way to do it without commercializing it then oh well for me.
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::: The two steam accounts would be kinda hard to sync up (and would also be a waste of $100), i'm willing to be proposed to if no one else will :) [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 01:06, 25 July 2019 (UTC)
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::::No need for roleplaying. It's cool if you want to do it but totally optional. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 06:26, 29 July 2019 (UTC)
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</div></div>
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I guess I should give an update on this. I'm still up for doing this one. The plan was to do it with Cheddar but currently a lot of the community wanted to boycott spending money on the game because of the bot situation so Cheddar wanted to delay this until....idk when. Valve just banned the majority of the bots and new bot hosting accounts are getting banned as they're being created so I think now is as good as time as any to do this demo. But I can't do it by myself so I need to talk with Cheddar_ and see if he's still available for it or I need an assistant who's willing to help with it. [[User:Mediarch|<font color="ec5c69">'''Mediarch'''</font>]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|<font color="ec5c69">'''Talk'''</font>]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[Special:Contributions/Mediarch|<font color="ec5c69">'''My Edits'''</font>]] 11:17, 29 June 2024 (UTC)
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:I get that you don't agree with the decision but the sassy "delayed until Idk I guess" comments are pretty annoying. No one can see in the future as to when stuff like this will cool down. If I say something like "do it in a week" and it's still an issue in a week, you would've been upset too.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 11:59, 29 June 2024 (UTC)
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:: I'm not trying to be sassy. I'm not complaining. Sorry if it comes off that way. That's not my intention. It's just been nearly two full months with zero communication about the status of the demonstration. Reservations are technically only valid for two weeks so I simply wanted to make sure that everyone knew that I was still planning to do it. [[User:Mediarch|<font color="ec5c69">'''Mediarch'''</font>]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|<font color="ec5c69">'''Talk'''</font>]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[Special:Contributions/Mediarch|<font color="ec5c69">'''My Edits'''</font>]] 12:41, 29 June 2024 (UTC)
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{{DemoEntry|end}}
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== [[File:Mannpower Powerup King.png|16px|link=Mannpower]] [[Mannpower]] powerups ==
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{{DemoEntry
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| begin
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| status = nodemo
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| reservation =
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| changes = {{c|Demonstrate all powerups.}}<br>{{c|Show you can switch to the Grappling Hook under the effects of the Knockout powerup.}}
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| video =
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}}
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Hello, I had a question about preforming/recording this demonstration. Mannpower has a domination mechanic (Not to be confused with [[Domination|dominations]]), this mechanic works by when a player has many more kills than other players on the enemy team, and so that player gets nerfs on their power ups. I'm guessing I would have to demonstrate this in the video, however I do not know how to activate it. I have not been able to activate this on myself in tr_karma, however even if I did, the player who is dominating does not get the message on their screen showing that they are dominating. The only effects the player who is dominating sees is they are marked for death if they have a power up, and a nerf on that power up for that player. I don't know how I would go about demonstrating the effects of domination mechanic, considering the viewer wouldn't know that being marked for death with a power up means you are dominating. If I were to get the domination mechanic to work, should I just show the class as marked for death, or something else? [[User:Andrew360|<span style="font-family:TF2 Build; color:#038d3a ">Andrew360</span>]] [[File:Edit_icon.png|20px|link=Special:Contributions/Andrew360]] [[File:Taunt Rancho Relaxo.png|25px|link=User_talk:Andrew360]] 01:51, 12 July 2022 (UTC)
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:This does sound hard to demonstrate. If you enable third-person mode, do you see the skull icon above the player's head in the 3D world (not on the HUD)? If so, here's a structure that might work:
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* Spawn enough enemies on the map such that you can reach domination status, and still have enough enemies left over to show that the effect isn't about killing *all* other enemies.
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* Start the demonstration in first-person mode.
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* Switch to third-person mode.
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* Kill enough enemies such that domination status appears.
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* Highlight the correlation between the third-person skull icon and the HUD one, for example by zooming in on both at once, or drawing a red box around both or something.
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Now you've established that "skull on HUD" = "having killed enough enemies".
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Now, demonstrate each powerup one by one. For each powerup, do a split-screen, with the left being non-dominating, and the right being already-in-dominating status. Pick up the powerup on both clips and demonstrate the effect. The skull icon being visible on the clip on the right should be enough of a hint that this is the cause. If not obvious enough, you can draw attention to it at the beginning of the clip, such as by drawing a red box over it or something.
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Hope this helps. I suggest doing a test demo with just one or two powerups demonstrated and posting it here first before doing all the work it would take to get this all done for all powerups, as there are a lot. (Perhaps each powerup should have its own video? That's a separate question...)
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— [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:39, 31 July 2022 (UTC)
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:I might try my hand at this, but only after I finish my other demonstrations and receive feedback and corrections for them. [[User:Po1yb1ank|Po1yb1ank]] ([[User talk:Po1yb1ank|talk]]) 23:56, 14 December 2023 (UTC)
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{{DemoEntry|end}}
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== {{Demo Header|Enchantment: Eternaween|icon=Backpack Enchantment Eternaween.png}} ==
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{{DemoEntry
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| begin
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| status = nodemo
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| reservation =
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| changes =
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| video =
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}}
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{{DemoEntry|end}}
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= Action =
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== {{Demo Header|Fancy Spellbook}} ==
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{{DemoEntry
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| begin
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| status = nodemo
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| reservation =
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| changes = {{c|Same as above, with the exception that the particle effects that emit on the hand are different.}}
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| video =
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}}
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{{DemoEntry|end}}
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== {{Demo Header|Fireproof Secret Diary}} ==
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{{DemoEntry
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| begin
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| status = nodemo
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| reservation =
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| changes = {{c|Same as above, with the exception that the particle effects that emit on the hand are different.}}
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| video =
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}}
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{{DemoEntry|end}}
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== {{Demo Header|Kritz or Treat Canteen}} ==
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{{DemoEntry
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| begin
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| status = nodemo
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| reservation =
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| video =
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}}
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{{DemoEntry|end}}
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== [[File:Heavyhumiliation.png|16px|link=Match outcomes]] [[Match outcomes]] ==
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{{DemoEntry
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| begin
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| status = nodemo
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| reservation =
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| video =
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}}
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So there's a bit of a problem with showing the other angles with this demonstration, as you can't actually rotate the camera. Despite it being in third person, you cannot change the angle of the camera nor use +left or +right to make only the camera move. Any attempt to move the camera either doesn't work or makes the character move along with the camera. My original plan for this demonstration was the following:
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* Show a split screen with a player on RED team on one screen and player on BLU team on the other screen
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** The RED player would capture the intelligence on 2Fort, and the other screen would show the BLU player in humiliation after they lose
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*** This part would repeat for each class
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* It would then cut to tr_karma where I would rotate the camera around the class when they're standing, crouching, running, etc
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* After this I would move on to the next class until all of them are done<br>
 +
However I can't do this because I can't rotate the camera, does anyone have any ideas on how to rotate or have other ideas of how to demonstration and show the different angles? <br>[[User:Andrew360|<span style="font-family:TF2 Build; color:#038d3a ">Andrew360</span>]] [[File:Edit_icon.png|20px|link=Special:Contributions/Andrew360]] [[File:Taunt Rancho Relaxo.png|25px|link=User_talk:Andrew360]] 22:47, 6 February 2023 (UTC)
 +
 +
::How about just use the RED player to see the BLU humiliation animation. Like:
 +
::''RED player is the main camera, BLU player is a bot/a smaller pip/split screen in the video''
 +
::#BLU player stands beside the intel point
 +
::#RED player captures the intel and win the game
 +
::#BLU player enters humiliation
 +
::#RED player look at the BLU player
 +
::#BLU player moves around to show off the humiliation animation.
 +
::I feel like this also shows off the concept of "match outcomes", make the whole story connected via one team wins and see another team loses with humiliation animations. Do we have to use tr_karma map for demonstration? Is this demonstration video about "match outcomes" or "humiliation animations"?--[[User:AlexT|<span style="background:linear-gradient(#D1EEFC, #81F3FD);border:1px #99F3FD solid;color:#007FFF;border-radius:8px">'''Alex'''</span>]]┋[[User talk:AlexT|<span style="color: #FF6600;">'''T'''</span>]] 03:19, 7 February 2023 (UTC)
 +
 +
:Simply using {{code|thirdperson_mayamode}} it would be possible to show off these animations from a stationary angle (turning your character rather than camera, although tr_karma/tr_target have no winning objective, so you'd need a different map for it (I suggest [[Thunder Mountain]] and standing in first BLU's spawn so it's still somewhat related to the tr_target map, using {{code|mp_bonusroundtime}} to extend the time at the end and just capping the first point).<br>[[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 11:01, 7 February 2023 (UTC)
 +
 +
::I'm a bit confused on what you mean on the capping part, as you say to stay in BLU spawn, but also cap the point to win which would make BLU would win and RED would be in humiliation. Do you mean to make the time run out so RED wins instead? <br> [[User:Andrew360|<span style="font-family:TF2 Build; color:#038d3a ">Andrew360</span>]] [[File:Edit_icon.png|20px|link=Special:Contributions/Andrew360]] [[File:Taunt Rancho Relaxo.png|25px|link=User_talk:Andrew360]] 23:24, 7 February 2023 (UTC)
 +
 +
:::Either works. Just any way to make the classes go into the humiliation pose. I personally wouldn't mind it that much if RED was in BLU spawn, but it's up to you.<br>[[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 12:33, 8 February 2023 (UTC)
 +
 +
::::I went in game to test out thirdperson_mayamode, and it does not work, as for some reason the losing animation isn't considered as in "thirdperson" by the game I think. Does anyone else have any other ideas? Only other way I can think of is using SourceTV, however I don't know how to set that up. <br> [[User:Andrew360|<span style="font-family:TF2 Build; color:#038d3a ">Andrew360</span>]] [[File:Edit_icon.png|20px|link=Special:Contributions/Andrew360]] [[File:Taunt Rancho Relaxo.png|25px|link=User_talk:Andrew360]] 01:15, 12 February 2023 (UTC)
 +
{{DemoEntry|end}}
 +
 +
= Need to be redone =
 +
 +
== {{Demo Header|Huntsman}}, {{Demo Header|Fortified Compound}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = review needed
 +
| reservation = [[User:GrampaSwood|GrampaSwood]] 20-8-2024 15:37 CEST
 +
| changes = {{c|Update to use post-Jungle Inferno afterburn damage (4 dmg/tick for 7.5 seconds, previously 3 dmg/tick for 10 seconds).}}
 +
| video = https://drive.google.com/file/d/19Ymk8-fu1Ddcl5jSatVN_5ZEjTrQ4V07/view?usp=sharing
 +
}}
 +
 +
Personally I would also full-charge bodyshot the Medic, as full-charge headshotting both the Medic and Sniper like in the existing demonstrations feels redundant.<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 22:48, 10 August 2024 (UTC)
 +
 +
:Its probably just me, but I feel like the pacing of the first clip is too fast. Everything else looks good though.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 23:40, 26 August 2024 (UTC)
 +
 +
::Could be, I had to redo it >11 times due to several factors, so at some point I might've just wanted to rush through it. I can easily redo.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:44, 26 August 2024 (UTC)
 +
 +
:::Its ''probably'' not necessary, but might be worth it anyway? Can't blame you if you did rush through after that many redos though, my condolences.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 00:05, 27 August 2024 (UTC)
 +
{{DemoEntry|end}}
 +
 +
== {{Demo Header|Crusader's Crossbow}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Ubercharge gain rate is reduced in the same way that the Medi Gun's healing (and therefore, Ubercharge build rate) is - it is based on the last time the target was in combat.}}<br>{{c|Does not show that if you try to heal up an enemy Spy, Über is not built.}}<br>{{c|Does not show that if you heal an enemy player through a Pyro's reflect, Über is built.}}
 +
| video =
 +
}}
 +
 +
I removed the clip from the previous demonstration when the medic is building his übercharge with the crossbow, the actual changes make it way too long. [https://youtu.be/Ssaodg-dl7g Video] — [[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) 14:44, 11 September 2019 (UTC)
 +
:The picture-in-picture clip is too large and covers the center of the main video's vision. So when the heavy/spy turns to see the medic, it just doesn't show up on the screen. Please decrease the size of the picture-in-picture — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 00:38, 16 September 2019 (UTC)
 +
::[https://www.youtube.com/watch?v=g6asv69_x0o&feature=youtu.be Second try] — [[User:Thedop|Thedop]] ([[User talk:Thedop|talk]]) 06:45, 25 September 2019 (UTC)
 +
:::The Minigun is still hiding the medic when he's firing... — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 00:07, 30 September 2019 (UTC)
 +
::::''*sigh*'' Thedop's demonstration has been in hiatus for two years. Maybe I can make my own demonstration if Thedop doesn't mind. — [[User:Exaskliri|Exaskliri]] <sub>(they/them)</sub> ([[User talk:Exaskliri|talk]] | [[Special:Contributions/Exaskliri|contribs]]) 06:43, 14 April 2022 (UTC)
 +
:::::Demonstration reservations are only valid for 2 weeks. If the reservation tag remains on a video and no action has happened since, you can ignore the reservation and replace it with a reservation of your own. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 00:33, 24 April 2022 (UTC)
 +
::::::Oh, and by the way, don't forget to add a demonstration of healing afterburn (probably the most common type of status effect). [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 23:17, 16 June 2022 (UTC)
 +
::::::: Definitely doable for making an entry about using Crossbow at point blank range to both hit enemies and heal teammates. [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 21:06, 25 June 2022 (UTC)
 +
 +
I'm going to at least make an attempt at this since the last discussion regarding the Crossbow demonstration was two years ago. Any advice would be appreciated, since this is my first wiki contribution. (And yes, I know how to edit) [[User:Jk6419|Jk6419]] ([[User talk:Jk6419|talk]]) 02:25, 27 August 2024 (UTC)
 +
:Due to IRL responsibilities that have recently popped up, I am removing my reservation. My apologies. [[User:Jk6419|Jk6419]] ([[User talk:Jk6419|talk]]) 04:12, 29 August 2024 (UTC)
 +
{{DemoEntry|end}}
 +
 +
== {{Demo Header|Holiday Punch}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Does not demonstrate that disguised spies do not laugh from Holiday Punch.}}<br>{{c|Does not demonstrate interaction between cloaked spies and Holiday Punch crits.}}
 +
| video =
 +
}}
 +
 +
I kind of felt Holiday Punch could possibly be redone such that it demonstrates its interaction with cloaked and disguised spies. [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 08:11, 17 March 2020 (UTC)
 +
:Not very practical, but sure, if anyone's up for it — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 04:11, 24 April 2020 (UTC)
 +
::Not sure if I have to create a new section for the Holiday Punch or add information on an already existing one, but there's several things that probably should also be demonstrated:
 +
::{{c|Demonstrate that enemies underwater doesn't laugh on the back / critical hits, which therefore, they don't receive damage}} (The map used for demonstrations does not have water, though)
 +
::{{c|Demonstrate that punching an enemy at the back / doing a critical hit on an enemy that is jumping / is on the air, has no effect, and does no damage}}
 +
::{{c|Demonstrate that it's possible to tickle enemies that are being Ubercharged, possibly include both the patient and the Medic being tickled}}
 +
::* Tickle the patient first, show that it's still in the effects of Uber, and tickle the Medic second, that would probably be more ideal, so it shows that when a Medic is tickled, his target loses the healing / ubercharge
 +
::* Perhaps also demonstrate the Quick-Fix ubercharge, since it mentions it blocks "movement-impairing effects", which isn't the case for the Holiday Punch (I'm pretty sure you can still get tickled with the Quick-Fix uber)
 +
::{{c|Demonstrate that a Scout with the effects of Bonk! can be tickled}}
 +
::{{c|Demonstrate that a Soldier with the Battalion's Backup active, as well his teammates receiving the Backup effect, can still be tickled}}
 +
:: A few other ones that I am unsure about:
 +
::{{c|Demonstrate that it's not possible to tickle robots and giant robots on MVM}} (I don't think we often make MVM-related stuff on these demonstrations, unless it's an unique mechanic like the Projectile Shield)
 +
::{{c|Demonstrate that an enemy who is taunting does not get tickled, and that it receives no damage on critical hits}} [[File:User Gabrielwoj Signature Icon.png|15px|Headphones style when?|link=User:Gabrielwoj]] - [[File:User Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:User Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:User Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 04:23, 24 April 2022 (UTC)
 +
:::The <code>tr_karma_rc1</code> map has water (see [[Sydney Sleeper]] demonstration [https://youtu.be/95qD-3XF8ws?t=132 here]). I use that map for demonstrations, as it is preferred (according to the Weapon Demonstration page). — [[User:Exaskliri|Exaskliri]] <sub>({{gender:Exaskliri|he/him|she/her|they/them}})</sub> ([[User talk:Exaskliri|talk]] | [[Special:Contributions/Exaskliri|contribs]]) 09:23, 24 April 2022 (UTC)
 +
:::No to the Quick-Fix + Bonk + Battalion's Backup things; as the project page states, non-stock item interactions are usually not demonstrated, in order to avoid having a full explosion of weapon interactions to demonstrate. The Quick Fix one also sounds like a bug, so usually that isn't worth demonstrating either because it has marginal utility and may eventually get patched, which would just create more video work later down the line. But all the other points are good to demonstrate, so +1 that a redo is in order for this one — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 04:49, 12 May 2022 (UTC)
 +
 +
I have an idea on how the new video might be represented:
 +
 +
'''Part 1: The Main Gang (Pyro, Soldier, Medic, Spy)'''
 +
*Do the same actions as was done in the original video
 +
 +
'''Part 2: Basic Interactions'''
 +
Do the same actions as was done in the original video, demonstrating Kritzkrieg on Soldier (via friendly Medic) and Jarate on Demoman (via friendly Sniper), plus another for Medic interactions.
 +
 +
'''Part 2a:'''
 +
# Approach friendly Kritzkrieg Medic, who has full charge
 +
# Get charged with the Kritzkrieg buff
 +
# Keep punching the enemy Soldier until the buff wears off
 +
# Punch again while the buff is off, and keep doing it until the Soldier dies
 +
 +
'''Part 2b:'''
 +
# Approach friendly Sniper holding Jarate
 +
# Let the Sniper throw Jarate at the enemy Demoman
 +
# Attack the Demoman normally while he is Jarated
 +
# Attack the Demoman from behind while he is Jarated
 +
# Kill the Demoman normally again while he is Jarated
 +
 +
'''Part 2c:'''
 +
# '''(This is where the new stuff begins)''' Approach an enemy Medic who is healing a <s>friendly</s> enemy Scout with his Medi Gun
 +
# Attack the Scout from the front and behind
 +
# Enemy Medic activate Medi Gun invulnerability
 +
# Do the same as Step 2 onto Scout except while Übercharged
 +
# Do the same as Step 4 except on Medic
 +
 +
'''Part 3: Versus Mittens Heavy'''
 +
# Approach the enemy Mittens Heavy
 +
# Attack the Mittens Heavy with your Holiday Punch. Watch him laugh.
 +
# Let the Mittens Heavy attack you with his Holiday Punch. Watch yourself laugh.
 +
# Mittens Heavy will swap out Holiday Punch for Minigun.
 +
# Attack the Heavy with your Holiday Punch.
 +
# Swap your Holiday Punch for the Shotgun
 +
# Mittens Heavy will swap out Minigun for Holiday Punch
 +
# Let the Mittens Heavy attack you with his Holiday Punch.
 +
# '''(This is where the new stuff begins)''' Jump, and while mid-air let the Mittens Heavy attack you with his Holiday Punch. There should be no laugh.
 +
# Go behind the Mitten Heavy's back
 +
# Let the Mittens Heavy jump, and attack the Mittens Heavy with your Holiday Punch. There should be no laugh.
 +
 +
'''Part 4: Spy Interactions'''
 +
View from the Heavy's and Spy's points of view, with a smaller video on the top-right (or something like that) for the Spy's point of view.
 +
# Approach the enemy Spy
 +
# Let the enemy Spy cloak
 +
# Attack the Spy with your Holiday Punch from behind. There should be no laugh.
 +
# Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)
 +
# Attack the Spy with your Holiday Punch from behind. There should be no laugh.
 +
 +
'''Part 5: Taunts and Water'''
 +
# Let the enemy Engineer taunt from his Shotgun. It should be the one where he dances around.
 +
# While the enemy Engineer is taunting, attack him from behind with the Holiday Punch. There should be no laugh.
 +
# Repeat Steps 1 and 2 except attack him from the front.
 +
# The enemy Engineer runs to the water. Follow him into the water.
 +
# Attack him from behind with the Holiday Punch. There should be no laugh.
 +
 +
'''Part 6: Robots'''
 +
# Approach an enemy Robot, preferably the Holiday Punch Heavy Robot.
 +
# Attack him with your Holiday Punch from the front, and then attack him from behind. There should be no laugh.
 +
 +
<s>[[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 02:49, 8 June 2022 (UTC)</s> <s>[[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 02:51, 8 June 2022 (UTC)</s> [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 10:08, 8 June 2022 (UTC)
 +
:Very detailed, nice. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:48, 19 June 2022 (UTC)
 +
::By the way, I also think that it would be helpful to add a section dedicating to observing a duration comparison for all [[Schadenfreude]] taunts. I have a feeling that the length of the taunt has an impact on gameplay of the Holiday Punch. So maybe we could do a section where 9 Holiday Punch Heavies simultaneously attack one of each class, which demonstrates the time it would take to get out of the forced animation.  [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 01:41, 22 June 2022 (UTC)
 +
:::Might be cool if only for the comedy of it all. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:39, 31 July 2022 (UTC)
 +
::::On "Part 4 - Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)", why not make the Spy disguise as the Heavy, and make sure that the Holiday Punch is active? The Spy won't be able to laugh, but I wonder if you (the player), would laugh. In case that happens, then it would be important to also showcase trying to punch the Spy from behind without having him with the Holiday Punch active. [[File:User Gabrielwoj Signature Icon.png|15px|Headphones style when?|link=User:Gabrielwoj]] - [[File:User Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:User Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:User Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 03:19, 18 February 2023 (UTC)
 +
:::::Actually, never mind. For some reason I thought you also laughed with who you just punched that is also wearing the mittens (it commonly happens when both Heavies hold their left clicks after being tickled). But, the Spy wearing the Holiday Punch may be the best scenario here, so it shows that the disguise is not lost (although make sure to show also without the mittens active, and, when the mittens is active for Spy, punch him from the back, then punch him from the front). [[File:User Gabrielwoj Signature Icon.png|15px|Headphones style when?|link=User:Gabrielwoj]] - [[File:User Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:User Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:User Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 13:08, 18 February 2023 (UTC)
 +
{{DemoEntry|end}}
 +
 +
== {{Demo Header|Power Up Canteen}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|doesn't show Canteen Specialist upgrades like Battery Canteens demo does}}
 +
| video =
 +
}}
 +
 +
I feel like I can do a demonstration for this one. But my canteen is a crafted version so it has my username on it. Is that acceptable ? [[User:Kaezle|Kaezle]] ([[User talk:Kaezle|talk]]) 04:21, 25 August 2019 (UTC)
 +
: If you right click on it you should be able to remove that. [[User:Naleksuh|Naleksuh]] ([[User talk:Naleksuh|talk]]) 06:22, 25 August 2019 (UTC)
 +
::I think the stock version (Normal quality) should be used over the Unique one, considering all players have it. [[File:User Gabrielwoj Signature Icon.png|15px|link=User:Gabrielwoj]] - [[File:User Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:User Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:User Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 04:23, 14 August 2021 (UTC)
 +
{{DemoEntry|end}}
 +
 +
== {{Demo Header|Chargin' Targe}}, {{Demo Header|Tide Turner}}, and {{Demo Header|Splendid Screen}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = review needed
 +
| reservation = [[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 13:01, 18 July 2024 (UTC)
 +
| changes = {{c|Should be redone to show that charging with the shields remove debuffs}}
 +
| video = https://drive.google.com/file/d/1P9-IDAoG6cQU53pGsFpNgGPxK3Di9uP-/view?usp=sharing
 +
}}
 +
 +
Should these be redone to show that they remove debuffs such as Jarate, bleeding, afterburn, etc.? If so, which effects should I specifically show?<br>[[User:GrampaSwood|GrampaSwood]] ([[User talk:GrampaSwood|talk]]) 08:31, 25 June 2020 (UTC)
 +
:{{c|yes}}, the effects that should show are just some of them, not all
 +
:* Soaking, Jarate is preferable as it make the screen yellow tint.
 +
:* Fire, simple burn from Flamethrower.
 +
:* Bleeding, from Southern Hospitality?
 +
:* Mark for death, from Fan O'War
 +
:I think those are all. [[File:User Hinaomi Hinaomi-sig.png|link=User:Hinaomi]] [[User:Hinaomi|Rikka Takanashi]] <small>([[User talk:Hinaomi|talk]]) • ([[Special:Contributions/Hinaomi|contributions]])</small> 12:47, 25 June 2020 (UTC)
 +
::Yes, that would all be good. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 05:44, 8 July 2020 (UTC)
 +
 +
I think the Eyelander clip should probably be synced up better, or go one after another. I think the flame stuff should be done using the Flamethrower instead, as getting killed shows "Pyro carrying Cheddar's", try to also get a clip with a Pyro firing their Flamethrower and you charging through it, showing that if you get hit after the charge starts the debuffs don't get removed. Otherwise, looks good.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 13:41, 31 July 2024 (UTC)
 +
 +
:Looks good, only missing the clip with the mid-charge debuff being applied. You can do this using Jarate too if you find that easier (since it has splash).<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 15:36, 5 August 2024 (UTC)
 +
 +
::Looks good, the only thing I would change (if the demo needs other changes) is to have the Jarate in the second Jarate clip be thrown on you mid-way through the charge, rather than at the start (but after you already started charging).<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:31, 16 August 2024 (UTC)
 +
{{DemoEntry|end}}
 +
 +
== {{Demo Header|Quick-Fix}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes =
 +
| video =
 +
}}
 +
 +
<div class="mw-collapsible mw-collapsed" style="width:100%">
 +
Old reservation (29 April 2021)
 +
<div class="mw-collapsible-content" style="width:100%; text-align:left">
 +
 +
{{c|What I've done in addition to the existing one (the timestamp in the parentheses are the old/new ones):}}
 +
# ([https://youtu.be/mWbjD7LjtVg?t=74 1:14]/[https://youtu.be/hj5FuFVFV2U?t=84 1:24]) On the first scene demonstrating the Quick-Fix's basic functions, I did the same as the old one, plus damaging myself and the patient Heavy while being Ubered, demonstrating that the Quick-Fix's Uber doesn't reduce incoming damage. I also damaged myself (the Medic) twice instead of once.
 +
# ([https://youtu.be/mWbjD7LjtVg?t=129 2:09]/[https://youtu.be/hj5FuFVFV2U?t=159 2:39]) When demonstrating the Quick-Fix's heal rate in comparison to the stock [[Medi Gun]], while mostly the same, I used a recently-injured Heavy, so that the heal rate (for each medigun) is at the slowest. I used an offscreen pistol Engineer (hence why the starting HP is 14), teleport commands, and <code>r_cleardecals</code>, so it should look neat.
 +
# ([https://youtu.be/mWbjD7LjtVg?t=137 2:17]/[https://youtu.be/hj5FuFVFV2U?t=181 3:01]) I demonstrated the knockback immunity from Quick-Fix's Uber the same way, but now there's health and Ubercharge HUD.
 +
# ([https://youtu.be/mWbjD7LjtVg?t=176 2:56]/[https://youtu.be/hj5FuFVFV2U?t=227 3:47]) I did the "mirror blast jumping" part outdoors, although it might not look neat. I'm sorry.
 +
# ([https://youtu.be/mWbjD7LjtVg?t=206 3:26]/[https://youtu.be/hj5FuFVFV2U?t=257 4:17]) I demonstrated crit healing (after the recipient doesn't take damage for 10-15 seconds) with the Quick-Fix's Uber in addition to the non-Uber Quick-Fix. Yes, the 3x healing rate Uber stacks with the crit heal.
 +
# ([https://youtu.be/mWbjD7LjtVg?t=233 3:53]/[https://youtu.be/hj5FuFVFV2U?t=416 6:56]) I redid the "Uber build rate comparison on different HP threshold" because the old one didn't have the Quick-Fix as the second healing beam, hence it doesn't explain if the second healing beam alone would slow down the Quick-Fix's Uber build rate (the Quick-Fix has 125% maximum overheal, lower than the usual Uber build rate penalty at 142.5% overheal).
 +
# ([https://youtu.be/mWbjD7LjtVg?t=266 4:26]/[https://youtu.be/hj5FuFVFV2U?t=306 5:06]) I demonstrated the Quick-Fix maximum overheal limit and decay rate on Scout vs. Heavy as well as comparing it to the stock [[Medi Gun]]'s overheal in addition to the "maintain overheal above 125%" that the old video demonstrated. For the last part, I only used one Heavy, as the aforementioned added demonstrations make up for that, and I maintained the overheal above and below 142.5% overheal (Uber build rate comparison) as well as healing the Heavy when the overheal goes down below 125%.
 +
# ([https://youtu.be/mWbjD7LjtVg?t=286 4:46]/[https://youtu.be/hj5FuFVFV2U?t=512 8:32]) For the "healing disguised Spy" part, I have two enemy bots (Heavy and Demoman) so that the Spy doesn't disguise as a Demoman named "Medic". Both bots are injured, so my disguise will be healed, too.
 +
{{c|The new ones (the timestamps refer to the new demonstration):}}
 +
# ([https://youtu.be/hj5FuFVFV2U?t=459 7:39]) Demonstrating stock [[Medi Gun]]'s Uber vs. Quick-Fix's Uber (the latter doesn't reduce incoming damage, but prevents incoming knockback unlike the former) and the fact that they have same duration (barring the stock's lingering effect). Also has Quick-Fix's Uber without incoming rockets to demonstrate that the duration is the same.
 +
# ([https://youtu.be/hj5FuFVFV2U?t=478 7:58]) Ubering multiple teammates at the same time drain faster than Ubering a single teammate alone. Also, only the aforementioned Ubering multiple teammates drains Uber faster; Ubering an injured teammate drains at the same rate as Ubering a healthy teammate (fully overhealed) and not healing someone when Ubered.
 +
<br>
 +
 +
:I did the "Uber draining when dropped" part, but both mediguns show "Dropped by Exaskliri." Is it allowed? I gave the bot the Quick-Fix via bot_mirror command. https://youtu.be/0ZlwvHZrjdU [[User:Exaskliri|Exaskliri]] ([[User talk:Exaskliri|talk]]) 04:27, 30 April 2021 (UTC)
 +
::Nothing you can do about that, that's just how it shows. Shouldn't be too noticeable and there's no point in going through the trouble of setting up a server and getting a buddy to join only so it doesn't show. Though the confusion on where the quick-fix actually is should be redone so it doesn't look like you are looking for it.<br>[[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 10:37, 30 April 2021 (UTC)
 +
:# I just did the "mirroring the explosive jump" part, though I don't think it looks neat. Is it OK? https://youtu.be/NQo1iTxQSEA [[User:Exaskliri|Exaskliri]] ([[User talk:Exaskliri|talk]]) 03:31, 3 May 2021 (UTC)
 +
:# Just finished the whole demonstration. I just need to attach the segments. [[User:Exaskliri|Exaskliri]] ([[User talk:Exaskliri|talk]]) 15:15, 4 May 2021 (UTC)
 +
:# Just finished <s>uploading</s> re-uploading the new Quick-Fix demonstration video to YouTube and MediaFire.
 +
::# https://youtu.be/hj5FuFVFV2U
 +
::# https://www.mediafire.com/file/kx7kbaik5vwpwyj/Quick-Fix_Weapon_Demonstration_Video.mp4/file
 +
:::[[User:Exaskliri|Exaskliri]] ([[User talk:Exaskliri|talk]]) 08:08, 6 May 2021 (UTC)
 +
:::: I don't see any problems, except for the the explosive jumps scenes, that looks a bit laggy, and in general the quality, that seems to be more like a rendering issue, though shouldn't be a problem · [[User:Ashe|Ashe]] ([[User talk:Ashe|talk]]) 04:40, 5 May 2021 (UTC)
 +
: I'm fixing the video right now (quieting projector sound, incorrect fade out time, etc.). Gotta reupload soon. [[User:Exaskliri|Exaskliri]] ([[User talk:Exaskliri|talk]]) 10:39, 5 May 2021 (UTC)
 +
: Just uploaded the fixed version of the [[Quick-Fix]] demonstration video. [[User:Exaskliri|Exaskliri]] ([[User talk:Exaskliri|talk]]) 13:01, 5 May 2021 (UTC)
 +
::This is spectacular work, thanks a lot! Just two comments, none of which should require a lot of work to fix hopefully:
 +
* Video quality also seems to have the same artifacts as the Winger demonstration. Please increase the bitrate. Unlike the Winger demonstration, I understand that a demonstration this long could take forever and use a lot of bandwidth to upload twice (to YouTube and to MediaFire), so if the video quality is approved for the Winger demonstration is good enough and you've used the same settings for re-rendering this demonstration, feel free to just upload the higher-quality Quick Fix demonstration to MediaFire only, in order to avoid having to upload the huge file twice.
 +
* There is an audio/video glitch at 9:56 - 9:57.
 +
— [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 05:46, 10 May 2021 (UTC)
 +
:::You finally responded! Thank you so much. The video/audio glitch is from the .dem recording, so I had to conduct another play, especially since it involves another player. [[User:Exaskliri|Exaskliri]] ([[User talk:Exaskliri|talk]]) 15:12, 10 May 2021 (UTC)
 +
::::Alright. Can you upload the new version? — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 04:40, 1 June 2021 (UTC)
 +
</div></div>
 +
{{DemoEntry|end}}
 +
 +
== {{Demo Header|Kritzkrieg}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = review needed
 +
| reservation = [[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 22:37, 14 August 2024 (UTC)
 +
| changes = {{c|Does not show that Kritz Über does not prevent capping or carrying the Intelligence.}}<br>{{c|Does not show health of patients, overheal is not shown properly.}}
 +
| video = https://drive.google.com/file/d/1QdVc1nL_l3qRdnedua3f7UX96dMA4wj5/view?usp=drive_link
 +
}}
 +
I think I'll take this one! [[User:Greenfox|Greenfox]] ([[User talk:Greenfox|talk]]) 20:51, 22 October 2022 (UTC)
 +
 +
:Please sign your comments using <nowiki>~~~~</nowiki>.<br>[[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 20:56, 22 October 2022 (UTC)
 +
 +
sorry! [[User:Greenfox|Greenfox]] ([[User talk:Greenfox|talk]]) 06:27, 23 October 2022 (UTC)
 +
 +
:Could anyone give me advice on how to do this demo?  For one thing, [https://youtu.be/PbByxTR2c5s?t=69 this] part of the video isn't possible with the new map, and I am not sure what to do.
 +
:[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 00:37, 22 August 2024 (UTC)
 +
 +
::Off the top of my head, you could use the wooden separator near the back of the room. So long as its clear the beam disconnects because something is physically between you and the healing target, it shouldn't matter.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 01:10, 22 August 2024 (UTC)
 +
 +
:::Also, I'm trying to make a script to make the bots move, like in the part where the soldier is Übercharged, for example.
 +
:::[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 18:06, 22 August 2024 (UTC)
 +
 +
::::It's easier to just ask someone for help.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 18:08, 22 August 2024 (UTC)
 +
 +
:::::I am asking for help.
 +
:::::[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 19:41, 22 August 2024 (UTC)
 +
 +
::::::I believe they mean asking someone to join the server to make some clips easier to get.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 05:34, 23 August 2024 (UTC)
 +
 +
:What map should I use to demonstrate capping the points?
 +
:[[File:User Slimyboi500 Logo.png|100px|link=User:Slimyboi500]] [[File:User Slimyboi500 Profile.jpg|25px|link=User:Slimyboi500]] [[User talk:Slimyboi500|Talk]] [[File:Speech voice.png|25px|link=User talk:Slimyboi500]] [[Special:Contributions/Slimyboi500|Contribs]] [[File:Wrench_IMG.png|25px|link=Special:Contributions/Slimyboi500]] [https://steamcommunity.com/profiles/76561199515551163/ Steam]  [[File:Steam tray.png|25px|link=https://steamcommunity.com/profiles/76561199515551163/]] 03:32, 5 September 2024 (UTC)
 +
 +
::Every other Medi Gun demonstration uses Badlands, so just use that.
 +
::'''EDIT''': Clarification, [[Badlands (Control Point)]] specifically should be used, not the KOTH version.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 12:57, 5 September 2024 (UTC)
 +
 +
{{DemoEntry|end}}
 +
 +
== Trading demonstration ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Doesn't show the "Requires Steam Guard verification" window}}
 +
| video =
 +
}}
 +
We can make the same Medic and Heavy conversation joke.
 +
:Alright, it seems that Steam won't allow me to change the Trading window language for some reason, so i'm leaving this to a English-speaker user · [[User:Ashe|Ashe]] ([[User talk:Ashe|talk]]) 04:55, 27 February 2022 (UTC)
 +
:I don't think we should redo this just for this reason; there may be more UI changes to that process in the future, and it seems unnecessary. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 00:33, 24 April 2022 (UTC)
 +
{{DemoEntry|end}}
 +
 +
== {{Demo Header|Teleporters|icon=RED Teleporter.png}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation = [[User:GrampaSwood|GrampaSwood]], 7-8-2024 17:03 CEST
 +
| changes = {{c|Needs to show the updated metal cost.}}
 +
| video =
 +
}}
 +
I think the current demo is a bit messy, so I'm making a new order:
 +
First clip (showing basic things, requires 3 people):
 +
* Build entrance (no speeding up), watch it fully unfold.
 +
* Build exit (speeding it up). Take Teleporter once it's fully built.
 +
* Fully upgrade to level 3 using 3 pre-spawned full ammo boxes. Upgrade to Level 2 on the Exit, and upgrade to Level 3 on the Entrance (showing both sides share upgrades).
 +
* Friendly takes the Tele, enemy player (non-Spy) tries to take the Tele, then an enemy Spy tries to take the Tele (undisguised).
 +
Second clip:
 +
* Third screens: left screen shows Tele Entrance being selected from PDA, middle screen shows Tele being selected from PDA, right screen has Tele pre-built and picks it up. All 3 put it down, left stares at it, middle hits it, right stares at it (showing off build speed vs wrench hitting vs redeploying).
 +
Third clip (requires 2 people):
 +
* Third screens: Level 1, 2, and 3 from left to right. Shows friendly player getting teleported, then walks back to entrance and waits for another teleport. Do this for 3 teleports in total. Alternatively, we take another 2 people. They stand in a line and take Teleporter as I watch. Tele brings them to an off-screen place, and I (Engineer) stop on it last. Both teammates look at the Engi, say a thank you voice line. The last bit is only for a bit of humour, so I can understand if we just take the first option only.
 +
Fourth clip:
 +
* Either a single screen (my preference) or one-third screens: Spy walks on Tele undisguised, gets teleported. Walks back to Entrance, disguises, gets teleported. Walks back to Entrance, takes Disguise off, then cloaks and stands on Tele.
 +
Fifth clip:
 +
* Spy saps Tele Exit, stand on Tele (showing no teleporting), remove Sapper, repair Tele (shows both sides get healed at the same time). Switch sides, Spy saps Entrance, remove Sapper.
 +
Sixth clip:
 +
* Third screens: Spy saps Tele, wait until it dies. Level 1, 2, and 3 from left to right.
 +
Seventh clip (requires 2/3 people):
 +
* Enemy Heavy stands on Tele Exit, I go through (killing him). I walk back in front of Entrance, Medic with Über pops it on patient (who walks on Tele), I go through (killing him). Medic stands on Exit (with Über still), I kill him. If possible, the first Übered player should have respawned by now as a Spy, noclipped out of frame, then walks onto Tele entrance, going through and telefragging me (Engi).
  
__NOTOC__
+
Optional extra clips:
= Needed =
+
Eureka Effect clip:
=={{icon item|Beggar's Bazooka|16px}} [[Beggar's Bazooka]]==
+
* Half screen: left has stock, right has Eureka Effect. Both build Tele, grab one of the 2 large ammo boxes in front of them, and start upgrading their Teles. Eureka Effect finishes first as it only needs 200, Stock requires 400.
 +
Setup time clip:
 +
* Shows extra fast upgrading of Teles.
 +
 
 +
If I missed anything, let me know, but this should be all.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 15:03, 7 August 2024 (UTC)
 +
 
 +
:I think this covers pretty much all there is for teleporters. <br>[[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 15:57, 7 August 2024 (UTC)
 +
{{DemoEntry|end}}
  
I'll take the Bazooka video, make sure to demonstrate all varieties of charged fire, rocket jump, taunt, misfire.
+
== {{Demo Header|Amputator}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Does not show damage against players vs stock}}
 +
| video =
 +
}}
  
Anybody know a good video editor? Mine isn't that great. [[User:Gilgamesh|Gilgamesh]] 11:55, 5 July 2012 (EST)
+
I recorded most of this but medic's health regen is completely random as far I can tell. I can't get the clips to line up so I can properly demonstrate the increased health regen so I'm removing my reservation for the time being. I might try again some other time to brute force it but it doesn't seem promising [[User:Mediarch|'''Mediarch''']] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> </font>]][[User talk:Mediarch|'''Talk''']][[User:Mediarch|<font color="#ff66cc"> </font>]][[Special:Contributions/Mediarch|'''My Edits''']] 18:34, 28 March 2024 (UTC)
:Use [http://www.sonycreativesoftware.com/download/updates/vegaspro9 Sony Vegas Pro 9] The Greatest Video Editor in my option , try it out. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 01:50  ,  6 July 2012 (PDT)
 
::Thanks, will try it! [[User:Gilgamesh|Gilgamesh]] 11:55, 5 July 2012 (EST)
 
:::No Problem , Hope you can make a great demonstration also try use [http://forums.steampowered.com/forums/showthread.php?t=2126342 srcdemo2]. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 01:23  , 7/7/2012 (PDT)
 
Preliminary version of video - a bit rusty at editing, having trouble with fade. Also, need to find music clip used in videos.
 
  
[http://youtu.be/XW-dDdmgZb0 Link]
+
:Not having them be synced up is fine as long as it's clear that the Amputator goes faster.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 18:55, 28 March 2024 (UTC)
  
 +
:: That's not the issue I'm having. It's the part where you're showing that it only regenerates faster while you are actively holding the amputator itself. The original video has a 3-way splitscreen with the left side being Amputator, the middle having the Amputator equipped but switched to hold the medi gun, and the right holding the stock bonesaw. I can't the medi gun side and bonesaw side to sync up so it looks like one of them is slightly faster than the other. One of the two is always slightly faster or slower which makes it really difficult to properly demonstrate that part. Even the actual health you gain each tick is slightly variable from what I can tell. I had 6 different clips and synched them all up and they all finished at different times and would have different health values despite all other variables being equal. All 6 clips started at the same time but all 6 of them have different HP https://imgur.com/3NVTjSG. My only thought for a fix is I could try to cheat and essentially just crop the health bar from one of the clips and paste it onto the other so that way they are perfectly synced up. It'd have to be a seamless edit though which is pretty hard to do. [[User:Mediarch|'''Mediarch''']] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|'''Talk''']][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[Special:Contributions/Mediarch|'''My Edits''']] 19:15, 28 March 2024 (UTC)
  
I know there's a slight stutter in the video, and will need to repair. If I need more precise jumps, also possible, but I would prefer to leave the jumps segment the way it is. I used single shots for the pyro, doubles for the soldier, triple for the medic. This, I think, showed off the projectile deviation, as well as the damage falloff.
+
:::I'd argue that so long as there is a reasonably larger difference in time between when the Amputator while held reaches full health to the Bonesaw and Medi-Gun clips, even with a minor difference between the latter two the point should get across. Syncing them up would be difficult unless you used a config file to automate the clip upon spawn, as AFAIK Medic regenerates health based on a set timer even while at full health, meaning health can start being restored seemingly inconsistent to when he takes damage.<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 00:26, 9 August 2024 (UTC)
 +
{{DemoEntry|end}}
  
Let me know what else I need to fix; if there's someone who can do a final polishing edit on this, I'd really appreciate it!
+
== {{Demo Header|Direct Hit}} ==
- [[User:Gilgamesh|Gilgamesh]] 19:08, 6 July 2012 (EST)
+
{{DemoEntry
 +
| begin
 +
| status = review needed
 +
| reservation = [[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 10:53, 7 August 2024 (UTC)
 +
| changes = {{c|Does not show splash damage size compared to stock. No damage comparison to stock. You can airshot a soldier that rocket jumps.}}
 +
| video = https://drive.google.com/file/d/1NwXwLslxOq9fB379gEYE-d0UUBv64-eR/view?usp=sharing
 +
}}
 +
I've wanted to contribute a weapon demonstration before and felt this was a good one to do, so I hope it is okay to reserve this for now while I prepare the clips and video. The weapon stats explicitly mentions it also mini-crits against targets launched airborne via the Grappling Hook and Thermal Thruster; would (either of) these be worth including alongside the rocket jumping Soldier airshot?<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 10:53, 7 August 2024 (UTC)
  
:Quality is very bad. See [[#is anyone looking|below]] for some music to use. The quality is too low. The fps is too low. And the contrast seems high, but that might be my monitor. Show overloading in first clip, probably. E.g: Hit pyro (one rocket) Hit pyro (2 more rockets). Load 3 for soldier. Overload 4 for medic, and kill. The last rocket on the target is fine.
+
:I forgot to suggest actually; given the other Soldier primary weapons also showcase airshot clips, I feel it would be reasonable to show a comparison between the stock and Direct Hit for this due to the Mini-Crit stat. Would it be best to only do it for the clip of the Direct Hit launching the enemy airborne, or for multiple (or none) of the clips.<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 11:02, 7 August 2024 (UTC)
:Audio desync at 1:02. Feel free to use health packs for that segment, just be clear that you're using them. Not clear what is happening in last clip. Forgot to show "no dispenser reload". Gib the dispenser and pick up its gibs to show normal reload. [[User:Darkid|<span style="color:#CC2200">Darkid</span>]] ([[Image:Item icon Magistrate's Mullet.png|21px|link=User_talk:Darkid]]|[[Image:Item icon Stereoscopic Shades.png|21px|link=Special:Contributions/Darkid]]) 18:43, 6 July 2012 (PDT)
 
::i uploaded the longer version of these background musics [http://wiki.teamfortress.com/wiki/Team_Fortress_Wiki_talk:Weapon_Demonstration#is_anyone_looking_for_longer_version_of_each_demonstration_music.3F There you go.] [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 01:23  ,  7/7/2012 (PDT)
 
:What the above said; also it's missing fades between clips (instead of hard cuts), and please start clips looking horizontally (not at your feet), otherwise it's kind of hard to follow. The way things are demonstrated is quite good though, and I do agree that you need another clip to show the splash damage caused by the overloading. You also need to show that you can't take ammo from Dispensers, dropped weapons, or supply cabinets (use any map with a supply cabinet).
 
:May also want to show the additional projectile deviation but this is sort of hard to show. I think it is already well-demonstrated in the video by looking at where the rocket that was meant for the wooden target went, but if you were to redo the clip then maybe you wouldn't have had such a large deviation. So if you do redo that first clip, make sure that you get a large deviation on that shot — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:16, 6 July 2012 (PDT)
 
  
Figured out source of bad quality; hopefully fixed. I eliminated the locked framerate and upped the graphics settings. Almost done with next version of video; however, having trouble spawning dispenser. What is the command for this? [[User:Gilgamesh|Gilgamesh]] 10:08, 7 July 2012 (EST)
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::There's no need for the comparison imo, just a clip of an airshot is good. I also think it's also worth including the Grappling Hook and Thermal Thruster as they're specifically mentioned.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 12:17, 7 August 2024 (UTC)
:There's no command for this, you have to spawn an engineer bot and have him build the dispenser — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 10:16, 7 July 2012 (PDT)
 
  
 +
:::Trying to get the airshot clip ft. Grappling Hook wasn't working, and after a little searching I found out that Mannpower mode disabled (mini-)crits caused by being launched airborne in 2020, and the Direct Hit's weapon statistics were never updated to address that it does not work with Grappling Hooks anymore. I'm unsure if I should include the Grappling Hook in the demonstration or not due to this, though it may be good to add to the Bugs list on the weapon page regardless. This same issue exists for the Reserve Shooter as well.<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 01:53, 8 August 2024 (UTC)
  
:I have done the first entry of the video, or in your case, demonstration: [https://www.youtube.com/watch?v=ZWC25_p2v-o Clickie Link]
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::::I've uploaded the demonstration video; I've opted to include the Grappling Hook airshot anyway as it is explicitly mentioned in the weapon description. I've also included damage to buildings, as it is a common use case for the Direct Hit and felt was relevant to the demonstration.<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 00:04, 9 August 2024 (UTC)
:Remember: It's first time for me making a demonstration video.
 
:[[file:Killicon flyswatter.png|75px]] [[User:IDromlexer| <span style="font-family:TF2 Build; color:r#000000 ">iDromlexer</span>]] 14:05, 8 July 2012 (PDT)
 
::Alright, here goes~
 
* Nonstandard HUD, elements in different positions
 
* Brightness is very different from most demonstrations. Watch other existing demonstrations and you'll notice that they are much less bright than your video is. Look at the soldier's palm when he is reloading, it's almost pure yellow under some angles (like when firing at the soldier). Perhaps you modified your gamma settings or are using an encoder which flattens the colorspace of the video?
 
* Relative volume is off (game volume is very quiet compared to music volume)
 
* Music is looping awkwardly (use continuous loops)
 
* Missing the "schwomp" sound of loading a rocket into the bazooka (?)
 
* Wooden target should be the last thing fired at
 
* Need to fire at the Medic normally; the point of having 3 enemies is to show damage drop-off as a function of target distance. Removing the Medic from this removes a data point. The overloading explosion needs to be demonstrated in another clip
 
* Like all rocket launchers, need to show rocket jumping, rocket reflection, etc.
 
That should be it~ Please focus on fixing the technical problems first (as opposed to the content problems) and submit a revised version of that, just to see if it can be recorded alright. Thanks~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 14:32, 8 July 2012 (PDT)
 
  
:::[http://www.youtube.com/watch?v=gGEEktjhrEc&feature=youtu.be Here's the new verison]
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::::: Should also include an splash damage radius comparison between stock Rocket Launcher and Direct Hit. [[User:Mediarch|<font color="ec5c69">'''Mediarch'''</font>]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> </font>]][[User talk:Mediarch|<font color="ec5c69">'''Talk'''</font>]][[User:Mediarch|<font color="#ff66cc"> </font>]][[Special:Contributions/Mediarch|<font color="ec5c69">'''My Edits'''</font>]] 00:54, 9 August 2024 (UTC)
:::I also found out that I forgot to adjust the dB-volume in Vegas Pro 11. So, check if the video and clips are okay or not. So in case I can fix the sound if it's approved. [[file:Killicon flyswatter.png|75px]] [[User:IDromlexer| <span style="font-family:TF2 Build; color:r#000000 ">iDromlexer</span>]] 05:07, 9 July 2012 (PDT)
 
::::That first clip was perfect. However, the others weren't. For dispensers, lose the ammo off-screen and then walk up to the dispenser. Make the dispenser level 1 or level 3, don't have it partially upgraded. Be sure to hide the engineer somewhere. No need to show what the stock does. Be sure to show that ammo packs still grant ammo. For the rocket jumping technique, see the basics as outlined in the Rocket Launcher video--again, no need for comparison. Be sure that you clear out the level, (and restore your health) before you jump. It would be sufficient to show 1-rocket jumping, 3-rocket jumping (two will fire while in air), and height. Feel free to stick health packs in the map where you think you may get injured. [[User:Darkid|<span style="color:#CC2200">Darkid</span>]] ([[Image:Item icon Backwards Ballcap.png|21px|link=User_talk:Darkid]]|[[Image:Item icon Rogue's Col Roule.png|21px|link=Special:Contributions/Darkid]]) 06:06, 9 July 2012 (PDT)
 
Thanks for helping with this. I was having trouble with the bot scripting. I have a video - however, I think yours is better. Guess I'll practice with the video editor for awhile before attempting this again. Thanks! [[User:Gilgamesh|Gilgamesh]] 9:16, 9 July 2012 (EST)
 
:Maybe, for me. It's your turn to try out since I want to take a nap and have to go on a vacation tomorrow. Good luck practicing your video editor. :) [[file:Killicon flyswatter.png|75px]] [[User:IDromlexer| <span style="font-family:TF2 Build; color:r#000000 ">iDromlexer</span>]] 06:55, 9 July 2012 (PDT)
 
::Better but not perfect~
 
* Loadout screen has transparent tooltip. This happens when you try opening your backpack ater changing the game's resolution after you launched the game. Don't change the resolution (have it already be the good resolution when it starts) to fix this.
 
* The "clip ending" sound can still be heard at 0:37 and at 1:13 (faintly, after the rocket loading sounds)
 
* Still missing fades between clips
 
* No need to show that the dispenser refills rocket launcher rocket. I think the viewer knows that already
 
* No need to show rocket jumping with the regular rocket launcher either
 
* Rocket jumping should be demonstrated a lot slower and it more detail. Look at the demonstrations of [[Rocket Launcher]] or [[Rocket Jumper]], etc. They start slow, with a transition time from the previous clip, they have the soldier looking horizontally (not at the ground), not in a corner, and they just jump around. No really quick trick jumps necessary, just some relaxed rocket jumping is enough. This weapon is a bit of an exception in that you can rocket jump harder with multiple rockets, so maybe you should do multiple clips (one with regular demonstration with always one rocket, another with two rockets, another with three, and it's okay if you self-destroy really fast.)
 
Thanks~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:35, 9 July 2012 (PDT)
 
  
Thanks to Idromlexer's good process design, I've got another video. Better quality, better process. However, my YouTube account is in Google-induced limbo (they lost my password), so it may take me awhile to upload. I've got the video, though!
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{{Outdent|6}} Felt like I had forgotten something, I even already had the clips for it! Updated demonstration link to add splash damage radius comparison.<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 02:42, 9 August 2024 (UTC)
  
UPDATE: Got it. Here's the link. MAKE SURE TO SET QUALITY TO 1080p; otherwise, it'll look just as bad as the first version: http://youtu.be/80OCCLrNKPE
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:The clip where a Demoman was shot mid-air first before the series of other interactions with blast/air conditions doesn't feel right. There seems to be no clip where Demoman launched himself with a stickybomb. I would perhaps use a Medic for this one, and/or add a separate clip with Demoman launching himself with a stickybomb. But that's just my personal feedback. [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 10:29, 12 August 2024 (UTC)
  
[[User:Gilgamesh|Gilgamesh]] 16:14, 10 July 2012 (EST)
+
::I did consider it initially, but felt it would be redundant as the stat is only listed vaguely as "launched airborne by explosions", and the first two airshot clips feel sufficient for that already.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 20:04, 12 August 2024 (UTC)
:Getting there~
 
* You are using the split-screen HUD for non-split-screen clips. This is especially bad in the last clip where it overlaps with the payload HUD elements
 
* Rocket jumping pacing is good, but you can go a lot higher than in the two/three rockets clips. It seems weird to rocket jump lower when using more rockets
 
* Don't forget to reload the shotgun in the Dispenser clip
 
* Make fades slightly shorter (half a second is long enough), and add extra transition time before and after each fade. Watch other demonstrations to get a feeling for this; you'll notice that there's always a 1.5~3 seconds period of waiting, then a short fade, then another period of waiting, and then the other clip starts. This makes it easyer for the viewer to know what is happening; it may seem clear to the person who made the video, but for people who have never seen the video before, things like the transition at 1:56-1:58 is too much change to take in in so little time: new map, new cart silhouettes, new clock at the top, new paylod HUD elements, and the soldier already in the process of loading the weapon; the viewer wouldn't know what to focus on, and before they figure it out, the clip is over.
 
Hope this helps~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:34, 10 July 2012 (PDT)
 
  
New video! No split HUD, shotgun reloaded, more transition time, changed map to 2fort to allow for higher rocket jumps - in last video, warehouse ceiling capped this. Hope this one is better! REMEMBER: SET TO 1080p!
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:::I agree with the first two airshot clips being sufficient. I think the building clip is unnecessary, as we don't show that for other damage bonus/penalty attributes. I'm also missing a clip of you rocket jumping and the effect the damage bonus has on your HP (or the lack thereof). Other than that, if the video gets approved it would be best if you also made a version without the Grappling Hook clip, and then also sent that over. That way if they ever fix the attribute we don't need to redo the whole video or edit it.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:31, 16 August 2024 (UTC)
  
Link: http://youtu.be/u1ogmbvVYEU  [[User:Gilgamesh|Gilgamesh]] 16:16, 11 July 2012 (EST)
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::::I've posted an updated version removing the building destruction clips and added some rocket jump comparison clips (they can be seen near the end of the video, just before the airblasting clip).<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 02:24, 17 August 2024 (UTC)
:Few things:
 
* I don't know if it counts, but your loadout is in loadout slot C. It might be a good idea to change that to A.
 
* When Wind said longer transitions, he didn't mean make the transitions longer. He meant, right before and after switching clips, stay still for a little while so what just happened and what is happening (respectively) have the chance to sink in for the viewer. Conversely, Wind suggested to make the fades shorter.
 
* On the rocket jumping clip, start at full health for every clip. You start out with 133 on the third clip.
 
* I don't know if it's just me, but it doesn't seem like you're going a lot higher when using more rockets for rocket jumping.
 
* The Dispenser infobox says "Dispenser built by Friendly."
 
* On the first shotgun clip, perhaps you don't need to, but I would start out with a full clip.
 
* The music at the end sounds like it got cut off or was transitioned poorly.
 
Good effort! [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 13:56, 11 July 2012 (PDT)
 
:Why did you rocket jump on 2fort? :( (@Mr. Vinderack: It's normal not to jump much higher with 2 or 3 rockets since the second/third rocket hit the ground when you're already away from it). I just said that you can jump a lot higher than what was shown in the previous video, because i nthe previous video the rocket jump was not high for the 2/3 rockets clips, and that this was counterintuitive; it should at least be as high as the first clip with 1 rocket. That 1-rocket clip (on tr_target_weaponref_hdr) was all good though >: Just do the same thing but with 2 and with 3 rockets.
 
:Transition periods are better, but indeed, shorten the fades a little bit like Mr. Vinderack said. Starting at full health and ammo is also a good thing (that includes the Shotgun ammo clip where you started with 1 shot left and 19 rockets).
 
:All the other clips are good~ So, re-redo rocket jumping, shorter fades, and starting with full ammo/HP each time. That should be it~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:54, 11 July 2012 (PDT)
 
  
Will do. Working on it now, should be up before noon. - Gilgamesh 9:49, 12 July 2012 (EST)
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:::::Looks good.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 21:46, 29 August 2024 (UTC)
  
Here we go. Started with full shotgun clip, faded music, switched rocket jump to warehouse, cut fade time in half, bazooka now in loadout A, tried to show difference in jump forces. I was jumping in 2fort to remove the ceiling cap from the warehouse. There's not really much of a height difference in the rocket jumps, but the difference IS more obvious in the angled jumps. Oh, and Friendly changed his name to Engineer. Less social, more accurate.
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::::::@Kibblekip In the section where you compare the dmg radious, make it so the rocket launcher clip goes first and then the direct hit, so that it looks less confusing~. Also, idk about the grappling hook thing. It would be better to remove the clip. I'm pretty sure Valve at some point is going to remove that attribute from the direct hit · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 17:45, 14 September 2024 (UTC)
  
LINK:  http://youtu.be/19ohuDdAfRM Gilgamesh 13:15, 12 July 2012 (EST) (Thanks for all the help!)
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{{Outdent|7}}I've removed the Grappling Hook clip and added a delay between the Rocket Launcher and Direct Hit clip, as I assume this is what you was asking for.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 20:26, 14 September 2024 (UTC)
:I don't see any major problems. Things that I don't think really need to be fixed, but should be kept in mind for next time:
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{{DemoEntry|end}}
* Friendly Engineer is social and accurate. Most likely you were having trouble with the space in his name. Just do this to create a bot with spaces in its name: bot -team *team* -class *class* -name "*name1* *name2*"
 
* The second to last clip, in which you grab ammo from an ammo box, seems to have a low volume compared to the other clips.
 
* Music is a bit botched at the end.
 
None of these are really that big a deal, and I'd say this video is acceptable. If you want to redo these things, that's fine too (I commend you), but I don't think you have to. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 10:43, 12 July 2012 (PDT)
 
  
Sound issues are relatively easy to fix - I'll check on these. I watched another video with a dispenser, and the dispenser was built by "Engineer," so I went with that.  
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== {{Demo Header|Thermal Thruster}} ==
 +
{{DemoEntry
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| begin
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| status = nodemo
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| reservation =
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| changes = {{c|Video doesn't show the increased knockback while using the item}}
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| video =
 +
}}
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This video was created when the rule was just "at least 30 fps". Now, the knockback clips are a bit random and doesn't properly show the actual effect. Maybe the demonstrator can show it by placing a pyro aiming upwards and make it airblast them. The clips would be in badwater roof, the left clip without the thermal just falling off from it and the right clip, jumping with the thermal onto the pyro. · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 17:18, 28 March 2024 (UTC)
 +
{{DemoEntry|end}}
  
Thanks for reviewing these for me! I'm just waiting for Wind's approval. Gilgamesh 15:54, 12 July 2012 (EST)
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== {{Demo Header|Natascha}} ==
:What Vinderack said. The volume of the clip needs to be fixed, the other things are nice-to-have's if you can — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:24, 13 July 2012 (PDT)
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{{DemoEntry
 +
| begin
 +
| status = nodemo
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| reservation =
 +
| changes = {{c|Needs to show that when an enemy is being healed by a medi gun or other source (like a dispenser) they're immune to the slowdown.}}
 +
| video =
 +
}}
 +
{{DemoEntry|end}}
  
Well, this is it. Should be the final version. I watched several different versions of the low volume clip and couldn't really tell the difference, so I simply upped the volume for that clip. Also, at the end, I nixed the music fade - it now transitions directly to the "end" sound.
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== {{Demo Header|Soda Popper}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = approved
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| reservation = [[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 02:31, 8 August 2024 (UTC)
 +
| changes = {{c|Needs to show Hype build on disguised spies.}}
 +
| video = https://drive.google.com/file/d/11AiAqEHRY1Uma0i1_APTQCx3xgSS30H4/view?usp=sharing
 +
}}
 +
I'd also like to better indicate both the distance and height that can be achieved in separate clips, as I feel the original demonstation does not fully showcase the capabilities of the Soda Popper's Hype gauge in the last clip alone. Would it be good to also include Hype build on invisible Spies, or would only disguised Spies be necessary?<br> [[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 02:31, 8 August 2024 (UTC)
  
Link: http://youtu.be/goUTrsRrXq4
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:Something I only considered just before I got to video editing is that the Soda Popper's increased fire rate and reduced reload speed stats appear to be directly in reference to the FaN rather than the Scattergun, thoughts on including a comparison between the two? (probably side-by-side clips of shooting a Heavy, probably from far enough away that it doesn't trigger the FaN's knockback)<br> [[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 19:38, 8 August 2024 (UTC)
  
Gilgamesh 7:21, 15 July 2012 (EST)
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::I would say compare it to the FaN's fire speed, ignore the scattergun, and if you're worried about knock back try and do it against the back wall of tr_karma. <br>[[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 19:42, 8 August 2024 (UTC)
:I just noticed that unlike the other rocket-jumping clips, the single-rocket rocket-jumping clip uses the split-screen HUD even though it's not a split-screen clip. Should have noticed this earlier, sorry... Also, the ending sound is still not really good. The sound ending of the previous version was better, I think (not sure since the video has been removed now) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 10:27, 15 July 2012 (PDT)
 
  
No problem - already had another single jump clip, just in case. And by "sound is bad," what specifically is the problem? On the earlier clip, I had it fade at the end. On this one, I removed that. Should the music end, and then the "end" sound play, or should I overlay the "end" sound with the end of the music? Gilgamesh 16:32, 15 July 2012 (EST)
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::Just compare to all 3. Scattergun, Force-A-Nature, and Soda Popper in one clip. Also make sure to inspect the Force-A-Nature before starting the clip.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 19:49, 8 August 2024 (UTC)
:There's a sudden jump in the music just before the final "tchak" sound plays. Check out the end of [http://youtu.be/goUTrsRrXq4 already-published demos] and the difference should be pretty clear — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:52, 15 July 2012 (PDT)
 
  
This should be better - got rid of the skip. Kept the volume up on that one iffy clip, too, and changed to rocket jump normal HUD.
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:::If I do all three the HUD breaks due to the Soda Popper's 'Hype' HUD clipping over the health bar. Is there a way I'd be able to fix this? If not I'll only be able to compare two of them at once, to which I'd probably do the FaN and Soda Popper and ignore the Scattergun.<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 10:15, 9 August 2024 (UTC)
  
 +
:::Unless you're using a custom HUD or playing in 4:3, the Hype meter shouldn't be anywhere near the health bar, instead it should be near the ammunition count. (You should use the default HUD + a 16:9 resolution, at least 1366x768 or 1600x900 when making demonstration videos) ♡ [[User:JupiterSphere|<span style="color:#ffbb57">JupiterSphere</span>]] ♡ ( ◡‿◡ *) ⊱✿⊰ [[User talk:JupiterSphere|<span style="color:#b97ecf">Talk To Me!</span>]] ⊱✿⊰ 11:07, 9 August 2024 (UTC)
  
LINK: http://youtu.be/5D2xnrQ2gXY
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::::This is unfortunately not an option if they need to compare 2 or 3 clips in one go.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 11:11, 9 August 2024 (UTC)
  
Thanks for putting up with all these sound issues... Gilgamesh 18:10, 15 July 2012 (EST)
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Demonstration added. I used separate clips to show the Soda Popper's Hype gauge usage both for primarily horizontal and vertical movement separately, as I felt this gives a better idea of how it can be utilized.<br>[[User:Kibblekip|Kibblekip]] ([[User talk:Kibblekip|talk]]) 01:29, 10 August 2024 (UTC)
:Wow, we all forgot airblast. You should show a reflect+reflect kill clip. [[User:Darkid|<span style="color:#CC2200">Darkid</span>]] ([[Image:Item icon Backwards Ballcap.png|21px|link=User_talk:Darkid]]|[[Image:Item icon Rogue's Col Roule.png|21px|link=Special:Contributions/Darkid]]) 15:58, 15 July 2012 (PDT)
 
  
Yeesh. Knew I'd missed something. This is the demo video that wouldn't die. I'll try to have the new new new new new new version up by the end of today. Either today, or tomorrow morning. Gilgamesh 9:26, 16 July 2012 (EST)
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:Looks good. I think the initial clip doesn't need the Hype jumps, though. No need to redo for that.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:31, 16 August 2024 (UTC)
  
*Yawn* It's late, and I'm tired. New version, showing rocket kill: http://youtu.be/B8rcHqSMkwY
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::Aye yeah, I mostly included that given it was in the existing demonstration; didn't know why it was in that either but felt it was safer to include just incase.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 23:36, 16 August 2024 (UTC)
  
All the same changes - no split HUD, volume/end tweaks, the works. Thanks for remembering this, Darkid. I knew there was something missing... Gilgamesh 23:19, 16 July 2012 (EST)
+
:::I should have answered before. For the 3 clips section, please modify the huditemeffectmeter_sodapopper.res file and move the meter above the ammo. Now, this scene is kinda confusing, so make 2 scenes, in the first show only the increased firing speed (vs the scattergun) and in the second only the increased reload speed (vs the fan) · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 02:49, 25 August 2024 (UTC)
  
= Need to be redone=
+
::::As in have a scene with the Scattergun & Soda Popper (firing speed), a scene with the FaN & Soda Popper (reload speed), and then the three guns together like it is currently (aside from edited HUD)? Personally I feel the existing trio of clips gets the stat differences across reasonably enough, but if you feel it would be more appropriate to have them separated first I'll do that, sure.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 19:22, 25 August 2024 (UTC)
=={{icon item|Cozy Camper|16px}} [[Cozy Camper]]==
 
{{c|Reserved by Armisael}}
 
:http://youtu.be/9r4kyNXgpr0
 
:Two questions. Should I show that the knockback resistance doesn't apply to airblast? How long should the regen clip last (I don't think anyone wants to watch over a minute and a half of health regen)? — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 12:26, 15 July 2012 (PDT)
 
::More transition time on pretty much everything please :3 Yes, you should show an airblast, whether it applies or not, because it's a rather important use case of any "reduces knock back" weapon. You can probably get away with showing the health regen up to 63 HP (50% health) or so if it's the last clip — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:52, 15 July 2012 (PDT)
 
:::http://youtu.be/ZW-O_46rD08 — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 15:44, 15 July 2012 (PDT)
 
  
=={{icon item|Detonator|16px}} [[Detonator]]==
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:::::I've uploaded an updated version that showcases the firing speed and the reload speed separately, and re-did the 3 clips section to fix the HUD (and to not inspect the FaN, as it was already shown and inspected earlier). I hope this suffices.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 22:31, 25 August 2024 (UTC)
{{c|Reserved by Akuago220}}
 
  
Needs to be redone to:
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::::::Remove the 3 clip section. It is no longer necessary · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 17:47, 30 August 2024 (UTC)
* Show the world impact explosion does nothing to enemies
 
* Destroys sticky bombs
 
--[[User:Org|Org]] 02:54, 7 July 2012 (PDT)
 
: [http://youtu.be/UrX6LEkVKGQ Hopefully this will do it.] [http://www.mediafire.com/?suo67e3kql41ft1 Download it here.] --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 10:58, 8 July 2012 (PDT)
 
::Watch the medic burn, then get ammo. Split up spy kill into different clip. Use normal positions for airblast; why weren't the flares damaging you? If possible, make the medic kill more obviously due to afterburn. [[User:Darkid|<span style="color:#CC2200">Darkid</span>]] ([[Image:Item icon Magistrate's Mullet.png|21px|link=User_talk:Darkid]]|[[Image:Item icon Stereoscopic Shades.png|21px|link=Special:Contributions/Darkid]]) 11:32, 8 July 2012 (PDT)
 
:::Indeed, watch until the afterburn ends before moving to get the ammo. No need to split up spy kill imo, but flare jumping can indeed be made into its own clip if you want, but it's also fine as it is right now in the first clip. The sticky bomb part is unclear, as it looks like you're firing directly at the sticky bomb, and that it's the collision of the flare projectile with the sticky bomb that destroys it. Aim a little higher so that it's clear that it's the explosion that kills the sticky bomb, and that a direct hti is not necessary. Darkid: the flares were not damaging him because he was making them explode before they could go back completely. That's a good thing to show, and it is easier to see when there's no wooden barrier in the way, so the positions are fine here — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:41, 8 July 2012 (PDT)
 
:::: [http://youtu.be/Kshjgu2taJY Well, this should do it this time.] Decided to split the detonator-jumping to its own clip for the sake of less frustration on me, anyway. [http://www.mediafire.com/?qlghabwb3lk2ltw Download it here.] --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 15:19, 9 July 2012 (PDT)
 
:::::Hud blinked for a moment near 0:54~0:56. Rendering error perhaps? hud_reloadscheme during the demo? Also, missed the first jump to get out of the wooden barrier. Rest of the demo is good~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:35, 9 July 2012 (PDT)
 
::::::Sorry for the wait; I found out why I couldn't load a map by myself; had to opt out of Steam beta. Anyway, [http://youtu.be/cc130KueplA this should hopefully do it.] [http://www.mediafire.com/?is4p9cjpj5as6hm Download it here.] --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 06:43, 15 July 2012 (PDT)
 
:::::::Is good, thanks~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 10:27, 15 July 2012 (PDT)
 
  
=={{icon item|Equalizer|16px}} [[Equalizer]]==
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{{Outdent|7}}I've updated the demonstration to remove said section.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 20:06, 30 August 2024 (UTC)
:Where's the CRITS? [[File:Hinaomi-sig.png]] [[User:Hinaomi|Hinaomi]] <small>([[User talk:Hinaomi|talk]]) - ([[Special:Contributions/Hinaomi|contributions]])</small> 05:05, 11 July 2012 (PDT)
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:Looks good. Thanks · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 18:39, 1 September 2024 (UTC)
::http://youtu.be/qCgiKeQp6KQ — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 15:44, 11 July 2012 (PDT)
+
{{DemoEntry|end}}
:::Sorry but I think we should show the crits damage at all heath (so we spawn more bots) [[File:Hinaomi-sig.png]] [[User:Hinaomi|Hinaomi]] <small>([[User talk:Hinaomi|talk]]) - ([[Special:Contributions/Hinaomi|contributions]])</small> 16:44, 11 July 2012 (PDT)
 
:::Indeed, since this one has damage scaling with health, perhaps crit damage should be demonstrated for multiple healths. Maybe do two 3-kill clips, one with crits and one without? Dunno. [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:54, 11 July 2012 (PDT)
 
::::http://youtu.be/GtS10vpYfAQ — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 14:04, 12 July 2012 (PDT)
 
:::::Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:24, 13 July 2012 (PDT)
 
  
=={{icon item|Escape Plan|16px}} [[Escape Plan]]==
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== {{Demo Header|Widowmaker}} ==
{{c|Reserved by KarmaCharger}}
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{{DemoEntry
:Where's the CRITS? [[File:Hinaomi-sig.png]] [[User:Hinaomi|Hinaomi]] <small>([[User talk:Hinaomi|talk]]) - ([[Special:Contributions/Hinaomi|contributions]])</small> 05:05, 11 July 2012 (PDT)
+
| begin
::Okey , i will redo it. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 01:54  , 7/13/2012 (PDT)
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| status = approved
 +
| reservation = [[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 17:47, 1 August 2024 (UTC)
 +
| changes = {{c|Needs to show that metal is not gained when shooting disguised spies.}}
 +
| video = https://drive.google.com/file/d/1piTu5LUbcjsD5vgPdGs5-tH5pgYJQCxJ/view?usp=sharing
 +
}}
 +
Looks good.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 15:36, 5 August 2024 (UTC)
 +
:Looks good. Thanks · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 17:51, 30 August 2024 (UTC)
 +
{{DemoEntry|end}}
  
=={{icon item|Pretty Boy's Pocket Pistol|16px}} [[Pretty Boy's Pocket Pistol]]==
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== {{Demo Header|Ubersaw}} ==
{{c|Reserved by Akuago220}}
+
{{DemoEntry
:I'll take a crack at this. --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 16:58, 27 June 2012 (PDT)
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| begin
::See above — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:30, 27 June 2012 (PDT)
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| status = nodemo
::: [http://youtu.be/vAItsMJusf4 And there we have it.] [http://www.mediafire.com/?gbwhuoiytbtchlo Download it here.] --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 12:37, 29 June 2012 (PDT)
+
| reservation = [[User talk:Myrmxa|Myrmxa]] 19:56, 2 August 2024 (UTC)
::::Is good, but should also show whether the crits stay on if you switch weapons, much like the Cleaner's Carbine — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:03, 29 June 2012 (PDT)
+
| changes = {{c|Needs swing speed penalty compared to stock.}}
:::::Wind, the Pocket Pistol does NOT have that 3-second kill attribute the Carbine does. That crit portion was to fill the whole ""Wait 2 seconds, still staring at the Medic but this time with your weapon glowing, then kill the medic, still holding ⇧ Shift" criteria (unless you can point me where in those instructions, I now have to switch weapons after crit-killing the Medic). --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 19:45, 29 June 2012 (PDT)
+
| video =
::::::Derp, that's what I get for checking the Carbine's attributes and then looking at the next one and assuming it's a clone of it but for the Scout. But those crit instructions are for melee weapons only (that's why they are under the "Melee makeover" section under the list that says "The procedure is slightly different" :3 For non-melee weapons, just use the regular procedure, no crits or extra staring periods or anything — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:53, 29 June 2012 (PDT)
+
}}
:::::: [http://youtu.be/FmieHuV4TDs There we go, fixed.] [http://www.mediafire.com/?4z8sr0m7bklx357 Download it here.] --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 06:17, 30 June 2012 (PDT)
+
I don't think it's necessary to show the Spy stabbing you during the Über, I would change that to just holding out the Ubersaw and watching it drain. It looks a bit awkward running into the Spy attacking like that. I also can't tell if the video is too low FPS or if it's just Google Drive, so [[User:Ashe|Ashe]] will have to be the judge of that. Other than that, looks good.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 15:36, 5 August 2024 (UTC)
:::::::Looks to me like there are some random crits (although the damage doesn't change, and those should be disabled using the cfg, weird) [[User:Pigophone|Pigophone]] 06:33, 30 June 2012 (PDT)
+
:Looks like the FPS is good, I do think the ÜberCharge bit should be changed, however.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 20:30, 5 August 2024 (UTC)
::::::::It's a common glitch in SrcDemo, and as far as I'm aware of, there's no way around it. --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 07:18, 30 June 2012 (PDT)
+
Added updated ver. [[User:Myrmxa|Myrmxa]] ([[User talk:Myrmxa|talk]]) 19:47, 6 August 2024 (UTC)
:::::::::You probably mean source recorder, as all srcdemo2 does is record data from that. Can you try re-recording and see if it still happens? If it does, can you upload the .dem file? Does it happen during demo playback or demo rendering? Otherwise, you could replace the crit sounds in the game files to make them disappear — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:19, 30 June 2012 (PDT)
+
:The sound is very quiet. In the first clip, I would wait until the entire ÜberCharge is over before doing the taunt (hold out the Ubersaw to watch the liquid drain). Another clip already shows that you hitting someone mid-ÜberCharge extends the duration.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:31, 16 August 2024 (UTC)
:::::::::: When I play it back, there are no crit sounds emitting. After I render it, then I hear crit sounds in the wav file. [http://www.mediafire.com/?kh3edlhrp9nb0ab Render this yourself and see what I mean.] --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 14:50, 30 June 2012 (PDT)
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{{DemoEntry|end}}
:Then use fraps to record the audio and overlay that onto the srcdemo2 clip. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 14:51, 30 June 2012 (PDT)
 
::It didn't do crit sounds for me when rendering. Try clearing your sound cache maybe, by typing <code>snd_rebuildaudiocache</code> in the console. Or you can use Armisael's workaround too — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 15:13, 30 June 2012 (PDT)
 
:::They didn't occur when rendering, they were heard '''after''' they rendered. In any case, [http://youtu.be/bS3pcy8wDkU using that snd command fixed it up after all.] [http://www.mediafire.com/?ylxmkgisw1otodd Download it here.] --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 19:07, 30 June 2012 (PDT)
 
::::Yes, that's what I meant, since the game has no sound when it's rendering. Anyway, video is good, thanks~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:52, 30 June 2012 (PDT)
 
:::::I watched the video and read some feedback on YouTube and one user pointed out that the following isn't demonstrated:
 
* There is no comparison for fall damage with the Pistol and the Pretty Boy's Pocket Pistol. Meaning, viewers don't know if the Scout would take fall damage with the regular Pistol equipped if a player was to fall from that distance.
 
* The HP difference isn't demonstrated at all.
 
* This one is my recommendation but when demonstrating the fire vulnerability difference, rather than killing both Scouts, let them both live to demonstrate the vulnerability and the HP differences after surviving afterburn.
 
  
Just some feedback I've seen and would like to leave for discussion. -- '''[[User:ReadyAimFire|ReadyAimFire]]''' 08:22, 3 July 2012 (PDT)
+
== {{Demo Header|Machina}}, {{Demo Header|Shooting Star}} ==
:I agree that this would be nice to have, and while we're at it, doing the fall damage comparison from the top of Watchtower, like in the [[Mantreads]] demo. This being said, I did accept this demo as such so I can't blame Akuago for the lack of those things, but yeah >: Sorry — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:41, 3 July 2012 (PDT)
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{{DemoEntry
::No worries. We'll get 'em next time. -- '''[[User:ReadyAimFire|ReadyAimFire]]''' 16:26, 4 July 2012 (PDT)
+
| begin
 +
| status = approved
 +
| reservation = [[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] • [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 15:22, 8 August 2024 (UTC)
 +
| changes = {{c|Does not show fully charged damage vs stock.}}
 +
| video = https://drive.google.com/file/d/1co1dYQorbjHtGUaI15pppyzHasE6HwiP/view?usp=sharing
 +
| video-text = Machina
 +
| video-extra = [https://drive.google.com/file/d/1c84xblZSWBwVeDRwXt8BLy6-fKSyOEco/view?usp=sharing Shooting Star]
 +
}}
 +
Might as well add in the Shooting Star too. If possible, during the fully charged damage segment, show side-by-side that the Machina can't fire while unscoped. [[User:Andreng|Andreng]] ([[User talk:Andreng|talk]]) 13:23, 15 July 2024 (UTC)
 +
:Looks good.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:31, 16 August 2024 (UTC)
 +
{{DemoEntry|end}}
  
http://youtu.be/4cezyN6TrCo — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 19:26, 9 July 2012 (PDT)
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== {{Demo Header|Ap-Sap}}, {{Demo Header|Snack Attack}}, {{Demo Header|Red-Tape Recorder}} ==
:There are no problems with this demonstrations, but I would like to allow a week or so in case Akuago wants to redo the demonstration himself instead — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:35, 9 July 2012 (PDT)
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{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation = [[User:Dessensce|Dessensce]] ([[User talk:Dessensce|talk]]) 06:05, 30 August 2024 (UTC)
 +
| changes = {{c|Does not show Sapped Sentry Guns take 33% less damage from the Spy who applied the Sapper.}}
 +
| video =  
 +
}}
 +
{{DemoEntry|end}}
  
=={{icon item|Scorch Shot|16px}} [[Scorch Shot]]==
+
== {{Demo Header|Battery Canteens}} ==
The cardboard soldier target was not shot. This is particularly important to demonstrate as we need to show how the shot arcs over a distance. I think. [[User:TFHK|TFHK]] 10:02, 12 July 2012 (PDT)
+
{{DemoEntry
:Well the arc is kind of demonstrated in each shot since it is very strong, so I don't think it is worth redoing, especially since this first clip is very hard to do — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:24, 13 July 2012 (PDT)
+
| begin
:: At 0:21 it plays the crit sound effect and it doesn't show that the Scorch Shot can destroy stickies, so it might need to be redone anyway. [[User:Balladofwindfishes|Balladofwindfishes]] 18:58, 15 July 2012 (PDT)
+
| status = nodemo
 +
| reservation =  
 +
| changes = {{c|Needs Canteen Specialist's time bonus for canteens shown.}}
 +
| video =
 +
}}
 +
{{DemoEntry|end}}
  
=={{icon item|Unarmed Combat|16px}} [[Unarmed Combat]]==
+
== {{Demo Header|Neon Annihilator}} ==
{{c|Reserved by Spam90675}}
+
{{DemoEntry
 +
| begin
 +
| status = review needed
 +
| reservation = [[User:GrampaSwood|GrampaSwood]]
 +
| changes = {{c|Needs to show critical hits from the gas passer and damage vs stock.}}
 +
| video = https://drive.google.com/file/d/1BxRKhQF-q-Eok_0mp2ywX1fyxYN51Zp5/view?usp=sharing
 +
}}
 +
I've added an additional clip showing damage vs players being lower. I added a clip of the Jarate + Gas Passer too. In the Sniper clip in the sewers I also show that the Neon Annihilator changes to a damaged state. I'm also concerned about the third and second to last clips having a bit of a fast transition to the next clip. Otherwise, it should be good. Also note that [[User:Cheddar|Cheddar]] played the Engineer and had trouble getting out of the water.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 14:39, 3 August 2024 (UTC)
 +
:The old version of the Engineer wetness clips with the outdoor lakes seemed to work better with smoothness of the comparisons. [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 10:38, 12 August 2024 (UTC)
 +
::I think that's simply because of how awkward one of the clips is about getting out of the water. I can definitely improve it if needed.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:37, 15 August 2024 (UTC)
 +
:::I think it is worth redoing the clips. Preferably, I think the water should be that pond like in the other Neon Annihilation video. [[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 05:18, 16 August 2024 (UTC)
 +
::::I don't know which map that was on, I have a feeling it is Watchtower, though. I think I can redo the clip just fine on tr_karma, but with a smoother exit from the water.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:31, 16 August 2024 (UTC)
 +
{{DemoEntry|end}}
  
Fraps still won't allow the jigglebone prefect :( , is there any other recorder with "No Lags?" [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 8:50  , 4 July 2012 (PDT)
+
== {{Demo Header|Unleashed Rage}} ==
:There's the Source Recorder (records .TGAs that later have to be put togheter transformed into an .AVI file). You can check [http://forums.steampowered.com/forums/showthread.php?t=934312 this post from '09 on SPUF]. <span style="color:#385374;font-size:18px;font-family:TF2 Secondary">—</span> [[User:K1LL|<span style="color:#385374;font-size:18px;font-family:TF2 Secondary">kill</span>]] <span style="color:#385374;font-size:18px;font-family:TF2 Secondary"></span> 20:32, 4 July 2012 (PDT)
+
{{DemoEntry
::That's what SrcDemo2 requires, so if he tried SrcDemo2 then he tried that too, by proxy. Also we have [[Help:Recording demos#Movie Creation Tutorial|help pages on the wiki itself about that]] [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:41, 4 July 2012 (PDT)
+
| begin
:It's not fraps doing that, fraps doesn't communicate with the game in any way. The fact that jigglebones don't work is because at some point in the game, the frame rate dropped under a threshold that the source engine considers "too low", at which point it disables jigglebones because it thinks that it will increase framerate. No, I don't know of any good recorder, but you did manage to get them working when you did the [[Holy Mackerel]] demo recently. Do what you did in that video and that's it~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:41, 4 July 2012 (PDT)
+
| status = approved
::The unarmed combat is significantly more finicky than the holy mackerel. Always has been. [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 20:45, 4 July 2012 (PDT)
+
| reservation = [[User:Mediarch|{{font color|ec5c69|'''Mediarch'''}}]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|{{font color|ff66cc| ♥ }}]][[User talk:Mediarch|{{font color|ec5c69|'''Talk'''}}]][[User:Mediarch|{{font color|ff66cc| ♥ }}]][[Special:Contributions/Mediarch|{{font color|ec5c69|'''My Edits'''}}]] 03:54, 14 August 2024 (UTC)
 +
| changes = {{c|Updated Taunt: Unleashed Rage to fix incorrect outro timing.}}
 +
| video = https://drive.google.com/file/d/14cIlo8fDcPzlpRRc0NMtwEQ9f4egI6nV/view?usp=sharing
 +
}}
 +
Looks good.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:31, 16 August 2024 (UTC)
 +
:Looks good. Thanks · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 22:29, 10 September 2024 (UTC)
 +
{{DemoEntry|end}}
  
I got this guys, finally get the full Fraps version. [[User:Spam90675|Spam90675]] 07:33, 12 July 2012 (PDT)
+
== {{Demo Header|Unusualifier}} ==
:You paid for it? ...Uh...well, if you did pay for it (and didn't "bypass a barrier"), I sure hope you know your computer is fast enough to handle 30+ fps on Fraps, because otherwise all that money will have been spent for nothing, and you'll have to use Source Recorder and SrcDemo2. If you just "bypassed a barrier," then have fun testing. Remember to read the requirements and guidelines for uploading a video. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 07:43, 12 July 2012 (PDT)
+
{{DemoEntry
::I did, my laptop is brand new and top of te line, but I have one problem - Forced crits don't activate when I hold down Shift. I downloaded the right config, I checked multiple times, but it won't work. Someone mind explaining why? [[User:Spam90675|Spam90675]] 07:57, 12 July 2012 (PDT)
+
| begin
:::You paid for it or bypassed a barrier? And also, make sure you're holding down the left shift. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 07:59, 12 July 2012 (PDT)
+
| status = review needed
::::I'd rather not get into it too much, as it isn't really your business, but I have the full version of Fraps. Also, I am making sure, it just doesn't work. EDIT: Turns out the commands "+critsplease" and "-critsplease" aren't recognized. Anybody know the reason why? [[User:Spam90675|Spam90675]] 08:01, 12 July 2012 (PDT)
+
| reservation = [[User:GrampaSwood|GrampaSwood]] 15-8-2024 18:24 CEST
:::::If you look at the bottom of the page, you'll see all of us are completely fine with cracked. I'm just concerned if you paid for it, because there's a large possibility it won't even work for the weapon demonstration. Stating that you didn't pay for it is okay. Anyway, regarding the crits not working, is everything else from weaponref.cfg working (i.e. is sv_cheats on 1, tf_weapon_criticals on 0, etc.)? [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 08:16, 12 July 2012 (PDT)
+
| changes = {{c|Current video has the shadowplay icon in the bottom right while showing the taunt}}
EDIT: The problem has been fixed via Steam chat. Also, Spam is going to be using Source Recorder and SrcDemo2, as jigglebones didn't work with Fraps for him either.
+
| video = https://drive.google.com/file/d/19RfUgNWl0wqtreBRHC7OZA-TjqLmpApo/view?usp=sharing
:Jigglebones won't work in srcdemo2; I can guarantee you that. You need to use FRAPS (or some other screen capture program) and cl_jiggle_bone_framerate_cutoff 1. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 09:21, 12 July 2012 (PDT)
+
}}
::Really? Jigglebones doesn't? That is unfortunate. Okay, I'll keep that in mind. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 10:05, 12 July 2012 (PDT)
+
I've matched the sound and everything up to the old one, the only noticeable thing is maybe a jump in background ambience as tr_target_weaponref_hdr uses a different ambience. I can re-record on there if necessary.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 13:19, 20 August 2024 (UTC)
http://www.youtube.com/watch?v=5Gvp9Lpp_vk - Youtube link - just finished the video. If Jigglebones version is needed, please tell me. <small>— ''The preceding unsigned comment was added by'' '''[[User:Spam90675|Spam90675]]''' ([[User talk:Spam90675|talk]]) • ([[Special:Contributions/Spam90675|contribs]]) </small>
+
{{DemoEntry|end}}
:::Few things:
 
* Quality seems a bit on the low side for high definition.
 
* Very fast-paced video. Slow it down a bit next time.
 
* During the Soldier segment, try to attack at a consistent rate. Waiting before the second hit is generally used for the Pyro segment.
 
* This might just be me, but if I am correct, as of the Pyromania Update, the Unarmed Combat should now have a taunt. If not, then disregard this.
 
Good for a first try! [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 21:30, 12 July 2012 (PDT)
 
::::Actually, my first try was worse. However, since I uploaded that video, I made a new version, that includes jigglebones as well as the taunt. When the weapon turns inside out at the forced crits in this video, that's part of the actual weapon bug. Try it out yourself, if you'd like. http://www.youtube.com/watch?v=3hJadUrsWk4 [[User:Spam90675|Spam90675]] 22:36, 12 July 2012 (PDT)
 
::::::I will check it out soon. A bit busy right now. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 23:03, 12 July 2012 (PDT)
 
:This looks like upscaled-to-720p video. Are you sure you recorded at the right resolution and didn't set Fraps to record at half-size? Sound also sounds distorted. Perhaps you have some sort of audio driver program that modifies your sound to increase the bass or the treble or something, but this certainly doesn't sound like most demonstrations do. Also, jigglebones are .required, and this definitely won't do :( It's very hard to get them to work, but it is possible, or at least has been despite being hit-and-miss. Framerate looks a little pokey too — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:24, 13 July 2012 (PDT)
 
:: You watched the second version, right? The second version has jigglebones and (I think) fixed audio. Also, I have Fraps set to 60 FPS, full size, and loop uffer every 30 seconds. Anything I should change there? [[User:Spam90675|Spam90675]] 00:17, 14 July 2012 (PDT)
 
:::Yes, the second versiob has jigglebones but they're clearly not behaving correctly. Fraps isn't at fault for low framerate, Fraps just takes what it can get, and if it can't get enough frames, then... it can't get enough frames. So the framerate won't be 60 even fi it's set to 60. 60 is just the maximum number of frames that fraps tries to take every second. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 11:52, 14 July 2012 (PDT)
 
::::The bugs that are seen in the video are documented on the Wiki's page. Also, my laptop is top of the line, so if you're trying to imply that it'd my computer's fault, then you're wrong. [[User:Spam90675|Spam90675]] 05:32, 16 July 2012 (PDT)
 
  
=Pyro melee makeover=
+
== {{Demo Header|Classic}} ==
=={{icon item|Back Scratcher|16px}} [[Back Scratcher]]==
+
{{DemoEntry
{{c|No special changes.}} — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:11, 10 July 2012 (PDT)
+
| begin
:{{c|Reserved by Karma Charger}}
+
| status = nodemo
:http://youtu.be/oH8mI2HAYvU [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 12:52 ,  7/14/2012 (PDT)
+
  | reservation =  
::Great, asides from one thing:
+
| changes = {{c|Does not demonstrate damage comparison compared to stock. [Both quickscope and fully charged]}}<br />{{c|Does not demonstrate jumping while scoping.}}
* The Dispenser clip...I don't know how many people willl have the patience to watch through the whole thing. I fiercely recommend using a level three Dispenser, because that was almost tedious.
+
| video =
Asides from that, I didn't catch anything. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 10:02, 13 July 2012 (PDT)
+
}}
:::I don't think so, lv 1 dispenser is showing how slow when heal with with lowest heal rate. [[File:Hinaomi-sig.png]] [[User:Hinaomi|Hinaomi]] <small>([[User talk:Hinaomi|talk]]) - ([[Special:Contributions/Hinaomi|contributions]])</small> 10:22, 13 July 2012 (PDT)
 
::::That's definitely true, but on YouTube the attention span is tiny. I commend Karma for actually going through with this, but unfortunately I don't think his work will be appreciated by very many YouTubers... [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 10:27, 13 July 2012 (PDT)
 
:::::It's at the end of the video, so viewers who get bored can just stop watching. Also, you'd be surprised by how much commenters enjoy these sorts of things. Go look at the current backscratcher demo (which has the same clip). — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 10:32, 13 July 2012 (PDT)
 
::::::Fair enough. My only concern now is for the viewers who do not realize it is the last clip, but I guess they can just power through it if they get bored. xD. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 11:31, 13 July 2012 (PDT)
 
::It's that way already, it can be that way again. However please make sure both views look exactly the same, since that is possible here; simply make the dispenser and use <code>setpos</code> to position yourself at the same position on both clips, and move forward as much as possible towards the dispenser (without changing aim). That way you have exactly the same view, and it looks better~ It's not a very big deal here because the point get across anyway, but if you can do it then why not — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:24, 13 July 2012 (PDT)
 
:http://youtu.be/2hADwmYmg2U [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 10:32  ,  7/15/2012 (PDT)
 
::That's not really what I asked about the dispensers but I guess the two clips are similar enough now. Please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 10:27, 15 July 2012 (PDT)
 
:::hmm , alright [http://www.youtube.com/watch?v=MYOlasrT7xc Now it should be similar] , anyway it's not easy to do both as SAME :( [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 1:37  ,  7/16/2012 (PDT)
 
::::What Wind is saying is to use the console commands <code>getpos</code> and <code>setpos;setang</code>. Using <code>getpos</code> will produce a line of code that will teleport you to the exact same place looking in the exact same direction you were when you used <code>getpos</code>. This code is referred to as <code>setpos;setang</code> and is what Wind is telling you to use. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 10:03, 16 July 2012 (PDT)
 
:::::Yeah i did [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 6:20  ,  7/17/2012 (PDT)
 
  
=={{icon item|Fire Axe|16px}} [[Fire Axe]]==
+
'''Part 1: The Main Gang (Pyro, Soldier, Medic)'''
{{c|No special changes.}} — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:11, 10 July 2012 (PDT)
 
:{{c|Reserved by Armisael}}
 
http://www.youtube.com/watch?v=nabghhhE4oQ&feature=youtu.be Here is mine --[[User:Mellotaku|Mellotaku, The Sorcerous Shapeshifter]] 20:26, 10 July 2012 (PDT)
 
::The audio is really out of sync, and the in-game sound is extremely hard to hear over the music. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 10:01, 11 July 2012 (PDT)
 
:::My videos have begun to do that lately, I may need to switch to Source Demo --[[User:Mellotaku|Mellotaku, The Sorcerous Shapeshifter]] 12:06, 11 July 2012 (PDT)
 
::::I definitely recommend switching over to Source Recorder and SrcDemo2. The quality is a thousand times better. On a side note, I'm going to make a version of this with Source Filmmaker just for fun. I'll post it here, perhaps for future reference, but if not, it'll just be a cool video to see. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 12:11, 11 July 2012 (PDT)
 
:What Vinderack said. Those are the only flaws though; the framerate could be better but is acceptable — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:54, 11 July 2012 (PDT)
 
  
http://youtu.be/QRmORoQQWzs — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 14:52, 13 July 2012 (PDT)
+
Start with the Pyro, Soldier, and Medic, plus the enemy Sniper as shown in [https://www.youtube.com/watch?v=o2tK4HASL-I the current video].
:I see nothing wrong with it. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 17:35, 13 July 2012 (PDT)
+
# Inspect the rifle
::That's wonderful. (You don't need to comment on every video). — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 17:38, 13 July 2012 (PDT)
+
# Scope the rifle without manually charging. Pause for a few seconds.
:Is good, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:24, 13 July 2012 (PDT)
+
# Charge the rifle to full while scoped. Pause for a few seconds.
 +
# Let go of the charge while scoped. The Sniper should make a shot in the process.
 +
# Pause for a few seconds and unscope.
 +
# Charge the rifle to full while unscoped. Pause for a few seconds.
 +
# Let go of the charge while unscoped. The Sniper should make a shot in the process.
 +
# Shoot the Pyro with a quickshot bodyshot at the middle of his body, where there is little chance of accidentally hitting the headshot hitbox. Specifically, aim at his middle flame grenade.
 +
# Move the crosshair to Pyro's head.
 +
# Shoot the Pyro's head with a quickshot "headshot".
 +
# Shoot the Pyro's head again, but with a partially charged "headshot".
 +
# Aim at Soldier's head, and kill him with a fully charged unscoped headshot.
 +
# Aim at enemy Sniper's head, and kill him with a fully charged scoped headshot
 +
# Aim at Medic's head, and attack him with a scoped partially charged "headshot"
 +
# Move the crosshair to Medic's body, specifically slightly to the left of his lower visible button right above his glove.
 +
# Kill the Medic with a fully charged scoped bodyshot.
 +
# Aim for the wooden Soldier target with a non-scoped headshot.
 +
# Aim for the wooden Soldier target with a scoped fully charged headshot.
 +
# Taunt.
  
=={{icon item|Homewrecker|16px}} [[Homewrecker]]==
+
'''Part 2 – Sniper Movement 1'''
{{c|No special changes.}} — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:11, 10 July 2012 (PDT)
 
:{{c|Reserved by Mr. Vinderack}}
 
Done. http://www.youtube.com/watch?v=AZS-TCb8xXQ Sorry if it's a bit fast. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 23:57, 12 July 2012 (PDT)
 
:Try not to be so twitchy with the camera in the first clip; long and slow and (more importantly) constant-speed camera movements are better than twitchy camera swings followed by another one to correct for the twitchiness error of the former. Also put the Spy in better view in the sapper clip. Is all~ (Also you don't have to go back to the middle of the map to taunt) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:24, 13 July 2012 (PDT)
 
::Alright, I'll get these done. And yeah, I noticed the first clip was not very polished. Sorry. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 22:30, 13 July 2012 (PDT)
 
  
=={{icon item|Maul|16px}} [[Maul]]==
+
Three split videos of Sniper, left and middle with Classic, right with Sniper Rifle. This will demonstrate that charging slows down the player.
{{c|No special changes.}} — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:11, 10 July 2012 (PDT)
 
  
[http://www.youtube.com/watch?v=_-arX3ThkSw Had this saved up for quite a while, now.] [http://www.mediafire.com/?io0luzodsdmldbb Download it here.] --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 20:20, 10 July 2012 (PDT)
+
# Begin charging the middle Classic. Also begin charging the normal Sniper Rifle.
:Is good, thanks~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:24, 10 July 2012 (PDT)
+
# Move forward to the garage door.
I really hate to be the one to do this, but...
 
* The first hit on the soldier has the audio of a crit.
 
* Right when you activate and deactivate the crit boost, the chat menu blinks briefly.
 
* The split-screen HUD isn't used for the split-screen phrase.
 
If you guys already settled something, sorry. But in case you really did miss this stuff, that's why I pointed it out. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 10:10, 11 July 2012 (PDT)
 
:I did hear that crit but it seems it's happening more often for pretty much everyone so I just ignored it >: But if you can fix it then do fix it. The chat menu is a good catch, not a major issue but also something to fix if possible. Using the split-screen HUD is not a requirement in split-screen clips that don't involve the player's health. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:54, 11 July 2012 (PDT)
 
::Okay, I see. I think I know the crit problem though. When rendering, it is possible to have tf_weapon_criticals on 1 (and other anti-attributes of weaponref.cfg, such as sv_cheats on 0, for that matter) and have random crit audio be recorded as the render occurs. Even if the demo itself had no crits, they can still be generated during rendering due to the way they are created. This is an easy fix: Simply re-record the audio and make sure tf_weapon_criticals is on 0. Personally, I like to use exec weaponref every single time I render just to be safe. As for the chat menu, I don't know what it is, but I think it's probably a rendering problem as well. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 19:01, 11 July 2012 (PDT)
 
:::Also, craft text in the backpack. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 19:27, 11 July 2012 (PDT)
 
:::: Well, nice to now know the days of needing just one approval have all but faded to memory and that '''anyone''' can be a judge and turn down a video. A simple addition of a judging section stating that even if one person says yes, any random user can now judge a demonstration for quality would be too hard to do for future reference & notification (it's done for whenever multiple people make a demonstration for a single weapon; it seems like the same method's being incorporated when it's just one user making a demonstration)? Just saying. /rant [http://youtu.be/UaAMkXCBIK0 Here's the revised version.] [http://www.mediafire.com/?5e329onbn4bkw9p Download it here.] --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 12:20, 12 July 2012 (PDT)
 
:::::Rant: Sorry...just trying to make things better for the overall project (and for its viewers). :(
 
:::::Video: Still does the weird chat menu blink thing, but I don't really think it's necessary to have to redo, mainly because it doesn't look like a problem that can be easily identified. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 12:28, 12 July 2012 (PDT)
 
:You just need my approval, I'd consider the others to be early-reviewers that point out some flaws that I may point out as well but do it before I get a chance to (so you can fix it faster) or provide suggestions. For those purposes, such reviews are valuable, but they are not final nor required to act upon >:
 
:Anyway, for the video, no problems here but the split-screen for the Sapper clip shown in the Homewrecker demo above is a good idea I think, so may want to do the same for consistency between the two weapons since they're reskins of one another. Yes, I know, changing requirements are bad. but I didn't predict this change because I didn't think of showing it that way >: — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:24, 13 July 2012 (PDT)
 
::I am so sorry Akuago. D: [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 23:14, 13 July 2012 (PDT)
 
::[http://youtu.be/GLf5t6nrKsg Well, hopefully this will keep the "consistency" of the Homewrecker demonstration.] [http://www.mediafire.com/?3c8d2c94z4obf7b Download it here.] --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 14:58, 15 July 2012 (PDT)
 
  
=={{icon item|Powerjack|16px}} [[Powerjack]]==
+
'''Part 3 – Sniper Movement 2'''
{{c|Put the Sniper away from the Medic on the right side of the map, so that the crit hit on the Medic is more isolated from the others. The Medic should be killed last with the crit, not before the Sniper.}} — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:11, 10 July 2012 (PDT)
 
:http://youtu.be/XOFgpdtur9k — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 02:49, 11 July 2012 (PDT)
 
::For the last clip, can you find a more stock-ish weapon for this? Otherwise, is good — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:54, 11 July 2012 (PDT)
 
:::(Turns out there is no such thing) Is good then, please upload~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:24, 13 July 2012 (PDT)
 
  
=={{icon item|Sharpened Volcano Fragment|16px}} [[Sharpened Volcano Fragment]]==
+
Two split videos of Sniper, both with Classic. This will demonstrate that releasing a charge returns the speed back to normal.
{{c|No special changes.}} — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:11, 10 July
 
  
http://www.youtube.com/watch?v=dWrCYvtuffk I already got it [[User:Ben10508|Ben10508]] 20:44, 11 July 2012 (PDT)
+
# Begin charging the right-hand side.
:...This is awkward. I mean no offense by this, but you're kind of...supposed to respect reservations. If you wanted the weapon that badly, you should have asked Mellotaku first. As for the video, it's a good layout and demonstration, but the quality is really choppy. Like I said, Source Recorder and SrcDemo2 are a must for these weapon demonstrations. Fraps just doesn't cut it most of the time. That is all. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 20:58, 11 July 2012 (PDT)
+
# For the right-hand camera, release the charged shot by shooting at anywhere in front.
::No, they are certainly preferred (because they tend to produce better results) but they are not requirements for any demonstration (except the Saxxy demonstration) and are sometimes necessary. I'm sure that's what you meant to say, but you said it in a way that made it look absolute, and that there was no question about it. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:24, 13 July 2012 (PDT)
+
# Move forward to the garage door, with no charged shots on either of them.
  
Ahh, sorry. I already had it done, why not, know know? *chuckles faintly* I sent Mellotaku an apology message on his talk page. Also, I don't really see what's wrong with the quality, I think it's fine [[User:Ben10508|Ben10508]] 21:15, 11 July 2012 (PDT)
+
'''Part 4 – Scope and Cancelling'''
:Firstly and most importantly, thank you for understanding the reservation system. I am glad to not have to start an argument. As for the quality, watch a recent weapon demonstration (Scout and Soldier melee makeovers) to see what I mean. Your quality is definitely not bad, but I don't think it's 30 or more frames per second. I should probably also make it clear that by quality I mainly meant framerate. xD. Anyway, trust me, you will not regret using Source Recorder and SrcDemo2. I will definitely help as much as it takes, because those tools produce magical results (and by the way, Wind was the one who made SrcDemo2 :P). If you have any more questions, don't be afraid to ask. I'm friendly, and so is everyone else (hopefully). [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 21:50, 11 July 2012 (PDT)
 
  
Thanks for your understanding. I'll take your word for using the other recording softwares. Didn't know Wind made SrcDemo2 :0. For now can we use this video? For my later one's, I'll use Source Recorder next time. [[User:Ben10508|Ben10508]] 21:58, 11 July 2012 (PDT)
+
Be at a tall location, enough for room to jump up and down. When doing the switching of weapons, make sure the weapon switch menu is visible, not just performing a quickswitch.
:You'll have to ask Wind. I try to help around a lot, but I'm not actually in charge of the project (I'm flattered you thought I was, though. Thanks! :) ). Also, I bet he's fine with it, but you might want to get Mellotaku's approval too, just in case. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 22:15, 11 July 2012 (PDT)
 
  
Ha, I already knew that Wind was like, God here xD. <small>— ''The preceding unsigned comment was added by'' '''[[User:Ben10508|Ben10508]]''' ([[User talk:Ben10508|talk]]) • ([[Special:Contributions/Ben10508|contribs]]) </small>
+
# Aim straight.
:So you know Ben,  the reservation system exists to help minor contributors like you. If no one respected reservations and multiple people submitted videos for the same weapon, the experienced, major contributors would make higher quality demos much faster than the new contributors, and the new people would never get a video in. Ignoring other peoples' reservations is a good way to get other people to ignore yours. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 07:47, 12 July 2012 (PDT)
+
# Charge the Classic to full, and then switch to the SMG. Switch back to the Classic.
::Indeed. Just so we're on the same page, don't take any of this harshly. Just think of it as a first-time experience, and keep it in mind if the situation ever comes up again. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 07:49, 12 July 2012 (PDT)
+
# Repeat Step 2 but switch to the Kukri, then back to the Classic.
 +
# Scope and jump.
 +
# Unscope the Classic.
 +
# Charge the Classic and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.
 +
# Charge the Classic to full and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.
 +
# Charge the Classic while scoped and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.
  
Well yeah this is my first time making this mistake. I'll try not to the this again. I'm still waiting for Mellotaku to reply to my apology. Thanks [[User:Ben10508|Ben10508]] 08:03, 12 July 2012 (PDT)
+
'''Part 5 – Fall, Land, and Shoot'''
:Framerate is indeed a little choppy but acceptable, but there's also:
 
* First clip ends too soon (it's supposed to end after the camera finished zooming in)
 
* At 0:48, you're a bit far from the heavy, to the extent that if the viewer has sound off he would think you just missed the Heavy. Also, for such clips, it is usually best to show the Spy disguising during the clip, not starting the clip while the Spy is already disguised, much like you did for the spy cloaking in the next clip (starting with the cloak already on would be awkward). Additionally, you started in a position where the weapon viewmodel completely covered up the Heavy on the left. This is bad because the first few seconds o pause at the beginning of a clip are there to help the viewer see where he is and what's where and what is happening, so having only half of the elements of the scene visible hinders this.
 
* Since the Medic dies in one hit (how unfortunate) with crits, I guess you need another enemy with higher HP to show the afterburn on crit. Although I guess the fire on Medic's corpse partially demonstrates that... <small>— ''The preceding unsigned comment was added by'' '''[[User:WindPower|Wind]]''' ([[User talk:WindPower|talk]]) • ([[Special:Contributions/WindPower|contribs]]) </small>
 
  
=={{icon item|Third Degree|16px}} [[Third Degree]]==
+
At the bottom of the ground is a Heavy. You will jump down and charge your shot as you fall from mid-air, then shoot the Heavy once you're on the ground.
{{c|Need to show crit on both an isolated bot (Medic or not), and on a chain.}} — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:11, 10 July 2012 (PDT)
 
:{{c|Reserved by Armisael}}
 
:http://youtu.be/HZ2wdS5p6bM — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 14:51, 11 July 2012 (PDT)
 
::The proper hit sound is missing in the first clip >: Rest is good — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:54, 11 July 2012 (PDT)
 
::{{c|question}} Is the Medic die-no-damage-to-target always the case, or is it an edge case with that '''Y''' configuration? --[[User:Org|Org]] 22:26, 12 July 2012 (PDT)
 
  
=Cosmetics=
+
# Charge the Classic.
=={{icon item|Alien Swarm Parasite|16px}} [[Alien Swarm Parasite]]==
+
# Fall while still charging.
 +
# Shoot at the Heavy while you are on the ground, still with your charged shot ready. If done correctly, Heavy should be able to be dealt more than 50 damage.
  
=={{icon item|Balloonicorn|16px}} [[Balloonicorn]]==
+
'''Part 6 – Fall and Mid-Air Shoot'''
  
=={{icon item|Bird-Man of Aberdeen|16px}} [[Bird-Man of Aberdeen]]==
+
At the bottom of the ground is a Heavy. You will jump down and charge your shot as you fall from mid-air, then shoot the Heavy mid-air.
{{c|Reserved by Akuago220}}
 
  
For demonstrations for the following items: Alien Swarm Parasite, Triboniophorus Tyrannus, Teddy Roosebelt, Pocket Medic, Cremator's Conscience, Bird-Man of Aberdeen, and Balloonicorn,  I recommend this format (NOTE: Pyrovisions goggles are needed for the demonstration):
+
# Charge the Classic.
 +
# Fall while still charging.
 +
# Attempt to shoot at the Heavy while in mid-air. If done correctly, Heavy shouldn't be shot because the bullet was not actually shot.
  
* Go into thirdperson, showing the item, then back to firstperson.
+
'''Part 7 - Damage Comparisons, Non-Charged'''
* Kill the Pyro with the Melee Weapon
 
* Kill the Soldier with the Secondary Weapon
 
* Kill the Medic with the Primary weapon
 
* (ENGINEER Only): Perhaps killing an enemy with sentries of all levels, including the mini-sentry.
 
* Next clip, go to thridperson, still have the item, but no Pyrovision goggles. Kill an enemy, showing that it only works in Pyrovision.
 
  
Hopefully this format will be helpful to all demonstrators. --[[User:Akuago220|Akuago220, The Jungle Expeditioner]] 21:39, 7 July 2012 (PDT)
+
Comparisons with shooting a Heavy near the garage door. Have four clips, top is Classic, and bottom is normal Sniper Rifle. Top-left is Classic quickscope bodyshot, top-right is Classic quickscope "headshot", bottom-left is normal Sniper Rifle quickscope bodyshot, and bottom-right is normal Sniper Rifle quickscope "headshot".
  
=={{icon item|Cremator's Conscience|16px}} [[Cremator's Conscience]]==
+
# Start from the "natural" aiming position, and specifically point towards the head if the clip is a quickscope "headshot".
{{c|Reserved by Ben10508}}
+
# Shoot the Heavy off cooldown, with the listed comparisons involved.
  
=={{icon item|Infernal Orchestrina|16px}} [[Infernal Orchestrina]]==
+
(Heavy is chosen because, unlike the Pyro, the 45 versus 50 damage actually makes a difference to who dies first; Pyro dies in four shots with both rifles for quickscope bodyshots, as opposed to Heavy who dies in 6 with 50 damage and 7 with 45 damage.)
  
=={{icon item|Pocket Medic|16px}} [[Pocket Medic]]==
+
'''Part 8 - Damage Comparisons, Charged'''
{{c|Reserved by Ben10508}}
 
  
http://www.youtube.com/watch?v=xB36oViBTO8 got it! [[User:Ben10508|Ben10508]] 21:20, 9 July 2012 (PDT)
+
Comparisons with shooting a Heavy near the garage door. Have four clips, top is Classic, and bottom is normal Sniper Rifle. Top-left is Classic full bodyshot, top-right is Classic full headshot, bottom-left is normal Sniper Rifle full bodyshot, and bottom-right is normal Sniper Rifle full headshot.
:Very nice! It's not really my job, but since I'm here, I'll point out a few things:
 
* Quality could probably be upped a bit.
 
* On the second phrase of the video, in which you show the Pocket Medic being used without the Pyrovision Goggles, I would recommend moving the mouse off the Pocket Medic briefly. The description covers up the slot where the Pyrovision Goggles would go, so although it can be inferred, it isn't exactly clear that you're not wearing Pyrovision Goggles from the loadout screen.
 
Much better than my first try. Good job! [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 21:27, 9 July 2012 (PDT)
 
  
Thanks for the advice! I'll get right to it. [[User:Ben10508|Ben10508]] 21:48, 9 July 2012 (PDT)
+
(Heavy is chosen because he is killed with three shots from Classic full bodyshots, but two shots with normal Sniper Rifle full bodyshots.)
:Haha, no problem. :> I'd advise you to also wait for Wind to reply before finalizing, though. <small>— ''The preceding unsigned comment was added by'' '''[[User:Mr. Vinderack|Mr. Vinderack]]''' ([[User talk:Mr. Vinderack|talk]]) • ([[Special:Contributions/Mr. Vinderack|contribs]]) </small>
 
:The demonstration is kind of backwards, showing with goggles first and then without. It should show the common/default state first, and then show what happens with the goggles on. This does mean a longer demonstration since now both the nogoggles the goggles parts need to each have the usual 3 kills, but that's okay. Also do consider using Source Recorder to get a higher quality video and a more consistent framerate. More importantly, don't forget to reload according to the guidelines (ctrl+f reloading on [[Team Fortress Wiki:Weapon Demonstration|project page]]). Fades to backpack view are a bit long, and the time you stay in the backpack view is a bit short. Is all, thanks~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 18:34, 10 July 2012 (PDT)
 
  
Hmm, well that's quite a lot of stuff to fix but I'll do it. I'm using Fraps to record my screen, usually it's smooth but I think it was just that time it lagged a bit and as you can see Wind, no more black bars :D [[User:Ben10508|Ben10508]] 09:42, 11 July 2012 (PDT)
+
# Scope from all rifles and charge them immediately (or automatically in the case of normal Sniper Rifle)
:That's normal to have to redo a lot of stuff. I had to make four demonstrations before I got accepted. Regarding Fraps, I actually doubt it was lag. I used Fraps for my very first demonstration, and it produced a similar video. Then, I switched to Source Recorder and eventually used SrcDemo2. That's how I got my quality to be pretty great, so I really do recommend using Source Recorder and SrcDemo2. If you need any help, I'll definitely be willing if you're going to do it. A quality demonstration is a good demonstration. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 10:19, 11 July 2012 (PDT)
+
# Shoot the Heavy off cooldown, with the listed comparisons involved.
  
http://www.youtube.com/watch?v=es3aWo6Q9dE fixed [[User:Ben10508|Ben10508]] 20:29, 11 July 2012 (PDT)
+
For the damage comparisons, Medic could also be used, as a normal quickscope bodyshot takes 3 hits to kill him, or 4 with Classic quickscope bodyshots, and for full bodyshots just either 1 or 2 hits. The light classes won't work, neither for the moderately bulky classes like Pyro and Demo. Soldier also doesn't work for the full bodyshot stage, as he dies in 2 shots for both types.
:Much better than the first one. However:
 
* Though not a huge problem, the looping of the music is quite botched. I recommend using Karmacharger's version of the long demonstration video music (see near-bottom).
 
That's actually the only thing I see wrong. The quality could be a bit better, but I would say it's acceptable. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 08:20, 12 July 2012 (PDT)
 
  
Alrighty then [[User:Ben10508|Ben10508]] 08:54, 12 July 2012 (PDT)
+
There's also the interaction with cancelling a charge in water, but not sure if that specific interaction is necessary to demonstrate.
  
Also, when I put the Pyrovision goggles on, it doesn't look like in what the demonstration for the Rainblower looks like. Someone help? [[User:Ben10508|Ben10508]] 12:41, 13 July 2012 (PDT)
+
[[User:Qwertyxp2000|Qwertyxp2000]] ([[User talk:Qwertyxp2000|talk]]) 06:33, 16 August 2024 (UTC)
 +
{{DemoEntry|end}}
  
:Okay, clearly I didn't think this through when I said to show the default state first, because the viewer won't really know what to look for in that clip until afterwards in the second part. So, sorry about that but err... My bad. However, now that I think about it more, maybe it would best be demonstrated as a split-screen, with the default on the left and the pyrovision on the right. That way the killfeed difference is easier to notice, rather than having those elements spaced by a large time gap of a few dozen seconds where it's easy to forget what's different. So I'd say try doing that; put an enemy in front of you and kill him in both modes (with same starting positions, <code>getpos</code>/<code>setpos</code>/<code>bot_teleport</code> with the prmary weapon, and do that again (in other clips) for secondary and melee. Then do the same for the Heavy. I think that should make it much clearer~ (Make sure to use the split-screen HUD with the kill feed showing properly on a left/right split-screen).
+
== {{Demo Header|Reserve Shooter}} ==
:Also yes, it should show pyrovision elements other than the balloons and the modified voice line choices. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:24, 13 July 2012 (PDT)
+
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Needs to show damage against targets launched airborne via their own explosives, Thermal Thruster and Grappling Hook.}}
 +
| video =
 +
}}
 +
Forgot to add this here after checking the existing demonstration for reference on how best to handle the Direct Hit's airshot clips on tr_karma_wiki, only to see some clips were also absent for this weapon too.
 +
<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 07:02, 16 August 2024 (UTC)
 +
{{DemoEntry|end}}
  
I figured out to get the split screen to work but does both the screens have to have the same actions at the SAME EXACT time? I think that'll be a little hard to do that. Plus, how come when I put the Pyrovision Goggles on, it's not like what's it's supposed to be like? <small>— ''The preceding unsigned comment was added by'' '''[[User:Ben10508|Ben10508]]''' ([[User talk:Ben10508|talk]]) ([[Special:Contributions/Ben10508|contribs]]) </small>
+
== {{Demo Header|Time Out Therapy}} ==
:It's not as hard as you think. Just make the clips' content start at the same time and trim them to be the same length. The entire process only takes about 45 seconds for each clip, so it will take approximately two and a half minutes to synchronize all the clips. If you really need help or still do not understand, though, I will make a tutorial video on the concept (and maybe even the entire weapon demonstration process). Ask me if you need any more help or if you need the video. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 01:48, 14 July 2012 (PDT)
+
{{DemoEntry
 +
| begin
 +
| status = approved
 +
| reservation = [[User:Mediarch|{{font color|ec5c69|'''Mediarch'''}}]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|{{font color|ff66cc| ♥ }}]][[User talk:Mediarch|{{font color|ec5c69|'''Talk'''}}]][[User:Mediarch|{{font color|ff66cc| ♥ }}]][[Special:Contributions/Mediarch|{{font color|ec5c69|'''My Edits'''}}]] 23:52, 16 August 2024 (UTC)
 +
| changes = {{c|Materials were updated on [[September 16, 2021 Patch]] and the mug is now team-colored, the cross is red or blue.}}
 +
| video = https://drive.google.com/file/d/1j6o3h6FxdVT1xKTjtkTgL2QWXNbCtLdz/view?usp=sharing
 +
}}
 +
[[File:User Gabrielwoj Signature Icon.png|15px|Headphones style when?|link=User:Gabrielwoj]] - [[File:User Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:User Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:User Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 23:43, 16 August 2024 (UTC)
 +
:Looks good.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 21:46, 29 August 2024 (UTC)
 +
::Looks good. Thanks · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 21:38, 14 September 2024 (UTC)
 +
{{DemoEntry|end}}
  
Well, I can make the lengths of both the videos the same, but say that I have two videos and they demonstration a weapon. I fire the weapon err gun whatever, I fire the gun at different times. Do you get what I'm trying to say? [[User:Ben10508|Ben10508]] 01:59, 14 July 2012 (PDT)
+
== {{Demo Header|Battin' A Thousand}} ==
:Yes, and I did when I responded. Apparently you didn't understand me though. I will make the video; expect it either later today or tomorrow. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 11:04, 14 July 2012 (PDT)
+
{{DemoEntry
::<code>...This is awkward. I mean no offense by this, but you're kind of...supposed to respect reservations.</code>
+
| begin
::Does that ring any bells? — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 11:13, 14 July 2012 (PDT)
+
| status = nodemo
:::Read above. I'm making a tutorial, not the demo lol. [[User:Mr. Vinderack|Mr. Vinderack, not as sober as you...thin..yah...]] 11:36, 14 July 2012 (PDT)
+
| reservation =
 +
| changes = {{c|Show the taunt with Scout's different melees similar to the [[Roar O'War]] demonstration.}}
 +
| video =
 +
}}
 +
{{DemoEntry|end}}
  
Mr. Vinderack, you scared me, Armisael, you saved me, Mr. Vinderack, you saved me even more, lol [[User:Ben10508|Ben10508]] 18:31, 14 July 2012 (PDT)
+
== {{Demo Header|Meet the Medic (taunt)}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = approved
 +
| reservation = [[User:Mediarch|{{font color|ec5c69|'''Mediarch'''}}]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|{{font color|ff66cc| ♥ }}]][[User talk:Mediarch|{{font color|ec5c69|'''Talk'''}}]][[User:Mediarch|{{font color|ff66cc| ♥ }}]][[Special:Contributions/Mediarch|{{font color|ec5c69|'''My Edits'''}}]] 03:40, 19 August 2024 (UTC)
 +
| changes = {{c|Show the taunt with all of the mediguns similar to the [[Roar O'War]] demonstration.}}
 +
| video = https://drive.google.com/file/d/1wDpb_Mr7nQisgm0-JP0YblljmHDWUT_1/view?usp=sharing
 +
}}
 +
Looks good.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 21:46, 29 August 2024 (UTC)
 +
:Looks good. Thanks · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 21:48, 21 September 2024 (UTC)
 +
{{DemoEntry|end}}
  
If I do split screen for this, how will I show the backpack view? [[User:Ben10508|Ben10508]] 08:53, 15 July 2012 (PDT)
+
== {{Demo Header|Southern Hospitality}} ==
:Do a full-screen backpack view with the item equipped, and then put labels on each side of the screen as done on the [[Mantreads]] demo (make sure to use the same font, same color, same size, but possible different location since the pyrovision frame thingy around the edge of the screen may make the label unreadable) — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 10:27, 15 July 2012 (PDT)
+
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Update to show post-Jungle Inferno afterburn damage.}}
 +
| video =
 +
}}
 +
Noticed this while watching the existing demonstration. Currently it shows afterburn inflicts 3 damage per tick (4 with SH), when it is now 4 damage per tick (5 with SH).<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 00:51, 15 September 2024 (UTC)
 +
{{DemoEntry|end}}
  
So how about this, I show a backpack view without the goggles, the go into third person with no bots. Then I do the same but with the goggles, then do a split screen thing? Oh and, whenever I put on the goggles, I never see the Pyrovision frame and everything else, just the balloons and the altered voice clips. Also, how do I get the Team Fortress 2 styled font? [[User:Ben10508|Ben10508]] 13:32, 15 July 2012 (PDT)
+
== {{Demo Header|Invis Watch}}, {{Demo Header|Cloak and Dagger}} ==
:Yes, that beginning sequence would work. The fonts are already in the game files, in <code>tf/resource</code> as described on the [[Fonts]] article, which also has download links to those fonts. — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 13:52, 15 July 2012 (PDT)
+
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Update to show post-Jungle Inferno afterburn damage.}}
 +
| video =
 +
}}
  
Alright cool but what about the pyrovision thing? [[User:Ben10508|Ben10508]] 15:13, 15 July 2012 (PDT)
+
{{DemoEntry|end}}
  
=={{icon item|Pyrovision Goggles|16px}} [[Pyrovision Goggles]]==
+
== {{Demo Header|Quäckenbirdt}} ==
{{c|Reserved by KarmaCharger}}
+
{{DemoEntry
:Perhaps this misc. item could use a demonstration to show the changes it makes to map textures, voices, gibs, pickups, and the ability to see the [[Rainblower]] and [[Lollichop]]. -- '''[[User:ReadyAimFire|ReadyAimFire]]''' 07:37, 2 July 2012 (PDT)
+
| begin
:Is possible — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 11:48, 2 July 2012 (PDT)
+
| status = nodemo
 +
| reservation =
 +
| changes = {{c|Needs to include afterburn time and damage comparison.}}
 +
| video =
 +
}}
 +
While I was checking over the invis watches to see which ones included the updated afterburn damage, I realized this demonstration was missing the comparison entirely.<br>[[User:Kibblekip|<font color="7D4071">Kibblekip</font>]] <sup>[[User Talk:Kibblekip|<font color="803020"><b>T</b></font>]] | [[Special:Contributions/Kibblekip|<font color="256D8D"><b>C</b></font>]]</sup> 01:07, 15 September 2024 (UTC)
  
Perhaps the various miscs that give assists in pyroland should be folded into this demo? — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 05:31, 8 July 2012 (PDT)
+
{{DemoEntry|end}}
:I guess that may be a good idea, although it would mean that we need to revisit this demo every time they add a new item with those characteristics, which may or may not happen frequently — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 12:41, 8 July 2012 (PDT)
 
  
Well i think i have a plan in it , let me give it a try. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 09:32  ,  7/8/2012 (PDT)
+
== {{Demo Header|Warrior's Spirit}} ==
:should i demonstration this with the map as pyroland texture? [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 06:49  ,  7/9/2012 (PDT)
+
{{DemoEntry
::On and off through split-screen, probably. Not sure how though, try something and we'll see~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 19:17, 8 July 2012 (PDT)
+
  | begin
:::i may take about 2 days to do this , because it's too many clips need to record. So the scout - spy third-person view clip i have to record it without .dem because when i play the .dem file it's won't show the goggle model or hats. but others clip will be used with srcdemo2. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 01:41 ,  7/10/2012 (PDT)
+
| status = nodemo
::::Hats that aren't showing up in demos are almost certainly set to <code>"loadondemand" "1"</code> in the schema. You'll need to change that to a 0 to get those hats to show up. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 10:47, 9 July 2012 (PDT)
+
  | reservation =  
::::if yes , then i just lost the .dem file because i seen it's won't show the model so i just deleted them , wind can it be accept without the first scout - spy third-person .dem? [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 03:06  , 7/10/2012 (PDT)
+
| changes = {{c|Does not show damage against players vs stock}}
:::::It's fine to not have .dem's for this, it's not a lot of motion and not very hard to re-act if needed. But if you can use srcdemo2 with Armisael's fix, then use it — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:35, 9 July 2012 (PDT)
+
| video =
::::::[http://www.youtube.com/watch?v=4TZ-pSDQ51o Heres the video.] Not really sure this is the best way to do it , well all clips is without .dem as you said it's fine. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 01:21  ,  7/13/2012 (PDT)
+
}}
:::::::I don't think having a demonstration for every single weapon is necessary - I think you should only show what has changed, e.g. gibs, fire particles, player sounds, materials, sprite changes (e.g. grass - the map might need to be modified to show this). For player sounds, not all classes need to be shown, its obvious that it applies to all classes. Finally, on a side note, your spy backstab animation didn't work. [[User:Pigophone|Pigophone]] 00:19, 13 July 2012 (PDT)
+
{{DemoEntry|end}}
::::::::but i still have to wait for wind's reply. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 03:39  ,  7/13/2012 (PDT)
 
:That is some very good work on the synchronization, making sure that the left clip's sound doesn't overlap with the second clip's sound. Some things:
 
* At the end of the Demo clip at 4:16, the left clip goes to black before the right clip goes to black.
 
* In the Sniper clip, on the left you didn't rezoom after shooting, but on the right you rezoomed.
 
* Missed two pistol shots in the left clip of the Spy demo, and one on the right. Don't show the backstab animation thing by walking back and forth, this is unecessary (this is not a how-the-knife-works demo). Just backstab the pyro~
 
* Re-enable critical hits for both spy clips, otherwise the backstab animation doesn't work (knife swings horizontally)
 
* Demo sound comparison clip on the right is really not centered
 
* Camera moves during sound comparison clip of the medic, on the left. Medic is also not centered in that clip
 
* Add a "map exploration" clip where you have the viewmodel and the HUD hidden (cl_drawhud 0, r_drawviewmodel 0), and look around the map and check out objects of interest that look different like the car tires, the cart, the crates, the wooden sign, etc. Doing it as a split-screen may be hard if you have to walk around at exactly the same time, so if it's too difficult then maybe it could just be a sequence of short clips where you stare at one spot for 2 seconds or so and then next clip for the next spot, and so on.
 
* Lastly, please reorder the clips so that they are in this order:
 
** Scout backpack view
 
** Scout thirdperson world view
 
** Split-screen map exploration clip
 
** All 3 health pack comparison clips
 
** All 3 ammo box comparison clips
 
** Scout killing clip
 
** Scout voice comparison clip
 
** Soldier backpack view
 
** Soldier thirdperson world view
 
** Soldier killing clip
 
** Soldier voice comparison clip
 
** Pyro backpack view
 
** Pyro thirdperson world view
 
** Pyro killing clip
 
** Pyro voice comparison clip
 
** etc.
 
:This ensures that the viewer can see all the important detail as soon as possible with the scout, and then if they don't want to see it for all other classes then they can close the video and they wouldn't have missed anything important.
 
:Good work on doing all of those clips, that is quite a lot of them. Thanks~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:24, 13 July 2012 (PDT)
 
  
=={{icon item|Teddy Roosebelt|16px}} [[Teddy Roosebelt]]==
+
= [[Main Page (Classic)|Team Fortress Classic]] =
 +
== [[File:TFC Crowbar.PNG|16px]]{{Demo Header|Crowbar (Classic)}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation = [[User:Lolimsogreat21|Lolimsogreat21]]
 +
| changes = {{c|Demonstrate damage and maximum range}}
 +
| video =  
 +
}}
 +
{{DemoEntry|end}}
  
=={{icon item|Triboniophorus Tyrannus|16px}} [[Triboniophorus Tyrannus]]==
+
== [[File:TFC p nailgun.png|16px]]{{Demo Header|Nailgun (Classic)}} ==
 +
{{DemoEntry
 +
| begin
 +
| status = nodemo
 +
| reservation = [[User:Lolimsogreat21|Lolimsogreat21]]
 +
| changes = {{c|Demonstrate damage at close, mid and long range}} <br /> {{c|Demonstrate accuracy and the effects of recoil}}
 +
| video =  
 +
}}
 +
{{DemoEntry|end}}
  
 
=Questions and Proposals=
 
=Questions and Proposals=
==is anyone looking for longer version of each demonstration music?==
+
'''Note: This section is for questions and proposals that aren't specific to a single weapon. If you think a demo ought to be remade, then make an entry for it in the [[Team_Fortress_Wiki_talk:Weapon_Demonstration#Need_to_be_redone|Need to be Redone]] section above and it will be dealt with.'''
5 minutes version of each songs , [http://www.mediafire.com/?7qt1g25vta7aw6q it is for these people who needed this. ] ending sound is another file so don't worry. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 09:12 5 July 2012 (PDT)
+
 
 +
== [[File:Item icon Voodoo-Cursed Heavy Soul.png|20px|link=Zombie Infection]] [[Zombie Infection]] Zombies ==
 +
{{c|Zombies have different abillities than normal players}}.
 +
 
 +
Hello, I am Slimyboi500.  I will be doing the demostrations for each zombie in Zombie Infection.
 +
 
 +
Why, you may ask?  Unlike normal gamemodes, the [[BLU]] team (or in this case, the zombies), have different [[Zombie_Infection#Zombie_abilities|abillities]] than normal:
 +
 
 +
*[[Scout]]: Speed Demon
 +
*[[Soldier]]: Pounce
 +
*[[Pyro]]: Hellspawn
 +
*[[Demoman]]: Blast Charge
 +
*[[Heavy]]: The Tank
 +
*[[Engineer]]: EMP Grenade
 +
*[[Medic]]: Heal
 +
*[[Sniper]]: Spit
 +
*[[Spy]]: Reveal
 +
 
 +
They also have different effects, like different amounts of [[health]] and [[speed]].  The zombies only can use melee attacks however, which makes it harder to kill.
 +
 
 +
Let me know if it's a good idea or not.
 +
----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 17:35, 27 October 2023 (UTC)
 +
 
 +
:If we're doing this, I think there should be a demonstration made for each gamemode, rather than just Zombie Infection. Although ZI has gotten an introduction video now that shows off the mode pretty well, so I don't believe it is necessary.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 17:53, 27 October 2023 (UTC)
 +
 
 +
::The introduction is missing a few key details, such as not showing the Soldier or Heavy's abilities.  I feel like it would be a good idea.  Such as like there should be a demo for VSH.
 +
::----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 18:12, 27 October 2023 (UTC)
 +
 
 +
:::It doesn't show each ability, but it does overall show the gamemode very well and I think does a sufficient job. Although, again, if we are making demonstrations for this, I think one should be made for each gamemode.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 18:18, 27 October 2023 (UTC)
 +
 
 +
::::Yes, I think there should be one for each gamemode.
 +
::::----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 19:41, 27 October 2023 (UTC)
 +
 
 +
:::::Remember to also indent your signature and to keep your answers above the hidden comment.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 19:51, 27 October 2023 (UTC)
 +
 
 +
::::::Still, is that a yes on the idea?
 +
::::::----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 20:28, 27 October 2023 (UTC)
 +
 
 +
{{Outdent|6}} I'm voting no, but other people might be in favour of it. [[User:Profiteer|Profiteer]] was, for example, so I'm waiting for more input.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 20:35, 27 October 2023 (UTC)
 +
 
 +
:I vote yes for the Zombie Infection zombies (as well Saxton Hale on VSH), but not for other gamemodes. I consider these zombies kinda like "new weapons". They all have different abilities, passives, first-person views, etc. I'm not quite sure if there needs to be a demonstration regarding the human part (only if demonstrated humans being infected by zombies upon dying), and perhaps the only thing related to humans would be that zombies drop small healthkits (because it's related to them, the zombies). A showcase of each zombie class, its ability, and some human interactions like being infected by them, and, killing them as humans, would probably be a nifty video package. [[File:User Gabrielwoj Signature Icon.png|15px|Headphones style when?|link=User:Gabrielwoj]] - [[File:User Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:User Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:User Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 22:34, 27 October 2023 (UTC)
 +
 
 +
:: I'm all in for ZI and VSH demos, but a significant issue would be future balance patches to the modes. Each balance patch so far has significantly changed the zombies, and if we had already made the demo, we would have to redo the video for each one of these updates, which would result in multiple uploads of the same video over and over again and a lot of work (and given how we can barely keep up with the current demos in the [[#Need_to_be_redone|backlog]]...). Maybe instead of a gamemode demonstration, we could simply do a "zombie class demonstration" ("Zombie Sniper", etc.) and a "mechanics demonstration" (weapon modifications, gamemode-specific elements). This way, if a zombie is changed, we wouldn't have to redo the entire video. — [[User:Tark|<span style="font-weight:bold;color: #5BC236">Tark</span>]] 22:51, 27 October 2023 (UTC)
 +
 
 +
::: I will do the demo as soon as I get enough votes for it
 +
::: ----[[User:Slimyboi500|Slimyboi500]] ([[User talk:Slimyboi500|talk]]) [[File:User Slimyboi500 Profile.jpg|25px]] 18:42, 15 November 2023 (UTC)
 +
 
 +
::::Voting yes for the demo, ZI and VSH seems stable...for now at least[[User:Profiteer|Profiteer(奸商)the tryhard]] ([[User talk:Profiteer|talk]]) 11:05, 21 November 2023 (UTC)
 +
<!-- ~~~~ FIRM here for edits that aren't questions -->
 +
 
 +
== Flippin' Awesome and Skullcracker in VSH ==
 +
When Saxton Hale used [[Flippin' Awesome]] or [[Skullcracker]], the other mercenary participating the taunt will be [[VS_Saxton_Hale_Mode#cite_ref-10|taunt killed]], is this something worth remaking the taunt demonstration? Or we just keep the current taunt demonstration, but add this feature into the VSH demonstration? --[[User:AlexT|<span style="background:linear-gradient(#D1EEFC, #81F3FD);border:1px #99F3FD solid;color:#007FFF;border-radius:8px">'''Alex'''</span>]]┋[[User talk:AlexT|<span style="color: #FF6600;">'''T'''</span>]] 18:31, 22 July 2023 (UTC)
 +
 
 +
:I think a VSH demonstration would be better, as it may be confusing why Saxton Hale is suddenly there when he's not normally playable.<br>[[File:BLU Wiki Cap.png|20px|link=Wiki Cap]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 19:52, 22 July 2023 (UTC)
 +
 
 +
::Yes, a demonstration regarding VSH, showing all Hale's abilities, and some unique taunt interactions, would be the most ideal (including his default taunt kill). That one would probably be more lengthy, and some things would probably require to be discussed beforehand. Like Mercs being able to wall climb (which is applied to even stock weaponry), should that be shown too? [[File:User Gabrielwoj Signature Icon.png|15px|Headphones style when?|link=User:Gabrielwoj]] - [[File:User Gabrielwoj Signature 1.png|link=User:Gabrielwoj]] ▪ [[File:User Gabrielwoj Signature 2.png|link=Special:Contribs/Gabrielwoj]] - [[File:User Gabrielwoj Signature 3.png|link=User talk:Gabrielwoj]] 20:31, 22 July 2023 (UTC)
 +
 
 +
:::I think maybe a demonstration for every game mode could be in order, as a sort of semi-tutorial created by us. A VSH one would fit that too.<br>[[File:BLU Wiki Cap.png|20px|link=Wiki Cap]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) 08:33, 23 July 2023 (UTC)
 +
 
 +
== Configs for partner taunt demonstrations ==
 +
I've created some configs for partner taunt demonstrations. It automatically spawns 2 bots, places you in the starting position, and has another small command ("teleport") to input after it to teleport both the bots to the right position. It binds H and J to the bots performing taunts, H = BLU bot does taunt, J = RED bot does taunt. They're all class-specific and automatically kick any other bots there. There's no way (right now) that I know of to update the weaponref.zip, so if anyone needs it I can forward you a zip of the files. Just let me know on my talk page (or if you know of a way to update weaponref).<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] | [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] | [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:56, 13 November 2023 (UTC)
 +
 
 +
== New tr_karma and requirements ==
 +
I've been working in the past week in fixing some issues tr_karma has and some new guidelines. The changes to tr_karma are:
 +
* Increased lightmap quality in the interiors
 +
* Fixed a "checkerboard" texture in the gas cylinder, the ceiling fan and the cardboard boxes
 +
* Added chat scripts to enable noclip (!n in the chat), regenerate (!r), spawn an ammo pack (!am) and enable demonstration server settings (!demo) (these commands are available also in the new tr_karma_basic.cfg)
 +
* Fixed the func_buttons in the wood targets only working once, thus displaying the hit particle once
 +
* Removed Tough Break cases and the Gargoyle prop as they didn't fit the ambience
 +
* Removed the mining cart prop in the rails due of a lighting issue
 +
* Repacked the map, reducing the map size from ~91 MB to ~18 MB
 +
The link to the download and new proposed guidelines are [[User:Ashe/Sandbox2|here]]. Check them out and give feedback · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 16:38, 13 December 2023 (UTC)
 +
 
 +
== Issues with tr_krama and tr_krama_event ==
 +
 
 +
When I start a local server and load tr_krama/tr_krama_event, it won't load (probably because it doesn't exsit) lights/shadow making the map super bright, this only happens on 2 krama maps, I tried to download a modified version of tr_krama on workshop and it worked perfectly, pretty sure something is missing in the map file from weaponref.zip.[[User:Profiteer|<font color="8470FF">Profiteer]] the tryhard ([[User talk:Profiteer|talk]]|[[Special:Contributions/Profiteer|contribute]])</font> 05:59, 10 March 2024 (UTC)
 +
 
 +
:It works fine on my end.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 10:11, 10 March 2024 (UTC)
 +
::Join the IRC to help you @Profiteer · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 21:33, 16 March 2024 (UTC)
 +
:::@Profiteer do you have HDR enabled? · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 16:50, 23 March 2024 (UTC)
 +
 
 +
== Question about 2D and 3D player models ==
 +
 
 +
A question I've had for a while about weapon demonstrations is, is there a specific reason that 2D player images in the HUD are standard rather than the 3D player model (be it for performance, consistency, or any other reason), also considering that 3D player models are enabled by default? The 3D model could also generally be more useful for certain cosmetics or demonstrations. [[User:Scorchshotgaming|Scorchshotgaming]] ([[User talk:Scorchshotgaming|talk]]) 16:47, 8 April 2024 (UTC)
 +
 
 +
: they're buggy, eat up frame rate on a lot of systems, and aren't really necessary. I don't think they really add anything of value to the videos so my vote would be to keep them disabled. [[User:Mediarch|'''Mediarch''']] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|'''Talk''']][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[Special:Contributions/Mediarch|'''My Edits''']] 16:50, 8 April 2024 (UTC)
 +
 
 +
::As far as I know, there's no real reason that we prefer one over the other. 3D models are enabled by default, but it may have just been something that was done for a while and became the standard.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 16:57, 8 April 2024 (UTC)
 +
 
 +
:::Fair point, it would obviously be a massive hassle to redo every demonstration with a 2D player model. Also for some people I suppose keeping them off improves framerate. [[User:Scorchshotgaming|Scorchshotgaming]] ([[User talk:Scorchshotgaming|talk]]) 19:59, 8 April 2024 (UTC)
 +
::::I'm pretty sure it's because when they were added to the game, it caused lag to a lot of people. The recent 64 bits update fixed the 3d character using a lot of cpu and now it shouldn't affect fps (although i guess modern pcs didn't have issue with it anyways) · [[User:Ashe|<font color="DB9C1F">Ashe</font>]] ([[User talk:Ashe|<font color="DB9C1F">talk</font>]]) 15:21, 3 May 2024 (UTC)
 +
 
 +
== Mastercomfig question ==
 +
 
 +
I am planning to make a demonstration, and the recommended requirements state that Mastercomfig High/Ultra is preferrable. However, I highly doubt my PC is able to run Mastercomfig High/Ultra properly and all the other high graphics settings. Is it acceptable if I use Mastercomfig Medium High and use average graphics settings? May look slightly lower quality than a typical reservation, but I don't think much will be affected. [[User:Scorchshotgaming|Scorchshotgaming]] ([[User talk:Scorchshotgaming|talk]]) 21:44, 18 April 2024 (UTC)
 +
 
 +
:Ultra is preferable, but setting your game to all max settings should suffice.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 21:45, 18 April 2024 (UTC)
 +
 
 +
::Well, I'll look through some configurations, and if I find one that looks high enough quality without sacrificing my computer's performance I will use it (my PC is not too high spec, to say the least). My demonstration is for the Cleaner's Carbine; once you review it tell me your thoughts. For me this is especially important because I will need to screen record this too. [[User:Scorchshotgaming|Scorchshotgaming]] ([[User talk:Scorchshotgaming|talk]]) 21:48, 18 April 2024 (UTC)
 +
 
 +
== Closed Captions/Subtitles ==
 +
 
 +
Random thought today for a low priority task: creating subtitle files to explain what is being demonstrated during the videos. Potentially beneficial for new players; for example, and what made me think of this, during the [https://www.youtube.com/watch?v=pzaDV6NNHXs pomson] video we're shown a spy POV getting hit by the pomson to demonstrate the cloak drain, which is only noticed if the player is looking at the cloak HUD element, which is pretty easy to miss (imo), especially if you're new and have no idea what's going on and are just looking at the engie firing the shot.
 +
 
 +
<strike>Looking at [https://support.google.com/youtube/answer/2734698?hl=en#zippy=%2Cadvanced-file-formats youtube supported formats] I'd reckon TTML is probably the way to go since it supports positioning (important imo) and styling (not very important imo). I've found [https://github.com/SubtitleEdit/subtitleedit this open source] editor which supports TTML and offers a built in video-from-url import for syncing.</strike> - After messing around for a bit, positioning seems very disconnected between the previews in that app and actually uploading the files to youtube, although once the proper settings are found it should be a breeze to copy paste the templates before submitting, might investigate after finals done next week if I can remember.
 +
 
 +
On the admin side of things, seems like it's about 5 clicks to add a subtitle file. [https://www.youtube.com/watch?v=mnKOX2PaQZY Subtitle editor permissions] exist so it doesn't have to only be one person officially implementing these (which is what uploads appears to be if I'm not mistaken). Potentially the actual subtitle file contents could be put into this project's page as subpages e.g. [[Weapon Demonstration/Subtitles/Pomson 6000]] [[Weapon Demonstration/Subtitles/Pomson 6000/es]] and then create a category to mark them as ready to upload/update. [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 19:31, 27 June 2024 (UTC)
 +
 
 +
:Investigation has been made, a combination of the subtitling software [https://aegisub.org/ aegisub] and a corresponding [https://github.com/arcusmaximus/YTSubConverter converter] app work wonderfully. No positioning nonsense like all the other editors I could find and they offer style + positional templates so everything can be standardized. I've uploaded an [https://www.youtube.com/watch?v=W_7Nhmng61c example] for half of the pomson demo (creating templates and finding the software wore me out too much to finish it rn). 240p bc I have .1kbps upload and can't be arsed waiting to upload HD. [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 06:27, 1 July 2024 (UTC)
 +
 
 +
:: The issue is actually uploading the subtitles. I've actually uploaded subtitles for all intro videos back when we uploaded the zombie infection one and it was such a pain... I took me ''days''. YouTube has a way to bulk upload them, but it seems limited to business accounts, which we are not and can't apply for.
 +
:: A request that is very frequent, and something that I've done a few times, is adding timestamps for when something happens in a video ([https://www.youtube.com/watch?v=pN-cAG3kW2I&lc=Ugzg0JWOWoTusUnnkqJ4AaABAg.9x1ptkjgJ8x9y19le2sD_i c this video] - a commenter asked to add timestamps for each minigun). I think we could do that more often out of courtesy (it actually does help), but not as a requirement for demos. — [[User:Tark|<span style="font-weight:bold;color: #5BC236">Tark</span>]] 17:41, 4 July 2024 (UTC)
 +
 
 +
::: As mentioned, there is a separate permission for subtitles. Seems like you can also upload the subtitles from an [https://developers.google.com/youtube/v3/docs/captions/insert API]. Potentially this can be combined with the subtitle page idea and have a bot with a subtitle permission yt account to automatically upload them from the wiki. [[User:Jh34ghu43gu|Jh34ghu43gu]] ([[User talk:Jh34ghu43gu|talk]]) 18:37, 4 July 2024 (UTC)
 +
 
 +
::::I personally don't like the idea of describing it with text, as I'm afraid we or the people might get reliant on it, rather than the textless demonstration. Plus, it'll likely become outdated very fast.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 19:25, 4 July 2024 (UTC)
 +
 
 +
== Achievement Demonstrations on the official TF Wiki YouTube channel ==
 +
 
 +
Weapon demonstrations are very helpful in letting newer players know how a weapon fires or how an unlock's attributes affect standard gameplay, while keeping older players up-to-date on balance changes. But what if we assisted players of all kinds in learning how to earn TF2's 520 [[achievements]]? Introducing [https://www.drive.google.com/drive/u/5/folders/1yN_aq-13yxwwgsZrs0LbnkKCk1f3YZfE Achievement Demonstrations]! ([https://www.youtube.com/watch?v=kJGNf5H5IRU Video])
 +
=== ''"Why demonstrate achievements?"'' ===
 +
TF2 has '''hundreds''' of achievements, with many having rather ''vague'' descriptions. Thus, actively attempting to earn them may seem daunting to many players. Demonstration videos would provide clarity and encouragement to both newcomers and achievement hunters alike.
 +
=== ''"How should achievements be demonstrated?"'' ===
 +
Any achievements showcased should be earned in intended ways, utilizing simplest methods. [[Strategy#Achievement_strategies|This page]] should serve as a general guide. Weapon unlocks and cosmetics should be avoided unless essential to earning the achievement. General achievements that are earnable by any class should feature the [[Scout]] by default. Demonstrations should be primarily versus [[bots]], though versing another player will be necessary at times.
 +
* '''''[[Taunts#Kill_taunts|Taunt kill]] and [[Deathcam]]-related achievements:''''' Should feature the victim's Deathcam perspective of the player earning the achievement.
 +
* '''''Achievements involving performance of a repetitive task over a lengthy period of time:''''' Should be presented with a fade effect representing a time lapse, with only the start and earning of the achievement needed to be shown.
 +
* '''''[[Achievement_items|Milestone achievements]]:''''' Could be accomplished with either a brief compilation of the prerequisite achievements being earned, or with a simple showing of only the final achievement popup, along with the associated achievement item being claimed from the notifications menu.
 +
* '''''Achievements requiring Steam friends:''''' These will require alt accounts or coordination amongst contributors.
 +
* '''''Unobtainable achievements (ie certain [[Replay_achievements|Replay achievements]]):''''' Should be presented with a note informing watchers the achievement is currently unable to be earned.
 +
* '''''[[Achievements#Joke_achievements|Joke achievements]]:''''' A demonstration should not be necessary for these.
 +
=== ''"Where should achievements be demonstrated?"'' ===
 +
Achievements should generally be showcased on tr_karma_wiki, tr_karma_event_wiki, or a variant edited in [[Valve_Hammer_Editor|Hammer]] with altered bot spawn locations.
 +
* '''''[[Arena]] achievements:''''' arena_karma_wiki.
 +
* '''''[[Capture the Flag]] achievements:''''' ctf_karma_wiki.
 +
* '''''[[Control point]] achievements:''''' cp_karma_wiki.
 +
* '''''[[King of the Hill]] achievements:''''' koth_karma_wiki.
 +
* '''''[[Mann_vs._Machievements|MvM achievements]]:''''' mvm_karma_wiki. Can utilize custom waves.
 +
* '''''[[Payload]] achievements:''''' pl_karma_wiki.
 +
* '''''[[List_of_maps|Map]]-specific achievements:''''' The official map associated with the achievement. MvM maps can utilize custom waves.
 +
* '''''Event-related achievements:''''' tr_karma_event_wiki or an edited variant.
 +
* '''''[[Replay]] achievements:''''' Should only use replays taken from one of the maps listed above.
 +
[[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 19:43, 27 June 2024 (UTC)
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 +
: {{c|con}} My personal vote on this would be a no. I just don't see the need and it would feel spammy. The majority of achievements are pretty self explanitory. The few that are vague are thouroughly explained in the [[Obtaining General achievements|"Obtaining Achievements"]] type pages. This would be a massive ammount of work to produce and aprove all of these for what feels like very little to no gain in my opinion. Producing hundreds of videos explaining basic things feels like a huge waste of energy. I could maybe see an argument for making "official guides" for some of the more convoluted achievements but the wiki definitely shouldn't be making hundreds of videos covering basic stuff like "Destroy 3 teleporter entrances". [[User:Mediarch|<font color="ec5c69">'''Mediarch'''</font>]] [[File:User Mediarch PFP.png|25px]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[User talk:Mediarch|<font color="ec5c69">'''Talk'''</font>]][[User:Mediarch|<font color="#ff66cc"> ♥ </font>]][[Special:Contributions/Mediarch|<font color="ec5c69">'''My Edits'''</font>]] 20:15, 27 June 2024 (UTC)
 +
:: Time and energy are non-factors as I am entirely willing to solo produce these if needed. And even basic achievements have their nuances. Per your example, does "Destroy 3 teleporter entrances" include ones that are being constructed? What about ones that are being sapped? Do destruction assists count? Et cetera. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 20:39, 27 June 2024 (UTC)
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 +
:::I've heard that quite a few times about different projects, this is not something you will finish, trust me. I personally don't believe these add much value, some achievements are very self-explanatory, and the how-to is exactly why we have these pages. It's a neat idea, but there's too much that would go into these (including needing to pretty much reset all your achievements each time). If a project is going to be made, it needs to be accessible for everyone, or at least more than a few people willing to reset all their achievements.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 22:17, 27 June 2024 (UTC)
 +
::::It took only a few hours to make/edit the 5 example videos, the rest of the time I spent working on this project was spent planning and mapping (I had to learn how to use Hammer). Realistically, it would only take a few months for me to complete them all, and that's just with one person working on them. As for resetting achievements, [https://github.com/gibbed/SteamAchievementManager Steam Achievement Manager] is a facilitative way to modify your Steam achievement progress at will. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 23:18, 27 June 2024 (UTC)
 +
:::::And to refute the idea that a lot of the achievements are ''"too basic,"'' this same logic could apply just as much to any other demonstrations: [[weapons]] can simply be playtested by anyone booting up the game and firing them a few times, [[taunts]] can be freely previewed in the [[Mann Co. Store]], all the [[Cosmetic_item|cosmetic]] videos exist simply to show they can earn assists, and so on. Meanwhile, a great deal of achievements are rather specific or obtuse in how to actually earn them and would greatly benefit from a video demonstration. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 23:43, 27 June 2024 (UTC)
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 +
{{Outdent|5}}There is no real refuting here, this is people giving their opinion. The issue is that, yeah, it's possible to do this on your own, but if you're going to have to make 520 videos you're going to give up at some point. As for Steam Achievement Manager, that's an outside program that may or may not be considered a cheat by Valve (at the very least, we don't wanna rely on this program to have to reset specific achievements). Weapons can be playtested, unless you don't have them. Taunts can be previewed in the store, except it doesn't show off M1/M2, and doesn't show off a full taunt (intro, loop, exit). Cosmetic demonstrations aren't being made anymore because they're all the same, so we scrapped them.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:58, 27 June 2024 (UTC)
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:SAM is moreso a debugging tool than a cheat. I'm certain most people use it to earn bugged achievements that wouldn't activate for them for whatever reason. That argument aside, I am more than willing to continue working on this project if given a greenlight, or in the case the greenlight only comes after a certain trust is built, I'd still be working on it until then. I'll provide updates, including more videos, more maps, thumbnails, etc. The only achievements I might need outside help with are the ones which require multiple Steam friends. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 00:13, 28 June 2024 (UTC)
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 +
::It's not much of a debugging tool, but there are in-game features to reset achievements, too, which is what we would use instead. The Wiki being official means if we officially require people to use that program, it's a form of endorsement, which is not something we want. Many achievement demonstrations would also simply not be interesting or very hard to demonstrate (winning 142 rounds of a map, collect 1 million MvM credits/killing 1 million robots, destroying 100 enemy stickybombs with the Scottish Resistance). Some would also not be a proper demonstration: Winning a map without losing a control point on Hydro or winning a round of Well within 5 minutes would just consist of either regular gameplay or an empty server where you run on control points. The former is too much for a demonstration, and the latter is not demonstrating anything. Also note, this is the last message I'll leave here (but I will still watch the conversation) as I don't want the convo being stopped by a constant back-and-forth and possibly have people not engage in the conversation because of it.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 00:29, 28 June 2024 (UTC)
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:::I can see the rationale behind wanting to use the more 'official' means of resetting achievements, and I will aim to utilize that from now on. As far as whether or not an achievement is demonstrated ''"properly,"'' this is entirely subjective, as achievements can be earned in a variety of ways outside the intended/idealistic means; I merely wish to provide an example of the most basic methods which anyone can reliably follow. Whether or not a demonstration is ''"interesting"'' is also subjective. I appreciate the earnest provision of your viewpoints and criticisms, and I too shall disengage from this back-and-forth to allow more opinions to be shared. [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 00:43, 28 June 2024 (UTC)
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 +
:::: I really don't see the issue with using SAM or any other tool to lock/unlock the achievements as needed for the demo... The argument that we'd be endorsing it is quite absurd, this would be behind-the-scenes stuff.
 +
:::: That said, it is unreasonable to make over 500 videos and some achievements would be hard to demonstrate (progress ones, for example). I wouldn't be against making a "walkthrough" for some very specific achievements like the Merasmus TV one, but that wouldn't really fall under this project (it would just be an addition to the strategy page). — [[User:Tark|<span style="font-weight:bold;color: #5BC236">Tark</span>]] 17:55, 4 July 2024 (UTC)
 +
 
 +
:[https://drive.google.com/drive/u/5/folders/1yN_aq-13yxwwgsZrs0LbnkKCk1f3YZfE I've updated] the Achievement Demonstrations folder with better organization and 50 more demonstrations! This took a little under 2 weeks. All newly-added demonstrations have been listed in '''''changelog.txt'''''. Feel free to give them a glance! (''Note: all future project updates will be addressed via the changelog until project completion.'') [[User:$ɪʀ ₱ʀɪᴢᴇ|$ɪʀ ₱ʀɪᴢᴇ]] ([[User talk:$ɪʀ ₱ʀɪᴢᴇ|talk]]) 21:30, 23 July 2024 (UTC)
 +
 
 +
<!-- ~~~~ -->
 +
 
 +
== Update status on the Team Fortress Classis demonstration project ==
 +
 
 +
Some of you here may remember when two years ago, a user by the name of [[User:Anonymus0|@Anonymus0]] decided to make a proposal about doing Weapon Demonstration videos about the Team Fortress Classic weapons. Although the wiki had no such infrastructure to support the newfound idea (Tfc demonstration maps, guidelines, rules etc.) the proposal still received mass support; thus prompting me, as well as a number of other editors, most notably [[User:Yossef|Yossef]], to collaborate together on turning this young idea into reality. However, despite some early success in recording, due to Yossef's family situation coupled with my vanning interest in the wiki, the project died down....up until now.
 +
 
 +
Because now, I would like to announce that the first major hurdle in making Tfc demonstration weapons, namely that of getting a proper demonstration map, has been overcome! For that reason, I will present you 4 different demonstration maps that I had created. Why 4, you may ask? Well I knew that as a very much novice map maker, I could not possibly make a good demonstration map from the first try; so I decided to make multiple different maps and ultimately let you, *the community*, collectively decide which of the presented maps should be used for demonstrations. This of course means that any criticism, praise, suggestions and comments about the upcoming maps is very much appreciated and wanted. It must also be noted that many of the maps shown here are not complete. In fact, this is a deliberate choice, as I first wanted to get community feedback about the overall layout and "feel" of the map, before decorating them with details and whatnot. Anyway, here are the maps:
 +
 
 +
1st map is called Wind_tunnel, and its demonstration video can be found [https://www.youtube.com/watch?v=H-JTrTQfCJY here]. 2nd map is called backup_final ''(keep in mind that these names are only temporary, the chosen map will be renamed into tr_lolim)'' and its demonstration video is [https://www.youtube.com/watch?v=ls2gSuL8UeA here]. 3rd map's name is tr_karma, which you can see [https://www.youtube.com/watch?v=rmQq4fRJy4U here]. And finally, the 4th one is called tr_lol_test_tfc and can be found [https://www.youtube.com/watch?v=UJu0naNRJNc here].
 +
The maps are chronologically ordered, meaning that the first map ''Wind tunnel'' is oldest/earliest one that I created, while ''tr_lol'' is my final one. As you can see, ''Wind tunnel'' and ''Backup final'' are the most completed maps, featuring an outdoors obstacle course section, a pit, as well as a grenade testing range. However, the other two maps shouldn't be judged for their lack of such things, since the outdoors part can easily be copied from the other two and added on. Of much, '''much''' greater importance to me is knowing whether the main testing chamber/firing range, as well as the overall layout/architecture is of satisfactory enough quality to be used for a professional and official setting like the Team Fortress Wiki. Further more, here are the wireframe overviews of some of the maps listed: [[File:User Lolimsogreat2 tfc1.png|15px]] (Wind Tunnel), [[File:User Lolimsogreat21 tfc2.png|15px]] (tr_karma), [[File:User Lolimsogreat21 tfc3.png|15px]] (tr_lol)
 +
 
 +
Once again, I leave it up to the community to decide which of these maps is the most valuable one; or if my mapping skills are that bad, if none of them are worth while, in which case I will happily scrap all 4 maps and start over again. This time, hopefully, it wont take me 2 years to finish a new batch :D. As for download links, I didn't provide them since once again; the maps are not finished and are expected to undergo many revisions, both as I and the community see fit. However, if someone really wants to see/edit these early maps for themselves, they can contact me in private and I can provide both the .bsp and the .quark (the map making engine) file.
 +
 
 +
Anyway, although the largest hurdle for this project has hopefully been overcome, there are still more technical problems that prevent me from just pumping out TFC demonstrations, they are as follows:
 +
* '''Lack of proper bot programs''': It is true that online, you can find many bot programs compactable with tfc, however none of them can be used for demonstration purposes. Namely, all of those programs are combat bots. The ones which move around and shoot you. Even worse, except for the command to spawn them and change their difficulty, they cannot be in anyway controlled or manually manipulated. I eventually took one of these programs and delved into its files, where I erased the waypoints the bots use to move around. This fixed the problem of them moving around, since now when they spawn, they get permanently locked into place. However they still lock on and target hostile bots and players, and they keep trying to "escape" their prison by constantly hopping in place. I'm contemplating picking up programming and simply creating a bot program myself, but that will certainly take time.
 +
* '''No damage indicators''': Tfc doesn't display any damage numbers when you damage someone. I haven't found any mods that seem to add them, meaning that the only way to know the damage you dealt is to use the console. However, I do not know could this be presented in a video format.
  
== Are there any other video recorders besides Wegame or Fraps? ==
+
That seems to be it. While I wait for community feedback, I will continue to try and find workarounds/fixes for these problems. Thank you for your attention :D! [[User:Lolimsogreat21|Lolimsogreat21]] ([[User talk:Lolimsogreat21|talk]]) 09:09, 29 July 2024 (UTC)Lolimsogreat21
  
Wegames isn't working for me, as it won't record properly, and I can't spend money on Fraps. Any other alternatives? --[[User:Enthers|Enthers]]. (''I find this work intriguing. How about yourself, sir?'') 21:33, 17 June 2012 (PDT)
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:I'm not going to lie, this project has been entirely stagnant so there's clearly not much interest from anyone actually involved in the project. It's easy to say "yeah this is a great idea", but then when it comes to actually doing it, others have to figure it out. The maps were the least of our worries, as they can be made easily, and definitely not the biggest hurdle. The bots and damage numbers will most likely require game modification to work, or at least a good knowledge of the game (for the bots). Otherwise, it'll always have to be two people, which requires servers too. This just seems like way too much work to figure it out, so I think if this hasn't been solved in 3 months I might just indefinitely shut it down.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 13:22, 29 July 2024 (UTC)
:[http://dxtory.com/ dxtory] maybe, but it's not free and haven't tried it. I used to use [http://taksi.sourceforge.net/ Taksi] years ago (very very long ago), it probably doesn't work with recent games though. Otherwise, this is the Internet, so I'm sure you can find ways around barriers — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 22:09, 17 June 2012 (PDT)
 
::But if I use any other video recorder, is that allowed? Do I need to use the full version of fraps? --[[User:Enthers|Enthers]]. (''I find this work intriguing. How about yourself, sir?'') 22:35, 17 June 2012 (PDT)
 
:::you can find the cracked version of fraps , search on youtube make sure many peoples commented it's work. i'm also using the cracked version. [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 06:48  ,  17 June 2012 (PDT)
 
:::The only reason the full version of fraps is required is that it includes a watermark at the top of the video, which is unacceptable. Any screen recorder can be used, as long as no traits are left. <small>— ''The preceding unsigned comment was added by'' '''[[User:Pigophone|Pigophone]]''' ([[User talk:Pigophone|talk]]) ([[Special:Contributions/Pigophone|contribs]]) 07:23, 18 June 2012</small>
 
:I use [http://www.bandicam.com/ Bandicam] myself, works well. --[[User:Org|Org]] 22:40, 12 July 2012 (PDT)
 
  
== How do you enable split screen for demonstrations? ==
+
::As fascinating as it is, and the work is appreciated, I feel as if it's just far too much work from a recording an editing standpoint, especially without damage numbers and everything that TF2 has its gonna be pretty hard to record any sort of demonstration unless you go through the whole process of manually adding numbers to the video to indicate damage. Unfortunately I don't believe most would be able to cope with all that work. <br>[[User:Cheddar|<font color="#193940">'''Cheddar'''</font>]] [[User talk:Cheddar|<font color="#193940">'''Talk'''</font>]] 13:33, 29 July 2024 (UTC)
Ctrl+F "split" on [[Team Fortress Wiki:Weapon Demonstration|the project page]] [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:59, 2 July 2012 (PDT)
 
  
:Well that only shows you what to do with the HUD. How about actually getting the split screen to work. I don't know this stuff because I'm new at making demonstrations — Ben10508 06:35, 3 July 2012 (PDT)
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:::I can see that the general outlook on this project is quite pessimistic, which I can understand perfectly. However, there have been more developments that I've made this week, which could bring this proposal one more step closer to realization. Namely, the [https://developer.valvesoftware.com/wiki/Foxbot Foxbot] bot program, which almost certainly isn't intended for the purposes I'm trying to shoehorn it into, is actually quite a bit more flexible then I initially thought and reported to you. Turns out that with some careful and delicate usage of the waypoint system, it is possible to (crudely) manipulate and somewhat exert control over the bots. Couple this with the skilfull usage of something called ''waypoint tags'', and I managed to actually bug out the bot's navigation, to the point where they become completely docile and unmoving, ready to be used for demonstration purposes. Finally, the command {{code|botsdontshoot}} ensures that they won't target me, allowing me to even control the direction they are facing.  While this setup cannot be saved, meaning that every time I load a map I need to do the whole procedure again, it works perfectly and looks something like [https://youtu.be/4aBWMRW6rHo this]  
::Record multiple times and put the shots together in a video editor. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 07:04, 3 July 2012 (PDT)
 
  
Which video editor do you use? — Ben10508 07:34, 3 July 2012 (PDT)
+
:::Only minor issue still remaining is that when the bots get killed, they will respawn back into their "unbugged" state and start jumping and moving about. Since the command {{code|mp_respawn_time}} doesn't work, and there is no way to stop them from respawning, I simply solved the issue by disabling chat messages and then binding one of my keys to the kick command and immediately kicking the bot upon death; if I'm fast enough they wont even get to respawn. (In the video they did, hence the loud obnoxious sound in the background). Finally, the Foxbots have a couple of tricks up their sleeves over their tf2 counterparts, namely the {{code|botcam}} command, which allows me to see from the pov of the bots, which could be immensely useful in demonstrations, but I've yet to do extensive testing on it.
:That's up to personal preference. I use vegas 10, but any decent video editor will let you do splitscreens. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 07:58, 3 July 2012 (PDT)
 
  
Can you put a download link for vegas 10? — Ben10508 08:20, 3 July 2012 (PDT)
+
:::I consider the bot issue solved, leaving only the damage numbers remaining, however things got complicated here. Turns out, I was wrong in believing that the console shows damage received by other players, or if it does, I don't know how to get it do that. This not only means that there are no damage numbers shown during the actual testing, but there is no record kept of the damage another player received at a given moment, from which damage numbers could then be extrapolated and edited in during the post production. This is actually fine for most weapons. There is no damage falloff in tfc, meaning that a single shot from, say the nailgun, will always do the exact amount of damage at all ranges. Meaning that as long as all shots hit their target, I can simply count the amount of ammo a weapon consumed and then add in damage numbers. The real trouble makers are the Shotguns and the Assault gun, who fire multiple pellets/buletts per single ammo, and have a wide spread, making it impossible to know the exact damage dealt unless at extremely close ranges, where every shot is expected to connect. I'll still looking for a solution to this, so wish me luck. [[User:Lolimsogreat21|Lolimsogreat21]] ([[User talk:Lolimsogreat21|talk]]) 22:12, 4 August 2024 (UTC)Lolimsogreat21
:It's not exactly free, but [http://www.sonycreativesoftware.com/vegassoftware Sony Vegas] [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 21:41, 3 July 2012 (PDT)
 
  
Is it the Seminar Series or can I also get Vegas Pro 11? [[User:Ben10508|Ben10508]] 08:14, 4 July 2012 (PDT)
+
::::This sounds like a ton of effort, and definitely not worth it nor easy to get into for the average person. It's possible, but having to rely on the bots being bugged out and having to do this every single time to do something. This is just too much effort, unless it can be done easily I don't see much of a point.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 23:11, 4 August 2024 (UTC)
  
Well, I was making a video using split screen but the split screen is not the kind in the weapon demonstrations because the ones in the demonstrations are full screen but mine have big black bars on the top and bottom of the video. Someone help me please? [[User:Ben10508|Ben10508]] 10:02, 4 July 2012 (PDT)
+
::::: Well If ease of demonstration is such a problem, there might be a way to remedy it quite easily. Checking out the [https://apg-clan.org/vbdownloads.php?do=download&downloadid=980/ Foxbot download site], it seems that a {{code|botdontmove}} command, which is something that would drastically cut down on the setup process, is actually on the developer's to-do list. And since the last update to foxbot came out in July of this year, it isn't out of the question that the next update could also arrive relatively soon, at least sooner then your 3 month deadline... However, in my opinion, there is no reason to wait any further. I have the maps, I have the (semi-functioning) bots and I can demonstrate 12 out of the 19 weapons (not counting the grenades) by simply guessing the damage numbers with reasonable accuracy. So unless someone gets any army of alternative accounts, or multiple players are willing to come together for a demonstration (which clearly won't happen and is very expensive), then this is the way the cookie will crumble. [[User:Lolimsogreat21|Lolimsogreat21]] ([[User talk:Lolimsogreat21|talk]]) 11:40, 18 August 2024 (UTC)Lolimsogreat21
:Sorry but that is pretty vague and I don't know what video editor you're using :( Please consult its manual and/or google first, otherwise describe the situation in detail here or in a help forum for your video editor or something. This page is not the best place for video editing help — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:41, 4 July 2012 (PDT)
 
  
Noted well, might as well not use split screen :P [[User:Ben10508|Ben10508]] 20:48, 4 July 2012 (PDT)
+
::::::Unforutnately, the way the cookie will crumble is the project being scrapped. Damage numbers are is the biggest thing to show here, if they're based on a guess and not going to be natively supported, the project will just be scrapped instead. The reason to wait is because the whole purpose of these videos is to show off the weapons, if you can't show off the damage properly with damage numbers that are entirely accurate instead of a "guess with reasonable accuracy" then we're not doing it yet. Even if you know the damage entirely, having to individually add these for each weapon is way too much effort.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 12:47, 18 August 2024 (UTC)
:If you use Sony Vegas, you can use "Track Motion" on two separate layers of video, moving one to the far right, and the other to the far left. If you don't understand, look it up on YouTube. It's a great method, but hard to explain without a tutorial video. [[User:Mr. Vinderack|Mr. Vinderack]] 11:32, 6 July 2012 (PDT)
 
  
Thanks [[User:Ben10508|Ben10508]] 20:19, 6 July 2012 (PDT)
+
::::::: Alright alright, I can see that I didn't express myself clearly enough/forgot to say something important, so forgive me please. Namely, there is ''a way'' to see how much damage you've dealt someone in tfc, and that is to hop into the spectator team and hover over other players, which will display their armour and health. So in theoryyyyy (say when demonstrating the shotgun); you can pop one shot into the opponent, hop into spectator and see how much health is left and then go back to blue team, use some kind of autoclicker/script in order to return to the same mouse position, and repeat the whole process again. Afterwards, you can simply cut out the whole "you checking the bots' health" in order to make it appear as if the shotgun was firing continuously, and use the knowledge to add in damage numbers (simply extrapolate the damage by seeing how much of bot's health was left in every incriment of firing from their base health). Is this very difficult to do, yes. But like all the other things in this project, what matters is that it's possible, atleast to me. Now, is this a genuine and native demonstration? No. Does it involve pulling a bit of wool over the viewer's eyes? Yes. But judging from the talk at demonstration for [[Team Fortress Wiki talk:Weapon Demonstration#Chemistry Set|Chemistry set]], it seems that the wiki is fine with using illusions in order to make something appear to happen rather then actually happen. So I see no problem with it.
:No problem. I forgot to mention that you'll probably have to crop your photos to fit as well. If you need any more help, just ask. [[User:Mr. Vinderack|Mr. Vinderack]] 18:26, 7 July 2012 (PDT)
 
  
== How to give yourself an item? ==
+
:::::::Anyway, here is the prototype of the first Nailgun demonstration, damage numbers and all included. [https://www.youtube.com/watch?v=Z6M8yjxNdOU] [[User:Lolimsogreat21|Lolimsogreat21]] ([[User talk:Lolimsogreat21|talk]]) 20:08, 19 August 2024 (UTC)Lolimsogreat21
  
I heard that giving yourself an item doesn't work anymore even if you check "read only" in your game files. Is there a way to actually give yourself an item (without using the "itemtest" menu or map)? [[User:Xeoxer|Xeoxer]] 09:54, 20 June 2012 (PDT)
+
{{Outdent|8}}There's a difference between "pulling a bit of wool over the viewer's eyes" to save on costs, and having to manually add in each damage number, move each of them, and do that for every single time there's damage. The font and music don't really match up, as they're both meant for TF2. As much as I'd like this to succeed, having to (after EVERY shot) hop into spectator to find out how much damage was done and writing it down to then edit it is too much effort. Even if something ''is'' possible, like I've mentioned a few times, if it requires as much tedious work as having to shoot once, go to spectator, view health, note down health, return back to position, and repeat it's just not worth it. We've seen this with cosmetic items that had Pyroland assists, no one wants to do them, it piles up, and eventually we just scrapped them entirely.<br>[[File:BLU Wiki Cap.png|20px|link=List of Wiki Cap owners]] {{!}} [[Help:Group rights|<span style="color:green;font-family:TF2 Build;">s</span>]] {{!}} [[User:GrampaSwood|<font color="DB9C1F">GrampaSwood</font>]] [[File:PraisetheSun.png|20px|alt=Praise the Sun!]] ([[User talk:GrampaSwood|<font color="DB9C1F">talk</font>]]) ([[Special:Contributions/GrampaSwood|<font color="DB9C1F">contribs</font>]]) 21:15, 19 August 2024 (UTC)
:[[Team_Fortress_Wiki:Weapon_Demonstration#Making_items_game.txt_actually_work]] — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 10:04, 20 June 2012 (PDT)
 
::Incidentally, do we have a policy on this? Given that the demos generated using this technique aren't particularly useful for uploads. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] | [[Special:Contributions/Armisael |C]])</small> 06:29, 27 June 2012 (PDT)
 
:::Not sure, I guess they would be useful if you did the same items_game.txt replacements, but then that process may take longer than just redoing the clip from scratch — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 17:31, 27 June 2012 (PDT)
 

Latest revision as of 21:48, 21 September 2024

Contents

Tools

Chemistry Set Chemistry Set

Pictogram wait.png This demonstration has been reserved: Jh34ghu43gu (talk) 11:06, 1 August 2024 (UTC)
Demonstration link

Pictogram info.png  Status: Review needed

Old discussion (2020)

Hi, just made a vid demonstration about Chemistry kit. https://www.youtube.com/watch?v=R2uEkaw6Jbs&feature=youtu.be What should i do next? ~ Fokus 03.06.2020 16:50 GMT+2

Hi there,
You now have to wait for WindPower to respond. He usually does this every week on Sundays, though he's very busy nowadays.
My advice on your video is: Don't start in the Main Menu, start in the backpack (first page) instead. Make sure your backpack's page is also clear of other stuff, so when you finished using the chemistry set it doesnt go to the third page and you'll have to drag it from there. Show yourself using the Chemistry Set, too, it's part of its functionality. Your video also seems to have a delay between sound and the video.
It also lacks editing.
GrampaSwood (talk) 15:05, 3 June 2020 (UTC)
> he's very busy nowadays
You give me too much credit. — Wind 05:44, 8 July 2020 (UTC)
Hi, thanks for tips. I fixed the video, now it should be much better. https://www.youtube.com/watch?v=-fgON6QQ6Mk&feature=youtu.be
Fokuskii (talk) 23:53, 3 June 2020 (UTC)
The same problem applies with the backpack. It should start on the first page (that's empty except for the required items). The section where you hover over the chemistry set is too long, perhaps make it 1 or 2 seconds. The same thing applies to the end, show the strangifier being applied. It also lacks fading (A lot of these things can be fixed with simple editing, but I think the pages thing will have to be done with a new one :\)
GrampaSwood (talk) 13:10, 4 June 2020 (UTC)
The video should also be 1080p (your first version was 1080p but the second version is 720p). Agreed with all other comments — Wind 05:44, 8 July 2020 (UTC)

I have both an alt and a professor speks chemistry set for this demonstration, I just have yet to find the password to the account...
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 21:36, 12 November 2023 (UTC)

Hey, was wondering if this was still open? I can do a possible version with a collector chemistry kit but not sure if it matters if it's strangifier or collector's. God'sWrath (talk) 01:15, 16 February 2024 (UTC)

It's still open, although a collector's kit may be too large as it would require showing all 100 items added.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 11:13, 16 February 2024 (UTC)
Ah, alright so what if I show a strangifier first and add a section for the collector's where I only put 1 in but I put disclaimer stating it's x amount of x items and not 1 item for a collector's kit? So video doesn't drag out. God'sWrath (talk) 03:41, 17 February 2024 (UTC)
Just pick a simpler, cheaper chemistry set like in the first video · Ashe (talk) 05:15, 17 February 2024 (UTC)

I've reserved this but I've been thinking it over and I'm not sure if it's really necessary. The Strangifier demonstration shows the exact same process of completing a chemistry set to acquire a strangifier and then applying it to the item. Both demonstrations would bassically be the same. Do we really need two demonstrations showing the exact same thing? Or what should this demonstration do to be different from the Strangifier demonstration? Mediarch User Mediarch PFP.pngTalkMy Edits 22:01, 29 May 2024 (UTC)

I'm about to craft some of my handshake chem sets. I have two clean ones but I'd rather not craft them and use my partial ones instead. One of these partial ones requires 198. I am thinking I can show a clean one, open it, fill in the first page (drag half, double click half) then do a fade cut where I've swapped to the 198 one on the last page with all the other pages filled in and actually craft that one instead. Within the crafting window there would not be any difference since the input page count for both is 17, there is just 6 on the last page instead of 8 but you would not notice this unless you did the math. If this is acceptable, do you want me to showcase the 4 pages of handshakes required for crafting it or just the 1st page with the chem set and 49 shakes? Jh34ghu43gu (talk) 03:39, 31 July 2024 (UTC)
A demonstration would have to show each individual one being dragged in. However, if you can smoothly transition the clips in a way that makes it seem like all were filled in on the same one and there's no difference, then that would be fine too, as long as the illusion of it being one chemistry set is there.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 12:43, 31 July 2024 (UTC)
Double click doesn't even work, don't know why I thought it did. Will probably get to this in 2 weeks after my finals. Jh34ghu43gu (talk) 11:07, 1 August 2024 (UTC)
Example of transition previously described https://www.youtube.com/watch?v=R_ROeqQWSgU Would obviously craft in the real thing and hover over the item in my first page. Jh34ghu43gu (talk) 05:57, 5 August 2024 (UTC)
Double click indeed does not work. However, I think you should show every single one being filled in. I get you want to use your mostly-crafted one already, but I think the way to go here would be to try and transition mid-craft, rather than fading like that. This way, it requires a precise setup and some editing, but it can be done.
For this reason, I think you should try and get the transition approved first. The way I would do this is film the backpack + dragging in, then at a certain page (preferably one where you need to click on the next page of Handshakes as you're filling it out) you stop. Then you take your partially-filled one, record yourself with the exact same mouse position (you can do this using autoclicker, for example, which has a built-in "click at location" button) clicking to the next page of Handshakes, then once you've finished putting them all in drag your mouse off-screen and wait ~0.5 seconds. This way, you can simply do the actual crafting part afterwards, once we approve this transition.
If done right, this should look like one seamless take, but not use your other clean chemistry sets.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 00:18, 13 August 2024 (UTC)
https://www.youtube.com/watch?v=JlDW77LISq0 Transition is between 39s and 42s Jh34ghu43gu (talk) 09:06, 17 August 2024 (UTC)
Looks good, though the video lags a bit around that time as well, so it would have to be re-recorded.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 21:49, 29 August 2024 (UTC)

Something Special For Someone Special Something Special For Someone Special (Tool)

Pictogram wait.png This demonstration has been reserved: Mediarch User Mediarch PFP.pngTalkMy Edits 00:29, 2 May 2024 (UTC)

Pictogram comment.png Status: No demonstration submitted

Old discussion (2019)

Hi. I know this item is quite expensive for someone to make a demonstration, but I was thinking, a video showcasing how the item works (which the purchaser's choose they person), and then, on the same video, showing the chosen player's screen perspective, showing the option to accept the proposal, and after that, showing the notification on the Main Menu for the accepted proposal.
Considering the high cost that would be making this demonstration, I wonder if Valve could gives us a hand and supply one for our demonstrations purposes, as long we delete both rings after doing the full video.
It seems that the process is mostly the same as the Gift Wrap, but I have no idea how are the things when someone receives that Gift. We also lack a proper Gift Wrap video, apparently. User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 19:26, 16 July 2019 (UTC)

Keep dreaming, valve won't even fix server issues much less give us free items. If you are planning to make a demonstration though, better ask windpower for some super detailed instructions to make sure it's right the first time. Naleksuh (talk) 21:37, 18 July 2019 (UTC)
Well, they have the ability to both give and delete items, it could work? Yes. Will it happen? We don't know. If there's anything we can do, is ask for someone who plans on buying one legitimately and asking them for help. Last time that the item got in 50% off, a lot of people bought one, so. User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 20:01, 19 July 2019 (UTC)
If you give it some time, I could save up to get it and try to make it.
GrampaSwood (talk) 20:16, 19 July 2019 (UTC)
I offer to give a 50 USD Steam gift card to anyone who has already gotten an item demonstration video approved and uploaded in order to make this demonstration, and then another 50 USD Steam gift card upon video approval. I'm not sure what the price of the item is in other currencies but I'll also match that if possible as long as it's not too much more expensive. Please make sure to record both sides (sender account and receiver account). — Wind 23:00, 21 July 2019 (UTC)
Well, I guess we should start discussing how should it be done. Firstly, I think the Gifter should be named "Scout" and the Recipient be "Miss Pauling". Scout has the Scout avatar (184x184 version from Steam), while Miss Pauling can use this. I think the name could be something along what Scout would say, my suggestion, name it as "You are really frickin' sweet". That'd go nice, eh?
Secondly, I don't know who's going to be the Recipient. Should we create a Steam account just for that, or should we rely with another Video Demonstration Creator to do a collab? User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 23:55, 21 July 2019 (UTC)

well how about we can hit two birds with one store and do the ring and the Upgrade to Premium Gift from the same two account?, First the two account would demostrate the Upgrade to Premium Gift which the sender should buy it from the store and send to the receiver who don't have premium. them Recycle the same account to do the ring. We could make a story out of it as well from friendship when a user gifted the premium to the other use then after few days they both got engaged via the sender would give the ring. It won't end up a awkward situation. but for this situation we need 4 people to do the ring tho 2 sender reciever, 2 regular tf2 player to recieved the message one in the tf2 main menu and the other while in-gameJomarcenter (talk) 14:27, 28 August 2019 (UTC)
That's a cute story, but let's keep the demonstration to just one item (the ring), not the Upgrade to Premium Gift on top of it. — Wind 22:17, 1 September 2019 (UTC)
I don't know what you're talking about, wind. Story time is clearly more important than the actual video. (but in all seriousness the two accounts would be okay to reuse right?) Naleksuh (talk) 04:52, 4 September 2019 (UTC)
Yeah, sure, it would just be two separate videos — Wind 23:39, 8 September 2019 (UTC)

I kind of thought the role playing names were unnnecessary to begin with, and could also cause confusion as to whether or not those texts always appear in game. But if WP or thed feels that's the best way to do it without commercializing it then oh well for me.
The two steam accounts would be kinda hard to sync up (and would also be a waste of $100), i'm willing to be proposed to if no one else will :) Naleksuh (talk) 01:06, 25 July 2019 (UTC)
No need for roleplaying. It's cool if you want to do it but totally optional. — Wind 06:26, 29 July 2019 (UTC)

I guess I should give an update on this. I'm still up for doing this one. The plan was to do it with Cheddar but currently a lot of the community wanted to boycott spending money on the game because of the bot situation so Cheddar wanted to delay this until....idk when. Valve just banned the majority of the bots and new bot hosting accounts are getting banned as they're being created so I think now is as good as time as any to do this demo. But I can't do it by myself so I need to talk with Cheddar_ and see if he's still available for it or I need an assistant who's willing to help with it. Mediarch User Mediarch PFP.pngTalkMy Edits 11:17, 29 June 2024 (UTC)

I get that you don't agree with the decision but the sassy "delayed until Idk I guess" comments are pretty annoying. No one can see in the future as to when stuff like this will cool down. If I say something like "do it in a week" and it's still an issue in a week, you would've been upset too.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 11:59, 29 June 2024 (UTC)
I'm not trying to be sassy. I'm not complaining. Sorry if it comes off that way. That's not my intention. It's just been nearly two full months with zero communication about the status of the demonstration. Reservations are technically only valid for two weeks so I simply wanted to make sure that everyone knew that I was still planning to do it. Mediarch User Mediarch PFP.pngTalkMy Edits 12:41, 29 June 2024 (UTC)

Mannpower Powerup King.png Mannpower powerups

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Demonstrate all powerups.
Pictogram comment.png Show you can switch to the Grappling Hook under the effects of the Knockout powerup.

Pictogram comment.png Status: No demonstration submitted

Hello, I had a question about preforming/recording this demonstration. Mannpower has a domination mechanic (Not to be confused with dominations), this mechanic works by when a player has many more kills than other players on the enemy team, and so that player gets nerfs on their power ups. I'm guessing I would have to demonstrate this in the video, however I do not know how to activate it. I have not been able to activate this on myself in tr_karma, however even if I did, the player who is dominating does not get the message on their screen showing that they are dominating. The only effects the player who is dominating sees is they are marked for death if they have a power up, and a nerf on that power up for that player. I don't know how I would go about demonstrating the effects of domination mechanic, considering the viewer wouldn't know that being marked for death with a power up means you are dominating. If I were to get the domination mechanic to work, should I just show the class as marked for death, or something else? Andrew360 Edit icon.png Taunt Rancho Relaxo.png 01:51, 12 July 2022 (UTC)

This does sound hard to demonstrate. If you enable third-person mode, do you see the skull icon above the player's head in the 3D world (not on the HUD)? If so, here's a structure that might work:
  • Spawn enough enemies on the map such that you can reach domination status, and still have enough enemies left over to show that the effect isn't about killing *all* other enemies.
  • Start the demonstration in first-person mode.
  • Switch to third-person mode.
  • Kill enough enemies such that domination status appears.
  • Highlight the correlation between the third-person skull icon and the HUD one, for example by zooming in on both at once, or drawing a red box around both or something.

Now you've established that "skull on HUD" = "having killed enough enemies".

Now, demonstrate each powerup one by one. For each powerup, do a split-screen, with the left being non-dominating, and the right being already-in-dominating status. Pick up the powerup on both clips and demonstrate the effect. The skull icon being visible on the clip on the right should be enough of a hint that this is the cause. If not obvious enough, you can draw attention to it at the beginning of the clip, such as by drawing a red box over it or something.

Hope this helps. I suggest doing a test demo with just one or two powerups demonstrated and posting it here first before doing all the work it would take to get this all done for all powerups, as there are a lot. (Perhaps each powerup should have its own video? That's a separate question...)

Wind 21:39, 31 July 2022 (UTC)

I might try my hand at this, but only after I finish my other demonstrations and receive feedback and corrections for them. Po1yb1ank (talk) 23:56, 14 December 2023 (UTC)

Backpack Enchantment Eternaween.png Enchantment: Eternaween

Pictogram wait.png This demonstration has been reserved: No one

Pictogram comment.png Status: No demonstration submitted

Action

Fancy Spellbook Fancy Spellbook

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Same as above, with the exception that the particle effects that emit on the hand are different.

Pictogram comment.png Status: No demonstration submitted

Fireproof Secret Diary Fireproof Secret Diary

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Same as above, with the exception that the particle effects that emit on the hand are different.

Pictogram comment.png Status: No demonstration submitted

Kritz or Treat Canteen Kritz or Treat Canteen

Pictogram wait.png This demonstration has been reserved: No one

Pictogram comment.png Status: No demonstration submitted

Heavyhumiliation.png Match outcomes

Pictogram wait.png This demonstration has been reserved: No one

Pictogram comment.png Status: No demonstration submitted

So there's a bit of a problem with showing the other angles with this demonstration, as you can't actually rotate the camera. Despite it being in third person, you cannot change the angle of the camera nor use +left or +right to make only the camera move. Any attempt to move the camera either doesn't work or makes the character move along with the camera. My original plan for this demonstration was the following:

  • Show a split screen with a player on RED team on one screen and player on BLU team on the other screen
    • The RED player would capture the intelligence on 2Fort, and the other screen would show the BLU player in humiliation after they lose
      • This part would repeat for each class
  • It would then cut to tr_karma where I would rotate the camera around the class when they're standing, crouching, running, etc
  • After this I would move on to the next class until all of them are done

However I can't do this because I can't rotate the camera, does anyone have any ideas on how to rotate or have other ideas of how to demonstration and show the different angles?
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 22:47, 6 February 2023 (UTC)

How about just use the RED player to see the BLU humiliation animation. Like:
RED player is the main camera, BLU player is a bot/a smaller pip/split screen in the video
  1. BLU player stands beside the intel point
  2. RED player captures the intel and win the game
  3. BLU player enters humiliation
  4. RED player look at the BLU player
  5. BLU player moves around to show off the humiliation animation.
I feel like this also shows off the concept of "match outcomes", make the whole story connected via one team wins and see another team loses with humiliation animations. Do we have to use tr_karma map for demonstration? Is this demonstration video about "match outcomes" or "humiliation animations"?--AlexT 03:19, 7 February 2023 (UTC)
Simply using thirdperson_mayamode it would be possible to show off these animations from a stationary angle (turning your character rather than camera, although tr_karma/tr_target have no winning objective, so you'd need a different map for it (I suggest Thunder Mountain and standing in first BLU's spawn so it's still somewhat related to the tr_target map, using mp_bonusroundtime to extend the time at the end and just capping the first point).
GrampaSwood (talk) 11:01, 7 February 2023 (UTC)
I'm a bit confused on what you mean on the capping part, as you say to stay in BLU spawn, but also cap the point to win which would make BLU would win and RED would be in humiliation. Do you mean to make the time run out so RED wins instead?
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 23:24, 7 February 2023 (UTC)
Either works. Just any way to make the classes go into the humiliation pose. I personally wouldn't mind it that much if RED was in BLU spawn, but it's up to you.
GrampaSwood (talk) 12:33, 8 February 2023 (UTC)
I went in game to test out thirdperson_mayamode, and it does not work, as for some reason the losing animation isn't considered as in "thirdperson" by the game I think. Does anyone else have any other ideas? Only other way I can think of is using SourceTV, however I don't know how to set that up.
Andrew360 Edit icon.png Taunt Rancho Relaxo.png 01:15, 12 February 2023 (UTC)

Need to be redone

Huntsman Huntsman , Fortified Compound Fortified Compound

Pictogram wait.png This demonstration has been reserved: GrampaSwood 20-8-2024 15:37 CEST
Pictogram comment.png Update to use post-Jungle Inferno afterburn damage (4 dmg/tick for 7.5 seconds, previously 3 dmg/tick for 10 seconds).
Demonstration link

Pictogram info.png  Status: Review needed

Personally I would also full-charge bodyshot the Medic, as full-charge headshotting both the Medic and Sniper like in the existing demonstrations feels redundant.
Kibblekip (talk) 22:48, 10 August 2024 (UTC)

Its probably just me, but I feel like the pacing of the first clip is too fast. Everything else looks good though.
Kibblekip T | C 23:40, 26 August 2024 (UTC)
Could be, I had to redo it >11 times due to several factors, so at some point I might've just wanted to rush through it. I can easily redo.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:44, 26 August 2024 (UTC)
Its probably not necessary, but might be worth it anyway? Can't blame you if you did rush through after that many redos though, my condolences.
Kibblekip T | C 00:05, 27 August 2024 (UTC)

Crusader's Crossbow Crusader's Crossbow

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Ubercharge gain rate is reduced in the same way that the Medi Gun's healing (and therefore, Ubercharge build rate) is - it is based on the last time the target was in combat.
Pictogram comment.png Does not show that if you try to heal up an enemy Spy, Über is not built.
Pictogram comment.png Does not show that if you heal an enemy player through a Pyro's reflect, Über is built.

Pictogram comment.png Status: No demonstration submitted

I removed the clip from the previous demonstration when the medic is building his übercharge with the crossbow, the actual changes make it way too long. VideoThedop (talk) 14:44, 11 September 2019 (UTC)

The picture-in-picture clip is too large and covers the center of the main video's vision. So when the heavy/spy turns to see the medic, it just doesn't show up on the screen. Please decrease the size of the picture-in-picture — Wind 00:38, 16 September 2019 (UTC)
Second tryThedop (talk) 06:45, 25 September 2019 (UTC)
The Minigun is still hiding the medic when he's firing... — Wind 00:07, 30 September 2019 (UTC)
*sigh* Thedop's demonstration has been in hiatus for two years. Maybe I can make my own demonstration if Thedop doesn't mind. — Exaskliri (they/them) (talk | contribs) 06:43, 14 April 2022 (UTC)
Demonstration reservations are only valid for 2 weeks. If the reservation tag remains on a video and no action has happened since, you can ignore the reservation and replace it with a reservation of your own. — Wind 00:33, 24 April 2022 (UTC)
Oh, and by the way, don't forget to add a demonstration of healing afterburn (probably the most common type of status effect). Qwertyxp2000 (talk) 23:17, 16 June 2022 (UTC)
Definitely doable for making an entry about using Crossbow at point blank range to both hit enemies and heal teammates. Qwertyxp2000 (talk) 21:06, 25 June 2022 (UTC)

I'm going to at least make an attempt at this since the last discussion regarding the Crossbow demonstration was two years ago. Any advice would be appreciated, since this is my first wiki contribution. (And yes, I know how to edit) Jk6419 (talk) 02:25, 27 August 2024 (UTC)

Due to IRL responsibilities that have recently popped up, I am removing my reservation. My apologies. Jk6419 (talk) 04:12, 29 August 2024 (UTC)

Holiday Punch Holiday Punch

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Does not demonstrate that disguised spies do not laugh from Holiday Punch.
Pictogram comment.png Does not demonstrate interaction between cloaked spies and Holiday Punch crits.

Pictogram comment.png Status: No demonstration submitted

I kind of felt Holiday Punch could possibly be redone such that it demonstrates its interaction with cloaked and disguised spies. Qwertyxp2000 (talk) 08:11, 17 March 2020 (UTC)

Not very practical, but sure, if anyone's up for it — Wind 04:11, 24 April 2020 (UTC)
Not sure if I have to create a new section for the Holiday Punch or add information on an already existing one, but there's several things that probably should also be demonstrated:
Pictogram comment.png Demonstrate that enemies underwater doesn't laugh on the back / critical hits, which therefore, they don't receive damage (The map used for demonstrations does not have water, though)
Pictogram comment.png Demonstrate that punching an enemy at the back / doing a critical hit on an enemy that is jumping / is on the air, has no effect, and does no damage
Pictogram comment.png Demonstrate that it's possible to tickle enemies that are being Ubercharged, possibly include both the patient and the Medic being tickled
  • Tickle the patient first, show that it's still in the effects of Uber, and tickle the Medic second, that would probably be more ideal, so it shows that when a Medic is tickled, his target loses the healing / ubercharge
  • Perhaps also demonstrate the Quick-Fix ubercharge, since it mentions it blocks "movement-impairing effects", which isn't the case for the Holiday Punch (I'm pretty sure you can still get tickled with the Quick-Fix uber)
Pictogram comment.png Demonstrate that a Scout with the effects of Bonk! can be tickled
Pictogram comment.png Demonstrate that a Soldier with the Battalion's Backup active, as well his teammates receiving the Backup effect, can still be tickled
A few other ones that I am unsure about:
Pictogram comment.png Demonstrate that it's not possible to tickle robots and giant robots on MVM (I don't think we often make MVM-related stuff on these demonstrations, unless it's an unique mechanic like the Projectile Shield)
Pictogram comment.png Demonstrate that an enemy who is taunting does not get tickled, and that it receives no damage on critical hits Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 04:23, 24 April 2022 (UTC)
The tr_karma_rc1 map has water (see Sydney Sleeper demonstration here). I use that map for demonstrations, as it is preferred (according to the Weapon Demonstration page). — Exaskliri (they/them) (talk | contribs) 09:23, 24 April 2022 (UTC)
No to the Quick-Fix + Bonk + Battalion's Backup things; as the project page states, non-stock item interactions are usually not demonstrated, in order to avoid having a full explosion of weapon interactions to demonstrate. The Quick Fix one also sounds like a bug, so usually that isn't worth demonstrating either because it has marginal utility and may eventually get patched, which would just create more video work later down the line. But all the other points are good to demonstrate, so +1 that a redo is in order for this one — Wind 04:49, 12 May 2022 (UTC)

I have an idea on how the new video might be represented:

Part 1: The Main Gang (Pyro, Soldier, Medic, Spy)

  • Do the same actions as was done in the original video

Part 2: Basic Interactions Do the same actions as was done in the original video, demonstrating Kritzkrieg on Soldier (via friendly Medic) and Jarate on Demoman (via friendly Sniper), plus another for Medic interactions.

Part 2a:

  1. Approach friendly Kritzkrieg Medic, who has full charge
  2. Get charged with the Kritzkrieg buff
  3. Keep punching the enemy Soldier until the buff wears off
  4. Punch again while the buff is off, and keep doing it until the Soldier dies

Part 2b:

  1. Approach friendly Sniper holding Jarate
  2. Let the Sniper throw Jarate at the enemy Demoman
  3. Attack the Demoman normally while he is Jarated
  4. Attack the Demoman from behind while he is Jarated
  5. Kill the Demoman normally again while he is Jarated

Part 2c:

  1. (This is where the new stuff begins) Approach an enemy Medic who is healing a friendly enemy Scout with his Medi Gun
  2. Attack the Scout from the front and behind
  3. Enemy Medic activate Medi Gun invulnerability
  4. Do the same as Step 2 onto Scout except while Übercharged
  5. Do the same as Step 4 except on Medic

Part 3: Versus Mittens Heavy

  1. Approach the enemy Mittens Heavy
  2. Attack the Mittens Heavy with your Holiday Punch. Watch him laugh.
  3. Let the Mittens Heavy attack you with his Holiday Punch. Watch yourself laugh.
  4. Mittens Heavy will swap out Holiday Punch for Minigun.
  5. Attack the Heavy with your Holiday Punch.
  6. Swap your Holiday Punch for the Shotgun
  7. Mittens Heavy will swap out Minigun for Holiday Punch
  8. Let the Mittens Heavy attack you with his Holiday Punch.
  9. (This is where the new stuff begins) Jump, and while mid-air let the Mittens Heavy attack you with his Holiday Punch. There should be no laugh.
  10. Go behind the Mitten Heavy's back
  11. Let the Mittens Heavy jump, and attack the Mittens Heavy with your Holiday Punch. There should be no laugh.

Part 4: Spy Interactions View from the Heavy's and Spy's points of view, with a smaller video on the top-right (or something like that) for the Spy's point of view.

  1. Approach the enemy Spy
  2. Let the enemy Spy cloak
  3. Attack the Spy with your Holiday Punch from behind. There should be no laugh.
  4. Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)
  5. Attack the Spy with your Holiday Punch from behind. There should be no laugh.

Part 5: Taunts and Water

  1. Let the enemy Engineer taunt from his Shotgun. It should be the one where he dances around.
  2. While the enemy Engineer is taunting, attack him from behind with the Holiday Punch. There should be no laugh.
  3. Repeat Steps 1 and 2 except attack him from the front.
  4. The enemy Engineer runs to the water. Follow him into the water.
  5. Attack him from behind with the Holiday Punch. There should be no laugh.

Part 6: Robots

  1. Approach an enemy Robot, preferably the Holiday Punch Heavy Robot.
  2. Attack him with your Holiday Punch from the front, and then attack him from behind. There should be no laugh.

Qwertyxp2000 (talk) 02:49, 8 June 2022 (UTC) Qwertyxp2000 (talk) 02:51, 8 June 2022 (UTC) Qwertyxp2000 (talk) 10:08, 8 June 2022 (UTC)

Very detailed, nice. — Wind 22:48, 19 June 2022 (UTC)
By the way, I also think that it would be helpful to add a section dedicating to observing a duration comparison for all Schadenfreude taunts. I have a feeling that the length of the taunt has an impact on gameplay of the Holiday Punch. So maybe we could do a section where 9 Holiday Punch Heavies simultaneously attack one of each class, which demonstrates the time it would take to get out of the forced animation. Qwertyxp2000 (talk) 01:41, 22 June 2022 (UTC)
Might be cool if only for the comedy of it all. — Wind 21:39, 31 July 2022 (UTC)
On "Part 4 - Let the enemy Spy uncloak and disguise as any class (maybe the Heavy again)", why not make the Spy disguise as the Heavy, and make sure that the Holiday Punch is active? The Spy won't be able to laugh, but I wonder if you (the player), would laugh. In case that happens, then it would be important to also showcase trying to punch the Spy from behind without having him with the Holiday Punch active. Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 03:19, 18 February 2023 (UTC)
Actually, never mind. For some reason I thought you also laughed with who you just punched that is also wearing the mittens (it commonly happens when both Heavies hold their left clicks after being tickled). But, the Spy wearing the Holiday Punch may be the best scenario here, so it shows that the disguise is not lost (although make sure to show also without the mittens active, and, when the mittens is active for Spy, punch him from the back, then punch him from the front). Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 13:08, 18 February 2023 (UTC)

Power Up Canteen Power Up Canteen

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Doesn't show Canteen Specialist upgrades like Battery Canteens demo does

Pictogram comment.png Status: No demonstration submitted

I feel like I can do a demonstration for this one. But my canteen is a crafted version so it has my username on it. Is that acceptable ? Kaezle (talk) 04:21, 25 August 2019 (UTC)

If you right click on it you should be able to remove that. Naleksuh (talk) 06:22, 25 August 2019 (UTC)
I think the stock version (Normal quality) should be used over the Unique one, considering all players have it. User Gabrielwoj Signature Icon.png - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 04:23, 14 August 2021 (UTC)

Chargin' Targe Chargin' Targe , Tide Turner Tide Turner , and Splendid Screen Splendid Screen

Pictogram wait.png This demonstration has been reserved: CheddarTalk 13:01, 18 July 2024 (UTC)
Pictogram comment.png Should be redone to show that charging with the shields remove debuffs
Demonstration link

Pictogram info.png  Status: Review needed

Should these be redone to show that they remove debuffs such as Jarate, bleeding, afterburn, etc.? If so, which effects should I specifically show?
GrampaSwood (talk) 08:31, 25 June 2020 (UTC)

Pictogram tick.png Yes, the effects that should show are just some of them, not all
  • Soaking, Jarate is preferable as it make the screen yellow tint.
  • Fire, simple burn from Flamethrower.
  • Bleeding, from Southern Hospitality?
  • Mark for death, from Fan O'War
I think those are all. User Hinaomi Hinaomi-sig.png Rikka Takanashi (talk) • (contributions) 12:47, 25 June 2020 (UTC)
Yes, that would all be good. — Wind 05:44, 8 July 2020 (UTC)

I think the Eyelander clip should probably be synced up better, or go one after another. I think the flame stuff should be done using the Flamethrower instead, as getting killed shows "Pyro carrying Cheddar's", try to also get a clip with a Pyro firing their Flamethrower and you charging through it, showing that if you get hit after the charge starts the debuffs don't get removed. Otherwise, looks good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 13:41, 31 July 2024 (UTC)

Looks good, only missing the clip with the mid-charge debuff being applied. You can do this using Jarate too if you find that easier (since it has splash).
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 15:36, 5 August 2024 (UTC)
Looks good, the only thing I would change (if the demo needs other changes) is to have the Jarate in the second Jarate clip be thrown on you mid-way through the charge, rather than at the start (but after you already started charging).
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:31, 16 August 2024 (UTC)

Quick-Fix Quick-Fix

Pictogram wait.png This demonstration has been reserved: No one

Pictogram comment.png Status: No demonstration submitted

Old reservation (29 April 2021)

Pictogram comment.png What I've done in addition to the existing one (the timestamp in the parentheses are the old/new ones):

  1. (1:14/1:24) On the first scene demonstrating the Quick-Fix's basic functions, I did the same as the old one, plus damaging myself and the patient Heavy while being Ubered, demonstrating that the Quick-Fix's Uber doesn't reduce incoming damage. I also damaged myself (the Medic) twice instead of once.
  2. (2:09/2:39) When demonstrating the Quick-Fix's heal rate in comparison to the stock Medi Gun, while mostly the same, I used a recently-injured Heavy, so that the heal rate (for each medigun) is at the slowest. I used an offscreen pistol Engineer (hence why the starting HP is 14), teleport commands, and r_cleardecals, so it should look neat.
  3. (2:17/3:01) I demonstrated the knockback immunity from Quick-Fix's Uber the same way, but now there's health and Ubercharge HUD.
  4. (2:56/3:47) I did the "mirror blast jumping" part outdoors, although it might not look neat. I'm sorry.
  5. (3:26/4:17) I demonstrated crit healing (after the recipient doesn't take damage for 10-15 seconds) with the Quick-Fix's Uber in addition to the non-Uber Quick-Fix. Yes, the 3x healing rate Uber stacks with the crit heal.
  6. (3:53/6:56) I redid the "Uber build rate comparison on different HP threshold" because the old one didn't have the Quick-Fix as the second healing beam, hence it doesn't explain if the second healing beam alone would slow down the Quick-Fix's Uber build rate (the Quick-Fix has 125% maximum overheal, lower than the usual Uber build rate penalty at 142.5% overheal).
  7. (4:26/5:06) I demonstrated the Quick-Fix maximum overheal limit and decay rate on Scout vs. Heavy as well as comparing it to the stock Medi Gun's overheal in addition to the "maintain overheal above 125%" that the old video demonstrated. For the last part, I only used one Heavy, as the aforementioned added demonstrations make up for that, and I maintained the overheal above and below 142.5% overheal (Uber build rate comparison) as well as healing the Heavy when the overheal goes down below 125%.
  8. (4:46/8:32) For the "healing disguised Spy" part, I have two enemy bots (Heavy and Demoman) so that the Spy doesn't disguise as a Demoman named "Medic". Both bots are injured, so my disguise will be healed, too.

Pictogram comment.png The new ones (the timestamps refer to the new demonstration):

  1. (7:39) Demonstrating stock Medi Gun's Uber vs. Quick-Fix's Uber (the latter doesn't reduce incoming damage, but prevents incoming knockback unlike the former) and the fact that they have same duration (barring the stock's lingering effect). Also has Quick-Fix's Uber without incoming rockets to demonstrate that the duration is the same.
  2. (7:58) Ubering multiple teammates at the same time drain faster than Ubering a single teammate alone. Also, only the aforementioned Ubering multiple teammates drains Uber faster; Ubering an injured teammate drains at the same rate as Ubering a healthy teammate (fully overhealed) and not healing someone when Ubered.


I did the "Uber draining when dropped" part, but both mediguns show "Dropped by Exaskliri." Is it allowed? I gave the bot the Quick-Fix via bot_mirror command. https://youtu.be/0ZlwvHZrjdU Exaskliri (talk) 04:27, 30 April 2021 (UTC)
Nothing you can do about that, that's just how it shows. Shouldn't be too noticeable and there's no point in going through the trouble of setting up a server and getting a buddy to join only so it doesn't show. Though the confusion on where the quick-fix actually is should be redone so it doesn't look like you are looking for it.
GrampaSwood (talk) 10:37, 30 April 2021 (UTC)
  1. I just did the "mirroring the explosive jump" part, though I don't think it looks neat. Is it OK? https://youtu.be/NQo1iTxQSEA Exaskliri (talk) 03:31, 3 May 2021 (UTC)
  2. Just finished the whole demonstration. I just need to attach the segments. Exaskliri (talk) 15:15, 4 May 2021 (UTC)
  3. Just finished uploading re-uploading the new Quick-Fix demonstration video to YouTube and MediaFire.
  1. https://youtu.be/hj5FuFVFV2U
  2. https://www.mediafire.com/file/kx7kbaik5vwpwyj/Quick-Fix_Weapon_Demonstration_Video.mp4/file
Exaskliri (talk) 08:08, 6 May 2021 (UTC)
I don't see any problems, except for the the explosive jumps scenes, that looks a bit laggy, and in general the quality, that seems to be more like a rendering issue, though shouldn't be a problem · Ashe (talk) 04:40, 5 May 2021 (UTC)
I'm fixing the video right now (quieting projector sound, incorrect fade out time, etc.). Gotta reupload soon. Exaskliri (talk) 10:39, 5 May 2021 (UTC)
Just uploaded the fixed version of the Quick-Fix demonstration video. Exaskliri (talk) 13:01, 5 May 2021 (UTC)
This is spectacular work, thanks a lot! Just two comments, none of which should require a lot of work to fix hopefully:
  • Video quality also seems to have the same artifacts as the Winger demonstration. Please increase the bitrate. Unlike the Winger demonstration, I understand that a demonstration this long could take forever and use a lot of bandwidth to upload twice (to YouTube and to MediaFire), so if the video quality is approved for the Winger demonstration is good enough and you've used the same settings for re-rendering this demonstration, feel free to just upload the higher-quality Quick Fix demonstration to MediaFire only, in order to avoid having to upload the huge file twice.
  • There is an audio/video glitch at 9:56 - 9:57.

Wind 05:46, 10 May 2021 (UTC)

You finally responded! Thank you so much. The video/audio glitch is from the .dem recording, so I had to conduct another play, especially since it involves another player. Exaskliri (talk) 15:12, 10 May 2021 (UTC)
Alright. Can you upload the new version? — Wind 04:40, 1 June 2021 (UTC)

Kritzkrieg Kritzkrieg

Pictogram wait.png This demonstration has been reserved: User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 22:37, 14 August 2024 (UTC)
Pictogram comment.png Does not show that Kritz Über does not prevent capping or carrying the Intelligence.
Pictogram comment.png Does not show health of patients, overheal is not shown properly.
Demonstration link

Pictogram info.png  Status: Review needed

I think I'll take this one! Greenfox (talk) 20:51, 22 October 2022 (UTC)

Please sign your comments using ~~~~.
GrampaSwood (talk) 20:56, 22 October 2022 (UTC)

sorry! Greenfox (talk) 06:27, 23 October 2022 (UTC)

Could anyone give me advice on how to do this demo? For one thing, this part of the video isn't possible with the new map, and I am not sure what to do.
User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 00:37, 22 August 2024 (UTC)
Off the top of my head, you could use the wooden separator near the back of the room. So long as its clear the beam disconnects because something is physically between you and the healing target, it shouldn't matter.
Kibblekip T | C 01:10, 22 August 2024 (UTC)
Also, I'm trying to make a script to make the bots move, like in the part where the soldier is Übercharged, for example.
User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 18:06, 22 August 2024 (UTC)
It's easier to just ask someone for help.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 18:08, 22 August 2024 (UTC)
I am asking for help.
User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 19:41, 22 August 2024 (UTC)
I believe they mean asking someone to join the server to make some clips easier to get.
Kibblekip T | C 05:34, 23 August 2024 (UTC)
What map should I use to demonstrate capping the points?
User Slimyboi500 Logo.png User Slimyboi500 Profile.jpg Talk Speech voice.png Contribs Wrench IMG.png Steam Steam tray.png 03:32, 5 September 2024 (UTC)
Every other Medi Gun demonstration uses Badlands, so just use that.
EDIT: Clarification, Badlands (Control Point) specifically should be used, not the KOTH version.
Kibblekip T | C 12:57, 5 September 2024 (UTC)

Trading demonstration

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Doesn't show the "Requires Steam Guard verification" window

Pictogram comment.png Status: No demonstration submitted

We can make the same Medic and Heavy conversation joke.

Alright, it seems that Steam won't allow me to change the Trading window language for some reason, so i'm leaving this to a English-speaker user · Ashe (talk) 04:55, 27 February 2022 (UTC)
I don't think we should redo this just for this reason; there may be more UI changes to that process in the future, and it seems unnecessary. — Wind 00:33, 24 April 2022 (UTC)

RED Teleporter.png Teleporters

Pictogram wait.png This demonstration has been reserved: GrampaSwood, 7-8-2024 17:03 CEST
Pictogram comment.png Needs to show the updated metal cost.

Pictogram comment.png Status: No demonstration submitted

I think the current demo is a bit messy, so I'm making a new order: First clip (showing basic things, requires 3 people):

  • Build entrance (no speeding up), watch it fully unfold.
  • Build exit (speeding it up). Take Teleporter once it's fully built.
  • Fully upgrade to level 3 using 3 pre-spawned full ammo boxes. Upgrade to Level 2 on the Exit, and upgrade to Level 3 on the Entrance (showing both sides share upgrades).
  • Friendly takes the Tele, enemy player (non-Spy) tries to take the Tele, then an enemy Spy tries to take the Tele (undisguised).

Second clip:

  • Third screens: left screen shows Tele Entrance being selected from PDA, middle screen shows Tele being selected from PDA, right screen has Tele pre-built and picks it up. All 3 put it down, left stares at it, middle hits it, right stares at it (showing off build speed vs wrench hitting vs redeploying).

Third clip (requires 2 people):

  • Third screens: Level 1, 2, and 3 from left to right. Shows friendly player getting teleported, then walks back to entrance and waits for another teleport. Do this for 3 teleports in total. Alternatively, we take another 2 people. They stand in a line and take Teleporter as I watch. Tele brings them to an off-screen place, and I (Engineer) stop on it last. Both teammates look at the Engi, say a thank you voice line. The last bit is only for a bit of humour, so I can understand if we just take the first option only.

Fourth clip:

  • Either a single screen (my preference) or one-third screens: Spy walks on Tele undisguised, gets teleported. Walks back to Entrance, disguises, gets teleported. Walks back to Entrance, takes Disguise off, then cloaks and stands on Tele.

Fifth clip:

  • Spy saps Tele Exit, stand on Tele (showing no teleporting), remove Sapper, repair Tele (shows both sides get healed at the same time). Switch sides, Spy saps Entrance, remove Sapper.

Sixth clip:

  • Third screens: Spy saps Tele, wait until it dies. Level 1, 2, and 3 from left to right.

Seventh clip (requires 2/3 people):

  • Enemy Heavy stands on Tele Exit, I go through (killing him). I walk back in front of Entrance, Medic with Über pops it on patient (who walks on Tele), I go through (killing him). Medic stands on Exit (with Über still), I kill him. If possible, the first Übered player should have respawned by now as a Spy, noclipped out of frame, then walks onto Tele entrance, going through and telefragging me (Engi).

Optional extra clips: Eureka Effect clip:

  • Half screen: left has stock, right has Eureka Effect. Both build Tele, grab one of the 2 large ammo boxes in front of them, and start upgrading their Teles. Eureka Effect finishes first as it only needs 200, Stock requires 400.

Setup time clip:

  • Shows extra fast upgrading of Teles.

If I missed anything, let me know, but this should be all.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 15:03, 7 August 2024 (UTC)

I think this covers pretty much all there is for teleporters.
CheddarTalk 15:57, 7 August 2024 (UTC)

Amputator Amputator

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Does not show damage against players vs stock

Pictogram comment.png Status: No demonstration submitted

I recorded most of this but medic's health regen is completely random as far I can tell. I can't get the clips to line up so I can properly demonstrate the increased health regen so I'm removing my reservation for the time being. I might try again some other time to brute force it but it doesn't seem promising Mediarch User Mediarch PFP.pngTalkMy Edits 18:34, 28 March 2024 (UTC)

Not having them be synced up is fine as long as it's clear that the Amputator goes faster.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 18:55, 28 March 2024 (UTC)
That's not the issue I'm having. It's the part where you're showing that it only regenerates faster while you are actively holding the amputator itself. The original video has a 3-way splitscreen with the left side being Amputator, the middle having the Amputator equipped but switched to hold the medi gun, and the right holding the stock bonesaw. I can't the medi gun side and bonesaw side to sync up so it looks like one of them is slightly faster than the other. One of the two is always slightly faster or slower which makes it really difficult to properly demonstrate that part. Even the actual health you gain each tick is slightly variable from what I can tell. I had 6 different clips and synched them all up and they all finished at different times and would have different health values despite all other variables being equal. All 6 clips started at the same time but all 6 of them have different HP https://imgur.com/3NVTjSG. My only thought for a fix is I could try to cheat and essentially just crop the health bar from one of the clips and paste it onto the other so that way they are perfectly synced up. It'd have to be a seamless edit though which is pretty hard to do. Mediarch User Mediarch PFP.pngTalkMy Edits 19:15, 28 March 2024 (UTC)
I'd argue that so long as there is a reasonably larger difference in time between when the Amputator while held reaches full health to the Bonesaw and Medi-Gun clips, even with a minor difference between the latter two the point should get across. Syncing them up would be difficult unless you used a config file to automate the clip upon spawn, as AFAIK Medic regenerates health based on a set timer even while at full health, meaning health can start being restored seemingly inconsistent to when he takes damage.
Kibblekip (talk) 00:26, 9 August 2024 (UTC)

Direct Hit Direct Hit

Pictogram wait.png This demonstration has been reserved: Kibblekip (talk) 10:53, 7 August 2024 (UTC)
Pictogram comment.png Does not show splash damage size compared to stock. No damage comparison to stock. You can airshot a soldier that rocket jumps.
Demonstration link

Pictogram info.png  Status: Review needed

I've wanted to contribute a weapon demonstration before and felt this was a good one to do, so I hope it is okay to reserve this for now while I prepare the clips and video. The weapon stats explicitly mentions it also mini-crits against targets launched airborne via the Grappling Hook and Thermal Thruster; would (either of) these be worth including alongside the rocket jumping Soldier airshot?
Kibblekip (talk) 10:53, 7 August 2024 (UTC)

I forgot to suggest actually; given the other Soldier primary weapons also showcase airshot clips, I feel it would be reasonable to show a comparison between the stock and Direct Hit for this due to the Mini-Crit stat. Would it be best to only do it for the clip of the Direct Hit launching the enemy airborne, or for multiple (or none) of the clips.
Kibblekip (talk) 11:02, 7 August 2024 (UTC)
There's no need for the comparison imo, just a clip of an airshot is good. I also think it's also worth including the Grappling Hook and Thermal Thruster as they're specifically mentioned.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 12:17, 7 August 2024 (UTC)
Trying to get the airshot clip ft. Grappling Hook wasn't working, and after a little searching I found out that Mannpower mode disabled (mini-)crits caused by being launched airborne in 2020, and the Direct Hit's weapon statistics were never updated to address that it does not work with Grappling Hooks anymore. I'm unsure if I should include the Grappling Hook in the demonstration or not due to this, though it may be good to add to the Bugs list on the weapon page regardless. This same issue exists for the Reserve Shooter as well.
Kibblekip (talk) 01:53, 8 August 2024 (UTC)
I've uploaded the demonstration video; I've opted to include the Grappling Hook airshot anyway as it is explicitly mentioned in the weapon description. I've also included damage to buildings, as it is a common use case for the Direct Hit and felt was relevant to the demonstration.
Kibblekip (talk) 00:04, 9 August 2024 (UTC)
Should also include an splash damage radius comparison between stock Rocket Launcher and Direct Hit. Mediarch User Mediarch PFP.pngTalkMy Edits 00:54, 9 August 2024 (UTC)

──────────────────────────────────────────────────────────────────────────────────────────────────── Felt like I had forgotten something, I even already had the clips for it! Updated demonstration link to add splash damage radius comparison.
Kibblekip (talk) 02:42, 9 August 2024 (UTC)

The clip where a Demoman was shot mid-air first before the series of other interactions with blast/air conditions doesn't feel right. There seems to be no clip where Demoman launched himself with a stickybomb. I would perhaps use a Medic for this one, and/or add a separate clip with Demoman launching himself with a stickybomb. But that's just my personal feedback. Qwertyxp2000 (talk) 10:29, 12 August 2024 (UTC)
I did consider it initially, but felt it would be redundant as the stat is only listed vaguely as "launched airborne by explosions", and the first two airshot clips feel sufficient for that already.
Kibblekip T | C 20:04, 12 August 2024 (UTC)
I agree with the first two airshot clips being sufficient. I think the building clip is unnecessary, as we don't show that for other damage bonus/penalty attributes. I'm also missing a clip of you rocket jumping and the effect the damage bonus has on your HP (or the lack thereof). Other than that, if the video gets approved it would be best if you also made a version without the Grappling Hook clip, and then also sent that over. That way if they ever fix the attribute we don't need to redo the whole video or edit it.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:31, 16 August 2024 (UTC)
I've posted an updated version removing the building destruction clips and added some rocket jump comparison clips (they can be seen near the end of the video, just before the airblasting clip).
Kibblekip T | C 02:24, 17 August 2024 (UTC)
Looks good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 21:46, 29 August 2024 (UTC)
@Kibblekip In the section where you compare the dmg radious, make it so the rocket launcher clip goes first and then the direct hit, so that it looks less confusing~. Also, idk about the grappling hook thing. It would be better to remove the clip. I'm pretty sure Valve at some point is going to remove that attribute from the direct hit · Ashe (talk) 17:45, 14 September 2024 (UTC)

────────────────────────────────────────────────────────────────────────────────────────────────────I've removed the Grappling Hook clip and added a delay between the Rocket Launcher and Direct Hit clip, as I assume this is what you was asking for.
Kibblekip T | C 20:26, 14 September 2024 (UTC)

Thermal Thruster Thermal Thruster

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Video doesn't show the increased knockback while using the item

Pictogram comment.png Status: No demonstration submitted

This video was created when the rule was just "at least 30 fps". Now, the knockback clips are a bit random and doesn't properly show the actual effect. Maybe the demonstrator can show it by placing a pyro aiming upwards and make it airblast them. The clips would be in badwater roof, the left clip without the thermal just falling off from it and the right clip, jumping with the thermal onto the pyro. · Ashe (talk) 17:18, 28 March 2024 (UTC)

Natascha Natascha

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Needs to show that when an enemy is being healed by a medi gun or other source (like a dispenser) they're immune to the slowdown.

Pictogram comment.png Status: No demonstration submitted

Soda Popper Soda Popper

Pictogram wait.png This demonstration has been reserved: Kibblekip (talk) 02:31, 8 August 2024 (UTC)
Pictogram comment.png Needs to show Hype build on disguised spies.
Demonstration link

Pictogram tick.png  Status: Demonstration approved

I'd also like to better indicate both the distance and height that can be achieved in separate clips, as I feel the original demonstation does not fully showcase the capabilities of the Soda Popper's Hype gauge in the last clip alone. Would it be good to also include Hype build on invisible Spies, or would only disguised Spies be necessary?
Kibblekip (talk) 02:31, 8 August 2024 (UTC)

Something I only considered just before I got to video editing is that the Soda Popper's increased fire rate and reduced reload speed stats appear to be directly in reference to the FaN rather than the Scattergun, thoughts on including a comparison between the two? (probably side-by-side clips of shooting a Heavy, probably from far enough away that it doesn't trigger the FaN's knockback)
Kibblekip (talk) 19:38, 8 August 2024 (UTC)
I would say compare it to the FaN's fire speed, ignore the scattergun, and if you're worried about knock back try and do it against the back wall of tr_karma.
CheddarTalk 19:42, 8 August 2024 (UTC)
Just compare to all 3. Scattergun, Force-A-Nature, and Soda Popper in one clip. Also make sure to inspect the Force-A-Nature before starting the clip.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 19:49, 8 August 2024 (UTC)
If I do all three the HUD breaks due to the Soda Popper's 'Hype' HUD clipping over the health bar. Is there a way I'd be able to fix this? If not I'll only be able to compare two of them at once, to which I'd probably do the FaN and Soda Popper and ignore the Scattergun.
Kibblekip (talk) 10:15, 9 August 2024 (UTC)
Unless you're using a custom HUD or playing in 4:3, the Hype meter shouldn't be anywhere near the health bar, instead it should be near the ammunition count. (You should use the default HUD + a 16:9 resolution, at least 1366x768 or 1600x900 when making demonstration videos) ♡ JupiterSphere ♡ ( ◡‿◡ *) ⊱✿⊰ Talk To Me! ⊱✿⊰ 11:07, 9 August 2024 (UTC)
This is unfortunately not an option if they need to compare 2 or 3 clips in one go.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 11:11, 9 August 2024 (UTC)

Demonstration added. I used separate clips to show the Soda Popper's Hype gauge usage both for primarily horizontal and vertical movement separately, as I felt this gives a better idea of how it can be utilized.
Kibblekip (talk) 01:29, 10 August 2024 (UTC)

Looks good. I think the initial clip doesn't need the Hype jumps, though. No need to redo for that.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:31, 16 August 2024 (UTC)
Aye yeah, I mostly included that given it was in the existing demonstration; didn't know why it was in that either but felt it was safer to include just incase.
Kibblekip T | C 23:36, 16 August 2024 (UTC)
I should have answered before. For the 3 clips section, please modify the huditemeffectmeter_sodapopper.res file and move the meter above the ammo. Now, this scene is kinda confusing, so make 2 scenes, in the first show only the increased firing speed (vs the scattergun) and in the second only the increased reload speed (vs the fan) · Ashe (talk) 02:49, 25 August 2024 (UTC)
As in have a scene with the Scattergun & Soda Popper (firing speed), a scene with the FaN & Soda Popper (reload speed), and then the three guns together like it is currently (aside from edited HUD)? Personally I feel the existing trio of clips gets the stat differences across reasonably enough, but if you feel it would be more appropriate to have them separated first I'll do that, sure.
Kibblekip T | C 19:22, 25 August 2024 (UTC)
I've uploaded an updated version that showcases the firing speed and the reload speed separately, and re-did the 3 clips section to fix the HUD (and to not inspect the FaN, as it was already shown and inspected earlier). I hope this suffices.
Kibblekip T | C 22:31, 25 August 2024 (UTC)
Remove the 3 clip section. It is no longer necessary · Ashe (talk) 17:47, 30 August 2024 (UTC)

────────────────────────────────────────────────────────────────────────────────────────────────────I've updated the demonstration to remove said section.
Kibblekip T | C 20:06, 30 August 2024 (UTC)

Looks good. Thanks · Ashe (talk) 18:39, 1 September 2024 (UTC)

Widowmaker Widowmaker

Pictogram wait.png This demonstration has been reserved: CheddarTalk 17:47, 1 August 2024 (UTC)
Pictogram comment.png Needs to show that metal is not gained when shooting disguised spies.
Demonstration link

Pictogram tick.png  Status: Demonstration approved

Looks good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 15:36, 5 August 2024 (UTC)

Looks good. Thanks · Ashe (talk) 17:51, 30 August 2024 (UTC)

Ubersaw Ubersaw

Pictogram wait.png This demonstration has been reserved: Myrmxa 19:56, 2 August 2024 (UTC)
Pictogram comment.png Needs swing speed penalty compared to stock.

Pictogram comment.png Status: No demonstration submitted

I don't think it's necessary to show the Spy stabbing you during the Über, I would change that to just holding out the Ubersaw and watching it drain. It looks a bit awkward running into the Spy attacking like that. I also can't tell if the video is too low FPS or if it's just Google Drive, so Ashe will have to be the judge of that. Other than that, looks good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 15:36, 5 August 2024 (UTC)

Looks like the FPS is good, I do think the ÜberCharge bit should be changed, however.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 20:30, 5 August 2024 (UTC)

Added updated ver. Myrmxa (talk) 19:47, 6 August 2024 (UTC)

The sound is very quiet. In the first clip, I would wait until the entire ÜberCharge is over before doing the taunt (hold out the Ubersaw to watch the liquid drain). Another clip already shows that you hitting someone mid-ÜberCharge extends the duration.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:31, 16 August 2024 (UTC)

Machina Machina , Shooting Star Shooting Star

Pictogram wait.png This demonstration has been reserved: CheddarTalk 15:22, 8 August 2024 (UTC)
Pictogram comment.png Does not show fully charged damage vs stock.
Machina Shooting Star

Pictogram tick.png  Status: Demonstration approved

Might as well add in the Shooting Star too. If possible, during the fully charged damage segment, show side-by-side that the Machina can't fire while unscoped. Andreng (talk) 13:23, 15 July 2024 (UTC)

Looks good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:31, 16 August 2024 (UTC)

Ap-Sap Ap-Sap , Snack Attack Snack Attack , Red-Tape Recorder Red-Tape Recorder

Pictogram wait.png This demonstration has been reserved: Dessensce (talk) 06:05, 30 August 2024 (UTC)
Pictogram comment.png Does not show Sapped Sentry Guns take 33% less damage from the Spy who applied the Sapper.

Pictogram comment.png Status: No demonstration submitted

Battery Canteens Battery Canteens

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Needs Canteen Specialist's time bonus for canteens shown.

Pictogram comment.png Status: No demonstration submitted

Neon Annihilator Neon Annihilator

Pictogram wait.png This demonstration has been reserved: GrampaSwood
Pictogram comment.png Needs to show critical hits from the gas passer and damage vs stock.
Demonstration link

Pictogram info.png  Status: Review needed

I've added an additional clip showing damage vs players being lower. I added a clip of the Jarate + Gas Passer too. In the Sniper clip in the sewers I also show that the Neon Annihilator changes to a damaged state. I'm also concerned about the third and second to last clips having a bit of a fast transition to the next clip. Otherwise, it should be good. Also note that Cheddar played the Engineer and had trouble getting out of the water.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 14:39, 3 August 2024 (UTC)

The old version of the Engineer wetness clips with the outdoor lakes seemed to work better with smoothness of the comparisons. Qwertyxp2000 (talk) 10:38, 12 August 2024 (UTC)
I think that's simply because of how awkward one of the clips is about getting out of the water. I can definitely improve it if needed.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:37, 15 August 2024 (UTC)
I think it is worth redoing the clips. Preferably, I think the water should be that pond like in the other Neon Annihilation video. Qwertyxp2000 (talk) 05:18, 16 August 2024 (UTC)
I don't know which map that was on, I have a feeling it is Watchtower, though. I think I can redo the clip just fine on tr_karma, but with a smoother exit from the water.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:31, 16 August 2024 (UTC)

Unleashed Rage Unleashed Rage

Pictogram wait.png This demonstration has been reserved: Mediarch User Mediarch PFP.pngTalkMy Edits 03:54, 14 August 2024 (UTC)
Pictogram comment.png Updated Taunt: Unleashed Rage to fix incorrect outro timing.
Demonstration link

Pictogram tick.png  Status: Demonstration approved

Looks good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:31, 16 August 2024 (UTC)

Looks good. Thanks · Ashe (talk) 22:29, 10 September 2024 (UTC)

Unusualifier Unusualifier

Pictogram wait.png This demonstration has been reserved: GrampaSwood 15-8-2024 18:24 CEST
Pictogram comment.png Current video has the shadowplay icon in the bottom right while showing the taunt
Demonstration link

Pictogram info.png  Status: Review needed

I've matched the sound and everything up to the old one, the only noticeable thing is maybe a jump in background ambience as tr_target_weaponref_hdr uses a different ambience. I can re-record on there if necessary.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 13:19, 20 August 2024 (UTC)

Classic Classic

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Does not demonstrate damage comparison compared to stock. [Both quickscope and fully charged]
Pictogram comment.png Does not demonstrate jumping while scoping.

Pictogram comment.png Status: No demonstration submitted

Part 1: The Main Gang (Pyro, Soldier, Medic)

Start with the Pyro, Soldier, and Medic, plus the enemy Sniper as shown in the current video.

  1. Inspect the rifle
  2. Scope the rifle without manually charging. Pause for a few seconds.
  3. Charge the rifle to full while scoped. Pause for a few seconds.
  4. Let go of the charge while scoped. The Sniper should make a shot in the process.
  5. Pause for a few seconds and unscope.
  6. Charge the rifle to full while unscoped. Pause for a few seconds.
  7. Let go of the charge while unscoped. The Sniper should make a shot in the process.
  8. Shoot the Pyro with a quickshot bodyshot at the middle of his body, where there is little chance of accidentally hitting the headshot hitbox. Specifically, aim at his middle flame grenade.
  9. Move the crosshair to Pyro's head.
  10. Shoot the Pyro's head with a quickshot "headshot".
  11. Shoot the Pyro's head again, but with a partially charged "headshot".
  12. Aim at Soldier's head, and kill him with a fully charged unscoped headshot.
  13. Aim at enemy Sniper's head, and kill him with a fully charged scoped headshot
  14. Aim at Medic's head, and attack him with a scoped partially charged "headshot"
  15. Move the crosshair to Medic's body, specifically slightly to the left of his lower visible button right above his glove.
  16. Kill the Medic with a fully charged scoped bodyshot.
  17. Aim for the wooden Soldier target with a non-scoped headshot.
  18. Aim for the wooden Soldier target with a scoped fully charged headshot.
  19. Taunt.

Part 2 – Sniper Movement 1

Three split videos of Sniper, left and middle with Classic, right with Sniper Rifle. This will demonstrate that charging slows down the player.

  1. Begin charging the middle Classic. Also begin charging the normal Sniper Rifle.
  2. Move forward to the garage door.

Part 3 – Sniper Movement 2

Two split videos of Sniper, both with Classic. This will demonstrate that releasing a charge returns the speed back to normal.

  1. Begin charging the right-hand side.
  2. For the right-hand camera, release the charged shot by shooting at anywhere in front.
  3. Move forward to the garage door, with no charged shots on either of them.

Part 4 – Scope and Cancelling

Be at a tall location, enough for room to jump up and down. When doing the switching of weapons, make sure the weapon switch menu is visible, not just performing a quickswitch.

  1. Aim straight.
  2. Charge the Classic to full, and then switch to the SMG. Switch back to the Classic.
  3. Repeat Step 2 but switch to the Kukri, then back to the Classic.
  4. Scope and jump.
  5. Unscope the Classic.
  6. Charge the Classic and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.
  7. Charge the Classic to full and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.
  8. Charge the Classic while scoped and then jump and shoot. The "cancel" noise should play, implying you can't shoot while in mid-air.

Part 5 – Fall, Land, and Shoot

At the bottom of the ground is a Heavy. You will jump down and charge your shot as you fall from mid-air, then shoot the Heavy once you're on the ground.

  1. Charge the Classic.
  2. Fall while still charging.
  3. Shoot at the Heavy while you are on the ground, still with your charged shot ready. If done correctly, Heavy should be able to be dealt more than 50 damage.

Part 6 – Fall and Mid-Air Shoot

At the bottom of the ground is a Heavy. You will jump down and charge your shot as you fall from mid-air, then shoot the Heavy mid-air.

  1. Charge the Classic.
  2. Fall while still charging.
  3. Attempt to shoot at the Heavy while in mid-air. If done correctly, Heavy shouldn't be shot because the bullet was not actually shot.

Part 7 - Damage Comparisons, Non-Charged

Comparisons with shooting a Heavy near the garage door. Have four clips, top is Classic, and bottom is normal Sniper Rifle. Top-left is Classic quickscope bodyshot, top-right is Classic quickscope "headshot", bottom-left is normal Sniper Rifle quickscope bodyshot, and bottom-right is normal Sniper Rifle quickscope "headshot".

  1. Start from the "natural" aiming position, and specifically point towards the head if the clip is a quickscope "headshot".
  2. Shoot the Heavy off cooldown, with the listed comparisons involved.

(Heavy is chosen because, unlike the Pyro, the 45 versus 50 damage actually makes a difference to who dies first; Pyro dies in four shots with both rifles for quickscope bodyshots, as opposed to Heavy who dies in 6 with 50 damage and 7 with 45 damage.)

Part 8 - Damage Comparisons, Charged

Comparisons with shooting a Heavy near the garage door. Have four clips, top is Classic, and bottom is normal Sniper Rifle. Top-left is Classic full bodyshot, top-right is Classic full headshot, bottom-left is normal Sniper Rifle full bodyshot, and bottom-right is normal Sniper Rifle full headshot.

(Heavy is chosen because he is killed with three shots from Classic full bodyshots, but two shots with normal Sniper Rifle full bodyshots.)

  1. Scope from all rifles and charge them immediately (or automatically in the case of normal Sniper Rifle)
  2. Shoot the Heavy off cooldown, with the listed comparisons involved.

For the damage comparisons, Medic could also be used, as a normal quickscope bodyshot takes 3 hits to kill him, or 4 with Classic quickscope bodyshots, and for full bodyshots just either 1 or 2 hits. The light classes won't work, neither for the moderately bulky classes like Pyro and Demo. Soldier also doesn't work for the full bodyshot stage, as he dies in 2 shots for both types.

There's also the interaction with cancelling a charge in water, but not sure if that specific interaction is necessary to demonstrate.

Qwertyxp2000 (talk) 06:33, 16 August 2024 (UTC)

Reserve Shooter Reserve Shooter

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Needs to show damage against targets launched airborne via their own explosives, Thermal Thruster and Grappling Hook.

Pictogram comment.png Status: No demonstration submitted

Forgot to add this here after checking the existing demonstration for reference on how best to handle the Direct Hit's airshot clips on tr_karma_wiki, only to see some clips were also absent for this weapon too.
Kibblekip T | C 07:02, 16 August 2024 (UTC)

Time Out Therapy Time Out Therapy

Pictogram wait.png This demonstration has been reserved: Mediarch User Mediarch PFP.pngTalkMy Edits 23:52, 16 August 2024 (UTC)
Pictogram comment.png Materials were updated on September 16, 2021 Patch and the mug is now team-colored, the cross is red or blue.
Demonstration link

Pictogram tick.png  Status: Demonstration approved

Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 23:43, 16 August 2024 (UTC)

Looks good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 21:46, 29 August 2024 (UTC)
Looks good. Thanks · Ashe (talk) 21:38, 14 September 2024 (UTC)

Battin' A Thousand Battin' A Thousand

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Show the taunt with Scout's different melees similar to the Roar O'War demonstration.

Pictogram comment.png Status: No demonstration submitted

Meet the Medic (taunt) Meet the Medic (taunt)

Pictogram wait.png This demonstration has been reserved: Mediarch User Mediarch PFP.pngTalkMy Edits 03:40, 19 August 2024 (UTC)
Pictogram comment.png Show the taunt with all of the mediguns similar to the Roar O'War demonstration.
Demonstration link

Pictogram tick.png  Status: Demonstration approved

Looks good.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 21:46, 29 August 2024 (UTC)

Looks good. Thanks · Ashe (talk) 21:48, 21 September 2024 (UTC)

Southern Hospitality Southern Hospitality

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Update to show post-Jungle Inferno afterburn damage.

Pictogram comment.png Status: No demonstration submitted

Noticed this while watching the existing demonstration. Currently it shows afterburn inflicts 3 damage per tick (4 with SH), when it is now 4 damage per tick (5 with SH).
Kibblekip T | C 00:51, 15 September 2024 (UTC)

Invis Watch Invis Watch , Cloak and Dagger Cloak and Dagger

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Update to show post-Jungle Inferno afterburn damage.

Pictogram comment.png Status: No demonstration submitted

Quäckenbirdt Quäckenbirdt

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Needs to include afterburn time and damage comparison.

Pictogram comment.png Status: No demonstration submitted

While I was checking over the invis watches to see which ones included the updated afterburn damage, I realized this demonstration was missing the comparison entirely.
Kibblekip T | C 01:07, 15 September 2024 (UTC)

Warrior's Spirit Warrior's Spirit

Pictogram wait.png This demonstration has been reserved: No one
Pictogram comment.png Does not show damage against players vs stock

Pictogram comment.png Status: No demonstration submitted

Team Fortress Classic

TFC Crowbar.PNGCrowbar (Classic) Crowbar (Classic)

Pictogram wait.png This demonstration has been reserved: Lolimsogreat21
Pictogram comment.png Demonstrate damage and maximum range

Pictogram comment.png Status: No demonstration submitted

TFC p nailgun.pngNailgun (Classic) Nailgun (Classic)

Pictogram wait.png This demonstration has been reserved: Lolimsogreat21
Pictogram comment.png Demonstrate damage at close, mid and long range
Pictogram comment.png Demonstrate accuracy and the effects of recoil

Pictogram comment.png Status: No demonstration submitted

Questions and Proposals

Note: This section is for questions and proposals that aren't specific to a single weapon. If you think a demo ought to be remade, then make an entry for it in the Need to be Redone section above and it will be dealt with.

Item icon Voodoo-Cursed Heavy Soul.png Zombie Infection Zombies

Pictogram comment.png Zombies have different abillities than normal players.

Hello, I am Slimyboi500. I will be doing the demostrations for each zombie in Zombie Infection.

Why, you may ask? Unlike normal gamemodes, the BLU team (or in this case, the zombies), have different abillities than normal:

They also have different effects, like different amounts of health and speed. The zombies only can use melee attacks however, which makes it harder to kill.

Let me know if it's a good idea or not.


Slimyboi500 (talk) User Slimyboi500 Profile.jpg 17:35, 27 October 2023 (UTC)

If we're doing this, I think there should be a demonstration made for each gamemode, rather than just Zombie Infection. Although ZI has gotten an introduction video now that shows off the mode pretty well, so I don't believe it is necessary.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 17:53, 27 October 2023 (UTC)
The introduction is missing a few key details, such as not showing the Soldier or Heavy's abilities. I feel like it would be a good idea. Such as like there should be a demo for VSH.
----Slimyboi500 (talk) User Slimyboi500 Profile.jpg 18:12, 27 October 2023 (UTC)
It doesn't show each ability, but it does overall show the gamemode very well and I think does a sufficient job. Although, again, if we are making demonstrations for this, I think one should be made for each gamemode.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 18:18, 27 October 2023 (UTC)
Yes, I think there should be one for each gamemode.
----Slimyboi500 (talk) User Slimyboi500 Profile.jpg 19:41, 27 October 2023 (UTC)
Remember to also indent your signature and to keep your answers above the hidden comment.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 19:51, 27 October 2023 (UTC)
Still, is that a yes on the idea?
----Slimyboi500 (talk) User Slimyboi500 Profile.jpg 20:28, 27 October 2023 (UTC)

──────────────────────────────────────────────────────────────────────────────────────────────────── I'm voting no, but other people might be in favour of it. Profiteer was, for example, so I'm waiting for more input.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 20:35, 27 October 2023 (UTC)

I vote yes for the Zombie Infection zombies (as well Saxton Hale on VSH), but not for other gamemodes. I consider these zombies kinda like "new weapons". They all have different abilities, passives, first-person views, etc. I'm not quite sure if there needs to be a demonstration regarding the human part (only if demonstrated humans being infected by zombies upon dying), and perhaps the only thing related to humans would be that zombies drop small healthkits (because it's related to them, the zombies). A showcase of each zombie class, its ability, and some human interactions like being infected by them, and, killing them as humans, would probably be a nifty video package. Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 22:34, 27 October 2023 (UTC)
I'm all in for ZI and VSH demos, but a significant issue would be future balance patches to the modes. Each balance patch so far has significantly changed the zombies, and if we had already made the demo, we would have to redo the video for each one of these updates, which would result in multiple uploads of the same video over and over again and a lot of work (and given how we can barely keep up with the current demos in the backlog...). Maybe instead of a gamemode demonstration, we could simply do a "zombie class demonstration" ("Zombie Sniper", etc.) and a "mechanics demonstration" (weapon modifications, gamemode-specific elements). This way, if a zombie is changed, we wouldn't have to redo the entire video. — Tark 22:51, 27 October 2023 (UTC)
I will do the demo as soon as I get enough votes for it
----Slimyboi500 (talk) User Slimyboi500 Profile.jpg 18:42, 15 November 2023 (UTC)
Voting yes for the demo, ZI and VSH seems stable...for now at leastProfiteer(奸商)the tryhard (talk) 11:05, 21 November 2023 (UTC)

Flippin' Awesome and Skullcracker in VSH

When Saxton Hale used Flippin' Awesome or Skullcracker, the other mercenary participating the taunt will be taunt killed, is this something worth remaking the taunt demonstration? Or we just keep the current taunt demonstration, but add this feature into the VSH demonstration? --AlexT 18:31, 22 July 2023 (UTC)

I think a VSH demonstration would be better, as it may be confusing why Saxton Hale is suddenly there when he's not normally playable.
BLU Wiki Cap.png | s | GrampaSwood (talk) 19:52, 22 July 2023 (UTC)
Yes, a demonstration regarding VSH, showing all Hale's abilities, and some unique taunt interactions, would be the most ideal (including his default taunt kill). That one would probably be more lengthy, and some things would probably require to be discussed beforehand. Like Mercs being able to wall climb (which is applied to even stock weaponry), should that be shown too? Headphones style when? - User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 20:31, 22 July 2023 (UTC)
I think maybe a demonstration for every game mode could be in order, as a sort of semi-tutorial created by us. A VSH one would fit that too.
BLU Wiki Cap.png | s | GrampaSwood (talk) 08:33, 23 July 2023 (UTC)

Configs for partner taunt demonstrations

I've created some configs for partner taunt demonstrations. It automatically spawns 2 bots, places you in the starting position, and has another small command ("teleport") to input after it to teleport both the bots to the right position. It binds H and J to the bots performing taunts, H = BLU bot does taunt, J = RED bot does taunt. They're all class-specific and automatically kick any other bots there. There's no way (right now) that I know of to update the weaponref.zip, so if anyone needs it I can forward you a zip of the files. Just let me know on my talk page (or if you know of a way to update weaponref).
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:56, 13 November 2023 (UTC)

New tr_karma and requirements

I've been working in the past week in fixing some issues tr_karma has and some new guidelines. The changes to tr_karma are:

  • Increased lightmap quality in the interiors
  • Fixed a "checkerboard" texture in the gas cylinder, the ceiling fan and the cardboard boxes
  • Added chat scripts to enable noclip (!n in the chat), regenerate (!r), spawn an ammo pack (!am) and enable demonstration server settings (!demo) (these commands are available also in the new tr_karma_basic.cfg)
  • Fixed the func_buttons in the wood targets only working once, thus displaying the hit particle once
  • Removed Tough Break cases and the Gargoyle prop as they didn't fit the ambience
  • Removed the mining cart prop in the rails due of a lighting issue
  • Repacked the map, reducing the map size from ~91 MB to ~18 MB

The link to the download and new proposed guidelines are here. Check them out and give feedback · Ashe (talk) 16:38, 13 December 2023 (UTC)

Issues with tr_krama and tr_krama_event

When I start a local server and load tr_krama/tr_krama_event, it won't load (probably because it doesn't exsit) lights/shadow making the map super bright, this only happens on 2 krama maps, I tried to download a modified version of tr_krama on workshop and it worked perfectly, pretty sure something is missing in the map file from weaponref.zip.Profiteer the tryhard (talk|contribute) 05:59, 10 March 2024 (UTC)

It works fine on my end.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 10:11, 10 March 2024 (UTC)
Join the IRC to help you @Profiteer · Ashe (talk) 21:33, 16 March 2024 (UTC)
@Profiteer do you have HDR enabled? · Ashe (talk) 16:50, 23 March 2024 (UTC)

Question about 2D and 3D player models

A question I've had for a while about weapon demonstrations is, is there a specific reason that 2D player images in the HUD are standard rather than the 3D player model (be it for performance, consistency, or any other reason), also considering that 3D player models are enabled by default? The 3D model could also generally be more useful for certain cosmetics or demonstrations. Scorchshotgaming (talk) 16:47, 8 April 2024 (UTC)

they're buggy, eat up frame rate on a lot of systems, and aren't really necessary. I don't think they really add anything of value to the videos so my vote would be to keep them disabled. Mediarch User Mediarch PFP.pngTalkMy Edits 16:50, 8 April 2024 (UTC)
As far as I know, there's no real reason that we prefer one over the other. 3D models are enabled by default, but it may have just been something that was done for a while and became the standard.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 16:57, 8 April 2024 (UTC)
Fair point, it would obviously be a massive hassle to redo every demonstration with a 2D player model. Also for some people I suppose keeping them off improves framerate. Scorchshotgaming (talk) 19:59, 8 April 2024 (UTC)
I'm pretty sure it's because when they were added to the game, it caused lag to a lot of people. The recent 64 bits update fixed the 3d character using a lot of cpu and now it shouldn't affect fps (although i guess modern pcs didn't have issue with it anyways) · Ashe (talk) 15:21, 3 May 2024 (UTC)

Mastercomfig question

I am planning to make a demonstration, and the recommended requirements state that Mastercomfig High/Ultra is preferrable. However, I highly doubt my PC is able to run Mastercomfig High/Ultra properly and all the other high graphics settings. Is it acceptable if I use Mastercomfig Medium High and use average graphics settings? May look slightly lower quality than a typical reservation, but I don't think much will be affected. Scorchshotgaming (talk) 21:44, 18 April 2024 (UTC)

Ultra is preferable, but setting your game to all max settings should suffice.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 21:45, 18 April 2024 (UTC)
Well, I'll look through some configurations, and if I find one that looks high enough quality without sacrificing my computer's performance I will use it (my PC is not too high spec, to say the least). My demonstration is for the Cleaner's Carbine; once you review it tell me your thoughts. For me this is especially important because I will need to screen record this too. Scorchshotgaming (talk) 21:48, 18 April 2024 (UTC)

Closed Captions/Subtitles

Random thought today for a low priority task: creating subtitle files to explain what is being demonstrated during the videos. Potentially beneficial for new players; for example, and what made me think of this, during the pomson video we're shown a spy POV getting hit by the pomson to demonstrate the cloak drain, which is only noticed if the player is looking at the cloak HUD element, which is pretty easy to miss (imo), especially if you're new and have no idea what's going on and are just looking at the engie firing the shot.

Looking at youtube supported formats I'd reckon TTML is probably the way to go since it supports positioning (important imo) and styling (not very important imo). I've found this open source editor which supports TTML and offers a built in video-from-url import for syncing. - After messing around for a bit, positioning seems very disconnected between the previews in that app and actually uploading the files to youtube, although once the proper settings are found it should be a breeze to copy paste the templates before submitting, might investigate after finals done next week if I can remember.

On the admin side of things, seems like it's about 5 clicks to add a subtitle file. Subtitle editor permissions exist so it doesn't have to only be one person officially implementing these (which is what uploads appears to be if I'm not mistaken). Potentially the actual subtitle file contents could be put into this project's page as subpages e.g. Weapon Demonstration/Subtitles/Pomson 6000 Weapon Demonstration/Subtitles/Pomson 6000/es and then create a category to mark them as ready to upload/update. Jh34ghu43gu (talk) 19:31, 27 June 2024 (UTC)

Investigation has been made, a combination of the subtitling software aegisub and a corresponding converter app work wonderfully. No positioning nonsense like all the other editors I could find and they offer style + positional templates so everything can be standardized. I've uploaded an example for half of the pomson demo (creating templates and finding the software wore me out too much to finish it rn). 240p bc I have .1kbps upload and can't be arsed waiting to upload HD. Jh34ghu43gu (talk) 06:27, 1 July 2024 (UTC)
The issue is actually uploading the subtitles. I've actually uploaded subtitles for all intro videos back when we uploaded the zombie infection one and it was such a pain... I took me days. YouTube has a way to bulk upload them, but it seems limited to business accounts, which we are not and can't apply for.
A request that is very frequent, and something that I've done a few times, is adding timestamps for when something happens in a video (c this video - a commenter asked to add timestamps for each minigun). I think we could do that more often out of courtesy (it actually does help), but not as a requirement for demos. — Tark 17:41, 4 July 2024 (UTC)
As mentioned, there is a separate permission for subtitles. Seems like you can also upload the subtitles from an API. Potentially this can be combined with the subtitle page idea and have a bot with a subtitle permission yt account to automatically upload them from the wiki. Jh34ghu43gu (talk) 18:37, 4 July 2024 (UTC)
I personally don't like the idea of describing it with text, as I'm afraid we or the people might get reliant on it, rather than the textless demonstration. Plus, it'll likely become outdated very fast.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 19:25, 4 July 2024 (UTC)

Achievement Demonstrations on the official TF Wiki YouTube channel

Weapon demonstrations are very helpful in letting newer players know how a weapon fires or how an unlock's attributes affect standard gameplay, while keeping older players up-to-date on balance changes. But what if we assisted players of all kinds in learning how to earn TF2's 520 achievements? Introducing Achievement Demonstrations! (Video)

"Why demonstrate achievements?"

TF2 has hundreds of achievements, with many having rather vague descriptions. Thus, actively attempting to earn them may seem daunting to many players. Demonstration videos would provide clarity and encouragement to both newcomers and achievement hunters alike.

"How should achievements be demonstrated?"

Any achievements showcased should be earned in intended ways, utilizing simplest methods. This page should serve as a general guide. Weapon unlocks and cosmetics should be avoided unless essential to earning the achievement. General achievements that are earnable by any class should feature the Scout by default. Demonstrations should be primarily versus bots, though versing another player will be necessary at times.

  • Taunt kill and Deathcam-related achievements: Should feature the victim's Deathcam perspective of the player earning the achievement.
  • Achievements involving performance of a repetitive task over a lengthy period of time: Should be presented with a fade effect representing a time lapse, with only the start and earning of the achievement needed to be shown.
  • Milestone achievements: Could be accomplished with either a brief compilation of the prerequisite achievements being earned, or with a simple showing of only the final achievement popup, along with the associated achievement item being claimed from the notifications menu.
  • Achievements requiring Steam friends: These will require alt accounts or coordination amongst contributors.
  • Unobtainable achievements (ie certain Replay achievements): Should be presented with a note informing watchers the achievement is currently unable to be earned.
  • Joke achievements: A demonstration should not be necessary for these.

"Where should achievements be demonstrated?"

Achievements should generally be showcased on tr_karma_wiki, tr_karma_event_wiki, or a variant edited in Hammer with altered bot spawn locations.

  • Arena achievements: arena_karma_wiki.
  • Capture the Flag achievements: ctf_karma_wiki.
  • Control point achievements: cp_karma_wiki.
  • King of the Hill achievements: koth_karma_wiki.
  • MvM achievements: mvm_karma_wiki. Can utilize custom waves.
  • Payload achievements: pl_karma_wiki.
  • Map-specific achievements: The official map associated with the achievement. MvM maps can utilize custom waves.
  • Event-related achievements: tr_karma_event_wiki or an edited variant.
  • Replay achievements: Should only use replays taken from one of the maps listed above.

$ɪʀ ₱ʀɪᴢᴇ (talk) 19:43, 27 June 2024 (UTC)

Pictogram minus.png Con My personal vote on this would be a no. I just don't see the need and it would feel spammy. The majority of achievements are pretty self explanitory. The few that are vague are thouroughly explained in the "Obtaining Achievements" type pages. This would be a massive ammount of work to produce and aprove all of these for what feels like very little to no gain in my opinion. Producing hundreds of videos explaining basic things feels like a huge waste of energy. I could maybe see an argument for making "official guides" for some of the more convoluted achievements but the wiki definitely shouldn't be making hundreds of videos covering basic stuff like "Destroy 3 teleporter entrances". Mediarch User Mediarch PFP.pngTalkMy Edits 20:15, 27 June 2024 (UTC)
Time and energy are non-factors as I am entirely willing to solo produce these if needed. And even basic achievements have their nuances. Per your example, does "Destroy 3 teleporter entrances" include ones that are being constructed? What about ones that are being sapped? Do destruction assists count? Et cetera. $ɪʀ ₱ʀɪᴢᴇ (talk) 20:39, 27 June 2024 (UTC)
I've heard that quite a few times about different projects, this is not something you will finish, trust me. I personally don't believe these add much value, some achievements are very self-explanatory, and the how-to is exactly why we have these pages. It's a neat idea, but there's too much that would go into these (including needing to pretty much reset all your achievements each time). If a project is going to be made, it needs to be accessible for everyone, or at least more than a few people willing to reset all their achievements.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 22:17, 27 June 2024 (UTC)
It took only a few hours to make/edit the 5 example videos, the rest of the time I spent working on this project was spent planning and mapping (I had to learn how to use Hammer). Realistically, it would only take a few months for me to complete them all, and that's just with one person working on them. As for resetting achievements, Steam Achievement Manager is a facilitative way to modify your Steam achievement progress at will. $ɪʀ ₱ʀɪᴢᴇ (talk) 23:18, 27 June 2024 (UTC)
And to refute the idea that a lot of the achievements are "too basic," this same logic could apply just as much to any other demonstrations: weapons can simply be playtested by anyone booting up the game and firing them a few times, taunts can be freely previewed in the Mann Co. Store, all the cosmetic videos exist simply to show they can earn assists, and so on. Meanwhile, a great deal of achievements are rather specific or obtuse in how to actually earn them and would greatly benefit from a video demonstration. $ɪʀ ₱ʀɪᴢᴇ (talk) 23:43, 27 June 2024 (UTC)

────────────────────────────────────────────────────────────────────────────────────────────────────There is no real refuting here, this is people giving their opinion. The issue is that, yeah, it's possible to do this on your own, but if you're going to have to make 520 videos you're going to give up at some point. As for Steam Achievement Manager, that's an outside program that may or may not be considered a cheat by Valve (at the very least, we don't wanna rely on this program to have to reset specific achievements). Weapons can be playtested, unless you don't have them. Taunts can be previewed in the store, except it doesn't show off M1/M2, and doesn't show off a full taunt (intro, loop, exit). Cosmetic demonstrations aren't being made anymore because they're all the same, so we scrapped them.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:58, 27 June 2024 (UTC)

SAM is moreso a debugging tool than a cheat. I'm certain most people use it to earn bugged achievements that wouldn't activate for them for whatever reason. That argument aside, I am more than willing to continue working on this project if given a greenlight, or in the case the greenlight only comes after a certain trust is built, I'd still be working on it until then. I'll provide updates, including more videos, more maps, thumbnails, etc. The only achievements I might need outside help with are the ones which require multiple Steam friends. $ɪʀ ₱ʀɪᴢᴇ (talk) 00:13, 28 June 2024 (UTC)
It's not much of a debugging tool, but there are in-game features to reset achievements, too, which is what we would use instead. The Wiki being official means if we officially require people to use that program, it's a form of endorsement, which is not something we want. Many achievement demonstrations would also simply not be interesting or very hard to demonstrate (winning 142 rounds of a map, collect 1 million MvM credits/killing 1 million robots, destroying 100 enemy stickybombs with the Scottish Resistance). Some would also not be a proper demonstration: Winning a map without losing a control point on Hydro or winning a round of Well within 5 minutes would just consist of either regular gameplay or an empty server where you run on control points. The former is too much for a demonstration, and the latter is not demonstrating anything. Also note, this is the last message I'll leave here (but I will still watch the conversation) as I don't want the convo being stopped by a constant back-and-forth and possibly have people not engage in the conversation because of it.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 00:29, 28 June 2024 (UTC)
I can see the rationale behind wanting to use the more 'official' means of resetting achievements, and I will aim to utilize that from now on. As far as whether or not an achievement is demonstrated "properly," this is entirely subjective, as achievements can be earned in a variety of ways outside the intended/idealistic means; I merely wish to provide an example of the most basic methods which anyone can reliably follow. Whether or not a demonstration is "interesting" is also subjective. I appreciate the earnest provision of your viewpoints and criticisms, and I too shall disengage from this back-and-forth to allow more opinions to be shared. $ɪʀ ₱ʀɪᴢᴇ (talk) 00:43, 28 June 2024 (UTC)
I really don't see the issue with using SAM or any other tool to lock/unlock the achievements as needed for the demo... The argument that we'd be endorsing it is quite absurd, this would be behind-the-scenes stuff.
That said, it is unreasonable to make over 500 videos and some achievements would be hard to demonstrate (progress ones, for example). I wouldn't be against making a "walkthrough" for some very specific achievements like the Merasmus TV one, but that wouldn't really fall under this project (it would just be an addition to the strategy page). — Tark 17:55, 4 July 2024 (UTC)
I've updated the Achievement Demonstrations folder with better organization and 50 more demonstrations! This took a little under 2 weeks. All newly-added demonstrations have been listed in changelog.txt. Feel free to give them a glance! (Note: all future project updates will be addressed via the changelog until project completion.) $ɪʀ ₱ʀɪᴢᴇ (talk) 21:30, 23 July 2024 (UTC)


Update status on the Team Fortress Classis demonstration project

Some of you here may remember when two years ago, a user by the name of @Anonymus0 decided to make a proposal about doing Weapon Demonstration videos about the Team Fortress Classic weapons. Although the wiki had no such infrastructure to support the newfound idea (Tfc demonstration maps, guidelines, rules etc.) the proposal still received mass support; thus prompting me, as well as a number of other editors, most notably Yossef, to collaborate together on turning this young idea into reality. However, despite some early success in recording, due to Yossef's family situation coupled with my vanning interest in the wiki, the project died down....up until now.

Because now, I would like to announce that the first major hurdle in making Tfc demonstration weapons, namely that of getting a proper demonstration map, has been overcome! For that reason, I will present you 4 different demonstration maps that I had created. Why 4, you may ask? Well I knew that as a very much novice map maker, I could not possibly make a good demonstration map from the first try; so I decided to make multiple different maps and ultimately let you, *the community*, collectively decide which of the presented maps should be used for demonstrations. This of course means that any criticism, praise, suggestions and comments about the upcoming maps is very much appreciated and wanted. It must also be noted that many of the maps shown here are not complete. In fact, this is a deliberate choice, as I first wanted to get community feedback about the overall layout and "feel" of the map, before decorating them with details and whatnot. Anyway, here are the maps:

1st map is called Wind_tunnel, and its demonstration video can be found here. 2nd map is called backup_final (keep in mind that these names are only temporary, the chosen map will be renamed into tr_lolim) and its demonstration video is here. 3rd map's name is tr_karma, which you can see here. And finally, the 4th one is called tr_lol_test_tfc and can be found here. The maps are chronologically ordered, meaning that the first map Wind tunnel is oldest/earliest one that I created, while tr_lol is my final one. As you can see, Wind tunnel and Backup final are the most completed maps, featuring an outdoors obstacle course section, a pit, as well as a grenade testing range. However, the other two maps shouldn't be judged for their lack of such things, since the outdoors part can easily be copied from the other two and added on. Of much, much greater importance to me is knowing whether the main testing chamber/firing range, as well as the overall layout/architecture is of satisfactory enough quality to be used for a professional and official setting like the Team Fortress Wiki. Further more, here are the wireframe overviews of some of the maps listed: User Lolimsogreat2 tfc1.png (Wind Tunnel), User Lolimsogreat21 tfc2.png (tr_karma), User Lolimsogreat21 tfc3.png (tr_lol)

Once again, I leave it up to the community to decide which of these maps is the most valuable one; or if my mapping skills are that bad, if none of them are worth while, in which case I will happily scrap all 4 maps and start over again. This time, hopefully, it wont take me 2 years to finish a new batch :D. As for download links, I didn't provide them since once again; the maps are not finished and are expected to undergo many revisions, both as I and the community see fit. However, if someone really wants to see/edit these early maps for themselves, they can contact me in private and I can provide both the .bsp and the .quark (the map making engine) file.

Anyway, although the largest hurdle for this project has hopefully been overcome, there are still more technical problems that prevent me from just pumping out TFC demonstrations, they are as follows:

  • Lack of proper bot programs: It is true that online, you can find many bot programs compactable with tfc, however none of them can be used for demonstration purposes. Namely, all of those programs are combat bots. The ones which move around and shoot you. Even worse, except for the command to spawn them and change their difficulty, they cannot be in anyway controlled or manually manipulated. I eventually took one of these programs and delved into its files, where I erased the waypoints the bots use to move around. This fixed the problem of them moving around, since now when they spawn, they get permanently locked into place. However they still lock on and target hostile bots and players, and they keep trying to "escape" their prison by constantly hopping in place. I'm contemplating picking up programming and simply creating a bot program myself, but that will certainly take time.
  • No damage indicators: Tfc doesn't display any damage numbers when you damage someone. I haven't found any mods that seem to add them, meaning that the only way to know the damage you dealt is to use the console. However, I do not know could this be presented in a video format.

That seems to be it. While I wait for community feedback, I will continue to try and find workarounds/fixes for these problems. Thank you for your attention :D! Lolimsogreat21 (talk) 09:09, 29 July 2024 (UTC)Lolimsogreat21

I'm not going to lie, this project has been entirely stagnant so there's clearly not much interest from anyone actually involved in the project. It's easy to say "yeah this is a great idea", but then when it comes to actually doing it, others have to figure it out. The maps were the least of our worries, as they can be made easily, and definitely not the biggest hurdle. The bots and damage numbers will most likely require game modification to work, or at least a good knowledge of the game (for the bots). Otherwise, it'll always have to be two people, which requires servers too. This just seems like way too much work to figure it out, so I think if this hasn't been solved in 3 months I might just indefinitely shut it down.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 13:22, 29 July 2024 (UTC)
As fascinating as it is, and the work is appreciated, I feel as if it's just far too much work from a recording an editing standpoint, especially without damage numbers and everything that TF2 has its gonna be pretty hard to record any sort of demonstration unless you go through the whole process of manually adding numbers to the video to indicate damage. Unfortunately I don't believe most would be able to cope with all that work.
CheddarTalk 13:33, 29 July 2024 (UTC)
I can see that the general outlook on this project is quite pessimistic, which I can understand perfectly. However, there have been more developments that I've made this week, which could bring this proposal one more step closer to realization. Namely, the Foxbot bot program, which almost certainly isn't intended for the purposes I'm trying to shoehorn it into, is actually quite a bit more flexible then I initially thought and reported to you. Turns out that with some careful and delicate usage of the waypoint system, it is possible to (crudely) manipulate and somewhat exert control over the bots. Couple this with the skilfull usage of something called waypoint tags, and I managed to actually bug out the bot's navigation, to the point where they become completely docile and unmoving, ready to be used for demonstration purposes. Finally, the command botsdontshoot ensures that they won't target me, allowing me to even control the direction they are facing. While this setup cannot be saved, meaning that every time I load a map I need to do the whole procedure again, it works perfectly and looks something like this
Only minor issue still remaining is that when the bots get killed, they will respawn back into their "unbugged" state and start jumping and moving about. Since the command mp_respawn_time doesn't work, and there is no way to stop them from respawning, I simply solved the issue by disabling chat messages and then binding one of my keys to the kick command and immediately kicking the bot upon death; if I'm fast enough they wont even get to respawn. (In the video they did, hence the loud obnoxious sound in the background). Finally, the Foxbots have a couple of tricks up their sleeves over their tf2 counterparts, namely the botcam command, which allows me to see from the pov of the bots, which could be immensely useful in demonstrations, but I've yet to do extensive testing on it.
I consider the bot issue solved, leaving only the damage numbers remaining, however things got complicated here. Turns out, I was wrong in believing that the console shows damage received by other players, or if it does, I don't know how to get it do that. This not only means that there are no damage numbers shown during the actual testing, but there is no record kept of the damage another player received at a given moment, from which damage numbers could then be extrapolated and edited in during the post production. This is actually fine for most weapons. There is no damage falloff in tfc, meaning that a single shot from, say the nailgun, will always do the exact amount of damage at all ranges. Meaning that as long as all shots hit their target, I can simply count the amount of ammo a weapon consumed and then add in damage numbers. The real trouble makers are the Shotguns and the Assault gun, who fire multiple pellets/buletts per single ammo, and have a wide spread, making it impossible to know the exact damage dealt unless at extremely close ranges, where every shot is expected to connect. I'll still looking for a solution to this, so wish me luck. Lolimsogreat21 (talk) 22:12, 4 August 2024 (UTC)Lolimsogreat21
This sounds like a ton of effort, and definitely not worth it nor easy to get into for the average person. It's possible, but having to rely on the bots being bugged out and having to do this every single time to do something. This is just too much effort, unless it can be done easily I don't see much of a point.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 23:11, 4 August 2024 (UTC)
Well If ease of demonstration is such a problem, there might be a way to remedy it quite easily. Checking out the Foxbot download site, it seems that a botdontmove command, which is something that would drastically cut down on the setup process, is actually on the developer's to-do list. And since the last update to foxbot came out in July of this year, it isn't out of the question that the next update could also arrive relatively soon, at least sooner then your 3 month deadline... However, in my opinion, there is no reason to wait any further. I have the maps, I have the (semi-functioning) bots and I can demonstrate 12 out of the 19 weapons (not counting the grenades) by simply guessing the damage numbers with reasonable accuracy. So unless someone gets any army of alternative accounts, or multiple players are willing to come together for a demonstration (which clearly won't happen and is very expensive), then this is the way the cookie will crumble. Lolimsogreat21 (talk) 11:40, 18 August 2024 (UTC)Lolimsogreat21
Unforutnately, the way the cookie will crumble is the project being scrapped. Damage numbers are is the biggest thing to show here, if they're based on a guess and not going to be natively supported, the project will just be scrapped instead. The reason to wait is because the whole purpose of these videos is to show off the weapons, if you can't show off the damage properly with damage numbers that are entirely accurate instead of a "guess with reasonable accuracy" then we're not doing it yet. Even if you know the damage entirely, having to individually add these for each weapon is way too much effort.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 12:47, 18 August 2024 (UTC)
Alright alright, I can see that I didn't express myself clearly enough/forgot to say something important, so forgive me please. Namely, there is a way to see how much damage you've dealt someone in tfc, and that is to hop into the spectator team and hover over other players, which will display their armour and health. So in theoryyyyy (say when demonstrating the shotgun); you can pop one shot into the opponent, hop into spectator and see how much health is left and then go back to blue team, use some kind of autoclicker/script in order to return to the same mouse position, and repeat the whole process again. Afterwards, you can simply cut out the whole "you checking the bots' health" in order to make it appear as if the shotgun was firing continuously, and use the knowledge to add in damage numbers (simply extrapolate the damage by seeing how much of bot's health was left in every incriment of firing from their base health). Is this very difficult to do, yes. But like all the other things in this project, what matters is that it's possible, atleast to me. Now, is this a genuine and native demonstration? No. Does it involve pulling a bit of wool over the viewer's eyes? Yes. But judging from the talk at demonstration for Chemistry set, it seems that the wiki is fine with using illusions in order to make something appear to happen rather then actually happen. So I see no problem with it.
Anyway, here is the prototype of the first Nailgun demonstration, damage numbers and all included. [1] Lolimsogreat21 (talk) 20:08, 19 August 2024 (UTC)Lolimsogreat21

────────────────────────────────────────────────────────────────────────────────────────────────────There's a difference between "pulling a bit of wool over the viewer's eyes" to save on costs, and having to manually add in each damage number, move each of them, and do that for every single time there's damage. The font and music don't really match up, as they're both meant for TF2. As much as I'd like this to succeed, having to (after EVERY shot) hop into spectator to find out how much damage was done and writing it down to then edit it is too much effort. Even if something is possible, like I've mentioned a few times, if it requires as much tedious work as having to shoot once, go to spectator, view health, note down health, return back to position, and repeat it's just not worth it. We've seen this with cosmetic items that had Pyroland assists, no one wants to do them, it piles up, and eventually we just scrapped them entirely.
BLU Wiki Cap.png | s | GrampaSwood Praise the Sun! (talk) (contribs) 21:15, 19 August 2024 (UTC)