Team Fortress Wiki talk:Weapon Demonstration
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Needed
Batsaber
This demonstration has been reserved: Scoot-teh-Destroyer (talk) 22:32, 7 October 2015 (PDT)
- I've got a legit one, I'll give it a shot. :) Scoot-teh-Destroyer (talk) 22:32, 7 October 2015 (PDT)
- Good to hear! I'd suggest making sure the loadout view shows that the item is tradable, I think currently all of the new reskins are marked with a "untradable" tag. Obilisk 23:23, 7 October 2015 (PDT)
- Yeah, the Bat's currently untradeable since I got those crates from the Comm. Market. I'll deal with that part last. Scoot-teh-Destroyer (talk) 04:06, 8 October 2015 (PDT)
- Gonna do a test render soon. What should I do for the Bat's inspect animation? It's currently bugged but they'll eventually patch it of course. Scoot-teh-Destroyer (talk) 21:08, 8 October 2015 (PDT)
- Trying to rediscover how to use Srcdemo2, but haven't been successful. Here's the rough test for the video just to test the format. Will probably spend more time waiting for the vaporization animations to complete before moving onto the next target. Scoot-teh-Destroyer (talk) 21:43, 8 October 2015 (PDT)
- Gonna do a test render soon. What should I do for the Bat's inspect animation? It's currently bugged but they'll eventually patch it of course. Scoot-teh-Destroyer (talk) 21:08, 8 October 2015 (PDT)
- Yeah, the Bat's currently untradeable since I got those crates from the Comm. Market. I'll deal with that part last. Scoot-teh-Destroyer (talk) 04:06, 8 October 2015 (PDT)
- Good to hear! I'd suggest making sure the loadout view shows that the item is tradable, I think currently all of the new reskins are marked with a "untradable" tag. Obilisk 23:23, 7 October 2015 (PDT)
- So far it's looking pretty good. I'd suggest making the following changes:
- In your loadout, after you give time for the viewers to read the description of the item, move your mouse so they can see the Scout.
- After you hit the Pyro with the first swing allow a tiny bit more time to stare at him before jumping over the barrier and continuing.
- Allow more time to watch the corpses disappear, also let at least most of the Scout's quote finish when you kill the Soldier before moving on to the Medic.
- After killing the medic wait for a tiny bit longer still showing the crits, then let them disappear and then taunt.
- Also, in the lower right of your screen while hitting the Medic a icon appears several times.
- Also, VERY picky for me to say, but since you're re-recording the clip I'd suggest kicking the Spy from the server, as he's not needed for this clip.
- Very good demonstration attempt dude, only a few small changes need to be made. If you haven't been already, watch the current Bat Demonstration and use it as a reference, try mimic it as close as possible. (The delays, intervals of swings etc) and your clip will look much nicer. Also, regarding your first question, are you referring to the skin inspection animation? If so, they are not required for the wiki's demonstrations. Obilisk 03:26, 9 October 2015 (PDT)
I looked into it, and it appears that as default, at least with exec'ing weaponref the numbers stack. Place "hud_combattext_batching 0" into your console and it should fix the problem,
EDIT: Disregard what I said about the damage stacking, I'm just not used to it taking effect on the Scout's melee, since usually it doesn't stack on melee as they're not firing fast enough. Obilisk 05:13, 9 October 2015 (PDT)
- All of what Obilisk said, plus:
- If you can set your recording program to show your mouse cursor, please do so in the loadout view. It's not a hard rule but most demonstrations have it visible. If you can't then no big deal.
- Hide the Spy; he's visible a few times in the clip. The most effective way to do that is to do what Obilisk said (kick the spy).
- The weapon selection HUD is visible for a split-second right after taunting.
Also if you need help with SrcDemo2 please ask~ Though your current recording setup and video quality is very nice as-is. — Wind 17:13, 10 October 2015 (PDT)
- Here's the latest test demo. I'll be sure to do one more similar to this when the item is actually tradable. On another note, Nvidia Shadowplay seems to have no setting to show the mouse cursor, so I believe showing it on the loadout screen will be impossible. Seem to not be able to launch SrcDemo2 at all, not even the software will launch. I'll just stick with my current setup for now. Scoot-teh-Destroyer (talk) 15:26, 11 October 2015 (PDT)
- Clip is looking very good Scoot! My one suggestion to make the clip perfect would be to after killing the medic not release the crits instantly, rather wait a tiny bit then release. Very nit picky but it would make the clip great, though since it's not too noticable Wind may let it slide. My suggestion for the mouse cursor would either be manually edit the mouse cursor (Yes, a struggle :S) Or perhaps try recording with another software. Although I remember some old demonstrations in the past not having a cursor so you'd want to wait for Wind's reply on that. Obilisk 02:27, 12 October 2015 (PDT)
- It's fine. Feel free to address both or either detail (mouse cursor and crit thing) if you want, or don't. Just needs music now~ — Wind 14:13, 18 October 2015 (PDT)
- I'll probably have a final version ready later this week. Scoot-teh-Destroyer (talk) 16:21, 19 October 2015 (PDT)
- Anybody have a link to the extended demonstration music and the reel sound effect that plays @ the end? Can't find em' anywhere. Scoot-teh-Destroyer (talk) 10:06, 24 October 2015 (PDT)
- [1] Credit: User:Karmacharger. WindPower, please poot on main page (you forgot last time). Darkid (Talk | Contribs) 10:28, 24 October 2015 (PDT)
- Don't use/put that one, it has bad musics mixing. Use/put this one instead: http://www.mediafire.com/download/y0gjm9yekjj6zzx/Demonstration+Music+v2.rar Karmacharger 2:46 AM 10/25/2015 (PDT)
- Done — Wind 15:23, 25 October 2015 (PDT)
- Don't use/put that one, it has bad musics mixing. Use/put this one instead: http://www.mediafire.com/download/y0gjm9yekjj6zzx/Demonstration+Music+v2.rar Karmacharger 2:46 AM 10/25/2015 (PDT)
- [1] Credit: User:Karmacharger. WindPower, please poot on main page (you forgot last time). Darkid (Talk | Contribs) 10:28, 24 October 2015 (PDT)
- Anybody have a link to the extended demonstration music and the reel sound effect that plays @ the end? Can't find em' anywhere. Scoot-teh-Destroyer (talk) 10:06, 24 October 2015 (PDT)
- I'll probably have a final version ready later this week. Scoot-teh-Destroyer (talk) 16:21, 19 October 2015 (PDT)
- It's fine. Feel free to address both or either detail (mouse cursor and crit thing) if you want, or don't. Just needs music now~ — Wind 14:13, 18 October 2015 (PDT)
- Clip is looking very good Scoot! My one suggestion to make the clip perfect would be to after killing the medic not release the crits instantly, rather wait a tiny bit then release. Very nit picky but it would make the clip great, though since it's not too noticable Wind may let it slide. My suggestion for the mouse cursor would either be manually edit the mouse cursor (Yes, a struggle :S) Or perhaps try recording with another software. Although I remember some old demonstrations in the past not having a cursor so you'd want to wait for Wind's reply on that. Obilisk 02:27, 12 October 2015 (PDT)
Burstchester
C.A.P.P.E.R
This demonstration has been reserved: Scoot-teh-Destroyer (talk) 06:07, 9 October 2015 (PDT)
- Guess I'll do this one too. Scoot-teh-Destroyer (talk) 06:07, 9 October 2015 (PDT)
Giger Counter
Shooting Star
This demonstration has been reserved: Punishment Fatal (talk) 03:28, 11 October 2015 (PDT)
- I just traded up mine, so I guess I'll try it.
- Alright, another rough edit. Pre-SrcDemo2 and loadout screen. I think the Scout and Engi on top of each other might need to be fixed, but for some odd reason, a shoulder shot was considered by the game to be a "headshot", so I'm not quite sure about that one. Punishment Fatal (talk) 18:28, 18 October 2015 (PDT)
- Looks very good, but yeah I'd suggest moving the scout. Try aiming a bit lower, maybe around his chest area, as I believe killing the Scout and Engineer simultaneously in that part is meant to show penetrating targets without a headshot. Otherwise though, I'd say you should try srcdemo2 it! Obilisk 03:56, 20 October 2015 (PDT)
- Also aim lower on the Medic. Aim for the tummy, not the shoulders. Other than that, there's also the obvious (needs loadout screen, higher quality like Obilisk said etc.). — Wind 15:23, 25 October 2015 (PDT)
- Looks very good, but yeah I'd suggest moving the scout. Try aiming a bit lower, maybe around his chest area, as I believe killing the Scout and Engineer simultaneously in that part is meant to show penetrating targets without a headshot. Otherwise though, I'd say you should try srcdemo2 it! Obilisk 03:56, 20 October 2015 (PDT)
The Kazotsky Kick
- I think Valve beat our asses on this one. Not sure if we should still do it, because it'd be weird to have two videos on the same page. — Wind 18:47, 26 September 2015 (PDT)
Grappling Hook
(I mean, if nothing else, it is able to kill players.) Dogman15 (talk) 02:26, 24 December 2014 (PST)
- I don't know, but, Grappling Hook is having several changes each update, so every time an update releases, it would be need to re-made the entire video. In my opinion, I would wait until Mannpower to release it completely before doing a Weapon Demonstration video. ▪ - 08:37, 16 March 2015 (PDT)
- Yeah I agree with Gabrielwoj, otherwise we'd be constantly doing this demonstration :( Obilisk 13:32, 17 March 2015 (PDT)
- Today's update says Mannpower is no longer in Beta. So would now be a good time to do this? Awesome144 (talk) 18:12, 28 October 2015 (PDT)
- Yes. — Wind 13:48, 1 November 2015 (PST)
Pumpkin bomb
- does it really need a video? Karmacharger 4:52 AM 10/19/2014 (PDT)
- Not really. That or the other mechanics would need videos too (ghosts, halloween bosses, spells, etc) — Wind 19:59, 27 October 2014 (PDT)
Soldier's Requiem
This demonstration has been reserved: Obilisk 17:29, 6 November 2015 (PST)
I did two seperate versions of this demonstration. One with the original demonstration music, and one with the Haunted Fortress 2 music. Version 1 and Version 2 Tell me which one you prefer, I just thought it could be cool having the Halloween music for a Halloween taunt, I tried the demonstration with the latest halloween music, but it sounded a bit too intense in my opinion, so I kept to just the 2010 Halloween music. Obilisk 17:56, 6 November 2015 (PST)
- The Halloween music is nice but unfortunately it doesn't really fit with a video fo this short duration. You're forced to cut the music rather abruptly. On this basis I'd prefer the non-halloween version for this, or maybe you could taunt a few more times if the voice lines keep being unique and it allows you to cut the music at a more appropriate point. — Wind 15:11, 8 November 2015 (PST)
Zoomin' Broom
Tools
Gift Wrap
- Does this still need to be done? I can do it. ~Hi5TBone 4:45 PM 6/12/2015 (CST)
- No one seems to have touched it, so go ahead. Obilisk 05:11, 13 June 2015 (PDT)
Upgrade to Premium Gift
- I'm not quite sure if this one is necessary Karmacharger 9:12 PM 8/24/2014 (PDT)
- Nah, probably not unless someone just happens to run upon that item — Wind 19:59, 27 October 2014 (PDT)
Cosmetics
Boston Boom-Bringer
Demonstration of how the sound effect works
Pardon me if I'm putting in the wrong place, but I noticed that Infernal Orchestrina includes the demonstration. I know that was for a pyroland item, but what if the Boston Boom-Bringer had a demonstration video where it shows the sound effect that is played when taunting? Just like the Orchestrina had (albeit the Pyroland thing). There is several sound effects, though, so all of them has to be played. ▪ - 21:32, 26 March 2015 (PDT)
- Infernal Orchestrina was demonstrated because it turns pyroland vision on by itself, not because of the sound effect it adds. This item has no such dramatic change, so no need to demonstrate — Wind 15:08, 29 March 2015 (PDT)
Need to be redone
Baby Face's Blaster
Added Boost reduction on taking damage.
Increased amount of Boost lost on air jump
This demonstration has been reserved: Jimbo Jones (talk) 09:27, 29 August 2015 (PDT) I'll do it. I've been noticing the demonstrations have been falling behind, we should get stuff done. Jimbo Jones (talk) 09:27, 29 August 2015 (PDT)
Alright, I got the first version of the demo here: http://youtu.be/MJAqQuEUVls. Sorry it looks a bit stretched, I selected to not maintain the aspect ratio while in Sony Vegas. Otherwise it would have gotten a 4:3 ratio. If you need demo files, I'll be happy to provide the downloads. Jimbo Jones (talk) 12:24, 31 August 2015 (PDT)
- Sorry, but the ratio requirement is there because it should be respected... Stretching the video doesn't help. Similarly:
- The video must run in DirectX 9+ mode or OpenGL (yours is running in DirectX 8 or 7 mode, you can tell by the lack of reflective cartoon-y shaders on the characters and the non-dynamic lighting of the map). You can change this by running the game with the
-dxlevel 95
flag. - Framerate is choppy
- The video is cut on the sides (ammo HUD counter and kill notices are chopped off)
- Video and audio glitch while taunting at 0:57
Please see if you can get the video quality up to the requirements first before making large demonstration efforts. If you can't run TF2 at better settings than that then I'm afraid you can't really make demonstration videos :( — Wind 20:21, 9 September 2015 (PDT)
Don't worry, I got a new widescreen laptop with way more graphical capabilities. I'll be able to turn in the demonstration in much better quality and I won't have to stretch it. Now that I look at the video, I agree that it isn't demonstration quality. Jimbo Jones (talk) 20:45, 12 September 2015 (PDT)
DEMONSTRATION REQUEST: I've got a rough draft right here, of Baby Face post-Gun Mettle. Feedback welcome. Edited with Sony Vegas, 720p WMV. The video does not have the thumbnail, I'd expect that to be added in post. https://youtu.be/UuM1zwVTEwo PePeToads (talk) 03:01, 15 October 2015 (PDT)
Not a bad attempt PePeToads, however Jimbo Jones has reserved this demonstration, so only he should be working on it. Either way I have still watched your video and these are what I picked up on.
- The loadout text popup has a white border. Try restarting your game, usually it fixes it.
- Overall the loadout view seems a bit low quality, the Scout appears to be very pixel-y.
- Please use the default TF2 crosshair.
- A bit too long of a delay between the shots at the Pyro.
- You shouldn't reload until you have emptied your magazine in the first clip.
- After shooting the Medic you should shoot the wooden target at the back.
- Though the second clip is interesting, overall it'd be much more effective showing it how the current demonstration does.
- Music looping needs work, primarily noticeable at 1:00 and 2:00. It's also too loud, the gameplay should be louder than the music.
- The double jumping clip again, would be demonstrated better if it's more like the current demonstration. Also, if the bots don't have a purpose (Both the Medic and the Soldier don't appear to in this clip) I'd suggest kicking them from the server.
- The splitscreen should show more than just two. It'd be worth seeing the speed comparison when the Boost bar is at different levels. The current demonstration has a 6 way splitscreen, so I'd suggest going with that, and also, if doing a 2 way I'd suggest having them next to each other rather than on top.
- At the end of the demonstration I'd suggest having the fade out a bit faster.
- Just a side note, when uploading your preview to Youtube, please make them unlisted.
Overall not bad for an attempt at this demonstration. However, in the future keep an eye out for demonstrations that have been reserved. If you're unsure on how the discussion page works and whatnot, check the Project page for the basic rules and guidelines. The suggestions I have made are mine though, and Wind may have a different opinion on a few of them. However, since this demonstration is reserved from another user, considering a video from someone else would not be considered unless the demonstration has been unreserved. Currently there are plenty of demonstrations that need to be done though, so feel free to take a stab at one that no one has touched. :) Obilisk 04:10, 15 October 2015 (PDT)
How would I go about looping the music better? I didn't want to just have the whole file played over and over, but I couldn't get the loop to be seamless PePeToads (talk) 08:12, 15 October 2015 (PDT)
- Here you can download the extended version. It's outrageous in length, so it should be able to fit any demonstration, no matter how long. Obilisk 01:16, 16 October 2015 (PDT)
- Unfortunately I can't double-check this because the video has been deleted off youtube :( In the future please upload as unlisted and feel free to delete (or not delete) once all approved. — Wind 14:13, 18 October 2015 (PDT)
- Here you can download the extended version. It's outrageous in length, so it should be able to fit any demonstration, no matter how long. Obilisk 01:16, 16 October 2015 (PDT)
Don't worry people, I haven't gone to sleep on this, I want to assure it's absolutely consistent for the wiki. Jimbo Jones (talk) 20:49, 27 October 2015 (PDT)
- Take your time — Wind 13:48, 1 November 2015 (PST)
Black Box
Changed +15 health on hit to +20 health on hit per attack
Changed how health on hit works for radius damage. Is now capped per attack and scales with total damage done relative to base damage.
- This demonstration has been reserved: Karmacharger 2:22 AM 9/20/2015 (PDT)
- https://www.youtube.com/watch?v=HFvEAgXgEY0 hate to say, the animation is pretty glitchy though Karmacharger 4:56 AM 9/20/2015 (PDT)
- Is good, please srcdemo2~ — Wind 18:45, 26 September 2015 (PDT)
- https://www.youtube.com/watch?v=u723Wrfhips Karmacharger 9:27 PM 10/2/2015 (PDT)
- Is good, please upload~ — Wind 21:08, 4 October 2015 (PDT)
- https://www.youtube.com/watch?v=u723Wrfhips Karmacharger 9:27 PM 10/2/2015 (PDT)
- Is good, please srcdemo2~ — Wind 18:45, 26 September 2015 (PDT)
- https://www.youtube.com/watch?v=HFvEAgXgEY0 hate to say, the animation is pretty glitchy though Karmacharger 4:56 AM 9/20/2015 (PDT)
Blutsauger
Updated description to better detail the weapon's features.
- This demonstration has been reserved: Karmacharger 8:29 PM 9/20/2015 (PDT)
- https://www.youtube.com/watch?v=V1aZ7iMkyeI Karmacharger 2:03 AM 9/21/2015 (PDT)
- Is good, please srcdemo2~ — Wind 18:45, 26 September 2015 (PDT)
- https://www.youtube.com/watch?v=Hbxtan3uW9o Karmacharger 2:50 PM 10/9/2015 (PDT)
- Is good, please upload~ — Wind 17:13, 10 October 2015 (PDT)
- https://www.youtube.com/watch?v=Hbxtan3uW9o Karmacharger 2:50 PM 10/9/2015 (PDT)
- Is good, please srcdemo2~ — Wind 18:45, 26 September 2015 (PDT)
- https://www.youtube.com/watch?v=V1aZ7iMkyeI Karmacharger 2:03 AM 9/21/2015 (PDT)
Bonk! Atomic Punch
Updated description to better detail the weapon's features.
- This demonstration has been reserved: Karmacharger 8:29 PM 9/20/2015 (PDT)
- https://www.youtube.com/watch?v=vvMHUp9o51I Karmacharger 3:21 AM 9/21/2015 (PDT)
- Is good, please srcdemo2~ — Wind 18:45, 26 September 2015 (PDT)
- https://www.youtube.com/watch?v=cYB2NMc_jOA Karmacharger 9:28 PM 10/2/2015 (PDT)
- Is good, please upload~ — Wind 21:08, 4 October 2015 (PDT)
- https://www.youtube.com/watch?v=cYB2NMc_jOA Karmacharger 9:28 PM 10/2/2015 (PDT)
- Is good, please srcdemo2~ — Wind 18:45, 26 September 2015 (PDT)
- https://www.youtube.com/watch?v=vvMHUp9o51I Karmacharger 3:21 AM 9/21/2015 (PDT)
Brass Beast
Added 20% damage resistance while spun up
This demonstration has been reserved: Thedop 22:05, 11 August 2015 (UTC+2)
- https://www.youtube.com/watch?v=K9g7_aqz1bY&feature=youtu.be
- My first try, How's this ?
- Hey Thedop,
Very nice for your first demonstration. A few very small things I picked out though:
- In the loadout screen it'd be nicer if you could try get the minigun to not be under the pop up at all, so it's completely in sight.
- All three of your splitscreens appear to have the hud in different positions. When the transitions to the next splitscreen happens you can see the hud moving. Are the splitscreens perhaps not all identically 'split' and centered?
- Since you're possibly redoing the second clip, while you're at it I'd suggest the starting positions for each of the clips to be identical. (the minigun on the right has to re position after spinning up.)
- You should try have the soldier sync up his rockets with both clips during the last splitscreen. I'd say try at least sync the first rocket.
Overall very good for your first attempt Thedop, just a few very small problems to fix. This is all however, just my opinion. Wind will give you another review when he comes on, so it may be worth waiting for him. Good luck! Obilisk 06:45, 14 August 2015 (PDT)
- Three more things:
- The video is interlaced.
- Would be nice with more antialiasing and anisotropic filtering, also increased bitrate because some edges are blurry
- For Minigun demonstrations, advance up until you are touching the front wooden barrier of the box you spawn in. This hides the clipping of the muzzleflash against the wooden box.
Thanks and good luck~ — Wind 15:56, 16 August 2015 (PDT)
- (Sorry for my english) Thanks both of you, i hope i made an improvement.
- Unfortunaly, i coudn't do anything to fix this problem [2], TF2 is on max setting and it still happening. Thedop 16:16, 20 August 2015 (UTC+2)
- This is a lot better. Antialiasing looks good now, though I think you're still not on full anisotropic filtering but it's OK. This is fine. Just one small thing to fix: The video ends just before the final video-ending sound finishes. You can fix this by adding like a block of 0.5 seconds at the end of the video, or add a half-second fade-to-black at the end such that the video lasts long enough for the sound to finish. Thanks~ — Wind 20:21, 9 September 2015 (PDT)
- https://www.youtube.com/watch?v=aoukjM86FTQ&feature=youtu.be
- How's this ? Thedop 20:44, 10 September 2015
- All good, thanks. Please upload~ — Wind 18:45, 26 September 2015 (PDT)
- http://www.mediafire.com/watch/a379dap1j0b15tj/brass_beast_demonstration.mp4 Thedop 20:54, 27 September 2015
- All good, thanks. Please upload~ — Wind 18:45, 26 September 2015 (PDT)
- This is a lot better. Antialiasing looks good now, though I think you're still not on full anisotropic filtering but it's OK. This is fine. Just one small thing to fix: The video ends just before the final video-ending sound finishes. You can fix this by adding like a block of 0.5 seconds at the end of the video, or add a half-second fade-to-black at the end such that the video lasts long enough for the sound to finish. Thanks~ — Wind 20:21, 9 September 2015 (PDT)
Buffalo Steak Sandvich
Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit
- This demonstration has been reserved: Karmacharger 12:58 PM 9/21/2015 (PDT)
- https://www.youtube.com/watch?v=l8befhy8WIk Karmacharger 2:10 PM 9/21/2015 (PDT)
- The description hover time is too short for a long item description like that. Wait a few more seconds.
- At 1:00, you should switch to the sandwich now that you have it. Just showing the slot doesn't really make an impression that it's back (in fact, it sort of feels like you can't switch to it). Rest is good, please srcdemo2 it~ — Wind 18:45, 26 September 2015 (PDT)
- https://www.youtube.com/watch?v=rnY7Js1ZTTE Karmacharger 5:13 PM 10/11/2015 (PDT)
- Is good, please upload~ — Wind 14:13, 18 October 2015 (PDT)
- https://www.youtube.com/watch?v=rnY7Js1ZTTE Karmacharger 5:13 PM 10/11/2015 (PDT)
- https://www.youtube.com/watch?v=l8befhy8WIk Karmacharger 2:10 PM 9/21/2015 (PDT)
Bushwacka
Changed penalty from +20% fire vulnerability to +20% damage vulnerability while active
This demonstration has been reserved: Akuago220, The Jungle Expeditioner (talk) 06:47, 3 July 2015 (PDT)
Chargin' Targe
Updated description to better detail the weapon's features.
https://youtu.be/elzts8DLhHc Hello everyone. I'm back again (I sure like to disappear from this place). I had a lot of health issues going on, plus I was a month without an internet connection. You should see me regularly again, and I've started by redoing this demonstration. - Uufje 09:02, 3 November 2015 (PST)
- Welcome back~
- Framerate feels a bit choppy during the first charge
- The graphics settings could use improvement. Using Source Recorder might help. To be clear, you don't need to fix all of this, just try to get the best-quality output you can get. I expect increasing the video bitrate is what will do the most good for not a lot of effort.
Demo content is all good. — Wind 15:11, 8 November 2015 (PST)
Claidheamh Mór
Changed 25 charge on charge kill to 25 charge on melee kill
Cloak and Dagger
Can now pick up ammo kits for cloak meter while visible.
While invisible, Spy receives 20% less damage from all damage sources
While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)
Conniver's Kunai
Health penalty reduced from -65 to -55 (70 Health total)
Minimum Health gain of 75 on kill
Maximum overheal from Kunai increased from 195 to 210
This demonstration has been reserved: Obilisk 06:47, 24 October 2015 (PDT)
How's this? I had to swap out the Heavy for a Soldier as the Heavy disguise glitch occurred. Obilisk 23:41, 26 October 2015 (PDT)
- Is good, please upload~ — Wind 13:48, 1 November 2015 (PST)
Crusader's Crossbow
Updated description to better detail the weapon's features.
Updated once again, needs a redo. InstantMan (talk) 17:31, 10 August 2015 (PDT)
Dalokohs Bar
Now has 10 second cool down on use
Can now overheal up to 400hp
Can be thrown (alt-fire) as a small medkit for other players to use
Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit
Dead Ringer
Cloak mechanism has been overhauled (see patch notes)
Detonator
Added text to describe 100% minicrits on burning targets
Slightly increased blast jump height when doing a Detonator jump
Increased blast radius from 92Hu to 110Hu
Detonated explosions now also minicrit burning targets
Increased damage penalty to -25%
Increased self-damage penalty from +25% to +50%
Diamondback
Spy no longer smacks himself in the face while reloading a revolver
Disguise Kit
Disguise kit menu appearance has been updated.
Changing to a new disguise while already under a disguise takes 0.5 seconds instead of the normal disguise time of 2 seconds
- Is this still needed? I didn't notice any significant changes from before(If any) JamesCatty (talk) 12:10, 30 October 2014 (PDT)
- Yes, I believe so. "Modified the Disguise Kit menu. It now has a Spy Mask icon in the upper-left corner and a white line above the class portraits." - Quoted from the June 11th patch. Obilisk 18:01, 30 October 2014 (PDT)
- Alrighty, I guess I will go ahead and do it when I get time (a few hours) JamesCatty (talk) 18:15, 30 October 2014 (PDT)
Would it be worth also showing that being undisguised and invisible won't let you use an enemy dispenser, but being disguised and invisible will? Obilisk 03:27, 10 February 2015 (PST)
- The cloak demonstrations already show this but it's not a bad idea to show it here too — Wind 16:24, 16 February 2015 (PST)
Dispenser
Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
- This demonstration has been reserved: Karmacharger 3:02 PM 7/27/2015 (PDT)
- https://youtu.be/bovmOyVHwmI Hopefully this one has no lagging-movements. As usual, will Srcdemo2 the final version Karmacharger 2:44 AM 9/17/2015 (PDT)
- The Spy clip should use a non-Spy disguise for RED (probably engineer so that the name matches), and might as well disguise into a non-Spy BLU class though because the viewer has already seen that an undisguised Spy doesn't get healed. Rest is good, please srcdemo2 it~ — Wind 18:45, 26 September 2015 (PDT)
- https://www.youtube.com/watch?v=te8_mdycFTw Karmacharger 4:28 PM 10/25/2015 (PDT)
- Is good, please upload~ — Wind 15:23, 25 October 2015 (PDT)
- https://www.youtube.com/watch?v=te8_mdycFTw Karmacharger 4:28 PM 10/25/2015 (PDT)
- The Spy clip should use a non-Spy disguise for RED (probably engineer so that the name matches), and might as well disguise into a non-Spy BLU class though because the viewer has already seen that an undisguised Spy doesn't get healed. Rest is good, please srcdemo2 it~ — Wind 18:45, 26 September 2015 (PDT)
- https://youtu.be/bovmOyVHwmI Hopefully this one has no lagging-movements. As usual, will Srcdemo2 the final version Karmacharger 2:44 AM 9/17/2015 (PDT)
Enforcer
Spy no longer smacks himself in the face while reloading a revolver
Changed +20% damage bonus while undisguised to +20% damage bonus while disguised
This demonstration has been reserved: Obilisk 02:38, 1 October 2015 (PDT)
How's this? The split screen HUD doesn't seem to work with the Spy silhouette that appears once a disguise has been picked anymore, which is a shame (0:56). I'll keep looking into a fix, but for now here's the finished demonstration, if I don't find anyway around it, will this be fine as it is? Obilisk 03:18, 2 October 2015 (PDT)
- In addition to the previous video I also rendered the last clips without the HUD. The silhouette works, but you can't see what I'm disguising as, and a small section of the HUD is visible in the split screen after disguising. I haven't found a workaround for the silhouette problem, so sadley it looks like these two are our only choices currently. Obilisk 17:10, 2 October 2015 (PDT)
Enthusiast's Timepiece
While invisible, Spy receives 20% less damage from all damage sources
While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)
Equalizer
Changed no healing penalty to 90% less healing from Medics while active
This demonstration has been reserved: Obilisk 03:46, 19 September 2015 (PDT)
How's this? For some reason the demo playback for the Lumbricus Lid wouldn't show the hat on the soldier, so I had to fraps it. Other than that though, what do you thin? Also, do you think it's worth showing the health go from 1 -> 300 in the 3 way splitscreen? It's quite a long clip having it as it is at the moment, that's all. Obilisk 13:10, 20 September 2015 (PDT)
- You can cut the clip at 2:30. It shows nothing that the clip after it doesn't. The dispenser clip ought to be a 2- or 3-way though because it's not clear what the usual rate would be compared to that. — Wind 18:45, 26 September 2015 (PDT)
- Alright cool. How's this? I made the last clip a 2 way as it fits and works better in my opinion. I synced them up as best as I could, though if one were to pause at some VERY specific points the clips may be 1 HP off of each other. I think the overall splitscreen works tho. Obilisk 00:47, 28 September 2015 (PDT)
Escape Plan
Changed no healing penalty to 90% less healing from Medics while active
This demonstration has been reserved: Obilisk 04:55, 19 September 2015 (PDT)
I'm unable to render the 6 way splitscreen as the 6 way hud seems to have problems with the new TF2 HUD. Karma said he'll update the HUD soon. Until then this demonstration will be delayed. :( Obilisk 04:07, 23 September 2015 (PDT)
- My mistake , it appears the 3 way splitscreen was used instead. Expect the demonstration up soon. Obilisk 07:03, 24 September 2015 (PDT)
- Sorry about the delay, took a while to render, as well as the additional feedback from the Equalizer requiring more clips for the Escape Plan. How's this? I reorganized the order to be more similar to the Equalizer. I synced the dispenser clip at the end as well as I could. Do you think it still works? I had to have the splitscreens change weapons half way due to the running speed difference would screw up the variables. The dispensers are around 1HP off of each other at times though, much more frequent in this clip than the Equalizer, is this a problem? I synced them as best as I could. Also, the clip with the 3 way splitscreen of me getting shot, I noticed that Armisael used a different hud in the previous video, to show more of the weapon. Is it fine how it is? If not, do you know which HUD Armisael used? Obilisk 02:51, 30 September 2015 (PDT)
Fan O'War
Now crits whenever it would normally mini-crit
Reduced damage penalty from -90% to -75%
This demonstration has been reserved: Obilisk 22:06, 7 August 2015 (PDT)
How's this? Luckily my internet has sorted itself out, so I can access the wiki again. I added the clip with the Jarate as I thought it was necessary to show, though it can easily be fixed or removed if you wish. Obilisk 01:29, 8 August 2015 (PDT)
- Should also show if the status expires after a while vs something like the GRU — Wind 15:56, 16 August 2015 (PDT)
- I sent you a question a while ago on the IRC. Did you get it? I hope the message didn't expire or something. Obilisk 00:40, 5 September 2015 (PDT)
- Sorry, forget about the GRU. I just meant that it should show that it expires after a while at all. The current video always kills the marked victim or switches to another victim before it has a chance to expire. — Wind 20:21, 9 September 2015 (PDT)
- Alright, how's this? I squeezed it into the first clip. Obilisk 06:41, 13 September 2015 (PDT)
- Sorry, forget about the GRU. I just meant that it should show that it expires after a while at all. The current video always kills the marked victim or switches to another victim before it has a chance to expire. — Wind 20:21, 9 September 2015 (PDT)
- I sent you a question a while ago on the IRC. Did you get it? I hope the message didn't expire or something. Obilisk 00:40, 5 September 2015 (PDT)
Fishcake
This demonstration has been reserved: kobias (talk) 12:55, 16 September 2015 (PDT)
Now has 10 second cool down on use
Can now overheal up to 400hp
Can be thrown (alt-fire) as a small medkit for other players to use
Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit
Force-A-Nature
Updated description to better detail the weapon's features.
- This demonstration has been reserved: Punishment Fatal (talk) 23:18, 10 October 2015 (PDT)
- I'll try my hand at it. I've gotten most of the clips down. I just need to put the 2 demos together and get a screen recorder for the loadout.--Punishment Fatal (talk) 23:18, 10 October 2015 (PDT)
- Edit: I have the demos, but I'm having trouble compressing them. Quicktime doesn't want to let me work in h264 and the tga's have some sort of stop at certain frames when I didn't have in them in the game. How can I use a program that can smooth out the tga's or use a different format while recording a movie to extract the video and audio without stuttering or 1,000 files flooding my TF2?
- If you're talking about bringing the images together to form a clip, personally I use Virtualdub. After you srcdemo2 and use Virtualdub you can delete all the images you used, as you will have the video. Obilisk 01:21, 11 October 2015 (PDT)
- Yeah, I was using Virtualdub as well. It's just when I was watching the tgas compiled together, I noticed that at certain tgas the game completely halted and froze as if my game was stuttering though in the demo itself there was no visible sign of any framerate drop. Punishment Fatal (talk) 01:26, 11 October 2015 (PDT)
- I've also seemed to have encountered another problem. Everytime I try to open SrcDemo2, it just loads and stops immediately even without opening a window to let me troubleshoot the problem. Do you know how to work around this? Also, should I use OBS for recording the loadout or do you recommend some other program? Punishment Fatal (talk) 03:47, 11 October 2015 (PDT)
- Throw me a friend request, I can help out. Add me. Obilisk 05:48, 11 October 2015 (PDT)
- Alright, I found the problem for Virtualdub. It stuttered since it wasn't an actual player and didn't load all the frames together. However, when I exported the frames, it reduced the quality quite a bit. Is there any way I can keep the quality while converting? Punishment Fatal (talk) 13:10, 11 October 2015 (PDT)
- Edit: Nevermind, only Windows Media player was showing the quality as blocky. Windows Movie Maker shows it as normal. Punishment Fatal (talk) 13:36, 11 October 2015 (PDT)
- Alright, here's the rough edit for the Demonstration. I haven't added a loadout option yet or rendered it in SrcDemo2, but I want to hear your guys' critique. (Also thanks again to Obilisk for sending me the training vid music). Punishment Fatal (talk) 19:26, 12 October 2015 (PDT)
- Throw me a friend request, I can help out. Add me. Obilisk 05:48, 11 October 2015 (PDT)
- If you're talking about bringing the images together to form a clip, personally I use Virtualdub. After you srcdemo2 and use Virtualdub you can delete all the images you used, as you will have the video. Obilisk 01:21, 11 October 2015 (PDT)
- Overall It's looking pretty good so far Punishment Fatal. My only suggestions would be to perhaps not fire two shots every time you intend to shoot. From the looks of your demonstration it seems compulsory to always fire both barrels. I'd say maybe just shoot one shot when you know the other won't be shooting at anything. ( An example is at 0:40 when you kill the medic, one of your shots go to waste. Try killing him with just the amount of bullets you need to, and again straight after, you should only shoot the backboard once.) Also, the ending sound should merge with the original demonstration music, rather than cutting to no music then bringing it in. Otherwise, as I said, looking good! Obilisk 04:16, 15 October 2015 (PDT)
- Here's the fixed edit. Again, it's pre SrcDemo2 and loadout since I'm still trying to get SrcDemo to work (Dokanlibrary doesn't want to work for me on Windows 8) and I'm trying to decide which program to use for the loadout screen (would OBS be the best option?).
- The clips you have provided are looking very nice. Though, not sure about the blurred transition, I'd say try avoid the blur and just have a transition if possible. Personally I use Fraps to record loadout views, can't say I've experienced much with other programs though I'm sure any one of them would do the trick. Obilisk 05:10, 18 October 2015 (PDT)
- What Obilisk said, plus:
- Audio and video appear desynced. Check the shot sounds vs video during the first clip at 0.5x speed.
- Make sure to reload at least once with only one shot fired to show both shells being thrown out. This can be done with the medic if you end on a single shell left, or otherwise after shooting the back board with a single shot.
- Don't twitch-jump (1:40). See current demonstration. You don't need to twitch, just need to be looking at the right angle while jumping.
- Framerate is choppy (SrcDemo2 would fix it, and if that doesn't work, plain Source Recorder still should)
— Wind 14:13, 18 October 2015 (PDT)
Frontier Justice
Updated description
Golden Wrench
Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
Building pick up speed penalty reduced from 25% to 10%
Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
- The only way i can get the Golden Wrench, Golden Pan and Saxxy is to use a plugin called [TF2Items Giveweapon] for Sourcemod and install it in a Dedicated server. With that plugin you can give yourself any weapon. So the problem is, any recorded demos in a Dedicated server with plugins installed the movement will not be smooth, exactly what happened to my Mini-Sentry video, and the clips where the movement are not smoother was recorded in my Dedicated server. Well i don't know what causes the problem and i can't figure it out. I recorded a video of it: https://www.youtube.com/watch?v=AiWA7MdoRLk That would be really nice if Valve can actually borrow these just for recording demonstrations :> Karmacharger 1:09 AM 8/14/2015 (PDT)
- The demo doesn't look that bad to me. Another way you could do this is by playing on a custom server with that mode and with
host_timescale 0.1
. Record both the demo and fraps at the same time. Then speed up the video 10x with frameblending and you'll get something that's a bit like SrcDemo2 would give you (it's equivalent to 10 fpf and 360 shutter angle). Then you can play the demo atdemo_timescale 1.0
to get the audio out of it. Merge it into one video, add the backpack view, then add in the pre-echo'd versions of the Golden Wrench sound lines. It's not easy but can be done. This demonstration is a one-of-a-kind and it's hard to make, yes. — Wind 15:56, 16 August 2015 (PDT)- Wow, it actually worked! It just a test, i used "Smart resample" for the clip, and speed it up x10. Karmacharger 12:30 AM 9/26/2015 (PDT)
- Video looks good but the audio is badly synced. The hit sound should start just a few frames before the hit happens. An easier way to sync is to look at the enemy's lips and do lipsyncing on their "ow" voice lines. Also (I know it's just a test but just putting it out there just in case), remember to add in all the golden wrench voice lines on each kill. 4 enemies, 4 lines. You can make this easier by overwriting the engineer .wav files with blank audio, that way he doesn't accidentally speak when killing. Then you can add the 4 golden wrench voice lines later. — Wind 18:45, 26 September 2015 (PDT)
- Wow, it actually worked! It just a test, i used "Smart resample" for the clip, and speed it up x10. Karmacharger 12:30 AM 9/26/2015 (PDT)
- The demo doesn't look that bad to me. Another way you could do this is by playing on a custom server with that mode and with
Golden Frying Pan
Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
Building pick up speed penalty reduced from 25% to 10%
Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
Yes, for the Engineer it functions as a Wrench, and all the Wrench things are demonstrated in this video. - Uufje 01:40, 3 July 2015 (PDT)
Gunslinger
This demonstration has been reserved: Obilisk 22:11, 7 November 2015 (PST)
Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
Building pick up speed penalty reduced from 25% to 10%
Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
Mini Sentries can now be repaired and wrench construction boosted
Mini Sentry base build speed decreased. Mini Sentries that are wrench boosted build slightly faster than previously.
Mini Sentries start at 50% health on construction and gain health during construction instead of starting at 100%
I wont be able to the first clip until the 11th, due to the Halloween event showing souls when you kill an enemy. Obilisk 22:11, 7 November 2015 (PST)
Homewrecker
Updated description to better detail the weapon's features.
This demonstration has been reserved: Obilisk 22:23, 17 October 2015 (PDT)
I don't think this needs to be redone. The current Demonstration's description is identical to the Homewrecker's at the moment. Obilisk 00:36, 10 September 2015 (PDT)
- The difference is the text has been updated from "100% damage vs buildings" to "+100% damage vs buildings" adding a "+" before the number to correct the attribute to how it's supposed to be calculated.
- 100% would mean 65 damage.
- +100% means 130 damage.
- The current demonstration has the outdated wrong description though. InstantMan (talk) 06:31, 10 September 2015 (PDT)
- Ah alright, didn't look that close. Nice. Obilisk 19:03, 10 September 2015 (PDT)
How's this? Obilisk 04:36, 20 October 2015 (PDT)
- Is good, please upload~ — Wind 15:23, 25 October 2015 (PDT)
Horseless Headless Horsemann's Headtaker
Updated description to better detail the weapon's features.
Huo-Long Heater
Updated description to better detail the weapon's features.
Invis Watch
While invisible, Spy receives 20% less damage from all damage sources
While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)
This demonstration has been reserved: Obilisk 06:02, 3 October 2015 (PDT)
Alright so in order to show the reduced timers on the debuffs, would you prefer 3 way or 2 way splitscreens? I have examples of the two. 2 way 3 way Which do you think works better? Also should I show all of them? Or for example not show the Milk, as Jarate's practically the same? And do you think they should all be from the Spy's POV? Or perhaps from the 'Attacker's?' Also, which weapon would you suggest to show the bleed effect? I was thinking perhaps a cleaver, but if the Scout's standing where the Pyro is in the example clip I showed you and threw it, would viewers understand that he's indeed throwing a cleaver? Just wanting to clear this up before I srcdemo2 all the clips. Phew. Those are a lot of questions for ya :P Obilisk 04:30, 7 October 2015 (PDT)
- There's no need to show all debuffs. The 2-way split-screen clip there already shows everything except the fact that it's not fire-specific. I'd opt for 2 2-way clips: One for damage, such as the flare gun already done there, and then one with the Jarate, because the on-screen effect is obvious when it's gone and because it's one that's easily recognized as a debuff. — Wind 17:13, 10 October 2015 (PDT)
- Take a look at my Quäckenbirdt video. Since it was already accepted, it should give a good hint of what it should look like.
— The preceding unsigned comment was added by Uufje (talk) • (contribs)
- Thanks, I already had the clips recorded, but they're practically identical. Good to see! Obilisk 18:02, 17 October 2015 (PDT)
- Alright how's this? Sorry for the massive delay, been very busy IRL. I've combined some clips throughout as I thought it looked better. I've also added a few small things that I thought should be shown (Such as me shooting the invisible spy at 4:07) However, you tell me if it should be different. Also, when I disguised and used the teleporter at 2:21 I had to disguise as a spy, otherwise my shadow would glitch and show the class' weapon that I disguised as on my shadow. (So the Pyro's flamethrower would show up on the spy's silhouette for example.) For some reason the glitch only occurred in that clip. Also, expect me to be a taking a little longer with demonstrations in the near future, as my schedule is really getting filled up. Obilisk 21:53, 17 October 2015 (PDT)
- Thanks, I already had the clips recorded, but they're practically identical. Good to see! Obilisk 18:02, 17 October 2015 (PDT)
Iron Bomber
Removed damage penalty on self-detonate
Reduced radius penalty from -20% to -15%
This demonstration has been reserved: Obilisk 03:40, 15 September 2015 (PDT)
How's this? Call me lazy, but many of the clips I was able to reuse, since the weapon functioned identically in those clips. Also, at the end of the first clip I hit the backboard with a roller grenade. I've always been meaning to ask, does this matter? Or should I always hit them with a direct hit in future grenade launcher demonstrations? Obilisk 03:34, 16 September 2015 (PDT)
- Nice jump. It doesn't really matter how you hit the wooden target at the back, the point of that is to show the projectile trajectory over a long distance. Is good, please upload~ — Wind 18:45, 26 September 2015 (PDT)
Jag
With the change to Base Construction boost, Jag bonus has improved.
Added +15% swing speed.
Added 20% repair penalty. Repairs will give up to 80hp per swing instead 100hp per swing.
Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
Building pick up speed penalty reduced from 25% to 10%
Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
This demonstration has been reserved: Akuago220, The Jungle Expeditioner (talk) 06:47, 3 July 2015 (PDT)
Loose Cannon
Updated description to better detail the weapon's features.
Mad Milk
Updated description. (Also handy for putting out a fire)
Manmelter
Updated description to better detail the weapon's features.
Maul
Updated description to better detail the weapon's features.
This demonstration has been reserved: Obilisk 22:25, 17 October 2015 (PDT)
Same as the Homewrecker, I don't think the description has changed. Obilisk 00:37, 10 September 2015 (PDT)
- I stand corrected, the description now contains a "+" I think I need glasses haha. Obilisk 19:06, 10 September 2015 (PDT)
How's this? Obilisk 04:36, 20 October 2015 (PDT)
- Is good, please upload~ — Wind 15:23, 25 October 2015 (PDT)
Minigun
Viewmodel has been updated.
- This demonstration has been reserved: Luigifan656 (talk) 15:43, 29 July 2015 (PDT)
Is this here good? https://youtu.be/GUFxZuTWU1o Luigifan656 (talk) 06:31, 30 July 2015 (PDT)
- I personally noticed a few things:
- Quality I think could use some improvement, try increasing your bitrate or quantizer settings when rendering the final video.
- A minor thing, but usually the mouse pointer is already pointing at the backpack icon when the video starts.
- The splitscreen scene looks weird, doesn't look like you centered and cropped the clips well enough. I'm assuming you meant to make a three-way splitscreen, try fiddling around until you can make three equally wide clips next to each other.
- The music ends too soon, the "clack" ending sound should be at the very end.
This is not an official review, but it should give you something to work with before Wind returns. Good luck - Uufje 07:52, 30 July 2015 (PDT)
I am nearly done now, but I can't seem to find a training video mp3 that is as long as my demonstration. Luigifan656 (talk) 10:10, 30 July 2015 (PDT)
- You can find extended music here: http://www.mediafire.com/download/y0gjm9yekjj6zzx/Demonstration+Music+v2.rar - Uufje 13:35, 30 July 2015 (PDT)
Is this here better? https://youtu.be/94Jt9uwb1uU Luigifan656 (talk) 14:27, 30 July 2015 (PDT)
- Hi Luigifan656, first clip looks good to me, though the second clip needs some work.
- Generally speaking, the hud needs to be present in all 3 splitscreens, two of yours appear to be cropped. However, with this specific splitscreen you don't even need the hud present at all, as the splitscreens are comparing the speed rather than the health or ammo.
- Please give more time for the transition.
- Start the splitscreen from a stationary potision, rather than having the heavies already running. (Basically try get the clip to be as identical as the original demonstration )
- During the splitscreen there is no sound. I'd suggest having the shooting clip's sound play as well as the far left sound's play.
- You should swap the splitscreen order, having the shooting clip on the far right and the spinning clip in the middle.
- Don't end the splitscreen clip so suddenly, give some time then unspin the miniguns. (Again, try mimic the original demonstration.)
- Also, are you running a german version of the game? When you shoot the enemies they appear to spark. Not sure if this is an issue or not, but worth noting.
Overall, good attempt at your demonstration dude, the first clip looks spot on to me, though the splitscreens do need some work. I know it seems like a mouthful, splitscreens can be a pain, but most of them are a easy fix. - This is only my opinion, so it'd be worth waiting for Wind's response. Obilisk 19:54, 30 July 2015 (PDT)
- Yeah, the splitscreens don't seem to be centered. The middle clip is good, since the minigun is exactly in the middle, but the other two are still off. Try to fiddle around and make the right and left clips look like the middle one. - Uufje 00:37, 31 July 2015 (PDT)
This is better I think: https://youtu.be/qDKNgbImsZ4 oh, and I am playing on the german version of the game. I hope that isn't bad. Luigifan656 (talk) 07:37, 31 July 2015 (PDT)
- Hmmm what is it? http://prntscr.com/7z90rp RADIST | T | C 07:43, 31 July 2015 (PDT)
Oh, I think Sony Vegas corrupted the file. Weird that I didn't see it when I edited it.
This? https://www.youtube.com/watch?v=1zF0H-HOHHQ&feature=youtu.be Luigifan656 (talk) 13:33, 31 July 2015 (PDT)
Still a few things you need to fix up Luigifan656,
- The splitscreen position and sizes are still a bit off. To get 3 splitscreens even, have the far left track motion as "-640", the middle clip as "0" and the far right as "640" You then want to crop each clip to the size of "640" Doing so will have all three perfectly even.
- The right clip is out of sync. It should sync perfectly with the middle clip. (Starting of the walk and ending of the walk should be perfeclty synced for the two.)
- The far left clip appears to lag/jolt at 0:48.
- There are bullet holes present in your clips all over the walls. To clear them simply type "r_cleardecals" in the console.
- You should allow the miniguns to fully spin down before ending the demonstration. Also, the fade to black for each clip should be synced.
- Also, I don't think the transitions between the clips should fade completely to black, to make them easily merge simply just place one clip over the other with a 0:15 transition. It should look like this. Obilisk 00:54, 1 August 2015 (PDT)
Feel free to wait for Wind's responce, I'm not sure what his opinion is about the minigun spin ups, as he may want them to be walking then spin and walk (Like the original minigun demonstrations are currently) Again though, it's very close to looking nice. Keep it up! Obilisk 00:54, 1 August 2015 (PDT)
- Oh hi. Thanks for iterating pretty quickly on this demonstration. Here's my opinion:
- All of what Obilisk said applies (including spin and walk)
- For Minigun-like weapon demonstrations, it's customary to move a little bit forward in the spawning wooden box so that you are right up against the front wooden barrier during the first clip. This way, in this position, the minigun firing effect won't clip against the top wooden barrier. Do so before starting to record (don't move while recording).
- There is some lag (or perhaps just a jittery mouse) around 0:20-0:23
— Wind 16:50, 2 August 2015 (PDT)
Sorry that it took so long, but I hope this is better now: https://youtu.be/OyQibzGLowA Luigifan656 (talk) 15:43, 9 August 2015 (PDT)
- Hey Luigifan656,
- Another good attempt at the demonstration, but there's still a few things:
- In my opinion you spend just a little too long shooting the pyro. After the 4th or so 'burst' you can increase the fire rate a bit to finish him off, however this may be alright as it is.
- Your splitscreen doesn't appear to be even nor centered, each of the clips should have the crosshair in the middle.
- Your far left splitscreen appears to have a black crosshair, try keep all the colours consistant throughout the demonstration.
- The miniguns need to spin up completely in sync.
- Again, try have the heavy's start in a stationary position, then move all at once and then spin up the miniguns. (Just like the original Minigun demonstration.)
- Overall, again VERY close Luigi, just a few things. Since you said you're using Sony Vegas I made you a quick video on how to get the clips perfectly placed for a 3 way splitscreen. Note this is on Sony Vegas 12.0 Watch here. Ignore the glitches at the end, it's just Sony Vegas not liking to preview it properly. Wind hopefully will be checking the talk page within the next few days, so you should be able to get his opinion soon as well. Hang tight. Obilisk 05:35, 10 August 2015 (PDT)
- I don't have anything to add to what Obilisk said except that no need to worry about #1 (shooting the pyro too long). Nice Vegas tutorial :3 — Wind 15:56, 16 August 2015 (PDT)
Natascha
Added 20% damage resistance while spun up
Stun amount now has distance falloff. Decreases starting at 512hu down to zero stun at 1536Hu
Necro Smasher
Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
Building pick up speed penalty reduced from 25% to 10%
Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
Yes, for the Engineer it functions as a Wrench, and all the Wrench things are demonstrated in this video. - Uufje 01:40, 3 July 2015 (PDT)
Panic Attack
Base Fire rate increased (from 15% to 30%)
Base reload speed increased (from 33% to 50%)
Added increased switch to speed by +50%
This demonstration has been reserved: Obilisk 01:55, 1 August 2015 (PDT)
- Hey, Obilisk can't access the wiki, so I'm posting this here for him. Quote from Obilisk: " How's this? Overall I think everything's covered except for the faster weapon switch to the Panic Attack. How would you suggest showing it? I would have done the usual 'shoot primary, shoot secondary, swing melee' like the degreaser, but it's a bit more tricky than that, as the Panic Attack has to be reloaded first in order to shoot. Would I perhaps have the shotgun in the splitscreen also unloaded then compare? Or something completley different? As usual, your call." Karmacharger 9:08 PM 8/6/2015 (PDT)
- The usual "shoot primary, shoot secondary, swing melee" with splitscreen against vanilla loadout. The weapon has to be pre-loaded and that's part of the deal you get by having this weapon, so the vanilla shotgun should be fully loaded when comparing. Might also want to show it with 200/100/1 HP to see if that tilts the balance from one side to the other — Wind 15:56, 16 August 2015 (PDT)
- I made a test clip(s) how's this? Not sure if it's noticeable but switching after shooting the rocket is hard to predict, as you can almost switch instantly (cutting off the audio for the rocket) or wait for the entire sound to happen then switch, not sure if it matters too much, but I think It to sync rather well. Do you think the three way splitscreen works? I was thinking that I should at least change the weapon to idle the end clip with the rocket launcher, as the shovel's not visible on the 3 way splitscreen, or I could change to the shotgun and reload if necessary. Also, do you think what I have recorded here shows that it only has a faster switch speed to the panic attack? Or should I try a different method to show it? And last but not least, ignore the steam messages I receive while recording, this is all just a fraps preview so nothing has been edited properly. Obilisk 04:40, 20 August 2015 (PDT)
- I think the final weapon should be the shotgun instead of the shovel, such that it is visible on 3-way and you can reload the stock shotgun. Though you're right that it doesn't show which switch it accelerates or not. No matter what you do, it's going to be pretty hard to notice at this speed and when there's so much going on on the screen so I'd say not worth showing. — Wind 20:21, 9 September 2015 (PDT)
- Alrighty, how's this? I redid just the two way splitscreen. Obilisk 06:41, 12 September 2015 (PDT)
- I think the final weapon should be the shotgun instead of the shovel, such that it is visible on 3-way and you can reload the stock shotgun. Though you're right that it doesn't show which switch it accelerates or not. No matter what you do, it's going to be pretty hard to notice at this speed and when there's so much going on on the screen so I'd say not worth showing. — Wind 20:21, 9 September 2015 (PDT)
- I made a test clip(s) how's this? Not sure if it's noticeable but switching after shooting the rocket is hard to predict, as you can almost switch instantly (cutting off the audio for the rocket) or wait for the entire sound to happen then switch, not sure if it matters too much, but I think It to sync rather well. Do you think the three way splitscreen works? I was thinking that I should at least change the weapon to idle the end clip with the rocket launcher, as the shovel's not visible on the 3 way splitscreen, or I could change to the shotgun and reload if necessary. Also, do you think what I have recorded here shows that it only has a faster switch speed to the panic attack? Or should I try a different method to show it? And last but not least, ignore the steam messages I receive while recording, this is all just a fraps preview so nothing has been edited properly. Obilisk 04:40, 20 August 2015 (PDT)
- The usual "shoot primary, shoot secondary, swing melee" with splitscreen against vanilla loadout. The weapon has to be pre-loaded and that's part of the deal you get by having this weapon, so the vanilla shotgun should be fully loaded when comparing. Might also want to show it with 200/100/1 HP to see if that tilts the balance from one side to the other — Wind 15:56, 16 August 2015 (PDT)
Overdose
Updated description to better detail the weapon's features.
Persian Persuader
Updated description to better detail the weapon's features.
Also worth noting that you can't pick up weapons for health any longer as players now drop ammo packs. Obilisk 05:00, 24 October 2015 (PDT)
Pomson 6000
Über and Cloak drain decreases over distance from target.
Power Up Canteen
Doesn't show Canteen Specialist upgrades like Battery Canteens demo does Toomai Glittershine 10:04, 26 June 2014 (PDT)
Quick-Fix
Updated description to better detail the weapon's features.
Quickiebomb Launcher
Damage is now increased based on charge amount when the bomb is fired
Robo-Sandvich
Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit
- As far as I know since I still have the Robo-Sandvich, Valve didn't update the description to include the note about its attributes like Sandvich. No need to be redone (for now). Rikka Takanashi (talk) • (contributions) 16:33, 10 July 2015 (PDT)
Rocket Jumper
Updated description to better detail the weapon's features.
Sandvich
Updated description to note that this item can be thrown (alt-fire) to supply players with a medkit
Sapper
Decreased the damage penalty on Sentries sapped by the Spy from -66% to -33%
Saxxy
- This demonstration has been reserved: Karmacharger 2:05 PM 10/31/2015 (PDT)
Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
Building pick up speed penalty reduced from 25% to 10%
Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
Yes, for the Engineer it functions as a Wrench, and all the Wrench things are demonstrated in this video. - Uufje 01:40, 3 July 2015 (PDT)
Scorch Shot
Reduced damage penalty from -50% to -35%
Now has increased knock back on burning targets
Increased the blast radius from flares from 92Hu to 110Hu
Hits and explosions always minicrit burning targets
Scotsman's Skullcutter
Updated description to better detail the weapon's features.
How's this? Obilisk 02:42, 3 October 2015 (PDT)
- Is good, please upload~ — Wind 21:08, 4 October 2015 (PDT)
Sentry Gun
Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
- This demonstration has been reserved: Karmacharger 3:07 PM 7/27/2015 (PDT)
- https://www.youtube.com/watch?v=wOuwYJKoiIY At 3:49 for some reason my sentry can hit that spy if he taunts Karmacharger 5:06 PM 8/17/2015 (PDT)
- Even if it's the crab taunt? Maybe you just got unlucky sentry placement. Please try again a few times, I really would like to keep spycrab as long as possible. If not then please upload~ — Wind 20:21, 9 September 2015 (PDT)
- I tried many times, no matter how i place my buildings, my Sentry can still hit him if he taunts, and yes even the crab taunt :/ Karmacharger 4:11 PM 9/13/2015 (PDT)
- https://youtu.be/KoK9kv-MRCI I re-recorded all the clips which has lagging-movements, and rendered in Srcdemo2 Karmacharger 3:28 PM 9/19/2015 (PDT)
- Oh well, no taunt. :( Is good, please upload~ — Wind 18:45, 26 September 2015 (PDT)
- https://youtu.be/KoK9kv-MRCI I re-recorded all the clips which has lagging-movements, and rendered in Srcdemo2 Karmacharger 3:28 PM 9/19/2015 (PDT)
- I tried many times, no matter how i place my buildings, my Sentry can still hit him if he taunts, and yes even the crab taunt :/ Karmacharger 4:11 PM 9/13/2015 (PDT)
- Even if it's the crab taunt? Maybe you just got unlucky sentry placement. Please try again a few times, I really would like to keep spycrab as long as possible. If not then please upload~ — Wind 20:21, 9 September 2015 (PDT)
- https://www.youtube.com/watch?v=wOuwYJKoiIY At 3:49 for some reason my sentry can hit that spy if he taunts Karmacharger 5:06 PM 8/17/2015 (PDT)
Soda Popper
Updated description to better detail the weapon's features.
Short Circuit
Projectile destruction has been moved to alt-fire at the cost of -15 per shot. There is a 0.5s cool down between attempts and refire
Cannot pick up buildings when the Short Circuit is deployed
Southern Hospitality
Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
Building pick up speed penalty reduced from 25% to 10%
Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
Splendid Screen
Updated description to better detail the weapon's features.
Teleporter
Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
- This demonstration has been reserved: Karmacharger 3:02 PM 7/27/2015 (PDT)
- https://www.youtube.com/watch?v=iLf9W61Hots I couldn't find the "building only" 3 split-screen hud. I'm pretty sure Armisael modified the hud himself just for the video, it's a shame he didn't release it on public or whatsoever. Anyway, tell me what you think about the video. Also Wind, sorry about that i reserved more than 4 demonstrations at a time, just hoping can get stuff done as soon as possible before any big update release or something, hope you don't mind :> Karmacharger 9:02 PM 9/25/2015 (PDT)
- More work done is good, especially when I'm late on reviews... All is good, please srcdemo2. — Wind 18:45, 26 September 2015 (PDT)
- https://www.youtube.com/watch?v=lxLcHw9eDhk At 2:51, yes that darn bread. I don't think i have a second chance to render that clip again, because my game crashes everytime during the half-way render due to it's too long. I have to borrow my friend's PC with greater specs to render. I hope that's acceptable... Karmacharger 3:02 AM 10/25/2015 (PDT)
- Is good, please upload~ — Wind 15:23, 25 October 2015 (PDT)
- https://www.youtube.com/watch?v=lxLcHw9eDhk At 2:51, yes that darn bread. I don't think i have a second chance to render that clip again, because my game crashes everytime during the half-way render due to it's too long. I have to borrow my friend's PC with greater specs to render. I hope that's acceptable... Karmacharger 3:02 AM 10/25/2015 (PDT)
- More work done is good, especially when I'm late on reviews... All is good, please srcdemo2. — Wind 18:45, 26 September 2015 (PDT)
- https://www.youtube.com/watch?v=iLf9W61Hots I couldn't find the "building only" 3 split-screen hud. I'm pretty sure Armisael modified the hud himself just for the video, it's a shame he didn't release it on public or whatsoever. Anyway, tell me what you think about the video. Also Wind, sorry about that i reserved more than 4 demonstrations at a time, just hoping can get stuff done as soon as possible before any big update release or something, hope you don't mind :> Karmacharger 9:02 PM 9/25/2015 (PDT)
Tide Turner
Self damage will no longer decrease charge when charging
Fall damage will no longer decrease charge when charging
Amount of charge taken away on damage when charging reduced from 3 to 1 per point of damage
Tomislav
Now 20% more accurate (less spread)
Increased spin up bonus from 10% to 20%
This demonstration has been reserved: Jimbo Jones (talk) 18:26, 31 August 2015 (PDT)
Ullapool Caber
Reduced explosion base damage from 100 to 75
Reduced damage ramp up bonus for close range attacks. Now is the same as other explosive weapons.
Vaccinator
Resistance and Über mechanism changed, see patch notes.
Wrangler
Ammo and Repair given to a shielded Sentry is reduced by the strength of the shield (66% reduced) when shield is active
Wrench
Increased base wrench construction speed on hit boost by 50%. Buildings now build 2.5x faster instead of just 2x (additive of 1.5x + base speed)
Teleporters and Dispensers redeploy +50% faster (2.5x without wrench boost, 5.5x with wrench boost)
Building pick up speed penalty reduced from 25% to 10%
Building repair costs increased from 20 metal to 33 metal to repair 100hp per wrench hit (from 5HP per metal to 3HP per metal)
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.
Mannpower Perks
As Mannpower has been released as an official game mode (and is still confusing to players), I was thinking there should be videos on the different perks in Mannpower and what they do. I was thinking it'd primarily be in a split screen point of view for most of the time with most of the perks. For example, Resistance could have one side be a Soldier launching rockets on a normal class and the same except the normal class has the Resistance perk instead. I also think maybe including showing the icon that appears above the head would need to be. I'm just pitching it out there, so don't feel inclined to start doing the videos if you agree. Punishment Fatal (talk) 01:18, 31 October 2015 (PDT)
- It would be interesting to demonstrate all of the perks, although in a similar sense we haven't demonstrated the Halloween Spells, Mannpower however, is an all year 'round game mode so it may make an exception. Let's see what Wind thinks. Personally I think it could be cool to show, but it would be a very long demonstration and it may require a number of redos, as Valve seem to update the perks heaps. (Although since Mannpower is out of beta the perk updates may come to a halt.) Obilisk 03:21, 4 November 2015 (PST)
- I think it'd be cool to show both mannpower perks and halloween spells. We could have a rule like "cannot make a demonstration until at least 2 months have passed since the last change to this perk" to cut down on the redos. — Wind 15:11, 8 November 2015 (PST)
The Gun Mettle rebalancing
You guys better clear out your schedules, because Valve has a big order coming up. My guestimate is that about a fifth of all videos need to be redone.--Henke37 (talk) 04:46, 2 July 2015 (PDT)
- Yeah, when I saw the list of update notes tears of either joy or sadness came down my cheeks... Not sure which though, haha. Obilisk 06:31, 2 July 2015 (PDT)
- Well, looks like it's time to dust off Fraps and get back into the swing of things here. --Akuago220, The Jungle Expeditioner (talk) 06:42, 2 July 2015 (PDT)
- Did anyone miss me? I'm ready to help too. - Uufje 08:12, 2 July 2015 (PDT)
- Well, i think that we are ready for this update.PETPO (talk) 08:21, 2 July 2015 (PDT)
- Let's do this. Karmacharger 1:30 AM 7/3/2015 (PDT)
- Well, looks like it's time to dust off Fraps and get back into the swing of things here. --Akuago220, The Jungle Expeditioner (talk) 06:42, 2 July 2015 (PDT)
Phew.wav. I've put everything in here that was changed. It's probably not perfect, please correct or add anything if needed. - Uufje 01:40, 3 July 2015 (PDT)
- Good luck to all. Might want to wait a week or so before doing the updated weapons in case they tweak the balance changes a bit? Or feel free to redo them right away if you're feeling adventurous and don't mind having to redo things. — Wind 21:37, 4 July 2015 (PDT)
Pending videos
On the project page I see a list of videos that are done and good to go, but haven't been uploaded yet. Apparently we're waiting for thumbnails? It's been five months since anything was uploaded to the channel. Isn't there a way to get those thumbnails? - Uufje 02:03, 3 July 2015 (PDT)
- Yeah, it's getting badly needed at this point. RagnarHomsar used to do all of them, and got (understandably) tired of doing so. He did write a guide on how to make those thumbnails though. If anyone has Windows + a bunch of free time + HLMV setup + Photoshop, please try following that guide and see if it's doable — Wind 21:37, 4 July 2015 (PDT)
- Apparently you need a resolution of 2560x1440... goodness. I'll fiddle around with it and see if I can make it work, but I can't promise anything. - Uufje 02:33, 5 July 2015 (PDT)
- Alright, I've got it to work! I'll start working on cranking out some thumbnails. - Uufje 06:18, 8 July 2015 (PDT)
- Thanks a lot for doing these. There's a huge backlog to go through :( — Wind 15:20, 12 July 2015 (PDT)
- Still very busy (got a flight to catch in 3 hours and I'm just sitting here reviewing weapon demonstration videos (now there's a sentence that will get me on various 3-lettered agencies' watchlist)), will try to release some videos next weekend. — Wind 18:10, 26 July 2015 (PDT)
- Thanks a lot for doing these. There's a huge backlog to go through :( — Wind 15:20, 12 July 2015 (PDT)
- Alright, I've got it to work! I'll start working on cranking out some thumbnails. - Uufje 06:18, 8 July 2015 (PDT)
- Apparently you need a resolution of 2560x1440... goodness. I'll fiddle around with it and see if I can make it work, but I can't promise anything. - Uufje 02:33, 5 July 2015 (PDT)
The jack
The new gamemode has a weaponlike item that you pickup and throw. I think it would be ideal for a demonstration video.--Henke37 (talk) 07:27, 20 August 2015 (PDT)
Strangifier
I forgot to mention, I made a Strangifier Demonstration quite a while ago and completley forgot about it. Think it's worth having anywhere? Otherwise I may trash it. Obilisk 04:56, 27 August 2015 (PDT)
- If you can set it to music and fix the UI glitches in the scout loadout view (slots appearing as hovered even though they're not) then sure, it's a good tool demonstration. You can fix the UI glitches by taking a snapshot of the scout inventory, cropping out just the item boxes (primary slot and cosmetic slot), and putting them on top of the video in all frames where the cursor isn't on top of the slots. — Wind 20:21, 9 September 2015 (PDT)
- Alright, I masked out the loadout view, but the problem is doing so makes the footage half of the old UI and half new. Tell me what you think. Overall it probably won't work out. :( Obilisk 18:12, 12 September 2015 (PDT)
- Yeah, bleh. Also the Scattergun is visible at 1:57, lol. Please upload the old footage with music. Also, raise the volume on it to match other weapon demonstrations. This is very quiet. — Wind 18:45, 26 September 2015 (PDT)
- Haha, can't believe I missed the scattergun, I was too busy focusing on the right side of the screen obviously... Alright I have updated / downdated..? The video. How's this? I've also included the download link, if all is good. Obilisk 03:12, 27 September 2015 (PDT)
- Is good, please upload~ — Wind 21:08, 4 October 2015 (PDT)
- Haha, can't believe I missed the scattergun, I was too busy focusing on the right side of the screen obviously... Alright I have updated / downdated..? The video. How's this? I've also included the download link, if all is good. Obilisk 03:12, 27 September 2015 (PDT)
- Yeah, bleh. Also the Scattergun is visible at 1:57, lol. Please upload the old footage with music. Also, raise the volume on it to match other weapon demonstrations. This is very quiet. — Wind 18:45, 26 September 2015 (PDT)
- Alright, I masked out the loadout view, but the problem is doing so makes the footage half of the old UI and half new. Tell me what you think. Overall it probably won't work out. :( Obilisk 18:12, 12 September 2015 (PDT)
Shred Alert
So it appears the current video of the Shred Alert has a glitch occurring on the Engineer's loadout, it's funny that neither of us spotted it first time 'round haha, I couldn't just redo the for the Engineer's loadout due to the new UI, so I redid them all. How's this? I double checked the loadout views this time haha. Obilisk 07:23, 3 October 2015 (PDT)