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

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({{icon item|Conscientious Objector|16px}} Conscientious Objector)
m (Need to be redone)
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I really just don't see the need for this. There are certain weapons that aren't tradeable - we don't demonstrate those - and this really isn't a weapon specific feature. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 21:52, 18 September 2012 (PDT)
 
I really just don't see the need for this. There are certain weapons that aren't tradeable - we don't demonstrate those - and this really isn't a weapon specific feature. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 21:52, 18 September 2012 (PDT)
 
: Neither is Pyroland, and yet the [[Rainblower]] shows that off. [[User:Balladofwindfishes|Balladofwindfishes]] 04:49, 19 September 2012 (PDT)
 
: Neither is Pyroland, and yet the [[Rainblower]] shows that off. [[User:Balladofwindfishes|Balladofwindfishes]] 04:49, 19 September 2012 (PDT)
 +
::Pyroland is visible in firstperson, and has several gamechanging effects - different textures, different sounds, different models. Decals aren't visible in firstperson, and don't change anything. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 04:58, 19 September 2012 (PDT)
  
 
=={{icon item|Dead Ringer|16px}} [[Dead Ringer]]==
 
=={{icon item|Dead Ringer|16px}} [[Dead Ringer]]==
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:Unzoom a little during the 4-split-screen speed comparison. It's ok if it's zoomed, but not that much. Is all~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:59, 18 September 2012 (PDT)
 
:Unzoom a little during the 4-split-screen speed comparison. It's ok if it's zoomed, but not that much. Is all~ — [[User:WindPower|<span style="font-weight:bold;">Wind</span>]] 20:59, 18 September 2012 (PDT)
 
::i have never zoomed the 4-split-screen speed comparison clips , i used the 6-way splitscreens hud for the health hud so let view easy to see it [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 1:51  ,  9/19/2012 (PDT)
 
::i have never zoomed the 4-split-screen speed comparison clips , i used the 6-way splitscreens hud for the health hud so let view easy to see it [[File:Charger 2.png|20px|]] [[User:Karmacharger|<span style="font-weight:bold;">Karmacharger</span>]] 1:51  ,  9/19/2012 (PDT)
 +
:::Then zoom out so we can see more than a quarter of each shot. — [[User:Armisael |'''Armisael''']] <small>([[User_talk:Armisael |T]] · [[Special:Contributions/Armisael |C]])</small> 04:58, 19 September 2012 (PDT)
  
 
=={{icon item|Force-A-Nature|16px}} [[Force-A-Nature]]==
 
=={{icon item|Force-A-Nature|16px}} [[Force-A-Nature]]==

Revision as of 11:58, 19 September 2012


Needed

Power Up Canteen Power Up Canteen

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 8:43 , 9/12/2012 (PDT)

it's going to take a little longer. User Karmacharger Charger 2.png Karmacharger 8:44 , 9/12/2012 (PDT)

http://youtu.be/pna2cIBqH08 i'm sure this version is not perfect as well but still let me know what's wrong with this one. User Karmacharger Charger 2.png Karmacharger 4:33 , 9/17/2012 (PDT)

That's not bad at all~ I think just the order is a bit bad. Here's a suggestion:
  • Start with Scout loadout and world view (same as current video)
  • Show all 4 canteen clips for the Scout
  • Show Soldier loadout view and world view
  • Make a new clip with the Soldier going to an upgrade station, open the Canteen tab, and hover the 4 canteens available. Don't select them, just show that they are there, just like you hover items in the loadout view
  • Show Pyro loadout view and world view
  • Make a new clip with the Pyro going to an upgrade station, open the Canteen tab, and hover the 4 canteens available, same as Soldier
  • Do the same for Demoman and Heavy
  • Show Engineer loadout view and world view
  • Make a new clip with the Soldier going to an upgrade station, open the Canteen tab, and hover the 4 "normal" canteens available, then get 3 of the upgrade buildings canteen. Then show the buildings upgrade clip
  • Show Medic loadout view and world view
  • Make a new clip with the Medic going to an upgrade station, open the Canteen tab, and hover the 4 canteens available, same as Soldier
  • Do the same for the Sniper and the Spy

That keeps each class separated from the others and it means the viewer doesn't have to wait a minute and a half before getting to the meat of the demonstration. Also, one thing for the Scout "teleport to base" clip: You switch weapons right when the speed boost ends. It makes it look like it's because you switch weapons that the speed boost end, which is not true. So switch weapons before or after the speed boost, but not at the moment when it ends. And one thing for the first two Scout canteens: remove a little bit of the beginning of the clip when you wait for the robots to come. Start the clip around the time when the first robot is about to fall on the ground. The clip can be a little shorter with this. Thanks~ — Wind 20:59, 18 September 2012 (PDT)

Little question about the canteens that you MIGHT want to show in the video if it's true. For the ammo refill canteen, does it also refill your sentry's ammo? And does it fill the dispenser to max? If it does, would that be something to showcase?--Uknownada 23:29, 18 September 2012 (PDT)

Need to be redone

Amputator Amputator

Pictogram comment.png New sounds Pictogram wait.png This demonstration has been reserved: Ben10508 14:46, 5 September 2012 (PDT)

http://www.youtube.com/watch?v=kkcso8ytnqo

Download Ben10508 07:08, 8 September 2012 (PDT)

Is there a reason you move off the amputator in the backpack screen? Also, you should show the soldier in the last clip before he starts firing rockets. — Armisael (T · C) 07:14, 8 September 2012 (PDT)
What Armisael said; also, Youtube cut the last bit, which kind of makes the ending awkward. The camera is also still in movement during the last frame; ideally it should be still — Wind 01:30, 9 September 2012 (PDT)

Hopefully this is good enough

Download Ben10508 13:49, 10 September 2012 (PDT)

I noticed mistakes in my previous video. Here is a revision Ben10508 19:36, 12 September 2012 (PDT)

Audio still got cut but it'll do. Thanks, please upload~ — Wind 23:09, 12 September 2012 (PDT)

http://www.mediafire.com/?xwx7wxq61xnj266 Ben10508 12:54, 13 September 2012 (PDT)

Conscientious Objector Conscientious Objector

Pictogram comment.png Decals

As discussed in IRC, this demo could be enhanced by showing the Objector can have decals applied. It's the main selling point of the weapon, and the reason it exists. It's basically the only gimmick the weapon has, and it's very much a part of the weapon that should be demoed. Balladofwindfishes 19:47, 16 September 2012 (PDT)

Are we going to implement a policy that all decalable weapons (and pyroland cosmetics) are going to require the demonstrator to use up a reasonably expensive item to demonstration something that is, outside of the backpack, totally unnoticeable from a first person point of view? There's already a technical demonstration that shows precisely this, on Decal Tool. We can also put it on the objector's page. — Armisael (T · C) 19:58, 16 September 2012 (PDT)
You can fake it, just replace the decal texture VTF. The demo could probably get away with just showing (in side by side) that decals show up, and how they show up (and not actually using the decal), which doesn't require anything more than a VTF edit. Balladofwindfishes 13:57, 17 September 2012 (PDT)

I really just don't see the need for this. There are certain weapons that aren't tradeable - we don't demonstrate those - and this really isn't a weapon specific feature. — Armisael (T · C) 21:52, 18 September 2012 (PDT)

Neither is Pyroland, and yet the Rainblower shows that off. Balladofwindfishes 04:49, 19 September 2012 (PDT)
Pyroland is visible in firstperson, and has several gamechanging effects - different textures, different sounds, different models. Decals aren't visible in firstperson, and don't change anything. — Armisael (T · C) 04:58, 19 September 2012 (PDT)

Dead Ringer Dead Ringer

I've seen some occasions where the Dead Ringer will not feign death at lower HPs (1, 5, etc.) Perhaps this feature should be demonstrated. -- ReadyAimFire 11:58, 9 September 2012 (PDT)

If you died immediately afterwards, that's probably because the damage killed you through the reduction (after all, it only takes 50 damage to kill you if you're at 5). — Armisael (T · C) 12:07, 9 September 2012 (PDT)

Escape Plan Escape Plan

Pictogram comment.png Kamikaze Taunt kill

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 2:32 , 9/16/2012 (PDT)

Question: the splitscreen gui isn't working for me, how do I get it to work? Stuntrally 13:54, 9 September 2012 (PDT)
All the splitscreen files do is bring your hud elements in closer to the center of the screen. You still have to record two different shots and edit them together in an external video editor. — Armisael (T · C) 13:56, 9 September 2012 (PDT)

http://youtu.be/jGN0Sv3654Y User Karmacharger Charger 2.png Karmacharger 6:39 , 9/18/2012 (PDT)

Unzoom a little during the 4-split-screen speed comparison. It's ok if it's zoomed, but not that much. Is all~ — Wind 20:59, 18 September 2012 (PDT)
i have never zoomed the 4-split-screen speed comparison clips , i used the 6-way splitscreens hud for the health hud so let view easy to see it User Karmacharger Charger 2.png Karmacharger 1:51 , 9/19/2012 (PDT)
Then zoom out so we can see more than a quarter of each shot. — Armisael (T · C) 04:58, 19 September 2012 (PDT)

Force-A-Nature Force-A-Nature

Pictogram comment.png New backpack stats (gameplay is not changed)

Pictogram wait.png This demonstration has been reserved:Armisael (T · C) 04:49, 12 September 2012 (PDT)

http://youtu.be/3NT9yZCWCxwArmisael (T · C) 17:01, 13 September 2012 (PDT)
Is good, please upload~ — Wind 12:46, 15 September 2012 (PDT)

Over a week and no video. User Karmacharger Charger 2.png Karmacharger 7:45 , 9/12/2012 (PDT)

KGB KGB

Pictogram comment.png Heavy's voice gets distorted at 0:08

Pictogram wait.png This demonstration has been reserved: Senc1 05:12, 18 September 2012 (PDT)

On the KGB video at 0:08 when Heavy says "Take That!" his voice gets distorted and high pitched. Seems something might have gone astray during rendering. Link to time here. Balladofwindfishes 19:05, 12 September 2012 (PDT)

That's not a huge problem, plus it wasn't distorted or high pitched, its just that right after he started to say "and this!" he said "hah!" Ben10508 19:13, 12 September 2012 (PDT)

I don't really think that's worth to redo of a small reason. User Karmacharger Charger 2.png Karmacharger 2:03 , 9/13/2012 (PDT)

It's not a bug, it's the beginning of "und dat" followed by the "Hah!" sound on kill which cuts the previous sound, so that you hear "und Hah!" — Wind 23:09, 12 September 2012 (PDT)

We do not need a redo for this weapon Senc1 Ben10508 14:48, 18 September 2012 (PDT)

Medi Gun Medi Gun

Pictogram wait.png This demonstration has been reserved:Armisael (T · C) 22:08, 9 September 2012 (PDT)
The current weapon demonstration does not display that you cannot ubercharge someone carrying the intelligence. OrangeJuicePanda 15:29, 1 August 2012 (PDT)

True it's needed to show that , so let me try on it. User Karmacharger Charger 2.png Karmacharger 6:54 , 8/2/2012 (PDT)
Also don't forget to show that you also can't ubercharge yourself if you are carrying it.OrangeJuicePanda 21:18, 2 August 2012 (PDT)
Got it. User Karmacharger Charger 2.png Karmacharger 12:24 , 8/3/2012 (PDT)
http://youtu.be/dHm0kvVgh8A , at 3:05 i know the ubercharge HUD meter is not same as the current medigun video at 3:23. i tired each hud on the Weapon Demonstration Splitscreen HUDs_0 3 way splitscreen none of them is same as the current medigun video at 3:23. User Karmacharger Charger 2.png Karmacharger 1:45 , 8/5/2012 (PDT)
Things~
  • There is a frame of full black between the backpack view and the first game clip. It makes the screen blink
  • Are you using an srcdemo shutter angle of 360 or something? It looks very blurry. Please don't use more than 180 degrees. This applies to the other demonstrations too, except the Alien Swarm Parasite because it would take too long to re-render all of that
  • Please use 10-seconds intervals in the 3-way split-screen comparison, like the other medigun demos. This is important, as the heal numbers are very different as you can see by the numbers shown in this video (the same values, at the beginning)
  • In the ubercharge clip at 3:30, when the uber is at 50% or so, move in front of the heavy to show that you too are invincible
  • In the spy ubercharge clip, before ubering, have the spy change disguise to show if healing continues, then remove the disguise to show that healing stops, then re-disguise, re-heal, uber, then again change the disguise (in the middle of the uber) and break the disguise (still in the middle of the uber)
  • The can't-uber-someone-with-the-intel could be demonstrated better:
    • Have two BLU bots (heavy and a sniper or something), and one RED soldier aiming at the desk, with the intel intact on there, uber ready
    • Uber the heavy
    • Make the heavy pick up the intel (while being ubered) to show the uber drop
    • While the uber is still going on, switch between the heavy and the sniper to show that the uber still works on regular bots
    • While the uber is still going on, have the Soldier fire at the heavy to show that the uber does not work on him (do this at the same time as the previous step)
Not easy (you probably need a human to help you insted of bots) but I think it would be clearer that way. Maybe it won't be clear if the uber is too short and not all of this can be demonstrated properly because there is not enough time. If that is the case, then go for something simpler (uber heavy, heavy walks to pick up flag, uber dies).
  • If you're going to show ubercharge-intelligence interaction, you should also show cannot-cap-point-with-ubercharge-but-can-defend-it, and cannot-move-cart-with-ubercharge-but-can-block-it

That should do it~ — Wind 16:20, 8 August 2012 (PDT)

You should be able to fix the hud in the 3:23 clip with some very minor tinkering, by the way. — Armisael (T | C) 13:38, 10 August 2012 (PDT)
@Armisael That's what i headace for , i can't find the same hud as the current video (3 way split-screen) i tired both "3-splitscreen Demo - ammo & health" and "3-splitscreen Demo - no ammo & health" okey after in game the ubercharge Meter hud is still isn't same as the current video...i can't do anything about it. User Karmacharger Charger 2.png Karmacharger 12:38 , 8/11/2012 (PDT)
If you open up tf/scripts/hudlayout, go to the "HudMedicCharge and change the "xpos" value to "664", it should fix that problem. — Armisael (T | C) 03:30, 11 August 2012 (PDT)
Something has changed the ubercharge meter goes to left , or can you just upload the hudlayout.res and send to my talk? that would not be hard...mind to help? User Karmacharger Charger 2.png Karmacharger 2:27 , 8/12/2012 (PDT)
My bad. It's "r414". This time I actually tested it, even. — Armisael (T | C) 11:39, 11 August 2012 (PDT)
Thanks alot! it's worked. User Karmacharger Charger 2.png Karmacharger 11:30 , 8/13/2012 (PDT)

i don't think i can do this , because some problem with my network. people can't join my server with hamachi or whatever. User Karmacharger Charger 2.png Karmacharger 8:35 , 8/16/2012 (PDT)

Make sure to set sv_lan 0 (and do a changelevel after that so that it takes effect) — Wind 19:55, 17 August 2012 (PDT)
i tired it too but still people can't join it. User Karmacharger Charger 2.png Karmacharger 3:35 , 8/18/2012 (PDT)

Just pointing out, the current version didn't show that the Medic can uber an enemy spy. So that should be done in the redo, shouldn't it?--Uknownada 22:29, 31 August 2012 (PDT)

http://youtu.be/DKQFj9F7r9g Not entirely happy with the overheal decay rate clips, and it doesn't have a cart-pushing clip, but I thought I should get something out. — Armisael (T · C) 13:54, 2 September 2012 (PDT)

The triple split-screen has a wrong delay: 5 seconds between 3rd and 2nd, 10 seconds between 2nd and 1st. Second triple-split-screen is a pretty good idea~
The charge-multiple-people-at-once thing could use a noneven split-screen or perhaps a picture-in-picture to show the drain rate difference.
Use a BLU Spy and a RED Medic in spy clip, not the opposite.
For the intelligence clip, try taking the intel while being ubered first (so don't switch to the saw)
Also needs to show that it can be used to defend control points from being captured, as that is not intuitive since it blocks capturing — Wind 16:34, 3 September 2012 (PDT)
http://youtu.be/MoSOEfekA54Armisael (T · C) 20:48, 12 September 2012 (PDT)
Clip at 2:34 has different contrast than the others. Also, poor music mixing during that clip (2:33). Uber is cut at 3:54 (should wait until it completely fades and then still have a few seconds of nothingness before the next clip). The Soldier-picks-up-the-intel clip doesn't show well enough that you can't uber him after the intel is picked up, because he is healed during the last few "blinking" seconds of the uber during which new targets are not ubered as shown by the video itself at 4:02 — Wind 23:09, 12 September 2012 (PDT)
http://youtu.be/fhVC-Ptdpj0Armisael (T · C) 09:07, 13 September 2012 (PDT)
Is good, please upload~ — Wind 12:46, 15 September 2012 (PDT)

Kritzkrieg Kritzkrieg

Pictogram wait.png This demonstration has been reserved:Armisael (T · C) 21:52, 18 September 2012 (PDT)
The other two Medigun videos shows the longer a target has been hurt, the faster the heal rate. This one doesn't.--Uknownada 19:26, 17 September 2012 (PDT)

Engineer melee makeover

Wrench Wrench

Pictogram comment.png No special considerations

Pictogram wait.png This demonstration has been reserved:Armisael (T · C) 05:16, 9 September 2012 (PDT)

http://www.youtube.com/watch?v=_jkKcUHpGGMArmisael (T · C) 16:14, 31 August 2012 (PDT)
Looking at that again, the metal counter's screwing up, and TF2 doesn't seem inclined to make that work again, so I'm trading with ragnar (I think). — Armisael (T · C) 21:13, 31 August 2012 (PDT)
Try to get a better camera angle for the last two clips (or copy the existing ones). The current wrenches demos have the Soldier and the Spy clearly visible in the Engineer's field of view most of the time, with little need for movement. This is more important for the sapper spam clip because it's funny to see the spy's expression change as the sappers get destroyed — Wind 16:34, 3 September 2012 (PDT)
http://www.youtube.com/watch?v=dXXPy48y25s -- Ragnar Homsar 18:30, 3 September 2012 (PDT)
The fades are too long; a 0.5 second transition from one clip to the other is enough. In the building speed comparison clip, the view on the right was moved (oh my, my poor OCD) and the metal counter didn't cooperate (I know it's hard to get it to cooperate, but you did it in the clip that followed, so try to get it to cooperate again). In all clips, cut them a little shorter so that the "+200" at the beginning doesn't show up.

http://www.youtube.com/watch?v=M0sWihtGUNc Ragnar has stated in IRC that he is no longer working on this demo (and I think the week was up anyways.) — Armisael (T · C) 05:16, 9 September 2012 (PDT)

Bad music mixing (sorry) at 1:09. But yay working metal counters — Wind 21:28, 9 September 2012 (PDT)
http://youtu.be/o3jCGVGJ7jMArmisael (T · C) 22:08, 9 September 2012 (PDT)
Is better. Please upload~ — Wind 22:50, 9 September 2012 (PDT)

Is it just me, or is the video gutting out way too early? I ends while in the middle of the clip where the spy is sapping the dispenser, before he demonstrates the fact that sappers can be placed faster than the engineer can remove them then repair his dispenser. Ghostchicken8 16:58, 13 September 2012 (PDT)

The new video hasn't been released to the public yet, and the old video didn't have that section at all. — Armisael (T · C) 17:01, 13 September 2012 (PDT)

Eureka Effect Eureka Effect

Pictogram comment.png No special considerations

Pictogram wait.png This demonstration has been reserved: Ben10508 17:29, 31 August 2012 (PDT)

http://www.youtube.com/watch?v=WbDjTMz8-KQ Ben10508 17:21, 7 September 2012 (PDT)

Couple of things here:
  • Please put the building-dispenser-with-wrench clip on the right for consistency with the other wrench videos
  • "+200" metal visible at the beginnng of some clips
  • Repair clip starts too soon (Soldier fires a rocket before the fade is even over)
  • Metal counter is screwy in that clip (it's a pain to get that to render properly in demos)
  • In the clip at 1:36, the HUD ammo counter is not blinking. It is stuck in the purple-ish tone
  • The metal counter has the same glitch in that clip
  • Spy sapper clip starts too soon as well
  • Audio at the end is cut off

Wind 01:30, 9 September 2012 (PDT)

How do I get rid of all that stuff? I tried rendering over and over and it keeps happening Ben10508 17:13, 9 September 2012 (PDT)

You can't get rid of things like the +200 metal. You just have to make sure that during the first few seconds of the demo, you do nothing, so that you can cut them later in the video editor. It is always a good idea to spend a nice 5 or 10 seconds doing nothing at the beginning of the video (and at the end), for the reason just mentioned and also because of things like "the clip starts too soon", because then you can just cut the clip a little less to make it longer, without having to re-record. The HUD "low ammo" blinking thing happens sometimes when you start recording after you run out of ammo. To fix it, start recording, then shoot stuff (away from where you will be looking in the real video) until you are low on ammo, and then do the rest of the demonstration. In post, cut the first part at the beginning during which you are shooting. — Wind 21:28, 9 September 2012 (PDT)

Is there a certain console command that I can put in so that I get my ammo down a lot faster? Ben10508 18:17, 13 September 2012 (PDT)

No, but you can start with as few ammo as possible that doesn't make the counter go red — Wind 12:46, 15 September 2012 (PDT)

Ben10508 you have to re-record the clip , once you started record wait for 4 secounds do noting then start your moment. User Karmacharger Charger 2.png Karmacharger 1:09 , 9/16/2012 (PDT)

@Wind, this is what I do. I have full ammo and metal, make a sentry, resupply, make a dispenser then destroy, then I do it again so that I have no metal. But once I resupply after making the sentry, it also refills my ammo too Ben10508 13:24, 15 September 2012 (PDT)

http://youtu.be/YBo7mh7AY6M Although ben's reservation is expired, I'm not reserving this - I just want to move on from the engineer weapons and couldn't care less who the eventual demonstrator is. Gotta move that gear up. — Armisael (T · C) 09:17, 16 September 2012 (PDT)

http://www.youtube.com/watch?v=uDh4788-1a0 Ben10508 10:47, 16 September 2012 (PDT)

Is good Ben10508, please upload~ (Armisael's one doesn't demonstrate the resplenish-health effect from teleporting and has skull icons) — Wind 18:43, 16 September 2012 (PDT)
Strike that, Ben10508's video has inconsistent kill icons (See 2:18) because the kill icon broke. It's unfortunate. Still, Armisael's one can't be accepted either in its current state. — Wind 18:45, 16 September 2012 (PDT)
The kill icon is broken and the game shows the skull instead, so it's going to be tough to do this demo. Opening Medic melee in the meantime so that this doesn't block everything else. If someone figures out how to replace the kill icon to make it look good again then it's alright. Otherwise, we should wait until it is fixed, after which Ben10508 should get a 3-days reservation in compensation. *smacks gavel of justice* — Wind 18:59, 16 September 2012 (PDT)

I don't really understand. Is my current one good or do I have to fix the skull icons? Ben10508 19:31, 16 September 2012 (PDT)

You have to fix the skull kill icon. You'll do that either by simply waiting for valve to fix it (which will hopefully happen reasonably soon), or edit the kill icon to replace the skull with the eureka effect icon. — Armisael (T · C) 19:33, 16 September 2012 (PDT)
Your sapper clip is wrong as well; you need to show that the sapper can be removed in 2 hits, then demo the chain-sap. Darkid (talk|contribs) 19:37, 16 September 2012 (PDT)

How can I edit the kill icon? I've read that in somewhere in materials/HUD but I don't have the HUD folder. Anyone help? Ben10508 13:03, 17 September 2012 (PDT)

I don't exactly know myself, but for the materials/HUD folder you can just create the folders starting from your tf folder and mimicking the gcf file structure. Any file in tf/ will override the corresponding file in the gcf — Wind 20:59, 18 September 2012 (PDT)

Also, since the skull icon is the default one, shouldn't we keep it like that for the sake off being default although I know that this is a bug. Ben10508 13:17, 17 September 2012 (PDT)

We could but Valve is probably going to patch it soon, which would make this video be redone again >: — Wind 20:59, 18 September 2012 (PDT)

Then I'll just use the one that I have, I'll upload soon Ben10508 02:45, 19 September 2012 (PDT)

Medic melee makeover

Bonesaw Bonesaw

Pictogram comment.png No special considerations.
Pictogram wait.png This demonstration has been reserved:Armisael (T · C) 19:02, 16 September 2012 (PDT)

http://www.youtube.com/watch?v=gSA4rzNgojAArmisael (T · C) 19:02, 16 September 2012 (PDT)
Dat was fast. Is good, please upload~ — Wind 19:06, 16 September 2012 (PDT)

Übersaw Übersaw

Pictogram comment.png No special considerations.

Pictogram wait.png This demonstration has been reserved: Akuago220, The Jungle Expeditioner 20:50, 16 September 2012 (PDT)

Hopefully this will do it. Download it here. --Akuago220, The Jungle Expeditioner 10:00, 17 September 2012 (PDT)

All good, please upload~ (Also, you're using the old version of the map. Both versions are accepted and will continue to be accepted for future demos, I'm just saying that so that you know about it) — Wind 20:59, 18 September 2012 (PDT)

Vita-Saw Vita-Saw

Pictogram comment.png No special considerations.
Pictogram wait.png This demonstration has been reserved:Armisael (T · C) 19:02, 16 September 2012 (PDT)

http://www.youtube.com/watch?v=tFKVWvzc29AArmisael (T · C) 19:02, 16 September 2012 (PDT)
Audio got blanked out at the end. Also, could you show what happens when you die with 10% charge or so? (I guess that would be a "special consideration") — Wind 19:06, 16 September 2012 (PDT)

Why do it say that this video is already uploaded and unlisted on the project page? Ben10508 14:53, 17 September 2012 (PDT)

The video I posted already had a clip at 13%, and the audio cutoff at the end was just youtube being unreliable. Wind and I worked it out in IRC, so it was uploaded directly (since it was the same file). — Armisael (T · C) 14:54, 17 September 2012 (PDT)

Sniper melee makeover

Kukri Kukri

Pictogram comment.png No special considerations

Pictogram wait.png This demonstration has been reserved: -- Ragnar Homsar 21:56, 18 September 2012 (PDT)


Tribalman's Shiv Tribalman's Shiv

Pictogram comment.png No special considerations (but don't cut the voice lines like the current video does)

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 1:51 , 9/19/2012 (PDT)
http://youtu.be/88LbgiFsAmg User Karmacharger Charger 2.png Karmacharger 4:17 , 9/19/2012 (PDT)

Bushwacka Bushwacka

Pictogram comment.png Use a vertical split-screen when doing fire vulnerability comparison. May also be a better idea to use the flare gun instead of the flamethrower

Pictogram wait.png This demonstration has been reserved: Ben10508 02:44, 19 September 2012 (PDT)

Shahanshah Shahanshah

Pictogram comment.png Do a crit on the Medic during both clips
Pictogram wait.png This demonstration has been reserved:Armisael (T · C) 21:52, 18 September 2012 (PDT)

http://www.youtube.com/watch?v=c3_ZS0DZAOQArmisael (T · C) 21:52, 18 September 2012 (PDT)

Cosmetics

Balloonicorn Balloonicorn

Pictogram comment.png Reserved by KarmaCharger

http://youtu.be/U6uiARYE5Uw at 0:14 some problem with rendering. but still let me know what else i forget to demonstration? User Karmacharger Charger 2.png Karmacharger 5:01 , 8/26/2012 (PDT)

Some pretty severe graphic glitches at that time yes. No other problems though~ — Wind 21:30, 25 August 2012 (PDT)
No More Graphic Glitches User Karmacharger Charger 2.png Karmacharger 4:32 , 8/26/2012 (PDT)
Should also show that is it invisible to non-pyroland players (only need to show this for one class). Also, the Balloonicorn is not visible in third person during the voice comparison clips. Did you reuse the Pyrovision goggles clips or something? Try to get an angle where the Balloonicorn is visible — Wind 12:18, 26 August 2012 (PDT)
As for the voice clips Balloonicorn is visible on thirdperson but when i say "Needed a dispenser here" it's play the original voice sound. i have no idea so i had to add bots and let them speak then it's works. as for the invisible clips , i recorded a example clip http://youtu.be/KxjGCkrO-Ws not sure which is the best way to demonstraton and the example clips they have to without .dem because if i play the demo it's wont display as pyroland well so i have to record with fraps. User Karmacharger Charger 2.png Karmacharger 7:28 , 8/28/2012 (PDT)
Let me know if the example clip is good. User Karmacharger Charger 2.png Karmacharger 9:00 , 8/29/2012 (PDT)
For the example clip, you could make it more obvious by having it split-screen (and don't show the loadout screen since you shouldn't show the loadout of secondary players or bots in demonstrations). For the third-person-Balloonicorn voice clips, you can use the audio from the clip when the audio works with the video when Balloonicorn is visible. It's kind of hacky but it should work, just make sure to synchronize the sound with the lips of the player. Pyroland voice clips are a little shorter so it probably won't fit exactly, but it should still be possible to make it look pretty close. Try it for one class to see if that works~ — Wind 16:01, 30 August 2012 (PDT)

http://youtu.be/MYZbgm8QbjI Hope the voice clips is good for ya this time. User Karmacharger Charger 2.png Karmacharger 10:02 , 9/2/2012 (PDT)

Yes, those are good, but please increase the volume of the voice clips (no need to re-record, just increase their volume in the video editor) so that they don't get drowned in the background music. For the "only visible in Pyroland" clip for the Scout, please make it a little bit longer and do the following:
  • Stare at the Scout for 3 or 5 seconds
  • Open the loadout window to show that the Balloonicorn is equipped on both
  • Stare at it 3 seconds longer
  • In the Pyroland clip, put your crosshair directly pointing at Balloonicorn
  • In the non-Pyroland clip, do the same movement (except it will point at nothing, but that's okay, because the goal is to show that there is nothing)
  • Keep the clip rolling for like 5 more seconds

This should make it more obvious that the Balloonicorn is there but invisible. I think that should do it~ — Wind 16:34, 3 September 2012 (PDT)

http://youtu.be/OrMl9gWVqdE User Karmacharger Charger 2.png Karmacharger 10:43 , 9/4/2012 (PDT)
The visibility clip has Balloonicorn invisible in both clips (??), and the cursor movement isn't there. Voice clip volume is good now~ — Wind 00:07, 6 September 2012 (PDT)
http://youtu.be/sARMey0rvJI User Karmacharger Charger 2.png Karmacharger 3:04 , 9/7/2012 (PDT)
Still no cursor movement in the Balloonicorn visibility clip :( Like I said (parts in bold are missing):
  • Stare at the Scout for 3 or 5 seconds
  • Open the loadout window to show that the Balloonicorn is equipped on both
  • Stare at it 3 seconds longer
  • In the Pyroland clip, put your crosshair directly pointing at Balloonicorn
  • In the non-Pyroland clip, do the same movement (except it will point at nothing, but that's okay, because the goal is to show that there is nothing)
  • Keep the clip rolling for like 5 more seconds

Wind 01:30, 9 September 2012 (PDT)

Hope this is what you wanted. User Karmacharger Charger 2.png Karmacharger 8:26 , 9/18/2012 (PDT)
Yes, this is very good~ Please upload (and all the .dem's, whee) — Wind 20:59, 18 September 2012 (PDT)
Sorry i uploaded wrong files can i remove them? (tribalmans_shiv_2012-09-19_karmacharger.dem To tribalmans_shiv_2012-09-19_karmacharger_19.dem) also there are around 40 .dems i wanted to uplod all at once after all that it only uploaded like 19 can you fix that bug? User Karmacharger Charger 2.png Karmacharger 2:44 , 9/19/2012 (PDT)

Hat of Undeniable Wealth And Respect Hat of Undeniable Wealth And Respect

Pictogram comment.png Pyroland assists
HOUWAR currently has a note asking for an official video showing the animations on this hat (it writhes around). Could this possibly be folded into this video? I dunno - I'm not real big on cosmetic demonstrations. Thoughts from everyone? — Armisael (T · C) 15:41, 10 September 2012 (PDT)

Yes — Wind 23:09, 12 September 2012 (PDT)

Pocket Purrer Pocket Purrer

Pictogram comment.png Pyroland assists

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 8:06 , 9/9/2012 (PDT)

http://youtu.be/sMVTqhij1WM User Karmacharger Charger 2.png Karmacharger 3:37 , 9/12/2012 (PDT)

All good, please upload~ — Wind 23:09, 12 September 2012 (PDT)
http://www.mediafire.com/#9lg9zognoam9h User Karmacharger Charger 2.png Karmacharger 7:13 , 9/13/2012 (PDT)

RoBro 3000 RoBro 3000

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 6:55 , 9/4/2012 (PDT)

It's going to took a while just because i have to find that for a terrible price User Karmacharger Charger 2.png Karmacharger 6:57 , 9/4/2012 (PDT)
i don't think i can get the real one but i used item editor everythings replaced to "license to maim" , item name , description , backpack icon , level tag and model. i can change my name to "Karma Charger + RoBro 3000" so that would be fine? i think viewer won't noticed this. User Karmacharger Charger 2.png Karmacharger 10:54 , 9/4/2012 (PDT)
If it looks exactly the same, there's no problem with that — Wind
http://youtu.be/JBPN6bIb-3k User Karmacharger Charger 2.png Karmacharger 5:45 , 9/11/2012 (PDT)
The Scout pistol clip ends too quickly; the goal of these videos is to show the kill feed, so it needs to wait a little after the kill so that the viewer can read the kill feed. All the other clips are good~ That's going to be a lot of .dem's to upload, too — Wind 23:09, 12 September 2012 (PDT)
http://youtu.be/nFfL0fbBeIk User Karmacharger Charger 2.png Karmacharger 3:34 , 9/13/2012 (PDT)
All good, please upload~ — Wind 12:46, 15 September 2012 (PDT)
http://www.mediafire.com/#a5is6fa5re8eh User Karmacharger Charger 2.png Karmacharger 4:48 , 9/16/2012 (PDT)

Scrap Pack Scrap Pack

Pictogram comment.png Pyroland assists

Pictogram wait.png This demonstration has been reserved: Ben10508 02:43, 13 September 2012 (PDT)

Questions and Proposals

tr_target_weaponref_hdr_v2

Guys a little edit of tr_target_weaponref_hdr map.

Tr target weaponref hdr v2.png
  • Added Lights in the dark room , right side where the soldier standing at.
  • Added Resupply Locker
  • Resupply Locker is for Red/Blu

Test the map here. after changed item you don't need to die or rejoin anymore just use the Resupply Locker. let me know if it's useful. User Karmacharger Charger 2.png Karmacharger 10:54 , 31 July 2012 (PDT)

it should replace the old map link because some glitch like Rocket not show when taunt with Buff Banner can fixed with resupply. And Ullapool Caber can use resupply locker to before explode. User Hinaomi Hinaomi-sig.png Hinaomi (talk) - (contributions) 08:15, 31 July 2012 (PDT)
I will see it when I have a computer that has TF2 on it and which can load maps, which isn't going to happen for a while. How exactly did you go about decompiling/recompiling the map? The lighting in tr_target_weaponref_hdr can only be achieved using some pretty arcane command-line switches which I don't know right now because it's on my desktop at home but make sure the lighting looks exactly the same (getpos/setpos at the same position in both versions the map, take two screenshots, and compare them to check if it looks the same) — Wind 17:10, 1 August 2012 (PDT)
Before --- After User Karmacharger Charger 2.png Karmacharger 1:14 , 8/15/2012 (PDT)
As you can see, the lighting is missing some details; you can't see the shape of the windows on the crates on the left, for example, and the diffuse lighting is different, making things such as the side of the metal airduct at the top of the screenshot here. I'll try recompiling the map from source to see if I can get the compile options used. As for the modified map, I think it would be better if I gave you the source file of the map and you do the modifications there, as to prevent any potential loss of detail when decompiling the map — Wind 14:34, 14 August 2012 (PDT)
The compile options are -StaticPropPolys -textureshadows -StaticPropLighting -full -final with both HDR and LDR enabled; don't forget to rebuild the cubemaps as well. You can use VBCT to make things a bit easier — Wind 14:46, 14 August 2012 (PDT)

umm yes shadows is gone but This is what i got User Karmacharger Charger 2.png Karmacharger 11:35 , 8/28/2012 (PDT)

That looks like a map issue more than a compiling issue, but... Can you send me the map source file? (Privately, because Valve doesn't want the source for tr_target to be released) — Wind 00:11, 29 August 2012 (PDT)
i don't really get it what's map source file is , i used Bspsource thing to decompile .Bsp to .Vmt. in the bspsource i have to mark that "info_overlay" then in VBCT it won't let me compile the map it said "Catch: in vbsp_finish!" *Red Text* , i have no idea what is that... if i unmark the "info overlay" then it's works... okey it's done im on the map all the overlays they are gone. i'm kinda noob at this it's my first time touch these mapping things. and sorry for bad grammar i hope you can understand what i mean User Karmacharger Charger 2.png Karmacharger 1:54 , 8/30/2012 (PDT)

so now i finaly know what's going on , okey here's my finished work Before / After , lighting are not looks exactly the SAME , i just followed your words (-StaticPropPolys -textureshadows -StaticPropLighting -full -final) yeah i did , (both HDR and LDR enabled) Yes i did it too. so where did i missed on? User Karmacharger Charger 2.png Karmacharger 4:36 , 9/1/2012 (PDT)

Could you send me your modified .vmt file? I wanna see if I get anything different when I compile it — Wind 15:49, 31 August 2012 (PDT)
http://www.mediafire.com/?cjqbgmsy1w1l660 User Karmacharger Charger 2.png Karmacharger 2:20 , 9/1/2012 (PDT)
got the same lights? User Karmacharger Charger 2.png Karmacharger 10:56 , 9/4/2012 (PDT)
Released a modified version of this map (thanks to i-ghost), available for download on the project page. Both versions of the map will continue to be accepted for already-submitted and newly-submitted demos, except when a respawn locker is involved.
The map includes a respawn room with a more valve-y style to it (different wall/floor textures, dartboard, corkboard) and a "resupply" sign above it, and the initial BLU spawn area is now a can-change-class-instantly-without-dying zone. Also fixes some light bleeding under the doors at the far end of the map — Wind 12:36, 14 September 2012 (PDT)
look's much better then mine one lol. User Karmacharger Charger 2.png Karmacharger 2:24 , 9/16/2012 (PDT)

is anyone looking for longer version of each demonstration music?

5 minutes version of each songs , it is for these people who needed this. ending sound is another file so don't worry. User Karmacharger Charger 2.png Karmacharger 09:12 , 5 July 2012 (PDT)

http://www.mediafire.com/?3o4xsap1s51k253. Here is a 10 minute version of it if anyone needs this Ben10508 09:22, 24 August 2012 (PDT)

Are there any other video recorders besides Wegame or Fraps?

Wegames isn't working for me, as it won't record properly, and I can't spend money on Fraps. Any other alternatives? --Enthers. (I find this work intriguing. How about yourself, sir?) 21:33, 17 June 2012 (PDT)

dxtory maybe, but it's not free and haven't tried it. I used to use 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 — Wind 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? --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. User Karmacharger Charger 2.png Karmacharger 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. The preceding unsigned comment was added by Pigophone (talk) • (contribs) 07:23, 18 June 2012
I use Bandicam myself, works well. --Org 22:40, 12 July 2012 (PDT)

You could try Unregistered Hypercam2. That always works fantastically.--Uknownada 20:51, 8 September 2012 (PDT)

Doesn't it put that annoying watermark I see on a lot of youtube videos? — Wind 01:30, 9 September 2012 (PDT)

Kill-Assist Video Demonstration Request

I have no idea what should be shown, but at the moment there is only this:
Assist demo.png
, and that is not really a "fluent" Demonstration. So let's talk about that, shall we? TheDoctor 19:09, 26 July 2012 (PDT)

Pictogram plus.png Support This image is not from official map. We should do at least image or video. 08:40, 27 July 2012 (PDT)
Pictogram plus.png Support But not as part of the weapon demonstration project. Do your own video and maybe pass it by me if you want a QA check but use th article's talk page or PM me — Wind 17:10, 1 August 2012 (PDT)

Strange Weapons

Just an idea I had, but would it be a good idea to demonstrate how strange weapons accumulate ranks? --Dattix 16:38, 1 August 2012 (PDT)

Again not as part of the weapon demonstration project (although it is closely related). Feel free to use this talk page for that though because I'm not sure where else it'd be put — Wind 17:10, 1 August 2012 (PDT)
This would best be done as, say, the scattergun only. On the strange page. I don't know what you'd do, though. Show arbitrary ranks... show killcams... show the rank up...? Darkid (talk|contribs) 20:45, 31 August 2012 (PDT)

Mann vs Machine stats

Should something be added, or a separate set of videos be made, to display the different effects that different sappers have on the robots in MvM mode? I'm not sure how it would be done, but it's just a thought. Onyyx 05:18, 27 August 2012 (PDT)

Someone talked about this before~~~~. User Hinaomi Hinaomi-sig.png Hinaomi (talk) - (contributions) 05:32, 27 August 2012 (PDT)
It's an entirely valid point - I should've moved that discussion here when I archived anyways. I've changed the title to a more general topic - should we demonstrate MvM stats for weapons, and if so, how? Part of the normal video? A new series? — Armisael (T | C) 06:21, 27 August 2012 (PDT)

IF we do start a new series with MVM, would we have to show upgrades and stuff? Ben10508 13:15, 27 August 2012 (PDT)

To avoid redoing massive amounts of work, I think it shouldn't be in the regular videos. Perhaps a single video per class about MvM, or per class+slot (Scout primary, Scout secondary, etc.) Anyway, let's not worry about that until the main demos are done — Wind 16:56, 27 August 2012 (PDT)

Melee crit sounds

Often when I make a clip for a melee weapon demonstration, I hear the crit sound . How can I make that not happen? Ben10508 16:29, 3 September 2012 (PDT)

Try this tf_weapon_criticals 0 User Karmacharger Charger 2.png Karmacharger 4:24 , 9/4/2012 (PDT)

Spy Melee Makeover

Regarding the Spy's melee weapons, there seems to be some inconsistency in the demonstrations. Particularly in the clip showing the backstab range on the Medic, the player may or may not approach the back of the Medic or simply demonstrates "side-stabs". For consistency, I feel that it would be better if the player demonstrates the full 180 range of the backstab and end with the the side-stab rather than randomly approaching the back or entering from the side.

Additionally, since the Flamethrowers demonstrate the ability to detect cloaked or disguised Spies, it might be a good idea to demonstrate that the Spy will automatically raise his knife behind a disguised or cloaked enemy Spy. User Upgrade Signature.png 03:04, 6 September 2012 (PDT)

Pictogram plus.png Support Spies detecting other spies is something that I do agree on, and in the current demos, the backstab shot gives the wrong impression. Pigophone 03:29, 6 September 2012 (PDT)
Pictogram plus.png Support Both good points, but perhaps should have made them in two separate topics — Wind 21:32, 6 September 2012 (PDT)
Pictogram neutral.png Neutral Showing the full backstab angle would force us to show the spy before the tauntkill, and wind usually hisses and spits when I do that. Also, the only knife which doesn't approach from the back is the wanga prick - not exactly a widespread problem. — Armisael (T · C) 21:48, 6 September 2012 (PDT)
You could bind a key to teleport the Spy when needed, just before his spot is in sight~ — Wind 01:30, 9 September 2012 (PDT)
Videos could be made like any other stock melee before showing the full backstab mechanic: kill Pyro, Soldier and Medic with normal slashes, tauntkill the Spy then make a full backstab demonstration on a single enemy in the center of the room.--Kid Of The Century 01:05, 7 September 2012 (PDT)
Pictogram plus.png Support I agree considering the angle is pretty wide and somewhat confusing: depending on the class model on one side you can almost facestab your victim, on the other you may fail the stab even if is shown part of his back.--Kid Of The Century 01:05, 7 September 2012 (PDT)
Pictogram plus.png Support on the disguise and cloak spy backstab because bleeding weapons and ignitable weapon show that, so why don't knives?
And Pictogram neutral.png Neutral on show backstab angle because Armisael's reason. User Hinaomi Hinaomi-sig.png Hinaomi (talk) • (contributions) 02:50, 7 September 2012 (PDT)

Power Up Canteen Demonstration

just a suggestion , should we make a demonstration video for the Power Up Canteen ? User Karmacharger Charger 2.png Karmacharger 12:56 , 9/7/2012 (PDT)

Just a comment, let do it after main demonstration completed. User Hinaomi Hinaomi-sig.png Hinaomi (talk) • (contributions) 06:41, 7 September 2012 (PDT)
This is be a perfect candidate for a demonstration - in the MvM section. — Armisael (T · C) 06:42, 7 September 2012 (PDT)
Yes this should be demonstrated, that's an important demonstration, but not to be done now — Wind 01:30, 9 September 2012 (PDT)
let me do this , i got all the plans (But not now) User Karmacharger Charger 2.png Karmacharger 5:28 , 9/9/2012 (PDT)
Feel free to experiment — Wind 21:28, 9 September 2012 (PDT)

Melee Makeover for Weapons that don't Randomly Crit?

I've noticed that the Melee Makeover only calls for remakes of videos that only do random crits. Shouldn't we demonstrate weapons that don't do random crits by using the Medic's Kritzkreig Uber? Just a thought. Bruss48 13:11, 14 September 2012 (PDT)

Another Video to be removed

http://www.youtube.com/user/OfficialTF2Wiki/videos?query=Disciplinary+Action Ben10508 19:34, 18 September 2012 (PDT)

Let's Move!

Well, the Demonstration project went far from weapons. I suggest to move this page to Team Fortress Wiki: Item Demonstration. Limie Pie Painted Sign of the Wolf's School 32CD32.png 03:35, 19 September 2012 (PDT)