Team Fortress Wiki talk:Weapon Demonstration

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Revision as of 12:04, 12 May 2014 by Armisael (talk | contribs) (Need to be redone: fixing formatting)
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Needed

Pictogram tick.png None at present

Cosmetics

Bird-Man of Aberdeen Bird-Man of Aberdeen

This was marked as needing a redo for quality on the main page over a month ago, but it never made it here. Does it actually? — Armisael (T · C) 07:16, 24 March 2014 (PDT)

I can see a few minor errors with this video. Maybe it does need a redo? Obilisk (talk) 18:25, 24 March 2014 (PDT)
I guess it if's the frame-rate form the Pyroland section being less than stellar, I can redo it now that I own a stronger computer. --Akuago220, The Jungle Expeditioner (talk) 21:07, 27 March 2014 (PDT)

Unidentified Following Object Unidentified Following Object

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.pngObilisk (talk) 00:57, 23 April 2014 (PDT)

Here's the video. Watch User Obilisk Demo1.png Obilisk (talk) 23:56, 29 April 2014 (PDT)

Again, the pyrovision goggles look like they're starting in a hovered state during the scout backpack view (it's visible when you move the mouse off from the UFO but when it's not yet on the goggles)
Darn, I seem to always miss that. Oh well here it is now. Watch User Obilisk Demo1.png Obilisk 05:10, 5 May 2014 (PDT)
Video glitch at 2:13 :( Also, for some reason the Spy doesn't have the goggles on at 4:51? They're equipped, but don't show up on the 3D model until 4:54. — Wind 21:39, 11 May 2014 (PDT)

Need to be redone

Amputator Amputator

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 04:55, 4 May 2014 (PDT)

Well, I just noticed that this didn't show that +3 hp regen effect only apply when hold the weapons. User Hinaomi Hinaomi-sig.png Rikka Takanashi (talk) • (contributions) 16:36, 9 March 2014 (PDT)
The description is pretty explicit about that though (unlike on other items). Maybe we can get away not showing it. But if someone wants to redo it, go for it — Wind 14:00, 16 March 2014 (PDT)

Upon several tests I believe I have found out that holding out another weapon with the amputator equiped (Eg the Syringe gun or the Medi-gun) wont actually regenerate as much health as you do holding out the amputator. Not sure if this is just chance but after a few tests they all show the same result. User Obilisk Demo1.png Obilisk 04:55, 4 May 2014 (PDT)

That's what the message above says — Wind 15:56, 4 May 2014 (PDT)
Oops I missread it, haha. User Obilisk Demo1.png Obilisk 19:37, 4 May 2014 (PDT)

Here's the finished video. Watch Also I have a small suggestion for the video, although I already uploaded it, do you think it would be necessary to show two more clips showing if the Amputator heals spies disguised as teammates, and if the Amputator overheals teammates? I could show after taunting with the heavies doing another taunt to show that there's no overheal. What do you think? User Obilisk Demo1.png Obilisk 08:15, 5 May 2014 (PDT)

Sounds good. No problems with current version of the demo — Wind 21:39, 11 May 2014 (PDT)

Red Mini Sentry.png Combat Mini-Sentry Gun

Pictogram wait.png This demonstration has been reserved:Whyguy (talk) 06:47, 30 April 2014 (PDT) I have a suggestion on showing the build speed difference between a mini that's freshly built vs one that's already built but being redeployed. Maybe the same can be done to the normal sentry, but level one only. -SwordM13X24

I suppose it makes sense but for the mini-sentry only, as it has the property that its building speed is not increased by hitting it with the Gunslinger. The other buildings behave all the same so there's no need to show it for them — Wind 17:29, 29 September 2013 (PDT)

Fortified Compound Fortified Compound

Pictogram comment.png See post in discussion section below for reasoning

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 05:51, 6 May 2014 (PDT)

Huntsman Huntsman

Pictogram comment.png See post in discussion section below for reasoning

Pictogram wait.png This demonstration has been reserved:Armisael (T · C) 16:24, 4 May 2014 (PDT)

http://youtu.be/57Zp9ul4gzMArmisael (T · C) 19:33, 8 May 2014 (PDT)
Although I'm not sure if it's crucial or not, but you have seemed to miss number 4, "Demonstrate in Degroot Keep that the torches also allow the arrow to be lit." User Obilisk Demo1.png Obilisk 04:16, 11 May 2014 (PDT)
http://youtu.be/2pGA95RjdvU So I did. — Armisael (T · C) 05:53, 11 May 2014 (PDT)
Please move the degroot keep clip just before the 2fort one, to keep all the huntsman-sniper-with-pyro-on-the-right clips together. Upload directly — Wind 21:39, 11 May 2014 (PDT)

Solemn Vow

More bad editing. I'm sorry :(.

Anyway, if I'm correct, the Solemn Vow uses the all class melee animations, instead of the Medic's Bonesaw animations. Even though there might not be a visual difference, it's probably a good idea to redo the Solemn Vow demonstration to accommodate the fixed all class animations Valve recently patched. KevinWongyWongy (talk) 11:29, 10 May 2014 (PDT)

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.

Consolevar demonstrations

Some of the console variables seem like they would benefit from demonstration videos. Would it be relevant?--Henke37 (talk) 05:28, 21 April 2014 (PDT)

Can you give some examples that would need to be demonstrated (that can't be done with a pictures but can be done with a video without any text)? — Armisael (T · C) 06:33, 21 April 2014 (PDT)
Hmm, the vdc:sv_tags page lists a few interesting ones. mp_stalemate_enable, mp_fadetoblack, mp_friendlyfire and sv_gravity look like they are suitable.--Henke37 (talk) 06:30, 4 May 2014 (PDT)
This out of this project's scope, and I'm not sure it belongs on this wiki, either. It sounds more like something for the VDC wiki. Maybe we could do it for some TF2-specific/only-useful-in-TF2 variables, but that line is pretty blurry — Wind 15:56, 4 May 2014 (PDT)

Is WeGame alive?

I've been looking around, and based in the link provided on the wiki page, it seems like WeGame is no longer alive. The link no longer works on this page as does other reputable tech sites that link it. And the only place it seems like a download is possible is through a 3rd party downloader (ie: softsonic) that doesn't work too well to start with. Is there another program that would be a good replacement for the Demonstration project such as Camstudio? Thanks DC64 (talk) 19:06, 28 April 2014 (PDT)

Most rendering for the project is done using the built-in video renderer combined with TF2. This doesn't work for technical demonstrations (which is what you're interested in, right?) - for menus, FRAPS, Mirillis Action, and nvidia Shadowplay seem to be the solutions that have been used recently (this isn't to say that those are the only options, just the ones that definitely work). — Armisael (T · C) 06:51, 29 April 2014 (PDT)
Great! Thanks for the input. Do you mind if I change the WeGame link to Nvidia Shadowplay since it is also a free download? DC64 (talk) 15:58, 30 April 2014 (PDT)
Shadowplay isn't quite free - you have to have a fairly new nvidia graphics card to use it. Ultimately though, this is Wind's call, since he's the head of the project. — Armisael (T · C) 17:16, 30 April 2014 (PDT)
People can use whatever they want, those links are just there if they have no idea where to start. I created a new section on the project page to list screen recording programs, feel free to add anything that works for you to this list. — Wind 15:56, 4 May 2014 (PDT)

Fortified Compound/Huntsman

I apologize if this looks funny, however, I am new to the Wiki, and since I lack a understanding of page coding, a lot of this is simple reverse engineering of existing code. Also, since the FC/Huntsman are the same statistically, I feel it is easier to combine the two together for the time being. My opinion is that both the Fortified Compound and Huntsman demonstrations need to be redone:

1. Demonstrate that the arrows can clash with hostile projectiles (i.e a rocket) and continue to fly. Not sure if a single Soldier demo is sufficient, or if a Demoman/Wrangled Sentry etc is necessary.
2. Demonstrate in the main demonstration that Pomson 6000 Engineers and Righteous Bison Soldiers can also provide a source of fire to the arrow. I read somewhere that apparently a fully charged Cow Mangler 5000 can also light arrows on fire, though I need clarification on this.
3. Demonstrate that a lit arrow can interfere with a Spy's cloak (and perhaps disguise)
4. Demonstrate in Degroot Keep that the torches also allow the arrow to be lit.
5. Demonstrate a Pyro deflected bodyshot kill.
6. Demonstrate a Pyro deflected headshot kill.
7. Demonstrate a Pyro deflected lit arrow bodyshot kill.
8. Demonstrate a Pyro deflected lit arrow headshot kill.
9. Demonstrate a flaming arrow having no degenerative effect on Pyros
10. Demonstrate a flaming arrow:
(A) Killing a player with a lit arrow bodyshot instantly (by that, I mean the arrow impact kills the bot).
(B) Killing a player with a lit arrow bodyshot via afterburn.
(C) Killing a player with a flaming arrow headshot, that kills the bot by afterburn.
11. Show that the arrow is "doused," when entering a body of water (though is it necessary to show that the arrow is still mechanically "lit," and able to set enemies on fire, despite that being considered a bug? KevinWongyWongy (talk) 13:04, 4 May 2014 (PDT)
Re: 1: This happens pretty much never in-game. There isn't value in demonstrating it.
Re: 2: This is better demonstrated in the Pomson/Righteous Bison videos. This avoids having to update the Huntsman/Fortified Compound videos every time a new fire weapon is added.
Re: 3: Yeah, that'd probably be fine.
Re: 4: That too.
Re: 5-8, 10: The fact that pyros can reflect arrows is already demonstrated. There is no need to show every single type of reflect out there other than showing off all the killicons.
Re: 9: That is not a property of the flaming arrow, that is a property of the Pyro, which happens no matter what flame weapon is used.
Re: 11: Dousing would be OK to show, probably better not to show the glitch you mention though (never tried it myself) — Wind 15:56, 4 May 2014 (PDT)

I also have a suggestion to demonstrate, although it isn't crucial, do you think we could show that the taunt kill can be interrupted? And that the player receiving the taunt kill can survive? User Obilisk Demo1.png Obilisk 06:15, 8 May 2014 (PDT)

Well, that would mean that the Ubersaw/Gunslinger/any other weapon that can stun while taunt killing would have to be redone. KevinWongyWongy (talk) 08:25, 10 May 2014 (PDT)
That's getting into obscure-ish territory and would require redoing a bunch of demos, so probably not worth it. — Wind 21:39, 11 May 2014 (PDT)