Team Fortress Wiki talk:Weapon Demonstration

From Team Fortress Wiki
Revision as of 00:14, 16 February 2015 by M15513c0mm4nd (talk | contribs) ({{icon item|Natascha|16px}} Natascha)
Jump to: navigation, search


Needed

Grappling Hook Grappling Hook

(I mean, if nothing else, it is able to kill players.) Dogman15 (talk) 02:26, 24 December 2014 (PST)

Iron Bomber Iron Bomber

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 00:22, 30 January 2015 (PST)

I have a question, for the Pyro airblast part how will I do that? -WDZOrangeJuice (talk) 22:36, 22 December 2014 (PST)

The way I do it is position the Pyro at a appropriate distance that will have the projectile hurt you, but not the Pyro. Then type the command "bot_forceattack2 1" in the console. Now when you press whichever button you have bot_fire binded to, it will instead use their alt fire. (Meaning the Pyro will Airblast.) You then just gotta shoot the pyro, and time it well to have him reflect the projectile. Every current demonstration that contains a projectile should display a good example of the airblast clip, if you need some reference footage. Good luck User Obilisk Demo1.png Obilisk 23:21, 22 December 2014 (PST)

Very sorry with this really late question, so I am almost done with the whole video but I was wondering if I should use SrcDemo2 because the video recorder that I used before makes the video saturation lower. When I tried to use SrcDemo, it wasn't working/I don't really know how to use it. Another reason why I am trying to use SrcDemo is because I thought I needed to supply a .dem file. -WDZOrangeJuice (talk) 18:27, 15 January 2015 (PST)

Srcdemo2 does provide a much better result of a render, as it's capable of renderijng each frame separately at the highest possible settings. I'd highly recommend using it for the best possible quality of footage. If you set your saturation higher then render with Srcdemo2, I'm pretty sure it should fix it. There's a small tutorial written of how to use it on the original forum here. I don't believe .dem files are compulsory, but it is great having them. User Obilisk Demo1.png Obilisk 19:35, 15 January 2015 (PST)
I have followed the instructions but it seems that it doesn't want to work. How do I play the recording and does it supply a .dem file? -WDZOrangeJuice (talk) 20:13, 15 January 2015 (PST)
Add me on Steam, I can lend you a hand. User Obilisk Demo1.png Obilisk 21:55, 15 January 2015 (PST)
.dem's are not optional, whether or not you use them for rendering. No problems making exceptions if it's one of your first few demonstration videos though — Wind 19:26, 18 January 2015 (PST)

This is taking too long for me to do, it's better for me to practice rather than do one officially. -WDZOrangeJuice (talk) 19:53, 27 January 2015 (PST)


How's this? I'm not exactly sure how to show "-10% damage on timed explosives" As it's hard to do a split screen showing the Iron Bomber and grenade launcher due to the unpredictable bounce of the Grenade Launcher, or does the demonstration already kind of show it in the first clip? Other than that, please tell me what you think. User Obilisk Demo1.png Obilisk 21:46, 1 February 2015 (PST)

The airshot wasn't really an airshot, as the engineer model played its landing animation when it landed on top of the fence thing. Also, surely you can make bigger grenade-jumps. You have a clip comparing the rolliness, but no clip for bounciness. You can demonstrate this by doing a split-screen firing horizontally towards a wall, and shwing how far the grenade rolls back towards you. For the -10% damage, see if you can have the player being shot at to manually walk right on top of the grenade right when it explodes. Synchronize both clips to the moment both grenades explode, and make sure the demoman view shows the damage counter within the part of the screen that is going to be visible in the split-screen. There's probably still some damage variation and you can't really perfectly be on top of the grenade, but if you shoot the grenade in a corner of the room maybe you can make it relatively accurate. If not, just don't do that clip at all and let's call the first clip of this video good enough in terms of demonstrating this. — Wind 15:00, 8 February 2015 (PST)
How's this? For the bounciness I shot at a vertical pillar, which may not have been a good idea, but I thought that this was kind of the best way to show it. If you disagree I can try a different method. I had to look down in one of the split screens, as the viewer could not see the grenades when the Iron Bomber was reloading. The timed damage comparison turned out better than I thought, as they actually managed to almost land in the exact same position, although I can remove this entire clip if wanted. Other than that, please tell me what you think. User Obilisk Demo1.png Obilisk 03:11, 10 February 2015 (PST)

Quickiebomb Launcher Quickiebomb Launcher

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 8:21 PM 1/1/2015 (PDT)
i can't do the video because there's too many bugs in this weapon. it doesn't destroy enemy stickys and stickybombs fizzle only 1 second rather than 2 and it uses the stock sticky's killicon User Karmacharger Charger 2.png Karmacharger 4:21 PM 1/7/2015 (PDT)
Lucky for you, it appears the latest update has fixed it, not sure about the kill icon though. User Obilisk Demo1.png Obilisk 21:52, 7 January 2015 (PST)
Thanks for telling but it still use the stock stickybomb launcher's killicon, i'm going to wait until they fix everything up User Karmacharger Charger 2.png Karmacharger 8:29 PM 1/8/2015 (PDT)
Recent update, has once again updated this weapon. The icon should be updated now. User Obilisk Demo1.png Obilisk 19:05, 13 January 2015 (PST)
http://youtu.be/Y4wI026Ietk User Karmacharger Charger 2.png Karmacharger 8:47 PM 1/16/2015 (PDT)
A few things:
  • Demonstration goes pretty fast. Take more time waiting, especially at the beginning of the clips
  • The time-to-detonation time clip only shows 1 stickybomb. To demonstrate the effect better, try to shoot a stickybomb, explode it as soon as possible, then immediately fire another one, explode it as soon as possible, etc. This way the time difference between the two weapons will become more obvious.
  • Enemy-stickybomb-blow-up clip doesn't give a good sense of range. Have the enemy demoman lay stickybombs in a row at equal distance from one another to make it clear.
  • You can also show the fizzle-in-two-seconds versus the stickybomb limit. Similar to how the stickybomb launcher clip shows that dropping 9 stickybombs causes the oldest one to fizzle, show that you can only drop a limited number of stickybombs before the oldest one fizzles.
  • Please add the usual stickybomb-launcher-like clips (enemies can shoot at the stickies to destroy them, pyros can airblast them away after they're dropped)
  • Try jumping with 2 stickybombs

Wind 19:26, 18 January 2015 (PST)

http://youtu.be/gBMWDshwBM0 At 1:28 you can definitely see the last sticky takes almost 4 seconds to fizzle, even the reflected sticky does the samething and sometimes the last 2 stickies fizzle at the same time in 4 seconds, but that only happened in both situation (rocket blast away and airblast). Another thing is the weapon disappear for a second when you switch weapon in thirdperson view... still waiting for Valve to fix these User Karmacharger Charger 2.png Karmacharger 10:28 PM 2/4/2015 (PDT)
Is good as-is, please upload~ — Wind 15:00, 8 February 2015 (PST)
Thanks for the approve but these two things happened in the video, is it really an good idea to upload? if Valve somehow fixed these, i can redo this User Karmacharger Charger 2.png Karmacharger 2:43 PM 2/9/2015 (PDT)

Panic Attack Panic Attack

Hello everyone, this is my first demonstration video, so if I did anything wrong please tell me, thanks :D. https://www.youtube.com/watch?v=APgoYD5jESw&feature=youtu.be Russiantux (talk) 20:55, 29 December 2014 (PST)

In general, take your time. Rapid motion tends to disorientate and confuse people.
In specific, be careful when loading shots not to release so quickly. It's often unclear how many shots you loaded since the counter doesn't update in time.
For the taunt at the end, pick a camera angle and hold it.
This weapon is multi-class, right? You should show all the different classes using it.
For the splitscreen:
Health would ideally be shown as a splitscreen. Pausing for around 2-3 seconds before starting should allow the viewer to notice the differing health between the clips. I'd also suggest doing simply 200 and 1 HP, or 200, 100, and 1 HP.
There's no need to taunt after the splitscreen comparison, just fade to black.
The splitscreen would probably be better demonstrated on a mid/far-range target, to indicate the change in spread.
That's all I see. Darkid (Talk | Contribs) 08:07, 30 December 2014 (PST)
My review:
  • The relative audio volume is off: the in-game volume is too low compared to the music volume. Listen to your video and then listen to one of the published video demonstrations to see the difference, and adjust the volumes accordingly.
  • After the taunt, the soldier equipped the rocket launcher. Don't switch weapons during the taunt.
  • See my review of Sydcul's video below for the comparison setup. No text needed. (Also, "25% health" is technically wrong; the video is actually showing 12.5% health (25 HP out of 200 HP))
  • Go slower/wait longer in transitions, like darkid said.

Wind 21:09, 10 January 2015 (PST)

How about mine? http://youtu.be/t5h288baLR4. It contains everything needed I guess. Sydcul (talk) 04:03, 1 January 2015 (PST)

Hi Sydcul, nice attempt at this demonstration. This weapon is a bit of a tough demonstration, here are a few things that I think you need to fix up:
  • In the first loadout screen you should have the Soldier wielding the Panic Attack instead of the Rocket launcher.
  • In the loadout screen the rocket launcher weapon slot is hovered over, as if you had your cursor over it.
  • Not sure if it's just Youtube, but the first clip seems to be a bit laggy.
  • After shooting the back target, give a tiny bit more time before taunting.
  • After taunting, please allow more time before the transition - also, I believe you should set the transition speed to 0.15, as the actual transition is very quick.
  • You should have a loadout screen for each of the classes. (You only showed the Loadout for the Soldier.)
  • After the first clip I think you should show the comparison stats for the weapon (You have all the comparisons at the end)
  • At 0:59 the Soldier drops a gift - probably due to the fact you did this demonstration during the Christmas Event. If you re do it now, the gift shouldn't appear, otherwise try typing tf_forced_holiday 0 into your console. (This should disable any event on your server such as Christmas, Halloween and TF's Birthday.)
  • At 1:18 you appear to not make it over the barrier with your first jump. Try to only jump once and make it over the barrier.
  • At 1:20, while you're walking towards the Spy your mouse movement seems quite jittery. Try keep a consistent smooth mouse movement.
  • After the Engineer clip you don't need to have title cards before the clips, I don't believe you need any of the text you have placed in the clips also. If you were to use text you should always use the TF2 Font to keep a consistant look and tf2 'style' across the demonstrations. If you don't have it installed you can download it here and here.
  • During all your comparisons you should try use a split screen. What I would do is have a split screen with the soldier looking at a enemy. Have each of the split screens at different health, maybe one being at full, one at half and one at a quarter? Then have them all reload a full magazine and fire simultaneously. I'd highly recommend using the Escape plan demonstration as a reference as the clip at 0:54 is very similar with the speed comparisons. The demonstration can be found here. Although the clip would need tweaking to fit with the Panic Attack.
  • For the spread comparison I believe the current Back Scatter demonstration had a good way of showing this, although you will probably need more than just a 2 way split screen, depending on how you did the shooting comparison you may need more splitscreens at once. Another good way of doing this would be to just combine the shooting speed and accuracy comparison in one clip. (Demonstrate them both in one 6 way splitscreen perhaps.)
  • You will also need to show a reloading comparison of the Panic Attack and the stock Shotgun, as the Panic Attack has 34% faster reload speed. I'd suggest having a 2 way splitscreen with the shotgun chambered with 2 rounds, then have them both simultaneously reload then shoot 4 rounds each.
  • I'd perhaps suggest kind of following the current Begger's Bazooka demonstration primarily the first clip, as both weapons are rather similar in the sense that they both must be reloaded to shoot. During many of your clips you miss the target a lot as you reload too many shots. I'd maybe suggest shooting once, then twice and so on to refrain missing too many times. (Similar to the Beggar's Bazooka)
  • As I said before also, these comparisons should be after the first soldier clip.
  • At the end of the demonstration you should wait a bit, then play the audio of the tape reel ending. I'd also recommend having a fade to black. (And to make it look nicer have a fade from black at the start!)
This is everything I've spotted. I highly suggest waiting for Wind's response, as even I don't know how some clips should be done especially the splitscreens, as a 6 way splitscreen may be disorientating for the viewer. He also may agree or disagree with some of the things I have spotted. What you've done is a solid attempt at your first go though dude, as this demonstration I'd say is a very tricky one to do. Good luck. User Obilisk Demo1.png Obilisk 16:50, 2 January 2015 (PST)
All of what Obilisk is sound advice. Also:
  • The video freezes for a split-second near 0:48
  • The video has inconsistent quality. For example look at the video quality right after you rotate the camera when the Heavy begins taunting (this was taken from the youtube 1080p version)
  • You should show what happens if you try to switch to another weapon while the shotgun is trying to continuously fire
  • Like Obilisk said, no need for any text (both as video transitions and the "Full health"/"Minimum health"). Remember that these videos get embedded in all versions of the wiki including non-english ones, so text is kept to a minimum.
  • Comparisons should be sufficient as 2-way or 3-way splitscreen, showing full health/(half health if 3-way)/1 HP. Demonstrating it on the Soldier should be enough, but as Obilisk said it should be included along with the other soldier clip rather than at the end. Make sure to use the split-screen HUDs so that the health bar is visible in the video. Only one demonstration clip should be enough to demonstrate both spread and speed difference as long as you're firing the Medic in the distance.
  • The tape reel ending that Obilisk mentioned is nice but optional.

Wind 21:09, 10 January 2015 (PST)

Necro Smasher Necro Smasher

Pictogram wait.png This demonstration has been reserved: SkullCake (talk) 05:11, 3 December 2014 (PST) How's This? This is my first video demonstration! Tell me if something is wrong in this video. SkullCake (talk) 11:35, 3 November 2014 (PST)

Hey there SkullCake, pretty solid attempt at your first demonstration, however there are a few things you may want to fix up.

  • During the scout clip, you missed the Medic with your second crit swing.
  • During the Scout clip you also switched to your primary after taunting. This bug happened after the Love and War update. To fix this I believe you just taunt once with your melee before recording and it should be fine.
  • During most of your clips there is blood, explosion marks and bullet holes present. I suggest either reloading the map before recording or typing "r_cleardecals" This will clean up this mess.
  • Not sure if it's just me, but the music seems to loop kinda badly. (I have had problems with the music doing this too!) An example of this is at 0:59.
  • When you kill the medic in the soldier clip try to look at his body. (You're standing on top of him.)
  • After most of your taunts it's obvious that you cut the video and pasted new footage of your character standing there idle. Is this because they kept switching to the primary weapon? Since I said above how to fix this you shouldn't have a problem with this now. :)
  • Not sure if it's just me also, but do you have your brightness turned up? The video looks a bit saturated.

These are things that I spotted, you will want to wait for Wind's response. Don't be put off dude, as this is your first demonstration. Also, just a minor note, when a new weapon is added it's a good idea to wait a week before demonstrating it. (It's been 5 days!) Although this seems like a minor rule, it's still there for a reason! :D User Obilisk Demo1.png Obilisk 04:00, 4 November 2014 (PST)

I cut the video because when I tried to taunt the character was making that halloween dance and it seemed to me the music loop is badly. I'll try to fix that! SkullCake (talk) 04:33, 4 November 2014 (PST)

Oh right, they would have been doing the Thriller taunt. try putting "tf_forced_holiday 0" into your console, it may work. Otherwise you may have to wait for the halloween event to end in a week. User Obilisk Demo1.png Obilisk 04:42, 4 November 2014 (PST)
This is probably the best first-time-attempt demo ever to date (and it's a pretty long demo too). Obilisk caught all that was needed. Some transitions are a bit fast in the engineer clips too. — Wind 16:48, 9 November 2014 (PST)
How's this? After each taunt it is easy to see that the camera cuts to first person, rather than zooming in from third, however this seems to happen with every weapon that you taunt with, Valve must have added it in the last patch. Either way, how is it? User Obilisk Demo1.png Obilisk 20:11, 22 November 2014 (PST)
Either way the recent update has made this weapon glow with crits. I'll update the video asap. User Obilisk Demo1.png Obilisk 23:27, 27 November 2014 (PST)
Cool, should be good now. Watch User Obilisk Demo1.png Obilisk 06:57, 29 November 2014 (PST)
There's no issue with this video, but I want to give more time for SkullCake to submit his updated version if any. Please upload by december 12 if SkullCake doesn't have a new version ready by then. — Wind 17:08, 30 November 2014 (PST)
                     How's this? I have a new version of my demonstration. I think I have some mistakes with the transitions. SkullCake (talk) 10:31, 1 December 2014 (PST)
Nice second attempt at your demonstration SkullCake, however there still are a few minor things you will want to fix.
  • In your scout and Pyro clips you should try swing full speed at the soldier. It seems you take a few (tiny) intervals between (at least most) of your swings.
  • In the Soldier clip, you may want to wait a tiny bit longer with crits on your weapon before swinging at the Medic.
  • After the Demoman taunts you appear to swing at nothing.
  • I'm not sure if it matters too much, but in the splitscreen at 3:25 your splitscreens seem swapped around. The whacking of the dispenser should be on the right side - although I think you may be able to get away with this?
  • During the Spy clip at 4:35 I would suggest having the spy on your left, otherwise your melee weapon blocks him. Although most of the time you do see him in your clip, so I'm not sure if this is crucial.
  • At the end of the entire demonstration you are missing the ending sound of the tape reel.
  • You may also want to give a tiny bit more time between the end of the clip and the transition to the next one. This is especially evident at 4:10 - Remember that there is no rush!
  • Not sure if it's just me, but the video does look saturated again, try decreasing the brightness just a tiny bit. This may just be me being picky again though and may not require any altering.
Overall SkullCake, this is still a very nice submission for your second attempt. Only a few minor details are bringing the video down a bit. And as I've said before, you may want to wait for Wind's response to see if he agrees/disagrees with what I have spotted. If you'd like no one else working on this demonstration too, I'd suggest reserving it. You can do this by typing {{Reservation|~~~~}} below the title "Necro Smasher" - Remember that the reservation lasts for two weeks! Good luck. User Obilisk Demo1.png Obilisk 06:04, 2 December 2014 (PST)
I disagree with Obilisk on points 1, 2, 3 (that swing-at-nothing is to cause the voice line to trigger, and we show it in every demoman melee that does that), and 8. So that leaves you with:
  • In the splitscreen at 3:25 your splitscreens seem swapped around. The whacking of the dispenser should be on the right side.
  • During the Spy clip at 4:35 I would suggest having the spy on your left, otherwise your melee weapon blocks him.
  • At the end of the entire demonstration you are missing the ending sound of the tape reel. (This isn't entirely true; it's there but youtube cuts it off. You need to add a half-second of full-black-screen full-silence video at the end to make it work)
  • You may also want to give a tiny bit more time between the end of the clip and the transition to the next one. This is especially evident at 4:10 - Remember that there is no rush! (I think your transition speed is mostly fine, except the one at 4:10. You should wait a second or two after the sentry upgrade animation finishes. The rest of the video is fine)

I'd also like to add this:

  • The audio volume proportion between the background music and the in-game sound is off. Try listening to your video and compare it with some already-uploaded demonstrations to compare. Your in-game volume should be louder than it currently is. It's not important that the videos all have the same volume, but it's important that the proportion between the in-game volume and the background music is mostly the same across videos. This isn't true in all clips though. I think for example the engineer clips seem to have a way higher in-game volume than the rest. Perhaps you mixed clips from multiple recording sessions with different volumes? In any case, need to be more consistent there — Wind 18:00, 7 December 2014 (PST)

Wind 18:00, 7 December 2014 (PST)

Alright, sorry Skullcake it has been 3 months, not sure if you are coming back to do this demonstration as you havn't responded to Karma's post on your talk page. Here's the download for mine if it's still acceptable. User Obilisk Demo1.png Obilisk 23:59, 7 February 2015 (PST)
Alright, thanks — Wind 14:58, 8 February 2015 (PST)

Rock, Paper, Scissors Rock, Paper, Scissors

http://www.youtube.com/watch?v=m_t6XL8j18Y User Karmacharger Charger 2.png Karmacharger 1:10 AM 8/3/2014 (PDT)
Demonstration is fine but it only demonstrates wins against the other team. Try to select clips where you win one (against blu or red) and lose one (against blu or red). That way it shows both winning and losing animation for all classes, and it shows the case where you explode which is currently not demonstrated. — Wind 16:54, 2 August 2014 (PDT)

Conga Conga

Not sure how to do this one but let me try something, any suggestion? User Karmacharger Charger 2.png Karmacharger 1:12 PM 7/17/2014 (PDT)
Show each of the nine classes conga-ing in tr_target separately, for the full length that the conga music file lasts? Or here's another idea: Show one class conga-ing by himself, then show all nine classes in a row conga-ing? You'd need eight other human players connected to a server running the special tr_target map, though. Anyone got some other ideas? Oh! You could use the High Five! taunt demonstration as a guide... Dogman15 (talk) 01:24, 25 July 2014 (PDT)
I think you should show you and a bot doing the conga first, then you have a hallway with alternate BLUs and REDs (to show that the taunt is universal with both teams) joining you with the Conga line.--Blarpbarp (talk) 14:34, 18 August 2014 (PDT)
You should show also that the conga taunt disables people identification. You dont see any names from your teammates while doing the conga taunt. Magicalpony (talk) 04:21, 21 August 2014 (PDT)

Pumpkinbomb.png Pumpkin bomb

does it really need a video? User Karmacharger Charger 2.png 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)

Backpack Pool Party.png Pool Party

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 2:29 PM 12/29/2014 (PDT)
https://www.youtube.com/watch?v=Ao_kE6AjLVU User Karmacharger Charger 2.png Karmacharger 6:06 PM 12/31/2014 (PDT)
An image of the Pyro standing flashes very briefly at 0:21. Doktor (talk) 00:46, 2 January 2015 (PST)
Yes. If that's an animation bug, then you can paper over it by replacing that one frame by the one before it. This way it won't have to be redone if/when they fix it. — Wind 21:09, 10 January 2015 (PST)
I believe Srcdemo2 is causing the problem and yes, removing a single frame that does it will probably fix it. But unfortunately, there is a new weird shadow bug after the latest update. Regardless of taunt it will always have the shadow of your main primary weapon on the floor, even if you taunt with melee. a Video should describe it better, i also searched the Steam community discussion treads and apparently some people are having the same issue :( User Karmacharger Charger 2.png Karmacharger 7:59 PM 1/22/2015 (PDT)
Going to have to wait until they fix it then. If you still have the original files for the previous video though then just remove that single frame from those files — Wind 17:31, 25 January 2015 (PST)

Tools

Gift Wrap Gift Wrap

Upgrade to Premium Gift Upgrade to Premium Gift

I'm not quite sure if this one is necessary User Karmacharger Charger 2.png 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

None.

Need to be redone

Ali Baba's Wee Booties Ali Baba's Wee Booties

Pictogram comment.png Added +25% Demo Charge meter on charge kill

Pictogram wait.png This demonstration has been reserved: Zippy (talk)

Here's a preview and a quick download for this. - Zippy (talk) 21:49, 31 January 2015 (PST)
Is good, thanks~ — Wind 15:00, 8 February 2015 (PST)

Black Box Black Box

Pictogram comment.png Reloads rockets (instead of air) as of love/war update

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 18:51, 24 January 2015 (PST)

Uh hello,i'm new to the wiki... I've noticed this redo has veen reservated for a month already, so i decided to give it a try. As it is my first, please critic on what i should modify/arrange! So far,the only things i missed is the cursor showing in the loadout screen and the last pyro's screen share, to show that reflected rockets give health to the pyro too.If it's good ,please notify me of putting a download link of the .mp4 please. Cheers.Yahiamice (talk) 06:11, 4 August 2014 (PDT)

You can reserve it now. User Hinaomi Hinaomi-sig.png Rikka Takanashi (talk) • (contributions) 13:13, 4 August 2014 (PDT)

Looks like a pretty solid attempt at your first demonstration Yahiamice. I've spotted a few things you may want to improve.

  • As you said, yes the Loadout screen should have your cursor visible.
  • I believe you are standing a bit close to the Pyro in the first clip. You should start recording from the position you spawn in. (In the center of the box)
  • You should try have smoother and slower mouse movements. You movement is quite jittery and fast, resulting in viewers perhaps getting a bit distracted.
  • After you kill the soldier in the first clip you should stare at his body for a bit longer and let the BLU soldier (You) Finish at least most of what he's saying before turning to the Medic.
  • Try keep your cursor still in the video, especially with the medic. While you are reloading and staring at him your cursor moves around a bit.
  • When taunting try rotate the camera far enough to show the front of the Soldier, not the side.
  • Give a bit more time before you shoot the Pyro in the compression blast clip, as you shoot almost instantly after the transition. I'd also suggest standing in the middle of the box. (As I said earlier.)
  • Not sure if it's just me but your video seems a bit dark. Do you perhaps have the brightness lowered?
  • "[F5] Save this moment!" Appears after the Pyro kills you. It moves a bit glitchy, although you may be able to get away with that.
  • And yes as you said, you should include the footage showing the Pyro receiving health from a reflected rocket at the end.

Overall, as I said it's still a good first try. I'd also suggest waiting for Wind's response, as these are just what I spotted. User Obilisk Demo1.png Obilisk 04:20, 6 August 2014 (PDT)

Okay then,i'll try making a better one. But i'd need help from an assistant AND a server hosting the training map... Plus i have no idea why my brightness is like that...Yahiamice (talk) 16:25, 7 August 2014 (PDT)

What Obilisk said. Are you using a ball mouse or something? It feels like your mouse movements are in small intervals rather than a smooth movement. It might just be a consequence of the jittery framerate though (which you should fix as well). There appears to be some sort of color-"correction" or "enhancement" filter going on regarding brightness; this shows up not only the demonstration, but also on the loadout clip (the red attribute text is a lot redder than it actually is in-game, the brown-ish background is a lot darker, etc). Also, this demonstration is being redone so that the soldier doesn't reload air in the rocket launcher, but here it looks like it's still air. Did Valve not fix it? If so, this demonstration shouldn't be redone at all — Wind 17:02, 10 August 2014 (PDT)
I tested reloading the Black Box and it appears that the update did change it so it shows the rocket, however it is very hard to see with the default (65) fov. User Obilisk Demo1.png Obilisk 22:15, 10 August 2014 (PDT)


How's this? I had to record the last clip in Fraps, as the weapon is very buggy. The weapon was having jerky reload animations as well as srcdemo2 seemed to render the first rocket giving a massive explosion going up in the vertical axis, which is strange as the demo playback didn't show it. Here's an example of the explosion, it seems to happen with a few recordings. I can run in debug mode for next time if this happens again. User Obilisk Demo1.png Obilisk 00:03, 29 January 2015 (PST)

That's not an SrcDemo2 bug, that's a source renderer bug. Running in debug mode won't change anything, it's just the frames that the game is outputting that are wrong in the first place. SrcDemo2 can't do anything about that.
Demo is good, but I wonder if we really need to redo it. It's supposed to be reloading rockets now, but clearly on the video that's not the case. Your demo is still better than the current one with the new Pyro reflection clip though so it's worth uploading. — Wind 17:35, 31 January 2015 (PST)
I thought so too that it wouldn't need a redo as the update didn't really change it, but if you look VERY closely down near the bottom of the soldier's hand you can just see the rocket. It is very hard to see though. Anyways here's the download. User Obilisk Demo1.png Obilisk 22:52, 31 January 2015 (PST)
Alright then, thanks — Wind 14:58, 8 February 2015 (PST)

Bootlegger Bootlegger

Pictogram comment.png Added +25% Demo Charge meter on charge kill

Pictogram wait.png This demonstration has been reserved: Zippy (talk) 22:34, 22 December 2014 (PST)

I made a sample video here for this. If this is any good, I'll do the exact same thing for the Ali Baba's Wee Booties. Zippy (talk) 22:11, 21 January 2015 (PST)
Looking good, although I would suggest that rather than having the clip showing you killing 3 enemies, have a split screen comparison of using the bootlegger and using the Grenade launcher. Doing so will let viewers see actually how much faster you regenerate your charge compared to not using the Bootlegger. Also I think this weapon is glitched from testing it, as well as in the bugs it says "The item's attributes list includes "+200% increase in turning control while charging, despite being unable to do so; the players still get the normal turning control." Also I think you should have the soldier killing you at the end. This is just my opinion though, perhaps wait for Wind's response. User Obilisk Demo1.png Obilisk 23:42, 22 January 2015 (PST)
Your video needs to be 720p minimum. This one is 360p. There may also be framerate issue but it's hard to tell because it may be youtube degrading the framerate on low-quality video. I disagree with Obilisk regarding the split-screen thing and the killing-the-soldier thing, they're fine as is (the recharge clip is similar to the current Tide Turner demo) — Wind 17:31, 25 January 2015 (PST)
Here is another video with the 720p setting, and the download just in case you like the video and want the original right off the bat. - Zippy (talk) 14:26, 26 January 2015 (PST)
All good, thanks~ — Wind 17:35, 31 January 2015 (PST)

Disguise_Kit Disguise Kit

Pictogram comment.png Disguise kit menu appearance has been updated. Pictogram wait.png This demonstration has been reserved: JamesCatty (talk) 18:19, 30 October 2014 (PDT) 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. User Obilisk Demo1.png 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? User Obilisk Demo1.png Obilisk 03:27, 10 February 2015 (PST)

Claidheamh Mòr Claidheamh Mòr

I know that this demonstration has recently be done, but I think it would be worth also showing that:

  • Getting a charge kill with your Shield Bash will refill your charge by 25%.
  • Getting a charge kill with the Grenade Launcher will not.
  • Charging with your primary out will still give you the 0.5 increase in charge duration.
  • Also, not sure if the rule about random crits and melee is really enforced, but in the first clip the medic is killed by a crit, when the melee doesn't have random crits.

I'm sad I didn't think of showing these when I demonstrated the weapon, but oh well. Think it's worth a redo? User Obilisk Demo1.png Obilisk 03:11, 28 January 2015 (PST)

OK for all reasons — Wind 17:35, 31 January 2015 (PST)

Eureka Effect Eureka Effect

I suggest showing that teammates with other wrenches will still upgrade and repair your buildings at normal rates. If this is wrong, pardon me, but please do include that in the Weapon Demonstration regardless. Green5 (talk) 04:54, 2 December 2014 (PST)

Equivalently, with the Eureka Effect you upgrade other Engineers' buildings at the slower rate. I think it's pretty clear from the item description that the lower upgrade rate is a property of the weapon itself, rather than a property of the buildings that the Engineers equipping it can build. If someone thinks that's not clear though, then this demonstration is OK to redo. — Wind 18:00, 7 December 2014 (PST)

Grenade Launcher Grenade Launcher

Pictogram comment.png Direct hit grenades now deal full damage to target regardless of where it struck the enemy.

Pictogram comment.png Damage variance on grenades reduced from +/- 10% damage to +/-2%

Pictogram comment.png Grenades now have the same base blast radius as rockets. Changed to 146 from 159.

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 17:27, 3 January 2015 (PST)

How's this? I swapped the order of the demonstration a bit and also altered the clip showing the airblast to show that it doesn't damage their teammates if they reflect. Also, I don't "assist suicide" the Pyro, nor does it show the damage indicator above it's head. Maybe they've changed it? Also, 60fps woo! User Obilisk Demo1.png Obilisk 03:56, 4 January 2015 (PST)

Is nice, please upload~ — Wind 21:09, 10 January 2015 (PST)
Download User Obilisk Demo1.png Obilisk 23:49, 10 January 2015 (PST)

Kritzkrieg Kritzkrieg

Pictogram comment.png New model as of love/war update

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 01:09, 18 December 2014 (PST)

Am I permitted to do this one? I would love to contribute to the video project. M15513c0mm4nd (talk) 15:02, 16 October 2014 (PDT)

Anyone is free to reserve a demonstration. You don't need to ask for permission. User Obilisk Demo1.png Obilisk 19:20, 16 October 2014 (PDT)


Watch How's this? In the loadout screen the medigun appears to be stuck to only one of the Medic's hands. There's no way around this. Also, just a FYI, I'll be on holiday after Christmas till the 4th of January. User Obilisk Demo1.png Obilisk 20:41, 22 December 2014 (PST)

At 1:28, look at the soldier while you're healing the demoman. It's to show that you can see both healthbars.
Please flip the 3 heavies in the damage-after-time comparison clip to match the Medi Gun demo. (yes, the current kritzkrieg one is inconsistent)
In the charge speed comparison, the Pyro is aiming at the pillar and the flame sometimes appears behind it; make it aim straighter.

Rest is good~ — Wind 16:44, 28 December 2014 (PST)

How's this? The flame may still look like it's going behind the pillar a tiny bit, but for some reason it's hard to get the pyro to look like he's shooting at the heavy, as his flame seems to go a bit to his right. I can still try redo if necessary. User Obilisk Demo1.png Obilisk 01:49, 3 January 2015 (PST)
This is good, please upload~ — Wind 21:09, 10 January 2015 (PST)
Download User Obilisk Demo1.png Obilisk 23:50, 10 January 2015 (PST)

Loch-n-Load Loch-n-Load

Pictogram comment.png Changes to base grenade damage variance now ensure the Loch-n-Load does not exceed 124 damage on a single hit.

Pictogram comment.png Removed +25% self-damage penalty

Pictogram comment.png Added -25% radius penalty

Pictogram comment.png Changed clipsize penalty to -25% (3 grenades per clip)

Pictogram comment.png Loch-n-load grenades no longer visually tumble when fired

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 21:45, 5 January 2015 (PST) How's this? I added in the airshot clip, as I don't see why it wasn't added before. Obviously some of the clips from the previous version of the demonstration have been removed as the stats have drastically changed. Other than that, tell me what you think! User Obilisk Demo1.png Obilisk 22:37, 6 January 2015 (PST)

This is good but it should show that grenades shatter on surfaces. Try hitting the ground close to an enemy so that it shows both that + nosplash — Wind 21:09, 10 January 2015 (PST)
Ah yes, I knew I forgot something. How's this? I snuck it into the first clip. User Obilisk Demo1.png Obilisk 01:55, 11 January 2015 (PST)
Is good, please upload~ — Wind 19:26, 18 January 2015 (PST)
Download User Obilisk Demo1.png Obilisk 02:26, 22 January 2015 (PST)

Loose Cannon Loose Cannon

Pictogram comment.png Double donk explosive damage now deal full radius damage to victims.

Pictogram comment.png Removed a hidden penalty where Cannonballs that touched the world would deal 50% less damage in addition to regular grenade damage reduction on world touch.

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 02:04, 15 January 2015 (PST)

How's this? In the first clip the Medic is not seen when he dies, I can redo the first clip if necessary. Other than that, please tell me what you think! User Obilisk Demo1.png Obilisk 00:06, 14 January 2015 (PST)

dat medic kill is very nice. Nice last clip too. Please upload~ — Wind 19:26, 18 January 2015 (PST)
Download User Obilisk Demo1.png Obilisk 02:25, 22 January 2015 (PST)

Natascha Natascha

Pictogram comment.png Now has damage and accuracy ramp-up

Pictogram comment.png Show movement speed comparison of shooting, spinning and walking.

Can I reserve this one? I'm attempting to contribute a whole lot to the wiki. M15513c0mm4nd (talk) 15:13, 16 October 2014 (PDT)

Here's a link to my demonstration. http://youtu.be/bS6vu7KurNQ M15513c0mm4nd (talk) 18:27, 16 October 2014 (PDT)
As I said on the Kritzkrieg demonstration, anyone is able to reserve a demonstration. Nice attempt for your first video dude, there's a few minor problems you may want to fix.
  • You appear to have quite jittery/rapid movement of your crosshair, mainly evident at 0:29.
  • You don't need to spin up / down the barrel between targets. However, if you do, let the spin down animation finish before spinning it up again.
  • When you first shoot the Pyro, try to only shoot him once then wait. Repeat this until (s)he is dead.
  • You don't need to shoot all the targets with burst fire. After killing the Pyro, kill the soldier and medic with full auto fire.
  • Try to only shoot the back target with one small burst, not two.
  • When you taunt, try to move the camera with one single motion. (You appear to move, stop then move again)
  • You do not need the clip at 0:59. Instead, I'd recommend watching the current Natascha demonstration, and mimicking the clips there, as it meets the criteria. (https://wiki.teamfortress.com/wiki/Natascha)
  • From watching the current Natascha demonstration you'll also notice that you're missing the split screen clip, and the move comparison clip.
  • The reason this demonstration needs to be redone is because we need to "Show movement speed comparison of shooting, spinning and walking." To do this you'll need to use a 3 way splitscreen. I still have a good exemplar in my Minigun demonstration at 0:47. (https://www.youtube.com/watch?v=BwLsk6ICvQ0&)
  • I believe your fade in and fade out are a bit quick, try increase the duration to I think it's about half a second?
These are the things that I spotted, however you will want to wait for Wind's response, as he is in charge of the weapon demonstration project. It is hard starting out demonstrating weapons - My suggestion would be to constantly refer to the current demonstration of the weapon to get an idea of how to demonstrate the item. Don't be put off, as this is your first demonstration! :) User Obilisk Demo1.png Obilisk 19:48, 16 October 2014 (PDT)
What Obilisk said, and also:

Generally though, follow the existing Natachsa demo as closely as possible for the existing clips as reference. Good luck~ — Wind 19:59, 27 October 2014 (PDT)


Sorry m15513c0mm4nd, you didn't seen to respond to my post regarding your reservation. I quickly did this demonstration on the side, please tell me what you think. Watch User Obilisk Demo1.png Obilisk 15:36, 13 February 2015 (PST)

I can't do this demo anymore. I apologize. I just have the time. M15513c0mm4nd (talk) 16:14, 15 February 2015 (PST)

Power Up Canteen Power Up Canteen

Pictogram comment.png Doesn't show Canteen Specialist upgrades like Battery Canteens demo does Toomai Glittershine 10:04, 26 June 2014 (PDT)

Schadenfreude Schadenfreude

Pictogram comment.png New taunt menu

That's not enough of a reason to redo this — Wind 15:00, 13 September 2014 (PDT)

Scottish Resistance Scottish Resistance

Pictogram comment.png It is now slightly easier to do sticky jumps with the Scottish Resistance. Increased range check for stickybomb jumping to sticky damage radius of 146 from 100.

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 17:06, 11 January 2015 (PST)

Is it really required to make a new video because of this reason? Sydcul (talk) 04:09, 1 January 2015 (PST)

Personally I believe so, although making it 'easier to do stickyjumps' may not need a redo alone. However, them changing the damage radius variables is a pretty good reason I believe. User Obilisk Demo1.png Obilisk 00:00, 2 January 2015 (PST)

Yes — Wind 21:09, 10 January 2015 (PST)


How's this? Sadly I had to use fraps, as the demo playback wouldn't pick up the white border around the stickies, resulting in not being able to see them through walls. However I still recorded the .dem files. The second and third clips are actually two different clips, but they seem to be so perfectly synced with the transition it's hard to tell the clip changes - hopefully this isn't a problem. I also combined the scout and soldier clip on the old demonstration, by instead just having the soldier in one clip. Also, just a heads up, I'll be away from the 16th - 21st. User Obilisk Demo1.png Obilisk 19:04, 13 January 2015 (PST)

Similar to the quickiebomb launcher comment, the time-to-detonation clip would be better if it fired more stickybombs. Also make the enemy stickybomb detonation be in a row to demonstrate range better (the current clip shows it fine because it shows the destruction of a stickybomb cluster with one spared because it's just outside range, but it would still be better to redo it with the stickybombs in a row for consistency with the other quickiebomb clip). — Wind 19:26, 18 January 2015 (PST)
How's this? User Obilisk Demo1.png Obilisk 16:59, 24 January 2015 (PST)
Similar to the stickybomb launcher, show that you are still in control of the sticky detonation after the pyro airblasts them. — Wind 17:31, 25 January 2015 (PST)
How's this? In the air blast clip I detonated the Stickybombs multiple times to further emphasize that I'm in control of the Stickies. Please let me know what you think. After 9 renders in development, hopefully it will be worth the weight. User Obilisk Demo1.png Obilisk 20:51, 26 January 2015 (PST)
Transition glitch at 2:24 — Wind 17:35, 31 January 2015 (PST)
Okay, wow. I can't believe I missed that. It should be all good now. Watch User Obilisk Demo1.png Obilisk 23:23, 31 January 2015 (PST)
The in-game volume of the 2:45 clip is much lower than the others. Check the volume of the reload at 3:00 vs the one at 0:40 for example — Wind 15:00, 8 February 2015 (PST)
Okay, it should be fine now. I can't believe all these little hiccups. I blame Fraps, lol. Watch User Obilisk Demo1.png Obilisk 23:56, 8 February 2015 (PST)

Shred Alert Shred Alert

Pictogram comment.png New taunt menu

That's not enough of a reason to redo this — Wind 15:00, 13 September 2014 (PDT)

Stickybomb Launcher Stickybomb Launcher

Pictogram comment.png Stickybombs that detonate in the air now have a radius ramp up, starting at 85% at base arm time (0.8s) going back to 100% over 2 seconds. Stickybombs that touch the world will have full radius.

Pictogram comment.png Stickybombs now have a more visible trail while traveling through the air

Pictogram comment.png Stickybombs arm particle is slightly more visible

Pictogram comment.png Stickybombs now have the same base blast radius as rockets. Changed to 146 from 159.

Pictogram wait.png This demonstration has been reserved: User Obilisk Demo1.png Obilisk 18:25, 7 January 2015 (PST)

How's this? Also, is it worth showing the damage ramp up? Or is the stickyspam on the second soldier in the first clip good enough? And in the airblast clip, should we keep the demoman detonating after the airblast? In my opinion this could confuse some people, as it looks like that if you air blast the sticky bombs they will kill the Demoman. Other than that though, tell me what you think. PS - This demonstration is only at 30fps, 8 hours into the render, srcdemo2 kept crashing trying to render the first clip at 60fps. User Obilisk Demo1.png Obilisk 23:44, 10 January 2015 (PST)

The demonstration has a weird effect when you turn your viewpoint. It feels a bit glitchy somehow, as if you're turning your head in notches rather than as a smooth movement. I downloaded the 60fps version from youtube. If it's only 30fps, make sure the encoded video file is also 30fps. (Also I'd like to know more about this crash. Need debug logs)
Also please don't spawn a heavy like that out of the blue. Either make this a separate clip, or have the heavy be there from the beginning and facing the right way. I recommend the separate-clip approach because the current one is hard to understand because it's seen from pretty far away. Not sure what the soldier part afterwards is supposed to demonstrate. I knwo the original demo did that but I can't remember why (it's from 3 years ago...)
Re: pyro clip: Yes. I think the best way to show it would be from the demoman's perspective. First some stickies, have the pyro push them back under your feet, go away from them, stare at them for a few seconds to make it clear it's not the pyro that is controlling these stickies, and then detonate them.

Wind 19:26, 18 January 2015 (PST)

I believe the glitchiness was because it was 30fps, but I rendered it at 60. Either way I think I have fixed everything now. I managed to render at 60fps now without it crashing, so no debug needed... Yet.... Watch User Obilisk Demo1.png Obilisk 18:22, 24 January 2015 (PST)
In the clip with the soldier, the shotgun appears a second too late. Same thing with the shovel. Rest is good — Wind 17:31, 25 January 2015 (PST)
This appears to be currently a bug, I've done a few recordings all with the same result. I'll see if I can somehow get around it, but until then, this is all I can give. If this continues I may just do 3 separate clips again showing Blast bullet and melee against stickies. User Obilisk Demo1.png Obilisk 00:21, 30 January 2015 (PST)
What if you record the soldier switching to each weapon before starting the real clip, then cut that part in the video editor? Hopefully that should make the models be loaded so that they appear instantly the second time they're shown. — Wind 17:35, 31 January 2015 (PST)
I ended up just having to split the clips up. It was a bit difficult trying to merge the clips as you suggested, and this way was much quicker. If they fix the bug I can upload the other clip instead. Until then though, please tell me what you think. User Obilisk Demo1.png Obilisk 22:07, 2 February 2015 (PST)
Is good, please upload~ — Wind 15:00, 8 February 2015 (PST)
Download User Obilisk Demo1.png Obilisk 20:39, 8 February 2015 (PST)

Tide Turner Tide Turner

Pictogram comment.png Taking damage while shield charging reduces remaining charging time

Pictogram comment.png Kills while charging now only add 75% meter on charge kills instead of 100%

Pictogram wait.png This demonstration has been reserved: Zippy (talk) Zippy (talk) 05:29, 19 January 2015 (PST))

I can give this one a try, if that's alright with everyone. Zippy (talk) 15:36, 17 January 2015 (PST)
Alright, I made a sample video here. Is this good enough? Please tell me the exact times of the video that need to be improved so I can fix everything in one go. Also, ignore the glitchy artifacts during the transitions. I guarantee you those won't be in the final version of the video. Zippy (talk) 12:07, 19 January 2015 (PST)
And before anyone had to say anything, I corrected some mistakes and improved the pacing of the video. Here's an even better sample video. The quality may be on the lower side because it saved some serious time in rendering and uploading. I hope it's good enough. Zippy (talk) 07:31, 20 January 2015 (PST)
Two things:
  • The video needs to be at least 720p
  • In the backpack view, the "Grenade Launcher" spot shows with the wrong color (the color that would be if you had your cursor over it)

I think that's it. The rest of the video itself is pretty good — Wind 17:31, 25 January 2015 (PST)

I have yet another sample video with 720p this time. I also have a download link if you liked the sample video and want the original right away. Zippy (talk) 13:46, 26 January 2015 (PST)
Is good, thanks~ — Wind 17:35, 31 January 2015 (PST)
Crap, I just realized that my loadout is not on "Slot A". Is that an issue or...? I made the same mistake for the Bootlegger. =/ - Zippy (talk) 21:22, 31 January 2015 (PST)
Nah, this is OK. There's no rule about loadout slots. — Wind 14:58, 8 February 2015 (PST)

Crusader's Crossbow Crusader's Crossbow

Pictogram comment.png Description has changed

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.

Backscatter

I would like to make a demonstration for the backscatter, I feel like there should be some love & war weapon demonstrations out by now anyways. I would love to make one. Zenip19 (talk) 14:37, 11 August 2014 (PDT)

Backscatter demonstraiton is done already, it's in the Archive 48. User Karmacharger Charger 2.png Karmacharger 6:33 AM 8/12/2014 (PDT)
Yeah, we should push soon. Not this weekend though because I just pushed soundtracks. — Wind 17:42, 17 August 2014 (PDT)

Item sets

I would like to remove all item sets +effect videos from youtube which makes people still think that you get set bonus from wearing these items. Alternate idea: Change the youtube description?  ; Also item set possibilities like reskins should be explained or shown somehow(?). Maybe a 2 screen version:
<left> | <right>
<left> = normal set
<right> = reskin = counts as set also. Magicalpony (talk) 11:13, 16 August 2014 (PDT)

If there's any video where the backpack view still shows item set effects (the gameplay-affecting ones), then yes those videos need to be redone. I thought we redid them all though? If you see any left, please report them.
As for your second suggestion, item sets are already demonstrated. Showing all skin possibilities would be a lot of work for little benefit though. — Wind 17:42, 17 August 2014 (PDT)
More as in the description it is stated. Set Demonstration: The Expert's Ordnance desc: Effects: +10% fire damage resistance on wearer ; i only saw this because of looking for the ullapool caber video which was/is private. Magicalpony (talk) 20:17, 17 August 2014 (PDT)
Oh, derp. Made is unlisted and added the Ullapool Caber to be to-redo list. It still shows the +10% set effect, but it seems like we forgot to redo it — Wind 17:15, 22 August 2014 (PDT)

Backpack UI

In regards to the item demonstrations, it seems that the backpack UI has slightly changed. When hovering your cursor over empty inventory spaces in your backpack it no longer shows the white border around the slot, but rather just makes a clicking noise. I'm not sure if this is a permanent addition to the backpack UI, but should we still make the item demonstrations or wait and see if Valve change it? User Obilisk Demo1.png Obilisk 07:02, 8 October 2014 (PDT)

Even if it's permanent, it's too small of a change to justify redoing everything — Wind 18:10, 10 October 2014 (PDT)


Halloween Spells

We need some demonstrations for the Halloween Spell cosmetics dropped from gifts on Ghost Fort. They've been out for three Halloween Events now and it's still very hard to find out how they look. They didn't even have accurate descriptions until today. I tried to post some temporary demonstration videos to encourage official ones to be made, but they were removed immediately. The temporary videos were: Paints, Footprints, Weapon Effects Zoshi (talk) 15:02, 26 October 2014 (PDT)

The problem is that if these get made, then suddenly someone's going to use it as justification for making demonstration videos of unusual hats and whatnot. These are purely cosmetic effects (gameplay not affected) and they're pretty numerous (i.e. long to make and possibly high-maintenance). I don't think it's worth doing. A screenshot would be pretty good though. It's easy to create and, for such items, is just as good as a video. — Wind 19:59, 27 October 2014 (PDT)

Demoman taunt fixed

Just a heads up, it appears they have fixed the bug with the smiley face when the Demoman taunts with his primary. It's been a long time since I've seen it! Not sure if it's worth redoing all of the primary for the Demoman because of this change, but just thought I should notify everyone of the change. User Obilisk Demo1.png Obilisk 00:32, 30 January 2015 (PST)

New Weapon sounds

Is it worth doing new demonstrations for each of the weapons effected by this update? I went through most of the melee weapons and found that the following have had slight sound changes: market gardner, shovel, fire axe, Sharpened volcano fragment, Homewrecker, Axtinguisher, bat outta hell, Necro smasher - only on some classes, Powerjack, lollichop, fists, Bonesaw, Amputator, Solem Vow, Vita Saw, Kukri, Bushwacka, tribalman's shiv, The Shahanshah, Knife, big earner, Y.E.R, Black rose, Kunai and the Wanga Prick. I believe I have missed some of the weapons affected. The update seems rather glitchy, as most melee weapons in the Scout's arsenal have had their noises changed for when they hit the environment, but not at all when you hit a player. Should we wait a while and see if Valve change the weapons again at all? Or just get started on them? User Obilisk Demo1.png Obilisk 00:27, 12 February 2015 (PST)