Team Fortress Wiki talk:Weapon Demonstration

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Contents


Needed

Dueling Banjo Dueling Banjo

I'm pretty sure we need to add the Banjo, I haven't seen talk about it. I DID make a demonstration for it, but MrJohnson undid it saying it wasn't approved by Wind. (I apologize for that) Now that I clarified that, Can I have permission to publish the Banjo demo? Moodic (talk) 04:39, 5 August 2018 (UTC)

Official Channel already did the demo, no need to do it. User Hinaomi Hinaomi-sig.png Rikka Takanashi (talk) • (contributions) 05:47, 5 August 2018 (UTC)

Wouldn't it be better to properly do it with Wiki demostration tho? or was this already done when MYM came around?

User MrJohnson Signature.png MrJohnson (talk) 14:29, 5 August 2018 (UTC)

Nah, official taunt demonstration video takes precedence. — Wind 01:56, 6 August 2018 (UTC)

Second Banana Second Banana

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

Is this version okay? https://www.youtube.com/watch?v=O_GpgxqkO-M Naleksuh (talk) 00:12, 4 January 2018 (PST)
All OK. Please upload~ — Wind 02:57, 5 March 2018 (UTC)
I forgot to change the Target ID alpha option between the second clip and the last one, will that be ok? Video. - Thedop 09:34, 6 September 2018 (UTC +1)
It's fine. Please upload~ — Wind 23:38, 16 September 2018 (UTC)

Thermal Thruster Thermal Thruster

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

Video - Thedop 20:33, 8 September 2018 (UTC +1)
Is good, please upload~ — Wind 23:38, 16 September 2018 (UTC)

Boiling Point Boiling Point

I have a copy of this item and can do a demonstration for this one if it is needed. Smissmas 2016 did not include any taunt demo vids. Scoottehbesht (talk) 21:07, 11 September 2017 (PDT)
Yes please~ — Wind 14:39, 29 October 2017 (PDT)

Table Tantrum Table Tantrum

Same here with this one. Scoottehbesht (talk) 21:07, 11 September 2017 (PDT)
Yes please~ — Wind 14:39, 29 October 2017 (PDT)
It's been a while since he was last active, so it doesn't look like he will be able to make it anytime soon. Anyways, I have this item, so I might be able to make a little bit later. Graysocks (talk) 16:57, 20 March 2018 (UTC)

Bad Pipes Bad Pipes

When they release new taunts in future, i may only do single classes taunt, or all classes taunt that isn't a group taunt like Conga. User Karmacharger Charger 2.png Karmacharger 6:59 PM 8/26/2016 (PDT)
OK — Wind 18:40, 4 September 2016 (PDT)

Bucking Bronco Bucking Bronco

I will do this taunt demonstration. Pictogram wait.png This demonstration has been reserved: Monkey Squirts (talk) 12:06, 23 July 2017 (PDT)

I finished the demonstration. I edited the video, added music, and applied the thumbnail to the video. If any of the staff just wants me to upload the raw footage instead or wants me to make any changes, then let me know. Then I'll take this version down and change it or I'll upload the raw footage back up here. https://www.youtube.com/watch?v=XiUs6xtrbg4&feature=youtu.be Monkey Squirts (talk) 22:31, 23 July 2017 (PDT)

The video is fine, but the Engineer isn't saying any of the voice lines for some reason...? — Wind 09:24, 2 August 2017 (PDT)

I believe I accidentally made the music a little too loud. Should I edit it to make the engineer a little louder? (Sorry for late response) Monkey Squirts (talk) 00:42, 8 August 2017 (PDT)

As long the music isn't louder than the in-game volume. Take this demonstration video for example: https://www.youtube.com/watch?v=8HJnW0GLDVE User Karmacharger Charger 2.png Karmacharger 10:02 AM 8/18/2017 (PDT)
What matters is that neither of them clip, and that the relative volumes match the other videos. — Wind 14:39, 29 October 2017 (PDT)

Mannrobics Mannrobics

Whoever does this one, it would be really cool if you could get all nine classes to do the Mouse1 dance at the same time, in sync. Dogman15 (talk) 01:09, 14 July 2016 (PDT)

It's gonna takes forever just to get 9 players to do that, no for this. Since Valve officially made a video for this taunt, i don't think it's necessary for us to do so. User Karmacharger Charger 2.png Karmacharger 6:57 PM 8/26/2016 (PDT)
Alright — Wind 18:40, 4 September 2016 (PDT)

Zoomin' Broom Zoomin' Broom

Second Rate Sorcery Second Rate Sorcery

Victory Lap Victory Lap

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

I have the video for this done, just waiting for someone to make the thumbnail so I can upload the video.

Got WikiPan to do the thumbnail, video is here: https://www.youtube.com/watch?v=RgqAbH6mErw& VasyaTheWizard (talk) 17:59, 6 June 2018 (UTC)

Same comment on bitrate. Video is fine but gets very blocky when the screen moves quickly, for example when characters move in/out of the bumper cart. — Wind 01:56, 6 August 2018 (UTC)
Same as what I said on the Luxury Lounge, will re-do when I get time. Killicon baleful beacon.pngVasyaTheWizard 19:04, 30 August 2018 (UTC)

Did Wiki Pan ever upload it to the Project Page? if not, i got another victory lap thumbnail prepared. User MrJohnson Signature.png MrJohnson (talk) 05:36, 2 August 2018 (UTC)

Thanks~ — Wind 01:56, 6 August 2018 (UTC)

Skating Scorcher Skating Scorcher

Trackman's Touchdown Trackman's Touchdown

Luxury Lounge Luxury Lounge

I have this item, so I might end up making this demo a bit later. Graysocks (talk) 08:08, 5 May 2018 (UTC)

The last talk about this was over a month ago, so I made the video: https://www.youtube.com/watch?v=S3ijWhyqZGU& As far as I understand, I need to wait for approval on this. VasyaTheWizard (talk) 15:53, 6 June 2018 (UTC)

The demonstration contents are fine, but the video is too low-bitrate. You can tell, for example, when the camera is moving: here's a screenshot. You can see that the static parts of the frame (the non-transparent parts of the HUD) remain clear, but the rest of the video is blocky. Please render the video at a higher bitrate. For 720p, you probably want between 2 MB/s (8,000 kbps) and 8 MB/s (64,000 kbps). Right now it's ~250 kbps. — Wind 01:56, 6 August 2018 (UTC)
I will re-do this when I get some time, now that I have a better CPU, it should be able to handle it. Killicon baleful beacon.pngVasyaTheWizard 19:04, 30 August 2018 (UTC)

Tools

Unusualifier Unusualifier

I found one of these in a crate so I thought I might as well do it if it's needed o: User Bojjob Userlink.png 02:52, 30 November 2017 (PST)

Can someone tell me how this looks? https://www.youtube.com/watch?v=uuDYBYtSIj4
Thanks :3 User Bojjob Userlink.png 02:03, 2 December 2017 (PST)
You've got black bars all around your video :( If you've still got the raw footage you might be able to edit it to get rid of those bars without losing too much quality.
Also, ideally it'd be nice to show the taunt in-game as well. — Wind 20:13, 5 December 2017 (PST)
Yeah, i've still got the raw footage haha
Unfourtunately i wont be able to show it in game coz i lost it to a scammer ;-; User Bojjob Userlink.png 04:07, 6 December 2017 (PST)

Gift Wrap Gift Wrap

Does this still need to be done? I can do it. ~Hi5TBone 4:45 PM 6/12/2015 (CST)
No one seems to have touched it, so go ahead. User Obilisk Demo1.png Obilisk 05:11, 13 June 2015 (PDT)

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)

Strange Count Transfer Tool Strange Count Transfer Tool

Pictogram wait.png This demonstration has been reserved: Scoot-teh-Destroyer (talk) 06:30, 12 January 2016 (PST)

With the release of the Tough Break Update, it would be a good idea to get this done ASAP. --User Dr. Scaphandre Golden Ghastly Gibus.png Dr. Scaphandre 11:17, 23 December 2015 (PST)

I'm down. Was thinking doing it once between a normal strange wep and a strange skin, and then doing the process again but in reverse. Scoot-teh-Destroyer (talk) 06:28, 12 January 2016 (PST)

OK. — Wind 18:11, 18 January 2016 (PST)

Gun Mettle and Tough Break Festivizer Gun Mettle and Tough Break Festivizer

Pictogram wait.png This demonstration has been reserved: Scoot-teh-Destroyer (talk) 20:22, 18 January 2016 (PST)

Do we need this? I'm totally down for doing it. Scoot-teh-Destroyer (talk) 06:34, 12 January 2016 (PST)
Yes. — Wind 18:11, 18 January 2016 (PST)
Very late update but I will work on this soon if we are still taking submissions. Scoottehbesht (talk) 21:08, 11 September 2017 (PDT)

Cosmetics

Aristotle Aristotle

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

Pictogram comment.png Show assists in Pyroland

Video https://www.youtube.com/watch?v=duO1_zuTnGs&t=5s - Thedop (talk) 12:01, 23 April 2018 (UTC +1)

That video you linked is the wrong one. It was really the demo you made for the "private maggot muncher" item. Graysocks (talk) 08:59, 9 May 2018 (UTC)
Indeed, it has been rectified. Thedop (talk) 14:13, 21 May 2018 (UTC +1)
Is good, please upload~ — Wind 01:56, 6 August 2018 (UTC)
http://www.mediafire.com/file/q40l9vx6707wmml/aristotle_demonstration.mp4/file - Thedop (talk) 19:48, 06 August 2018 (UTC+1)

Boston Boom-Bringer Boston Boom-Bringer

Pictogram comment.png Demonstration of how the sound effect works

Pardon me if I'm putting in the wrong place, but I noticed that Infernal Orchestrina includes the demonstration. I know that was for a pyroland item, but what if the Boston Boom-Bringer had a demonstration video where it shows the sound effect that is played when taunting? Just like the Orchestrina had (albeit the Pyroland thing). There is several sound effects, though, so all of them has to be played. User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 21:32, 26 March 2015 (PDT)

Infernal Orchestrina was demonstrated because it turns pyroland vision on by itself, not because of the sound effect it adds. This item has no such dramatic change, so no need to demonstrate — Wind 15:08, 29 March 2015 (PDT)
Alright, thanks. User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 15:12, 29 March 2015 (PDT)

Catastrophic Companions Catastrophic Companions

Pictogram comment.png Show assists in Pyroland

Croaking Hazard Croaking Hazard

Pictogram comment.png Show assists in Pyroland

Hillbilly Speed-Bump Hillbilly Speed-Bump

Pictogram comment.png Show assists in Pyroland

Mecha-Medes Mecha-Medes

Pictogram comment.png Show assists in Pyroland

Metal Slug Metal Slug

Pictogram comment.png Show assists in Pyroland

Pocket Heavy Pocket Heavy

Pictogram wait.png This demonstration has been reserved: Ben10508 (talk) 05:29, 14 September 2018 (UTC)

Pictogram comment.png Show assists in Pyroland

Pocket Santa Pocket Santa

Pictogram comment.png Show assists in Pyroland

Pocket Saxton Pocket Saxton

Pictogram comment.png Show assists in Pyroland

Pocket Villains Pocket Villains

Pictogram comment.png Show assists in Pyroland

Pocket Yeti Pocket Yeti

Pictogram comment.png Show assists in Pyroland

Private Maggot Muncher Private Maggot Muncher

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

Pictogram comment.png Show assists in Pyroland

Video https://www.youtube.com/watch?v=rvhlNNGyKq4&feature=youtu.be - Thedop (talk) 22:03, 17 April 2018 (UTC +1)

Is good, please upload~ — Wind 01:56, 6 August 2018 (UTC)
http://www.mediafire.com/file/s9kd7mg1swt5i4k/Private_Maggot_Eater_Demonstration.mp4/file - Thedop (talk) 19:48, 06 August 2018 (UTC+1)

Quoth Quoth

Pictogram comment.png I'm not sure if this calls for a redo, but the current video only demonstrates the Soldier, when this is an all-class cosmetic. Ben10508 (talk) 19:42, 11 September 2018 (UTC)

I don't think that's a good enough reason on its own to warrant a redo for something this minor. — Wind 23:38, 16 September 2018 (UTC)

Sledder's Sidekick Sledder's Sidekick

Pictogram comment.png Show assists in Pyroland

Slithering Scarf Slithering Scarf

Pictogram comment.png Show assists in Pyroland

Space Hamster Hammy Space Hamster Hammy

Pictogram comment.png Show assists in Pyroland

Sucker Slug Sucker Slug

Pictogram wait.png This demonstration has been reserved: Ben10508 (talk) 05:29, 14 September 2018 (UTC)

Pictogram comment.png Show assists in Pyroland

Tropical Toad Tropical Toad

Pictogram comment.png Show assists in Pyroland

I actually have this item. I may try to make a demo video for this later on. Graysocks (talk) 07:43, 16 February 2018 (UTC)

Need to be redone

B.A.S.E. Jumper Base Jumper

Pictogram comment.png Reduced amount of air control while deployed by 50%.

Bread Bite Bread Bite

Pictogram comment.png No longer marks user for death

Pictogram comment.png Removed 25% damage penalty

Pictogram comment.png Maximum Health drains by 10 per second when this item is active, to a minimum of 100

Crusader's_Crossbow Crusader's Crossbow

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

Pictogram comment.png Ubercharge gain rate is reduced in the same way that the Medi Gun's healing (and therefore, Ubercharge build rate) is - it is based on the last time the target was in combat.

Pictogram comment.png Does not show that if you try to heal up an enemy Spy, Über is not built.

Pictogram comment.png Does not show that if you heal an enemy player through a Pyro's reflect, Über is built.

Might need some rework but overall, is the WD correctly showing the weapon's attributs? - Thedop 22:56, 4 September 2018 (UTC+1)

Content looks fine, though I think you should shrink the picture-in-picture screens to cover less than 1/4th of the screen. Currently it's pretty hard to see what's going on, both in the spy clip and the pyro-reflection clip. — Wind 23:38, 16 September 2018 (UTC)

Dalokohs Bar Dalokohs Bar

Pictogram comment.png The model now included the bite mark, the plate model added

Darwin's Danger Shield Darwin's Danger Shield

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

Pictogram comment.png Added afterburn immunity.

Pictogram comment.png Added +50% fire resist.

Pictogram comment.png Removed +25 max health on wearer

Pictogram comment.png Removed 20% explosive damage vulnerability on wearer

Pictogram comment.png Removed +15% bullet damage resistance on wearer

I replicated the old video, tell me if it's fine with you. Video - Thedop 11:09, 30 August 2018 (UTC+1)

You should use third-person perspective switching rather than writing with text. I know the older video used text but might as well improve it now — Wind 02:02, 3 September 2018 (UTC)
New version. - Thedop 22:56, 4 September 2018 (UTC+1)
Is good, please upload~ — Wind 23:38, 16 September 2018 (UTC)

Dead Ringer Dead Ringer

Pictogram comment.png Ammo kits and Dispensers no longer refill the Spy's cloak meter.

Detonator Detonator

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

Pictogram comment.png Flare guns now apply 7.5 seconds of afterburn (down from 10 seconds).

Pictogram comment.png Per-tick afterburn damage increased to 4, for a total of 8 damage per-second.

Is there any reason why the previous water clip was on cp_freight? Video. - Thedop 17:18, 6 September 2018 (UTC+1)

No, not really. The other map didn't exist at that time, I guess. Video is good, please upload~ — Wind 23:38, 16 September 2018 (UTC)

Eviction_Notice Eviction Notice

Pictogram wait.png This demonstration has been reserved: Ben10508 (talk) 17:15, 10 September 2018 (UTC)

Pictogram comment.png No longer grants a 20% damage vulnerability

Pictogram comment.png Maximum Health drains by 5 when this item is active, to a minimum of 100

Test video This isn't the full demonstration, but I just put this here to ask if this is a good way to demonstrate the health draining attribute. I would have a split screen with the default fists to compare in the second clip in the final version. If this way works then I will do the same thing with the GRU demonstration. Ben10508 (talk) 04:44, 13 September 2018 (UTC)

I'm not Wind but tell what do you think about these suggestions:
  • First clip
I think you should let the Heavy's health decreasing to 100hp at the very beginning (the minigun appears first after the heavy's loadout screen, it can be confusing), next you switch off to the minigun until you have 300hp back again, and then you show the health drain with fist/sacha, fist/shotgun as you did.
  • Second clip
I suggest to forget about the split screen with fists (except for speed comparison, etc...). Instead, a BLU medic could be added with the soldier clip, it would be something like that:
- health drain to 100hp like the video
- look at the BLU medic
- get healed by the medic until maximum overheal
- showing the overheal increase/decrease with the health drain
- then get killed by the soldier
That's all. - Thedop 11:15, 15 September 2018 (UTC+1)
So as soon as the video starts my health will be draining from 300 to 100? And for the second clip should I have the Medic stop healing after maximum overheal so it can show how fast the overheal decreases? Ben10508 (talk) 23:39, 15 September 2018 (UTC)
Basically you start at 100hp yes and for the second clip, that's what i was thinking too. Additionally, you let the Medic healing you continually when you go back to 300hp from 100hp (by switching of the EN) to show the overheal is increasing with the health rate. And then you go down again to 100hp for getting killed by the Soldier. - Thedop 11:15, 15 September 2018 (UTC+1)
I think what you have as first clip is good already. I disagree with starting at 100hp, since that would lead to the confusing conclusion that equipping the item would set you at 100hp instantly (even if the rest of the video disproves it). I'd prefer the still-confusing-but-less-so option of starting with the minigun equipped at 300hp, and then switching to the EN and let health decrease to 100hp. You can kill the RED team during that time, which is what you do in the clip already. (However you missed one shot at 0:44, so there's a retake needed regardless.)
Second clip: agreed with Thedop that there's no need for split-screen, and that there is a need for a medic to show how overheal interacts with the lowered max health.
You can have a separate clip to faster firing speed but in that case that should include actually using the weapon. — Wind 23:38, 16 September 2018 (UTC)

Enthusiast's Timepiece Enthusiast's Timepiece

Pictogram comment.png While invisible, Spy receives 20% less damage from all damage sources

Pictogram comment.png While invisible, Spy has reduced timer on debuffs (fire, jarate, milk, bleed)

Fishcake Fishcake

Pictogram comment.png The model now included the bite mark, the plate model added

Gloves of Running Urgently Gloves of Running Urgently

Pictogram wait.png This demonstration has been reserved: Ben10508 (talk) 21:53, 10 September 2018 (UTC)

Pictogram comment.png No longer marks user for death

Pictogram comment.png Removed 25% damage penalty

Pictogram comment.png Maximum Health drains by 10 per second when this item is active, to a minimum of 100

Huo-Long Heater Huo-Long Heater

Pictogram wait.png This demonstration has been reserved: Thedop (talk) - 17:29, 8 December 2017 (UTC+1)

Pictogram comment.png Updated description to better detail the weapon's features.

Pictogram comment.png Added +25% increased damage vs. burning players

Pictogram comment.png Added -10% damage

Pictogram comment.png Reduced ammo drain to -4/sec (from -6)

Pictogram comment.png Reduced pulse damage from Ring of Fire to 12 (from 15) due to increased damage vs. burning

Here is my try for the updated version of this WD, just some notes before :

  • (Second clip) the HLH's afterburn seems to applied the damage bonus against burning players to only one target (in occurence the Soldier in the second clip) while the others only receive -15 instead of -20.
  • I don't know if the fifth clip is correctly showing the damage difference between non-burning/burning targets, tell me if the Pyro is necessary or not.
  • Some miniguns deployement are not synchronised but they always start firing at the same moment, again tell me if it's need to be redone.

Video : https://www.youtube.com/watch?v=MnAwgaSccZc - Thedop 17:29, 8 December 2017 (UTC+1)

The pyro video is useful but the pyro did too much damage for the comparison to be useful IMO. I think the bonus is intended to be used by having the HLH's own fire-setting effect to boost its own damage. Here in the video, the pyro did 67 HP of damage to the BLU heavy (since the RED heavy's damage total is shown to be 233), which is a significant headstart that the other clip didn't have. I think either have a pyro with a short puff of flame (no more than ~30 HP of initial burn damage) would be better. Alternatively, you could have 2 clips with no pyroes, and instead have the two heavies be at the same distance from each other, but have one of them be out of reach of the flames (for example by standing on top of the cart) while the other is in reach of the flames. That way one clip shows the damage with the fire boost and the HLH's own fire damage, while the other clip only has minigun bullet damage.
Also, last clip doesn't really need to go all the way down to 0 ammo... Ending it a few seconds after the other 2 clips are out of ammo is fine. — Wind 02:57, 5 March 2018 (UTC)
This isn't the WD but a sample of it, to know if the damage comparison is correctly showed here (i did it with your own idea) https://www.youtube.com/watch?v=vDFkNwpuLhw&list=UUOHZkAAJplnc__J9RS42I4w&index=1 Thedop 14:02, 1 April 2018 (UTC+1)
I reworked on it - Thedop 17:29, 9 September 2018 (UTC+1)
Is good, please upload~ — Wind 23:38, 16 September 2018 (UTC)

Mad Milk Mad Milk

Pictogram comment.png Updated description. (Also handy for putting out a fire) Pictogram comment.png Extinguish an ally reduces the cooldown by 20%)

Pictogram wait.png This demonstration has been reserved: User Karmacharger Charger 2.png Karmacharger 5:44 PM 1/7/2016 (PDT)
The "Extinguish an ally reduces the cooldown by 20%" does nothing... i'm not sure why. i've reported it to Valve User Karmacharger Charger 2.png Karmacharger 5:45 PM 1/7/2016 (PDT)

Manmelter Manmelter

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

Pictogram comment.png Flare guns now apply 7.5 seconds of afterburn (down from 10 seconds).

Pictogram comment.png Per-tick afterburn damage increased to 4, for a total of 8 damage per-second.

Video. - Thedop 09:49, 8 September 2018 (UTC+1)

Is good, please upload~ — Wind 23:38, 16 September 2018 (UTC)

Mantreads Mantreads

Pictogram comment.png +75% push-force reduction now includes airblast.

Pictogram comment.png Increased air control when blast jumping by 200%.

Pictogram comment.png Added a unique particle effect whenever a player performs a "Stomp" attack on another player with the Mantreads.

Nostromo_Napalmer Nostromo Napalmer

Pictogram comment.png Does not show bonus damage dealt to or taken from players with the Isolationist Pack equpped. First come, first served - I'm not interested in re-doing this one myself. Kzig (talk) 04:12, 16 July 2017 (PDT)

Power Up Canteen Power Up Canteen

Pictogram comment.png Doesn't show Canteen Specialist upgrades like Battery Canteens demo does

Razorback Razorback

Pictogram wait.png This demonstration has been reserved: Thedop (talk) 19:19, 12 April 2018 (UTC +1)}}

Pictogram comment.png -100% maximum overheal on wearer

Pictogram comment.png The Razorback Regenerates after 30 seconds

The rendering on the 3-cameras part isn't great, tell me if i should rework on it.

Video https://www.youtube.com/watch?v=b17gLYA6_84&feature=youtu.be(a new one since the recent patch which fixed the über rate with the Razorback) - Thedop 14:57, 15 April 2018 (UTC+1)
Low texture quality in third-person view (see screenshot, the razorback texture looks very blurry). Same problem at 0:42. Try forcing the texture to load by going into third-person and back to first person before the real recorded clip starts so that the texture is preloaded. I'm not sure it will work though because at 1:15 the texture is still bad. So, if that doesn't work I'm not sure what to do. Perhaps add to texture_preload_list?
If you can't find a working solution then this is fine to upload as-is. — Wind 01:56, 6 August 2018 (UTC) - Thedop 14:57, 15 April 2018 (UTC+1)
I tried to fix it by adding the line models/player/items/sniper/knife_shield to texture_preload_list but nothing changed, maybe i'm doing something wrong. At least, i prevemted this issue by forcing the texture to load manually as you advised but the 1:15 case is bound to happen everytime. - Thedop 18:24, 28 August 2018 (UTC+1)
OK. Upload as-is then. — Wind 02:02, 3 September 2018 (UTC)

Powerjack Powerjack

Pictogram wait.png This demonstration has been reserved: Ben10508 (talk) 13:51, 9 September 2018 (UTC)

Pictogram comment.png Does not show healing while hurt

Demonstration video Ben10508 (talk) 22:10, 12 September 2018 (UTC)

Is good, please upload~ — Wind 23:38, 16 September 2018 (UTC)

Righteous Bison Righteous Bison

Pictogram wait.png This demonstration has been reserved: Ben10508 (talk)

Pictogram comment.png Damage value changed as the changed of projectile model

Such a terrible weapon now, i don't think we should redo this one first, wait until Valve buff it back to the way it should be. Again the entire community is complaining about this weapon right now. User Karmacharger Charger 2.png Karmacharger 6:32 PM 10/3/2016 (PDT)
OK. — Wind 23:54, 9 October 2016 (PDT)
Well, they buffed back, no need to redone. User Hinaomi Hinaomi-sig.png Rikka Takanashi (talk) • (contributions) 23:53, 9 November 2017 (PST)
After did some research, the projectile changed cause the damage to change. There's the reason to redo this now. User Hinaomi Hinaomi-sig.png Rikka Takanashi (talk) • (contributions) 06:19, 14 September 2018 (UTC)
Also it doesn't light huntsman arrows anymore. Ben10508 (talk) 15:18, 15 September 2018 (UTC)
Note: the weapon demonstration shouldn't have a clip trying to light a huntsman arrow then. The weapon demonstration should stand on its own, it's not meant to show the difference between past and current behavior. — Wind 23:38, 16 September 2018 (UTC)

Robo-Sandvich Robo-Sandvich

Pictogram comment.png The model now included the bite mark

As far as I know since I still have the Robo-Sandvich, Valve didn't update the description to include the note about its attributes like Sandvich. No need to be redone (for now). User Hinaomi Hinaomi-sig.png Rikka Takanashi (talk) • (contributions) 16:33, 10 July 2015 (PDT)
Took them years to update it. Feel free to ask me if you need the Robo-Sandvich for doing demo. User Hinaomi Hinaomi-sig.png Rikka Takanashi (talk) • (contributions) 02:30, 3 September 2018 (UTC)

Scorch Shot Scorch Shot

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

Pictogram comment.png Flare guns now apply 7.5 seconds of afterburn (down from 10 seconds).

Pictogram comment.png Per-tick afterburn damage increased to 4, for a total of 8 damage per-second.

Demonstration. - Thedop 09:14, 5 September 2018 (UTC+1)

lol @ "Gibbed Spy". Is good, please upload~ — Wind 23:38, 16 September 2018 (UTC)

Scotsman's Skullcutter Scotsman's Skullcutter

Pictogram comment.png Increased deploy and holster time penalty.

Pictogram wait.png This demonstration has been reserved: Ben10508 (talk) 00:17, 9 September 2018 (UTC)

My demonstration video might not be as smooth as the others (as in the framerate); would this be a major issue? Ben10508 (talk) 03:57, 9 September 2018 (UTC)

Nvm I think I got it Ben10508 (talk) 06:15, 9 September 2018 (UTC)

How's this? Ben10508 (talk) 21:19, 10 September 2018 (UTC)

Looks fine, please upload~ — Wind 23:38, 16 September 2018 (UTC)

Short CircuitShort Circuit

If someone redoes this, please make the first clip show an alt-fire without consuming a rocket, otherwise it's not clear whether it's the energy ball by itself doing the damage, or if it's the rocket being consumed by the ball and then thrown back at the soldier doing damage that way. (It's only clear from the clip with the dispenser later on in this video.) — Wind 01:56, 6 August 2018 (UTC)

Spy-cicle Spy-cicle

Pictogram comment.png No longer displays Fire immunity shield when fire immunity is triggered Hey im new to this but is it ok if I will give it a try? It might take a while but my first won't be my best :D Sugarmuff1n (talk) 19:40, 18 November 2016 (PST)

Go for it. If this is your first time doing TF2 videos you might want to read Source Recorder and perhaps do only one clip of the demonstration first just as a video quality check. Good luck~ — Wind 12:20, 20 November 2016 (PST)

Sydney Sleeper Sydney Sleeper

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

Pictogram comment.png Fully-charged body shots and headshots no longer splash Jarate on players around the target.

Pictogram comment.png Reduced length of on-hit Jarate to 2 to 5 seconds (from 2 to 8 seconds)

Pictogram comment.png Added: "Nature's Call: Scoped headshots always mini-crit and reduce the remaining cooldown of Jarate by 1 second".

(Older version)

This weapon might ended up in the same way as Phlogistinator, this weapon has received many complains about the buff, so i highly suggest not to touch it until Valve did something about it. Because it's op right now User Karmacharger Charger 2.png Karmacharger 8:24 PM 8/9/2016 (PDT)

Heya,Denis here with my 1st video,fixed Sydney Sleeper - https://youtu.be/Ag0tmj5B1mA xB33 03:14, 5 March 2017 (PST)

Is good. Please upload~ — Wind 16:53, 5 March 2017 (PST)

(New version Post Jungle Inferno)

Video: https://www.youtube.com/watch?v=asr6n7gt3ME&feature=youtu.be - Thedop 13:34, 11 April 2018 (UTC +1)
The jarate recharge speed comparison would be better if the clip on the right had a heavy taking the jarate. Also, both sides of that clip should show that they have both the sydney sleeper and the jarate equipped prior to throwing the jarate (starting with the sydney sleeper for example), as it wasn't clear to me what was going to be demonstrated prior to the jarate already having been thrown. Rest is good~ — Wind 01:56, 6 August 2018 (UTC)
Something like that? https://www.youtube.com/watch?v=PY76euq9rWE&feature=youtu.be - Thedop 10:10, 7 August 2018 (UTC +1)
Yes, except with the rest of the video too. The backpack view with the jarate can be shown at the very beginning so that there's not 2 different backpack views. — Wind 22:03, 12 August 2018 (UTC)
I think the backpack view can be confusing with the SMG kill during the first act but tell what you think: https://www.youtube.com/watch?v=0sfxOauN80U&feature=youtu.be - Thedop 10:10, 28 August 2018 (UTC +1)
Hmm, yeah, it is. Can you replace it with a Kukri kill? — Wind 02:02, 3 September 2018 (UTC)
Bombs away! - Thedop 17:18, 6 September 2018 (UTC +1)
Is good, please upload~ — Wind 23:38, 16 September 2018 (UTC)

Vita-Saw Vita-Saw

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

Pictogram comment.png Added Organs collecting concept. Each hit with the Vita-Saw harvests the victim's organs. Preserves 15% ubercharge(sic) per Organ harvested on-death. Effect caps at 60% total ubercharge.

I added a Spy clip, tell me if it is necessary or not: video. - Thedop 21:31, 1 September 2018 (UTC +1)

The video is a bit confusing because it's not clear which video transitions are clip changes, vs respawning. I think that in this video, you should add longer and more obvious transitions (like 2-second fade-to-black-and-then-fade-to-new-clip transitions) to make that more obvious.
The first two clips can also be made into one: after the taunt, get killed (by a soldier standing behind the taunt spot or something) while having 8 organs, and show that you ressurect with a bunch of ubercharge. Reducing the number of clips for this video is good because that means less opportunity for confusion between respawns and not-respawns.
Spy clip is not too useful but it's not bad either, so feel free to leave it or not. — Wind 02:02, 3 September 2018 (UTC)
Less is more i guess, i removed the spy clips. Tell me what do you think about the editing/first clip: video. - Thedop 09:34, 6 September 2018 (UTC +1)
I think it would be better if you died with like 75% ubercharge rather than 15% in the first clip, such that the cap is demonstrated. Another way to do that is to change the fourth clip in the 4-way split-screen to have more than 4 organs. — Wind 23:38, 16 September 2018 (UTC)

Flamethrowers

Note: I decided to put the Flamethrowers aside from the "Need to be redone" chapter because most of them sharing the same changes from the Jungle Inferno Update - Thedop (talk) 10:38, 03 May 2018

Pictogram comment.png Flamethrowers no longer apply maximum-duration afterburn on contact. Afterburn duration is now based on how long the target is in contact with direct flames.

Pictogram comment.png Flame damage per second now ramps up based on density of flame encountered, up to 200%.

Pictogram comment.png New particle effects.

Pictogram comment.png Airblast: Total push force slightly increased.

Pictogram comment.png Airblast: Airblast factors in the upward angle of the airblast, rather than having a fixed upward force.

Backburner Backburner

Degreaser Degreaser

Flame Thrower Flame Thrower

Pictogram wait.png This demonstration has been reserved: IAmQuiteHorny (talk) Gonna pitch in my help... a lot of outdated videos right now so I'm guessing you need the manpower. No need to worry, my Wiki username won't be in the video :)

edit on 08/31/18 - gonna actually start working on the video as it seems some are already being uploaded lol The preceding unsigned comment was added by IAmQuiteHorny (talk) • (contribs)

Nostromo_Napalmer Nostromo Napalmer

Phlogistinator Phlogistinator

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

I added an afterburn comparaison clip - Thedop 18:49, 9 September 2018 (UTC +1)

Is good, please upload~ — Wind 23:38, 16 September 2018 (UTC)

Rainblower Rainblower

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.

So it appears that the weapon switch speed for every class has increased from 0.67 to 0.5 seconds. Are we going to have to redo all the demonstrations where weapon switching is present? User Obilisk Demo1.png Obilisk 23:00, 25 December 2015 (PST)

No, that's probably too much. — Wind 14:29, 27 December 2015 (PST)

Is there any particular reason we don't allow Collector's quality items to be used in demonstrations? Hail Fellow Well Met (talk) 23:38, 11 January 2016 (PST)

My assumption would be that Collector's quality is rather rare, and as such unrecognizable for most players, since Unique and Vintage have been around for ages all players by now should be able to recognize those. Although as far as I know we haven't talked about including Collector's quality in the suitable list for the Loadout screen, maybe now, being a year and a bit after the Collector's quality has been added, Wind may allow it. Let's see what he says. In my opinion the colour hurts my eyes haha. User Obilisk Demo1.png Obilisk 05:09, 12 January 2016 (PST)
It's definitely not the quality most people watching the video would have the item in. And if they do, then they would already know there's no difference between Collector and non-Collector. The reverse is not as likely.
I also don't think disallowing Collector's quality items prevents people from contributing to these videos. Surely if you manage to get a Collector's item you can also manage to get a non-Collector version of it.
More generally, the allowed qualities the "common" ones such that they are recognizable by most people and don't put up a barrier for contribution. It also prevents the temptation people may have to show off their rare item when they have a non-rare version of it. And having a small restricted set keeps videos consistent. — Wind 18:11, 18 January 2016 (PST)

I'm thinking of doing one of the weapons here, but my graphics card is confused as to whether or not it can record video. Could I record the demos and upload the demos for recording? weatherman115 08:11, 2 February 2016 (PST)

That's not the hard part of the work (the demo rendering/cutting/adding backpack view/music mixing/transitions/muxing/uploading to youtube/etc process is significant) and the review process would be pretty awkward if the responsibility is shared between two people, so I don't think that kind of system would work very well. — Wind 14:46, 6 February 2016 (PST)
I knew there was going to be a problem. I'll see if I can get my card to record video, although I'm afraid that it will break the card. But frankly, it's worked before, so it shouldn't be a problem.
...I would put my graphic card name here, but I'm away from my computer and I can't check from anywhere other than there. I do remember that it's an AMD. weatherman115 07:36, 8 February 2016 (PST)
Found it. It's a Radeon HD 5900 Series. weatherman115 15:09, 8 February 2016 (PST)
Can you find the precise number? 5900 is a wide series. I'm pretty sure they're all good enough to use Source Recorder at 7250p or higher though so I don't think you should have problem rendering as long as you have the correct drivers. — Wind 15:36, 27 February 2016 (PST)
I was actually thinking of using OBS, but that sounds good. Where can I download it?
Also, can I have a non-7zip file of the demonstration map? I don't want to download any more software, and I'm pretty sure Windows 10 can't unzip .7z files. weatherman115 06:28, 2 March 2016 (PST)
Here's the extracted map file: http://weaponref.wiki.tf/tr_target_weaponref_hdr.bspWind 18:08, 13 March 2016 (PDT)
Been way too long since I last checked my account, completely forgot about this. I'm on mobile right now, plus I've got life stuff to do, so I'll get to it as soon as I can. Thanks! weatherman115 13:17, 17 March 2016 (PDT)
For the demonstration config, how do I reset my settings after recording? I'm a very competitive player, so being able to restore my settings would be great. weatherman115 14:45, 17 March 2016 (PDT)
The Source engine configuration file language is very limited. It doesn't have any kind of state-keeping, so there is no way for a config file to be able to undo itself. The only way to have an easy "undo" is rather to have a config file that sets the options you want. Then you can alternate between the two config files in order to switch between one or the other. There's no way for the demonstration-specific config file to figure out what your previous configuration was, so it can't provide a way to undo itself either. Sorry :( — Wind 18:39, 20 March 2016 (PDT)

New Map and Musics For Demonstration

Glad you like the tr_karma map, it has everything, a swimming pool, a pit hole, trees, and birds. I assume you've played the map to see how it looks like. For new musics, i mixed the projector music with the official TF2 soundtrack, two examples: https://www.youtube.com/watch?v=sYIblqJNSDM and https://www.youtube.com/watch?v=xdC7L2o_1Y0 I think we definitely should use them too, the current ones are getting old and boring. If you like, i'll upload them here. Also for the config and bots spawning, do you still want the starting bots to be Pyro, Soldier, Medic, and Spy? in my videos, the bots are Demoman, Heavy, Sniper, and Scout. if you want the same setup for the bots, i'll change them, then upload the config file here. Oh yeah last thing, a halloween themed version for the tr_karma will be released soon, since Scream Fortress will be here soon, if there's any new weapons released, can i use that halloween tr_karma to demonstrate? User Karmacharger Charger 2.png Karmacharger 12:11 AM 10/5/2016 (PDT)

https://www.dropbox.com/s/lwfowqne4qsld0x/Tr_karma%20and%20night%20%28with%20config%29.rar?dl=0 tr_karma and tr_karma_night, also included config for bots, new bots setup and the old one. User Karmacharger Charger 2.png Karmacharger 4:02 PM 10/8/2016 (PDT)
Thanks for the maps. I'm getting some skybox issues with the night version.
Yes, the bots should be the same and spaced the same way such that videos using either maps stay comparable in terms of distance falloff and time-to-kill-each-bot.
For halloween: Yes, as long as it also has a halloween background music as well to complement it. I think this would mark a nice point to transition to the regular tr_karma for demos after that point too (meaning that we keep doing tr_target_weaponref_hdr demos until halloween, then make tr_karma_halloween demos, then make tr_karma demos). — Wind 23:54, 9 October 2016 (PDT)

New Demonstrations (jungle inferno)

These is my first demonstrations, so I can imagine 1000 errors...

Thermal Thruster
Gas Passer
Your Eternal Reward
Cow Mangler 5000
The Second Banana
The Vita-saw
The B.A.S.E jumper
Pretty Boy's Pocket Pistol (this is a super-update, because embarassingly, it was never redone since the LAST update)
I am currently remaking:

  • Atomizer
  • Rescue Ranger
  • Flamethrowers

Please let me know if there are any problems. Naleksuh (talk) 14:16, 21 October 2017 (PDT)

Thanks wind, i'll get right on it (in order ;). Can I add you on steam or something where you're more active so I can reach you more often? Naleksuh (talk) 14:40, 29 October 2017 (PDT)
I'm not on Steam very often but I am on the IRC channel as WindPower[m]Wind 15:02, 29 October 2017 (PDT)
With an [m] eh? I guess that explains why I didn't get a reply back when I pmed only WindPower Naleksuh (talk) 15:05, 29 October 2017 (PDT)
Review for https://www.youtube.com/watch?v=D62WLzm4tS4:
  • Video quality is much better. Not perfect though. Some tips to improve further if you want to explore:
  • Use tr_karma instead of tr_target_weaponref, it has slightly better lighting.
  • Try starting the game with -dxlevel 98 as launch option (in Steam, right-click on TF2 in the library, "Properties", "Set launch options")
  • Use some console commands to improve graphics quality further, for example using this or this one. This will probably make the game too slow to play normally, but you can run it before rendering a demo so that it only applies during demo rendering.
  • See if you can also do 60fps. Yes, you will need to double the bitrate to keep the same video quality at 60fps.
  • It's OK for the demo files to have bots randomly die at the beginning, but it's not OK to have that shown in the video, nor to have their ragdolls randomly littered across the floor, nor to hear the ragdoll sounds. If your demo file has this "everybody dies" problem, you can either decide to wait it out (and cut the waiting part in your video editor later), or you can bind bot_teleport to make the bots go away at first, then start recording the demo, then bot_teleport them back after the recording has started. That way the ragdolls will be somewhere else off-screen.
  • 1:18 - unnecessary jump
  • 1:28: missing fade transition, & need more padding before/after transition (see other demonstration videos to get an idea on the timing)

Rest is good~ This is much closer to perfect. — Wind 20:57, 31 October 2017 (PDT)

Also, https://www.youtube.com/watch?v=Zr09nYzHemA shows that the gas passer does resupply at the resupply locker, what's up with that? — Wind 21:03, 31 October 2017 (PDT)
Wind, are you sure -dxlevel 98 is a good idea? It completely ruined the quality. Naleksuh (talk) 22:24, 8 November 2017 (PST)
Yeah, that looks pretty bad. Go lower until you find a value that looks better. I think the valid directX 9.x ones are -dxlevel 98, 95, 91, and 90. — Wind 22:31, 9 November 2017 (PST)
98 is what I used in that video though. To me it would make sense to go higher, but I trust you more than myself. i'll try it on 90 and upload that to youtube. Naleksuh (talk) 22:52, 9 November 2017 (PST)
OK, this is what I now have. unless there is something you see, I myself can't find any problems so if you don't have any objections I may proceed to add music and the other clips. Naleksuh (talk) 12:42, 10 November 2017 (PST)
Video quality is quite nice. Get rid of the BLU pyro ragdoll at the beginning (unfortunately that will probably require a new recording, since you started moving too early on this one to be able to just cut off the beginning out), add the backpack view, add some BGM, and it'll all be good~
I'll be away for all of next week (work trip), won't be able to review other demos for a while. Feel free to start working on the other demos in the meantime, as this level of quality is good to go for other demos — Wind 18:55, 11 November 2017 (PST)
I attempted to cut him out, but obviously I failed at that.
I will attempt to finish gas passer and maybe 1 or 2 or other but I'll stop at that, don't want a repeat of last time. Naleksuh (talk) 19:36, 11 November 2017 (PST)
Here is what I made for the gas passer.
I am now going to be making the second banana, and base jumper! Naleksuh (talk) 22:46, 11 November 2017 (PST)
The clip 1:02 starts a bit too quickly. The camera is already moving while the crossfade isn't complete yet... The Spy tauntkill clip transition is a bit buggy (there's a frame skip in there, and the background noise clips out). That being said, the Spy tauntkill should be in the first clip preferably. You can do the tauntkill before throwing it on the medic to avoid the long resupply delay, which avoids the need for having a separate tauntkill clip. I think it'd be nice to do it anyway if only so that there's no inconsistency in the kill effect (tauntkill clip has the halloween soul-sucking thing going on, but the rest of the clip doesn't).
Video quality is good, feel free to proceed with the others. Please use the {{Reservation}} tag :) — Wind 17:34, 26 November 2017 (PST)
Gas Passer Link https://mega.nz/#!oSZyjSxK!HACBbguEOf-sODGJD5OruILqhe_BqoSrsX6INS63j5o Naleksuh (talk) 16:26, 11 December 2017 (PST)
"File is no longer available" :( Sorry, I was slow to try to download it... — Wind 02:57, 5 March 2018 (UTC)

Question about innacurate demonstration videos.

When the a demo video isn't accurate due to patch changes and such, should it still be displayed on the Item page? or should it be commented out until it is updated? Graysocks (talk) 23:06, 26 October 2017 (PDT)

It should be updated instantly, as I am trying to do above. But windpower is inactive and I can't get em uploaded. Naleksuh (talk) 16:08, 27 October 2017 (PDT)
Ideally it would be updated instantly, but like you said you can't upload them. In addition there are also other ones that are innacurate now, and making the videos will take some more time. So that's why I'm wondering what should be done while the videos are inaccurate. Graysocks (talk) 23:06, 27 October 2017 (PDT)
I'm not really sure. I was considering just replacing the links with my own videos, but I'm not sure how much windpower would like that. Am still waiting on a reply back from him. For now I guess, just leave it how it is. Better to have a partial demonstration than nothing--stats are shown at begin so they can tell if it's old or not. Naleksuh (talk) 10:11, 29 October 2017 (PDT)
Oh hi. I'm here and I try to check this page every weekend or so (sometimes I skip weeks but yeah...). When a video is inaccurate, typically the weapon still retains most of its previous behaviour, and also its appearance (3D model in the game), so the old video still has some value. The {{Weapon Demonstration}} template actually supports an "out of date" mode where it will display a disclaimer for outdated videos (see the last line of {{Weapon Demonstration}}, where it says "scattergun-outdate"). That will display an autotranslated "out-of-date" disclaimer on all pages including this video. — Wind 14:39, 29 October 2017 (PDT)
So I guess I will add that "out-of-date" disclaimed to the out of date videos that I find. Graysocks (talk) 00:50, 7 December 2017 (PST)
Well, I tried that out and it doesn't seem to work. I even looked in the history of the page to make sure I was doing it correctly. I'm not sure what the issue is. The out of date notice doesn't show up with the videos. Graysocks (talk) 05:49, 7 December 2017 (PST)
I checked again a day or so ago, and the out of date notice shows up now. It looks like it takes quite some time to appear. I'll go add it on the other out of date videos I find now. Graysocks (talk) 21:20, 22 December 2017 (PST)

IRC

Is everyone here emotionally attatched to IRC? because I lose all my messages upon restart and if wind wouldn't mind, I wish weapon demos could be discussed on alternative chat sites (Discord, slac, etc).
however, I am still relatively new here so I understand if the answer is "deal with it". Naleksuh (talk) 21:13, 9 November 2017 (PST)
The IRC channel dates back to 2010 or so. People are used to it being there. I would also not want to move it to a proprietary chat service like Slack or Discord.
You can use Riot.im to join channel #freenode_#tfwiki:matrix.org and it will join the #tfwiki Freenode IRC channel through matrix.org, which will keep your messages and will stay connected if you leave.
In the future I plan to set up a proper Matrix version of #tfwiki, which can then automatically bridge users from IRC, Slack, Discord, XMPP, and other protocols together into one virtual channel. I've already started setting it up for #pwiki (the Portal Wiki's IRC channel). — Wind 22:31, 9 November 2017 (PST)
Also, there is a web log of past messages in the channel at https://irc.biringa.com/channel/tfwiki (older logs are available using the top right button on that page). — Wind 22:35, 9 November 2017 (PST)
Yeah, that was kinda what I was expecting for #tfwiki, hence the preemptive "deal with it". however, that stuff cant log pms tho, and my concern is every time I get disconnected I have no idea what you said to me and lost all our record. is there an app for that too xdd The preceding unsigned comment was added by Naleksuh (talk) • (contribs)
riot.im will log PMs if you create an account. — Wind 00:20, 10 November 2017 (PST)

Call for YouTube channel management

Oh hi, video demonstrators. I've been lazy on doing reviews and on keeping the YouTube channel up-to-date with the approved demonstrations, and to fix this I'd like to quicken on the first part (quality-checking videos) and recruit people to do the latter part. If you've proven yourself by getting 5 or more videos approved for upload in the past (that means you, Thedop), please reply here to apply. Your responsibilities would be to upload approved videos (not just your own) to the YouTube channel, tagged properly, with the correct thumbnail, and updating the Wiki pages (the weapon page, the dictionary, and the Weapon Demonstration project page's list of demos to do) accordingly. In exchange, I will review your videos on-demand if messaged on IRC, or every weekend otherwise. I'm not pretending this is a fair trade of responsibilities, I just think it's the best thing to do for weapon demonstrations on the wiki as a whole in order to get quality videos out faster given my lack of time. Let me know what you think~ — Wind 01:56, 6 August 2018 (UTC)

Hello Wind, i'm all in to help with the wiki management, but i have some concerns about the upload part because my upload rate is quite "slow" (about 2H for a 6min video for example). I don't mean it is impossible but it would take load of time to uploading most of the current approved videos. I've also some additional questions :
1) What part of the dictionary needs to be updated?
2) All the approved videos must be uploaded at the same time and remain hidden until the last one is uploaded?
3) It is necessary then to upload on Mediafire the approved videos i worked on?
But apart for that, i can provide any help. - Thedop (talk) 19:48, 06 August 2018 (UTC+1)
There's also no rush in uploading past approved videos. Some of them have been pending for weeks before publication, so a few days extra isn't a big deal.
Re: #1: this dictionary: {{Dictionary/demonstrations}}
Additionally, pages which didn't have weapon demonstrations (in all languages) must be edited to add the {{Weapon Demonstration}} template so that they show up on the page.
Re: #2: No, there is no strict schedule. Historically they were released in batches but that's just because that's how I went over their descriptions and tags to make sure they're correct, and YouTube had no "publish this video at this time in the future" functionality before. Now it's possible to upload them hidden, make sure the description and tags etc. are all hidden, and then publish them slowly over time (like 1 a day). But that's not a requirement.
Re: #3: You would upload your own videos to your own channel for review, and once approved you can upload to the wiki channel directly. No MediaFire. — Wind 22:03, 12 August 2018 (UTC)
Understood. - Thedop (talk) 13:27, 13 August 2018 (UTC+1)
Alright. So, do you want to manage the YouTube account? If so, please send me a message on IRC or Steam so that I can give you the password. — Wind 00:35, 20 August 2018 (UTC)

Split screen HUD

  • So I need to change my HUD layout for a demonstration video for 2 screen split-screen. I've downloaded the file that was on the project page called "HUDv2" and extracted it. After that, what do I do with the files? Please help, thanks! Ben10508 (talk) 01:30, 10 September 2018 (UTC)
    • The split-screen HUDs haven't been updated for the recent updates, personally i would recommend to stick with the demonstration.vpk file from weaponref.7z and changing your resolution directly from the game launch option with -width 960 -height 1080 -window to make your game run in a window at 960x1080 resolution. - Thedop (talk) 10:50, 10 September 2018 (UTC+1)
      • Works like a charm, thank you! Ben10508 (talk) 15:32, 10 September 2018 (UTC)


Third Degree Demostration

the Third Degree Demostration doesn't show if the Amputator Taunt links also. Shouldn't it be shown? User MrJohnson Signature.png MrJohnson (talk) 08:34, 13 September 2018 (UTC)

No, on the account that it's a) likely a bug, and b) we generally don't demonstrate interactions with non-stock weapons, unless they're explicitly-coded and important gameplay features (e.g. lighting huntsman arrows on fire) or they're about general properties of non-stock weapons rather than about specific non-stock weapons (e.g. damage bonus against burning players can come from non-flamethrower fire weapons). — Wind 23:38, 16 September 2018 (UTC)