nyuuzyou/wikis huggingface dataset:
GoldSrc (SteamPipe)

SteamPipe update was a update to which adds HTTP, better mod support for Steam, adds and support. 
The downside is that surround sound audio support was removed because EAX/A3D are non-functional on newer version of Windows (since Vista), without using third-party software/workarounds (such as MetaAudio or Creative Alchemy for older versions). This does not affect mods such as (version 3.x - 4.x, which uses FMOD). Direct3D support were also removed.
==Features==
=== Added ===
*Faster and smoother downloads
*Faster game boot times and map load times
*HTTP Caching 
* FBO renderer - A new method of rendering the game, which allows MSAA to work with GoldSrc engine. This also allows the game to run on fullscreen in a borderless window, and aspect ratio that are different from your monitors, for example, 4:3 on 16:9, will not be stretched to fill the black bars.
* MSAA anti-aliasing - GoldSrc now natively supports anti-aliasing, specifically, MSAA 4X, which is enabled by default on most modern hardware, reducing the number of jagged edges/staircases effect on the geometry.
* support
* support
=== Removed ===
*EAX and A3D surround sound audio
** This also removes support for surround sound (4, 5.1, 7.1, etc...) in general, leaving the game only outputs in Stereo.
** Another downside with the removal of EAX/A3D is certain DSP sound effect (DSP no. 26-28 or Weirdo 1 to 3 for example, which was usually used for vents) will have buzzing noises instead of proper echoes effect.
*Direct3D 7 support 
* Stencil shadows
GoldSrc Bot

A bot (short for robot) is similar to an NPC in a multiplayer game, usually designed to behave like a human-controlled player. 
== Long Version ==
Given the team-based competitive nature behind many first-person shooters, a player who plays offline games, presumably limited or no internet access, will be missing out a huge portion of the game. To remedy this, these games usually come with bots, which are NPCs that behave like a human player.
Another distinct definition of bot is that of a computer program which is commonly designed to perform monotonous or hard-to-achieve tasks such as "farming" and raising levels in RPG-type games. As a result, most RPG games have banned them from use because it is considered cheating. In FPS games this type of bot is also known to be a form of cheating. It helps players achieve better scores by improving their aim and reflexes which, in the extreme case, are completely controlled by the bot software.
== Related Console Commands and Variables ==
All games with bots have ConCommands and ConVars to control them. These might have slightly different side effects per game.
ConCommand / ConVar	Description
bot_add 	Adds a bot to the server. Parameters can be used to set the name, team or difficulty of the new bot. This command might do nothing the first time if bot_quota_mode is set to fill.
bot_dont_shoot 	Determines whether bots will intentionally shoot at enemies or not. They might still shoot for example if they are blinded by a flashbang or if a func_breakable is in their way.
bot_kick 	Remove all bots from the server. Parameters can be used to target only specific bots.
bot_kill 	Cheat command that makes all bots suicide. If a parameter is given, tries to kill the bot with that name.
bot_stop 	If set to non-zero, bots won't do anything.
== References ==
Bot
Category:Glossary
GoldSrc Dimensions

The standard measurement in GoldSrc is a unit which is roughly equivalent to 1 inch or 2.54 cm.
== Map Size ==
* 4096x4096 is the max size for a GoldSrc map.
== Constraints ==
* 18 units: maximum height that a player can walk (or crouch-walk) up
* 32 units: maximum width between objects that a player can walk (or crouch-walk) over
* 33 units: minimum width between objects that a player can pass through
* 37 units: minimum height that a player can crouch beneath
* 45 units: maximum height that a player can jump up
* 63 units: maximum height that a player can jump-crouch up
* 73 units: minimum height that a player can walk beneath
== Half-Life, Counter-Strike and most GoldSrc games ==
 [Short Explanation] HL Unit sizes
== Day of Defeat ==
*See Day of Defeat Mapper's Reference.
== External links ==
* (originally written by Caleb 'Ghoul' Delnay on the VERC; mirrored from the original on the TWHL Wiki.
* 
Category:GoldSrc Glossary
GoldSrc SDK Release Notes

== Source code ==
===Half-Life SDK (Code) Update 10/2/2024===
* Half-Life SDK has been updated with 25th Anniversary Update changes. Currently this latest version are based on October 2, 2024 patch.
* For more info about Half-Life 25th Anniversary Update, click here.
== Content ==
===Half-Life SDK Content Update 7/11/2019===
* HLSDK Content:
**Added – 
**Added – (1.86 KiB)
**Added – 
**Added – (45.18 KiB)
Category:Valve
Category:Half-Life SDK
Category:GoldSrc
GoldSrc WAD Lists

This page is a list of all the WADs that the latest vanilla installations of games are able to read from, without moving files around. This should slightly simplify the process of setting up or for any particular given game. Note that this page only lists WADs that are useful for mapping, so , , , , , and other similar WADs are not listed.
== Valve Games ==
=== ===
WAD path	Description
=== ===
WAD path	Description
=== ===
WAD path	Description
=== ===
WAD path	Description
=== ===
WAD path	Description
=== ===
WAD path	Description
=== ===
WAD path	Description
=== ===
WAD path	Description
=== Deathmatch Classic - ThreeWave CTF (unreleased) ===
WAD path	Description
=== ===
WAD path	Description
=== ===
WAD path	Description
== Third-Party Games ==
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WAD path	Description
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Category:Files
Category:GoldSrc
Gravity

Gravity in Source is measured in units/second2. The value is defined by sv_gravity, which defaults to 600 in Half-Life 2 (and episodes), Portal, and Portal 2. Default gravity is 800 in Valve's other games.
== C++ functions ==
=== VPhysics ===
; void physenv->SetGravity(Vector &gravityVector)
: Sets the direction and strength of gravity for the VPhysics environment, which can be changed at any time independently of sv_gravity. Physics objects will sleep on the 'floor' no matter which direction it is in, but they will not wake of their own accord if gravity changes. 
; void IPhysicsObject::EnableGravity(bool enable)
: Controls per-entity zero gravity. The object will tumble through the air if pushed.
: 
=== QPhysics ===
; void CBaseEntity::PhysicsAddGravityMove(Vector &move)
: Uses sv_gravity to add gravity to falling QPhysics entities ().
; void CGameMovement::AddGravity()
: As above, but for players.
;void CBaseEntity::SetGravity(float gravity)
: Sets a per-entity multiplier for QPhysics gravity. Default is 0, which should be considered 1. 
== See also ==
* 
* 
Category:Source
Category:Programming
Green Devils 1939-45

== Introduction ==
Green Devils 1939-45 is a Half Life 2 total conversion.
In several single player campaigns, the player is revisiting the battlefields of World War II in the role of young German Fallschirmjägers, the famous Green Devils. The journey is going to take the player to sites of fierce fighting like Crete and Monte Cassino. The modification will introduce large realistic arsenals, vehicles as well as authentic recreations of sites and environments.
== Features ==
* Unique Scenario
* Single Player as main focus
* Realistic behavior of weapons (overheating / manual bolting)
* Realistic aiming / ballistics
* Wounds effect Game Play
* Enhanced AI behavior
== Media ==
== External links ==
* ModDB Entry
Grenade bolt

This is crossbow bolt that appears when fired from the crossbow in multiplayer. Used by mod version of the game (with no explosion abilities) for singleplayer campaign. Current Steam versions use the entity, you still can use the old version of the bolts with , bolts will not differ from the mod version. In singleplayer, bolts behave similarly to in that they can bounce, create sparks when hitting surfaces, and can kill most enemies in one hit, it is affected by gravity (which requires shooting with lead), and lacks the ability to chain the body to a wall (used for ). In multiplayer, they use dynamite stick in their composition, which is why they explode instantly upon impact with a surface. Most inputs and outputs are same as CBaseAnimating.
Represented by class CGrenade_Bolt.
==Inputs==
==Outputs==
==Dedicated ConVars==
 (the mod version)
==See Also==
* - the weapon crossbow entity
* - the pickup crossbow entity
* - the ammo entity for weapon crossbow
* - the tracer version of bolts
* - the crossbow tracer entity
Grenade frag

The grenade entity that used by and HECU soldiers. It is a frag grenade that explodes after a certain amount of time, it also uses VPhysics, so you can pick it up and throw it like any other physical object. In multiplayer, used QPhysics (similar to and ), so you can't pick up it, but it has a predictable throw path. Steam versions use console variables to configure this entity, the mod version provides exclusive inputs and outputs that are cut in Steam versions of the game. Other inputs and outputs are same as CBaseAnimating. 
Represented by class CGrenade_Frag.
==Inputs==
==Outputs==
==Dedicated ConVars==
 (the mod version)
==See Also==
* - the weapon frag entity
* - the pickup frag entity
* - one of NPCs that can use this entity (commander)
* - one of NPCs that can use this entity (medic)
* - one of NPCs that can use this entity (grunt)
* - one of NPCs that can use this entity (grenadier)
Grenade helicopter

It's a time-bomb dropped by npc_helicopter.
The timer is only activated when the bomb comes in contact with the world geometry, or any props. If You manage to catch one by pressing on it before it touches the ground, you'll be able to hold unarmed, until you touch it against anything.
Upon touching an NPC or most other props it will detonate immediately. The bombs are also buoyant.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
==Console variables and commands==
==See also==
*
Category:Half-Life 2 Weapons
Grenade hornet

The grenade entity that used by and alien grunts. It is a xen hornet that spawns hivehand to attack enemies. With primary attack, player's hornet can home in on targets (if it notices them) and bounce off walls if it collides with them, explodes after a certain amount of time. With secondary attack, hornet will fly forwardly until it hits an object or until explodes after a certain amount of time. This entity also used by alien grunts, they can use only secondary attack. 
Represented by class CGrenade_Hornet.
==Inputs==
==Outputs==
==Dedicated ConVars==
 (the mod version)
==See Also==
* - the hivehand weapon entity
* - the pickup hivehand entity
* - one of NPCs that can use this entity (legacy alien grunt)
* - one of NPCs that can use this entity (smart alien grunt)
Grenade launcher projectile

It is the grenade shot by weapon_grenade_launcher. On surface contact, it explodes with a large flash unless the surface is part of the skybox, which then the grenade gets deleted.
If this entity is spawned manually, it will stay put and deal no damage, pushing away players that stand on it. Therefore, this entity is of better interest to VScript users.
== NetProps ==
== Cvars ==
=== General Attributes ===
=== Tank-specific ===
== See also ==
* 
* 
* 
* 
*
Grenade mortar small

The grenade entity that used by . This is a mortar shell that was used as an airstrike bomb.
This game also have , the only difference is the particle effects from explosion. Both are using same inputs, outputs and console variables.
Most inputs and outputs are same as CBaseAnimating.
Small version represented by class CGrenade_Mortar_Small.
Large version represented by class CGrenade_Mortar_Large.
File:mortarexp_small.jpg| thumb | right | 510px |Explosion effect from .grenademortarbounce.jpg
File:mortarexp_large.jpg| thumb | right | 510px |Explosion effect from .
==Inputs==
==Dedicated ConVars==
 (the mod version)
==See Also==
* - the launcher
* - the "tactical map"
Grenade tow

The grenade entity that used by and . A TOW missile that launched by cannon, it lies straight until it hits a surface, and then explodes. It have homing feature in the mod version via input, this feature not available in Steam versions of the game. Most inputs and outputs are same as CBaseAnimating. 
Represented by class CGrenade_Tow.
==Inputs==
==Outputs==
==Dedicated ConVars==
 (the mod version)
Grimoire

== Overview ==
Grimoire is a two-player projectile-based fighting game of sorcerous combat. Characters use spells for attack and defense, though no attack or defense is perfect. Each spell has its own unique effects and uses. Some spells counter others, some work better in conjunction with other spells. These unique effects allow players to create their own spell combos to exploit their opponent's weaknesses and win the Tournament of Shadows. Grimoire is a Half-Life 2: Deathmatch mod developed in five months by students at and released on March 5, 2007.
== Features ==
* Fast console-style action for two players
* Eight unique and exciting spells
* Four lush levels in which to do battle
* Third person view, fixed camera.
== Media ==
* All screenshots
* Grimoire HD Trailer
=== Screenshots ===
Image:Grim garden 3.jpg|Darius casts Wisps in the garden
Image:Grim garden 4.jpg|Darius uses Shatterfoot
Image:Grim chapel 6.jpg|Destructible environments
Image:Grim cascades 2.jpg|More destruction at the cascades
Image:Grim mysterium 4.jpg|Fireball in the mysterium
== External links ==
* Grimoire website
* The Guildhall at SMU
Category:Multiplayer Mods
GtkRadiant

is a game level editor for based games originally developed by id Software and Loki Software. An off shoot of the program Q3Radiant, GtkRadiant is able to create levels for engine based games (, , ) as well. GtkRadiant is open source, licensed under the GPL, and is available for free.
== External links ==
* Official Homepage
* GtkRadiant on Wikipedia
* GtkRadiant on Wikibooks
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Gunman Chronicles

is a standalone retail game created by the now-defunct Rewolf Software. Gunman Chronicles was orignally a deathmatch mod titled Gunmanship 101, then was moved to 's engine before becoming a mod. At the Half-Life Mod Expo in 1999, Gunman Chronicles stole the show and Sierra approached Rewolf to make a standalone retail version.
After significant work, Rewolf was given some office space, funding and a mapper (Jeff Lane) by Valve Software to help complete the project.
No patches were ever released for the game, though further development of multiplayer continued sometime after release.
Gunman Chronicles is not available on Steam, despite of the fact that Valve Software owns the publishing rights to it, and was shown that it's was originally planned to be released on Steam according to this photo from 2002, during GDC 2002. It was planned as a free game for owners of Half-Life. In 2012, a group called Petition: Bring Gunman Back was opened on Steam by the Team Lead of the Gunman: Reloaded mod project and multiple members of Valve fansite Lambda Generation. The group is attempting to persuade Valve to rerelease Gunman Chronicles on Steam.
== Trivia ==
* The company names Rewolf is a reversal of creator Herb Flower's surname.
* The demo was created by Maverick Developments.
== See also ==
* Gunman Chronicles FGD
* Gunman Chronicles Sky List
== External links ==
* Gunman to Steam - Gunman to Steam patch homepage.
* Gunman Chronicles Dedicated Server Tool - 
* Gunman Chronicles Dedicated Server Tool - FilePlanet (Registration/login required)
* Gunman Chronicles MP3 Pack - High quality MP3 soundtrack (for Steam).
* Gunman Chronicles Demo 
Category:Non-Steam Applications
Gutter Runners

== Overview ==
Gutter Runners is a multiplayer mod where players pick their team between a species of rat monster, known as Gutter Runners, and humans known as the City Watch. Each team has three classes available to it. Most weapons available are melee weapons, although each class has their own special abilities. For example, the "Defiler" can throw orbs of poison that expand in a cloud (not unlike smoke grenades in Counter-Strike) and poison anyone on the opposite team who walks into them.
== Features ==
* Three classes on each team
* Simple melee deathmatch fun
* Steal gold from cities to win
== Media ==
*Gameplay Video
*Maps slideshow
== History ==
Gutter Runners was originally intended to be a "fast mod", made in several weeks. However, as the team worked on it, they realized it could become much more than that. New ideas and concepts were introduced to make the game into what it is now.
== Team ==
Mattias "CyberMan" Nordin
:Age 21
:Mod Leader, Modeler, Skinner, Animator, Level Designer, Texture Artist, Web Designer, Concept Artist
Niclas "Nic2"
:Age 23
:Game Designer, Lead Programmer
Chrille
:Age 19
:Web Master, Programmer
Straken
:Age 17
:Public Relations, Background Writer
Ryan Maunder
:Sound Technician
Daniel Becker
:Age: 22
:Level Designer
Tim Barnes
:Music composer
== External links ==
* Official Website
* Official Forums
* 
Category:Multiplayer Mods
HFont

Font handle used to initialize and draw with.
==See also==
* AddCustomFontFile
* CreateFont
* DrawPrintText
* DrawSetTextColor
* DrawSetTextFont
* DrawSetTextPos
* DrawUnicodeChar
* EFontFlags
* GetCharABCwide
* GetCharacterWidth
* GetFont
* GetFontAscent
* GetFontTall
* GetTextSize
* IsFontAdditive
* SetFontGlyphSet
Category:ISurface
HL2DM Mod Chat Color

To customize the chat color to white, follow these simple steps within your solution:
Open the "hud_basechat.cpp" file in your project.
Locate the section under "const int kChatFilterVersion = 1;" where color is defined.
Add the following line underneath:
Color g_ColorWhite(255, 255, 255, 255);
Now navigate to the function "Color CBaseHudChat::GetDefaultTextColor(void)" within the same file.
Replace the line in the function
return g_ColorYellow; 
 
with 
return g_ColorWhite;
Compile the Solution, And You should be good to go!
HL2Tex

, or The Half-Life: 2 - Texture Tool, is a tool created by Daedalus to assist people in creating graphics for the Source engine. It simplifies the transformation of TARGA images to VTF files, creates the Txt configuration file for Vtex, and creates the VMT file that Hammer uses.
HL2Tex has a number of options available through its dialogs.
== Usage ==
* Start the application
* First time users: Setup your vtex path!
** On the VTEX Options panel click Select.
** Vtex.exe will be located in your Steam\SteamApps\your@email\sourcesdk\bin\ folder.
** Select Vtex.exe and click Open.
** Note: HL2Tex saves this setting so you won't have to do it next time.
* Navigate to your materialsrc folder
* Select the file you wish to convert to VTF (only .tga files are displayed)
* Set your options in the bottom two dialogs
* Click Run VTEX. This also creates the .txt setting file (if desired) and the .vmt file (if desired)
== Download ==
There are two versions available.
=== Visual Basic .NET version ===
This is the recommended version to download. It's bigger, however it's written in .NET which a lot of people have these days, and is easier to distribute.
The first download contains an installer to automatically install all required files.
The second download is just the files themselves.
* Download HL2Tex_Installer.zip - Recommended version (790KB)
* Download HL2Tex.NET.zip (162KB)
=== Visual Basic 6.0 version ===
This version is a great deal smaller, however Visual Basic 6.0 is required and there is no installer.
* Download HL2Tex.zip (VB6 version) (19KB)
== Source code ==
The source code can be downloaded at one of Daedalus' SourceForge projects.
Note that the VB6 version is much easier to read, and there is only enough changes to get it to run in .Net otherwise.
The .Net version is provided for compilation purposes.
* Download the source code - for both VB6 and .Net version.
=== Source code license ===
Released under the GNU Public License.
You may not take this code, edited or not, and simply call it your own.
== Screenshots ==
Image:Hl2tex.jpg|The main dialog - click to enlarge
Image:Hl2tex-net.jpg|.NET version of HL2Tex - click to enlarge
== Trivia ==
* This is the least commented code Daedalus has ever written. He apologizes that it was made public!
* Daedalus completed the program (both VB6 and .Net version) in about 6 hours. He hopes there are no bugs :\
* The VB6 version was written initially, as Daedalus didn't think he could make a .Net version
* The .Net version was a test of the .Net Upgrade Wizard. Daedalus tried it for fun, and it worked almost flawlessly.
* Daedalus attempted a few things he hadn't done in VB6 before and ... it almost all worked on the first go...weird
* The hardest thing to get working for the .Net version: getting all the windows to display when you clicked the main one
Category:Material System
Category:Third Party Tools
HL2World

HL2World was a Half-Life 2 oriented forum, known for leaking and the release of the sandbox mod JBMod. The site took its origin from 'FlameHaus.com' and 'SomethingAwful.com', which inspired its idea. Other versions of this website included 'BF2World.com' and 'CS2World.com'. HL2World.com is currently no longer open, the website is entirely blank.
==2003 Leak of Half-Life 2==
In 2003, an unfinished build of Half-Life 2 was leaked on HL2World by Axel "Anon-G" Gembe. Axel took this data himself in 2002 by illegally accessing Valve's private networks. He later was sentenced to 2 years of probation.
==Links==
(Archive) Site Rules
(Archive) Rules to not ask for the leaked version of Half-Life 2 on the forum
(Archive) Post about suspension of CS2World website.
(Archive) Information on the website prior to Half-Life 2's leak.
HL2 Deathmatch Sky List

This is a list of skies available in the Steam caches, along with pictures of each skybox. The light_environment settings listed (Ideal Sun Angle, Ideal Brightness, etc) are suggestions based on settings used in official maps; other values may also be appropriate. To test skies in singleplayer without recompiling the map, bring up the console and enter sv_skyname <sky_name>. Quicksave the game, load it again and the old skybox should be temporarily replaced with the new one. Only outdoor maps that have both skyboxes and light_environments are referenced by this list.
For a Full list of skyboxes, see this Page
sky_day02_10	sky_day02_10	sky_day02_10	sky_day02_10	sky_day02_10	sky_day02_10	sky_day02_10	sky_day02_10
dm_runoff 	 	-56 	 	 	 	 	0
==See also==
* Sky List
Category:Half-Life 2: Deathmatch
HLDSUpdateTool

The Half-Life Dedicated Server Update Tool or HLDSUpdateTool was a tool to update and dedicated servers. 
All games have been migrated from the deprecated HLDSUpdateTool to SteamCMD.
== Limitations/Bugs ==
== Setting up ==
* Windows: Just run the installer
* Linux:
*# Open a terminal and browse to a suitable folder
*# Execute wget http://storefront.steampowered.com/download/hldsupdatetool.bin
*# Execute chmod +x hldsupdatetool.bin
*# Execute ./hldsupdatetool.bin
*#: If you are running a 64-bit Linux distro, you will probably have to install 32-bit libs. See here how to do this.
*# The real update tool is ./steam
== Downloading and running the server ==
Run the update tool with -command update -game <game>. Optionally, add -dir <path> to download to a custom location.
Run the update tool with -command list to get a list of game names.
To run the game, see either the Half-Life Dedicated Server or Source Dedicated Server page for more information.
== External links ==
* Video tutorial to setup HLDSUpdateTool on Windows
HLEntity

This is the basic interface for entities.
#include <boost/python.hpp>
namespace bp = boost::python;
BOOST_PYTHON_MODULE(HLEntity)
{
	bp::class_< CHandle<CBaseEntity> >("EHANDLE", bp::init<CBaseEntity*>());
	bp::class_<CBaseEntity, boost::noncopyable>("CBaseEntity", bp::no_init)
		.def("IsAlive", &CBaseEntity::IsAlive)
		.def("TeamNumber", &CBaseEntity::GetTeamNumber)
		.def("GetId", &CBaseEntity::entindex);
	bp::class_<CBaseAnimating, bp::bases<CBaseEntity>, boost::noncopyable>("CBaseAnimating", bp::no_init);
}
Category:HalfLife_SDK_Python_Interface