nyuuzyou/wikis huggingface dataset:
LOD system

When rendering any First-Person Perspective view, objects appear to get smaller as they get futher away from the viewer. 
In source, the Viewer is usually the Player's Viewport, but LOD also applies to a point_camera entity's in-world display.
Because the Viewer's screen resolution limits the number of pixels available to render a scene, an object's finely detailed "close-up" geometry and textures are simply wasted at greater distances. Source therefore uses an LOD optimisation system which renders "cheaper" models and textures at greater distances, where the difference in detail (number of polygons and pixels) is invisible to the Viewer. This allows us to have very large, open areas in maps without sacrificing "close-up" detail or bringing the Rendering Engine to its knees.
* Models use the $lod configuration in their QC file to specify which Mesh and Skin should be rendered beyond a specified Distance.
* Brushes may use func_lod to specify a Distance at which the Brush is not rendered at all.
* Textures use mipmaps which are automatically generated by the VTF compiler, stored in the texture's VTF file, and used automatically by the Rendering Engine.
== Design Guidelines ==
The simple rule of thumb is: 
* When the distance between Viewer and Object is doubled, the apparent height and width of the Object are halved..
: (For more detailed calculations, see the FOV article.)
Mipmaps are created and applied on this principle. Each successive mipmap is half the height and width (ie number of pixels) of the previous one, and its distance threshhold is double. In practice the texture_scale is also a factor in determining the actual distance (eg in game units) at which the mipmap will switch. Users with lower resolution displays will see the smaller mipmaps sooner than those with higher resolution displays.
A Model's $lod configuration specifies the Distance for each LOD threshhold, so you are not limited to "double-distances", but these do provide a good benchmark for creating LOD meshes and skins. 
The $lod Distance is specified by a formula rather than pure game units; users with lower resolution displays and FOV settings will see the LOD models sooner than those with higher resolution displays and FOV settings.
The practical way to achieve a good set of LOD threshholds for your LOD Models is to use the HLMV Model tab to find numbers where the LOD transitions with a low amount of visual popping.
Ladder simple

A prefab located in the Prefabs HL2 folder, containing a complete ladder setup for HL2:SP and HL2:DM.
This prefab includes the following:
* A prop prop_static ladder model covered with a clip brush.
* A (split up) func_useableladder entity.
* Several info_ladder_dismount nodes to provide easy dismounts.
For a tutorial on working ladders, see Working Ladders.
Category:Prefabs
Lag Compensation

: You may be looking for Yahn Bernier's 2001 paper on game engine networking.
Lag compensation is the notion of the server using a player's latency to rewind time when processing a usercmd, in order to see what the player saw when the command was sent. In combination with prediction, lag compensation can help to combat network latency to the point of almost eliminating it from the perspective of an attacker. For a more detailed explanation, see the Source Multiplayer Networking article.
By default only players are rewound, and one second of location/animation history is kept.
== Configuration ==
Developer server builds (those compiled with ALLOW_DEVELOPMENT_CVARS), or by using server plugins such as SourceMod (to enable hidden console commands) have some extra commands:
== Invocation ==
Simply wrap whatever code you want lag compensated within two calls to the lagcompensation object:
#ifdef GAME_DLL
#include "..\server\ilagcompensationmanager.h"
void CMyPlayer::FireBullets ( const FireBulletsInfo_t &info )
{
	// Source 2007
	lagcompensation->StartLagCompensation( this, this->GetCurrentCommand() );
	// Alien Swarm and later (See also sub-section below)
	lagcompensation->StartLagCompensation( this, LAG_COMPENSATE_HITBOXES );
	BaseClass::FireBullets(info);
	lagcompensation->FinishLagCompensation( this );
}
#endif
Time will be wound back on the call to StartLagCompensation(), and wound forward again on the call to FinishLagCompensation().
== Lag Compensation Type ==
Starting with Alien Swarm, you can optimise lag compensation with these settings:
; LAG_COMPENSATE_BOUNDS
: Rewind entities' locations only, skipping animations.
; LAG_COMPENSATE_HITBOXES
: Rewind both locations and hitboxes. This is the standard setting.
; LAG_COMPENSATE_HITBOXES_ALONG_RAY
: Rewind hitboxes if an entity is hit by a ray defined by the "weaponPos" StartLagCompensation() overload. Otherwise rewind bounds only.
These setting chosen applies to all entities affected by the rewind.
== Implementation ==
== See also ==
* Source Multiplayer Networking#Lag compensation
* NPC Lag Compensation
* Prediction
* Interpolation
Category:Networking
Lamarr

Lamarr is Dr. Kleiner's pet Headcrab seen in . She has been de-beaked and is completely harmless. 
==Appearences==
Lamarr is seen at the beginning of Half-Life 2 in Dr. Kleiner's lab, and hides in the air ducts while Gordon gets into the HEV Suit, then reappears to interrupt the teleportation sequence, teleporting Gordon to random places and eventually alerting the Combine to his presence. Lamarr is also seen peeking through the door back into Dr. Kleiner's lab after Gordon and Alyx escape Nova Prospeckt. Lamarr is then seen at the end of Half-Life 2 as a post-credits scene where she falls from an invisible portal and jumps at the camera, which then sends the user back to the main-menu.
Lamarr is also seen in where she climbs into Magnuson's rocket, and flew on it.
Lambda Fortress

== Overview ==
 is a crossover mod in which players can play solo or cooperatively as the mercenaries of through and various other supported campaigns. It is a rebuild of the previous iteration of the mod, . This version was created after said previous iteration became too buggy and bloated for the previous team to continue developing for. Currently, the new version of the mod is in closed beta being worked on by , aiming for a stable and bug-free experience.
== Story ==
As the rift in time-space persists, portal storms have become more frequent and numerous with one of them opening a gateway allowing a team of mercenaries to arrive in the streets of City 17. Dazed and confused, the mercenaries struggle to adapt to the oppressive ambiance of the Combine regime as they attempt to find a way home and fit in through any means necessary with no qualms of resorting to their preferred and favorite way, violence.
== Trivia ==
* Technically, the current version of the mod is the third iteration of , coming after the original by Nicknine and .
* Another popular mod, Fortress Connected, is built off of a fork of , some fixes from it are also used in the new .
== Installation ==
* Install ().
* the archive from Google Drive.
* Unzip the contents of the archive to (after that the path should be approximately as follows: ).
* Restart Steam and run the mod from your library.
== See also ==
* 
* 
* 
* 
* 
* 
== External links ==
* 
* 
* 
__NOTOC__
Category:Mods In Beta
Category:Source mods
Lambda Fortress Standalone Port

== Overview==
Lambda Fortress Standalone Port, also known as LF:SA, is a standalone port simulating the feels of LF being released to Steam, made by PracticeMedicine/Isucklolol. He was given permission by AlexEpisode who was the lead developer of Lambda Fortress to upload this to the public.
==Trivia==
* A new version called Lambda Fortress aims to add content and fix bugs to LF and is currently playable with friends
* LF utilizes the Source SDK 2013 Multiplayer Base
==Fixes while porting==
* Med said that the port was meant to fix the Steam Overlay problems.
==Problems while porting==
* Med also said that the mod's UI sounds were broken
==Change logs==
4.5: SDK Update
* Replaced old Hammer with New Hammer
* Added hammer_run_map_launcher/run map launcher
* Replaced compilers.
* Replaced xwad.exe
End of the page!
Lambda Level Editor

The Lambda is a custom open-source level editor for written in . End result is to be a drop in replacement for , with support for non-Windows OS.
==Features==
* Load vmf data
* 3D Scene viewer with textures with camera controls (working, incomplete)
* Entity and solid viewer with keyvalues
* Vmf export (partially complete)
==Drawbacks==
* Missing important map editing features
* Last was updated 2 years ago
== Media ==
== See also ==
* - another open-source alternative for 
== External links ==
* GitHub Repository
Lambda Wars

is a mod for the , currently avaliable on Steam. It is an RTS game set in the Half-Life 2 universe.
== Mapping for Lambda Wars ==
Lambda Wars requires a game configuration to be added to the Alien Swarm SDK, this is documented here.
== Features That Would Be Useful to Modders ==
* Recast Navigation Mesh - These meshes are of multiple types (for different units) and are generated much faster than NextBot navmeshes. It is avaliable separately on Github: https://github.com/recastnavigation/recastnavigation
* Python bindings - Lambda Wars contains extensive (automatically generated) Python bindings. These bindings are used to extend the game code into Python, allowing to extend entity classes and define new game modes among others. These bindings are also available as a separate project, PySource SDK 2013.
* Real time lighting and shadows, from .
== Source Code ==
Lambda Wars is open source, and its source code is available here.
Category:Alien Swarm engine branch games
Category:Half-Life series mods and fangames
Last Escape Resident Evil 3 HL2 Modification

==Overview==
Last Escape is a modification for half life 2 based on Resident Evil 3. You’ll control Vincent Valentine, brother of the well known S.T.A.R.S. member Jill Valentine, starting from the prison, where Vince is locked for some crimes, to the streets of raccoon, where he'll fight to survive through a captivating adventure.
==Features==
* Complete Resident Evil 3 Maps / Models / Zombies in Source
* Brand-new Key System
==Credits==
Nickname 	Ranking (Position)	Jobs (Tasks)
NonnoJaco 	Leader 	Lead Mapper
BlackAdder719	Leader 	Mapper & PR
farley13 	Staff 	3D / 2D / C++
MikeSpike 	Staff 	PR & Concept
Vincent 	Staff 	Mapper
Hybrid 	Staff 	Mapper
fiNAL.Y 	Staff 	General Coder
NightHawk 	Staff 	Mapper
RobSkib 	Staff 	Model Animator
Jigsaw 	Staff 	Mapper
==Other info==
* Official Website
* Official Forums
*
Late Britain

== Overview ==
Late Britain is a campaign by Spoon God, which brings a British environment into Left 4 Dead 2.
Unlike the American cultures experienced in Left 4 Dead and Left 4 Dead 2, England has very strict gun laws and as of such barely any are owned.
Because of this, the first part will be played with 'Tier 0' weapons - melee weapons and pistols.
Weapons will be obtained in later levels by signalling a passing cargo plane to air-drop a weapons crate.
== Features ==
* Campaign set in Great Britain
* 'Tier 0' weapons at start
* School level with weapon crate airdrop mini-finale
* "Non-standard" finale
* Full Versus mode compliance
== Media ==
More images on the 
Image:Late_britain_spawn.jpg|The Spawn room
Image:late britain garages.jpg|The Garages
Image:Late britain hill.jpg|The Hill
== History ==
The campaign was started in late October, 2011.
One minor aesthetic issue is that VALVe's vehicle models have the steering wheel on the left-hand side, whereas British cars' steering wheels are located on the right.
== Team ==
The campaign was started by Spoon God as a solo project, however, any offers to help will be appreciated.
Wanted:
* Someone who can simply mirror the L4D2 car models so the steering wheels are on the right, not the left
* A few more testers
== Contact ==
* [steam://friends/add/76561197997700900 Steam] (Adds Spoon_God to your friends list)
* Email
== External links ==
* Download Latest Version - Home Server, 30-40% downtime.
* 
Category:Left 4 Dead Projects
Category:Help Wanted
Latency

Latency is simply the delay between an input and a response, in terms of computing. For example, you press a key in-game (the input), and your player moves forward (the response). There is a very small delay between you pressing the key and your character moving forward. That is latency. Latency is largely determined by your internet connection (if you're playing on a multiplayer server), and your computer's hardware.
Category:Glossary
Latest News

== Latest News ==
Source SDK Update
Wed Oct 19th, 2011
The Source SDK is has been updated. 
----
VDC Site Update
Monday Jun 27th, 2011
The site has gone through a software upgrade and a new look. Read more about the improvements on the Release Notes page.
----
Source SDK Update
Tue May 11th, 2010
A new version of the Source SDK is now available. 
----
VDC Site Update
Thursday Jun 18th, 2009
The site has gone through a software upgrade. Read more about the improvements on the Release Notes page.
----
A New and Improved VDC!
Thursday, Jan 15, 2009
The site has gone through a major upgrade with many new editing features! Read more about the changes on the Release Notes page.
Launching Without Background Maps

Running the game with the -console launch parameter will prevent it from loading background maps. There are three ways to do this:
* Create a shortcut to the game's executable, and add the parameter after the path in the shortcut properties.
* If you are launching the game through Hammer, you can add this to "Additional game parameters" in the Run Map dialog.
* in your Steam library, right-click on the game and Choose Properties. Click the "Set Launch Options" button and add -console to the text field.
Category:Level Design FAQ
Category:Source SDK FAQ
Launching from Visual Studio

Category:ProgrammingCategory:Tutorials
In this tutorial you will learn how to launch your mod from within Visual Studio 2005, 2008 or 2010, allowing you to quickly test and debug changes. The fictitious mod used in the examples is called MyMod. When following the steps, replace it with the name of your own mod.
== Setting the Debug Command Line ==
# Right-click the Client project and go to Properties > Configuration Properties > Debugging.
# In the Configuration drop down at the top left, choose All Configurations.
# Select the Command field, click the drop down arrow, and choose "Browse…"
# Navigate to C:\Program Files\Steam\steamapps\your user name\half-life 2 episode two\ (or the respective Source SDK base if you created a mod from scratch) and select hl2.exe 
# Select the Command Arguments field. Enter the following, replacing MyMod with your own mods directory. Afterwards, click OK: -allowdebug -novid -game "C:\Program Files\Steam\steamapps\SourceMods\MyMod"
== Launching ==
There are several ways to begin debugging your mod.
# Press 
# Main Menu > Debug > Start Debugging
# Find the button in the toolbar that resembles a green play arrow, also displayed as an icon next to the above menu option.
A message will appear indicating that symbols cannot be found for hl2.exe. This simply means that there is no debug information for hl2.exe, but we aren't particularly interested in hl2.exe itself. It is our Client.dll and Server.dll made by our project that we will be debugging. Check Don't show this dialog again and click Yes. Your mod will now load several modules, then several seconds later, your mod will appear. It is recommended to edit the video options and select windowed mode. This will make it easier to switch back and forth between your mod and VS.
Launching from Visual Studio 2013

In this tutorial you will learn how to launch your mod from within Visual Studio 2013, allowing you to quickly test and debug changes. The fictitious mod used in the examples is called MyMod. When following the steps, replace it with the name of your own mod.
== Setting the debug command line ==
# Right click the Client project and go to Properties > Configuration Properties > Debugging.
# In the Configuration drop down at the top left choose All Configurations.
# Select the Command field, click the drop down arrow, and choose Browse...
# Navigate to Steam\steamapps\common\Source SDK Base 2013 Multiplayer\hl2.exe and select hl2.exe 
# Select the Command Arguments field. Enter the following, replacing MyMod with your own mods directory. Afterwards, click OK: -allowdebug -novid -game "C:\Program Files (x86)\Steam\steamapps\SourceMods\MyMod"
== Beta options ==
Valve periodically updates the SDK code base. Often, the changes they don't run on the stable SDK base version and we must instead use the 'upcoming' or 'beta' branch. If you don't perform this step you may not be able to launch the client (as of October 10, 2015 you must use the beta_test branch with the latest code). Once you've switched branches give it a moment to update the files.
# Open Steam
# Navigate to Tools->Source SDK Base (muliplayer or singleplayer) 2013
# Right click->Properties->Betas and select beta_test
== Launching ==
There are several ways to begin debugging your mod.
# Press F5
# Main Menu > Debug > Start Debugging
# Find the button in the toolbar that resembles a green play arrow, also displayed as an icon next to the above menu option.
A message will appear indicating that symbols cannot be found for hl2.exe. This simply means that there is no debug information for hl2.exe, but we aren't particularly interested in hl2.exe itself. It is our Client.dll and Server.dll made by our project that we will be debugging. Check Don't show this dialog again and click Yes. Your mod will now load several modules, and several seconds later your mod will appear. It is recommended to edit the video options, and select windowed mode. This will make it easier to switch back and forth between your mod and VS.
Category:Tutorials
Category:Programming
Launching tools directly

Most SDK tools, including and its compilers, , and do not work properly when run by double clicking on them as an EXE. A quick way to solve this issue is to create a shortcut or a batch file that runs the EXE with the parameter -game ../yourmod. Depending on the game, -nop4 may also be required to prevent crashes.
Furthermore, since the and with the , the Source SDK launcher no longer works. In order to launch these tools for that branch, double click on the .BAT file on the folder instead.
Category:Source SDK FAQ
Category:Tools
Lazy brush entities

Certain brush entities apply its effects based on absolute bounding box (AABB) of its brush model instead of brush model itself.
== List of lazy brush entities ==
* 
* 
* 
* 
* - not a brush entity but same behaviour
* 
; Internal entities
* 
== Semi lazy entities ==
* - marks nav areas as OBSTRUCTED based on AABB
* - marks nav areas as DAMAGING based on AABB
* - marks nav areas as DAMAGING based on AABB
* - marks nav areas as DAMAGING based on AABB
* - dead players or spectators can touch this trigger which is determined by AABB, while living players use brush model
== Example ==
Example on fog_volume. Green box is AABB and that's the effective area of fog_volume instead of the brush model
Left 4 Dead

Left 4 Dead is a co-operative multiplayer survival horror that pits four playable or AI-controlled survivors against hordes of aggressive "infected" - the victims of an apocalyptic plague.
The Survivors' goal is to help each other make it through various scenarios to safety. The Infected are controlled by an AI director that dynamically balances difficulty and mood depending on the players' progress and situation. In an alternate game mode, human players can control up to four mutated Special Infected with special abilities and cooperate to stop the Survivor players.
==Details==
Uses the NextBot system:
* Survivor bots
* All variants of the Infected
==Official Maps/Campaigns==
Left 4 Dead has the following official campaigns and maps included:
==Content==
* Left 4 Dead (left4dead)
* Left 4 Dead engine branch
==See also==
* Left 4 Dead Level Creation
* Left 4 Dead 2 - the sequel to Left 4 Dead
==External links==
* Official website
* L4Dmaps.com
* Unofficial L4D Wiki
* on WikipediaCategory:Left 4 Dead series
Left 4 Dead/Authoring Tools

The Left 4 Dead Authoring Tools, also known as an SDK, is a set of software utilities that allow you to create your own levels, campaigns, common Infected, and other gameplay elements. They include versions of Source SDK tools that have been updated to work with the version of .
== Availability ==
The Left 4 Dead Authoring Tools are freely available on Steam to all owners of the PC version of Left 4 Dead.
== Downloading and Installation ==
To install the Left 4 Dead Authoring Tools, either [steam://install/513 click here] or:
# Open the Library window.
# Click on the Games dropdown. 
# Click on Tools checkbox.
# Scroll down in your library until you see the Tools category. 
# Double click on Left 4 Dead Authoring Tools and install them.
# The Left 4 Dead Authoring Tools will download to your computer via Steam. 
# Once it has been fully installed, you will be able to launch it in the same way you installed it (from the Tools section of your library).
You can also create a desktop shortcut by right-clicking on the Left 4 Dead Authoring Tools entry, clicking Manage, and then clicking Add desktop shortcut.
== What's Included? ==
The package includes:
* Updated , the Source level editor
* Suite of command line compiling utilities, such as studiomdl and map compiling tools
* Updated Particle editor
* Updated Faceposer
* Example maps
* Example models: common Infected, a breakable prop, and explosives
* Example particle systems (particles/particle_sample.pcf)
* SketchUp plugins
== Where do I go from here? ==
* The L4D Level Design Basics Tutorial is a step-by-step tutorial to get started making Left 4 Dead levels using the Hammer level editor. 
* Another good way to start creating your own levels is using the SketchUp Source Tools.
* If you want to learn about how to create content for the Source Engine in general, the main page of the Source SDK documentation is a good place to start. 
* You may also visit the Left 4 Dead Level Creation page for further tutorials and tips specific to making levels for Left 4 Dead.
* Once you're ready to distribute your campaigns, you can use the vpk packager to create your own Add-ons. See L4D Campaign Add-on Tutorial for instructions.
== Bugs and issues ==
* Post all issues and bugs in the GitHub issues page.
* See the Source SDK FAQ for answers to general SDK questions. 
* For level design and Hammer editor issues, see the Level Design FAQ. 
= See also =
* Left 4 Dead Level Creation
* Left 4 Dead 2 Level Creation
Left 4 Dead 2

is the sequel to . Players are one of four new survivors armed with a wide and devastating array of classic and upgraded weapons. In addition to firearms, a variety of carnage-creating melee weapons have been added, from chainsaws to axes and even the exceptionally deadly frying pan. Left 4 Dead 2 also introduces new campaigns and more game modes.
Left 4 Dead 2 runs on the updated version of , with features such as water flow maps and the VScript virtual machine for scripting.
== Details ==
Uses the NextBot system:
* Survivor bots
* All variants of the Infected
== Limitations/Bugs ==
For bug reports, see Valve's L4D2 GitHub page and L4D2 Community Update on GitHub in order to prevent duplicate or outdated bug reports at the wiki.
== Content ==
* Left 4 Dead 2 (left4dead2)
* Left 4 Dead (left4dead)
* Left 4 Dead engine branch
== Official maps/campaigns ==
Left 4 Dead 2 has the following official campaigns and maps included: 
== See also ==
* Left 4 Dead 2 Level Creation
* List of L4D2 Entities
* L4D2 Vscripts
== External links ==
* Official Website
* 
Category:Left 4 Dead
Category:Left 4 Dead series