nyuuzyou/wikis huggingface dataset:
Cache Needs Repair error

This error occurs when certain game cache files have encountered an internal problem (usually after a crash while running a game).
To repair the cache file:
# Shutdown Steam by choosing Exit from the Steam task bar icon menu.
# Restart Steam.
# Run Half-Life 2 from the Steam Play Games window.
# If the problem is not resolved, repeat these steps running Counter-Strike: Source and Half-Life 2: Deathmatch.
Running these applications causes them to validate and repair any cache problems they may have.
Category:Source SDK FAQ
Camera

== Camera Controls in the Source SDK ==
Camera controls are spread across multiple source files in the Source SDK, but is largely centralized under the CInput (or CSDKInput) class. Most customizations to the camera control mechanisms can be accomplished either by editing methods in the CInput class directly, or by making your modifications to the CSDKInput stub provided. Keep in mind that if you modify the CInput class directly, it will make it harder to track updates to the Source SDK; on the flip side, if you decide to flesh out the CSDKInput class, you may need to extensively override or replace a large number of methods from the CInput class.
=== Basic Concepts ===
Before we get started, we should first review how the camera is represented to the rest of the engine. The camera position and direction are typically represented via a set of offset coordinates relative to the player. You can think of these offsets as a set of directions to tell how to position the camera starting from the player position:
* First, turn around the vertical axis by the offset vector's yaw component (this turns the camera left or right).
* Next, turn around the horizontal axis by the offset vector's pitch component (this points the camera up or down).
* Finally, move backwards along the direction you're now facing by the offset vector's distance component.
The camera offset is stored in the m_vecCameraOffset vector. You can access the pitch, yaw, and distance components by using a set of predefined enum values (PITCH, YAW, and DIST).
=== Relevant Files ===
Primary Files:
* game\client\iinput.h contains the abstract class that CInput implements.
* game\client\input.h contains the main CInput class.
* game\client\in_camera.cpp contains most of the third-person camera implementation.
* game\client\sdk\sdk_in_main.cpp contains the CSDKInput class, which can be used to override functionality in CInput.
Secondary Files:
* game\client\in_mouse.cpp has code to specifically update the ideal camera offset based on the mouse movement when in third-person mode.
== How The Third-Person Camera Works ==
Essentially, the CInput class has full access to all keyboard and mouse input on the client. As such, it can use information about how the mouse moves in order to influence the camera position. Essentially, as the camera moves, the client updates the cam_idealpitch and cam_idealyaw ConVars to provide information about where the camera should be ideally positioned. Using this information, the CInput::CAM_Think method will update the actual camera offset in order to track the mouse movement. This tracking is done with a small lag to add a nice tracking effect instead of immediately snapping to the new position.
Additionally, the CInput::CAM_Think method does basic collision detection with the camera to ensure that it doesn't punch through a wall. The camera will automatically move closer to the player in the event that something lies between the player and the camera position.
Category:Camera
Camera Bob

This tutorial will go through the basics of creating a camera bobbing for when a player walks. The result is a pretty realistic simulation of a head bob that nearly matches HL2's default walking speed and walking sounds. This tutorial has only been tested with the HL2MP OB and the beta OB SDK template, but should work for most every other version of Valve's source code with a few adjustments. A special thanks goes out to sharkkk (archived) and Winston (archived) from the Steam Forums for figuring all of this stuff out.
Sources:
sharkkk's code (archived)
Winston's code (archived)
== The Code ==
In gamemovement.cpp, before the list of defines around lines 65 or so, add the following:
// Camera Bob
ConVar cl_viewbob_enabled	( "cl_viewbob_enabled", "1", 0, "Oscillation Toggle" );
ConVar cl_viewbob_timer		( "cl_viewbob_timer", "10", 0, "Speed of Oscillation" );
ConVar cl_viewbob_scale		( "cl_viewbob_scale", "0.05", 0, "Magnitude of Oscillation" );
All we're doing here is declaring our ConVars, bools and floats for our camera bobbing code below.
In the same file, find the function void CGameMovement::WalkMove( void ) and add the following to the very top of the function after smove = mv->m_flSideMove:
	if ( cl_viewbob_enabled.GetBool() && !engine->IsPaused() )
	{
		float xoffset = sin( gpGlobals->curtime * cl_viewbob_timer.GetFloat() ) * player->GetAbsVelocity().Length() * cl_viewbob_scale.GetFloat() / 100;
		float yoffset = sin( 2 * gpGlobals->curtime * cl_viewbob_timer.GetFloat() ) * player->GetAbsVelocity().Length() * cl_viewbob_scale.GetFloat() / 400;
		player->ViewPunch( QAngle( xoffset, yoffset, 0 ) );
	}
What this does is it uses the player's velocity and the ConVars to oscillate the players view in a figure of 8 using a ViewPunch.
Category:Programming
Category:Tutorials
Campo Santo

Campo Santo Productions LLC is an American video game developer based in Bellevue, Washington. Founded in September 2013 by Sean Vanaman, Jake Rodkin, Nels Anderson, and Olly Moss, the studio is best known for its debut game released in 2016, Firewatch. In April 2018, the company was acquired by Valve.
== External links ==
*Wikipedia - Campo Santo
Category:Developer Corporations
Category:Subsidiaries of Valve
Can't find steam.dll error

The error message Can't find steam.dll relative to executable path <steam path> is caused by moving or deleting files in the Steam directory, or the Steam directory itself. If you cannot fix it by replacing the files that you've moved or deleted, you can first try to Reinstall the Source SDK installation. Next, you can try deleting the ClientRegistry.blob file and restart Steam. If that does not work, Steam itself must be installed from scratch.
===Additional information===
The Steam directory is where the steam.exe and steam.dll files are located. There should be only one copy of these files. Additional copies (due to an aborted install or other reason) will result in errors.
Category:Source_SDK_FAQ
Can't find steam app user info

This error is due to search path problems for SDK tools. To fix this, create a folder named "config", and inside that folder create a file named "SteamAppData.vdf" with the contents:
"SteamAppData"
{
	"AutoLoginUser"		"common"
}
Copy the newly created folder
Then paste it in these directories:
"C:\Program Files\Steam\steamapps\common\sourcesdk\bin"
"C:\Program Files\Steam\steamapps\common\sourcesdk\bin\ep1\bin"
"C:\Program Files\Steam\steamapps\common\sourcesdk\bin\source2007\bin"
"C:\Program Files\Steam\steamapps\common\sourcesdk\bin\source2009\bin"
"C:\Program Files\Steam\steamapps\common\sourcesdk\bin\orangebox\bin"
Now the "Can't find steam app user info" error should be gone for all tools you use.
Category:Source SDK FAQ
Carter Grok

__NOTOC__
Carter Grok is the protagonist of . He's a rebel, sergeant and member of the "Resonance" squad in The Resistance.
==Appearance==
Carter is represented by as a slightly modified Male_09 Rebel model on the mod's intro and ending cutscenes. He wears a green beanie along with the standard rebel vest and protective gear, but his squad typically sports camouflage jackets instead of the standard green, and their left arm pads feature the Resonance squad symbol instead of the Resistance one. His pants also bear yellow blood stains as evidence of numerous combat encounters.
==Personality==
He is a highly skilled and courageous fighter known for his expertise in combat situations. He's also determined, resilient, and dedicated, as seen in his commitment to reach City-S despite challenges like being separated from his group, falling from a long height, losing all of his ammunition, and confronting thousands of Antlions.
== See also ==
* Gordon Freeman, protagonist of most titles.
* Adrian Shepard, protagonist of .
* Jamil Lee, protagonist of another mod, .
* Adam Ivanov, protagonist of another mod, .
* Anders, protagonist of another mod, .
* Protagonists, the category with protagonists from other mods/games.
Category:Protagonists
Category:Antlions Everywhere
Catwalk (Portal 2)

Catwalks are architectural elements found in , usually in behind the scenes sections of the game. They are constructed from a series of models found under the prefix hanging_ in the folder props_bts. They can be placed in the game as a using these as world models. There are also animated versions of catwalks with no collision found in the folder catwalk_destruction, which are catwalks being demolished.
==List of models==
===Still models (under the folder props_bts)===
====Large platforms====
*hanging_platform_a
*hanging_platform_b
====Stairs====
*hanging_stair_128
*hanging_stair_256
*hanging_stair_32
*hanging_stair_64
*hanging_stair_exit
*hanging_stair_landing_a
*hanging_stair_landing_b
====Walkways====
*hanging_walkway_512a
*hanging_walkway_256a
*hanging_walkway_128a
*hanging_walkway_128b
*hanging_walkway_128c
*hanging_walkway_128d
*hanging_walkway_64a
*hanging_walkway_64b
*hanging_walkway_64c
*hanging_walkway_64d
*hanging_walkway_64e
*hanging_walkway_32a
*hanging_walkway_32b
*hanging_walkway_32c
*hanging_walkway_16a
*hanging_walkway_angle_30
*hanging_walkway_corner
*hanging_walkway_end_a
*hanging_walkway_end_b
*hanging_walkway_end_cap
*hanging_walkway_l
*hanging_walkway_l_norail
*hanging_walkway_t
*hanging_walkway_t_norail
*hanging_walkway_x
====Other elements====
*hanging_walkway_gate_a
*hanging_walkway_gate_door
*hanging_walkway_gate_frame
*hanging_walkway_hanger_a
*hanging_walkway_support_128
*hanging_walkway_support_256
*hanging_walkway_support_a
*hanging_walkway_support_bracket
===Animated models (no collision, under the folder catwalk_destruction)===
*catwalk_fx_a
*catwalk_fx_b
*catwalk_fx_c
*catwalk_fx_d
*catwalk_fx_e1
*catwalk_fx_e2
*catwalk_fx_e3
Category:Portal 2 Level Design
Causality Effect

Causality Effect is a single-player mod of Half-Life 2 released in 2007. 
== Overview ==
Starting with the "Red Letter Day" of the original game, the story is changed. The teleportation experiment creates a hole in time and space, and the player's task is to travel through time and correct events that happened in the past. Features multiple endings.
== External links ==
* 
Category:Single Player Mods
Cause And Effect

== Overview ==
 Cause and Effect is a story-driven, co-operative total conversion of Half-Life 2. We're aiming to create a world which, in an odd twist, contains zombies, scares you, and remains true to the realistic approach of the other facets of this mod.
Your main objective is to escape the city of Braxton, that you, for all intents and purposes, have been imprisoned in by the military and local law enforcement. Using whatever weapons and items you can scavenge from the area, and using the environment to your advantage, you must keep yourself and your friends alive, and get the out of the city. You don't want to be the last one left.
== Features ==
;Unique two-tier health system
:Incorporates bodily damage and consciousness into a system akin to real-life. Think Halo, but more realistic.
;HUD-less
:Instead of textual data or symbols, we will use visual cues and "tangible" indicators to display important information such as ammo and health.
;Scavenged weapons
:Not only can you use pistols, knives, and baseball bats, you can also pick up any reasonably-sized object and use it as a weapon.
;Broad combat system
:Every weapon has multiple attacks and functions, such as iron sights, push attacks, and scalable melee attacks.
;Tech Items
:Items or weapons that have special or specific uses, like a flashlight or a hammer.
;Breakable Weapons:
:Most weapons will physically degrade over time, based on how they are used.
;And many more...
== Media ==
Visit our website for more media.
=== Characters ===
=== Weapons ===
=== Equipment ===
===Concept===
== Development team ==
* Stigmata - Project Leader, Writer, PR 
* zapher - Project Vice-Leader, Webmaster
* Yorick - Project Manager, Writer
* Crystalman62 - Lead Modeler / Lead Coder
* Impackte - Prop/Weapon Modeler, Music Composer
* Blade - Weapon Modeler
* Shaddox - Lead Level Designer
* DaMaN - Level Designer
* WizardExt - Level Designer
* gallon - Concept Art
* Donkey - 2D Art Lead
* Rufke - 2D Art
* Cade - Music Lead
== External links ==
* Cause and Effect Forum
* Cause and Effect IRC Channel
Ccp mechanics

This is the proof of concept map created by Hovis for his CCP_ (Cyclic Capture Points) map type. See: Cyclic Capture Points for more details.
The file is available at http://piratesofpacifica.com/tf2/ccp_mechanics.vmf
Note: Any first person references on this page (I, me, us) refers to Hovis or/and his friends that have also worked on the CCP_ project.
== FAQ-general ==
Is this map getting updated/worked on?
No. This map is not designed to be played on. If there are updates to this map (as CCP_ matures) I will release new versions and link them here.
What's piratesofpacifica.com?
PoP is just a personal domain of mine that used to hold my WoW guild site, I just use it for file-hosting now.
Can I host the file for you?
Feel free, it would be nice if you referred to this page. Just please, don't modify the file and release it under the same name.
== FAQ-details ==
What's with the func_regenerate on the ceiling?
I do my testing with the soldier class, and when doing a little playtesting I wanted a simple way to get my health back. (Yes, I cheated!)
Eventually, I spawn in the wrong color room!
Yes, the colored spawnrooms only dictate where teams START. CCP_ is CYCLIC... you don't have a "base" (see the doc).
What's with the Func_Brushes behind the func_respawnroomvisualizers?
Because of my decision to use 'neutral' spawnpoints, spawncamping becomes a bit of an issue. A limitation of the func respawnroomvisualizers is that they aren't solid to players if the associated func respawnroom is neutral. The func brush is a workaround to prevent players from entering the spawnroom until someone owns it. (If the enemy takes it, the RSV will become solid, if the friendly team takes it, the RSV 'disappears') The func brush is "Kill"ed by the team control point when that point becomes capped (for the first time).
What's with the weird I/O and these logic compares?
Those are needed for early win detection. (See Creating CCP maps) I'm afraid I was drunk when I set that up, and I don't want to take the time to understand what I did. I know it works, and that you can copy it over to your map without a problem. (If anyone wants to make a better system, please feel free!)
I don't understand how -something- works...
Before you ask a question, please just look at the I/O connections, they're not super difficult. If you just can't get it, ask me in the discussion page.
(There's also some contact info on Hovis)
Category:Level Design
Chamber One

This third-party mappack for Portal 2 is currently in the Beta Development Stage.
 A new Mappack for Portal 2, created by Kizzycocoa
Title 	Chamber One
Developer/s 	Kizzycocoa
Games needed	Portal 2
Genre 	Puzzle
Mode 	singleplayer
Platform 	PC
Requirements	
* Processor: Intel Pentium 4 3000 MHz
* Display Card: DirectX 9 compatible graphics card
* Memory: 1024 MB
* Free Disk Space: 2 GB
* Operating System: Microsoft Windows 2000/XP/Vista/7
== Overview ==
Chamber One is a mappack, revolving around the use of the same chamber in unique ways.
This was previously planned to be a mod. due to team member issues, it laid dead for two years, before resurfacing during the Perpetual Testing Initiative.
Most of the maps have not yet been released, but are being developed.
A Chamber 2 was planned to be in development with a second developer, but it was cancelled due to lack of communication.
== Updates ==
To find the latest updates on Chamber One, you can view their .
== External links ==
*
*Workshop collection
Category:Mods In Beta
Change Player Model in Third Person

For change the Player Model in Third Person you will need to do the follow:
* Put a prop_physics in your map inside a Nodraw box with the model that you want to be the new Player Model (Example: models/humans/group01/male_01.mdl), this is for Precache the Model and its animations.
* Now, add a point_clientcommand with the name "Console" inside the same box.
* Finally add a "logic_auto" inside the same box, and create an Output with the following:
"My Output Named" - OnMapSpawn
"Target Entities Named" - console
"Via this Input" - Command
"With a parameter override of" - setmodel <Your Model Dir without "models/" and ".mdl" at the end> (Example: setmodel humans/group01/male_01)
And That's it!
For fix the player Animations you'll need to follow this tutorial: Fixing the player animation state (Single Player)
== See also ==
*Third-person camera
Category:Programming
Change players avatar from server

Instructions on how you can change players avatars on your hosted source dedicated server.
This will not affect their real Steam profile avatar. You are just replacing a picture on the server.
# To enable this feature on the server, change cvar sv_reliableavatardata to trueYou can add this in ...cfg/server.cfg, it will reset setting on every map load.sv_reliableavatardata true
# Optional: To change all players avatar to one default picture.Create picture, pixel size 64 x 64, save as PNG format, into your own game ...<MOD>/avatars/ folder. Name file as "default.png"For example CS2 ...steamapps\common\Counter-Strike 2\game\csgo\avatars\default.png
# Change avatar by SteamID64: Repeat process same way as above, but save PNG file as using player SteamID64 serial.For example ...steamapps\common\Counter-Strike 2\game\csgo\avatars\76561197988592905.png
# Max avatar PNG size on server: each PNG file size is limited to 16KB.
==See also==
sv_reliableavatardata
Category:Dedicated Server
Here YouTube video
Category:Counter-Strike: Global Offensive
Changing Maximum Player Count

By default, Source modifications have a hard-coded maximum player count per server. This can often be overcome using certain server plugins, but if you want to change things the proper way for your modification, you'll need to manipulate your mod's source code a bit.
=== Source 2007 (HL2MP) ===
* Open hl2mp_gameinterface.cpp and find the implementation of the following function:
void CServerGameClients::GetPlayerLimits( int& minplayers, int& maxplayers, int &defaultMaxPlayers )
You'll see an integer called "maxplayers", which has a default value of '16'. Change the '16' to whatever you'd like, but going higher than 32 is not recommended, and obviously don't go below whatever is defined for "minplayers". You can also change "defaultMaxPlayers" here if you'd like.
Category:Programming
Category:Tutorials
Changing a character model in XSI

Every time you make a change to your model in XSI, that action is saved as a modifier on the object. Before you can export your model in Source engine formats, you'll need to freeze or flatten the stack of changes to that object. This is done using the Merge/Freeze Character script.
* To freeze your model and flatten any changes to character geometry (adding, moving or deleting points, edges, polygons) while maintaining facial animations in XSI v. 4.0 or later, or the XSI Mod Tool:
** Make sure the model is selected and then press Freeze M on the Edit panel. This freezes the geometry changes while keeping envelope and all of the facial shapekey animations and clusters intact.
* To merge geometry that has facial animations with other geometry (putting the head on a different body, for instance):
*# Multi-select the animated model first (head, face), then the non-animated model.
*# Run ValveSource> Shape Tools > Merge Freeze. This will create a new "frozen"and merged version of the model called "NewCharacter".
*# Rename the new model to whatever you like.
*# re-apply your envelope and export away.
* For changes to texture coordinates, the modifiers are listed in the corresponding Texture_Coordinates folder (beneath Polygon Mesh > Clusters). You can freeze these changes by selecting the modifiers, right clicking and choosing Freeze from the menu - no need to run the Merge/Freeze script.
Category:XSI
Changing clip sizes

A simple bit of "programming" that can easily be done by modifying the Weapon script for your chosen weapon.
==Script location==
Open up the directory for your mod and the scripts can be found in the scripts folder. Each script is named after its corresponding class.
Let's take weapon_ar2.txt as our example, we will make the magazine size of the Weapon_ar2 smaller. Opening up the script file we see a good number of variables, find the following line:
 "clip_size"			"30"
 "default_clip"			"60"
clip_size is the amount of ammo in the magazine each time it's reloaded. This can be set between 0 and 999, -1 denotes magazines/clips will not be used.
default_clip is amount of ammo in the weapon when it spawns. This can be any number between 0 (no ammo given at spawn) and the maximum amount (defined by the Cvar sk_max_<weaponname>)
For the purpose of this example, we will set the magazine size of the AR2 to 10, with a default clip size of 30, giving us three magazines.
 "clip_size"			"10"
 "default_clip"			"30"
== See also ==
* Weapon_script
* Adding weapons
Category:Weapons programming
Changing max ammo in HL2

Many people that make a total conversion mod will want to change the maximum ammunition settings in Half-Life 2. This small tutorial will tell you just how to do that.
# Using , open the GCF file called source engine.gcf.
# In this file, browse to Root/hl2/cfg/ and extract the file called skill.cfg.
# Place the extracted file in Steam/Steamapps/Sourcemods/yourmodname/cfg/.
# In this file, open it using any text editor, then go down to the Weapons part, and edit the lines starting with sk_max_*, where * is the name of the weapon (such as pistol, 357, ar2, etc).
If you follow those steps and they do not work, follow these as well:
# In (or equivalent), in the function *GetAmmoDef(), find the AddAmmoType() function for the ammo you want to change, and change the sixth parameter.
Example AddAmmoType() from code (shotgun):
 def.AddAmmoType("Buckshot", DMG_BULLET | DMG_BUCKSHOT, TRACER_LINE, 0, 0, 30, BULLET_IMPULSE(400, 1200), 0 );
 ^^ Change the 30.
Though the actual line has lots of tabs in it (to align it neatly with the other AddAmmoType()s and their parameters).
Category:Programming
Category:Weapons programming