nyuuzyou/wikis huggingface dataset:
City17 Episode 1

City17 Episode 1 is a mod for , which utilizes modified branch with new features.
== Features ==
* Volumetric Lighting with smaller features included:
** God Rays for sun effects against Geometry.
** Light shafts generated by any light source when casted into a dark exterior or Interior.
** Planned features to work without the need for DX10, much like other games require. Play without the worry of any needed hardware upgrades or software.
* Dynamic Lighting, including scalable lighting in real-time, with proper occlusion, and real-time shadowing.
* SSAO (Screen Space Ambient Occlusion) Creating softer shadows at 'real' and 'compile' time.
* Improved AI, resulting in more realistic battles, and smarter Opponents.
All features capable of running on a Mid-Range PC and beyond.
== System requirements ==
== See also ==
* 
== External links ==
* Website
* PlanetPhillip
City 7 Toronto conflict

== Overview ==
City 7: Toronto Conflict, is an action-packed Half-Life 2 mod with a variety of unique levels and gameplay. Explore what has become of City 7 in areas like Dundas Square, Eaton Center, Mel Lastman Square, St. Michael’s Hospital and TTC system under the Combine rule.
This version features Gordon Freeman as the main character, stuck in Toronto due to a teleporting accident in Kleiner’s lab. Try to escape this war-torn city by finding any type of teleporting technology that would send you back to City 17.
Despite our small development team and short production time, we managed to get halfway to the CN tower and have already created 2–3 hours of fun and action packed gameplay! We want to finish this mod the way it was intended to be, as a glimpse at what happens to a part of North America during the Combine invasion.
== Media ==
Image:Dundas_square_f0029.jpg
Image:Mel_lastman_square_f0073.jpg
Image:Shuter_st_f0215.jpg
Image:subway_system_f0013.jpg
== External links ==
* City 7: Toronto Conflict - the official website.
Category:Single Player Mods
City Rebellion

== Overview ==
City Rebellion is an episodic mod intended to have the player take on the role of one of the citizens of a city dominated by the Combine.
Chapter 1: The player plays as an unnamed character who is assigned the task of operating an observation outpost in an abandoned warehouse. The level picks up just as the player is messaged by a character named "CHandler", alerting them that the outpost has been discovered, and a Combine raid is minutes away.
Chapter 2: You've managed to escape from the Combine's raid on your outpost. However, you're still far from safe. You must make your way to the rebel's outpost before you can rest...
The second release was released on 08/01/07.
== Features ==
* Episodic, with a new map to be released every 1-1.5 months
* The player gets to play as one of the brave citizens of a Combine dominated city
== Media ==
Release 2:
Release 1:
== History ==
Second Release:
08/01/2007
First release:
06/22/2007
== Team ==
Made by Eric "Goat" Flynn
== External links ==
* 
Category:Single Player Mods
Cl avatar convert png

is a console command that create PNG images from RBG files. It requires sv_cheats 1 to work.
Move RGB files into game ...<MOD>/avatars/ folder. Launch game with console enabled, in mainmenu, turn sv_cheats 1 and use command cl_avatar_convert_png
Game will create PNG pictures from all valid RGB files inside ...<MOD>/avatars/ folder.
Console also spew output message:
Converted rgb 'avatars/default.rgb'->'avatars/default.png'.
==See also==
cl_avatar_convert_rgb
cl_avatar_convert_png
sv_reliableavatardata
Change players avatar from server
Cl avatar convert rgb

is a console command that create RGB files from 64 x 64 PNG images. It requires sv_cheats 1 to work.
Save 64 x 64 size PNG picture into game ...<MOD>/avatars/ folder. Launch game with console enabled, in mainmenu, turn sv_cheats 1 and use command cl_avatar_convert_rgb
Game will create RGB files from all valid PNG files inside ...<MOD>/avatars/ folder.
Console also spew output message:
Converted rgb 'avatars/default.png'->'avatars/default.rgb'.
==See also==
cl_avatar_convert_rgb
cl_avatar_convert_png
sv_reliableavatardata
Change players avatar from server
Cl ragdoll collide

This boolean ConVar enables/disables the collision of ragdoll models with each other. The default value is 0. This ConVar is not set to archive its data, so if you want the game to retain a value other than the default value, you will need to create a userconfig.cfg file. When set to a non-zero expression, ragdoll collision will be enabled with a performance hit. This prevents ragdoll models from clipping through each other and therefore increases visual quality. A penetration error can easily occur when a character is killed inside another ragdoll.
----
Category:Glossary
Clean (Portal 2)

This Portal 2 aesthetic theme is shown in the later stages of the single player campaign, in deeper Aperture Laboratories chambers. It is characterized by cleanliness and order. The lighting is mostly cold, thanks to glass lights, although some warm light strips may be present.
This theme is also used throughout most of co-op, in particular Courses 1 and 2. However, this theme is also used throughout the single-player campaign, mostly during Chapter 4 and the first few test chambers of Chapter 8 (the rest of them are Wheatley-themed).
Level transitions are placed in pristine elevator rooms.
==Elements==
*Light Strips, not broken nor flickering
*Turbine Entrance and Exit Elevators
*Test Chamber Doors, not malfunctioning
*Observation Rooms with lights on, not flickering
*Test Chamber Sign, not flashing
*Panels
*Any other testing elements
==Portalable Textures==
===Walls===
*white_wall_tile003a for normal (2x1) walls
*white_wall_tile003c for square (2x2) walls
*white_wall_tile003f for small square (4x4) walls
*white_wall_tile003h for big square (1x1) walls
===Floors===
*white_floor_tile004a for normal floors
*white_floor_tile004b for checker floors
===Ceilings===
*white_ceiling_tile002a
==Non Portalable Textures==
===Walls===
*black_wall_metal_002a Small
*black_wall_metal_002b Medium
*black_wall_metal_002c Large
*black_wall_metal_002d Extra Large
Category:Portal 2 Level Design
Category:Portal 2 Tutorials
Cleanly reinstalling Steam

If you are here because you want to fix a game problem, stop what you are doing and try to validate it. Validation does everything uninstalling does (except change your settings, which doesn't require reinstalling either) in a fraction of the time and with a fraction of the bandwidth.
* If that doesn't apply, follow these instructions on the Steam Support site to uninstall Steam. Then you can download and install the Steam client again.
Category:SteamCategory:English
ClickandBuy Preview

== Wednesday, June 13, 2007 ==
Starting today, Steam customers can purchase games using ClickandBuy, one of the leading payment systems on the internet.
==What does "Preview" mean?==
The preview release of ClickandBuy is made available to a limited number of users and transactions. This enables us to inspect every transaction and lets our support team interact individually with each ClickandBuy customer.
As with all Steam transactions, all purchases are final and are subject to the terms of the Steam Subscriber Agreement.
During the preview, the new ClickandBuy features are available in the English language only. Other languages will be available later.
==How do I access the preview and use ClickandBuy to buy games?==
To run the ClickandBuy preview:
# Launch Steam and open the Settings page (File -> Settings, or click the "Settings" button).
# In the Beta Participation section, select ClickandBuy Beta.
# Restart your Steam client to enable purchases using ClickandBuy.
To opt out of the program follow the above instructions and select "None" from the list.
==What if I experience a problem?==
During the preview, please report any bugs or issues on the bug reports page.
==Known Issues==
None at this time.
==Discussion==
During the preview, this page will be used for announcements. If you don't need individual support but would like to comment on any part of the ClickandBuy functionality, you may use the Discussion page. Please note that individual support requests can only be served if made through the Support link, above.
__NOTOC__
Category:Feedback
Category:Steam
Category:Beta Releases
Clickandbuy/bug reports

Thanks for participating in the ClickandBuy preview. If you find any bugs or issues, please edit this page with a description of the problem.
A helpful bug format is:
===short title===
* Expected: expected behavior/intended action 
* Observed: observed behavior
* Use ~~~~ to insert your username and time
Reported Bugs
===URL's Redirect To Incorrect Location (In Beta Participation Window)===
Fairly minor, but I think the links should direct to their correct location. 
1.
* Expected: File >> Settings >> Click "Report A Bug" >> Direct to "http://developer.valvesoftware.com/wiki/Clickandbuy/bug_reports"
* Observed: File >> Settings >> Click "Report A Bug" >> Direct to "http://developer.valvesoftware.com/wiki/Main_Page"
2.
*Expected: File >> Settings >> Click "Change" >> Click "Read More About How Betas on Steam Work" >> Direct to "http://developer.valvesoftware.com/wiki/Betas"
*Observed: File >> Settings >> Click "Change" >> Click "Read More About How Betas on Steam Work" >> Direct to "http://developer.valvesoftware.com/wiki/Main_Page"
*Laurence 02:39, 18 Jun 2007 (PDT)
===Steam Crash===
*Expected: Open Steam Splash Window .. Store tab ... See Images of items for sale
*Observed: Splash Window Opens... frames are in place ... NO Images ( clearing cache still gets same result )
*Xchopsr 10:45, 15 Jun 2007 (PDT)
:I think this might have been a problem at Valve's end which affected everyone using the site. --TomEdwards 01:22, 16 Jun 2007 (PDT)
===Error when opting out of the beta program===
*Expected: Steam to restart
*Observed: Steam shutting down, then displaying a message: "Steam.exe (main exception): Win32 StructuredException at 00000000 : Attempt to write to virtual address 0 without appropriate access rights"
:Logged on as administrator, with all access rights to the steam folder (uncompressed/unencrypted)
Category:Feedback
ClientBetaChangelist

==Thu October 6th, 2005==
We're going to run a short beta of the new look and feel to Steam, which we're building to accommodate more games and MODs on Steam. To run it, run Steam from a command line with -clientbeta betaui in your command line. If you find any bugs, please edit this page.
==Fri October 7th, 2005==
We've just released an update to the beta which fixes many issues, including some of those listed below. Restart Steam (using the same command line as above) to get the changes. -- Greg
==Sun October 9th, 2005==
Another beta update - same procedure as above. (Thanks for helping to test the beta and for contributing bugs to this page.) -- Greg
==Mon October 10th, 2005==
Please restart Steam again with the beta command line; another update has been released. This is a release candidate -- we're shooting for release tomorrow (Tuesday). -- Greg
View changelog for 10/10 beta update - johnc
==Tue October 11th, 2005==
Another day, another update; The new Steam UI was released! -- johnc
View changelog for 10/11 beta update
==Thu October 13th, 2005==
* Fixed HTML control not displaying correctly under Windows 98
* Improved launching behavior of 3rd party games
* Stopped storefront page from loading when using the mini-games list
* Fixed "Processing ..." label staying visible after Steam had finished launching
==See also==
* ClientBetaChangelist1010
* ClientBetaChangelist1011
* User Interface Bugs
Category:Steam
Category:Feedback
Category:Changelists
ClientBetaChangelist1011

* Added mini-bandwidth monitor dialog, view->bandwidth usage
** Has current bandwidth usage graph, peak usage and total bytes downloaded this session 
* Removed ancient hard-coded layouts from serverbrowser, moved settings into server/internetgamespage.res and server/internetgamespage_filters.res
* Changed default button on 'Delete game files?' dialog to be Cancel
* Changed last page of installed wizard to have neither launch game or create desktop shortcut checkboxes checked by default
* disabled install/properties buttons in games list for games that are coming soon only (eg. Lost Coast)
* Fixed case with HTML control where interior region could get out sync with the scrollbar visibility
* Added new scheme parent override setting for CheckButtonList, so that it's children checkbox can have a different appearance set 
* Added mousedown state for icon buttons in root dialog
* Changed wizard template layout to fix localization truncations
* Made HTML interior corners smaller
* Fixed width of scrollbar in preloading dialogs (all states)
* Fixed some (not all) localization truncations in login dialog (skipped russian and thai)
* Fixed layout of install tools HTML intro window
* Adjusted layout of settings dialogs (tab pages)
* Removed extra border/background from update news dialog
* Fixed assert/crash in subconvertapps caused by passing in invalid index
* Made 3rd party mods command line args get applied when the game is launched via the serverbrowser
* Fixed 3rd party HL1 mods having last char truncated in serverbrowser games list
* Fixed regression with cancel button on SSA page in purchase wizard causing all of Steam to close/crash
==See also==
* ClientBetaChangelist
* ClientBetaChangelist1010
* User Interface Bugs
Category:Steam
Category:Feedback
Category:Changelists
ClientCommand

The function ClientCommand() can be found in the player classes of the server project and is executed when it is not possible to resolve an incoming command string from a client in any other way (for example through a ConCommand). Returning the value 'false' will cause the server to tell the respective client that their command was supposedly invalid.
The client uses the function engine->ServerCmd() to trigger ClientCommand() on the server and can even optionally pass information along in the string:
void SelectClass( int iClassIndex ) 						// a function on the client
{
	engine->ServerCmd( VarArgs( "selectclass %i", iClassIndex ) );		// sent to the server
}
The following snippet of code shows how the command selectclass is handled by the server:
bool CSDKPlayer::ClientCommand( const CCommand &args )
{
	if ( FStrEq( pcmd, "selectclass" ) ) 					// this is our command name
	{
		if ( args.ArgC() < 2 ) 						// make sure that an argument was passed along
		{
			Warning( "bad selectclass cmd\n" );
			return true;
		}
		int iIndex = atoi( args[1] );					// convert our argument back to an integer
		HandleClassSelection( iIndex );
		return true;
	}
	[...]
}
Category:Programming
ClientMode

The ClientMode is literally the mode of operation in which the client is running. Your mod might have different ClientModes for the player walking around on foot, driving a vehicle in third person, and issuing commands from an overhead camera.
The system was created to accommodate the original TF2's RTS commander mode, but after that project changed direction it stopped serving any useful purpose to Valve. Although it is still in place, code elsewhere (such as the HUD, which is a single global object) might be written in the assumption that there is only one mode.
== Minimum implementation ==
At least one ClientMode is required for a mod to compile. (A ModeManager is also required, even if there is only one ClientMode for it to manage!)
#include "clientmode_shared.h"
class ClientModeSkeleton : public ClientModeShared
{
	DECLARE_CLASS( ClientModeSkeleton, ClientModeShared );
public:
	void InitViewport()
	{
		m_pViewport = new CBaseViewport;
		m_pViewport->Start( gameuifuncs, gameeventmanager );
		m_pViewport->SetPaintBackgroundEnabled(false);
		m_pViewport->SetName( "Skeleton viewport" );
		m_pViewport->SetBounds( 0, 0, ScreenWidth(), ScreenHeight() );
	}
};
IClientMode* g_pClientMode = new ClientModeSkeleton;
IClientMode* GetClientModeNormal() { return g_pClientMode; }
== Notable members ==
; m_pViewport
: The ultimate parent of all game-level VGUI controls created while this ClientMode is active (see VGUI Documentation#Panels and hierarchy). Disconnected from the rendering hierarchy when the ClientMode is deactivated. 
; m_pChatElement
: See CHudChat.
; m_pWeaponSelection
: See CBaseHudWeaponSelection.
== Notable functions ==
; InitViewport()
: Called before the main Init() function. Must create and set up m_pViewport (see minimum implementation).
; CreateMove()
: This is the first stop for a usercmd. Always pass through to the player entity somewhere here!
; FireGameEvent()
: See events.
; ShouldDrawCrosshair()
; ShouldDrawDetailObjects()
; ShouldDrawEntity(C_BaseEntity*)
; ShouldDrawFog()
; ShouldDrawLocalPlayer(C_BasePlayer*)
; ShouldDrawParticles()
; ShouldDrawViewModel()
: A collection of functions that filter what the client renders each frame. ShouldDrawEntity() is particularly powerful - but remember that it is called every time any entity is up for drawing!
; KeyInput()
: This doesn't collect input for a usercmd as you might expect from the name, but instead intercepts each keypress beforehand and decides if it should proceed to the usercmd (and from there the server) or be "swallowed" by a HUD element like the chat window or console.
; OverrideMouseInput()
: Intercepts mouse movement. Created to accommodate a pair of binoculars..?
; OverrideView()
: Allows the client to change the position of the camera. Handles third-person mode, but otherwise passes through to the player entity.
== See also ==
* ModeManager
Category:Programming
Category:HUD
ClientPutInServerOverride

=Location=
..\src\game\server\gameinterface.h
=Declaration=
// Normally, when the engine calls ClientPutInServer, it calls a global function in the game DLL
// by the same name. Use this to override the function that it calls. This is used for bots.
typedef CBasePlayer* (*ClientPutInServerOverrideFn)( edict_t *pEdict, const char *playername );
void ClientPutInServerOverride( ClientPutInServerOverrideFn fn );
=Description=
Define the new function to call when a client joins a server. A similarly named function is used in the "..\src\game\server\client.h" header, and defined in "..\src\game\server\client.cpp". This function as defined in "..\src\game\server\client.cpp" spawns the "CHL2_Player" player in the game.
Client missing DT class CWaterBullet

There are two mistakes in Valve's Orange Box codebase that prevent clients connecting to servers. The errors that appear in the console are:
* Client missing DT class CWaterBullet
* Client missing DT class CWeaponCycler
To fix them:
# Open server/waterbullet.cpp and remove IMPLEMENT_SERVERCLASS_ST( CWaterBullet, DT_WaterBullet ) / END_SEND_TABLE() from lines 31 and 32.
# Open server/waterbullet.h and remove DECLARE_SERVERCLASS(); from line 28.
# Open server\h_cycler.cpp and remove similar code from lines 226, 238 and 239.
# Add #include "c_weapon__stubs.h" / STUB_WEAPON_CLASS( cycler_weapon, WeaponCycler, C_BaseCombatWeapon ); to a CPP file of your choosing on the client.
Category:Programming
Category:Snippets
Category:Errors
Client plugins

Client plugins are server plugins running in a client (rather than a dedicated server). They have access to client interfaces that dedicated servers cannot provide.
== Client interfaces ==
* IClient (iclient.h)
* IClientEntity (icliententity.h)
** IClientUnknown
** IClientRenderable
** IClientNetworkable
** IClientThinkable
* IClientEntityList (icliententitylist.h)
Category:Plugins
Clientside UserMessages

This code lets you send usermessages to clients completely clientside. (This code only works in the Client project)
#include "cbase.h"
#include "usermessages.h"
#include "utlbuffer.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
CON_COMMAND_F(testum, "TEEEST", FCVAR_CLIENTCMD_CAN_EXECUTE) {
	CUtlBuffer msg_data;
	msg_data.PutChar(0);
	msg_data.PutString("BAM, SayText");
	msg_data.PutChar(1);
	usermessages->DispatchUserMessage(usermessages->LookupUserMessage("SayText"), bf_read(msg_data.Base(), msg_data.TellPut()));
}
Category:Programming
Category:Snippets
Clipnode

Clipnodes are the method BSP29, BSP30, and some derivatives use for collision on hulls 1 and greater.
In VHLT, the KV can be used to disable generation of clipnodes for any brush entity (including func_detail and func_group), leaving only hull 0 (the point hull, which also is the rendered mesh).
BSP38 and derivatives such as Source 1 BSPs use brushsides instead.
Category:GoldSrc Glossary
Cloud

draws a $basetexture without lighting, maksed by $cloudalphatexture.
As the name implies its used for rendering Clouds.
It does this by multiplying $basetexture with $cloudalphatexture, including Alpha.
This works similar to $detail's $detailblendmode 8, except the Alpha is also multiplied.
Unlike other Shaders, the RGB Values are not affected by Fog. The Alpha IS however!
By default, this Shader uses Alpha Blending ( $translucent ).
Using $additive, this can be reconfigured to draw additively instead.
== Supported Parameters ==
Codename: Gordon

is a 2D platformer game inspired by and released in part to promote . It was developed by Nuclearvision Entertainment and published by , and runs on .
The game features 6 chapters, 8 different enemies, 5 weapons, and a functional buggy. It also includes a high score system with network support and hidden secrets.
== Limitation/Bugs ==
== Chapters ==
#The Docks
#The Harbor
#The Beach
#Buggy Race
#The Prison
#City 17
== System requirements ==
== See also ==
* Unpacked version of the game - Runs in windowed mode by default, can be resized to any resolution.
* Codename Gordon official website (Archived)
* 
* 
* 
	 
Category:Games on non-Valve engines using Valve IP
Collaborate

__NOEDITSECTION__
 Collaborate is an upcoming Half-Life 2 MP teamplay modification with NPCs. There are 2 teams, Team Combine and Team Humans, with players divided in squads. Every squad leader is able to spawn & control NPCs, ammo crates, traps and more. Both teams will need to complete objectives to win the game. Work together, side by side, with NPCs & players to complete your objectives before your opponents do.
Are the Humans fighting to infiltrate a Combine base or are both teams are trying to outlast the other? Fight with all you have because you’re up against real opponents.
== Features ==
* Gameplay oriented on objectives & teamplay
* Players form squads, up to 4 players per squad
* Squad leaders can spawn NPCs & equipment and give them orders
* Dynamic spawnpoints-system (squad leaders function as a spawnpoint)
* Wait-system that allows players to wait with starting the game
* Team-bound NPCs & equipment
* High quality maps
* Improved network- & lag compensation-code
* Full spectators-support
* Points-system based on damage and teamplay
* Drop weapons/ammo/armor and get points for it
* New NPCs
* Enhanced AI
Planned for future versions
* Multi-passenger vehicles
* Per game statistics
== Media ==
Image:Water 46195.jpg
Image:Vaber 10009.jpg
Image:Col boathouse.jpg
Image:Rebels-mansion.jpg
Image:Ac d2.jpg
Image:The-last-minutes.jpg
== External links ==
*dutchmega.nl - the author's website.
*
Collapsing tower

A prefab located in the Prefabs HL2 folder, containing the kind of breakable wooden tower seen along the canals in Half-Life 2.
This prefab includes the following:
* The func_physboxes that make up the tower. (All are breakable except two metal support struts.)
* An npc_metropolice standing on top of the tower.
* A filter_activator_class that prevents the npc_metropolice from breaking the boards he is standing on with his own weight.
* A logic_relay that is used channel information between a breaking physbox and the other physboxes. (This will limit the I/O traffic possibilities to just one set.)
* An env_physexplosion that can optionally be set to be triggered through the logic_relay to make the tower collapse outward.
* A prop_physics explosive oildrum to facilitate doing damage to the physboxes.
When one of the breakable func_physboxes are broken, it will send a signal to the logic_relay, that in its turn will trigger the collapse of the whole tower by enabling the motion of all its physboxes. The relay will also kill the npc_metropolice as the collapse starts, to turn him into a realistically falling ragdoll.
Category:Prefabs