nyuuzyou/wikis huggingface dataset:
Brush entity/Rendering related keyvalues and inputs

Following keyvalues and inputs are available for all brush entities and are mostly relevant only for those which are visible (possible exception would be casting shadows with not rendered brush). There may still be rendering related keyvalues and inputs available only to specific brush entities and those would be listed on their pages.
== Keyvalues read only by VRAD ==
== Keyvalues ==
== Inputs ==
== See Also ==
* Tool textures (Source)
* VMT
* Rendering and studio model related KIO
*
Bspguy

is map viewer and editor by wootguy that allows modifying and merging () maps without decompiling.
== Overview ==
== Features ==
*Keyvalue editor with FGD support
*Entity + BSP model creation and duplication
*Easy object movement and scaling
*Vertex manipulation + face splitting (Used to make perfectly shaped triggers)
*BSP model origin movement/alignment
*Optimize + clean commands to prevent overflows
*Hull deletion + redirection + creation
*Basic face editing
== Drawbacks ==
== Media ==
== See also ==
* Newbspguy
== External links ==
* GitHub Repository
Category:Third Party Tools
Category:Half-Life
Budget

In game design, the budget is the amount of time available to process each frame.
*300 (or 400 in newer version of ) frames per second (FPS) is the maximum on the engine by default, through it can be uncapped using the console command. Going over around ~1000 FPS in any Source game, can cause timing and tickrate issues. The same things also applies to with over around ~100 FPS (over 72FPS in previous pre-SteamPipe version and Retail/WON version), breaking NPCs turn rate and object moving speeds.
*At 60 FPS, the optimal and recommended figure, each frame must be drawn in 16.6 milliseconds or less.
*At 30 FPS, the lowest acceptable figure, the budget allows for 33.3 milliseconds per frame.
In practical terms, it is impossible to achieve a set framerate on the PC platform, since hardware can vary wildly and affect performance in all manner of different areas—so don't worry too much about the numbers above. Your best bet as a modder is to ensure that the game performs well with mid-level settings on modest hardware, and then allow your audience to tune their own settings according to their system's capabilities.
== Monitoring Your Budget ==
Source's built-in tool for monitoring performance is the console command .
== See also ==
*Cheap
*Expensive
*Free
Category:Glossary
Bug Tracking

== Prelude ==
As mentioned in the previous article, email is an insufficent way to manage bugs. That's why it's recommended to use specialized bug tracking software.
This tutorial will show you how to setup and use the Mantis bug tracker.
== Gather needed materials ==
Download mantis from Mantis and upload the package to your website.
== Create the database ==
Create a database ahead of time. For example use phpmyadmin for this task. There are many tutorials on this subject, search.
== Preparing the database for use ==
You need to populate the database, this is very easy if you have access to phpmyadmin, first select the mantis database from the database list, then navigate to the sql execution page, then either find the populate_sql.sql file in the /sql folder or just copy and paste all of what's contained in that file into the execute sql queries field.
This should setup the database for mantis.
== Configuration of the database ==
Find the config_defaults_inc.php file and edit theese sections
 	# --- database variables --------- 
 
 	# set these values to match your setup 
 
 	# hostname should be either a hostname or connection string to supply to adodb. 
 	# For example, if you would like to connect to a mysql server on the local machine, 
 	# set hostname to 'localhost', and db_type to 'mysql'. 
 	# If you need to supply a port to connect to, set hostname as 'localhost:3306'. 
 	$g_hostname				= 'localhost'; 
 	$g_db_username			= 'username'; 
 	$g_db_password			= 'password'; 
 	$g_database_name		= 'databasename'; 
 	$g_db_type			= 'mysql'; 
Make sure the settings presented here match your chosen database's settings.
== Finished product ==
Navigate your web browser to the mantis directory and login with the default provided username and password that is supplied with the installation.
 	Username:	administrator 
 	Password:	root 
== Familiarizing yourself ==
Learn how to use the bug tracking software, it's a fairly straight forward package. You need to create a project first before you can do anything with it.
There are many tutorials on the mantis site which contain usage hints and tips.
Category:technical
Category:programming
Building Mods with Valve Technology

Building a "mod" (a game which relies on another game's core technology, called base game, or vanilla game) is very often the best way to develop a new game. When you rely on game technology as well-established as the Source engine, your team's time and effort can be spent building creative gameplay and unique content rather than on things like rendering technology or network code or collision detection. The Source Engine and its associated SDK provide the most efficient, complete, and powerful game development package on the market. And if you already own , or at least have Source SDK 2013 (SP, MP or Both) and/or installed, you've already got access to the full SDK. That's everything you need to start building your game.
==Why Source?==
Here are some reasons why it makes sense to build your game as a mod using the Source Engine:
===Valve===
* Valve remains dedicated to supporting the mod community.
* Valve also has a proven track record for turning mods into full-fledged commercial products.
===Source and Steam have been designed with mods in mind===
* The SDK is updated continuously and automatically, including new features (like HDR).
* A powerful (and free!) suite of content-development tools is included.
* Source is simply the most flexible and most powerful engine on the market.
* The Source/Steam platform allows you to have a direct relationship with your players/customers.
===A larger player base than all other action-game engines combined===
* Mod visibility comes from being a part of the most popular platform.
* Access to a huge, established community and audience.
** Steam games account for more than 90% of online action PC games.
** Approximately 5 billion player-minutes per month
** Over 100,000 game servers
** Over million simultaneous users at any given moment
===Included: all of the tools used to build Half-Life 2===
* HL2 source code included
** Also available publicly on official GitHub page. However, if you are planning to use engine or it's SDK commercially, you will need to contact Valve to licensing the engine.
* Softimage XSI|EXP for model building
* The level editor
** Fully documented with images and examples
** Complemented with in-depth community tutorials
* 
* 
===The power of the Source Engine===
In every category, the Source Engine delivers proven industry-leading performance.
* Renderer
* Materials System
* Advanced Characters
* Physics
* Advanced AI
* Multiplayer Network Code
* Sound System
* UI (VGUI)
* Programming
* Tools
Read about the features of the Source Engine.
==You're ready to start building!==
* Get Steam.
* Get the SDK.
* Join this community, contribute your ideas to the Wiki, discuss issues on any page, and join the mailing list, too.
* Read information on how to develop Source mods.
* Start building!
__NOTOC__
Category:Valve
Category:Source
Building without Visual Studio

This page will be a tutorial for building of the Source SDK 2013 without Microsoft Visual Studio.
=Obtaining msbuild.exe=
You can get it from Visual Studio 2017 download page. On the bottom, click “Other Tools and Frameworks”, then choose “Build Tools for Visual Studio 2017”.
https://visualstudio.microsoft.com/downloads/
Direct Download: https://www.visualstudio.com/thank-you-downloading-visual-studio/?sku=BuildTools&rel=15
Start that setup file (vs_buildtools_xxx.exe), and choose “Web Development Build Tools”
=Step 1: MSBuild.exe=
Open up the command prompt (C:/windows/system32/cmd.exe) and type "msbuild.exe".
You should get the response:
Microsoft (R) Build Engine version foo.0.bar.baz
Copyright (C) Microsoft Corporation. All rights reserved.
MSBUILD : error MSB1003: Specify a project or solution file. The current working directory does not 
 contain a project or solution file.
=Step 2: Compiling=
Execute:
msbuild.exe C:\path\to\rootdir\of\sourceSDK2013\games.sln
And thats it. Pretty simple, huh? Now you don't have to launch the massive bloated program Visual Studio 15 is.
=Compiling for Windows on Linux (and vice versa)=
=Compiling from other IDEs and Compilers=
Bullet Penetration in Day of Defeat

This article goes over the gun penetration statistics in Day of Defeat. It lists the thickness (in units) of a brush that each gun can shoot through. 
It might change not only the way you make your maps, but also how you play the game.
=== American Guns ===
Weapon name 	Units	Feet	Centimeters
M1 Garand 	16 	1.33	40.64
M1 Carbine 	5 	0.42	12.7
M1A1 Thompson 	5 	0.42	12.7
M3 Grease Gun 	5 	0.42	12.7
19O3A4 Sniper Rifle 	21 	1,75	53.34
Browning Automatic Rifle	11 	0.92	27.94
.30 Caliber Machine Gun 	11 	0.92	27.94
=== British Guns ===
Weapon name 	Units	Feet	Centimeters
Enfield 	21 	1,75	53.34
Enfield Scoped	21 	1,75	53.34
Sten 	5 	0.42	12.7
Bren 	11 	0.92	27.94
=== Axis Guns ===
Weapon name 	Units	Feet	Centimeters
Karabiner 98 	21 	1,75	53.34
Karabiner 98 High Turret 	21 	1,75	53.34
Karabiner 43 	16 	1.33	40.64
Maschinen Pistole 40 	5 	0.42	12.7
Sturmgewehr 44 	6 	0.5 	15.24
Fallschirmjägergewehr(FG) 42	11 	0.92	27.94
Maschinengewehr 34 	11 	0.92	27.94
Maschinengewehr 42 	11 	0.92	27.94
=== Notes ===
Ok, now that we've seen the values, there are some important notes to take into account.
*First, as soon as the bullet has gone though the above mentioned value, it cannot go through anything else. This means a Bren couldn't go through 11.01 units in-game.
 
*Along the same note is the fact a bullet cannot go through any more than 1 brush. This means if you had 1 brush 1 unit thick followed by another brush 1 unit thick, a Kar98 couldn't hurt the guy on the other side. The brush thickness and gap between them doesn't matter, the bullet will only travel through 1 brush.
*Another point would be the fact that what the bullet is shot at doesn't matter. Any brush will have exactly the same stats, whether your shooting into metal or shooting into wood, it's all the same to the bullet.
 
*Another noteworthy item is the fact pistols and knives cannot even go through 1 unit. A knife you would expect, but the pistol surprisingly cannot go through anything.
*Grenades and rockets use lots of special factors to determine; their damage, their radius, their power etc. This makes it impossible to determine without stating at least 5 variables for each value. This means that I consider their physics too complex to be written out in this simplistic way.
Knowing this, a player can statistically judge when to shoot through corners to get rid of that pesky MG you know the location of, but just can't take down. It also allows mappers to proof their map against problems like being shot through sandbags.
Category:Day of Defeat Level Design
Bullet Penetration in Day of Defeat: Source

__TOC__
Similar to Bullet Penetration in Counter-Strike: Source, this article aims to answer all the questions map makers might have about bullet penetration in Day of Defeat: Source. 
== Setup ==
The way this test was set up was to create a map with 80 walls, each 1 unit bigger than the last. The tester then went through and found out which exact wall size stopped a bullet from the variable gun.
The characteristics are listed below. The values represent the thickness of the wall that stops the bullet.
== Results ==
 	Glass (Y)	Wood (W)	Metal (M)	Concrete/Default ([C])	Flesh (F)
Mp40 	23 	6 	3 	6 	32
Thompson 	22 	6 	3 	6 	29
Mp44 	27 	8 	4 	8 	40
Bar 	46 	13 	7 	13 	67
K98 	80+ 	23 	11 	23 	80
Garand 	55 	15 	8 	15 	73
K98 Scoped 	80 	30 	15 	30 	80
Springfield	80 	30 	15 	30 	80
Mg42 	71 	20 	10 	20 	80
30cal 	71 	20 	10 	20 	80
C96 	22 	6 	3 	6 	29
Carbine 	21 	6 	3 	6 	29
On an interesting side note, when the tester got to a wall that would stop his bullet, he could still make bullet holes on the breakable surface he put right behind it. This means that if you were shooting at someone partly through a wall and you saw blood on them, theres a chance you did no damage whatsoever, because you were shooting through a wall that was exactly the same size of the penetration limit for your gun.
As you can see from the data, most objects have very little penetration to them. Even wood, which should be at least half as penetrable as glass.
== Dependence on external files ==
The penetration values for certain materials can be changed. In the weapon files there is a property called "Penetration". It does absolutely nothing!
One way to change the penetration value of a material is to change the material type in surefaceproperties.txt.
Another way is to increase the damage done by the guns. For example, in regular DoD:S the Garand does 80 damage, but when bumped up to 120 the Garand was stopped at 65 units rather than 55.
Category:Tutorials
Category:Day of Defeat: Source
Bumbleball

The bumbleball is a new Portal 2 puzzle element created by Skotty and Moth. If the bumbleball is outside of the players view it will bounce around every 2 seconds, making a distinctive sound when bouncing. They're very different from spheres, and behave differently from blue painted cubes, making them unique in this aspect.
==Download Features==
* A normal sphere button specialized for the bumbleballs, not useable with other objects.
* the single bumbleball (model and textures)
* droppers for bumbleballs, dirty and clean
* the .PSD file for custom textures
* bumbleball supports up to 16 skins -- 'skin' values 0-15 in Hammer 
Skotty's homepage: Portal 2 instances
==Installation==
1. Put the materials and model folder to Steam\steamapps\common\portal 2\portal2\
2. Put the Instances folder to Steam\steamapps\common\portal 2\sdk_content\maps\
==Usage==
1. Create a new func_instance
2. For the Vmf Filename' select your downloaded instance vmf's
3. Give it a Fix Up Name
==Theory==
a physics model, with an internal env_shake (this causes it to bounce around by a variable amount) 
a env_entity_maker which detects if the player is looking at the ball, and toggles the env_shake
==Known Bugs==
* For dissolving a bumbleball (for example in toxic water) you have to FireUser4
* Paint will colour the bumbleball, but because it's a normal prop_physics, it won't jump or glide. The use of a prop_physics_paintable fixes that problem, but the ball won't be visibly painted.
Category:Portal 2 Level Design
Bunnyhop

Bunnyhopping (also known as bhopping) refers to a movement exploit found in several , and games, however it is not exclusive to these engines.
Originally found in , bunnyhopping allows the player to achieve speeds far higher than running regularly, and is used heavily by speedrunners to complete levels faster.
== How it works ==
Bunnyhopping is performed by timing a jump as soon as possible when hitting the ground. Doing so preserves speed, and if done on the same tick as the player lands on the ground, will result in no speed loss, commonly called a "perfect jump".
Air-strafing is done by using a directional key while moving the mouse in the same direction (i.e. moving left while turning left), which builds speed while in the air.
Combining these allows the player to gain much more speed than is normally possible.
=== Binds ===
Because timing your jump to be on the same tick as you hit the ground is exceedingly difficult (for example, on a server with a tickrate of 66 you have a timing-window of 1/66th of a second,) it is common to bind jump to the scroll wheel in order to send many jump inputs quickly for a greater chance to hit a perfect jump.
In , open the Console and use 
 bind mwheelup +jump;bind mwheeldown +jump;bind space +jump
to bind jump to both mousewheel directions and the space bar.
=== Scripts ===
Scripts can be used to automate bhopping and will guarantee a perfect jump every time. This is usually considering cheating and can result in a ban, whether by server admins or by Valve Anti-Cheat, however there are various gamemodes and speedrun categories where use of these scripts is allowed and encouraged.
== Attempts to stop bhopping ==
Over time, has attempted to minimize or stop players from bunnyhopping, with mixed results.
In and , the game will attempt to slow down the player if they exceed a certain speed. It does this by applying a backwards force to the player, but because of an oversight, the game applies this based on the direction the player is facing instead of the direction they are going. The player can abuse this by turning around and bhopping while facing backwards, applying the force and adding to their current velocity. This is referred to as Accelerated Back Hopping (or ABH for short).
Later games on the or newer would implement more fixes to make bhopping harder and less effective, though still not impossible.
== Gamemodes ==
Several multiplayer games, such as and , have some servers dedicated to a Bhop gamemode ( even having a category in it's server browser for it).
These servers will typically feature maps designed as courses for players to race through, with plugins to track time, speed, and other information. These servers will also usually change certain cvars to change how the player controls while bhopping, such as sv_airaccelerate and sv_maxvelocity.
==See also ==
*Surf
== External links ==
Bunnyhopping on Sourceruns wiki
Accelerated Back Hopping on Sourceruns wiki
Button (Portal 2)

Buttons are interactive objects in the Portal series. There are different kinds of buttons in that can be activated in different ways. The standard button can only be triggered by the player. A floor button can be activated by both the player and a cube, and cube buttons can only be toggled by cubes.
==Button==
The tall, red-capped, player-activated button is very simple to create. It can be tied to a timer.
===Creation===
First, place a entity on the ground and position it where you want it. Direct the OnPressed output to a or instance containing the actions that should occur when the button is pressed.
To have the button act as a timer, set the Delay Before Reset property to the desired amount of time and Play timer sound? to "Yes." Direct the OnButtonReset to the trigger you want to activate when time runs out.
 functions in the same way, but it has a different model and is used in the underground sections of old Aperture.
==Floor Button==
===Original Button===
Often (but not necessarily) positioned on the floor, it can be activated by both cubes and the player.
====Creation====
Select the entity creation tool and choose from the list. Spawn it, an place it where you want on the map. By going into the properties of the button, you can choose what you want to happen when it is pressed (OnPressed) or when it is released (OnUnPressed).
Under the Button model property in the "Class Info" tab, you can change the way the floor button looks. Just filter "portal_button" in the model browse menu.
In order to create the base, as they appear in-game, simply add an instance with the "base" VMF. There are four different bases: destroyed\intact black, destroyed\intact white
 functions identically but has an Old Aperture model, similar to prop_under_button.
===Cube Button===
Created by placing a . A version of the button that is square, mostly because it is activated only by a . Has the same outputs as the other floor buttons.
===Ball Button===
Created by placing a . A version of the button that is round and smaller, mostly because it is activated by a prop_weighted_cube with CubeType set to Sphere. Outputs are the same as the older button.
== See also ==
*Creating custom buttons
*Cubes
*Doors
*Indicator Lights
*
Category:Portal 2 Level Design
Category:Portal 2 Tutorials
Button keypad

button_keypad is a prefab located in the Prefabs HL2 folder, containing a keypad setup.
This prefab is comprised of two entities
* A prop_dynamic using the models/props_lab/keypad.mdl model.
* A func_button.
When pressed, the func_button is configured to make a specific sound and make the model briefly display "*ERROR*" message on the readout portion of skin.
Category:Prefabs
Buy

is a non-cheat command for players to purchase weapons and equipment with their funds while they are allowed to buy, i.e. if the mp_buytime hasn't expired yet and if they are inside a .
== Syntax ==
If the command is invoked with invalid or no arguments, it prints a list of valid arguments.
 There is the alternative syntax buy <?> <int>. 
{| class="standard-table"	"buy <item>" 	Item slot that is purchased from	Item slot that is purchased from
primammo 	 	 	
secammo 	 	 	
vest 	Kevlar 	Eqiupment 	
vesthelm 	Kevlar + Helmet 	Eqiupment 	
defuser 	Defusal Kit 	Eqiupment 	
nvgs 	Nightvision 	Eqiupment 	
flashbang 	Flashbang 	Eqiupment 	
hegrenade 	HE Grenade 	Eqiupment 	
smokegrenade 	Smoke Grenade 	Eqiupment 	
galil 	IDF Defender 	Rifles 	
ak47 	CV-47 	Rifles 	
scout 	Schmidt Scout 	Rifles 	
sg552 	Krieg 552 	Rifles 	
awp 	Magnum Sniper Rifle 	Rifles 	
g3sg1 	D3/AU-1 	Rifles 	
famas 	Clarion 5.56 	Rifles 	
m4a1 	Maverick M4A1 Carabine 	Rifles 	
aug 	Bullpup 	Rifles 	
sg550 	Krieg 550 Commando 	Rifles 	
glock 	9x19mm Sidearm 	Pistols 	
usp 	KM .45 Tactical 	Pistols 	
p228 	228 Compact 	Pistols 	
deagle 	Night Hawk .50C 	Pistols 	
elite 	.40 Dual Elites 	Pistols 	
fiveseven, fn57	ES Five-SeveN 	Pistols 	
m3 	Leone 12 Gauge Super 	Shotguns 	
xm1014 	Leone YG1265 Auto Shotgun	Shotguns 	
mac10 	Ingram MAC-10 	SMG 	
tmp 	Schmidt Machine Pistol 	SMG 	
mp5, mp5navy 	KM Sub-Machine Gun 	SMG 	
ump45 	KM UMP45 	SMG 	
p90 	ES C90 	SMG 	
m249 	M249 	Machine Guns 	
== Related Console Commands and Variables ==
ConCommand/ConVar 	Default value	Description
autobuy 	ConCommand 	Attempts to purchase items with the order listed in cl_autobuy. Buys at most one primary and at most one secondary.
cl_autobuy 	"" 	A space-delimited list of buy aliases (see above) in the order in which autobuy will attempt to purchase them. See csgo/autobuy.txt.
rebuy 	ConCommand 	Attempts to repurchase items with the order listed in cl_rebuy. By default, this results in trying to buy the exact loadout that the executing player had when they had bought something for the last time.
cl_rebuy 	"" 	A space-delimited list of item categories in the order in which rebuy will attempt to repurchase them. Categories are: PrimaryWeapon, PrimaryAmmo, SecondaryWeapon, SecondaryAmmo, Defuser, Armor, HEGrenade, Flashbang, SmokeGrenade, NightVision ( Molotov, IncGrenade, Decoy, Taser). See csgo/rebuy.txt.
buymenu 	ConCommand 	Opens or closes the buy menu. In , shows or hides the loadout cards in the freezetime or during warmup.
mp_buytime 	1.5 90 	The time in minutes / seconds from the start of the round that players are still allowed to buy.
mp_buy_anywhere 	0 	Determines which teams are allowed to buy anywhere in the map and not just in func_buyzones.
*1: Both
*2: Ts only
*3: CTs only
*else: None
sv_buy_status_override	-1 	Overrides which teams are allowed to buy at all. Changing this value takes effect in the next round.
*0: Both
*1: CTs only
*2: Ts only
*else: Don't override, read from , else Both
Byte

A byte is eight bits, the size of one char. A kilobyte (KB) is 1024 bytes, while a megabyte (MB) is 1024 kilobytes, a gigabyte (GB) is 1024 megabytes, etc.
A byte is the minimum amount of memory allocatable. Even a bool is one byte (thus the benefits of BitVec).
* In Source, byte is a typedef for unsigned char.
Category:Variables
Category:Source