nyuuzyou/wikis huggingface dataset:
Operation Lambda

== Overview ==
Operation Lambda is a Total Conversion modification of Half-life 2. it is set on the fictional planet of Xeros, the combine Homeworld. You play the part of a scientist called Dr.Alex Rhoza, a scientist from Black Mesa who dissapeared in mysterious circumstances.
Operation Lambda follows Alex’ journey through Xeros, the debris of Black Mesa, and players witness the beginning of the 7 hour war.
== Media ==
Media Releases history:
*Official website Media page
*Media Release #1 19/4/2010
*Media Release #2 19/12/2010
*
== Team ==
===Project Leader===
*Shaktal (Thomas Russell)
===Lead Developers===
*Shaktal (Thomas Russell)
*Anthony_Attwood (Anthony Attwood)
*λdam (Adam Sklar)
*TerabyteST (Gabriele Cirulli)
*MaxMorgon (Max Morgon)
===Media Designers===
Lead Media Designer: λdam (Adam Sklar)
Media Designers:
*λdam (Adam Sklar) 
*Neverm!nd (Marcel Dohr)
*Anti-Garry (Oli Mays)
Voice Actors:
*λdam (Adam Sklar) 
*DenDrio
*Dakarun
*FatCat (Jesse Little)
===Mapping Team===
Lead Mapper: TerabyteST (Gabriele Cirulli)
Mappers:
*TerabyteST (Gabriele Cirulli)
*Garthbartin
*Stummler (Gulliver Johnson)
*Stuntz
*Sethen
*Demonofloom
===Modelling Team===
Lead Modeller: Anthony_Attwood (Anthony Attwood)
Modellers:
*Delicious_Corn (Ivan Pidluzhniy)
*Shaktal (Thomas Russell) 
*luckystrike (Thomas Wilkinson)
*Anthony_Attwood (Anthony Attwood)
Lead Animator: N/A
Animators:
*Vaknar (Gabriel Carpreau) 
*Flash-Killer (Kevin Nielsen)
*G0rdon
Lead Texture Artist: N/A
Texture Artists:
*Keresh (Tom Cynarski) 
*Flash-Killer (Kevin Nielson)
FacePoser:
*Henry (Karl August Kaljuste)
===Programmers===
Lead Programmer: N/A
Programmers:
*Shaktal (Thomas Russell)
*Jethrosoup
===Concept Artists===
Lead Concept Artist: MaxMorgon (Max Morgon)
Concept Artists:
*Anthony_Attwood (Anthony Attwood) 
*Ballsopt
*MaxMorgon (Max Morgon)
*Demonofloom
Researchers/Storyline Artists:
*Shaktal (Thomas Russell)
*Anthony_Attwood (Anthony Attwood)
*Raider7
*Createvi
*Soup
===Web designers===
Lead Web Developer: Shaktal
Web Developers/Designers:
*Shaktal (Thomas Russell)
Forum Administrators/Developers:
*Shaktal (Thomas Russell)
*Cameron:D (Cameron de Witte)
== External links ==
* Main Page
* Mod forums
* 
Category:Help Wanted
Category:Single Player Mods
OpportunisticallyUseWeaponAbilities

is a NextBot action in , for s, that makes the acting bot use a weapon ability. This action is called when bomb is carrying in the Mann Vs. Machine gamemode; and the action is passively called in CTFBotTacticalMonitor::Update.
==Elaboration==
 uses a timer, between 0.1 seconds (100ms) and 0.2 seconds (200ms), to determine when to use a special ability. If the timer has not elasped, then the action will be aborted.
===Shields===
The actor bot will generally attempt to charge if they are the Demoman class and they have a shield item equipped.
The bot will not attempt to charge if they have the CTFBot::AIR_CHARGE_ONLY attribute (the bot is already charging in the air); and their Z velocity is higher than zero. (Positive Z indicates going up.)
===B.A.S.E Jumper===
If the bot has a BASE Jumper equipped; then it will attempt to use the parachute. The bot will activate the BASE Jumper's parachute when **all** of the below conditions are true:
# The bot's health ratio is higher than the health threshold 0.5.
# The bot does not have TF_COND_BURNING. (The bot is not burning.)
# The bot has negative-Z velocity (or falling).
# The bot can traverse 150hu downards. (Generally this means they can fall 150hu below.)
If the bot already has TF_COND_PARACHUTE_DEPLOYED, then the bot will press the jump button (to deactivate the parachute) if any of these conditions are true:
* The bot's health ratio is lower than 0.5 (50%). (flHealthPercent < flHealthThreshold)
* The bot has TF_COND_BURNING. (The bot is on fire.)
* The bot can not traverse down 150hu. (Generally this means that the bot is 150hu away from the ground.)
===TF_WEAPON_BUFF_ITEM=== 
If the buff item charge is full, then the bot will attack with the buff item (to use it).
===TF_WEAPON_BAT_WOOD===
If the Sandman clip is greater than 0, then the acting bot will alt-attack the primary known threat with the Sandman.
===TF_WEAPON_LUNCHBOX===
If the lunchbox item has ammo, then the bot will (attempt to) use the lunchbox item. The Crit-A-Cola and Bonk charge meters are also checked if the acting bot's class is the Scout.
Category:NextBot Actions
Category:Team Fortress 2 NextBot Actions
Optimization/Level Design

It's easy to create a map that older (or even newer!) computers will struggle to draw at (or higher than) sixty frames per second. This article is the hub for all information on how to to prevent that by optimizing your map.
== Areas ==
; Leaks
:There's no excuse! Leaks will invalidate almost all of your efforts elsewhere.
; Visibility
: Reducing the number of surfaces and objects that are drawn in the first place. The single most important area.
; Physics
: Various tricks to avoid overloading the CPU with physics calculations.
; Materials
: Correct material choices will allow your map to scale down its demands on slower computers.
; Lighting
: Performance and file-size optimisation.
; Skybox
: A properly optimized skybox will significantly reduce lag and map size
== Brushes ==
; Areaportal
; Hint + Skip
; Occluder
== Models ==
; Static Prop Combine 
: Maps using large amounts of static props can reduce GPU drawcall overhead by combining individual static props into batches.
== Commands ==
There are many more useful console commands than the ones listed here—find them in their relevant articles.
; 
: A simple output of framerate. 1 is real-time, 2 is averaged over the past second, while also displaying the lowest and highest FPS, aswell the latency.
; ShowBudget
: A panel which displays how your computer is spending its budget for each frame. It's the premier tool for working out exactly what's sucking up performance in your map.
: It's invoked with +showbudget and -showbudget, which means that you can bind the former to a key (e.g., ) and it will only appear when you hold that button down.
; 
: A console variable that (when active) displays visleaves. The number of the leaf, area and cluster of the current leaf is reported in the console.
; 
: A console variable that lets you see exactly what is being rendered - for reasons described in visibility optimization, often more than you might think is sensible.
; 
: Locks the PVS so you can walk around and inspect what is being drawn.
== External links ==
* Optimization in Source: A Practical Demonstration - Pictorial demonstrations of optimization by NoDraw.net
* The Truth About The BSP - Step-by-step explanation on BSP and its application by Twenty-Sided
* Displacement Vs. Func_detail - A comparative fps study by Will2K on MapCore
Category:Level Design
Optimizing DLLs

The Source SDK Visual Studios Projects properties and options are acceptable for many mods, but it can be made better and faster with some small changes to utilize Microsoft's optimizing C++ compiler. These changes produce code better tuned for newer processors without the need to re-write anything.
These changes are implemented by added extra switches and options to the property pages of your client and server projects. You can find this by selecting Project then Properties from the menu in the Visual C++ 2003 IDE.
== Options ==
In the project properties page of your client and server, change these settings to optimize your DLL files.
=== Disable debugging ===
Set the compiler to use the release configuration instead of the debug configuration. This will apply several stock options. Most notably, it will define the NDEBUG macro instead of the DEBUG macro, allowing the preprocessor to remove various debugging aids, such as range checks and assertions, that consumes time.
Another thing this does is that it switches the runtime from the debugging version to the optimized release version.
=== Target modern CPUs ===
Code Generation -> Enable Enhanced Instruction Set - set to Advanced Vector Extensions 2 (/arch:AVX2)The /arch compiler flag enables the SSE and AVX instruction set extensions of Intel and AMD processors. This determines your mod's REQUIRED CPU specs.SSE (Streaming SIMD (Single Instruction, Multiple Data) Extensions) and AVX (Advanced Vector Extensions) allow the CPU to pack and modify large amounts of data at once, similarly to a GPU.
=== Linker ===
*Optimization -> Enabled COMDAT Folding - set to Remove Redundant COMDATs (/OPT:ICF)/OPT:ICF removes redundant COMDAT symbols from the linker output.
*Optimization -> Optimize for Windows98 - set to No (/OPT:NOWIN98)/OPT:NOWIN98 controls the section alignment in the final image. You should use this switch when building DLL's only for Windows NT, Windows 2000, Windows XP or later.
=== Whole Program Optimization / Link time code generation ===
*Whole Program Optimization - set to Yes.Specifies that the program will be optimized across .obj boundaries.
Using whole program optimization means that each build will take longer, since the compiler effectively runs on all the files at the same time each build, but the compiler will on the other hand be able to optimize across compilation units, resulting in better performing output.
=== Profile guided optimization (PGO)===
The compiler normally has to guess a lot about how the code will run as it compiles. By using PGO you run the program and capture actual usage statistics that you can feed back to the compiler, allowing it to know reality instead of having to guess. This can allow the compiler to drop hints for the CPU on what is likely and what is unlikely, letting the CPU use it's own optimizations more efficiently.
This is difficult to automatize, since it involves actually playing the game and ensuring that various parts of the code actually gets executed.
== External links ==
*Visual C++ Optimization Overview
*Compiler Options
*Linker Options
Category:Programming
Category:Tutorials
Orange Box server plugins

= Overview =
Server plugins for the Orange Box Source engine differ from previous versions.
The instructions below are useful when trying to build plugins prior to the release of the updated Source SDK.
= Windows Plugins =
== Make a copy of the latest Source SDK ==
You may want to make a separate copy of the current Source SDK and your plugin sources (at least initially) since these changes are not backwards compatible with previous Source engines.
== Get updated headers and files ==
Download the files here and replace these over the files in your Source SDK directories:
FTP site download location
== Update your project to link against new libs ==
If not already doing so, change your project to link against the new libs copied into place from the FTP site above.
== Make source code modifications ==
=== CON_COMMAND arguments ===
References to these commands:
 engine->Cmd_Argv(i)
 engine->Cmd_Args()
 engine->Cmd_Argc()
are no longer available from the server. Console commands now get their arguments via an extra parameter passed to the CON_COMMAND(). The argument is an instance of the CCommand class and typically is passed as "args" if you use the built-in CON_COMMAND macro. As such, the corresponding code would be (notice the change in case, too):
 args.Arg(i)
 args.ArgS()
 args.ArgC()
=== Registering console commands and variables ===
The methods for this have changed, too. If your code was based on the serverplugin_empty example that came with the original Source SDK, you can change your serverplugin_convar.cpp to read like this:
#include "icvar.h"
#include "convar.h"
class CPluginConVarAccessor : public IConCommandBaseAccessor
{
public:
	virtual bool	RegisterConCommandBase( ConCommandBase *pCommand )
	{
		// Link to engine's list
		g_pCVar->RegisterConCommand( pCommand );
		return true;
	}
};
CPluginConVarAccessor g_ConVarAccessor;
void InitCVars( CreateInterfaceFn cvarFactory )
{
	g_pCVar = (ICvar*)cvarFactory( CVAR_INTERFACE_VERSION, NULL );
	if ( g_pCVar )
	{
		ConVar_Register(0, &g_ConVarAccessor );
	}
}
=== Update your plugin to support all IServerPluginCallbacks ===
==== ClientCommand ====
This callback has changed to accept the new CCommand argument for the parsed command:
 virtual PLUGIN_RESULT	ClientCommand( edict_t *pEntity, const CCommand &args );
=== Fix ConVar change callbacks ===
The callbacks for ConVar changes have a different signature. Instead of something like this:
 void mycallback ( ConVar *var, char const *pOldString );
You now must conform to this:
 typedef void ( *FnChangeCallback_t )( IConVar *var, const char *pOldValue, float flOldValue );
= Linux Plugins =
Origin X

== Overview ==
This project is for the debut game of DivTree Studios. Origin X is made as a horror FPS game, not just a mod. After we establish a fan base, we will contact Steam in order to use Steamworks.
== Plot ==
(Will update ASAP)
Note: This plot has radically changed. This is NOT up to date.
== Features ==
* Custom soundtrack.
== Media ==
Screenshots coming soon.
== Team ==
DivTree Staff:
* Antonio (atxanton868)
* Matthew (dountslayer) 
* Edwin (vizard38) 
* Josh (ferrarisrule) 
* Garrett (happydude122) 
* Alex (xantarth) 
* Brandon (alpacasnot)
* Brennon (whalesbrennon)
* Visit our Steam group for all members DivTree on Steam
Special Thanks:
* Christine Tech
* Kyle Peterson
* Elton Muuga
* "brunofin"
== Help Wanted ==
We are currently in need of staff members in these areas:
* Mapping (Intermediate to Advanced)
* Modeling (Intermediate to Advanced) 
* Level Design (Intermediate to Advanced)
To Apply for a position, join the DivTree group, then contact Anton.
== More Information ==
Alpha test coming this summer 2009.
Contact Antonio (atxanton868) on Steam for more information.
== External links ==
* Official DivTree Site
----
Last updated by
Out of memory loading solid

This Hammer error usually occurs when loading invalid solid structures, but can occur in other ways as well. Until the solids are removed in a text editor, the map won't load in the editor.
==Fixing==
Open your map in your text editor of choice. Go to the line that Hammer specifies and delete the entire solid class that encases it. An example of a damaged solid is listed below.
 solid
 	{
 		"id" "33026"
 		side
 		{
 			"id" "21912"
 			"plane" "(1.#QNAN 1.#QNAN -132) (1.#QNAN 1.#QNAN -168) (1.#QNAN 1.#QNAN -168)"
 			"material" "TOOLS/TOOLSNODRAW"
 			"uaxis" "[1 0 0 0] 0.25"
 			"vaxis" "[0 -1 0 0] 0.25"
 			"rotation" "0"
 			"lightmapscale" "16"
 			"smoothing_groups" "0"
 		}
 		side
 		{
 			"id" "21911"
 			"plane" "(1.#QNAN 1.#QNAN -140) (1.#QNAN 1.#QNAN -176) (1.#QNAN 1.#QNAN -176)"
 			"material" "TOOLS/TOOLSNODRAW"
 			"uaxis" "[1 0 0 0] 0.25"
 			"vaxis" "[0 -1 0 0] 0.25"
 			"rotation" "0"
 			"lightmapscale" "16"
 			"smoothing_groups" "0"
 		}
 		side
 		{
 			"id" "21910"
 			"plane" "(1.#QNAN 1.#QNAN -132) (1.#QNAN 1.#QNAN -132) (1.#QNAN 1.#QNAN -140)"
 			"material" "TOOLS/TOOLSNODRAW"
 			"uaxis" "[0 1 0 0] 0.25"
 			"vaxis" "[0 0 -1 0] 0.25"
 			"rotation" "0"
 			"lightmapscale" "16"
 			"smoothing_groups" "0"
 		}
 		side
 		{
 			"id" "21909"
 			"plane" "(1.#QNAN 1.#QNAN -176) (1.#QNAN 1.#QNAN -176) (1.#QNAN 1.#QNAN -168)"
 			"material" "TOOLS/TOOLSNODRAW"
 			"uaxis" "[0 1 0 0] 0.25"
 			"vaxis" "[0 0 -1 0] 0.25"
 			"rotation" "0"
 			"lightmapscale" "16"
 			"smoothing_groups" "0"
 		}
 		side
 		{
 			"id" "21908"
 			"plane" "(1.#QNAN 1.#QNAN -168) (1.#QNAN 1.#QNAN -132) (1.#QNAN 1.#QNAN -140)"
 			"material" "TOOLS/TOOLSNODRAW"
 			"uaxis" "[1 0 0 0] 0.25"
 			"vaxis" "[0 0 -1 0] 0.25"
 			"rotation" "0"
 			"lightmapscale" "16"
 			"smoothing_groups" "0"
 		}
 		side
 		{
 			"id" "21907"
 			"plane" "(1.#QNAN 1.#QNAN -176) (1.#QNAN 1.#QNAN -140) (1.#QNAN 1.#QNAN -132)"
 			"material" "TOOLS/TOOLSNODRAW"
 			"uaxis" "[1 0 0 0] 0.25"
 			"vaxis" "[0 0 -1 0] 0.25"
 			"rotation" "0"
 			"lightmapscale" "16"
 			"smoothing_groups" "0"
 		}
 		editor
 		{
 			"color" "0 219 116"
 			"visgroupshown" "1"
 			"visgroupautoshown" "1"
 		}
 }
Outbreak: Condemned

== Introduction ==
Outbreak: Condemned is a total-conversion modification built on Valve's Engine and based on the Resident Evil Universe.
Outbreak: Condemned is a Single-player modification, that brings the amazing world of Resident Evil to Valve's Source engine. In Outbreak: Condemned you play as a waitress at a café in Raccoon City. You start in the bathrooms of the café after witnessing a violent attack on one of your customers by another citizen. When you go outside of the bathrooms, you begin to realize that all of Raccoon City is having the same problem: An Outbreak.
In Outbreak, you will find that this is different from your average Resident Evil modification. We have added brand new features, and characters and have written an entire storyline to make this Total Conversion Modification come to life.
== Team Members ==
Outbreak: Condemned is developed by an indie studio by the name of "Shadowcast Studios". Here is a list of our members:
* Shane Murphy: Modification Leader / Lead Modeler
* Scott Baker: Lead Level Designer
* Cris Thompson: Level Designer
* Rusty: Character Texture Artist
* Killer89: Level Designer.
* Bob Jacobs: Texture Artist
* Gareth "Garfusa2" : Story Developer
* Lucas Nolan "Stopmoclay" Synnott: Story Developer / Voice Actor
* Jack Burton: Voice Actor
== See also ==
* ,
* Official Outbreak: Condemned Website.,
* Tutorials created by our lead level designer, Scott Baker.,
* .
Category:Single Player Mods
Outland

== Introduction ==
The Outland is the area outside the boundaries of City 17.
== Architecture ==
Since the outland is almost entirely forest, there should be no large settlements or towns. The only buildings that appear should be things like logging camps, warehouses, power stations and possibly small cottages. There are also several roads that connect some of the larger settlements. These roads should be small and disused, so no highways or main roads appear.
== Environment ==
Forests and valleys, with the ruined Citadel and City 17 seen in the background.
== NPCs ==
The combine are common here, as they're moving out and closing in on the White Forest. Rebels are scattered around although they are found more often near White Forest. 
Category:Regions & AtmospheresCategory:Half-Life Continuity
Overriding Game Models

POSSIBLY OBSOLETE: Trying to replicate this in current versions of Source Filmmaker appears to fail for most models, including for custom player models that work fine in TF2.
-----
You can change the player model used by the SFM to any model in your current mod paths. This is useful for recording game animations on other models, and works best on models similar in size and proportion that have (many of) the animations that the base player models have. If any game animations are missing from the new model, the game will put put the model in its default pose (generally the "T Pose") instead of applying the missing animation. For example, the robot scout is missing its swim animations, so as soon as you run into water as the robot scout, you'll see your model snap to the T pose. (assuming you're in thirdperson mode)
To change the player model used by the SFM in game mode, copy that player's script from usermod\scripts\playerclasses\examples up a directory to usermod\scripts\playerclasses, and change the "model" and "model_hwm" fields to your new model.
Category:Source Filmmaker
Owner

The owner of an entity is a nebulous concept, entirely unrelated to parenting. It is generally whatever emitted or is currently in possession of the current entity: if you fire a projectile, pick up a physics object or have a viewmodel, you will be its owner.
Ownership is tested in various situations, the most notable of which is collision detection.
== Usage ==
Any ownership of an entity is typically assigned when calling CBaseEntity::Create(), but can be altered later with SetOwner() too.
GetOwnerEntity() returns the owner as CBaseEntity*. Weapons and viewmodels also provide GetOwner(), which returns CBaseCombatCharacter*.
== Collisions with owner ==
In Valve's code objects do not collide with their owner, which can be frustrating. To enable owner collision without breaking backwards compatibility:
Use Class View () to find SolidFlags_t. Change the end to read:
FSOLID_COLLIDE_WITH_OWNER = 0X0400,	// Can hit our m_hOwner
FSOLID_MAX_BITS	= 11
}
Browse to line 514 in CCollisionEvent::ShouldCollide(). Modify the conditionals there to read:
if ( pEntity0->edict() && pEntity1->edict() )
{
	// don't collide with your owner
	if ( (!pEntity0->IsSolidFlagSet(FSOLID_COLLIDE_WITH_OWNER) && pEntity0->GetOwnerEntity() == pEntity1)
		|| (!pEntity1->IsSolidFlagSet(FSOLID_COLLIDE_WITH_OWNER) && pEntity1->GetOwnerEntity() == pEntity0) )
		return 0;
}
To make TraceLines follow our new rules, edit the bottom of PassServerEntityFilter() to read:
// don't clip against own missiles
if ( !pEntTouch->IsSolidFlagSet(FSOLID_COLLIDE_WITH_OWNER) && pEntTouch->GetOwnerEntity() == pEntPass )
	return false;
// don't clip against owner
if ( !pEntPass->IsSolidFlagSet(FSOLID_COLLIDE_WITH_OWNER) && pEntPass->GetOwnerEntity() == pEntTouch )
	return false;
Then, in your entity, call:
AddSolidFlags( FSOLID_COLLIDE_WITH_OWNER );
Category:Programming
Category:Snippets
P2map publish

If you are uploading a Portal 2 map to Steam Workshop that was built in Hammer, then you must upload it with a separate utility called p2map_publish.exe, found in \SteamApps\common\Portal 2\bin\ as part of the Portal 2 Authoring Tools. 
Usage is fairly straightforward -- click Add to add an entry for your map and upload a map thumbnail and BSP file. 
If you wish to include custom assets (textures, models, sounds) then you will need to pack those files into the BSP using a tool like bspzip before uploading to the Workshop.
== Alternatives == 
A community made replacement for p2map_publish developed by Trico Everfire: A stable, multiplatform uploader, identical to p2map_publish in design with some additional features of quality of life improvements as well as some additions such as adding/removing tags and uploading multiple preview images/videos. 
== External Links ==
* P2-Publishing-Tool on GitHub
Category:Third Party Tools
Category: Portal 2 Level Design
P3 prop physx

It is used to add models that utilizes the Nvidia PhysX physics engine.
This entity is designed to work with certain cloth models, such as the one used for Postal Dude's coat. It also does not interact or react with props using Havok physics, grenade explosions or bullets. Disabling PhysX using or launch argument will replace the material of the "cloth" models with a template texture (such as for Postal Dude's coat) and disable the PhysX physics engine (Entirely disabling it if the launch argument is used). 
In the case of the Postal Dude model, disabling PhysX will cause the game to load a fallback version with preset animations.
==Keyvalues==
Category:Physics
PAK

PAK file formats are package formats previously used by engine games to store content. It was first introduced in engine which subsequently adopted it. Unlike Quake, GoldSrc prioritizes loose files over those found in a PAK.
This was changed during the WON/Retail to transition in 2003, when the game files were stored inside GCF files located in folder. Since the 2013 SteamPipe update, the game file have been stored directly to the filesystem (example: ), as opposed to and engines (which continued to packing game files inside multiple VPK files after SteamPipe transition) as most modern systems are fast enough to load game files quickly.
As of today, the Steam version of , along with other games are still able to load the file despite longer being used to store vanilla game files.
== Structs ==
 code from in the original Quake II development tools:
#define IDPAKHEADER		(('K'<<24)+('C'<<16)+('A'<<8)+'P')
typedef struct
{
	char	name[56];
	int		filepos, filelen;
} dpackfile_t;
typedef struct
{
	int		ident;		// == IDPAKHEADER
	int		dirofs;
	int		dirlen;
} dpackheader_t;
#define	MAX_FILES_IN_PACK	4096
== See also ==
* VPK - Package format used by and 
* GCF - Package format used by Steam prior to SteamPipe
* HLLib - Library which can load PAK files
* - Program which can create and modify PAK files
* - Ditto
* PakExplorer - Ditto
Category:File formats