nyuuzyou/wikis huggingface dataset:
Counter-Strike Beta Bug Reports

Bug reports for the Counter-Strike Beta should be filed here.
==Open reports==
* The current way of adding the in-game advertisements distracts the players. Sprites could be used instead and placed "overing" in the map, away from the players field of view. This method as been used for ever with server side plugins.
* Minor lag/freezing between the end and begin of a new round. -Sciss0rz 17:23, 26 Feb 2007 (PST)
==Not reproducible or dismissed==
==Bugs confirmed fixed==
* If you press TAB for the scorelist, you are not able to aim/look around or shoot with your mouse.[by CR4NK! 16:40 February the 14th, 2007] 
** We have a fix for this internally, it will go into the beta shortly --Yahnbernier 15:31, 16 Feb 2007 (PST)
* Spectators are cut-off the scoreboard in large servers due to the advertisement on top 
** We have a fix for this internally, it will go into the beta shortly --Yahnbernier 15:31, 16 Feb 2007 (PST)
* Mouse pointer appears when pressing tab while alive 
** We have a fix for this internally, it will go into the beta shortly --Yahnbernier 15:31, 16 Feb 2007 (PST)
==See also==
* CS Beta
Category:Counter-Strike Beta
Category:Feedback
Counter-Strike Neo

is a Japanese arcade adaptation of , the original multiplayer modification. It is published by Namco and runs on a system using graphics. The game features unique maps, factions, and setting, though the gameplay and the weapon selection remain the same as other games. The game's online service had run from 2003 to 2010 using Namco's LEDZONE service.
Neo includes several major and minor changes. The game does not feature traditional Terrorist versus Counter-Terrorist scenarios, the two sides are renamed CSF (Cosmopolitan Special Forces) and NEO respectively. It incorporates a matchmaking and Elo-derived rating system to help keep players and teams on even footing. The game is anime-themed to better market it in Japan.
== Gameplay ==
There are two teams in the game: CSF and NEO. There is only one game mode - Bomb Defusal.
=== Guns ===
Weapons have practically not changed, except that the PVN and tactical shield have been removed. Weapon models are taken from 
== See also ==
*Counter-Strike Neo: White Memories
== External links ==
*Website (Unofficial)
Category:Counter-Strike Neo
Category:Counter-Strike
Counter-Strike Nexon

(formerly Counter-Strike Nexon: Zombies and Counter-Strike Nexon: Studio) is the worldwide version of , published by Nexon Europe, featuring the same restricted Console commands, microtransactions, weapons, skins (such as playermodels), gamemodes and other stuff. 
Unlike CSO, it is available to download on Steam in all other countries, including those that previously have their localized version of prior to it's server shutdown for these affected countries, and Counter-Strike Nexon, unlike CSO, requires Steam running to play the game. The game has receiving mixed reviews due to the company's business practices, as well the game's content and skins, models, etc... that doesn't fit what Counter-Strike supposes to be.
The server for this game is currently active, and nearly have the same updated content with , there might be some differences, through.
== See also ==
*
*
== External links==
*Official Discord Server
*Website
*EULA
Counter-Strike Online

(CSO) is a MMO free-to-play spinoff of with new weapons, skins, microtranscations and custom gamemodes which is developed by Nexon Corporation, with oversight from license-holder Valve Corporation. Unlike other Valve games, this version of Counter-Strike will not require Steam to play. It's also restrict most of the feature on the engine, such as Console commands being limited, and the game files are completely packed differently than other Valve games, in a more proprietary formats to prevent the game contents being leaked.
Counter-Strike Online is targeted at the Asian games markets, and is now available for play on Steam in other countries as .
== Server Status ==
Last updated: June 6, 2024
== Media ==
Image:Bt ct wtf.jpg|Counter-Strike Online Wallpaper
== External links ==
== See also ==
* - Worldwide (mainly Western countries) version of the game (available on Steam).
* - An sequel.
	 
Category:Non-Steam Applications
Counter-Strike Online 2

(CSO2) was the second installment of , powered by .
==Current Status==
On February 22, 2018, Nexon announced the discontinuation of support for Counter-Strike Online 2. The master server shut down on April 26, 2018, making it impossible to play the game officially. Modders created alternative launchers for CSO2, allowing access to custom servers with limited features. CSO2 Global Server provides an unofficial English and Russian version of the game.
==Overview==
Valve and Nexon Korea partnered to unveil Counter-Strike Online 2, a sequel to the 2007 hit, Counter-Strike Online. The free-to-play first-person shooter gained popularity across Asia.
As per the agreement, Nexon Korea developed and exclusively published CSO2 in Japan, Korea, China, and Southeast Asia. The game boasted enhanced graphics, real-time shadows, and more realistic gameplay powered by an upgraded Source engine.
===Modes===
CSO2 featured various game modes, including submodes like Pistol Battle, Knife Battle, AWP Battle, AWP Forbidden, and Capture The Flag (Big City only). The Training Course, added in later updates, involved playing as a Terrorist in a campaign mode mission.
===Game Maps===
CSO2 offered diverse maps, enhancing the gaming experience.
===Characters===
A variety of characters added depth to CSO2, each contributing to the unique gameplay.
===Weapons===
A wide range of weapons, each with its characteristics, was available for players to choose from.
===Kill System===
CSO2's kill system expanded from First Blood to Godlike, with special icons for headshots, grenade kills, wall shots, jump shots, assists, and more.
===Achievements===
CSO2 had a comprehensive list of achievements for players to unlock.
==Development==
===Closed Beta Testing (CBT)===
During the CBT in Korea, players experienced modified maps from Counter-Strike: Source, improved inventory, and updated weapon appearances. The final test included the reveal of the Big City map.
===Open Beta Test===
Launched on August 6, 2013, the open beta featured the Big City map with drivable vehicles and additional functions.
===Updates===
*Update 22 August 2013 Introduced the Weapon Unlock system, new game modes for Big City, and additional features.
*Update November 2013 Included more beta testers and added a Recruit level channel.
*Update December 2013 Implemented the Cash point system.
==System Requirements==
The game required a minimum of an Intel Core2 (2.0 GHz) processor, 1 GB RAM, and Nvidia GeForce FX FX5600 or ATI Radeon 9600 graphics card.
==Trivia==
CSO2 used the Source 2009 or MP engine, similar to Counter-Strike: Source. It featured new icons for multiple kill styles and had no spray function. Notably, it was the second Counter-Strike game not developed by Valve Corporation.
== See also ==
* 
* 
==External Links==
* Counter-Strike Online 2 Korean website
* Counter-Strike Online 2 China website
* Counter-Strike Online 2 Taiwan website
* Unofficial website CSO2 for game
* GitHub Repository of unofficial CSO2 Launcher
Counter-Strike series

Counter-Strike is a series of predominantly multiplayer tactical FPS games.
The Counter-Strike series consists of the following games:
* ()
:: Originally known as Half-Life: Counter-Strike. Commonly and retroactively referred to as Counter-Strike 1.6 by the community in order to distinguish from later titles.
* ()
** ()
** ()
* ()
* ()
:: No longer available, replaced by . It can still be obtained by downloading the "" branch.
* ()
Additionally, the following games are officially licensed by Valve:
* Counter-Strike Neo (, Arcade)
** Counter-Strike Neo: White Memories (, Visual Novel)
* ()
** ()
* ()
Finally, the following mods and fangames not licensed by Valve, but are notable for some reason or another:
* Counter-Strike: Classic Offensive ()
* (; clean-room reimplementation of Counter-Strike 1.5 in QuakeC)
Category:Series pages
Cpt. Brian Jones

__NOTOC__
Cpt. Brian Jones is a secondary character in and the protagonist of . He used to be a captain in a rebel group somewhere around northern England, before being shot and recruited by Vaedren forces for his remarkable survival instincts. Following this, he was nominated to captain of the Titan: XCIX ship. 
Portrayed by mod creator Robin Molde in both mods, he's revealed to be 51 years old in .
==Appearance==
In , he's represented as a slightly modified Male_08 rebel model, wearing the standard rebel attire in camouflage colors. Due to his gunshot wound, he may have bandages around the affected area. In however, he's a slightly modified Male_08 citizen that dons the standard crew uniform and may use contact lenses to match the crew's eyes, as he's human.
==Personality==
He's resilient and determined, showing "incredible survival instincts" despite his situation and scarce resources. In , he's silent likely due to his severe injuries, and by the end of the mod, he can barely muster the strength to say his own name. By , his memories have been erased, and he's deeply unhappy due to being aware that his position is merely a facade to appease the masses. In reality, he has little control over Titan: XCIX and is descending into depression, though he masks it with indifference.
== 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:XCIX
Crafty

1.0.2 is an updated written in C++ .NET created by to work with both and maps. It can be used to view maps without compiling, as well as export maps to a variety of different file formats. Along with maps, it can view materials and models.
== Requirements ==
* .NET Framework v2.0
== Limitations ==
== External links ==
* https://nemstools.github.io/pages/Crafty.html
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:Non-Steam Applications
Category:Third Party Source Tools
Category:Half-Life
Category:Half-Life 2
Category:Level Design
Crate

== Basic ==
A basic crate is just a prop_physics with World Model set to a crate model. For multiplayer mapping, use prop_physics_multiplayer to reduce server strain. Crates, by default, are destructible and movable but do not contain items.
Do not overuse crates. Most games contain far too many of them.
Normal crate models in HL2/HL2DM:
* props_junk/wood_crate001a.mdl: The basic cubic crate. Two skins.
* props_junk/wood_crate001a_damaged.mdl: Beat-up version of the previous. Two skins.
* props_junk/wood_crate001a_damagedmax.mdl: Even more beat-up version of the previous. Two skins.
* props_lab/dogobject_wood_crate001a_damagedmax.mdl: Same as previous but with health=1.
* props_junk/wood_crate002a.mdl: Double-wide version of the basic crate. Two skins.
The easiest way to make a crate unbreakable is to set its "Min Damage To Hurt" property to a very large number.
To make a goody crate (aka ammo crate—the kind where you find health kits, ammo, etc), use an item_item_crate. You can choose what you want the kit to contain using the "Item Type" property in Hammer.
For infinite-ammo bins, use item_ammo_crate. Note that not all ammo types work. See the entity's article for details.
== Immovable ==
An immovable crate can be created by selecting the Motion Disabled flag in the Object Properties. These are less realistic, as they will not be moved by physics forces.
Category:Level Design
Category:Tutorials
Create()

CBaseEntity::Create() creates and spawns a new entity. It can be called directly as well as from an existing object. It makes no difference which way you choose.
The function CBaseTempEntity::Create() has another purpose, it can be used to dispatch an already existing Temporary Entity.
== Arguments ==
; const char* szName
: The classname of the entity that should be created. Must be a pointer to constant memory; an ordinary string literal like "npc_class" will do.
; const Vector& vecOrigin
: The initial origin of the entity.
; const QAngle& vecAngles
: The initial orientation of the entity.
; CBaseEntity* pOwner
: The owner of the new entity. Pass NULL if there shouldn't be one.
Category:FunctionsCategory:English
CreateNewTextureID

=int ISurface::CreateNewTextureID( bool procedural = false )=
Use this before DrawSetTextureFile or DrawSetTextureRGBA and after DrawGetTextureId to initialize a new texture ID.
==Sample==
 currentId = surface()->DrawGetTextureId( texturename );
 if ( currentId == -1 )
 {
 	currentId = surface()->CreateNewTextureID();
 	surface()->DrawSetTextureFile( currentId, texturename, false, true );
 }
Category:ISurface
Create a Goldsrc-Mod

While making mods for is arguably less-complicated as its successor, , there is still a bit of work to be put in.
=Creating a GoldSrc Mod=
===Creating the folder and the liblist.gam file===
All GoldSrc mods begin with making the liblist.gam file, a mod that lays out certain information about the mod like the mod name and what map to load on New Game. For more information, see Layout of Liblist.gam. Although first, it needs a folder. In your Steam folder (ex. C:/Steam/steamapps/common/Half-Life), create a new folder and name it whatever you like. Make sure it is alongside the game's executable (ex. HL.exe) and its folders (ex. valve and valve_hd).
Next, go into said folder and create the file liblist, with an extension of ".gam". Alternatively, you can copy the file from any GoldSrc title or mod and edit it. Under the value "Game", put the title of your mod and under the value "type", put the type of mod it is (ex. singleplayer_only).
Lastly, your mod needs some client-based files from the base game, which are all stored in the folder "cl_dlls" and "dlls". They can be found in any Valve or mod content folder, as mentioned previously, like, once again, "valve". Copy both folders and paste them into your mod folder. Restart Steam and when it reopens, in your mod list, you should see your mod in your game list. Congratulations!
Now, for what to actually do now that you have a mod, see below.
== See also ==
* Half-Life SDK Index
** GoldSrc Level Design
** GoldSrc Programming
** GoldSrc Technical
** Official GoldSrc Tools from Valve
** GoldSrc Glossary
Create a Mod (GoldSrc)

== Creating a mod manually ==
It's surprisingly simple:
# Create a folder under , example: 
# Create a liblist.gam in the folder. You now have a mod!
== Utilities ==
;
:Creating a bare-bones mod usually requires more than just creating a liblist.gam. Mods based on games can be created with the using an intuitive interface, that creates all the required files and directories. See more.
Category:Modding
Category:Modding
Create the "Ready Room"

In Zombie Panic! Source, players choose their teams in what is called the "Ready Room". This is where players goes into triggers that activate their team selection.
== The room itself ==
The mapper decide where and how to design the "Ready Room" (also called lobby), however, there is a rule to respect : Players that haven't chosen their team should not be able to interact with the "playable part" of the map.
The "Ready Room" can be a room isolated from the "gameplay" part (like the official maps Harvest and Aquatica) or tied to the "gameplay" part but with a "wall" that prevent interference (like the official map Biotec).
== Creating the triggers ==
Creating the triggers is simple, we're gonna create the "Survivor Team" :
1. Create a brush with the "tools/toolstrigger" texture where you want players to join the survivors once they have touched the trigger.
2. Convert the brush to an brush entity and select "trigger_joinhumanteam", there are no need to configure the "Name" and "HUD Description Message" parameters.
To create the triggers for the Zombies and the Spectators, just duplicate the one you made for the survivors and change the entity to the one corresponding to the team ("trigger_joinzombieteam", "trigger_joinspectatorteam")
== Hints and tips ==
* To indicated which team correspond each trigger, you can place non-solid brushes (func illusionary) in front of the triggers using those textures : "zpcustommaterials/zp_signs/zp_humanteam", "zpcustommaterials/zp_signs/zp_zombieteam" and "zp_custommaterials/zp_signs/zp_joinspectator"
* You can also use a blue light to represent the humans, a red one for zombies, and a white light for spectators
* You can use team specific representation to represent the triggers (for exemple, you can place weapons and ammo in the survivors section, blood and ragdolls for the zombie section)
Category:Zombie Panic! Source
Create traffic lights

The Half-Life 2 resources already provide a model of a signal light, this tutorial will explain how a dynamic traffic light can be set up using inputs and outputs.
==required Entities==
* a prop_dynamic with the following keyvalues:
:World Model = props_c17\Traffic_Light001a.mdl
:Disable Shadows = Yes
:Collide with world = Not solid (necessary when you want to place the lights inside the model or very close to it) 
* three point_spotlights placed at roughly the right position near the model
* one logic_auto
* two logic_relays.
==I/O setup==
The input and output logic will define how long each light will be visible, this example will use the following durations:
* red and green - 30 seconds
* yellow - 3 seconds
===Entity names===
The targetname keyvalue defines the name of the entities, the three point_spotlights should use the following names respectively: "greenLight" "redLight" "yellowLight". The first logic_relay will be named "traffLightRelay1" and the second one "traffLightRelay2".
===Outputs===
The logic_auto requires the following output:
	OnMapSpawn	traffLightRelay1	Trigger	 	0.00	Yes
Add these outputs to the first logic_relay:
	OnTrigger	yellowLight 	LightOn 	 	28.00	No
	OnTrigger	redLight 	LightOff	 	30.00	No
	OnTrigger	greenLight 	LightOn 	 	30.00	No
	OnTrigger	yellowLight 	LightOff	 	30.00	No
	OnTrigger	traffLightRelay2	Trigger 	 	32.00	No
Add these outputs to the second logic_relay:
	OnTrigger	greenLight 	LightOff	 	28.00	No
	OnTrigger	greenLight 	LightOn 	 	28.50	No
	OnTrigger	greenLight 	LightOff	 	29.00	No
	OnTrigger	greenLight 	LightOn 	 	29.50	No
	OnTrigger	greenLight 	LightOff	 	30.00	No
	OnTrigger	yellowLight 	LightOn 	 	30.00	No
	OnTrigger	redLight 	LightOn 	 	32.00	No
	OnTrigger	traffLightRelay1	Trigger 	 	32.00	No
	OnTrigger	yellowLight 	LightOff	 	32.00	No
Now the map can be compiled and the traffic lights should be working!
=External links=
vmf + bsp + screenshots (Counter-Strike: Source!)
Category:Level Design
Category:Tutorials
Creating Angled Geometry

==Introduction==
Creating angled geometry in your level adds a lot more depth and realism. In addition, your level becomes more interesting when compared to the real world.
Once you understand how angled geometry works, you will get something like this.
==Creating Angled Geometry==
In this example, we are going to use a simple 128x128x128 block. 
Once you have your block created, click on the vertex tool or use the hotkey .
Either click on the vertex tool again or hit again. We don't need the yellow dots for this, so we're hiding them.
Select the top vertex points and move them to the right.
Deselect the top vertex points and select the ones on the left and move them up.
Exit the vertex tool by clicking on the selection tool or by using the hotkey 
==Aligning The Textures==
When you use the vertex tool and move the vertex points around, the texture is stationary. To have the texture properly aligned, open the Face Edit Sheet tool by clicking on the icon or using the hotkey .
Select the side face and on the top face.
==Angled Geometry Example==
Here is a quick example of what angled geometry can do to a level.
==See also==
* Creating a Curved Hallway
Category:Level Design
Creating Animated Clouds

== Example models ==
Moving Clouds are a simple away, below are some of the models of animated clouds:
Some models available in are:
* models/props/cs_office/clouds.mdl
* models/props/de_tides/clouds.mdl
* models/props/de_port/clouds.mdl
=== Copying models to another Source game ===
Looking at Mod Content Usage, it defines that we can only use these models "if available;" therefore, it must be done via mounting the GCF/VPK. If you don't have access to code or don't wish to mount the GCF or VPK , you must make your own instead.
== Making your own ==
# Create the top of a sphere as a model or brushwork. You could even do a flat surface, but its best to turn the edges downwards so its edges get covered by other things in the sky.
# Create a cloud material and don't forget to make it transparent.
# Animate the material using the following paramters in its VMT, where X and Y are numbers of your choice.
	"Proxies"
	{
		"TextureScroll"
		{
			"texturescrollvar"	"$baseTextureTransform"
			"texturescrollrate"	X
			"texturescrollangle"	Y
		}
	}
4. Copy the models and materials into the correct directories for your mod.
== Placing the model ==
# Make a 3D skybox.
# Place the model in the map as a if it's a model or if it's brushwork.
# Put the prop_dynamic by the center of your in the skybox.
# Be sure to make it so the entity's Shadow property is set to Off, or else it might block the sunlight in your skybox.
Category:Material System
Category:Skybox
Creating Brush Entities

We have already created brushes. There is another side to them: the brush entity.
In this example, we will create a brush that acts as a sliding door. When the player touches the brush, it will rise into the air and allow passage.
== Construction ==
# Select the and create a new brush. 128×128×16 is a good size, but anything will do. 
# Move the brush to an entity (also known as “tying” to an entity) using or the toEntity button:. 
# This will bring up the Object Properties dialog: 
# Select func_door from the “Class” drop-down menu in the top left (you can search by typing into the box) and hit “Apply”.
# Near the bottom of the main “Keyvalues” list, find “Move Direction”. Either change its value to read “-90 0 0” or select “Up” from the drop-down list to the left of the black circle.
# Click “Apply” again, then close the Object Properties dialog.
You should now be able to compile your map and see the door working.
== Finishing ==
Open the Texture Browser and filter for “door”. Choose a material that you like and apply it to your brush as you would normally. You might also want to build a wall that connects the door to the edges of your map.
==Destroying==
To make a brush entity back into a regular one, select it and press , or ToWorld, right next to the ToEntity button you clicked earlier.
Category:Hammer
Category:Level Design