nyuuzyou/wikis huggingface dataset:
The Ship: Murder Party

Welcome to , and congratulations! You've just won a free ticket to a dream cruise onboard a spectacular, replica 1920's cruise ship! You might find a few things to concern you while you're enjoying the luxurious surroundings, like the fact that you have the name of another passenger...
The Ship is a unique multiplayer PC game developed by Outerlight, created using Valve's Source engine. Set on a series of luxury, art deco cruise ships built by Mr X, this devilish game challenges you to kill or be killed. Once you're on board you're given the name of another passenger whom you must find and secretly murder. Watch out for security unless you want to do some time in jail, take care of yourself and keep looking over your shoulder because somewhere out there is another hunter looking for you!
In addition to some old favorites, such as the blunderbuss, crowbar, syringe, satchel, umbrella, and revolver, the game includes 36 new weapons. It also has 11 maps with many soundscapes and sounds. It also includes 6 game modes.
==Resources==
* The Ship Level Creation
* The Ship: Items
* List of The Ship Entities
* The Ship SDK
* VMEX for The Ship
* Base gameinfo.txt for The Ship
==See also==
* Official Website (archived)
* The Ship (Mod)
* The Ship Single Player
* E3 Trailer 2
* 
Category:Games
Category:Source games
Category:Source 2006 engine branch games
The Ship (Mod)

The Ship is a unique Half-Life mod developed by Outerlight. Because The Ship is so unusual, this mod was developed to see peoples' feedback to make sure The Ship would not only be groundbreaking but also popular.
The current version of The Ship is v0052. The first public release was v0041.
The Ship is mutliplayer only. In the game, the player is a passenger on a ship and is forced to partake in a hunting game to please Mr X. The objective is to earn a certain amount of money (set by server operator). The player can only earn money by killing their quarry. Killing their own hunter without will results in no penalty or reward, but killing an innocent will result in a fine. While each valid kill earns money, more money can be earned by killing with an uncommon/unpopular weapon. The winner is the first to reach the money limit.
== Related issues ==
* Server browser opens up The Ship's store page when trying to connect to a The Ship (Goldsource) server.
== See also ==
* (commercial version on the Source engine)
== External links ==
* (and download)
Category:Multiplayer Mods
The Ship Basics: Interactions

== Creating Doors ==
#Create a prop_door_rotating and set its World Model to a door.
#Name it Door_#
#Place it in your doorway
#Make a brush that completely surrounds the door with the material tools/toolsinteractive
#Select the brush and make it a ship_base_interaction
##Set its Parent keyvalue and Target Entity keyvalue to Door_#
##Set its Context Sensitive Interface Menu to Door
##Set its Default Action to Open
Hopefully this sheds some light on how interactions work; to be more productive, use the door prefabs included in The Ship SDK.
== Creating Cabinet/Wardrobe ==
#Create a ship_container named Dresser_# and choose the world model as some sort of container (e.g. a dresser)
##Set Container Capacity to preferred setting
##Set Inventory Menu Title to correspond with the model
#Create a brush that covers the container with the material tools/toolsinteractive
#Cover sides that should not be interactive or are not visible with tools/toolsnoninteractive
#Make that brush into a ship_base_interaction
##Set its Target Entity to Dresser_#
##Set its Context Sensitive Interface Menu to Container
##Set its Default Action to Open
Category:The Ship
The Ship Basics: Rooms

#Fill the room with a brush with material tools/toolsshiproom
#Select the brush and make it a ship_trigger_room
##Set its Name as Deck_@_Corridor_# or something to that extent
##If you'd like to fine players for trespassing, set the Trespass Sentence and Trespass Fine keyvalues
##Change the Room Deck, Room Number, Room Name, and Room Type to correspond to the room you are making
Category:The Ship
The Ship Single Player: Adding a Mission to a Map

==Examples==
Download this example mission to see examples of what it takes to make a mission.
==Creating the Script==
Before adding a mission to a map, you must add it first to scripts/sp/mission_obj.txt. The following is a short example of what goes in this file. Remember to add all referenced localized strings to resource/MODDIR_english.txt (and/or other languages).
// Template Mission Objective Definition:
// (use this to create new objectives in this file)
//
// 	============================
// 	"SP_Mission_<mis_num>"
// 	{
// 		"SP_Mission_<mis_num>_Obj_<obj_num>_<obj_name>"
// 		{
// 			"text" "#sp_mission<mis_num>_obj<obj_num>"
// 			"hint"
// 			{
// 				"text" "<local token>"
// 				"time" ""
// 			}
// 		}
// 	}
// 	============================
"Missions"
{
	"SP_Mission_1_KillQuarry"
	{
		"SP_Mission_1_Obj_1_KillQuarry"
		{
			"text" "#sp_mission1_obj1"	 
			"hint"
			{
				"text" "sp_mission1_hint2"
				"time" "10"
			}
			"hint"
			{
				"text" "sp_mission1_hint1"
				"time" "30"
			}
		}
		"SP_Mission_1_Obj_2_TalkToBellboy"
		{
			"text" "#sp_mission1_obj2"
		}
	}
}
==Adding It to a Map==
Create a entity for each objective in the mission.
*The entity should be given a that corresponds to its mission number and objective number.
*Be sure to set the mission and objective keyvalues correctly to the name of the entry in the missions file.
*The hud_location keyvalue should be set to the the objective can be completed in.
*If there is to be no image to represent the objective, leave the hud_model keyvalue blank. Otherwise, the keyvalue should be set to an entry in scripts/hud_textures.txt and resource/MODDIR_english.txt (and other languages) that represents the target person/object for the objective.
**See scripts/hud_textures.txt in the ship common.gcf and scripts/ship_sp_english.txt in the ship single player content.gcf for examples.
*When the entity gets the OnCompleted output, it should either trigger the Enable input on the next entity or a choreographed scene that triggers the Enable input.
*When the entity gets the OnFailed output, it should trigger the Trigger input on a entity that will reset the map to the start of the mission. Decompile maps/cotopaxi_sp.bsp for an example of what to do.
Category:The Ship Single Player
Category:The Ship tutorials
The Ship Single Player: Creating Chapters

__NOTOC__
You'll probably want to use this article as a more thorough reference of a similar task.
==cfg\chapter#.cfg==
Intro/outro maps only need a map command.
==cfg\The-Ship-Chapter-#.sav==
Intro/outro maps do not need one of these.
The "mission" key corresponds to one more than the number of missions preceding the target mission in scripts\sp\mission_obj.txt.
==SAVE\chapter#.tga==
This image should be scaled to 256x128 from 152x86.
==materials\vgui\chapters\chapter#.vmt & materials\vgui\chapters\chapter#.vtf==
The texture should be 256x128 with the 152x86 image embedded at the top left.
==resource\MODDIR_english.txt (and other languages)==
The chapter name should go in here with the string name as MODDIR_Chapter#_Title
Category:The Ship Single Player
The Ship Single Player: Starting your Mod

__NOTOC__
After downloading The Ship SDK, download The Ship Single Player Mod Template and extract its contents to ..\Steam\SteamApps\SourceMods.
==Mod Setup==
#Rename the mod's directory from ship_sp_mod to MODDIR.
#Navigate to ..\MODDIR\resource and rename ship_sp_mod_english.txt to MODDIR_english.txt.
#Open resource\MODDIR_english.txt and replace ship_sp_mod_Chapter1_Title with MODDIR_Chapter1_Title (This serves as an example for chapter titles).
#If you'd like to include credits in your mod, modify scripts\credits.txt to your liking and delete resource/GameMenu.res; otherwise, delete scripts\credits.txt. Now, open gameinfo.txt and make changes to the top few lines of the file.
==GameConfig==
Open ..\Steam\SteamApps\<username>\sourcesdk\bin\GameConfig.txt and do the following:
===Before===
 	}
 	"SDKVersion"		"2"
===Add===
 		"MODTITLE"
 		{
 			"GameDir"		"c:\program files\steam\steamapps\SourceMods\MODDIR"
 			"hammer"
 			{
 				"GameData0"	"c:\program files\steam\steamapps\<username>\sourcesdk\bin\The_Ship_SP.fgd"
 				"TextureFormat"		"5"
 				"MapFormat"		"4"
 				"DefaultTextureScale"		"0.250000"
 				"DefaultLightmapScale"		"16"
 				"GameExe"	"c:\program files\steam\steamapps\<username>\the ship single player\ship.exe"
 				"DefaultSolidEntity"		"func_detail"
 				"DefaultPointEntity"		"info_player_deathmatch"
 				"BSP"		"c:\program files\steam\steamapps\<username>\sourcesdk\bin\cstbsp-ts.exe"
 				"Vis"		"c:\program files\steam\steamapps\<username>\sourcesdk\bin\cstvis-ts.exe"
 				"Light"		"c:\program files\steam\steamapps\<username>\sourcesdk\bin\cstrad-ts.exe"
 				"GameExeDir"		"c:\program files\steam\steamapps\<username>\the ship single player"
 				"MapDir"	"c:\program files\steam\steamapps\<username>\the ship single player\sourcesdk_content\ship\mapsrc"
 				"BSPDir"		"c:\program files\steam\steamapps\SourceMods\MODDIR\maps"
 				"CordonTexture"		"tools\toolsskybox"
 				"MaterialExcludeCount"		"0"
 			}
 		}
==See also==
* The Ship SP Example Mission
* Mod Packing & Shipping
Category:The Ship Single Player
The Ship Updates

__NOTOC__
The following page contains a list of all the large important updates The Ship, releases of the game and its tools have received through their lifetime in descending order by their date of release.
==Updates and Releases==
April 23, 2015
* Included SourceScheme.res in the package to address the Failed to load the default scheme file error.
August 27, 2014
* Bundled a more user-friendly version of the deckplanner tool with the SDK.
January 19, 2014
* Resolved issues with using The Ship SDK with the latest Source SDK. Once installed, "The Ship" can be found under "Source SDK 2009" in the Source SDK launcher.
* Ship tools are now based in folder ...\SourceSDK\bin\ship\bin
June 1th, 2009
* Folder structure modified to accommodate Source SDK folder structure changes
May 20, 2007
* Ship tools are now based in folder ...\sourcesdk\ship
* Official compilation tools are included
April 3, 2007
* Minor update to deckplan generator utility
* Added Atalanta's deckplan source files to folder ...\sourcesdk_content\ship
March 31, 2007
* Adopted the official Outerlight FGD provided by [OL]Subs (Neil Davidson from Outerlight)
* Added a tool called deckplanner which can be found in folder ...\sourcesdk\bin\deckplanner
** Algorithm provided by [OL]Subs
* Added some sample deckplan files provided by [OL]Subs
January 15, 2007
* Fixed errors with running The Ship SDK with the Orange Box release of the Source SDK.
Category: The Ship
The Specialists

turns Valve's seminal FPS into an action packed, trick-filled deathmatch full of stunts, blazing gunfights, and slow-motion kung-fu.
==Features==
*Wide array of weapons, from the Glock 18c to Barret M82A1 to Combat Knives
*Over 20 levels
*Stunt motion- dives, wall runs, flips
*Recreate your favorite action movies- Face/Off, The Matrix, Evil Dead, and more
==Media==
Official Screenshot Page
==Team==
Project Leads:
*Filippo "Morfeo" De Luca
*Lorenzo "John_Matrix" Pasini
Lead assistants:
*Jorge "Vino" Rodriguez
*Matthew "Schmung" Carter
Full Team Listing
==Other Info==
Official Website
*
Category:Multiplayer Mods
The Stanley Parable

(2013) is a first person exploration game. You will play as Stanley, and you will not play as Stanley. You will follow a story, you will not follow a story. You will have a choice, you will have no choice. The game will end, the game will never end.
Originally created as a mod back in 2011 and expanded into a full game with more endings, and completely new assets (using the ), is a thought-provoking game created by Galactic Cafe that intentionally averts and subverts the very rules of storytelling most games abide by. 
Creating a unique dynamic of trust, the player can choose to follow the in-game narrator or to go against him. No matter the choice (even some that exist outside the game world), the game has a response ready, weaving around the general idea of choice that the game sets forth to create.
A sequel and re-imagination of , called The Stanley Parable: Ultra Deluxe, which runs on along with adding content and improved graphics was released on Steam in 2022. The original version still remains available on Steam.
== Gallery ==
tsp_screenshot1.jpg|Office cubicles 
tsp_screenshot2.jpg|Meeting room
tsp_screenshot3.jpg|Stanley's boss' office
== Technical notes ==
*Enabling will instead change the current map to Serious Room, as a punishment to the player for trying to enable cheats. This was hardcoded to the game's file, which can be removed by using the dll file from the Demo version of the game.
*While (and ) runs on , both also have code for spawning entities, but in , it is completely unused while the latter (), does use .
== See also ==
* The Stanley Parable mod creation
== External links ==
* 
* 
* - original version for (Source SDK) can be found here.
== References ==
The Stanley Parable Sky List

These skyboxes are available to The Stanley Parable and mods utilizing its content.
These skies are HDR capable.
mc_day 	mc_day 	mc_day 	mc_day 	mc_day 	mc_day 	mc_day 	mc_day
blockbase 	 	-30 	 	 	 	 	0
sky_freedomc 	sky_freedomc 	sky_freedomc 	sky_freedomc 	sky_freedomc 	sky_freedomc 	sky_freedomc 	sky_freedomc
freedom 	 	-65 	 	 	 	 	.5
map2 	N/A 	N/A 	N/A 	N/A 	N/A 	N/A 	N/A
sky_black_nofog 	sky_black_nofog	sky_black_nofog	sky_black_nofog	sky_black_nofog	sky_black_nofog	sky_black_nofog	sky_black_nofog
babygamebuttonworldmapmap_deathmap_onemap_tworedstairseriousroomthefirstmaptheonlymapzending	N/A 	N/A 	N/A 	N/A 	N/A 	N/A 	N/A
sky_white 	sky_white 	sky_white 	sky_white 	sky_white 	sky_white 	sky_white 	sky_white
incorrectmap1 	N/A 	N/A 	N/A 	N/A 	N/A 	N/A 	N/A
sky_wasteland02 	sky_wasteland02	sky_wasteland02	sky_wasteland02	sky_wasteland02	sky_wasteland02	sky_wasteland02	sky_wasteland02
testchmb_a_00 	N/A 	N/A 	N/A 	N/A 	N/A 	N/A 	N/A
Category:Skybox
The Technician

__NOTOC__
The Technician is the protagonist of . He's a new technician in the UHR Titan: XCIX starship sent to replace Garrett Sherova.
Although he doesn't say a word, he's voiced by the mod creator himself, Robin Molde.
==Appearance==
He's represented by as a slightly modified Male_07 citizen model. He wears the standard crew uniform, a Space Activity Suit underneath, and the helmet of the presumably-deceased Garrett Sherova. He might also be using contact lenses to match the crew's eyes, since he's human. He, too, bears a long scar from his nose to chin on the left side of his lip.
==Personality==
A quiet and unremarkable guy, but resourceful and helpful. While he rarely speaks aloud, his internal monologue when interacting with the world reveal he's somewhat got a personality. Not much is known about him or his weapon experience, as he only used a gun to briefly break windows and completely avoided direct combat.
== 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
The Trenches

The Trenches was a modification that was developed from 2002 to 2008.
== Story ==
The Trenches takes place during the later half of (1916–1918), placing you in the shoes of a soldier from either the British Commonwealth or the German Empire. The race to the sea ended without any victor and both the Allies and Central powers have dug into their positions, resulting in a bitter trench warfare. Can your actions help your army gain new ground, or will you fall and add to the daily attrition?
== See also ==
* The Trenches - former official site
* 
*
The Wastes: Source

== Overview ==
 The Wastes: Source was going to be a deathmatch and teamplay game featuring outlandish weaponry and ace melee combat. The scene was a post-apocalyptic world where nuclear holocaust had forced the remaining survivors to bring up weapons to protect themselves.
== Features ==
* Fast paced action, a throwback to the original shooter days.
* Professional art path with industry vets.
* Unique weapons that must be found in the field, but do overwhelming damage.
* Bleeding / Willpower / Composure health system.
* Lives attribute makes survival a priority.
* Two announced game modes: Anarchy (Deathmatch) and Gang Rules (Teamplay)
== History ==
Its predecessor Wasteland Half-Life was an ambitious and successful game mod for the original Half-Life. Released around the same time as Counter-Strike, Wasteland developed a cult status within the community and was fairly popular. Over the top action was cleverly mated with over the top artwork to create a complete game package. The Wastes for Half-Life came about as a result of team disputes over original work. New artwork was developed, and most portions of the game code was rewritten. Further public disputes however led to a release with mixed results.
The Wastes: Source was going to be the next iteration of the storied franchise, and the first on a completely new platform. Many of the same team members remained, under completely new management, but the mod was officially abandoned 23 May 2006 because its team members were graduating and moving on.
== Media ==
Image:tw_katana.jpg|Katana
Image:tw_shotgun.jpg|Shotgun
Image:tw_carousel01.jpg|tw_carousel shot 1
Image:tw_carousel02.jpg|tw_carousel shot 2
Image:tw_carousel03.jpg|tw_carousel shot 3
== Development team ==
Meet the team behind The Wastes.
* Josh `gage` Coyne - Programmer, Producer
* Alex `Kruddman` Yao - Lead Artist, Designer
* Phil `def_one` Mayfield - 3D Artist, Animation
* Ricardo `TEX` Elizondo - 3D Artist
* Artem `X-Convict` Volchik - 3D Artist
* Rob `Kikwit` Hickey - Texture Artist
* Sam `Potshot` Allen - Music, Sound Effects
* Brian `soulescape` Fieser - Sound Effects
* Ed `aufo` Fuller - Level Designer
* Matti `Maso` Salminen - Level Designer
* Miika `Pyroquantre` Lipasti - Level Designer
* Darin `Witzbold` Ito - Lead QA
* Alex `Uberpants` Batten - PR
== External links ==
* The Wastes - the official website.
*
The Way

== Overview ==
This is a prototype of an end boss fight, i.e. it's not a full game and it won't be developed further.
More info at http://scurvylobster.googlepages.com/home .
== Story and features ==
http://scurvylobster.googlepages.com/gamedescription
== Media ==
* Screenshots
* Concept art
* Videos
== Team ==
http://scurvylobster.googlepages.com/credits
== External links ==
* Homepage
* 
Category:Single Player Mods
The Xeno Project

== Overview ==
This mod continues the story of the original Half-Life game. The player in the role of Gordon Freeman accepts the G-Man's offer to work for him. Scientists have begun terraforming Xen and are now further researching portal technology. The player is meant to take part in an experiment, however the military doesn't trust the project.
===Reviews===
* CITY17.RU The Xeno Project (Russian lanuage)
* CITY17.RU The Xeno Project 2 (Russian lanuage)
* Half-Life Spain Review: The Xeno Project (Spanish language)
* Hangar 16 review of XP1 (archived)
* Hangar 16 review of XP2 (archived)
* Hornetking UK Half-Life
* The Lambda Map Complex - Map Reviews - The Xeno Project 2
* The Maniacal Realm
* Ten Four Maps review of XP1
* Ten Four Maps review of XP2
The last days of earth

== Story ==
Your name is Alex Johnson. You are a test subject for the Combine. But the Combine that have enslaved you are not part of the rest. They are rogue Combines enslaving and destroying earth as they please. But they made a mistake and something bad is about to happen.
== Features ==
* An easy-to-install .exe file.
== Note About Beta (in general)==
The voices of the refuge that helps you WILL be changed.
=== Note About Beta 2.2 ===
*Blood shows through walls.
*Shaved 50mb off install.
*Shaved 20mb off download.
*Fixed the door texture that produced an error if you didn't have hl2 lost coast.
*The TV tower still has some bugs.
=== To do ===
*Add actual lights not just place entities to the map.
*Fix a few textures
*Fix the TV tower 
*Fix blood showing of through Walls
== Media ==
The first level is finally done (Hammer severely messed up the map twice) now all that's left to do is to replace voices.
* That tower in the middle will have TV screens that warns the Combine that you've escaped.
* Still slightly messed up. :(
== TRAILER ==
http://www.youtube.com/watch?v=yDP_y7At1_c
== History ==
This is my teams first mod, and hopefully a great one.
== Team ==
We are 135lb Productions. *Don't ask about the name, it was chosen at random.*
*Darkangel_ = original creator
*MSG = grahix design
*rootsofdetiny = Voiceovers for a few people
== Help Needed ==
* A weapon creator
* A person who can work Face posers lip sync tools
* More people for voices
* Idea on how to make the map better
== External links ==
* We're working on the official site - stay tuned.
The system cannot find the file specified

For a full list on the errors that can occur when compiling a map, and general information regarding this error, see the page Compile Errors
== How to find the cause ==
For solving this compile issue, if the methods listed on the Compile Errors page don't work, look through the compiler window (to stop it from closing in basic compile settings, make sure that, if it exists, the "wait for keypress when done compiling" checkbox is ticked) and find any errors it mentions.
== Causes ==
This category exists for the purpose of listing as many causes for the "The system cannot find the file specified" error. Please add any that you know.
;Overlay touching too many faces
:A common issue, especially when placing patch decals under pickups when mapping for Team Fortress 2, is the "Overlay touching too many faces" error message. an example looks like this:
:
:to fix this issue, simply delete the problem decal and run the map again. To find the location of a decal and see if it matches up with the error message, select it and look here:
:
:if this error is the cause, you will have to delete the brush the decal was placed on and remake it, then replace the decal in it's old place.
:this doesn't always cause the compile to fail, however, and is often just a reason for a decal not showing up in a compiled map.
Thermal Discouragement Beam

Thermal Discouragement Beams or lasers are a puzzle element in . Lasers emanate from emitters and can be used to trigger sockets and destroy turrets. They can be extended through portals, just like other testing elements. When players touch a laser, they receive a small amount of damage and are pushed away from the beam. Prolonged contact kills the player. Normal cubes block the laser, but redirection cubes point it in a different direction (usually parallel, but occasionally perpendicular to the floor).
==Creation==
The two most important elements of any laser setup are and , which create and "catch" the laser, respectively. Two optional elements are the with CubeType set to 2 (redirection cube) and the .
== External Links ==
Example map using this tutorial. VMF included.
Category:Portal 2