nyuuzyou/wikis huggingface dataset:
Penguin Smash

==Overview==
Penguin Smash is a Half-Life 2 modification based simply on having a bunch of fun. This modification is in no way represents how we feel about real penguins. In fact, we are penguin lovers. We would do nothing to intentionally harm them. But back to the game itself.
==Features==
Basic Weapons:
*Mallet
*Sword
*Inflatable Shark
*War Hammer
*Tool Hammer
Special Weapon:
*Icicle Launcher
Game Modes:
*DeathMatch
*Team DeathMatch
*King of the Hill
*Capture the Flag
==Maps==
*ps_greenberry
*ps_icebreakers
*ps_islandhop
==Media==
More coming soon, check our website for details.
==History==
The game was created in order to take us away from e-Reality. What is e-Reality you ask? e-Reality is the stupid forms of reality brought into the internet. Some e-Reality includes e-Drama, e-Stress, and e-Ego(a.k.a e-Penis). Internet games and forums over time have become more and more dramatic increasing everyones e-Stress and need for a larger e-Ego. We feel all this e-Drama is ridiculous. We just want to create a fun game. So we decided to make sure that Penguin Smash HL2 Mod is a stress, drama, and ego free environment and game.
==Team==
* DysPatch - Mod Leader/Mapper
* Jester - Mod Co-Leader/Modeller/Animator
* Undertone - Mapper/2D Artist
* Mike Whitfield - Coder
* Rapid-Fire - Skinner
* Qwerty - UV Mapper
* Pete - Modeller/Texture Artist
==Contributers==
* General Vivi - Modeller
* Brian - Skinner
* Shade - Scripter
* Dan - Sound Engineer
==Other info==
* Official Page
* Official Forums
* 
* DEM Dev
Perfect Dark: Source

==Overview==
Perfect Dark: Source
It is the result of a common passion... Player yesterday, creator tomorrow... The concept of this game is the dream of all fanatic players... We are making this MOD for our pleasure, And without doubt for you!
==Features==
* OLD ANTOLOGIC MAPS (Felicity, Temple, Complex)
* Original Maps.
* Awesome weapons!
* King of the Hill, Team Death Match, Pop a cap, etc game-modes...
==Media==
Pic of Week :
http://www.pdark-mod.com/pic_week_s.jpg
 
Want more ?
==History==
Because the Skedars were critically hit on their main planet, they have a strong desire to take vengeance. Weakened by the attacks of the Humain/Maïan collaboration, they had to wait on the secondary planets they conquered to renew their force, something that wouldn't have been possible without the help of a mysterious ally... 
What the Humans still ignore is the real link between the maïan's world and their. In 2024, one year after the victory of the Humain/Maïan collaboration, an alliance was officially established between the two races to share their power and resources to better fight the remaining skedar planets, but also to preserve a comfortable environment for their respective civilization. 
The night before that glorious day, which took place on Earth for practical and security reasons, you could feel a nervous tension. The Humans had to guarantee a flawless protection, because in every race there are opponents that could manifest themselves. 
When everything seemed ready, something bad happened, the Maïan escort going to Earth never arrived. It disappeared a few kilometers before reaching its destination, surrounding an area where Jonathan Dark also disappeared three months ago. 
For the institute, there is no doubt that the nonconformists are the cause of that story, maybe even the Skedars. But what happened exactly? 
It's what you'll need to discover, Agent Dark.
==Team==
Last update
==Other info==
* Perfect Dark:Source
* Mapping Tool tips
* Forum
* 
* Perfect Dark
Category:Multiplayer Mods
Perfect Dark Source: Creating a Map

<noinclude>
== Setting up Hammer ==
Follow the pictures to set up hammer for creating Perfect Dark: Source maps. Each picture has its description.
== Entities ==
info_player_start : The player spawn entity.
item_weaponset : The weapon spawn entity.
trigger_zone : Brush entity used on King of the Hill game mode.
== Map Description ==
Maps may use a text file including the description to be shown in the team menu when players join a server. The file has a keyvalue structure that allows for translations of the description to different languages.
Place a text file next to the map and name it the same as the map's name. ie. For the map villa.bsp, create villa.txt. The following is an example of the contents of villa.txt.
 "MapDescriptions"
 {
 	"villa"
 	{
 		"english"
 		{
 			"description"	"Villa, a (...) meditation.\n\nDue to the (...) ever? \n\nVilla, (...) players."
 		}
 		"french"
 		{
 			"description"	"Villa, (...) repos.\n\nDu (...) indéfiniement?\nVilla, (...) adversaires."
 		}
 		"spanish"
 		{
 			"description"	"La (...) siempre? \nVilla, (...) jugadores."		
 		}
 		"german"
 		{
 			"description"	"Villa (...) entstand.\n\nDurch (...) können?\n\nVilla, (...) teilnehmen."
 		}
 		"portuguese"
 		{
 			"description"	"Villa, (...) sempre? Villa, (...) jogadores."
 		}
 	}
 }
Edit accordingly for your custom map. The description entry may include the scape character \n for new lines, or new entries for other languages.
== See also ==
Weapon Sets
Category:Perfect Dark Source
Perfect Dark Source: Game Modes

Perfect Dark: Source includes more than one game mode. These may be played under free for all (FFA) or team based rules, each with some differences.
==Free For All==
All players are white dots on the radar. The game ends once the time limit is reached, a player reaches the score limit, or a player reaches the frag limit.
==Team Based==
Players are colored as their team on the radar. The game ends once the time limit is reached, a team reaches the score limit, or a team reaches the frag limit. Killing teammates may end in penalty points.
Rankings are team as opposed to player based.
==Combat==
A basic mode, players earn points by killing enemies. One kill, one point.
===FFA===
You may kill any player for points.
===Team===
You may kill any opponent team's player to earn point. Killing your teammates will lower your score.
==King Of The Hill==
Get control of a hill and survive a set time to earn points, 3 by default. Hills are sectors surrounded by green ethereal walls and change color when they taken by a player. You may also earn points by killing enemies if the ConVar mp_freefrags is turned off.
Hills are shown on the radar as white crosses.
===FFA===
Taken hills are colored green on the radar and white on the world. 
===Team===
Taken hills are colored with the player's team color both in the world and the radar. If more of one player of the same team are inside a hill and the one that took the hill is killed, the hill will be transfered to the teammate.
If more than one teammate are inside a hill when the timer reaches zero, for each extra team member, half of the full bonus points will be added to the regular bonus.
==Pop A Cap==
A random player is selected as the cap, he will have to survive a set time to earn points, 1 by default. If he gets killed, the killer earns 3 points by default. Caps are marked with an overhead arrow and will stay a cap until they get killed. In addition, killing enemies will reward 1 point if mp_freefrags is off.
Caps are colored green on the radar.
===FFA===
No change.
===Team===
Team members will be prompted to protect their teammate, team-killing a cap will result in a 3 points penalty.
==Capture The Briefcase==
Not finished, more like capture the cheese. No support on official maps.
==Insert The Briefcase==
Not finished, more like capture the cheese. No support on official maps.
==Recover The Briefcase==
Not finished, more like capture the cheese. No support on official maps.
Category:Perfect Dark Source
Perfect Dark Source: env sun

==Entity Description==
Places a sun effect in the sky. Does not contribute any actual lighting - this entity is best used in conjunction with a light environment.
* The effect's position relative to the player is determined by an angle; it does not parallax, so gives the effect of the sun being infinitely far away.
* You can also send inputs to the env_sun entity by directing them to "env_sun" instead of using a target name.
* The effect is additive with the sky: a pure yellow sun with a bright blue sky will appear white in-game; change the color to account for this.
* The sun may rotate around the level based on the ambiental time. Clients use the client cvar pp_draw_timeofday 1 to enable this.
==Keyvalues==
* 
*
*
* dynamicsun
: Set to NO if you do not wish this sun entity to move based on the ambiental time, you will only need to set the sun angles. Set to YES otherwise, you will also need to set rotaxis, rotmidday, rotcenter, and distancecenter.
* rotaxis
: <angle> The sun will use the axis defined by these angles for its rotation. ie. The angles 0 90 0 will create a rotation around the Y axis where the sun will start at the positive X axis go to positive Z, then X(-) and finally Z(-) before returning to the starting point.
	
* rotmidday
: <float> Set the rotation angle at which the sun should be at 12:00pm ambiental time. By default, it is 90 degrees, the center of the sky in the regular case. If you modify this angle, the sun will start at a different point on its rotation.
	
* rotcenter
: <vector> Represents the center of translation (rotation around a point). The sun will rotate around this point so the usual value for this will be the center of your map. You may create special rotations by modifying this and rotaxis, ie. The effect of the sun at the poles.
	
* distancecenter
: <float> This defines the distance of the sun from its rotation center. Since the sun is always projected to the infinite this is only useful when trying to get a special rotation effect, the sun's position will be first calculated using this distance, new angles will be obtained and then it will be projected to the infinite. For the regular case (center at middle of the map), any value greater than 0 will work. A value of 0 will make the sun stay in place.
* rendercolor
: <color255> Color of the sun.
* size
: <integer> Size of the sun.
* 
: <color255> Overlay Color (R G B)
: A value of 0 0 0 will act the old way.
* 
: <integer> Overlay Size
: A value of -1 means the overlay will act the old way.
* 
: <material> Material Name
: Material of the inner glow. (sprites/light_glow02_add_noz)
* 
: <material> Overlay Material Name
: Material of the overlay glow. (sprites/light_glow02_add_noz)
==Inputs==
* :
:
*
* TurnOn
: Enable sun rendering.
* TurnOff
: Disable sun rendering.
* SetColor <color255>
: Set the rendercolor.
==Outputs==
* 
Category:Perfect Dark Source Entities
Perfect Dark Source: info player start

==Entity Description==
 right|300px
This entity indicates the position and facing direction at which the player will spawn. It is used for both free for all and team based games.
To prevent the player from spawning into geometry, the entity cannot reside half way through a solid object.
Any number of info_player_start entities may be placed in a map for when working in cordoned-off portions of the map. (See Localized starting points for more information.)
==Keyvalues==
* 
* Team
: <integer> Insert the team number for this spawn. Only players belonging to this team may spawn on this spawn point.
:: Value -2 (default)
::: Free for all. Any player may spawn here regardless of team. Disabled if mp_freeforall is 0 and mp_teamtogether is 1.
:: Value -1
::: Only spectators may spawn here.
:: Value 0 to n
::: Only members of this team may spawn here.
==Flags==
* Master (Has priority if multiple info_player_starts exist)
* FFA Only (This entity is disabled if mp_freeforall is 0)
* TeamPlay Only (This entity is disabled if mp_freeforall is 1)
* Also Allow Spectators (Spectators may spawn here regardless of Team keyvalue's value)
Category:Perfect Dark Source Entities
Perfect Dark Source: item weaponset

== Entity description ==
An item spawn point that uses weapon sets. It may spawn a hard coded item, it may also set the ammo on each clip of the weapon.
== Keyvalues ==
* 
* spawnitem
: <choices> What item should spawn? Use Weapon Set will make use of weapon sets, the other options are hard coded spawns and will not take weapon sets into consideration.
* weaponsetslot
: <integer> The weapon set's slot number to use. Only necessary if spawnitem is Use Weapon Set.
* howtogiveammo
: <choices> Defining ammo as health, armor or whatever the item gives and PrimaryAmmo the first or only thing it gives.
:: 0: Default
::: Give the default amount of ammo for the item. If Box of Rounds always gives 10 ammo then give 10 ammo.
:: 1: Absolute
::: The level designer decides an absolute value of ammo. If ammovalue is 1 give 1 ammo despite the default being 10.
:: 2: Relative
::: The level designer decides a relative value of ammo (relative to the max for the item). If ammovalue is 0.5 (50%), a pistol that takes up to 50 rounds and 20 in the magazine will receive 50+20 = 70 * 0.5 = 35 rounds.
:: 3: Custom Ammo String
::: The level designer wants complete control of ammo. Uses customammostring to define how to give each type of ammo and the ammo values.
* ammovalue
: <string> Read as a single integer or float. Skipped if howtogiveammo is Default or Custom Ammo String. Read as an integer value if Absolute, read as a float value if Relative (where 0 is 0%, 1 is 100%, 1.5 is 150%, etc). It affects all ammo sources for the item, ie. It will affect both primary and secondary ammo clips on the Superdragon.
* customammostring
: <string> Contains a parameter list. Used to give different values on items giving two or more types of ammo. Structure:
 #<HowToGiveAmmo Index> <AmmoValue> #<HowToGiveAmmo Index> <AmmoValue> ...
: ie. Primary ammo set as Default and Secondary set as 50% Relative: #0 0 #2 0.5
== Inputs ==
* Kill
: Removes this entity from the world. 
* KillHierarchy
: Removes this entity and all its children from the world. 
* AddOutput <string>
: Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care. 
* FireUser1-4
: Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs. 
== Outputs ==
* 
== See also ==
* Weapon Sets
Category:Perfect Dark Source Entities
Perfect Dark Source: trigger zone

== Entity description ==
A brush entity that defines a hill for the game mode King of the Hill. As a brush entity, the entity is limited to a convex brush shape (which can be a single brush or several grouped).
Texture the ethereal walls with the material \materials\pdark\game\zone.vtf. Place the hill walls at least one unit away from walls.
The trigger_zone like to have 128 unit factor scale in each direction.
The ground texture must be NoDraw and the top face texture must be NoDraw.
You can add some brush with NoDraw to custom effect area of the Hill; you just have to select all of them and set them to trigger_zone.
Here is the best way to set it:
Category:Perfect Dark Source Entities
Periculum

== Introduction ==
"It has been weeks, days, months. I don't know anymore; all I see out of the window is my face reflecting off a solid sheet of white. A blank face, staring back into me. God knows how high the snow is now, all I know is that I have my wife and daughter to take care of. Food is low, tension is high; the only thing that is lower is the temperature. I honestly don't know if we can survive any longer..." 
----
 Rolfe Harkom is a family man, he has a wife, Elizabeth, and a beautiful little girl named Lucy. He has an expensive house in the mountains, and all the love he could ever want. He seemed to be living in a utopian reality, he married the girl of his dreams and started a family in the place he had always dreamed of living in. Life was good. Too bad probability intervened. Rolfe wakes up dazed and confused; the girlish screams still ringing in his ears. He wakes up to find out that his family is gone, his home torn apart, and a large hole in the center of the room. Little does he know this mystery hole, will lead him on a journey he will never forget, a journey into the deepest fathoms of the things you can't even begin to concieve. The mind can only conprehend so much, how long will you last?
== Features ==
=== Real-Time Radiosity Rendering ===
Radiosity is a special case of the global illumination problem, in which all surfaces are perfectly diffuse reflectors (Lambertian). This means stuff like specular reflection, glossy reflection, transmission etc.. doesn't have to be dealt with. HL2 uses this feature to create lightmaps. This is called Static Radiosity Rendering, which renders light sources and shadows on a image and places it over a specific face, creating a realistic look as seen in HL2. RT Radiosity is where the GPU renders the radiosity of lighting on the fly without the process of Vrad. This will allow the ability to have realtime shadows and lighting for the Source Engine.
						
== Links ==
*Periculum Website
*
*Periculum: 1,260 Days
*Periculum: 1,260 Days Website
Phoneme Data Example

VERSION 1.0
PLAINTEXT
{
do not
}
WORDS
{
WORD do 0.000 0.138
{
100 d 0.000 0.040 1
117 uw 0.040 0.140 1
}
WORD not 0.138 0.420
{
110 n 0.140 0.222 1
593 aa 0.222 0.370 1
116 t 0.370 0.420 1
}
}
EMPHASIS
{
0.016000 0.600000
0.038000 0.850000
0.082000 0.850000
0.136000 0.900000
0.152000 0.600000
0.180000 1.000000
0.254000 1.000000
0.400000 0.900000
}
OPTIONS
{
voice_duck 0
}
Phoneme Tool/data format

The phoneme editor embeds the following ASCII text block at the end of a .wav file:
VERSION 1.0
PLAINTEXT
{
example sentence
}
WORDS
{
WORD example <start time> <end time>
{
<phoneme id> <phoneme name> <start time> <end time> <volume. Unused, always 1)>
}
WORD sentence <as above>
{
<as above>
}
}
EMPHASIS
{
 <normalised value>
}
CLOSECAPTION
{
english
{
PHRASE unicode <size of text in *bytes*. Text has no nul-termination.> <Text, formatted in what seems to be either UCS-2 or UTF-16> <start time> <end time>
}
}
OPTIONS
{
voice_duck <1/0>
}
All sections are required, even if they are empty (as emphasis often is). 
== VDAT chunk ==
As WAV is a chunk-based file format derived from , WAV files containing phoneme data use a custom chunk with the type VDAT to store phoneme data. The VDAT chunk consists of the four ASCII characters VDAT (56 44 41 54 in hexadecimal), followed by four bytes describing the length of the chunk, excluding the eight identifier and length bytes. All data is encoded in little endian. After that, the above plaintext block is appended. 
== Phoneme IDs ==
* 95 <sil>
* 97 aa2
* 98 b
* 100 d
* 101 ey
* 102 f
* 103 g
* 104 hh
* 105 iy
* 106 y
* 107 c
* 108 l
* 109 m
* 110 n
* 111 ow
* 112 p
* 114 r2
* 115 s
* 116 t
* 117 uw
* 118 v
* 119 w
* 122 z
* 230 ae
* 240 dh
* 331 nx
* 593 aa
* 596 ao
* 601 ax
* 602 er
* 603 eh
* 604 ax2
* 605 er2
* 609 g2
* 614 hh2
* 616 ih2
* 618 ih
* 619 l2
* 633 r
* 635 r3
* 638 d2
* 643 sh
* 650 uh
* 652 ah
* 658 zh
* 676 jh
* 679 ch
* 952 th
Category:Choreography
Phys ballsocket

__NOTOC__
 It simulates a rigid connection between the centre of its constrained entities and its own location that prevents them from changing relative distance and makes their rotation point its own location.
Most constraints, if given two entities, will constrain them directly to each other; phys_ballsocket will constrain them to itself. Despite this slightly different behaviour however, the entity still won't remain at a fixed location when two entities are attached. 
Example map: sourcesdk_content\hl2\mapsrc\sdk_phys_ballsocket.vmf
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
B
Phys bone follower

All props that use a model with $collisionjoints will generate these. One bone follower is created for every convex piece of its collision model. These can quickly eat up the entity count! Enabling the "Disable Bone Followers" KeyValue on the prop will disable bone followers, although the prop will no longer have a functioning collision model, and the model will not be able to ragdoll. The .phy of a model can also be deleted to remove the collision model and save file space, though this will affect all instances of that model.
== External links ==
* Mapping Tricks phys_bone_follower information, and also where the image was received from.
Phys constraint

__NOTOC__
It forces one entity to keep its position in relation to another. The two objects need not be touching, or even near to each other.
If a phys_constraint is attached to a func_train, it will not hold. Instead, parent a func_brush to the train and attach the phys_constraint to that.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
C
Phys constraintsystem

If you have a collection of objects connected by constraints, you may encounter vibration or jiggling. This is because each constraint is solved without regard for any others until you introduce a phys_constraintsystem.
To implement a phys_constraintsystem create one and give it a name, then select the constraints you want to group together and set it as their "Constraint System Manager".
A constraintsystem also allows you to control the number of iterations performed on the constraints, allowing you to allocate more CPU to get the solution tighter. This will help when objects of dissimilar mass are connected, as if a large-mass object is in violation of the constraint it will take more iterations for it to move to a non-violating position/orientation. Ragdolls create a constraint system internally to solve these issues.
== Keyvalues ==
C
Phys convert

It copies the physical and visual properties of an arbitrary entity onto a new physically simulated entity.
The original entity is deleted if successful. Brush entities will turn into simple_physics_brush and model entities will turn into simple_physics_prop. Both are very limited compared to func_physbox and prop_physics. See their respective pages for details.
== Keyvalues ==
== Flags ==
== Inputs ==
: 
== Outputs ==
== See also ==
* Blowout Doors - A phys_convert in use.
Phys hinge

A hinge constraint which restricts rotation of its attached entities to a given axis. The axis is a line between the hinge's origin and the location of its Hammer helper.
The hinge can be given a friction component, which causes it to come to rest more quickly like an old rusty hinge might.
Example map: sourcesdk_content\hl2\mapsrc\sdk_phys_hinge.vmf 
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
H
Phys hinge (Source 2)

A hinge constraint which restricts rotation of its attached entities to a given axis. The axis is a line between the hinge's origin and the location of its Hammer helper.
The hinge can be given a friction component, which causes it to come to rest more quickly like an old rusty hinge might.
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
H
Phys hinge local (Source 2)

A hinge constraint which restricts rotation of its attached entities to a given axis. The axis is a line between the hinge's origin and the location of its Hammer helper.
The hinge can be given a friction component, which causes it to come to rest more quickly like an old rusty hinge might.
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
H
Phys lengthconstraint

It is a constraint that restricts the maximum (and optionally minimum) distance two objects are allowed to be from each other. It is most often used to simulate rope, though it does not support the "stiffening" of rope attachment points that can be observed in reality; an object can rotate a full 360° in fact, clipping right through any rope that may be attached.
The constraint can be made rigid with its second spawnflag. It then behaves much like a phys_ballsocket, except that the objects can freely rotate around their own centres.
Example map: sourcesdk_content\hl2\mapsrc\sdk_phys_lengthconstraint.vmf
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
L
Phys magnet

It acts like a magnet, attaching metallic physics objects to itself when they touch it.
== Keyvalues ==
== Flags ==
* 1 : Start Asleep
* 2 : Motion Disabled
* 4 : Suck On Touch
* 8 : Allow Attached Rotation
* 16 : Coast jeep pickup hack - Used on to prevent objects from interfering with the crane as it picks up the buggy. It is hardcoded for use with only.
== Inputs ==
== Outputs ==
== See also ==
* 
Category:Forces