nyuuzyou/wikis huggingface dataset:
Empires

, the award winning game, combines the best of the first person shooter and real-time strategy genres. Fight as either the Northern Faction, remnants of the fallen nation of Jekotia, or as the imperial Brenodi Empire.
== Empires features: ==
* Four infantry classes - Prepare a surprise attack as the scout or take the enemy head-on as the rifleman. Drive back enemy tanks as the grenadier or support your team as the engineer. With four different infantry classes, each with customizable skills, you can create the perfect class to fit your playing style.
* Squad-Based Teamwork - Players can organize themselves into highly-effective squads, overwhelming their opponents with superior tactics. Squad leaders can not only direct their respective members, but also use special squad powers such as reviving dead squad members or calling down an artillery strike on the enemy.
* Vehicle Combat - Whether you're ferrying troops around the battlefield with the Armored Personnel Carrier or reigning fire upon your foes with the Artillery tank, Empires features a variety of vehicular combat. Choose from six different vehicle types, including three levels of tanks, and customize your weapons, armor, and engines.
* Real-Time Strategy Commander - For those more inclined to RTS gameplay, you can play as the commander. Place buildings, build defensive turrets, construct vehicles, and conduct research on your way to leading your team to victory.
With 15 official maps and dozens more community-created ones, no two matches are ever the same. Empires brings FPS/RTS gameplay to a whole new level. Join up today and see what you've been missing.
== External links ==
*Official Website
*Official Wiki
*ModDB
*Join our Discord server!
Category:Third Party Source Engine Games
Category: Empires
En/Valve Technology

__NOTOC__
Valve's Source engine technology, the same used to power , , and many other Valve games, is available for license to any game developer.
Source is widely recognized as the most flexible, comprehensive, and powerful game development environment available. Source combines leading-edge character animation, advanced AI, real-world physics, shader-based rendering, and a highly extensible development environment to produce some of the most popular computer and console games. These games deliver the most intense, visually-stunning gameplay experiences on modern hardware, while scaling smoothly on older systems, enabling developers to reach a diverse range of gamers.
At its core, Source is designed with a modular, component-based architecture that enables the seamless integration of new features and technologies. Since its 2004 debut to third-party developers, Source licensees have benefited from the very latest tools for level design, modeling and character animation, online play and communications, console development, and more—all available at no extra cost or additional licensing fees.
Source’s updated animation system brings expressive characters to life with an unlimited palette of facial expressions that allow them to convey a message without having to say a word. These characters possess the industry’s most advanced artificial intelligence, making them extremely capable allies and foes.
Characters populate beautifully rendered and physically simulated worlds that, thanks to Source’s integrated and versatile physics system, immerse players in realistic and responsive environments. This allows developers to break from authoring the pre-scripted events featured in previous generations of games, and opens the door for the creation of completely new styles of play.
Source’s multiplayer platform supports some of the world’s most played online games—including Counter-Strike and Team Fortress 2—and one of the largest online gaming cultures in the world. Robust networking and multiplayer features include support up to 32-player LAN and Internet games, an integrated server browser, and voice and text messaging.
===A Comprehensive Set of Tools and Technologies===
Create state-of-the-art games with the same tools and content used to build Half-Life 2, Portal, and Team Fortress 2:
* , the Source map creation tool
* Plug-ins for popular 3D art and animation programs, including Autodesk Maya
* , the facial expression tool for crafting speech and emotions
* Source Model Viewer
* Particle Editor to create dynamic particle effects and preview them in an integrated in-engine view 
* Material Editor, which allows designers to manipulate Source material parameters and view the changes in-real time
* Commentary Editor, a tool to add commentary nodes which add value by providing insight into your game
* Performance monitoring tools
* Multiplayer network features, including feature-rich server browser and instant messenger
* Complete source code for up to included
* Comprehensive documentation images and examples, complimented with in-depth community tutorials
Ending a Portal map

== Introduction ==
Using this tutorial you can end maps like on Portal's Bonus maps.
== Trigger ==
Create a brush that's the area that you want the map to end. Texture it with a "tools\toolstrigger" texture. Select it and press CTRL+T. make it a "trigger_once".
== Entities ==
Make two entities. Make a "point_clientcommand" and call it "end_disconnect". Make a "env_fade" and call it "end_fade". You may want to place these entities next to the trigger_once brush for convenience.
===Trigger's outputs===
Make the trigger_once's outputs the following:
	Output named	Target entities	Via this input	Parameter 	Delay
	OnTrigger 	end_fade 	Fade 	 	0.00
	OnTrigger 	end_disconnect 	Command 	disconnect	2.00
== Theory ==
When you touch the trigger the "env_fade" will make you start to fadeout. After 2 seconds, the fadeout will be complete and the "point_clientcommand" will make you return to the main menu.
== See also ==
* Portal Level Creation
Category:Portal
Category:Level Design
Category:Tutorials
Enemy Within

== Description ==
 Enemy Within was a singleplayer action/horror mod being developed for Half-Life 2.
Enemy Within was going to take place in a different world and timeline than the Half-Life games and there was going to be heavy emphasis on storytelling.
The first episode was set to be released before Christmas 2007.
== Screenshots ==
Image:Ewmod_screenshot2.jpg|Level screenshot.
Image:Ewmod_screenshot1.jpg|Level screenshot.
Image:Ewmod_screenshot3.jpg|Level screenshot.
Image:Ewmod_screenshot4.jpg|Level screenshot.
== Team ==
EW was being developed by a single person.
The mod was/is in need of a programmer to solve a few minor tasks.
== Links ==
* Official Website of the mapper
* 
Category:Help Wanted
Engine Hunk Overflow

== What Does It Mean? ==
=== Engine Error ===
This is an engine error message that occurs when attempting to load the map in-game. This is due to too much lightmap data being allocated for the level, and it exceeds the budgeted memory for lightmaps (the "hunk").
=== What Is Hunk Allocation ===
This is described as the memory allocated for lightmap data.
*0 = to normal "program memory" with alloc
*1 = to Valve's seemingly limited to certain size "MemoryStack memory" with Hunk_Alloc
== Methods To Fixing The Error ==
*+r_hunkalloclightmaps 0
**Add this in your launch options. This will eliminate the error altogether. While fine for singleplayer games, it is not recommended for multiplayer games, as not only will you have to add this to your launch options, but server operators will also have to add it to their server command line.
*Find faces with odd or extreme lightmap values.
**Very large displacements can cause this error. The lightmap value can automatically change (sometimes, to an undesired value). Split them up and/or make sure your lightmap is an even value of a power of 2, avoiding extreme numbers. Having stretched displacements in one dimension can also cause it.
**If you can't find any odd lightmap values, as a last resort, select the entire map, open the Face Edit Sheet and input 16 for the lightmap scale.
**Increasing the Lightmap value on brushes will fix it.
Category:Modding
Category:Level Design FAQ
Engine Structure

This section is currently under construction. Please feel free to add any insights you may have into the structure of the Source engine that you would like to share with the community.
==Introduction==
The Source engine is designed in an extraordinarily modular fashion. This was done to allow both easy updating, and obfuscation of proprietary code. This guide will not show you how to access these off-limits areas, but it will give you an outline of what these different modules are, how they interact, and how to best extend them.
==Sub Systems==
The Source Engine makes use of a number of individual subsystems with a very standardized structure. Each subsystem defines an abstract interface in a .h file, while typically implementing it and creating a global variable in a .cpp file. Through macros or by simply adding it to the client/server's initialization function, that global variable is added to the list of active systems. Once hooked up, the existing hooks take care of initialization, shutdown, and calling the appropriate update functions as necessary.
There are two different system hook types used. First, and most simply, IAppSystem is used for client systems. <Guesswork>This doesn't mean they can't be referenced in the server dll as well, however there is no information transmitted between the client and the server</Guesswork>. It offers only the hooks necessary for initializing a subsystem with possible references to other subsystems, and shutting down at the appropriate time. The file, material, and physics systems all derive from this interface.
Second is IGameSystem. A comparatively more complex interface, this is designed for systems which need to have update functions called and may be need to be synced between client and server. Aside from the standard initilization and shutdown hooks, it also offers hooks that are called on a number of events including map load, save/restore, pre/post render, and an update function with the frame time passed in.
IAppSystem Derived Systems
IGameSystem Derived Systems
== Utility libraries ==
=== Tier0 ===
*Mathlib
*VProf
*VCR mode, debugging and memory management
=== Tier1 ===
Valve's STL, console commands/variables and more; see Tier1.
Category:Programming
Category:Engine Structure
Engine Tools

Bundled with are various engine related tools that help with doing various tasks.
== List ==
# Particle Editor
# Material Editor
# ActBusy Script Editor
#Entity Placement Tool
# Commentary Editor
# Foundry
# Source Filmmaker
# Light editor 
# Source Shader Editor 
== Usage ==
To launch a game or mod in tools mode, run a command like this:
 hl2.exe -tools -nop4 -game "path to gameinfo"
Failure to specify -nop4 will lead to the engine exiting silently.
When the game has loaded you will be presented with the first tool that was loaded, probably the Actbusy one. To change to a different tool use the Tools item in the main menu.
Launching the Source shader editor:
 hl2.exe -shaderedit "path to gameinfo"
== Setting Key Bindings ==
to set key bindings click Edit -> Key Bindings
the Key Bindings Editor window will appear
 
=== Loading new tools ===
In and later you can manage tool availability with the toolload and toolunload console commands or by editing the engine's bin/enginetools.txt file. There is a GUI window for this too but it's currently broken.
In earlier engine builds the tools system is locked down, probably to ensure that we don't run any of the tools that were leaked in 2007 from Valve in the initial beta. They can still be run by obtaining a less-than-legal copy of the beta but of course that restricts you to a very old build of the game.
== Development ==
The SDK provides some header files at public\toolframework\ with which new editor tools can theoretically be written. There is no sample source code, however.
Category:Modding
Category:Official Source Tools
Category:Source
Enhanced Source

Enhanced Source is an unofficial fork of the Alien Swarm branch, meant to add new content and fix bugs from Source.
== Features ==
New since Alien Swarm is
* Support for the latest Visual Studio version (2019)
* Updated engine binaries
* Project templates based off HL2, Portal, and other Valve games
* Fixed Hammer Editor
== Deletion ==
Sometime in 2024, the Enhanced Source repo was suddenly taken down, reasons for this are unknown, a reupload can be found here 
== Availability ==
Source code on Github
Enrichment sphere

Enrichment spheres are a structural part of the Underground aesthetic in Portal 2.
They can be made by creating a func_instance and setting the VMF filename to "instances/underground/test_dome_interior_01.vmf". See instance for more information. These spheres contain Old Aperture Science's Test Chambers. 
They are ONLY found in the Aperture Science Innovators and Aperture areas in Portal 2 (2011). 
Category:Portal 2 Level Design
Ent create

It creates an entity of the given type where the player is looking.
== Usage ==
=== Examples ===
* 
*: A handy way to make the player faster ingame, without needing to recompile the map or using .
* 
*: Spawns an explosion where the player looks and instantly triggers it too.
* 
*: Example of creating a prop. Alternatively, can be used.
* 
*: A handy way to clear weapons ingame.
=== Flags ===
You can also pass flags to created entities like this:
* 
*: creates a 90 flipped that does not start at/follow the player and has an infinite hold time. For an understanding of angles, see .
== See also ==
*, a command to spawn a model ingame.
*, a command like , but things spawn beneath the player's feet.
Ent fire

It is a debugging tool to fire inputs on entities. It's an essential tool for both programmers and mapmakers, allowing them to easily debug problems in a map's entity logic.
Different entities can handle different inputs. Entities will ignore inputs that they don't know how to handle. To find out what inputs an entity handles it is most reliable to type in the console, which gives you a list of all the inputs (and outputs) known to the entity it found matching the <classname>.
:
==Usage==
This would fire the specified input on all entities with a matching classname or targetname. The input will contain the overriden parameter if it was specified. The input will be fired immediately, unless the delay was specified, in which case it is sent after that number of seconds. If no input is specified, Use input will be fired.
=== Examples ===
:This would find all entities with classnames or targetnames of relay_start_assault, and call their Trigger input. Assuming that relay_start_assault is a logic_relay, this would cause it to trigger and fire all its outputs. Very useful for debugging a part of a large chunk of entity logic in a map.
:This would find all entities with classnames or targetnames of bob_the_soldier, and call their SetHealth input, with a parameter of 5. Basically, the NPC named bob_the_soldier would have his health set to 5.
:This would find the entity currently under the crosshair, and call the Kill input. The !picker targetname is a special targetname that finds the entity under the crosshair. The Kill input is known to all entities, and basically tells the entity to immediately remove itself. An alternative to this is the command.
:
:This would find all entities with classname or targetname matching the wildcard counter_combat_*, and fire their Add input with a parameter of 1. Assuming all the entities found are math_counters, this will add 1 to their current counter values. Other entities that don't have an input named Add will ignore this action.
:This would find all entities with a matching classname or targetname and ignite them.
:In a multiplayer game with cheats on, lights all players on fire.
:In a multiplayer game with cheats on, lights all players on fire for a time, in seconds. This will light all players on fire for 5 seconds.
: In a multiplayer game with cheats on, will change all players' player models to a precached model.
:
: Increase player size, making them look like a giant.
: Decrease player size, making them look tiny.
: Change entity's target name from 'box' to 'crate'.
==See also==
*ent_create
*ent_text
Category:Debugging
Entities fall through displacements

==Issue==
Physics entities fall through displacements. These can include , weapons, s, and s. Entities with hulls, including NPCs and the player, are unaffected.
This behavior only appears when using HL2 (appid 220) to play maps compiled after the August 2006 SDK update. Maps compiled prior to this date are unaffected. All maps compiled in Hammer are affected, regardless of the mod selected in the Source SDK menu.
This issue does not occur on the latest version of Half-Life 2, or any other first party source games.
==Fix==
First, ensure that none of the the boxes are ticked in the displacement tab of the face edit dialogue. 
If the "No Physics Collision" box is unchecked and the problem persists, there are two solutions: 
* Use Episode 1 (appid 240) or the Source SDK base (appid 215) for your map or mod. This is the best solution. 
* If you must use HL2 (appid 220) or if your mod is based on the appid 220 code base and cannot be updated, then you must add -novirtualmesh to your compile command line. Run the map in expert mode and add -novirtualmesh to the command line as indicated in the image.
This will increase the size of the BSP, but collisions with all entities will be rendered correctly.
==Examples==
Displacement Test 1 A map using displacements. Note that even though this map was compiled under the 220 appid in Hammer, it plays normally in Episode 1. If it is played in HL2, the boat, grenades and props fall through the displacements.
Displacement Test 2 The same map compiled using the -novirtualmesh command. This map plays normally in both Episode 1 and HL2, but its size has increased from 235 kb to 573 kb.
Displacement Source VMF
==Remember==
Category:HammerCategory:Level Design FAQ
Entity

An object defined within , or as having characteristics which differentiate it from "the world" (world brushes).
== Types of entities ==
Types 	available in 	Info
By Form 	By Form 	By Form
Brush entity 	and earlier 	A Brush Entity is an entity type in the and engines, created by tying an entity to a BSP geometry brush in the map, giving the brush a specific effect or ability defined by the entity tied to it.(The default shortcut is + after selecting a brush)
Point entity 	and 	Point Entities are entities created at a specific position point on the grid. Some require a model to be selected for them in order to function fully.
Mesh entity 	Only in 	Mesh entities available only in .Mesh entities replace the brush entities. Since no longer uses BSP brushes, entities that need to be associated with geometry are now tied to Hammer meshes instead.
Path entity 	Only in 	Path entities are a type of entity recently added to the tools. They can be created with the currently hidden Path Tool (Shift + P).
By Internality 	By Internality	By Internality
Internal entity 	In all Engines	Internal entities are those which are processed by VBSP ( HLBSP, or resourcecompiler) then either deleted or merged into another entity. They do not exist when the map is running, so they won't count to the entity limit.Internal entities get special treatment by the map compile tools and are removed from the final product, usually stored in a special chunk.
Non-Internal entity	In all Engines	non-internal entities are not processed by VBSP ( HLBSP, or resourcecompiler) and remains as a separate entity.These are typically interactive objects or characters that the player can interact with or that affect gameplay.
== Limitations ==
For reasons of memory allocation, there is a limit to the number of entities // can manage at once. 
The combined size (in bytes) of a map's entity data should also be considered, even if the number of entities is within safe limits. Large amounts of entdata can take a noticeably long time to transmit from server to client, and may lead to crashes. 
For more info, see Entity limit.
== See also ==
* :Category:Entities
* Adding Point Entities (part of a series of tutorials)
* Creating Brush Entities (ditto)
* Entity creation (a quick reference)
* Entities in Depth
* List of Entities
* Coding Your First Entity
* Console command 
* Constraint
* preserved entity
* Void
__NOTOC__
Category:Source
Category:Source 2
Entity Article Template

These are (optional) templates for the first text of an entity page. Find other useful templates at Help:Templates#Notice Templates.
*	Creates a first sentence with a link to the game.
 	Adds the flags on the top right for language pages and adds this page to an appropriate language Category.
 	Adds a note with a link to a page that this page should not be confused with.
 	Adds a notice and a category for incomplete pages.
 	Adds a notice for entities that are not available in Hammer. Its text contains a link to a section "FGD Code" on the same page where code can be provided to make it available in Hammer. If it shouldn't add the parameter nolink=1. If the entity is available in Hammer but not in the game, use .
== Entity Description ==
This should be a plainly-worded but accurate description of the basic function of the entity. A very basic description for most entities is included in the help built into . If the description isn't overly long, omit the header and put it at the top with the first sentence on the page.
FGDs (and by extension the Hammer properties window) are good sources for information on an entity's keyvalues, inputs, outputs, and flags, however FGDs often will not list everything available for an entity. Because of this, the wiki uses a mix of templates that roughly follow the engine's class hierarchy and ones that follow FGDs.
Also include :Template:Code class:
The entity's code class name can be found by searching LINK_ENTITY_TO_CLASS in the CPP file defining it.
== Dedicated Console Variables and Commands (omit if none exist) ==
Console variables and commands can be found by searching ConVar and ConCommand in the CPP file that defines the entity. Note a parameter if any exist.
;cvar_name 
:Description.
;sk_barney_health <integer>
:Barney's spawn health.
== Flags (omit if none exist) ==
For each flag, write one of the following.
Which could look like this:
== Keyvalues ==
Since every entity inherits , all entity pages should have :Template:KV BaseEntity if not more. The only exceptions are internal entities, which are removed during the compiling of a map and cannot receive I/O and most base keyvalues. This all applies to inputs and outputs as well.
Individual keyvalues are defined with :Template:KV.
==Inputs==
Individual inputs (and outputs) are defined with :Template:IO
==Outputs==
==See also==
*Assaults
*
Category:Entities
Entity Placement Tool

The Entity Placement Tool is an engine tool available in .
== Usage == 
Launch SDK launcher and select tool mode and select load tool from the tools menu then find the entity placement tool.
== Interface ==
File	Edit	EntPlacement	View
 	 	 	
on the left is the entity report with buttons for creating saving and deleting nodes
when create is pressed the windows in the bottom right show up and you can input information into.
== See Also ==
* Creating a Simple Mutation PlayerSpawns