nyuuzyou/wikis huggingface dataset:
Valve

__NOTOC__
 (sometimes stylized ; officially and previously ) is an entertainment software and technology company founded in 1996 and headquartered in . The company's debut title, , won more than 50 awards and was named “Best PC Game of All Time” in the November 1999, October 2001 and April 2005 issues of , the world's best-selling PC gaming magazine.
The company's portfolio of entertainment properties includes , , , , and Team Fortress. Valve's product catalog is responsible for more than 20 million retail units sold worldwide and more than 80% of the PC online action market.
As well as producing best-selling entertainment titles, Valve is a developer of cutting-edge technologies such as the game engine and , a broadband platform for the delivery and management of digital content.
Today, Valve is made up of more than 70 of the industry's leading artists, programmers and writers. In its twenty-year history, the company has gone from “unlikely new entrant” to industry leader, producing a range of best-selling and critically acclaimed PC entertainment products and technologies.
You can see what's happening to you.
== Products ==
{| width="100%"
|- style="vertical-align:top;"
| games
| games
| games
- Previously, it ran on
- Included in
|- style="vertical-align:top;"
| Console Ports
- A package containing , , , and . Also available for PC.
()
()
(, )
(, )
()
| Media
Zombie Movie - (created by 2Chums Moving Pictures - basically two Valve employees at the time)
Day of Defeat: Prelude to Victory
Half-Life 2 trailer
Half-Life 2: Episode One trailer
HL2:EP1 - Launch Trailer 1
HL2:EP1 - Launch Trailer 2
HL2:EP1 - Launch Trailer 3
HL2:EP1 - Launch Trailer 4
Half-Life 2: Episode Two Trailer
DoD Jagd Trailer
DoD Colmar Trailer
Portal Trailer
Team Fortress 2 Trailer
Introducing Artifact
Veja more media in the SFM - Official Valve Shorts section
| Hardware
Steam Controller
Steam Link
Software
== Business ==
* Source Engine (See Features)
* 
* Source and Source 2 engine licensing
* Steam publication
* Steamworks
* Cyber Cafe Program
== External Links ==
* Official website
* 
* - @Valve
* - @valvesoftware
* 
== See also ==
* Campo Santo - Valve subsidiary
* Valve in the press
* Organization category
Category:Developer Corporations
Category:Valve
Valve.rc

Valve.rc is a file that lies inside the game / mod's <game>/cfg/ folder. It is a file that automatically executes convars on game launch, like autoexec.cfg.
To create one, create a text document and save it with a .rc extension inside your cfg folder. Simply place your convars inside the file with each convar on a separate line. Your valve.rc should contain these convars if you're making one:
Category:Plain text files
Category:Glossary
Valve Batch Compile Tool

thumb|right|400px 
Valve Batch Compile Tool (VBCT) is a map compiler written by Kevin Ottalini (qUiCkSiLvEr). This alternative works outside of Hammer and is designed to be light on your CPU, so you can do other things with ease. The tool also implements VMPI functionality (as it works in the SDK) which allows mappers to use several computers at once to compile maps significantly faster.
== Limitations/Bugs ==
== External links ==
* VBCT homepage - more information and download of the latest version.
Category:Third Party Source Tools
Category:Source 1 BSP compilers
Valve Console

The new Source 2 console (first introduced with Dota 2 Workshop Tools), called works very much like previous iterations of the console in Source engine games. Pressing will open the console. The console will open a new window that can be moved and positioned independently of Dota 2.
== Console Commands ==
Commands can be issued to the game via the console by typing into the command field. Typing jointeam good followed by when inside an addon will force the player to the good team and allow picking of a hero.
=== Tips ===
* - Cycle through previously issued console commands. These are saved between sessions.
* - Auto complete a partially typed command.
* Partially type a command to see a list of all available commands. For example starting to type dota_ will result in all available commands starting with dota_ to be displayed. The arrow keys can be used to cycle through these.
== Customization ==
VConsole can be configured in a number of ways. One of the most powerful additions is the ability to break out certain messages into their own output windows for tracking. For example if you are working on a lot of scripting it may be useful to have all scripting output go to a dedicated window within VConsole for easy tracking.
; Split windows to capture different console outputs
# Right click on a message and click Open In New Log Viewer
# Utilize the small window configuration buttons to choose how the windows are displayed. Side by side for example will display two windows side by side, one will be dedicated to the chosen message type.
Category:Source 2
Category:Official Source 2 Tools
Valve Developer And Community Tidbits

Use this page to post any information from Valve developers made on mailing lists, forums, or emails. This information should also be sorted into specific pages.
==Using external libraries with source==
Q: Mailing List
In order to do certain things in my mod I need to use some third-party libraries which need to do some initialization/termination work. Is there a certain place where I can call these functions as the mod is loaded?
A: Yahn Bernier
Anyway, you are free to add a DllMain to the server or client .dlls. In addition, you might look at dlls/GameInterface.cpp at DllInit(...) and put your init code in there. I believe there is a corresponding shutdown section.
The other possibility is to create a new CAutoGameSystem and implement
the Init/Shutdown methods (see IGameSystem.h and numerous examples in
the game and client .dlls).
==Finding Entities On The Client==
From steven_m64
This is a nice little function that will search the current clientside entities for the specified class name.
 C_BaseEntity *GetEntFromClassname( const char *searchent )
 {
 C_BaseEntityIterator iterator;
 C_BaseEntity *pEnt = iterator.Next();
 while ( pEnt != NULL )
 {
 if ( FStrEq( searchent, pEnt->GetClassname() ) )
 {
 return pEnt;
 }
 else
 {
 iterator.Next();
 }
 }
 return pEnt;
 }
==Vector To Screen Space==
While trying to "put" a graphic on the screen while only having the entities vectors available I needed a function to convert vector space to screen space. I got a bunch of great answers but this is from Robin Walker.
If you have a clientside entity that you'd like to position a hud
element around, use these utility functions in cdll_util.cpp:
 bool GetTargetInScreenSpace( C_BaseEntity *pTargetEntity, int& iX, int& iY, Vector *vecOffset );
And
 bool GetVectorInScreenSpace( Vector pos, int& iX, int& iY,Vector *vecOffset );
They'll return true if the target/vector is onscreen, and fill out the
iX, iY with the screen X/Y position.
==KeyValues writing==
If you want to create a new key you need to use this gem from ts2do:
 KeyValue->FindKey("WhatYouWant",true)->SetInt("stats",25);
If the keyvalues can not find the key name "WhatYouWant," it will create a new key with an integer subkey with the name of stats and a value of 25
==Useful Forum Threads==
* Chatbear: Crashing when spawning a client
Category:Valve
Valve Hammer Editor (Source 2)

Hammer (version 5.x), sometimes informally called Hammer 5 or Hammer 2, is Valve's in-house level editor for games. Compared to its predecessor, Hammer 4.x (on Source), the user interface has been redesigned using and the workflow can differ a lot from the old, BSP-oriented process. In many ways, it is closer to that of modern modelling suites commonly used in the industry. 
Hammer 5.x is available in Workshop Tools DLC for games that support it, namely , , , etc.
=== Overview ===
=== Documentation ===
=== Version history ===
Version 	Game 	Release date 	Features
5.0, (build 9743) 	 	September 2015? 	Initial release of Source 2 Hammer for Dota 2.
5.0 (build 8838) 	 	2017 	
5.0, (unknown build)	 	May 16, 2020‎ 	
5.0, (unknown build)	 	July 26, 2022 	
*Added Asset Browser
5.0, (build 9832) 	 	June 7, 2023 	Initial release of Source 2 Hammer for .
Updates:
*Added Workshop Item Tools and Workshop Manager
*GPU Ray Tracing and Path Tracing preview
5.0, (build 10231) 	Counter-Strike 2	October 28, 2024	Latest version for Counter-Strike 2.
Category:Glossary	
Category:Valve tools	
Category:Official Tools	
Category:Official Source 2 Tools
Category:Hammer	
Category:Level Design	
Category:Tools
Valve Index

The is the first Head Mounted Display (HMD) for Virtual Reality that's developed, designed, manufactured and sold by Valve. It was assembled using Aperture Laboratories apparatus, thus handling with care and love is strongly advised.
== Valve Index Headset ==
* Updating Firmware
* USB 3.0 Controller
* Extension Cable
== Valve Index Controller ==
* Updating Firmware
== Valve Index Base Station ==
* Updating Firmware
== Additional Devices ==
* HTC VIVE Tracker 2018: Updating Firmware
Category:Valve Index
Valve Index/Extension Cable

This page will list tested compatible and incompatible DisplayPort, USB 3.0 and Power extension cables.
The power plug (female) / socket (male) is a Coaxial DC power connector. The dimensions for the female plug (PSU side) are 3.5mm Outer Diameter (OD) and approx. 1.1mm Inner Diameter (ID) and for the male socket (HMD side) are 3.6mm OD and 0.9mm ID. A most common 3.5mm/1.35mm plug/socket DOES NOT FIT! Thank you Valve for using such a rare and uncommon size!
== Compatible ==
* DisplayPort Extenders
** StarTech.com DisplayPort Signal Booster - DP Extender - 4K 60Hz, DPBOOST
** Cable Matters Active DisplayPort Repeater - 8K Ready, 102039
* DisplayPort Cables
** deleyCON 4m (13 ft) DisplayPort 1.4 cable, MK4125
* USB 3.0
** deleyCON 5m (16 ft) Active Extension, MK2147
** CableCreation Active USB Extension Cable (Long 16.4 FT), CD0034
Category:Valve Index
Valve Index/USB 3.0 Controller

This page will list tested compatible, incompatible and untested USB 3.x controller as well as products (Mainboards or PCI-Express cards) using these.
== Compatible ==
* Fresco Logic FL1100EX
** Inateck KT4006
** Inateck KTU3FR-2O2I
** Inateck KTU3FR-4P (aka. KT4001)
** Inateck KTU3FR-4PA (aka. KT4004)
** Inateck KTU3FR-5O2I (aka. KT5001) (see Note 1)
** Inateck KTU3FR-5O2U (aka. KT5002) (see Note 1)
** Sonnet USB3-PRO-4PM-E
* Intel USB 3.1 xHCI-Controller
** ASUS ROG Strix Z490-G Gaming (WI-FI)
== Incompatible ==
* ASMedia ASM1142
** ASUS ROG Rampage V Edition 10 (see Note 2)
** StarTech.com PEXUS313AC2V (see Note 2)
** StarTech.com PEXUSB311EI (see Note 2)
** StarTech.com PEXUSB312EIC (see Note 2)
** StarTech.com PEXUSB314A2V (see Note 2)
* Renesas/NEC µPD720202
** StarTech.com PEXUSB3S42V (see Note 2)
** StarTech.com PEXUSB3S44V (see Note 2)
* VIA Labs VL805
** StarTech.com PEXUSB3S42
== Untested ==
* ASMedia ASM2142
** StarTech.com PEXUSB311A1E
** StarTech.com PEXUSB311AC2
** StarTech.com PEXUSB312A2
** StarTech.com PEXUSB312C2
* ASMedia ASM3142
** StarTech.com PEXUSB311AC3
** StarTech.com PEXUSB312C3
* Etron EJ168A
** StarTech.com PEXUSB3S23
* Renesas/NEC µPD720201
** Inateck KT4005
** StarTech.com PEXUSB3S2EI
** StarTech.com PEXUSB3S3GE
** StarTech.com PEXUSB3S4V
** StarTech.com PEXUSB3S7
* Renesas/NEC µPD720202
** StarTech.com PEXUSB3S11
** StarTech.com PEXUSB3S24
** StarTech.com PEXUSB3S25
== References ==
# Only the (two) ports not using the VIA Labs VL812 Hub are usable with Valve Index or HTC Vive Tracker "Watchman Dongle"
# Camera is seen in Device Manager / UsbTreeView / USBDeview but cannot be used
Category:Valve Index
Valve Index/Updating Base Station Firmware

Do not use these instructions; update firmware by going to SteamVR > Devices > Update Firmware.
Be sure to wait until device has been completely recognized by OS after plugging in and driver installed before attempting updates.
== Valve Index Base Station ==
* There is no dedicated executable that is called with command line options to update these. SteamVR is the only known way. However the firmware is:
 tools\lighthouse\firmware\lighthouse_tx_vader\archive\428\lighthouse_tx_vader_radio_full_dfu.v2_9_2004771.zip
Category:Valve Index
Valve Index/Updating Controller Firmware

Do not use these instructions; update firmware by going to SteamVR > Devices > Update Firmware.
Be sure to wait until device has been completely recognized by OS after plugging in and driver installed before attempting updates.
== Index Controller VRC ==
* Open a command prompt at the directory of your OpenVR Runtime. For example, C:\Program Files (x86)\Steam\steamapps\common\SteamVR\
* Replace LHR-12345678 with your actual device serial number and run this command:
 tools\lighthouse\bin\win32\lighthouse_watchman_update.exe -s LHR-12345678 --target=application drivers\indexcontroller\resources\firmware\indexcontroller\indexcontroller_app_20190712_v1562916277.fw
== Index Controller Radio ==
* Open a command prompt at the directory of your OpenVR Runtime. For example, C:\Program Files (x86)\Steam\steamapps\common\SteamVR\
* Replace LHR-12345678 with your actual device serial number and run this command:
 tools\lighthouse\bin\win32\lighthouse_watchman_update.exe -s LHR-12345678 --target=nrf52 drivers\indexcontroller\resources\firmware\indexcontroller\indexcontroller_radio_20190711_v1562882729.fw
Category:Valve Index
Valve Index/Updating HTC Vive Tracker 2018 Firmware

Do not use these instructions; update firmware by going to SteamVR > Devices > Update Firmware.
Be sure to wait until device has been completely recognized by OS after plugging in and driver installed before attempting updates.
== HTC Tracker 2.0 VRC ==
* Open a command prompt at the directory of your OpenVR Runtime. For example, C:\Program Files (x86)\Steam\steamapps\common\SteamVR\
* Replace LHR-12345678 with your actual device serial number and run this command:
 tools\lighthouse\bin\win32\lighthouse_watchman_update.exe -s LHR-12345678 --target=application tools\lighthouse\firmware\watchman_v3\watchmanv3_app_20181109_v1541806442.fw
Category:Valve Index
Valve Index/Updating Headset Firmware

Do not use these instructions; update firmware by going to SteamVR > Devices > Update Firmware.
Be sure to wait until device has been completely recognized by OS after plugging in and driver installed before attempting updates.
== Index Headset Watchman ==
* Open a command prompt at the directory of your OpenVR Runtime. For example, C:\Program Files (x86)\Steam\steamapps\common\SteamVR\
* Replace LHR-12345678 with your actual device serial number and run this command:
 tools\lighthouse\bin\win32\lighthouse_watchman_update.exe -s LHR-12345678 --target=application drivers\indexhmd\resources\firmware\g55\watchman_v3_app_20190828_v1567023441.fw
== Index Headset Wireless RYB Dongle ==
* Open a command prompt at the directory of your OpenVR Runtime. For example, C:\Program Files (x86)\Steam\steamapps\common\SteamVR\
* Replace 1234567890-RYB with your actual device serial number and run this command:
 tools\lighthouse\bin\win32\nrfutil.exe -v -v -v dfu usb_serial -cd 1 -pkg drivers\indexhmd\resources\firmware\radio\gd_1558748372_dfu.zip -p 1234567890-RYB
== Index Headset Wireless LYM Dongle ==
* Open a command prompt at the directory of your OpenVR Runtime. For example, C:\Program Files (x86)\Steam\steamapps\common\SteamVR\
* Replace 1234567890-LYM with your actual device serial number and run this command:
 tools\lighthouse\bin\win32\nrfutil.exe -v -v -v dfu usb_serial -cd 1 -pkg drivers\indexhmd\resources\firmware\radio\gd_1558748372_dfu.zip -p 1234567890-LYM
Category:Valve Index
Valve MP3 Player

The Valve MP3 Player is an in-game player of MPEG Layer III audio files. It is only available in mods with new client DLL that have edited "mp3_player.cpp/h".
The player can be activated using the console command. It is able to access music files of installed Source games as well as those stored on an external file system (e.g. on a hard disk or CD).
Currently, it has a built-in volume control with a (non-functional) Mute button, Shuffle mode, reading of ID3 tags as well as a (currently not implemented) seeking bar.
Category:Programming
Category:Valve
==Note from DrN0==
To activate the MP3 player in your mod of course you'll have to add the .res files for the MP3 player into your folder. You'll need mp3player.cpp, mp3player_db.txt, mp3player_english.txt, mp3settings.txt in the resource folder. In the src folder of your mod using your SDK editing solution, you should find mp3player.cpp and .h in the folder mp3. Open the mp3player.cpp and change the top line from a 0 to a 1. 
#If 0, change to a 1
#include "mp3player.h"
#include "KeyValues.h"
#include "filesystem.h"
Valve Mailing List

Valve hosts several mailing lists for the public to join and discuss different topics.
Here are a list of available mailing lists you can join:
*hlcoders - Discussion of Half-Life Programming
*hlds - Half-Life dedicated Win32 server mailing list
*hlds announce - Major Half-Life Server Announcements
*hlds linux - Half-Life dedicated Linux server mailing list
*csgo servers Counter-Strike: Global Offensive server mailing list
You must be a list member in order to view the archives.
 
==See also==
*list.valvesoftware.com
Category:Help
Valve Technology

__NOTOC__
Valve's Source engine technology--the same used to power Half-Life 2, Team Fortress 2, and Portal--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:
* Valve Hammer Editor, the Source map creation tool
* Plug-ins for popular 3D art and animation programs, including Autodesk Maya
* FacePoser, 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 Half-Life 2, Portal, and Team Fortress 2 included
* Comprehensive documentation images and examples, complimented with in-depth community tutorials
Valve Time Tracker

This page is for tracking projects which have been given Valve Times but have yet to establish their Actual Time equivalents.
:
Project 	Given Valve Time(s)
TF2 class updates on the Xbox 360 	"Before the end of 2008."
Valve have now said they can't due to memory limitations on the 360. Both consoles port of TF2 no longer receives any updates.
Half-Life 2: Episode Three 	Christmas of 2007
August 25th, 2017 (as script) (Archived, removed in 2022) Unlikely now to come out following ending
Counter-Strike: Global Offensive Custom HUD 	Yes, we’ve temporarily locked down custom huds/menus (August 2013)
Video playback for mobile 	"release in the next few months." (March 31, 2017)
Move to larger office 	First planned: May 2017
Delayed in January 2017 to July 22, 2017;
In July 2017 delayed to September 2017
A "big surprise" that folks may be keen to learn about, said to be a "blast from the past".	Later in 2020 Months later stated that it still "remains in the Future"
== See also ==
* Valve Time
Category: Valve
Valve in the press

This page lists articles, interviews and features relating to Valve that have appeared in the press. Since this site is a developer resource, please keep this list limited to information that is relevant to developers. It is not the intention of this page to list previews, promotional interviews and other articles that simply promote Valve's games, since this would make this list bloated and of reduced usefulness.
==Cabal Process==
The Cabal Process is a decentralised game development method practised by Valve. The following external links describe the method, as well as going into detail about some of Valve's game design philosophies and theories.
* The Cabal: Valve’s Design Process For Creating Half-Life Website (by Ken Birdwell, 1999)
* Scaling the Cabal for Valve's Half-Life 2 Digital Magazine Article GDM2005
*Valve's Design Process for Creating Half-Life 2 Overview MP3 PPT GDC2006
== Valve at Game Developers Conference 2006 ==
Valve took part in four lectures at the GDC2006 industry event.
*Valve's Design Process for Creating Half-Life 2 Overview Download
**Brian Jacobson
**David Speyrer
*Physical Gameplay in Half-Life 2 Overview
**Jay Stelly
*What's Next in Digital Distribution & Mainstream Games Overview
**Gabe Newell
**Greg Zeschuk (Bioware)
**Ray Muzyka (Bioware)
**Greg Canessa (Xbox Live)
**Lars Brubaker (Reflexive Entertainment)
**Thomas Arundel (Introversion)
*The Art of Munging AI Overview
**Tom Leonard (Valve)
**Jessica Bayliss (Ass't Professor, Rochester Institute of Technology)
**John O'Brien (Red Storm)
There was also a session about Counter-Strike Neo, the arcade version of Counter-Strike developed by Namco. Their player data analysis (enjoyment/behavior model) is insightful even if you are not interested in localization. Gamasutra feature
*The Localization of Counter-Strike in Japan Overview Download
**Kouichirou Taninami (Project Manager, Namco LTD.)
== HL2:Ep1 Retrospective ==
Marc Laidlaw and David Speyrer discuss a few of the goals and decisions behind Half-Life 2: Episode One, providing some valuable insight into how their design processes and philosophies, with an emphasis on narrative issues. 
*Looking Back... Half-Life 2: Episode One CVG, Oct 2006
==Hardware Day `06==
This is an overview of where Valve technology is going.
* Valve Hardware Day: Multi-Core CPUs Nov 2006
Category:ModdingCategory:External Sites
Category:Valve
Vampire Slayer

is a teamplay mod where two sides battle it out in a variety of atmospheric settings. Good versus evil, guns versus agility, Slayers versus Vampires! Do you want guns and stakes? Or would you like to drink blood and leap off buildings at your prey? Includes bots for offline play.
The original creator of Vampire Slayer, also released a to the original Half-Life 1's mod the sequel use UE4.
== External links ==
* Official Website
* 
* 
Category:Multiplayer Mods