nyuuzyou/wikis huggingface dataset:
E.Y.E: Divine Cybermancy

is an Action RPG game. 
As a member of the strange secret society E.Y.E, you wake up after a fight in which your fellow teammates were killed. E.Y.E, an armed branch of the Secreta Secretorum is attempting a coup against the all-powerful Federation, a coalition of several worlds and planets that rule with an iron fist.
To complicate matters, E.Y.E itself is plagued with its own internal conflicts between the Jian faction and the Culter faction, to which you belong. Your loyalties are torn between Commander Rimanah, your superior and the chief of the Secreta who is a separatist with an unstoppable ambition, and the "Mentor" your friend and instructor. The "Mentor" tries at all costs to unite the two rival factions. In doing so, you are thrust into the middle of a fratricidal war frought with political conspiracies and quests for power in which different groups and megacorporations are implicated.
These troubles set the stage for an attack by an unknown force bent on destroying humankind.
*Multiplayer co-op modes directly influence solo play, and vice-versa. The limits of solo and multiplayer games are finally left behind.
*Psychological and mental trauma management.
*25 weapons, different shooting modes, dynamic precision, drilling shots, iron sighting, extended zoom.
*Complete hacking system with game play impact
*9 devastatingly subtle PSI powers.
*More than 20 NPC with non-scripted, fully reactive and efficient AI, endowed with a sense of initiative. Bloody close combat with technical detail. Incredible physical movement realism thanks to Source Engine physics.
*Excellent replayability - primary and secondary missions, dynamic environments, non-linear level progression, and random NPC spawn, type and appearance. Death doesn't penalize players: no need to restart the current mission.
*Open-level gameplay for hours of fun without reloading.
==External links==
* 
* Official Website
* Facebook Fanpage
EFontFlags

The flags contained in EFontFlags are used to create a font that will be used for drawing.
 enum EFontFlags
 {
 	FONTFLAG_NONE,
 	FONTFLAG_ITALIC			= 0x001,
 	FONTFLAG_UNDERLINE		= 0x002,
 	FONTFLAG_STRIKEOUT		= 0x004,
 	FONTFLAG_SYMBOL			= 0x008,
 	FONTFLAG_ANTIALIAS		= 0x010,
 	FONTFLAG_GAUSSIANBLUR		= 0x020,
 	FONTFLAG_ROTARY			= 0x040,
 	FONTFLAG_DROPSHADOW		= 0x080,
 	FONTFLAG_ADDITIVE		= 0x100,
 	FONTFLAG_OUTLINE		= 0x200,
 	FONTFLAG_CUSTOM			= 0x400,	// custom generated font -
 							 never fall back to asian compatibility mode
 };
Category:ISurface
EKV (Encrypted Key Values)

In the Left 4 Dead branch and later there is a new file type with the extension . These files are encrypted with a game specific ICE key, and are used for video settings that the user shouldn't be able to set. The file to be used is determined by the CPU, GPU, GPU memory and memory specifications. In Alien Swarm this can be an issue, as even though the lower graphical levels do not have film grain, these ekv files will force film grain at higher graphical tiers, along with motion blur and several other ConVars. Thankfully it is quite easy to find the ICE key for these ekv files, and also those for other games, the Alien Swarm videocfg.lib contains the following keys:
Game 	ICE Key
Left 4 Dead 1 + 2 	zp14Hi(]
Portal 2 	UrE66!Ap
Alien Swarm 	sW9.JupP
"ep2" 	Xx81uBl)
"tf" (Source Filmmaker) 	E2NcUkG2
Dota 2 (Now unused?)"nimbus"	dAIt1IL!
Default 	X8bU2qll
These keys allow for the ekv files to be decrypted with vice, modified and then re-encrypted. For most mods you would want to use the default key as it is used when the mod name does not match any of the other games. This allows for you to set the different default values of ConVars at the specified CPU, GPU and memory levels.
Category:File formats
Category:Programming
ENT

ENT is a plain text file format which represents the contents of the entity lump of a compiled BSP. It is almost identical to the lump, only lacking the lump header.
Valve engines do not natively support loading ENT files automatically, but they can be parsed via game DLL code. does this to allow func_team_wall entities (and no other entity) to be loaded this way.
 can extract an ENT file from the entity lump of a standard GoldSrc BSP30, as well as most Source 1 BSPs.
Any map editor which supports MAP files also supports loading ENT files, as ENT files are simply MAP files without any brushes.
== See also ==
* MAP (file format), which stores entities in a very similar fashion, along with brush data.
Category:File formats
Category:Plain text formats
Easy weapon model changing

Welcome to this easy model changing tutorial for whatever mod you're mapping for, the first thing we will cover. Is that
A) You have the model you want to replace with
B) you know where to find the script
The first thing to do, is go to your scripts folder inside of your mod, and open up the name of the weapon you will be chaning.
C:\Program Files\Steam\steamapps\SourceMods\YOURMODNAME\scripts
For example, the file used in this tutorial is the "Weapon_Pistol.txt" script. Inside the script you will find the following lines:
The first thing to look at is the lines in the script for the weapon model:
 	"viewmodel"			"models/weapons/v_pistol.mdl"
 	"playermodel"		"models/weapons/w_pistol.mdl"
These models will be changed. Extract the other weapon model you have into the correct folders, and make sure they're where they need to be. Next, look at the ".mdl" file for the weapons you had. For example, the directory for the models used in this tutorial is:
 SourceMods\YOURMODSNAME\models\weapons\ar33
In the pistol's script. change the models/weapons/v_pistol line to the file name, but before you do it. Do not include the SourceMods\YOURMODSNAME\ portion of the directory path, or the file won't work. Now the script should look like this.
 	"viewmodel"			"models/weapons/ar33/v_ar33.mdl"
 	"playermodel"		"models/weapons/ar33/w_ar33.mdl"
You can edit the "clip_size" value to whatever amount of ammo you want to be stored in the pistol. For example, a Glock 17 holds 17 rounds in its magazine. So if you have a Glock 17 model, set it to this:
 "clip_size"			"17"
==Troubleshooting==
If the model is changed, but it's purple checkered in game, make sure the materials for the model were installed to the right folder. If the weapons model doesn't show up, check if you misspelled anything in the script's viewmodel and playermodel.
Category:Tutorials
Echo

It is used to print text into the console window. When used in tandem with scripts, the command can prove to be very useful in cases where you will need to debug problems.
==Syntax== 
 echo <text>
==Examples==
 echo Hello world
==Special use==
When appended to a key bound to a + statement (but only directly), the key code will be appended
 bind shift “+duck; echo key :”
key : 79 will be seen in the console twice; once on press, once on release.
Eclipse

== Overview ==
Eclipse is a third-person total conversion of 's . You play as a young sorceress named Violet whose father went missing five years back. After learning the secrets of Telekinesis, you are teleported into Auld-Haven, a lush and fertile land where Violet grew up. Your objective is to return to Violet's home where she last saw her father years ago and dig up any clues to his whereabouts. In the broken down tower of her home you discover a journal left by her father. The journal unlocks a handful of secrets that ultimately leads you on a quest to find the ancient teleportation device - the Standing Stones.
== Features ==
This mod includes three single player chapters and a mini-game.
== Media ==
* Screenshots
* Soundtrack, trailer and presentation
** Official trailer.
** YouTube playlist mirror of the soundtrack.
* Wallpapers
== History ==
To learn more about Eclipse, see:
* The mod's Frequently Asked Questions page.
* The Eclipse Q&A on ModDB.
== Team ==
See the credits on the official website.
== Awards ==
* 2005 Editor's Choice (released mod) from 
== External links ==
* Official Guildhall page
* Official site
* 
Category:Single Player Mods
Econ

Econ system is referenced around the . Econ is short for Economy.
The Econ system is used to create items, such as wearables for the player.
= Counter-Strike 2 =
In there's specifically a filetype named for configuration, utilized from the Workshop Item Editor. It is also the main component file for the upload of Weapon Finishes on the Workshop.
= See also =
* Counter-Strike: Global Offensive Economy Items
Category:Source
Category:Source 2
Edict t

edict_t ("entity dictionary") is an interface struct that allows entities to cross the client/server divide: with one attached, an entity has the same index at both ends. The edict also manages the state of the entity's DataTable and provides a common representation across all DLLs. It cannot be used on the client.
==Limitations==
==Avoiding==
===Server only entities===
Edicts are assigned by CBaseEntity::PostConstructor(). If your entity won't ever need to be transmitted to the client, construct it like so:
CMyEntity() : CBaseEntity(true) { /* your constructor code */ }
Edict-less entities count towards the non-networked entity limit, which is the same or higher than the edict limit.
Entities compiled into the map which are not recognized by the game code do not count towards any entity limit in-game as they are simply not spawned.
===Client-only entities===
==Getting==
; edict_t* CBaseEntity::edict()
: Simple accessor. Returns null if there is no edict.
; edict_t* INDEXENT( int iEdictNum )
; int ENTINDEX( edict_t* pEdict )
: Converts between an entity index and its attached edict.
; int GetEntityCount()
: Returns the current number of assigned edicts (not entities).
==Setting==
; void CBaseEntity::NetworkProp()->AttachEdict(edict_t* pRequiredEdict);
: Assigns an edict via the entity's CServerNetworkProperty object. Pass NULL unless a specific edict is required.
; void CBaseEntity::NetworkProp()->DetachEdict()
: Detaches the entity's assigned edict. It will go back into the edict pool for re-use.
==Notable members==
; CBaseEntity* GetUnknown()->GetBaseEntity()
: Pointer to the entity's local representation.
; char* GetClassName()
: The classname of the assigned entity.
; bool IsFree()
: Whether there is currently an entity assigned to this edict.
; float freetime
: The server timestamp at which the edict was last freed. Can be used to avoid reallocating the edict immediately.
; bool HasStateChanged()
: Whether anything in the DataTable needs transmission.
; void StateChanged()
: Tell the edict of a change to the entity's DataTable that needs transmission.
; IServerEntity* GetIServerEntity()
; IServerNetworkable* GetNetworkable()
; ICollideable* GetCollideable()
: Accessors to various interfaces.
==See also==
* Entity index
* Entity limit
* CHandle
* Discussion on GoldSrc edicts
* Quake 2's edict_t
Category:Interfaces
Effect flags

A set of bitflags for configuring client-side visual effects.
== Usage From Hammer ==
Effect flags can be configured from Hammer. To do so, turn off SmartEdit and add a new keyvalue pair:
 effects <n>
"n" is the sum total of the flags you want to use. For example, 66 would mean EF_BRIGHTLIGHT and EF_NORECEIVESHADOW.
Alternatively, you can add the following code (or similar) to the FGD entries of entities you wish to use effect flags on:
 effects(choices) : "Effect Flags" : 0 : "For configuring visual effects. If you want to combine effects, simply type in the sum of the effect numbers, e.g., '72' for 64+8." =
 [
 	0: "0 - None"
 	1: "1 - EF_BONEMERGE: Bonemerge always (very expensive!)"
 	2: "2 - EF_BRIGHTLIGHT: Bright, dynamic light at entity origin"
 	4: "4 - EF_DIMLIGHT: Dim, dynamic light at entity origin"
 	8: "8 - EF_NOINTERP: No movement interpolation"
 	16: "16 - EF_NOSHADOW: Don't cast shadows"
 	32: "32 - EF_NODRAW: Don't draw entity (entity is fully ignored by clients, NOT server; can cause collision problems)"
 	64: "64 - EF_NORECEIVESHADOW: Don't receive dynamic shadows"
 	128: "128 - EF_BONEMERGE_FASTCULL: Bonemerge only in PVS, better performance but prone to disappearing. Use with Bonemerge."
 	256: "256 - EF_ITEM_BLINK: Unsubtle blink"
 	512: "512 - EF_PARENT_ANIMATES: Flag parent as always animating and realign each frame"
 ]
If you wish to use effect flags on enough entity classes, it may be worthwhile to create or modify a BaseClass instead of adding code to numerous entity classes individually.
== Flags ==
== Functions ==
*AddEffects() / SetEffects()
*RemoveEffects()
*GetEffects()
*IsEffectActive()
== See also ==
* entities.constants
* Non-FGD features
* Render Modes
Category:Flags
Effect flags (GoldSrc)

A set of bitflags for configuring client-side visual effects.
== Flags ==
#define	EF_BRIGHTFIELD			1	// swirling cloud of particles
#define	EF_MUZZLEFLASH 			2	// single frame ELIGHT on entity attachment 0
#define	EF_BRIGHTLIGHT 			4	// DLIGHT centered at entity origin
#define	EF_DIMLIGHT 			8	// player flashlight
#define EF_INVLIGHT				16	// get lighting from ceiling
#define EF_NOINTERP				32	// don't interpolate the next frame
#define EF_LIGHT				64	// rocket flare glow sprite
#define EF_NODRAW				128	// don't draw entity
#define EF_NIGHTVISION			256 // player nightvision
#define EF_SNIPERLASER			512 // sniper laser effect
#define EF_FIBERCAMERA			1024// fiber camera
:
 
:
== FGD entries ==
These can either be added individually to a entity as needed, or made a BaseClass at the top of the FGD to be inherited.
=== ===
effects(choices) : "Effect Flags" : 0 : "For configuring visual effects. If you want to combine effects, simply type in the sum of the effect numbers, e.g., '72' for 64+8." =
[
	0 : "0 - None"
	1 : "1 - EF_BRIGHTFIELD" : "swirling cloud of particles"
	2 : "2 - EF_MUZZLEFLASH" : "single frame ELIGHT on entity attachment 0"
	4 : "4 - EF_BRIGHTLIGHT" : "DLIGHT centered at entity origin"
	8 : "8 - EF_DIMLIGHT" : "player flashlight"
	16 : "16 - EF_INVLIGHT" : "get lighting from ceiling, instead of from floor"
	32 : "32 - EF_NOINTERP" : "don't interpolate the next frame"
	64 : "64 - EF_LIGHT" : "rocket flare glow sprite"
	128 : "128 - EF_NODRAW" : "don't draw entity"
	256 : "256 - EF_NIGHTVISION" : "player nightvision"
	512 : "512 - EF_SNIPERLASER" : "sniper laser effect"
	1024 : "1024 - EF_FIBERCAMERA" : "fiber camera"
]
=== ===
effects(flags) : "Effect Flags" =
[
	0 : "0 - None"
	1 : "1 - EF_BRIGHTFIELD: swirling cloud of particles"
	2 : "2 - EF_MUZZLEFLASH: single frame ELIGHT on entity attachment 0"
	4 : "4 - EF_BRIGHTLIGHT: DLIGHT centered at entity origin"
	8 : "8 - EF_DIMLIGHT : player flashlight"
	16 : "16 - EF_INVLIGHT : get lighting from ceiling, instead of from floor"
	32 : "32 - EF_NOINTERP : don't interpolate the next frame"
	64 : "64 - EF_LIGHT : rocket flare glow sprite"
	128 : "128 - EF_NODRAW : don't draw entity"
	256 : "256 - EF_NIGHTVISION : player nightvision"
	512 : "512 - EF_SNIPERLASER : sniper laser effect"
	1024 : "1024 - EF_FIBERCAMERA : fiber camera"
]
== External links ==
* 
Category:Flags
Elements

== Overview ==
Elements, is a Total Conversion RPG.
== Story ==
Intro:
Elements tells the legend of the Stones of Zyrum, a mythical god who used the stones to control the elements of the world: Lightning, Fire, Water, Earth, Ice, Wind, and Life.
The Legend:
According to the legend, the brother of Zyrum, Angar, became jealous and tried to steal the stones. Zyrum caught Angar in the act and a fight broke out between the two brothers. In the fight, the stones were knocked out of the sky and fell to the earth. For thousands of years, the stones were believed to be lost, but legend says that one day they shall be discovered by seven chosen mortals who will use the power of each stone to defeat the powers of Angar.
Background:
The earth in which our story takes place has five countries spanning three continents. These countries are: Gondolin, Ezra, Scythelin, Rithlin, and Ronith. Our story takes place 17 years after the Gondolian War. In this war, Scythelin invaded Gondolin. Ronith came to support Gondolin and took over the northeast part of Scythelin. They gave the land to some local people there who helped them fight the battle and they formed Rithlin. In this war fought a few of our principal characters. Elwon Blakely, Tybalt Cannon(the father of our main character), General Chin Dragonsoul(then Captain Dragonsoul), King Brennan(then a prince), President McWell(not yet president), King Lobe, and Thomas Dukeshire(he didn’t actually fight, but he was there). In this war, Tybalt Cannon was killed, leaving his wife and two-year-old son, Joshua, behind.
== Features ==
Realtime Weather
With the addition of Realtime Weather, storms can come and go, the world can be cloudy, or sunny
this adds a very realistic sense to the game, which allows for more in-depth gameplay.
Quest System
A quest system that allows you to accept or decline side quests.
Battle System
More info on the original gameplay of the battlesystem coming soon...
More Coming Soon
== Media ==
Coming Soon...
== Team ==
Michael "Gameexpertmaster" Kramer - Project Lead / Lead Programmer / Texture Artist / 3d Modeler / Level Designer / Story Writer / Animator / Composer
James Gelter - Lead Composer / Story Development
Gary Hansen - Direction / Cinematography / Story Development
Justin Lamb - Lead Animator
Aaron "ts2do" Schiff - Programmer
== Help Wanted ==
We are currently seeking skilled people for the following positions:
Character Modeler - Needs to be able to model organic based objects creatures/characters.
World Modeler - Needs to be able to model architectural objects, (i.e... basic props, barrels, chests, swords, axes, etc...)
Texture Artist - Needs to be able to create high quality textures, knowing howto UV map is not needed, but helpful
Mappers - Need to be able to create detailed maps. Maps can be from outside environments to cities and towns. Knowing FacePoser and howto setup choreographed scenes would be helpful, but is not needed.
Animator - Needs to be able to create high quality animations.
If you would like to join our team, please email me at:
mailto:gameexpertmaster@gmail.com
==External links==
*Developers Blog
*Official Company Website
*Official Mod Website
Elements of War

==Overview==
Elements of War is a modification for Valve's Source/Gold Source engines, Half-Life 2.
Elements of war: 1337 Board is a HotkeyZ Menu based on Config.cfg from id Software's Quake engine and Valve Software's Gold Source and Source engines. It also comes with a Config(xCFG) folder filled with ConfigZ.cfg's
==Features==
Over 9,000 hotkeys to create the -ULTIMATE- config.cfg!
New ways to attack!!!
Change the Camera View of -ANY- Gold Source or Source game/mod!
- First Person
- Third Person
- Top Down View
- Side View
- Left/Right Shoulder View
- Even Create Your Own
Combo Commands! +Speed_Use, +Duck_Block, etc
Exec countless config files on the fly
Extreme X-Box 360 xController support
Countless HUD options to help you view the game in a whole new way.
Cheat commands built in, no need to fiddle around in the console or searching online.
Graphic and Sound options.
Easy to edit, use any text editor, like NotePad or ConTEXT.
One simple file, countless video games covered.
==Theme==
Crystals have fallen from the sky. The lands are shattered and chaos is around every corner. Your lover, "Death", has been infected by the blue crystals. Touching the red crystals, you're now a red creature. A great battle is fought as you two collide. He manages to damage you, inflicting the blue crystals into your skin. Your mind is once again at peace, as the crystals begin to mix. He still has the hatred to kill you, but you manage to escape his grasp.
War is spread throughout the land, as these red and blue zombies pleague the world. You realize that you are the cure, "Life". On an epic quest to save the world and your lover from total extinction.
==Media==
*
==Video==
*
==Team==
*IceIYIaN
==External links==
*ElementsofWar.net
*
Elevators

__NOTOC__
There is no single specific elevator entity. Elevators must be constructed from several entities.
However if your elevator is only Two-Stops consider the simplicity of using a vertically moving .
==Articles==
*Two-stop elevators
*Multi-stop elevators
*Advanced elevators — extra features for elevators, such as counterweights and multi-part sliding doors
==Entities==
* — moves along an axis between two points; mainly useful for two-stop elevators
* — moves between several points (see Trains); the easiest entity for multi-stop elevators
* — moves between two positions and can't stop mid-way; only useful for two-stop elevators
* - can move between multiple floors and is required to establish necessary navigation mesh flow.
==Notes==
*Doors can be attached to an elevator by parenting them to the elevator.
*Some logic entities may be required, especially for multi-stop elevators.
== See also ==
* :Category: Level Design
==External links==
*Creating a Working Elevator Tutorial: Adding Sounds 
*Creating a Working Elevator Tutorial: Adding Doors 
*Creating a Working Elevator Tutorial: The Basics 
*HL2 4-floor Elevator Tutorial (sdknuts) 
*[TUTORIAL] The Elevator Trifecta (TF2Maps.net)
*+2 stop elevator (VERC) 
Category:Hubs
Category:Level Design
Embedding Lua in the Source Engine

Andrew Charles Parker McWatters (andrew@andrewmcwatters.com), 2010
Software Development Manager, Planimeter
== What is Lua? ==
Lua is a powerful, fast, lightweight, embeddable scripting language.
Lua combines simple procedural syntax with powerful data description constructs based on associative arrays and extensible semantics. Lua is dynamically typed, runs by interpreting bytecode for a register-based virtual machine, and has automatic memory management with incremental garbage collection, making it ideal for configuration, scripting, and rapid prototyping.
Find out more about Lua on here.
== Overview ==
Lua is currently the leading scripting language in games, and for Steam users, is synonymous with Garry's Mod. Unfortunately, Garry's Mod isn't open source. However, Half-Life 2: Sandbox is currently the leading open source project dedicated to bringing the developer community a method for embedding Lua into their mod nearly seamlessly, and this article will explain how.
Half-Life 2: Sandbox uses a pure variant of Lua, different than Facepunch's implementation of the language, which has restrictions on many libraries, and modified syntax for C++ styled comments. Half-Life 2: Sandbox goal is to provide a neutral, clean, standardized and well documented code base for interfacing with Lua, unlike articles seen within the Valve Developer Community such as the LuaBind oriented Lua tutorial or Adding Lua article.
== Implementation ==
=== Files ===
* luamanager.cpp
* luamanager.h
=== Installation ===
The Lua manager scripts found in the Half-Life 2: Sandbox source code were written generically so they could be added to any mod.
* While working with a mod's source code, rather than a plugin, the files above should be placed within src/game/shared
* In the project files, place both the luamanager.cpp and luamanager.h in the Source Files filter
* Compile the binaries
* Simply add the precompiled lua51.dll to the mod's bin folder!
== External links ==
* Lua: about
* lua-users wiki: Binding Code To Lua
* Half-Life 2: Sandbox's google code page
Category:Scripting