nyuuzyou/wikis huggingface dataset:
Director's Cut

(often abbreviated as ) is a community-driven filmmaking mod for the . Development is uncertain and it was last in a pre-alpha stage.
The goal of the project is to develop an open-source and actively maintained alternative to that can be provided as both a mod and as a tool for developers. 
== Contributors ==
List of active contributors as of July 16 2024:
* KiwifruitDev - Project Lead; Programming, Community Management, Public Relations, Technical Support
* FLARE145 - Logo Design
* Flynnyt03 - Community Management
* nuppington - Community Management
== History ==
The project began development in May 2022 after discussion in the community regarding the desire for an open-source filmmaker. A prototype was revealed on August 22 2022.
On March 6 2022, the base was switched from to .
An early beta app was published to on March 14 2023.. The last update published to was on March 16 2023.
An attempt was made to license for the project alongside a public release, however, the request to license the engine was declined, and due to its similarity to , the software was ultimately not permitted to release on .
From June 2023 to September 2023, development was on hiatus until it had been reset in October 2023 after switching its base to .
On October 23 2023, the branch was switched from to , and support was dropped.
There was a progress update on April 17 2024 that stated Director's Cut was in pre-alpha and approximately 13% complete.
A programming roadblock was reached during development on June 18 2024, causing the project to be temporarily cancelled.
On July 14 2024, a new logo design from FLARE145 was implemented while future progress remains uncertain.
As of July 16 2024, a proper team is being formed to continue development.
== Implementation as a tool ==
Because the Source SDK does not provide an for engine tools to be created, Director's Cut relies on game code to function.
Due to this limitation, some features are unavailable, such as use of the DMX CDmElement API.
Despite not being a native engine tool, Director's Cut can function as an add-on for developers.
The source code for Director's Cut can easily be merged into existing mods, and instructions are available on GitHub.
== Features ==
== Usage ==
== See also ==
* 
== References ==
 . X (Twitter). Retrieved July 16 2024. Published July 14 2024.
 . X (Twitter). Retrieved April 19 2024. Published April 17 2024.
 . X (Twitter). Retrieved September 15 2023. Published June 24 2023.
 . X (Twitter). Retrieved June 18 2024. Published June 18 2024.
 . X (Twitter). Retrieved July 16 2024. Published July 16 2024.
 . GitHub. Retrieved April 23 2024. Published October 9 2023.
 . X (Twitter). Retrieved July 16 2024. Published August 22 2022.
 . X (Twitter). Retrieved July 16 2024. Published March 6 2022.
 . X (Twitter). Retrieved July 16 2024. Published March 16 2023.
 . X (Twitter). Retrieved July 16 2024. Published March 14 2023.
 
Category:Open source mods and games
Director base.nut

This is the official director_base.nuc decrypted with Vice3 on Left 4 Dead 2.2.2.0 Update 3 and may be updated at any time.
//======== Copyright (c) 2009, Valve Corporation, All rights reserved. ========
//
//=============================================================================
printl( "Initializing Director's script" );
DirectorOptions <-
{
	finaleStageList = []
	OnChangeFinaleMusic	= ""
	function OnChangeFinaleStage( from, to)
	{
		if ( to > 0 && to < finaleStageList.len() )
		{
			OnChangeFinaleMusic = finaleStageList[to];
		}
	}
	MaxSpecials = 2		
}
// temporarily leaving stage strings as diagnostic for gauntlet mode
DirectorOptions.finaleStageList.insert( FINALE_GAUNTLET_1, "FINALE_GAUNTLET_1" );
DirectorOptions.finaleStageList.insert( FINALE_HORDE_ATTACK_1, "Event.FinaleStart" );
DirectorOptions.finaleStageList.insert( FINALE_HALFTIME_BOSS, "Event.TankMidpoint" );
DirectorOptions.finaleStageList.insert( FINALE_GAUNTLET_2, "FINALE_GAUNTLET_2" );
DirectorOptions.finaleStageList.insert( FINALE_HORDE_ATTACK_2, "Event.FinaleWave4" );
DirectorOptions.finaleStageList.insert( FINALE_FINAL_BOSS, "Event.TankBrothers" );
DirectorOptions.finaleStageList.insert( FINALE_HORDE_ESCAPE, "" );
DirectorOptions.finaleStageList.insert( FINALE_CUSTOM_PANIC, "FINALE_CUSTOM_PANIC" );
DirectorOptions.finaleStageList.insert( FINALE_CUSTOM_TANK, "Event.TankMidpoint" );
DirectorOptions.finaleStageList.insert( FINALE_CUSTOM_SCRIPTED, "FINALE_CUSTOM_SCRIPTED" );
DirectorOptions.finaleStageList.insert( FINALE_CUSTOM_DELAY, "FINALE_CUSTOM_DELAY" );
DirectorOptions.finaleStageList.insert( FINALE_CUSTOM_CLEAROUT, "FINALE_CUSTOM_DELAY" );
DirectorOptions.finaleStageList.insert( FINALE_GAUNTLET_START, "Event.FinaleStart" );
DirectorOptions.finaleStageList.insert( FINALE_GAUNTLET_HORDE, "FINALE_GAUNTLET_HORDE" );
DirectorOptions.finaleStageList.insert( FINALE_GAUNTLET_HORDE_BONUSTIME, "FINALE_GAUNTLET_HORDE_BONUSTIME" );
DirectorOptions.finaleStageList.insert( FINALE_GAUNTLET_BOSS_INCOMING, "Event.TankMidpoint" );
DirectorOptions.finaleStageList.insert( FINALE_GAUNTLET_BOSS, "FINALE_GAUNTLET_BOSS" );
DirectorOptions.finaleStageList.insert( FINALE_GAUNTLET_ESCAPE, "" );
	
function GetDirectorOptions()
{
	local result;
	if ( "DirectorOptions" in DirectorScript )
	{
		result = DirectorScript.DirectorOptions;
	}
	
	if ( DirectorScript.MapScript.rawin( "DirectorOptions") )
	{
		if ( result != null )
		{
				DirectorScript.MapScript.DirectorOptions.setdelegate( result );
		}
		result = DirectorScript.MapScript.DirectorOptions;
	}
	if ( DirectorScript.MapScript.LocalScript.rawin( "DirectorOptions") )
	{
		if ( result != null )
		{
			DirectorScript.MapScript.LocalScript.DirectorOptions.setdelegate( result );
		}
		result = DirectorScript.MapScript.LocalScript.DirectorOptions;
	}
	if ( DirectorScript.MapScript.ChallengeScript.rawin( "DirectorOptions" ) )
	{
		if ( result != null )
		{
			DirectorScript.MapScript.ChallengeScript.DirectorOptions.setdelegate( result );
		}
		result = DirectorScript.MapScript.ChallengeScript.DirectorOptions;
	}
	
	return result;
}
Disassembler

Disassembler is where coop maps end.
==Instance==
1.) 
Create a func_instance with the following settings:
::
Property Name	Value
Name 	coop_endlevel_room
VMF Filename 	instances/coop/coop_endlevel_room.vmf
 
2.) Create a Coop Door, and line them up.
==Manual Creation==
N/A
Category:Portal 2 Level Design
Category:Portal 2 Tutorials
Discouragement Field

The Discouragement Field or Laser Field is a special energy field in which blocks only the player (instantly killing them), not other objects. It can be considered as the counterpart to the Emancipation Grid.
== Manual Creation ==
For this tutorial we're going to create a Laser Field with a width of 128 units.
Select the tools/toolsnodraw texture and create a 128w 1l 128h block brush.
Now click Shift + A to open the Texture Application Tool, select the front and the back face of the brush, apply the effects/laserplane texture and click "Fit". 
Next, tie the brush to an entity by clicking the toEntity button on the lower right side of the Hammer Interface and make it a with the following settings:
::
Property Name	Value
Name 	deathfield1_brush
Render FX 	Constant Glow
Solidity 	Never Solid
Now, we want the Laser Field to kill the player when they try to pass through it.
For this, create a 128w 2l 128h block brush that overlaps the first brush you made, apply the tools/toolstrigger texture to every face and make it a with these settings:
::
Property Name	Value
Name 	deathfield1_trigger
Damage 	1000
Damage Cap 	1000
Damage Type 	ENERGYBEAM
And of course, make sure the Clients flag is enabled, otherwise, it won't work.
To make it look like the lasers aren't just coming out of nowhere, create two entities. 
One to the left and one to the right of the Death Field brush.
Select the model models/props/fizzler.mdl and set the skin to "2".
Now create an and place it roughly in the middle of the brush.
Use the following settings:
::
Property Name 	Value
Name 	deathfield1_sound
Sound Name 	LaserGreen.BeamLoop
Volume 	4
SourceEntityName	deathfield1_brush
The flags Start silent and Is NOT looped must be disabled!
Alright, the Laser Field itself is ready to be used in-game now, but for sure you want to use the possibility of turning it on and off in your map.
For this example we will use a . Name it something like "button" and create the outputs:
::
	My Output 	Target Entity 	Target Input	Parameter	Delay	Only Once
	OnPressed 	deathfield1_brush 	Disable 	 	0.00 	No
	OnPressed 	deathfield1_trigger	Disable 	 	0.00 	No
	OnPressed 	deathfield1_sound 	StopSound 	 	0.00 	No
	OnPressed 	deathfield1_light 	TurnOff 	 	0.00 	No
	OnUnPressed	deathfield1_brush 	Enable 	 	0.00 	No
	OnUnPressed	deathfield1_trigger	Enable 	 	0.00 	No
	OnUnPressed	deathfield1_sound 	PlaySound 	 	0.00 	No
	OnUnPressed	deathfield1_light 	TurnOn 	 	0.00 	No
Congratulations! You have created a fully functional Laser Field for use in your map!Category:Portal 2 Level DesignCategory:Portal 2 Tutorials
DispGen

This program will create a Half-Life 2 displacement map from a image. It can read common image formats along with 16-bit grayscale TIFF and PGM images. 
It uses a scaling algorithm. This generates a better image if the size of terrain is significantly different from the size of the texture image.
 
Alpha maps can be generated using images, based on the height of the texture or based on the slope (0° to 90°)
 
 includes an algorithm (jokingly described as 'pat. pending') for fixing texture stretching on the vertical parts of the terrain. 
Note: This user found an issue using .vmf files generated by Dispgen. The map would not save user visgroups. When re-opened all user visgroups would be erased (though the content of the visgroups would not be erased). Any content inside user visgroups that was saved while the visgroup was unchecked was automatically placed in an "_orphaned hidden" user visgroup by Hammer. The solution was to copy the displacement brushes out of the Dispgen-generated .vmf file and paste them into a new .vmf file made from scratch. 
==Cannonfodder's other source engine tools==
*
*
*
*
==See also==
* DispGen homepage
* Terrain Generator
* Digital Elevation Models - tutorial on converting publicly available terrain heightmaps of the into Source displacement maps.
Category:Third Party Tools
Category:Displacements
Displacement luxel density

This is not a bug. Displacements have a maximum luxel density based on the size of the displacement. Each displacement is limited to lightmap resolutions of 124x124. If you make very large displacements, you'll find that you cannot make small luxel sizes on the displacement. One solution is to split any large displacements into multiple smaller ones and then sew them together.
See Displacement for more information on how to create, edit, clip and sew displacements.
Category:Hammer
Category:Level Design FAQ
Dissolution

Dissolution is a science-fiction mod that mixes adventure and action game-play.
It focuses on delivering a mod with exciting gameplay, a complex plot, and plenty of interesting environments to explore.
== Story ==
Set in the year 2089, in a universe dominated by a mega corporate entity, Xterrier, the player awakes in a hidden lab to the voice of the mysterious Wilson. Guided by Wilson, the player must make their way through the ravaged Xterrier 581c colony, making use of any and all resources they can get their hands on in order to survive, all the while attempting to piece together the events leading to the colony's collapse and their own identity.
== Key features ==
*PDA Audio Logs — Get a glimpse of the story and the people who lived at Xterrier 581c by listening to the recorded audio logs.
*Complex plot — Dissolution features a layered plot told through PDA audio logs, feelings, and the environment itself. 
*Survival gameplay — You will have to scavenge and conserve to survive. Ammo is sparse and your supplies are limited. You will need to make every shot count and collect every ammo box you can in order to survive Xterrier 581c. 
*Exploration —The more you explore, the better your chances. Dissolution provides an expansive and unique world for the player to explore and rewards explorers with additional supplies, health, and audio logs. 
*Atmospheric soundtrack — Dissolutions features a dark but intriguing soundtrack that compliments in-game events and atmosphere.
== Links ==
* Official site
Dissonance

Dissonance is a Half-Life 2: Episode 2 modification that combines the frenetic action of a rhythm game with the strategic choices of a strategy game. The player takes the reins of either the Metal genre and its medieval barbarians or the Techno genre and its futuristic force of robots in an effort to raise an army, dominate the airwaves, and conquer the other, lesser form of music. In addition, both factions in Dissonance have a unique soundtrack that dynamically reflects the strength of that faction and its actions during the game. During combat, these two musical styles meld into a single harmonious battle that players can hear as well as see.
== External links ==
* Homepage at Guildhall
* Download:
** ModDB (7zip archive)
** jasonhise.com (ISO disc image containing EXE)
** RapidShare via hlportal.de (EXE)
Dmxconvert

DMXconvert is a command-line SDK tool which converts DMX files. It can be found in all games, , , , as well as in various Workshop Tools.
An example usage is: converting regular DMX files using "encoding binary 3 format model 15" into others, such as plain text "encoding keyvalues2 1 format dmx 15".
This new Keyvalues 2 DMX 15 version could then be used in Blender Source Tools advanced Flex properties tab to copy the face flex rules from.
==Usage==
 dmxconvert -i <in file> [-ie <in encoding hint>] [-o <out file>] [-oe <out encoding>] [-of <out format>]
If no output file is specified, dmx to dmx conversion will overwrite the input
: -r argument does a recursive search if the in file specifies wildcards 
: -upconvert will auto-check out the files. If -i is not specified, it will operate on all DMX files}}
Supported DMX file encodings:
*keyvalues
*keyvalues2
*keyvalues2_flat
*keyvalues2_noids 
*binary
*binary_seqids 
*actbusy
*commentary
*entitylayer 
*vmt
*vmf 
*mks 
*tex_source1 
Supported DMX file formats:
*dmx
*movieobjects
*sfm
*sfm_settings 
*sfm_session
*sfm_trackgroup
*pcf
*gui
*schema
*preset
*facial_animation
*model
*ved
*mks 
*vmks 
*mp_preprocess
*mp_root
*mp_model
*mp_anim
*mp_physics
*mp_hitbox
*mp_materialgroup
*mp_keyvalues
*mp_eyes
*mp_bonemask
*tex 
*vtex 
*world 
*worldnode 
*virtualvolumetexture 
*vmap 
*vanim 
*animflags 
==Simple Drag and Drop bat file==
As is the case with many Command-Line only tools, usage might be confusing. So here is a simple Drag and Drop .bat file script which automatically converts whatever DMX you drop into the bat into a Keyvalues 2 DMX 15 version, creating a new DMX file with the _Keyvalues2 suffix.
::Game location that has the DMXconvert you want to use. Just main game folder.
SET Game_path=d:\programme\steam\steamapps\common\left 4 dead 2
::Don't change anything below here
"%Game_path%\bin\dmxconvert.exe" -i %1 -of dmx -oe keyvalues2 -o "%~dpn1_Keyvalues2.dmx"
==Converting particles==
Porting Particles from new games to old games (Csgo to Hl2) requires you to convert the pcf type.
As example, "Binary 5 PCF 2" to "Binary 2 PCF 1".
You must use the new game's DMXConvert to turn the particle to raw text file. (DMX/PCF Keyvalues2)
Once that is done, the old game's DMXConvert can turn that raw text into the desired Binary and PCF version.
Save this bat file on your pc, and set the "dmxconv_from" and "dmxconv_to" values.
Then drag and drop your particle onto this bat file. It will convert to Keyvalues 2, wait five seconds and to convert to Binary 2 PCF 1 and then close automatically.
SET dmxconv_from=F:\Programme\SteamLibrary\steamapps\common\Counter-Strike Global Offensive
SET dmxconv_to=F:\Programme\SteamLibrary\steamapps\common\Half-Life 2
::Don't change anything below here
"%dmxconv_from%\bin\dmxconvert.exe"	-i %1 -of pcf -oe keyvalues2 
timeout 5
"%dmxconv_to%\bin\dmxconvert.exe"	-i %1 -of pcf -oe binary 
==External links==
* DMX Model Utility Scripts - Includes a tool to automate encoding Model format DMX files with Dmxconvert without the need for bat files
Category:Modeling
Category:Tools
Dod camera (GoldSrc)

This entity is a special version of the trigger_camera entity for Day of Defeat. It is used to create cineastic cutscenes where the camera takes over the view of players.
==Key Values==
:
Value	Description
0 	normal
1 	Scope (20)
2 	Binoculars (50)
3 	Widescreen (110)
:
Value	Description
0 	normal
1 	black (instant fade out)
2 	fast fade out (2 sec)
3 	fast fade in (2 sec)
4 	slow fade out (4 sec)
5 	slow fade in (4 sec)
:
Value	Description
0 	Allies
1 	Axis
2 	Both
== Flags ==
Dod control point

This entity is usually represented visually by a flag (but is not required). In turn, it represents a capturable location within the map.
== Key Values ==
:
Literal Value	Description
0 	Neutral
2 	Allies
3 	Axis
 
:
== Flags ==
== Inputs ==
:
Literal Value	Description
0 	Neutral
2 	Allies
3 	Axis
== Outputs ==
== Enhanced FGD entry ==
Category:Custom FGDs
Replace the FGD entry with this to add the ability to preview custom flag models in , automatically set default capture sounds and, as well as provide additional SmartEdit descriptions.
Dod control point (GoldSrc)

In a game this entity is represented as a Flag. You can capture the flag by either touching the flag or it can be combined with a .
==Key Values==
:
Value	Description
0 	Yes
1 	No
:
Value	Description
0 	Yes
1 	No
:
Value	Description
0 	Neither
1 	Allies
2 	Axis
:
Value	Description 	Sprite path
0 	Neutral Flag 	
3 	Neutral Artillery	
6 	Neutral Bridge 	
9 	Neutral Radio 	
12 	Neutral Docs 	
15 	Neutral Truck 	
18 	Neutral Custom1 	
21 	Neutral Custom2 	
24 	Neutral Custom3 	
:
Value	Description 	Sprite path
2 	Axis Flag 	
5 	Axis Artillery	
8 	Axis Bridge 	
11 	Axis Radio 	
14 	Axis Docs 	
17 	Axis Truck 	
20 	Axis Custom1 	
23 	Axis Custom2 	
26 	Axis Custom3 	
:
Value	Description 	Sprite path
1 	Allies Flag 	
4 	Allies Artillery	
7 	Allies Bridge 	
10 	Allies Radio 	
13 	Allies Docs 	
16 	Allies Truck 	
19 	Allies Custom1 	
21 	Allies Custom2 	
25 	Allies Custom3 	
27 	British Flag 	
:By default: "%p captured the %n for the %t".
:Day of Defeat automatically replaces:
:*%p = by the name of the player.
:*%n = by the name of the control point.
:*%t = by the team of the player.
:e.g. If you have 3 control points numbered 1,2 & 3:
:*1= Left
:*2=Middle
:*3=right
:*-1 = default numbering
== Flags ==
Dod control point master

This entity controls and checks the status of the control points on the map to determine a winner. Also allows for a timed map to be set up that allows for one team or the other to win after a certain amount of time. This will even show a timer countdown box in the upper left corner of the HUD.
==Key Values==
:
Literal Value	Description
0 	No
2 	Allies
3 	Axis
==Inputs ==
==Outputs==
:
Dod object (GoldSrc)

This entity is used when you want a player to "Pick" an item up and "Use" it.
Examples:
*The document that has to be returned to your base.
*The TNT that has the be set at the correct point.
== Key Values ==
:
Value	Description
0 	Both
1 	Axis
2 	Allies
:
Value	Description
0 	Yes
1 	No
== Flags ==
Dod point relay (GoldSrc)

This entity is used to explicitly set which team holds a . It can be useful in a variety of situations, such as where the target flag cannot be touch-capped (either due to position or configuration). It is also useful for setting the status of a hidden flag in order to control scoring or spawn positions.
== Key Values ==
:
Value	Description
0 	Allies
1 	Axis
2 	Reset Point
Dog

Dog is one of the main characters introduced in Half-Life 2 and is described by Alyx Vance as being built by her father, Dr. Eli Vance, to protect her after the events at Black Mesa. Alyx has been "adding to him ever since" however and he has grown in size; he's now bigger than any adult human.
==Appearances==
Your first meeting with Dog takes place at Black Mesa East when Alyx takes you outside and teaches you how to use the Gravity Gun. The training session plays out as an elaborate game of catch with Dog throwing objects (with his own built-in gravity gun) for you to catch and toss back to him. The game is interrupted however when Scanners fly over and the area is blanketed with Headcrab Canisters. Dog helps you escape to Ravenholm.
He provides further assistance later in the game, during a fight through the streets of City 17 where he uses his intense strength to throw cars at attacking Combine soldiers before finally jumping on the back of a Dropship and being flown away, and nearer the end where he finds a way for you to sneak in to the Combine Citadel.
In Half-Life 2: Episode One dog returns for a brief period at the beginning of the game, digging Gordon out of the rubble. He then acts as an antenna for the videophone. He then later throws Gordon into the Citadel while inside an abandoned van.
In Half-Life 2: Episode Two Dog welcomes Gordon and Alyx at White Forest, and saves them from a strider. Later on, he will also try to kill a Combine Advisor who kills Eli Vance, but he only manages to scare it away, saving Gordon and Alyx.
==See also==
*
Category:Characters
Category:Half-Life Continuity
Dota 2 Addon Portal

Entry point into the Dota 2 modding section.
Dota 2 Script Functions
Dota 2 Scaleform Script Functions
Dota 2 Maps
Dota 2 Actions and Modifiers
Dota 2 Tooltip Formatting
Dota 2 Mapping Interoperability Standards
Incomplete list of resource names: http://hex6.se/dota/
----
IRC Channel: #dota2mods 
IRC Server: irc.gamesurge.net
Category:Dota 2 Workshop Tools
Dota 2 Map Interoperability

When making code to work with maps, it's often helpful to have map-specific data instead of trying to calculate "good" positions on a per-map basis. By adhering to these standards, you open up your map for usage on many more game modes, or allow your game mode to work out of the box with a lot of polished community maps.
This is a work in progress; if you have a suggestion please come discuss it on irc.gamesurge.net/#dota2mods, or open a thread on the talk page.
== AI Hints ==
Entities used by user-made AIs; these give hints to allow them to know what areas are strategically valuable, among other things.
Class 	Name 	Notes
info_target	ai_bottleneck	This node lets the AI know that there's a significant bottleneck here; examples of use for this are for setting up for teamfights and warding properly
info_target	obs_ward_hint	This node tells the AI that this is a good place to put an observer ward, or conversely is a place that should be checked when dewarding
info_target	juke_location	This node tells the AI that a location is abruptly out of vision for fog of war; these can be generally placed in woods and such.
== Game Logic Hints ==
Entities used by user-made game modes; these give the game mode information about your map so that the map can work better with varied modes. Note that these are generally logic_relays; this is to allow addons to communicate to the map that a certain point is being used, allowing the map to adapt dynamically to the game mode.
Class 	Name 	Notes
logic_relay	base_goodguys	Denotes an approachable position that is associated with the Radiant team. This is the place where CTF maps can put flag bases, for example; as such, it should be somewhat defended, but not so much that it's inaccessible for the other team.
logic_relay	base_badguys 	Denotes an approachable position that is associated with the Dire team. This is the place where CTF maps can put flag bases, for example; as such, it should be somewhat defended, but not so much that it's inaccessible for the other team.
logic_relay	spawn_ffa 	Denotes a location in which a player can spawn in a free-for-all game mode. These are helpful to avoid both spawn camping, as well as the problems with random spawning (such as being stuck in trees/on cliffs)
logic_relay	koth_marker 	Denotes a location in a position relatively equally accessible to both teams; this is used for king of the hill, and single-flag CTF.
Category:Dota 2 Workshop Tools