nyuuzyou/wikis huggingface dataset:
Radiator

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== Information ==
Radiator is a series of experimental semi-episodic short-form single player mods for Half-Life 2 with unorthodox gameplay mechanics used to artistic ends - the first person shooter without any shooting. It follows a semi-episodic release schedule: each "volume" is divided into three (3) issues released over several weeks. The maps are packaged together for thematic purposes and also because it's simply more convenient.
=== More Matter (volume 1) ===
THEMES: The short story, play, and poem. First loves. California. Psychological repression. New Orleans. The racket that is couples counseling. Being young, being old. Gay marriage. Homeostasis. Government bureaucracy. Acoustic guitar, contemporary piano, and death metal.
*Polaris (June 2009): You're stargazing in central California on what could totally be both the lamest and the cheapest date ever.
*Handle with Care (July 2009): You're struggling to repress stressful memories while your worthless husband moans and whines to that equally worthless marriage counselor.
*Much Madness (July 2009): You're trapped on a sinking submarine in the Gulf of Mexico - oh, and the ghost of Emily Dickinson won't stop talking. Maybe drowning isn't so bad?
=== Second Space (volume 2) ===
THEMES: Self-reflexivity, cerebral play, and the "second space" of our minds.
*Being Adam Foster (late 2009) You're Adam Foster, celebrity level designer. Men want to be you and women... uh, did I mention that men want to be you?
*A Man's Home (late 2009) The true story behind the fire at the Bannerman Island Arsenal.
*Little Boxes (late 2009) Foreclosures in the wild western deserts of France.
== Video ==
* Radiator 1-1, Polaris (teaser) via YouTube (hi-def)
== Download ==
* List of download mirrors.
== See also ==
* Official website
* 
Category:Single Player Mods
Radio console commands (Counter Strike: Global Offensive)

== List of radio console commands ==
Very same commands which you can find behind radio, radio1, radio2 and radio3 menu.
Console commands	Chat phrases
cheer 	Cheer!
compliment 	Nice!
enemyspot 	Enemy spotted.
fallback 	Team, fall back!
followme 	Follow Me.
go 	Go go go!
holdpos 	Hold This Position.
inposition 	I'm in position.
needbackup 	Need backup.
negative 	Negative.
roger 	Roger that.
sectorclear 	Sector clear.
sticktog 	Stick together, team.
takepoint 	You take the point.
thanks 	Thanks!
Category:Counter-Strike: Global Offensive
Radio console commands (Counter Strike: Source)

== List of radio console commands ==
Very same commands which you can find behind radio1, radio2 and radio3 menu.
Console commands	Chat phrases
coverme 	Cover Me!
takepoint 	You take the point.
holdpos 	Hold This position.
regroup 	Regroup Team.
followme 	Follow Me.
takingfire 	Taking fire...need assistance!
go 	Go go go!
fallback 	Team, fall back!
sticktog 	Stick together, team.
getinpos 	Get in position and wait for my go.
stormfront 	Storm the Front!
report 	Report in, team.
roger 	Roger that.
enemyspot 	Enemy spotted.
needbackup 	Need backup.
sectorclear 	Sector clear.
inposition 	I'm in position.
reportingin 	Reporting in.
getout 	Get out of there, it's gonna blow!
negative 	Negative.
enemydown 	Enemy down.
Category:Counter-Strike: Source
Radshadowman

This is a command-line program developed by Scott to generate a .rad file containing a "forcetextureshadow" entry for every prop currently in your map.
Command line usage is as Follows: RadShadowMan.exe "input"
This program can be executed by hammer on the top of your compile list every time you compile your map allowing you to freely add custom props, or props not specified in lights.rad to your map and not have to worry about updating your entry list to make it cast proper shadows.
This will overwrite any current "mapname.rad" file you may currently have in your maps folder.
It will currently create an entry for every model regaurdless of whether or not it is translucent/alphatested
To use this in Hammer:
*Extract the program wherever you like.
*Go to "Expert Mode" if you aren't already using it.
*Click "new" and move the newly created command to the top of the list.
*Click "Cmds" then "Executable" and browse to wherever you extracted the program.
*Under Parameters, simply add "$path\$file.vmf" without quotes.
*You can then run the stack and never have to worry about texture shadow entrys again.
== External links ==
Radshadowman on tf2maps.net 
Radshadowman Download Mirror 
Category:Third Party Tools
Ragnarok Arena

It's 1998. You've been playing sidescrolling platform games since what seems like the incarnation of computer gaming. Sure you've played Evil this, Earthquake that, but most games up until this point have lovingly involved a 2d plane. Then, games like Metal Gear Solid and Half Life come out. The face of gaming changes forever. You are happy.
It's 2008. You've been playing FPS games since what seems like the incarnation of PC gaming. Your three hundred dollar graphics card renders in multiple shades of brown. Your monitor can display 32 million colors of retina-burning blooming brown. You've been to underground temples, sewers and caves (brown), ww2 trenches and ruined cities (brown) and post apocalyptic wastelands (brown). It's time for a change.
A sidescrolling, platforming multiplayer deathmatch - A randomly dispersed armory of more than twenty classic and original weapons from across the history of fragging and levels that capture the true essence of a sidescroller: Insane and without logic.
Utilizing the latest Valve Source engine, Ragnarok Arena Remastered aims to bring you the latest and greatest in sidescrolling deathmatch gameplay. Featuring larger maps, vibrant graphics and crowd pleasing technologies that have been around since 2004, RAR aims to bring Ragnarok Arena kicking and screaming into the twenty first century. And best of all, if you own any Source game that supports the Source SDK Base; well, you can play RAR. No Orange Box required! And no longer is it a simple remastering, this is the sequel to sidescrolling insanity.
Forget your third dimension - Welcome to the Ragnarok Arena. Part II.
Arena Harder.
==Features==
* A new way to play: Fast Paced Sidescrolling Deathmatch
* 20 new weapons, from stale bread products to multi-use assault rifles
* Over eight arenas of desturction
* Random Weapon and Item spawns ensures no match is exactly the same.
==Team==
Daniel "Ackart" Glenn:
Coding, Mapping, Textures and General Development
James "Minuit" Marchant:
Coding, Maps, Textures, Modeling and Sound assitance
==External links==
* Official Website
* 
Category:Multiplayer Mods
Category:Released Mods
Rail Platform

Rail platforms are used in Portal 2 instead of Portal's "unstationary Scaffold". They Consist of one dynamic prop, a couple of static ones, two path_tracks one Func_tracktrain and a func_brush.
==Creating the Moving Platform==
===Step 1: Models===
The platform consists of a prop_dynamic.
Property 	Value
Name 	laserplatform_model
World Model 	models/anim_wp/arm_interior_192/arm_interior_192.mdl
Default Animation	laserplatform
And for the rails, place some prop_statics with the Model: "models/anim_wp/arm_interior_192/motionplatform_rail_128.mdl"
===Step 2: The train===
First, Create two Path_tracks: Name them laserplatform_path1 and laserplatform_path2. place them along the rail models you placed in the previous step. 
Now, create a nodraw brush at the bottom of your platform, press CTRL + T to tie it to an entity, make it a func_tracktrain and name it "laserplatform_train". Move its origin to your first path_track. give it these values:
Property 	Value
first stop target	laserplatform_path1
Max Speed 	75
Change Angles 	Never (Fixed orientation)
At last, change the 'parent' Value of your prop_dynamic to your train.
===Step 3: Making the platform Collide===
The model we used previously has no collision mesh, therefore we have to create a func_brush with the 'Invisible' texture applied and 'solidity' set to 'Always Solid'. Change its parent too. 
===Step 4: making the platform start and stop===
To start or stop the platform, Create a trigger of some kind (I used a prop_floor_button, placed ontop of the platform) and give it these outputs:
My Output Named 	Target Entity 	Input 	Value
<Insert output here>	laserplatform_train	setspeed	75
<Insert output here>	laserplatform_train	stop 	-
Random number

There is no built-in entity to generate random numbers in Valve's games.
However, you can use logic_case's PickRandom input to trigger one of up to sixteen random outputs.
== IUniformRandomStream ==
 //-----------------------------------------------------------------------------
 // A generator of uniformly distributed random numbers
 //-----------------------------------------------------------------------------
 class IUniformRandomStream
 {
 public:
 	// Sets the seed of the random number generator
 	virtual void	SetSeed( int iSeed ) = 0;
 
 	// Generates random numbers
 	virtual float	RandomFloat( float flMinVal = 0.0f, float flMaxVal = 1.0f ) = 0;
 	virtual int		RandomInt( int iMinVal, int iMaxVal ) = 0;
 	virtual float	RandomFloatExp( float flMinVal = 0.0f, float flMaxVal = 1.0f, float flExponent = 1.0f ) = 0;
 };
This is a random generator included in the source SDK, which allows you to generate random numbers, for instance to choose a random spawn point within an area:
 CEmpSpawn *picked = candidates[random->RandomInt(0, candidates.Count() - 1)];
random is a global set up in the initialization of the source SDK. Note the - 1; RandomInt(0,1) includes the upperbound, unlike its counterpart in the C++ stdlib and boost libraries. This upper bound behaviour can be readily tested by putting this anywhere you know will run:
 for (int i = 0; i < 50000; ++i) {
 Assert(random->RandomInt(0, 2) < 2);
 }
Category:Source
Category:C++
Randomizing Control Point Owners

Randomizing control point owners is an option for control point map creators who would like to add unexpected elements to their styles of play.
== How to ==
One way to factor random elements into a control point map is through the use of the logic_case entity and its PickRandom input.
To start, the map will need at least one capture point. Then add in the logic_case with an OnCase output set for each possible outcome. Under every OnCase output group, each targeted control point needs to receive two commands:
1) A SetOwner input, targeted at the team_control_point entity, to determine who the owner becomes in the chosen case.
2) A Skin input, targeted at the prop_dynamic or the base entity, which tells that model to change its skin according to the new capture point owner.
Example (See image at right): If there are two teams to differentiate between, 1 and 2, there are four owner outcomes: 1-1, 2-2, 1-2, and 2-1. Thus there would be four OnCase outcome sets. Because there are then two control points to randomize, each OnCase group consists of four outcomes, two for SetOwner inputs and two for Skin inputs.
== Plugging into the randomizer ==
Obviously the randomization system is not going to function if it does not have an external entity to instigate randomization. There are two possibilities for this:
1) Use the OnRoundStart output of the logic_timer entity to randomize a point's owner at the beginning of a game:
My output named OnRoundStart, target entities named <<name of randomizing logic_case>>, via this input PickRandom
2) Use the OnCapTeam1 and OnCapTeam2 outputs of the trigger_capture_area of one of the control points to instigate randomization when a team captures a specific point:
My output named OnCapTeam1, target entities named <<name of randomizing [[logic_case]>>, via this input PickRandom
My output named OnCapTeam2, target entities named <<name of randomizing [[logic_case]>>, via this input PickRandom
== Advantages ==
Because this system adds an unexpected element into the CP-type gameplay, there are a number of benefits that come along with it.
First of all, the idea that a player has a chance of putting him or herself into an adverse situation through simply moving along with the game encourages hesitancy, which in turn demands more suspenseful gameplay.
Randomization also helps to balance teams without rearranging players according to skill level. In any given game, one team may be better or worse than the other, but because the tables can turn in any situation, skill differences are in large part negated.
== Disadvantages ==
Unfortunately, the current version of the Source Engine cannot handle certain applications of this system (such as with the logic_timer in many cases) because many parts and entities are prone to glitches when combining entities in such a way as this tutorial proposes.
== Examples ==
Currently, there aren't any maps that utilize this system, but it is easy enough to download a demo .vmf from this noted link: .
Category:Level Design
Category:Team Fortress 2
Ravenholm's Own

==Story Overview==
'Ravenholm's Own' is a 3rd party mod for HL2. The story revolves around the player, Johnny Anderson. Johnny was on a mission with a squad to clear out Ravenholm when the squad were ambushed. The player has been infected with a headcrab poison. The player must find the squads medic to heal himself before the poison fully takes over. You play like a schizophrenic, with Johnny Anderson, the resistance member, on one hand and the headcrab on the other. You encounter some situations where sometimes your biggest enemy is not the zombies. Expect some extremely interesting, untried gameplay.
==Mod Features==
* Brand new in-depth storyline
* New weapons
* Custom models and a Custom player model
* Excellent mapping
* A 25+ minute storyline with 3 chapters
==History==
This mod started out as a single 'Scare Map' just designed to scare people a little (Like the opening maps of Missing information mod) but then it evolved. Pyronite created a storyline and so this was too big for a single map. When we finally worked out how big this was going to be, it needed to be a mod in its own right. We setup the mod website and got to work on adding it to moddb. We have had a few problems with sorting the team and getting the new weapons done, but DinCahill has taken up that challenge in creating a stunning XM8 model that is pictured right.
==Credits==
*Story created by: Oli 'Pyronite' Bates and James 'Superblade' Restall
*Mapping by: Matt 'MattyW' Wehrle and Ross 'AliaSLesS' Hardy
*Modeling by: Din 'DinCahill' Cahill
*Coding: Ed 'Rabidzombie' Shaw and Matt 'MattyW' Wehrle
*Animating: 'Cat'
*Public Relations: James 'Superblade' Restall & 'Curbspaget'
==Links==
* The Mod Official Site
* The Mod Team Official Site
*
Ravenholm: The Lost Chapter

==Overview==
Ravenholm: The Lost Chapter is a level expansion of the Ravenholm story arc that started with Half-Life 2. The story revolves around the Combine's current use of the town as a dumping ground for failed experiments carried out on the citizens of City 17. While trying to free himself from the town's grasp, Gordon encounters the mysterious failed experiments as well as the unwilling inhabitants that roam the streets.
==Features==
* New storyline that is a continuation of the horrors experienced in the desolate town of Ravenholm.
* New mysteries revolving around Gordon, the Combine, and the citizens of City 17 to discover.
* Trademark atmosphere of Ravenholm returns to terrify and disturb.
* Released: June 8, 2006.
==Credits==
Story and level design by Anthony Nichols based on the story of Ravenholm by Valve Software.
==Screenshots==
Image:RLC.jpg|The town of Ravenholm as portrayed in Ravenholm:The Lost Chapter
Image:Rlc001.jpg|The rejected citizens capture Gordon Freeman
Image:Rlc002.jpg|The combine make chase
Image:Rlc004.jpg|The town of Ravenholm as portrayed in Ravenholm:The Lost Chapter
==Links==
* Official Site
*Fileplanet Hot File for 6/2006
*Planet Half-Life Level of the Week for 06/24/2006
Category:Single Player Mods
Ravenholm mod

== Introduction ==
Developed in the Czech Republic by Lord Games, Ravenholm is a single-player modification based around the terrifying atmosphere, visuals and gameplay from the Half-Life 2 chapter of the same name. With a different and greatly expanded story and many new locations, you will find yourself battling many more zombies, headcrabs and more in a bid to free the town from this horrific, nightmarish infestation.
== Updates ==
* On Jan 6th, 2019, Ravenholm would be patched to work with .
* Between May 31st, 2006, and Feb 14th, 2006, the game would receive language translations for Spanish, French, German, and Russian 
* On Jan 21st, 2006, Ravenholm 1.0 would be released.
== Screenshots ==
		
== See also ==
* Ravenholm website (English) - includes downloads and links to French, German, Polish, Russian and Spanish translation packs.
* Download
* Eye of the Storm, Ravenholm's sequel
Category:Single Player Mods
Ray t

A structure that has a starting point, a direction and a length that represents a line that has a starting point, and extends infinitely in one direction.
== Members ==
	VectorAligned m_Start;	// starting point, centered within the extents
	VectorAligned m_Delta;	// direction + length of the ray
	VectorAligned m_StartOffset;	// Add this to m_Start to get the actual ray start
	VectorAligned m_Extents;	// Describes an axis aligned box extruded along a ray
	bool	m_IsRay;	// are the extents zero?
	bool	m_IsSwept;	// is delta != 0?
== See also ==
http://en.wikipedia.org/wiki/Line_(mathematics)#Ray
Category:Structures
Category:Helpers
Recovering a Corrupted VMF

Due to how works, it is possible to corrupt a VMF file very easily. When this happens, you are unable to compile it, or even open it in Hammer. This often happens when you accidentally insert quotation marks into a text field, a mistake incredibly common and easy to make, or can happen when saving a map at a precise time. This article will cover how to recover a VMF that has been corrupted.
==Fixing misplaced quotation marks==
By far the easiest way to corrupt a VMF, placing quotation marks in any text box will cause Hammer to get incredibly confused, as it reads those quotation marks as the end of a field, and then reads the characters following those marks as commands or parameters, and when it does not recognize those characters, Hammer crashes. This prevents the VMF from being opened in Hammer, and must be solved by manually removing the quotation marks via a text editor. 
The first step is locating the problem. Attempt to open your map and take a screenshot of the error. Hammer will tell you what line the issue is. Next, preferably using or , open your VMF file in any text editor. Navigate to the line indicated in the error message, find the invalid quotation marks, then delete and save for VMF file. If you did this correctly, this should have fixed the issue and your VMF should be editable again in Hammer.
Category:Hammer
Rect t

A rectangle with a two-int point location (the upper-left-hand corner) and an int width and height.
 struct Rect_t
 {
 	int x, y;
 	int width, height;
 };
==Example==
A rectangle whose upper-left-hand corner is at (3, 4) and whose bottom-right-hand corner is at (5, 6) would be constructed like this:
 Rect_t rect = { 3, 4, 5-3, 6-4 };
Similarly, a rectangle starting at (3, 4) with width 2 and height 2 would be constructed like this:
 Rect_t rect = { 3, 4, 2, 2 };
Category:Helpers
Category:Structures
Redemption (Goldsource)

== Story ==
It was written in the ancient scrolls of Xian, that during the last Crelat of Xen time, a portal would be opened between two universes and a being would cross the void and cause the second re-birth of Nihilanth, and all Xen would be drained of their lifeblood, their knowledge. And that, in this time, the Xen race would be oppressed by the armies from the far side of the portal.
It was also written that once the portal was opened, a human known as Freeman would cross the galactic transverse into Xen space, and set free the three sacred Telnorps, the guardians of the gate who had been captured from the ancient enemies of the Xen, the Zan from the Theldran galaxy. 
And so it was that the prophecy came to pass, and the weakened Xen were powerless to resist an onslaught from the Zan. In the dawn of the first Ashaan of Xen time, the elders of the high council sanctioned an uneasy alliance with the perpetrators of the impending disaster, the Human race, in order to restore the sacred telnorps, and thus sealing the Zan gateway….. forever. 
The ambassador of the alien Investigation unit on earth was called upon to "redeem" the situation by employing the use of the very individual who had inadvertently caused the situation. 
== See also ==
* WantedHL
== External links ==
* AtomicGamer - The official download site (ex 3ddownloads.com, ex telefragged.com).
Category:Single Player Mods
Redemption (Source)

Redemption is a total conversion for Half-Life 2 currently being developed by Steve Montgomery (AKA FlashJackson). It is designed to be an expansion story for the story within Half-Life and Half-Life 2.
Redemption is the story of a scientist named Paul who is captured by the soldiers about the time they start looking for Dr. Gordon Freeman in Half-Life. He is recruited (well forced actually) to infiltrate Sector E, where a group of scientists are protected by a security system that has already taken out two special forces teams. His job is to infiltrate Sector E and turn off the security system. 
Through some very interesting plot twists, Paul ends up stuck in Sector E for 12 years. When he wakes up, the world has changed, and now he must support a revolution in someplace called City 17.
The game will feature maps in both Black Mesa Research Facility and City 17. It will focus on creating a good pace of creative problem solving and intense combat. New weapons and enemies will be introduced throughout the game. A few old ones will be re-introduced, like the Gluon Gun and Tau Cannon. Also, appearances from Kleiner, G-Man, Barney, and Alyx will mark key points in the game.
Visit the website for more details. 
Right now, this mod is being worked on 100% by Steve Montgomery. The goal is to release the mod in chapters (or episodes) that can be completed in a reasonable time frame. Steve is maintaining a blog on the website as well as a tutorial section to share information he learns throughout the process.
Redemption Mod Web Site
Category:Dead Mods
Reference mesh

In , a Reference mesh (sometimes body, envelope or skin) defines some or all of a model's rendered geometry. It is stored in a 'reference SMD' file together with skeleton and UV map data.
== Facets ==
;UV maps
:The UV map defines how the mesh's material is deformed to fit it.
;Levels of detail
:A reference mesh is commonly replaced by lower-detail meshes at distances with $lod to improve performance. See LOD Models.
;Envelopes
:A reference mesh is enveloped to the bones of a model's skeleton to allow for animation.
;Weight maps
:See weight map.
== Implementation ==
There are three QC commands related to reference meshes:
;$body
:A basic reference mesh.
;$model
:A reference mesh with facial animation.
;$bodygroup
:A reference mesh or group of reference meshes that can be switched between or off.
;$lod replacemodel
:A low-detail reference mesh that replaces another at the $lod's specified distance and above.
Category:Source
Category:Modeling