nyuuzyou/wikis huggingface dataset:
Framerate

Framerate represents how fast objects update their appearances. It is measured in Frames Per Second (FPS).
A framerate of 60FPS is considered "optimal", and 30FPS is the lowest acceptable figure, but the higher the better. A very low framerate (Around 25FPS and below) makes a game harder to play, because movement appears choppy and unrealistic.
The framerate is usually associated with the Graphics Processing Unit (GPU), although games are generally more CPU bound. The more objects on screen and the higher graphics settings you have enabled, the lower the framerate might be. You can get more performance by lowering the graphics settings, or upgrading your computer.
Note that if your system runs at a higher framerate (especially when the framerate is uncapped), your CPU or GPU will work harder, which means that it will run much hotter and increase power draw.
== See also ==
*Budget
*Fps_max
* 
Category:Glossary
Frametime

== gpGlobals->frametime ==
Time spent on last server or client frame. This is ideal for calculating progress per frame where it is unknown how many frames it should take.
===Example===
#define ALPHA_FREQUENCY 255 / 1.0f // Alpha should reach 255 in 1 second.
int alpha = 0;
void Think()
{
	alpha += ALPHA_FREQUENCY * gpGlobals->frametime;
}
Category:Programming
Category:Glossary
Freeman Pontifex

Freeman Pontifex is the third chapter of .
== Introduction ==
After exiting the resistance outpost, Alyx and Gordon see Combine forces traveling north towards White Forest. They need to warn the White Forest base before the Combine forces raid the base.
== Maps ==
*ep2_outland_05 - Fighting the Guardian and the Antlion Guard.
*ep2_outland_06 - Getting to the other side through the infested mining factory for the car.
== Architecture ==
The architecture for the first map is wide open area surrounded by hills, mountains, and cliffs. And covered by pine trees, rocks, Antlion hills, and thumpers with some kind of barricades surrounding multiple thumpers.
The second map is an abandoned infested mining factory that is mostly enclosed space. Infested with Zombies, Barnacles, Headcrabs, fast Zombies, and poison Zombies.
== Environment ==
Freeman Pontifex creates like a boss fight outside area. Majority of surfaces should be natural textures such as rocks, wood, metal, concrete (and mossy concrete), and gravel.
 
== NPC's ==
The chapter has Antlions, Antlion guard and the Guardian, Poison Headcrabs, barnacles, Zombies, fast Zombies.
For the background it has the combine force: Combine Solider and the Elite solders, Striders, Scanners, Advisor pod(see picture 2), Combine dropships, Combine gunships.
== Reference ==
File:EP2ch3 - Bridge.jpg|Combine forces heading towards White Forest base.
File:EP2ch3 - Advisor Pod.jpg|Advisor pod.
File:EP2ch3 - Open Area.jpg|Open area.
File:EP2ch3 - Infested Factory.jpg|Abandoned and infested Factory.
File:EP2ch3 - Bridge 2.jpg|Bridge verge of collapsing.
File:EP2ch3 - The Car.jpg|The goal.
== See also ==
* Soundscapes
French localization bugs/bug template

Category:French
===<Application, build number/date>===
====<Functional Area, such as Steam Settings>====
<general notes>
=====Bug <id/number>=====
:*Screen(s): <Provide links to annotated screenshoots, like :Image:Steam FR backup 001.jpg>
:*Bug type: <Provide a brief description>
:*Bug description: <Provide the full description of the bug. Use italics or another format to mark the quoted strings.>
:*Incorrect text: <Provide the incorrect string only. Use n/a if not applicable.>
:*Correct text: <Provide the correct string only. Use n/a if not applicable.>
:*Fix: <Indicate which files should be updated, what part of the layout should be fixed, etc.>
:*Alternate fix: <Describes alternate solution>
:*Potential issues: <Indicate what should be checked during and after the fixing of the bug.>
:*Status: <The successive entries should be dated and the person changing them identified.>
::* outstanding (logged, waiting for fix)
::* in work (acknowledged by dev, being worked on)
::* fixed by dev
::* regressed by QA (being checked by QA)
::* fixed and closed (successfully regressed as fixed in updated build)
::* not fixed and reopened (the fix was incorrectly applied or not applied)
::* postponed (the fix will be done at a later stage)
::* not a bug
:*Queries: <Indicate here all requests for aditional info, clarifications. Please use bullets, user IDs and dates.>
----
Friends Beta/UpdateNotes/0201

SteamUI / FriendsUI beta refresh Feb 01 3pm PST
Friends:
* fixed right-clicking to bring up a context menu not working if the context menu was already open, in the friends and games lists
* changed it so any unanswered friendship requests in the game show outside the game after the user quits
* changed the saved config name of the friends dialog and added a default position, to solve some users having old super-large saved dialog settings for friends
* fixed missing word in Friends 're-login' string
* fixed issues selecting text in chat dialog; off-by-one selection overdraw, indent-ignoring hit detection and unicode-mangling
* changed double-clicking on a section header in the games list / friends list to collapse/expand the section
* fixed 'paste' context menu item in vgui::TextEntry not deleting selected text before inserting clipboard contents
* fixed case where menus wouldn't immediately resize if menu items were hidden
* fixed missing newline after '%friend% is playing %game%' chat message
* made chat window flash in taskbar more than once after receiving a chat message
* fixed case where URL's in the chat dialog wouldn't be clickable
* changed text input in the chat dialog to be capped at the max network size (255 bytes, will be upped at some point)
* changed friends name input in friends->option->edit profile to allow a max of 127 characters for the player name
* fixed crash in localized string construction due to an off-by-one error in it's string manipulation code, yielded a crash on entering a long friends name
* fixed chat dialogs stealing focus when receiving a new message
Steam:
* changed Steam when on system startup, to not show the retry connection dialog immediately, but to wait 20 seconds and then retry - this is to give systems with networking that takes a while to start a chance to
* fixed regression where launching a game would delete its launch options
Category:Friends
From GoldSRC to Source

is a collection of ported projects.
== Concept ==
Porting old games to a new engine has a number of practical applications. One of the key benefits is the ability to breathe new life into a classic game by updating its graphics, improving its performance, and enhancing its gameplay mechanics.
Moreover, porting an old game to a new engine can also facilitate the game's release across different platforms, increasing its access to a wider audience. For example, an old game that was originally only available on PC can be ported to a new engine and released on consoles, smartphones, and other platforms.
Overall, porting old games to a new engine is a valuable process that can help to preserve classic games while also offering players an enhanced and updated gameplay experience.
== Content ==
== Development ==
* Porting GoldSrc content (maps, models, etc.) to Source (Manual)
== See also ==
== External links ==
*
Frontiers

==Index==
 Frontiers offers the immersive experience of a migrant's journey into Europe from Africa and the Middle East. In carefully remodeled conflict zones and migration hotspots, the players compete in the dangerous struggle of refugees and borderguards. It is a multiplayer game for up to 16 players, where one party, that is mainly unarmed, is trying to either cross a specific area (border) or escape a raid situation.
The other party, mostly security, and military forces, can use all necessary force to prevent this. Weapons vary depend on the local conflict situation with the guard side always changing identity. After a specific amount of succesfull crossing, the refugees are advancing a step towards Europe. Guards get promoted for the succesfull arrest of refugees, but kills are never being rewarded. In some levels, they might lead to a loss of points.
:;Frontiers integrates new Features as: bribing, arresting...
==Gameplay screenshots==
Image:Fullscreen_capture_02.10.2008_230903.jpg|African Refugee David is looking on the other side
Image:frontiers_sahara.jpg|View out of the Tuareg tent
Image:frontiers_rashid.jpg|Refugee Rashid: Europe is so near and yet...
== Media ==
* First Trailer on Vimeo: 
* Second Trailer 
== Logos ==
== More information ==
=== Background ===
* Background Research Video
* Fotos made during Research at European Borders
== External links == 
* Official website
* Official message board
* Steam Group
* Page on ModDb
Category:Multiplayer Mods
FunCBaseFlex

Debug entity related to flexes, or possibly made an entity defined by mistake. Valve's remark in code: meaningless independant class!!
== Description ==
This entity has a useful property, that it serves as a generic model entity that supports pose parameters and flexes properly. Other entities such as prop_dynamic do not support those and have visual glitches, or have side effects such as generic_actor.
Since this entity was never intended to be used, it requires special setup to spawn correctly. Example in VScript for :
function BaseFlexThink()
{
 self.StudioFrameAdvance()
 return -1
}
local entity = Entities.CreateByClassname("funCBaseFlex")
entity.SetModel("models/player/heavy.mdl")
entity.SetAbsOrigin(Vector(417, -326, -191))
entity.SetAbsAngles(QAngle(0, 90, 0))
entity.SetPlaybackRate(1.0)
entity.DispatchSpawn()
entity.EmitSound("Heavy.Cheers05")
AddThinkToEnt(entity, "BaseFlexThink")
== See Also ==
* CBaseFlex
* Rendering and studio model related KIO
Func 50cal

This is (or Browning .50 caliber machine gun) that was used by HECU soldiers during the operation on the territory of the Black Mesa Research Facility. Can be used by player and HECU soldiers. This machine gun is also used in dm_stalkyard. All outputs and flags are same as , properties as well, but some have special notes. The same for inputs, but there are one unique.
Represented by class CFunc50Cal.
==Keyvalues==
==Inputs==
==Dedicated ConVars==
==See also==
*func_tow - tow cannon.
*func_tow_mp - tow cannon (multiplayer version).
*env_mortar_controller - mortar controller.
*env_mortar_launcher - mortar launcher.
*func_tankmortar - combine mortar (remaining from ).
*func_tank - main brush gun entity.
*func_tankphyscannister - it sets off a within a specified trigger volume.
*func_tankairboatgun - airboat gun (remaining from ).
*func_tanklaser - laser cannon.
*func_tank_combine_cannon - combine cannon (remaining from ).
Func areaportal

It creates an areaportal, used to manage visibility in maps. When the portal is open it stops objects not visible through it from rendering; when the portal is closed it cannot be seen through at all.
These are not really brush entities. They are brush entities from a mapper/Hammer perspective, but by the time they reach the game, the brush is gone and this is, in effect, a point entity.
While it is , the texture tools/toolsareaportal (seen on the left) is intended to be used on areaportals.
==Keyvalues==
==Inputs==
==See also==
* 
* areaportal
* Optimization (Level Design)
Category:Optimization Brush Entities
Func areaportalwindow

It creates an areaportal that automatically closes as the camera moves away, fading a second, opaque brush in to fill the gap.
It still functions like a regular areaportal, which culls the props that are not visible through it, even if the areaportal is fully open.
Usually a tools/toolsblack texture, or the the dev/dev_window (in some games dev/dev_windowportal) texture is used for the func_brush entity that will be shown.
Toolsblack is simple, as it just hides the world behind it entirely, while dev_window and dev_windowportal show the nearest env_cubemap. Which creates the illusion that you can still see the world behind the areaportal.
This nearest cubemap will be on the same side as where you're looking from. Meaning you'll see the outside cubemap when looking into a window, and the inside cubemap when looking out.
Due to this, you may end up seeing an object from the outside projected onto the areaportal's func_brush from certain angles, making it appear as if it was inside the room. Therefore you may want to modify the env_cubemap's "Brush faces" option to deliberately assign the outside face to the inside cubemap and vice versa. However, since this texture can only be seen when far away, it will unlikely be any real issue.
You can also use func_areaportalwindow with its func_brush inside a func_instance. The linkage between portal and brush will be kept through all instances. However, env_cubemaps inside instances do not work properly, so you can not link up brush faces if you wanted to do that.
==Keyvalues==
==Inputs==
==See also==
*
*Optimization (Level Design)
Category:Optimization Brush Entities
Func block charge

Chargers won't charge at players to which line of sight is blocked by this entity.
== Image demonstration ==
== FGD Enhancement ==
Open steamapps\common\Left 4 Dead 2\bin\left4dead2.fgd and replace the func_block_charge section.
@SolidClass base(Targetname) = func_block_charge : "AI Chargers will not charge through this brush. (Based on AABB!)"
[
	Solidity(integer) readonly : "Solidity" : 1 : "Should be always never solid"
]
== See Also ==
*
Func block dm spawns

==Entity Description==
This entity is used to block randomly generated player spawns, typically for .
Any potential origin for an is discarded if it is inside the AABB (!) of this entity.
If random deathmatch spawns are disabled with , then this entity has no effect.
==KeyValues==
==FGD Code==
The SetExcluded and SetInvert inputs have been omitted because they have no effect in .
Func bomb target

It is the area inside which players can plant the bomb.
The existence of this entity makes a map a Bomb Defusal scenario.
==Entity Description==
Players can plant a bomb if they touch this entity.
: But at most once: Doing so "consumes" a func_bomb_target, meaning that it allows no more planting inside it. The input BombPlanted consumes it, too.
The outputs BombPlanted, BombDefused and/or BombExplode are fired either in conjunction with a C4 entity that was planted inside it, or in response to the inputs of the same name.
: When planting outside any func_bomb_target with , there is still a func_bomb_target chosen that is consumed and that fires outputs, even if all existing func_bomb_targets are already consumed.
Bots read the bomb plant locations from the Nav Mesh and not from the actual position of func_bomb_targets in the world. Since this information is set in the analysis phase of the nav mesh generation, there is no way that bots recognize the position of a func_bomb_target if it has moved. video.
=== Bombsite A and B ===
Generally, the game assigns the label A to the func_bomb_target with the lowest entity index and B to the highest. This, however, is overridden if the closest nav area to a func_bomb_target has a place name: If that place name is one of Bombsite or BombsiteA, it will be A; Any other place name yields B.code
Therefore, the mapper can set the labelling either by adding appropriate place names to crucial areas in-game, or – if no place names interfere! – by ordering their entity IDs in the VMF (and thus the entity index in-game) using Hammer: Move all func_bomb_targets to the world using and then tie them to an entity with in the desired order.
When a map loads, the game creates at most one info_bomb_target_hint_A and at most one info_bomb_target_hint_B entity near the center of the corresponding func_bomb_target, if any. These preserved entities are used for the radar. It can happen that a label is missing, which is when two bombsites would get the same label due to inappropriate place names. There will be at most two labels and it can only be A or B even though there is the place name and radio voicelines naming "bombsite C". Still, any number of bombsites should work technically but there may be minor bugs such as missing text since the game is programmed to assume that there are at most two.
==Keyvalues==
:
==Inputs==
==Outputs==
==FGD Code==
Replace the corresponding lines of or near func_bomb_target with this.
This code
* replaces its base classes with Trigger which effectively adds trigger properties such as the keyvalue StartDisabled, the inputs Enable/Disable/Toggle/OnStartTouch/... and the trigger flags (1: Clients, ...).
* adds the input TouchTest and the outputs OnTouching/OnNotTouching as seen in trigger_multiple of base.fgd.
* adds the inputs BombExplode/BombDefused/BombPlanted with the above description.
* corrects the type of bomb_mount_target from string to target_destination.
Func breakable surf

It defines a breakable surface, for partially breakable glass/tile/etc. All faces that are not ever visible to the player should use nodraw. Faces that will be broken must have exactly four sides. The material applied to the visible face must be set up to be breakable. This entity is functionally similar to real-life tempered glass.
The following standard textures are meant to work with this entity (using any other may crash the game on startup!):
* (but not !) 
* (using this will stretch the texture if broken)
* 
Info for creating a material compatible with func_breakable_surf can be found here
:
__NOTOC__
==Flags==
==Keyvalues==
==Inputs==
==Outputs==
==See also==
* 
* Breakable Glass - How to create breakable glass.
* Glass that starts out broken - Making glass spawn broken.
Func buyzone

It is used to define areas where players of different teams can open the buy menu to purchase weapons and equipment.
If a player touches the volume of this entity and his team equals the team of this entity, then he is allowed to buy. If this entity has the team 0 or -1, then any or no player can buy inside this entity's volume, respectively.
== Keyvalues ==
:
-1 	No one
0 	Everyone
2 	Terrorists
3 	Counter-Terrorists
other	No one
== Inputs ==
== Outputs ==
== FGD Code ==
This code...
*replaces its base class with Trigger which effectively adds trigger properties such as the keyvalue StartDisabled, the inputs and outputs Enable/Disable/Toggle/OnStartTouch/... and the trigger flags (1: Clients, ...).
*adds the input TouchTest and the outputs OnTouching/OnNotTouching as seen in of .
*removes the invalid inputs SetEnabled, SetDisabled.
Replace the corresponding lines of or near func_buyzone with this.
@SolidClass base(Trigger, TeamNum) = func_buyzone: // "Targetname" -> "Trigger"
	"Buy Zone. Players can buy equipment while standing in this zone, if the zone matches their current team.\n\n" +
	"A single Buy Zone entity must be either terrorist or counter-terrorist, it cannot be both. Should have " +
	"the toolstrigger material applied to all sides"
	
[
//	input SetEnabled(void) : "Sets this buyzone as enabled."
//	input SetDisabled(void) : "Sets this buyzone as disabled."
	input TouchTest(void) : "Tests if the trigger is being touched and fires an output based on whether the value is true or false."
	input SetTeam_TerroristOnly(void) : "Make it so only terrorist can buy from this buyzone."
	input SetTeam_CTOnly(void) : "Make it so only CT's can buy from this buyzone."
	input SetTeam_AllTeams(void) : "Make it so all teams can buy from this buyzone."
	input SetTeam_None(void) : "Make it so no teams can buy from this buyzone (this essentially disables the buyzone)."
	output OnTouching(void) : "Fired when the TestTouch input is true (something is touching the trigger.)"
	output OnNotTouching(void) : "Fired when the TestTouch input is not true (nothing is touching the trigger.)"
]
Func capturezone

This entity is used in conjunction with item_teamflag for Capture the Flag maps. 
(For capture points in CP maps, use a trigger_capture_area.)
It should be placed where it can be touched by the player so that when they are carrying the enemy 
intelligence, it can be captured. You only need to specify which team the capture zone belongs to (set Team to 'any' for Territory Control maps).
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
Func conveyor (Source 2)

It can be used to create conveyor belts that can move players, physics objects and weapons (including C4).
==Keyvalues==
==Inputs==
==Use on Baggage==
Conveyor belts are used on Valve's Arms Race map, Baggage. They are stopped by default, but they can be started using a control panel in a room on the bottom of the map. You can also toggle the direction in which they are moving to help one of the teams.
Func conveyor bms

It functions as a conveyor belt, with a moving surface. The surface material should have a ConveyorScroll Material Proxy, to synchronize the material movement and push effect. The main difference between func_conveyor_bms and func_conveyor is that it can interact with VPhysics objects and not only QPhysics objects. This entity also have some inputs that can control conveyor state.
==Keyvalues==
==Flags==
==Inputs==
==Bugs/Limitations==
===Levitating objects===
It seems that conveyor don't really push objects, it seems that conveyor just creates pulling point between object and conveyor surface and than pull object along a given direction. This method creates unrealistic physics behavior of objects, like in this video, it was initially expected that the box during pushing will get the same angle of inclination as that of the conveyor, but instead this, the box becomes to be levitating.
===Doesn't work with client side ragdolls===
This is one of many brush entities that can't hold client side ragdolls, this means that NPC's ragdolls will fall through such entity. In this case this problem most relevant in Interloper, where the corpses of unarmored alien grunts fall through a conveyor belt. The only way to fix this is use trigger_serverragdoll, however in this case ragdolls will not gib (fix here).
===NPCs with low speed may stuck===
If NPC is slow - may cause NPC to endless walk on conveyor. Avoid this by increasing the speed for NPC or decreasing the speed of conveyor.
===Doesn't work with weapons and items===
This entity does not work with entities that use weapon_ prefix (, , etc). The same for most of entities that use item_ prefix (, , etc).
===Tripmines doesn't explode on activated conveyor===
Expected that tripmine placed on activated conveyor will explode, but this doesn't happen at all. There is no workarounds, because of triggers doesn't interact with tripmines while tripmines is not actived.
File:TripBug2.jpg| frame |An example in dm_darn_mini_r2.
Func door

It creates a simple sliding door. See for its rotating counterpart.
The travel distance will always be the doors brush size. 
If the door should move a shorter distance, use a positive value in Lip to have that many units be subtracted from its total travel distance. Alternatively, you may add negative values to Lip to have it travel an even greater distance.
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
== See also ==
*
*
*
* - deprecated entity linked to the same c++ class as func_door
*Creating Brush Entities (tutorial using )