nyuuzyou/wikis huggingface dataset:
Steam Workshop

The Steam Workshop is a utility used in the "community" section of the software. It is used to share user-created game content. First, The Elder Scrolls V: Skyrim, then later Valve games such as (, , , etc...) and third-party games by various companies uses the Steam Workshop to get mods and other content. (ex. quests, weapons, textures, sounds, campaign, and much more.)
== How it works ==
=== Subscribing ===
When in a workshop that allows you to download content, it will have a "subscribe" button. Using it makes it so you will be kept up-to-date with whatever you downloaded. For example: if you subscribed to a "Custom Portal 2 map" every time you start Portal 2 (assuming that's what it's used for) it would be at the latest version, ready to play.
=== Rating ===
When at a page for a Steam workshop item, you can rate it: thumbs up or down. Though, when in Portal 2, at the end of a test, you are asked for a rating for the Steam workshop, without actually going to the page. You also have the choice to comment on an item on it's page.
=== Non-subscribable items ===
Games like Team Fortress 2 have the Steam Workshop to user's disposal, but not to use to download anything. In this case, they are items crated by users completely able to be used in the game to be suggested. For example, if someone made an item call "EPIC HAT" (assuming it's a hat you can wear) and a high amount of people liked it, it could be added to the game.
=== Construction ===
The Steam Workshop is now fully available for the games that supported it.
== External links ==
* 
* 
Category:Steam
Category:Modding
Steam rating

The Steam rating was a gameplay stat viewable next to a SteamID profile.
:
Rating Score 	Rating Title 	Playing time (last two weeks)
r = 10 	EAGLES SCREAM! 	h ≥ 32.0
9 ≤ r < 10	Still not 10 	28.8 ≤ h < 32.0
8 ≤ r < 9 	COBRA KAI! 	25.6 ≤ h < 28.8
7 ≤ r < 8 	Wax on, Wax off 	22.4 ≤ h < 25.6
6 ≤ r < 7 	Oooh! Shiny! 	19.2 ≤ h < 22.4
5 ≤ r < 6 	Halfway Cool 	16.0 ≤ h < 19.2
4 ≤ r < 5 	Master of Nothing	12.8 ≤ h < 16.0
3 ≤ r < 4 	Shooting Blanks 	9.6 ≤ h < 12.8
2 ≤ r < 3 	Nearly Lifeless 	6.4 ≤ h < 9.6
1 ≤ r < 2 	El Terrible! 	3.2 ≤ h < 6.4
0 ≤ r < 1 	Teh Suck 	0.0 ≤ h < 3.2
Category:Steam
Strata Hammer

is a modified fork of for , with its user interface ported to Qt, as well as other quality of life changes and bug fixes. includes and some features from .
 
== Features == 
;Improved Model browser
:When double clicking an animation, set it as the default animation.
:The new Bones / Attachments section allows you to view a model's Bones and Attachment points, without needing to open 
;Improved Texture Browser
:Easily select nodraw and favourite textures.
:Material search queries are stored, letting you resume easily if you close Hammer.
;Discord Rich Presence 
:A toggleable setting for Discord users. Allows other discord users to view your activity in-editor, such as time and map name.
;Menu Bar Additions
:Added toggleable visibility of .
;Soundscape Preview
:You can preview Soundscapes directly in Hammer.
== Media ==
		
== See also==
* 
* 
* 
* 
* 
* 
== External links ==
*Strata Source Website
*Strata Source Github
*Strata Source Wiki
*P2:CE Website
*P2:CE Discord Server
*P2:CE Steam page
Strata Source

(more informally known as , and formerly known as the ) is a third-party engine branch using licensed code. It is a modified version of the that combines the features of both CS:GO and the , along with many improvements that bring Source close to modern standards. This engine branch was first released publicly with the launch of , and is still in active development.
==Features==
Feature list from the Strata Source Wiki 
New since the :
; Native Direct3D 11 renderer
: Replaces Direct3D 9 renderer, and adds some new features that previous version of Direct3D doesn't have.
; Vulkan renderer on Linux, using DXVK to convert DX11 calls to Vulkan
; 64-bit executable
: Game runs on 64-bit on all platforms; 32-bit and Mac OS support has been dropped. 64-bit allows better performance and allows the game to access more than 4GB of RAM.
; PBR shaders
      Introduces a new shader that attempts to create realistic reactions to light
; Ported features
: Including but not limited to World Portals and Portal gun
; Expanded map limits (128k x 128k x 128k) via BSP v25 and increased entity cap
; Backwards compatible
: Compatible with BSP v19-21
: Compatible with (and older) branch models
: The model format found in games such as is now supported.
; WEBM video support, replacing older Bink videos
: Increased framerate, lower file sizes, and easier to author
; New v7.6 VTF version
: Adds support for the higher-quality ATI1N, ATI2N, BC6H, and BC7 texture compression formats, as well as lossless compression on top of existing image format, for reduced size. Better support for 4K textures.
; Many improvements to Linux support
: Fully cross-platform engine tools and utils
; Improved MP3 support with addition of OGG (Vorbis, Opus, Speex and PCM supported) and FLAC audio formats
; Steam Audio
: Improved HRTF, environmental reflection effects, basic occulsion
; Many improvements to the level editor, named 
; Many code quality improvements (Refactors, cleanup, and C++20)
; Sentry crash report integration
==Availability==
The following titles run on the branch:
* 
* 
* (Uses older version of as a base)
The source code for this branch is not available, however, authoring tools exist for each game, located in .
==See also==
*Strata Source's Wiki
*, a mod for with similar goals
*
*
Category:Third-Party Engine Branches
Stridemann/Leak gnum

== История ==
История про маленького злого гнума, который во время завершающей стадии компиляции проникает в карту маппера, если он плохо слушается маму и ворует маленьких энтитей, уносит их к себе в подземелье, а там гадко с ними извращается и делает из них катапульту. Лучше слушайся маму, тогда злой гнум не придёт к тебе и не украдёт твои энтити!
Первые симптомы Гнума: 
"WARNING: Cluster portals saw into cluster"
Фото свидетелей доказывающее существования Гнума:
"Мне от деда одна странная фотография досталась, я ее отсканировал и просто был в ШОКЕ!
Гнумы, видимо, еще со второй мировой воруют этити!"''
== Способы укрощения ==
1) Бубном с надписью "Load pointfile" и клубка красных ниток.. Красная нить покажет тебе щель через которую гном крадет энтити.
2) Надо мышкой по красному лабиринту пройти быстрее, чем быстрее тем меньше энтитей он украдёт!
"У Гнума клаустрофобия! Он не любит замкнутых пространств и только и ждет когда какой-то небрежный маппер сделает небольшуую дырочку в скайбоксе, через которую он залазит в карту и начинает тырить энтити и на телеге вывозить по красной дорожке.."
String

Arrays of (ASCII) or (Unicode) are commonly used to store text. These buffers have a special term: strings. They are important, but complicated.
== C strings or Null-terminated byte strings ==
A string is always one character larger than it appears. The extra item is the null terminator (binary zero, typed as \0). This is required because a pointer to a string is generally passed around, rather than the array itself. 
Without the terminator it would be impossible to determine where the string ended and where the next variable, or just unassigned memory, began. This is what a buffer overflow is, and those are bad news!
== Creating From String Literal ==
char* MyString = "Hello world"; // must assign to pointer!
This code creates a string from a string literal. The double quote marks are special syntax which generate an array of char from their contents. The code above therefore:
# Assigns 12 bytes of memory, somewhere arbitrary, to store the string. This is one byte for each character, plus an automatic twelfth for the null terminator.
# Creates a local char pointer containing the address of the first character (H in this case).
String literals are often handed with const variables. This is because a string literal will stay in memory for the process's whole lifespan.
== Creating by Size ==
char MyString[12]; // accepts a static size only
int StringLen = 12;
char* pMyString = new char[StringLen]; // accepts a variable size
delete[] pMyString; // always delete / delete[] anything created with 'new' after use
This code both allocates two 12-byte strings, but does not write anything to them (so their contents will be either blank or gibberish). They need to be assigned to, ideally with a string function like strcpy() or sprintf().
The difference between them is that one creates an array in the function's memory space, while the other creates a pointer in the function and uses new to allocate the string itself somewhere else. The advantage of new is that you can allocate an array of a size determined at run-time, but the downside is that if you aren't scrupulous about calling delete (or delete[] for arrays) you will suffer a memory leak.
== Unicode Strings ==
Unicode strings behave similarly to ASCII strings, but are instead arrays of wchar_t. They are operated on by their own set of string functions, normally with 'wc' or 'wcs' (wide char string) in their name.
wchar_t* MyWideString = L"Здравей свят";
The L marks the string literal as being Unicode. You need to do this even if the characters are all ASCII-compatible.
== String Functions ==
There are a multitude of functions which process strings, of which the most common ASCII variants have Source-specific V_* equivalents. See MSDN for a quite comprehensive list, or search VS' Class View for "V_str".
Category:C++
category:Variables
String Table Dictionary

__NOTOC__
String tables are a collection of internal game strings used to lower network bandwidth for multiplayer games, embedded into the BSP as a .dct file. It is prompted to be made automatically when a map is first loaded.
== String Table Creation ==
# Load a map that is not packed in a VPK.
# Run the stringtabledictionary command in case the automatic string table building from launching the map fails.
# Leave the map.
# Check the BSP map file's last modified timestamp or open it with GCFScape or a similar package-viewing tool to check for the existence of stringtable_dictionary.dct.
== Example ==
As a general idea of their purpose, here we have a string table structured as shown.
Index	String
0 	Nick
1 	Ellis
2 	Coach
3 	Rochelle
Whenever a Rochelle string is used, what is sent over the network is the index of this string (3). Embedded into the BSP file, all connected players should have an identical string table that their game looks into. Mismatches will cause players to disconnect with a failure message stating that their string table differs from the server's.
== ConVars ==
== ConCommands ==
== Tables ==
Table Name 	Max size
downloadables 	8192
modelprecache 	2048
genericprecache 	512
soundprecache 	20000
decalprecache 	512
instancebaseline 	1024
lightstyles 	64
userinfo 	32
server_query_info 	4
ParticleEffectNames	1024
EffectDispatch 	1024
VguiScreen 	256
Materials 	1024
InfoPanel 	128
Scenes 	16384
MeleeWeapons 	16
GameRulesCreation 	1
String t

string_t is a Valve-specific replacement for the C String. It doesn't do anything special; it's just an indirection to "allow more flexibility in future ports or optimization".
Bizarrely, string_t can be one of three things depending on preprocessor set-up:
* struct (default for server)
* typedef int
* typedef const char* (default for client)
== Usage ==
Whichever of the above is in effect, there are four macros to use:
; NULL_STRING
: A constant empty string.
; STRING(string_t)
: Get a C string. Don't use ToCStr() directly!
; MAKE_STRING(const char *)
: Make a string_t.
; IDENT_STRINGS( s1, s2 )
: Are these strings (of either type) pointing to the same memory?
== See also ==
* String
* char
Category:Variables
Strings as print names

All text strings from resource/*_language.txt files can be used as print names in maps for the sake of accurate localization. String names can be used by simply adding a # in front of the name, then the appropriate string. The string will then render from the localization file (tf_english.txt, tf_german.txt, etc.) in-game as that string, in the client's language.
Text strings cannot be custom-added to txt resource files over-the-server regularly.
==Example: Dustbowl==
cp_dustbowl in Team Fortress 2 and many other maps use strings as names for their capture points. Examples for these can be found in tf_english.txt:
 "Dustbowl_cap_1_A"		"First Cap, Stage One"
 "Dustbowl_cap_1_B"		"Second Cap, Stage One"
 "Dustbowl_cap_2_A"		"First Cap, Stage Two"
 "Dustbowl_cap_2_B"		"Second Cap, Stage Two"
 "Dustbowl_cap_3_A"		"First Cap, Stage Three"
 "Dustbowl_cap_3_B"		"the Rocket, Final Cap"
The map also uses strings for messages, such as:
 "Dustbowl_red_setup_goal"		"Defend the Control points against team BLU!"
 "Dustbowl_blue_setup_goal"		"Capture both Control Points to win the round and advance!"
 "Dustbowl_red_final_goal"		"Defend the final two Control Points or the enemy will win the game!"
 "Dustbowl_blue_final_goal"		"Capture the final two Control Points to win the game!"
These strings can be used on any map for any type of HUD entity that uses print names to indicate something. An example of keyvalues for this team_control_point:
Print name	#Dustbowl_cap_1_A
This text would then appear in the game, if:
Played in English as	First Cap, Stage One
Played in German as 	Eroberungsp. 1, Stufe 1
Played in Spanish as	2ª captura, etapa 1
Struct

A struct is identical to a class, except that its members are public by default. It exists in C++ largely for the purpose of backwards compatibility with C.
Valve typically use structs to pass conceptual groups of variables between functions. This is advantageous because a struct (or a indeed class - there is little between the two) can be extended or modified later without breaking the existing calls or declarations of any code that uses it.
==See also==
Category:Programming
Category:Glossary
StudioMDL (GoldSrc)

is the commandline compiler for GoldSrc MDL models. You can either run it via the command line or drag and drop a .QC file onto it, or ideally use as your GUI.
==Command line arguments==
* -t <texture.bmp> : Globally replaces all textures in model with specified one.
* -r Tags reversed normals in compile output console; example: triangle reversed (0.748195 0.949818 0.839380)
* -a <angle> : set vertex normal blend angle override.
* -h Dump hitbox information to compile console; example: $hbox 0 "atm" -10.49 -15.81 0.00 10.49 15.81 91.87
==History==
* 2002 - release (cannot compile Counter-Strike models or use 9-wayblends)
* 2003 - version, allows for compilation of 9-way blending feature
* 2003 - version adds support for Masked transparency and Additive $texrendermodes for textures
* 2011 - studiomdl adds support for Xash3d-specific features and texture tiling. Not recommended for vanilla GoldSrc.
* 2017 - "DoomMusic" version has better UV accuracy, and adds bone preservation feature. It automatically pads npot textures to the next power of two to prevent pre-2019 builds of GoldSrc from rescaling the textures.
* 2016~2019 - compiler allows for UV accuracy, UV tiling, bone and attachment preservation features, sven specific features like higher texture & chrome mode sizes. Also added additional $texrendermode commands. Can be used for vanilla GoldSrc as long as you don't use the higher resolution features
:
==External Links==
* GoldSrc QC command list & Sven-Coop compiler info
* StudioMDL compile troubleshooting page
Category:GoldSrc
Category:Half-Life
Category:GoldSrc Tools
Category:Official GoldSrc Tools
Category:Half-Life SDK
Studiocompiler

is a third-party tool written by Cannonfodder for compiling models and materials.
 
== Features ==
* Model Compiler - builds a .qc file for you for simple models, or compiles using an existing qc file. Can provide info on the reference SMD file and allows the user to replace its materials, which is useful when you forget to texture the model before export, or if you want to use the same SMD's but use a new texture. 
* Material Compiler - lets you specify common VMT options without having to edit the VMT file itself. Additionally, there is no requirement for the TGA files to be in any particular directory for it to function properly. 
* Model Decompiler - allows you to decompile any HL2 model, for recovery of original work or study of existing resources.
* File Export and Conversion (VMT/VTF) - the Steam browser is built-in, so there is no need to export the files before conversion. Export a material to TGA directly from the GCFs.
==Cannonfodder's other source engine tools==
*
*
*
*
== See also ==
* Crowbar - A more up-to-date tool for decompiling models
* mdldecompiler
* Compiling a model
== External links ==
* StudioCompiler (updated 2011) - the official website.
Category:Third Party Tools
Category:Modeling
Subrect

Subrect is a shader used to render decals that are a portion of a larger 'sheet' of decal textures. This is used in most Valve games for decal sheets comprising different impact types (wood, tile, concrete etc), but can also be used in Hammer for decals on world surfaces (the decal will preview incorrectly in Hammer but will appear correct in-game!)
== Basic syntax ==
The Subrect shader uses $Material in place of $basetexture:
Subrect
{
	"$Material"	"decals/decals_mod2x"
 "$Pos"	"384 128"
 "$Size"	"64 64"
}
== Additional Parameters ==
$decalscale
$modelmaterial "decals/decal01" - replaces the material when applied to a model as opposed to the world
== See also ==
*LightmappedGeneric
*UnlitGeneric
Category:Shaders
Substance

== Overview ==
 Half-Life 2: Substance modifies Half-Life 2's single player game with enemies in new locations and more difficult settings, etc. Features additional areas, bullet time, multiple character classes with different attributes, (most of which are from the video game series Metal Gear Solid), melee attacks and additional weapons, and a variety of other effects and features.
== External links ==
* Official site
Category:Single Player Mods
Suicide Survival

== Overview ==
Suicide Survival is a Mod of Half-Life 2 Deathmatch.
There are two teams so you either play as Survivor or as Suicider.
The goal for Survivors is to stay alive (duh!) and to spot the Suiciders before they can get close enough to you. They have the book “Gardening for Beginners” by Barbara Bush as a self-defence weapon.
The goal for Suiciders is to sneak up close enough to the Survivors so you can blow yourself up. Suiciders play as shrubberies in a map full of shrubberies thus blending in with the enviroment. If they dont move you dont know which one is being played by a player.
The game doesnt have a goal currently other then being simple team deathmatch. However its planned to transform it into a round-based survival with a time limit.
== Features ==
* the opportunity to play as a pot plant
* explosions
* more explosions
* flying books
* gardeners who don't really look like gardeners
* unique gameplay
== Story ==
Once upon a time in a garden in the city.
The pot plants living their daily lives of being watered, pushed around and being cutted into shape. Until one final day. The 28th of November 2008, when one the pot plant treason began. Shaken by years of abuse the potted plants started to blow themself up on totally unexpected visitors who passed by.
The caretakers, also known as gardeners of this mysterious garden, where the only ones left after most visitors had fleed in confused terror. Altough they dont really look like gardeners I assure you they really are. Their only weapon against the rebellious pot plants is the book “Gardening for Beginners” writen by Barbara Bush. Which they trow on the pot plants in order to convince them to give up their false ideologies.
== Media ==
		
		
		 
== Gameplay Video ==
Video of version 1.0: http://www.youtube.com/watch?v=qJJysztdLNY
== History ==
12.12.2008
Release 1.1 of Suicide Survival
28.11.2008
Release 1.0 of Suicide Survival
== Team ==
Suicide Survival is being delevoped by Tobias Baumann.
He is studying Game Design in the 5th semester at the University for Applied Arts and Science in Zurich, Switzerland.
== Localized versions ==
Currently Suicide Survival is only available in English and in Bushianian (the language of pot plants).
== External links ==
* Official Site
* 
Category:Multiplayer Mods
Suit Charger

A Suit Charger is a simple wall mounted device found throughout half-life and it's expansions Opposing Force, that replenishes the battery life of the player's armor. The charger itself is a simple textured Brush-entity, if you are using the Half-Life SDK version of GoldSrc, available on Steam, then you can quickly access a pre-built Suit and Health Charger in your prefabs list, under the prefab library Usable Objects.
== Creation ==
Personal creation of a health charger is quick and simple.
1. First, create a block, 32 width, 48 height, and 8 units in length. Texture it with rechargeedge1.
2. Select the two side faces, set the rotation to 90, and center them.
3. On the front face, apply the texture +0recharge.
4. Tie it to a func_recharge.
5. Finally, place it anywhere in your level. Health and Suit Chargers are found attached to walls, being located approximately 32 units above the ground.
* The exact dimensions given are not mandatory, they are simply the default preferences used by Valve when making health chargers in official Half-life maps.
== Theory ==
When the player uses this object, their armor can be restored by a total of 75% in easy difficulty, 50% in Medium, and 35% in Hard. When the charger is empty,
the texture changes to a dimmed version, and the Suit Charger can no longer be used.
Category:Half-Life
Category:Half-Life Level Design
Category:Level Design
Sunfire: Intervention

is a singleplayer modification. It uses assets and mostly influenced by .
== Plot ==
In this mod you are going to fight the wars of 90s and 00s in Russia from different points of view, for example: you will be able to play as russian soldier or as chechen-caucasian militant. This mod will include plenty of chapters, every single one of which is going to have it's own plot and protagonists.
== Development ==
* Based on the code with lots of changes and additions.
:*Used early assets.
* Models compiled/decompiled with .
* Uses textures that have been upscaled.
* Uses assets from old modifications and games with Russian theme.
* Some maps decompiled with /MBSPC. (early versions)
* Some scripts restored with G2S Fixer and VMF Updater with many manual edits. (early versions)
== Team ==
Post-Goldsource is a team of Russian enthusiasts. It consists of two people - Noug4at and Fra3R.
* Noug4at - Leader, Mapper, Programmer.
* Fra3R - Leader, Modeller, Designer.
== Release information ==
[TBD]
* v.0.0par ( build with minor changes)
* v0.0d (2023)
== Media ==
 Videos
* Sunfire: Intervention - Weaponry
* Sunfire: Intervention - Teaser Trailer
== External links ==
* 
Category:Single Player Mods
Super Antlion World

__TOC__
== Overview ==
This is my little tribute to this great guy, the Half Life 2 Antlion character. Was annoying isn`t it? Ok, but not anymore, since now we can play with it in a Mario 64 way, that is, pure 3D platform game. Who said Source engine was only good for first person shooters? No way!!
You have everything you need to love this creature: You can jump on the enemies to harm them, or attack them from the ground with your left or right leg( or both for a combined attack ), and you can even turn into a shadow that kills everyone next to it, but beware!!!, your energy will decrease while you are doing this so use it wisely heheheh. Full 3D camera control is provided as well.
== Features ==
* Real third person conversion mod
* Input with gamepad or mouse plus keyboard
* Player and camera behaviors are pretty similar to commercial AAA 3D platform games 
* First platform game made with Source( as far as I know )
== Media ==
Image:Saw1.jpg|Click to enlarge
Image:Saw2.jpg|Click to enlarge
Image:Saw3.jpg|Click to enlarge
Image:Saw4.jpg|Click to enlarge
Image:Saw5.jpg|Click to enlarge
Image:Saw6.jpg|Click to enlarge
== About me ==
To learn more about me, see my web page
== External links ==
* Official site
Category:Single Player Mods