nyuuzyou/wikis huggingface dataset:
Theroses

== Overview ==
Theroses is a new SCI-FI mod built on the EP2 engine.
SHORT SUMMARY
The story starts out aboard the USS MotherEarth IV, you take the role as Col.Peters, but due to events before the game, he has been demoted to Sgt. until he recovers from his injury, and his secret surgery, in which he was wiped of certain memories.
after getting to know the ship he is sent to the hanger to await departure to the planet Theroses, to put down an uprising led by his brother. who he has forgotten due to the surgery. after being knocked out on impact, you trade roles and play as Steven Peters, the new leader of the Theroses Planetary Militia.
== Features ==
* new skins
* 2 main characters from 2 different views
* more info soon!
== Team ==
BrendanMint - developer, lead mapper, lead skinner
== External links ==
*temporary site witch is under development
*Dev Blog
== Progress Screenshots ==
here is a progress for the menus background
thats V1/\
here is V2\/
V3 is turning out really well, and so is the first level, just a matter of time before more shots, ill upload them to the website when its up and the Mod-DB page when i have it up
Category:Help Wanted
Category:Single Player Mods
They Hunger: Lost Souls

They Hunger: Lost Souls is a commercial game powered by HL2 Source. Based upon the highly popular They Hunger mod series for HL1, the upcoming title features a completely new horror-survival adventure. In North-Eastern Europe during the early 1960's, strange anomalies culminate with dead corpses rising from their graves. As a tourist recovering from a tragic accident, you seek shelter in an ancient monastery overrun by bloodthirsty zombies, and become involved in an escalading cascade of calamities. Whoever the project was sadly cancelled due to the band of Black Windows was collapsed Neil and Einar have lost the contact despite the fact without a single news of update in THLS.
== Screenshots ==
thls_screen_25.jpg|They Hunger: Lost Souls - click to enlarge
thls_screen_27.jpg|They Hunger: Lost Souls - click to enlarge
thls_screen_17.jpg|They Hunger: Lost Souls - click to enlarge
thls_screen_09.jpg|They Hunger: Lost Souls - click to enlarge
thls_screen_01.jpg|They Hunger: Lost Souls - click to enlarge
thls_screen_02.jpg|They Hunger: Lost Souls - click to enlarge
== Further information ==
* Black Widow Games
== See also ==
* They Hunger
* USS Darkstar
Category:Single Player Mods
They Hunger: Source

is a fan-made port of the classic They Hunger trilogy of mods developed by Neil Manke, which were released between 1999 and 2001. The original games are a series of horror-themed first-person shooter mods that take place in an alternate version of the Half-Life universe.
== Features ==
* Most textures were AI upscaled.
* Models are used instead of tree sprites.
* Improved Lighting.
* Ragdolls.
* Improved water shaders.
== Downloads ==
Download Mirrors (.exe) (2.05gb)
=== Direct downloads ===
* downloads ModDB (EU)
== Media ==
=== Trailers ===
Early trailers of the Mod can be seen here.
* Noug4at's Trailer
== History ==
Porting of the modification began on July 8, 2022, initially the interface and models were ported. A month later, the map of the church was ported and the first version of the demo was released, then the porting of all the maps of the first episode began, and later the full release of the first episode came out.
== Requirements ==
* 
* 
== Development ==
* Based on the code with some edits.
* Maps decompiled with MBSPC.
* Models decompiled with .
* Scripts restored with G2S Fixer and VMF Updater with many manual edits.
== Team ==
Post-Goldsource is a team of Russian enthusiasts who are interested in porting classics to a new engine. It consists of two people - Noug4at and Fra3R.
* Noug4at - Leader, Mapper, Programmer, Extra-Modeller.
* Fra3R - Leader, Modeller, Designer, Extra-Texturer.
== Release information ==
* Dev. Addon A.V. - June 8, 2022 (unreleased)
* Dev. Mod-Addon B.V. - June 13, 2022 (unreleased)
* Demo 0.0 - June 15, 2022 
* Beta 1.0 - August 1, 2022 
* Patched 1.1 - August 2, 2022 
* Pre-Final 1.2 - August 6, 2022 
* Final 1.3 - February 22, 2023
** They Still Hunger 1.3 (Update) - March 7, 2023
== Credits ==
*Black Widow Games
Developer's
*Post-GoldSource Team
Porter's
== Known issues ==
There are a few known issues, these may be fixed.
*At the moment, only the first episode has been ported.
*The gun does not have a silencer.
*There may be leaks in the maps.
*Possible geometry bad-changes in the maps.
== Manual install ==
#Download theyhungersource.zip
#Extract files... using 7zip with fullpath names
== Testimonials ==
Some testimonials of some of the people who have played They Hunger Source:
== External links ==
=== Community ===
*ModDB Page
*TWHL Page
*MAPCORE Page
=== Developer's Site ===
*Noug4at Page
=== Reviews ===
Reviews of They Hunger: Source can be found at the following links.
* ModDB Review
Category:Single Player Mods
Category:Ports from GoldSrc to Source
Category:Source mods
Category:NOUG4AT mods
Thirdperson-OrangeBox

==Enabling thirdperson==
in the developer console, 
 sv_cheats 1
 thirdperson
==Spawning players in thirdperson==
Make the following changes to in_camera.cpp:
*change 
 void CInput::Init_Camera( void )
 {
 	m_CameraIsOrthographic = false;
 }
to
 void CInput::Init_Camera( void )
 {
 	m_CameraIsOrthographic = false;
 	m_fCameraInThirdPerson = true;
 }
If camera stucks in only position, use this:
void CInput::Init_Camera( void )
 {
 	m_CameraIsOrthographic = false;
 	m_fCameraInThirdPerson = true;
 ::CAM_ToThirdPerson();
 }
Then, to keep Source from changing it back to firstperson, disable the sv_cheats check by commenting out the following lines in cam_thirdperson.cpp
 // If cheats have been disabled, pull us back out of third-person view.
 	 if ( sv_cheats && !sv_cheats->GetBool() )
 	{
 		CAM_ToFirstPerson();
 		return;
 	}
change to:
 /* We're using a third-person camera, don't mess with it
 // If cheats have been disabled, pull us back out of third-person view.
 	 if ( sv_cheats && !sv_cheats->GetBool() )
 	{
 		CAM_ToFirstPerson();
 		return;
 	}
 */
NOTE: If your game is strictly in third-person camera, you may want to disable users from switching to first person using the "firstperson" command. To do so, simply comment out this line:
static ConCommand firstperson( "firstperson", ::CAM_ToFirstPerson, "Switch to firstperson camera." );
===Credits:===
AndreZero
and
Bluestrike
http://developer.valvesoftware.com/wiki/Talk:Third-person_camera#Start_the_player_in_Third_Person
This Vortal Coil

This Vortal Coil is the second chapter of .
== Introduction ==
After jumping down, Gordon finds a Resistance outpost, with Alyx on the table, being stable by a vortigaunt.
Gordon goes on a journey to save Alyx, going deeper through infested mines.
== Maps ==
*ep2_outland_02 - Resistance outpost, fighting off swarms of Antlions.
*ep2_outland_03 - Going deeper into the mine, fighting many Zombies.
*ep2_outland_04 - Trying to avoid the Guardian, obtaining the larval extract.
== Architecture ==
The chapter takes place underground, mine and cave.
The cave is mostly small, some parts are big and huge, for example look at Picture 4 and 8. There are Antlion webs, rocks, stalactites, and for grubs to help the player find the exit.
The mines are identical, support beams, pipes on the wall, rails, and other details, such as pile of gravel.
== Environment ==
This Vortal Coil creates a hostile mine environment. The environment is set in a mine, and cave, majority of surfaces should be natural textures such as rocks, wood, metal, concrete and mossy concrete, and gravel.
The mines have support beams and multiple pipes on the wall and the ceiling, and the concrete for the floor, walls, and ceilings, also for walls are mostly of wood. Wires, fences, crates, lockers, rails, lights, mining cars, fuse boxes, generators, signs (for direction in the mine), rocks, beam clusters, explosive butane cans, barrels, explosive barrels, and cobwebs (Antlion webs) for detail.
The cave has multiple cobwebs (Antlion webs), rocks, crates, web sacks, water, and stalactites. 
The environment is set in the dark environment with a blue hue, and helped by multiple glowing grubs and light to find the exit.
== NPC's ==
Numerous Zombies, Fast Zombies, Zombines, a few Poison Zombies, and Headcrabs of all types. 
Swarm of Antlions coming, every direction, during the mine and the cave multiple Antlions coming towards the player and the Vortigaunt.
Barnacles aren't featured frequently, as enclosed spaces and darkness make for the perfect setup for them.
== Reference ==
File:Resistance outpost.jpg|thumb|Resistance Outpost, where we meet Griggs and Sheckley, with Alyx on the table.
File:Caves 1.jpg|thumb|After battling hordes of antlions, Gordon and the Vortigaunt are in a cave.
File:Mineshaft 4.jpg|thumb|Gordon tries to find a way for the Vortigaunt to get to the other side.
File:Caves 2.jpg|thumb|Gordon and the Vortigaunt prepare to fight of hordes of zombies.
File:Mineshaft outside 1.jpg|thumb|Where the player and Vortigaunt fight off zombies for the elevator to arrive.
File:Mineshaft 3.jpg|thumb|After fighting the zombies, Gordon has to go alone.
File:Caves 3.jpg|thumb|First time meeting the Guardian.
File:Caves 4.jpg|thumb|Running away from the Guardian.
File:Mineshaft 5.jpg|thumb|Finding a hole, then the Guardian breaks through but can't fit through.
File:Caves 5.jpg|thumb|After escaping the guardian, The player tries to find a gear for the elevator.
File:Caves 6.jpg|thumb|Gordon the Vortigaunt finally find the larvae that they need.
File:Resistance outpost 2.jpg|thumb|After getting the extract, they start the healing process.
== See also ==
* Soundscapes
Tier1

Tier1 contains Valve's version of the Standard Template Library, known as CUtl (high-performance game engines rarely use an operating system's own STL implementation). It also provides various other Source-specific features, most notably console commands/variables.
Tier1's source is included in the SDK at \root\tier1\. It compiles to a static library that is linked by both game DLLs.
== Components ==
This list does not include "variations on a theme". Open Tier1's project and inspect its contents for yourself if you want a complete run-down.
=== General ===
* bf_read
* bf_write
* CArrayAutoPtr
* CAutoRef
* CAutoPushPop
* CBitBuffer
* CBitRead
* CBitWrite
* CCommand
* CCommandBuffer
* CCountedStringPool
* CDataManagerBase
* CEmptyConVar
* CFunctor
* CMemoryPool
* CMemoryStack
* ConCommand
* ConVar
* CStringPool
* KeyValues
=== CUtl ===
* CUtlBinaryBlock
* CUtlBuffer
* CUtlCharConversion
* CUtlCStringConversion
* CUtlDataEnvelope
* CUtlDict
* CUtlEnvelope
* CUtlHandle
* CUtlHandleTable
* CUtlHash
* CUtlInplaceBuffer
* CUtlLinkedList
* CUtlMap
* CUtlMemory
* CUtlMultiList
* CUtlNoEscConversion
* CUtlPriorityQueue
* CUtlPtrLinkedList
* CUtlQueue
* CUtlRBTree
* CUtlSortVector
* CUtlStack
* CUtlString
* CUtlStringMap
* CUtlSymbol
* CUtlSymbolTable
* CUtlVector
* CUtlFlags
Category:Engine Structure
Category:Tier1
Time's End

==Overview==
Time’s End is a work-in-progress HL1 10th anniversary episode, with a unique story.
==Story==
;The Future
In the White Forest missile silo, an apprentice of Dr. Kleiner has spent the last few years building a very special radio. One that can send messages though time. His aim? To stop the Black Mesa disaster from ever happening…
;The Present
You are Wes Yadot, a Black Mesa maintenance worker. Ordered to clean up a chemical spill, you don a Type-4 HEV suit. On your way back, the suit radio comes to life, and tells you an amazing, impossible tale…one that can’t be true. Or can it? The fates of billions are in your hands. Your actions will dictate the future of mankind.
==Features==
*Unique story
*Voice acting
*New models
*Cross paths with familiar characters from HL and its many mods
==Screenshots==
==Team==
Story and mapping by KingDaniel.
==External links==
*
Timedemo

Timedemo is a console command available in to benchmark your personal computer with a demo.
To record a demo, type record "name" while in a game server. This will record a demo called name.dem. 
To benchmark, open console and type timedemo filename
This will play a demo as fast as possible and print the performance results to the console.
EXAMPLE: 535 frames 1.565 seconds 341.77 fps (2.93 ms/f) 47.449 fps variability
To print the performance results to a text file, type timedemo filename stats.txt
This will create a text file called stats.txt to, e.g. hl2\stats.txt (You can find your demo files there too.)</p>
Commands
timedemo <demoname> <optional stats.txt> : gets demo speeds, writing perf resutls to the optional [[stats.txt]]
timedemoquit <demoname> <optional stats.txt> : gets demo speeds, writing perf resutls to the optional [[stats.txt]]
== Limitations/Bugs ==
== External links ==
* Demo Recording Tools
Timers

==Tier0 Fast Timer==
File: src\public\tier0\fasttimer.h
;CFastTimer class:The functions contained in this class are quick to maximize timer accuracy. The timer can be started and ended with the member functions Start and Stop. It should be initialized as a nonpointer object.
;CTimeScope class:This class calls the Start and End functions of a CFastTimer specified in the constructor. The Start and End functions are called in the constructor and destructor respectively.
;CTimeAdder class:This class manages a member CFastTimer and adds the ending duration to a CCycleCount object specified in the constructor.
;CLimitTimer class:Use this class to time whether a desired interval of time has passed.
;CAverageCycleCounter class:This class manages an average time covered.
;CAverageTimeMarker class:This class is a counter that iterates the CAverageCycleCounter specified in the constructor.
;PROFILE_SCOPE(name):This is a simple tool to support timing a block of code, and reporting the results on program exit.
==UTIL Shared Timer==
File: src\game_shared\util_shared.h
;IntervalTimer class:This is a simple class for tracking intervals of game time. Upon creation, the timer is invalidated. To measure time intervals, start the timer via the Start function.
;CountdownTimer class:This is a simple class for counting down a short interval of time. Upon creation, the timer is invalidated. Invalidated countdown timers are considered to have elapsed.
==Client TimedEvent class==
File: src\cl_dll\timedevent.h
This class triggers events at a specified rate. What it does is help manage a specific event over time.
Usage:
* Embed a nonpointer TimedEvent object into a class.
* On creation, call the object's Init function specifying the rate.
* In the Update function of a clientside entity class, use the following loop:
 	float tempDelta = fTimeDelta;
 	while( m_ParticleSpawn.NextEvent( tempDelta ) )
==Undocumented classes==
* CTimedEventMgr
* CTimedEventQueue
Category:Helpers
Titanfall 2

is a sequel of . Like it's predecessor, it's runs on the heavily modified version of the engine () based off . Unlike it's predecessor, this game has a single player campaign mode. The game also features new multiplayer maps, Titans, Pilot abilities and much more.
Titanfall 2 also features improvements to the heavily modified Source engine. The game is also ported to for the first time, since the previous game was exclusive to PC and Xbox.
== Features ==
=== Renderer ===
; TSAA anti-aliasing
: Replaces the older TAA implementation (called TXAA), which requires MSAA and NVIDIA GeForce GTX 600 series card (or later) to function.
; Improved Physically Based Rendering, HDR rendering, and Depth of field
=== Audio ===
; Audio improvements
: Sound occlusion and reverberation added.
=== Other ===
; Improved AI
; support
: Titanfall 2 adds support for PlayStation 4 game console.
== External links ==
* Northstar (GitHub) - modding framework client that allows users to host their own Titanfall 2 servers using custom scripts and assets
** MRVN-Radiant - Map editor for -based games, based on NetRadiant-Custom. Currently incomplete but usable.
* Titanfall Icepick allows to play with mods in the singleplayer of Titanfall 2
* Titanfall 2 Modding Guide
** 
* Titanfall 2 on Wikipedia 
	 
Category:Titanfall
Category:Titanfall 2
Category:Console Games
Category:Xbox One games
Category:PlayStation_4_games
Category:Titanfall engine branch games
Titanfall Level Creation

Category:Level Design
This article focuses on Level Design. For general mapping tutorials, see :Category:Level Design.
__NOTOC__
== Getting Started ==
* MRVN-radiant Installation
==References==
* List of Entities
* List of Particles
* List of Skies
* List of Soundscapes
* List of Soundtracks
* List of Fog Settings
== External links ==
* MRVN-radiant - Unofficial Level Editor
Category:Titanfall
To The White Forest

To The White Forest is the first chapter of . The player's journey as Gordon Freeman continues, starting at the collapsed bridge inside the train carriage.
== Introduction ==
A black screen with the title Half-Life 2: Episode Two appears and fades, then the black screen fades away.
The player finds himself in a train crash from a collapsed bridge, Gordon and Alyx try to communicate to the White Forest base.
== Maps ==
*ep2_outland_01 - The start, Alyx finding the player in the wreckage.
*ep2_outland_01a - Going deeper into the mine shaft, that looks to be abandoned, and then going into a cave.
== Architecture ==
The forest is set in a cold Eastern European enviroment, pine trees, rocks, abandoned mine, and a collapsed bridge.
For a forest to look natural, there should be an area for the player to walk and is surrounded by high cliffs, rocks, and trees. There is also some small buildings that the player can go in.
The mines have support beams and multiple pipes on the wall and the ceiling, and the concrete for the floor, walls, and ceilings, also for walls are mostly of wood. Wires, fences, crates, lockers, rails, lights, mining cars, fuse boxes, generators, signs (for direction in the mine), rocks, beam clusters, explosive butane cans, barrels, explosive barrels, and cobwebs (Antlion webs) for detail.
The cave has multiple cobwebs (Antlion webs), rocks, crates, web sacks, water, and stalactites, and is helped by multiple glowing grubs and light to find the exit.
== Environment ==
The color scheme of the environment has changed since Exit 17; yellow sky, brown and reddish are replaced with predominantly cold blue-gray hues. 
This chapter serves as a partial revisit of Exit 17, and shares numerous elements with it. For example, collapsed Citadel can be seen in the distance, as well as a shooting gateway to the Combine overworld, and a collapsed bridge.
The soundscapes reflect on the collapsed bridge as well, with the Citadel portal to the Combine overworld, and more nature tone. On the inside, the soundscape includes deep humming coming from the cave, hits of rocks, falling debris, and grub sounds.
== NPC's ==
The chapter includes several Combine units, such as a Hunter, Combine zombie, and Hunter-Chopper, and includes Zombies, like Posion Headcrab,
Antlions, also includes a friendly NPC vortigaunt.
== Reference ==
File:Destroyed_bridge.jpg|thumb|Collapsed bridge with a train crash.
File:Citadel_portal.jpg|thumb|Destroyed Citadel with the portal above the Citadel.
File:Ep 2 small building.jpg|thumb|Gordon and Alyx finding a small communication building.
File:Alyx injured.jpg|thumb|Alyx getting hurt by the Hunter.
File:Mineshaft 1.jpg|thumb|A mine shaft after you fall with the elevator.
File:Mineshaft 2.jpg|thumb|After going through a short cave the player finds himself in a mine shaft again. 
File:Ep2 cave 1.jpg|thumb|After the mine shaft player finds himself in a cave.
File:Ep2 cave 2.jpg|thumb|Ditto.
== See also ==
* Soundscapes
Toggle

Toggle a ConVar on and off, or cycle it between a set of values.
==Syntax==
"Toggling" past the last argument will loop around, i.e. the variable is set to its first value once again. Repeating the last value will prevent looping.
==Examples==
If values are omitted, the cvar is toggled between 0 and 1
Step 0 to 4
Step 0 to 4 and stop at 4
Cycle values
==See also==
*
*, create an arbitrary console variable.
Toggleable Scoreboard

== Overview ==
This article will show you how to modify the default behavior of the scoreboard. Instead of requiring the player to hold down the scoreboard key (+showscores) to show the scoreboard, we'll modify it so that it toggles on and off.
This has been tested on SDK Template technology and may or may not work on other engine branches!
== Code ==
Open in_main.cpp, and modify the IN_ScoreDown (Lines 503-510), and the IN_ScoreUp (Lines 512-520) functions.
//Replace the old function entirely with this
void IN_ScoreDown( const CCommand &args )
{
	KeyDown( &in_score, args[1] );
	if(gViewPortInterface)
	{
		if ((gViewPortInterface->FindPanelByName( PANEL_SCOREBOARD ))->IsVisible())
		{
			gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, false );
		}
		else 
		{
			gViewPortInterface->ShowPanel( PANEL_SCOREBOARD, true );
		}
	}
}
//Replace the old function entirely with this
void IN_ScoreUp( const CCommand &args )
{
}
== Conclusion ==
With this simple change, the scoreboard will go from the button having to be held down, to having the scoreboard be toggled on or off each time the button is pressed.
Category:VGUI
Category:Programming
Tool textures (Source 2)

Tool textures are used, mostly by the entities they're named after, but sometimes by parts of the engine such visibility calculations, to perform special tasks. They can be easily found in the Asset Browser using "tools" (or alternatively, in , click the Edit filter () icon and type "tools", then click Tag "Tools Nodraw Material" or simply type "", or in /older Source 2 games, click on "X/X Tags", then check Tools Nodraw Material) as a filter. However, like , some tool textures may be located in different directory (e.g. or folder).
== General ==
=== General — Common ===
These tool textures are available in every Source 2 engine game.
Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description (such as , , , etc.).
=== Uncategorized ===
These tool textures have not been organized yet.
=== General — Game-specific ===
These tool textures are only available in specific Source 2 games.
=== General - Obsolete / Non-functional ===
These tool textures are obsoleted (deprecated) or no longer works as intended.
== Optimization ==
== Clip ==
=== Clips — Common ===
These tool textures are available in every Source 2 engine game.
Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description (such as , , , etc.).
== Clips — Game Specific ==
These tool textures are only available in specific Source 2 games. 
== Sky and Fog ==
=== Sky and Fog — Common ===
These tool textures are available in every Source 2 engine game.
Some of these textures have special function in some games. These special functions are noted by having the game's icon listed in the description (such as , , , etc.).
=== Sky and Fog — Game Specific ===
These tool textures are only available in specific Source 2 games. 
== Miscellaneous ==
These are textures that have a special use, sometimes only seen in one single game.
Some of these textures are not even "real" tool textures, as they do not possess any Compile Flags, but they have some important use that no other texture available can do.
Category:Source 2