nyuuzyou/wikis huggingface dataset:
Visual Studio Code

(also known shorthand as ) is a rich text editor developed and maintained by Microsoft. Its extension marketplace contains many community-driven extensions catering to scripting formats used in Source, making it a frequently recommended tool among modders who work with scripts. Visual Studio Code should not be confused with Visual Studio, which is a more complicated and heavy-handed application used for Source's C++ source code.
Visual Studio Code is particularly useful for VScript due to its versatility with high-level programming languages. For more information on how to set up Visual Studio Code with VScript, see Setting up Visual Studio Code for VScript.
== External links ==
* Visual Studio Code
* "Source Engine Support" extension by Stefan Heinz (syntax highlighting and tooling for QC, VMT, and more)
Category:Visual Studio Code
Visual Studio Code/Setting up Visual Studio Code for VScript

This page describes how to set-up for VScript purposes.
== Usage ==
=== Squirrel ===
Click on the Extensions button in VSCode. This is represented as a icon of building blocks, usually on the left side of the window.
Search for "Squirrel" in the search bar. Install the following extensions:
* Squirrel Language Supports (by marcinbar)
* Squirrel Language Linter (by marcinbar)
Restart VSCode. Now the language is ready for use in the editor!
==== Autocomplete ====
For , auto-completion of the game's built-in script functions and constants is also available.
Click on the Extensions button in VSCode. This is represented as a icon of building blocks, usually on the left side of the window.
Search for "VScript" in the search bar. Install the following extension:
* TF2 VScript Snippets (by Sour Dani)
Restart VSCode. Functions and constants should now autocomplete!
=== Debugger ===
This allows you to create breakpoints, step line by line, and view the state of all variables during each step. 
Download the extension from here.
== See also ==
* Original thread for script auto-complete: https://tf2maps.net/threads/autocompleting-tf2-vscript-in-vscode.48453/
* VScript
* Squirrel
Category:Visual Studio Code
Category:VScript
Void

Category:Glossary
:In programming, void is used when declaring a function that does not return a value. void* is a pointer to such a function.
The void is the black space outside the world. It is an infinitely large area of nothingness that surrounds every map.
The map can occasionally share its inside space with the void causing an error known as a leak. Loading the map's compiled pointfile plots a course between this void and the closest entity in the map which can help patch leaks.
The void is not physical. It isn't a brush or entity but the lack of entities and brushes. It is, quite literally, void of any solid objects. If you noclip outside of the level bounds, you will fall forever.
By default, a clear only happens when the vieworigin is assumed to be in a "solid;" the void is marked as such.
VolumeCloud

It takes three input materials and creates a cloud effect. It can be applied to models, and requires further testing for compatibility with proxies and parameters.
As the shader is intended to simulate moving cloud cover it does not receive shadows. The effect works best with mostly white, transparent noise but also works with non-transparent textures.
The various texture layers all rotate counter clockwise around the "center" of the UV map. Each layer has additive blending on the others, which allows the depth effect to look seamless with white clouds that layer upon each-other. All three base textures are required to be defined, each one in the sequence rotating at a lower speed. 
== Supported Parameters ==
=== See also ===
* Materials for models
*, A fullbright shader useful for skybox elements
*, the standard shader for models
* , a similar shader
Category:Shaders
Volumetric lighting

__NOTOC__
Volumetric lighting is a lighting technique meant to simulate light bouncing off fog or dust particles in the air, such as a warehouse or foggy beach. It makes the player see beams of light shining from the sun or other light sources. Currently, the only -made software running on that supports Volumetric Lighting is , however some third-party engines incorporate volumetric lighting into . If the game you are making maps for doesn't support volumetric lighting, you can use some workarounds seen here.
Most games have support for Volumetric lighting by default.
==Media==
			
==Native Support==
======
Game	Supports
/ 	
 	
 	
======
Game	Supports
 	
 	
 	
==Using models/textures to fake volumetric lighting==
	Using vollight_stainedglass.mdl			
	Using vol_light128x128.mdl			
 	Old Engine	New Engine ()
DirectX 8.1 (and earlier)	 	
DirectX 9.0+ 	 	
== See also ==
*Env volumetric fog volume
*Env volumetric fog controller
* Working With Volumetrics
*WiseVol
== External links ==
*YOUTUBE How To Create Sunbeams using Volumetric Fog in Source 2 Hammer
* Volumetric lighting imitation trick with env_projectedtexture and translucent models (showcase)
* Volumetric lighting imitation trick with env_projectedtexture and translucent models (tutorial)
*
Category:Graphics
Category:Glossary
Category:Technical
VortWarp

It blends a Flowmap with a illumination mask, and creates a similar effect to how water uses Flowmaps in newer engine branches. The shader can be both used on brushes and models.
== Shader parameters ==
; $unlit <bool>
: Whether or not the material should be lit.
; $flowmap <texture>
: Flowmap to use.
; $entityorigin <vector>
: The point which the model will be squished to. The entire model will try to be squished into that point. If unspecified becomes the world origin by default, "[0 0 0]".
; $warpparam <float>
: Warping amount toward the specified $entityorigin. 1.0 leaves the model unaffected, lower values squish more, while 0.0 makes it practically invisible. Does not accept values outside of that range.
; $selfillummap <texture>
: A $selfillummask to blend with the Flowmap.
== Supported effects ==
*$bumpmap
*$halflambert
*$translucent and $alpha
== Example ==
Example showing the minimal needed parameters in order to make the shader work.
VortWarp
{
	$basetexture	lights/white
	$flowmap	shadertest/cloud
	$selfillummap	shadertest/lump
	$selfillumtint	"{ 200 15 0 }"
	$warpparam	1.0
}
== See also ==
*Water Shader
Category:Shaders
Vortigaunt

Vortigaunts (often refers to as Vorts by humans), previously known as Alien Slaves are the Xen aliens first seen in Half-Life. They seem to have mastered electrical surges, and can charge themselves up to disperse energy, from great jolts of damaging current, to a steady flow that can recharge devices (like Gordon's suit). Vortigaunts are voiced by now-deceased in , and in and .
In Half-Life 2 they have assimilated themselves into the suppressed society existant in City 17.
Quotes from HL2 suggests that the vortigaunts were controlled by the Nihilanth for eons much like Breen controlled the human race: The Nihilanth was a Combine product, and the vorts mostly rejoiced when it died, but it was only "the lesser master" and they now work together with Freeman to kill "the greater master".
The vortigaunt seem to refer to "a deeper mystery" and "something secret steers us both", which seems to refer to the G-Man, so they seem to have been contacted by the G-man too, or at least someone from his origin. The vorts have made the stand to fight against the Combine or be extinct: They think their lives are worthless unless spent on freedom.
==Vort Quotes==
* This is the Freeman. The Combine's reckoning has come.
* We never dreamed to meet you in corporeal form.
* The Eli Vance almost perceives the All-in-One.
* The Eli Vance was our first collaborator.
* The Eli Vance is indispensable to the liberation.
* Our finest poet describes it thus: Gallum galla gilla ma.
* We are mindful of the words of our greatest philosopher: companum gannennen vorgenot!
* The Combine will pay in kind for their depravity.
* We will put aside Black Mesa... for now.
* Is there reason for delay?
* You must remember us from Black Mesa.
* We see you still in Black Mesa. Clearly we see you in the Nihilanth's chamber.
* We bear witness to the bright eternity of the Nihilanth's demise. You leap, you fall, we see you flash beyond the barriers.
===Vortigese===
* Ah ghurrrr...
* Taaar...
* Riiit...
* Lung gah...
* Gong...
* Galanga...
* Ga la lung...
* Churr galing chur alla gung...
* Chur lung gong chella gurr...
* Hurrrmmmmmmmmmmmmmmmmm. Durrrrrrrrrrrrrrrrrrrr. Churrrrrrrrrrr---Koff! Hack! Wheeze!
==Citizen Discrimination==
Citizens do not naturally take to vortigaunts.
* Enough of your mumbo jumbo.
* Damn vorts.
* Speak English.
* That's why we put up with you.
* Something must be wrong with me, I almost understood that.
* None of your vort philosophy.
* Stop, you're killing me!
* What did I do to deserve this?
* Stop looking at me like that.
* Some things I just never get used to.
* I don't know how you things have survived as long as you have.
* Sometimes I wonder how I ended up with you.
* If anyone would have told me I'd be pals with a vortigaunt...
==See also==
* monster_alien_slave The Half-Life entity for vortigaunts.
* npc_vortigaunt The Half-Life 2 entity for vortigaunts.
* Wikipedia:Vortigaunt - The wikipedia entry.
Category:Half-Life Continuity
Vprojtomake 2010

This is an adaption of the original VProjToMake from Valve to support Visual Studio 2010's new project file format (.vcxproj). In doing this, I also threw out the ridiculously overkilled use of the COM XML Parser for Win32 and Xerces for Linux. In its place, TinyXML, which requires absolutely no external libraries, and is infinitely easier to read code wise.
This program is fully backwards compatible with the old .vcproj format as well so EVERYONE should and can use this in their Linux building solution for their mod.
TinyXML 2.6.0
== Contact ==
Killer Monkey
== Usage ==
#Unzip the included files/folders into the base code directory for Valve's SDK
#[OPTIONAL] Convert your project into Visual Studio 2010 format (suggest use v90 compiler)
#Head over to your linux compilation solution
#Change 'makefile' in linux_sdk folder to use the new 2010 project (.vcxproj extension)
#Run 'make clean' then 'make' from the linux_sdk folder as usual
== Latest Download ==
http://code.google.com/p/vcprojtomake2010/downloads/list
SVN is also available for checkout: http://code.google.com/p/vcprojtomake2010/source/checkout
Category:Programming
WAV

Waveform Audio File Format is an audio format with a file extension, used by all of Valve's engines. It is required for lipsynced dialogue and looped sounds without a custom audio backend.
 supports uncompressed 8-bit or 16-bit PCM, although lip-synched audio must be 8-bit. It supports sample rates of 11025 Hz or 22050 Hz; other sample rates can sometimes be used, but they will be resampled to 22050 Hz before playback, without any interpolation.
 supports uncompressed 8-bit and 16-bit PCM, as well as compressed 4-bit Microsoft ADPCM (not IMA). It supports sample rates at 11025 Hz, 22050 Hz, and 44100 Hz; files at other sample rates, such as 32000 Hz and 48000 Hz, will not play.
== Bit rates ==
WAV files have a consistent bitrate depending upon their sample rate, bit depth, and channel count. The following tables indicate what bitrates files will be at supported sample rates.
Mono sounds (1 channel)
Sample Rate	16-bit PCM	8-bit PCM 	4-bit ADPCM	Quality
11025 Hz 	176.4 kbps	88.2 kbps 	44.1 kbps 	AM radio; used by most sound effects
22050 Hz 	352.8 kbps	176.4 kbps	88.2 kbps 	Max sample rate of sound effects
44100 Hz 	705.6 kbps	352.8 kbps	176.4 kbps 	CD quality
Stereo sounds (2 channels) 
Sample Rate	16-bit PCM 	8-bit PCM 	4-bit ADPCM	Quality
11025 Hz 	352.8 kbps 	176.4 kbps	88.2 kbps 	AM radio
22050 Hz 	705.6 kbps 	352.8 kbps	176.4 kbps 	
44100 Hz 	1411.2 kbps	705.6 kbps	352.8 kbps 	CD quality
Some games (particularly third-party ones) may support additional sample rates and bit depths, but the above sample rates are supported by all games.
== See also ==
* XWV - variant used by 
* MP3
* VSND
== External links ==
* WAV on Wikipedia
Category:Audio formats
Wall Worm

Wall Worm is a set of pipeline tools for 3ds Max and the Source Engine. It allows the artist and development team to create models, textures, materials, levels and more inside 3ds Max. It was originally known for the Wall Worm Model Tools that optimizes the model-exporting process, but has expanded into the entire Source pipeline.
You can learn more using 3ds Max as your level editor by reading Hammered to the Max: A Hammer User's Guide to 3ds Max.
You can get Wall Worm at https://dev.wallworm.com/
Category:Third Party ToolsCategory: 3DS Max
Wall Worm Model Tools

are Scripts and Plugins for 3ds Max that allows you to compile models, textures and entire levels straight from 3ds Max. This tool is only available for 3ds Max users and includes VMF, QC, VTF, DMX, SMD and VTA exporters (among others). The tool gives you a graphical interface for setting various model properties and easily exporting to Source and GoldSrc.
Wall Worm works with the latest versions of 3ds Max, preferably 2016+.
A short but incomplete list of things the tool does:
* Generates QC files
* Exports SMD Files
* Exports VTA Files
* Export DMX Files
* Wrinklemap Exporter (in DMX exporter)
* Flex Animations from Morpher and Morph-O-Matice channels
* QC/SMD/VTA Importer
* Compiles QCs into MDLs
* Converts Standard Material and Texture Maps to VMT and VTF
* Create Multiple Skins
* Assign $bodygroups
* Generates LODs or use your own
* Assigns Sequences
* Quick Collision Hull Generation Tools
* Assign Collision Hulls
* Auto Hull
* Create $attachments and assign to bones
* Control Prop Data
* Assign Custom Gibs
* LOD Camera (like HL Model Viewer's Auto Lod option)
* Scene batch functions to convert multiple objects in scene into models and compile all at once
* Ragdoll support
* Material Library Generator to turn library of VMTs/TGAs into 3ds Max material libraries
* $jigglebones
* Many more...
Now also has the following tools integrated into it:
* MDL Loader/Importer (Load MDL files from game VPK directly into Max)
* Worm Face - Hammer-like texture application tool to lift/dump textures from/to faces
* Soundscaper - Generates skeleton soundscape files from env_soundsape entities in scene
* Rad Worm - Generates level-specific lights.rad from self-illuminated materials in scene
* Now packaged with Sky Writer
* Now packaged with WW Anvil
* Entities and Entity I/O tools
* VMF Exporter - World Geometry, Entities, Displacements, Models, etc included
* VMF Importer
* MAP Exporter
* MAP Importer
* SMD Importer
* Material Exporter
* TGA -> VTF Exporter
* More...
Wall Worm generally supports the current version of 3ds Max and three versions back.
== External links ==
* Wall Worm Model Tools Documentation and Downloads
Category:Third Party Tools
Category:Modeling
Wally

is a texture and WAD manager that allows users to add, edit, and delete textures from existing WADs. This program is also capable of merging textures with equivalent formats and supports various texture formats for distribution with maps and importing into level editors.
== Features ==
* Texture Format Support: Wally supports many different texture formats, including and WADs, WALs, SWLs, JPGs, PNGs, TGAs, BMPs, and PCXs. Additionally, it can rip textures from PAK files and export them as loose files.
* Image Editing: Wally functions as an image editor that enables users to adjust brightness, contrast, noise levels, blurring, and resizing. It also allows users to draw on textures using an airbrush.
== Screenshots ==
wally_noise.png|Wally being used to edit a texture
wally_dmc.png|Wally being used to browse textures
== External ==
* Download at the Valve Developer Union
* 
* Source code
* Official website (archived)
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:Non-Steam Applications
Category:GoldSrc Level Design
Wanted

== Overview ==
 is a western total conversion of Valve's Half-Life produced by Maverick Developments in the United Kingdom.
== Bot control ==
Syntax: sv_removebot <count>
Syntax: sv_removeallbots 1
== Screenshots ==
Image:Wanted2.jpg
Image:Wanted3.jpg
Image:Wanted4.jpg
== See also ==
* Redemption (Goldsource)
== External links ==
* AtomicGamer - The official download site (ex 3ddownloads.com, ex telefragged.com).
* FileFront - Unofficial Steam port.
Category:Single Player Mods
Category:Multiplayer Mods
War Of The Vikings

War of the Vikings is a Third-party Mod for the Source Engine. It was created as a second year degree project at Staffordshire University by [explosion].
You are a Viking who has been shipwrecked on a Scottish island. The islanders have helped you get better but more Viking ships are coming. Two choices - defend the village or murder and pillage!
The game was originally done as a demo for a full game. To date the first island is mostly complete although not completely bug free. You can fight along with either side and switch sides throughout by redeeming yourself (murdering the opposition). The second island is a demonstration of how the game would progress. It is only currently accessible if you help the Vikings.
Click here to download the zipped game folder
== Credits ==
Original Concept
Sam Gage, Tim Chubb, Ben Brooks
Producer
Mike Feeney
== Development Team ==
Intro Animations (Pre-Rendered)
 Models
 - Marco Cannonico
 Textures
 - Marco Cannonico
Mapping
 Alliance logic
 - Sam Gage
 Attack sequences
 - Sam Gage
 Dialogue
 - Kris Dutton
 Idle/ Busy NPCs
 - Kris Dutton
 Level Geometry
 - Sam Gage
 World logic and interactivity
 - Sam Gage
Models
 Characters
 - Ben Brooks
 Props
 - Tom Ellwood
Programming and Rigging
 Weapons and pick-ups
 - Ben Brooks
 Characters
 - Ben Brooks
Testing
 Lead
 - Mike Feeney
Textures
 World
 - Sam Gage
 Props
 - Ben Brooks
 - Tom Ellwood
 Characters
 - Ben Brooks
 - Sam Gage
Warcry

==Introduction==
Warcry is a fantasy, team based action modification for Half-Life 2. Warcry takes players into a fantasy world of constant war between Humans and Goblins. Each race has access to its own arsenal of weaponry and playable characters, that player gain access to as they battle.
==Features==
* All new characters, maps, and weapons
* Melee fighting
* Character & equipment upgrades
==Media==
Warning: ChopWinding

This is a warning, not an error.
==Warning: ChopWinding: Rejected(1) due to too many points==
A winding is a data structure used in the compile tools to store a set of points. As they are very versatile, they can be used to describe a number of things (surfaces, brush faces, brush sides, whole brushes, etc...). Your warning message is simply alerting you to the fact that one of these winding data structures has a larger number of points than expected, and one of the points was ignored.
It is hard to guess what casues this as most of the typical causes (eg. brush sides with large numbers of vertexes) should be really caught earlier on in the process. Hence, it is most probably the artifact of some subdivision or modification of the points of the map itself during the compile, which makes it even harder to track down. I recommend using the 'Big Block' method of trying to isolate a particular area of your map that causes it, and to modify/simplify/change the general brush geometry. This is a very generic fix, but its also a very generic message.
Category:Compile errors
Warriors of the Apocalypse

== Overview ==
Warriors of the Apocalypse is a Half-Life 2 multiplayer modification with a post-apocalyptic setting, currently in development with a focus on teamplay and realistic infantry combat.
== Features ==
* 4 teams: Raiders, Mutants, UMA (paramilitary organization) and Villagers.
* Ironsights and increased recoil for a more realistic feel than the average deathmatch.
* Unique vehicles- technicals, dune buggies, etc.
* Skill system that increases the damage and accuracy of each player as they accrue kills.
* Weapons such as bolt-action rifles, SMG's, shotguns, and a few novelty weapons such as a junk cannon and a brickbat.
* Weapon purchase system.
== Media ==
Several examples of the high-quality models, for weapons, vehicles, players, and props, can be found in the Work In Progress section of the mods forums. Developers routinely post in-game shots and renders in this forum.
== History ==
Warriors of the Apocalypse began development around a year before the Source SDK was released, and up until very recently was in formal development for the Source Engine. Following a long string of difficulties with coding and moving art assets in-game, the mod leader Morgan decided a switch to another engine would be in the mods best interest. The switch was announced to the Unreal 3 engine in late December 2005.
However, the mod continues in development for the Source engine by the coder Pajari, and a beta version will be released within the next few months, time and sanity of the coder permitting.
== Team ==
Leader: Morgan, who also is one of the modelers and level designers.
Modelers: Strap, Ghost, Mr. Twista, Jazzy, EradicatorOfSouls, Jec1183
Coder: Pajari
== External links ==
* Warriors of the Apocalypse - the official website.
Water

This article is about the level design concept. For the shader type, see Water Shader.
==Articles==
*Adding Water: placing water in a map
*Water (shader): the shader that draws water on the video card
*Moving water: tutorial on implementing water that acts like a func_movelinear
*Flowing Water: realistically flowing water that was first introduced in cs_militia
==Related entities==
*water_lod_control
*func_water_analog
* func_water 
*env_splash
*trigger_waterydeath
*func_fish_pool
*func_croc
==Textures==
Water textures can be found in the Hammer material browser by searching for water.
== See also ==
* :Category: Level Design
==External links==
*HL2 Water crash course tutorial 
*HL2 Waters pictures of different types of water 
*CSS water comparison video comparison of water textures available in Counter-Strike: Source
*CSGO water comparison video comparison of water textures available in Counter-Strike: Global Offensive
Category:Hubs
Category:Water