nyuuzyou/wikis huggingface dataset:
Korsakovia

Korsakovia is a new experimental mod by the makers of Dear Esther. It's a survival horror about delusion, paranoia and the end of the world.
Resolution Magazine said they've "Never played a game that fucked with me so much" and that "It’s rare for a game to instill such panic. It’s up there with ‘Shock 2 and Silent Hill in that respect.".
Hide the matches, break the TV screen, gouge out your eyes, turn out the lights and play it on your own late at night.
This is version 1.0, currently available as .zip - unpack it into your SourceMods folder. Installer version on its way. Please check the README file before playing and please do send us feedback, bug reports, restraining orders, and cash donations.
== Features ==
* Fuses abstract storytelling of Dear Esther with more traditional gameplay
* Experiments with alternative visualisation of agents
* Lots of playing around with visual effects and environmental build
== Media ==
File:kshot1.jpg
File:kshot9.jpg
File:kshot7.jpg
== thechineseroom ==
Korsakovia was developed for the earth-shattering sum of approximately £10,500 as an internal grant from the University of Portsmouth, as part of the ongoing chineseroom project into experimental FPS gaming.
The core ideas behind thechineseroom are that:
# There are important and interesting questions about FPS gaming that cannot be answered simply by studying and analysing commercial titles, and that it's necessary to experiment and build in order to address them and
# There's no reason why a research project shouldn't be any less playable and 'fun' than a non-research project (i.e. a 'normal' game). On top of that, if you want to really make something that is true to the medium, then it should stand or fall as a game in its own right, and players should be able to engage with in on those terms.
Previous releases as part of the project include Dear Esther (Source), Conscientious Objector (Doom3/idTech4) and Antlion Soccer (Source). All are freely available from ModDB.
If you have any questions about thechineseroom project or any of our mods, please contact me at dan.pinchbeck@port.ac.uk. More information about us can be found at www.thechineseroom.co.uk.
== Team ==
; Korsakovia dev team:
: Korsakovia was written and produced by Dan Pinchbeck
: The environment was designed by Dan Pinchbeck and Adam Griffiths 
: The environment was built by Adam Griffiths, with additional build by Dan Pinchbeck and Ankur Shah
: Coding was by Maksim Mitrofanov
: Audio and music was by Jessica Curry (www.jessicacurry.co.uk)
: Genevieve Adam voiced Doctor Christine Grayson and Ben Crystal voiced Christopher
: The voice acting was recorded at Middle Street Studios, UK, by Phil Thompson
; Playtesters were:
: Nick Mower 
: Donkey81 
: Eli Just 
: Maksim Mitrofanov 
: BiGToM (who also debugged a level for us)
: Albert Teng
== External links ==
* 
* thechineseroom project website
Kuma Reality Games

Kuma Reality Games, creator of Kuma\War, has announced a Source Engine licensing partnership. Already in development, Kuma’s Source-based projects, including a comedic action title and the next generation of Kuma\War, are targeted for release on the PC later this year.
Kuma Reality Games has released games on multiple game engines, including Source.
== Kuma Reality Games using Source Engine==
1.National Blood Sport(2009)Adapted from half-life 2 mod Revolt The Decimation
2.DinoHunters(2006)
3.Dogfights(2007)Possibly adapted from this modmoddb
4.Street Soccer(2011 or 2010)
5.IPredator (could be 2010)
6.Mobsters(2006)Possibly adapted from this moddb
7.Kuma War2,WWII,Vietnam(2006)
8.WWII experience(2010)
== See also ==
* Official Kuma Reality Games website
* National Blood Sport Twitter
== NOTE ==
None of these games are available on Steam as of now.
Category:Developer Corporations
L4D2 Custom Melee Weapons

==Introduction==
 Left 4 Dead 2 allows for user created custom melee weapons. Weapons can add to the overall atmosphere of a map and give players an incentive to check out what cool things you've done. This tutorial covers the process from rigging through packaging your weapon into a VPK file for easy download; it does not, however, cover any modeling or texturing. If you looking for a tutorial on how to model weapons, you will be able to find tutorials through Google. This guide uses 3DS Max 2010. Other modeling programs will work fine, as long as you have the correct plugins to handle SMD import/export rigging.
This tutorial covers creating both the v_ and w_ models, so that your weapon looks correct in both your 1st person and 3rd person views (as well as displaying correctly for other survivors).
==Basic Requirements==
You need the following tools in order to create a working melee weapon:
*Left 4 Dead 2 Authoring Tools
*Cannonfodder's MDLDecompiler
*3DS Max 2010 (or similar program)
*Wunderboy's 3DS Max SMD export plug-in Version 1.5
*Wunderboy's 3DS Max SMD import plug-in Version 1.0
*Notepad++
*GCFScape Version 1.7.5
==Picking a Weapon==
Creating custom animations takes a lot of work, and is something out of the scope of this guide. Thus, we will be picking a melee weapon of similar size and proportion to what we are creating. In my case, I am creating an ice axe, which has similar animations to the crowbar. Obviously, not every kind of melee weapon is possible - for example, Cloud's Buster Sword from Final Fantasy VII would be too large to work with any animation set (to my knowledge, at least). Examine the weapon you plan on using. Test it in first and third person and look closely at the animations. That general movement will be the same for your custom weapon, so make sure it seems realistic.
==Setup==
You will need to create multiple folders for the basic setup. The first of these is your addon folder.
C:\Program Files\Steam\steamapps\common\left 4 dead 2\left4dead2\addons\weapon_name
Under your addon folder, you'll need to create a few more folders.
left4dead2\addons\weapon_name\modelsrc
left4dead2\addons\weapon_name\scripts
left4dead2\addons\weapon_name\scripts\melee
left4dead2\addons\weapon_name\materials
left4dead2\addons\weapon_name\missions
Category:Left 4 Dead 2
L4D2 Level Design

This page summarizes new editing features in L4D2. 
If you're new to creating levels for the Left 4 Dead series, be sure to check out the L4D Level Design Basics Tutorial. The basics of authoring levels are pretty similar between L4D1 and L4D2, and this section focuses on Left 4 Dead 2-specific features. 
For those of you who have existing maps and are looking to update and recompile, you've come to the right place. Your maps will likely need a little bit of tweaking to get running properly, and there are several useful additions to L4D2 mapping that you'll likely want to take advantage of. 
== New Features Overview ==
* External VMF reference/instance capability allows you to organize your map as multiple VMF files. 
* Additional entities, such as for spawning weapons, items, and upgrades with or without A.I. Director control. 
* Director querying allows your map to do better adapt to your players. You can change paths, change appearance, create a rainstorm, etc., all based on how well players are doing and therefore how "angry" the director is. 
* A new can be used to more easily create a single BSP map that can change appearance, arrangement, item placement, etc., depending on the game mode being played.
* VScripts provide fine control over the director and simplifies implementation of complex tasks.
* Water now has a new shader, allowing it to flow realistically.
== Tutorials ==
== See also ==
* L4D Level Design Basics Tutorial
* Left 4 Dead Level Creation
* Left 4 Dead 2 Level Creation
* L4D2 Campaign Add-on Tutorial
* Dissection of Official L4D2 Campaigns
L4D2 Level Design/Add-on Notes

This summarizes the changes for 's Add-ons from 's.
== AppID ==
The addoninfo.txt file in your L4D2 add-on must have the proper app ID:
 addonSteamAppID 550
If this isn't included, or if it's set to the Left 4 Dead 1 ID (500), VPK files will not be installed properly when users double click on them. (Or technically, theaddoninstaller.exeprogram.)
== VPK Install ==
If users double click a VPK while the game is not running, it gets copied to a temporary location under:
 Steam\steamapps\SourceMods\addons
Then, when are launched, they look for add-ons in those directories, then moves them over to their own respective add-ons folder.
== See also ==
* L4D Campaign Add-on Tutorial
* L4D2 Campaign Add-on Tutorial
Category:Left 4 Dead 2
L4D2 Level Design/Boss Prohibition

There are multiple ways to prohibit or control the spawning of boss infected in Left 4 Dead 2, which include mission.txt and vscripts. 
== Mission.txt ==
"coop_boss_spawning" and "versus_boss_spawning" were introduced in The Sacrifice update. Known variables include:
 coop_boss_spawning and versus_boss_spawning
Variable 	Type 	Range	Notes
spawn_pos_min 	float	[0,1]	Percentage flow cleared by survivors?
spawn_pos_max 	float	[0,1]	
tank_chance 	float	[0,1]	
witch_chance 	float	[0,1]	
witch_and_tank	int 	0/1 	
allow_boss_mix	int 	0/1 	
 
Please see List of L4D2 Missions Files (using browser text search) for full examples of their use.
== Vscript ==
Vscripts can offer more flexibility in this case. The script file should place in your left4dead2/scripts/vscripts folder (you may need to add the vscripts sub-folder yourself).
A basic script would include:
DirectorOptions <-
{
 ProhibitBosses = true
}
Also available is the director option DisallowThreatType = ZOMBIE_WITCH | ZOMBIE_TANK (as seen in c8m1_apartment.nut).
Save the text file with the extension .nut in the vscripts folder.
In your map, place a logic_auto entity and add an output. Note that logic_auto is only used here as an example. The output should target the AI Director entity and make it fire the script by using the BeginScript input. In the parameter field, you set the name of your script (the .nut extension is not needed but won't cause any issues). The script will end if the director is told to load another script or if triggered by an output to EndScript.
== See also ==
=== Intros ===
*VScript
*L4D2 VScripts
*Mutation Gametype (L4D2)
*L4D2 Gamemodes File
=== Documentations ===
*VSLib
*L4D2 Vscript Examples
*L4D2 Director Scripts
*L4D2 Script Functions
*Decrypted Mutation Vscripts
*Custom Finales Contains all original finale scripts as reference.
*Extended Mutation System
=== Miscelleanous ===
*logic_script
*trigger_finale
*info_director
*List of L4D2 Cvars
Category:Left 4 Dead 2
L4D2 Level Design/Choreographed Scenes

In this tutorial you will learn how to easily create a choreographed scene for Left 4 Dead 2.
== The essentials ==
*A box with the nodraw texture outside your map.
*An actor for your scene to refer to.
*A logic_choreographed_scene with the scene file you want to use.
== How do I do it? ==
First create a hollowed out box outside your level with the nodraw texture.
Then place inside of it a generic_actor, this will be the actor your scene will refer to, It won't work without it.
After you do this, open up its properties menu and under its name type in something like "left4dead_actor" and then you can close the properties tab. Choose a common world model, something that isn't very big at all is that we try using the f18_placeholder.
Last but certainly not least, place down a logic_choreographed_scene somewhere in your map, it doesn't really matter where you put it, but its the best to place it near where you trigger it. The scene that you choose from the scene list in the sound browser is completely up to you. The sound will come from the actual person being used, so if its Francis it will come from him and his lips will move as well. If you want to make a character such as Whitaker from the gun shop, place the actor in the room you want the sound to come from, but notice how Valve never clearly let you see the actor.
Just for the purpose of the tutorial to be through, we'll show you how to trigger it and how to make complex scenes. (Not the sounds themselves, just some tips on how to make a scene with mutiple actors flow correctly.)
== Triggering It ==
You will need to make a brush the size you want with the Trigger texture somewhere where players will trigger it and not skip over it. Press Ctrl+T together to make the brush an entity and open its class tab, make it a trigger_once.
Go back to your choreographed scene and name it something appropriate, such as Ellis1, Ellis2 or Ellis_interrupt which could be used for one of Ellis' many Keeth stories.
After that, you can go back to the trigger entity and under its properties menu enter the outputs tab and click the Add.. button, do it something like this:
*MyOutputNamed: OnTrigger
*TargetsEntitiesNamed: "Your scenes name"
*ViaThisInput: Start
Otherwise, ff you're making a conversation, make in every choregraphed scene used make an output basically saying when its done before making the next one start (a good start time is with a delay of 1.5 to 2 seconds)
You can experiment with the rest, hope this helped and good luck!
Category:Left 4 Dead 2
L4D2 Level Design/Custom Finale

__toc__
 A custom finale reads automatically off of a vscript containing a list of stages, <map name>_finale.nut. The system features the ability to increment finale stages when arbitrary conditions are met (i.e. boss monster, Aztec tomb puzzles, feats of strength, etc.). Once all stages are finished, trigger_finale fires a FinaleEscapeStarted output.
Custom finale maps include c2m5_concert, c3m4_plantation, c4m5_milltown_escape, c7m3_port, and it is assumed that L4D1 finales do the same (No Mercy is confirmed to use custom). Official maps do not use the Standard finale type.
== Components ==
=== Map ===
At the very least, all that needs to be changed is trigger_finale Finale Type, from Standard to Custom. There are other options and details you should consider:
* The onslaught stage type does not end unless the director is given the input EndCustomScriptedStage via script EntFire (direct or indirect) or simply in-game I/O.
* info_director: OnCustomPanicStageFinished, OnPanicEventFinished (maybe just for crescendo), and OnUserDefinedScriptEvent(1-4) outputs are available, linked to vscript stage states or methods such as .UserDefinedEvent1()-.UserDefinedEvent4().
* trigger_finale: AdvanceFinaleState input is available.
=== VScript ===
As discussed in the L4D2 vscript article, there are four stage types, additional custom finale-specific director options, and special functions available.
The following are custom finale vscripts with additional comments:
==== c2m5_concert_finale.nut ====
== Sacrifice finale ==
The sacrifice finale is based off of custom finale with additional hard-coded modifications introduced in The Sacrifice update.
===c7m3_port_finale.nut===
This is more complex than other custom finales but essentially does so to customize the experience. The script suggests that Sacrifice finale types depend mostly on new in-game entities and entity features.
==Decrypted Official Finale Vscripts==
Here are all Finale Vscripts, decrypted on Aug.02.2021.
These have not been modified to provide any additional info, some parts may be confusing.
===c1m4_atrium_finale.nuc===
===c1m4_finale_wave_1.nuc===
===c1m4_delay.nuc===
===c2m5_concert_finale.nuc===
===c3m4_plantation_finale.nuc===
===c4m5_milltown_escape_finale.nuc===
===c6m3_port_finale.nuc===
===c7m3_port_finale.nuc===
===c8m5_rooftop_finale.nuc===
===c9m2_lots_finale.nuc===
===c10m5_houseboat_finale.nuc===
===c11m5_runway_finale.nuc===
===c12m5_cornfield_finale.nuc===
===c14m1_lighthouse_finale.nuc===
===c14m2_lighthouse_finale.nuc===
===director_gauntlet.nuc (Shared for all gauntlets)===
== See also ==
=== Intros ===
*VScript
*L4D2 VScripts
*Mutation Gametype (L4D2)
*L4D2 Gamemodes File
=== Documentations ===
*VSLib
*L4D2 Vscript Examples
*L4D2 Director Scripts
*L4D2 Script Functions
*Decrypted Mutation Vscripts
*L4D2 Level Design/Boss Prohibition
*Extended Mutation System
=== Miscelleanous ===
*logic_script
*trigger_finale
*info_director
*List of L4D2 Cvars
L4D2 Level Design/Instructor Hints

While you should strive to make player goals clear through the use of lighting and map design, you will often find that it is helpful to provide progression information on screen. This is particularly true if you require a custom activity or have an unexpected event that you'd like to inform your players about. The convention in Left 4 Dead is to use an instructor hint, and Left 4 Dead 2 allows you to create your own. There are two ways to add an instructor hint into your level, either using an info_game_event_proxy which you can use to insert existing hints, or by creating a custom hint using env_instructor_hint
== Using a predefined hint ==
To use a hint already in L4D2, place an info_game_event_proxy into your level where you'd like the hint to appear. To choose the hint that you'd like to appear copy the hint name into the "Name of the event to generate" box, and change the "Range" to one that you'd like. If you want this to trigger upon the player seeing it you will need to go to the Flags tab and check "Fire Automatically When First Seen". 
You can view all the available instructor hints here: List of L4D2 Instructor Messages
Example:
Name of the event to generate: L4D2_Instructor_explain_perimeter1
Range: 500
== Creating a custom hint ==
First, place a new entity of class env_instructor_hint. This allows you to control and specify the hint parameters. 
Additionally, the hint will also need a 3D location in your map to appear and to control visibility. We can do this by creating a client-side entity to point to. The easiest way to accomplish this is to place a named info_target entity and enabling the "transmit to client" (respect PVS) flag. This can be found under the Flags tab of the properties dialog when the info_target is selected. Once you assign the info_target as the Target Entity of the env_instructor_hint, you should see your hint in game.
The caption text that you specify should now appear to players in game.
== Triggering Hint ==
If a hint should not be visible immediately upon being in its radius, you'll want to trigger them manually via the press of a button, a trigger, or a timed event.
env_instructor_hint has a ShowHint Input, but unfortunately that is bugged and will only show the hint to the !activator, which will be whoever pressed the button to show it.
Instead, you'll need to add a point_template to spawn the env_instructor_hint which has Show On First Sight set.
== See also ==
* env_instructor_hint
* List of L4D Instructor Messages
Category:Left 4 Dead 2
L4D2 Level Design/Legacy Assets

Since "The Sacrifice" update on October 5, 2010, The Left 4 Dead 2 Add-on Support Tool is no longer needed and can be safely removed. Assets from L4D1 are now included by default.
__toc__
There are many model and material assets from the original Left 4 Dead that are no longer installed by default with Left 4 Dead 2. You can, however, still reference them in your maps. 
== Add-on Support ==
In order to run add-ons, players will have to install Left 4 Dead 2 Add-on Support, which can be found in the Tools tab in Steam. This installs the legacy texture and model assets from the first Left 4 Dead and enables add-on support. The models in this package have been re-compiled for the Left 4 Dead 2 version of Source. This should simplify the process of successfully migrating maps to Left 4 Dead 2, and also provides a greater variety of props and materials.
Add-on support is designed only to support add-ons, and does not contain the original L4D1 campaign maps.
== Availability ==
The Left 4 Dead 2 Add-on Support Tool is freely available on Steam to all owners of the PC version of Left 4 Dead 2.
== Downloading and installation ==
To install the Left 4 Dead 2 Add-on Support, either [steam://install/513 click here] or:
# Restart Steam if it's currently running.
# Open the Steam window. 
# Click on the Tools tab. 
# Double-click on the Left 4 Dead 2 Add-on Support entry. 
# The Left 4 Dead 2 Add-on Support will download to your computer via Steam. 
# Once it has been fully installed, your game folder should include the pak02_*** files, which contain the re-cooked version of the L4D1 assets.
# Add-on support cannot be launched, but it can be uninstalled, also from the Tools tab.
Players who are browsing to a game or lobby running an add-on campaign will be prompted to install Add-on Support before they are able to join those sessions. 
Due to the large size of this asset pack, (It's roughly 500 megabytes,) it cannot be included by default. Fortunately, it should only be a one-time obstacle to running custom maps.
== Using L4D1 assets ==
For map authors with maps that use assets from the first game, you should be able to open up your L4D1 .VMF maps in the L4D2 version of Hammer and recompile them. You will likely need to do some minor editing to get the map to run properly, and you will definitely need to re-analyze your nav meshes, but they should load the older model and material assets. 
Category:Left 4 Dead 2
L4D2 Level Design/Wandering Witch

In L4D2, we discover that witches sit and rock themselves only at night. If there's sunlight, they wander. You can control this in your map from the Map > Map Properties... menu item.
 
If you change Time of day to any time of day when the sun is out, including "Dawn", "Morning", and "Afternoon", witches spawned by the Director will wander.
==Changing Behaviour at runtime==
If you would like to have both standing and sitting witches, or randomly pick which to use, you can do so by using a vscript.
Create a text file called Witch_behaviour.nut (or any sensical name) and put it into the scripts/vscripts folder. 
The script should contain the following:
//This script basically just swaps a Cvar specifically bound to witch behaviour.
	function WitchWalk(){
	Convars.SetValue("sv_force_time_of_day",3)
}
	
	function WitchSit(){
	Convars.SetValue("sv_force_time_of_day",0)
}
Next, place a logic_script entity into your map, using "Witch_behaviour" in the "Entity Scripts" field.
Any entity capable of firing outputs, such as logic_timer, trigger_once, func_button, logic_case, ect. can have the following output to change the behaviour of the next spawned witches until changed:
Sitting Witch
	Depends on entity	<logic_script entity name>	RunScriptCode	WitchSit()	0.00	No
Wandering Witch
	Depends on entity	<logic_script entity name>	RunScriptCode	WitchWalk()	0.00	No
You could also make an intricate setup of a logic_case randomly picking between witch behaviours and spawns them one after another, to get a map such as the Sugarmill, but with both sitting and wandering witches.
Category:Left 4 Dead 2