nyuuzyou/wikis huggingface dataset:
TITAN: XCIX

is a singleplayer adventure mod focused more on exploration rather than combat, that takes place aboard the ill-fated star ship of the same name. You play as a newly arrived technician who arrives moments before disaster strikes.
== Overview ==
Humanity is at the point of extinction when a terrible accident destroys the majority of life on Earth during what is now known as The First Contact Event. Although official contact had been set with very strict quarantine rules, unsanctioned contact between the Human populace and Vaedran Trade ships meant that diseases that originated from Vaedra were easily passed to the people of Earth, causing a catastrophic chain of events.
The people of Vaedra (a long lost offshoot of Humanity), racked by guilt gathers up what's left of Human civilization and over the space of many years, slowly integrates them into their own society to give them a better life away from the wastes of Earth.
But life is far from better, hospitality soon turns to indifference and intolerance, eventually pushing Humans to the outskirts of their new home. Their only choice is to work in the jobs nobody else wants, where they can be secluded from the masses. Deep space mining and working among the Vaedran shipping lanes between the colonies forms the basis of the United Human Remnant (UHR), a group that gives homes to Humans and Vaedrans alike, among the stars.
Among these "homes" is Titan: XCIX, a previously decommissioned trade ship donated to the UHR for the purpose of allowing Humanity to sustain its own trade routes. Work aboard Titan is slow, cramped and often dangerous, but the allowed independence more than makes up for the conditions aboard the ship.
But even on the fringe of space, bad blood boils...
=== Media ===
SurvivorIZ - Screenshot 1.jpg
SurvivorIZ - Screenshot 2.jpg
SurvivorIZ - Screenshot 3.jpg
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SurvivorIZ - Screenshot 13.jpg
Category:Half-Life series mods and fangames
Category:Single Player Mods
Category:XCIX
TXT

is a common file extension that stands for "text," indicating that the file format is a generic file containing plain text. This is used for documentation, scripts, and setting parameters.
== Uses ==
* Setting compile parameters for Vtex.
* Enumerating the particles a game is supposed to use.
* Telling Source where to look for game programs and content.
* Creating closed captions for a game.
==See also==
* :Category:Plain text formats
* :Category:Plain text files
* Text editor
* Wikipedia:Text file
T
Tactical Intervention

(shorthanded as TacInt) is a Free-To-Play, Source Engine Multiplayer game designed as a spiritual successor to , being directed by Minh "Gooseman" Le, one of the two original creators.
==Development==
Tactical Intervention started development after Minh Le left in 2006, wanting to create a more realistic/tactical focused FPS in the spirit of Counter-Strike, eventually joining FIX Korea, who would opt to develop the game in-house despite having no prior game development experience.
The development of Tactical Intervention would go on for around 6 years with a team size fluctuating between 5 to 10 developers largely comprised of Juniors, although some did have experience with Game Development and Design.
The large scope of the project combined with the small team size left Tactical Intervention with a lot of features at the cost of most lacking polish, this coupled with the game transitioning to a F2P title with microtransactions and the very short Closed Beta periods with small Tester pools would result in Tactical Intervention releasing to a mostly negative reception.
A few months after release, the original Multiplayer master servers, hosted by OGPlanet were taken offline, while the developers did keep the multiplayer servers up by switching to a different service provider, releasing on in October 2013, patch a large number of issues and added new maps, on October 2017, the Multiplayer master service was taken offline again due to a lack of funds and Tactical Intervention would be de-listed from not long after.
A month later, a collection of ex-FIX Korea developers would get together to start a crowdfunding campaign for a revival of Tactical Intervention via IndieGoGo, under the name of Tactical Intervention: Reloaded. The campaign only made 2% of its funding goal and has not been heard of since.
A community-made project by the name of Tactical Intervention Revived aims to make the game available for download after it was delisted from Steam. It allows for creation of custom loadouts without needing to pay money to unlock new weapons and other customizations.
== Features ==
While Tactical Intervention has some if not all of the base features and mechanics of the original Counter-Strike, there are also more mechanics than in the entire Counter-Strike series such as:
* Driveable Vehicles with additional Combat elements.
* Rappelling from certain spots in maps.
* Additional Movement options such as leaning, rolling and sprinting.
* Allied Attack Dog Units of different breeds that can attack enemies.
* Hostage Control mechanics such as calling, shoving and taking as a human shield.
* New Weapons such as an RPG and Breaching Charges.
* Options for Weapon Attachments.
== References ==
# Tactical Intervention: Reloaded page on IndieGoGo
Tank boss

thumb | right | 300px |Tank falling through a grating (gif, needs to be opened to show) 
== Entity description ==
The tank used in Mann vs Machine missions. When spawned in by a popfile, it will start at the path_track entity specified by the popfile and continue until it reaches the end of the path, where it will deploy the bomb.
When destroyed, it creates a tank_destruction entity.
== Keyvalues ==
== Inputs ==
 destruction animations.
== Outputs ==
Target cdaudio

It plays a specified track either on the CD or in the media folder when the entity is targeted.
== Keyvalues ==
:
Value	MP3 file to play
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
==See also==
* , a brush entity used for the same purpose
* Soundtrack lists
Category:Half-Life
Category:Half-Life Entities
Category:Level Design
Category:GoldSrc Sound System
Task

A Task is an action that an NPC can perform. Schedules will run a list of tasks. Keep tasks as atomic as possible; don't squeeze two distinct actions into the same one.
== Creating a task ==
Custom tasks are added by first declaring a new enum value.
enum 
{
	TASK_JUMP = LAST_SHARED_TASK,
	TASK_FIND_DODGE_DIRECTION, 
	LAST_MY_NPC_TASK,
};
After that, the task itself should be declared like this:
AI_BEGIN_CUSTOM_NPC( npc_custom, CNPC_Custom )
	DECLARE_TASK( TASK_FIND_DODGE_DIRECTION )
AI_END_CUSTOM_NPC()
Then you add the tasks in your custom schedule in the order you want them to execute. See Schedule for more details on the following code:
AI_BEGIN_CUSTOM_NPC( npc_custom, CNPC_Custom )
	DEFINE_SCHEDULE
	(
		SCHED_DODGE_ENEMY_FIRE,
		"	Tasks"
		"		TASK_FIND_DODGE_DIRECTION	3"
		"		TASK_JUMP	0"
		""
		"	Interrupts"
 	"		COND_LIGHT_DAMAGE"
	)
AI_END_CUSTOM_NPC()
== Task logic ==
Now that everything is set up it's finally time to write some actual AI code.
* Tasks are initiated from StartTask(Task_t *pTask), which should take the form of a switch statement that evaluates pTask->iTask. 
* Each task has an associated float value, pTask->flTaskData, which can be used to change its outcome.
* When the current task is complete, call TaskComplete(). The schedule will move on to the next task.
* If the current task has failed, call TaskFail() with an error message. A new schedule will be selected.
=== Example ===
This code makes the NPC play the ACT_MP_JUMP activity endlessly.
void CNewNPC::StartTask( const Task_t *pTask )
{
	switch (pTask->iTask)
	{
	case TASK_MYCUSTOMTASK:
		if (FindGestureLayer(ACT_MP_JUMP) == -1)
			AddGesture(ACT_MP_JUMP);
		TaskComplete();
		break;
	default:
		BaseClass::StartTask( pTask );
	}
}
=== Navigation ===
=== Animation ===
* Animating a model
=== Combat ===
=== Speech ===
* Response System
* Speech semaphore
* Choreography creation
== See also ==
* Shared tasks
Category:AI Programming
Teach with Portals

Teach with Portals is a community of educators who are interested in using Portal as a tool for teaching.
* www.teachwithportals.com
Find lesson plans created by educators that are aligned to Common Core and Next Generation Science Standards.
* Public Forums
Join the discussion on our public forums
* Portal 2 Puzzle Maker
The Puzzle Maker is an easy to use tool for creating custom Portal environments. It's used by teachers to create examples more directly suited to their lessons. It's simple enough that students can use it directly with little to no tutorial time. Challenge your students to tell their own stories or to design their own experiments.
* Portal 2 Level Creation
You can create even more customized content for Portal 2 using free authoring tools.
*Physics with Portals
Teacher blog on teaching with Portal 2.
* Universe Sandbox
Universe Sandbox is an interactive space simulator.
Category:Teach with Portals
TeamSpen's Hammer Addons

are a set of tweaks and enhancements for , developed by TeamSpen210. They include a modified FGD for every game, based on a unified system that allows changes to easily be applied to multiple games. A postcompiler is also included, adding support for several custom internal entities along with other useful features.
While development is mainly focused on , the addons include FGDs for every title, as well as some non-Valve games. The postcompiler will also work with any game, provided the game does not make extensive changes to the map format.
== Features ==
* Improved FGDs, with rearranged base classes better matching the engine's layout, entities and keyvalues that are normally missing, additional helpers, and various other tweaks
:* Nearly every point entity is now represented as an icon sprite, instead of the default colored cube.
:* Portal 2 entities such as and have new custom models, accurately representing their in-game appearance
:* The Targetname base class is now BaseEntityPoint/BaseEntityBrush
* Automatic packing of custom content detected in the map, or specified in comp_pack entities.
* Several other comp_ entities that allow doing normally impossible things, like positioning entities outside the map or renaming an entity in a specific copy of an instance.
* Static Prop Combine support for all games, generally more reliable than Valve's implementation
* In games supporting VScript, an Init Code field is added to all entities, which can be used to directly write code that's executed inside the entity's script scope on spawn.
* Additionally, backtick ( ` ) characters used in Init Code and the RunScriptCode input will be converted to quotes in-game, allowing strings to be passed.
* For , a set of comp_vactube_ entities are added to automate the creation of vactube systems.
== Documentation ==
* List of TeamSpen's Hammer Addons Entities
== Supported games ==
=== Valve games ===
* 
* 
* 
* 
* 
* 
**
* 
* 
* 
* 
**
* 
* 
* 
* 
* 
=== Third party games/mods ===
* 
* 
* 
* 
* (included by default)
* 
== External links ==
* Releases
* Issue Tracker
Category:Third Party Tools
Category:Level Design
Team Fortress 2

is the follow-up to both and the original mod, . The game was originally released and only available with package.
Unlike other "class-based" games that offer a variety of combat classes only, packs a wild variety of classes which provide a broad range of tactical abilities and personalities, and lend themselves to a variety of player skills.
Play as the flame-throwing Pyro, the room-clearing Heavy, or the Spy, a master of stealth and disguises. Other classes include: Scout, Sniper, Medic, Engineer, Demoman, and Soldier.
Since June 2011, is now available for free, separated from .
There have been over 700 updates since the game's release, including Jungle Inferno. As of today, the game is still receiving some updates.
On April 19, 2024, an engine update was released which features many changes, including 64-bit support (allowing more than 4GB RAM to be used), DXVK integration, WebM (replacing Bink videos), Miles Sound System being replaced with MiniMP3, emoji support in chat (for ), and better performance. The 64-bit update is not available for users, however.
As of June 3-4, 2024, the game recently received mixed reviews for recent reviews, then quickly become negative as many players review bombed the game due to amount of bot accounts used for cheating, harassment and trolling purposes entering Valve casual matchmaking servers. Weeks later, Valve responded by banning several bot accounts (including the bot hosters), and added a Steam Support page.
== Unique gameplay elements ==
* A class that can heal and buff teammates
** The Medic and his medi guns
* Weapons which cause burst damage on request
** Stickybomb Launcher
** Scottish Resistance
** Quickiebomb Launcher
** Beggar's Bazooka
** Nearly all taunts with melee weapons
* Throwable group debuffs which have an arcing trajectory
*# Jarate and several reskins
*# Mad Milk and a reskin
* Movable group buffs
*# Buff Banner
*# Battalion's Backup
*# Concheror
* Random crits
** Can be disabled on community servers through console commands tf_weapon_criticals 0 and tf_weapon_criticals_melee 0.
* Random bullet spread
** Can be disabled on community servers and tf_use_fixed_weaponspreads 1 command.
* Pyrovision (added in the Pyromania Update on June 25th, 2012.) makes the user see weapons, cosmetics, and a variation of the map they are playing that are only visible with Pyrovision enabled.
== Content ==
* Team Fortress 2 (tf2)
* Source 2013 shared (hl2)
* Source shared (hl2)
* (updated version of )
== System Requirements ==
Last updated: May 7, 2024
== External links ==
* Official Website
* 
* 
* Competitive TF2 Wiki
* TF2Maps.net
* 
*
Team Fortress 2/Adding a Maplist Thumbnail

The Maplist view allows a more presentable server browser that is more friendly towards new players, placing more emphasis on more important information such as the map name and gametype, rather than the server name. It also includes a small thumbnail for all stock maps. However, custom maps normally show the TF2 logo instead of an actual shot of the map. There is a way to add your own thumbnail for your map.
__TOC__
== Adding a Maplist Thumbnail ==
There are 3 files needed for a thumbnail to be fully functional:
*menu_thumb_mapname.vtf
*menu_thumb_mapname.vmt
*mapname.res
Be advised that packing these files into the bsp will not work for clients. In order to allow others to download and see your thumbnail, you must include a RES file outside the bsp. The .RES file will instruct the server to upload the thumbnail files to clients when the map is changed. 
=== Creating the VTF file ===
# Take a screenshot of your map that is very easily recognizable and represents the theme of your map well.
# Resize the image so that it fits well into a 128x96 rectangle and looks good.
# Position the image against the top of a 128x128 square.
# Save the image uncompressed as "menu_thumb_mapname.vtf".
=== Creating the VMT file ===
* Open notepad and paste the following lines of code into it.
 "UnlitGeneric"
 {
 "$basetexture" "vgui\maps\menu_thumb_mapname"
 "$translucent" 1
 "$ignorez" 1
 "$vertexcolor" 1
 } 
* Replace 'mapname' in "$basetexture" "vgui\maps\menu_thumb_mapname" with the name of your custom map. For example, if your map is called ctf_2fort, then it should read
 "$basetexture" "vgui\maps\menu_thumb_ctf_2fort"
* Save the file as "menu_thumb_mapname.vmt".
=== Creating the RES file ===
* Open notepad and paste the following lines of code into it.
 "Resources" 
 { 
 	"materials/vgui/maps menu_thumb_mapname.vmt"	"file"
 	"materials/vgui/maps menu_thumb_mapname.vtf"	"file" 
 }
* Replace 'mapname' with the name of your custom map.
* Save the file as "mapname.res".
=== Placing your files in the proper directory ===
Move your "menu_thumb_mapname.vtf" and "menu_thumb_mapname.vmt" to the following directory:
 "..\Program Files\Valve\Steam\SteamApps\_Username_\Team Fortress 2\tf\materials\vgui\maps\"
And move your "mapname.res" to the following directory:
 "..\Program Files\Valve\Steam\SteamApps\_Username_\Team Fortress 2\tf\maps\"
== Conclusion ==
Remember that packing these files into the bsp will not work for servers and must be uploaded separately onto the servers. If you correctly followed these steps, then you should have a perfectly working Quick List thumbnail for your map!
== See also ==
*Material Creation
*Team Fortress 2 Level Creation
*TF2/Adding Menu Photos
Adding
Team Fortress 2/Adding an Introductory Video

== Overview ==
In this tutorial you will learn how to convert a video into the required .BIK format and to be played in game.
== Record your video == 
To record your video you will need a video recording tool such as FRAPS , OBS Studio or the built in Source Recorder (Most recommended as it makes the best quality and almost no slowdown).
If you want to add the TV tuned music from the Valve video files You can find three TV tuned sound files in Steam\steamapps\username\team fortress 2\tf\sound\ui.
== Converting the file ==
TF2 will only play .BIK (Bink) files. You will need to use RAD video tools to convert the video, you can get the RAD Video Tools here.
== Embedding the .BIK ==
Once you have converted the file, place the .BIK video into Steam\steamapps\username\team fortress 2\tf\media. Make sure you name your video file the same name as your map, so the engine knows what map the video belongs to. For example if it was for cp_dustbowl the video would be named cp_dustbowl.BIK 
== Testing ==
Now when you launch the map, it will have a Watch Movie option for you to watch your video.
Adding
Team Fortress 2/Building Respawn Room

Category:HammerCategory:Level DesignYour first map
This article explain the way making the map of typical casual game(like dustbowl).
Before that, Let's learn how to view works created by other users on hammer.
=== Operate BSPSRC ===
bspsrc is a converter bsp files with vmf that can be modified in hammer.
Download the file in this link that matches your operating system, unzip it, and run bspsrc.bat.
Team Fortress 2/Creating Respawning Sentries

== Create Sentries ==
Start by placing a few obj_sentrygun entities in your map. Name the first "sentry1", the second "sentry2", and so on.
== Create point_template ==
Add an equal number of point_template entities as you have sentries. Set Name to "sentrytemplate1", "sentrytemplate2", etc. Set 'Template1' to the matching sentry, so point_template will have 'Template1' value "sentry1". In the 'Flags' tab, tick "Don't remove template entities" to make sure the sentries spawn on start-up.
== Create env_entity_maker ==
Create an equal number of env_entity_maker entities as you have sentries. Set Name to "sentryspawner1", "sentryspawner2", etc. Set 'Point_template To Spawn' to the matching point_template, so env_entity_maker "senspawner1" will have 'Point_template To Spawn' value "sentrytemplate1".
== Sentry Outputs ==
On the output tab for each sentry, add these values with the corresponding numbers:
 
:My output named: OnDestroyed
:Target entities named: template1
:Via this input: ForceSpawn
:After a delay in seconds of: 10
OnDestroyed is not one of the selectable outputs, so Hammer will say this is invalid. Ignore that, it will work in game. Adjust the delay to the number of seconds you want the sentries to take to respawn.
Now, when your map loads, there should be a set of sentries, which, when destroyed, make another one spawn in its place.
== See also ==
*Creating Respawning Dispensers
Category:Tutorials 
Category:Level Design
Creating
Team Fortress 2/Creating Rollback/Rollforward zones for payload maps

==Basic Roll Forward/Backward==
Go to the (s) you want your cart to roll forward/back. Go to the flags, and you should tick one of the last two flags. This will tell the that the the cart is currently moving on will roll back/forth if nobody pushes it while it is in the zone.
==Additional Info==
===Slower than usual rollback zones===
If you want to make it slower than the default speed while is is pushed up, go to the at the beginning of the rollback zone. Go to outputs and put them to these settings:
::
	My Output	Target Entity 	Target Input 	Parameter	Delay	Only Once
	OnPass 	Watcher_A 	SetSpeedForwardModifier	0.5 	0.00 	No
	OnPass 	Name of the before this one	DisablePath 	<none> 	0.00 	No
Then, go to the at the end of the rollback zone, and set the outputs:
::
	My Output	Target Entity	Target Input 	Parameter	Delay	Only Once
	OnPass 	Watcher_A 	SetSpeedForwardModifier	1 	0.00 	No
Voila! You're done!
===Faster than usual rollforward zones===
Do the same as the "Slower than usual rollback zones", only you must go to the s at the beginning and end of the rollforward zone, and you change the outputs around a bit.
Outputs for start of the zone:
::
	My Output	Target Entity	Target Input 	Parameter	Delay	Only Once
	OnPass 	Watcher_A 	SetSpeedForwardModifier	1.5 	0.00 	No
Outputs for end of the zone:
::
	My Output	Target Entity 	Target Input 	Parameter	Delay	Only Once
	OnPass 	Watcher_A 	SetSpeedForwardModifier	1 	0.00 	No
	OnPass 	Name of the before this one	DisablePath 	<none> 	0.00 	No
Then you're done! I hope this tutorial helped!
Category:Level Design
Creating
Team Fortress 2/Cyclic Capture Points

Using the default mechanics of team control point entity you can create a new map type by simply arranging the team control points in a circle, and making each point require the capture of a point preceding it. This makeshift type of maps has been dubbed Cyclic Capture Point (or Circular Capture Point), using the "ccp_" prefix in map filenames.
== Overview ==
A CCP map uses the same goal entities as any traditional CP map does, the only difference is in how those entities are arranged. A standard CCP map will have 4 control points (corresponding to the cardinal directions - North, East, South, and West) arranged in a circle. The "Required Capture Point" for each team control point must be set (for both teams) to the "previous" team control point (adjacent clockwise, or counter-clockwise). Just like in a CP map, each node needs to have spawn rooms associated with it for players to respawn at.
Players should spawn at the last node that their team captured (this can be difficult to setup for mappers, see Creating CCP_ maps) and then either move "clockwise" or "counter-clockwise" from that spawn room depending on whether they are capturing new nodes, or defending the nodes they've already taken. The round is over when one team owns all of the capture points, or in a special case when one team owns three points before the other teams can capture any at all, in which case the losing team is no longer able to capture any points (all nodes require one other node) and there is still a neutral node left on the map.
== How CCP maps play differently ==
CCP maps have some inherent differences that set them apart from the stock maps, which leads to challenge the player and the map authors in new ways.
; You have no "base"
:When playing a CCP map, you will notice that it is not only possible but common that the node you initially spawned from will be taken by the opposing team. You don't have any "bases" to work from, and you only control whatever defensive positions you manage to find/create.
; You must hurry
:A CCP map is a race - you must capture the opposing team's nodes faster than they capture yours.
; There are two chokepoints instead of one
:To excel in a CCP map you must execute strong offensive tactics to capture new nodes, while maintaining a solid defense to prevent your nodes from being recaptured; but because of the inherent one-way nature of these maps, groups of players will never be around the same location of the map at the same time.
; Enemies can come from any direction
:A map built with alternate routes between its nodes can become extremely simple to flank the opposing team on.
== Proof of concept ==
Hovis's ccp mechanics is a POC map.
== See also ==
* Creating CCP maps
* ccp_mechanics
Category:Level Design
Cyclic Capture Points