nyuuzyou/wikis huggingface dataset:
Resident Evil Twilight

== Resident Evil:Twilight ==
The streets are empty, dusty and dry.
After strange appearances and incidents have flashed through the press, frightening the entire population of Raccoon City, everything happened hit by hit. Citizens disappeared.
The number of victims of brutal assassinations increased rapidly. The police couldn't do anything. Three days later – everything was different…
Two young men are driving through the wilderness. The road is old and rarely used.
The only intact route after the police jammed the Arklay pass.
Destination: Raccoon City – Marble River
Alec Baker and John Derosso didn't realise that no cars were coming from the opposite direction, nor any local radio stations were reachable. Alec's well planed bachelor resignation at Marble River near Raccoon City should uncover as a nightmare which would
change their two lives – or terminate them.
----
Dive into the deep universe of Resident Evil: Twilight and return to the scenery where everything began. Engage deeper into the horror of Raccoon City than you ever did before. Explore new environments like Raccoon Fields, a small suburb near Raccoon City, and fight against new "bio-weapons" of the Umbrella-Corp.
Experience a completely new single-player story or defeat your opponents in the multiplayer mode.
And finally....survive the nightmare of Resident Evil: Twilight
==Features==
* Completely new single player experience
* Inventory system to collect items and weapons
* Weapon modifications possible (Added grenade launcher/target systems)
* Work with NPCs together to survive
==Multiplayer Features/Modes==
* Deathmatch: Simple Deatmatch
* Team Deathmatch: Simple Team Deathmatch
* TBTA: Take Back The Antidote. One infectet Team tries to get the Antidote from the other Team who must protect it.
* Coop: Play the Singleplayer mode or new episodes with your friends together
==Media==
More Media can be found on Evilmod.de
==History==
Coming soon...
==Moonlight Interactive==
Resident Evil: Twilight is developed by Moonlight Interactive a group of developers, who want to bring the great atmosphere and the gameplay of Resident Evil back to the computer. The Team of Moonlight Interactive have already developed a Mod for Half-life².
Short Information about the Team:
* Multinational Team (From Germany/England/USA)
* Experienced in-game design/developing (Half-Life 1/FarCry)
* Well organised via SVN systems
----
Projects of the Moonlight Interactive Team:
* Resident Evil: Twilight - Homepage
* Army Mod - Homepage
* Unreal-Life - Homepage
* Twilight Parallax Mod - Homepage
==Other info==
* Resident Evil: Twilight Main Page
* Resident Evil: Twilight Forums
* Resident Evil: Twilight on MODDB
----
We're still searching for experienced modders in the following duties:
* HL² Coding
* Character Design
* Modeling Character/Weapons
If you're interested just contact us.
Residual Error : City 34 (Vol1)

== Overview ==
Residual Error : City 34 (Vol.1) is a mod by Toxagen - the author of Residual Point (2007), Residual Life (TBD) and Antagorism (HL2).
This mod is assumed to have been made by a group of Korean modders.
The player starts the mod with no clear objective or goal. By trial and error the player eventually finds access to a suit room where they don a Combine Elite suit. Again, through trial and error testing doors and forcefields the player makes their way to the surface only to find Zombies, Combine and rebels against them.
== Media ==
Image:Ck04 background0000.jpg|Background - click to enlarge
Image:Ck010003.jpg|Residual Error Prison sector - click to enlarge
Image:5ck040004.jpg|Residual Error chapter - click to enlarge
Image:3ck030015.jpg|Residual Error Cliff chapter - click to enlarge
Image:3ck030002.jpg|Residual Error first chapter - click to enlarge
Image:2k010019.jpg|Residual Error Citadel chapter - click to enlarge
Image:2ck030008.jpg|Antlion - click to enlarge
Image:2ck020002.jpg|Sucide Rabel - click to enlarge
== External links ==
*
*Review
== Other mods by this author ==
*Residual Point (HL1)
*Residual Life (HL1)
*
Resistance Stories Chapter 1: City 14

Resistance Stories Chapter 1: City 14 is a game that takes place 6 months before Half-Life 2. You play as John, a member of the newly created "Combine Resistance Group", a group hoping to destroy the Combine invaders. It is being developed by MorseCode Studios.
== Development ==
Development started in 2011 when Herobria, the Founder of MorseCode Studios, asked what happened inbetween HL1 and HL2. He started it. Put it on hold for 10 months, and the restarted it in October of 2012. The game is currently in Pre-Alpha.
== Story ==
Little is know about the story. It is know that the mod takes place in City 14, a Combine-owned city. It is know that Gordon Freeman will appear towards the end of the game.
Resonance

__NOTOC__
==Description==
This is a very large mod that I started a while ago after playing through the Half-Life Series and Portal. It takes place parallel to and after the original story of Portal. It extends a different perspective and shows a whole lot more about Aperture Science Laboratories.	
   	
== Team ==
* Moderator: Jesse Blair
* Programmer: Phil Knuepfer
== The Story ==
Incomplete.
== Progress ==
:January 18, 2012:
Concept for game mechanics is in beta.
:February 2, 2012:
Game mechanics are stable and work on shaders has started.
Category:Mods In Alpha
Resource list (GoldSrc)

A Resource list ( file) accompanies a map. When the map is running, it directs the server to push arbitrary files to connecting clients. This is necessary for providing custom assets other than WAD textures, such as models, skyboxes, or sounds, as only WAD textures can be packed into the BSP.
A RES file for a map called containing a custom skybox called `mysky` would look like this:
== Tools ==
* Resguy Modern resfile generator; originally created for but should work for all GoldSrc games.
* RESGen Legacy tool from 2005 that can be used to generate resource lists automatically, although the results should be cleaned up manually.
Category:GoldSrc Level Design
Category:File formats
Category:Files
Resource list (Source)

A Resource list (.res file) accompanies a map. When the map is running, it directs the server to push arbitrary files to connecting clients.
While it is generally preferable to achieve this by using BSPZIP to embed the files into the map itself, there are occasional situations where only loose files and a .res will work.
== Example ==
 Resources
 { 
 	"materials/vdc/some_material.vmt"	"file"
 	"materials/vdc/some_material.vtf"	"file"
 }
== Files ==
A resource list must be located in the folder with the same name as the associated BSP.
==VGUI Resource Files==
Some resource files can be found in your /resource folder. Most of them are for VGUI. For more information, see RES file (VGUI).
== See also ==
*VGUI2
*BSPZIP
*
*PackBSP
*Map Analyst
*Pakrat
*Map_Resource_Extractor
Category:Level Design
Category:File formats
Category:Files
Resourcecompiler

is a command line utility that is able to build most types of source files into compiled resources. It also handles the compilation of VMAP files from start to finish and optimizing it with VIS3 (part of ), running external tools such as VRAD3 and VPK as required. It cannot compile map components separately, such as VENTS. You can manually give it source files like VMDL meshes by dropping it onto the executable or in CLI with a command like and the file in question will be compiled and placed in its proper place under the game directory.
Note: The tool does not function on systems without a GPU installed, or without drivers installed.
== Command line options ==
Argument 	Description
-i 	Source dmx file list, or resource project file list. Wildcards are accepted. Can skip using the -i option if you put file names @ the end of the commandline.
-filelist <filename> 	Specify a text file containing a list of files to be processed as inputs.
-r 	If wildcards are specified, recursively searches subdirectories
-nop4 	Disables auto perforce checkout/add.
-game 	Specifies path to a gameinfo.gi file (which mod to build for). If this is not specified, it is derived from the input file name.
-v 	Verbose mode
-f 	Force-compile all encountered resources
-fshallow 	Force compile top-level resources, but only compile children and sisters as needed
-fshallow2 	Force compile all top-level resources and their children, but sisters as needed
-pc 	Compile resources for Windows PC (default)
-novpk 	Generate loose files for the map resource and its children instead of generating a VPK
-vpkincr 	Incrementally generate vpk, files already in vpk are left intact unless overwritten
-pauseiferror 	Pauses for a user keypress before quitting if there was an error
-pause 	Pauses for a user keypress before quitting
-changelist <name> 	Use named changelist for p4 operations
-p4cachefiles <relpathwithwildcard>	Used by sceneimagebuilder to batch load all p4 files in directory for faster processing
Category:Level Design
Restart

The restart console command does exactly what it says. It restarts the map currently being played on. No stats will be preserved. If the map was transitioned to via a changelevel, the command will make the player spawn at a spawnpoint in the map (or the origin if there are none) and lose any weapons they may have.
==reload==
This console command will load the last saved state of the game. If the map being played on has no current saves, it will function like the map was restarted.
==_restart==
The _restart console command restarts the srcds binary. _restart does not, however, restart the graphical Source Dedicated Server, as it requires closing the window and reopening it in the Tools menu of Steam.
When given, this command waits 10 seconds before restarting the server. Many errors can occur that continue or cancel the restart. Segmentation faults are a prime example:
_restart
PreMinidumpCallback: updating dump comment
Looking up breakpad interfaces from steamclient
Calling BreakpadMiniDumpSystemInit
/srcds/css/css/srcds_run: line 374: 6909 Segmentation fault (core dumped) $HL_CMD
cat: hlds.6901.pid: No such file or directory
email debug.log to linux@valvesoftware.com
Sat Jun 01 00:00:00 CDT 2012: Server restart in 10 seconds
This segmentation fault could have canceled the restart and simply quit the server, but the server continued.
Sometimes the server simply quits instead of restarting for no obvious reason:
_restart
Reference Count for Material ___error (10) != 0
Reference Count for Material __depthwrite00 (1) != 0
Reference Count for Material __depthwrite01 (1) != 0
Reference Count for Material __depthwrite10 (1) != 0
Reference Count for Material __depthwrite11 (1) != 0
Reference Count for Material ___glintbuildmaterial (1) != 0
Reference Count for Material __particlesdepthwrite (1) != 0
Sat Jan 01 00:00:00 CDT 2012: Server Quit
Restoring Hammer toolbars

If you accidentally close one of Hammer's toolbars, such as the Map Tools, it may not be obvious how to restore it.
== Restoring a closed toolbar ==
If a toolbar was simply closed accidentally, it can be restored with the Screen Elements on the Hammer View Menu. Simple re-check the missing toolbar in the list, and it should reappear.
== Resetting settings via RegEdit ==
In some cases, such as when switching monitor resolutions, toolbars may be off-screen and can't be reached. If the resolution can't be restored to the previous state, the only way to restore tools is to use RegEdit to reset the Hammer preferences.
Category:Level Design FAQ
Restoring Texture After DXT Compression

VTF Textures saved in a compressed DXT format suffer irreversible data loss. If the source files for the texture are unavailable, the only choice is to use the compressed texture which can be problematic due to the blocky artifacts and green tint from the compression. If this is used for further edits and then re-compressed, the quality loss will get even greater.
The effects of the DXT can now be reversed by the use of an AI neural network model, which has been specifically trained on images in their original format versus their DXT-compressed version. The results are effective on cartoony textures and remove most of the blocky artefacts, although fine-grain detail on more realistic textures will be smoothed out.
==Steps==
# Download CupScale and follow the install instructions here. 
# Download the AI model from here and assign the model to CupScale (underneath ESRGAN Model Options).
# Export your compressed texture into .png format and drag it onto CupScale's area.
# Run the AI by pressing the Upscale and Save button. This might take a while depending on how powerful your GPU is and the image resolution.
# The new decompressed image will be available beside your original image. 
==See also==
* Fixing DXT Green Tint Compression
Category:Material System
Category:Technical
Category:Tutorials
Retinal scanners

== (Goldsource)==
The primary entities of a HL1 scanner are listed below. A complete tutorial (which is the source of the listed information) can be found here
* The player triggers (via a ) the whole sequence
* The barney walks over to the scanner performs his "retina" animation ()
* The scanner model (a ) is activated so it flashes
* Some sounds () are played to show that the scanner is operating
* The door () is triggered to open
====
* Dr. Kleiner walks over to the picture frame (a parented to a ) using a scripted_sequence. As Kleiner plays his picture frame animation, the picture rotates into place.
*The button triggers a func_door to open up and reveal the scanner (a prop_dynamic)
*The scanner gets pushed out by an invisible beneath it.
*Kleiner walks over to the scanner using another scripted sequence and starts his eyescanner animation.
*The prop_dynamic scanner model changes its appearance using a entity.
*Several ambient_generic entities play eyescanner sounds.
*After a period of time, a func_door is triggered to open, allowing the player to walk through.
== See also ==
* Half-Life 2 Level Creation
Category:Level Design
Revelations 2012

(2012) is a co-operative game allowing up to 4 players, or AI-controlled allies, with campaigns very reminiscent of the Mayan culture. Players embark on campaigns consisting of multiple maps, and must reach then defeat the boss that awaits at the end.
The game itself is a mod of the Left 4 Dead engine branch, thus not only does it have VScripts, it also shares a number of entities already present in the .
On Wednesday, February 1, 2017, the game was made free to play, with the quote: "Since the end of the world never came...Revelations will be moving to Free to Play! Enjoy!".
==Content==
* Revelations 2012 (revelations2012)
==Official campaigns==
==Official Battleground maps==
==See also==
* Left 4 Dead 2 Level Creation
* List of L4D2 Entities
Category:Third Party Source Engine Games
Category:Left 4 Dead engine branch games
Reverberation

== Overview ==
Reverberation is a mod which focuses on the experience of music, the levels are changing based on the music.
Same goes for lightning and effects. The background of this mod is an abandoned AS facility which te
== Features ==
* Levels interacting with the soundtrack.
* A whole new experience of music.
* An infinite level. This MAY feature your own music, we havent figured it out completly.
== History ==
The idea came up in late 2009, some test were started at this time too, real work started in 2010.
== See also ==
* Links to other related articles within the wiki (optional).
== External links ==
* Official Homepage
* 
For any questions contact SEKCobra:
Mail
* Steam Community
Category:Help Wanted
Category:Source mods
Category:Single Player Mods
Category:Mods In Alpha
Revolution Studios

Revolution Studios 	Revolution Studios
 	
Formed 	Oct 2008
Status 	Active
Team 	Team
MLSTRM 	
Current Project 	Current Project
The Aperture Mesa Incident	
Released MODs 	Released MODs
None So Far 	
== What? ==
Revolution studios is a mod team currently working on a MOD series called The Aperture Mesa Incident, which is like a story arc between the end of Portal and Half-Life 2.
== Who? ==
We currently consist of three members but only one of them is on the VDC, this person is MLSTRM who is responsible for the C++ Programming and Level Design, Our Other two members are responsible for the Choreography, Translation and Alpha Testing.
Ricochet

(2000), a futuristic action game that challenges your agility as well as your aim, features one-on-one and team matches played in a variety of futuristic battle arenas. 
Ricochet was released as a free mod for on on November 1, 2000, and was subsequently included in update 1.1.1.0 of Half-Life. When Valve ported its titles to Steam, Ricochet was changed to a paid product, with no major content update. Owners of retail copies of Half-Life that register their Half-Life CD key via Steam have been grandfathered in, receiving a Steam copy of Ricochet for free.
The source code for Ricochet can be found in the repository, in the subfolder. A fork of the HLSDK 2.4 version of Ricochet updated to properly compile with Visual Studio 2019 Community Edition can be found on GitHub. HLSDK 2.5 compiles with VS2019 natively.
== Maps ==
Official maps for Ricochet use the prefix .
The following .bsps come with the game.
*
*
*
== External links ==
* Wikipedia:Ricochet (Half-Life)
Category:Open source mods and games
Ricochet: Source

is a third party mod whose aim is to port Valve's Ricochet over to the Source engine (), and hopefully in the future further expand upon the games concept and gain more interest for the Ricochet game as a whole.
== Totally third party ==
Ricochet: Source is a third party modification, and is not developed by it's original creator Valve Software. The mod will be free but will require Half-Life 2 and Source SDK Base to play. Ricochet: Source is developed on a licensed version of the Half-Life 2: Deathmatch source code (Not fully licensed).
== Project status ==
The mod is in a healthy state. There are some bugs but most of the Ricochet functionality is coded in.
== Development ==
Various teams were involved in the development of this project. But the most global success was with the old team, as in fact they created the basis for the next projects-followers of Ricochet: Source.
=== The 2006 team ===
* Laurence "LozH" Herbert - Leading.
* Jimmy "denzil" Headdon - Planning, Development and Assets. 
* Chris "RomeoJGuy" Harris - [Code] Jump, Disc, Powerups, Bots, Teamplay (Gamemode), Deathmatch (Gamemode) and parts of the Arena gamemode.
* Bill "jb55" Casarin - [Code] Fall, Spawn protection. 
* Jesse "SideEffect" LeBlanc - [Modeling] Disc, Pad, Pad arrows, Pyramids and Skybox. 
* Kai "SkaveRat" de Haan - [Mapping] Many maps. Including rc_arena, rc_deathmatch1, rc_deathmatch2. 
* Brittany "Pezzle" Pezzillo - [Concept Art] Concept art work (internal).
=== The 2009 team ===
* Christopher "cyoung" Young - Leading, mapping, modelling.
* Dyaln "Miniati" - Mapping, skinning.
* Klein - Mapping.
=== Timeline === 
*(06) => Domain and server setup.
*(06) => Initial LUA coding in [[Garry's Mod]9. This was done to see how aspects of Ricochet such as the jump would handle in Source.
*(06) => Development forums setup (private).
*(06) => Denzil from Black Mesa Source joins the mod, helps me out with planning development of the mod in an organized fashion.
*(06) => Two Subversion servers are setup. One to host the compiled game files and one to host the uncompiled source code. 
*(06) => SkaveRat joins. Does some initial mapping in Half-Life 2: Deathmatch.
*(06) => Several concept art pieces are completed by Pezzel.
*(06) => RomeoJGuy (Coding) and SideEffect (Modeling) join.
*(06) => Website opens. 
*(06 - Late) => Project steams ahead, a lot of work done, many strange and odd ideas planned, many fun alpha tests occur.
*(06 - Christmas) => Project begins to slow, some team members disappear. Site is pulled down.
*(07 - New Year) => Most members are gone. Project halted.
*(07 - June) => Project restarted.
*(07 - July) => Alpha released to SupportWiki translation team.
*(09 - December) => Project resumed with new team.
*(10 - January) => Alpha 1.1 released.
== See also ==
* 
== External links ==
*
Category:Ports from GoldSrc to Source
Category:Source mods
Ricochet Level Creation/Bouncer

This tutorial explains creation of one of Ricochet gameplay elements, the bouncer.
First, create a 16 units tall, 8 units thick long brush and make it func_wall entity, with rendermode "texture" (2) and renderamt 255. Place it 32 units above a pad.
Apply TRIM_YELLOW1 texture to its horizontal sides, with Y scale being 0.5, and STRIP1A to the vertical sides, 7.5 or 10 times stretched by Y axis.
Then, create a brush with the same dimensions, but with the height of 8 units, and put it above the brush you made before. Cover it with AAATRIGGER texture, and make it trigger_push entity with speed of push being 0.
After doing that, select both brushes and turn them 15-45° vertically while holding down . Do not rotate the textures.
After all, you should get something like in this picture:
Category:Level Design
Category:Ricochet
Ricochet Level Creation/Configuring Hammer for Ricochet

# First, you need to download the Half-Life SDK and update Valve Hammer Editor 3.4 to version 3.5 because only version 3.5 can draw models in 3D view.
# Open steamapps\ricochet.gcf in GCFScape. Extract ricochet\ricochet.wad into steamapps\common\Half-Life\ricochet folder, then extract ricochet\models\head.mdl, ricochet\models\pow_visual.mdl and ricochet\models\player\male\male.mdl into VHE\models\ricochet folder. Ricochet doesn't needs halflife.wad, so, you don't need to extract it.
# Launch Hammer. Open Tools - Options window.
# In Game Configurations tab, make new configuration with this settings:
## Game Data Files: Copy Ricochet.fgd into blank text file, save it as Ricochet.fgd and then use it as Game Data File in Hammer. 
## Game Executable Directory: Steam folder\steamapps\common\Half-Life
## Mod Directory: Steam folder\steamapps\common\Half-Life\ricochet
## Game Directory: Steam folder\steamapps\common\Half-Life\valve
# Build Programs tab settings: 
## Game executable: Steam folder\steamapps\common\Half-Life\hl.exe
## CSG executable: VHE folder\tools\qcsg.exe
## BSP executable: VHE folder\tools\qbsp2.exe
## VIS executable: VHE folder\tools\vis.exe
## RAD executable: VHE folder\tools\qrad.exe
## Place compiled maps in this directory before running the game: Steam folder\steamapps\common\Half-Life\ricochet\maps
# In Textures tab add only Steam folder\steamapps\common\Half-Life\ricochet\ricochet.wad file.
Now click OK/Apply and restart Hammer.
Category:Level Design
Category:Ricochet
Ricochet Level Creation/Jump arrow

Players in Ricochet can only jump using jump arrows and jump pads.
== Jump arrow ==
# Cut the area where you what to attach jump arrow at off pad using the Clipping Tool. Paint the clipped face with SKY texture.
# Create 80x36 16 units tall block and make it func_wall. Cover it in NULL texture.
# Make pyramid off new block using the Vertex Tool, as shown in the Stage 3.
# Remove the top half of the pyramid using the Clipping Tool.
# Paint top and bottom sides with +0ARROW1 texture. Rotate texture to same direction as brush and press Fit and C on texture application window. Paint left and right sides with +0SQUARE1 texture with 180° rotation and Fit button pressed.
# Place trigger_jump brush entity above jump arrow. Set info_target of the target pad or jump pad as Target keyvalue, and Height to the height difference between two pads, usually 128.
# Rotate the arrow and trigger and attach them to pad.
File:JumpArrow1.png|Stage 1
File:JumpArrow2.jpg|Stage 2
File:JumpArrow4.jpg|Stage 3
File:JumpArrow5.jpg|Stage 4
File:JumpArrow6.jpg|Stage 5
== Jump pad ==
# Create 112x32x96 block. Place it 96" above platform.
# Make a pyramid off the block.
# Paint pyramid sides with +0ARROW1 texture, back side with BLACK texture. Make it func_wall.
# Put info_target and at the spike. Set info_target from target pad as trigger_jump's Target keyvalue.
# Rotate the arrow and trigger.
Image:PyramidArrow1.jpg|Stage 1
Image:PyramidArrow2.jpg|Stage 2
Image:PyramidArrow3.jpg|Stage 3
Image:PyramidArrow4.jpg|Stage 4
Category:Level Design
Category:Ricochet