nyuuzyou/wikis huggingface dataset:
De/World brush

Ein Welten-Brush ist ein der nicht an eine gebunden ist. Damit gehört er zu der , die in kreiert wird.
Um eine in einen Welten-Brush zu verwandeln, muss der entsprechende Brush in einem der Sichtfenster ausgewählt und
* gedrückt,
* die 'toWorld'-Schaltfläche in der angeklickt oder
* der 'Move to World'-Befehl im ausgewählt
werden.
== Siehe auch ==
*
De/Worldspawn

Worldspawn (oder nur "die Welt") ist eine einzelne Entity, die die nicht-interaktiven Teile der Map speichern, gemeinsam mit ein paar globalen Configurationsoptionen. In anderen Worten:
* (abgesehen von denen, die von verwendet werden)
* 
* Mapname, , ...
Ein paar andere Hinweise:
* Es kann nur einen geben. (Da Hammer es nicht erlaubt, einen Worldspawn direkt zu erstellen, ist es schwer, diese Regel zu brechen.)
* Schaden von der Umgebung und Selbstmord wird für gewöhnlich der welt zugeschrieben.
* können dem WorldSpawn zugewiesen, aber kein Name für ihr subjekt/Ziel spezifiziert werden.
== Siehe auch ==
* 
* 
=== verwandte Entities ===
Es gibt ein paar andere 'Mapeigenschafts'-Entities, von denen es in einer Map nicht mehr als eine Instanz geben sollte. Diese sind:
;Skybox
: (nur in vor-L4D Spielen)
: 
: 
: ()
: (einmalige Position)
; Optimierung
: 
: 
: 
: 
; Logik
: 
: (einmalige Position)
: 
== Schlüsselwerte ==
=== Alle Source-Spiele ===
:* 0 : Nein, Levelinformationen behalten
:* 1 : Ja, vorherige Levelinformationen entfernen
=== ===
:* 0 : Mitternacht
:* 1 : Sonnenaufgang
:* 2 : Morgen
:* 3 : Nachmittag
:* 4 : Dämmerung
:* 5 : Abend
:* 0 : Missionsstart
:* 1 : Check Point
=== ===
== Eingaben ==
De/Your First Entity

Alles in Source ist eine . Auch die Welt, der Spieler und das Hauptmenü. Dennoch lassen sich all diese auf eine Hand voll Kategorien zurückführen: die üblichsten sind "logical", "model" und "brush".
Diese Reihe von Artikeln wird dich durch den Prozess der Erstellung 3 neuer Entities führen, beginnend mit den logischen Entities, da die anderen Entities auf diesem Wissen aufbauen.
== ==
Dies zuerst.
Logische entities sind die einfachsten Entities, da sie keine Position in der Welt und keine Komponenten besitzen und nur existieren, um anderer Entities zu verarbeiten.
In diesem Tutorial werden wir eine logische Entity erstellen, die die einfache Aufgabe der Speicherung eines Werts und der Erhöhung des Werts, wenn ein entsprechender Input kommt, besitzt. Erreicht der Zähler einen bestimmbaren Wert, löst die Entity eine aus.
== ==
-Entities sind, wovon wir am ehesten denken würden, was Entities sind: Sie haben eine visuelle Komponente, sie können sich in der Map bewegen und häufig sind sie interaktiv.
In diesem Tutorial werden wir eine Model-entity erstellen, dei willkürlich herumfliegt.
== ==
Diese entities werden in Hammer aus konstruiert: Körper im Raum, die eine Ausgabe unter bestimmten Bedingungen auslösen. Sie können auch bewegliche Teile der Welt sein, wie Toore oder Plattformen.
In diesem Tutorial werden wir eine Brush-Entity erstellen, die sich bei Berührung bewegt..
Deadline vgui .VMT File

This is an example of a .VMT file, included with the sample Deadline campaign, that is associated with interface elements such as loading poster, map thumbnails, etc. Feel free to use this as a template for your own custom addons.
// This .VMT file is referenced in the missions/xxx.txt file as the loading poster. 
// It, in turn, references the image LoadingScreen_Deadline.vtf in the "$basetexture" key. 
"UnlitGeneric"
{
	"$translucent" 1
	"$basetexture" "VGUI\LoadingScreen_Deadline"
	"$vertexcolor" 1
	"$vertexalpha" 1
	"$no_fullbright" 1
	"$ignorez" 1
	"$additive"		0
}
== See also ==
* L4D Campaign Add-on Tutorial
Category:Left 4 Dead
Deadlock

is an upcoming 6v6 third-person hero-based MOBA shooter. It is known internally as "Project 8" and "Citadel".
Footage of the game was leaked to social media prior to Valve announcing the game. Later, a private beta test was held with limited multiplayer at designated times. Players can give invites to their Steam friends to participate in the beta. The beta has a dedicated Discord and forum that is that is only accessible to beta testers.
== Features ==
New features introduced in including:
; TAA anti-aliasing
: A spatial anti-aliasing technique that combines information from past frames and the current frame, while also slightly jittering to smooth the current frame. It produces results similar to Super Sampling Anti-Aliasing (SSAA) and is cheaper than both MSAA and SSAA, however, its main drawback is that it can cause ghosting and blurriness to the image, and creates motion blur when in motion, especially noticeable with a lower framerate or resolution, or by moving the camera quickly (Example here).
: TAA can be enabled by enabling AMD FSR 2 upscaler.
; AMD FSR (1.0 and 2.0)
: An open-source upscaling algorithm developed by AMD, which does not rely on machine learning and runs on traditional shading units, allowing it to work on any GPU vendor. FSR version 2.0 are temporal-based compared to 1.0. When the user chose to run the game on lower resolutions to improve performance, FSR will attempt to upscale and sharpening the image to make it less blurry on native monitor resolution.
; Early Development Build "chain-ban"
:If a player invites or is invited by a player that becomes banned from the game, they will be removed from the Early Development Build. It is unknown how far down the "chain" of invite association bans are given.
;Distance Field Shadows and Reflections
;Improved Cascade Shadowmaps
Category:Deadlock
Dear Esther

is part of a research project, creating experimental game mods, based at the University of Portsmouth, UK. The aim was to use Source to create something radically different from normal: an interactive story that dispensed with traditional gameplay and focused instead on an open-ended, semi-random narrative.
The user navigates the environment, triggering audio fragments of a narrative which, together with visual clues and codes embedded in the world, build to create a story which is inherently constructed around the innate slippage of meaning and fragmentary nature of interactive experiences. To put it another way: it looks like a game, and feels like a game, but it's really something quite different.
As of 2023, the 2011 version of the game is no longer available on Steam in favor of "Dear Esther: Landmark Edition", which runs on Unity engine. The original 2009 SourceMod can still be obtained from ModDB.
== Features ==
* Explore the island to unlock the story and piece together the mystery
* Randomised narrative means a different version of the story is told every time
* Features a specially commissioned soundtrack by composer Jessica Curry
== Media ==
== Team ==
The Chinese Room is the name of a development-led research project based at the University of Portsmouth, UK and funded by the Arts & Humanities Research Council. The idea behind the project is simple: there are questions games researchers are interested in, that fall outside the kinds of media produced by industry. This gives us a choice, either we can discuss these questions theoretically, or we can take advantage of the rich culture of modding and availability of game engines and try and build media ourselves to tackle them. This second option- development-led research - is what thechineseroom is all about.
Over 2007-8, we have developed three mods, two in Source and one in idTech4, each pushing in a different direction. Dear Esther explores the use of FPS technologies to create an interactive storytelling experience, removing traditional gameplay. Conscientious Objector is a re-imagining of the opening of Doom 3, only this time with the ability the kill removed (i.e. you get the shotgun, but it's only got rubber bullets in it); and Antlion Soccer pushes the inherent sport of Deathmatch in a different direction (it's pretty much what it says on the tin - soccer with gravity guns and antlions).
The Chinese Room (Dear Esther team):
* Produced, written and designed by Dan Pinchbeck
* Environment built by Josh Short and Adam Griffiths
* Programming by Jonathon Brown
* Music by Jessica Curry
* Voice Acting by Nigel Carrington
== Localized versions ==
This link goes through to 1.0, hosted at ModDB. There are some minor adjustments, mainly to displacements and a trigger location or two, to be carried out before 1.1 is released (probably Sept 08)
== External links ==
* 
* thechineseroom project website
* link Dan Pinchbeck's research homepage
Deathcatch

Deathcatch was intended to be a mod for Half-Life 2: Deathmatch in which players were to kill each other using nothing but props, the environment and melee weapons. Bullets was going to be forbidden from the game, and all conventional weapons removed, in order to spice up gameplay.
== Gametypes planned ==
Tournament Game; A serious team based game, deathmatch rules apply however you must stay within the arena zone whilst playing and spectate when not playing, this is the gametype noobs will probably ruin and just treat it as Team Deathmatch.
Deathcatch; The main gametype, basically deathmatch rules apply, only bullets are removed and maps are designed for fast flowing adrenaline pumped gaming
Single-Player; A tutorial level is being planned, this may amount to a single player campaign, we aren't sure as of yet if we have the manpower.
== Story ==
The combine have suppressed the world, as you may know Gordon Freeman is fighting for freedom outside the arena, but you fight for your freedom inside the arena, the combine have imprisoned the few skilled sportsmen and women amongst the human race and challenged them to their freedom, the combine have found out how the Zero-Point energy gun works and have designed a deadly game to keep them entertained, if the humans win the tornemant against the combine, they are free to go, but then again knowing the combine they will probably just gun them down as soon as they leave so bearing that in mind the humans plan secretly to over-run the combine at all the deathcatch arenas and comandeer them for the rebels to use as outposts like the ones seen in Half-Life 2, if the Dcatchers are lucky enough they may even encounter Gordon Freeman himself!
== Weapons ==
:Of course the main weapon is the Gravity-gun, but here is a list of weapons we intend to put in the game.
:Key: [HL2]= Already made in HL2DM, [I]= Just an idea/concept, [xx%]= Percentage of weapon work completed.
:Gravity-Gun [HL2]
:Combine Grav Rifle (A combine version of the GravGun) [01%]
:Crowbar [HL2]
:Stunstick [HL2]
:Grenades [HL2]
:Flashbang Grenade [01%]
:Smoke grenade [0.1%]
:Slayer (Combine knife/dagger) [0.1%]
:Rusty Pipe (Humans secondary mellee weapon) [0.1%]
== External links ==
*
Deathmatch

It is a leftover from used to tell the server whether the current session is in multiplayer or not. 
For the game mode, see Deathmatch Map Design Theory.
== Effects in GoldSrc ==
Enabling the deathmatch console variable is essential for the proper functionality of as otherwise, players will spawn at a random or at the map's origin (0,0,0).
This command also allows weapons and ammunition to respawn, with every weapon_ and ammo_ entity taking 20 seconds to respawn. When creating a deathmatch map, it should also be taken into account that standing at a respawn point of an item still allows it to spawn and be repeatedly picked up, this means that players should be encouraged to keep moving around instead of sticking in one spot.
Deathmatch Classic

(), is a remake of 's multiplayer with assets by Valve in the engine.
Deathmatch Classic was released as a free mod for on on June 7, 2001, and was subsequently included in an update for Half-Life the following month. When Valve ported its titles to Steam, the mod was changed to a paid game, along with adding a new map and main menu background. Owners of retail copies of Half-Life that registered their Half-Life CD key via Steam have been grandfathered in, receiving a Steam copy of Deathmatch Classic for free.
The game only contains its titular free-for-all deathmatch mode. A port of David "Zoid" Kirsch's popular capture-the-flag mod for , "ThreeWave CTF" (or simply "3wave"), was planned, but never announced and ultimately abandoned, despite having new assets and maps created for it.
The source code for Deathmatch Classic and the unfinished ThreeWave CTF expansion can be found in the code repository, in the subdirectory. A fork of the HLSDK 2.4 version of DMC updated to properly compile with Visual Studio 2019 Community Edition can be found on GitHub. HLSDK 2.5 compiles with VS2019 natively.
A port of Deathmatch Classic to the was planned, with cubemaps for the water materials remaining in files, but this too was abandoned.
== Maps ==
 
BSP Filename	Map name 	Notes
dmc_dm2 	Claustrophobopolis 	From
dmc_dm3 	The Abandoned Base 	From
dmc_dm4 	The Bad Place 	From
dmc_dm6 	The Dark Zone 	From
dmc_e1m2 	Castle of the Damned	From
dcdm5 	DCDM5 	From Dario Casali's DCDM series. Added in an update.
p_se_3 	Venom 	From Dario Casali's Prodigy: Special Edition. Added in an update.
== See also ==
* Deathmatch Classic.fgd
* - The multiplayer component of , which uses the same desktop icon
Category:Open source mods and games
Deathmatch Classic.rad

RAD files for various vanilla maps.
Some of the maps may have also been compiled using one of the default lights.rad from the , see Lights.rad/Half-Life SDK.
== dcdm5 ==
== dmc_dm2 ==
== dmc_dm3 ==
== dmc_dm4 ==
== dmc_dm6 ==
== dmc_e1m2 ==
Category:Deathmatch Classic
Category:Level Design
Category:RAD
Category:GoldSrc RAD files
Deathmatch Map Design Theory

:This page is for the cross-game deathmatch gamemode in general.
Deathmatch is a game mode found in many games, from , to , and even . Conceptually, the game mode isn't very different from game to game. Indeed, from a player's point of view, the objective is quite simple: frag or get fragged. From a map design perspective, however, much more needs to be considered, so to prevent a map from feeling unfair, and instead feel "fun". Nonetheless, many base level design concepts remain a staple across all the games the mode is found in.
== Player spawns ==
* Deathmatch spawnpoints should be reasonably spread apart, unless they share the same team.
: Players shouldn't spawn within line of sight of each other, but they also shouldn't spawn so far apart that they will take forever to find each other.
: For team deathmatch, multiples of the same team's spawnpoints should be clustered, but these clusters should still be a reasonable distance away from other teams' spawnpoints.
* Discourage spawn camping.
: There are many ways to tackle this, and there's no one catch-all solution. Be creative; deathmatch games are most exciting when everyone is constantly moving!
* Spawn points shouldn't be too far away from weapon drops.
: In 's multiplayer, for example, the player starts with the glock and the crowbar. These are both low-tier "last resort" weapons; a mid tier weapon should be nearby when a player spawns, stripped of his or her weapon (such as a revolver, MP5, or shotgun).
Debug overlays

In games there are various commands which show debug overlays displaying information useful for developers. Enumerations found in 
====Clearing debug overlays====
* Launch the same command again you used to display the debug overlay.
* Use command.
==List of debug overlays==
Flag name 	Bit 	Dev comment
OVERLAY_TEXT_BIT 	0x00000001	show text debug overlay for this entity
OVERLAY_NAME_BIT 	0x00000002	show name debug overlay for this entity
OVERLAY_BBOX_BIT 	0x00000004	show bounding box overlay for this entity
OVERLAY_PIVOT_BIT 	0x00000008	show pivot for this entity
OVERLAY_MESSAGE_BIT 	0x00000010	show messages for this entity
OVERLAY_ABSBOX_BIT 	0x00000020	show abs bounding box overlay
OVERLAY_RBOX_BIT 	0x00000040	show the rbox overlay
OVERLAY_SHOW_BLOCKSLOS 	0x00000080	show entities that block NPC LOS
OVERLAY_ATTACHMENTS_BIT 	0x00000100	show attachment points
OVERLAY_AUTOAIM_BIT 	0x00000200	Display autoaim radius
OVERLAY_NPC_SELECTED_BIT 	0x00001000	the npc is current selected
OVERLAY_NPC_NEAREST_BIT 	0x00002000	show the nearest node of this npc
OVERLAY_NPC_ROUTE_BIT 	0x00004000	draw the route for this npc
OVERLAY_NPC_TRIANGULATE_BIT 	0x00008000	draw the triangulation for this npc
OVERLAY_NPC_ZAP_BIT 	0x00010000	destroy the NPC
OVERLAY_NPC_ENEMIES_BIT 	0x00020000	show npc's enemies
OVERLAY_NPC_CONDITIONS_BIT 	0x00040000	show NPC's current conditions
OVERLAY_NPC_SQUAD_BIT 	0x00080000	show npc squads
OVERLAY_NPC_TASK_BIT 	0x00100000	show npc task details
OVERLAY_NPC_FOCUS_BIT 	0x00200000	show line to npc's enemy and target
OVERLAY_NPC_VIEWCONE_BIT 	0x00400000	show npc's viewcone
OVERLAY_NPC_KILL_BIT 	0x00800000	kill the NPC, running all appropriate AI.
OVERLAY_WC_CHANGE_ENTITY 	0x01000000	object changed during WC edit
OVERLAY_BUDDHA_MODE 	0x02000000	take damage but don't die
OVERLAY_NPC_STEERING_REGULATIONS	0x04000000	Show the steering regulations associated with the NPC
OVERLAY_TASK_TEXT_BIT 	0x08000000	show task and schedule names when they start
OVERLAY_PROP_DEBUG 	0x10000000	
OVERLAY_NPC_RELATION_BIT 	0x20000000	show relationships between target and all children
OVERLAY_VIEWOFFSET 	0x40000000	show view offset
==List of commands that display debug overlays==
Name	Overlays set
 	OVERLAY_TEXT_BIT
 	OVERLAY_NAME_BIT
 	OVERLAY_BBOX_BIT
 	OVERLAY_PIVOT_BIT
 	OVERLAY_MESSAGE_BIT
 	OVERLAY_ABSBOX_BIT
 	OVERLAY_RBOX_BIT
 	OVERLAY_SHOW_BLOCKSLOS
 	OVERLAY_ATTACHMENTS_BIT
 	OVERLAY_AUTOAIM_BIT
 	OVERLAY_NPC_SELECTED_BIT
 	OVERLAY_NPC_NEAREST_BIT
 	OVERLAY_NPC_ROUTE_BIT
 	OVERLAY_NPC_TRIANGULATE_BIT
 	OVERLAY_NPC_SQUAD_BIT
 	
 	OVERLAY_NPC_VIEWCONE_BIT
 	OVERLAY_WC_CHANGE_ENTITY
 	OVERLAY_BUDDHA_MODE
 	OVERLAY_PROP_DEBUG
 	OVERLAY_VIEWOFFSET
 	OVERLAY_BBOX_BITOVERLAY_TEXT_BIT
== Others ==
These are not really debug overlays (and as such are not affected by the command), but still draw info on screen.
*
*
*
Category:Debugging
Debugging under Linux

== Memory dumps ==
The Linux kernel creates core dumps of misbehaving programs automatically (unless the programs handle their crashing themselves; srcds doesn't). However, on many systems, this behavior is disabled by default for the sake of security (an attacker might force many programs to dump core, filling up your hard drives).
When you launch the srcds_run script with the -debug flag, one of the first things the script will attempt is to lift the size limit of a core dump to 2000 KiB if it is set to zero. Should this fail (or if you need a larger dump), you can try overriding the limit by issuing this command before launching the server:
 ulimit -c 2000
This lifts the core size limit to 2000 KiB -- replace as needed.
When the server crashes, a file whose name is (or begins with) "core" shall appear in the current directory. If you have used the -debug flag, the srcds_run script has already generated a file named debug.log which contains potentially useful information such as a backtrace.
To poke around more, you can launch gdb on the coredump with this command:
 gdb ./srcds_i686 core
(If you have used a different binary than srcds_i686, make sure you supply the correct name, or gdb will be confused.)
== Runtime debugging ==
When you have found a stable method to reproduce a bug but the coredump isn't sufficient, you may wish to launch the server within gdb and try a few things while the server is only half-dead. To do this, you'll need to modify the srcds_run script, replacing the line
 HL_CMD="$HL $PARAMS"
with
 HL_CMD="$GDB --args $HL $PARAMS"
This will prepare the server for launch through gdb; you will have to type run to actually start it. Note that the server will be pretty slow, so don't do this on a production system.
Category:Programming
Category:Linux
Decadence

__TOC__
==Overview==
Decadence is a 2 vs 2 multiplayer total conversion of Half-Life 2 and combines the personal relationship to characters and surroundings of single-player games with an adrenaline filled multiplayer experience. Decadence pits two teams against each other in a fight over territorial control. Each map is designed in stages to offer a more compact and action filled gameplay that puts focus on teamwork and strategy.
Decadence is multiplayer with personality, where you play as one of four different characters. The character you pick is exclusively for you and will give you a unique weapon and other advantages, and you need to use every single one of them together in combination with your teammate to succeed. The environment is also key to survival, providing cover from enemy fire as you advance towards the capture. Staying close to your teammate is vital in Decadence. She is able to help you in many ways, not only as an extra hand in combat, but she can also revive you if you get shot down.
The story of Decadence takes you into the near future, to a world where governments are scarce and survival is all that matters. Various attempts to grow food have lead to poisonous chemicals flowing through bodies of water, and plants growing in ways never thought to be possible. Promising a heavily atmospheric world and an interesting twist on team-driven gameplay, Decadence is a unique multiplayer experience that casual online friends and hardcore FPS gamers can enjoy together.
==Features==
===Four Distinct Characters===
Two unique characters on each team make you half of your team’s strength. Win as a team or die alone.
===Revival and Regenerative Health===
Take cover to regain health but if you get shot down your team mate should be nearby to revive you.
===Push Style Gameplay===
Fight against the opposing team in secluded areas. Push them back enough checkpoints to win the match.
===No HUD===
With no HUD you aim and read ammo and health as you would in the real world, not as an overlay over your eyes.
==Media==
Image:Decadence_screen1.png|Nikita, taking aim from afar.
Image:Decadence_screen2.jpg|Boulevard firefight.
Image:Decadence_screen3.png|Yelena spraying lead.
Image:Decadence_screen4.jpg|The Parliament on Boulevard
Image:Decadence_screen5.jpg|Echo damaged on Deathrow.
==Resources==
Category:Multiplayer Mods
Decals (GoldSrc)

== Infodecal ==
 can be used to display decals from decals.wad. This is generally the easiest way to place a decal, however it can be finicky where a decal needs to be placed on the grid in comparison to the brush. Additionally, infodecals can sometimes shift around when reloading a map, and may disappear if enough code-generated decals (such as bullet decals) are spawned.
 
== Oriented IndexAlpha Sprites ==
Sprites have an oft-neglected texture format, called IndexAlpha, which provides 8-bit alpha translucency, resulting in an effect similar to decals. These are useful for simulating hard shadows "cast" from models, and can also be used instead of infodecal to allow custom decals in multiplayer maps, as well as to more reliably place a decal in a specific location. This also allows for scaling the decal, as sprites can use an arbitrary scale, instead of being restricted to the brush texel size.
This can also be used for decals placed on models, which normally cannot have decals, although they won't wrap around geometr
== Func_illusionary ==
== Baking into the WAD or MDL texture ==
Normally, decals need to be a single color. This can be worked around by simply creating a duplicate version of the texture that would normally house the decal, but with the decal drawn directly onto the texture. This method was used for several textures used by de_dust and de_dust2 in .
This also prevents the decal from affecting the number of max edicts, and is cheaper to render, as it does not require texture blending.
Category:GoldSrc
Category:GoldSrc Glossary
Category:GoldSrc Textures