nyuuzyou/wikis huggingface dataset:
QuArK

() is a game-level editor and multi-purpose tool for games using engines similar to or based on the Quake engine by id Software. QuArK can create and directly edit maps, and to a limited extent, models, and can import, export, and convert sounds, textures, and various other game assets. It is also able to modify PAK and PK3 files, as well as importing compiled BSPs to study the entities as well as add/change/delete entities from these files.
QuArK can support Half-Life 1 through the MAP file format, as well as import from and export to Half-Life 2's VMF file format.
== Gallery ==
Image:Quark explorer1.png
Image:Quark explorer2.png
Image:Quark mapeditor1.png
Image:Quark mapeditor2.png
Image:Quark mapeditor3.png
Image:Quark mapeditor4.png
== External links ==
* Official Homepage
* Official Forums
* on Wikipedia
* Dark-Forge QuArK Forums (down) - archived version
* QuArK's Yahoo Group
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:Non-Steam Applications
QuakeC

QuakeC is a programming language based on , which is used by and its various mods. Similarly to , QuakeC code isn't compiled into native machine code, but instead is compiled into a file called , which is interpreted into native code at runtime via a built into the game engine. This allows the same mods to work across multiple platforms, regardless of operating system and architecture.
 dropped QuakeC in favor of native DLLs (written in regular C), and upgraded most of the codebase to . Despite this, remnants remain, with the model code having been reworked into the QC files used by the and versions of StudioMDL.
== External links ==
* on Wikipedia
* quake-rerelease-qc - QuakeC source code for the progs.dat files used by the 2021 remaster.
Category:Glossary
Category:Programming
Quake Team Fortress

, often referred to as or 	
, is a free mod for that served as the basis for , and later its sequel .
== See also ==
* Quake Team Fortress.fgd
* - Modern open-source fork of , running on the source port.
== External Links ==
* Team Fortress File Factory - Downloads for all official releases of , as well as nearly all maps made for the mod. 
* Team Fortress 2.9 QuakeC source code - Source code for the last official release of , which never got an official compiled release.
Category:Games on non-Valve engines using Valve IP
Category:Open source mods and games
Category:Quake
Quake series

Quake is a series of loosely-related FPS games by . The first game's engine was used as the basis for the , later known as GoldSrc, and elements of code the first two games remain in all engines.
The Quake series consists of the following titles:
* ()
** ()
** ()
* ()
** ()
** ()
** ()
* ()
** ()
** Quake Live ()
* Quake 4 ()
* Enemy Territory: Quake Wars ()
* Quake Champions (hybrid engine of id Tech 5 and Saber3D)
Additionally, the following mods and fangames are set in the Quake franchise:
* (; by )
* ()
Category:Series pages
Category:Quake
Quake strafing

This method will allow you to make the more dynamic. All work is done on the client side. And add strafes.
Open view.cpp in cl_dll and go down to the V_CalcViewRoll function. 
== Way ==
1. Add two new strings:
extern cvar_t *cl_rollspeed;
extern cvar_t *cl_rollangle;
2. Remove the lines:
float side; 
side = V_CalcRoll ( viewentity->angles, pparams->simvel, pparams->movevars->rollangle, pparams->movevars->rollspeed );
3. Replace the line:
pparams->viewangles[ROLL] += side;
With:
 pparams->viewangles[ROLL] = V_CalcRoll (pparams->viewangles, pparams->simvel, cl_rollangle->value, cl_rollspeed->value ) * 4;
4. It remains only to declare two new variables cl_rollspeed and cl_rollangle. Go to hud.cpp and somewhere after the header files add two new lines:
 cvar_t *cl_rollspeed;
cvar_t *cl_rollangle;
5. Scroll down to void CHud</br>
Init( void ) and stick it in there:
cl_rollangle = gEngfuncs.pfnRegisterVariable ( "cl_rollangle", "0.65", FCVAR_CLIENTDLL|FCVAR_ARCHIVE );
cl_rollspeed = gEngfuncs.pfnRegisterVariable ( "cl_rollspeed", "300", FCVAR_CLIENTDLL|FCVAR_ARCHIVE );
The screen will now tilt like Quake or DMC when strafes. You can change the number 4 to your liking, this is the tilt factor, that is, the larger this value, the more the screen tilts.
Category:GoldSrc_Programming
Category:GoldSrc_Tutorials
Querying ConVars from Server DLL

With the Source Engine update on 11/29/2006 new functions were added to allow mod authors to query the values of particular convars set on the client. Since this functionality is greatly desired by the mod community and we are not currently ready for an SDK update we have created this page in order to demonstrate how to use this new functionality.
All of the required changes are in src\public\eiface.h.
If you have any questions about these new functions please feel free to contact mdurand@valvesoftware.com.
==Step 1 - Add new function declaration to bottom of IVEngineServer==
Add the following lines to the end of the public: section of IVEngineServer
 // Call this to find out the value of a cvar on the client.
 //
 // It is an asynchronous query, and it will call IServerGameDLL::OnQueryCvarValueFinished when 
 // the value comes in from the client.
 //
 // Store the return value if you want to match this specific query to the OnQueryCvarValueFinished call.
 // Returns InvalidQueryCvarCookie if the entity is invalid.
 virtual QueryCvarCookie_t StartQueryCvarValue( edict_t *pPlayerEntity, const char *pName ) = 0;
==Step 2 - Add and modify #define's==
Add the following lines beneath the declaration of IVEngineServer. You will be changing the value of INTERFACEVERSION_SERVERGAMEDLL which was previously defined.
 #define INTERFACEVERSION_SERVERGAMEDLL_VERSION_5	"ServerGameDLL005"
 #define INTERFACEVERSION_SERVERGAMEDLL		"ServerGameDLL006"
==Step 3 - Add new function declaration to IServerGameDLL==
Add the following four lines to the end of the public: section of IServerGameDLL
 // * This function is new with version 6 of the interface.
 //
 // This is called when a query from IServerPluginHelpers::StartQueryCvarValue is finished.
 // iCookie is the value returned by IServerPluginHelpers::StartQueryCvarValue.
 // Added with version 2 of the interface.
 virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue ) = 0;
Category:Networking
Category:Tutorials
Querying ConVars from Server Plugins

With the Source Engine update on 11/29/2006 new functions were added to allow plugin authors to query the values of particular convars set on the client. Since this functionality is greatly desired by the mod community and we are not currently ready for an SDK update we have created this page in order to demonstrate how to use this new functionality.
All of the required changes are in src\public\engine\iserverplugin.h.
If you have any questions about these new functions please feel free to contact mdurand@valvesoftware.com.
==Step 1 - Add new typedef==
Add the following lines after the definition for PLUGIN_RESULT:
 typedef enum
 {
 eQueryCvarValueStatus_ValueIntact=0,	// It got the value fine.
 eQueryCvarValueStatus_CvarNotFound=1,
 eQueryCvarValueStatus_NotACvar=2,		// There's a ConCommand, but it's not a ConVar.
 eQueryCvarValueStatus_CvarProtected=3	// The cvar was marked with FCVAR_SERVER_CAN_NOT_QUERY, so the server is not allowed to have its value.
 } EQueryCvarValueStatus;
 
 typedef int QueryCvarCookie_t;
==Step 2 - Add and modify #defines==
Add the following lines beneath the typedef's added in Step 1. You will be changing the value of INTERFACEVERSION_ISERVERPLUGINCALLBACKS which was previously defined.
 #define InvalidQueryCvarCookie -1
 #define INTERFACEVERSION_ISERVERPLUGINCALLBACKS_VERSION_1	"ISERVERPLUGINCALLBACKS001"
 #define INTERFACEVERSION_ISERVERPLUGINCALLBACKS		"ISERVERPLUGINCALLBACKS002"
==Step 3 - Add new function declaration to IServerPluginCallbacks()==
Add the following four lines to the end of the public: section of IServerPluginCallbacks():
 // This is called when a query from IServerPluginHelpers::StartQueryCvarValue is finished.
 // iCookie is the value returned by IServerPluginHelpers::StartQueryCvarValue.
 // Added with version 2 of the interface.
 virtual void OnQueryCvarValueFinished( QueryCvarCookie_t iCookie, edict_t *pPlayerEntity, EQueryCvarValueStatus eStatus, const char *pCvarName, const char *pCvarValue ) = 0;
==Step 4 - Add new function declaration to IServerPluginHelpers()==
Add the following four lines to the end of the public: section of IServerPluginHelpers():
 // Call this to find out the value of a cvar on the client.
 //
 // It is an asynchronous query, and it will call IServerPluginCallbacks::OnQueryCvarValueFinished when
 // the value comes in from the client.
 //
 // Store the return value if you want to match this specific query to the OnQueryCvarValueFinished call.
 // Returns InvalidQueryCvarCookie if the entity is invalid.
 virtual QueryCvarCookie_t StartQueryCvarValue( edict_t *pEntity, const char *pName ) = 0;
Category:Networking
Category:Tutorials
__NOTOC__
QuickStartLipSync

== Prelude ==
FacePoser is Valve Software's tool to lip-sync characters and control facial animations. The lipsyncing in FacePoser can be done automatically and quickly by the program, or manually and more time consuming by the user. The lipsyncing process is based on a set of standardized rules based on phonemes, which are how words are constructed by using individual sounds. The models in Half-Life 2 have mouth shapes for each of these sounds, so by combining these shapes, realistic lipsyncing can be created.
More information on phonemes can be found here.
== Start screen ==
This is the initial layout of FacePoser (minus the G-Man.) To start off, load a model from the File->Load model dialog. In this case, the G-Man was chosen.
To have a character lipsync, an actual wav file is needed, along with what was said in the wav file. The dialogue of the wav file in this article is, "Rise and shine, Mr. Freeman. Rise and shine."
== Phoneme Editor ==
Open up the "Phoneme Editor" tab. The window will show a blank slate; right click inside of that slate and select Load, then navigate to the wav file. After opening it, this will come up:
Right click again and select Redo Extraction. A textbox for the speech in the wav file will pop up. Fill in the dialogue and push OK. Note that phonetically spelled words will result in better lipsynching; so "Mister" would have better results than the abbreviated word, "Mr." Words with more than three syllables should also be spelled phonetically.
Once the extraction is finished, the phonemes will be laid out on the wav file:
(If the extraction fails or gives an unsatisfactory result, phrase the speech in a more phonetic fashion. Failing that, the phonemes can be manually placed by editing words.)
Extraction may also fail if the .wav file you loaded is not in your mod directory. Make sure the file resides in your mod directory.
For example if you installed Steam to C:\Program Files\Steam\ your mod directory would be
C:\Program Files\Steam\SteamApps\SourceMods\<your mod name>\
Right click and choose, "Commit extraction." This saves the phonemes into the wav file for lip-syncing. Push Play, and the character will lipsync to the audio.
== Resources ==
* Microsoft Speech SDK 5.1 THIS DOESN'T WORK ON VISTA AND HIGHER! For newer PC's, click the link mentioned in the warning above.
* Wikipedia article on Phonemes
* Control Point's Lip Syncing Tutorial by Devil Turnip
Category:Choreography
Quick Start Facial AnimationFP

== Prelude ==
FacePoser can animate various muscles in models. This can lead to a more realistic appearances of characters, such as facial animations. This article will act as a guide to creating facial animations within a scene.
== The Process == 
First, create a new scene by navigating to Choreography -> New. Give the new scene a name, and push Save. When asked for the name of the actor, fill in "gman_high."
The new scene will show up in the Choreography tab:
This is the work area that will be used to create a scene for Source to play back in the game.
In the Choreography window, right click on gman_high, navigate to New -> Channel, and enter "audio." Repeat this process by creating a channel called "flex_face."
An audio file will be added to the audio channel: Right click on audio, select "WAV file", choose an entry in the Speak Sound menu, and push OK.
Flex animation will be added in the same way of adding audio, except by choosing "Flex animation" instead of "WAV file" in the popup menu. If needed, align the flex animation with the audio by moving the flex animation bar in the choreography. Do this by left clicking the bar and dragging it to a more suitable place.
A useful tip is to enable the "All tools drive mouth" checkbox in the Control Panel. The Control Panel window may need to be extended to see the option.
To start animating the face, select the flex_face bar and open up the Flex Animation tab. The window will look like this:
Each description in the various dialogs relates to a muscle available for manipulation. Double clicking on a muscle's dialog box will reveal a more detailed view. To manipulate muscles, add "keyframe" points by holding the Control key and left clicking in any point of the opened muscle. Doing this adds a keyframe (shown as a red dot when selected, blue when not) to the timeline.
Add more keyframes to have a more defined muscle manipulation:
Hint: This green time bar can be manually moved. Do this by holding down the left mouse button and dragging across the timeline.
category:Choreography
RAD

RAD is a collective name for the lighting compilers for multiple engines' map formats. The name comes from ; see RAD (technical) for more information.
Engine	Original official compiler(s)	Modern third-party compilers
 	QRAD3 	ArghRad (updated version)RAD (Q2Tools-220, formerly 4RAD)LIGHT (ericw-tools)
 	QRAD 	HLRAD (ZHLT, VHLT, and derivatives)LIGHT (ericw-tools, experimental)
 	VRAD 	CSTRAD ,
 	VRAD2 (CPU)VRAD3 (GPU, RT) 	N/A
Additionally, is used as as the file extension for external texture lighting metadata files used by QRAD, HLRAD, VRAD, and ericw-tools.
RAD file

A RAD file is a plain text file that can be used to manipulate the way QRAD, HLRAD, and VRAD handle given brush textures when compiling static lighting. 
There are:
#, the global file.
#An auto-loaded map light file, using the format . The file must be placed in the same folder as () or ().
#Any number of additional lights files that can be added with the parameter.
Where these are placed depends upon the engine; see below.
== ==
All RAD files must have the .rad file extension and must be in the same folder as the map compile tools, except for , which should be in the same folder as the uncompiled MAP.
=== Rules ===
; 
: Defines a texlight, makes the texture appear to emit the given light value when applied to a brush face. Texture scale has an effect on final intensity.
:
; 
: Denotes an end-of-line comment. Anything after the two slashes will be ignored by HLRAD.
: (Added in ZHLT v2.1; not available in QRAD.)
== ==
All RAD files must have the .rad file extension and must be in the same folder as gameinfo.txt, except for , which should be in the same folder as the uncompiled VMF. If not present in the gameinfo directory, the directory where VRAD is will be searched instead.
An example Source 1 RAD file can be found here (from ).
=== Rules ===
Lights files perform these functions, one rule per line:
;
: Defines a texlight, making the material appear to emit the given light value when applied to a brush face ( values are optional). Texture scale has an effect on final intensity.
:
:
:
;
:Prevents the named material from casting shadows.
; 
:Enables translucency shadow testing for a model when VRAD is run with , regardless of whether it was compiled with . Path is relative to the models folder.
; 
; 
:Prefixes to make any rule only apply to SDR or HDR lighting.
; 
:Lines beginning with both tags (in that order) will always be ignored by VRAD. Can be used to add comments or quickly disable some entries.
== See also ==
* :Category:RAD
Category:File formats
Category:Files
RCBot2

RCBot2 is a bot plugin for , , and . It also has experimental support for other games and mods, such as and .
== About ==
The bot was built on HPB_Bot2 (Botman's High Ping Bastard Bot) preview and first released as a preview source template for developers in 2005 from Bots-United. It is released under the GPL General Public License.
== Team Fortress 2 ==
Rcbot supports most maps with waypoints and can support SD, MvM, PL, PLR, CP, CTF, ARENA, KOTH, TR and more map types. The main differences between RCBot2 and stock TFBots are:
* Rcbot2 requires waypoints made by humans
* Since waypoints are made by humans, bots can select sentry and sniper points etc according to the waypointer's preference
* Scouts can double jump at double jump waypoints
* Engineers can move their buildings up to attack and back to defend
* Soldiers can rocket jump
* Demomen can rocket jump
* Both bots can mortar with pipe bombs although TFBots do a better job at destroying sentries with mortars attacks
Most functionality is added except the ability to use custom loadouts or buy skills in MVM mode
For more information, see RCBot2/TF2.
== Day of Defeat: Source ==
RCbot2 supports most game types for DOD:S and bots can create their own squads and listen to radio commands. Most radio command support requires good waypointing.
== External links ==
*Github page
Category:Bots
RGB

Category:Glossary
RGB stands for red, green, blue. In an uncompressed true-color image, each pixel of the image is defined by three bytes that define how much red, green, and blue light are added together to produce the color in that pixel. Textures can also have a fourth channel, called alpha, that can store other information for each pixel (usually opacity).
* The three or four separate values for each color are called "channels." Shaders in Source can manipulate each channel individually to produce color effects.
* Within materials, an RGB color is a material vector.
== See also ==
* 
* 
* Wikipedia:RGB
RTX Remix

is a technology developed by , designed to introduce real-time ray tracing and advanced graphical enhancements to classic video games. This technology has the potential to be integrated with gaming ecosystem, allowing modders and developers to update older titles with cutting-edge visual effects. By leveraging RTX Remix, classic games available on Valve's platform could undergo a renaissance, offering players modernized visuals while preserving the original gameplay experience. 
Incorporating RTX Remix capabilities enables the replacement of textures and models using and Scene Capture, in addition to introducing features such as PBR, RTX lighting, and RTX reflections. Presently, the utilization of RTX Remix necessitates an NVIDIA graphics card for mod creation. Although support for graphics cards remains unconfirmed, players can still experience RTX Remix mods, albeit without the ability to create them, and have lower performance compared to NVIDIA graphics card. It is improbable that Radeon graphics cards will be supported in the future.
 
== Availability ==
* 
* Portal: Prelude RTX
* 
== Hardware Requirements==
These are the hardware requirements provided by . 
Level of Hardware	Operating System	CPU 	CPU Cores 	GB of RAM 	GPU 	GB of VRAM 	Storage
Minimum 	 	Intel I7 or AMD Ryzen 7 	4 	16gb 	GeForce RTX 3060Ti 	8 GB 	512 GB SSD
Recommended 	 	Intel I7 or AMD Ryzen 7 (or Higher)	8 (or more)	32gb (or more)	GeForce RTX 4070 (or better)	12 GB (or more)	512 GB (or more) M.2 SSD
Category:Source
Category:RTX Remix
R drawclipbrushes

It can draw clip brushes of the current level in-game. For more information about clip brushes, see Tool Textures > Clips.
* 0 - None.
* 1 - Shows clip brushes in wireframe.
* 2 - Shows clip brushes, filled in.
* 3 - Shows grenade clip brushes. ( only)
Color 	Clip brush 	Notes
Red 	Normal Clip 	Other derivatives of normal clip brushes (e.g: Concrete Clip) will always show in red. In blocks everyone
Purple	NPC Clip 	In blocks all infected
Pink 	Player Clip 	In blocks all survivors
Green 	Grenade Clip	Works on r_drawclipbrushes 1 or 3 only. ( only)
Cyan 	Drone Clip 	Counter-Strike: Global Offensive exclusive only.
R drawmodelstatsoverlay

It shows info about models when set to 1.
==Model stats overlay==
The following information is displayed in the stats overlay:
:* Model path and name
:* lod
:* tris
:* Hardware bones
:* Number of batches
:* Whether the model has shadow lod
:* Number of materials
==Related commands==
*r_drawmodelstatsoverlaydistance
*r_drawmodelstatsoverlaymax
*r_drawmodelstatsoverlaymin
Category:Debugging
==See also==
* Debug overlays
R drawothermodels

This can be used to set how non-internal entities with studio models are displayed in the map.
==Usage==
Syntax: Following choices are available, each represented by a number:
:* 0: Hide models. Collision and their shadows still remain.
:* 1: Display models normally. Default setting.
:* 2: Display models as wireframe in light blue colour. All models will be visible through the walls, ground, etc.
R lod

It forces a specific LOD model globally. A higher value makes models have fewer polygons (i.e. less detailed).
== Usage ==
.
The default value is "-1" which allows the engine to compute a models level of detail (LOD) normally, typically based on distance.
Setting a number from 0 and above forces all rendered models to use that specific LOD, and disables all automatic level of detail computations. Level 0 will render the base model, and a higher number like 4 will reduce the level of detail.
Model rendering will be clamped to their maximum level of detail level, some models may have only 2 levels, some may have no LODs, but most have 4. Example: will attempt to set all models to use a very low LOD: 20. Most models do not have 20 level of detail swaps, so most models will clamp to the closest available number, typically 4.
== See also ==
* Level of detail
* r_rootlod
R rootlod

It offsets the root level of detail, which normally would be 0.
== Usage ==
The default value is "0". Acceptable range is from 0 to the engine limit. In the limit is 7.
A models root level of detail, also known as LOD 0 or the base level, is the fully detailed version of a model, containing all polygons.
 forces the engine to treat the base level as a different value.
Setting to 1 means all models will never go down below 1 (as 1 is classified as the root now, instead of 0), but it still allows the engine to dynamically adjust level of detail, unlike r_lod.
== See also ==
* Level of detail
* r_lod
Race-X

Race-X was compromised of a multitude of alien creatures, mostly somewhat humanoid warriors, seen in Half-Life: Opposing Force. Race-X has not been deemed canon by Valve.
== Creatures ==
* Shocktrooper: Basic infantry of Race-X, Shocktroopers are armed with 'shockroaches', and can spit an explosive substance as a grenade.
* Voltigore: Heavy artillery of Race-X, Voltigores fire beams of purple lightning at their enemies. Their electrical powers are so volatile that Voltigores explode upon death. Baby voltigores do not seem to be fully developed, as they have no electric powers and simply collapse when killed.
Rad Worm

is a MAXScript utility added into Version 1.57 of the Wall Worm Model Tools. It will create a map-specific RAD file for a level that you've designed in 3ds Max.
The tool will find all materials used in the scene that have a color for self-illumination and use that to output a RAD file that you save next to your VMF. Then, when you compile, all faces with that material will give off light.
== External links ==
* Rad Worm Docs
Category:Third Party Tools
Category:Level Design
Category:Lighting