nyuuzyou/wikis huggingface dataset:
Obj attachment sapper

__NOTOC__
==Entity Description==
This entity is used for the sapper weapon placed on a building or Mann Vs. Machine robot. It has 100 health and a build time of 0.1 seconds.
==Dedicated Console Variables and Commands==
==Trivia==
* At one point a dynamite sapper was planned to be added, but that weapon got scrapped.
==See also==
'the extremely rare immortal sapper glitch; why does the sapper sometimes become unbreakable?' - By shounic
'every unreleased weapon hidden within tf2's code leak' - By shounic
Obj sentrygun

thumb|400px|right|Sentry Guns in TF2 at levels 1, 2 and 3.
==Entity Description==
Used to place a in your map. The Sentry Gun is a defensive building that puts heavy fire on any enemies that come into range. The Sentry Gun has a range of 1100 Hammer Units from its origin.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
Obj teleporter

An entrance teleporter is used in tandem with an exit teleporter in order to teleport a player instanteously. Both teleporters can be upgraded by an engineer up to level 2 and 3, and in doing so, will significantly reduce the time to recharge on the entrance teleporter.
thumb|right|300px|A teleporter
==Keyvalues==
:* 1 : Entrance
:* 2 : Exit
==Flags==
==Inputs==
==Outputs==
Observation Room

Observation Rooms are rooms high on the walls in the test chambers of Aperture's testing tracks. They were originally where Aperture Employees observed Test Subjects during their testing sequences, but these offices have since been abandoned. They are characterized by bright white and concrete wall textures, tiled floors and ceilings, refracting glass windows, and often computers and desks and other decaying equipment. They are also the main source of light in most test chambers and range in size from 128×64 to 128×256.
There are several textures and props available in hammer for Portal 2 to create your own. The light, light_spot, and env_projectedtexture entities are recommended for lighting. Try these settings for a light or light_spot:
::
Property Name	Value
Brightness 	255 255 255 1200
Constant 	100000
Linear 	0
Quadratic 	1
Generally, the intensity for lights will be around 100 and light_spots will be around 1500. Experimentation is key here, but these should be good starting values.
In Portal 2, you can find observation room instances in the instances/labs folder.
2-voxel observation rooms on Puzzlemaker maps have a light and an env_projectedtexture in it. Single voxel are normal ones with just a light.
For more information on making instances, go to func_instance.
Category:Portal 2 Level Design
Obsidian Conflict

is a cooperative modification created for . It is a community based mod with focus on fun, cooperative, and physics-related puzzles. The mod has an open story, but is still set in the universe.
Obsidian Conflict is currently, only publicly available as a mod for via ModDB, however, the upcoming Steam re-release sees a port to and features a new UI, enhanced weapon models and more.
==Features==
*Co-Op Campaign
** 
** *
** *
** *
* - Requires the game being mounted, done automatically if the desired game is installed.
*Gamemodes
**Classic Coop
**Classic Coop Lives
**Teamplay
**Teamplay Lives
**Player Vs Player
*Other
** Customizable Hud and Flashlight
** New NPCs
** Scoring System
** New Weapons
***Super Gravity Gun Support
***Custom Weapon Scripts
** Player Modules including Cloak and Shield
** Custom Player Models System
** Inventory system
** Series maps save your weapons and points over transitions
***Objects and npcs can transfer over level transitions and back again
***Previous maps in a series of maps are saved, so when you go back to them things stay as you left them. Just like SP Half-Life 2
** New Maps
** Advanced Customizability for Mappers
***Custom per map Sound Scripts, Configuration Files and Soundscapes
***Out of Hammer map modification via scripts
== Mountable Games ==
Game	Notes
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
 	
==Tools==
* oc modify generator001 Compares a decomplied vmf to an edited copy of the vmf and outputs a mapname_modify.txt script with the updated changes. Tool made by Zteer.
* bspconv001 Reads the Lump information to be included in map file (extension bsp) used by games. Tool made by Zteer.
== Reviews ==
* PC Zone Magazine (UK) 11/2006 
* PC Action Magazine (German) 10/2006 
==See also==
* 
* 
== External links ==
* 
* Official YouTube Channel
* Official Steam Group
* Obsidian Conflict Map Database
==References==
# Obsidian Conflict () download mirror via ModDB
Category:Third Party Source Engine Games
Obsolete

are entities that have been deprecated or omitted from a engine branch.
When a point entity is placed in and newer, this sprite will appear.
The icon is a photo of The Fonz with the face of Valve's placed on top.
Fonzie.jpg|thumb|Original image of The Fonz used
Jay Stelly.jpg|thumb|Original image of Jay Stelly used for Source 2's obsolete icon.
== References ==
# The mystery of the obsolete guy is solved! | TF2Maps.net
Category:Glossary
Office Complex

Office Complex, the fourth chapter of , brings Gordon Freeman to Sector D Administration.
==Architecture==
Much of the area is comprised of tile floors and concrete walls. The doors and trim are made of red metal. Offices have carpeted floors and brush desks with wood tops. Several parts of the chapter require the player to climb through air ducts to get around obstacles, such as the beginning where the player has to climb into a duct to get around a locked door. You can use these ducts to lead players to hidden objects of interest, like ammunition or suit batteries.
==Environment==
Several offices are trashed much like the earlier parts of the game, such as the flooded one near the beginning. To add variety, leave some mostly intact. Vending machines and trash cans are also found occasionally, namely in communal areas around offices. Consider placing diplomas and whiteboards on office walls and couches and bookshelves in resting areas to increase visual interest.
As seen in c1a2c the sector does have some more industrial areas, such as the freezer area. You should put down a few icy patches where the player could unwittingly stumble into enemies.
==NPCs==
Scientists and security guards should be common. Placing security around areas with multiple enemies should be done to give players some extra firepower. Scientists can sometimes be seen being dragged into air ducts and ceiling tiles by unseen aliens. Dead scientists are also a good idea when done conservatively.
Aliens should include headcrabs (usually falling out of the ceiling), zombies (often seen eating dead scientists), bullsquids (primarily in the more industrial areas), and vortigaunts. Vortigaunts are usually seen in groups of three, whereas headcrabs are usually in groups of two or three, though possibly more.
==Maps==
The following .bsps comprise this chapter.
*
*
*
*
*
==Gallery==
File:C1a2_office_entrance.jpg|Entrance.
File:C1a2 office.jpg|A resting area with a dead scientist and the ceiling broken in from a falling headcrab
File:C1a2 freezer.jpg|Part of the freezer area. Note the bullsquid
File:C1a2 hallway.jpg|A hallway, with more detailed walls and zombies feeding on corpses
Category:Half-Life Continuity
Category:Regions & Atmospheres
Offline

Offline is a modification for Half-Life 2 that takes place in Alaska during the Resonance Cascade. Requires Counter-Strike: Source and the Source SDK Base 2007.
== Overview ==
You are a Black Ops soldier sent to infiltrate the Offline Military & Research Facility in Alaska. The mission commenced with your goal being to extract information regarding the technology stored in the complex. Simple as it may seem, sometimes it doesn't always go according to plan...
== Features ==
*Maps with full HDR
*New weapons
*Models with normal mapping and specular highlights to bring them to life
*Original soundtrack
*Orange Box engine
== Media ==
Image:42013.jpg|
Image:42072.jpg|
Image:42210.jpg|
== External links ==
*
Omfgzombieslol

is a mod made by ModDB user Deathrainer in under 2 weeks as a test, before changed zombie games forever. It can be played online or offline. The mod has no end goal and is centered around zombie killing of various kinds.
== Gameplay ==
The gameplay is centered around killing headcrab zombies, some of which have been updated to move extremely fast. For each kill, you gain credits which you can spend in the "omfgzombieslol shop" When you are killed, you go back to the respawn area with all the previous zombies as before, with only your points going down, and you gaining deaths. In comparison to , the only update that has been added is the zombie mode, which retains the original HUD and Multiplayer high score system. The player is frozen when the match ends, and the same map repeats.
=== Weapons ===
The choice of weapons remains the same from , except one weapon has had its damage changed, being the crowbar, now renamed 'Hammer', without actually changing the way it looks. The money they are purchased for is balanced strangely, for instance, the 357 Magnum Revolver costs 200 and SMG costs 400, but the 357 Magnum is much more powerful than any automatic weapon. 
=== Zombies ===
omfgzombieslol some new types of zombies, such as Suicide Bomber Zombies, Exploding Headcrabs, Flaming Zombies, and Ghost Zombies.
=== Maps ===
* omfg_outdoor_arena
* omfg_overwatch
* omfg_desertfort
=== Source code ===
The source code for omfgzombieslol is available here
Category:Released Mods
Category:Multiplayer Mods
OnGameRulesCreationStringChanged: missing gamerules class on the client

There are a couple of reasons why this error may show up when connecting to a map.
== Code Exempt==
Either the client project does not include the gamerules' source code or the register code is skipped by the compiler (e.g. inside a #ifdef block).
== Client Crash ==
A global object on the client is crashing within its constructor; this might be because the interfaces it uses are not initialized before the constructor. If the engine fails to load the mod's client.dll twice, it will load the DLL included in the mod's SteamAppId, creating a GameRules mismatch.
Thus initialisation will also fail when the client's or server's *.dll could not be copied to the /bin directory of your mod so you should also check the validity of your compiler's "output path" and the modify timestamp of your DLL's for debugging.
To fix this, the constructor code should be installed into an initialisation function. Starting a debug session for the mod might show the failure.
== See also ==
* GameRules
Category:Programming
Opacity

Opacity is how translucent something is.
When something is fully opaque, you can't see through it.
Opacity is usually defined by a value from 0 to 255, where 0 is invisible and 255 visible, opaque. A value of 128 would in that case be almost half visible, translucent.
In the Source and Goldsource engine, specific issues prevail when using translucent textures. The software(hardware?) utilized is sometimes bad at sorting what should be rendered first. Sometimes this is done incorrectly, and the hardware then render other things over the translucent texture.
==See also==
* Wikipedia:Opacity (optics)
Category:Glossary
OpenGL

OpenGL is a cross-platform 3D graphics API, which is used by the hardware renderers of and , as well as one game (). It is also used on engine, for systems that doesn't support Direct3D ( and ), and for GLView.
OpenGL was later superseded by Vulkan, released in 2016. OpenGL was discontinued in 2017, having reached version 4.6.
== (GLQuake)==
 (GLQuake) uses OpenGL version 1.0.
====Features====
*Experimental Reflections
*Translucent Water
*Dynamic Shadows 
*Texture Filtering
*32-bit color
==GoldSrc==
 uses OpenGL version 1.0 which is same version as using the (GLQuake).
====Features====
* Colored lighting - Quake simply had monotone lighting
* Translucent and transparent textures - Glass can now be used in maps
* Water waves
*Texture Filtering - like GLQuake
* Detail textures (since 2004)
* Dynamic Shadows (; removed in 2003 Steam update, but re-added in 25th Anniversary update)
=====Since 2013 SteamPipe Update=====
* FBO renderer - A new method of rendering the game, which allows MSAA to work with GoldSrc engine. This also allows the game to run on fullscreen in a borderless window.
* MSAA anti-aliasing - GoldSrc now natively performs 4x MSAA, reducing the amount of jagged edges/staircase effect on the geometry. This is automatically enabled when using the FBO renderer, unless the command-line option is used.
===Svengine===
 uses OpenGL 1.x with some 3.x features.
==Source==
In , OpenGL uses ToGL to convert DirectX shaders to OpenGL for and and uses OpenGL version 2.1 which is similar to Direct3D 9.0b.
===Dxlevel 92===
Dxlevel 92 is Source's OpenGL equivalent to DirectX 9 Shader Model 2 (DX9.0b)
====Features====
* Lightwarp support
* High dynamic range rendering (enabled by default)
* Refractions with the use of a bump-map
* High-quality reflective water (used frequently)
* Softer edge dynamic shadows
* Normal-mapped lighting on models
* Improved-quality specular effects
* Phong shading
* Color Correction
* Motion Blur
==Source 2==
 is the only Source 2 game which supports OpenGL. It uses OpenGL version 2.1.
OpenGL support for Dota 2 was dropped with the November 15th, 2021 update for Windows, and later Mac/Linux, with the optional OpenGL DLC for Windows completely emptied.
==See also==
* Direct3D
* Vulkan
* Software renderer
== External links ==
* 
* on Wikipedia
* GLQuake on Quake Fandom wiki
Category:Glossary
Category:Graphics API
Open Fortress

__NOTOC__
== Overview ==
 is a free, community-developed mod that introduces new gamemodes, characters, weapons, maps and more to the world of TF2. Over 100 community contributors have combined their creativity and innovation with the iconic mid-century aesthetic of TF2 and the gameplay features of classic arena shooters, delivering a truly unique spin on one of the most popular multiplayer games of all time.
==Features ==
* Deathmatch, a free-for-all inspired gamemode where the goal is to rack up the most frags before the round ends.
* An original class, The Mercenary, a wise-cracking jack-of-all-trades gunman created for Deathmatch.
* Various Mercenary-centric gamemodes such as Mercenary Capture the Flag, Mercenary Domination, Team Deathmatch and Infection.
* Tons of original cosmetics, all unlocked from the start.
== See also ==
* 
* 
* 
* 
* 
==External links==
* Official Website
* Official Twitter
* Official YouTube
* Official Discord
Open Source Server Plugin List

= Known Open Source Plugins =
Use this page to find an open source plugin, or list info about your open source plugin to help other coders new to the SDK and programming server plugins.
== Valve Server Plugins ==
This is a list of known open source Valve Server Plugins (VSPs). Plugins with released source code are hard to find, so it should help everyone if a list of plugins with available source code are posted here. 
=== Beetle's Mod ===
Author: Beetlefart
Description: Advanced admin plugin.
Features: Advance admin plugin including menus, kick, ban, reserved slots, advanced effects, etc.
Website: www.beetlesmod.com
License: Unknown
=== CSS:RPG ===
Author: SeLfkiLL
Description: As you kill your opponents, you gain Experience. Eventually when you have reached your experience quota, you gain a new Level. This means you can buy Upgrades which give you an advantage over your opponent.
Features: Advanced effects including such things as long jump module, invisibility, health regeneration, fire grenades, etc.
Website: cssrpg.sourceforge.net
License: zlib/libpng
=== Metamod: Source Plugins ===
Metamod: Source (MMS) provides methods of interacting with the server that cannot be easily accomplished using the standard VSP interface. If you will be attempting any advanced concepts that are not provided for in the VSP interface, it is recommended that you use MMS. Not only does it easily allow things like editing damage to players that is very difficult in VSP plugins, it also manages the hooks so that your plugin doesn't interfere with other plugins and crash the server if they hook the same functions.
=== NemoD ===
Author: fysh
Description: This CS:S plugin has everything! From vehicles in CS:S to modified zombie gameplay, and tons of other stuff. Not for the faint of heart, but if you're an advanced programmer, you'll find some interesting stuff here. NOTE: THIS PROGRAM WAS ABANDONED AND MUCH OF WHAT IT DOES PROBABLY DOESN'T WORK WITH CURRENT UPDATES.
Features: Everything from admin functions to vehicles in CS:S to zombies.
Website: This is a backup link. 
License: Unknown
=== NoCheatZ ===
Author: PoLaRiTy
Description: Server-Side Anti-Cheat Plugin for Counter-Strike: Source / Global Offensive / Promod
Features: Detecting some ConVar violation, Aimbots, TriggerBots & Autopistol, BunnyHop and more ...
Website: NoCheatZ @ GitHub
License: Apache 2.0
=== Zombie Horde ===
Author: Chris Deegan/Peter Rendle
Description: CS:S Zombification!
Features: Respawning zombies, zombie decapitation, concussion grenades, anti-camp, swear filter, stats, discrete zombie control and much more!
Website: http://zombiehorde.svn.sourceforge.net/viewvc/zombiehorde/trunk/
License: GPL-v2
=== Source Pause Tool ===
Author: YaLTeR & many contributors
Description: Multi-game speedrun tools for both segmenting and RTA scripted
Features: Auto pause, auto jump, duck spam, tasing, and much more!
Website: Github
License: MIT
=== Link to list of open source MMS plugins ===
List of open source MMS plugins
category:Programming
Category:Dedicated Server
Open Source Tools

== Purpose ==
The purpose of this article is to petition Valve Software to open up the source code for their Source engine tools, most importantly Valve Hammer Editor. The intention and reasoning behind this petition is this: through community effort, the Tools could be vastly improved. Just as the VDC has grown and matured, the Tools could have the combined effort of the community behind them, freeing Valve developers to put their valuable time towards more episodic content or other projects.
== Degree of Openness ==
Two methods of source code availability are being proposed at the present:
# Open-Source - Any of the multitude of open-source licenses such as the GPL, BSD, MPL, could be available for review and possibly be used.
# Shared-Source - This would open the source code up in a more limited fashion, allowing the community to view the codebase but not redistribute it.
== Coordination ==
Regardless of the type of license used, a team or committee of people will be needed to maintain, organize, and audit incoming submissions of code. For this team, it should be volunteer-based and comprised of experienced and dedicated community members.
== Signatures ==
Please sign this petition on its talk page.
Category:Tools
Open dota custom game projects

This Page is a collection of open source projects of Dota 2 custom games, including maps, librarys, and utilities.
== Custom maps ==
This is a list of custom Dota 2 maps that is runnable in Dota2 client.
Name 	Description 	Author	Latest version/Most recent update
Reflex	Reflex is a high-speed team death match mode combining skillshot-action gameplay with strategic round-by-round hero building and counterplay.	BMD 	9 days ago
== Basic libraries ==
This is a list of libaries that is useful to construct more complex and better custom maps.
== Useful utilities ==
This is a list of utils that can assist and accelerate the development of Dota 2 custom games.
Opening doors with func button

=Create the door(s)=
This will be the door that the button will open. A func_door, a prop_door_rotating, or a combination can be used. Just give the door a name, and maybe uncheck "use opens" so that players have to use the button. It might be a good idea to set the doors' auto-close time to never (-1).
=Create the button=
Create a func_button that will open the door(s). Add an output for OnPressed that will fire the Open (or Toggle) input on the doors. The buttons return time can be used with OnIn and OnOut to open and close the doors in that amount of time. Another way to toggle the doors with each press of the use key would be make your button itself a func_door.
Category:IO System
Operation: Black Mesa

is 's and 's complete re-imagining, which is currently developed by Tripmine Studios.
As of 2017, the mod has now become a standalone game running on the .
Note that every publicly-stated feature about the game is subject to change, as the game is still in development.
==External links==
Sears Posts - posts by programmer Sears about Operation Black Mesa's renderer and how he learned graphics programming on the Engine.
Operation: tuxxego 2

Operation: Tuxxego 2 is a single-player modification for Half-Life 2: Episode 2 using Mapbase developed by NeoBag software. It is the sequel to Operaton: Tuxxego.
It's modDB page describes it as:
"Operation: Tuxxego 2 is a zombie survival mod for Half-Life 2 inspired by games such as COD zombies and uses the weapons from the cut sourcemod VANCE."
== Level Creation ==
See Operation: Tuxxego 2: Level creation.
Operation: Tuxxego 2 has modding support like every other sourcemod, allowing players to create custom maps using Hammer.
The recommended version of Hammer for modding op:t 2 is Hammer++ as it was used by the devs.
== Gameplay ==
Operation: Tuxxego 2's maps use modified versions of zombies from half-life 2. The normal "common" zombies are reskined zombies from Half-Life 2, while "special infected" are modified zombine, Fast zombie, and poison zombies. The zombies use info_spawn_destinations to make gameplay unique. Care packages are dispatched to the player in some maps, containing weapons and items. It has modified lighting and custom textures.
The built in current maps are:
* Farm
* Forest
* Town
Combine forces may spawn during some maps randomly and perform and assault on the player.
== Release ==
Operation: Tuxxego 2 released on March 3, 2022.
== Gamemodes ==
Operation: Tuxxego 2 has 3 gamemodes, Infection, Swarm, and Survival.
== External links ==
Operation: Tuxxego 2 on