nyuuzyou/wikis huggingface dataset:
Half-Life: Chronicles - Episode One

== Overview ==
 A well received single player modification for Half-Life, Half-Life: Chronicles - Episode One was the creation of the now-defunct RadioActive Software team. Created over the course of several months beginning in late , Chronicles was released on , 1999 to warm reviews.
== Features ==
The concepts and overall idea for the mod were by Sam Shahrani, with the actual design of the levels in Episode One being done by Evan Hort. Evan's own level designs, and the implementations of Sam's designs, resulted in a mod that kept the tone and spirit of the original Half-Life while providing fast-paced gameplay and a new weapon.
Chronicles Episode One added an M4 assault rifle; at the time the mod was begun, Gearbox Software had not announced that there would ever be a High Definition Model Pack released, and so the weapon was added. It features an automatic 3 round burst after each pull of the trigger. Any players that have the High Definition Content installed will see two M4 carbines; one is located in the spot that was occupied by the MP5 in the original Half-Life, and functions like the original MP5. Once the player finds the Chronicles M4, it will be located in the third slot, beneath the shotgun.
Chronicles was one of the first modifications to promote the idea of episodic releases of content, which is now gaining popularity in the mainstream gaming industry. Though the second episode of Chronicles was stillborn due to the breakup of the team, the concept behind the episodic release appears to have been sound.
== History ==
Half-Life: Chronicles - Episode One was featured in the edition of as one of the Top 10 Single Player Half-Life modifications at that time, and was included on the attached CD for that issue.
== See also ==
* Ten Four Maps Review
* 
Category:Single Player Mods
Half-Life: Decay

is an co-op expansion included in the PlayStation 2 port of , developed by Gearbox Software. 
Like Gearbox's other expansions Opposing Force and Blue Shift, Decay returns to the setting and timeline of the original story, but with different s: two female colleagues of Dr. Gordon Freeman, Dr. Gina Cross and Dr. Colette Green. Dr. Gina Cross is the model for the Hazard Course hologram, and can be seen in Blue Shift when viewing one of the security camera footage. Dr. Green is a new character created for Decay.
Half-Life: Decay can be played in singleplayer (allowing player to switch between Gina Cross and Colette Green), and multiplayer, with another player controlling Colette Green using the second controller.
Although Gearbox completed a PC port of the game, Decay was never released "due to powers beyond Gearbox's control". As such most Half-Life players never got a chance to play through it. Decay is also not available through Valve's Steam service. There was a fan-made port of Decay, released on 23rd September 2008 for .
==Chapters==
==Gearbox note on Decay==
:I work for Gearbox and did most of the coding for the Decay work we did on the PS2. First I'd like to say that there is no interest or desire on our part to fox this project. Everyone here thinks it would be great to see this ported to Source. We even had a port of the game ready on HL1 for the PC, but due to powers beyond our control, were unable to release it at the time. So it's always been of interest to us to see Decay make it to the PC since, as someone else here has mentioned, it does deliver a part of the Half-Life storyline so it's always been a shame to prevent a large portion of the Half-Life players out there from seeing that part of the story. When this mod is done I will probably fire it up with a friend of mine that never had the chance to play Half-Life on the PS2. It's been a while since I played through Decay (though I certainly played through it quite a bit while we were working on it).
:::-Patrick Deupree [Originally posted on the VERC]
== See also ==
* Half-Life Decay: Solo Mission
==External links==
* on Wikipedia
* Port of Decay for the PC (archived from the original) 
Category:PlayStation_2_games
Category:Gearbox Software
Category:Gearbox Software games
Half-Life: Further Data

is a series of companion CDs for , distributed for free via retail channels in 1999.
Half-Life: Further Data was split into two versions:
* Half-Life: Further Data V.1, a CD-ROM / audio CD hybrid disc, contains the versions 1.0.0.5 through 1.0.0.8
* Half-Life: Further Data V.2, a CD-ROM data-only disc, contains version 1.0.0.5 to 1.0.0.9, which includes . 
Further Data V.1 featured two tracks from the Half-Life soundtrack ("Adrenaline Horror" and "Space Ocean"). Both releases contain the demo, and a collection of multiplayer maps, models, and logo sprays for Half-Life's multiplayer mode. 
The exact release dates for the CDs are not currently known.
* Further Data V.1 CD has a creation date of February 17, 1999. (By comparison, was released on February 12, 1999). 
* Further Data V.2 CD creation dates vary, with the latest date being June 10, 1999.
==Trivia==
The Further Data name refers to the sentence shown at the end of Uplink, "further data required" and matches up with the scientific names used for the other Half-Life games. 
The Further Data V.2 CD and covert art prominently feature , but is not actually present on the CD. Instead, the CD merely acts as a means to update to a point where TFC could be installed since it required Half-Life 1.0.0.9.
==Gallery==
====Maps====
The install menu for Half-Life: Further Data V.1 mentions "six new multiplayer maps", though there were 8 in the Maps directory.
* crossfire - Introduced with the Half-Life 1.0.0.8 update (also on the V.1 CD)
* doublecross - Very similar to crossfire, same author. Added to Half-Life with the 25th-anniversary update.
* frenzy - Introduced with the Half-Life 1.0.0.8 update (also on the V.1 CD)
* gasworks - Introduced in Half-Life some time between the 1.0.0.8 update and present
* rustmill - Added to Half-Life with the 25th-anniversary update.
* team9 -
* thehill -
* xen_dm - DM in a Xen environment, complete with Xen gravity and areas that require the Long Jump module. Added to Half-Life with the 25th-anniversary update.
====Models====
* barney - Currently included in Half-Life
* cannibal - Stereotypical cartoon bushman
* Gman - Currently included in Half-Life, though "gman" is all lowercase in Half-Life
* ken - Ken Birdwell, a Valve developer
* recon - Currently included in Half-Life
* robo - Currently included in Half-Life
* Scientist - Currently included in Half-Life, though "scientist" is all lowercase in Half-Life
* skeleton - Grey skeleton. Added to Half-Life with the 25th-anniversary update, except with tintable eyes.
* tmcm - Too Much Coffee Man. Added to Half-Life with the 25th-anniversary update.
* zombie - Currently included in Half-Life
====Sprays====
Most Sprays were added to Half-Life with the 25th-anniversary update.
==External links==
*Half-Life: Further Data on HalfLifeUplink.com (with available download)
Category:Released Games
Category:Half-Life
Category:Half-Life: Uplink
Half-Life: In One Map

Half-Life: In One Map is a project by User:Strubium to combine the maps from , , and into one playable map, similar to projects like HalfMapper, but playable in-engine. 
= Maps combined: =
=== : Black Mesa Inbound ===
* c0a0
* c0a0a
* c0a0b
* c0a0c 
* c0a0d
* c0a0e
Half-Life: MMod

is a free modification to by Gunship Mk II that aims to update and enhance the Half-Life experience without harming the core values and mechanics of the original game. All of its features can be toggled and set to the user's liking. HL:MMod also comes with many bug fixes, improved particle effects, tweaked and upgraded weapon models and animations, etc.
==List of Features==
*Revised gunplay, dynamic weapon bullet spread, smooth recoil, optional non-hitscan bullets.
*Enhanced player and visual feedback.
*Minor AI tweaks, more reactive and responsive AI, nearly every character blinks.
*New and extra weapon animations.
*Built in basic chapter selection system.
*Touched up weapon models, animated weapon screens and creature eyes.
*New arsenal, special weapon functions ( silencers, addons, fire modes ).
*Plenty of bug fixes.
*VFX re-design ( explosions, bullet impacts, muzzle flashes, monster effects, etc. ).
*Minor sound re-design, additional weapon and monster sounds.
*Weapon foley sounds for every single weapon.
*Restored HEV voice lines.
*Slightly enhanced visuals, detail textures.
*Visual, atmospheric and pacing related map tweaks and additions ( work in progress ).
*Some additions can be toggled in special settings menu.
==Chapters==
==See also==
*
*List of GoldSrc Mods
==External links==
*Half-Life: MMod on Steam
*Half-Life: MMod on ModDB
Category:Goldsrc mods
Half-Life: Source

(also referred to internally as "HL1Port") is a "digitally remastered" port of to the engine, enhanced to include physics simulation, Source engine graphics & effects, and more bugs, while retaining most of it's original textures.
Initially, the remaster received mostly positive reviews when it was launched, with little to no technical issues at the time, but some players were disappointed because the game's graphics looks almost the same as the original, with 3D skyboxes and Source's physics, graphics and effects being added. Because to this, a fan remake of , called started being worked on shortly after HL:S release. 
Beginning in 2013, with the SteamPipe update, the game has been updated to the engine, which introduced more bugs and other issues not present in previous version. As a result, the game has been criticized for the bugs introduced after the engine update, and for ignoring this game and not fixing those bugs to this day. Most of these bugs has been unofficially fixed by the modders, however. The HD content was later added to the game after SteamPipe update, but instead of using the HD content created by Gearbox, Valve used the fan-made models originated from GameBanana.
10 years later, Valve has unlisted from the search result on Steam in favor of promoting the original version as the definitive edition of the game and to avoid confusion. However is still available for purchase likely because the assets is still being commonly used in third-party games such as .
== See also ==
* - Similar concept, but on a more advanced version of Source with completely new graphics and design.
* - Multiplayer counterpart of .
* Configuring Hammer for Half-Life: Source
* Half-Life: Source FGD
* Half-Life: Source Bugs
== Trivia ==
* The Steam store page for Half-Life: Source shows the wrong release date of the game. This game was released at the same time with Half-Life 2.
Category:Remasters and Remakes
Category:Ports from GoldSrc to Source
Category:Source 2013 SP engine branch games
Half-Life: Source Level Creation

This article focuses on single-player level design.
__NOTOC__
== Getting Started ==
* Setting up Hammer++
* Setting up Hammer
== General ==
* Player Spawns
* Monster Spawn Portals
== References ==
* List of Entities
* List of Soundscapes
* List of Skies
* List of Bugs
* List of Soundtracks
== External links ==
* Moddb - Community Modding Website.
* Gamebanana - Game Modding Community.
* Half-life: Source (wikipedia article)
* Buy the game
== See also ==
Category: Half-Life: SourceCategory: Level Design
Half-Life: Source Sky List

Category:Skybox Category: Half-Life: Source
This is a list of skies available in and , along with pictures of each skybox. The light_environment settings listed (Ideal Sun Angle, Ideal Brightness, etc) are suggestions based on settings used in official maps; other values may also be appropriate. To test skies in singleplayer without recompiling the map, bring up the console and enter sv_skyname <sky_name>. Quicksave the game, load it again and the old skybox should be temporarily replaced with the new one.
These skyboxes are available in , , and mods utilizing the content. These skies are NOT HDR capable.
==Unused Skies==
; Unused Skies
These skyboxes exist in the Half-Life: Source game files but are unused in game. They are available in , , and mods utilizing the content. Skies from , and are present in the game files.
Some light_environment entries from GoldSrc skybox list may function with these, but brightness values will need to be adjusted.
==See also==
*Sky List
Half-Life: Uplink

is a free demo for featuring three brand new maps. Contrary to popular belief, those levels were never cut from the original game as they were developed in approximately a few weeks after the release of the main game by John Guthrie and Kelly Bailey. Half-Life: Uplink was later unofficially released in an "Uplink Lite" version that could be run as a mod.
The demo takes place in areas of Black Mesa and allows the player to use a number of the weapons and fight a number of the enemies from the final game release.
On November 17, 2023, Valve released the 25th Anniversary Update for which added content to the game.
==Reviews & Download Page==
* Ten Four Maps
Category:Valve Games
Half-Life (Dreamcast)

is a cancelled port for the Sega Dreamcast was in development by Gearbox Software and Captivation Digital Laboratories for a 2001 release. It was eventually cancelled by Sierra following declining console sales.
 was initially planned as a Dreamcast exclusive campaign.
Near-final versions of the game were eventually found and dumped, and their contents were ported to the PC version of GoldSrc as a mod.
Several high-profile GoldSrc mods were ported to the Dreamcast by fans, including , , and USS Darkstar.
Category:Cancelled Games
Category:Valve Games
Category:Console Games
Category:Gearbox Software
Category:Gearbox Software games
Half-Life (Dreamcast) engine branch

The Half-Life (Dreamcast) engine branch was made by in an attempt to port (v1.1.x.x/SDK v2.0) to the Dreamcast. It adds Compressed model textures and was discontinued with the cancelation of , and was succeeded by the Half-Life (PS2) engine branch.
==Features==
;HD models
;Compressed model textures
== Availability ==
Half-Life (PS2)

Category:Valve Games
Category:PlayStation 2 games
Category:Half-Life
 was ported to by Gearbox Software, it was released in November 11, 2001. The PS2 version includes new co-op and multiplayer gamemodes, custom made HD models (later also available on PC, with some minor differences), and a slightly modified campaign (including the Hazard Course, which the introduction part was extended).
 was a PS2-exclusive expansion created by Gearbox.
 was released as an add-on.
== Gallery ==
File:HL_PS2_menu_screenshot.png|Main menu
File:HL PS2 Hazard Course intro screenshot.png|Extended part of Hazard Course
Category:Gearbox Software
Category:Gearbox Software games
Half-Life (PS2) engine branch

Half-Life (PS2) engine branch was made by it is port of the Half-Life (Dreamcast) engine branch to the and adds LOD models.
==Features==
New since the Half-Life (Dreamcast) engine branch is:
; HD models
: Higher quality models make the world of far more immersive
; Split-screen
: Added for , players on console can now battle side by side 
; LOD models
; Compressed model textures
; Facial, eye, and finger movement
== Availability ==
Half-Life 1 Engine Bug Reports

For newer bug reports, and to reports bugs related to or engine, please visit the GitHub Issues page.
Bugs and changes introduced with the optional March 10 2010 HLDS update (build date March 8 2010).
==Bugs!==
===sv_region / master server list===
Servers only appear in the master server list if sv_region is set to 255. 
===LAN===
"CS 1.6 Dedicated Server dont appear in LAN" 
==Bugs?==
===Segmentation faults===
There are several reports about segmentation faults, not sure if all of these are due to SSE2.
==Other changes==
===SSE2 required===
The SSE2 instruction set is now required, some old CPUs may no longer be able to run the HLDS.
==External links==
*[hlds] GoldSrc Dedicated Server update available, Jason Ruymen, Wed, 10 Mar 2010 14:42:36 -0800
*[hlds_linux] GoldSrc Dedicated Server update available, Jason Ruymen, Wed, 10 Mar 2010 14:42:01 -0800
Category:Feedback
Category:Steam
Half-Life 2.fgd

This is the FGD from (since 20th anniversary). It is also included in , , and some third-party Source games, as well as Source SDK Base 2006 - 2013 (both SP/MP branches), however all of these games uses the older pre-20th anniversary version of Half-Life 2.
Half-Life 2 20th anniversary update includes changes to FGD such as added options to enable Radial Fog, override HDR fog color and option to use HD Camera (for entities such as point_camera).
 also ships with with some modifications, a entity included and commented out code.
Category:Half-Life 2
Category:Level Design
Category:Valve FGD
Half-Life 2.fgd/Garry's Mod

This is the modified version of Half-Life 2 FGD from , which contains one brush entity (func_pendulum) and commented out code. This version of the FGD is based on the pre-20th versions of Half-Life 2.
The file can be located here:
 - 
Category:Garry's Mod
Category:Source 1 FGDs
Half-Life 2: Capture The Flag

==Overview==
 The action here is fast and furious—Combine soldiers and rebel citizens are pitted against each other in a classic battle. Each side must defend its own flag from the enemy, while trying to steal the other side's flag and return it to their base.
==Features==
* Capture the Flag in all its classic splendor
* Six types of tech powerups (runes)
* Addition of the Alyx Gun, OICW and Sniper Rifle to weapons
* Custom HUD indicators for player status and awards
* Three game modes including Domination and 1-Flag CTF
* Fully functional SourceTV support
==Media==
Official Media Page (archived)
==Team==
Current Team (archived)
==Other Info==
The latest version of the mod is 2.1, dated December 13, 2011. Thus far the latest unreleased version is 2.5.
Official Website
Category:Multiplayer Mods
Half-Life 2: Deathmatch

was released on November 30, 2004 as the multiplayer component to . Gameplay is fundamentally identical to , and the multiplayer mode in , where players get one point for each kill and they lose a point for each suicide.
 was, at one period of time, available free for users of certain ATI and Nvidia graphics cards. As of the 20th anniversary update, the game is included with purchase of Half-Life 2. 
The game was updated on 15 November 2024 for 's 20th anniversary. It was updated to the (therefore also receiving VScript and $treesway support), adding HDR support to all the maps, and several bug fixes and map design fixes. It was also unlisted on Steam store, but after purchasing (or getting it for free during 20th anniversary), you will have access to , aswell as .
== Limitations/Bugs ==
Use GitHub in order to prevent duplicate or outdated bug reports at the wiki.
== Official maps ==
 has the following official maps included:
Official maps since release
hl2dm_lockdown_1.jpg | 
hl2dm_overwatch2.jpg | 
Official map since February 17 2005 (Update)
hl2dm_steamlab1.jpg | 
Official maps since March 18 2005 (HL2:DM Map Contest)
hl2dm_underpass.jpg | 
hl2dm_resistance1.jpg | 
hl2dm_powerhouse2.jpg | 
Official map since April 25 2005 (Update)
hl2dm_runoff1.jpg | 
Official map since April 03 2013 (SteamPipe update)
hl2dm_halls3_1.jpg | 
== Weapons ==
Players respawn with weapon_crowbar, weapon_physcannon, weapon_pistol with 18 loaded and 150 reserve (max), weapon_smg1 with 45 loaded and 45 reserve ammo (without alt grenades, 225 max), 2 grenades (5 max).
== Dedicated server ==
== Notes ==
Most props like barrels and wooden boxes are only grabbable by the weapon_physcannon at maps like dm_lockdown. This is unlike .
Players can't collect wooden planks after destroying wooden boxes. This is unlike .
Since the 20th anniversary of , the game now runs on , and Valve briefly provided 64-bit versions of the game executable (hl2_win64.exe, srcds_win64.exe, bin/x64), however it was impossible to run it due to missing game DLLs. The EXEs were quickly removed, although the tools DLLs remained (being necessary to run ).
== See also ==
* Level design for Half-Life 2 Deathmatch
== External links ==
* Half-Life 2: Deathmatch on the Combine OverWiki
* TSGK Forum Tricks, Tips, Help, Custom Maps, Server Plugins for HL2:DM
* Half-Life 2: Deathmatch University Rus - (Archived) Russian HL2:DM community
* Half-Life 2: Deathmatch Oldschool Community - (Archived) HL2:DM Cups and Leagues
Category:Half-Life 2
Category:Half-Life 2: Deathmatch
Category:Source 2013 MP engine branch games
Category:Open source mods and games
Half-Life 2: Deathmatch Zero Point Energy Field Manipulator fix

Category:C++
In the Zero-Point Energy Field Manipulator (AKA Gravity Gun) won't go into supercharged mode. There is a fix for this, if you edit shared\hl2mp\weapon_physcannon.cpp
NOTICE: I'm going to update this to work with the correct file.
At line 50 or near add:
extern ConVar physcannon_mega_enabled;
Now find:
	// Do we have the super-phys gun?
	inline bool	PlayerHasMegaPhysCannon()
	{
	return false;
	}
and replace it with:
	inline bool	PlayerHasMegaPhysCannon()
	{
		if ( physcannon_mega_enabled.GetBool() || GlobalEntity_GetState("super_phys_gun") )
		{
			return true;
		}
		else
		{
			return false;
		}
	}
Now at line 2047 or near replace:
m_grabController.AttachEntity( pOwner, pObject, pPhysics, false, vPosition, false );
With:
m_grabController.AttachEntity( pOwner, pObject, pPhysics, IsMegaPhysCannon(), vPosition, false);
Now at line 2473 or near replace:
GetGrabController().AttachEntity( ToBasePlayer( GetOwner() ), pAttachedObject, pPhysics, false, vec3_origin, false);
With:
GetGrabController().AttachEntity( ToBasePlayer( GetOwner() ), pAttachedObject, pPhysics, IsMegaPhysCannon(), vec3_origin, false);
Now near line 3102 after:
void CWeaponPhysCannon::CloseElements( void )
{
Add:
// The mega cannon cannot be closed!
if (IsMegaPhysCannon())
{
	OpenElements();
	return;
}
Now Near line 2041 replace:
float CWeaponPhysCannon::TraceLength()
{
	return physcannon_tracelength.GetFloat();
}
With:
float CWeaponPhysCannon::TraceLength()
{
	if(!IsMegaPhysCannon())
	return physcannon_tracelength.GetFloat();
	else
	return physcannon_mega_tracelength.GetFloat();
}
The effects are not ready.
This is not the finished code. Writing it down will take a while and I still have some other things to do with the code. I'll go post the finished parts of the code on Github. There is some extra code for allowing one Gravity Gun to be Mega/Upgraded and one Normal. (https://github.com/TheVogels/Source-SDK-2013-Multiplayer-physcannon-mega-fix)
Now compile the project and it should work.