nyuuzyou/wikis huggingface dataset:
Source SDK Base 2007 particle bug

In , if a player is damaged by an NPC or kills an NPC, a white particle orb which contains bloods and other particles may appear at the center of the map. (i. e. 0,0 or x=0 y=0)
The game framerate will slowly drop, which is determined by how close you are to the particle (or if you zoom at it), and how many of them spawn after the player get's hurt or killing NPCs multiple times.
==External Links==
Preview
Category:SourceCategory:Source 2007Category:FeedbackCategory:Particle SystemCategory:Particle Effects
Source SDK Feature Requests

This page is for posting feature requests for the Source SDK. Please don't report bugs here, use Source SDK Bugs instead.
== Feature Requests ==
* Support for env_tonemap_controller & HDR in HL2, HL2DM, & SDK code.
* It would be nice to be able to select the parts of the SDK we wanted, instead of having to download and extract the whole thing before we can use it. If the launcher were allowed to run without any content downloaded and gave a selection screen when it first ran we could save the time, bandwidth and hard drive space we are currently wasting on things we aren't interested in. Something like this:
 Source code
 Half-Life 2
 Half-Life 2: Deathmatch
 Map tools & samples
 Counter-Strike
 Day of Defeat: Source
 Half-Life 2
 Half-Life 2: Deathmatch
 Modeling tools & samples
 Counter-Strike
 ...
And so on like that. Isn't this one of the things Steam was made for? ;-)
*Updated CSS character samples: so that modelers can make models that will pass server consistency(without installing old animation files as fix).
*Built in decompilers would be greater than a delicious and moist cake, and that's no lie. Third party decompiler are nice, but they usually aren't very user-friendly, and there are very few to choose from.
== See also ==
* Source SDK Release Notes
* Source SDK release notes archive
Category:Feedback
Source SDK Release Notes

== Source SDK 2013 Update 10/2/2014 ==
An update has been published for all users. This brings the multiplayer base in-sync with TF2 as of September 30th.
* General:
** Client/server memory improvements
** Fixed a client crash when switching between windowed-mode and fullscreen for and clients
** Added experimental convar to detect thermal throttling. If you have performance problems on Windows, add to the command line to see if CPU thermal throttling is an issue. If the displayed CPU frequency percentage drops below about 80-85% then you may have a problem with your CPU slowing down due to overheating. If it drops below 50-55% then you may have a serious problem. CPU overheating can be caused by overclocking, insufficient cooling, insufficient airflow, failing or dirty fans, or other causes. For more detail see https://support.steampowered.com/kb_article.php?ref=2715-YIPD-6873
* Virtual Reality:
** Fixed selecting the wrong refresh rate when running on a display that does not use the desktop refresh rate
== Previous releases ==
* See the Source SDK release notes archive for information on previous releases.
__NOTOC__
Category:Valve
Category:Source
Category:Entry pages
Source SDK Windows Gadget

The Source SDK Windows Gadget is for or . It is a replacement for most functions of the Source SDK Launcher and Left 4 Dead 1 & 2 Authoring Tools.
Download it now!
Launch Hammer, Faceposer and HLMV from the desktop
Change the active VProject
Jump to important folders
Get help on the web
If you get missing DLL errors when launching any of the tools, it means that there has been an engine update and that you need to run the SDK Launcher once to refresh some files. After this the tools will start working again.
== User updates ==
New Version update 1.6 (2013-08-05 - read the changelog )
:It can be downloaded here. Fuzz 20:06, 4 August 2013 (PDT)
-----
(2012-10-13) custom user update with add support for can be downloaded here
== Issues ==
* Gadgets are discontinued according to Microsoft website, and this tools will by the way not support Windows 8 or later operating systems. However, there are unofficial way, such as using 8GadgetPack, which restores the Windows Gadgets feature on Windows 8 and later (also support Windows 10/11).
* The game you want to mod with, must be installed into the same drive than Steam.
* The "Launch SDK" button will only work with games that are release with a sdk authoring tools that have a launcher
* When the Gadget is removed, the configuration is not saved.
* Dota 2 is not delivered with Hammer and HLMV or Faceposer, it's recommanded to use SFM configuration in the Gadget, for Dota 2. It just need to create a NEW mod project , name it Dota2 and set the path on that directory.
* Furthermore, Dota 2 is only supported with the original version. is not supported.
== Changelog ==
; 1.6 (2013-08-05)
: Add More Support :
:: 
:: 
:: 
:: 
:: ( useful to be sure the VPROJECT is set on the Dota 2 beta/dota/ directory)
::: 
:: 
:: 
:: 
:: 
:: 
; 1.5 (2012-7-28)
: support.
; 1.4 (2011-10-20)
: "branch" support
: Made branch select element nicer
; 1.3 (2011-05-11)
: support.
; 1.2 (2010-07-25)
: support.
; 1.1.1 (2010-06-01)
: Fixed engine branch settings sometimes being overwritten by the value above them.
; 1.1 (2010-05-12)
: Updated to support new SDK filestructure
: Gadget now displays only the SDK tools when docked
; 1.0.2 (2010-01-27)
: Fixed settings page's link to Hammer Manual Configuration.
: Made it clearer that settings page labels have explanatory mouseover text.
; 1.0.1 (2010-01-26)
: Initial release.
Category:Third Party Tools
Source Statistics Community

The Source Statistics Community is an upcoming project, an idea by CrabbyData & Dutchmega.
== What is it? ==
Source Statistics Community or the SSC will be a global statistics-system for the Source Engine. It is available for all mods and HL2DM, CS:S and DOD:S. It will feature for each mod and server extended statistics, like kills, frags, at how many servers played, favorite server of a player, average round-length at a CS:S server and more. Custom statistics will also be possible, for mods who have an unusal points-system.
== How to use it? ==
The SSC is actually a server-plugin, with support for HL2DM, CS:S and DOD:S. Mods will have to register at the website and add a special password in their code to prevent other mods influencing the statistics. Events will be used to send data to the serverplugin.
== How to view the stats? ==
The statistics will be viewable at a website, where you can see statistics for each player, server and mod.
==Status==
* 03-06: Changed the name to Source Statistics Community. I don't want the illusion that the project is of Valve.Also started coding at the SSC
Source TV Buglist

Please read the Source TV documentation before posting bugs.
==Serious bugs==
* tv_dispatchmode 2 seems not to work at all.
** tv_dispatchmode 1/2 do not work when the master STV server is full Mdrowber 18:28, 23 Jul 2008 (PDT)
* When cameramode is activated, all people that connect while it is active, can´t see anything - they get stuck at the map-zero-point. It can be fixed be switching cameramode off/on regularly.*This is fixed when you place a point_viewcontrol in the map* 
* When connected to a server, you can't use tv_relay to let srctv connect another server - when tv_autoretry is set to 1.
* Setting sv_visblemaxplayers on a server will also limit the player slots of any connected SourceTV
* When tv_transmitall is activated (1) with more than 100 spectators, there's a lag of few seconds (10-20) on respawn and drop of tickrate (up and down at same time). On same server, with tv_transmitall 0, with same number of spectators, there's no problem.
:you have one server with 100 people watching with transmitall and wonder why the server cant handle it? or did you use a srctv relay server on another machine?
* Source TV in Left 4 Dead isn't working
* Source TV in Garry's mod 13 isn't working
Category:Feedback
* tv_autorecord 1 can cause extremely high memory use and/or crashes in long games.
* The vast majority of SourceTV servers displays the IP instead of the name.
: More details in this mailing list thread. This bug has been confirmed by Valve.
Source VMT Editor

The VMT Editor is an engine tool originally released with the engine branch. This tool allows you to edit VMT properties while in-game with via a simplified interface that is both user friendly and real time. This heavily simplifies the material editing process as well. Previously users would need to edit the VMT outside of the engine, then go back in-game and reload all materials, or the current vmt. To use it, run your game or mod with on the command line and select Material Editor from the Tools menu. This tool is used to edit the material properties with the added advantage of faster, more robust interface than the typical text editor. 
 
== See also ==
* VMT Editor Documentation
* Material
Category:Engine Tools
Category:VMT Editor
Source control

Source control refers to a 
management system that helps control how information changes. For example, a 
source control system might be used in a software project to help mitigate some 
of the hazards of having developers work in parallel or to provide easy 
roll-back and branching functionality (for when development decides to go in 
another direction).
The remainder of this article gives a brief introduction to source control and
talks a little about the Source SDK relevant issues.
== Overview ==
A software source control system will typically manage a collection of files and 
directories, which we will call items. It often associates such a 
collection with something called a repository. You can think of a repository
as something like a warehouse where all your code is "bagged-and-tagged". 
As a user makes changes, such as adding, removing, and modifying items, the
system will monitor the changes and provide this information in a status 
report. When a user is satisfied with the changes they have made and with the 
status, they can commit their changes to the repository. A user will
typically provide a short description of the collection of changes that they are
committing during the commit process. These messages, along with their
corresponding revision numbers, can be viewed in the repository's log.
Revision numbers provide an easy way to refer to the repository at an earlier 
point in time. The repository can be restored to an earlier revision, called a
roll-back. A separate path of development can be created in the same
repository at a given revision, called a branch. Branches can be
consolidated together or with a central development trunk by merging
them. A repository can be copied and made independent up to a given revision, 
called a fork. Also, differences in files can be inspected by referencing
revision numbers.
== Technology ==
Common systems today operate in a client-server or peer-to-peer way. These
systems typically provide networked functionality. Many may also be operated
offline and/or in a completely local capacity. Local only solutions do exist, 
though the core technology is typically older. For more detail, see 
wikipedia.
== Source SDK ==
Valve will periodically update the Source SDK code base. This may or may not
introduce conflicts with mod projects that have already modified code that
was updated. Source control doesn't make these conflicts magically disappear,
but they do provide a powerful way to deal with these issues in a safe and
controlled manner.
It is strongly recommended and encouraged that mod developers use source control in their projects.
Valve uses Perforce as their source control solution. Other common solutions are Git, Hg (Mercurial), and SVN (Subversion), just to name a few. The 
following are more detailed articles on using a particular source control 
technology to manage a Source SDK project.
=== Getting Started ===
* Using Perforce for Source Control with the Source SDK (This is the original getting started guide)
* Using Subversion for Source Control with the Source SDK
* Using Git for Source Control with the Source SDK
== See also ==
* Diff And Patch
Category:Programming
Source in Academic Work

This page shows the versatility of the Source engine.
==AndrewNeo==
The house in this picture is intended to represent a mountainside home in the book Uglies for a Teen Literature class. It is simple in appearance due partially to the mapper's poor level of skill at map making, and largely due to the fact that it was a small project. Instead of drawing the picture by hand, the map was made in Half-Life 2 and taken as a high-resolution screenshot to be printed in a scrapbook project as a piece of art.
==ts2do==
This project shows quotes from The Great Gatsby in a series of clicks with a camera attached to a moving entity. The quotes are supposed to show the different aspects of Jordan Baker and how she is an example of the new type of woman that emerges from the 1920's.
You can download a copy of it here. Credits for custom models go to ts2do and Spektre1.
==University Mods==
*Absence
*War Of The Vikings
Category:Steam Applications
Source mod legals

A lot of legal terms come about here, but if you are making a free source mod, you don't need to pay a dime. Here are some tips to disclose proper legal notices:
==Put the notices in a start-up video==
Just use a bink video file in startupvids.txt with the source legals and you are good to go. However, for extra points you can do a mockup in photoshop or GIMP and use that instead.
===Template legal notices===
Portal 2: 
© 2012 Valve Corporation. All rights reserved. Valve, the Valve logo, Portal, the Portal logo, Source, and the Source logo are trademarks and/or registered trademarks of Valve Corporation in the United States and other countries. [YOUR MOD NAME] uses Havok™ Physics. © Copyright 1999-2012 Havok.com Inc. (and its Licensors). [YOUR MOD NAME] uses Miles Sound System. © Copyright 1991-2001 by RAD Game Tools, Inc. MPEG Layer-3 playback supplied with the Miles Sound System from RAD Game Tools, Inc. MPEG Layer-3 audio compression technology licensed by Fraunhofer HS and THOMSON multimedia. [YOUR MOD NAME] uses Bink Video. © Copyright 1997-2007 by RAD Game Tools, Inc.
Category:Stubs
Spade

== Overview ==
 Spade is a single- and multiplayer modification for HL2. The purpose of this mod is to create a balance of power between realism and gameplay, both viewed as the end result of design. This mod is setting out to break the rules of team-based mods and World War II mods, and to create an experience unique to Source modding as a whole.
=== Plans for the first release ===
* Allied Nations - British Commonwealth, Soviet Union
* Axis Nations - The Third Reich
The goal for the first release is to create a map diversity, dividing itself between maps featured in the ETO pitting the British Commonwealth against Germany from 1940–1945, as well as the USSR against Germany from 1941-1945. The goal for the initial release is 10 maps, with 5 maps per Allied nation. As patches progress, more maps will be added in the form of both official and team-endorsed custom maps.
== Development team ==
* 2ltben - Project Lead
* QWERTY - Modeling, Weapons
* Richy Cunningham - Web Design
=== Former members ===
* StaticDream - Skinning
* RussConscript - Skinning
== Recruitment ==
We are always on the lookout for talented developers, be it programmers, mappers or skinners. To apply, send an open application to 2ltben.
== External links ==
*
Sparc

is a particle converter for the engine created by NandRand
With it, it is possible to easily convert particle (.pcf) files used in games from one version to another.
That means that one could for example convert particles for usage in maps.
==Usage==
Files can be added either by pressing the buttons on the left side of the window or by "drag and dropping" them into the white box.
Selecting a game in box at the top center of the window chooses which game to convert the particles to.
Clicking on the slider icon enables format-selection instead of game-selection which allows for more detailed version control.
Pressing on the button on the right of the window starts the conversion process.
The converted particles will be saved to a subfolder in the same folder the converter is in.
The subfolder is usually named 
==Requirements==
Microsoft .NET 3.5 or higher
==See Alsо==
PCF
Crowbar
Map Obfuscator
VMF Updater
== External links ==
* Sparc for 32bit
* Sparc for 64bit
* Knockout.chat thread about Sparc
Category:Third Party Tools
Spark shower

It's a spark effect created by underwater s. It will jump in a direction set by its Pitch Yaw Roll (angles).
==FGD Code==
@PointClass base(Targetname, Parentname, Angles) iconsprite("editor/env_spark.vmt") = spark_shower : "Spark effect. Jumps in the direction of Pitch Yaw Roll." []
==See Also==
*
Spawn()

Spawn() is a void member function of CBaseEntity that is available through inheritance to every entity in a Source game. It is called by the engine whenever a new instance of an entity is created, much like a constructor. Some base classes execute code from it, so to be safe always call BaseClass::Spawn() from your version.
Spawn() is used to perform tasks that must take place before the entity can enter the world, typically including calling Precache() and SetSolid(), initialising VPhysics simulation and setting up global AI parameters.
Variable initialisation should be performed in the class constructor rather than Spawn() to avoid overwriting data from the map's entity block.
== Example ==
void CNPC_Antlion::Spawn()
{
	Precache();
	SetHullType( HULL_MEDIUM );
	SetHullSizeNormal();
	SetDefaultEyeOffset();
	
	SetNavType( NAV_GROUND );
	SetSolid( SOLID_BBOX );
	AddSolidFlags( FSOLID_NOT_STANDABLE );
	SetMoveType( MOVETYPE_STEP );
	...
}
== See also ==
*Activate()
*Think()
*Your First Entity
Category:Functions
Spawn Room (Team Fortress Classic)

Spawn rooms are the areas where the player is spawned upon selecting team. It's also here where he respawns after death.
==Spawn Area==
A spawn room is often divided into different sections. The most important is the spawn area. This is where the spawnpoints are located, and where the player will spawn.
The room needs to be big enough to hold at least 12 players. The spawnpoints are made using info_player_teamspawn entities, facing the direction you want, and only allowing the specific team to spawn there. Some maps also have a text message appear on screen, and a sound play when a player spawns at that location. This can be done by changing the spawnpoints properties.
==Resupply Area==
The resupply area is a sub-section of the spawn room containing various items and ammunition. These generally respawn after a few seconds to allow the next player to pick them up.
Category:Team_Fortress_Classic
Category:Level_Design
Speaker (GoldSrc)

Creates a public announcement system that randomly plays announcements from the sentences.txt file.
==Key Values==
 
 
:
# 	Name 	Description
0 	None 	Use Sentence Group Name
1 	C1A0 Announcer	Anomalous Materials: Sector C elevator lobby (Pre-disaster)
2 	C1A1 Announcer	Unforeseen Consequences: Sector C elevator lobby (Post-disaster)
3 	C1A2 Announcer	Office Complex: Sector D Administration (unused)
4 	C1A3 Announcer	"We've Got Hostiles!": Sector D High Security Materials Storage
5 	C1A4 Announcer	Blast Pit: Silo D Experimental Propulsion Laboratory (unused)
6 	C2A1 Announcer	Power Up: Sector E Track Control (unused)
7 	C2A2 Announcer	On A Rail: Silo E Launch Control (unused)
// 8 	C2A3 Announcer	Apprehension (silent and unused)
9 	C2A4 Announcer	Residue Processing & Questionable Ethics (unused)
// 10	C2A5 Announcer	Surface Tension (silent and unused)
11 	C3A1 Announcer	"Forget About Freeman!" (unused)
12 	C3A2 Announcer	Lambda Core: Lambda Complex
== Flags ==
Category:Half-Life Entities
Special effects

==Mapping==
===Articles===
*Dust, Fog, & Smoke
*Explosions
===Entities===
These are effects that can be added to maps without messing with code or configuration files.
*env_beam — laser or column of light; See also env_laser
*env_blood — spatters blood
*env_bubbles — creates bubbles inside a volume
*env_citadel_energy_core
*env_effectscript (advanced)
*env_embers — creates embers inside a volume
*env_entity_igniter — lights things on fire
*env_fade — camera fade, eg fade to black or fade from black
*env_fire — fire or plasma
*env_firesource — causes nearby combustible items to burn
*env_flare — red flare (like a road flare)
*env_fog_controller — adds fog to level; See also Dust, Fog, & Smoke
*env_funnel — teleporter funnel effect from HL1
*env_gunfire — shoots tracers
*env_laser — laser; See also env_beam
*env_lightglow — puts a glowing halo around a light source
*env_muzzleflash 
*env_particlescript (advanced)
*env_rotorshooter — shoots out gibs when near a helicopter
*env_rotorwash — causes small objects to blow around when near a helicopter
*env_screenoverlay — superimposes an image over the player's view; See also script_intro
*env_shake — vibrations, tremors, and earthquakes
*env_shooter — shoots entities, models, or sprites
*env_spark — creates sparks
*env_splash — creates a splash in water
*env_sprite 
*env_starfield — a moving starfield, as seen in the end of HL1
*env_steam — a jet of steam
*env_sun — creates a glare in the sky; used to make the sun look more realistic
*env_terrainmorph
*env_texturetoggle (may require custom materials)
*env_tonemap_controller — adjusts the light sensitivity of the player's virtual eyes
*env_wind — controls wind inside a volume
*env_zoom — controls the player's FOV
*func_illusionary — non-solid wall/floor/whatever
*func_precipitation — rain,snow,or ash
*infodecal — decals; can be used for many purposes, including stains, marks, crumbling plaster, and blood
*light_dynamic — moving lights, possibly colored
*point_tesla — lightning and electricity effects
*shadow_control — colored shadows
*trigger_physics_trap — dissolves NPCs
*trigger_wind — Causes the player to be pushed like strong wind
==Modeling==
*Creating an Effectscript model
==Coding==
*Special Effects - Introduction
*Special Effects - Server Control
==Camera==
*Custom camera effects
Category:Hubs
Speech semaphore

The speech semaphore restricts talkers' ability to talk.
By default, there are two semaphores: friendlies & foes (based on IsPlayerAlly). See GetSpeechSemaphore in ai_speech.h
If UseSemaphore returns true, only one friendly and one foe is allowed to talk at a time.
If UseSemaphore returns false (whether based entirely on code or on spawnflags), the talker can interrupt other talkers.
Category:AI Programming
Category:Level Design
Category:Glossary