nyuuzyou/wikis huggingface dataset:
Ether

== The World Of Ether ==
Ether features gameplay elements where the player is able to alter gravity on objects to solve puzzles and defeat enemies. The world of Ether is based on gravity, and every animal, plant, object and person in it has evolved around gravity. This will show in the game as the player gets to travel through different gravity zones. From the barren high-gravity plains to the lush, prosperous low-gravity forests and everything in between.
== Features ==
* Gravitational manipulation - change the state of an object in order to progress through the game.
* New art & graphics - The world Ether takes place in is completely new and the graphics are built to represent this.
== Media ==
A video has been uploaded to YouTube showing the core mechanics of the game. It features a small temporary room and what is to be the first level. No puzzles are shown.
== History ==
The idea for the game started over two years ago, but has not until recently gone into development. The work officially started in January 2008, and the release is planned to be in late May this year. It has always been a vision of a stand-alone game, but because of time and amount of people vs the ambition of the project, it was decided that it could work as a modification on an existing engine.
The game participated in the Swedish Game Awards 2008.
== Brown Dyed Hotel ==
Brown Dyed Hotel is a group of students on Blekinge Institute of Technology, Karlshamn, Sweden. The little information there is about the team is handed out via the official web page.
== External links ==
* browndyedhotel.com
* SGA entry page
* Video on YouTube
*
Evolution

==Overview==
Evolution is a multiplayer modification for Half Life 2. It features at least 11 new levels, new weapons, 7 game modes, both old and new, and the ability to customize your character's abilities during the matches in order to tune your powers to different situations. -Taken directly from the FAQ.
==Features==
* 5 sets of abilities that can be leveled up and changed throughout a match in real-time
** Agility - jump higher, perform backflips, wall jump, dual wielding weapons, and ultimately the ability to fly
** Mental Strength - more points (Mental Capacity) to use other abilities, some abilities last longer, Mental Capacity regeneration, and telekinesis
** Physical Endurance - take more damage, regenerate health, additional armor capabilities, and creation of impenetrable force fields
** Physical Strength - deal more damage, charge weapons, hit harder, and eventually shoot energy from the hands
** Speed - run/reload/strike/move/everything faster, eventually leads to teleportation abilities
* New weapons designed around balancing the new abilities listed above
* New game modes using these abilities and weapons
* New maps to house these new game modes
==History==
This mod started as a basic idea back in 2003 and has grown to a full-fledged concept. Throughout the years, we have seen people come and go, which has stunted progress on the modification a great deal. It took about a full year, until the summer of 2004, for the concept for this modification to become solid. At that point, new members joined up, a new website was launched, and things were looking good. Eventually, a lot of the new members went onto better things, realizing that their time would not be able to be spent on developing a modification of this size. It is now 2006 and we have some new and very dedicated members, but we still need more help,so Evolution is now on the lookout for more ambitious people to add to this history, eventually pushing this mod to a releasable state for all to enjoy.
==Team==
Ryan/Lord Neptune: (Leader) Lead Designer, Programming, web design, and public relations
Dennis/CubeDude89: (Co-Leader) Mapping, Modeling, Animator, Public relations, Scripting, and texture artist
Oskar/Victorystick: Modeler
Nukemem87: Modeler
chibisalad111: Mapper
Retired
________
VOODOOmagic - Conceptual Artist
Fabio/fabiodan30: Animator
Andrew/XGentic: Mapper
Ted/WatchMaker: Mapper
==Help Wanted==
Want to help?
If you have any of these skills:
* Programming (2 needed)
* Mapping (0 needed)
* Modeling Characters/Guns/Props (1 needed)
* Animation (0 needed)
* 2D design (1 needed)
Please contact or 
Or contribute and send files to cubedude89@gmail.com
Cubedude 09:25, 22 Oct 2006 (PDT)
==Other info==
* Official Site (dead) archived version
*
Exec

exec is a console command available in all games.
It is used to execute .cfg files, namely a sequence of console commands.
== Usage ==
The command executes the file "//[path id]/cfg/<filename>" if it exists. The default value of [path id] is *, resulting in the default path <game>/cfg/<filename>.
* The <filename> argument is the name of the file either with or without the .cfg extension. A path can also be prefixed. If the <filename> argument is given, the game always prints the line Execing config: <filename> in the console. If the file does not exist, the game also prints the line exec: couldn't exec <filename>.
* The optional [path id] argument can be used to specify a different path to execute CFG files from. Its first character must be *.
== Examples ==
Command 	Executed file
exec config 	<game>/cfg/config.cfg
exec config.cfg 	<game>/cfg/config.cfg
exec config * 	<game>/cfg/config.cfg
exec config */maps 	<game>/maps/cfg/config.cfg
exec folder/config 	<game>/cfg/folder/config.cfg
exec folder/config */maps	<game>/maps/cfg/folder/config.cfg
== Similar Commands ==
There are console commands that are identical to exec, but with slight differences.
ConCommand 	Availability	Description
execifexists 	 	There is no error message execifexists: couldn't exec <filename> in the console if the specified file does not exist.
execwithwhitelist	 	All console commands in the specified CFG file are executed with . Commands are ignored if they are not whitelisted in <game>/bspconvar_whitelist.txt.
Exite Mod

== Overview ==
This mod implements a Portal gun.
== Media ==
* YouTube videos by Yeoman
== See also ==
* The Pilotable Strider Mod has been created by the same team.
== Notes ==
Portals have also been implemented using Garry's Mod, although not to the same extent (judging by the videos).
== External links ==
* Official site
Category:Multiplayer Mods
Exojump

ExoJump is a device in that an owning player can jump higher and further with.
Officially, the ExoJump is only available in and rarely in .
exojump is a cheat console command which toggles whether the executing player has an ExoJump or not.
== Properties ==
* There are two slightly different jumping techniques that can be distinguished especially by the emitted sound. We assume that and are bound to and , respectively.
*# Pressing and holding will make the player jump at a variable height, depending on how long the key was held. The volume of the emitted sound also depends on that. The smallest height is by default a bit more than jumping with no ExoJump.
*# Pressing and holding during the player's (un)crouching transition (pressing or releasing ; known as crouch jumping) does the same with a slightly lower maximum height but increases the player's velocity by about 130 u/s by default. The volume of the emitted sound is always the highest. This technique along with its different sound can be disabled with sv_exojump_jumpbonus_forward 0.
:
:
* Players wearing an ExoJump have a default fall damage reduction of 60 %, controlled with sv_falldamage_exojump_multiplier 0.4.
* Players wearing an ExoJump have an icon in the bottom left of their UI.
* Although exojump is not an entity, one can do .
== Related Console Variables ==
ConVar 	Default Value	Description
exojump 	ConCommand 	Equips or removes ExoJump from the executing player.
sv_exojump_jumpbonus_forward 	0.4 	ExoJump forwards velocity bonus when duck jumping. Set to 0 to indirectly disable the crouch jumping technique and its sound.
Negative values are not intended and don't work entirely as to assume. When jumping while moving , the player is forced towards their rear right (a yaw offset of 225 or -135 from their eye direction).
sv_exojump_jumpbonus_up 	0.58 	ExoJump upwards bonus when holding the jump button.
sv_exostaminajumpcost 	0.040 	Stamina penalty for jumping with ExoJump.
sv_exostaminalandcost 	0.015 	Stamina penalty for landing with ExoJump.
sv_falldamage_exojump_multiplier 	0.4 	ExoJump fall damage multiplier.
sv_jump_impulse_exojump_multiplier	1.05 	ExoJump impulse multiplier.
Category:Counter-Strike: Global Offensive
Category:Counter-Strike: Global Offensive Console Commands
Expensive

In game design, an expensive entity/effect/function/whatever is one that takes an unusually long time to process at runtime. As an example, in Source, expensive-to-draw entities include water and dynamic light sources.
 
Care must be taken when implementing expensive concepts, and if possible, they should be avoided or optimized. On the other hand, if you have an area that is otherwise very cheap to draw, you have enough leeway to add something more expensive.
==See also ==
*Budget
*Cheap
*Free
Category:Glossary
Explosions

__NOTOC__
==Mapping==
===Entities===
*There are several different explosion entities.
* — AR2 explosion effect (No damage)
* — Origin oriented explosion
* — Explosion that affects Physics objects
* — Specific Physics explosion
* — Shakes screens of players in proximity
* — Shoots gibs
* — Shoots sparks
* — Splash effect
===Implementations===
*Car Explosions
*Blowout Doors
==Modeling==
==Coding==
*Special Effects - Introduction
*Special Effects - Server Control
== See also ==
* Electrified obstacles
Category:Hubs
Explosive Cube

==Creation==
This assumes you have a level to put the cube in. If you do not, the basics of designing level are taught here. First, make sure you have downloaded files, which are needed for creation. If you do not have these files installed, you can continue using a normal cube, but it may mislead the player into believing that it is only a normal cube.
1. Create a prop_physics with the following settings:
::
Property Name	Value
Name 	explosive_cube
World Model 	models\explosivebox\metal_box.mdl
2. Create an env_explosion with these settings:
::
Property Name	Value
Name 	explosive_cube_explosion
Parent 	explosive_cube
3. Place the env_explosion in the center of the cube.
Once that simple process is completed, the cube is ready.
==Triggering the Cube==
Triggering the cube is very simple. Choose what you want to trigger the cube, and create three outputs. In this example, the input was a button:
::
	My Output	Target Entity 	Target Input	Parameter	Delay	Only Once
	OnPressed	exploding_cube 	Skin 	1 	0.00 	No
	OnPressed	exploding_cube 	Break 	none 	5.00 	No
	OnPressed	exploding_cube_explosion	Explode 	none 	5.00 	No
Exporting a model

In , a model's geometry is created in a third-party model editor. This model data must be exported to SMD files, which are then compiled by Studiomdl into Source's native binary format.
== What to export ==
There are four types of SMD:
#Reference mesh
#Collision mesh
#Skeletal animation
#Vertex/"flex" animation (for facial expressions)
Every model needs at least one reference mesh and, even if it doesn't actually move, at least one skeletal animation (which is traditionally called 'idle').
Since all SMDs except facial animation share the same file extension, it's a very good idea to follow a naming convention when exporting. Such as:
#_ref
#_phys
#_<animation name>
#_expressions
So a reference mesh SMD might be called mymodel_ref.smd.
== How to export ==
These articles will guide you through the SMD export process in the model editor package of your choice. Instructions for downloading and installing an SMD export plug-in (if it is necessary to do so) can be found in each.
*In Maya (DMX support)
*In Blender (DMX support)
*In XSI
*In Google SketchUp
*In 3DS Max
Category:Modeling
Category:Tutorials
Exporting a model/Maya

Maya is a popular 3D modeling/animation/rendering suite from Autodesk (originally from Alias). It is a powerful tool for modeling, texturing and animating props and characters. It also contains many advanced features which are not applicable to Source modding (dynamics, rendering, etc.). While Valve favors XSI for modeling and animating, some users may prefer Maya's rich feature set.
== Plugins ==
* Steam\SteamApps\username\sourcesdk\maya Valve's .smd scripts supplied in the Source SDK
=== Installing Valve's Maya 7 Plug-in ===
1. Edit the sourcesdk\maya\7.0\runmaya.bat and make sure that
the path setting to maya.exe is correct. The default is C:\Program Files\Alias\Maya7.0\bin.
2. Run C:\Program Files\Steam\SteamApps\ \sourcesdk\maya\7.0\runmaya.bat
3. When Maya comes up go to Window|Settings/Preferences|Plug-in Manager...
4. Look for vstSmdl0.mll and check the "loaded" and "auto load" boxes.
5. When you go to export you should see the new choices:
Valve SMD Model
Valve SMD Animated Model
Valve SMD Physics Model
Valve SMD Animation
== See also ==
*Modifying a Source Model in Maya
== External links ==
*Autodesk Maya Official site.
*Introduction to the Maya 8 User Interface Noesis Interactive video tutorial.
*Introduction to Custom Props for Source Powered Games with Maya Noesis Interactive video tutorial.
*Stieffers' Maya to Source: A Model Exportation Guide
*Creating a Keyboard Physics Prop with Maya - Goes through entire workflow--covers modeling, UV Mapping, texturing, and exporting.
*Palmer's Maya Prop Exporting Tutorial
Category:Third_Party_ToolsCategory:ModelingCategory:Maya
Exporting displacements from Blender

== Requirements ==
* Install Blender 2.90.1 or later. Or [steam://rungameid/365670 Install from Steam] (AppID: 365670)
* SourceSDKMeshDisplacements addon
== Installation ==
* Download or save the addon as mesh_disp.py
* Install the addon through Edit > Preferences > Addons > Install from file, selecting the addon's .py file.
* Activate the addon.
== Setting up and exporting the displacement ==
To set up the displacement, first denote the borders of your displacements by marking them with Freestyle edges.
In the Context menu ('N' by default to open), go to the Source SDK tab, and set up both export path and .vmf filename, then define the collection the displacement mesh is in. After these fields are set up, press Integrate Displacements. A .vmf file with your exported displacements will now be exported to the specified directory.
* Each displacement may only be power of 2.
* The plugin uses a 1:32 Blender units to Hammer units scale when exporting. Scaling down your model before exporting is recommended.
* The UV is also used for exporting the displacement's brushes, so keeping a tidy, and separate UV island for each displacement is recommended. 
* The material used on Blender will also be used in hammer. (Example: If the material is named Dev/dev_measureblend, this will be the texture used on hammer).
Category:Third_Party_Tools
Category:Displacements
Extending Prop Sphere

The following simple snippet addition to CPhysSphere:
* Allows level designers to configure the collision model's radius
* Fully applies the prop_data and $surfaceprop of the chosen model.
=== C++ ===
Open \server\props.cpp and replace this current existing CPhysSphere code :
// Debug sphere
class CPhysSphere : public CPhysicsProp
{
	DECLARE_CLASS( CPhysSphere, CPhysicsProp );
public:
	virtual bool OverridePropdata() { return true; }
	bool CreateVPhysics()
	{
		SetSolid( SOLID_BBOX );
		SetCollisionBounds( -Vector(12,12,12), Vector(12,12,12) );
		objectparams_t params = g_PhysDefaultObjectParams;
		params.pGameData = static_cast<void *>(this);
		IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( 12, 0, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
		if ( pPhysicsObject )
		{
			VPhysicsSetObject( pPhysicsObject );
			SetMoveType( MOVETYPE_VPHYSICS );
			pPhysicsObject->Wake();
		}
	
		return true;
	}
};
With this improved version of the CPhysSphere code :
class CPhysSphere : public CPhysicsProp
{
	DECLARE_CLASS( CPhysSphere, CPhysicsProp );
	DECLARE_DATADESC();
public:
	float m_fRadius;
	bool CreateVPhysics()
	{
		SetSolid( SOLID_BBOX );
		SetCollisionBounds( -Vector(m_fRadius), Vector(m_fRadius) );
		objectparams_t params = g_PhysDefaultObjectParams;
		params.pGameData = static_cast<void *>(this);
		IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( m_fRadius, GetModelPtr()->GetRenderHdr()->textureindex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
		if ( pPhysicsObject )
		{
			VPhysicsSetObject( pPhysicsObject );
			SetMoveType( MOVETYPE_VPHYSICS );
			pPhysicsObject->Wake();
		}
	
		return true;
	}
};
LINK_ENTITY_TO_CLASS( prop_sphere, CPhysSphere );
BEGIN_DATADESC( CPhysSphere )
	DEFINE_KEYFIELD( m_fRadius, FIELD_FLOAT, "radius"),
END_DATADESC()
After replacing the CPhysSphere code, remove this line :
LINK_ENTITY_TO_CLASS(prop_sphere, CPhysSphere);
That is located AFTER This block of code :
void CPropDoorRotating::InputSetSpeed(inputdata_t &inputdata)
{
	AssertMsg1(inputdata.value.Float() > 0.0f, "InputSetSpeed on %s called with negative parameter!", GetDebugName() );
	m_flSpeed = inputdata.value.Float();
	DoorResume();
}
As it then begins to create compile errors thanks to replacing the class CPhysSphere : public CPhysicsProp code.
=== Extended FGD ===
@PointClass base(BasePropPhysics, RenderFields) studioprop() sphere(radius) = prop_sphere : "Creates a perfect sphere."
[
	radius(float) : "Radius" : 12 : ""
]
== Credits ==
Original Writer : Artfunkel
Category:Programming
Category:Tutorials
Category:Snippets
Eyeball

Eyeball is a property of $model. It defines the data needed to properly render a character's eyes, defining the name, positioning, size and material of the eyeball.
== Parameters ==
;<name>
: Name of eyeball, used to match eyelid rules. For humans, use righteye and lefteye.
;<bone_name>
: The bone which the eye is parented to, typically the head.
;<X> <Y> <Z>
: World location of the center of the ball of the eye. While your eye doesn't need to be a sphere in the model, Source will always map the material according to an invisible ball.
;<material_name>
: Material of the eye. Make sure each or every eye has a unique one. It is recommended to use a material using the EyeRefract shader.
;<diameter>
: Width of the eyeball when viewed from the front. Used to prevent the iris from rolling inside the head. 
;<angle>
: Default yaw offset (from directly forward) for the iris. Humans are typically 2-4 degrees wall-eyed. Not setting this correctly will result in either your characters appearing cross-eyed, or if you've compensated by misplacing the ball of the eye, them not tracking side to side. Should be a negative value for the left eye, and a positive value for the right eye.
;<iris_material>
: Material used as the iris texture. (This property is deprecated)
;<iris_scale>
: Scale of the iris texture. The model's UV map does not influence the eye material in any way. 
=== Example ===
Hover your mouse over each value for its description.
 $model female_01 "female_01_reference_RE"
 {
 	eyeball righteye ValveBiped.Bip01_Head1 -1.261 -3.702 64.974 eyeball_r 1 4 pupil_r 0.66
 }
== See also ==
* Eye Position Setup, for a guide to calculating the various numbers required
Category:Modeling
Eyeball boss

==Entity descriprion==
This entity is MONOCULUS!, a boss NextBot, added during the Halloween Holiday Event in 2011. Being a flying NextBot, it is capable of moving around a map without a .nav; however, without the .nav file, MONOCULUS! will not teleport around. In addition, you will need info_targets named:
*spawn_boss_alt - places where MONOCULUS! can teleport.
*spawn_purgatory - where you teleport after leaping into his portal.
*spawn_loot - where you teleport after MONOCULUS! dies.
MONOCULUS! won't respawn after death.
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
Category:NextBot Entities
Category:Flying NPCs
FBX

FBX (Filmbox) is a proprietary model file format developed by Kaydara and owned by Autodesk since 2006. Although the format is proprietary and not officially documented publicly, it has been thoroughly reverse-engineered, and as such proves a popular format for intermediate transportation between applications. Many modern modeling programs, such as , support FBX natively.
The StudioMDL used by the version of supports FBX as an input format for static meshes. and support importing and exporting models as FBX files as an alternative to using DMX files.
==See also==
* Dota 2 Workshop Tools/Modeling/FBX
==External links==
* on Wikipedia
Category:File formats
FORCEINLINE

==#define FORCEINLINE __forceinline==
:Source: inline vs. __forceinline
MS Visual C++, as well as several other compilers, now offer non-standard keywords that control the inline expansion of a function, in addition to the standard inline keyword. What are the uses of the non-standard keywords? First, let's review the semantics of inline. The decision whether a function declared inline is actually inline-expanded is left to the sole discretion of the compiler. Thus, inline is only a recommendation. For example, the compiler may refuse to inline functions that have loops or functions that are simply too large, even if they are declared inline.
By contrast, the non-standard keyword __forceinline overrides the compiler's heuristics and forces it to inline a function that it would normally refuse to inline. I'm not sure I can think of a good reason to use __forceinline as it may cause a bloated executable file and a reduced instruction-cache hit. Furthermore, under extreme conditions, the compiler may not respect the __forceinline request either. So, in general, you should stick to good old inline. inline is portable and it enables the compiler to "do the right thing".
__forceinline should be used only when all the following conditions hold true: inline is not respected by the compiler, your code is not to be ported to other platforms, and you are certain that inlining really boosts performance (and of course, you truly need that performance boost).
Category:Programming
FY Map Creation

== Required FGD addition ==
These instructions require editing the base.fgd to add a "Use" input to game_player_equip:
 input Use(void) : "Equip player"
== Adding weapons ==
To add a weapon entity to the level and fill it full of the proper ammo:
# Add your "Weapon entity" into the world. See the table below for a list of weapon and ammo entities.
# If a game_player_equip with targetname of the required <Short Ammo Name> does not exist yet, do the following steps:
## Create a game_player_equip entity.
## Set the name to the correct <Short Ammo Name> (see table below).
## Set the Use Only flag on the game_player_equip.
## Turn off SmartEdit on the Object Properties dialog if it isn't already off.
## Add a keyvalue with the keyname of the <Ammo Entity> and the value <Amount to Fill>.
# Add an output to your weapon entity named OnPlayerPickup.
# Set the target of the output to the <Short Ammo Name> and the input to Use.
To place more of the same type of weapon, simply added the same output to each instance you place, or duplicate the existing instance. A separate game_player_equip needs to be added for each ammo type that is required.
== List of ammo and weapon entities ==
Weapon Entity 	Ammo Description	Ammo Entity 	Amount to Fill
weapon_awp 	338mag 	ammo_338mag 	3
weapon_p228 	357sig 	ammo_357sig 	4
weapon_mac10 	45acp 	ammo_45acp 	4
weapon_ump45 	↑ 	↑ 	4
weapon_usp 	↑ 	↑ 	5
weapon_deagle 	50ae 	ammo_50ae 	5
weapon_famas 	556mm 	ammo_556mm 	3
weapon_galil 	↑ 	↑ 	3
weapon_m4a1 	↑ 	↑ 	3
weapon_sg550 	↑ 	↑ 	3
weapon_sg552 	↑ 	↑ 	3
weapon_m249 	556mm_box 	ammo_556mm_box	7
weapon_fiveseven	57mm 	ammo_57mm 	2
weapon_p90 	↑ 	↑ 	2
weapon_ak47 	762mm 	ammo_762mm 	3
weapon_aug 	↑ 	↑ 	3
weapon_g3sg1 	↑ 	↑ 	3
weapon_scout 	↑ 	↑ 	3
weapon_elite 	9mm 	ammo_9mm 	4
weapon_glock 	↑ 	↑ 	4
weapon_mp5navy 	↑ 	↑ 	4
weapon_tmp 	↑ 	↑ 	4
weapon_m3 	buckshot 	ammo_buckshot 	4
weapon_xm1014 	↑ 	↑ 	4
== See also ==
* Counter-Strike: Source Level Creation
* Counter-Strike: Source
* :Category:Counter-Strike: Source Entities
Category:Level Design
Category:Tutorials