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- 09:44, 11 October 2025 From Dough To Door At A Local Pizza Restaurant (hist | edit) [22 bytes] Rickey8890 (talk | contribs) (Created page with "<br>A great night out or in starts with timing, teamwork, and thoughtful choices that keep food hot and spirits high. During peak hours, small systems make the biggest difference. Whether you’re dining in, ordering carryout pizza, or splitting pies for a team meeting, preparation turns cravings into quick satisfaction. Our angle is timing first, flavor always, so you get reliable meals without long waits. Think clear ordering paths, staged prep, and drivers who leave o...")
- 00:24, 9 October 2025 VVIS++ (hist | edit) [1,191 bytes] Kr0tchet (talk | contribs) (Created page with "{{Stub}} {{vvis++|4}} is a community-made modification of {{source|1}}'s {{vvis|1|nt=1}} developed by ficool2. It [https://imgur.com/AdXWITy significantly] reduce VVIS compile times. It is currently available for {{tf2branch|2}} and {{gmod|2}}. {{sdktools|0}} Category:Hammer Category:Level Design")
- 11:35, 8 October 2025 Black Mesa teprops dump (hist | edit) [12,471 bytes] MyGamepedia (talk | contribs) (Created page with "Category:Black Mesa <pre>"TempEnts" { "CTEWorldDecal" { "name" "World Decal" "index" "0" "SendTable" { "m_vecOrigin" "vector" "m_nIndex" "int" } } "CTESpriteSpray" { "name" "Sprite Spray" "index" "1" "SendTable" { "m_vecOrigin" "vector" "m_vecDirection" "vector" "m_nModelIndex" "int" "m_fNoise" "float" "m_nSpeed" "int" "m_nCount" "int" } } "CTESprite" { "name" "Sprite" "index" "2" "SendTable"...")
- 23:48, 7 October 2025 Portal race checkpoint (hist | edit) [1,300 bytes] Nanoman2525 (talk | contribs) (Created page with "{{LanguageBar}} {{CD|???|base=CBaseAnimating}} {{this is a|model entity|name=portal_race_checkpoint|game=Portal 2}} This is a hologram entity that functions as a trigger for players. It can spin, change colors, and play timer sound effects depending on the state it is in. ==Keyvalues== {{KV Targetname}} {{KV|Area Portal Window Name|intn=AreaPortalWindow|target_destination|The name of an area portal window that is controlled by the door.}} }}")
- 16:18, 6 October 2025 Zh/List of Portal Levels (hist | edit) [923 bytes] Qp0001 (talk | contribs) (Created page with "{{LanguageBar|title=传送门关卡列表}} {{back | Zh/Portal Level Creation|传送门关卡设计}} == 正常模式 == 第一章 (实验室 00-03) *testchmb_a_00 *testchmb_a_01 第二章 (实验室 04-07) *testchmb_a_02 *testchmb_a_03 第三章 (实验室 08-09) *testchmb_a_04 *testchmb_a_05 第四章 (实验室 10-12) *testchmb_a_06 *testchmb_a_07 第五章 (实验室 13) *testchmb_a_08 第六章 (实验室 14) *testchmb_a_09 第七章 (实验室 15) *testchmb_a_10...")
- 16:12, 6 October 2025 Zh/List of graffiti textures from Portal (hist | edit) [1,996 bytes] Qp0001 (talk | contribs) (Created page with "{{LanguageBar|List of graffiti textures from Portal|title=鼠人涂鸦}} {{back | Portal Level Creation}} 此页面列出了 {{portal|4}} 中属于ratman涂鸦的纹理。 在游戏中,这些纹理出现在幕后区域和鼠人巢穴中。 thumb|right|250px|鼠人巢穴中的overlay_scrawlings005a * {{path|overlays/overlay_scrawlings001a|icon=image}} (The cake is a lie/蛋糕是个谎言) * {{path|overlays/overlay_scrawlings...")
- 16:37, 5 October 2025 Zh/Start without a Portal Gun (hist | edit) [3,118 bytes] Qp0001 (talk | contribs) (Created page with "{{languageBar|title=不携带传送门枪开始地图}} {{p2 topicon}} {{stub}} __TOC__ == 引言 == 由于不明原因,在{{Portal 2|4}}的地图制作过程中,一旦满足某些条件就会让玩家自带{{L|weapon_portalgun|传送门枪}},'''并且与地图绑定(即便你使用“另存为”)'''。<br> 但要解决它并不难,有两种简单直接的方式可用。 == 以极简房间开始 == 虽然大部分教程都在指引你一次解决实验室中...")
- 08:42, 5 October 2025 Item health drop (hist | edit) [267 bytes] Floppicus (talk | contribs) (Created page with "{{TabsBar|main=Item health drop}} right | 300px right | 100px {{this is a|model entity|name=item_health_drop|game=Synergy}} This item restores an amount of health points for players on pickup. __NOTOC__")
- 12:03, 4 October 2025 Zh/Heavy Door (Portal 2) (hist | edit) [1,169 bytes] Qp0001 (talk | contribs) (Created page with "{{LanguageBar|Heavy Door|title=重型门}} {{P2 topicon}} thumb|right|你要的门 '''重型门''' 位于Portl 2的 {{L|Behind the Scenes (Portal 2)|幕后}} 部分。 要添加门,最简单的方法是创建一个 func_instance 并使用 VMF 文件 instances/door/vertical_security_door.vmf 。 对于在玩家接近时打开的简易门,请创建一个与门重叠的笔刷,将它绑定为 trigger_playerteam 实体,并输入以...")
- 11:53, 4 October 2025 Zh/Airlock (hist | edit) [560 bytes] Qp0001 (talk | contribs) (Created page with "{{LanguageBar|title=闸室|Airlock}} {{stub}} '''闸室'''是房间之间的连通区域,用作玩家的重生点。 ==实例== 1.) 创建一个 {{L|func_instance}},找到或输入以下内容: ::{| class=standard-table ! Property Name || Value |- | Name || coop_airlock_room |- | VMF Filename || instances/multiplayer/two_player_airlock.vmf |} 2.) 创建一个 Coop Door,把它们排成一批。 ==手动......== {{todo}} ......真的有谁会想...")
- 11:32, 4 October 2025 Zh/Creating a moving platform (hist | edit) [5,147 bytes] Qp0001 (talk | contribs) (总之就是我也不知道总之什么)
- 10:46, 4 October 2025 Zh/Creating a Portal Radio (hist | edit) [2,112 bytes] Qp0001 (talk | contribs) (嘟↑嘟→嘟↑嘟→)
- 10:29, 4 October 2025 Zh/Creating Portal Piston Panels (hist | edit) [2,388 bytes] Qp0001 (talk | contribs) (EN区九十几吧)
- 09:53, 4 October 2025 Zh/Complimentary Victory Lift (hist | edit) [4,846 bytes] Qp0001 (talk | contribs) (我真服了原文结尾被code弄得像shi一样)
- 08:45, 4 October 2025 Zh/Test Chamber Door (hist | edit) [5,755 bytes] Qp0001 (talk | contribs) (先信code一回(?))
- 07:15, 4 October 2025 Zh/Switch (hist | edit) [4,000 bytes] Qp0001 (talk | contribs) (你当然可以旋转它......所以你挂在天上是想自研跳板吗。)
- 06:12, 4 October 2025 Es/Trigger push (hist | edit) [2,168 bytes] Ryo (talk | contribs) (Created page with "{{subst:#if: Translation of 'Trigger_push' to 'Spanish' via Template:LanguageBar buttons * * * * * * * * * * * * * * * * * * * * * * * * * * * *...")
- 03:13, 4 October 2025 Zh/Counter-Strike 2 Workshop Tools/Scripting/Hello Gordon (hist | edit) [3,514 bytes] 5FBB5D7 (talk | contribs) (init)
- 23:36, 3 October 2025 Zh/Baked physics (hist | edit) [2,694 bytes] 世凪Yonagi (talk | contribs) (Created page with "{{underlinked}} 300px|thumb|一个展示来自 {{hl2ep2|4}} 开头的电影级物理特效的例子。<br>(如果 GIF 没有自动播放,请点击查看). '''烘焙物理'''(Baked physics),有时被称为“电影级物理特效”("cinematic physics"),是使用离线动画包创建的烘焙动画,这些动画**不是**实时模拟的,通常用于描绘大型破坏事件,然后在游戏中播放。Valve 在 Sou...")
- 23:33, 3 October 2025 Zh/Creating custom gibs (hist | edit) [2,871 bytes] 世凪Yonagi (talk | contribs) (Created page with "{{LanguageBar|title = 自制游戏世界里可破坏物品}} {{stub}} {{ACategory|Modeling}} 默认情况下,一个 {{L|propdata}} 允许其在''生命值'' (health) 降至零时''破碎'' (break) 的模型,会根据其''基础类型'' (base_type) 材质生成一堆''通用碎片'' (generic gibs)。虽然这能省点事,但远不如使用一套看起来就像是你的可破坏模型一部分的''自定义碎片'' (custom gibs) 来得令人满意。 ==建模== *...")
- 19:43, 3 October 2025 Zh/Creating a security camera (hist | edit) [1,794 bytes] Qp0001 (talk | contribs) (Created page with "{{languageBar|Creating a security camera|title=创建摄像头}} {{back | Zh/Portal Level Creation|传送门关卡设计}} 正如你很可能已经注意到的那样,Aperture Science 设施遍布着<small><small>视奸你的</small></small>摄像头,并且可以通过在它们后面开一个传送门来从墙上拆下来。使用本教程,你可以将它们放入你的地图中,让玩家和空气斗智斗勇。 == 创建模型 == # 选择实体工具 {{Key|Shif...")
- 19:05, 3 October 2025 Zh/Creating an energy ball launcher and catcher (hist | edit) [9,169 bytes] Qp0001 (talk | contribs) (<<tt>别跑了哥么,</tt>>求也要排队。<code>我真求你了</code>)
- 17:55, 3 October 2025 Zh/Creating indicator lights (hist | edit) [4,693 bytes] Qp0001 (talk | contribs) (《我们假设》)
- 16:37, 3 October 2025 Zh/Ending a Portal map (hist | edit) [1,218 bytes] Qp0001 (talk | contribs) (疑似最快的--(被淡出了))
- 16:21, 3 October 2025 Zh/Poison Water (hist | edit) [4,035 bytes] Qp0001 (talk | contribs) (哇,那你很棒棒喔!)
- 14:35, 3 October 2025 Zh/Creating turrets (hist | edit) [1,232 bytes] Qp0001 (talk | contribs) (*笑*)
- 14:02, 3 October 2025 Zh/Creating a wall light (hist | edit) [3,009 bytes] Qp0001 (talk | contribs) (捏猫猫的原作懒死了......)
- 12:51, 3 October 2025 Zh/Floor button (hist | edit) [7,055 bytes] Qp0001 (talk | contribs) (原文太辣鸡了翻译的好苦(~TAT~))
- 10:16, 3 October 2025 Zh/Dissection of Official L4D2 Campaigns (hist | edit) [121,099 bytes] 世凪Yonagi (talk | contribs) (Just created and AI translated, but there still many problems here , like those blanks are white, will fix it one day but have to sleep now.)
- 08:09, 3 October 2025 Zh/ firesmoke (hist | edit) [1,855 bytes] 世凪Yonagi (talk | contribs) (Created page with "{{languageBar}} {{ent not in fgd}} {{CD|CFireSmoke|file1=fire_smoke.cpp}} {{this is a|point entity|name=_firesmoke}} 这是由 {{ent|env_fire}} 创建的一组粒子效果,包括火焰效果。它不会造成伤害。该实体不打算直接使用,因此缺少 <code>env_fire</code> 用于配置火焰的键值,因为这些参数通常是通过代码设置的。除此之外,它仍然能够独立工作。 如果火焰不应该造成伤害,或者无法造成伤害...")
- 07:04, 3 October 2025 Zh/Left 4 Dead 2/Scripting (hist | edit) [18,304 bytes] 世凪Yonagi (talk | contribs) (Created page with "{{subst:#if: Translation of 'Left 4 Dead 2/Scripting' to '中文' via Template:LanguageBar buttons * * * * * * * * * * * * * * * * * * * * * * * * * * * *...")
- 05:26, 3 October 2025 Zh/Counter-Strike 2 Workshop Tools/Scripting (hist | edit) [1,438 bytes] 5FBB5D7 (talk | contribs) (Created page with "{{subst:#if: Translation of 'Counter-Strike 2 Workshop Tools/Scripting' to '中文' via Template:LanguageBar buttons * * * * * * * * * * * * * * * * * * * * * * * * * * * *...")
- 14:27, 2 October 2025 Counter-Strike 2 Workshop Tools/Scripting/Hello Gordon (hist | edit) [4,413 bytes] TheCreator (talk | contribs) (Created beginner tutorial for scripting with cs_script)
- 13:16, 1 October 2025 Zh/Creating rotating panels (hist | edit) [6,333 bytes] Qp0001 (talk | contribs) (非常不努力的写了)
- 14:39, 30 September 2025 Func detail illusionary (GoldSrc) (hist | edit) [273 bytes] SirYodaJedi (talk | contribs) (Created page with "{{tabsBar|main=gs|base=func_detail_illusionary}} {{stub}} {{this is a|internal entity|name=func_detail_illusionary|game=ericw-tools}} A non-solid version of {{ent|func_detail_wall}}.")
- 14:35, 30 September 2025 Func detail illusionary (hist | edit) [350 bytes] SirYodaJedi (talk | contribs) (Created page with "{{tabsBar|main=gs|base=func_detail_illusionary}} {{stub}} {{this is a|internal entity|name=func_detail_illusionary|game=VBSP++}} A non-solid version of {{ent|func_detail}}. {{codenote|See [https://github.com/ValveSoftware/source-sdk-2013/pull/1323 this PR] for how to add this entity to the SDK version of VBSP.}} {{otherKIO|func_detail|All}}")
- 09:57, 30 September 2025 Zh/Left 4 Dead 2/Docs (hist | edit) [1,666 bytes] 世凪Yonagi (talk | contribs) (Created page with "{{l4d2 topicon}} {{DIP topicon}} {{LanguageBar|title = Left 4 Dead 2 文档}} {{Background | file = Left 4 Dead 2 - Background.jpg }} {{L|Left 4 Dead 2 Documentation|Left 4 Dead 2}} 的文档,以及允许用户创建自定义附加内容(地图/战役等)的工具链接。 {{Table | width = 800px | align = center | style = border-color:{{Left 4 Dead 2|col}}4a; | caption = <div style="margin-bottom:.4em">420px|center|link=</div> <...")
- 06:09, 30 September 2025 Zh/Left 4 Dead Design Theory (hist | edit) [8,155 bytes] 世凪Yonagi (talk | contribs) (AI翻译优先,已经过人工精修。)
- 17:38, 29 September 2025 Half-Life: Cross Product/Updates (hist | edit) [32,364 bytes] DiseGames (talk | contribs) (Created page with "{{todo|Find the 2.3 changelog.}} Since its early access launch as ''Shooter Tourneys'' in 2020, {{zamnhlmp|4.1}} has received many updates, ranging from patches, to content overhauls. As of 2025, the game has received 13 major updates, each bringing new maps, player models, and enhancements. In August 2021, when 2.6 released, it marked the start of the '''Seasonal Scheme''' release model which {{Phoenix Software|4.1}} now uses to develop updates for the game. Throughout...")
- 12:34, 29 September 2025 Half-Life: Cross Product/Gamemodes (hist | edit) [6,297 bytes] DiseGames (talk | contribs) (Created page with "Since the release of its Multiplayer component to early access, {{Cross Product|4.1}} has featured various '''gamemodes''', a few of which were inherited from {{ag|4.1}}. Gamemodes for mods running {{Aura|4.1}} use a unique CFG file within the <code>gamemodes</code> folder in the game files. Each CFG contains commands to be executed by the server which make up the settings of that gamemode. By using this system, developers and casual tinkers can create gamemodes without...")
- 11:47, 29 September 2025 Half-Life: The Legacy Collection (hist | edit) [1,920 bytes] DiseGames (talk | contribs) (Created page with "{{LanguageBar}} {{hl topicon}} {{gldsrc topicon}} {{stub}} {{Background | file = TCC - hero.png | gradient-height = 600px | opacity = 0.3 }} {{Game Infobox | title = Half-Life Legacy <!--| image = HLL grid.png --> | developer = The Phoenix Project Software | publisher = The Phoenix Project Software | genre = {{w|icon=0|First-person shooter|First-person shooter}} | mode = {{w|icon=0|Single-player video game|Single-player}}, {{w|icon=0|Multiplayer video game|Mult...")
- 12:47, 28 September 2025 Halo: GoldSource (hist | edit) [4,323 bytes] DiseGames (talk | contribs) (Created page with "{{ModStatus|status=released|size=big|engine=Goldsource|download=https://www.moddb.com/mods/halo-goldsrc}} {{Background | file = Excession hero.png | opacity = 0.55 | gradient-height = 600px }} {{Game Infobox | title = Halo: GoldSource | image = Excession Library Header.png | developer = KevDoy <br> Ghost Seal <br> The Science Team <br> {{Phoenix Software|4}} | publisher = {{Phoenix Software|4}} | releasedates = August 2, 2024 '''(technical beta, pre-merger)''' <br> June...")
- 12:08, 28 September 2025 The Phoenix Project Software (hist | edit) [869 bytes] DiseGames (talk | contribs) (Init Phoenix Software info page)
- 10:16, 28 September 2025 Harbinger (hist | edit) [5,810 bytes] DiseGames (talk | contribs) (Created page with "{{gldsrc topicon}} {{Infobox engine |title = Harbinger |image = Harbinger full logo.png |imagewidth = 256px |imagetooltip = Harbinger logo. |image2 = Harbinger Win screenshot.png |imagetooltip2 = Screenshot of Harbinger 1 running in a Windows Terminal. |developer = The Phoenix Project Software |releasedates = August 22, 2025 |codelang = C++ |platform = {{Win|1}}, {{Linux|1}} |license = Proprietary (source code not available)...")
- 09:16, 28 September 2025 Half-Life Legacy (hist | edit) [5,365 bytes] DiseGames (talk | contribs) (Init page)
- 06:29, 28 September 2025 Aura (hist | edit) [2,424 bytes] DiseGames (talk | contribs) (Init Aura page from Cross Product Wiki)
- 05:46, 28 September 2025 Half-Life: Cross Product (hist | edit) [11,084 bytes] DiseGames (talk | contribs) (Init page, from Cross Product Wiki on GitHub)
- 04:30, 28 September 2025 Ru/Nav Mesh (hist | edit) [3,732 bytes] Clash (talk | contribs) (Created page with "{{LanguageBar|title=Навигационный граф}} {{W|Navigation mesh|'''NavMesh''' или '''nav mesh'''}} ('''Навигационный граф''') - структура данных, хранящая информацию о маршрутах следования, которые обычно используются ботами. В {{source|4}} играх, навигационные графы используются следующими объектами...")
- 00:24, 28 September 2025 Flow (hist | edit) [515 bytes] THE OWL (talk | contribs) (Created page with "{{disambig}} {{stub}} '''Flow''' may refer to: * Moving water * Flowing water * Flowing water (Left 4 Dead 2 shader) * Navigation Flow * Sorting out navigation flow * SURF_FLOWING * Entities: ** {{ent|infra_water_flow_meter_target}} * Console commands: ** {{cmd|nav_blockers_can_affect_flow}}")
- 04:05, 27 September 2025 Ru/VMAP (hist | edit) [3,424 bytes] Clash (talk | contribs) (Created page with "{{LanguageBar|Формат файла карты VMAP}} {{Source 2 topicon}} {{tabsBar|main=MAP}} {{Stub}} '''VMAP''' (сокращение от Valve Map), является основным расширением файла карты, используемым {{source2|4}} редактором карт Hammer. Файл представляет собой бинарный {{L|DMX|DMX-файл}} 4-й версии, однако Hammer может экспортироват...")