| Sven
Co-op Version
3.0
Pleasing
Taste, Some Monsterism |
|
|
For full credits, check the relevant text files in the maps\ folder, models\
folder, etc.
New in Sven Co-op v3.0:
Map Changes
- New map series: Afrika Korps by MysticMDT
- New map: Another Unit by B-dama
- New map: Auspices by Seraph
- New map: Extended Resistance by DAN200
- New map: Greysnake by Trempler
- New map: Rampage by Rugal
- New map: Sandstone by tdw
- New map: VGer by VGer3781
- New map: Zero by TheRealGame
- Updated map series: ToonRun by Koelzk
- Updated map: Extension
- Updated map: Osprey
- Updated map: Stadium3 (Steam only)
- Tweaked maps: GargFoot, Grunts2, Hostage, Svencoop1&2
Misc Changes
- Full Steam support
- Updated player models, with new animations for drawing weapons, reloading,
throwing grenades, etc.
- Much greater sound variety when playing in Steam (more monster sounds, NPC
speech, etc.)
- Optional high-definition models for some monsters, by HIT
- Menu background music by Ilkka "Gluem" Richt
- Updated support for Valve's HL single-player maps by
Guardian (for information on
playing the HL SP maps in Steam,
CLICK HERE)
- Crosshairs updated for greater visibility
- Improved cockroach
Major Features
- Mod updated to work with Steam
- New monsters: Opposing Force Grunts added, including Torch (explodes when fuel canister is damaged), Medic (heals
his allies, whether they're players, grunts or aliens), SAW, and Normal grunt types. Friendly and Hostile versions of each type are available
- New monster: Voltigore
- New monster: Baby Voltigore
- New monster: Cleansuit Scientist - Identical to the Opposing Force version except immune to Poison, Chemical, Radiation, Nerve Gas, and Drowning types of damage
- New monster: Black Ops Osprey Helicopter
- New monster: Black Ops Apache (for Op4 compatibility)
- New monster: monster_hwgrunt_repel - Heavy Weapons Grunt that rappels down. After landing, he'll be able to use his minigun
- New weapon: M134 Minigun
- New weapon: M40A1 Sniper Rifle. Inaccurate when un-zoomed
- New weapon: Barnacle Grapple. Alternate fire toggles pull/rappel mode. Attaches to all monsters, or only some, depending on the map
- Shock Trooper Spore Grenades added
- Updated Heavy Weapons Grunt
- Monsters can randomly roam a level that has info_nodes (must be enabled by the map creator)
- All friendly monsters can be made to follow players with the +USE key
- New commands for friendly monsters:
- npc_return (immediately return to the player)
- npc_findcover (stop and find cover from the enemy)
- npc_attackmytarget (target under the player's crosshairs becomes the new enemy)
- New command: "dropammo" / "dropammo weapon_name_here". Drop weapon's maximum ammo clip, or half of the weapon's current ammo (whichever is less)
- New player model animations added for drawing weapons, weapon reloading and firing, etc.
- New feature: Monster riding - Jumping onto a monster will allow you to "ride" it when it begins to move
- New feature: Per-entity sound-replacement. Combined with model-replacement and other SC mapping features, this allows for (among other things) Monster Packs, whole new monsters that mappers can plug in to their maps
- New feature: Global camera added (allows in-game cut scenes)
- Updated Scoreboard with Voice Mute support
- Blood effects are now client-side
- HWGrunts and Sniper Male Assassins drop their weapons on death
- New Osprey Features:
- Grunt Type Selection - Can spawn Human Grunts (default) or Opposing Force
Grunts
- Player Ally Option - Can spawn Friendly/Evil Human Grunts/Opposing Force
Grunts
- Up to 6 [different] Ospreys may be in a level at the same time
- Ability for mappers to assign monsters to different factions (Example: Zombies and Assassins can be on the same team)
- Fixed: Roaches can be squished again
Physics Changes
- Monsters are launched into the air by explosions on death (if not gibbed)
- Monster corpses align to the ground on death
- Monster corpses float in water
- Ichthyosaurs float on death, and stay around for up to 15 seconds -- You can jump on them as life rafts
- Monsters now take falling damage (monsters spawned in the air are immune until reaching the ground)
- Players and monsters can now damage other creatures they happen to fall onto. E.g. If a gargantua lands on you, you're smooshed
- Weapons are thrown further/higher based on your view angle when pressing the Drop key
- When dropped, weapons will fall / bounce / react to the ground realistically
- Weapons can be caught in the air by other players, or you can throw a weapon into the air and catch it yourself on the day down
- Satchels can now be kicked by their owners
- Grenades can now roll on the floor/down hills
- Grenades launched from the MP5 now spin/fly in a realistic manner. Grenade launch position also updated to reflect view model
- Dropped weapons can be thrown through teleports
AI/Monster Changes
- Intelligent monsters attempt to take control of player-controllable turrets in appropriate situations
- Alien Slaves can revive their fellow species. Revived Alien Slaves have half
of their original health points
- NOTE: Above feature is based around Valve's original code (feature didn't
make it into Half-Life), with graphical improvements and fixes
- Monsters can now jump from ledges. They attempt to check that the distance to the ground is not too great before doing so.
- Certain monsters fear various types of creatures like zombies, gonomes, headcrabs, etc. and attempt to run away from them via node graph or non-node graph path finding methods
- Added path smoothing for monsters
- Drastically improved navigation for monsters with large hulls (e.g. Gargantuas) in regards to navigating up steep ramps/slopes
- If monster is wounded and finds a medic grunt that's allied with it, it'll
call him using an appropriate sound
- Headcrabs will attempt to gang up on Bullsquids in a counter-attack, but will flee if being pursued by a Bullsquid. If cornered, headcrabs will attack the Bullsquid
- Monsters will now decide to look in the direction their player/monster allies are shooting (if they're in an idle/alert state)
- Vastly improved non-node_graph path finding. Monsters can triangulate around obstacles off of edges, in tight corridors, off of other entities, etc
- Improved movement for monsters regarding dynamic entities blocking paths and their movement goal; monsters will tend to move without trouble in packs
- Monsters are far better at using doors
- Monsters now duck and cover from Rockets
- After being injured, squad members will try to find and follow their leaders when not in combat
- If squad monsters can find their squad leader, they slowly regenerate health
while in idle status
- Aliens gain a maximum of 100 health when devouring their fallen enemies
- Fixed performance issues with Alien Controllers
- Revamped Heavy Weapons Grunt AI. He can now run, target multiple targets without spinning down his minigun, etc. etc.
- Animation blending added for HWGrunt. HWGrunt's minigun spins realistically
- Heavy Weapons Grunts now talk with other squad mates
- Grunts now intelligently decide whether or not to crouch/stand when attacking (Drastically reduces shooting through sandbag-effect, and helps them to attack better overall - positions aren't invalidated as a result)
- Updated Grunt AI to better engage flying monsters
- All Grunt types have modified behaviour toward Gargantuas. If a grunt is equipped with grenades or a grenade launcher, it will use that item against a Gargantua
- Monsters now target an Osprey Helicopter at either one of its engines
- Monsters will now attack enemy barnacles that have prey
- Updated Ichthyosaur AI, monster is more lethal and goes into idle mode again after killing
- Monsters can better engage their targets by attempting to run to the enemy's line of sight if they fail to find a path to their enemy
- Pitdrones are now squad-based monsters
- Added anti-friendly fire support for Pitdrones
- Slightly increased damage resistance for Shocktroopers and decreased damage resistance for Pitdrones
- Basic wall detection added for sentry turrets to keep them from falling into walls
- Robo Grunts: Decreased damage taken from electricity and fire
- Apache now checks to make sure firing a rocket will not endanger itself
- Decreased accuracy of Sniper Male Assassins slightly
- Male Assassin Snipers now stop running to their last position after reloading if they can attack
- Fixed Sniper Male Assassin aiming coordinates
- Fixed bug with monsters pausing for a few seconds after being spawned from monstermakers/squadmakers
- Fixed poor enemy communication for monsters with squad members and squad leaders
- Fixed issue with Sniping Male Assassins reloading if schedule failed
- Fixed bug with newer talk monsters (Otis) not being able to have a use/un-use sentence from Worldcraft
- Fixed TakeDamage issue with Male Assassins
- Fixed problem with friendly Pitdrones attacking friendly Shock Roaches
- Fixed bullet shell ejection point for human grunts, robot grunts, male assassins (Applies to new Opposing Force Grunts)
- Fixed freeze bug with grunts after they dropped a grenade to run to cover
- Fixed model replacement bug with collision boxes for the Ichthyosaur
- Fixed NPC "Hello" actions
- Fixed "fidget in place for a valid path" navigation glitch for when monsters update their route information when falling far behind, while the enemy isn't visible (phew)
- Monsters pausing from a constant stream of damage fixed
- Pause issue with monsters after running to a scripted_sequence fixed
- Short game freeze for servers running maps with Babygargs fixed
- Monsters now stop running/cowering from grenades that have exploded
- Monsters that cower to take cover from grenades (e.g. Human Grunts) will stop cowering and flee if a new grenade is detected
- Decreased danger-alert radius slightly for grenades
- Prisoners no longer take cover from grenades
- When doing victory dances, monsters no longer ignore grenades
- Added non-node_graph grenade cover. Monsters no longer require a node graph to escape from grenades
- Monsters no longer ignore grenades when reloading their weapon
- Fixed Gargantua's collision box dimensions
- Talk-Monsters (Otis, Barney, Scientists, Opposing Force Grunts) no longer ignore grenades when talking or listening to another NPC
- Scientists now scream when they detect grenades
- Fixed bug with friendly alien slaves inadvertently triggering nearby Barneys to attack players
- Fixed bug with Otis not spawning with a random head from the monstermaker entity
- Allowable distance for attacking increased for monsters that are engaging flying monsters
- Squad based monsters will no longer take cover from new enemies on subsequent encounters
- Fixed Alien Controller view origin
- Fixed a series of issues with the Big Momma monster's special mapper-placed scripted paths
- Monsters that are cut off by a door from a [starting] node for their path will attempt to open the door and proceed to the node
- Fixed bug with scripted sequences not being able to finish if a monster was being attacked
- Fixed problem with Houndeye Squad-Leaders freezing in place after playing their "leaderlook" animation
- Fixed bug with monsters being able to attack their enemies after failing to run to an aiscripted_sequence (Note: They can still remember their enemies after finishing the script)
- Fixed bug with Friendly Shocktroopers spawning Enemy Shockroaches
- Fixed bug with friendly monsters talking to players when shot during their death sequence
- Fixed bug that allowed monsters to die in scripted_sequences even if "No Interruptions" was checked in Worldcraft
- Monsters that talk with others will now not respond to questions if in combat
- Increased pitch for Pitdrone's spike hit sound to match Opposing Force's version
- Monstermakers/Squadmakers now do not stop making monsters if their 'children' are killed while performing a scripted_sequence
- Improved findlateralcover() for monsters
- Silent monster_sentry bug fixed
Mapping Changes
- Global and per-entity sound replacement added
- Free Roaming options: Default roaming on/of in worldspawn, and always/never/default roaming options for monsters/squadmakers.
- New entity: trigger_random_unique
- New entity: player_respawn_zone
- New entity: env_spritetrain
- New entity: env_fog
- New entity: item_generic
- New entity: ammo_762 (sniper rifle ammo)
- New entity: ammo_556 (minigun ammo)
- Mappers can now set a monster's hull size in Worldcraft/Hammer
- New npckill setting: When set to "2", friendly npcs can be killed by anything but players
- New Map CFG command: mp_respawndelay - Mappers can set how long players must wait before respawning, default '3' seconds
- New Map CFG command: mp_grapple_mode:
- 0 (default): Barnacle grapple attaches to players, xeno_grapple textures and pulls headcrab-sized monsters toward you.
- 1: Barnacle grapple works as in Opposing Force. It attaches to players, xeno_grapple textures, and pulls players towards all monsters (except headcrabs and below)
- New Map CFG command: mp_disable_player_rappel 1 - Barnacle grapple will not attach to players
- New Map CFG command: mp_noblastgibs 1 - monsters will not gib from explosions in most cases
- New Map CFG command: mp_no_akimbo_uzis 1 - disables gaining the akimbo Uzis on the second
Uzi pickup in some cases
- Ladders can be toggled on/off when triggered
- Blood color choices added for monsters
- New Osprey Options:
- Grunt Type Selection - Can spawn Human Grunts (default) or Opposing Force Grunts
- Player Ally Option - Can spawn Friendly/Evil Human Grunts/Opposing Force Grunts
- Up to 6 [different] Ospreys may be in a level at the same time
- Black Ops Osprey Options:
- Player Ally Option - Can spawn Friendly/Evil Male Assassins
- Reworked name display system for monsters. New entity property for monster names (separate from squad name)
- Classification choices added for monsters
- "Move to Radius" field added for aiscripted/scripted_sequences. When the monster hits the supplied radius around the script, it'll stop moving and start its sequence
- "All Players" option for trigger_camera added (allows in-game cut scenes)
- "Force View" option for trigger_camera added (players will view the camera until it finishes, even if a player dies)
- Trigger_camera movement now works correctly when Freeze Players is Off
- "Explosives only" func_breakable and func_pushable spawnflag added. (The entity can only take damage from explosives when set)
- "No Babycrabs" spawnflag added to disable babycrab spawning from Big Mommas
- "No Shockroach" spawnflag added to disable shockroach spawning from Shock Troopers
- "No Reset Entity" flag added to scripted_sequences (allows scripts to be linked smoothly)
- "Disable Respawn" spawnflag for weapons - Weapon can only be picked up once and will not respawn
- "Head Controller" flag added for monster_generics (same as in Op4)
- Flag to disable dynamic collision boxes added for monsters
- Func_doors can now use switchable textures
- Fixed bug with func_tanks not attacking all players
- "Body" setting transferred to all Repelling Grunt types from Squadmakers
- Fixed problem with turrets and apaches not triggering their 'trigger targets' set in Worldcraft
- Fixed inability to set custom health for Shocktroopers, Pitdrones, or Shockroaches
- Fixed issue with various grunt_repel types not becoming a player ally
- Item_security entities no longer respawn after being picked up
- Repelling Grunt types now properly store their TriggerTarget and TriggerCondition keyvalues from Worldcraft
- Fixed infinite-spawning bug with all Repelling Grunt types, in Squadmakers/Monstermakers
- Mappers can now trigger repel-grunts from monstermakers/squadmakers in the "Target On Release" field (Reduces the number of needed entities for the same effect)
- Custom models can now be set for dead monsters
- Fixed in-ability to model-replace rocket launchers
- Set tripmines will now use their custom model set in Worldcraft
- Soda cans can now give a custom amount of health even if a custom model is not used
- Satchel Charges can now use custom models set in Worldcraft
- When a monster is moving to a script, it can now open doors which block its path even if the door is set to "No monsters"
- Fixed problem with monstermakers/squadmakers having monsters spawn clumped together, when the frequency was set to 0 in Worldcraft
- Fixed Error in FGD file concerning model fields and certain cycler/monster entities
- Various skill.cfg settings added
Weapon Changes
- Improved client-side weapon code
- Fixed combo-hit bug with the Wrench
- Added idle animations for the Wrench
- Added Wrench skill CVARs
- Rockets fired from the rocket launcher will only follow their owner's laser sight
- Fixed minor problem with the rocket launcher refusing to reload while laser sight was active
- Fixed not being able to swing the Wrench after selecting Snarks
- Improved animation transitions for Uzi
- Reload/Deploy speed for Uzi and Uzi Akimbo animations increased
- Akimbo Uzis now update ammo counters realistically based on the reload animation currently being played. (Reload right
Uzi first, right Uzi ammo updates first. Reload left Uzi second, then left Uzi ammo updates.)
- Fixed issue with right Uzi/single Uzi deploying with 0 ammo
- World model for mapper-placed Akimbo Uzis is now set to use the proper model
- Hornets from a player's Hornet Gun no longer attack friendly monsters or other players
- Increased MP5 and shotgun damage slightly
- Pump sound for the shotgun now plays properly
- Reloading animation/sound for the shotgun now plays properly
- Removed laser sight/zooming from 357
- Fixed problem with client-side tracer-bullets not creating gunshot decals
- Changed weapon pickup delay to "20" when mp_weaponstay is 1
- Gauss rifle idle animations now play
- Can no longer zoom with a weapon while viewing a camera
- Fixed bug that allowed a player to drop an infinite amount of satchels
- Func_tankmortars/func_tankrockets can no longer be used to harm other players
General Changes
- Fixed Steam bug where death messages do not appear
- Improved third-person camera clipping
- New Server Command: "mp_noblastgibs". Default "0". When set to "1", monsters will not gib from explosions in most cases
- Fixed issue with the Longjump animation not being played when performing a Longjump
- Fixed issue with the Treadwater animation not being played when in water but not moving
- Improved transition with water and land animations
- Fixed client-side gib spawn location
- "Flatline" sound on death is stopped after respawning
- HUD now properly outputs health, armor, and ammo values. (No 250 limit)
- Death messages now use 'a' or 'an' depending on the killer's name
- Death messages now have proper formatted names based on the killer (e.g. 'Alien Slave' as opposed to 'alien_slave')
- A monster's normal model is no longer precached if a custom model is set
- Monster_furniture entities no longer bleed when attacked
- Monster_furniture entities no longer turn to face their attacker
- Changed default mp_bantime to 24 hours (ban time period for vote banned users) & mp_kickbantime to 25 minutes (ban time period for vote kicked users)
- Fixed issue with trigger_push entities not pushing monsters/players/items/etc upwards in some cases
- Changed specific footstep sounds for monsters to use the player 'crete' footstep sound
- Removed sounds being precached that weren't actually used
- Updated to the most recent FMOD API (MP3 player)
- Fixed strangely-colored "red" blood-squirt problem with env_blood
- Monster info text moved out of the way of chat text
- Scoreboard clock updates from actual timeleft every four minutes, to prevent
it from falling out of sync
- Updated voting system to support Steam IDs
Major Bug Fixes
- Fixed crash bug with Steam
- Fixed crash bug with player collisions
- Fixed crash bug with monster class relationships
- Fixed crash bug with func_breakables triggering objects after being destroyed (e.g. the 'game_text' entity)
- Fixed crash bug with the third-person camera when changing to a new map while the camera was on
- Fixed crash bug that occurred with func_tank classes setup to attack monsters
- Fixed crash bug with func_tanklaser(s)
- Fixed crash bug with +Using monsters right after they finished a script, and the script entity was removed from the world (it didn't have the repeatable flag checked)
- Fixed chat logging format
- Fixed bug with deaths not counting if the player committed suicide
Changes in Sven Co-op v2.1
Map Changes:
New Maps
Hostage2b
Surface Ex-Tension
ToonRun
Updated Maps
Hostage2a
Stadium3
Tweaked Maps
GMan
Towers
SvenCoopRPG2
Misc. Changes:
- Improved shell casing model
- Minor miscellaneous tweaks
Code Changes:
New Features
New Monster: Pit Drone
(model by Gearbox).
Eats fallen enemies to gain health
New monster: Shock Trooper (model by Gearbox).
Spore grenades disabled in this version due to time constraints
New monster: Shockroach (model by Gearbox).
Player weapon Shockroach not added in this version
Precision based telefragging for spawn and teleport points (If
you're not directly in the way, you won't be telefragged)
Heavily damaged RoboGrunts will have a glowshell shock effect
randomly and, while active, touching them will result in injuries
RoboGrunts explode when they experience overkill damage (Before
or during their explosion sequence)
Friendly monsters attacked by players become friendly again
after being healed
Added Medkit mirror health
Houndeyes eat their fallen enemies to gain health
Non-Sniper Male assassins investigate sounds
Squad based monsters not in squads will try to form a squad
every so often
Akimbo and Single Uzis produce shells when firing
Added sv_dropweapons as a map CFG setting (For disabling players
dropping weapons on death/with the Drop command). Default: 1
Model replacement added per weapon_ entity. (Don't have to use
the squadmaker entity now)
New Commands for Mappers (cheats must be
enabled) :
-- No Clip ->
cl_noclip 1 in console
-- NoTarget -> cl_notarget 1
in console
Bug Fixes
- Spawning at "Off" spawnpoints bug fixed
- Fixed Friendly Male Assassins/Robo Grunts shooting Friendly
Alien Grunts/Gargantuas
- Fixed model replacement bug for Male Assassins/Robo
Grunts/Leeches
- Fixed crash bug with applying properties to non-monsters in
monstermakers
- Fixed Houndeye pause problem
- Robo Grunts, Human Grunts and Male Assassins do not throw
grenades at dead enemies
- Map spawned snarks attack grunts again
- Clientside-gib crash bug fixed
- Fixed framerate related bug with monster TURN RATES. Monsters
are not "slow" on high-end machines/servers when they turn to face a
direction
- Monsters do not attack dead sentry/turrets if previously in
combat with them
- Osprey bug FIXED - Osprey correctly refills levels with grunts
- Fixed crash bug with deaths
- Distance limit bug with Sniper male assassins fixed
- Fixed health display of monsters on the HUD when at <1 health
- Freeze bug with monsters finishing scripted_sequences when not
in range of player, fixed
- Fixed mp_npckill not defaulting to 1 properly (again)
Tweaks & Changes
- Strafing at long distances from a Sniper male assassin may
allow you to dodge their aim
- Martial Arts assassins have increased speed compared to their
normal versions.
- Monster AI handles enemy deaths more appropriately
- Medkit uses skill settings
- SKILL entry for Robo Grunt explode damage
- Bullsquid's spit shows Bullsquid as correct owner + monsters
now react to bullsquid spit hit
- Changed 5 second wait for Gonome to 4 seconds (Before throwing
spit)
- Couple of things we forgot :)
Changes in SvenCo-op v2.0 Final
Note: Every major SvenCo-op
release to date has included fixes, changes and additions that, for one reason
or another, we just lost all record of. 2.0 Final is no exception, though its
changes list is far more complete than 2.0B's.
Map Changes:
New Maps
(those
released previously have been updated for 2.0F)
AssaultMesa2
BlackOps (based off
Operation Retribution Part 6)
GManTowers
Hostage2a
Incoming
Infiltrate
SvenCoopRPG2
Updated Maps
Grunts2
MegaMonsterMassacre
Stadium3
SvenCoop2
Wired
Tweaked Maps
Hostage
HPlanet
ProjectGCoop
SvenCoop1
Misc. Changes:
- All Blue Shift High-Definition Pack incompatibility problems fixed
(just remember to download the
Blue Shift update if you have the HD Pack
installed).
- Couple of minor improvements to Valve SP Map support
- MP3 Playlist Editor updated
- Various model fixes/improvements
- Commandmenu updated
- etc. etc.
Code Changes:
New Features
- Added RoboGrunt (and friendly variation). They take little
damage from bullets, spark at low health, self-destruct after death,
etc.
- Added Male Assassin, Sniper Assassin (with armour-piercing
rounds), Martial Arts Assassin, and friendly variation of each.
- Added repelling robogrunts and male assassins.
- Added the Gonome (second stage Zombie from Opposing Force)
- Added Otis the security guard (and hostile variation).
- Added Soldier Zombies and Barney Zombies (allows several
different zombie damage values in the one map).
- Added voice communication
- Medic/Grenade calls added (press a button to shout for a medic,
or to warn other players).
- Baby Garg's 'kick' attack added. Check footgarg.bsp for a
demonstration ;). Baby Garg AI improved.
- Heavy Weapons Grunt's AI improved. Now attacks multiple targets
without his gun spinning down. His friendly skin, and model
replacement, works for him now, too.
- Vastly improved the in-game MP3 player code. Should work for
virtually everyone, now. Added volume control.
- Added telefragging for trigger_teleports. New CVAR: mp_telefrag.
Defaults to On (1).
- Dynamic collision boxes added for some monsters, so hitboxes are
the right size for model-replaced monsters.
- Visible weapon-dropping added (you drop the actual weapon
instead of a backpack). Works with model-replacement.
- 'Random' setting for Osprey-supplied grunts added (dropped
grunts have random weapons). Shotgun grunts hold fire 'til they
reach the ground.
- Added displaying of monster type when player is killed by
monster. It displays the monster class, but better than the generic
"monster".
- Added support of "hud_capturemouse" for popup vote menus.
- Turrets, Miniturrets, and Sentries can now be set to Player
Allied.
Lag-reducing features:
- Number of hornets Alien Grunts fire reduced to 2 per burst
(damage increased in skill.cfg)
-
Number of speedballs
Alien Controllers fire halved, damage and accuracy increased.
-
Disabled flyer_flocks
except in LAN games.
-
HWGrunt's firing
effects reduced
New skill.cfg settings:
- sk_grunt_buckshot* (Human and Robo Grunt Shotgun Damage)
- sk_massassin_sniper* (Male Assassin Sniper Damage)
- sk_otis_health* / sk_otis_bullet* (Otis health/damage)
- sk_hornet_pdmg* (Player Hornetgun Damage)
- sk_barnacle_health* (Barnacle health)
Zombies:
- sk_zombie_barney_health* / sk_zombie_barney_dmg_one_slash* /
sk_zombie_barney_dmg_both_slash*
- sk_zombie_soldier_health* / sk_zombie_soldier_dmg_one_slash* /
sk_zombie_soldier_dmg_both_slash*
Bug Fixes
- Tons of general stability improvements. Fixes for memory
overwrites, array out of bounds, variable/pointer initialization,
etc.
- "Out of sfx_t" crash fixed (There are some things map makers can
do to achieve the crash in their maps... there's no way for us to
prevent that. An occurrence of the error should be reported to the
mapper as a bug. If all goes well, though, you may never experience
it again).
- "SZ_GetSpace: overflow on SVC_RuleInfo" fixed. This also fixes
the problems with Gamespy detecting SvenCo-op servers, getting
Server Info in the HL game browser, etc.
- Fixed spawning issues that occasionally caused players to spawn
at spawnpoints set to 'Off'.
- .SKL file problems fixed. SKL files must now be named mapname_skl.cfg
- Fixed "Error: No EXPORT: grenade:Cluster think (06654eee)" when
using Banana Bomb.
- Fixed "Uzi stops respawning on servers with weaponstay off"
- Fixed "Can't find landmark" message that seemingly prevented
transitions from working for some people.
- Fixed Map votes/console votes occasionally crashing servers.
- Fixed "SV_StartSound:garg/gar_attack1.wav not precached" error
messages.
- Fixed mp_voteallow 0
- Fixed BabyGarg 'pausing' problem.
- Fixed env_render bug
- Fixed model-replacement for Crossbow and HWGrunt.
- Animation blending now works in chasecam mode
- Tons of MP3 player fixes.
- Fixed "No such sentence group XX_XXXX" error messages. Should
only appear in Dev mode.
- Fixed long map messages and submitid messages. Now 256
characters max. (Was 80)
- Removed HEV suit pickup sounds. Fixes crash when using "giveall"
when player doesn't have HEV suit.
- Fixed Barnacle dying instantly when hit by grenade or crowbar,
regardless of health.
- Fixed Snark AI.
- Monsterpoints added for turrets.
- Fixed Autoturret fire sound (hopefully).
- Removed some cheats and unused code that weren't supposed to be
in there at all.
- 6th weapon slot removed.
Tweaks & Changes
- Max Briefing/MOTD size increased to 3072 characters.
- Players can now drop weapons when weaponstay is on. Can't pick
up a weapon type for 60 seconds after dropping that type (though
you can pick up the weapon you just dropped).
- SKL files must now be named mapname_skl.cfg
- Banana Bomb improved considerably.
- Improved Uzi reloading system
- Houndeye AI tweaked to make them tougher.
- Big Momma gibs now used for gibbed Big Mommas.
- Improved monster door-opening code.
- Updated Commandmenu
- HUD changed to blue.
- Medkit heal sound changed.
- Electric crowbar turns off in water.
- Added shake effect when Apache crashes.
- Doubled BabyGarg yaw (turn) speed to increase difficulty.
- RPG laser pointer off by default.
- Deaths from Telefragging no longer count on the scoreboard.
- Improved client-side weapons.
- Bullsquids no longer fight each other (for a few different
reasons).
- New WON ID list added.
Changes in SvenCo-op v2.0
Beta
New Monster: Heavy Weapon Grunt
New Monster: Baby Garg
New Weapon: Medkit
New Weapon: Donator Uzi's
New Weapon: Donator Electric Crowbar
Added Xenmaker entity
Added ingame MP3 Player
Added VGUI Support and Command Menu
Added ingame Voting System
Added Clientside Weapons
Added support for Donators
Added Model Replacement
Added .skl file support
Added Anti-Blocker features
Added startarmor cfg variable
Added starthealth cfg variable
Added Laser Sight for Turret
Updated Uzi model
New Maps:
Grunts2
Hplanet
Wired
Garghnt3
Stadium3
SvencoopRPG
Durga
Removed Maps:
Helebat3
Horde
Bunker
Phobia
Grunts
Garghnt2
Stadium2
Stadium-f
Svensingle1/2
Nightmare-s1/2
Updated Maps:
Svencoop1
Svencoop2
Osprey
Crisis2
Fixes:
Snarks spawned are hostile, Snarks thrown are friendly
Disabled Player_loadsaved
Uzi RoF is now as intended
Changes in SvenCo-op v1.9
Added Friendly monsters
New Weapon: Single and akimbo Uzis
New Weapon: Banana Bomb.
Ingame Effects reduced
Player ID system added
Added score points for killing monsters
Added Command to toggle Chasecam
Added "Trigger_random" entity
Added Squadmaker entity
Player corpses removed every 30 seconds
Player backpacks removed after a while
All monster corpses fade
Added Telefragging for info_player_starts
Added 2-second respawn delay
Added Sachel 'kicking'
Added "NextMap" map CFG option
Added "Nomaptrans" map CFG option
Added sv_lagcompression CVAR
Scientists can now heal players to full health
Reset time for health and suit chargers halved
Halved Osprey engine sound radius
Re-Added weapon dropping using the "drop" console command
"Killnpc" option added to map CFGs. When set to 0, makes scientists and Barneys invulnerable
Changed MP5 start ammo from 25 to 50
Gib life decreased to about 7 seconds, and number of gibs spawned decreased by one, to help with framerates
Added Cheats to use for testing
New Maps:
Bunker
Grunts
Helebat3
Hostage
Osprey Attack
Phobia
Stadium2
Fixes:
Fixed Camera-view bug
Decreased Telefrag radius
Players can no longer block spawnpoints with satchel charges
Snark AI altered.
Removed Friendly Tripmine damage
Player model hack fixed
Fixed Func_friction code
Max Message Of The Day size
increased.
Changes in SvenCo-op v1.35
(Half-Life Patch 1.1 'broke' Sven Co-op. v1.35 was a quick patch to v1.3, with minimal features)
Monsters work in multiplayer
Map transitions work in multiplayer
Friendly-fire removed
Basic Map CFG support added
Grunts and Barneys no longer drop weapons
Changes in SvenCo-op v1.3
Added Map Cfg support
Added Cfg Weapon support
Added loads of cfg options
Added HL Single Player HL support
Added Monster Frags
Added Suicide, drop weapon and radio commands
Added Radio voices
Changed weapons to be more similar to SP HL
Removed Friendly Fire
Removed Cheats
Changed Death messages
New Maps:
Landing
Tunnel
Space Monkeys
Updated Maps:
Stadium1
SvenCoop1
SvenC2
Helebat
Helebat2
GargHnt2
Horde
Nightc15
Fixes:
Fixed Map transitions Removed Grunts and Barney dropping weapons Most monster corpses fade Decreased number of corpses Door looping sound fixes
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