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Sven Co-op v2.1 - 3.0

This will bring your Sven Co-op modification to the 3.0 from...

  • Category First Person
  • Size 90.9 MB
  • Program by SvenCo-op Team

Sven Co-op v2.1 - 3.0

This will bring your Sven Co-op modification to the 3.0 from the 2.1 final. See more information for all the changes and fixes.

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

"Start OFF" flag added

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

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