The port of the Field Intensity campaign for Sven Co-op.
Necessary adjustments to the maps were applied to make the campaign playable in a co-op.
Installation
Unpack the archive contents to your Sven Co-op/svencoop_addon/ directory
Note: included .res files might be incomplete. It's not recommended to host this campaign on the dedicated servers yet! And if you do so, prepare for the issues!
Description
The campaign utilizes the lobby map - fi_lobby - where players can vote for the chapter to play.
To add the campaign to the server map rotation just add fi_lobby to your maplist.
Note that this campaign is designed to be played in small teams. The best number of players is 2-4.
Sometimes a bit more enemies can spawn depending on the number of players.
This campaign has survival mode enabled by default. Players won't respawn automatically when they die. Most of the maps have at least one checkpoint. Touch the checkpoint to revive the dead players or to let spawn those who are late to the party.
Also in survival mode items and ammo won't respawn. Health and suit chargers won't recharge once they're depleted. So make sure to leave some resources for your teammates.
Known problems
- HUD sprites of custom weapons might render incorrect after the level transition. This is the problem with Sven Co-op we couldn't fix. The weapon is still selectable, so it's not a critical issue.
- Some scripted sentences of human grunts might be interrupted by them calling for a medic. Again, this is a Sven Co-op bug.
- We tried to make important npcs (i.e. the ones required to open some doors) automatically go to the designated places when the path is clear of enemies, in order to minimize the necessary interaction. We haven't encountered the critical issues with this in the final testings, but there's still a technical possibility for the npc to fail to build a path to the waypoint. In that case they won't be able to move. If this happens you can call (use) the npc you and then use Return to me and Move to position keybinds to lead him to the door he's supposed to open.
Nice ! let's see how it is playing it on coop !
but... my resgen is 10 times better :( okay.jpg
ED: wtf. thread vanished.
can you include .res (FastDL) files
Good idea. We'll add them a bit later
It's cool.
Niceeee !! Very Long time for waited thatt
круто
Field Sventensity :D
This is genius.
Youtube.com
Thanks for port to Sven Co-op !
overall i had fun with friends a lot ! while playing.
looks doesn't include intro and outro..
also there are something little bit problem.
i checked 3~5 times for Point_Checkpoint entity and.. that didnt work proper.
in chapter 7, 1:38:20 part. softlock happened.
in chapter 9, 2:09:35 part. as description said Some npc will not work proper to follow path and actually Cleansuit SCI case he didnt follow the waypoint. So be careful there ! if you all play that part.
i found some map exploit to skip part.
if you want to block that exploit.. i will leave time stamp.
Chapter 2 > 30:44
Chapter 6 > 1:26:00
Chapter 9 > 2:13:38
thank you !
Thanks for the reports.
I'm not sure what you mean by point checkpoints not working properly. In this campaign they activate only when there're dead players. You probably expected them to activate unconditionally like on other survival maps?
The part in chapter 7 I'll fix later.
I don't know what happened to the cleansuit scientist. Before he got fixed, was he revived by other player while in fact he was still alive?
Exploits you found are tied with Sven Co-op bugs. And if players are using such exploits, its their decision and responsibility. Thanks for showing anyway.
actually there were 2 dead players but.. checkpoints not worked. that why.. i said weird.
Perhap you should try to replicate the point_checkpoint with gaftherman custom checkpoint instead, so players could revive themselve whatever they want
Github.com
Btw did you play with any server plugins?
I'm not sure what's wrong with the spikes (talking about the softlock part), as I can't replicate the issue.
I think it's work 50/50, still fine for me (at least). Unless if it get softlock again, i will have to get my hand on bspguy and look for error... (I am also play with custom weapon plugins btw)
This is nice, we have Field intensity at home;
Where's the Intro and Outro maps (and the literal first map of Hostile Takeover - the one with the Decay areas)? The "first" map of Hostile takeover jumps to the next map after the missing actual first map?
We decided to not port intro and outro maps because they don't have any gameplay on them, so they're not essential for co-op.
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