Play Half-Life with friends! Players fight computer-controlled monsters through the original Half-Life storyline or hundreds of available co-operative scenarios. Also includes a plethora of new weapons, enemies, visuals and gameplay systems. Customization features allow each map to use its own unique weapons and enemies.

Post news Report RSS v5.0 Progress Report and Changelog

As we inch closer to launching Sven Co-op on Steam, I’d like to provide an update on our progress with the game. Since this upcoming release is important for us to get right...

Posted by on

As we inch closer to launching Sven Co-op on Steam, I’d like to provide an update on our progress with the game. Since this upcoming release is important for us to get right, we’ve been taking extra time over the past few months to really get our ducks in a row. Even so, our team members have run into delays from real-life™. However, now that summer is over, things are picking up again. The team has been working full-force on getting major milestones accomplished for the launch.

I’m going to discuss a few upcoming major features in v5.0. These aren't all of our upcoming features, but they will be fairly important to v5.0’s release. Please bear in mind that we will be continuously updating the game after v5.0 is complete.

Upcoming Major Features in v5.0

The Angelscript Scripting Language

Sven Co-op v5.0 will feature the Angelscript scripting language. Angelscript is a powerful scripting language which models itself around the C/C++ language, minus the memory management headaches. If you're good at programming C, C++, Javascript, PHP, or other similar languages out there, you can jump right in.
That said, this is the most groundbreaking feature coming to the next release. If you’re wondering what the big deal is – well, let me explain by providing the following video:

Well, there you have it. It’s that big of a deal.
Okay, so, now you're wondering what this will allow for...

Map Scripting

Angelscript will allow mappers to change almost every aspect of the game. It's possible to create game entities, implement new styles of gameplay, trigger events, process and control NPCs, and much more. Each map will have the potential to be a "mod within a mod" allowing for the ultimate level of customization.

Server Plugins

In v5.0, we will be bundling our own server administration toolset. A set of official plugins will be provided, but you can write your own using Angelscript. If you've ever used AdminMod or AMX Mod X, the transition should be pretty easy to follow. While it will be experimental at launch, we will eventually be recommending Server Administrators switch over to this new toolset as we stabilize on functionality and features. Sven Co-op's server administration toolset will have more integration points with the game, which should allow for the creation of more interesting and useful plugins.

We’ve made a lot of progress getting Angelscript up and running with all thanks to our new programmer Sam "SoloKiller" Vanheer. Sam joins the programming team after being an active beta tester for many years. His current primary role is technical lead for Angelscript.

I personally look forward to seeing what the community can do with these new found powers. We'll have more information regarding Sven Co-op's scripting documentation in the future, but for now I would recommend you start browsing the scripting language overview here to get an idea.

Scaled Model Support

NPCs can now be scaled during the game at any time. The AI and the Half-Life engine have been updated to account for scaling of hitboxes, eye positions, collision hull sizes, effect locations, and more. If you scale an NPC up, they’ll be able to see over obstacles, move faster, and jump down from greater heights (because they’re giants). If you scale an NPC down, they’ll be able to get into smaller areas, find cover from shorter objects, and move slower (because they’re tiny). Basically, scaling an NPC up or down has inherent advantages and disadvantages which will make for some interesting gameplay. We look forward to seeing what the community makes with it!


Streamlined Difficulty Settings & Modifiable Entity Attributes

We’ve heard things loud and clear from the community. We’re in the process of addressing difficulty levels with NPCs and Players. We’ve cut out the fat from the skill system and added a few new features in the process.

Half-Life’s numerous skill values for each NPC made balancing a difficult task. To address this, we’ve removed the “skill 1”, “skill 2”, and “skill 3” settings from the core skill configuration file. For older levels that relied on these custom skill values, they will continue to work through a backwards compatibility design that relies on the map’s specified skill level. Furthermore, "skill levels" can continue to be used if the map author wishes for their map.

In the process of updating the skill system to be more streamlined and fair, we have added new values to existing game entities (mainly for NPCs). Each entity will gain the ability to change their damage values in real-time through the use of per-entity attribute settings. Since each NPC or Weapon can have their own unique damage values, this allows for all sorts of gameplay possibilities.

A few quick examples could be:

  • Attack waves / tower defense (difficulty increases each wave)
  • Boss monsters
  • Class based weapons – Players of a certain class might spawn with the same weapon as their team mate, but have a higher degree of accuracy and/or damage.
  • Tech trees - Individual players can research upgrades that increase or decrease damage and health.

Current Changelog

Without further ado, here is our preliminary v5.0 changelog. We’ll post a more up-to-date version of the changelog as we get closer to launch.

View Changelog

If you have any questions or comments, feel free to post in the forums.
Be sure to check back next week for more updates on v5.0. We have a few more things in store.

Comments
Capt.Host
Capt.Host

Great stuff. Can't wait for that Steam release.
It's great seeing all these amazing mods migrating to Steam (NMRiH, Estranged, FoF), and Sven Coop is going to consume a lot of free time from people :)

Reply Good karma Bad karma+16 votes
ZoombieVega
ZoombieVega

Hopefully there will be an Afraid of Monsters 24/7 server as soon as it's released on Steam.

Reply Good karma Bad karma+9 votes
Seaalisgonefromhere
Seaalisgonefromhere

Agreed! I miss the server.

Reply Good karma Bad karma+1 vote
Guest
Guest

God i can't wait!

Reply Good karma Bad karma+2 votes
Arctic«
Arctic«

a new updates, saw the big changelogs and then me ***.

Reply Good karma Bad karma+2 votes
matsilagi
matsilagi

Hope that Angelscript allows weapons coding, i wanna port Quake 2 guns to Sven

Reply Good karma Bad karma+4 votes
INtense! Staff
INtense!

awesome stuff, great to see

Reply Good karma+3 votes
DiamondBorne
DiamondBorne

Great! does that means some map will allow players to upgrade their stats too?

Reply Good karma Bad karma+1 vote
Chabs
Chabs

It's ALIVE! D:
Whatever you do, DON'T kill it with fire!

Man I'm so excited! Hopefully that'll make it livelier!

Reply Good karma Bad karma+1 vote
Jeffman12
Jeffman12

Oh snap, an actual update containing no user-submitted anime reskins.

Reply Good karma Bad karma+2 votes
Aublak
Aublak

Awesome stuff. Can't wait for the Steam release.

Reply Good karma Bad karma+1 vote
salejemaster
salejemaster

Great! can't wait for the steam release

Reply Good karma Bad karma+1 vote
SPTX
SPTX

"move faster, and jump down from greater heights (because they’re giants)."
That's not how reality works. But whatever. I smiled.

Reply Good karma Bad karma0 votes
the-middleman
the-middleman

This is the future of all HL-modding

Reply Good karma Bad karma+1 vote
Seaalisgonefromhere
Seaalisgonefromhere

This is darn amazing. I didn't know that a game like Half-Life, with just... Uhh. Years of coding I should say, could turn into this. Can't wait for the Steam Release! Hope to hear more soon!

Reply Good karma Bad karma+1 vote
Dzev
Dzev

When?

Reply Good karma Bad karma+1 vote
medve
medve

right after hl3

Reply Good karma Bad karma+1 vote
poisonheadcrab
poisonheadcrab

The angelscript thing made me **** enough bricks to build a ******* city.

Reply Good karma Bad karma+2 votes
nerdenstein
nerdenstein

STEAM RELEASE!

Reply Good karma Bad karma+1 vote
Chyvachok
Chyvachok

I hope using that "Angelscript" language it is will be possible to create fully new player weapons.

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Half-Life
Game
Half-Life
Developer
SC Team
Contact
Send Message
Homepage
Svencoop.com
Release date
Mod watch
Follow
News
Browse
News
New
Post news
Report
Report
Share
Related Mods
Related Games
Half-Life
Half-Life First Person Shooter
Related Groups
SC Team
SC Team Developer & Publisher
Got it!

We have recently updated our privacy policy and terms of use in-line with GDPR requirements. More Info?