Post news RSS Sven Co-op v3.5 Change Log

Hundreds of changes have been made in the upcoming Sven Co-op 3.5 release.

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Finished Item Change Log

  • Fixed FGD bug that caused an error in Worldcraft/Hammer if loaded for the first time.
  • Fixed bug that allowed players to gain an unlimited amount of ammo after dropping specific weapons.
  • Fixed missing name for the Nihilanth boss monster.
  • Increased Alien Grunt Armor protection.
  • Decreased rappeling speed with the barnacle grapple.
  • Increased allowable server name length, server names no longer appear "corrupted".
  • Clamped suit volume to 1 to prevent any "SV_StartSound: volume = X" crashes.
  • Fixed animation popping for the Sniper Rifle when doing a full ammo reload.
  • Fixed various name declarations for monsters.
  • Fixed mp_respawndelay not being set when defined in a map cfg file.
  • Fixed bug that froze monsters in place if their follow-target died.
  • Alien Grunts can now turn their heads.
  • scripted_sentence feature: When adding a "+" in front of a wav file path under
    • "Sentence Name" in Hammer, the monster will be able to say the given wav file without the need for a sentences.txt entry. (Sounds are automatically precached)
  • Big Mommas will now run after and attack anything that happens to kill one of their children.
  • If in an alert state, monsters will run to help any nearby friends by looking for their enemies (if ally is engaged in combat). Result is a more active group of monsters that are better aware of their surroundings.
  • Monsters now run over to dead bodies of their allies, rather than stare off into space.
  • Changed priority of following monsters to keep following their player-owner more often.
  • Grunts now regard Big Mommas as their Nemesis if being pursued by them.
  • Squad leaders can now communicate with other visible squad leaders.
  • Upon encounters with new enemies while being attacked, Big Mommas will attempt to shield themselves from incoming attacks.
  • Hud now properly outputs a weapon's clip count, weapons can have over 100 rounds in a clip.
  • Increased view height of nodes from 8 units to 32 units in order to greatly improve navigation around obstacles like stairs, the top and bottom of hills etc.
    • [Note: 'Maximum visible nodes' level design error was removed.]
  • Fixed a serious node-graph linking glitch, node graphs allow monsters to navigate areas 100% better.
  • Fixed bug that would allow monsters to damage/break objects with their melee attacks even if "Trigger Only" was set on func_breakables.
  • New entity: monster_handgrenade
    • Can have custom model and health option sets the delay before explosion when spawned.
  • Changed "monster_satchelcharge" in FGD file to "monster_satchel" since there is no "monster_satchelcharge" entity in Half-Life.
  • Small CPU optimization/fix added for the Bullsquid when it fails to find a path to its enemy.
  • Idle sounds added for the Voltigore.
  • Fixed problem with the Squadmaker entity not transferring free-roaming options to its created monsters.
  • Cleaned up Squadmaker and Monstermaker code.
  • Female assassins can now run away from dangerous zombie-like creatures as all other human classes do. (And they're quite good at it, too!)
  • Monsters now recognize Big Momma's mortar as a dangerous thing and attempt to run away from it.
  • Melee-only Male Assassins will now flee if they're being pursued by an attacker, and come back to fight when their enemy has its back turned.
  • Fixed problem with the Apache (when killed) constantly exploding and throwing metal if it fell on top of another monster.
  • Monsters will make an attempt to get away from Apaches/Ospreys when the helicopters are falling to the ground.
  • Female Assassins no longer make running sounds when walking.
  • New trigger_push spawnflags: "No Clients" and "No Monsters"
    • Will cause the trigger_push to ignore either entity type.
  • "Disable Respawn" spawnflag added in for items (healthkits, batteries, etc.)
  • Added a "Health Cap" option for item_healthkits.
    • Allows for bonus-health, or to disallow players to use the kits after a specified health level.
    • NOTE: 1 unit of health will drain from the player every 2 seconds if over the maximum health amount.
  • Health kits can be set to give a specific amount of health to the player, individually from other health kits.
  • Increased grapple entity tongue size to make it easier for players to grapple onto things.
  • Osprey Helicopters now fall and slide onto the ground a bit once they crash, and explode after a second or so. Any grunts riding inside of the craft are jettisoned out when it explodes (and killed)
  • Tweaked func_pushables. Stop moving and +use one to "pick it up", move into it to push, or move into it and +use while aiming slightly downward to push with more control. Pick up and start moving to throw a short distance.
  • When attacked, Barnacles will flinch in place making them easier to notice.
  • Cleaned up sound effects, client-side effects, AI glitches, and a crash bug for the Shock Trooper monster.
  • Tweaked/Reduced Shock Trooper damage resistance.
  • Revamped trigger_hurt damage function, players get correct levels of damage regardless of lag level (E.g. no more instant deaths from trigger_hurts that give 20 damage)
  • Re-worked ammo-dropping system to only drop as much ammo from the player as can be picked up by the standard ammo_entities.
  • Medkit healing rate increased
  • Added "item_generic" to the Sven Co-op FGD (Accidentally left out)
  • Alien Grunt Hornets have 50% reduced sight range, and only tracking-hornets will be fired if the Monster can not see his enemy.
    • If enemy is visible, the alien grunt will fire hornets in a similar manner to the player hornetgun's secondary fire.
  • Shell casings and gib models now properly bounce and react to the ground.
  • Increased shell casing life time from 2.5 seconds to 5 seconds.
  • Changed tongue orientation for the barnacle grapple.
  • Screen now shakes when in proximity of grenades or other dangerous explosive devices, intensity of screen-shake based on damage.
  • Tweaked shell-casing ejection points for a few weapons
  • Crossbow zoom-toggle delay decreased
  • Minor change: Monsters make a pain sound when they're injected with a needle from the Medic Grunt. Sorry, we had to do this :)
  • Fixed schedule bug that affected monster attack animations.
  • Monsters will immediately start following a new player when they're +used, instead of just stopping and clearing their old follow-target.
  • New weapon: M249 Squad Automatic Weapon
  • Pitdrones now hide from their enemies when reloading their spikes.
  • Monsters now make various sounds to coincide with the NPC commands.
  • Fixed a few issues with the "Create" command for mappers. Adding a "1" at the end of the input will toggle friendly/enemy monster spawning.
  • Mandatory delay of 2 seconds added for teleports, to prevent impatient players from telefragging their team mates.
  • Increased the turning/facing speed for Male Assassins
  • Fixed rare crashbug related to humans running away from dangerous monsters
  • Updated HWGrunt attacking behaviors and fixed tracking bugs
  • Player Health column added to the scoreboard.
  • Decreased accuracy for Otis and Medics that use the Desert Eagle handgun.
  • Fixed some issues with monsters walking off of ledges.
  • Re-worked Gargantua flame-mechanics for brush-based enemy support.
  • Gargantuas now respond to bullets when shot from behind.
  • Added light-based muzzle flashes to weapons
  • New fair and balanced scoring system. The more health a monster has, the more points you receive for taking them out.
  • Changed around head-bob mechanics for falling/landing. (Requested)
  • Male Assassins now take more opportunities to use their grenade attack.
  • Fixed problem with secondary attack not calling the dry-fire animation on the Glock 9mm.
  • Scientists can now be set to "fear" players and other friendly monsters.
  • Fixed various reloading glitches for the Glock and 357.
  • Door improvement: Check added to make sure linked doors remain in-sync with eachother.
    • Can be disabled with flag.
  • Set gl_round_down to default to 0, offers greater image quality.
  • New Entity: Trigger_change_class
    • Changes a monster's classification when triggered.
  • Changed some display errors in the sven-coop.fgd file.
  • Fixed a friendly fire problem that caused monsters to shoot their partner's backs by mistake
  • Falling into water is no longer a safeguard against fall-damage. The deeper the water, the lesser the impact.
    • Can be disabled in map CFG with "mp_water_falldamage 0"
  • Light entities now have a flag to remove them from the world. As a result, they no longer [need] to add onto the entity count limit (Regardless of if you do specify a targetname for them)
  • Global light control entity added. Mappers now have the ability to toggle all texture lights in a level on or off, or give them a specific pattern (e.g. flicker)
  • Streaming audio support and *.pls playlist file support added for the Sven Co-op MP3 player.
  • New Entity: trigger_track_goal
    • triggers a func_track_train to start moving toward a specific path_track path entity. Acts like a "call" button for elevators, and can be used to direct trains to specific destinations.
  • Fixed akimbo uzi hud ammo visibility bug.
  • Changed scoring system points per-monster.
  • Weapon models can now have custom weapon muzzle sprites specified by the weapon.QC file. Use: { event 5005 "sprites/spritename.spr" } -
    • NOTE: Ensure sprite model is precached.
  • Fixed various "freezing" problems with the Voltigore AI
  • Fixed ancient bug which prevented "running through shallow water" sounds from playing
  • Players no longer make "bubble" sounds when standing in water, sound effect now plays when fully submerged in water.
  • Redundant server-side footstep sounds no longer play.
  • Particle system created for water splashes and hit effects, etc.
  • Mysterious "second bullet" decal mark is no longer drawn when the 357 and Sniper rifle fires.
  • Mapper placed weaponboxes now automatically respawn.
  • Fixed a series of third person player animation bugs.
  • Tweaked Wrench secondary damage.
    • Takes about 5 seconds to charge up secondary fire, to give a maximum damage bonus of 85 damage points, in addition to the weapon's standard damage.
  • Scientist now plays fear animation for gunshot fire (Bug existed since Half-Life)
  • Fixed monster yaw speed handling.
  • Players can now retrieve their own detpacks by +using them.
  • Things like shell casings now float in the water.
  • Offloaded FMOD DLL to svencoop cl_dlls folder to prevent any further 3rd party mod incompatibilities.
  • Fixed several crashes with the mp3 player code.
Comments
amckern
amckern - - 359 comments

thats rather big

Reply Good karma Bad karma+1 vote
Guest
Guest - - 687,512 comments

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