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Changelog 5.0

This is a preview of the Sven Co-op 5.0 change log as of 26th September, 2014. Further changes may be made prior to product release.

  1. Notable features
  2. Code changes
    1. Game core
    2. Game engine
    3. Sound engine
    4. Non-playable characters
    5. Mapping tools
  3. Map changes
  4. Map pack changes
  5. Model changes
    1. Player
    2. Non-playable characters
    3. Weapons / items
  6. Sound changes
  7. Hammer editor changes
  8. Other changes

Notable features

  • Sven Co-op is now its' own independent game distributed on Steam, free of charge.
    • Includes 3 packages: A game package for players, a tool package for dedicated server operators, and an SDK package for content developers.
    • Includes use of the Steam game hub platform and community features. (workshop functionality to be included in a future release)
  • Sven Co-op now uses a customized GoldSrc engine under licence from Valve.
    • Gives us the opportunity to improve upon common limitations in the GoldSrc engine.
    • Maps can now be up to ~1000x larger! (131,072 units away from zero instead of just 4,096)
    • Mappers: See the engine changes section for more details and technical information.
  • New scripting engine using AngelScript:
    • New entity: trigger_script
    • A map script can be loaded by specifying a file in the map's configuration using key map_script.
    • Scripts can be triggered one off or periodically (thinking).
    • Alternative script files can be used, and shared across maps.
    • Store persistent data reliably with SQLite back-end storage.
    • Entire server modifications can be designed, along with SQLite and MySQL storage for server-specific scripts.
    • Watch out in future change logs as many more updates will come with this!
  • New inventory system by using the new entity item_inventory, which is an item that a player holds on to for trigger rules and/or side-effects. Some example possibilities:
    • A key item must be carried by a player to a locked door, rather than it instantly becoming unlocked for rushers to wait by.
    • A bomb defuse kit has to be brought to a bomb to defuse it, or it explodes and you all die.
    • A gas mask can protect a player from nerve gas, but only lasts 2 minutes.
    • Did someone say Capture the Flag??
  • New models for all weapon pick-ups and third person view models to match the high quality first person models.
  • New preliminary A.I. pathing entities for better control on where NPC's move around a map.
  • Player weapons/ammunition can now be carried across map changes. (if a map wants to do this)

Code changes

Game core

  • Added announcement when a player joins a server (as they enter the world after connecting, not when they start connecting) to match the message when players leave.
  • Added entity alias weapon_9mmar to entity weapon_mp5 for case-sensitive compatibility.
  • Changed cheat command impulse 101 (giveall) to provide 5 spores instead of 1.
  • Changed env_sound so that they can be used with brush triggers:
    • New spawn flag use only (1) will disable automatic activation based on proximity.
    • When triggered if the radius setting is 0, no radius check will happen, and the effect is applied.
    • When triggered if the radius setting is not 0, a radius check will happen, and the effect is applied only if the player is within radius.
  • Changed maps with player model enforcement to write the player choice model in "cl_model" instead of "team" in the client info string.
  • Changed word executing for parsing when loading skill and static configurations, as these files are not directly executed.
  • env_beam and env_lightning: Fixed not accepting explicit on/off inputs.
  • Disabled map restart when a player respawns whilst CVAR's coop and deathmatch are both disabled.
  • Expanded command myinfo to show your health, armor, score, deaths, network defined entity name, game extras level, and server administrator level.
  • Fixed electric crowbar effect not visible when other players use it.
  • Fixed entities game_counter, game_counter_set, game_end, game_player_counter, game_player_equip, game_player_hurt, game_player_respawn_zone, game_player_team, game_player_zone, game_score, game_slot_counter, game_team_master, game_team_set, game_text, and trigger_createentity from not being able to make use of the delay and killtarget keys.
  • Fixed exploit allowing players to change weapon whilst holding a Minigun or shock rifle.
  • Fixed HUD not resizing properly when the game window is resized.
  • Fixed inconsistent behaviour of weapon holstering, particularly when being caught by a Barnacle.
  • Fixed majority of crashes when handling strings (be it leaks, buffer overruns, etc).
  • Fixed maps with no sky defined using the sky from the previous map, now the default sky 2desert will be used instead.
  • Fixed many unsafe string operations in older code.
  • Fixed player minigun spin sound not being heard by other players.
  • Fixed player scores and deaths being limited to +/-32,768 in the score board.
  • Fixed players having their rendering properties changed at the start of a revival.
  • Fixed some rare cases of dead players becoming ghosts.
  • Fixed Steam Pipe file searches/openings being spammed in the developer console (now requires developer level 2).
  • squadmaker: Fixed turrets always spawning in the floor orientation when they should be ceiling orientated (or a custom angle).
  • Fixed third person weapon models not being able to override their attachment.
  • func_tanklaser: Fixed client-side crash with the laser sight.
  • func_tracktrain: Removed sound events so they can be replaced with a global sound replacement.
  • trigger_setorigin: Fixed not accepting explicit off input in constant mode.
  • trigger_teleport: Fixed teleporter always becoming inactive when a toggle input is given.
  • New animation for a player while caught by a Barnacle.
  • New animation for a player while walking unarmed.
  • New bindings for analogue joystick axis':
    • joy_*pos / joy_*neg: Two bindings for each axis on both positive and negative directions.
    • Replace the asterisk with one of the axis letters: X, Y, Z, R, U, or B.
  • New cheat command givepoints to directly add or subtract your score.
  • New client CVAR "gamebuild" to side with "gamename" and "gameversion", so plug-ins can retrieve the build number of the game binaries.
  • New client CVAR "joy_bindthreshold" to control a deadzone for axis bindings to commands.
  • New client CVAR "hud_weaponautoswitch" to control automatic weapon switching:
    • 0: Never switch
    • 1: Only if better (default)
    • 2: Always switch
  • New entity flag FL_NOWEAPONS (1<<27) to deny the use of player weapons.
  • New entity item_inventory, an item that is held on to / carried by a player. Similar to Team Fortress Classic but with many improvements:
    • Future release will allow NPC's to collect and use items too.
    • Can be used against various triggers/entities according to inventory rules.
    • Optional basic properties:
      • Item name.
      • Item group name.
      • Display name (client).
      • Description (client).
      • Collection limit (item is destroyed once surpassed).
      • Weight (players can carry up to 100 weight).
      • Delay before returning to origin after dropped.
      • Delay respawn after returning (weapon/ammo style).
    • Optional rules to filter collection:
      • Filter by player target name(s).
      • Must have / must not have item(s).
      • Must have / must not have number of items from group(s).
      • Item(s) must have / must not have moved from their origin.
      • Multiple target/item names in rules can be defined by splitting them with a semi-colon.
    • Optional properties when carried:
      • Visible in third person.
      • Alternative model skin/body/sequence.
      • Maximum time the item can be held on for.
      • Item can be dropped by choice.
      • Item is kept on holder death.
      • Item is kept on holder respawn.
    • Optional event triggers:
      • On collection.
      • On can't collect (filter rules).
      • On dropped.
      • On can't drop (not allowed).
      • On use (by a trigger).
      • On return.
    • Can provide a range of optional effects to the player carrying the item:
      • Effects can be marked as permanent until the player respawns.
      • Block weapons.
      • Extra / less time before starting to drown.
      • Friction modifier.
      • Ghost / non-solid.
      • Glow shell.
      • Gravity modifier.
      • Invisibility.
      • Invulnerability.
      • Speed modifier.
      • More effects to be added in future (like damage, extra/less health, extra/less armor/battery, etc).
    • Items can be remotely collected/dropped/destoryed by a trigger:
      • On/activate: Remotely collect for !activator.
      • Off/deactivate: Remotely force drop for !activator requested by !caller.
      • Toggle: Does on/off depending on if the item is currently idle or held.
      • Kill: Remotely force drop for !activator requested by !caller, then destroy the item immediately.
    • New client command "inventory" will print the player's inventory in their console (a fancy UI will be added in a future release).
    • New client command "dropitem <item>" will throw an item away depending on the parameter:
      • *: Throw away all items possible.
      • name: Throw away an item by its' name.
      • #number: Throw away an item by its' entity index (if it has no name).
    • Functionality for processing inventory rules attached to various entities:
      • All defined rules must pass in order for a pass to be given to the entity in question.
      • Rule: Need item(s).
      • Rule: Need number of item(s) from group(s).
      • Rule: Must not have item(s).
      • Rule: Must not have number of item(s) from group(s).
      • Force drop/return/destroy item name(s)/group(s) on rules pass.
      • Trigger if the activator failed against the inventory rules.
    • Entities enabled for inventory rule processing and what you can do with them:
      • func_button: Prevent button being used.
      • func_rot_button: Prevent button being used.
      • func_door: Prevent door being used.
      • func_door_rotating: Prevent door being used.
      • func_tankcontrols: Prevent tank being controlled.
      • func_traincontrols: Prevent train being controlled.
      • func_water: Prevent water rising/falling (as water is just a clone of door).
      • trigger_changelevel: Prevent level from changing.
      • trigger_once: Prevent trigger being used.
      • trigger_hurt: Defend player from damage.
      • trigger_multiple: Prevent trigger being used.
  • New map CVAR's "maxhealth" and "maxarmor" to manually define the player health/battery limits.
  • New map CVAR "npc_dropweapons" to allow all NPC's to drop their weapons on death.
  • Player fall damage can be disabled completely by setting map CVAR "mp_falldamage" to -1.
  • Removed 3-tier skill system, along with a huge range of skill settings for that (two thirds).
  • Removed mod-level feature combining all weapon pick-up models into a single model to save on model slots, this is no longer needed.
  • Removed mod-level hack for borderless window (r_borderless) as we can do this in the engine now.
  • trigger_changelevel: Added ability for players to carry weapons/ammo across maps by setting key "keep_inventory" to 1.
    • Consists of health, armor/battery, weapons, ammunition, ammunition inside weapons, which weapon is selected, have HEV suit, and have long jump module. Does not consist of any item_inventory
    • Inventory only carries to the map specified in the entity.
    • Inventory will remain available for 1 minute after it is first redeemed so maps prone to spawn fragging won't mean players have lost their inventory.
    • Players are always granted the equipment in the next map's configuration as standard, then their carried inventory is merged into it.
    • Existing maps will not be effected until modified to enable this feature, though new maps will have this enabled by default.
  • weaponbox: Fixed ignoring spawnflag don't respawn.

Game engine

  • Independent engine branch based on Valve's GoldSrc/Half-Life engine (version build 6027) with SteamPipe. Modified under licence from Valve Corporation.
  • New launchers:
    • svencoop.exe: Game launcher.
    • svends.exe: Dedicated server launcher.
    • sventv.exe: Spectator proxy server launcher.
    • Default game folder is now "svencoop" from "valve".
    • Default heap memory size is now 256MB from 40MB (for clients) or 32MB (for servers).
    • Default heap memory size will step down by 64MB decrements until enough memory can be allocated by the host system.
    • Compiled launchers with the large address aware flag so that up to 3GB of memory can be consumed on 32-bit Windows systems (if the /3GB boot switch is used), and up to 4GB on 64-bit Windows systems. Both up from their 2GB limit.
    • Launch parameter -heapsize can now be written in MB/GB (i.e. -heapsize 256M or -heapsize 1G).
    • An error message will show if you try to run the game without a valid application subscription on Steam rather than just doing nothing at all.
  • New limits (engine core):
    • Maximum base decals: Raised to 1,024 from 256.
    • Maximum edicts: Raised to 8,192 from 900.
    • Maximum models: Raised to 8,192 from 512.
    • Maximum sounds: Raised to 4,096 from 512.
    • Maximum heap memory size: Raised to 256MB from 128MB.
    • Minimum heap memory size: Raised to 64MB from 14MB.
    • Maximum frame rate: Raised to 120 from 100 (for the new 120Hz TFT monitors).
  • New limits (for maps):
    • Maximum brushes: Raised to 32,767 from 8,192.
    • Maximum clip nodes: Raised to 65,536 from 32,767.
    • Maximum edicts: Raised to 8,192 from 1,024.
    • Maximum entity key size: Raised to 256 from 32.
    • Maximum entity string size: Raised to 4096 from 1024.
    • Maximum entity value size: Raised to 1MB from 128kB.
    • Maximum leafs: Raised to 65,536 from 8,192.
    • Maximum light data: Raised to 64MB from 16MB.
    • Maximum light maps: Raised to 512 from 64.
    • Maximum models: Raised to 4,096 from 400.
    • Maximum nodes: Raised to 65,536 from 32,767.
    • Maximum planes: Raised to 65,536 from 32,767.
    • Maximum textures: Raised to 2,048 from 512.
    • Maximum visibility data: Raised to 64MB from 16MB.
    • Maximum world size: Raised to +/-131,072 from +/-4,096: Only enabled if the game's liblist contains largemap_aware, as the game will need to be built use different data types for handling co-ordinates.
  • Added callback function so the engine can inform the game when a player disconnects.
  • Added graceful shutdown if a BSP failed to load properly.
  • Added new key mappings for joystick axis (so analogue L/R triggers can be bound to a command).
  • Added server command "logaddress_list" to list all current log forwarders (useful for external log managers).
  • Added server CVAR "listipcfgfile" as a pointer to file "listip.cfg", works the same as CVAR "bannedcfgfile".
  • Added server CVAR "sv_log_daily" to enable daily rotation of server log files rather than a new file for every map played.
  • Added wild-card search functionality for entity targets.
  • Changed host error message backwards mins/maxs to include the entity origin and the offending values.
  • Fixed entity collision detection stopping immediately as soon as it finds an entity that should not collide, instead of processing other entities wanting to collide.
  • Fixed empty player authentication ID strings returned whilst the server is shutting down.
  • Fixed map entity model key causing a crash if it is higher than 999 (due to a 4 character limit).
  • Fixed model hitboxes not scaling along with a model's physical size.
  • Fixed PAS/PVS not using the player's view origin causing effects/sounds in cameras to not play.
  • New flags for entity effects:
    • EF_NOANIMTEXTURES (256): Never animate a texture on given brush.
    • EF_FRAMEANIMTEXTURES (512): If the brush has a "frame" value, the corresponding animating texture index is used.
  • Server will now flush the log file buffer every minute rather than when the handle is closed to minimize how much log data is lost when a server crashes.
  • Re-added client DLL CRC checking so that mods using our engine branch can still enforce client consistency (controlled by Liblist entry crcclientdll).

Sound engine

  • Improved reliability of sounds playing from an origin outside a player's PAS/PVS.
  • Changed CODEC order when looking for sentence sound files, so that lossless and higher quality CODEC's are used first.
  • Custom materials can now be transported to players:
    • Materials file defined by "materials_file" either in the map properties or configuration file.
    • Standard relative path is /sound/<bspname>/<filename>".
    • Custom material definitions will replace default material definitions.
  • Fixed entity sounds not following their owner if the sound started outside of the player's visible entity set.
  • Fixed sounds still playing after disconnecting or during a map change.
  • Overhauled lip sync by using a better wave dataset to work with.

Non-playable characters

  • Added monster event 2003 to specify a material specific footstep sound should be used.
  • Fixed NPC's not attacking anything when no players are close enough, controllable with map configuration option "sv_ai_enemy_detection_mode":
    • 0: Only scan for enemies when inside a player PVS (default Half-Life behaviour).
    • 1: Always scan for enemies.
  • Fixed rare case where NPC's will fail to make a ranged attack because they are facing the wrong way, NPC's will now face their target if they fail to chase it.
  • Preliminary version of new A.I. pathing entities: path_waypoint, path_condition, and path_condition_controller.
  • Removed "madwhack" knock back effect when hit by a SAW or sniper rifle projectile.
  • Removed old path_monster code.
  • Removed old frame rate and ground speed adjustment code.
  • Barnacle: Fixed trigger on death condition not working.
  • Barney: Fixed bad aiming angles when triggered by scripts (i.e. Blue Shift's firing range).
  • Chumtoad: Fixed toxic cloud often being invisible due to missing origin in the network message.
  • Heavy weapons grunt: Fixed body and sub-model being incorrect in rare instances, usually after being revived.
  • Heavy weapons grunt: Fixed visual issue with barrel aim while his Minigun is spinning up.
  • Heavy weapons grunt: Increased likelihood of running to grab his Minigun if his enemy is hiding.
  • Otis: Increased framerate for ACT_RUN sequence.
  • Roach: Fixed roaches standing still forever.

Mapping tools

  • Custom branch of ZHLT 3.4 map compiler tools especially for our customized engine.
    • Based of Vluzacn's branch, build 33.
    • Available in our SDK package on Steam.
    • Available for 32-bit and 64-bit platforms.

Map changes

  • Included map _server_start intended for servers with plug-ins to prepare/load their external data on SvenDS launch.
    • Automatically ends after 1 minute, the server map cycle will then begin.
    • Should it not end automatically a player spawning can press a button to end it.


  • Slowed down the laser firing and turning rate so players don't get killed nearly every time they enter the small boss section.

Dead Simple Neo 2

  • Increased music volume slightly.
  • Lowered glow effect on medics.
  • Removed long briefing cut-scene for a briefing room you can read the objectives from.

Escape Series

  • 1A, 1B: Replaced texture AAATRIGGER to NULL.
  • 1B: Fixed boxes climbed on in the office area causing a player to become stuck inside if they were standing where the boxes end up.
  • 2A, 3A, 3C: Removed all ambient_generics without a sound file specified -- most of which had no target name specified either.
  • 2B: Fixed falling floor from being blocked by baby headcrabs by giving it massive crush damage.
  • 2E: Fixed falling floor into the boss chamber sometimes sitting on top of respawning players due to it not moving quickly enough.
  • 3A: Obstructed the view of the bodyguards into the gas chamber at the end of the map to stop them trying to shoot at players through the unbreakable glass.
  • 3C: Fixed zombies spawning inside each other.

Half-Life campaign

  • Removed installation/un-installation scripts: All maps included with permission.
  • All: Removed all kill monsters to proceed gates.
  • All: Enabled cross-map inventory.
  • C1A1B, C1A1C, C1A1D, C1A1F: Removed pistol from standard equipment (Office Complex).
  • C1A2A, C1A2B, C1A2C, C1A2D, C1A2E: Removed shotgun from standard equipment (We've got Hostiles).
  • C1A3A, C1A3B, C1A3C, C1A3D, C1A3E: Removed MP5 from standard equipment (Blast Pit).

Half-Life: Opposing Force campaign

  • Removed installation/un-installation scripts: All maps included with permission.

Half-Life: Blue Shift campaign

  • Removed installation/un-installation scripts: All maps included with permission.
  • BA_Yard3: Fixed a battery falling through the floor.
  • BA_Yard3: Fixed a medkit falling through a shelf.

Half-Life: Uplink campaign

  • All: Enabled cross-map inventory.


  • Lowered glow effect on the jumper.

Polar Rescue

  • New pick-up / third person model for the secret gold 357.

Richard Boderman

  • Fixed boss monster being able to prevent players spawning (and living for more than half a second).
  • Fixed players getting stuck on the slopes of sandbags.
  • Fixed visible null texture border around the edges of bunkers.
  • Removed unused cycler entity.


  • Deleted obsolete music file.
  • All: Added a neat-o background landscape.
  • All: Added looping music.
  • All: Added more ammunition to the start.
  • All: Enabled cross-map inventory.
  • All: Fixed some lighting bugs.
  • Part 1: Fixed bad clipping under the spawn point.
  • Part 1: Fixed players being able to jump outside the map at the outdoor grunt area.
  • Part 2: Fixed bad clipping under the spawn point.
  • Part 4: Added a SAW to the top of the pyramid, and changed an Uzi to akimbo Uzi's.
  • Part 4: Added clip brush to prevent blocks being pushed down to the Pharaoh.
  • Part 4: Added clip brushes to prevent players avoiding the Pharaoh.
  • Part 4: Reduced boss hit points.
  • Part 4: Reduced world polygons in the pyramid.

They Hunger

  • All: Added custom sniper rifle to human grunts.
  • All: Fixed car/train sound replacements so they don't sound like Half-Life trains.
  • All: Updated global model replacement to include the sniper rifle.


  • All: Fixed grapple texture appearing as the default texture if a subsequent map is loaded without playing the first map.
  • Part 3: Fixed players blocking a lift near the end by giving it massive crush damage.
  • Part 4, Part 5: Fixed an occasional backwards mins/maxs crash on load.
  • Part 4, Part 5: Removed unused WAD files from the map requirements.
  • Part 6: Fixed some turrets having an assassin display name.
  • Part 6: Replaced fake Kingpin boss (alien slave replacement) for the real thing.

Toad Snatch

  • XP modifications no longer force extreme difficulty.
  • Lowered delay before difficulty can be chosen.
  • Non-ghost players will now be shown a message telling them to wait to be revived when they die.
  • Increased player respawn delay to 8 seconds.
  • Players can now re-join the assaulting players when each checkpoint is reached.

Toon Run

  • All: Some brand new sections!

Turret Fortress

  • Fixed asking players to destroy the credit stealer device when it has already been destroyed.
  • Fixed Nomble music not stopping when the map has been won or lost.
  • Removed unintended explosion decals from outside at sector 2.
  • The two central spots now give players 2 credits upon building, rather than 2 useless turrets.
  • The virus alert message is now more clear.

Map pack changes

These are fixes for the extra maps provided via content packs, and are not part of the vanilla game.


  • Changed a lot of doors to stay open once opened so respawning players can catch up.
  • Changed some of the awkwardly placed buttons to be use based rather than touch based to prevent player confusion.
  • Fixed players exploiting a climbing shortcut with the plant pots in the lobby.

Case Closed

  • All: Re-compiled all maps with more modern compilers (improved clipping, lighting, and visibility).
  • Part 1: Added clip brush to cover an inaccessible area.
  • Part 1: Added minor damage to all rotating doors, so headcrabs can't block them from opening.
  • Part 1: Fixed a headcrab being stuck inside a ceiling.
  • Part 1: Fixed bad texture alignment on a fire alarm.
  • Part 4: Fixed a battery sinking into the floor after spawning on a shelf.

Crisis 2

  • Changed the green goo to use slime contents instead of lava.
  • Fixed final elevator doors from being opened again once it has "moved".
  • Fixed incorrect track pathing at the bottom of the rotating train elevator.

Delta Return

  • Fixed a teleporter being inactive when it should be active.


  • Increased health of first gargantua.
  • Removed some of the excessive big mommas and a gargantua.

Grey Snake

  • Fixed Chubby hologram producing blood when shot.

Grunt War

  • Fixed a pistol being spawned 49 times along with a spawning player.

Project Guilty

  • Part 1: Reduced the insane amount of monsters spawning at each area.


  • Map now has a 4 hour time limit instead of running infinitely.


  • Fixed a door moving the wrong direction.

Surface Extension

  • Fixed a door opening above a building's wall.
  • Fixed rotating doors opening into a wall.
  • Removed an empty ambient_generic.


  • All: Added more 9mm ammo boxes around the map.
  • All: Disabled ledge climbing to stop some unintended exploits/shortcuts.
  • All: Increased starting ammo as players would always run out quickly.
  • All: Reduced many of the excessive enemy spawn counts.
  • Part 1: Fixed infinitely spawning grunts in the first section of the tower.
  • Part 1: Fixed trip mines from being inside the walls.
  • Part 3: Added trigger to open the armory from inside of it.
  • Part 3: Fixed enemies from spawn camping players by stopping the lower half of the door from opening.
  • Part 3: Increased speed of the water rising from 3 to 10 units/second.
  • Part 4: Fixed old spawn points being activated again after new ones.
  • Part 4: Lowered unreasonable hitpoints of assassins in the subway.


  • Fixed teleporters being inactive when it should be active.

Model changes


  • Fixed HEV models with glasses not having see-through lenses.
  • Fixed HEV models not having the proper colour changing skins.
  • Fixed Barnacle grapple tongue not launching from the correct position.
  • Fixed weapon muzzle flashes not being in the correct positions.
  • New animations for running/walking, barnacled, and keyboard typing.
  • New HD player models for Barney (x2), Gman, and Scientist (x7).
  • Including human grunt model with correct animations to prevent animation mismatches from Valve's version.
  • Removed obsolete death-match models from Valve where we already have a HD replacement.

Non-playable characters

  • Barney, Barnabus: Added Desert Eagle, 357, and MP5 weapon sub-models/animations.
  • Barney, Barnabus, Otis, Otto, Zombie: New footstep event (2003) so they all play the same set of footstep sounds based on the material they are standing on.
  • Heavy weapons grunt: Added new animations for walking and running with a pistol.
  • Otis, Otto: Replacing model for HD version by Ambient Impact.

Weapons / items

  • Weapons: New models for all weapon pick-ups and third person view models to match the high quality first person models.

Sound changes

  • New high quality sounds for concrete (default), dirt, and snow footsteps -- 8 sounds for each.
  • Updated many vanilla textures with more appropriate material sounds.

Hammer editor changes

  • Added support for exporting maps with floating-point co-ordinates.
  • 3D draw distance limit increased to 40,000.
  • Co-ordinate boundaries increased from +/-4,096 to +/-131,072.
  • Texture chooser: Added 192x and 256x texture display sizes.
  • Texture chooser: Changed texture name font from Courier New 10pt to Lucida Console 14pt.

Other changes

  • Configuration: Added Xbox 360 controller configuration "controller-xb360.cfg".
  • FGD: Added base class ZHLTbmodel for all brush-based entities:
    • Key zhlt_usemodel: Template Model Target
    • Key zhlt_copylight: Copy Lighting From Target
  • FGD: Added flag Trigger on arrival to info_teleport_destination.
  • FGD: Added key activity and hinttype to info_node and info_node_air.
  • FGD: Added key keep_inventory to trigger_changelevel enabled by default.
  • FGD: Added key path_name to all A.I. entities (and spawners) to make use of the new path entities.
  • FGD: Added key soundlist to func_train and func_tracktrain for global sound replacements.
  • FGD: Doors and trains are now configured to obey trigger modes by default.
  • FGD: Entities game_counter, game_counter_set, game_end, game_player_counter, game_player_equip, game_player_hurt, game_player_respawn_zone, game_player_team, game_player_zone, game_score, game_slot_counter, game_team_master, game_team_set, and game_text now inherit class TargetX.
  • FGD: Fixed target key appearing on some entities twice.
  • FGD: New entities:
    • item_inventory
    • path_waypoint
    • path_condition
    • path_condition_controller
    • trigger_script
  • FGD: Removed keys path_monster and goal_ent from all A.I. entities (and spawners).
  • Liblist: Added entries crcclientdll and largemap_aware.
  • Liblist: Removed entries num_edicts and heapsize.
  • Manual: Added a basic guide for setting up a server.
  • Manual: Removed mapping cvar sv_airmove as it no longer exists.
  • Score board: New icon gold dollar sign for large donors, the headcrab icon is now for the testing team and light content contributors.
  • Score board: Replaced icon gold Uzi for one of the newer weapon model.
  • Score board: Server owners now have a separate image from administrators, rather than just a tinted overlay.
  • Score board: Tweaked appearance of the electric crowbar and game logo icons.
  • UI: Dedicated server interface now has the same colour scheme as the game UI.
  • UI: Fixed many model preview images from appearing smashed and not showing the colour previews.
  • UI: Increased width of map selection listbox in the create game form.
  • UI: Removed "Change game" entry in the main menu.
  • UI: Tidied up various parts of the options screens, removed redundant options.
  • New set of stock spray images.
  • Removed redundant tools GCF_Extract, Ripent, and Unzip.




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