Half Life Opposing Force Cheats Steam
- Half Life Opposing Force Cheats Steam Games
- Half Life Opposing Forces
- Half Life Opposing Force Chapters
Flying GlitchTo do this glitch you will need to have the teleporter gun. Once you have it find a barnacle (those things on the ceiling that eat you if you run into the rope) and run into the rope. It will start to pull you up. Use the secondary function on the teleporter gun when you are getting pulled up (the function that lets you go to Xen). You will appear in Xen for a split second and then you will appear back on Earth, but you will be getting pulled up through the walls and ceilings.
Half-Life Opposing Force. Extract all Audio/CDDA tracks to TempDir#2. Extract the File Archive to TempDir#3. Copy the opfor.dll file to the OPFOR gearbox dlls directory to disable the CD-Check. Copy the cdauth.exe file to EXTRAS directory to disable the Key-Check. Uplink features many of the common enemies, characters, and weapons from the full game, but unlike the first Half-Life demo (Half-Life: Day One) and the Half-Life 2 demo, the location and scenario in this demonstration do not appear in Half-Life. Day One is an OEM version that features roughly the first fifth of the entire game. I'm pretty sure you enable the cheats the same way as in the original Half-Life. To enable the cheats on the Steam version of Opposing Force, open the Steam window, go to My Games, right-click on HL: OP, click on properties, click 'Set Launch Options.' And enter '-console' (without the ' ').
It is really cool because you can see nearly all of the area and Xen in one place. To get out of it, throw a grenade.
It will blow you up and you will appear at your last save point. Various CheatsStart the game with the command line parameter hl.exe -dev -console -game gearbox.
An update for Sven Co-op has been released. If you are running a dedicated server please use SteamCmd to update your servers. Those of you that were using the public release candidate can remain to do so, as this branch now matches the standard branch.Changes are as follows:Code Engine. VGUI2/GameUI Fixed paste command not working for password fields. VGUI2/GameUI Number pad Enter can be used to confirm choices, buttons, dialogs, etc. Networking All recvfrom/sendto related socket errors are now non-critical (similar to Source engine).
To see socket related errors set the 'developer' CVAR to '1' or higher. Fixes the 'ERROR: Network is unreachable' shutdown on Linux.
Fixes the 'ERROR: NO ERROR' shutdown on Windows. Networking Proper error messages are now printed for recvfrom/sendto errors on both Windows and Linux (Linux-only previously). Added few security fixes present in vanilla GoldSrc but missing from Svengine.
Disabled post-map change texture stats. ('gltexstats' still works as before). Fixed multiple info string exploits. Fixed unsafe string handling in DLL interfaces.Version detailsSteam build ID numbers: Game 3735813, dedicated server tool 3735815, SDK tool 3735816.Please use the steam build ID number as a reference when posting an issue or query on our message boards. You can find the build number you currently have within Steam by right clicking our game or tools, selecting Properties, then selecting the Local Files tab. Normally I'd like to report good news concerning Sven Co-op to you but, sadly, this is not such occasion.
Last week one of our senior developers, Adam, suffered a grave injury while working on our new bug tracking system. It turned out one of our repository servers wasn't correctly installed in its bracket and came loose and hit Adam on his pinky toe. While our lives as developers are mostly fun and games, moments like these make you realise how precious life is and how important workplace safety can be.While Adam held an icepack on his toe, we started discussing how our MOD's content doesn't reflect our newly found believes about safety in the workplace. Especially our cornerstone, the Half-Life campaign, is a terrible example of the use of safety measures and this is not how we would like to portray ourselves any longer. So, we'd like to present to you.
We've worked hard to bring you a better version of Half-Life Co-op: a version where workspace safety isn't neglected and things go according to protocol. No one has to suffer any injuries or even think of the possibility of dying on the job in this improved installment! So, make sure to play our new version through the SP Portal map!
We're eagerly awaiting your feedback and are already on the way to adjust our Blue Shift campaign to feature the same high standard of workplace safety. Also, we'll be cutting the complete Opposing Force campaign from the game, since (with improved safety protocols) the Black Mesa accident did not happen.Check out our preview with some of the new high-lights of the improved campaign! If you are running a dedicated server please use SteamCmd to update your servers. Those of you that were using the public release candidate can remain to do so, as this branch now matches the standard branch.Changes are as follows:Notable changes. Implemented Steam P2P (peer-to-peer) based network layer.
Allows players to host listen servers without the hassle of port forwarding. (usage: 'connect STEAM1:1:12345678').
The Anomalous Materials Laboratory in Half-Life now follows proper workplace safety regulations. Our version of Hammer has been renamed to Svencraft to ensure the changes from our engine customisations are distinguished from vanilla GoldSrc map editors. (Mainly Hammer.) - There is a new subsection for this in the SDK section towards the end.Code Game library. Sound Engine File names with spaces are parsed correctly now (Note: Even with this change it's still not recommended to use spaces in file names). Implemented Discord rich presence. Removed cached.wad, no longer needed (only used by the old WON builds for the console background image). The engine now skips this file if referenced by the 'wad' key value.Engine.
Event System Event directories are now mounted as read only. Fixes BZ2 compression not working for the sound cache file. FastDL Added URL encoding. FastDL should now work for files containing spaces and/or special characters.
GameUI Fixed Options Dialog not displaying all required tabs in some games. MP3 player Added new commands 'cd list' and 'mp3 list' - prints the current track list. MP3 player Fixed MP3 music not playing in some games when loading new map (i.e. 'c0a0' in Half-Life). MP3 player Default sampling rate is 44100 Hz now. (Was 22050 Hz.). MP3 player Removed support for audio CD playback.
All games that were using the legacy CD audio are now available with MP3 soundtrack, so this feature is no longer needed. Fixes an issue where the game would start playing audio CD, if there was one present in user's optical drive. MP3 player The player now supports custom track lists (media/tracklist.txt). The default track list is still hard-coded in the engine and will be used as a fallback, if custom track list file doesn't exist.
VGUI2 RichText: Fixed text selection starting with a new line character even when it shouldn't. Fixes a common problem where text copied from the developer console wasn't accepted by the console input line. VGUI2 TextEntry: The copy-paste feature no longer skips the last character for multi-line TextEntry components. Added disconnect countdown to the 'WARNING: Connection Problem' message. (Similar to Source.). All 'gfx.wad' related errors are non-critical now.
(Worst case scenario, the 'PAUSED'/'LOADING.' Images won't be visible.). 'cltimeout' values less than or equal to 0 now mean 'no timeout'. Fixes an issue where the client got disconnect immediately after joining a server, if 'cltimeout' met this condition. Dedicated server no longer loads 'gfx.wad' as it doesn't need it for anything.
Half Life Opposing Force Cheats Steam Games
Fixed the 'heartbeat' console command. Forces heartbeat refresh of master server (Steam). Fixed the 'lambert' CVAR. Can be used to tweak studio model lighting (together with the 'direct' CVAR). Requires 'svcheats 255'. Fixed the 'MAXGLTEXTURES' client error. Studio and sprite textures are now unloaded after each map change.
Added new debug command, 'gltexstats'. Implemented Steam P2P (peer-to-peer) based network layer. Supports NAT traversal and Steam relay servers. Ideal for listen servers.
Can be disabled by adding '-nop2p' to launch options. Improved OpenGL state consistency between the various draw methods. Fixes UI transparency not working correctly in some cases (i.e.
VGUI2 text selection). Map WAD loader now ignores following special WADs: gfx.wad, cached.wad, and fonts.wad, in addition to already ignored pldecal.wad/tempdecal.wad files. Map WADs are now checked for correct lump type.
Only lump type 67 (0x43, mipmapped picture) is allowed, other lumps are ignored. (Loading them could cause access violation.). Migrated the engine to C and the latest Visual C toolset. Requires Visual C Re-distributable for Visual Studio 2017 (x86).
Removed support for 16- and 24-bit color depths (including the '-16bpp', '-24bpp', and '-32bpp' launch parameters). This is no longer useful as all relevant video adapters/drivers support 32-bit colors without any performance or compatibility issues. (The feature was broken anyway since the SteamPipe GoldSrc update.).
The engine now checks if there is room for another map WAD before loading it. Nothing interesting ever happens on a Tuesday. Except for January 19th, 1999.
This is when Sven Co-op beta 0.8 was released to the just recently formed Half-Life community. When it became clear that Half-Life (unlike its predecessors Doom and Quake) would not have a co-operative mode, the community took the task upon itself to fill the void Valve left behind.
One of those people was Sven Viking.At this point, Sven Co-op was not much more than a proof of concept, or to put it into Sven's own words: 'mostly just to give everyone an idea of what I'm doing, partly because of various bugs in the map that I don't know how to fix:)'. At this point the mod consisted of only one map and a few scripts. Sven found help sorting out the initial problems he was facing and the few rooms that made up beta 0.8 quickly grew into a full fledged map, which was released in early May of that same year.This all happened 20 years ago, in a time when, for many people, going on-line was met with dial-up tones from your modem, playing games on low resolution software rendering and a latency of 300 ms wasn't something to complain about. Luckily for us all, technology has moved forward and so has Sven Co-op. Ever since that first map, SC has tried to push the boundaries of what is possible with Half-Life.
We've seen thousands of maps, models and other custom assets made by our community members, millions of downloads and, most importantly, countless hours of co-operative game play fun!After two decades, Sven Co-op still has a steady and rich player base and a dedicated group of talented developers and we believe, especially since our standalone release on Steam in 2016, that there will be much more to look forward to in the future!Come celebrate Sven Co-op's anniversary with us by joining the servers and make sure to give 'svencoop1' a replay for old times' sake. We'll be there! For the nostalgic or the curious, the original website from 1999 is available. This is also where you can still find the original beta 0.8! An update for Sven Co-op has been released. If you are running a dedicated server please use SteamCmd to update your servers. Those of you that were using the public release candidate can remain to do so, as this branch now matches the standard branch.This is officially the first release to drop support for Windows XP/2003, Windows Vista/2008, and Linux with GLibC earlier than version 2.24.
Sven Co-op may fail to work completely on those operating systems.Changes are as follows:Notable changes. Event system to adjust various content according to the event. Hello everyone,We would like to take this opportunity to inform you all that as of our next release (5.18) Sven Co-op will no longer support running on various outdated operating systems. We do not have a release date for 5.18 yet, and to be honest aren't really in a position to consider a date yet, but we'd like to warn you all in advance anyway in case you need to plan any upgrades. We will of course mention this again in the 5.18 release notes, but please treat this as a final reminder.Part of the reason for this is to drop Windows XP and Vista support with Steam as of 1st January 2019. Also as this would be inevitable as operating system components begin to deprecate and remove older functionality, which is beyond our control.Using more up to date operating systems (and their underlying components) also offers us more opportunity to make the most of their functionality and efficiency upgrades, which ultimately ends up in a better product for all of you.
Windows XP, 2003, Vista, and 2008We don't need to tell you how out of date Windows XP and 2003 are. Given the growing number of security holes it has going un-patched it would be very ill-advised to use these operating systems for anything at all.Sven Co-op may still work with Windows Vista and 2008 for a while, however any issues that arise specific to this version will not be supported by us. We've not done anything deliberate to stop this working, but as none of our team use these versions we can't test on them.As there is a noticeable hardware requirement gap between Windows XP/2003 and Vista (and later) you will almost certainly need to consider this too. This is also out of our control, sorry. The hardware requirements between Windows Vista right the way up to Windows 10 don't have such a wide gap though, so if you're already running Windows Vista there is a likelihood that you can also run any of the newer versions on the same hardware.Windows 7 and Windows Server 2008 R2 will still be supported for the foreseeable future, again, until circumstances beyond our control dictate otherwise. Linux using GLIBC earlier than 2.24All Linux installations will require GLIBC version 2.24 or later.
This coincides with an internal infrastructure upgrade from Debian 8 'Jessie' to Debian 9 'Stretch'. Debian 9, which we compile our code for Linux on, has not only been stable for nearly 2 years now but can be upgraded to from previous versions easily enough, so this shouldn't be much of an issue. (It can typically be done without issue within the hour on a high speed Internet connection.)Those of you running Ubuntu version 16.10 or later will not be impacted. If you're running the previous LTS (16.04) you can likely upgrade to the current LTS (18.04) easily enough as with most Debian based Linux distributions.Sorry to disappoint further, but those of you wanting to run SvenDS on RHEL, CentOS, or FreeBSD will still not be able to do so just as you can't now. To be clear on this, as a game development team we have no desire to support enterprise type distributions of Linux. Though they may be great for many applications, games are certainly not their purpose.
Our choice down the Debian distribution path correlates with a happy balance between fairly up to date software and stable proven software. The Debian path also matches Valve's preference with Steam, particularly as they use this for their own SteamOS distribution, of which the current version (3.0) is also based on Debian 9.If you're not sure which version of GLIBC your Linux installation runs you can find out using ` ldd -version` from a terminal, or check at Wikipedia. Hello everyone, it's been a while since we last gave you an update.
(Very nearly 7 months ago in fact.) We're still here though, and have a slightly bigger package than normal this time round. HeheheBig thank you to everyone that took part in the release candidate testing via Discord. We feel that this added value to the finalisation of this release, and hope to do the same RC testing next time round. If you're not on our Discord yet you can join here:First and foremost, Hezus has built a brand new map 'Suspension' (or Bridge 3), featuring assault style game play with up-to 8 playable classes to choose from.Vote to play one of four difficulty levels (with a supporting treat for the hardest) based on your teamwork and toughness, pushing yourself to not only complete the mission but reach that far away platinum award for doing so with zero deaths on your team.Please have a play with any amount of players and let us know what you think. The map's difficulty will dynamically adjust according to the player count. Beware that a late joiner on insane difficulty will use up the single spare ticket though, so be sure to have at least one medic playing. At least one player will need to have explosives, such as the engineer, assault, and pointman classes.Secondly we have a noticeable wave of engine updates ranging from anti-aliasing support, better Metamod support, more reliable progress indicators for content downloads, and everything in-between.Server operators that have been using a fork of Metamod-P specifically for Sven Co-op should no longer use this, but instead use the standard distribution of Metamod-P.
Please also fully revert modifications in your 'liblist.gam' file as you should not be modifying this, as we've needed to add extra properties to it. Best practise is to use the -dll launch parameter for specifying an alternative server binary such as Metamod-P to keep 'liblist.gam' crisp.Finally it's worth a mention that the sound engine has had some tweaks to compensate for volume and room effect (EAX) workarounds present in previous builds. You may find that your game is twice as loud, so if you had your 'volume' setting on 0.8 consider halving this down to 0.4, though this won't be required for everyone.Expect further improvements in an upcoming build to improve room effects (EAX) even more so, particularly to reduce the amount of crackles and pops you can hear at high volumes.If you are running a dedicated server please use SteamCmd to update your servers. Those of you that were using the public release candidate can remain to do so, as this branch now matches the standard branch.Changes are as follows:Notable changes. New map 'Suspension', by Hezus.Important notes. Everyone: Your 'autoexec.cfg' should be reverted manually.
It's a user file but we may need to push important changes to it. (Any problems, just delete the file and re-validate your game.). Server operators: Please fully reset 'liblist.gam', as you shouldn't be modifying this anyway.
The game will not run properly without some new settings in there. Server operators: If you're running Metamod please use the vanilla distribution, do not use custom builds for Sven Co-op any more.
(They shouldn't be needed and we'd like to verify that.)Code Game library. A debug message is printed when following files are loaded by the game: sentence list, material list, replacement map (sounds/models).
Requires 'developer 1'. Added new cheat command 'clinvisible'.
Makes you invisible and non-targetable when activated. Added spawn flags and classification to 'myinfo' / 'thatinfo'. Ban voting is now disabled as standard unless configured by the server. Bounce sounds: Volume and pitch is relative to impact velocity. On, we announced our new digital distribution platform for co-operative gaming, SvenWorks. The initial repsonses of the community were overwhelmingly positive and we were more eager than ever to make our vision of co-operative play a reality. But then the emails from other developers came flooding in on the evening of.In previous business meetings, all the game developers were quite happy with our plans to re-release all of their games on our platform (especially the huge gain in sales!) but we might have failed to mention that we were going to alter their games to our vision (whoops!).
They were far less pleased when they learned that information from our news post on. Suddenly no-one wanted to release their games on SvenWorks anymore. Boy, did we feel like a bunch of.So, sadly, we're going to have to pull the plug on our SvenWorks project. On the bright side, this gives us more time and energy to focus on the development of Sven Co-op, which is all about co-operative play! Stay tuned for new updates in the near future or on of 2019! Today marks a turning point in the history of Sven Co-op.
We're finally able to show you what we've been working on over the past few years and we hope you are all as excited as we are! We are proud to present:What is Svenworks?In short, Svenworks is a digital distribution platform especially created for co-operative gaming! Next to playing Sven Co-op obviously, you'll be able to enjoy the full range of gaming titles supporting co-operative mode!How does Svenworks work?Just as on other platforms, you'll be able to purchase games from our catalogue. Our focus is co-operative play and therefore co-op mode is available to all titles, even those that did not support this mode before. This is a huge advantage over Steam or Origin and with Svenworks you'll never encounter hostile players since all deathmatch modes have been removed. Even titles that only feature single player mode, can now be played in co-operative mode! Our patented matchmaking system will find another player for you to play with while you wait in the game lobby!Our revolutionary GUI integrates our two basic principles: Games and Friends!
Cycle through your games library or friends list with the arrows. The Svenworks button in the center takes you to the game catalogue and personal settings. It's that simple!Why Svenworks?As Valve and EA have shown us, the future of Online Gaming is not within the game itself but within the platform supporting those games. By moving our team effort to this new venture we hope to create additional revenue and thus create better games. With these additional funds our team can spend more time on our core business: making Sven Co-op an even better game!
We're thinking about adopting an episodic approach to future releases.What does the future of Svenworks hold?We're adding new games to our catalogue on a daily basis so you'll be able to play more and more games with your friends! Achievements are currently in development and also trading cards are in the making. Trading cards must be shared with other players at all times to ensure co-operative play! Last but not least, we're currently in the alpha development stage of our very own Svenworks Controller! Have a sneak peek at the prototype!
The current estimated target price for this product is only $89,99! Note that you are required to order a minimum of 2 controllers, because of the co-operative nature of all games!How to join Svenworks?Svenworks is still in active development but you can apply for a beta key on our Forums! Make sure you register and then sign up by replying to or click the button below!
You will receive a download link and your beta key within 24 hours! An update for Sven Co-op has been released. If you are running a dedicated server please use SteamCmd to update your servers. Those of you that were using the public release candidate can remain to do so, as this branch now matches the standard branch.Changes are as follows:Notable changes. Lots of updates to the new They Hunger: Escape map.Code Game library. Cross-map inventory: Fixed an issue where stored ammo types would get mismatched under certain conditions. (This typically happened if classic mode was enabled/disabled shortly after the last level change.).
Doors, platforms, and trains (not track train) can now set key 'movesndloop' to make their moving sound play looped until the brush stops moving. (Set to 1 to enable.).
Fixed an issue where entities spawned via triggercreateentity wouldn't get initialized/spawned properly. Fixed an issue where position of custom HUD elements would get clamped incorrectly in some cases. Fixed an issue where the voice chat labels would overlap if two or more players were talking at the same time. functracktrain: All speed related variables are now floats. Fixes an issue where trains with speed lower than 1 wouldn't move at all (i.e. Today marks the 19th year of Sven Co-op's existence.
That's a lot of years. In honour of this 'very special' number, I decided to take the opportunity to write a few words about the game that has taken up so much time of my life.As a lot of you may know, Sven Co-op started as a Half-Life modification created by Daniel 'Sven Viking' Fearon in 1999. At the time it was nothing more than a single custom-made Half-Life level, svencoop.bsp, which had had NPC enemies enabled by the setting of a cvar. As no development kit had been released for modders at the time, there was no custom code. Gradually people started joining Sven Viking's project, contributing the skills they had in programming, level design, modelling, and so on. A lot, if not most, of the contributors were teenagers.
The mod's popularity kept growing, and a vibrant community arose, with people creating custom levels, models and other content on their own initiative.When Half-Life 2 came out in 2004, Half-Life 1 modding took an immediate hit. This was when Sven Co-op's community started to show its unique strength, because while other HL1 mods seemed to lose players at an ever increasing rate, Sven Co-op, after a small initial drop in players, somehow managed to retain almost the same player count right up until the game's Steam release. Mind you, my memory is a bit fuzzy.
However, the increasingly antiquated state of Sven Co-op became clear in other ways. It became difficult for the developers to find new people interested in contributing to the development of the game. An ancient game with outdated graphics and a slowly dwindling player base just didn't seem that appealing in comparison to more modern and lively games - especially for people with ambitions of entering a career in game development. The stream of community created content also slowly dried out. The graph below, gathered from, shows the quantity of map releases (and major map updates) over time, clearly revealing a downward trend since Half-Life 2's release, with a brief resurgence around the release of SC 4.0 in 2008 (which had been in development for 5 years).
As you can see, things weren't looking great near the end.Sven Co-op's release as a free game on Steam in January 2016 was like a rebirth, as it introduced the game to a much larger audience. No longer did you have to convince your friends to shell out money to play Sven Co-op with you.
The huge wave of players that came out on the release date was overwhelming and it was a day of huge excitement for me, but it was clear the release was also troubled by some technical issues. As an example, in internal testing our well-coordinated testers had always lined up to use the same battlefield teleporter in my level, Fortified, but on the many chaotic 20+ player servers that appeared, people would enter both teleporters at the same time, resulting in massive-scale telefragging. Sorry, my bad. The team scrambled to fix the issues that appeared in the release, but you can't stop the inevitable.
The enormous new boost in players could not last forever and gradually declined, hitting a stable level after a few months. A level that seems quite close to when the mod peaked. Sven Co-op has come a long way since its humble beginnings, and it's impossible to say how many years it will continue to last. If you travelled back 10 years in time and told me that Sven Co-op would still be played today, I would not have believed it.
Being a game based on around fighting predictable AI, rather than unpredictable and intelligent players, one would not expect it to have much replay value. It's clear that the longevity of the game can be attributed to the countless people in the community who have put in their time and effort to create new content for the game, keeping it fresh, as well as the many server operators who have fostered a sense of community among the players. The development team is just an extension of the community; players who have grouped up to work together towards a goal of improving the game and keeping it alive. It's a rather chaotic and directionless group, where people work on whatever project catches their interest, and where people tend to come and go as they please. We have no PR guy or spokesperson; every person on the team speaks only for themselves. And this is how we like it. We have no intention of barking orders to anyone; because in the end we're all just here to have fun.
And fun it is. It has been an amazing experience to work with so many people from all over the world, with different backgrounds, personalities, and opinions about the game, all of whom share a great enthusiasm for our old friend Sven Co-op. A few of us have stayed on board for over a decade, including me, and have gone from careless and free teenagers with all the time in the world, to old and grumpy adults who struggle to find any time at all for the game.
It's clear that if the game is going to last forever, as we dream of course, we're going to need some more fresh blood. So.Here, at the end of my rant, I would like to thank, from the bottom of my heart, the entire community which has made this game what it is. If I were to compile a list of all the people who have contributed to the game, it would seem endless, and I would have trouble finding my own name within.
So thank you all, and thank you again. And thank Valve, of course. And if anyone is in the mood, come reminisce about old times in our. All the cool kids, and also the devs, hang out there.- NihSven, do you think we can fly? Santa Garg is here!Despite being locked in my childhood bedroom at my parents' house while screaming children pound on the door, we've managed to assemble a holiday update! This update features custom HUD elements, numerous bug fixes, and a new map by JPolito and GeckonCZ.New Map - They Hunger: Escape, created by JPolito and GeckonCZ, has been released with the game.
The map features survival gameplay in which players must find three randomly placed items and bring them to a broken down truck. The truck must then be repaired and used to escape from the town before the timer runs out and the military arrives to 'purge' the town.At the start of each round, each player is assigned to a random 'civilian' role. Rounds last seven to eight minutes (depending on difficulty mode). Once the timer runs out, the military parachutes into the town and will destroy the vehicle if all of the items have not yet been brought to it. It is still possible to repair the vehicle and escape after the timer runs out, but it is exceedingly difficult.If you are running a dedicated server please use SteamCmd to update your servers. Those of you that were using the public release candidate can remain to do so, as this branch now matches the standard branch.Changes are as follows:Notable changes. Added support for custom HUD elements (generic sprite, numeric display and time display).
Half Life Opposing Forces
Exposed the new functionality through the AS API. New map: 'They Hunger: Escape'. Scripted weapons can now drop ammo.Code Game library. Added '+inventory'/'-inventory' command pair that will toggle the inventory screen. All impulse commands (including flashlight) and the +use command are no longer blocked by certain weapon actions (anything that uses the mflNextAttack variable would cause this issue). Changed MAXAMMOTYPES from 32 to 64 for scripted weapons (i.e.
The CoF weapon pack). Merged MAXAMMOSLOTS and MAXAMMOTYPES definitions (both served the same purpose). Fixed corpses blocking monstermakers/squadmakers. Fixed issue where chat messages sent right before a map change wouldn't get printed to the console. Fixed issue with muzzle sprites not appearing long enough for players that have low framerates.
Fixed issue with skill CVARs not being set correctly when changed via triggersetcvar. Fixed the 'Voting menu doesn't add players as they join' issue. Fixed the confusing 'You must wait X seconds before you can call for aid.' Message that appeared when 'getextras' command was used too soon.
Flashlight now uses CHANAUTO instead of CHANWEAPON to play the 'click' sound. This should prevent it from interrupting weapon sounds. Removed support for resolutions lower than 480p. Removed the 'impulse 99' command and the corresponding E3 1998 logo functionality.
Skill CVARs can now be changed on the fly (directly from console). The message that appears when players enter observer mode will now mention reviving only if the player didn't get gibbed.
Unlinked MAXWEAPONPOSITIONS and MAXWEAPONS definitions again to allow for up to 20 weapons per bucket. This way all 9+1 weapon buckets are available and compatibility with existing scripts is maintained. functank Players can now leave tanks by pressing USE key again. functank Players can use impulse commands (including flashlight) while operating tanks. pathtrack Added new keyvalue 'maxspeed'. Sets new maximum train speed. If the train is traveling too fast, its speed will be set to the new allowed maximum.
pathtrack Added new keyvalue 'newspeed'. Same as the legacy 'speed' keyvalue but works correctly with controllable trains. triggercamera Added key input callback.Heads-Up Display. 'mpsurvivalvoteallow' CVAR can be used from map config now. Added 'HIDEHUDCUSTOMMAPS' and 'HIDEHUDCUSTOMPLUGINS' flags.
Can be used to hide all custom elements from a given group. Added HL2-like auto-hide feature for the weapon selection menu. An update for Sven Co-op has been released. If you are running a dedicated server please use SteamCmd to update your servers.
Why look, another headcrab.We've managed to cobble together a small update in spite of the entire team being rather busy with Summer activities. This update includes a very important crash fix for a player naming exploit, a few bug fixes, and a new map by Nih.New Map - Judgement, created by Nih, is now packaged with the game.
The map features survival gameplay in which players must defeat three waves of 'archangels' in order to successfully defend the mythical city of Godom and protect it from the wrath of an angry god.Players have ten minutes to defeat each wave of archangels before the city is reduced to a burning heap of rubble. All dead players are revived with the successful destruction of each wave of archangels. Alternatively, players may find the 'Rat of Returning' and sacrifice it at an altar in the map's center to revive a single player at a time.If you are running a dedicated server please use SteamCmd to update your servers.
Those of you that were using the public release candidate can remain to do so, as this branch now matches the standard branch.Changes are as follows:Notable changes. Fixed a player name exploit causing servers and other players to crash. New map: Judgement.
New work-in-progress entity: ambientmusic. This entity plays sounds on a separate audio channel from normal game sounds that is unaffected by DSP effects. Volume level is controlled by the 'Music Volume' slider in the player configuration menu.Code Game library. Added check if the game rules has loaded and is valid when executing 'loadadminlist' and 'kicksteamid'. Added console help for 'create' and 'creategrunt' console commands. Added inventory rules to all triggers (use / multi-use), funcdoor (touch), and triggerchangelevel (touch and use).
Added 'remove' cheat command which can be used to remove entity/entities with a given target name. Added support for entities with custom top/bottom colour. An update for Sven Co-op has been released.
If you are running a dedicated server please use SteamCmd to update your servers. We've been very busy these past few months!This update includes a vast number of new features, bug fixes, and map updates. Here's a rundown on the most notable new changes / features:Angelscript API UpdateAs mentioned in several previous notifications, we had to make few changes to the SC Angelscript API as a result of some bug fixes. If your script(s) use any of the changed class members/methods, it won't work any more in this version of Sven Co-op and needs to be updated. You can find more details and a list of changes.We'll gladly help you, should you have trouble with the changes.
You can reach us on or on our.Classic Mode UpdateWhen enabled, Classic Mode now replaces all default models with their original low-definition 1998 release counterparts. Alien slave revival and alien grunt snark grenades are also disabled to bring the game more in-line with classic Half-Life.Classic Mode can currently only be enabled in the Half-Life campaign, but may eventually be implemented in the other Half-Life campaign conversions in a future release.New Map - WARFORTS, created by Tuesday's Avenger, is now packaged with the game. The map features team PvP gameplay in which two megacorporations (the Yellow and Blue teams) send agents to capture each other's flags while defending their own bases. The first team to reach five captures is victorious. Players may choose from seven distinct classes, each with unique active or passive abilities.In addition to the enemy flag, players can attack a number of secondary targets during play.
Earlier today, we announced the release of 'Sven Co-op Classic Classic Mode'. Just as we wanted to press the release button on Steam, our Twitter alert went off and we received the following message:Our entire staff was star struck!
John Romero (great father of the FPS-genre) himself responded to our plans! And he didn't like them. If a legend like John commands something then you answer immediately. So we cancelled the launch of the Half-Life Alpha remake, started working right away and went even more Classic!
Below you can see our first test build of our new 'Sven Co-op Even More Classic Mode'!This version will take you even further back to 1993 when the first build of Doom was released! Our 1997 edition already had lots of awesome classic features but this new plan will be even more spectacular. Just some of the perks:. Even lower resolutions! (320x200). Runs on a 486 with 25 mHz!.
MS-DOS support! (if you can find a Steam release for MS-DOS). Everything is 8 bit!. Maximum of 4 player co-op mode for even more focussed gameplay!With such an impressive list of classic features we are certain our fans will appreciate us moving on to this new project instead of spending more time on the previous one.Expected release date for 'Sven Co-op Even More Classic Mode' is 1st of April 2018! Most of our players have been fan of Half-Life since the very beginning and stuck with us through all these years.
Even though Sven Co-op has changed over the years, we always intended to stay faithful to Half-Life. Many of our players enjoyed our 'Classic Mode' plug-in, which brought the game closer to the original experience of 1998.But why stop there?
What if we could offer our players an even more original game experience? How could we add more 'Classic' to our already 'Classic Mode'? Today we are introducing 'Classic Classic Mode'!
What is 'Classic Classic Mode'?' Classic Classic Mode' (or CCM for short) is a new mode which brings you the original gameplay of Half-Life the way Valve intended before the release of Half-Life back in 1997! Get a piece of this blast from the past and enjoy the feature-rich environments of the original alpha version!
But don't just take my word for it: watch actual in-game action in the video below! How does 'Classic Classic Mode' work?When entering the server a player can launch 'Classic Classic Mode' by simply typing 'IDCLEV'. The game will then restart the map in 'Classic Classic Mode'! It will automatically resync with clients running the regular version so your transition to 'Classic Classic Mode' will always be seamless.
Note, however, that 'Classic Classic Mode' only features 1 player model (Ivan the Spacebiker), so it might be harder to distinguish one player from another. Also note that 'Classic Classic Mode' only contains the crowbar, pistol and SMG, so other weapons won't be available to you. And don't forget that the 'Classic Classic Mode' only has 5 different enemies (including friendly NPCs). All other monsters will not be displayed in this version. Also, the level-format of 'Classic Classic Mode' doesn't allow maps to be as large as the modern version of Sven Co-op, so only a few portions of the map will be available to you as a player of 'Classic Classic Mode'. You also won't be able to see certain effects or hear certain sounds and the AI for the friendly units is unfinished and thus can't be used. Reloading will not also work.
Half Life Opposing Force Chapters
Monster AI is mostly broken. Crosshair aiming is way off. There might be rendering glitches and maps will most likely spontaneously crash. But all of this is just nit-picking to the real Half-Life purist!' Classic Classic Mode' will be included in our April 1st update on Steam! An update for Sven Co-op has been released.
If you are running a dedicated server please use SteamCmd to update your servers. Merry Holidaymas!We are proud to announce that we are finally releasing They Hunger: Episode 3, the final instalment of the They Hunger series! Explore the zombified countryside of Rockwell and the burned-out ruins of the Asylum, get mauled by zombie chickens and bulls, and stop Dr.
Franklin and Sheriff Rockwood from carrying out their plans for world domination!To play Episode 3, load 'thep300.bsp', or play the series from the very beginning by loading 'thep100.bsp'.If you are running a dedicated server please use SteamCmd to update your servers. Those of you that were using the public release candidate can remain to do so, as this branch now matches the standard branch.Changes are as follows:Notable changes. They Hunger Episode 3 has been included in its entirety.Code Game library. Fixed crash during kick-ban vote while player is not connected. Fixed game trying to load 'nonexistant.tga' font files on some resolutions like 1366x where the game wouldn't use correct prefix.
Voting Added highlander style check for administrator level instead of simply checking if the target is an administrator or not. An update for Sven Co-op has been released. If you are running a dedicated server please use SteamCmd to update your servers.
Those of you that were using the public release candidate can remain to do so, as this branch now matches the standard branch.Changes are as follows:Notable changes. Fixed several major issues with They Hunger Episodes 1 and 2. Menu background / music have been restored to the defaults from their Halloween counterparts.Code Game library. Added ForceItemRemap method to ClassicMode. When enabled, the game will always perform item (item/weapon) remapping. FindMappedItem was updated to use this new variable.
This is a temporary fix until we can relocate the item remapping functions to the gUtility interface. Satchels can now be kicked again.Maps They Hunger (all maps).
Forced item remapping to work even when classic mode is disabled. Fixes an issue where players could vote to turn off classic mode, which made NPCs drop regular Sven Co-op weapons with HEV arms instead of the new script weapons. Removed all model replacements for weapons that are replaced by script weapons. Removed all unused weapon modes from map configuration files.They Hunger Episode 1. TH EP1 04, TH EP1 05 Added clip brushes around a few beams with sloped bottom parts.
Should prevent players from getting stuck on them. TH EP1 04 Added a monsterclip to the window that Otis appears in. Prevents him from running out onto the ground. TH EP1 04 Made the train not user controlled until after the crash occurs. Fixes an issue where someone could climb onto the train and reverse, getting the train stuck on the initial set of paths and not allowing the train to move forward. TH EP1 04 Reduced the size of the train user control brush so that you have to stand at the top of the steps to drive the train, rather than anywhere in the booth. Should reduce incidents of trolls forcing the train to not move at all.
TH EP1 05 Fixed players gibbing on respawn during the jail cell outro sequence after being placed in observer mode, an issue which only affected servers where survival mode was turned off. TH EP1 05 Made the secret door in the church open when the crate blocking it is destroyed.They Hunger Episode 2. All Maps Changed all zorks to use 'zork.mdl' instead of 'hungerzork.mdl'. Happy Halloween!In celebration of all the ceaselessly starving zombies out there, we're releasing a completely overhauled version of They Hunger Episodes 1 and 2!
We've merged the maps into chapters and implemented survival mode, and the maps now feature completely new custom scripted weapons created by Norman Roger, Der Graue Fuchs, and KernCore. The game menu has also been updated with an excellent Halloween-inspired theme song created by Zodemon.
To play the series from the start, simply load thep100.bsp.Alongside the They Hunger series update, we also have a plethora of game updates. If you are running a dedicated server please use SteamCmd to update your servers. Those of you that were using the public release candidate can remain to do so, as this branch now matches the standard branch.Changes are as follows:Notable changes. AngelScript server plug-ins are now allowed to register custom entities.
Fixed a noticeable delay (or sometimes temporary freeze) when entering a map caused by the sentence parser. Improvements to 'iteminventory' and item trigger rules. Roll angle has been restored from pre-Steam Half-Life. The player's view will now roll slightly when strafing from side to side.
It is controlled using the 'clrollangle' and 'clrollspeed' CVARs. (To disable view rolling, set 'clrollangle' to 0.)Code Game library. Added 'Append Map CFG' flag to 'gameplayerequip'. When used, weapons in the map configuration file will be given along with any additional weapons or items specified within the entity itself.
This overrides the previous entity behaviour which caused the map to ignore configuration file load-outs entirely. An update for Sven Co-op has been released. If you are running a dedicated server please use SteamCmd to update your servers. Those of you that were using the public release candidate can remain to do so, as this branch now matches the standard branch.Changes are as follows:Notable changes. Cross-map inventory now works for Internet game servers using fast downloads.
Fixed crashes caused by overlapping network messages. Full bright texture support for models. Lots of model and NPC collision box tweaks.Code Game library. Added mode 6 to 'rdrawentities': This will draw the collision bounding box for entities. Added workaround for cross-map inventory not working on servers using fast downloads.
(This change only applies to Internet game servers.). Command 'myinfo' now shows your entity index, origin, angles, class, authentication ID, and user ID. Fixed crashes caused by bad pointers when initialising multi-player game rules. Fixed crashes caused by network messages from secondary threads, because another message was already in progress. Increased maximum weapons to 128 from 64.
(Temporary.). Removed duplicate functionality used when a player disconnects. Reverting some of the force damage calculations to fix some issues with grenade jumping and MADWHACK launches. triggercamera has a new mouse click action that allows the player to leave the camera, but only if the camera isn't forcing the player to view. triggerrelay has a new flag to pass thr.