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Sven Co-op Update Released [Build 1213242]
<p>
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.
</p>
<p>
<span style="color: #FF8000;">Please be aware that your FOV may be more zoomed out than normal.</span> This is because of an aspect ratio fix particularly for wide screen users. We advise you change your FOV setting to the new default value in your game console as follows:
</p>
<p>
<span style="color: yellow; font-family: monspace;">default_fov 70</span>
</p>
<p>
Changes are as follows:
</p>
<h2>Notable changes</h2>
<ul>
<li>
All components now compile successfully in Linux allowing us to provide an alpha state of the game client.
<ul>
<li>The Linux client is provided literally as is. (We <strong>know</strong> there will be plenty of bugs.)</li>
<li>No official presence on the Steam store will be indicated yet.</li>
<li>No official support will be mainstream as this is not considered a finished product at all.</li>
</ul>
</li>
<li>Fixed a severe stability issue when the entity count exceeds 2048.</li>
<li>Fixed three causes of <strong>svc_bad</strong> drops.</li>
<li>Map Robination is back with a major revise.</li>
<li>Map Sector E has been removed by author request.</li>
<li>Removed software rendering mode.</li>
</ul>
<h2>Code: Game library</h2>
<ul>
<li>Added animation support for <strong>env_glow</strong> entities.</li>
<li>Clamped CVAR <strong>default_fov</strong> from 50 to 110, with a new default of 70 (not 90) to account for an engine fix.</li>
<li>Clamped CVAR <strong>sv_zmax</strong> (and subsequently <strong>gl_zmax</strong>) to 4096-16000 to prevent rendering artefacts (with the sky) and performance issues at greater distances.</li>
<li>Fixed a crash if a <strong>func_tank</strong> is removed while being used by a player or NPC.</li>
<li>Fixed a crash if a player tries to use <strong>func_tankcontrols</strong> that points to removed tank.</li>
<li>Fixed a crash if too many forced player models are in the list.</li>
<li>Fixed a crash when monsters try to calculate the last known position of a breakable door for attack.</li>
<li>Fixed a rare crash when a player is killed by the world, or by another player.</li>
<li>Fixed a rare crash when looking up an entity reference in utility functions.</li>
<li>Fixed a rare infinite loop case when searching through the node graph.</li>
<li>Fixed <strong>ambient_generic</strong> not stopping its sound when killed.</li>
<li>Fixed CVAR <strong>plugin_list_file</strong> being ignored by the server configuration because it was being looked at too soon.</li>
<li>Fixed CVAR <strong>sv_zmax</strong> not being initialised.</li>
<li>Fixed exploit with observers entering cheat codes that cause the player's solid to reset, enabling observers to touch objects again.</li>
<li>Fixed forced player model not being reverted after a map change.</li>
<li>Fixed forced player models list being carried over to next map, and still taking affect.</li>
<li>Fixed incorrect box position check for brush entities.</li>
<li>Fixed inventory UI not being cleared after a map change.</li>
<li>Fixed satchels for disconnected players being left on the ground. (Always attempt to remove satchel charges owned by the player, even if the player doesn't have satchel charges equipped.)</li>
<li>Fixed severe lag while dead due to HUD messages being sent every frame.</li>
<li>Fixed sky light colour and angle being incorrect due to some server CVARs not being initialised after a map change.</li>
<li>Fixed spore effects not being removed, causing a random floating spore to sometimes appear.</li>
<li>Fixed stats for disconnected players still being logged.</li>
<li>Fixed the view port storing map names in an array that is too small, now matches the engine size.</li>
<li>Fixed <strong>trigger_random</strong> being unable to set the same target index multiple times.</li>
<li>Fixed weapons showing their zoomed crosshair when you haven't zoomed in. (Any FOV below 50 is now considered zoomed in.)</li>
<li>On-line donor lookups for each player are now throttled to one query every 15 seconds to prevent excessive CPU usage (and thread count) whenever a donor feature is attempted to be used and the query had failed.</li>
<li>Removed a ton of redundant code and libraries.</li>
<li>Unregistered various CVARs from the game library as they are already registered by the game engine. (Fixes those "already registered" messages in the server console when a map starts.)</li>
</ul>
<h2>Code: Engine</h2>
<ul>
<li>All required components now compile successfully for a Linux client to work.</li>
<li>CVAR <strong>brightness</strong> is now 1 by default. (In case you delete your configuration file and it resets to 0.)</li>
<li>CVAR <strong>crosshair</strong> is now enabled by default.</li>
<li>CVARs <strong>bottomcolor</strong> and <strong>topcolor</strong> are now clamped to range to 0-255.</li>
<li>Fixed a crash on the Linux server if a player connects before a map is running.</li>
<li>Fixed a crash when gibs are produced due to CVAR <strong>r_decals</strong> being 0.</li>
<li>Fixed a crash when looking at an entity with no model and solid SOLID_BBOX.</li>
<li>Fixed a crash when opening the game options due to a null variable.</li>
<li>Fixed a crash when passing an invalid game to the <strong>game</strong> parameter.
<li>Fixed a possible crash when checking light styles.</li>
<li>Fixed a severe stability issue when the entity count exceeds 2048.</li>
<li>Fixed FOV scaling in the incorrect direction, so wide screen users don't get some of their view chopped vertically.</li>
<li>Fixed issues parsing the hash '#' character in console commands.</li>
<li>Fixed particle effects not always working on Linux servers.</li>
<li>Fixed performance issues to due checking CVAR <strong>cl_lw</strong> constantly.</li>
<li>Fixed server UI not showing the map list if its longer than 4074 bytes.</li>
<li>Fixed server-side temporary beams (i.e. those produced by the Shock Trooper) having incorrect positions.</li>
<li>Fixed three causes of <strong>svc_bad</strong> drops.</li>
<li>Removed a temporary workaround for the client game library being loaded twice. (Proper fix is now in place.)</li>
<li>Removed a ton of redundant code and libraries.</li>
<li>Removed obsolete CVAR <strong>sv_voicequality</strong>.</li>
<li>Removed software rendering mode.</li>
<li>Removed spectator proxy.</li>
</ul>
<h2>Code: Sound</h2>
<ul>
<li>Fixed a memory leak when adding a sentence.</li>
<li>Fixed global replacement pitch being ignored by monsters if they had a hard-coded pitch.</li>
<li>Fixed sound origin not updating correctly when being heard via a camera.</li>
<li>Fixed an integer overflow when processing custom materials for footsteps.</li>
</ul>
<h2>Code: Non-playable characters</h2>
<ul>
<li><strong>Alien Grunt</strong>: Added melee engage distance skill CVAR. (<strong>sk_agrunt_melee_engage_distance</strong>)</li>
<li><strong>Alien Grunt</strong>: Added weapon options.</li>
<li><strong>Alien Grunt</strong>: Berserkers deal 30 damage. (<strong>sk_agrunt_berserker_dmg_punch</strong>)</li>
<li><strong>Alien Grunt</strong>: Reduced default alien grunt melee damage to 20. (<strong>sk_agrunt_dmg_punch</strong>)</li>
<li><strong>Voltigore</strong>: Increased blast radius warning for NPCs.</li>
</ul>
<h2>Code: Equipment</h2>
<ul>
<li><strong>Crowbar</strong>: Added unused primary attack animation.</li>
<li><strong>Crowbar</strong>: Changed animation for throwing the crowbar.</li>
<li><strong>Crowbar</strong>: Idle animation implemented.</li>
<li><strong>Inventory</strong>: Fixed a crash when dying with an item selected.</li>
<li><strong>Inventory</strong>: Fixed item not being destroyed if the collection limit has been reached. (No point in having an item on the floor that can never be collected!)</li>
<li><strong>Inventory</strong>: Fixed item not being thrown forwards when return time is set to <strong>-1</strong> (never).</li>
</ul>
<h2>Code: AngelScript</h2>
<ul>
<li>Added a catch-all for ammo entities, so that AngelScript ammo entities can be given to players.</li>
<li>Added capability to detect if a map is forcing player models.</li>
<li>Added IgnoreConditions() for monsters.</li>
<li>Exposed StartTask() for NPCs.</li>
<li>Fixed the CVAR <strong>as_script_log_max</strong> not being taken into account by the AngelScript log.</li>
<li>Regular expression functionality now available.</li>
<li>Removed a workaround for a crash when trying to create custom entities with CreateNamedEntity. (Proper fix in place.)</li>
<li>Removed unnecessary console output regarding player models having a ./ in the path.</li>
</ul>
<h2>Maps</h2>
<h3>Half-Life</h3>
<ul>
<li><strong>C09</strong>: Fixed getting stuck in the vents between the vats of green goop.</li>
</ul>
<h3>Fortified</h3>
<ul>
<li>The map now starts with a default load out for players. A pistol, an Uzi, batteries, medkit and hand grenades.</li>
<li>You must now <strong>+use</strong> the teleport pad to become the commander.</li>
<li>Increased credits on easy to <strong>10000</strong> from 8000.</li>
<li>Increased credits on non-easy to <strong>6500</strong> from 5000.</li>
<li>Button for the lift to the doctors office is locked during his cut-scene.</li>
<li>Adjusted timing in winning cut-scene.</li>
<li>Added a <strong>trigger_hurt</strong> to kill people who get stuck in the weapon room when disconnected.</li>
<li>Replaced grate between commander and his SAC-men with bars, so players can see the name of the commander.</li>
<li>Made the commander's elevator button more visible</li>
<li>Reduced Apache HP on ultra hard to <strong>1200</strong> from 2300.</li>
<li>The commander can now call the abort vote when you have less than 500 credits, instead of 100.</li>
<li>When you have less than 500 credits, a text and sound occur to inform you of the option of aborting the mission.</li>
<li>Blondi now has correct sounds.</li>
<li>Survival mode credits increased to <strong>800</strong> from 600.</li>
<li>Emphasized that easy mode should be played by beginners.</li>
<li>Added a button to show credits for non-commander players.</li>
<li>Added various informational signs and lore.</li>
</ul>
<h3>Robination</h3>
<ul>
<li>Map completely revised.</li>
<li>New BSP file name: <strong>sc_robination_revised.bsp</strong></li>
</ul>
<h3>Sector E</h3>
<ul>
<li>Map removed by author request.</li>
</ul>
<h3>Toadsnatch</h3>
<ul>
<li>Wrench nerfed.</li>
</ul>
<h2>Scripts</h2>
<ul>
<li><strong>Buy Menu</strong>: Experimental new script.</li>
</ul>
<h2>Other</h2>
<h3>Delta</h3>
<ul>
<li>Updated <strong>modelindex</strong> to 13 bits for our increased model limit.</li>
</ul>
<h3>SDK</h3>
<ul>
<li>Added SprGen tool.</li>
<li>Added StudioMdl tool.</li>
</ul>
<h3>Hammer Level Editor</h3>
<ul>
<li>Added ability to resize various windows.</li>
<li>Added model rendering to the 3D view.</li>
<li>Added option to export "map" format with floating point co-ordinates. (6 digit precision.)</li>
<li>Added option to set a default texture.</li>
<li>Added selection box width and height information to the 2D views.</li>
<li>Browsing for sound files will now include some non-WAV formats.</li>
<li>BSP point files can now be rendered in the 3D view.</li>
<li>Double-clicking an object in the 3D view will now open the properties window for it.</li>
<li>Fixed 1024 unit grid highlighting not working as intended.</li>
<li>Fixed a crash of an entity key name or value is more than 127 characters.</li>
<li>Fixed an empty entity been left over when merging two or more brush entities together.</li>
<li>Fixed clipping tool not working beyond 16,384 units from zero.</li>
<li>Fixed contents of <strong>multi_manager</strong> not being searchable.</li>
<li>Fixed duplicate entity key names not automatically getting an index number suffix.</li>
<li>Fixed entity spawn flag descriptions being cut off early.</li>
<li>Fixed GL error when closing Hammer while more than one map was open.</li>
<li>Fixed latter 12 entity spawn flag check boxes not persisting.</li>
<li>Fixed selecting an entity near the edge of the grid causing a huge selection box to appear.</li>
<li>Fixed sprites rendering in negative colour when their render mode is set to "color".</li>
<li>Including standard prefabs.</li>
<li>Increased maximum co-ordinate size to <strong>131072</strong>.</li>
<li>Increased maximum zoom distance so twice as much can be visible in the 2D views.</li>
<li>Maximum 3D back clipping plane increased to match maximum co-ordinate size.</li>
<li>Prevented all entity key names being implicitly converted to lower case.</li>
<li>Removed full file path of WAD files from the texture bar so only the file name shows.</li>
<li>Removed redundant help links.</li>
<li>The texture browser can now be scrolled through with the mouse wheel.</li>
</ul>
<h3>Misc</h3>
<ul>
<li>Custom sprays can be disabled in the player advanced options, or a large cache size can be selected.</li>
<li>Default map settings now contains CVAR <strong>sv_zmax</strong>.</li>
<li>Materials file now contains the WAD file and descriptions so it's easier to find the source of the texture.</li>
</ul>
<h2>Version details</h2>
<p>
<small>Steam build ID numbers: Game <strong>1213242</strong>, dedicated server tool <strong>1213245</strong>, SDK tool <strong>1213246</strong>.</small>
</p>
<p>
<small>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 <strong>Properties</strong>, then selecting the <strong>Local Files</strong> tab.</small>
</p>
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Re: Sven Co-op Update Released [Build 1213242]
Really happy about all the great changes made to Hammer.
But when I start the game and try to go open the Option, this happens, crashing the game:
http://i.imgur.com/BFMOKx9.jpg
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Re: Sven Co-op Update Released [Build 1213242]
No more Software mode? My computer can't run OpenGL mode very stably!
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Re: Sven Co-op Update Released [Build 1213242]
Quote:
Originally Posted by
DrRhubarb
Really happy about all the great changes made to Hammer.
But when I start the game and try to go open the Option, this happens, crashing the game:
http://i.imgur.com/BFMOKx9.jpg
What version of windows are you using? That somewhat looks like Windows 10. If there is a compatibility mode try running svencoop.exe as Windows 7.
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Re: Sven Co-op Update Released [Build 1213242]
What happens if you click ignore? :)
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Re: Sven Co-op Update Released [Build 1213242]
Aren't assertions debug only code? Would that mean you released debug libraries?
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Re: Sven Co-op Update Released [Build 1213242]
Quote:
Originally Posted by
AdamR
What happens if you click ignore? :)
It just keeps re-opening the window. Both other buttons just kill the game process completely.
@Duggles: Doesn't do nothing.
Verified game cache, etc. all the usual mumbo-jumbo. I try to reinstall the game and see if that helps anything.
Update: Reinstalling fixed it. Now to find out if it was the playermodels I had installed (tho the active one was robo), the custom spray or custom maps.)
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Re: Sven Co-op Update Released [Build 1213242]
motd.txt and mapcycle.txt are still being overwritten after an update >.<
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Re: Sven Co-op Update Released [Build 1213242]
Quote:
Originally Posted by
Julcoool
motd.txt and mapcycle.txt are still being overwritten after an update >.<
mapcycle.txt along with mapvote.cfg have probably been modified (Sector E removed) so that makes sense, but I got nothing for motd.txt
I've made it a habit to copy out all config files I have made modifications to before updating, just to be on the safe side.
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Re: Sven Co-op Update Released [Build 1213242]
No problems with options here on Windows 8.1. While trying to break it I discovered the "Mute sound when window inactive" setting which I can't believe I missed from an earlier update (thanks for adding that!). Can't wait to try out the Linux client when I get a chance.
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Re: Sven Co-op Update Released [Build 1213242]
WHY DID U REMOVE SOFTWARE MODE? how can i play this game now >.<
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Re: Sven Co-op Update Released [Build 1213242]
^ You can't. Bye-bye now. Say hi to WAR_nuker for us (a D3D casualty).
Seriously though, there are good reasons for it's removal. You probably wouldn't be able to play much longer once the renderer upgrades start. Though I am a bit curious why it would be removed now instead of when the upgrades actually happen. Was this part of SK's mass removal of code?
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Re: Sven Co-op Update Released [Build 1213242]
hey nice to see a new upgrade! thank you! how can you test the linux client?
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Re: Sven Co-op Update Released [Build 1213242]
Quote:
Originally Posted by
w00tguy123
Was this part of SK's mass removal of code?
Yes.
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Re: Sven Co-op Update Released [Build 1213242]
http://i.imgur.com/SXqvpu3.png
I get this on Windows 7 when I have the uber player model pack (I have a total of 4596 player models in svencoop_addon) and open the options menu. :[
It was fine before, there was just a bit of a delay.
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Re: Sven Co-op Update Released [Build 1213242]
I can confirm that my model pack doesn't work on windows 10 either.
Yes.. My modelpack.
*hides from imminent angry mob*
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Re: Sven Co-op Update Released [Build 1213242]
Judging from the error message, the problem is that you guys just have too many player models. Until the limit is raised, you should be able to get around the error by removing some of your models.
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Re: Sven Co-op Update Released [Build 1213242]
First of all: Awesome, a new patch! Thank you guys :D
Quick question / potential bug report: Is it possible that there's something wrong with the new donor lookup thing? I'm not a donor yet (shame on me) but a few friends of mine who are report that they can't get their donor icon to show (regardless of their cl_hidextra setting), nor get any of the perks to work.
Edit: After a mapchange, the icons of (as far as I know) all in-game donators suddenly reappeared. Strange.
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Re: Sven Co-op Update Released [Build 1213242]
Are there seriously more than 4096 player models with compatible animations..? A choice of 1000 is just excessive.
Quote:
Originally Posted by
Green Astronauts
Quick question / potential bug report: Is it possible that there's something wrong with the new donor lookup thing? I'm not a donor yet (shame on me) but a few friends of mine who are report that they can't get their donor icon to show (regardless of their cl_hidextra setting), nor get any of the perks to work.
Edit: After a mapchange, the icons of (as far as I know) all in-game donators suddenly reappeared. Strange.
We did notice this internally a couple of times but usually sorted itself out magically after a short while. Didn't seem to affect all of us.
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Re: Sven Co-op Update Released [Build 1213242]
What's with all the Software whining going on on like... every update? What decade am i experiencing right now?
Anyway nice update.
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Re: Sven Co-op Update Released [Build 1213242]
Quote:
Originally Posted by
w00tguy123
Judging from the error message, the problem is that you guys just have too many player models. Until the limit is raised, you should be able to get around the error by removing some of your models.
Yeee, I'd like to eventually write a script to get the most commonly used player models, gotta wait for write to file though~
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Re: Sven Co-op Update Released [Build 1213242]
Quote:
Originally Posted by
AdamR
Are there seriously more than 4096 player models with compatible animations..? A choice of 1000 is just excessive.
Most just used it to prevent seeing dozens of helmets running around constantly. Sad it's crashing the game now tho.
EDIT: Friend of mine who also uses that gigantic modelpack just said his option menu is working just fine. Weird.
And yeah, if you can't run OpenGL...maybe seriously consider upgrading your machine.
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1 Attachment(s)
Re: Sven Co-op Update Released [Build 1213242]
But.....pls fix the Option bug (it crashed me when I possess too many player models, and click any "OK" "Cancel" will lag a little)
Also , this one keep returning to Disabled whatever I select Large Cache. It still "Disabled"
Attachment 17370
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Re: Sven Co-op Update Released [Build 1213242]
svc_bad is still happening for some people :/
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Re: Sven Co-op Update Released [Build 1213242]
Quote:
Originally Posted by
m0u$3[uz]
svc_bad is still happening for some people :/
Three causes of svc_bad were addressed. That doesn't imply it has been completely removed. If people are still getting discpnnected due to svc_bad then we're going to need more information about why it's happening. What map are they playing on, is the server using any AS/Metamod plugins, etc.?