Thread: Sven Co-op 4.1 News Update - Anniversary edition

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  1. #51
    Linux development & test edman747's Avatar  
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    Smile Re: Sven Co-op 4.1 News Update - Anniversary edition

    Quote Originally Posted by RNG View Post
    the hell is env_global anyway? ...
    An env_global that is set in one map is visible in the other maps. Until the server reboots.
    ie. Turn on the power in map1 check that the power is on in map2.

    see half-life c1a4i/c1a4b for an example: turn on the fuel, turn on the oxygen. Go back to c1a4b check to see if the fuel and oxygen are on. Kill tenacle.

    Enjoy,
    . What are you looking at?

  2. #52
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Quote Originally Posted by edman747 View Post
    An env_global that is set in one map is visible in the other maps. Until the server reboots.
    ie. Turn on the power in map1 check that the power is on in map2.

    see half-life c1a4i/c1a4b for an example: turn on the fuel, turn on the oxygen. Go back to c1a4b check to see if the fuel and oxygen are on. Kill tenacle.

    Enjoy,
    Don't forget the power

  3. #53
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Protector-- post # 50?

  4. #54
    a person RNG's Avatar  
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    so a thing like that existed already, goddamn

  5. #55
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    there is some thing that i dont like too much of svencoop 4.0 is the SD model pack, it has very very nice and detailed models, and the new weapons like the m16 have COOL details and i like it, but, the old Low Definition models like weapons and npc i liked too much, i think that the svencoop 4.1 or 4.5 installer have the question if you want the SD pack or not, like 3.0 installer. but, the mod is great, i always play this mod all the days with my friends its too funny
    Bye
    PD: sorry for my bad english, im from argentina :P

  6. #56
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Quote Originally Posted by fefor View Post
    there is some thing that i dont like too much of svencoop 4.0 is the SD model pack, it has very very nice and detailed models, and the new weapons like the m16 have COOL details and i like it, but, the old Low Definition models like weapons and npc i liked too much, i think that the svencoop 4.1 or 4.5 installer have the question if you want the SD pack or not, like 3.0 installer. but, the mod is great, i always play this mod all the days with my friends its too funny
    Bye
    PD: sorry for my bad english, im from argentina :P
    http://www.svencoop.com/forums/showthread.php?t=37622
    This pack will be added to the next release as a optional model pack, correct me if im wrong.

  7. #57
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    sorry that is not the subject but I have a problem with Sven coop 4.07 when he wants to enter the server normally and enter but 1 second after the entry does automatically reconnect me what to do?

  8. #58
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Quote Originally Posted by Ditrax View Post
    sorry that is not the subject but I have a problem with Sven coop 4.07 when he wants to enter the server normally and enter but 1 second after the entry does automatically reconnect me what to do?
    http://www.svencoop.com/forums/showthread.php?t=35854
    See if you can find something helpfull from here.

  9. #59
    I'm in your Sven Co-op, coding stuff Protector's Avatar  
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    I will explain the theory by showing you how to use env_global to store 4 bit integer values in multiple maps. 4 bit integer values can store values from 0 to 15. Do the following in both maps that are to be affected:


    Create an entity that holds the real integer value, e.g. an info_target with the following name and settings:
    Code:
    "targetname" "real_integer"
    "frags" "0"

    Create 8 env_globals with the following names and settings:
    Code:
    "targetname" "activate_0001"
    "globalstate" "global_0001"
    "triggermode" "1" //ON
    Code:
    "targetname" "deactivate_0001"
    "globalstate" "global_0001"
    "triggermode" "0" //OFF
    Code:
    "targetname" "activate_0010"
    "globalstate" "global_0010"
    "triggermode" "1" //ON
    Code:
    "targetname" "deactivate_0010"
    "globalstate" "global_0010"
    "triggermode" "0" //OFF
    Code:
    "targetname" "activate_0100"
    "globalstate" "global_0100"
    "triggermode" "1" //ON
    Code:
    "targetname" "deactivate_0100"
    "globalstate" "global_0100"
    "triggermode" "0" //OFF
    Code:
    "targetname" "activate_1000"
    "globalstate" "global_1000"
    "triggermode" "1" //ON
    Code:
    "targetname" "deactivate_1000"
    "globalstate" "global_1000"
    "triggermode" "0" //OFF

    Create 4 trigger_condition with the following values and names:
    Code:
    "targetname" "observe_0001"
    "target" "real_integer"
    "m_iszValueName" "frags" //the keyvalue to observe
    "m_iCheckType" "1" //value to match
    "m_iCheckType" "6" //match option: Logical AND
    "netname" "activate_0001" //TRUE target
    "message" "deactivate_0001" //FALSE target
    Code:
    "targetname" "observe_0010"
    "target" "real_integer"
    "m_iszValueName" "frags" //the keyvalue to observe
    "m_iCheckType" "2" //value to match
    "m_iCheckType" "6" //match option: Logical AND
    "netname" "activate_0010" //TRUE target
    "message" "deactivate_0010" //FALSE target
    Code:
    "targetname" "observe_0100"
    "target" "real_integer"
    "m_iszValueName" "frags" //the keyvalue to observe
    "m_iCheckType" "4" //value to match
    "m_iCheckType" "6" //match option: Logical AND
    "netname" "activate_0001" //TRUE target
    "message" "deactivate_0001" //FALSE target
    Code:
    "targetname" "observe_1000"
    "target" "real_integer"
    "m_iszValueName" "frags" //the keyvalue to observe
    "m_iCheckType" "8" //value to match
    "m_iCheckType" "6" //match option: Logical AND
    "netname" "activate_1000" //TRUE target
    "message" "deactivate_1000" //FALSE target

    Create 4 trigger_changevalue with the following values and names:
    Code:
    "targetname" "set_0001"
    "target" "real_integer"
    "m_iszValueType" "frags"
    "m_iszValueType" "1"
    "m_iszValueType" "6" //OR values (you can also select "1" (ADD values))
    Code:
    "targetname" "set_0010"
    "target" "real_integer"
    "m_iszValueType" "frags"
    "m_iszValueType" "2"
    "m_iszValueType" "6" //OR values (you can also select "1" (ADD values))
    Code:
    "targetname" "set_0100"
    "target" "real_integer"
    "m_iszValueType" "frags"
    "m_iszValueType" "4"
    "m_iszValueType" "6" //OR values (you can also select "1" (ADD values))
    Code:
    "targetname" "set_1000"
    "target" "real_integer"
    "m_iszValueType" "frags"
    "m_iszValueType" "8"
    "m_iszValueType" "6" //OR values (you can also select "1" (ADD values))

    Create 4 trigger_auto with the following values and names:
    Code:
    "target" "set_0001"
    "globalstate" "global_0001"
    Code:
    "target" "set_0010"
    "globalstate" "global_0010"
    Code:
    "target" "set_0100"
    "globalstate" "global_0100"
    Code:
    "target" "set_1000"
    "globalstate" "global_1000"


    That way the trigger_conditions will always activate or deactivate the global state representing each bit of your integer. After loading a map, the trigger_auto will only fire when their global state is ON (the bit is set)

    Example:
    1.
    Code:
    "frags" is 7, binary representation in 4 bit: 0111 (0*8 + 1*4 + 1*2 + 1*1)
    2.
    Code:
    observe_0001 will fire it's TRUE target, because the 1st bit is set (0111 (7) AND 0001 (1) = 0001 (1), which is TRUE)
    observe_0010 will fire it's TRUE target, because the 2nd bit is set (0111 (7) AND 0010 (2) = 0010 (2), which is TRUE)
    observe_0100 will fire it's TRUE target, because the 3rd bit is set (0111 (7) AND 0100 (4) = 0100 (4), which is TRUE)
    observe_1000 will fire it's FALSE target, because the 4th bit is NOT set (0111 (7) AND (8) 1000 = 0000 (0), which is FALSE)
    3.
    Code:
    global_0001 is ON
    global_0010 is ON
    global_0100 is ON
    global_1000 is OFF
    4. (load second (or reload same) map)
    Code:
    set_0001 will be fired, because global_0001 is ON
    set_0010 will be fired, because global_0010 is ON
    set_0100 will be fired, because global_0100 is ON
    set_1000 will NOT be fired, because global_1000 is OFF
    5.
    Code:
    set_0001 will set "frags" to 1, because "frags" was 0 and 0000 (0) OR 0001 (1) = 0001 (1)
    set_0010 will set "frags" to 3, because "frags" was 1 and 0001 (1) OR 0010 (2) = 0011 (3)
    set_0100 will set "frags" to 7, because "frags" was 3 and 0011 (3) OR 0100 (4) = 0111 (7)

    This does only work when the initial value at map start is 0. Using this technique with more entities you can store 8 bit integers (0 - 255), 16 bit integers (0 - 65536) or even 32 bit integers (0 - 4294967296)

  10. #60
    Sniper is a spy! cyberdaemon's Avatar
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Quote Originally Posted by RNG View Post
    the hell is env_global anyway? sounds like something which activates all specific entites or creates a global crisis in the map if wanted



    id replace all your grunts in gearsofwar to zombies
    You know talking about zombies , i think they should add xenomorphs to every single zombie game.Make them so strong as if fighting every one of them is like fighting against tank in L4D.Xenomorphs should be in every horror game , fuck the zombies.These are weak phatetic beings.I want to see how you can handle one of them by using 9mm pistol then These creatures can come trough walls man.

    Now think that hundreds of xenomorphs are running around.And sense weapons like L4D firearms don't have armor piercing rounds , it takes hell of a lot just to kill one.You couln't get past even one level in L4D because of that.

    Or maybe they should replace every zombie with a terminator wielding a minigun.And no ballancing.So its one burst and you'r instantly dead.You can NEVER finish a single mission , you are luckly if you defeat even first monster you see.
    Last edited by cyberdaemon; 22-03-2010 at 07:18 AM.
    A well regulated Militia, being necessary to the security of a free State,
    the right of the people to keep and bear Arms, shall not be infringed.

  11. #61
    Does not believe in Sven II El Gringo's Avatar
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    I can't believe I missed this thread, that teleport reminds me a lot of the Build engine.
    Don't mind me.

  12. #62
    Sniper is a spy! cyberdaemon's Avatar
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Quote Originally Posted by El Gringo View Post
    I can't believe I missed this thread, that teleport reminds me a lot of the Build engine.
    Like this one , i made some time ago.

    A well regulated Militia, being necessary to the security of a free State,
    the right of the people to keep and bear Arms, shall not be infringed.

  13. #63
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Very nice, that makes perfect sense. So a 16 bit integer would take this form, 0000000000000000, correct? 65,000 is as much gold as I think a player would ever need in the game. And the number 4094 would be represented as 0000111111111110, and 4095 would be 0000111111111111, and 4096 would be 0001000000000000? That is so cool! Im gonna make this system epic, through all 20 maps of Doom Hunt, plus some maps are double visits!

    Ladies and gentlemen... gather your gold...

    @Protector: PM sent

  14. #64
    I'm in your Sven Co-op, coding stuff Protector's Avatar  
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Yes, 4094 is 0000111111111110, 4095 is 0000111111111111 and 4096 is 0001000000000000. You can use the windows calculator calc.exe to convert between binary and decimal numbers. Or use this: http://mistupid.com/computers/binaryconv.htm

  15. #65
    Sniper is a spy! cyberdaemon's Avatar
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    And 4x4.7% is my holy number
    A well regulated Militia, being necessary to the security of a free State,
    the right of the people to keep and bear Arms, shall not be infringed.

  16. #66
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Hi there i would like to know when svencoop 4.1 update comeing out?

  17. #67
    I'm in your Sven Co-op, coding stuff Protector's Avatar  
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Quote Originally Posted by Link3661 View Post
    Hi there i would like to know when svencoop 4.1 update comeing out?
    Hi there

    This is a very good and valid question. You are of course entitled to get a short and honest answer, that will provide you with the information you seek.
    As every fan of our beloved mod, we value you highly and want to make sure everything is to your liking. Please be assured that we do our best and work hard to offer you a great gaming experience and the pleasures you need.

    To answer your question, which we gladly answer, because we think that the community deserves to know any detail on development progress - not to mention of course release dates and similar information.
    As I said, I am glad to be of assistance and to provide you with any information you seek regarding our mod. Sven Coop is a great mod and it's fun to work for it, especially for this great community - which we depend on and value highly.

    It's always a great feeling to give our community members answers to their questions and know that we can make people enjoy an awesome game.

    When it's done.

    I hope I could answer your question to your satisfaction.

  18. #68
    Banned CryoKeen's Avatar
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Quote Originally Posted by Protector View Post
    Hi there

    When it's done.

    I hope I could answer your question to your satisfaction.
    http://en.wikipedia.org/wiki/Duke_Nukem_Forever

    DNF's future remains unclear, yet representatives at 3DRealms have indicated that the project continues, leaving speculation that its continued development is with another studio.

  19. #69
    Administrator Sven Viking's Avatar  
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    We do seem to be getting closer now. A lot of the top-priority issues have been fixed just in the last few weeks (or hours, in some cases).
    Sven Viking

  20. #70
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Quote Originally Posted by Protector View Post
    Hi there

    This is a very good and valid question. You are of course entitled to get a short and honest answer, that will provide you with the information you seek.
    As every fan of our beloved mod, we value you highly and want to make sure everything is to your liking. Please be assured that we do our best and work hard to offer you a great gaming experience and the pleasures you need.

    To answer your question, which we gladly answer, because we think that the community deserves to know any detail on development progress - not to mention of course release dates and similar information.
    As I said, I am glad to be of assistance and to provide you with any information you seek regarding our mod. Sven Coop is a great mod and it's fun to work for it, especially for this great community - which we depend on and value highly.

    It's always a great feeling to give our community members answers to their questions and know that we can make people enjoy an awesome game.

    When it's done.

    I hope I could answer your question to your satisfaction.
    Nice & evasive answer, spoken like a politician.

  21. #71
    HURR DURR RetroFish's Avatar
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    This thread reminds me of Xbox LIVE in a way, there is alot of bitching.

  22. #72
    Registered User Tebylla's Avatar
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    @Raider666...

    I think that you shouldn't overlook the vault.ini, used by the scxpm plugin, which currently sends 13 values for each player to the next map via the players steam ID#.

    just a thought.

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