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

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  1. #1
    Administrator Hezus's Avatar  
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    Post Sven Co-op 4.1 News Update - Anniversary edition

    While we may have been keeping quiet about our progress on Sven Co-op 4.1, we certainly havent been sitting around doing nothing. Since today happens to be Sven Co-ops 11 year anniversary, we figured it would be an appropriate time to share some of the things we have been working on.

    Aside from tons of crashfixes, bugfixes, AI improvements, balance tweaks, etc., SC 4.1 is also set to include a large set of new entities that will radically expand the possibilities level designers have when creating their maps, which should help ensure a steady influx of fun, original maps in the future.
    A brief resume of the new entities and their functions:

    trigger_changevalue:
    Changes the keyvalue of an entity. Can perform arithmetic operations or even binary logical operations on values.

    trigger_copyvalue:
    Copies a keyvalue of one entity to another keyvalue of another entity.

    trigger_renameplayer:
    Allows the mapper to provide individual players with a targetname. This could be used to attach various things to players, or perhaps to create player classes with different abilities.

    trigger_condition:
    Compares the keyvalue of an entity with a value specified by the mapper, and fires a true or false target depending on the result of the comparison.

    trigger_changemodel:
    Changes the model of an entity. Supports players and playermodels. Useful for mutating enemies, force changing playermodels or ambient model effects.

    trigger_vote:
    Allows a mapper to trigger custom votes. Useful for canceling cutscenes or choosing difficulty levels.

    trigger_createentity:
    Allows a mapper to spawn any entity he wants as well as set the keyvalues for it. Keyvalues can be copied from other entities, e.g. the brush model of a func_pushable.

    game_player_counter:
    This entity checks how many players are on the server and triggers its targets if the specified values match.

    game_slot_counter:
    This entity checks how many slots the server has and triggers its target if the specified value matches.

    func_clip:
    Serves as a clip brush but gives more control over what gets blocked. Also allows players to be blocked.

    env_weather:
    Allows mappers to create weather effects such as rain or snow.

    More detailed information on the new entities, as well as changes to original entities, can be found in this thread.

    If youre not entirely up to date on mapping lingo, or would just like to hear some examples of what exactly these new features could be used for in the game, here are some possible usages:

    Using trigger_changevalue and its arithmetic functions, a mapper could set up a system for buying weapons or detpacks. Using trigger_renameplayer and trigger_condition, a player with the "Demoman" class could then set up a detpack on a wall. With the wall broken down, a Gargantua is revealed. Using trigger_copyvalue to copy its health value, the gargantua will gradually become more enraged as it takes damage, and a trigger_changemodel entity will increase its movement and attack speed. Various scripted events will also be triggered, and the garg will start breaking down the building it is in. The garg will eventually call for some of its xen pals for backup, and the number of xen creatures teleported in will be proportional to the amount of players on the server, using the game_player_counter entity.

    In case you're more of a visual person, we also have a test video showing some of the new features:

    These are just a tiny fraction of the things made possible with these entities, so there is a lot to look forward to!


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

    boner

    the seamless teleport kind of blows my mind though; what will people looking at a player going through one see?

  3. #3
    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 Cocyx View Post
    boner

    the seamless teleport kind of blows my mind though; what will people looking at a player going through one see?
    They will see him disappear and appear somewhere else. It's still a normal teleporter.

  4. #4
    I am yummy LemonSoda's Avatar
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    This is fantastic! So many new fun possibilities with these new entities. We can make players very surprised. The seamless teleport somehow goes over my comprehension though, don't really understand how it involves the new entities. Shouldn't it basically be already possible with the old entities if you just set it up carefully...

    Too bad I can't really see the text in the video. :/

  5. #5
    Mapper Nih's Avatar  
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    If you press the high quality button the text should be readable. Otherwise you can download the video from here: http://maxvollmer.de/svencoop/sc_41_demo.avi

    The video doesn't just show the new entities, it also shows some of the new features added to old entities. You can find the full list of changes here: http://www.svencoop.com/forums/showthread.php?t=37718

  6. #6
    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

    LemonSoda: Seamless teleport was not possible, because players had no speed after teleportation and got the angles of the teleport destination. If you run backwards into a teleporter, you will end up standing still facing the same direction as someone who looks forward while walking slowly into the same teleporter.

    Also players are always teleported to the exact position of the teleportation target, while in the video the player gets teleported as much units away from the target, as he was away from the trigger_teleports origin.

  7. #7
    I am yummy LemonSoda's Avatar
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Quote Originally Posted by Nih View Post
    The video doesn't just show the new entities, it also shows some of the new features added to old entities.
    Oh well, of course I was referring to the new features of old entities as well. Great work with both.

    Quote Originally Posted by Protector View Post
    LemonSoda: Seamless teleport was not possible, because players had no speed after teleportation and got the angles of the teleport destination. If you run backwards into a teleporter, you will end up standing still facing the same direction as someone who looks forward while walking slowly into the same teleporter.

    Also players are always teleported to the exact position of the teleportation target, while in the video the player gets teleported as much units away from the target, as he was away from the trigger_teleports origin.
    Now I get it. So it's a handy function then. Reminds me of the hl2 mod "Portal". Need to experiment.

  8. #8
    Mapper hrothunder's Avatar
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    I am thinking about using this to direct every other player down the wrong path by creating a destination that looks the same as the legit one, but kills the player. XD
    [I stoled it from GB, who stoled it from JP][I had the first 4.0B server available to the public]
    [Я достигнул 200 постов в Советском Ко-оп]

  9. #9
    Registered User Prinzmetal's Avatar
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    I look forward to have a chance to download this miracle!!! Nice work Guys! SC - the best!

  10. #10
    Retired BlueFeena's Avatar
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    FUCK YEAH, ENTITIES!!!11111


    I'm sorry, I just had to get that out of my system. *ahem*


    Great stuff, really looking forward to it.

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

    Nice features, now pushable can open doors. But can a pushable unlock a door?

  12. #12
    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 sheburiel View Post
    Nice features, now pushable can open doors. But can a pushable unlock a door?
    That has always been possible. Just use a trigger_once with flag "Pushables", which triggers the door's master.

  13. #13
    Unregistered User Fice's Avatar
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Wow! This amazes me! Especially the property-value arithmetic that is possible now! I always wished for something like that, but never thought that it would be implemented some day!
    The seamless teleporter reminds me of some old DukeNukem3D tricks back in the days

    Edit: Wait. Will it be possible to have dynamic game_text entities? Or is the message one of the values which cannot change during gameplay?

  14. #14
    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

    "message" is a standard entity keyvalue and can be changed during gameplay. So yes, dynamic game_text entities are possible.

  15. #15
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    another quick question; would the seamless teleports cause telefrag/getting stuck in eachother?

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

    the garg rage feature sounds sexc. :>

  17. #17
    I have no eye deer! TheBard108's Avatar
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Intresting very intresting,
    Ideas are already forming in my mind!
    SnarkCafe Admin / mapper
    We're back http://snarkcafe.net/


  18. #18
    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 Cocyx View Post
    another quick question; would the seamless teleports cause telefrag/getting stuck in eachother?
    The teleport behavior after calculating position and angles is the same as with fixed position and angles. If another player is in the way he gets telefragged.
    Since a relative teleportation covers much bigger space in which other players could be in the way, this could indeed cause problems. Unfortunately that is something the mapper has to workaround.

    From our side a telefrag is the only secure way to make sure players don't get stuck in each other. The HL engine doesn't allow more elegant solutions (temporary allow players to walk through each other, for example)

  19. #19
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    So that block Hezus was pushing around, was it blocked by something? If so, what happens when you setorigin a block to a func_tracktrain and put up a blocker for the block?
    Does the train stop or does the block go through?

  20. #20
    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, the block was blocked by a func_clip. There were two func_clips, one blocked players in one direction, the other blocked pushables in the other direction.


    If you use setorigin to set the origin of any entity inside anything else (walls or func_clip), the entity will of course be set inside. "setorigin" does what it says, it sets an origin.
    However if you do it, the entity will be stuck until you use "setorigin" to put it somewhere else.

    So, in your example, the block would always move with the train, go through the func_clip and be unmovable by anything else as long as it "passes" the func_clip.

  21. #21
    Game tester Jaf's Avatar  
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Woah, the new teleportation thingy looks fun, reminds me of Portal
    Last edited by Jaf; 21-01-2010 at 10:12 AM.

  22. #22
    Someone Special cscarlet's Avatar  
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    When will this release be renamed 4.5?

  23. #23
    Registered User Prinzmetal's Avatar
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Please tell me can I realize something like 'buying' for frags? (or may be there is some possibility to set another money-like numbers for kills?) If yes then how and can I set up frag-price for each monster (e.g. headcrab=1frag, zombie=3frags, etc..)?? Thank you.

  24. #24
    Mapper Nih's Avatar  
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Quote Originally Posted by Prinzmetal View Post
    Please tell me can I realize something like 'buying' for frags? (or may be there is some possibility to set another money-like numbers for kills?) If yes then how and can I set up frag-price for each monster (e.g. headcrab=1frag, zombie=3frags, etc..)?? Thank you.
    That should indeed be possible.

    It would work something like this:
    Each monster has Trigger Condition set to death, and Trigger Target set to "1frag", "2frag" "10frag" etc.
    "1frag" is a trigger_changevalue that adds 1 to a game_counter. "2frag" is a trigger_changevalue that adds 2 etc.

    You could then have a button, that when pressed spawns a minigun, as long as the players have enough money. Let's say the minigun costs 5 credits. The button would check a trigger_condition to see if the game_counter has at least 5 credits, and if true, the minigun would spawn and the game_counter would have 5 subtracted from it.

    It would actually be pretty simple to set up

    Theoretically you could also set up a system that provides each player with a pool of their own money based on the amount of frags they have.

  25. #25
    Administrator Sniper's Avatar  
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    Re: Sven Co-op 4.1 News Update - Anniversary edition

    Quote Originally Posted by cscarlet View Post
    When will this release be renamed 4.5?
    It won't. It'll be called 4.5 when 4.5 comes out.

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