Thread: Sven Co-op Update Released [Build 953373]

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  1. #1
    Administrator Sniper's Avatar  
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    Explosive Crate Sven Co-op Update Released [Build 953373]

    An update for Sven Co-op has been released. If you are running a dedicated server please use SteamCmd to update your servers.

    Changes:

    Code: Game library

    • Added check in say text to prevent the local player from blocking their own chat.
    • Added notify message when players try to vote kick or ban server administrators.
    • Added protection from ban and kick votes towards server administrators.
    • Fixed a client-side crash when entering a null reference sequence in the console.
    • Fixed a possible infinite loop when the memory debugger is enabled and loads the virtual file system.
    • Fixed a possible server-side crash due to a leaking thread.
    • Fixed a server-side crash if a negative model animation sequence number is called.
    • Fixed the game rules class not always initialising the number of players correctly.
    • Fixed the scoreboard never showing player #32.
    • Fixed forced player models sometimes reverting back to what the player had before.
    • Menus that are enabled after being hidden by another menu are made visible explicitly now.
    • New server command kicksteamid that will kick players by steam ID case-insensitively.
    • Partially fixed a client-side crash on start-up. The game should now start up faster as well.
    • Updated various functionality to use the SteamPipe file system. (BSP entity reader, global model replacements, memory debugger, network profiler, and voice ban manager)
    • Vote pop-ups no longer close the current menu. This prevents menus that are synced to server state, like cameras with mouse enabled, from breaking.

    Code: Engine

    • Added DPI awareness to the client launcher for Windows users.
    • Fixed some exploits with the player info.
    • Increased MAX_GLTEXTURES to 6144 from 4800.
    • Removed r_dynamic from the list of cheat CVARs. (We now allow players access to this CVAR in multi-player for performance reasons on AMD hardware.)
    • An update for player information is only sent if the info buffer key actually changed.

    Code: Sound

    • Added checks to prevent text menus with 0 items from causing crashes.
    • Fixed all sounds cutting off due to a client sound engine issue in some circumstances.
    • Fixed text menus appearing again if no option was selected and the map changed.
    • Text menus now handle the exit condition properly.

    Code: Non-playable characters

    • [Alien Controller, Alien Slave, Baby Gargantua, Gargantua, Kingpin, Tor] Fixed possible race conditions in the effect entities.
    • [Alien Controller, Alien Slave, Baby Gargantua, Kingpin] Fixed effect entities not being removed when the monster is forcibly removed.
    • [Alien Slave] Run and fire is now disabled.
    • [Turret] Fixed active sound not stopping when the turret is forcibly removed.
    • [Turret] Fixed red light sprite not being removed when the turret is forcibly removed.
    • [Turret] Fixed trigger conditions not always working when hit with light damage.
    • [Turret] Fixed trying to repair a turret being treated as an attack when repairing at the shield side.

    Code: AngelScript

    • Added FollowerPlayerUse to CBaseMonster.
    • Changed slap player to use the world instead of the administrator for slapping. This should prevent friendly fire from blocking damage.
    • Fixed a bug in the hook system that caused object methods to cause a crash if passed into RegisterHook
    • Fixed the text menu manager releasing references to text menus that it didn't have.
    • Removed PreSpawn, Spawn and PostSpawn from the CBaseEntity API. (CEntityFuncs:: DispatchSpawn should be used instead.)
    • SayParameters now handles quotes in input correctly.
    • SayParameters now uses CCommand instead of a string array.
    • Updated various functionality to use the SteamPipe file system. (Globals, memory debugger, and server manager)
    • Updated console output to also output the object type name.

    Maps

    Desert Circle

    • Fixed incorrect texture file name reference in the map resource list.

    Fortified

    • Invisible wall in the doctor's office lasts until end of cut-scene.
    • No longer freezes players in cut-scenes after the attack has started. (Fixes players getting stuck in weapon room)
    • Now only one teleporter door can be open at a time. Prevents telefragging.
    • Removed two Otis at the station entrances

    Half-Life

    • [HL C00] Players are now forced to respawn in case they somehow end up outside of the train and start triggering stuff that they shouldn't.
    • [HL C02 A2] Made a func_wall_toggle brush larger to prevent players from getting thrown off the elevator after a forced respawn.
    • [HL C03, HL C04] Set the shotgun and MP5 to respawn, thus allowing all players to pick them up at the point where they make their first appearance in the maps.
    • [HL C04] Added a missing shotgun.
    • [HL C04] All fire door buttons now lock while the fire door is moving. As soon as the door completely closes or completely opens, the button is turned back on. Fixes super-long delays on fire doors that trap people while others rush through the map.
    • [HL C05 A2] Converted railings in the outer silo to func_illusionary with clip brush centres to allow players to shoot through them.
    • [HL C05 A2] Recompiled the map without draft lighting settings.
    • [HL C10] Added a 1-unit tall clip brush before the stairs to prevent the box in the laser gun room from being shoved down the stairs.
    • [HL C11 A3] Added a script that calls a vote to either restart the map or go to the next one, but only if survival mode is enabled. (If survival mode is not enabled, the map restarts.)
    • [HL C12, HL C15] Fixed two instances of next_survival_map having the wrong values set in the map configuration.
    • [HL C12] Added a monster clip to prevent Barney from falling into the ladder tube and getting stuck, blocking all players.
    • [HL C13 A2] Reactor valve buttons now delete themselves once they have successfully triggered their multi-managers.
    • [HL C13 A2] Reactor valves now lock each other until the rising water reaches a path_corner.
    • [HL C13 A4] Door to Lambda Core portal lab now instantly gibs anyone blocking it.
    • [HL C13 A4] Scientist is now set to 'prisoner' to keep his scripts from breaking.
    • [HL C15] Added a clip brush arch that may prevent the gonarch from flying through the ceiling brushwork.
    • [HL C15] Gravity is now 0.6 times the normal value in the CFG file.

    Half-Life: Uplink

    • Certain scripted sentences that had 'sound radius' set to 'play everywhere' are now set to 'large radius'.
    • Grunt that spawns in nulled box is instantly moved into position with a scripted sequence, the grunt should no longer bug out and look like it's repelling down or idling if people rush.
    • Intro music now plays.
    • Moved grunt spawner for second Barnacle eating script into a nulled box, he spawns at the same time as the first grunt that gets eaten.
    • Moved script for sewer scientist back a bit so he's more flush with the wall.
    • Reduced vote to start map from 20 seconds to 15 seconds.
    • Removed a human parts gib shooter from a explosive barrel.
    • Removed monster clip below second grunt being eaten no longer needed.
    • Seamless teleporters for the elevators are turned off after 25 seconds instead of half a second.
    • Set elevator doors and certain doors around the map not to open for monsters.
    • Set scripted sentences 'sentence time' at start of map from 3 to 30, you should no longer be able to interrupt them.
    • Should no longer be able to revive scientist dying in sewer, or interrupt his speeches set 'sentence time' from 3 to 30.
    • Trigger hurt in slime area for the second grunt being eaten should always be on.

    Momma Mesa

    • Added signs that indicate what all of the buttons / indicators represent on the uplink computer.
    • Added signs to indicate the recommended number of players for each difficulty setting at the map start.
    • Added two houndeye spawns to the satellite uplink control room that are always houndeyes regardless of the difficulty level. Should fix problem with alien slaves being unable to attack and break the uplink computers.
    • Fixed map crash with invalid model errors when monsters spawn in the tunnel on nightmare/hard mode.
    • One of the super alien slaves is now a super alien grunt in the uplink mission.
    • Removed the button on the side of the destroyable computers that turns on the powerbox outside the uplink control room. This now turns on automatically after the mission is explained.
    • Retextured the uplink mission computer.
    • The alien that spawns in the control room in the portal experiment mission is now a Headcrab on easy mode.
    • The aliens that spawn in/close to the control room in the satellite uplink missions are now alien slaves on easy mode, Hound eyes in normal, and alien grunts in hard and above.
    • The baby Voltigores in the tunnel mission are now Snark nests on hard mode and above.
    • The giant red button labelled "Establish Signal" now locks and plays a buzz sound when it is not pressable.
    • The Pit drones/Alien slaves in the tunnel mission are now Shock troopers on nightmare mode.
    • The red-glowing Zombies in the tunnel mission now have default health on easy mode. In normal mode and above, they have 500 health. On hard and above, they are turned into Zombie soldiers.

    Single-player campaign portal

    • Disabled two debug outputs in the map's script.
    • Fixed the Opposing Force doors always being locked because of checking for an invalid map name.

    They Hunger

    • [They 11] Fixed the train going in reverse only if players move the train backwards during a small window of time.
    • [They 14] Disabled cross-map inventory to the cut-scene map.

    Turret Fortress

    • Added extra Gauss ammo.
    • Reverse mode is now recommended by the map.

    Models

    Player

    • [Opposing Force: Shepard] New model.
    • [Opposing Force: Shotgun] New model.

    Scripts

    • [Checkpoint] Fixed bug where the last player in the player list wouldn't be respawned by point_checkpoint.
    • [Entity Management] Updated to use g_EntityFuncs.DispatchSpawn so it works, now that CBaseEntity::Spawn has been removed.
    • [Player Management] Added missing newline in a ClientPrint.
    • [Player Management] Added new command admin_teleportto to teleport one player to another player.
    • [Player Management] Added new feature to admin_teleport: if no coordinates are specified, use the administrator's origin. (Specified coordinates override those coordinates, can partially override, or specifying 'c' as a coordinate uses the administrator's coordinate for that axis.)
    • [Player Management] Updated admin_slay so it uses g_AdminControl.
    • [StringUtils] Fixed bug in the token parser code that caused it to skip a single '/'.
    • [Survival] Removed various debugging messages.
    • [Survival] Survival mode now turns off checkpoints if survival mode itself gets turned off. It also turns them on again if needed.
    • [Survival] Updated with a retry system: Players can now retry up to CVAR survival_retries times, or forever if the CVAR is set to -1. Once all retries are used up, players can vote to restart again, or change to the next map.

    Other

    Manual

    • New map image for Stadium 4.
    • New or vastly updated maps added to the notable features section.
    • Plenty of spelling and grammar corrections across many pages.

    Version details


    Steam build ID numbers: Game 953373, dedicated server tool 953375, SDK tool 935168.
    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.



    Have a good weekend!

    - David "Sniper" McDermott
    Sven Co-op Lead Programmer
    "I mean it's like a koala bear crapped a rainbow in my brain!"

  2. #2
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    Re: Sven Co-op Update Released [Build 953373]

    Thank you!

    EDIT: Server binaries not updating, maybe problem on my end...
    Last edited by R4to0; 29-01-2016 at 11:49 PM.

  3. #3
    Not in the circlejerk S. H. Lynx's Avatar
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    Re: Sven Co-op Update Released [Build 953373]

    My server is not updating

    Already did appupdate 276060 validate, its stuck in the old version

    Servidor Hispano de Sven Co-op

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    Re: Sven Co-op Update Released [Build 953373]

    same for Dedicated server from steam tools still stuck on old version, only some files are updated like the scripts

  5. #5
    Not in the circlejerk S. H. Lynx's Avatar
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    Re: Sven Co-op Update Released [Build 953373]

    fix or we riot

    Servidor Hispano de Sven Co-op

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  6. #6
    Registered User Ultimaximus's Avatar
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    Re: Sven Co-op Update Released [Build 953373]

    Thanks most sincerely for the r_dynamic update, this should help for certain maps that were literally unplayable for me.

  7. #7
    Level Designer CryoKeen's Avatar
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    Re: Sven Co-op Update Released [Build 953373]

    Thank you for the update!

    I am still having a problem running the Sven Co-op SDK Hammer > Compileing Files and having them not run properly in 5.0. So it loaded a box map with 2 info_player_deathmatch and 1 light that I made earlier today just fine now (woohoo!) but now it won't run a new box map, it loaded it instantly then kind of disconnects 0.1 seconds later and can't see the map

    Is anyone else having problems getting the 5.0 hammer/compiler to work with their maps???

  8. #8
    What a beautiful duwang. Metal's Avatar
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    Re: Sven Co-op Update Released [Build 953373]

    Ghetto-fix for Servers: copy your local client.dll from svencoop/dlls/client.dll to your server's svencoop/clientdlls/client.dll

    You will also need a new /dlls/server.so or \dlls\server.dll
    (Fix works on Windows and Linux, tested by Eisen/Metal and Misfire)

    copy:
    D:\Steam\steamapps\common\Sven Co-op\svencoop\dlls\server.dll
    D:\Steam\steamapps\common\Sven Co-op\svencoop\cl_dlls\client.dll
    copy to:
    C:\Steam\steamapps\common\Sven Co-op Dedicated Server\svencoop\dlls
    C:\Steam\steamapps\common\Sven Co-op Dedicated Server\svencoop\cl_dlls

    I recommend you validate first, my server was missing files.


    Also having issues getting the SDK included with Sven to work, suspect it's an issue related to that of the OP4/Blueshift installers in which it does not detect installation directories outside drive C.
    You can manually specify the path for those and I imagine it's a painful setup like that for this as well. From what I can tell you should in theory be able to use existing/old hammer with the new svencoop.fgd
    Last edited by Metal; 30-01-2016 at 12:05 AM. Reason: forgot server.dll

  9. #9
    Not in the circlejerk S. H. Lynx's Avatar
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    Re: Sven Co-op Update Released [Build 953373]

    Quote Originally Posted by Metal View Post
    ...
    Doesn't work. The server kicks you as soon you are able to join.

    Servidor Hispano de Sven Co-op

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  10. #10
    What a beautiful duwang. Metal's Avatar
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    Re: Sven Co-op Update Released [Build 953373]

    BUG:
    Linux Server repeatedly hangs using the 5.01 server.so and client.dll (tested with and without Metamod-P)
    The program does not crash like it used to, instead it just fails to load and seems to sit there indefinitely; particularly from a changelevel.
    pls fix.

  11. #11
    What a beautiful duwang. Metal's Avatar
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    Re: Sven Co-op Update Released [Build 953373]

    Quote Originally Posted by S. H. Lynx View Post
    Doesn't work. The server kicks you as soon you are able to join.
    Fixed the ghetto patch to remind you that you also need to do the same with the server.dll which unlike server.so is included in the local sven installation.

  12. #12
    Administrator Sven Viking's Avatar  
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    Re: Sven Co-op Update Released [Build 953373]

    The dedicated server package should be updated now. Let us know if there are still problems.
    Sven Viking

  13. #13
    Mapper, Novice Modder Merz's Avatar
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    Re: Sven Co-op Update Released [Build 953373]

    It looks like survival mode and AMXX stopped working on my server.

    Dunno if its related to the update or if its something weird on my end.

  14. #14
    Ultimate Monster Mapper amckern's Avatar  
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    Re: Sven Co-op Update Released [Build 953373]

    That was a busy week!
    SC Kicks ass!

    My Maps - SC_28, SC_AVP, SC_AVP10, SC_Duno, SC_Max, Opposing Forts, SC_Massive, SC_Oni
    My Web Sites - AMMAHLS

  15. #15
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    Re: Sven Co-op Update Released [Build 953373]

    New update doesn't fix map crashing. I still have a list of 25 maps that make the server crash on load or at some point during play.

    sc_mazing is a troll map and crashes when you kill all four pyramid obelisk hearts.

  16. #16
    Administrator Sven Viking's Avatar  
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    Re: Sven Co-op Update Released [Build 953373]

    GiGaBiTe: Windows or Linux?
    Sven Viking

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    Re: Sven Co-op Update Released [Build 953373]

    Linux, Fedora 22.

  18. #18
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    Re: Sven Co-op Update Released [Build 953373]

    Ichthyosaurs are also still broken. They'll either be stuck in place on their first animation frame, or will move around water in their first animation frame and not attack.


  19. #19
    Tsukihi Phoenix
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    Re: Sven Co-op Update Released [Build 953373]

    linux server is using high CPU.

  20. #20
    Administrator Sven Viking's Avatar  
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    Re: Sven Co-op Update Released [Build 953373]

    GiGaBiTe: Could you send your list of crashing maps via private message? You're not using Metamod I guess?

    Kungfulon: Higher than before? Not specific to any particular map?
    Last edited by Sven Viking; 30-01-2016 at 05:40 AM.
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  21. #21
    Administrator Sniper's Avatar  
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    Re: Sven Co-op Update Released [Build 953373]

    Quote Originally Posted by GiGaBiTe View Post
    Ichthyosaurs are also still broken. They'll either be stuck in place on their first animation frame, or will move around water in their first animation frame and not attack.


    Ichthyosaurs are a known problem. They will be fixed in an upcoming update.
    - David "Sniper" McDermott
    Sven Co-op Lead Programmer
    "I mean it's like a koala bear crapped a rainbow in my brain!"

  22. #22
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    Re: Sven Co-op Update Released [Build 953373]

    Quote Originally Posted by Sven Viking View Post
    GiGaBiTe: Could you send your list of crashing maps via private message? You're not using Metamod I guess?
    Here's the list:

    sc_psyko
    mommamesa
    polar_rescue
    bm_sts
    sectore_2
    sectore_3
    fortified1
    crystal
    tf_original
    toadsnatch
    turretfortress
    fail-mountain
    uplink
    bh1_l1
    crisis2
    deluge
    extended
    gargfoot
    hostage
    infiltrate
    kh2
    loz2_tree
    quad_f
    ragemap2012
    sc_outpost3-1
    sc_robination
    sc_mazing

    I'm using the fixed Metamod-P, but these maps also crash or are very unstable without Metamod as well.

  23. #23
    Registered User Dynamite's Avatar
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    Re: Sven Co-op Update Released [Build 953373]

    Try one of the supported distros. Debian 8 or Ubuntu 14.04.

  24. #24
    Administrator AdamR's Avatar  
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    Re: Sven Co-op Update Released [Build 953373]

    This update has done something good, as the servers I run on Poof's machines have been stable for hours now. 12 people even got through all of HLSP. (This runs on Debian 8.1)
    Adam "Adambean" Reece
    Sven Co-op team

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  25. #25
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    Re: Sven Co-op Update Released [Build 953373]

    Quote Originally Posted by Dynamite View Post
    Try one of the supported distros. Debian 8 or Ubuntu 14.04.
    Oh hi, it's you again being unhelpful.

    I'm not going to spend weeks changing my server and network infrastructure to Debian or Ubuntu just because SC5 is buggy.

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