Thread: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

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  1. #26
    Professional Retard JonnyBoy0719's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    Quote Originally Posted by Rick View Post
    I really want to know your reason for duplicating so MANY default files into a different path when the files are not even custom ones.
    For example:
    Code:
    buttons/lever1 to 4 moved into AoMDC/buttons
    buttons/spark1 to 6 moved into AoMDC/buttons
    music/4motherdavidhe.wav duplicated in AoMDC/music
    music/4motherkill.wav duplicated in AoMDC/music
    music/cityz22.wav duplicated in AoMDC/music
    buttons/lightswitch2...
    Why not just use AoMDC/find_note.wav instead of duplicating it into misc/checkpoint.wav?
    Code:
    AoMDC/buttons/latchunlocked1.wav
    AoMDC/buttons/latchunlocked2.wav
    Duplicated...

    This is so poorly done.
    Duplications can happen if you edit maps for years like Zorbos did, if you would kindly read the description. But thanks for pointing the duplication tho, this can be fixed on v3.1.

    also, If i remember correctly, the the default unlocked code for 'latched', it will run either latchunlocked1 or latchunlocked2. Its the same in the original if you actually take a look.

    And please, there is no need to complain.

    Quote Originally Posted by w00tguy123 View Post
    It's great to finally see a conversion for this! I never thought it would happen.

    I have a couple of nitpicks though:
    - The pistols don't fire nearly as fast as they do in the original mod (where you could pretty much fire as fast as you could click).
    - All the weapons were nerfed a little too hard imo (or monster health is too high?). The deagle does like 15% of the damage it did in the original.

    Maybe the above things were done to make the maps harder, but it just feels bad to me. I'd rather there just be low ammo counts and lower health or something to balance for multiplayer.
    The weapons damaged will be tuned up on v3.1. They weren't supposed to be shitty/nerfed ^^; And I could try to re-work the pistol fire time so it fires a bit faster.
    I started to make Sven Coop maps in 2002-ish

  2. #27
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    Quote Originally Posted by JonnyBoy0719 View Post
    Duplications can happen if you edit maps for years like Zorbos did, if you would kindly read the description. But thanks for pointing the duplication tho, this can be fixed on v3.1.

    also, If i remember correctly, the the default unlocked code for 'latched', it will run either latchunlocked1 or latchunlocked2. Its the same in the original if you actually take a look.

    And please, there is no need to complain.
    What makes you draw the conclusion I did not read the description?

    I'm not complain. This was on purpose so I just want to know the reason behind it.
    Actually, it was a rhetorical question. To let you & Zorbos think about it from my perspective.
    I appreciate all the hardwork which has been put into this project, really.

    Ever paid attention to how to replace default ones (in this case, both of them into a single one)?
    Let me help you to take a look how to solve it:

    Open sound/AoMDC/AoMDC_globalsnd.txt
    Code:
    "buttons/latchlocked2.wav" "AoMDC/buttons/latchlocked2.wav"
    -->
    Code:
    "buttons/latchlocked2.wav" "AoMDC/buttons/latchlocked1.wav"
    There you go, now isn't AoMDC/buttons/latchlocked2.wav used anymore (= unnecessary). Which means it spare some time and *space for clients to join the server.

    EDIT: Another idea how to improve things by sparing time and (a lot of) *space for clients between map transitions.
    You can now use Angelscript for the server to determine what the next map should be when the 1st, 2nd, 3rd ending has been beaten. Just like the original.
    Like increment a (integer's) value every last map has been beaten. Should be stored into a file with the value.

    *harddrive
    Last edited by Rick; 05-02-2016 at 05:57 PM.

  3. #28
    Professional Retard JonnyBoy0719's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    Quote Originally Posted by Rick View Post
    EDIT: Another idea how to improve things by sparing time and (a lot of) *space for clients between map transitions.
    You can now use Angelscript for the server to determine what the next map should be when the 1st, 2nd, 3rd ending has been beaten. Just like the original.
    Like increment a (integer's) value every last map has been beaten. Should be stored into a file with the value.

    *harddrive
    That would need me to redo all of the RipEnts from scratch using the original maps, and I do not have the time for that. I'm using Zorbos version since it saves time. (and you can still access 4th ending trough heaven1).

    And all of the duplicates has now been removed, and a lot of un-needed sound files has been removed. I've also fixed some of the .res files having some typos in them, plus fixed 'globalmdls' not being loaded.

    Version: 3.1 -- Changelog
    • Fixed weapon damages, now they deal more damage, and you have higher rate of survival (This was due to BULLET_PLAYER_9MM was replaced with BULLET_PLAYER_CUSTOMDAMAGE)
    • Removed duplicated sound files & un-needed soundfiles
    • Fixed .res reading the wrong filepaths for 'knack_door2.wav' and the sprite files 'dlight' and 'dlamplight'
    • Removed a lot of un-needed filepaths from the .res file (sound/music/ was never used)
    • Fixed the healthkit and the ammo reading the wrong models (The maps was not reading the global model replacement list
    I started to make Sven Coop maps in 2002-ish

  4. #29
    incognico nico's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    In sprites/aomdc it should be mommmaspit.spr and mommmaspout.spr instead of mommaspit.spr and mommaspout.spr (3m are correct).

    Fix (still wrong path):
    Code:
    maps/aomdc_1cityx.res:sound/aomdc/misc/knack_door2.wav
    Remove (correct path in there also):
    Code:
    maps/aomdc_1nightmare.res:sound/aomdc/knack_door2.wav
    maps/aomdc_2nightmare.res:sound/aomdc/knack_door2.wav
    maps/aomdc_3nightmare.res:sound/aomdc/knack_door2.wav
    Missing sounds in sound/aomdc/ generated from all *.res files.
    Every sound there probably is not existing or has the same problems like knack_door2.wav above.
    Add them or correct res files and replace in the soundlists to account for the changed paths:
    Code:
    misc/10.wav
    misc/11.wav
    misc/12.wav
    misc/1.wav
    misc/2.wav
    misc/3.wav
    misc/4motherdavidhe.wav
    misc/4motherkill.wav
    misc/4.wav
    misc/5.wav
    misc/6.wav
    misc/7.wav
    misc/8.wav
    misc/9.wav
    misc/asy_door_pound.wav
    misc/brutalskrik.wav
    misc/bustmetal1.wav
    misc/cityz22.wav
    misc/cover_here.wav
    misc/horror1.wav
    misc/iscareyou1.wav
    misc/jumpscare1.wav
    misc/knack_door1.wav
    misc/knack_window2.wav
    misc/lights.wav
    misc/zap1.wav
    misc/zap8.wav
    Last edited by nico; 06-02-2016 at 01:29 PM.

  5. #30
    incognico nico's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    Oh, and you should really use lowecase file and foldernames everywhere for everything. It is a pain with hardcoded stuff like string SetCustomModel = "models/AoMDC/weapons/gmgeneral/w_gmgeneral.mdl"; when you don't want mixed case. Just adjust everything to lowercase please, I would be very thankful.

    Also I think you should adjust the scripts so aomdc can be installed into svencoop_addons, I guess it does not work because of #include "../Survival" where it probably should be "../../../svencoop/scripts/maps/Survival" when using svencoop_addons (like highly recommended).

  6. #31
    Registered User Grim_2o0o's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    aomdc_3city2 seems to be using default Sven Coop weapons, and the teleport for the boat ride in the forest is bugged, we get teleported to a black box and get stuck there.
    And people can't seem to hear the pistol sounds.

  7. #32
    Registered User Quazm's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    aomdc_2sick2 (aomdc_3sick2) is bugged? We can't get past the door after red dots zone.
    Click image for larger version. 

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  8. #33
    Registered User Quazm's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    aomdc_3city2 missing cfg file.

  9. #34
    Professional Retard JonnyBoy0719's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    Thanks for telling me about the missing cfg file. Doing a new update today that will hopefully fix all the issues.

    Edit:

    Version 3.2 has been released. Hopefully this will fix all the remaining issues.

    If you guys find more bugs and/or issues, please let me know
    Last edited by JonnyBoy0719; 07-02-2016 at 03:23 AM.
    I started to make Sven Coop maps in 2002-ish

  10. #35
    Registered User Quazm's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    What about the door? We can not open it. It is not bugged?
    Click image for larger version. 

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  11. #36
    incognico nico's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    Thanks. Mirror: http://distfiles.lifeisabug.com/sven...sc5.0_v3.2.zip

    Edit: The sounds above still missing and *.as files still point to mixed case names but I don't know if the latter is an issue or not.
    Last edited by nico; 08-02-2016 at 07:19 AM.

  12. #37
    Professional Retard JonnyBoy0719's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    Quote Originally Posted by Quazm View Post
    What about the door? We can not open it. It is not bugged?
    Click image for larger version. 

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    Strange I was sure it was fixed, will look into it tho!

    Quote Originally Posted by nico View Post
    Thanks. Mirror: http://distfiles.lifeisabug.com/sven...sc5.0_v3.2.zip

    Edit: The sounds above still missing and *.as files still point to mixed case names but I don't know if the latter is an issue or not.
    Darn, forgot to fix that it looks like... :S Will do a new update this monday that will fix the bug on aomdc_Xsick(2?) and the weapon_X.as and aom_checkpoint.as files
    I started to make Sven Coop maps in 2002-ish

  13. #38
    Registered User Quazm's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    Quote Originally Posted by JonnyBoy0719 View Post
    Strange I was sure it was fixed, will look into it tho!
    Fixed in 3.2? Did not test it yet.

  14. #39
    monster_robogrunt Zorbos's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    Jonny, that door is called "robsdorr". Just add spawnflags "1" and change the targetname to anything (so no entities can call it) and it should stay permanently open. I thought that was fixed as well but I might have fixed it after I sent you the BSPs. Sorry about that

    Also for those who are complaining about duplicate files. It's a valid complaint, but just try to keep in mind that these files were previously in use on my server. Some of those AoMDC/misc files were in those folders because they were used by a server plugin to play sounds. I agree that they should all be unified under one path, but I didn't really feel like going through each map's ENT file (there's about 73 total by the way) and changing the paths of each sound to that one sound file just so that people have 500 KB less to download.

    Also I'm not really understanding the huge issue with the path having capital letters in it (eg. AoMDC/). That's actually just the way the mod spells it too so I never thought to change it. There are some things that are misspelled (mommaspout.spr) and I don't know why. They were already like that before. But if they are specified in the global model replacement properly then what does it matter? lol

    I planned to go back through and cut out all the unnecessary duplicate content but never got a chance to before Jonny took over. But just give him a break though, changing all the paths is not something that can be done in an hour.

    As for the weapons, this is a tricky one to balance. As much as I think they should work EXACTLY like they do in the mod (everything down to the firing speed as well), some stuff just isn't really balanced imo or it just takes away from the experience overall. Firing the pistol as fast as you can pull the trigger works fine in SP, but when you bring it into coop it poses some serious balancing issues. One person can pretty much become a one man army with such a weapon because they can put out tons of damage in a short amount of time. The obvious solution is to lower the weapon damage or increase monster health but that's something I wanted to avoid. So in the end we just lowered the firing speed to counterbalance it a little bit.

    Thanks everyone for providing feedback. It only helps to make it better!
    Last edited by Zorbos; 07-02-2016 at 01:47 PM.

  15. #40
    Professional Retard JonnyBoy0719's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    v4.0 (Final) Changelog
    • Fixed door issue on aomdc_2sick2 and aomdc_3sick2
    • Changed last remaining files to lowercase
    • Fixed all resource files to read lowercase
    • Fixed angelscript code not reading lowercase on the sound & model files
    • Fixed all maps reading lowercase on the last remaining sprites & models
    • Fixed sound resource files for david and david_noaxe
    • Added and modified aom_survival.as angelscript file (Now AoM: DC should work under svencoop_addons!)
    I started to make Sven Coop maps in 2002-ish

  16. #41
    Registered User Quazm's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    Keep getting this error on hospital map after 4.0 update:

    L 08/02/2016 - 18:10:00: Started map "aomdc_1hospital" (CRC "-2005998535")
    L 08/02/2016 - 18:10:00: FATAL ERROR (shutting down): SZ_GetSpace: overflow without FSB_ALLOWOVERFLOW set on

  17. #42
    Registered User Quazm's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    Problem solved. It was amxx plugin (precache). So much things in res files that broke precache plugin. Think I rollback to res files from 3.0.
    Last edited by Quazm; 08-02-2016 at 01:07 PM.

  18. #43
    Registered User Joce's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    Hello !
    I have a problem with "aomdc_3backalley" the server crash everytime when i change to this one. I don't know if it's only this map or not, I didn't check every maps.

    The message:

    FATAL ERROR (shutting down): SZ_GetSpace: overflow without FSB_ALLOWOVERFLOW set on

    I don't know what to do.
    Last edited by Joce; 10-02-2016 at 08:13 AM.

  19. #44
    Professional Retard JonnyBoy0719's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    hrm, that's weird. I do not get these overflow errors, but it might be the .res file.
    I started to make Sven Coop maps in 2002-ish

  20. #45
    incognico nico's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    Code:
    Angelscript log opened
    Server started logging Angelscript on map 'aomdc_1hospital' at: 17:50:24
    WARNING: trigger_script (targetname: relay_limitammo): Function with signature 'void ApplyActiveAmmoModOnPlayer(CBaseEntity@, CBaseEntity@, USE_TYPE, float)' does not exist!
    Server stopped logging Angelscript at: 2016-02-10 18:04:09
    And 2x uppercase:

    Code:
    sound/aomdc/monsters/davidbad/Axe_hitbody.wav
    sound/aomdc/monsters/davidbad/Axe_swing.wav

  21. #46
    ~ Unholy Madness ~ 19941994ra's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    Thanks for this, will be playing with some friends in these days
    Sven Co-op - Player, enthusiast, alien-reaper, Shotgun-lover
    Sven Co-op Forums - Addict, spam-hater, playing 5.0 a lot
    In-game name - Delacroix

  22. #47
    Professional Retard JonnyBoy0719's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    Quote Originally Posted by nico View Post
    Code:
    Angelscript log opened
    Server started logging Angelscript on map 'aomdc_1hospital' at: 17:50:24
    WARNING: trigger_script (targetname: relay_limitammo): Function with signature 'void ApplyActiveAmmoModOnPlayer(CBaseEntity@, CBaseEntity@, USE_TYPE, float)' does not exist!
    Server stopped logging Angelscript at: 2016-02-10 18:04:09
    Nothing I can do about that, and has nothing todo with AOM: DC angelscript files.

    Quote Originally Posted by nico View Post
    Code:
    sound/aomdc/monsters/davidbad/Axe_hitbody.wav
    sound/aomdc/monsters/davidbad/Axe_swing.wav
    Switch em to lowercase, forgot to do that.


    And I also want to point out that the .RES file will do a fatal error on servers, but not on listen servers. .res files will be re-worked on v4.1 (only .res and axe_swing and hitbody will be fixed on this small update), will probably be the last update, for awhile anyway.
    I started to make Sven Coop maps in 2002-ish

  23. #48
    Registered User Joce's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    Bug on aomdc_3forest2, when you reach a checkpoint you respawn in a black box. Please fix it

    Joce

  24. #49
    Ain't no moebuta tenyuhuang's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    Quote Originally Posted by Joce View Post
    Hello !
    I have a problem with "aomdc_3backalley" the server crash everytime when i change to this one. I don't know if it's only this map or not, I didn't check every maps.

    The message:

    FATAL ERROR (shutting down): SZ_GetSpace: overflow without FSB_ALLOWOVERFLOW set on

    I don't know what to do.
    I have similiar issue without the FATAL ERROR part.
    The map loads OK on the server side until someone joins - here you crash.

    So I disabled Metamod completely and there's no more problem with aomdc_3backalley now.
    There's possibly nothing needed from Metamod on a AoMDC map anyway...

  25. #50
    incognico nico's Avatar
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    Re: Afraid of Monsters: Director's Cut for Sven Co-op 5.0

    No problem with aomdc_3backalley and metamod on Linux here.

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