Thread: Sven Co-op Update Released [Build 986278]

Page 1 of 3 123 LastLast
Results 1 to 25 of 61
  1. #1
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [uk]
    Posts
    8,479

    Explosive Crate Sven Co-op Update Released [Build 986278]

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

    Code: Game library

    • Added check to prevent invalid sound names in the media player playlist file from causing a negative array index to be used.
    • Added new CVAR "sv_log_player_deaths" that controls whether player deaths are logged. (On by default)(
    • Converted more file loading operations to use SteamPipe via the engine file system.
    • Fixed "multi_manager" causing stack corruption when using the trigger type feature.
    • Fixed "trigger_changemodel" trying to change the player's model if it was already overridden to the given model.
    • Fixed "trigger_transition" having the wrong name.
    • Fixed a file handle leak when loading the maps for voting.
    • Fixed a freeze when the sound/model replacement code tries to open a file that is really a directory.
    • Fixed a memory leak and garbage value read in "trigger_condition".
    • Fixed a string null termination using the wrong index when getting the machine IP address.
    • Fixed alerts on the client not outputting warnings and errors when developer is set to 1 or higher.
    • Fixed excessive thread consumption (particularly on Linux hosts) when retrieving donor information fails.
    • Fixed player's next decal spray time resetting on death or suicide, or when the player has killed another player.
    • Fixed players disappearing from the score board when various values become not a number or infinite.
    • Fixed server administrators list sometimes becoming corrupted when parsed.
    • Fixed to the KeyValues parser so it can now parse empty blocks correctly.
    • Fixed to the KeyValues parser that caused it to parse }{ as one token, instead of as 2 tokens.
    • Fixed voting menu not always listing all players.
    • Game libraries are now built with Microsoft Visual C++ 2015 (instead of Microsoft Visual C++ 2010) on the Windows XP compatible platform tool kit.
    • Improved reliability of Linux hosts retrieving donor information from the on-line database.
    • Made CVAR "sv_log_monster_kills" affect monsters killing players.
    • Observer mode no longer strips player weapons and items when exiting it.
    • Partially fixed Linux hosts not returning the correct IP address for the machine when requested, so a loopback address will be ignored if a non-loopback address is available. (This is still dependent on the hosts configuration of the system having one machine host name entry pointing to a real NIC's address.)
    • Re-factored all "trigger_random" entities into a single entity, and fixed various unsafe operations. (The old entities, i.e. "trigger_random_time", can still be used but will be mapped to "trigger_random" with the timer enabled)
    • Re-factored func_breakable and door attack vector code so it no longer duplicates code or leaks memory.
    • Removed all references to the memory debugging code, since it no longer works in VC++ 2015.
    • Renamed CVAR "sv_player_log_frequency" to "sv_log_player_frequency".
    • The log classes will now only open a log if the output isn't empty.
    • The media player no longer reloads the playlist twice when the reload playlist button is pressed.
    • When a player is killed the game rules now correctly checks if an entity is a player, instead of checking if the class is CLASS_PLAYER.
    • Removed BOOL from most of the game's code. Changed BOOL variables to bool, methods that returned int but behaved as bool now return bool as well. Not all variables that were int but behave as bool have been changed.

    Code: Engine

    • Core: Changed hard-default value of various CVAR's:
      • cl_cmdrate: 200
      • cl_logocolor: "Ltblue"
      • cl_updaterate: 60
      • name: "New Player"
      • rate: 50000
    • Core: Custom entities defined by the game DLL (and scripts) can now be spawned by engine functions.
    • Core: Disabled reading the network rate setting from the Windows registry.
    • Core: Increased maximum GL textures to 6144 from 4800.
    • Linux server launcher: Fixed incorrect auto-update application ID.

    Code: Sound

    • Disabled FMOD Ex's FMOD_INIT_ENABLE_PROFILE flag.
    • Fixed a bug that caused materials with the maximum allowed name length to overwrite the material type for it.
    • Fixed client not loading custom materials for foot steps.
    • Fixed incorrect origin of impact sounds.
    • Fixed two potential crashes when reading CVAR's.
    • New CVAR "s_mute_unfocused" (on by default) to determine if FMOD should mute all sound output while the game window is not in focus.
    • Sound replacement now uses a more optimal memory allocation approach.
    • Sounds loaded at runtime will now also get OGG compression.

    Code: Non-playable characters

    • [Osprey] Added default case to a switch so Ospreys can never drop a null entity by accident.
    • [Scientist] Fixed being able to control/guide enemy scientists.

    Code: Equipment

    • [Displacer] Fixed bug where the displacer's tertiary fire would never play client side effects.
    • [Displacer] Reworked how the displacer's tertiary fire works so the delay between shots still applies.
    • [Inventory] Fixed a crash on map change when a player is holding a map inventory item.
    • [Inventory] Fixed entity sometimes causing an infinite loop (and stack overflow) when the collect limit has been reached and the item/entity is being deleted.
    • [Inventory] Fixed the inventory dialog causing a crash after being respawned by a map entity (trigger_respawn).
    • [Uzi] Added entity "ammo_uziclip" to supply 9mm rounds at the Uzi's clip size, and used when players drop ammo while wielding an Uzi (or two).

    Code: AngelScript

    • Added "pev" as a member variable to all custom entities.
    • Added a space between 2 words in the Angelscript description string.
    • Added additional checks to NetworkMessage to prevent the wrong message from sending messages begun by another.
    • Added CEntityFuncs::CreateGib.
    • Fixed text menus being removed on map change. (Scripts are now responsible for cleaning them up.)
    • Added CEntityFuncs::PrecacheMaterialSounds.
    • Added CGib to the API.
    • Added checks to prevent server administrators from being kicked or banned by scripts.
    • Added constant to indicate the size of the buffer used to contain the result of a ClientConnect rejection.
    • Added CPlayerFuncs::CreateBot and BotDisconnect.
    • Added CServer: a singleton class that keeps track of server wide state.
    • Added date to the Angelscript log opened message.
    • Added m_szAnimExtension variable to CBasePlayer.
    • Added overloads to CAdminControl that allow plug-ins to slay/kill/kick/ban players without having to specify an administrator.
    • Added PrecacheGeneric method to CGame.
    • Added PrescheduleThink to ScriptBaseMonsterEntity.
    • Added return statement in null pointer test.
    • Added string debugging features to CAutoString and CHashStringPool.
    • Changed how per-module globals are handled: they now use global accessor functions instead of manually declared and initialized globals, allowing them to be used during global variable initialization. (Removed the old method completely.)
    • Clearing the scheduler's timer list now removes all references to other objects held by each timer, so as to avoid memory leaks due to circular references.
    • Fixed g_AdminControl.SetReservedSlots and GetReservedSlots crashing the game.
    • Fixed incorrect use of a bitwise AND operation being used to determine whether or not to call map scripts (code was intended for client side scripting).
    • Fixed scripts failing to load on Linux in particular locations.
    • Fixed typo in Angelscript documentation. (Console command)
    • NetworkMessage is now a scoped reference type to prevent copy construction from creating an invalid message.
    • Reloading plug-ins no longer calls MapInit on them.
    • Removed all references to the memory debugging code, since it no longer works in VC++ 2015.
    • Removed CEngineFuncs::CreateFakeClient.
    • Removed CEntityFuncs::TeamsMatch.
    • Removed fUpdateClient from KeyValueBuffer::SetValue.
    • Removed m_szTeamName from CBasePlayer.
    • Renamed a variable to prevent variable shadowing.
    • Replaced the game's string pool with a more efficient one.
    • The Angelscript log now outputs to the console after logging instead of before to ensure consistent output.
    • The log classes will now only open a log if the output isn't empty.
    • Updated Angelscript's module builder to use SteamPipe.
    • Updated CAutoString so it compares with empty strings properly.
    • Updated UTIL_FindAbstractResourcePath to use SteamPipe.
    • Updated worldspawn to precache required files using SteamPipe.
    • Removed BOOL from the API. Changed BOOL variables to bool, methods that returned int but behaved as bool now return bool as well. Not all variables that were int but behave as bool have been changed.

    Maps

    Black Mesa: Special Tactics Sector

    • Fixed include path for AmmoMod not going up one directory.
    • Prevented players from changing model to a different team colour than they are.

    Dead Simple Neo

    • Made final cut scene skippable with a vote.
    • Prettified objective screens.

    Half-Life

    • [HL C11 A1] Added "weapon_hornetgun" to the equipment configuration as of this map, when players first find it.
    • [HL C14] Fixed players being trapped in a black box at the start. (Mostly.)

    Momma Mesa

    • Updated display name of the author as per author's request.

    Richard Boderman

    • Map has been removed. This map will be available with the 4.0 map pack instead.

    Single player campaign portal

    • Added a few lines to the map information to tell players that some areas might be sealed by the administrator or because the conversion is not installed.

    Toonrun

    • [Part 1] Fixed non-solid wall at Catapultator (TM) area.

    Models

    Player

    • Removed model Junction Punch. (It will be available in the optional player model pack)
    • Removed model Seini. (Missing polygons)
    • Removed various models that could cause copyright controversy.
      • trinityrage
      • uscm
      • selene
      • punisher
      • mandalorian

    Scripts

    • [Entity Manager] Removed command "!addfakeclient".
    • [HL C11 A3] Fixed map not using up retries when the map restarts using survival mode.
    • [Survival] Added checks to prevent negative time intervals from being set.
    • [Survival] Fixed survival persistence not carrying over.
    • [Survival] Script now registers the hooks for "ClientPutInServer", "ClientDisconnect" and "PlayerKilled" itself, eliminating the need to do so manually.
    • [Survival] Script now tracks its state more thoroughly.
    • [Survival] Script now updates the time until activation so players are more aware of it. The delay between updates is configurable.
    • [Vehicle] Fix vehicles decelerating in the air and getting stuck.

    Other

    FGD

    • "trigger_random_time" and "trigger_random_unique" have now been absorbed into "trigger_random".

    SDK

    • We will be including internal test maps along with their sources for new features for teaching purposes. These can be found in the "examples" folder within the "mapping" folder of the SDK.
      • [displacer] How to use displacer targets.
      • [item_inventory] Example uses of "item_inventory" as shown in Adam's demonstration video.

    UI

    • Advanced player settings are now ordered by group, with a few extra settings added.

    Version details

    Steam build ID numbers: Game 986278, dedicated server tool 986281, SDK tool 986282.

    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.

    Last edited by Solokiller; 20-02-2016 at 07:16 AM.
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  2. #2
    Registered User
    Join Date
    Feb 2016
    Posts
    1

    Re: Sven Co-op Update Released [Build 986278]

    "Removed Seini"


  3. #3
    incognico nico's Avatar
    Join Date
    Aug 2015
    Posts
    440

    Re: Sven Co-op Update Released [Build 986278]

    Quote Originally Posted by AdamR View Post
  4. Fixed scripts failing to load on Linux in particular locations.
  5. Does this mean when using "../survival.as" in "svencoop_addons/scripts/plugins/foo.as" does work even the real location is some directories up?

  6. #4
    begadang jangan begadang =_= anggara_nothing's Avatar
    Join Date
    Jan 2016
    Location
    Indonesia
    Posts
    155

    Re: Sven Co-op Update Released [Build 986278]

    Core: Custom entities defined by the game DLL (and scripts) can now be spawned by engine functions.
    Finally!

    [Survival] Added checks to prevent negative time intervals from being set.
    [Survival] Fixed survival persistence not carrying over.
    [Survival] Script now registers the hooks for "ClientPutInServer", "ClientDisconnect" and "PlayerKilled" itself, eliminating the need to do so manually.
    [Survival] Script now tracks its state more thoroughly.
    [Survival] Script now updates the time until activation so players are more aware of it. The delay between updates is configurable.
    Owh man, i have to update my custom survival script from scratch.
    Last edited by anggara_nothing; 20-02-2016 at 07:47 AM.

  7. #5
    Banned Solokiller's Avatar
    Join Date
    Sep 2004
    Location
    Belgium
    Posts
    3,314

    Re: Sven Co-op Update Released [Build 986278]

    Quote Originally Posted by nico View Post
    Does this mean when using "../survival.as" in "svencoop_addons/scripts/plugins/foo.as" does work even the real location is some directories up?
    Plugins shouldn't be using map scripts. And no, it doesn't do that. It now uses SteamPipe directly, instead of a workaround.

  8. #6
    Snark King MasterPixarGuy's Avatar
    Join Date
    Feb 2016
    Location
    Devon, England
    Posts
    2

    Re: Sven Co-op Update Released [Build 986278]

    Quote Originally Posted by AdamR View Post
  9. Removed model Seini. (Missing polygons)

  10. Removed various models that could cause copyright controversy.
  11. I understand that removing models to avoid copyright controversy is a thing but I'd like to know which models were removed, I also feel Seini's removal is an utter shame, surely someone could make a new and improved model for he/she/it.
    Liam / Ludie / MasterPixarGuy
    Avid Sven Co-op Player

    λ
    λ SNARK LORD λλ

  12. #7
    Game tester Orphanage's Avatar  
    Tester
    Join Date
    May 2011
    Location
    Kingdom of Rughzenhaide
    Posts
    165

    Re: Sven Co-op Update Released [Build 986278]

    Quote Originally Posted by MasterPixarGuy View Post
    I understand that removing models to avoid copyright controversy is a thing but I'd like to know which models were removed, I also feel Seini's removal is an utter shame, surely someone could make a new and improved model for he/she/it.
    Selene, TrinityRage, Punisher, JunctionPunch, Mandalorian and USCM player models was also removed. The last Seini was already mentioned, not sure if there is any other player models got removed but thats what I figured so far.
    Kinda sad but reasonable.

  13. #8
    Banned Solokiller's Avatar
    Join Date
    Sep 2004
    Location
    Belgium
    Posts
    3,314

    Re: Sven Co-op Update Released [Build 986278]

    Updated the post with a list of all removed models.

  14. #9
    Registered User Dr.Cola's Avatar
    Join Date
    Feb 2010
    Location
    Iceland
    Posts
    26

    Re: Sven Co-op Update Released [Build 986278]

    IS the itchyosaur A.I fixed?
    Sven coop fan

  15. #10
    Polygon creator Nicksven's Avatar
    Join Date
    Dec 2013
    Location
    Russia , Penza
    Posts
    50

    Re: Sven Co-op Update Released [Build 986278]

    What about DirectX ? Why no more available/ why not retutn it / now without half-life need ! I now many players will be happy play D3d ?gl is crying sometimes
    I don't fit the criteria.: Unsure: I don't have the crowbar. And brutality deprived ...:'
    come-come, here, by the way, doesn't everyone likes to crowbar
    crowbar is the only correct criterion of natural selection
    at the sight of the crowbar doesn't have suicidal thoughts

  16. #11
    Banned Solokiller's Avatar
    Join Date
    Sep 2004
    Location
    Belgium
    Posts
    3,314

    Re: Sven Co-op Update Released [Build 986278]

    DirectX support was removed by Valve. We're not adding it back. Our focus will be on OpenGL.

  17. #12
    Registered User Ultimaximus's Avatar
    Join Date
    Jan 2016
    Posts
    3

    Re: Sven Co-op Update Released [Build 986278]

    Bug fixes galore, including some I recognise running into, hooray

  18. #13
    Registered User Loulimi's Avatar
    Join Date
    Jul 2013
    Posts
    88

    Re: Sven Co-op Update Released [Build 986278]

    Good work!
    Loulimi (also Barney, barney27, Loullimi)
    I want to save the Goldsource's knwoledge and community.
    Creator of the mod Shift-Two.

  19. #14
    Not in the circlejerk S. H. Lynx's Avatar
    Join Date
    Sep 2009
    Location
    Santiago, Chile
    Posts
    186

    Re: Sven Co-op Update Released [Build 986278]

    Removed model Junction Punch. (It will be available in the optional player model pack)
    Removed model Seini. (Missing polygons)
    Removed various models that could cause copyright controversy.
    trinityrage
    uscm
    selene
    punisher
    mandalorian
    Best Update

    Servidor Hispano de Sven Co-op

    Current HN: Luces en Babel / Babylon (Steam) - I no longer use S. H. Lynx on my work.
    SteamID

  20. #15
    BEP INITIALIZING A Robot Grunt's Avatar
    Join Date
    Oct 2015
    Location
    CLASSIFIED
    Posts
    4

    Re: Sven Co-op Update Released [Build 986278]

    Dang, why'd Boderman have to be removed? It was a pretty fun map IMO.

  21. #16
    Mapper Nih's Avatar  
    Manager
    Join Date
    Dec 2002
    Location
    Denmark
    Posts
    5,466

    Re: Sven Co-op Update Released [Build 986278]

    Quote Originally Posted by A Robot Grunt View Post
    Dang, why'd Boderman have to be removed? It was a pretty fun map IMO.
    One of the authors turned sour on the development team and requested its removal from the game, so we decided to put it in a mappack to avoid being troubled by this individual in the future.

  22. #17
    Advanced Leveldesigner SourceSkyBoxer's Avatar
    Join Date
    Apr 2011
    Location
    Germany
    Posts
    787

    Re: Sven Co-op Update Released [Build 986278]

    And does it fix to -/+32768 if player goes outside than it sees black color?
    Not fixed it

    // Edit Oh please change extension of Angelscript because conflict of Actionscript by Adobe Flash has owned extension *.as
    Last edited by SourceSkyBoxer; 20-02-2016 at 01:14 PM. Reason: // Edit
    Hello guys, Svencoop. I am sorry Please respect me! I am deaf. Thanks, Sven-Coop Forum!

    Please do not share to shit dropbox! Please share only Mega.nz!
    Muhahaha, Facebook crashed!

  23. #18
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [uk]
    Posts
    8,479

    Re: Sven Co-op Update Released [Build 986278]

    Quote Originally Posted by SourceSkyBoxer View Post
    // Edit Oh please change extension of Angelscript because conflict of Actionscript by Adobe Flash has owned extension *.as
    I wasn't aware file extensions were proprietary property.
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  24. #19
    Registered User _L1pE_'s Avatar
    Join Date
    Jan 2016
    Posts
    17

    Re: Sven Co-op Update Released [Build 986278]

    Quote Originally Posted by Nih View Post
    One of the authors turned sour on the development team and requested its removal from the game, so we decided to put it in a mappack to avoid being troubled by this individual in the future.
    So... Can we have one (or more, or preferably most) of the good 4.x maps added back in the default game in its place?

  25. #20
    Advanced Leveldesigner SourceSkyBoxer's Avatar
    Join Date
    Apr 2011
    Location
    Germany
    Posts
    787

    Re: Sven Co-op Update Released [Build 986278]

    Quote Originally Posted by AdamR View Post
    I wasn't aware file extensions were proprietary property.
    Thank God! You need to change to *.scas = Sven Coop AngelScript? If you like that? I hope you find good my suggestion.
    Hello guys, Svencoop. I am sorry Please respect me! I am deaf. Thanks, Sven-Coop Forum!

    Please do not share to shit dropbox! Please share only Mega.nz!
    Muhahaha, Facebook crashed!

  26. #21
    Banned Solokiller's Avatar
    Join Date
    Sep 2004
    Location
    Belgium
    Posts
    3,314

    Re: Sven Co-op Update Released [Build 986278]

    We're not going to do that.

  27. #22
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [uk]
    Posts
    8,479

    Re: Sven Co-op Update Released [Build 986278]

    Quote Originally Posted by SourceSkyBoxer View Post
    Thank God! You need to change to *.scas = Sven Coop AngelScript? If you like that? I hope you find good my suggestion.
    Yeahhhh, I was being sarcastic. File extensions are not owned, copyrighted, or trademarked.
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  28. #23
    Level Designer CryoKeen's Avatar
    Join Date
    Aug 2001
    Location
    United States
    Posts
    4,451

    Re: Sven Co-op Update Released [Build 986278]

    weapon_hivehand is no longer working and crashes the game, it was in the cfg for kh4

  29. #24
    Level Designer CryoKeen's Avatar
    Join Date
    Aug 2001
    Location
    United States
    Posts
    4,451

    Re: Sven Co-op Update Released [Build 986278]

    func_vehicles no longer working.. ie they are not spawning. please fix, otherwise, ty for update.

  30. #25
    Banned Solokiller's Avatar
    Join Date
    Sep 2004
    Location
    Belgium
    Posts
    3,314

    Re: Sven Co-op Update Released [Build 986278]

    weapon_hivehand doesn't exist. weapon_hornetgun does. That's why it crashes.

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •