Thread: Sven Co-op Update Released [Build 1316415]

Results 1 to 25 of 25
  1. #1
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [uk]
    Posts
    8,486

    Sven Co-op Update Released [Build 1316415]

    An update for Sven Co-op has been released. If you are running a dedicated server please use SteamCmd to update your servers. Those of you that were using the public release candidate can remain to do so, as this branch now matches the standard branch.

    Changes are as follows:

    Notable changes

    • Cross-map inventory now works for Internet game servers using fast downloads.
    • Fixed crashes caused by overlapping network messages.
    • Full bright texture support for models.
    • Lots of model and NPC collision box tweaks.

    Code

    Game library

    • Added mode 6 to "r_drawentities": This will draw the collision bounding box for entities.
    • Added workaround for cross-map inventory not working on servers using fast downloads. (This change only applies to Internet game servers.)
    • Command "myinfo" now shows your entity index, origin, angles, class, authentication ID, and user ID.
    • Fixed crashes caused by bad pointers when initialising multi-player game rules.
    • Fixed crashes caused by network messages from secondary threads, because another message was already in progress.
    • Increased maximum weapons to 128 from 64. (Temporary.)
    • Removed duplicate functionality used when a player disconnects.
    • Reverting some of the force damage calculations to fix some issues with grenade jumping and MADWHACK launches.
    • trigger_camera has a new mouse click action that allows the player to leave the camera, but only if the camera isn't forcing the player to view.
    • trigger_relay has a new flag to pass through the original activator to its target.
    • trigger_teleporter can now make use of inventory rules.

    Engine

    • Back-ported "r_drawentities" modes 5 (animation bounding boxes) and 6 (collision bounding boxes) to the engine.
    • Flashlights of other players now point to the direction they are looking rather than making a glow around the player.
    • Flashlights of other players should no longer flicker.
    • Implemented the QC flag "STUDIO_NF_FULLBRIGHT". (Textures with the flag specified will draw in full brightness at all times.)
    • Increased maximum weapons to 128 from 64. (Temporary.)

    Sound

    • Fixed sentence files not being found outside of the primary content folder. ("svencoop")

    Non-playable characters

    • Tweaked the collision bounding box sizes of some NPCs so they match their model more closely. The height increases will mean it's harder for players to be cheeky and jump on top of NPCs and bash their head in unharmed. (Not impossible, just harder.)
      • Alien controller: Raised height to 64 from 48.
      • Alien grunt: Raised height to 88 from 72.
      • Gonome: Raised height to 80 from 72.
      • Headcrab: Reduced height to 20 from 24.
      • Sentry turret: Changed to 12x12x56 from 16x16x64.
      • Shock trooper: Raised height to 88 from 72.
      • Tor: Raised height to 88 from 72.

    Items

    • Classic mode: Items that are mapped now obtain the "custom respawn delay" and "is not ammo item" values from the item they are replacing.
    • item_inventory: Changed default model to "key.mdl" as it's easier to position in maps.
    • Tweaked collision bounding boxes for collectable items. (This should fix some items sinking into the floor, though ammo entities must still be 16 units away from a wall.)
      • Weapon size: 1 unit cubed.
      • Ammo size: 16 units cubed.
      • Item size: 4 units cubed.

    Maps

    Robination

    • Balance improvements.

    Stadium

    • Fixed NPCs not always spawning with a random model body.

    Models

    Weapons/Items

    • Crowbar: Fixed missing hand bone in the view model.
    • Desert eagle: Added Norman's updated model proper tritium sights that glow in the dark, minor animation corrections, and improved meshes.
    • Desert eagle: Made the green dots on the iron sight glow in the dark on the view and peewee models.
    • Gauss gun: The "glow" texture now glows in the dark.
    • Gluon gun: Added some green lights to the barrel.
    • Gluon gun: Fixed fidget animation rotating the whole model instead of the lever.
    • Gluon gun: Made the screen/lights on the control panel (right side of model) glow in the dark.
    • Gluon gun: Upped the contrast on the glow overlay.
    • HEV suit: New model based on the player model.
    • Medkit: Added Norman's new weapon with buttons and a screen that glow in the dark.
    • RPG: Monitor now glows in the dark.
    • RPG: Removed the weird fake red light that was cut off on the edge in the original monitor texture.
    • Saw: Adjusted the muzzle flash attachment on player model so that the sprite is outside of the barrel.
    • Security: New model including TFC skins.

    Player

    • Clean suit: Fixed unarmed run arm animations being used while holding weapons.
    • Clean suit: Replacing model with Slartibarty's build.
    • Construction: Replacing model with Slartibarty's build, with 100% less UV map shifting and visible seams between necks/hands/feet.
    • Zombie: Replacing model with Slartibarty's build, with 100% less UV map shifting and visible seams between necks/hands/feet.

    NPC

    • Clean suit scientist: Replacing model with Slartibarty's build, with HD heads/hands.
    • Female assassin: Added full bright to the night vision goggles.
    • Heavy weapons grunt: Added Slartibarty's fixes for the HWGrunt's hands and UV shift errors, and other minigun appearance oddities.
    • Otis: Added Slartibarty's fixes for Otis' UV shifting and texture seam issues.
    • Stukabat: Fixed crashes caused by badly sized textures.
    • Tentacle: Fixed hit boxes caused by badly exported animations.

    Other

    • Added some extra prop models for mappers.
    • Deleted many model external texture files of which are no longer used.

    SDK

    StudioMDL

    • Added "fullbright" option and all other missing "$texrendermode" texture options. ("nomips", "flatshade", "alpha", and "chrome".)
    • Fixes issues with texture coordinate alignment and improperly resized textures causing texture resolution issues.
    • Removed $cliptotextures and power-of-two texture resizing.
    • Removed -1/+1 math tweaks which appear to have affected texture co-ords.

    Other

    FGD

    • Spore plants now have move type "FLY" (5) by default.

    Misc

    • Added game icon for Linux.
    • Added a line break to the end of the default plug-ins configuration so the parser is less likely to break.
    • Events: Added M16A2 custom muzzle definition file used by human grunt NPCs.
    • Removed compiler specific textures from barney, nw, and OpFor WADs to prevent conflicts.

    Version details

    Steam build ID numbers: Game 1316415, dedicated server tool 1316416, SDK tool 1316417.

    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.

    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
    200 MB Angelscript log file KernCore's Avatar
    Join Date
    Apr 2016
    Location
    Brazil
    Posts
    265

    Re: Sven Co-op Update Released [Build 1316415]

    Looking forward to see more on this:
    Increased maximum weapons to 128 from 64. (Temporary.)

  3. #3
    Registered User Tonblader's Avatar
    Join Date
    Feb 2016
    Posts
    122

    Re: Sven Co-op Update Released [Build 1316415]

    Quote Originally Posted by KernCore View Post
    Looking forward to see more on this:
    I see the same update

  4. #4
    Registered User Unit #7840's Avatar
    Join Date
    Jul 2016
    Location
    Brazil, Rio Grande do Sul, Porto Alegre
    Posts
    44

    Re: Sven Co-op Update Released [Build 1316415]

    Well, there goes half of my entire LD models...

  5. #5
    REE3 The303's Avatar  
    Contributor
    Join Date
    Jul 2015
    Posts
    393

    Re: Sven Co-op Update Released [Build 1316415]

    Note to modellers, the new studiomdl currently has issues with compiling "_chrome" textures that put the chrome uvs outside the uv space which seem to cause a crash to desktop upon that model load. Norman pointed out a workaround is to compile the model without "_chrome" in the bmp texture names and then in hlmv or standalone, set the chrome flag manually and save out the model.

    Quote Originally Posted by Unit #7840 View Post
    Well, there goes half of my entire LD models...
    What happened?

  6. #6
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [uk]
    Posts
    8,486

    Re: Sven Co-op Update Released [Build 1316415]

    Quote Originally Posted by Unit #7840 View Post
    Well, there goes half of my entire LD models...
    Are you @°CLØcky Bѳxy°? http://steamcommunity.com/games/sven...18975645620480

    This is likely because you've been placing your custom content within the "svencoop" folder. This is highly discouraged as it is a Steam managed location.

    See this: http://www.svencoop.com/manual/serve...ml#custom-maps
    Ensure your own custom content only goes in the "svencoop_addon" folder, the contents of this won't be touched by Steam.
    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

  7. #7
    рокегмап ._. KaLo's Avatar
    Join Date
    Apr 2009
    Posts
    351

    Re: Sven Co-op Update Released [Build 1316415]

    I focused on this update : Increased maximum weapons to 128 from 64. (Temporary.)

    It's a good thing for adding more custom weapons , but there's still have a problem , the bucket.



    The major issue is , when 2 weapons use same slot , one of 2 weapons cannot selected.
    Also there's no bucket 7 to use.

    HMM .................. I HAVE A GREAT IDEA.


    How about to make good use of Inventory System ??

    MY IDEA - Weapon In Inventory

    What should it do :

    For example , there are two rpg use same slot , one is homing missile launcher , named Weapon_A , one is direct-hit rpg , named Weapon_B.

    1. Weapon can be selected no matter both weapons' data are precached :
    Ex: you have no weapon , if you pick up weapon_A , you can select weapon_A while weapon_B is precached.
    Conversely , when you pick up weapon_B without weapon_A , you still can select weapon_B.

    2. Previous weapon will be transfer to your inventory :
    This is major way to save the bucket and slot.
    The weapon you pick up lately will replace the "previous weapon" , and the "previous weapon" will transfer into an inventory object and stored in your inventory.
    If two weapons use same slot.

    Ex: You are using weapon_A , you found weapon_B and pick up it , you start to use weapon_B , and the weapon_A will be transfer to inventory.

    Note: When you are holding minigun/shockrifle , the weapon use same slot of minigun/shockrifle will automatically transfer to inventory when pick up.
    Until you throw the minigun/shockrifle away.

    3. Restore the weapon in inventory by clicking it or dropping it:
    If you want to use the weapon already in inventory , you can click it or drop it then pick up it again , the weapon pick up lately will be used and previous weapon transfer to inventory.
    Click the weapon in inventory will gain it immediately.

    Ex: You stored weapon_B , using weapon_A , you click the weapon_B in inventory , then suddenly you switch weapon to weapon_B , and weapon_A is in your inventory now.

    Note: You can't restore the weapon use same slot of minigun/shockrifle , when you are holding minigun/shockrifle.

    This is my idea to solve the bucket limit. sorry for bad grammar.
    Last edited by KaLo; 04-09-2016 at 06:37 AM.

  8. #8
    Advanced Leveldesigner SourceSkyBoxer's Avatar
    Join Date
    Apr 2011
    Location
    Germany
    Posts
    789

    Re: Sven Co-op Update Released [Build 1316415]

    Yeah thanks for updates and did you check with flash light if you are outside of -/+32768 or -/+65536?
    And did you fix sc compilers increased to -/+130702?
    I will hope you fix good solution
    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!

  9. #9
    Registered User Unit #7840's Avatar
    Join Date
    Jul 2016
    Location
    Brazil, Rio Grande do Sul, Porto Alegre
    Posts
    44

    Re: Sven Co-op Update Released [Build 1316415]

    Yes, that's me. And yes, I always place my models and such on my svencoop folder, you're right... Thank you for the help, I forgot that I posted a folder containing some of my creations, some of them aren't really lost right now... Only things that are missing are hivehand t model and the pistol clip that I'm still trying to find.

  10. #10
    Registered User Unit #7840's Avatar
    Join Date
    Jul 2016
    Location
    Brazil, Rio Grande do Sul, Porto Alegre
    Posts
    44

    Re: Sven Co-op Update Released [Build 1316415]

    So I selected every single one of my models placed on the normal svencoop directory and guess how many there were... Click image for larger version. 

Name:	1.jpg 
Views:	270 
Size:	284.0 KB 
ID:	17443

  11. #11
    Administrator JPolito's Avatar  
    Manager
    Join Date
    Apr 2004
    Posts
    7,525

    Re: Sven Co-op Update Released [Build 1316415]

    Quote Originally Posted by Unit #7840 View Post
    So I selected every single one of my models placed on the normal svencoop directory and guess how many there were... Click image for larger version. 

Name:	1.jpg 
Views:	270 
Size:	284.0 KB 
ID:	17443
    It is truly cursed. You may want to hire a priest to format your hard drive.

  12. #12
    Registered User Unit #7840's Avatar
    Join Date
    Jul 2016
    Location
    Brazil, Rio Grande do Sul, Porto Alegre
    Posts
    44

    Re: Sven Co-op Update Released [Build 1316415]

    I'll probably do that someday, I actually need to make my computer use factory settings because I only got 31,0 gigabyetes left on my hard drive.

  13. #13
    рокегмап ._. KaLo's Avatar
    Join Date
    Apr 2009
    Posts
    351

    Re: Sven Co-op Update Released [Build 1316415]

    Quote Originally Posted by KernCore View Post
    Increased maximum weapons to 128 from 64. (Temporary.)
    Looking forward to see more on this:
    To KernCore , although we can have total 128 weapons now , but the bucket limit still be annoying.

    I calculate the buckets' limit:

    There are 6 buckets , every bucket has 10 slots. 6 x 10 = total 60 slots.

    Default weapons' amount is 26 (minigun and shockrifle cannot selects but still counts in bucket)

    And...

    60 - 26 = 34 , it means you can have 34 custom weapons show on the buckets.

    However , if 2 weapons use same slot , one can't be selected. Although Bucket 7 and position 11 exists , but they aren't visible.


    Now we have 128 weapons , include default weapons , so max custom weapon amount is :

    128 - 26 = 102 , it means you can add 102 custom weapons to your game.

    Because the bucket limit , only 34 custom weapons can be showed on buckets:

    102 - 34 = 68.

    As the result , 68 custom weapons cannot shows on buckets , they need to use by input their entity name in console.

    (ex: input "weapon_30cal" in console to use weapon_30cal , if weapon_30cal slot-conflicted other weapon caused weapon_30cal cannot select on buckets)


    Buckets should be enhanced too with weapon limit increases.
    Or use my idea I suggest above. Stores slot-conflicted weapon to your inventory interface.
    Last edited by KaLo; 05-09-2016 at 04:25 AM.

  14. #14
    Administrator Sniper's Avatar  
    Manager
    Join Date
    Aug 2001
    Posts
    7,110

    Re: Sven Co-op Update Released [Build 1316415]

    Kalo: No need to get detailed; it was an oversight. This is already fixed for the next patch.
    - David "Sniper" McDermott
    Sven Co-op Lead Programmer
    "I mean it's like a koala bear crapped a rainbow in my brain!"

  15. #15
    Registered User tridz's Avatar
    Join Date
    Jan 2016
    Location
    Istanbul,Turkey
    Posts
    63

    Re: Sven Co-op Update Released [Build 1316415]

    Quote Originally Posted by Sniper View Post
    Kalo: No need to get detailed; it was an oversight. This is already fixed for the next patch.
    Is it possible to fix the problem where we have to type stopsound in console to hear people properly after cutscenes?

  16. #16
    200 MB Angelscript log file KernCore's Avatar
    Join Date
    Apr 2016
    Location
    Brazil
    Posts
    265

    Re: Sven Co-op Update Released [Build 1316415]

    Quote Originally Posted by KaLo View Post
    To KernCore , although we can have total 128 weapons now , but the bucket limit still be annoying.

    I calculate the buckets' limit:

    There are 6 buckets , every bucket has 10 slots. 6 x 10 = total 60 slots.

    Default weapons' amount is 26 (minigun and shockrifle cannot selects but still counts in bucket)

    And...

    60 - 26 = 34 , it means you can have 34 custom weapons show on the buckets.

    However , if 2 weapons use same slot , one can't be selected. Although Bucket 7 and position 11 exists , but they aren't visible.


    Now we have 128 weapons , include default weapons , so max custom weapon amount is :

    128 - 26 = 102 , it means you can add 102 custom weapons to your game.

    Because the bucket limit , only 34 custom weapons can be showed on buckets:

    102 - 34 = 68.

    As the result , 68 custom weapons cannot shows on buckets , they need to use by input their entity name in console.

    (ex: input "weapon_30cal" in console to use weapon_30cal , if weapon_30cal slot-conflicted other weapon caused weapon_30cal cannot select on buckets)


    Buckets should be enhanced too with weapon limit increases.
    Or use my idea I suggest above. Stores slot-conflicted weapon to your inventory interface.
    Sven Co-op is actually using 30 weapons. If I'm wrong please correct me: Electric Crowbar, Golden Uzi, Chumtoad, Minigun, Shockrifle.

    iPosition 11 is actually being drawn by the engine, somehow, but if you look at my update, weapon_enfieldscoped which uses that exact iPosition (11) gets drawn.

    From what I understood, Sniper told me in their Discord Channel that they will be increasing the limits that the engine can handle. That will need more testing to see if other stuff doesn't get conflicted/broken.

    I'm currently working on another project: The Specialists weapons, and I'll shortly work on making CS1.6 and WW2 weapons being compatible with each other.

  17. #17
    Registered User Unit #7840's Avatar
    Join Date
    Jul 2016
    Location
    Brazil, Rio Grande do Sul, Porto Alegre
    Posts
    44

    Re: Sven Co-op Update Released [Build 1316415]

    Could somebody give me a list of all of the UHD models that were replaced on the update? I would really aprecciate it.

    I noticed something strange with the sniper rifle, when you shoot it or zoom in after shooting very quickly, only half of the sound will play, is it a glitch?
    Last edited by Unit #7840; 11-09-2016 at 06:40 PM. Reason: Bug report,maybe? I don't know.

  18. #18
    Administrator JPolito's Avatar  
    Manager
    Join Date
    Apr 2004
    Posts
    7,525

    Re: Sven Co-op Update Released [Build 1316415]

    Modified:
    Code:
    /svencoop/models/cleansuit_scientist.mdl
    /svencoop/models/hassassin.mdl
    /svencoop/models/hassassinf.mdl
    /svencoop/models/hwgrunt.mdl
    /svencoop/models/hwgruntf.mdl
    /svencoop/models/massn.mdl
    /svencoop/models/massnf.mdl
    /svencoop/models/otis.mdl
    /svencoop/models/otisf.mdl
    /svencoop/models/p_desert_eagle.mdl
    /svencoop/models/p_gauss.mdl
    /svencoop/models/p_medkit.mdl
    /svencoop/models/p_rpg.mdl
    /svencoop/models/p_rpg_r.mdl
    /svencoop/models/p_saw.mdl
    /svencoop/models/player/HL_Construction/HL_Construction.mdl
    /svencoop/models/player/cl_suit/cl_suit.mdl
    /svencoop/models/player/zombie/zombie.mdl
    /svencoop/models/stukabat.mdl
    /svencoop/models/tentacle2.mdl
    /svencoop/models/v_crowbar.mdl
    /svencoop/models/v_desert_eagle.mdl
    /svencoop/models/v_egon.mdl
    /svencoop/models/v_gauss.mdl
    /svencoop/models/v_medkit.mdl
    /svencoop/models/v_rpg.mdl
    /svencoop/models/w_desert_eagle.mdl
    /svencoop/models/w_gauss.mdl
    /svencoop/models/w_medkit.mdl
    /svencoop/models/w_pmedkit.mdl
    /svencoop/models/w_security.mdl
    /svencoop/models/w_suit.mdl
    Deleted:
    Code:
    /svencoop/models/agrunt01.mdl
    /svencoop/models/agruntt.mdl
    /svencoop/models/barney01.mdl
    /svencoop/models/barney02.mdl
    /svencoop/models/barney03.mdl
    /svencoop/models/barney04.mdl
    /svencoop/models/barneyt.mdl
    /svencoop/models/blkop_ospreyt.mdl
    /svencoop/models/cleansuit_scientist01.mdl
    /svencoop/models/cleansuit_scientist02.mdl
    /svencoop/models/cleansuit_scientist03.mdl
    /svencoop/models/cleansuit_scientist04.mdl
    /svencoop/models/gargt.mdl
    /svencoop/models/gmant.mdl
    /svencoop/models/hassassint.mdl
    /svencoop/models/headcrabt.mdl
    /svencoop/models/ickyt.mdl
    /svencoop/models/islave01.mdl
    /svencoop/models/islave02.mdl
    /svencoop/models/islavet.mdl
    /svencoop/models/ospreyt.mdl
    /svencoop/models/strooper01.mdl
    /svencoop/models/tentacle2t.mdl
    /svencoop/models/v_sawT.mdl
    /svencoop/models/w_357ammoboxt.mdl
    /svencoop/models/w_357ammot.mdl
    /svencoop/models/w_357t.mdl
    /svencoop/models/w_9mmarclipt.mdl
    /svencoop/models/w_9mmart.mdl
    /svencoop/models/w_9mmclipt.mdl
    /svencoop/models/w_argrenadet.mdl
    /svencoop/models/w_chainammot.mdl
    /svencoop/models/w_crossbowt.mdl
    /svencoop/models/w_crowbart.mdl
    /svencoop/models/w_egont.mdl
    /svencoop/models/w_gaussammot.mdl
    /svencoop/models/w_gausst.mdl
    /svencoop/models/w_grenadet.mdl
    /svencoop/models/w_hgunt.mdl
    /svencoop/models/w_medkitt.mdl
    /svencoop/models/w_rpgammot.mdl
    /svencoop/models/w_rpgt.mdl
    /svencoop/models/w_satchelt.mdl
    /svencoop/models/w_securityt.mdl
    /svencoop/models/w_shotboxt.mdl
    /svencoop/models/w_shotgunt.mdl
    /svencoop/models/w_sqknestt.mdl
    /svencoop/models/w_squeakt.mdl
    /svencoop/models/w_suitt.mdl
    /svencoop/models/zombie01.mdl
    /svencoop/models/zombie02.mdl
    /svencoop/models/zombie03.mdl
    /svencoop/models/zombie04.mdl
    /svencoop/models/zombiet.mdl

  19. #19
    Registered User Unit #7840's Avatar
    Join Date
    Jul 2016
    Location
    Brazil, Rio Grande do Sul, Porto Alegre
    Posts
    44

    Re: Sven Co-op Update Released [Build 1316415]

    Thank you so much, but I got almost all of them right without even knowing, only two models were missed.

    But why was the Stukabat modified? I don't see any differences...

  20. #20
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [uk]
    Posts
    8,486

    Re: Sven Co-op Update Released [Build 1316415]

    This is why:
    COMPILE [STUKABAT] /Devs Rev. 967:
    The Stukabat now works ingame without crashing. (Resized textures)
    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

  21. #21
    Administrator JPolito's Avatar  
    Manager
    Join Date
    Apr 2004
    Posts
    7,525

    Re: Sven Co-op Update Released [Build 1316415]

    That log is actually from a succession of logs where Slartibarty (Cryodragon) was committing a new version of the stukabat with textures/animations from the Half-Life SDK.

  22. #22
    Just another co-op player Maestro Fénix's Avatar
    Join Date
    Dec 2012
    Location
    Spain
    Posts
    361

    Re: Sven Co-op Update Released [Build 1316415]

    Quote Originally Posted by JPolito View Post
    That log is actually from a succession of logs where Slartibarty (Cryodragon) was committing a new version of the stukabat with textures/animations from the Half-Life SDK.
    Which they are also of a better quality, BTW.


    Here we go again

  23. #23
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [uk]
    Posts
    8,486

    Re: Sven Co-op Update Released [Build 1316415]

    Oh yeah for sure, he's brought in some boss modeling work we very needed.
    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. #24
    Registered User Unit #7840's Avatar
    Join Date
    Jul 2016
    Location
    Brazil, Rio Grande do Sul, Porto Alegre
    Posts
    44

    Re: Sven Co-op Update Released [Build 1316415]

    Quote Originally Posted by AdamR View Post
    This is why:
    Oh, thank you for the info. I never had any issues with it...

  25. #25
    Registered User gianyulo2's Avatar
    Join Date
    Apr 2016
    Posts
    2

    Re: Sven Co-op Update Released [Build 1316415]

    When you take out a Workshop for Sven-Coop?
    There are many people who expected
    and they are creating mods for Sven-Coop
    as Skins, Textures, models of weapons, Sprites, Backgrounds and maps

    My idea is: win skins and are kept in inventory
    and apply them to weapon we have

    the way to win is to kill many enemies skins or appear out of nowhere you xD

Posting Permissions

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