Thread: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

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  1. #1
    Administrator AdamR's Avatar  
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    They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    Happy Halloween!

    In celebration of all the ceaselessly starving zombies out there, we're releasing a completely overhauled version of They Hunger Episodes 1 and 2! We've merged the maps into chapters and implemented survival mode, and the maps now feature completely new custom scripted weapons created by Norman Roger, Der Graue Fuchs, and KernCore. The game menu has also been updated with an excellent Halloween-inspired theme song created by Zodemon. To play the series from the start, simply load th_ep1_00.bsp.

    Alongside the They Hunger series update, we also have a plethora of game updates. 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

    • AngelScript server plug-ins are now allowed to register custom entities.
    • Fixed a noticeable delay (or sometimes temporary freeze) when entering a map caused by the sentence parser.
    • Improvements to "item_inventory" and item trigger rules.
    • Roll angle has been restored from pre-Steam Half-Life. The player's view will now roll slightly when strafing from side to side. It is controlled using the "cl_rollangle" and "cl_rollspeed" CVARs. (To disable view rolling, set "cl_rollangle" to 0.)

    Code

    Game library

    • Added "Append Map CFG" flag to "game_player_equip". When used, weapons in the map configuration file will be given along with any additional weapons or items specified within the entity itself. This overrides the previous entity behaviour which caused the map to ignore configuration file load-outs entirely. The Sven Co-op FGD has been updated to reflect this change.
    • Fixed a memory leak with the scoreboard icons.
    • Increased weapon slot count to 7.
    • Initial update for more realistic weapon dropping.
    • Inventory trigger rules: Fixed a crash when trying to drop, return, or destroy an item specified in a trigger's inventory rules when the item entity no longer exists.
    • Inventory trigger rules: Fixed incorrectly returning items by group name when they were specified for destruction.
    • Inventory trigger rules: Item triggers (use, drop, return, or destroy) can now be ignored.
    • Inventory trigger rules: Moved the inventory rules check within "trigger_once" and "trigger_multiple" so rules are only looked at after things like filtering, flag handling (enter/exit), and reset delay are all handled.
    • Ladders will no longer be virtually unusable if they contain an origin brush.
    • NPCs will push players out of the way during scripted sequences. (Experimental - Possibly want to move this to an entity flag.)
    • Removed "You must wait" messages for "medic" and "take cover" calls. (The delay still exists though.)
    • Revamped our Linux build process.
    • Roll angle has been restored from pre-Steam Half-Life. The player's view will now roll slightly when strafing from side to side. It is controlled using the "cl_rollangle" and "cl_rollspeed" CVARs. (To disable view rolling, set "cl_rollangle" to 0.)
    • Spore effects are removed if the entity state is stale.
    • The "drop" command will now drop all "item_inventory" of which are blocking you from using weapons. (If you have any.) This is so a player can quickly get back to their weapons.
    • Updated PM_PlayerShouldBypassEntity() to account for walking NPCs. Players will now be pushed out of the way of NPCs playing scripts.

    AngelScript

    • Updated AngelScript to 2.31.1.
    • Added missing add-on "scriptdictionary".
    • Brought back corpse gibbing.
    • Combined functions Inventory_ClearAll() and Inventory_PurgeOnRespawn() into Inventory_RemoveAllFromHolder(). This function now has 4 parameters:
      • CBaseMonster pHolder: Same as before.
      • bool fDrop: Set to TRUE to cause the items to be dropped regularly, otherwise they will be returned instantly.
      • bool fBlockingWeaponsOnly: Set to TRUE to cause only items that block weapon usage to be removed.
      • bool fHonourKeepOnRespawn: Set to TRUE to cause items using option "Keep on respawn" to be retained.
    • Removed redundant class ASDictionary.
    • Removed redundant class ASLinkedList.
    • Replaced deprecated functions in classes ASEntity, ASEntityFuncs, ASMapCycle, ASMonsterEntity, ASScheduler, ASScriptReflection, ASString, and ASUtil.
    • Server plug-ins are now allowed to register custom entities.

    Engine

    • Added new model lighting for players and other entities receiving light from flash lights.
    • Exposed engine functions SV_AddPositionToFatPAS() and SV_AddPositionToFatPVS() in the engine interface so downstream libraries can tweak what makes it into the PAS/PVS.
    • Fixed a possible crash due to a null entity reference.
    • Increased weapon index read size from 6 bits to 7 bits, to support 128 weapons.
    • Removed NPOT texture check which exited the game. (OpenGL 2.0 and higher supports NPOT textures.)
    • Renderer now has a 24-bit Z-buffer and 8-bit stencil buffer.
    • Updated flash light display for players.

    Sound

    • Changed evaluation order of sentence word files to look for WAV files first.
    • Fixed a noticeable delay (or sometimes temporary freeze) when entering a map caused by the sentence parser.
    • Removed stat() calls for Linux.

    Non-playable characters

    • [Apache] Rotor sound effect now follows the entity properly.
    • [Apache] Scale calculation updates.
    • [Barney] Corpse health now uses default skill value.
    • [Heavy Weapons Grunt] A.I. schedule will now fail if a player is holding his minigun.
    • [Heavy Weapons Grunt] The "pickup_minigun" animation is now used. (This will not affect outdated models that lack the animation.) Animation event "12" has been added to signal the A.I. code when to grab the minigun from the ground.
    • [Human Grunt] RPG grunts now use head group option 4.
    • [Male Assassin] Increased sniper rifle range to 8192 from 4096 to match the player range.

    Weapons/Items

    • [Barnacle Grapple] Barnacle will no longer bite brush objects.
    • [Barnacle Grapple] Barnacle's tongue no longer flies out from the centre of the screen.
    • [Barnacle Grapple] Reduced pitch to normal levels for impact sound effect.
    • [Barnacle Grapple] Reduced tongue size.
    • [Barnacle Grapple] Tongues now properly stop moving upon impacting any object.
    • [Item Inventory] All of the trigger targets (on collect, on drop, on return, etc.) are split into self (collector) and everyone else. (This is so you can have different actions for different people.)
    • [Item Inventory] Changed the "on return" triggers to be called at the start of the return process instead of when the item materializes again.
    • [Item Inventory] Fixed "trigger on use" not actually doing anything at all.
    • [Item Inventory] Fixed a crash if a trigger wants an item to be both dropped, returned, and/or destroyed. (Because you no longer had the item.)
    • [Item Inventory] Fixed an item not being destroyed by a trigger if you also set it to be dropped. (Priority is now destroy, return, then drop.)
    • [Item Inventory] Fixed incorrect default model.
    • [Item Inventory] New trigger "on destroy". This happens when the item is destroyed for any reason. (This cannot be split into self/team/others.)
    • [Item Inventory] New trigger "on materialize". This happens when the item materialises after a drop/return. (This cannot be split into self/others.)
    • [Item Inventory] New trigger "on wearing out". This will be accompanied by a numeric "wear out time", and happens when an item is due to be forcibly removed from someone. (Hold time running out.)
    • [Minigun] Now uses slot 7 position 2.
    • [MP5] Reverting weapon smoke regression.
    • [Satchel] Added a delay between idle sounds.
    • [Satchel] Avoids making idle noises when an enemy is visible.
    • [Satchel] Increased sound radius of idle sounds.
    • [Shock Rifle] Now uses slot 7 position 1.

    Maps

    Half-Life campaign

    • [All] Maps no longer use the "halflifemerged.wad" texture file. This WAD was also removed so that mappers don't use it by mistake.
    • [HL T00] Hazard Course: Deleted triggers that close doors after a player leaves each area so that people don't get trapped in previous training rooms.
    • [HL T00]Added four spawnpoints that turn on as players move through the map.
    • [HL C05 A2] Blast Pit: Elevator cables on the elevator that falls into nuclear waste are now longer.
    • [HL C05 A3] Blast Pit: A useless checkpoint at the end of the map was removed.
    • [HL C07 A2] On A Rail: The rocket launch control room door will now crush blocking players.
    • [HL C09] Residue Processing: Broken terrain geometry / items falling through a shelf were fixed.
    • [HL C11 A1] Surface Tension: Players should no longer get stuck on the storm drain hatch valve.
    • [HL C11 A5] Surface Tension: The garage door outside the mechanic's garage is no longer instantly breakable by crowbar and has more than 1 health.
    • [HL C16 A1] Interloper: A toggling invisible wall was added to prevent players getting launched off a platform to their deaths at spawn.
    • [HL C16 A3] Interloper: Fixed an alien slave that was stuck in a script in the Xen factory.
    • [HL C18] Endgame: The flying hoops no longer get stuck on players.

    Models

    Weapons/Items

    • [Battery] Now glows in the dark.
    • [Classic Mode] All weapons now have our HD hands.
    • [Gluon Gun] Added a glow effect to the screen/buttons/green dot.
    • [Gluon Gun] Added a light blue glow effect at the front when you shoot.
    • [Gluon Gun] Fixed missing smooth groups.
    • [Gluon Gun] Fixed up the UV map, corrected any broken/misaligned or oddly placed mapping.
    • [Gluon Gun] Gave the tube on the right side its own texture that matches the rest of the model.
    • [Gluon Gun] Made some minor edits to the texture to make it look less flat.
    • [Gluon Gun] Re-rigged the left arm and fixed the sleeve part not rotating with the hand on fidget like it should.
    • [Gluon Gun] Removed the right arm since it isn't used.
    • [Gluon Gun] Replaced "fire3" and "fire4" with "fire1" and "fire2", since the gun just loops one animation and doesn't play them randomly when you shoot fire 3 and fire4 look bad when they are used.
    • [Gluon Gun] Restored the original 512x texture by H4wk.
    • [Medkit] Added a fancy strap texture.
    • [Medkit] Added glowing overlays.
    • [Medkit] Updated textures.
    • [RPG] Fixed missing smooth groups.

    NPCs

    • [Alien Grunt] New model with glowing textures and non-chrome metal armor by Der Graue Fuchs.
    • [Alien Slave] New model with glowing textures by Der Graue Fuchs.
    • [Cleansuit Scientist] Model now has the teleport_fidget animation.

    Sounds

    Weapons/Items

    • [Barnacle Grapple] Impact sound effect updated.

    Other

    • "null.wav" is now completely silent.

    SDK

    StudioMDL

    • Cleaned up some of the casts, now uses modern C++ casting.
    • Fixed chrome texture sizes which caused an engine crash with non power of two textures.

    "item_inventory" test map

    • Updated capture the flag flags to make use of self/other triggers.
    • Various items make use of the wearing out trigger. (Like invincibility pentagram and quad damage.)

    Other

    Delta

    • Updated bit size entries for m_iId to support 128 weapons.

    Game manual

    • Credits have been updated to reflect recent additions to the artist / testing team, as well as the re-release of They Hunger Episodes 1 and 2.

    Version details

    Steam build ID numbers: Game 1427770, dedicated server tool 1427771, SDK tool 1427772.

    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
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    AngelScript server plug-ins are now allowed to register custom entities.
    YES!

  3. #3
    triggered Cadaver's Avatar
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    YEAAAAA, GOOD JOB!



  4. #4
    Giegue
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    Still no way to persistently save data on AngelScript?

    *sadface*
    What's a signature?

  5. #5
    I'm lost TheButterMan's Avatar  
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    Awesome sweet corn pepper cheese sausages.

  6. #6
    Soundguy DrRhubarb's Avatar
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    Was getting my hopes up, seeing Xbow jumps being possible in the last RC, sadly it's gone again. (probably needs some more testin'?)

    Anyway, nice update and awesome fixes/changes.

  7. #7
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    Quote Originally Posted by DrRhubarb View Post
    Was getting my hopes up, seeing Xbow jumps being possible in the last RC, sadly it's gone again. (probably needs some more testin'?)
    Armour stops you from xbow jumping, other than that it works fine.

  8. #8
    Princess liz ^.^ m0u$3[uz]'s Avatar
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    And now to release they hunger episode 3 for svencoop how's about it?

  9. #9
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    And do you update engine increased lightmap over than 64 uints? Like Meta Render "FuckWorld" or xash's lightmap increasing!
    If who build biggest map example complete escape-map series than mapper gets error message "Allocbloc is full" if your map range up to -/+32768. Please don't forget to increase limit of lightmap! Thanks because I don't want they are angry to Sven Coop 5 because it has -/+131072 and get error message "Allocbloc is full." So sad.... I want they mappers are happy to biggest escape maps. please give chance!


    Thanks for accepting!
    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!

  10. #10
    begadang jangan begadang =_= anggara_nothing's Avatar
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    yes another exciting updates!

  11. #11
    warrior spy-warrior's Avatar  
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]


    Code:
    hostname:  [FR] Sven Co-op 5.0 Win, Half-Life
    CPU   In    Out   Uptime  Users   FPS    Players
     2.73  0.00  0.00   83012 10396  104.46       0
    Add new server game: They Hunger

  12. #12
    Game tester Orphanage's Avatar  
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    Good and fun stuff.

  13. #13
    Soundguy DrRhubarb's Avatar
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    Quote Originally Posted by ramble View Post
    Armour stops you from xbow jumping, other than that it works fine.
    Tested it on SCSkillz2, a map which gives you ton of health but no armor. Didn't work.

  14. #14
    snarks snarks snarks snarks snarks snarks snarks snarks Green Astronauts's Avatar
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    My commandmenu.txt got overwritten. I have a backup so this is no problem for me, but others might not have been so fortunate.

    It seems the reason for this overwrite was a change in lines 48 and 49, specifically from:
    Code:
    "1" "ON" "cl_drawshadows 1"
    "2" "OFF" "cl_drawshadows 0"
    to
    Code:
    "1" "ON" "r_shadows 1"
    "2" "OFF" "r_shadows 0"
    ...but neither command seems to work.

    Code:
    ] cl_drawshadows
    Unknown command: cl_drawshadows
    ] r_shadows
    Unknown command: r_shadows
    Furthermore I don't think you should be overwriting stuff like commandmenu.txt, config.cfg, userconfig.cfg, listenserver.cfg and/or server.cfg but that's my only complaint, really

    Thanks for the update! I'm looking forward to playing the revised They Hunger chapters.
    In-game name:


    Administrator at the ModRiotGaming servers

  15. #15
    Administrator Sniper's Avatar  
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    Quote Originally Posted by Green Astronauts View Post
    My commandmenu.txt got overwritten. I have a backup so this is no problem for me, but others might not have been so fortunate.

    It seems the reason for this overwrite was a change in lines 48 and 49, specifically from:
    Code:
    "1" "ON" "cl_drawshadows 1"
    "2" "OFF" "cl_drawshadows 0"
    to
    Code:
    "1" "ON" "r_shadows 1"
    "2" "OFF" "r_shadows 0"
    ...but neither command seems to work.

    Code:
    ] cl_drawshadows
    Unknown command: cl_drawshadows
    ] r_shadows
    Unknown command: r_shadows
    Furthermore I don't think you should be overwriting stuff like commandmenu.txt, config.cfg, userconfig.cfg, listenserver.cfg and/or server.cfg but that's my only complaint, really

    Thanks for the update! I'm looking forward to playing the revised They Hunger chapters.
    Unfortunately the command menu is something we're choosing to manage for the player. It's something that is front-and-center in the game, so whenever we make a change, we need the ability to override prior versions. I'd recommend you continue to make a duplicate every time you make an edit.

    We're eventually moving away from the command menu (when the hud receives an update), so I'll take your points into consideration so users can provide custom options.


    r_shadows didn't make it into this engine release; we're doing an update pretty soon so we'll get that fixed.
    - David "Sniper" McDermott
    Sven Co-op Lead Programmer
    "I mean it's like a koala bear crapped a rainbow in my brain!"

  16. #16
    Administrator AdamR's Avatar  
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    Quote Originally Posted by Green Astronauts View Post
    My commandmenu.txt got overwritten. I have a backup so this is no problem for me, but others might not have been so fortunate.

    Furthermore I don't think you should be overwriting stuff like commandmenu.txt, config.cfg, userconfig.cfg, listenserver.cfg and/or server.cfg but that's my only complaint, really
    "commandmenu.txt" is generally not something most users should be editing. You can but we're certainly not declaring it as a user file otherwise we'd never be able to update it for the thousands of players that don't touch it. (Vs the <50 that do.) Definitely keep a backup of your modified copy if you're happy to mess around with it, and expect an update to potentially overwrite it.

    The same applies to the map cycle "mapcycle.txt" and map vote configurations "mapvote.cfg". As official maps come and go we need to be able to deliver this into the standard cycle and vote menu. If you wish to modify it for your server you can point to your own version of these files with server CVARs.

    "config.cfg", "userconfig.cfg", "listenserver.cfg", and "server.cfg" we generally won't force an overwrite on. These are declared as user files, and will only be written for an end user if they don't already exist there or have not been modified at all. Ideally for "listenserver.cfg" and "server.cfg" you should point to your own versions with the CVARs anyway.
    Adam "Adambean" Reece
    Sven Co-op team

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  17. #17
    Just another co-op player Maestro Fénix's Avatar
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    Roll angle has been restored from pre-Steam Half-Life. The player's view will now roll slightly when strafing from side to side. It is controlled using the "cl_rollangle" and "cl_rollspeed" CVARs. (To disable view rolling, set "cl_rollangle" to 0.)
    [Human Grunt] RPG grunts now use head group option 4.
    [Male Assassin] Increased sniper rifle range to 8192 from 4096 to match the player range.
    [All] Maps no longer use the "halflifemerged.wad" texture file. This WAD was also removed so that mappers don't use it by mistake.
    [Battery] Now glows in the dark.
    [Alien Grunt] New model with glowing textures and non-chrome metal armor by Der Graue Fuchs.
    [Alien Slave] New model with glowing textures by Der Graue Fuchs.
    OH BOY ROLLBACK IS BACK FINALLY AT LEAST!

    BTW, here are the pics with the new models of the battery, the Agrunt and the Vort (which I did a comparison to make it clear the differences with the old model):







    Here we go again

  18. #18
    incognico nico's Avatar
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    On Linux th_02 is broken, 100% CPU bug at this very point http://korea-dpr.org/20161031221146_1.jpg - it's reproduceable.

  19. #19
    Administrator JPolito's Avatar  
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    I assume this is a Linux dedicated server that is crashing here?

  20. #20
    Administrator JPolito's Avatar  
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    nico, can you check if there are any models in the "models/hunger/" directory in your svencoop_addons or svencoop_download folder? If so, please delete them and try the section again. There were broken models in someone else's addon folder, which caused the map to freeze when the zork model was rendered.

  21. #21
    Registered User olympéa's Avatar
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    thanks for the upgrade svencoop team! the new models are very nice!

    a question will be a future upgrade that let mappers make 3d skyboxes like source? and linux client?

  22. #22
    Polygon creator Nicksven's Avatar
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    Medkit] Added glowing overlays.
    [Battery] Now glows in the dark.
    THe same things is cool!!! but is it possible to make custom models with glow in dark ??? i know only make glow textures only on light !
    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

  23. #23
    incognico nico's Avatar
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    Quote Originally Posted by JPolito View Post
    nico, can you check if there are any models in the "models/hunger/" directory in your svencoop_addons or svencoop_download folder? If so, please delete them and try the section again. There were broken models in someone else's addon folder, which caused the map to freeze when the zork model was rendered.
    Thanks, I had a hungerzork.mdl in svencoop_addon/models/hunger - removed it now.

  24. #24
    Administrator AdamR's Avatar  
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    This has to be our best received update since v3.0. No death threats after 2 days.
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
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  25. #25
    Game tester Orphanage's Avatar  
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    Re: They Hunger Episodes 1 & 2 Revised / Sven Co-op Update Released [Build 1427770]

    Quote Originally Posted by Nicksven View Post
    Medkit] Added glowing overlays.
    [Battery] Now glows in the dark.
    THe same things is cool!!! but is it possible to make custom models with glow in dark ??? i know only make glow textures only on light !
    I might be mistaken but try this one in .qc of model:
    Code:
    $texrendermode "TEXTUREFILE.bmp" "fullbright"

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