Thread: Sven Co-op Update Released [Build 1583289]

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  1. #1
    Administrator AdamR's Avatar  
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    Sven Co-op Update Released [Build 1583289]

    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

    • "Abandoned", map by Nih, has been re-added to the game and now features survival mode.
    • Beam entities now support the use of animated sprites.
    • New font settings and sizes for console and in-game title text.
    • Numerous They Hunger and Half-Life map fixes.
    • Several new models by Norman Roger.
    • Text messages now correctly scale with screen resolution.

    Code

    Game library

    • "Pin removed" sub model is now selected for thrown grenades.
    • [func_breakable] When a breakable fires its targets on break, it will now properly pass the activator instead of the caller to targets fired.
    • [func_door] When a breakable door fires its targets on break, it will now properly pass the activator instead of the caller to targets fired.
    • [monstermaker] Removed random Otis head selection.
    • [squadmaker] Removed random Otis head selection.
    • [trigger_gravity] Added support for inventory rules, as it was accidentally in the FGD anyway.

    AngelScript

    • Updated AngelScript to 2.31.2.
    • NetworkMessage::WriteByte() now properly requires unsigned values.

    Engine

    • Beam sprites can now be animated. The renderer will now read a beam's "framerate" variable from it's state.
    • Changed "_creditsFont" to use "CreditsFont" instead of "Legacy_CreditsFont" so it scales with resolution. (Added "_creditsFontL" for the legacy non-scaling version.)
    • Enabled proportionate setting for font "EngineFontMono".
    • Fixed an issue with resources that contained spaces or parentheses failing to download.
    • Increased path length to 260 from 64 for resources.
    • Updated co-ordinate functions to send coordinates with 24 bits of precision to match the delta list. (This fixes an issue with some engine messages that don't work correctly with large map sizes.)

    Non-playable characters

    • NPCs can now properly interact with func_doors that have a master. In the OpenDoorAndWait() routine, the NPC can now query if a door is truly locked.
    • [Baby Gargantua] Eye glow aiment is now cleared immediately on removal. Eye is now turned off / removed when the Baby Gargantua is removed by kill-targeting.
    • [Baby Gargantua] Flame aiment is now cleared immediately on removal. Flames are now removed when the Baby Gargantua is removed by kill-targeting.
    • [Barney] Restored yaw speed for animations to the default. (270.)
    • [Gargantua] Increased yaw speed.
    • [Heavy Weapons Grunt] Fixed issue with NPC dropping multiple miniguns if its "weapon" key was set to an unsupported value.
    • [Pit Drone] Flying spike projectile and emission point spray particles now match the NPC's scale.
    • [Pit Drone] Reduced flying spike projectile's scale to 1.5 and increased bounding box size slightly.

    Maps

    Abandoned

    • Added survival mode with checkpoints.
    • Armor chargers now charge up to 50 armor.
    • Batteries now supply 15 armor.
    • Health chargers now supply up to 50 health.
    • Long jump module respawn time set to 15 seconds.

    Blue Shift Campaign

    • Fixed infinite level loading loops in between several maps due to global entity states not being set correctly.
    • [BA_YARD3] Fixed map crash caused by duplicated quotation marks in the worldspawn keyvalue list in ripent.

    Half-Life Campaign

    • [All Maps] Set mp_hevsuit_voice to 1 in all HLSP configuration files.
    • [HL_C01_A1] Coffee cup and thermos are now nonsolid. Fixes players getting stuck on them.
    • [HL_C01_A1] HEV suits will now respawn after 30 seconds. Fixes players grabbing HEV suits and disconnecting from the server, preventing others from moving forward.
    • [HL_C02_A1] Added a checkpoint to the hallway after the elevator shaft next to the retinal scanner.
    • [HL_C02_A1] Converted tipped over computer into a func_wall. Fixes missing face on the side.
    • [HL_C02_A1] Fixed orientation of crowbar next to door of locker room.
    • [HL_C02_A1] Healthkit next to scientist performing CPR is now a medkit weapon spawn.
    • [HL_C10] Fixed first alien grunt beating on the glass of its pod after its already been broken.
    • [HL_C10] Fixed first alien grunt freaking out and running in circles inside his glass-faced pod after playing the glass-beating sequence.
    • [HL_C10] Set breakable metal parts on alien grunt tank to "trigger only" so that players can't break it open with their crowbars.
    • [HL_C10] Set the first alien grunt to have melee-only weapons. Fixes him throwing snark nests and shooting hornets into the glass of his pod.
    • [HL_C11_A4] Fixed players being able to shatter the garage door instantly with a crowbar instead of firing a mortar at it.
    • [HL_C11_A4] Garage door now has infinite health until someone walks over to the mortar's use position, at which point the health will be set to 500. Should fix people prematurely blowing open the door with other explosives.
    • [HL_C11_A5] Garage door now has infinite health until someone walks over to the mortar's use position, at which point the health will be set to 200. Should fix people prematurely blowing open the door with other explosives.
    • [HL_C11_A5] Moved checkpoint after vehicle repair shop away from explosive door.
    • [HL_C12] Converted the boulders at the end of the map into func_walls so that players can't walk through them due to clipnode errors.
    • [HL_C16_A2] Fixed broken terrain vertices under the portal at the end of the map.
    • [HL_T00] All gun targets now trigger the corresponding goal lights instantly, instead of waiting one second.
    • [HL_T00] Fixed final gun target not responding to explosives.
    • [HL_T00] Fixed gun target that was moving through crates.
    • [HL_T00] Fixed numbers being lit up at the shooting range before gun targets are damaged.
    • [HL_T00] Fixed two events of duplicate/overlapping text information.
    • [HL_T00] Fixed wall texture behind gun targets being stretched out, which stretched explosion decals.
    • [HL_T00] HEV Suit now respawns after 1.0 seconds.
    • [HL_T00] Incorrect sky is no longer loaded. Map now uses "desert".

    Half-Life: Uplink Campaign

    • Added a clip brush to the broken blue container.
    • Added stacked oil drums so that players trapped behind the gate to the dome building can escape.
    • Fixed only one player getting a medkit after the intro.
    • Modified top of elevator shaft in dome building.
    • Moved a trigger to avoid letting players see a scientist and grunt spawning out of thin air.
    • Set "health" of top button of elevator to zero so that it is no longer shootable.

    Stadium 4

    • Fixed friendly shock trooper appearing to hold no shockroach.
    • Fixes view being zoomed out too far.
    • Moved the menu cameras closer to the arena.

    They Hunger Campaign

    • [TH_EP1] Converted a bunch of wall lights into illusionaries so that players don't get stuck on them in tiny hallways.
    • [TH_EP1_01] Added a clip brush above the upright coffins to prevent players getting stuck in them.
    • [TH_EP1_01] Adjusted clip brushes behind seamless teleports so that it doesn't look like you run into a wall before teleporting on laggy servers.
    • [TH_EP1_01] Moved the spawn point and forced respawn from the tiny hallway after the lake to the graveyard. Fixes players getting spawned in the cramped space and clogging up the hallway.
    • [TH_EP1_01] Placed a clip brush around a lamp post outside the church where players could easily get stuck.
    • [TH_EP1_01] Survival mode is now enabled once players hear the radio announcement in the church, rather than being on at the start of the map.
    • [TH_EP1_03] Fixed a dead scientist that was leaning against air.
    • [TH_EP1_04] Added a checkpoint next to the train depot chimney.
    • [TH_EP1_04] Added a teslagun somewhere.
    • [TH_EP1_04] Fixed a dead scientist that was leaning against air.
    • [TH_EP1_04] Fixed a tree that players could climb into.
    • [TH_EP1_04] Fixed ladder on side of dam that was too tall.
    • [TH_EP1_04] Push trigger at the dam surface door now gets deleted after the door opens instead of launching the first person who walks into it out into enemies.
    • [TH_EP1_05] Added a bare light bulb to the spawnpoint inside of the gas station. Fixes the spawn being pitch black.
    • [TH_EP1_05] Added missing light bulb behind gas station.
    • [TH_EP1_05] Adjusted a ladder brush leading up to the roof of the gas station to be less difficult to use for players who are climbing down.
    • [TH_EP1_05] Downsized the size of the train controls brush for the police car so that you have to be inside of it to drive. Fixes players driving the car while sitting on top of the car.
    • [TH_EP1_05] Made the church secret room door open in the opposite direction. Fixes players getting trapped behind it.
    • [TH_EP2_00] Added an invisible wall between players on the ground and the jeep, which gets deleted when Barney is pushed off the jeep. Prevents people interfering with the RPG launcher before it fires.
    • [TH_EP2_00] Added the missing Episode 2 title text.
    • [TH_EP2_00] Upped speed of push of the sewer waterfall from 300 to 400. Fixes players being able to stand at the bottom of the waterfall and injure falling players.
    • [TH_EP2_01] Moved the checkpoint on the island closer to the bridge so that it cannot be skipped.
    • [TH_EP2_01] Widened the entrance to the air pocket room in the underwater tunnel. Fixes players getting clogged in the entrance and drowning.
    • [TH_EP2_02] Fixed players being able to trigger the elevator while it is moving and stopping it in mid-air.
    • [TH_EP2_03] Added an invisible wall in front of the skeleton tank to prevent people from throwing grenades at it.
    • [TH_EP2_03] Reduced the damage on a shortcut door in the office complex so that it doesn't instantly gib people.
    • [TH_EP2_04] Reduced the damage of a few of the trigger_hurts for flames that come out of the floor. Players will be less likely to die while progressing through the map.
    • [TH_EP3_00] Clipped off the front of the ambulance to prevent players getting stuck.
    • [TH_EP3_00] Fixed a wall with a missing face by the nature trail entrance.
    • [TH_EP3_01] Added a force-spawn to the crashed helicopter area for players who are super far behind (likely trapped in the water at the train crash).
    • [TH_EP3_01] Fixed two walls that were non-solid.
    • [TH_EP3_02] Added a fourth spawn point just before the giant bullsquid.
    • [TH_EP3_02] Fixed a giant seam in the cliffs at the giant bullsquid.
    • [TH_EP3_03] Added an env_sound set to "normal" with radius of 256 at the first exit from the asylum to reset the echo effects from the ducts if they happen to be stuck on for some players.
    • [TH_EP3_04] Added a few melee weapons near forced respawns and checkpoints just in case people get revived or respawn without any weapons under rare circumstances.
    • [TH_EP3_04] Added a weapon_medkit and weapon_colt1911 to the basement of the house by the lake, just in case anyone doesn't pick them up at stonehenge. Also added a trigger for the equip entity here, so respawning players receive these weapons.
    • [TH_EP3_04] Added invisible wall to the breakaway rubble at the helicopter battle to block people from hopping it before the helicopter is destroyed.
    • [TH_EP3_04] Converted a bunch of monsters after the apache battle into squadmakers. Should fix problems with them facing the wrong way and not attacking anyone due to their "WaitTilSeen" flag.
    • [TH_EP3_04] Made dying civilian in cell a gagged prisoner, and set his scripted_sentence to "no interruptions". Fixes players interrupting his speech.
    • [TH_EP3_04] Non-zombified human grunts now all have the "human military" classification and will attack zombies, who are set to "alien monster".
    • [TH_EP3_04] Probably fixed numerous cage doors at the end of the map clipping into walls.
    • [TH_EP3_04] Switched a crate that spawned a pipe wrench to spawn a 357 instead.
    • [TH_EP3_04] Train hatch now deals 25 damage when blocked. Prevents players intentionally holding it open.
    • [TH_EP3_05] All civilians (scientists) that are killed during the intro can no longer be revived.
    • [TH_EP3_05] Fixed spawn point at start of map being stuck on. Also fixes players getting forcespawned at the start of the map instead of moving forward.
    • [TH_EP3_06] Fixed players being able to climb down and trigger the helicopter elevator sequence before the hatch is even opened.
    • [TH_EP3_06] Fixed the helicopter rotor/parts not moving with the helicopter as the lift moves up in some rare instances.
    • [TH_EP3_06] Made the door to the ammo room at the helicopter silo trigger open and stay open when the "hatch open" sequence is triggered for the first time.
    • [TH_EP3_07] Changed The Butterman to TheButterman and GeckonCz to GeckonCZ in the credits.
    • [TH_EP3_07] Gave the sheriff helicopter monster an in-game name (Sheriff Rockwood) so that players who are killed by it aren't killed by "monster".

    Models

    Weapons/Items

    • [Crowbar] New crowbar model. View model by Ambient.Impact, with improved HEV arms by Norman Roger. World model and textures by Norman.
    • [Gluon Gun] View model now has improved HEV arms.
    • [Grenade] New grenade model by Norman Roger. View model now has improved HEV arms. World model now has sub-model with no spoon for thrown grenades.
    • [Medkit] Fixed a gap between the defib cover and the view model body.
    • [Medkit] Fixed orientation so that that strap points in the same direction as the LD model. Also added a sub-model with the strap folded for mappers to use.
    • [Medkit] Front of player and world model looks more like the view model. Back has been redone.
    • [Medkit] Minor texture and smoothing edits to the view model.

    NPCs

    • [Headcrab] Added more LD-like headcrab. Original model by Ambient.Impact, model and texture edits by Norman Roger. Model also includes previously missing Opposing Force animations.
    • [Holo] Added Romka's HD holo.mdl for use in the Hazard Course.

    Scripts

    Survival Mode

    • [Checkpoints] Changed checkpoint movetype from MOVETYPE_FLY to MOVETYPE_NONE. Fixes problem where func_tracktrain, trigger_push and other entities were able to move checkpoints.
    • [Survival] Added "survival_start_on" CVAR that can be used to delay activation of survival mode until Activate() method is called. Default value is "1", so no change is needed for existing maps.
    • [Survival] Added another check for living players right before change level call (that's also when the retry counter is decreased now). Fixes map restarting even though someone may have been revived by an NPC or through cheats.
    • [Survival] Added RetriesDepleted() helper function + few other minor tweaks.

    They Hunger

    • [Parachute Grunt NPC] Made the implementation more robust. This should also fix the occasional SetBodygroup() crash.
    • [Sheriff Helicopter NPC] Updated relevant parts of the script to match SC apache implementation. Disabled bleeding. Made DyingThink() less expensive.
    • [Weapon_Teslagun] Fixed glitches that would allow the weapon to fire the charged beams after being Holstered/dropped.
    • [Weapon_Teslagun] Fixed the charge sound playing after being holstered/dropped.
    • [Weapon_Teslagun] Increased the charge timer, to 4 seconds (was 3.2).

    SDK

    FGD

    • "Is Player Ally" dropdown list for NPCs that are enemies by default now says "No (Default), Yes" instead of "No, Yes".
    • "Is Player Ally" dropdown list for squadmakers and monstermakers now says "Default (0), Opposite (1)" instead of "No, Yes".
    • Added monster_sitting_scientist to TalkMonster class.
    • Default "health" keyvalue of doors is now 0 instead of 1.

    Other

    Delta

    • Added "framerate" to the list of networked variables for beams.

    Misc

    • Client schema: CreditsFont is now "Ariel". Console font is now "Courier New".
    • Client schema: Reduced size of "CreditsText" so it isn't so overpowering.
    • Opposing Force / Blue Shift installer's directory search batch file (FindHLDirectory.bat) should no longer fail if the Steam installation path obtained from Registry includes white character(s) and is not closed in quotation marks.

    Version details

    Steam build ID numbers: Game 1583289, dedicated server tool 1583292, SDK tool 1583293.

    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
    Registered User minmi96's Avatar
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    Re: Sven Co-op Update Released [Build 1583289]

    Hey nice to see another update, will the rest of the Guns that were in the Original They Hunger be added in a Future Update, you know the Flamethrower, G36 Sniper Rifle, Chaingun/Minigun, Taurus Pistol, & Spanner?

    And will you add back the Attachable/Detachable Silencer Function for the M1911 Pistol?
    Last edited by minmi96; 22-01-2017 at 06:23 AM.

  3. #3
    triggered Cadaver's Avatar
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    Re: Sven Co-op Update Released [Build 1583289]

    Good job team!



  4. #4
    Ultimate Monster Mapper amckern's Avatar  
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    Re: Sven Co-op Update Released [Build 1583289]

    That's a lot of fixes.

    Happy 1 year 5.0 release guys!
    SC Kicks ass!

    My Maps - SC_28, SC_AVP, SC_AVP10, SC_Duno, SC_Max, Opposing Forts, SC_Massive, SC_Oni
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  5. #5
    I love mapping IvNN''s Avatar
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    Re: Sven Co-op Update Released [Build 1583289]

    Nice update! I'm happy to see all those fixes!

  6. #6
    200 MB Angelscript log file KernCore's Avatar
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    Re: Sven Co-op Update Released [Build 1583289]

    Quote Originally Posted by minmi96 View Post
    Hey nice to see another update, will the rest of the Guns that were in the Original They Hunger be added in a Future Update, you know the Flamethrower, G36 Sniper Rifle, Chaingun/Minigun, Taurus Pistol, & Spanner?

    And will you add back the Attachable/Detachable Silencer Function for the M1911 Pistol?
    The Flamethrower will probably be added in future updates, as for the rest:
    G36: Launched in 1990~1995, it doesn't fit the 60s theme in They Hunger;
    Minigun/Chaingun: Not sure about those, probably not;
    Taurus Pistol: It's a Taurus PT145, it was introduced in 2005, again, doesn't fit the 60s theme;
    Spanner: If you really want servers to lag as hell because of the custom weapons being server sided, I'm sure I can make them;
    Silencer function for the M1911: Negative, it doesn't make much sense to use it against NPCs, so it was removed.

  7. #7
    Loyal Military Police's Avatar  
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    Re: Sven Co-op Update Released [Build 1583289]

    How can I resize that font? Player info is so huge it's very distracting.

    I miss you so much, dear!

  8. #8
    Administrator AdamR's Avatar  
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    Re: Sven Co-op Update Released [Build 1583289]

    Adjust "CreditsFont" in the tracker schema RES file.
    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

  9. #9
    ****** Dedomil's Avatar
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    Re: Sven Co-op Update Released [Build 1583289]

    Adam what happend with donor icons? My donation status isn't visible since latest 2 updates.
    STEAM_0:1:9549134

  10. #10
    Administrator AdamR's Avatar  
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    Re: Sven Co-op Update Released [Build 1583289]

    Please send donor queries to donations@svencoop.com.
    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

  11. #11
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    Re: Sven Co-op Update Released [Build 1583289]

    Great job on the updates guys!

  12. #12
    REE3 The303's Avatar  
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    Re: Sven Co-op Update Released [Build 1583289]

    For the animated beams here is an example:

    smoke.spr,plasma.spr,lgtning.spr, and my own custom made sprite.

    Now from my initial tests, I believe the framerate is capped but im not sure the exact number.

  13. #13
    Game artist Norman Roger's Avatar  
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    Re: Sven Co-op Update Released [Build 1583289]

    Quote Originally Posted by minmi96 View Post
    will the rest of the Guns that were in the Original They Hunger be added in a Future Update, you know the Flamethrower, G36 Sniper Rifle, Chaingun/Minigun, Taurus Pistol, & Spanner?

    And will you add back the Attachable/Detachable Silencer Function for the M1911 Pistol?
    The G36 was replaced with the XM21
    The Taurus is redundant and unneeded
    The suppressor was a useless feature
    We did have an idea to make the melee weapons use a random model but I don't know if we are still planning on doing that
    I'm kind of thinking of adding a M60 to the end boss fights but we'll see about that
    The flamethrower will be difficult since it's hard getting a good looking flame effect that isn't just the lazy TFC flamethrower, consider it a maybe for now

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    Re: Sven Co-op Update Released [Build 1583289]

    You guys know this new font size stuff isn't going to fly, right? It looks absolutely terrible. Did you test at all resolutions? If you did test at all resolutions, why would you do this? Use cl_showstats 1 or cl_showstats 2 with 640x480 resolution in Normal screen mode. This is a reason why I am glad I haven't focused on developing any content or programming since before 5.08 was released. Let us know when you guys are done changing everything how you want it so we can know you are done. Changes like this are really not cool or helpful for many reasons. I don't know what is have planned, but at least give us a fair warning so we can figure out how to work with it. I am just very glad I did not invest any more time developing for this game with the direction it is going in. I would have been so much more irritated if I did. Asking the players to customize their resource files is asking too much. If there was a way to control this from server-side it would possibly be better, but there isn't. Please revert the changes until there is something better. An extremely easy update could be done to revert these changes.

  15. #15
    Administrator AdamR's Avatar  
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    Re: Sven Co-op Update Released [Build 1583289]

    Quote Originally Posted by The303 View Post
    For the animated beams here is an example:

    smoke.spr,plasma.spr,lgtning.spr, and my own custom made sprite.

    Now from my initial tests, I believe the framerate is capped but im not sure the exact number.
    Last time I checked all sprites were capped to 10 FPS. If you try to use a higher frame rate, frames just get skipped.

    Quote Originally Posted by swampdog View Post
    You guys know this new font size stuff isn't going to fly, right? It looks absolutely terrible. Did you test at all resolutions? If you did test at all resolutions, why would you do this? Use cl_showstats 1 or cl_showstats 2 with 640x480 resolution in Normal screen mode.
    Ok I'm going to stop reading as you're mentioning the font with cl_showstats. That output is for specific debugging information only, and has no importance in how well it's aesthetically presented. 99% of the time this shouldn't be getting used as it's not meant to be on during non-development game play. Yes we did try a range of resolutions. 640x480/720x480 right up to 2560x1440. But not really with cl_showstats in mind for the reason I just stated.
    Adam "Adambean" Reece
    Sven Co-op team

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  16. #16
    REE3 The303's Avatar  
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    Re: Sven Co-op Update Released [Build 1583289]

    He is not exactly wrong Adam, even for debugging purposes this overlap is almost unreadable:

    Aesthetics or not, an overlap is a problem.

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    Re: Sven Co-op Update Released [Build 1583289]

    Quote Originally Posted by The303 View Post
    He is not exactly wrong Adam, even for debugging purposes this overlap is almost unreadable:

    Aesthetics or not, an overlap is a problem.
    First thing that people saw when they loaded up this version was always how the font is so big. On my 1440P monitor its definitely jarring. I hope for at least an easier option in the future or just leave it the way it was.

    As a server op, thanks for the linux server fixes (babygarg fix, res fix, setbodygroup fix, things have been stable again.
    Last edited by Misfire; 22-01-2017 at 09:33 PM.

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    Re: Sven Co-op Update Released [Build 1583289]

    Quote Originally Posted by Misfire View Post
    First thing that people saw when they loaded up this version was always how the font is so big. On my 1440P monitor its definitely jarring. I hope for at least an easier option in the future or just leave it the way it was.

    As a server op, thanks for the linux server fixes (babygarg fix, res fix, setbodygroup fix, things have been stable again.
    Yes, for any and all fixes, thank you.
    It would be interesting if there was possibly a way to choose the fonts and font sizes from the GameUI.

    The font rearrangement was the first thing that I noticed as well, and I always have cl_showstats enabled to show XYZ coordinates (which is an extremely useful feature btw). In other resolutions it does not appear to have this problem. I prefer using the lowest resolution because my hardware can barely handle running most games. I rarely play svencoop just to play it. Most of the time I have spent in the game has been studying how the game functions with the recent changes made to the game engine in updates, and to try to fix any problems so I can achieve what I want to do.

    Is there a list of changes or plans that are projected for future releases? I might have missed it if there is a list. What kinds of major changes should I expect? Myself and others have been highly interested in mod development on this game engine, but have been waiting for major changes to be made. If there was another variation of the goldsource engine that was free on steam I would probably be interested in using that engine also, but there isn't (yet). Waiting for the Angelscript API to be updated was one of the major changes I was waiting for. I would like to know so I can try to plan development around it. Having things like the font size change does make a difference with the work I want to do, so it is good to know what I can try to prepare for. So far this seems like the biggest visual layout change in a while and has come as a surprise to me.

  19. #19
    Administrator AdamR's Avatar  
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    Re: Sven Co-op Update Released [Build 1583289]

    Quote Originally Posted by The303 View Post
    He is not exactly wrong Adam, even for debugging purposes this overlap is almost unreadable:

    Aesthetics or not, an overlap is a problem.
    That looks very different to when I was testing this on 640x480 and 720x480, so I'll need to check if someone changed something last minute. Here's how it looked on 800x600. (Can't find my 640x screen shot.)

    Click image for larger version. 

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    There was only 1 minor overlay there, to which we had better things to spend our time working on.



    Quote Originally Posted by Misfire View Post
    First thing that people saw when they loaded up this version was always how the font is so big. On my 1440P monitor its definitely jarring. I hope for at least an easier option in the future or just leave it the way it was.
    It's noticeable yes, but I would not say excessive. Compare it with Half-Life 2 for example:

    Click image for larger version. 

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    We've since made our font smaller than what's shown on the right here, so I don't see any reason why what we've done is excessive. What is excessive is the walls of essays map and plug-in authors spam in your face. (And those authors with huge resolutions are more likely to do this, as they'll be the last to see that their essay is getting cut off on low resolutions.) This has always been a problem for people on low resolutions because the text was always bigger, whereas now it will scale with resolution making it more consistent. (Whereas previously on a 1440P screen it was becoming too small to read.)

    You can see how ridiculously big the text was on low resolutions here.



    That really is unacceptable, yet don't recall any complaints of it. I knew there'd be mixed reviews on this. Sure it may be a shock, but it's a fairer step to suit a broader range of players.



    Quote Originally Posted by Misfire View Post
    As a server op, thanks for the linux server fixes (babygarg fix, res fix, setbodygroup fix, things have been stable again.
    No problem. Glad they are working out. We've since discovered that the same issue can happen with Apaches and Ospreys using replacement rotor sounds, so that has been fixed for the next build. We'll also look through all entity OnDestroy() methods to see if there are any "stop sound" calls, as they too will need the same fix applied.

    Basically the issue was that the string map containing sound replacements is being freed from heap memory too soon. This string map is a recent-ish feature by a previous programmer, though this situation had not been thought of at design time.



    Quote Originally Posted by swampdog View Post
    It would be interesting if there was possibly a way to choose the fonts and font sizes from the GameUI.
    How many other games give you that kind of option? Most games don't even offer a resource file you can amend in a text editor.

    Quote Originally Posted by swampdog View Post
    Is there a list of changes or plans that are projected for future releases? I might have missed it if there is a list.
    We don't often publish a list of upcoming changes because the change log isn't often compiled together until a week prior to a release happening. (Sometimes closer.) If this is something there would be enough interest in then we will internally discuss the possibility of doing this.
    Last edited by AdamR; 23-01-2017 at 03:11 AM.
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  20. #20
    Registered User minmi96's Avatar
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    Re: Sven Co-op Update Released [Build 1583289]

    Quote Originally Posted by KernCore View Post
    The Flamethrower will probably be added in future updates, as for the rest:
    G36: Launched in 1990~1995, it doesn't fit the 60s theme in They Hunger;
    Minigun/Chaingun: Not sure about those, probably not;
    Taurus Pistol: It's a Taurus PT145, it was introduced in 2005, again, doesn't fit the 60s theme;
    Spanner: If you really want servers to lag as hell because of the custom weapons being server sided, I'm sure I can make them;
    Silencer function for the M1911: Negative, it doesn't make much sense to use it against NPCs, so it was removed.
    Well swap out the Taurus and G36 for something more consistent to the Time Period like a Browning HP and HK33?

    And maybe replace the Minigun/Chaingun with a M60 Machine Gun?

  21. #21
    Game tester Jaf's Avatar  
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    Re: Sven Co-op Update Released [Build 1583289]

    Quote Originally Posted by AdamR View Post
    How many other games give you that kind of option? Most games don't even offer a resource file you can amend in a text editor.
    If there was already a way to change the font size then what was the point of changing the default size?
    Seems to me that this just breaks things and irritates most people. If anyone wanted to a larger font they could have just edited their file.

  22. #22
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    Re: Sven Co-op Update Released [Build 1583289]

    These updates just keep on surprising me ...
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  23. #23
    Administrator AdamR's Avatar  
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    Re: Sven Co-op Update Released [Build 1583289]

    Quote Originally Posted by Jaf View Post
    If there was already a way to change the font size then what was the point of changing the default size?
    Seems to me that this just breaks things and irritates most people. If anyone wanted to a larger font they could have just edited their file.
    I explained this earlier today:

    Quote Originally Posted by AdamR View Post
    It's noticeable yes, but I would not say excessive. Compare it with Half-Life 2 for example:

    Click image for larger version. 

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    We've since made our font smaller than what's shown on the right here, so I don't see any reason why what we've done is excessive. What is excessive is the walls of essays map and plug-in authors spam in your face. (And those authors with huge resolutions are more likely to do this, as they'll be the last to see that their essay is getting cut off on low resolutions.) This has always been a problem for people on low resolutions because the text was always bigger, whereas now it will scale with resolution making it more consistent. (Whereas previously on a 1440P screen it was becoming too small to read.)

    You can see how ridiculously big the text was on low resolutions here.



    That really is unacceptable, yet don't recall any complaints of it. I knew there'd be mixed reviews on this. Sure it may be a shock, but it's a fairer step to suit a broader range of players.
    whereas now it will scale with resolution making it more consistent

    Scaling proportionately was not possible prior to this update. It also makes little sense to have this text to be gigantic on low resolutions, which looking at this thread we have players that still do this, and have this text tiny on high resolutions. This update makes the text scale proportionately with screen resolution, just like the chat and score board fonts do.

    This should also discourage you from printing gigantic walls of spam essays as it will be more likely to cut off the side of the screen, but then again this was already happening for low resolutions.

    This needs no further explanation.
    Last edited by AdamR; 23-01-2017 at 08:24 AM.
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  24. #24
    Game tester Jaf's Avatar  
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    Re: Sven Co-op Update Released [Build 1583289]

    Alright, well i made a guide for everyone who thinks the text is now too large.

    http://steamcommunity.com/sharedfile.../?id=848647712

  25. #25
    incognico nico's Avatar
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    Re: Sven Co-op Update Released [Build 1583289]

    The text is pretty large now yes, especially when HUD msgs are displayed in the middle of the screen. In some way I like it, especially when there are map messages, they are more present now. Though I have mixed feelings. Maybe I just need some time to get used to it. What it looks like for me: old - new

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