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Sven Co-op is a modification that allows co-operative multiplayer (where players fight together against monsters/etc.) in Half-Life. It also adds some features to make co-op play more interesting.

New Monsters include:
Baby Gargantua, faster and smaller than the Gargantua, but still packing a punch. This highly dangerous monster will run for cover if badly hurt.

Heavy weapons grunt, a slow moving and heavy armoured marine with a damaging and fast-firing minigun that chews through players.

Evil Barney, remember the friendly security guy from Half-Life? This guy still packs a similar punch, just that he's aiming for you in addition to the alien scum.

Friendly Monsters, all monsters have friendly varients that are allied and fight with the player, including the Human Grunt (Friendly Green Camo version) and Friendly Aliens.

New Weapons:

Single and Akimbo Uzi's, sub-machineguns like the MP5 but with a smaller clip and a longer reload time. These still pack a punch.

Medkit - Rechargable over time or through a wall-mounted health charger, these mobile med-kits allow players to heal each other in combat situations quickly, although they are unable to heal themselves.

Banana Bomb - Right-clicking with 10 grenades unleashes a Banana bomb. Just remember to start running once you throw it.

Donator options - People who donate to the mod through the Support Page will be allowed to use the Electric Crowbar (double crowbar damage at the expense of armor) and Gold Versions of the Uzi's that give more damage.

New Maps and Mapping features:

Maps Developed by Sven Co-op mapping guru's as well as three maps by top Half-Life Community Mappers. Screenshots on the Map Screenshots page. Offering a good blend of difficulty and eye candy, these maps give hours of variety and entertainment. Including:

Hostile Planet by the FireArms Head Mapper

Shattered by the X-mod Head Mapper

Wired by PHL mapper Paul Shuttle

Improved versions of popular classic maps, such as Stadium3 and Osprey

Valve Single Player maps compatability - Sven Co-op is reasonably compatable with Valve Single Player maps, with a patch to fix Co-op related bugs.

New Entities to help Mappers - Including Trigger_random and squadmaker.
Check the Entity Guide System for more information.

The ability for mappers to replace current monster and weapon models with custom ones, opens up a wider variety of enemies.

And much more including...

Anti-Llama features added, including in-built kicking/banning system.

VGUI support, menu includes Third Person Camera mode and model select, as well as a VGUI MP3 player, with list generator included with the mod.

Map Changes

* New map series: Afrika Korps by MysticMDT
* New map: Another Unit by B-dama
* New map: Auspices by Seraph
* New map: Extended Resistance by DAN200
* New map: Greysnake by Trempler
* New map: Rampage by Rugal
* New map: Sandstone by tdw
* New map: VGer by VGer3781
* New map: Zero by TheRealGame
* Updated map series: ToonRun by Koelzk
* Updated map: Extension
* Updated map: Osprey
* Updated map: Stadium3 (Steam only)
* Tweaked maps: GargFoot, Grunts2, Hostage, Svencoop1&2

Misc Changes

* Updated player models, with new animations for drawing weapons, reloading, throwing grenades, etc.
* Much greater sound variety when playing in Steam (more monster sounds, NPC speech, etc.)
* Optional high-definition models for some monsters, by HIT
* Menu background music by Ilkka "Gluem" Richt
* Updated support for Valve's HL single-player maps by Guardian (for information on playing the HL SP maps in Steam, CLICK HERE)
* Crosshairs updated for greater visibility
* Improved cockroach

Major Features

* Full Steam support
* New monsters: Opposing Force Grunts added, including Torch (explodes when fuel canister is damaged), Medic (heals his allies, whether they're players, grunts or aliens), SAW, and Normal grunt types. Friendly and Hostile versions of each type are available
* New monster: Voltigore
* New monster: Baby Voltigore
* New monster: Cleansuit Scientist - Identical to the Opposing Force version except immune to Poison, Chemical, Radiation, Nerve Gas, and Drowning types of damage
* New monster: Black Ops Osprey Helicopter
* New monster: Black Ops Apache (for Op4 compatibility)
* New monster: monster_hwgrunt_repel - Heavy Weapons Grunt that rappels down. After landing, he'll be able to use his minigun
* New weapon: M134 Minigun
* New weapon: M40A1 Sniper Rifle. Inaccurate when un-zoomed
* New weapon: Barnacle Grapple. Alternate fire toggles pull/rappel mode. Attaches to all monsters, or only some, depending on the map
* Shock Trooper Spore Grenades added
* Updated Heavy Weapons Grunt
* Monsters can randomly roam a level that has info_nodes (must be enabled by the map creator)
* All friendly monsters can be made to follow players with the +USE key
* New commands for friendly monsters:
o npc_return (immediately return to the player)
o npc_findcover (stop and find cover from the enemy)
o npc_attackmytarget (target under the player's crosshairs becomes the new enemy)
* New command: "dropammo" / "dropammo weapon_name_here". Drop weapon's maximum ammo clip, or half of the weapon's current ammo (whichever is less)
* New player model animations added for drawing weapons, weapon reloading and firing, etc.
* New feature: Monster riding - Jumping onto a monster will allow you to "ride" it when it begins to move
* New feature: Per-entity sound-replacement. Combined with model-replacement and other SC mapping features, this allows for (among other things) Monster Packs, whole new monsters that mappers can plug in to their maps
* New feature: Global camera added (allows in-game cut scenes)
* Updated Scoreboard with Voice Mute support
* Blood effects are now client-side
* HWGrunts and Sniper Male Assassins drop their weapons on death
* New Osprey Features:
o Grunt Type Selection - Can spawn Human Grunts (default) or Opposing Force Grunts
o Player Ally Option - Can spawn Friendly/Evil Human Grunts/Opposing Force Grunts
o Up to 6 [different] Ospreys may be in a level at the same time
* Ability for mappers to assign monsters to different factions (Example: Zombies and Assassins can be on the same team)
* Fixed: Roaches can be squished again

Physics Changes

* Monsters are launched into the air by explosions on death (if not gibbed)
* Monster corpses align to the ground on death
* Monster corpses float in water
* Ichthyosaurs float on death, and stay around for up to 15 seconds -- You can jump on them as life rafts
* Monsters now take falling damage (monsters spawned in the air are immune until reaching the ground)
* Players and monsters can now damage other creatures they happen to fall onto. E.g. If a gargantua lands on you, you're smooshed
* Weapons are thrown further/higher based on your view angle when pressing the Drop key
* When dropped, weapons will fall / bounce / react to the ground realistically
* Weapons can be caught in the air by other players, or you can throw a weapon into the air and catch it yourself on the way down
* Satchels can now be kicked by their owners
* Grenades can now roll on the floor/down hills
* Grenades launched from the MP5 now spin/fly in a realistic manner. Grenade launch position also updated to reflect view model
* Dropped weapons can be thrown through teleports

AI/Monster Changes

* Intelligent monsters attempt to take control of player-controllable turrets in appropriate situations
* Alien Slaves can revive their fellow species. Revived Alien Slaves have half of their original health points
o NOTE: Above feature is based around Valve's original code (feature didn't make it into Half-Life), with graphical improvements and fixes
* Monsters can now jump from ledges. They attempt to check that the distance to the ground is not too great before doing so.
* Certain monsters fear various types of creatures like zombies, gonomes, headcrabs, etc. and attempt to run away from them via node graph or non-node graph path finding methods
* Added path smoothing for monsters
* Drastically improved navigation for monsters with large hulls (e.g. Gargantuas) in regards to navigating up steep ramps/slopes
* If monster is wounded and finds a medic grunt that's allied with it, it'll call him using an appropriate sound
* Headcrabs will attempt to gang up on Bullsquids in a counter-attack, but will flee if being pursued by a Bullsquid. If cornered, headcrabs will attack the Bullsquid
* Monsters will now decide to look in the direction their player/monster allies are shooting (if they're in an idle/alert state)
* Vastly improved non-node_graph path finding. Monsters can triangulate around obstacles off of edges, in tight corridors, off of other entities, etc
* Improved movement for monsters regarding dynamic entities blocking paths and their movement goal; monsters will tend to move without trouble in packs
* Monsters are far better at using doors
* Monsters now duck and cover from Rockets
* After being injured, squad members will try to find and follow their leaders when not in combat
* If squad monsters can find their squad leader, they slowly regenerate health while in idle status
* Aliens gain a maximum of 100 health when devouring their fallen enemies
* Fixed performance issues with Alien Controllers
* Revamped Heavy Weapons Grunt AI. He can now run, target multiple targets without spinning down his minigun, etc. etc.
* Animation blending added for HWGrunt. HWGrunt's minigun spins realistically
* Heavy Weapons Grunts now talk with other squad mates
* Grunts now intelligently decide whether or not to crouch/stand when attacking (Drastically reduces shooting through sandbag-effect, and helps them to attack better overall - positions aren't invalidated as a result)
* Updated Grunt AI to better engage flying monsters
* All Grunt types have modified behaviour toward Gargantuas. If a grunt is equipped with grenades or a grenade launcher, it will use that item against a Gargantua
* Monsters now target an Osprey Helicopter at either one of its engines
* Monsters will now attack enemy barnacles that have prey
* Updated Ichthyosaur AI, monster is more lethal and goes into idle mode again after killing
* Monsters can better engage their targets by attempting to run to the enemy's line of sight if they fail to find a path to their enemy
* Pitdrones are now squad-based monsters
* Added anti-friendly fire support for Pitdrones
* Slightly increased damage resistance for Shocktroopers and decreased damage resistance for Pitdrones
* Basic wall detection added for sentry turrets to keep them from falling into walls
* Robo Grunts: Decreased damage taken from electricity and fire
* Apache now checks to make sure firing a rocket will not endanger itself
* Decreased accuracy of Sniper Male Assassins slightly
* Male Assassin Snipers now stop running to their last position after reloading if they can attack
* Fixed Sniper Male Assassin aiming coordinates
* Fixed bug with monsters pausing for a few seconds after being spawned from monstermakers/squadmakers
* Fixed poor enemy communication for monsters with squad members and squad leaders
* Fixed issue with Sniping Male Assassins reloading if schedule failed
* Fixed bug with newer talk monsters (Otis) not being able to have a use/un-use sentence from Worldcraft
* Fixed TakeDamage issue with Male Assassins
* Fixed problem with friendly Pitdrones attacking friendly Shock Roaches
* Fixed bullet shell ejection point for human grunts, robot grunts, male assassins (Applies to new Opposing Force Grunts)
* Fixed freeze bug with grunts after they dropped a grenade to run to cover
* Fixed model replacement bug with collision boxes for the Ichthyosaur
* Fixed NPC "Hello" actions
* Fixed "fidget in place for a valid path" navigation glitch for when monsters update their route information when falling far behind, while the enemy isn't visible (phew)
* Monsters pausing from a constant stream of damage fixed
* Pause issue with monsters after running to a scripted_sequence fixed
* Short game freeze for servers running maps with Babygargs fixed
* Monsters now stop running/cowering from grenades that have exploded
* Monsters that cower to take cover from grenades (e.g. Human Grunts) will stop cowering and flee if a new grenade is detected
* Decreased danger-alert radius slightly for grenades
* Prisoners no longer take cover from grenades
* When doing victory dances, monsters no longer ignore grenades
* Added non-node_graph grenade cover. Monsters no longer require a node graph to escape from grenades
* Monsters no longer ignore grenades when reloading their weapon
* Fixed Gargantua's collision box dimensions
* Talk-Monsters (Otis, Barney, Scientists, Opposing Force Grunts) no longer ignore grenades when talking or listening to another NPC
* Scientists now scream when they detect grenades
* Fixed bug with friendly alien slaves inadvertently triggering nearby Barneys to attack players
* Fixed bug with Otis not spawning with a random head from the monstermaker entity
* Allowable distance for attacking increased for monsters that are engaging flying monsters
* Squad based monsters will no longer take cover from new enemies on subsequent encounters
* Fixed Alien Controller view origin
* Fixed a series of issues with the Big Momma monster's special mapper-placed scripted paths
* Monsters that are cut off by a door from a [starting] node for their path will attempt to open the door and proceed to the node
* Fixed bug with scripted sequences not being able to finish if a monster was being attacked
* Fixed problem with Houndeye Squad-Leaders freezing in place after playing their "leaderlook" animation
* Fixed bug with monsters being able to attack their enemies after failing to run to an aiscripted_sequence (Note: They can still remember their enemies after finishing the script)
* Fixed bug with Friendly Shocktroopers spawning Enemy Shockroaches
* Fixed bug with friendly monsters talking to players when shot during their death sequence
* Fixed bug that allowed monsters to die in scripted_sequences even if "No Interruptions" was checked in Worldcraft
* Monsters that talk with others will now not respond to questions if in combat
* Increased pitch for Pitdrone's spike hit sound to match Opposing Force's version
* Monstermakers/Squadmakers now do not stop making monsters if their 'children' are killed while performing a scripted_sequence
* Improved findlateralcover() for monsters
* Silent monster_sentry bug fixed

Mapping Changes

* Global and per-entity sound replacement added
* Free Roaming options: Default roaming on/of in worldspawn, and always/never/default roaming options for monsters/squadmakers.
* New entity: trigger_random_unique
* New entity: player_respawn_zone
* New entity: env_spritetrain
* New entity: env_fog
* New entity: item_generic
* New entity: ammo_762 (sniper rifle ammo)
* New entity: ammo_556 (minigun ammo)
* Mappers can now set a monster's hull size in Worldcraft/Hammer
* New npckill setting: When set to "2", friendly npcs can be killed by anything but players
* New Map CFG command: mp_respawndelay - Mappers can set how long players must wait before respawning, default '3' seconds
* New Map CFG command: mp_grapple_mode:
o 0 (default): Barnacle grapple attaches to players, xeno_grapple textures and pulls headcrab-sized monsters toward you.
o 1: Barnacle grapple works as in Opposing Force. It attaches to players, xeno_grapple textures, and pulls players towards all monsters (except headcrabs and below)
* New Map CFG command: mp_disable_player_rappel 1 - Barnacle grapple will not attach to players
* New Map CFG command: mp_noblastgibs 1 - monsters will not gib from explosions in most cases
* New Map CFG command: mp_no_akimbo_uzis 1 - disables gaining the akimbo Uzis on the second Uzi pickup in some cases
* Ladders can be toggled on/off when triggered
o "Start OFF" flag added
* Blood color choices added for monsters
* New Osprey Options:
o Grunt Type Selection - Can spawn Human Grunts (default) or Opposing Force Grunts
o Player Ally Option - Can spawn Friendly/Evil Human Grunts/Opposing Force Grunts
o Up to 6 [different] Ospreys may be in a level at the same time
* Black Ops Osprey Options:
o Player Ally Option - Can spawn Friendly/Evil Male Assassins
* Reworked name display system for monsters. New entity property for monster names (separate from squad name)
* Classification choices added for monsters
* "Move to Radius" field added for aiscripted/scripted_sequences. When the monster hits the supplied radius around the script, it'll stop moving and start its sequence
* "All Players" option for trigger_camera added (allows in-game cut scenes)
* "Force View" option for trigger_camera added (players will view the camera until it finishes, even if a player dies)
* Trigger_camera movement now works correctly when Freeze Players is Off
* "Explosives only" func_breakable and func_pushable spawnflag added. (The entity can only take damage from explosives when set)
* "No Babycrabs" spawnflag added to disable babycrab spawning from Big Mommas
* "No Shockroach" spawnflag added to disable shockroach spawning from Shock Troopers
* "No Reset Entity" flag added to scripted_sequences (allows scripts to be linked smoothly)
* "Disable Respawn" spawnflag for weapons - Weapon can only be picked up once and will not respawn
* "Head Controller" flag added for monster_generics (same as in Op4)
* Flag to disable dynamic collision boxes added for monsters
* Func_doors can now use switchable textures
* Fixed bug with func_tanks not attacking all players
* "Body" setting transferred to all Repelling Grunt types from Squadmakers
* Fixed problem with turrets and apaches not triggering their 'trigger targets' set in Worldcraft
* Fixed inability to set custom health for Shocktroopers, Pitdrones, or Shockroaches
* Fixed issue with various grunt_repel types not becoming a player ally
* Item_security entities no longer respawn after being picked up
* Repelling Grunt types now properly store their TriggerTarget and TriggerCondition keyvalues from Worldcraft
* Fixed infinite-spawning bug with all Repelling Grunt types, in Squadmakers/Monstermakers
* Mappers can now trigger repel-grunts from monstermakers/squadmakers in the "Target On Release" field (Reduces the number of needed entities for the same effect)
* Custom models can now be set for dead monsters
* Fixed in-ability to model-replace rocket launchers
* Set tripmines will now use their custom model set in Worldcraft
* Soda cans can now give a custom amount of health even if a custom model is not used
* Satchel Charges can now use custom models set in Worldcraft
* When a monster is moving to a script, it can now open doors which block its path even if the door is set to "No monsters"
* Fixed problem with monstermakers/squadmakers having monsters spawn clumped together, when the frequency was set to 0 in Worldcraft
* Fixed Error in FGD file concerning model fields and certain cycler/monster entities
* Various skill.cfg settings added

Weapon Changes

* Improved client-side weapon code
* Fixed combo-hit bug with the Wrench
* Added idle animations for the Wrench
* Added Wrench skill CVARs
* Rockets fired from the rocket launcher will only follow their owner's laser sight
* Fixed minor problem with the rocket launcher refusing to reload while laser sight was active
* Fixed not being able to swing the Wrench after selecting Snarks
* Improved animation transitions for Uzi
* Reload/Deploy speed for Uzi and Uzi Akimbo animations increased
* Akimbo Uzis now update ammo counters realistically based on the reload animation currently being played. (Reload right Uzi first, right Uzi ammo updates first. Reload left Uzi second, then left Uzi ammo updates.)
* Fixed issue with right Uzi/single Uzi deploying with 0 ammo
* World model for mapper-placed Akimbo Uzis is now set to use the proper model
* Hornets from a player's Hornet Gun no longer attack friendly monsters or other players
* Increased MP5 and shotgun damage slightly
* Pump sound for the shotgun now plays properly
* Reloading animation/sound for the shotgun now plays properly
* Removed laser sight/zooming from 357
* Fixed problem with client-side tracer-bullets not creating gunshot decals
* Changed weapon pickup delay to "20" when mp_weaponstay is 1
* Gauss rifle idle animations now play
* Can no longer zoom with a weapon while viewing a camera
* Fixed bug that allowed a player to drop an infinite amount of satchels
* Func_tankmortars/func_tankrockets can no longer be used to harm other players

General Changes

* Fixed Steam bug where death messages do not appear
* Improved third-person camera clipping
* New Server Command: "mp_noblastgibs". Default "0". When set to "1", monsters will not gib from explosions in most cases
* Fixed issue with the Longjump animation not being played when performing a Longjump
* Fixed issue with the Treadwater animation not being played when in water but not moving
* Improved transition with water and land animations
* Fixed client-side gib spawn location
* "Flatline" sound on death is stopped after respawning
* HUD now properly outputs health, armor, and ammo values. (No 250 limit)
* Death messages now use 'a' or 'an' depending on the killer's name
* Death messages now have proper formatted names based on the killer (e.g. 'Alien Slave' as opposed to 'alien_slave')
* A monster's normal model is no longer precached if a custom model is set
* Monster_furniture entities no longer bleed when attacked
* Monster_furniture entities no longer turn to face their attacker
* Changed default mp_bantime to 24 hours (ban time period for vote banned users) & mp_kickbantime to 25 minutes (ban time period for vote kicked users)
* Fixed issue with trigger_push entities not pushing monsters/players/items/etc upwards in some cases
* Changed specific footstep sounds for monsters to use the player 'crete' footstep sound
* Removed sounds being precached that weren't actually used
* Updated to the most recent FMOD API (MP3 player)
* Fixed strangely-colored "red" blood-squirt problem with env_blood
* Monster info text moved out of the way of chat text
* Scoreboard clock updates from actual timeleft every four minutes, to prevent it from falling out of sync
* Updated voting system to support Steam IDs

Major Bug Fixes

* Fixed crash bug with Steam
* Fixed crash bug with player collisions
* Fixed crash bug with monster class relationships
* Fixed crash bug with func_breakables triggering objects after being destroyed (e.g. the 'game_text' entity)
* Fixed crash bug with the third-person camera when changing to a new map while the camera was on
* Fixed crash bug that occurred with func_tank classes setup to attack monsters
* Fixed crash bug with func_tanklaser(s)
* Fixed crash bug with +Using monsters right after they finished a script, and the script entity was removed from the world (it didn't have the repeatable flag checked)
* Fixed chat logging format
* Fixed bug with deaths not counting if the player committed suicide

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