(Redirected from Sven coop)
Sven Co-op | |
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Developer(s) | Sven Co-op Team |
Publisher(s) | Sven Co-op Team |
Engine | GoldSrc (heavily modified), Svengine (v 5.0+) |
Platform(s) | Microsoft Windows |
Release | January 19, 1999 |
Genre(s) | First-person shooter |
Mode(s) | Single-player, multiplayer |
Sven Co-op is a co-op variation of the 1998 first-person shooterHalf-Life. The game, initially released as a mod in January 1999, and created by Daniel 'Sven Viking' Fearon, enables players to play together on online servers to complete levels, many which are based on the Half-Life universe but include other genres. In addition to the cooperative gameplay, Sven Co-op includes improvements from the original Half-Life, including improved artificial intelligence for both enemy and allied non-player characters.
Since its original release, the project has been overseen by David 'Sniper' McDermott. In 2013, Valve, which owns the rights to the Half-Life series, gave the development team the rights to publish the modification as a standalone title on Steam, and further allowed them to distribute the maps and assets of Half-Life to support its release. The standalone release, representing version 5.0 of the mod, was released in January 2016.
These maps can still be played by downloading an additional file 'Classic Map Pack', which you can find on the Sven Co-op files page. To play the Half-Life story, Opposing Force story, or Uplink story on Sven Co-op use the portal map made by Puchi. To play the They Hunger story on Sven Co-op, load the first map of the series. Less time spent installing multiple copes of HLDS and Sven Co-op. Less time spent installing custom content (map packs). Less space consumed due to a single set of game files. Less effort required modifying/repairing game files (ripent, etc). ANY configuration file can be profile specific or use a shared one. Sven Co-op 4.6 I host a mirror of the mod install files here as well. Just download and run this installer to play sven coop, restart steam for it to show in your games list after install. Also make sure you have Steam Half-life and have run it once for it to install to the correct place. Sven Co-op 4.6 Full.
Gameplay[edit]
Sven Co-op is a first-person shooter based on Half-Life, using its GoldSrc game engine. The modification enables a server so many players can cooperate (along with and allied non-player characters) to complete levels against creatures and other enemies that are controlled by the computer. The modification was initially based around the levels from Half-Life, but since have expanded to include the other Half-Life games and user-made levels. Multiple levels may be put together to make a longer campaign by the level designer. The game can also be played in single player mode, taking advances of improvements over the original Half-Life that were made by the modifications, particularly for the artificial intelligence used by non-player characters.
Development[edit]
Jan 18, 2009 If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
The game was originally created and released by Daniel Fearon; Fearon at the time was one of the maintainers of the Half-Life fan website Atomic Half-Life[1] created in anticipation of the game's release. Fearon was sent a copy of Half-Life by Valve prior to its official release, and as he started playing it, he had also begun toying with its programming, figuring out how to spawn enemy creatures in multiplayer maps.[2] Fearon's work had initially been done before Valve released the software development kit for Half-Life, requiring him to craft the modification atop the existing Half-Life distribution and to work with multiplayer over slower Internet connections, such as through phone-line modems. Fearon initially developed a single map that could be played cooperatively, and later a second version with two maps.[2] The first public version of Sven Co-op was released on January 19, 1999, about 3 months after the release of Half-Life. He used the name Sven Co-op to reflect his online handle, 'Sven Viking'.[2]
Contrary to the common belief that Sven Co-op was developed to play through Half-Life cooperatively, Fearon had wanted to create a means for players to engage in cooperative experiences together, often just spawning in large number of enemies for them to dispatch together on a single map.[2] This drew a number of amateur level developers to craft mission-based maps for the mod, where players would be required to go to different areas on the map based on success or failure of a given objective. Such designers included Dave McDermott, who initially ran the Sven Co-op website before becoming a developer on it.[2] Fearon had planned from the onset to include support for cooperatively playing through Half-Life's single-player campaign within Sven Co-op, but this was hampered initially by how the game's engine transitions from map to map that made it difficult to keep players together in the multiplayer approach.[2] Ultimately, the team had been able to work this out, and later added support for Half-Life's two expansions, Half-Life: Opposing Force, and Half-Life: Blue Shift.[3]
Around 2004, prior to the release of Half-Life 2, Fearon had been planning to release Sven Co-op on Steam, but this did not work out due to confusion between the Sven Co-op team and Valve.[2] Further, Fearon and the team had started work on a Sven Co-op 2 in anticipation of using the Source engine from Half-Life 2. Though they had developed a large number of assets for the mod, they were hampered by the lack of the SDK, which had been pushed back along with the release of Half-Life 2. Many of the team members had started to move on to other projects, and Fearon found they lost too many key members to continue development.[2] Around this point Fearon opted to leave the project, giving the project lead over to Josh Polito.[2]
McDermott and Polito began negotiations with Valve to gain access to the GoldSrc engine around 2010 and to have Valve change some of the numerical limits originally imposed in the engine's use in Half-Life that would enable them to improve Sven Co-op.[2] The two got official approval from Valve to release Sven Co-op on Steam as a standalone title in 2012, though opted to wait nearly a year to announce this in July 2013, as to give their team time to develop a hotfix for the current mod version.[2][4][5] This standalone title was released on January 22, 2016, and includes all the assets for Half-Life required to play that game without installing the original game; players are still required to have purchased and installed Opposing Force and Blue Shift to play those in the standalone release of Sven Co-op.[6] The standalone version includes updated versions of the Half-Life campaign maps, improved versions of popular maps developed for Sven Co-op, and additional scripting tools that will allow level designers to further customize new maps beyond the default GoldSrc.[2] McDermott stated that their team anticipates continuing to improve tools for level designers, such as being able to replace the game's default heads-up display, though as the game is still developed in the team's free time, there is no set plans for when these will be available.[2]
See also[edit]
References[edit]
- ^Fearon, Daniel (May 8, 1999). 'SvenCoop - Atomic Half-Life'. Atomic Half-Life. Archived from the original on May 8, 1999.
- ^ abcdefghijklmLane, Rick (March 25, 2016). 'The People Who Have Spent 17 Years Perfecting Co-op Half-Life'. Kotaku. Retrieved March 25, 2016.
- ^O'Connor, Alice (July 1, 2013). 'Sven Co-op final release adds Blue Shift campaign, 'major announcement' teased'. Shacknews. Retrieved July 1, 2013.
- ^Cook, Dave (July 17, 2013). 'Half-Life co-op mode 'Sven Co-op' getting free standalone Steam release'. VG247. Retrieved July 17, 2013.
- ^Neltz, Andras (July 17, 2013). 'A Free, Improved Co-op Version of Half-Life? Where Do I Sign Up?'. Kotaku. Retrieved July 17, 2013.
- ^Neltz, András (January 20, 2016). 'Co-op Half-Life Comes to Steam on Friday'. Kotaku. Retrieved January 25, 2016.
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Sven_Co-op&oldid=971086391'
This section will go over all the settings you will need to run a dedicated (or listen) server. Please refer to the included file server_example.cfg (or listenserver_example.cfg), and I will take you through each setting in groups as already specified.
If you are running a full time dedicated server it is important that you get an understanding of how HLDS works and how to configure it. We are only going to cover Sven Co-op specific configuration and files we provide. For extensive guidelines on installing and configuring HLDS, visit HLDS 101.
Contents
How To Install Sven Coop Maps
Starting statements
Setting | Default value | Description |
---|---|---|
hostname | Sven Co-op v4.0 | The name of your server as players see it. This line comes first to minimize the chance of your server appearing as the default name Half-Life. Try to limit yourself to 40 characters on this. |
log | on | Switch on logging of events on your server. There is little reason to turn this off unless you're running a listen server. |
Configuration files
The following only need to be changed when running multiple servers off 1 installation of Sven Co-op (aka profiling) where sharing of configuration files is not desired.
Setting | Default value | Description |
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servercfgfile | server.cfg | Location of the server configuration file (for dedicated servers only). This will also need to be declared in your command line parameter as +servercfgfile server.cfg to work. |
lservercfgfile | listenserver.cfg | Location of the server configuration file (for listen servers only). |
mapchangecfgfile | Empty | Location of a configuration file to execute on a map change. This is rarely needed. |
mapcyclefile | mapcycle.txt | Location of the map cycle file to use. |
motdfile | motd.txt | Location of the welcome message file (aka message of the day) to display when players join. Currently doesn't work in Sven Co-op, motd.txt in svencoop is forced. |
skillcfgfile | skill.cfg | Location of the skill configuration file. Currently doesn't work in Sven Co-op, skill.cfg in svencoop is forced. |
bannedcfgfile | banned.cfg | Location of the banned steam ID list file to use. |
Passwords
Setting | Default value | Description |
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rcon_password | Empty | Password used for accessing the server console remotely. Use a password strength meter to help you build a good password. Only your trusted server administrators should know this as it allows unlimited access to your HLDS instance. If you leave this blank, remote console access will not be available (it won't allow everyone to use it without a password). |
sv_password | Empty | Password used for players to join your server. Leave blank if your server is public. |
sv_spectator_password | Empty | Password used for spectators to join your server. Leave it blank if your server is public. Currently obsolete in Sven Co-op. |
Core variables
Setting | Default value | Description |
---|---|---|
sys_ticrate | 200 | The maximum number of frames/second your server will process. Setting this above 200 is ridiculously stupid, and your players will just complain about lag when your server fills up. |
sv_contact | Empty | The email address of the server manager, so players have someone to contact when there is a problem. |
sv_downloadurl | Empty | The HTTP address where your server's custom content can be found, so players can download it very fast. This is essential to get players onto your server while it's running non-standard maps. |
allow_spectators | 1 | Allow players to spectate the game. Currently obsolete in Sven Co-op. |
deathmatch | 1 | Not sure how this effects Sven Co-op, but pretty much any Half-Life multi-player server will have this set to 1. |
decalfrequency | 30 | The time (seconds) a player must wait before making their spray again. 0 will remove this delay, but is not recommended. |
hpk_maxsize | 2 | The size limit (megabytes) of the file that stores uploaded sprays. The oldest sprays are removed to make way for new sprays. |
pausable | 0 | Determines whether the game on your server can be paused by anyone. This is never recommended on public servers. |
skill | 3 | The default skill level your server will use. Maps can override this in their configuration.
|
Server variables
Because there are so many of these, I am only going over the ones you will have good reason to change. If a setting isn't listed then it's there to help maintain default settings, meaning you have no reason to change it.
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Setting | Default value | Description |
---|---|---|
sv_allowdownload | 1 | Allow players to download custom content from your server. |
sv_alltalk | 1 | Voice communication is sent to all teams. Currently obsolete in Sven Co-op. |
sv_allowupload | 1 | Allow players to send custom sprays to your server. |
sv_cheats | 0 | Allow players to use cheat commands. This will only work on servers with the player limit at 2 or on private development servers. |
sv_filetransfercompression | 1 | Allow custom content to be compressed on the fly before delivering it. |
sv_lan | 0 | Server is only for a local area network. When enabled, players authenticate with their IP address, and can only join if they are on the same subnet as the server. |
sv_lan_rate | 32768 | Rate (bytes/second) that the clients are forced to talk to the server at when in LAN mode. 32,768 (32 kBtyes/sec) is more than enough for 32 players and sustainable on any modern LAN. |
sv_maxrate | 16384 | The maximum rate (bytes/second) that clients can talk to the server at when in Internet mode. 16,384 (16 kBytes/sec) is enough for 24 players. You will more than likely need to lower this if your running a server on a home broadband connection. |
sv_maxupdaterate | 50 | The maximum number of events/second the server can send to a client. 50 is enough for 24 players. If you're running a server on a home broadband connection, consider lowering this to 15 or 20. |
sv_minrate | 0 | The minimum rate (bytes/second) that clients can talk to the server at when in Internet mode. Please do not change this so dial-up users can still enjoy your server. |
sv_minupdaterate | 10 | The maximum number of events/second the server can send to a client. Please do not change this so dial-up users can still enjoy your server. |
sv_proxies | 0 | Allow spectator proxies (HLTV) to connect to your server. |
sv_region | 255 | The region your server is in. This is used in Steam's server browser, so players can look for servers near by.
|
sv_spectalk | 1 | Allow spectators to use chat. Currently obsolete in Sven Co-op. |
sv_timeout | 60 | The time (second) a client stops responding before the server considers the client to have completely lost connectivity. |
sv_voicecodec | voice_speex | The voice codec to use. Currently only voice_miles and voice_speex are available. There is no reason to revert to Valve's default voice_miles as the quality is terrible, and throughput consumption is more than double used by voice_speex. |
sv_voicequality | 5 | The voice quality for voice_speex.
|
sv_voiceenable | 1 | Allow players to use voice communication. |
sv_zmax | 32768 | The maximum distance (units) rendered from players. Only mappers should ever worry about this. |
How To Install Sven Coop Maps Free
Multi-player variables
Because there are so many of these, I am only going over the ones you will have good reason to change. If a setting isn't listed then it's there to help maintain default settings, meaning you have no reason to change it.
Setting | Default value | Description |
---|---|---|
mp_disablegaussjump | 0 | Disable vertical knock back caused by the gauss cannon's charge up shot. This can sometimes be used to exploit maps or get places players aren't meant to go. This is a direct rename of mp_allowgaussjump, which for some reason got inverted in Sven Co-op 3.0. |
mp_consistency | 1 | Force players to use the same content as the server. This will help enforce use of default cross-hairs, HUD, models, etc. Not really important in Sven Co-op, more for competitive games. |
mp_decals | 1024 | The maximum number of decals the server will render. |
mp_falldamage | 1 | Use realistic fall damage. If disabled, when players get hurt from falling they will always lose 10 health. |
mp_flashlight | 1 | Allow players to use their flashlight. |
mp_footsteps | 1 | Players generate footstep sounds while moving. |
mp_forcespawn | 0 | Force players to respawn after they die. Disabling this allows players to respawn when they are ready to. |
mp_fraglimit | 0 | Map changes after someone obtains this many frags. Currently obsolete in Sven Co-op. |
mp_telefrag | 1 | Players will kill someone if they are teleported inside them. Disabling this will result in players piling up inside each other unable to move. |
mp_timelimit | 60 | Map changes after this amount of time (minutes) if the map hasn't been completed already. |
mp_weaponstay | 1 | Weapons can be picked up multiple times, with the exception of miniguns. Disabling this will result in a couple of players taking all the weapons leaving others with nothing. |
Sven Co-op specific variables
Setting | Default value | Description |
---|---|---|
mp_allowmonsterinfo | 1 | Allow players to see information about monsters they see. Disabling this will cause confusion over who is allied and who are enemies. |
mp_banana | 1 | Allow players to throw banana bombs. |
mp_disable_autoclimb | 0 | Deny players to use the auto-climb feature. |
mp_disable_player_rappel | 0 | Deny players to use the Barnacle grapple on each other. |
mp_dropweapons | 1 | Allow players to drop weapons. Miniguns can always be dropped. |
mp_grapple_mode | 1 | Players are pulled to monsters bigger than headcrabs when grappled rather than the monster being pulled to a player. |
mp_multiplespawn | 1 | Allow players to use more than 1 spawn point. Disabling this would be epic fail on your behalf. |
mp_no_akimbo_uzis | 0 | Deny players to have akimbo uzis. This may help balance power on some maps or large player capacities. |
mp_noblastgibs | 0 | Deny monsters to be gibbed (ripped apart) when killed with explosives. |
mp_npckill | 2 | Set the behaviour of killing allied NPC's. This setting replaces the old killnpc command.
|
mp_playervotedelay | 300 | The time (seconds) a player must wait before starting another poll. |
mp_respawndelay | 6 | The time (seconds) a player must wait before respawning. This is 6 seconds by default to help encourage use of the new reviving feature. |
mp_voteallow | 1 | Allow players to use the built in voting system. Consider disabling this if you run plug-in packs such as AdminMod or AMX mod X. |
mp_votebanrequired | 100 | Percentage of players that must say yes for a ban vote to succeed. We recommend leaving this at 100% so bans are left up to the server administrators. |
mp_votekickrequired | 66 | Percentage of players that must say yes for a kick vote to succeed. |
mp_votekill_respawndelay | 15 | The time (seconds) a player must wait before respawning after being successfully killed by a vote. |
mp_votekillrequired | 51 | Percentage of players that must say yes for a kill (aka slay) vote to succeed. |
mp_votemaprequired | 66 | Percentage of players that must say yes for a map vote to succeed. |
mp_votetimebetween | 60 | The time (seconds) a player other than the previous poll starter can start a new poll. |
mp_votetimecheck | 20 | The time (seconds) players have to cast their vote. Players who don't answer in time will be assumed as inactive and not included in the result. |
Execute configurations
Command | Parameter | Description |
---|---|---|
exec | banned.cfg | Loads the list of banned steam ID's. This should match the bannedcfgfile value. |
exec | listip.cfg | Loads the list of banned IP addresses. Unfortunately this file can't be profiled without symbolic links. |
Sven Coop Download
Increase the entity limit of maps on a server
Some years ago Alfred Reynold added a parameter max_edicts to set the entity limit of GoldSrc games to anything the user wants, but didn't tell anyone about it! No longer are we limited to 900 entities on our maps or crashes due to the all famous ED_Alloc: NO FREE EDICTS message.
For the setting to work both the client and server must have the entity limit increased. Whichever has the lower limit is the limit that takes effect. However a client with 900 max entities joining a 4096 max entities server will only cause problems for that specific, not for anyone else who does have enough max entities configured.
As of version 4.0 beta 1, Sven Co-op is being distributed with this parameter configured at 4096 entities. However, servers need to follow this manually.
To do this simply add -num_edicts 4096 to your command line parameters. Manual s calculation software 2017. You can change the number to anything you like, but no lower than 900. Someone claims to have had 10,000 entities working, but Sven Co-op clients by default won't be configured to handle that many.
How to profile (run multiple instances of) a single Sven Co-op server installation
In short, HLDS profiling is where you run multiple servers with different configurations on top of a single set of game files.
You must first ask yourself, is profiling for you? Take a look at the pros and cons of profiling. If any of the disadvantages will effect you, then profiling is not for you.
Advantages | Disadvantages |
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Profiling is intended for people who want to run many servers of the same game on a single computer (maybe a large server with many processors) without the hassle of multiple software installations. Nrd 505 service manual. This is very common on game service providers.
Doing profiling is very simple. First, navigate to the svencoop folder on your HLDS installation. Create a folder in here called profiles. In here you will be creating a folder for each profile you want to have. There is no limit to how many profiles you have.
Example folder structure:
Each profile folder will then have the configuration files specified up here inside. You don't have to use all of them, but a unique servercfgfile is pretty much essential. A logs folder will also be needed.
Next, all you have to do is sort out your command line parameters to use the profiles you've created. This is very easy to do when running HLDS as services either manually created or through FireDaemon. Examples:
- hlds.exe -console -game svencoop -port 27015 -noipx -num_edicts 4096 +maxplayers 16 +log on +servercfgfile 'profiles/classic-cycle/server.cfg' +logsdir 'profiles/classic-cycle/logs'
- hlds.exe -console -game svencoop -port 27025 -noipx -num_edicts 4096 +maxplayers 16 +log on +servercfgfile 'profiles/custom-cycle/server.cfg' +logsdir 'profiles/custom-cycle/logs'
- hlds.exe -console -game svencoop -port 27035 -noipx -num_edicts 4096 +maxplayers 16 +log on +servercfgfile 'profiles/fun-cycle/server.cfg' +logsdir 'profiles/fun-cycle/logs'
- hlds.exe -console -game svencoop -port 27045 -noipx -num_edicts 4096 +maxplayers 4 +log on +servercfgfile 'profiles/testing/server.cfg' +logsdir 'profiles/testing/logs'
You can also profile other common files such as Metamod's plug-in list (plugins.ini) and AMX mod X's configuration (core.ini). This can be done by adding the following parameters:
- +localinfo mm_pluginsfile 'profiles/yourprofile/metamod-plugins.ini'
- +localinfo amxx_cfg 'profiles/yourprofile/amxx-core.ini'
You can then point your AMXX configuration files in the amxx-core.ini to files that sit within your profile folder.
Hopefully you see how profiling an installation of HLDS can really help, and how easy it is to set up.