The SC Team has released a new version of its co-op mod for Valve’s classic first-person shooter title, Half Life. As its description suggests, this mod lets players fight computer-controlled monsters through the original Half-Life storyline or hundreds of available co-operative scenarios. In addition, the mod comes with a plethora of new weapons, enemies, visuals and gameplay systems.
Half Life Sven Co-Op V4.8 adds suppor to Half-Life: Blue Shift, and this will most likely be the final SC mod release. The team hinted at more news, so we’ll be sure to inform you about their future plans the moment we hear back from them.
-Added Half-Life: Blue Shift co-op campaign.
-Added breakable functionality to all door types.
-Added RIPENT for Linux with campaign installation scripts, along with uninstallation scripts.
-Improved compatibility with the SteamPipe update for Half-Life:
-Added missing VGUI language lines.
-Campaign installation scripts will now search the common account folder for official BSP’s.
-File system updates include reading files from various mod extension folders (like addon, downloads, and hd).
-Fixed borderless window mode vastly shrinking the game window.
-Linux server binary renamed to hl.so.
-Added cheat command teleport expecting X, Y, and Z target co-ordinates to move the player to.
-Added client and server build numbers (with a compile time stamp) to help notice out of date clients/servers in future.
-Added CVAR weaponmode_eagle to the map configuration, which will disable the desert eagle’s laser sight.
-Added CVAR weaponmode_rpg to the map configuration, which will disable the RPG’s laser guide.
-Added CVAR’s sv_wateramp and sv_zmax to the map configuration commands.
-Added key attackrange to both turrets and sentry types to determine their maximum firing range.
-Added keys health and healthcap to item_battery, which work in the same way as item_healthkit (using the same key names for consistency).
-All read-only file operations will now scan for alternative mod folders (addons, downloads, and hd) to be compatible with the SteamPipe update for Half-Life.
-Changed NPC flag “Fade corpse” to “Don’t fade corpse”.
-Default heap size is now 128MB from the default 40MB. Servers will need to apply this manually in their command parameters.
-Default entity limit 3072 is now defined in liblist.gam, supported by the SteamPipe update for Half-Life.
-Fixed baby gargantuas only being able to bleed yellow, mappers can now set this to red.
-Fixed bad (missing) messages being displayed when muting/unmuting players via the score board.
-Fixed camera views limiting RGB values to 210 (caused a little bit of dimming).
-Fixed certain players/servers being unable to retrieve player extras (donor/staff) features on-line due to a binary unsafe operation.
-Fixed console spam ChangedTurret when using controllable turrets.
-Fixed flashlight sound cutting off medic and take cover voice calls.
-Fixed game_zone_player and trigger_entity_iterator counting disconnected players.
-Fixed incorrect 3rd person player animations when reloading certain weapons while already full.
-Fixed Linux server not being able to open map resource files due to case sensitivity.
-Fixed M16 always firing 3 rounds even if there are only 1 or 2 rounds left.
-Fixed M16 to keep firing after reloading if reloaded during the middle of the 3-round burst.
-Fixed many more potential crashes, memory leaks, and ancient programming techniques here and there.
-Fixed map cycle handling:
-Added server console printouts if a map is missing, or players are too few/many.
-Fixed infinite loop during the intermission if the next map becomes missing after a map has started.
-Fixed map configuration commands start, weapon, ammo, item, and weaponmode claiming to be invalid.
-Fixed map cycle not always advancing if the next map string is shorter than the map preceding it.
-Fixed map cycle sometimes advancing two places each time.
-Fixed map intermission handling:
-CVAR mp_chattime: minimum time 8 seconds, maximum time 60 seconds.
-Fixed map not changing until the maximum intermission time had been reached unless a player presses a key.
-Fixed Osprey initialization sometimes crashing Linux servers.
-Fixed players being able to keep weapon zoom by changing weapons and zooming in on the same frame.
-Fixed players being able to revive robots.
-Fixed players being able to switch weapons while dead.
-Fixed players being able to use controllable tanks even after being disabled by a master entity.
-Fixed players being able to use electric crowbars in water by holding primary attack before entering water.
-Fixed players dropping an oddly behaving shock rifle when they die while holding one.
-Fixed players floating upwards into infinity if killed on a ladder.
-Fixed players losing their client flag on death.
-Fixed players not automatically switching weapon when ammo has been depleted.
-Fixed players not being able to damage tripmines when placed by other players, they now always take damage.
-Fixed players not being able to drop snark ammo if the player has less than 5 of them..
-Fixed players not being able to use picked up ammo where the ammo is the weapon (i.e. grenades).
-Fixed players not having their rendering effects copied to their 1st person view-port model (glows, ghost, etc).
-Fixed players seeing a map MOTD even if it doesn’t exist.
-Fixed players seeing garbled ammo on their HUD when they have no weapon.
-Fixed players seeing shock rifle in their weapon selection HUD if they had one while being revived.
-Fixed players sometimes getting skipped on actions/functions applied to all connected players.
-Fixed players switching weapon after/during a camera sequence.
-Fixed players switching weapon while swing-charging a wrench.
-Fixed players throwing a crowbar at a repairable breakable causing it to repair if the player switches to a wrench immediately.
-Fixed potential crash caused by a child thread creating a network message when a message may already be in progress. Badly written plug-ins will still cause this crash though.
-Fixed rare crash “MSG_PVS with no origin”.
-Fixed servers crashing when a platform trigger runs if their parent platform no longer exists.
-Fixed servers crashing when a player connects while no spawn points can be used (all either filtered or deactivated).
-Fixed servers crashing when a player picks up a minigun or shock rifle while holding no other weapons.
-Fixed servers crashing when a player uses the tertiary fire function on a shock rifle.
-Fixed servers generating excessive or no water splash particles from players.
-Fixed servers not always loading configuration files from the correct mod folder (caused by SteamPipe).
-Fixed servers not always writing error messages in full from the on-line player extras web server.
-Fixed squadmaker entities with a target name using the cyclic AND start on flags to spawn children ignoring the cyclic flag (timer based).
-Fixed tank controller A.I. firing hundreds of projectiles at once if the target took cover then re-entered the line of sight quickly.
-Fixed trigger_changemodel removing its’ target’s collision hull and breaking animations.
-Fixed trigger_changevalue and trigger_copyvalue not being able to edit squadmaker monster count.
-Fixed trigger_setcvar not being able to edit mp_barnacle_paralyze and mp_disable_autoclimb.
-Fixed trip mines permanently glowing after being hit by a shock rifle projectile.
-Fixed turret controls not responding to players while holding an RPG.
-Fixed turrets taking a long time to repair while undeployed.
-Fixed turrets recovering only 1 hit point while broken.
-Fixed warning “Tried to stuff bad command npc_findcover” when using the grenade commnd.
-Fixed wrong messages when Linux servers create a default GMR/GSR folder for a map, and prevented these messages from behaving like an error.
-Improved cl_showstats output:
-Moved output upwards to 1 6th of the screen’s height.
-Output is now in two distinct columns.
-Property column is tinted blue, value column is tinted red.
-Split client version/build and server version/build.
-Improved console output for scripted_sequence when it is unable to play its’ sequence on an NPC.
-Improved server administrators feature:
-Authentication ID’s beginning with an asterisk ‘*’ are marked as server owners, with their icon tinted gold in the score board. Players hosting a listen server will automatically be denoted as the server owner.
-Fixed a range of minor issues with the administrator list file parser.
-Fixed last administrator entry sometimes being ignored.
-Fixed players hosting a listen server not getting the administrator icon if an administrator list file doesn’t exist.
-New command loadadminlist to reload the administrator list mid game (useful for external plug-ins/scripts writing the list on map start).
-Placeholder functionality for future built-in administration commands.
-Improved thread stability when attempting to search and download player extras information.
-Increased multi_manager and multisource target limit from 32 to 64. This will eventually be converted into a linked list.
-Prevented players using a controllable turret if they are holding a heavy weapon (minigun / shock rifle).
-Prevented entities monster_roach and monster_snark from moving a func_pushable.
-Prevented entitiy classifications insect, alien bio weapon, and player bio weapon from moving a func_pushable.
-Removed (the already ignored) size key for func_pushable, replaced it for the more commonly used custom hull size keys.
-Restored suit voices for collecting a HEV suit and long jump.
-Server will now print a warning when trigger_save attempts (and fails) to write to a read-only file.
-FMOD Ex updated to v4.44.14.
-Client: All cache files are now properly flushed from all mod folders (SteamPipe and language specific) when the game starts and closes.
-Client: Fixed attenuation for 3D sounds causing them to be inaudible.
-Client: Improved players hearing sounds too closely from entities that are out of their PVS.
-Client: New CVAR cl_outline_sounds to display particles where sounds emit from.
-Client: Sound list caches are now flushed when a player has finished loading a sound list (i.e. has joined the game).
-Changed ambient_generic flag Play at user origin to play at all players if the activator isn’t a player, or the Play everywhere flag is also used.
-Explosions are now handled by the sound engine.
-Fixed ambient_generic crash when the Play at user origin flag is used when the activator isn’t a player.
-Fixed cached sound lists not being loaded or flushed from the downloads mod folder (caused by SteamPipe).
-Fixed sounds not being loaded from alternative mod folders, usually downloads for custom maps (caused by SteamPipe).
-Increased maximum number of materials.txt entrties to 2048.
-Player footsteps are now all handled client side — including for other players.
-Fixed reviver NPCs reviving gibed players/NPCs.
-Alien Slaves: Fixed refusal to revive other alien slaves that had the “Fade Corpse” flag enabled.
-Assassin: Reduced assassins’ MP5 accuracy, now slightly better than grunts.
-Grunts: Reduced grunts’ SAW accuracy.
-Grunts: Restored Half-Life accuracy for grunts using pistols, MP5’s, and shotguns.
-Grunts (allied): Fixed issue with use and un-use sentences being ignored for monster_human_grunt_ally, monster_human_medic_ally, and monster_human_torch_ally.
-Heavy weapons grunt: Added support to use pistols should the minigun be dropped/lost.
-Heavy weapons grunt: Fixed heavy weapons grunts not running away from grenades.
-Heavy weapons grunt: Grunt will drop his minigun after 50 points of blast damage (90% chance).
-Heavy weapons grunt: Grunt will look for his minigun and pick it up, or get out a pistol if it’s gone/taken.
-Kingpin: Increased sound attenuation, greatly for death sound.
-Shock Roach: Fixed infinite life if jumping at a target while underwater.
-Included map _hlds_start intended for servers with plug-ins to prepare/load their external data on HLDS launch.
-Automatically ends after 1 minute, the server map cycle will then begin.
-Should it not end automatically a player spawning can press a button to end it.
-Part 2: Advanced spawn point when a player opens the wide glass laboratory doors (20 second delay).
-Part 2: Fixed players spawning inside the back wall.
-Part 3: Fixed lift button not responding at the start of the map if you haven’t played part 2 first.
-Part 3: Fixed monsters running under the giant lift players start descending on, they should avoid it now.
-Part 3: Fixed spawn point by the final battle being activated too early.
-All: Fixed missing/0-byte sound files.
-All: Tidied up map configurations.
-All: Fixed various messages having corrupt characters on the end.
-2A: Fixed floating headcrabs unable to attack players in a pipe after the acid drops.
-2B: Fixed visible null textures underneath the drop-down helix stairs.
-2B: Tilted an unbreakable looking pane of glass to make it more obvious you break through it.
-2B: Fixed one person being able to use the dual-player buttons after the big acid pool.
-2C: Fixed one person being able to use the dual-player eye scanners after the underwater tunnel.
-2D: Fixed players being able to block the first gate in the bridge brawl chapter.
-2E: Fixed players spawning facing the wrong direction in the final boss chamber.
-2E: Final boss is now a standard Gargantua.
-2E: Replaced/added weapons suitable for defeating a standard Gargantua in the final boss chamber.
-3A: Fixed null texture on a rock in the first shortcut.
-3A: Fixed various outro messages having corrupt characters on the end.
-3B: Fixed players being able to get stuck in the TNT plunger.
-3C: Added advanced spawn point in the ventilation shaft once a player reaches it.
-3C: Fixed null texture on the top of the fans.
-3C: Fixed terrible physics when reaching the tops of the ladders.
-3D, 3E: Fixed players not taking fall damage when falling down the cable trolley shaft.
-3D, 3E: Implemented spawn points that follow the cable trolley.
-3D, 3E: Made the lighting in the cable trolley a bit brighter.
-3E: Moved Barney to be the train driver as it leaves.
-3E: Players have 3 more seconds to get in the train before it leaves.
-All: Changed deprecated killnpc CVAR to mp_npckill.
-C1A0D: Fixed the two additional HEV suits disappearing for no reason on dedicated servers.
-C1A1D: Fixed a spawn point being camped by a zombie.
-C1A2: Fixed zombie in store room not playing intended animation.
-C1A2A, C1A2D, C1A2E: Added a shotgun to the weapon configuration.
-C1A3, C1A3A, C1A3D: Fixed silent fire alarm sounds.
-C1A3, C1A3A, C1A3D: Re-added closing fire doors but made them breakable.
-C1A4Z: Fixed acid pit not hurting players.
-C1A4Z: Fixed overlapping door brush with door frame.
-C2A1: Fixed grunts fighting the Gargantua appearing as player allies.
-C2A3A: Fixed ichthyosaur not playing a script.
-C2A4E: Fixed scientists running into the operating machinary when hearing a distant explosion.
-C2A4H: Added electricity sprites to stairs to indicate harmful area.
-C2A5F: Fixed players being able to get stuck inside broken walls.
-C2A5X: Added a second voltigore to make the area harder.
-C3A1: Restored the ceiling collapse sequence, adjusted spawn points to accommodate this.
-C3A1B: Fixed some spawn points facing the wrong direction.
-C4A1B: Fixed missing pumping/mining blocks.
-C4A1C: Fixed players being able to block the round elevator platforms.
-C4A2: Fixed hovering Xen plant.
Half-Life: Opposing Force campaign
-All: Changed deprecated killnpc CVAR to mp_npckill.
-OF1A2: Advanced spawn point when a player passes the nose of the crashed Osprey.
-OF1A2: Removed Gordon ghost.
-OF1A3: Advanced spawn point when a player enters the lower door of the catwalk.
-OF2A2: Fixed players being able to push the box which may block an opening.
-OF2A3: Map deleted.
-OF2A5: Advanced spawn point when a player enters the broken vent near the medic.
-OF3A2: Fixed bad spawn positions.
-OF3A2: Fixed monsters falling into the Xen void by using bounce pads.
-OF3A2: Fixed players not spawning with low gravity.
-OF4A2: Fixed players being able to block elevator doors.
-OF4A3: Advanced spawn point when a player enters passes the biodome lift.
-OF5A1: Advanced spawn point when a player climbs the ladder to the surface.
-OF5A1: Advanced spawn point (3rd) when a player crawls into the room with allied grunts.
-OF5A3: Fixed players being able to skip half of the map using crates.
-OF6A2: Fixed players being able to fall outside the map on top of the rocks.
-OF6A2: Fixed visible barrel brush intended to block access, back to invisible.
-OF6A3: Added RPG and SAW to the weapon configuration.
-OF6A3: Advanced spawn point when a player climbs into the roof vent.
-OF6A4B: Removed RPG ammo.
-OF6A4B: Updated end game message.
Half-Life: Uplink campaign
-Part 2: Fixed players being able to skip to part 3 by boosting a player over a chain-link fence.
-Fixed gigantic wood gibs produced from certain breakables.
-Lightened glow effect on the jumper player to make the 1st person glow effect less annoying.
-Fixed gigantic wood gibs produced from certain breakables.
-Changed time limit from infinite to 1 hour.
-Updated objective sprites.
-Added a platform to the slime area so players that haven’t died can get out.
-Added a back-up system for the volcano area: The symbol will become available after 5 minutes if no monsters are killed, so if the doors happen to get stuck players don’t have to change map.
-Added SAW, spore launcher, and spore plants to the boss fight.
-Blue symbol now appears only after most of the monsters have been killed.
-Icky in blue room should now be mad.
-Made most of the symbols are now func_illusionary so there won’t be bullet holes in them.
-Pushable pigs now disappear after they have been used, though they can still be pushed to other rooms before they are used.
-Reduced slime and final boss HP.
-Reduced the breakables HP in the final fight and added HUD info for them.
-Changed setting mp_npckill to prevent players killing allied NPC’s needed to complete the map.
-Part 1: Fixed being able to skip fighting the glass monster (should you summon it) by using the end map lift — if it spawns, you must defeat it.
-Part 1: Fixed dead grunt with his hand inside a wall.
-Part 1: Fixed the king pin, glass monster, and other monsters being teleported away by a teleporter only meant for a scientist.
-Part 2: Tweaked the long pushable machine so it gets stuck less.
-Part 3: Fixed bad clipping on the floor of the blue horde battle area, mainly near Xen goo.
-Part 3: Added extra task before the final vent to give players a chance to collect the final flower, before someone else rushes through preventing collection.
-Part 3: Made the 15 flower bonus more worthwhile, providing a gold 357, Gluon gun, SAW, and 6 beefy ammo packs.
-Part 3: Added bonus weapons to the Gordon boss room too.
-Part 3: Added spore plants to the Gordon boss room.
-Part 3: Added scripted sequence to raise the Gordon boss boss to an air node, which should make it a bit more active.
-Part 3: Added 8 destinations for the Gordon boss to go to every 10-20 seconds after reaching the previous spot to make him move around more.
-Part 3: Gordon boss is no longer laughably easy to defeat.
-Part 1: Fixed gigantic wood gibs produced from certain breakables.
-Part 1: Fixed underground walls instantly springing back when reaching the wheel turn limit.
-Removed references to king pin models and replacements in the resource files.
-All of episode 1: Changed sv_maxspeed to 220 to match episode 2.
-They12: Fixed unexplained outward push from the dam’s underwater window.
-They15: Fixed second zombie getting stuck on the first zombie when completing the outro sequence, preventing the map from ending.
-Added failsafe map ending system: Map will end if there are no non-ghost players outside the spawn area for longer than 2 minutes, with a warning after 1 minute.
-Mentioned in MOTD that the buttons in the checkpoint supply rooms spawn friendly sentry turrets.
-Tweaked map ending system so players who are in a state of “dead, lying on the ground” no longer count as living players.
-Part 2: Fixed blowtato platforms instantly springing back when reaching the wheel turn limit.
-Fixed players being able to get stuck in the pipes near the Barnacle.
-Fixed key card in the cleansuit laboratory appearing as a HLDM ammo box.
-Models Beret, Grunt, Shepard, and Tower now use the friendly green skins to lower confusion with the enemy white urban skin.
-Removed official models having outdated animations.
-Zombie: Added external sequence for Blue Shift’s high definition models.
-Added Mistral, Night Watch, Night Watch Xeno, Submerged, and They Hunger textures to the global materials definition file for better footsteps.
-FGD: Fixed entity alphabetic ordering.
-FGD: Fixed model key present twice in item_generic.
-FGD: Fixed spawn flag in func_pushable 256 “1-hit break” not present.
-FGD: Fixed types for models/sounds in custom_precache
-FGD: Fixed typo in ambient_generic 16: “15 – 4,096 units”.
-FGD: Simplified ammo/item/weapon entities and their base classes.
-FGD: New base class Ammo for ammo entities allows for custom models.
-FGD: Removed size key from func_pushable, added custom hull size keys.
-Graphics: Improved zoomed sniper rifle crosshair so it can be seen in dark places.
-Manual: Fixed incorrect pipe wrench setting.
-Manual: Removed map CVAR’s weaponmode_wrench and weaponmode_m16 as they were never implemented.
John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved - and still does - the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the "The Evolution of PC graphics cards."