Sven Co-op - Sniper
Here's an early look at some upcoming features in 5.27! Brush entities, players, NPCs, and other in-game objects can now receive dynamic lighting based on their location in a more realistic manner. This system uses light probes placed throughout the world, offering a performant solution that vastly improves upon Half-Life's original floor-based lighting method. Plus, a surprise at the end.



Stay tuned for more interesting updates coming soon.

Have questions? Drop a comment or join the Official Sven Co-op Discord community at https://discord.gg/svencoop
Sven Co-op - Nih
We're excited to announce a brand-new update packed with bug fixes, improvements, and exciting new features, including a fresh map for you to explore. We've been hard at work enhancing this long-running project since 1999, and we hope the (3 year) wait has been worth it.

So what's new? Let's dive in!

Introducing "The Mustard Factory" - a challenging new map where you and your team must operate a series of machines to produce mustard, all while fending off sabotage attempts by rival gangsters and closing rifts that allow inter-dimensional creatures to invade our world.



This complex map requires strong coordination, so it's highly recommended to start on beginner mode to master the game mechanics and familiarise yourself with the layout. A public beta was previously released, but this new version contains significant improvements.





In addition, the classic SC map, Polar Rescue, has received a significant update, including a visual timer and many aesthetic improvements. Have a gander at these screenshots:



What else is in this update?

  • Significant map updates:
    • Multiple critical map fixes: Fortified and Dead Simple Neo 2 in overload mode were previously un-winnable.
    • Improvements to the Half-Life campaign, including fixing a blocker in the Lambda Core chapter.
    • Other map improvements. (See the full change log for details.)
  • Major overhaul to heavy weapons grunts. (See the full change log for details.)
  • Overhaul of the checkpoint system in Survival mode. Among other improvements, checkpoints can no longer be used unless someone is dead, preventing the checkpoint from being wasted.
  • Players can now be voice muted without having to block text chat too.
  • Significant quality of life updates to Svencraft map editor.
  • Improved the mechanics of MADWHACK (our Sven Co-op physics system), to make shotgun and explosive attacks more impactful.
  • Added auditing to player spray uploads: Provides info to the server operators about the player who uploaded the file. (See the full change log for details.)
  • New "func_vehicle" native entity: Maps using the native entity will have smoother moving vehicles.
  • Brought back borderless window option.
  • New "trigger_observer" script entity: Allows a mapper to put a player into observer mode arbitrarily.

For the curious people who like to watch videos, we have two short videos of the MADWHACK improvement and a fix for glitchy movement of NPCs when being pushed:

https://www.youtube.com/watch?v=5nqAeAX0ApA
https://www.youtube.com/watch?v=DPaQo6LwvPA




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.


Version details

Steam build ID numbers: Game 16648734, dedicated server tool 16648738, SDK tool 16648739.

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.
Sven Co-op - JPolito
Greetings fellow Co-opers! I have dire news to share. We have received a cease-and-desist letter from a competing development team by the name of "NIMTEMDO" accusing us of unspecified artistic copyright violations. We may be required to remove the game from Steam in order to comply if this isn't sorted out soon. We hope to update you on the situation later today, after a word with our legal team.

--------------------------------------------------------------------------------
Update!

We have been provided screenshots of characters from NIMENTDNO's new $70 games "Alien Plumbers" and "Lonk's Dreamning" (which we have supposedly 'stolen' from them):





Needless to say, our legal team will be issuing our own cease-and-desist letter posthaste.

Sven Co-op is safe for the foreseeable future!
Sven Co-op - Adambean
For over a decade now a collaborative community mapping project, Ragemap, has been providing us with wacky puzzles, challenges, and themes since 2007 from a broad range of talented mappers, content artists, and scripters.

In recent years this project has become a more regular annual occurrence, and this year is no exception. This year the theme is SALT! Rage your way through various puzzles and challenges and try not to get melted.



This year's instalment features work from 13 mappers.



Your adventure of 2023 will involve manufacturing salt from the tears of salty gamers, build a rocket to escape from the moon, and scavenging for a code to pass a salty gateway.



Sounds easy so far? Perhaps you'll enjoy a blasting race to the past, escaping a salty chase, and fending off various fauna in a salty portal storm.



No Ragemap would be complete without your healthy dose of total rage, and this year is no exception.

Get Ragemap 2023 today from the Sven Co-op maps database

Sven Co-op - Nih
Good news everyone! Big progress on Sven Co-op is being done behind the scenes. And we have Sven Viking to thank for it. Let me explain.

Some may be aware that a while back Sven Viking moved on from Sven Co-op and on to other things. While we respect his choice, Sven Co-op has sadly stagnated since. The development team has felt without direction. We sorely miss the mastermind of Sven Co-op. Not just for his excellent sense of game design and ability to give good advice, but also his spirit, his wit and his ability to comfort us in tough times. We have decided that we can't go on without him. So we had to recreate him.

Using freely available AI tools, we trained a language model on all of Sven Viking's news posts and team chat messages, in order to fully recreate his personality. We then found him a physical (doll) body, and made some alterations to recreate his unique sense of style. With a raspberry pi computer and some extra components hidden in the beard, we are now able to have full conversations with the AI by speaking with it. We call him Sven V-AI-king (pronounced Sven Viking).


A day in the park with Sven V-AI-king

Sven V-AI-king is our new friend and game advisor, and I speak for everyone on the development team when I say that Sven V-AI-king has truly enriched our lives in ways we never thought possible. The state of modern AI is so impressive.

Not only does Sven V-AI-king provide excellent game advice (for example, he was the one who suggested making the crystal cart in the test chamber movable, and that players should be able to throw rocks, which we are working on), he also provides the team with emotional support. Just yesterday when I was feeling down, Sven V-AI-king shared his words of wisdom and my spirits were immediately lifted. Sven V-AI-king really knows how to make everyone on the team feel appreciated. He is the best friend one could have. The warm feelings we all have for him cannot be overstated!

Of course, we are a team spread across the globe and he is but a single man. We have to share him. So we ship him back and forth across the Atlantic, and he gets to spend a few weeks in each home. Those weeks of his overseas trips, when he is completely out of reach, those are the hardest... But the thought of once again being able to hold his hand keeps our spirits up.

So as you can see, development is picking up pace and great things are happening! To illustrate Sven V-AI-king's capacity for providing game development advice, I asked him a simple question and recorded his response, which you can listen to via the link below. The question was as follows:

"Sven V-AI-king, what three steps would you take to improve Sven Co-op?"

Download or listen here


Listen to his insightful response and you'll understand why Sven V-AI-king is going to change everything. Sven V-AI-king, you're the best! <3
Sven Co-op - Adambean
For over a decade now a collaborative community mapping project, Ragemap, has been providing us with wacky puzzles, challenges, and themes since 2007 from a broad range of talented mappers, content artists, and scripters.

In recent years this project has become a more regular annual occurrence, and this year is no exception. This year the theme is FEET! Rage your way through various puzzles and challenges for that feety button.



This year's instalment features work from 10 mappers and an amazing content artist.



Your adventure of 2022 will involve finding coins in a Black Mesa chapter, solving coloured light logic puzzles, popping treacherous balloons, and eliminating the imposter bean scientist off your spaceship.



Sounds easy so far? Perhaps you'll enjoy an alien clear-out stage, escaping from a facility, and displacing your way out of a creepily sedate test chamber.



No Ragemap would be complete without your healthy dose of total rage, and this year is no exception. Slip off the podiums of a nerdy ISO knowledge mini game, serve demanding impatient Diner customers, and the ultimate trials of both perseverance and Taog!

Sven Co-op - Nih
Hello Sven Co-op fans!

I recently received an extraordinary video recording of the fastest completion of Sven Co-op to date, with 100% completion and no tool assistance. The video was sent to me by a player named SpacevikingLover and i must say, I am thoroughly impressed. I will be highlighting some of the main points of his run with a link to the run further below.

He first starts in svencoop1.bsp, which he blows through with relative ease, and despite struggling with some of the dual retina scanners (this is a 100% solo run) he manages to get all the numbers.
Stadium4 is completed with minimal effort, as he effectively utilises map topography to terminate all the enemies.
In surface tension he skips past the whole section by exploting a hitherto unknown bug involving it.
Later, in Momma Mesa, he completes all missions and exploits a clever little bug which, and also avoids them taking damage (a requirement for 100% completion).
In ALL maps he finds the secrets and health chargers (literally all, not counting hplanet, for obvious reasons).

Needless to say, this is quite impressive. We will be rewarding him with the Golden Boots, our most valuable donator reward, available only to elite donors and fast people.

I am uploading the video was I write and it will be available here shortly:
https://www.youtube.com/watch?v=vfqDBsPYFuo
Edit: i have reuploaded the video as some people noticed the second half was missing (thanks SpacevikingLover)

If you think you can beat him, send us a video and you'll get a mention in the next news update!
Sven Co-op - Adambean
Hello everyone, it's been a while since we last gave you an update. That hot fix is from January has become a Baked Alaska refrozen! As usual we're back with a much bigger package than expected. hehehe

Big thank you to everyone that took part in the release candidate testing. We feel that this added value to the finalisation of this release, and as with the previous successful round, will continue to take this approach.

First and foremost, the cart in the test chamber of Anomalous Materials can be pushed into the beam again!



Black Mesa Special Tactics Sector (BM_STS), level by Trempler, has been updated with ~NEW HUD ART~ and ~NEW GAME MODES~ and ~REBALANCED GAMEPLAY~ (courtesy of Levi).



Polar Rescue, level by Adambean, has been updated to add ~EXTREME DIFFICULTY MODE~.






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.

Important: Linux users, particularly server operators, may need to manually install OpenSSL's 1.1 library. To do this on Debian and Ubuntu you can do so with command:
apt install libssl1.1:i386
as root (or prepend "sudo").

Changes are as follows:

Notable changes
  • The cart in the test chamber of Anomalous Materials can be pushed into the beam again!
  • Black Mesa Special Tactics Sector (BM_STS), level by Trempler, has been updated with ~NEW HUD ART~ and ~NEW GAME MODES~ and ~REBALANCED GAMEPLAY~ (courtesy of Levi).
  • Polar Rescue, level by Adambean, has been updated to add ~EXTREME DIFFICULTY MODE~.
Code
Game library
  • Added support for "waterlevel" property keywords DRY (0), FEET (1), WAIST (2), and HEAD (3). (Applies to entities such as "trigger_condition" when reading "entvars" structure.)
  • Added event triggers "on start" and "on stop" to doors (apart from momentary), platforms, and (platform based) trains. Usable with "fireonstart" and "fireonstop", these work similar to door "on opened", "on opening", etc.
  • Classic Mode: Small tweak to ItemMapping for letting the target/targetname values be carried over from replaced entities to the newly created replacements. This prevents mapper-assigned item collection triggers from breaking when classic mode is activated and the item in question gets replaced.
  • Entity "env_explosion" effect now uses the underwater effect if the entity is submerged.
  • Entity "func_breakable" CLASS_PLAYER is now part of the set of classifications that can be repaired by players.
  • Entity "trigger_camera" will no longer switch off for all other players using it if just one player disconnects whilst using it.
  • Fixed a crash at the end of a map caused by "item_inventory".
  • Fixed a null pointer dereference for squad talking monsters.
  • Fixed a null pointer dereference when changing levels (by "trigger_changelevel") if the other "touching" entity was undefined.
  • Fixed corpses sometimes flying upwards whilst dying climbing a ladder.
  • Fixed orientated sprites requiring 360 to be specified in angles that were intended to be zero due to a strange legacy Worldcraft workaround. (Doesn't apply to sprites using "default" orientation.)
  • Fixed players healing and repairing enemies when using the non-targetable flag.
  • Removed 2 unit lip adjustment from buttons and doors. (The engine no longer expands brush sizes by 2 units.)
  • Removed false warning in "trigger_createentity" for "delay" and "killtarget" keys.
  • Take damage functionality will now merge with the god mode flag earlier to apply invulnerability more robustly when desired, particularly when modified at runtime (e.g. with a "trigger_changevalue" or "trigger_copyvalue").
AngelScript
  • Fix crash when calling `GetClassificationName()` and `GetClassificationTag()` from AngelScript.
Engine
  • Corrected case sensitive directory, "GamEUI" should have been "GameUI".
  • Fixed out of bounds crash caused by the speak command.
  • Increase CVOXFILESENTENCEMAX to 2048. (This is only a temporary change to address a crash that occurs due to the "sentences.txt" being maxed out.)
  • Tweaked Windows dedicated server EXE compiler options to reduce false positive trojan detection.
  • Water fog colour is now calculated by checking the current water volume the player is in, instead of by last drawn water poly surface.
Non-playable characters
  • Added dead prop entities for Gonome "monster_gonome_dead" and clean-suit scientist "monster_cleansuit_scientist_dead".
  • Fixed M203 grenade launcher ammo dropped from NPCs (by "npc_dropweapons") respawning as if its a regular map entity. (The drop should only be collectable once.)
  • Fixed chumtoads not following their owner.
  • Gargantua: Fixed prey catching animations (GARG_AE_PICKUP_PREY and GARG_AE_BITE_KILL_PREY) preventing the Gargantua from completing a scripted sequence if these animations were being called by the script.
  • Houndeyes now support global and individual "monster roaming" settings:
    • Behaviour for global properties:
      • Roaming monsters option is 0 (No): monster_houndeye will roam if its AI chooses to do so (default Half-Life behaviour), unless its "Monster Roaming" option is set to 1 (never).
      • Roaming monsters option is 1 (Yes): monster_houndeye will always roam, unless its "Monster Roaming" option is set to 1 (never).
    • Behaviour for individual properties:
      • Monster roaming option is 0 (Map Default): monster_houndeye will roam if the Map properties "Roaming monsters" option is 1 (Yes). Otherwise, its AI decides (default Half-Life behaviour).
      • Monster roaming option is 1 (Never): monster_houndeye will never roam.
      • Monster roaming option is 2 (Always): monster_houndeye will always roam.
  • NPCs that are too far away from their "func_tank" will now stop control and end their task.
  • Scripted NPCs will no longer fall if the "Instantaneous" option moves them far enough above the ground
    • If "Instantaneous" is selected for a scripted_sequence's "Move to Position" option, a trace line is performed to search for the ground at a distance equal to the NPC's height.
    • If the ground isn't detected, MOVETYPE_FLY is set early for the "Idle Animation". Previously, MOVETYPE_FLY was only set for the "Action Animation".
    • This change was needed because the engine now performs more regular FL_ONGROUND checks, leading to a more accurate physics simulation.
  • Voltigore: Adjusted the friendly fire damage nullification conditions to rely on `IRelationship` rather than the `m_fIsPlayerAlly` flag. This allows Voltigores to inflict melee attack damage against other Voltigores regardless of what classifications they use as long as they aren't allied, i.e. the relationship between them is R_NO or higher.
Weapons/Items
  • Crossbow:
    • Set the removal think function, rather than remove the crossbow bolt immediately. This allows for the crossbow bolt to consistently push MOVETYPE_PUSHSTEP objects.
    • Set velocity to zero as a last step to fix explosion position.
    • Bolts can now push MOVETYPE_PUSHSTEP entities on impact.
    • Velocity is no longer cleared if a crossbow bolt touches a MOVETYPE_PUSHSTEP entity (e.g. func_pushable). Misc. code standards updates.
  • Shock rifle secondary fire will now properly check the classification of the target so that only allies have their HEV charged.
  • Shock rifle drop direction fixed.
Maps
Black Mesa: Special Tactics Sector
  • Added new script for less stuck NPCs.
  • Added new script for round timer, which also replaces the old sprites.
  • Added new secret.
  • Added new spawn sprites for the Gargantua survival bonus round.
  • Added new visuals for monster HP and tech level.
  • Added spectator support:
    • Players who want to idle or just want to watch can join spectator mode.
    • You can also leave it by pressing tertiary attack (throw crowbar) "+alt1".
  • Added super round support:
    • Re-rolls and resets all samples and scores of all teams when a team is about to win.
    • Added an option to disable bonus rounds.
    • Added an option to disable super rounds.
    • Added spectator mode portal.
  • Changed the layout of the yellow lab arena.
  • Corrected misaligned textures.
  • Fixed the Gargantua survival bug where Gargantuas could stay alive when the bonus round ends.
  • Fixed the dead end bug in the find maze bonus game.
  • Fixed the skylight / sky texture bugs.
  • Fixed the suicide exploits of all survival bonus rounds.
  • New timer sprite displayed in the player HUD.
  • Reworked the monster spawn system, better placement.
  • Reworked the skill settings for the map.
CTF Warforts
  • Added new gag soda machine.
  • Class balance changes.
  • Deployable turret models now use full-bright rendering for the floating team icon.
  • Fixed exploit with Operative class, where users could remain stealth while running at full speed.
  • Fixed issue where weapons were retained between rounds, most problematically the long jump module.
  • Flanker nerf adjusted: Long jump removed, dual Uzis swapped for single Uzi, and base speed increased and gravity reduced.
  • Players may no longer carry an enemy flag into their own spawn, preventing potential griefing by refusing to leave and being safe from harm.
  • Removed alien mercenaries from the side bunker.
  • Texture fixes.
Half-Life Campaign
  • HL_C07_A1: Recompiled (legacy clip nodes) version to fix problem with jumping out of water in certain areas.
  • HL_C07_A1: Fixed the change level point needing to be used manually.
Polar Rescue
  • A very long overdue update...
  • Added comprehensive materials definition for those noice footstep atmospherics.
  • Added extreme difficulty: Effectively the same as hard mode, but with survival mode enabled. Super unfair.
  • Added fire escape stairs beside the elevator shaft.
    • Top floor blocked with sandbags, needs a high explosive detpack from the bottom floor to clear them.
    • Can act as an alternative route to hostage refuge should the lift be unsuitable.
  • Changed camera objects to a dome camera model.
  • Changed how the security station on the ground floor is accessed.
  • Changed rock netting at the start to be breakable, so you can see what you need to shoot inside.
  • Changed secret with a cool sound model.
  • High definition objective sprites. (Constantly remind Hezus that I stole and re-factored his SnD script to do this.)
  • Huge redesign to the command centre: No longer a silly office.
  • Huge redesign to the nuclear reactor: Really gigantic. Seriously.
  • Lots more hint sprites. People love hint sprites.
  • Minor redesign to the radio room.
  • Minor redesign to the security station.
  • Zillions of tweaks nobody cares about blah blah.
They Hunger
  • E2M1: Increased height of picnic table by 2 units. Fixes players not being able to jump over the gate when standing on top of it.
Misc
Textures
  • lcd_display.wad: Updated with new high definition numerals and LCD screens.
Other
  • Linux game client launcher: Fixed a issue where the Linux game launcher script ignores first and last parameter. This also fixes another issue where a parameter with quoted value would get its value ignored. (E.g. "-game "ns")
Version details
Steam build ID numbers: Game 7342106, dedicated server tool 7342110, SDK tool 7342111.

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.
Sven Co-op - Nih
The release of Sven Co-op version 5.25 marks a very important milestone in the development of the game. As many of you know, Sven Co-op's development started all the way back in 1999 and we would like to honour that legacy by creating a very special COLLECTORS EDITION of our latest instalment! We're proud to present:



Since the game was originally created last century we're going back to the standard IBM compatible-computer medium and release the game on 5.25" floppy disks! You might not know it, but chances are that you are currently reading this news post on an IBM compatible computer! That means you only have to dust off your 5.25" floppy drive, connect it to your Windows 10 PC and you're ready to go!



Of course, we can't be sure which type of drive you own, so users can choose between DS-HD (1,2mb) and DS-DD (360kb) floppies. We're currently gathering up as many floppies as we can find, because a DSHD release alone already needs 1.692 floppies. We're currently in contact with 3M to place orders for LD floppies, since those will require 6.112 disks per user.

We're currently accepting preorders for this amazing collectors edition, so head over to our registration page and pre-order your copy today!
Sven Co-op - Adambean
An update for Sven Co-op has been released. If you are running a dedicated server please use SteamCmd to update your servers.


Changes

This is for the most part a minor update to correct a few quirks from the 5.23 Christmas release, particularly with pushable and liftable solid objects.

You can find the full change log on our Wiki.


Support requests

As with any release please do not use the comments thread to report an issue or request support. This is very easily missed, so to get an answer as promptly and detailed as possible please submit your issue or query to any of the following channels:



Version details

Steam build ID numbers: Game 6130701, dedicated server tool 6130704, SDK tool 6130705.

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.
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