Sven Co-op 5.0



  • With the release of sven Co-op on steam this Friday would anybody be up for running through the half life campaign or something? I’ve never played Sven but heard it’s pretty good.



  • With the release of sven Co-op on steam this Friday would anybody be up for running through the half life campaign or something? I’ve never played Sven but heard it’s pretty good.



  • I’m excited just because they have Angelscript in it. It’s a babby’s first coding language but you can still do quite a bit with it. Remotely similar to Lua.



  • whats new in this 5.0?



  • http://www.svencoop.com/changelog_5.0_preview_20140926.php

    Notable changes - it’s on steam with steampipe connected.



  • port obj maps to goldsrc



  • New limits (engine core):

    Maximum base decals: Raised to 1,024 from 256.
        Maximum edicts: Raised to 8,192 from 900.
        Maximum models: Raised to 8,192 from 512.
        Maximum sounds: Raised to 4,096 from 512.
        Maximum heap memory size: Raised to 256MB from 128MB.
        Minimum heap memory size: Raised to 64MB from 14MB.
        Maximum frame rate: Raised to 120 from 100 (for the new 120Hz TFT monitors).

    New limits (for maps):

    Maximum brushes: Raised to 32,767 from 8,192.
        Maximum clip nodes: Raised to 65,536 from 32,767.
        Maximum edicts: Raised to 8,192 from 1,024.
        Maximum entity key size: Raised to 256 from 32.
        Maximum entity string size: Raised to 4096 from 1024.
        Maximum entity value size: Raised to 1MB from 128kB.
        Maximum leafs: Raised to 65,536 from 8,192.
        Maximum light data: Raised to 64MB from 16MB.
        Maximum light maps: Raised to 512 from 64.
        Maximum models: Raised to 4,096 from 400.
        Maximum nodes: Raised to 65,536 from 32,767.
        Maximum planes: Raised to 65,536 from 32,767.
        Maximum textures: Raised to 2,048 from 512.
        Maximum visibility data: Raised to 64MB from 16MB.
        Maximum world size: Raised to +/-131,072 from +/-4,096: Only enabled if the game’s liblist contains largemap_aware, as the game will need to be built use different data types for handling co-ordinates.

    Damn, some of these are higher than what hammer/source provides.



  • cough make a nox server cough



  • Why HL1 source?

    make HL2 pls.



  • @GTube:

    Why HL1 source?

    make HL2 pls.

    http://obsidianconflict.net/



  • I’ve played through some of it, I’m down for some more :3


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